home *** CD-ROM | disk | FTP | other *** search
INI File | 2004-01-12 | 149.3 KB | 9,222 lines |
- [Data]
- life = 1000 ;Amount of life to start with
- attack = 100 ;100% attack power (more is stronger)
- defence = 100 ;100% defensive power (more is stronger)
- fall.defence_up = 50 ;Def goes up by 50% everytime player is hit on ground
- liedown.time = 60 ;Time player takes before getting up from HIT_LIEDOWN
- airjuggle = 15 ;Can do 15 points of juggling
- sparkno = 2 ;Default spark number
- guard.sparkno = 40 ;Default guard spark number
- KO.echo = 1 ;1 to enable echo on KO
- IntPersistIndex = 42 ;Persistent Integer Index
-
- [Size]
- xscale = 1 ;Horizontal scaling factor.
- yscale = 1 ;Vertical scaling factor.
- ground.back = 23 ;Player width (back, ground)
- ground.front = 15 ;Player width (front, ground)
- air.back = 15 ;Player width (back, air)
- air.front = 15 ;Player width (front, air)
- z.width = 3 ;Player width (into and out)
- attack.width = 4,4 ;Default attack width: back, front
- attack.dist = 160 ;Default attack distance
- proj.attack.dist = 90 ;Default attack distance for projectiles
- head.pos = 0, -94
- mid.pos = -1, -66
- shadowoffset = -1
-
- [Velocity]
- walk.fwd = 3 ;Walk forward
- walk.back = -2.5 ;Walk backward
- run.fwd = 6 ;Run forward (x, y) - if y<0, player will hop
- run.back = -5.3,-4 ;Run backward (x, y) - if y=0, player will run
- jump.neu = 0,-10 ;Neutral JUMP velocity (x, y)
- jump.back = -3,-10 ;Jump back Speed (x, y)
- jump.fwd = 3,-10 ;Jump forward Speed (x, y)
- runjump.back = -5,-10 ;Running jump speeds (opt)
- runjump.fwd = 5,-10 ;.
-
- [Movement]
- airjump.num = 0
- yaccel = .5555556 ;Vertical acceleration
- stand.friction = .85 ;Friction coefficient when standing
- crouch.friction = .82 ;Friction coefficient when crouching
-
- ;===========================================================================
- ; KOF JUMP SYSTEM (common state override)
- ; See also State 950 and anim #950, 951 and 952
- ;===========================================================================
- ;INITIALIZE
- [Statedef 5900]
- type = S
-
- [State 5900, 1] ;Clear all int variables
- type = VarRangeSet
- trigger1 = roundno = 1
- value = 0
-
- [State 5900, 2] ;Clear all float variables
- type = VarRangeSet
- trigger1 = roundno = 1
- fvalue = 0
-
-
- [State 5900, 3] ;Intro
- type = ChangeState
- trigger1 = roundno = 1
- value = 191
-
- [State 5900, Turns Mode Intro]
- type = ChangeState
- trigger1 = teammode = turns
- trigger1 = roundno > 1
- trigger1 = roundsexisted <= 0
- trigger1 = roundstate = 0
- trigger1 = prevstateno != 197
- value = 189
-
- ; Jump Start
- [Statedef 40]
- type = S
- physics = S
- ctrl = 0
- sprpriority = 1
-
- [State 40, 1]
- type = ChangeState
- triggerall = Var(50) = 1
- triggerall = Time = 0
- trigger1 = p2movetype = A
- trigger1 = p2bodydist x < 56
- trigger2 = p2statetype != A
- trigger2 = p2bodydist x < 56
- value = 0
- ctrl = 1
-
- [State 40, 1]
- type = ChangeAnim
- trigger1 = Time = 0
- value = 40
-
- [State 40, 1]
- type = VarSet
- trigger1 = Time = 0
- sysvar(1) = 0
-
- [State 40, 2]
- type = VarSet
- trigger1 = Time = 0
- var(5) = 0
-
- ;----------------------------------------------------------------------------
- [State 40, 3]
- type = VarSet
- triggerall = var(50) = 1
- trigger1 = prevstateno = 100
- trigger1 = p2bodydist x > 56
- var(5) = 1
-
- [State 40, 4]
- type = VarSet
- triggerall = var(50) = 1
- trigger1 = p2bodydist x > 32
- trigger2 = p2movetype != A
- sysvar(1) = 1
-
- [State 40, 5]
- type = VarSet
- triggerall = var(50) = 1
- trigger1 = p2bodydist x <= 32
- trigger1 = p2bodydist x > -20
- trigger2 = p2movetype = A
- sysvar(1) = -1
-
- ;----------------------------------------------------------------------------
-
- [State 40, 3]
- type = VarSet
- triggerall = var(50) != 1
- trigger1 = command = "longjump"
- trigger2 = prevstateno = 100 && command = "holdfwd"
- var(5) = 1
-
- [State 40, 4]
- type = VarSet
- triggerall = var(50) != 1
- trigger1 = command = "holdfwd"
- sysvar(1) = 1
-
- [State 40, 5]
- type = VarSet
- triggerall = var(50) != 1
- trigger1 = command = "holdback"
- sysvar(1) = -1
-
- [State 40, 6]
- type = VelSet
- trigger1 = AnimTime = 0
- x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
- y = const(velocity.jump.y)
-
- [State 40, 7]
- type = PlaySnd
- trigger1 = AnimTime = 0 && (Var(5) = 0 || (Var(5) && Sysvar(1) = 0))
- value = 3,0 ;Normal jump
-
- [State 40, 8]
- type = PlaySnd
- trigger1 = Var(5) && Sysvar(1) != 0 && AnimTime = 0
- value = 3,2 ;Super jump
-
- [State 40, 9]
- type = ChangeState
- triggerall = Var(50) != 1
- trigger1 = AnimTime = 0 && command != "holdup"
- value = 950
- ctrl = 1
-
- [State 40, 9]
- type = ChangeState
- triggerall = Var(50) = 1
- triggerall = p2statetype != A
- trigger1 = AnimTime = 0
- trigger1 = random < 900
- value = 950
- ctrl = 1
-
- [State 40, 10]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
- ctrl = 1
-
- ; Jump Up
- [Statedef 50]
- type = A
- physics = A
-
- [State 50, 1]
- type = VarSet
- trigger1 = Time = 0
- sysvar(1) = 0
-
- [State 50, 2]
- type = VelSet
- trigger1 = Time = 0 && Var(5)
- x = IfElse(vel x = 0,0,IfElse(vel x < 0,-4.5,4.5))
-
- [State 50, 3]
- type = ChangeAnim
- trigger1 = Time = 0
- value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))
-
- [State 50, 3]
- type = ChangeAnim
- trigger1 = Vel y > -2
- trigger1 = SelfAnimExist(anim + 3)
- persistent = 0
- value = Anim + 3
-
- [State 50, 4]
- type = AfterImage
- trigger1 = Time = 0 && Var(5) && Vel X != 0
- time = 10
- trans = add1
- timegap = 1
- framegap = 2
- length = 8
- palbright = 12,12,12
- palcontrast = 225,225,225
- palpostbright = 0,0,0
- paladd = 0,0,0
- palmul = 1,1,1
-
- ;===========================================================================
- ; DASH (common state override)
- ;===========================================================================
- [Statedef 100]
- type = S
- physics = N
- velset = const(velocity.run.fwd.x), 0
- sprpriority = 1
- ctrl = 0
-
- [State 100, NoWalk]
- type = AssertSpecial
- trigger1 = 1
- flag = nowalk
-
- [State 100, Ctrl]
- type = CtrlSet
- trigger1 = time = 6
- value = 1
-
- [State 100, DashSound]
- type = PlaySnd
- trigger1 = time = 0
- value = 3,4
- loop = 1
- channel = 11
-
- [State 100, 1]
- type = ChangeAnim
- trigger1 = Time = 0
- value = 100
-
- [State 100, 2]
- type = ChangeState
- trigger1 = command != "holdfwd" && time >= 6
- value = 101
-
- [Statedef 101]
- type = S
- physics = S
- velset = 0,0
- ctrl = 0
-
- [State 101, State]
- type = ChangeState
- trigger1 = time = 0
- value = 0
- ctrl = 1
-
- ; Hop back (start)
- [Statedef 105]
- type = S
- movetype = I
- physics = S
- anim = 105
- velset = 0
- ctrl = 0
-
- [State 105, State]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 106
-
- ; Hop back (air)
- [Statedef 106]
- type = A
- movetype = I
- physics = N
- anim = 106
- velset = -10,-5.45
-
- [State 106, SFX]
- type = PlaySnd
- trigger1 = Time = 0
- value = 3,3
-
- [State 106, Slow]
- type = VelAdd
- trigger1 = Time > 0
- y = .73
-
- [State 106, Gravity]
- type = VelMul
- trigger1 = Time > 2
- x = .89
-
- [State 106, State]
- type = ChangeState
- trigger1 = Pos Y >= 0
- trigger1 = Vel Y > 0
- value = 107
-
- ;Hop Back (landing)
- [Statedef 107]
- type = S
- movetype = I
- physics = S
- anim = 107
- velset = 0,0
-
- [State 107, Align]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 107, SFX]
- type = PlaySnd
- trigger1 = Time = 0
- value = 3,1
-
- [State 107, State]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;===========================================================================
- ; LOSE (Time over)
- ;===========================================================================
- [Statedef 170]
- type = S
- ctrl = 0
- anim = 170
- velset = 0,0,0
-
- [State 170, Voice]
- channel = 0
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = S10,0
-
- [State 170, 1]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- ;===========================================================================
- ; WINPOSE SELECT
- ;===========================================================================
- [Statedef 180]
- type = S
-
- [State 180, 1]
- type = VarRandom
- trigger1 = Time = 0
- v = 1
- range = 1,5
-
- [State 180, 2] ;Choose win1
- type = VarSet
- trigger1 = Command = "hold_a"
- v = 1
- value = 1
-
- [State 180, 3] ;Choose win2
- type = VarSet
- trigger1 = Command = "hold_b"
- v = 1
- value = 2
-
- [State 180, 5] ;Choose win3
- type = VarSet
- trigger1 = Command = "hold_c"
- v = 1
- value = 3
-
- [State 180, 6] ;Choose win4
- type = VarSet
- trigger1 = Command = "hold_d"
- v = 1
- value = 4
-
- [State 180, 6] ;Choose win5
- type = VarSet
- trigger1 = Command = "hold_z"
- v = 1
- value = 5
-
- [State 180, 2]
- type = ChangeState
- trigger1 = Var(1) != 0
- value = 180 + var(1)
-
- ;===========================================================================
- ; WINPOSE 1
- ;===========================================================================
- [Statedef 181]
- type = S
- ctrl = 0
- anim = 181
- velset = 0,0,0
-
- [State 181, Assert]
- type = AssertSpecial
- trigger1 = time = [0,260]
- flag = roundnotover
- value = 1
-
- [State 181, Proj]
- type = Projectile
- trigger1 = animelem = 5
- projid = 1101
- projanim = 4310
- projremanim = 4315
- projheightbound = -240,-10
- projshadow = -1
- offset = 17,-97
- velocity = 1, -.3
- remvelocity = 0,0
- accel = 0, .1
- attr = S, SP
-
- [State 181, 2]
- type = PlaySnd
- trigger1 = animelem = 1
- value = 181,0
-
- [State 181, Voice]
- type = PlaySnd
- trigger1 = animelem = 4
- value = 7,0
-
- [State 181, Voice]
- type = PlaySnd
- trigger1 = animelem = 7
- value = 7,1
-
- [State 181, 1]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- ;===========================================================================
- ; WINPOSE 2
- ;===========================================================================
- [Statedef 182]
- type = S
- ctrl = 0
- anim = 182
- velset = 0,0,0
-
- [State 182, Assert]
- type = AssertSpecial
- trigger1 = time = [0,220]
- value = 1
- flag = roundnotover
-
- [State 182, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 16
- value = 7,4
- channel = 0
-
- [State 182, 1]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- ;===========================================================================
- ; WINPOSE 3 - "Tanoshikatta wa, mata oide."
- ;===========================================================================
- [Statedef 183]
- type = S
- ctrl = 0
- anim = 183
- velset = 0,0,0
- sprpriority = 2
-
- [State 183, Assert]
- type = AssertSpecial
- trigger1 = time = [0,200]
- flag = roundnotover
-
- [State 183, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 7,2
- channel = 0
-
- [State 183, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 9
- value = 7,3
- channel = 0
-
- [State 183, Rose]
- type = Explod
- trigger1 = animelem = 6
- anim = 4320
- postype = p1
- pos = 0,0
- bindtime = -1
- ownpal = 1
- sprpriority = 1
-
- [State 183, Proj]
- type = Projectile
- trigger1 = animelem = 10
- projid = 183
- projanim = 4325
- projremanim = 4326
- projheightbound = -240,-9
- projshadow = -1
- offset = 31,-85
- velocity = 2, -.2
- projsprpriority = 3
- remvelocity = 0,0
- accel = 0, .2
- attr = S, SP
-
- [State 183, Invincibility]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- ;===========================================================================
- ; WINPOSE 4 - Remove jacket (98 B)
- ;===========================================================================
- [Statedef 184]
- type = S
- ctrl = 0
- anim = 184
- velset = 0,0,0
-
- [State 184, Voice]
- type = PlaySnd
- trigger1 = animelem = 9
- value = 7,5
- channel = 0
-
- [State 184, Assert]
- type = AssertSpecial
- trigger1 = time = [0,140]
- flag = roundnotover
-
- [State 184, Invincibility]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- ;===========================================================================
- ; WINPOSE 5 - Wine glass (98 C)
- ;===========================================================================
- [Statedef 185]
- type = S
- ctrl = 0
- anim = 185
- velset = 0,0,0
-
- [State 185, Assert]
- type = AssertSpecial
- trigger1 = time = [0,200]
- flag = roundnotover
-
- [State 183, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 7,2
- channel = 0
-
- [State 183, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 6, = 30
- value = 7,3
- channel = 0
-
- [State 230, Move]
- type = PosAdd
- trigger1 = AnimElem = 2
- trigger2 = AnimElem = 3
- trigger3 = AnimElem = 4
- x = 8
-
- [State 185, Invincibility]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- ;=====================
- [Statedef 189]
- type = A
- movetype = I
- physics = N
- anim = 189
- velset = 5,-6
- ctrl = 0
-
- [State 189, SB]
- type = screenbound
- trigger1 = 1
- value = 0
-
- [State 189, 1]
- type = posadd
- trigger1 = time = 0
- x = -175
- y = -39
-
- [State 189, 2]
- type = veladd
- trigger1 = 1
- y = .4
-
- [State 189, AS]
- type = AssertSpecial
- trigger1 = 1
- flag = Intro
-
- [State 189, 3]
- type = ChangeState
- trigger1 = pos y >= 0 && vel y > 0
- value = 197
-
- ;Land
- [Statedef 197]
- type = S
- movetype = I
- physics = N
- anim = 197
- velset = 0,0
- ctrl = 0
-
- [State 197, 1]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 197, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 3,1
-
- [State 197, AS]
- type = AssertSpecial
- trigger1 = 1
- flag = Intro
-
- [State 191, RyoIntro]
- type = ChangeState
- trigger1 = time >= 8
- trigger1 = p2name = "Ryo Sakazaki" || p4name = "Ryo Sakazaki"
- trigger2 = p2name = "Ryo" || p4name = "Ryo"
- value = 194
-
- [State 197, 3]
- type = ChangeState
- trigger1 = time >= 8
- value = 193
-
- ;===========================================================================
- ; INTRO
- ;===========================================================================
- [Statedef 191]
- type = S
- ctrl = 0
- velset = 0,0,0
-
- [State 191, RyoIntro]
- type = ChangeState
- triggerall = time = 0
- triggerall = random < 500
- trigger1 = p2name = "Ryo Sakazaki" || p4name = "Ryo Sakazaki"
- trigger2 = p2name = "Ryo" || p4name = "Ryo"
- value = 192
-
- [State 191, RyoIntro]
- type = ChangeState
- triggerall = time = 0
- trigger1 = p2name = "Ryo Sakazaki" || p4name = "Ryo Sakazaki"
- trigger2 = p2name = "Ryo" || p4name = "Ryo"
- value = 194
-
- [State 191, ChangeIntro]
- type = ChangeState
- trigger1 = random < 500 && time = 0
- value = 193
-
- [State 191, Anim]
- type = changeanim
- trigger1 = time = 1
- value = 191
- persistent = 0
-
- [State 191, Waitress]
- type = Explod
- trigger1 = time = 1 && anim = 191
- anim = 4300
- postype = p1
- pos = 0,-1
- bindtime = 1
- ownpal = 1
- shadow = -1
-
- [State 191, Waitress]
- type = Explod
- trigger1 = time = 179
- anim = 4301
- postype = p1
- pos = 0,-1
- vel = -2
- bindtime = 1
- ownpal = 1
- shadow = -1
-
- [State 191, Assert]
- type = AssertSpecial
- trigger1 = time = [0,193]
- flag = intro
-
- [State 191, ChangeState]
- type = ChangeState
- trigger1 = time = 194
- value = 0
-
- ;===========================================================================
- ;INTRO vs. RYO
- ;===========================================================================
- [Statedef 192]
- type = S
- ctrl = 0
- anim = 192
- velset = 0,0,0
-
- [State 192, Assert]
- type = AssertSpecial
- trigger1 = time = [0,113]
- flag = intro
-
- [State 192, Voice1]
- type = PlaySnd
- trigger1 = time = 3
- value = 6,1
-
- [State 192, Voice2]
- type = PlaySnd
- trigger1 = AnimElem = 5
- value = 6,2
-
- [State 192, Proj]
- type = Projectile
- trigger1 = animelem = 6
- projid = 192
- projanim = 4330
- projremanim = 4330
- projheightbound = -240,-9
- projshadow = -1
- offset = 70,-72
- velocity = 9, 0
- projsprpriority = -1
- remvelocity = 0,0
- accel = 0, .092
- attr = S, SP
-
- [State 192, ChangeState]
- type = ChangeState
- trigger1 = time = 114
- value = 0
-
- ;===========================================================================
- ;INTRO C - "Aite ni naru wa."
- ;===========================================================================
- [Statedef 193]
- type = S
- ctrl = 0
- anim = 193
- velset = 0,0,0
-
- [State 192, Assert]
- type = AssertSpecial
- trigger1 = time = [0,108]
- flag = intro
-
- [State 192, Voice1]
- type = PlaySnd
- trigger1 = AnimElem = 5
- value = 6,0
-
- [State 191, ChangeState]
- type = ChangeState
- trigger1 = time = 109
- value = 0
-
- ;===========================================================================
- ;INTRO C - "Aite ni naru wa."
- ;===========================================================================
- [Statedef 194]
- type = S
- ctrl = 0
- anim = 194
- velset = 0,0,0
-
- [State 194, Assert]
- type = AssertSpecial
- trigger1 = 1
- flag = intro
-
-
- [State 194, ChangeState]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
-
- ;===========================================================================
- ;STAND AND CLOSE STAND NORMAL ATTACKS
- ;===========================================================================
- ;STAND A
- [Statedef 200]
- type = S
- movetype= A
- physics = S
- juggle = 8
- velset = 0,0
- ctrl = 0
- anim = 200
-
- [State 200, Voice]
- channel = 0
- type = PlaySnd
- trigger1 = Time = 0
- trigger1 = random < 700
- value = S5,0
-
- [State 200, SFX]
- type = PlaySnd
- trigger1 = animelem = 1
- value = S0,0
-
- [State 200, HitDef]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = S, NA
- damage = 29
- animtype = Light
- guardflag = M
- hitflag = MAF
- priority = 4, Hit
- getpower = 20,5
- pausetime = 9, 13
- sparkno = 0
- sparkxy = 10,-88
- hitsound = S0,1
- guardsound = S2,0
- ground.type = High
- ground.slidetime = 9
- ground.hittime = 9
- ground.velocity = -7
- air.velocity = -3,-3
- ground.cornerpush.veloff = -9.5
-
- [State 200, 2]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 21,0
-
- [State 200, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;CLOSE A
- [Statedef 205]
- type = S
- movetype= A
- physics = S
- juggle = 8
- velset = 0,0
- ctrl = 0
- anim = 205
-
- [State 205, Voice]
- channel = 0
- type = PlaySnd
- trigger1 = Time = 0
- trigger1 = random < 700
- value = S5,0
-
- [State 200, SFX]
- type = PlaySnd
- trigger1 = animelem = 2
- value = S0,0
-
- [State 200, HitDef]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = S, NA
- damage = 19
- animtype = Light
- guardflag = M
- getpower = 20,5
- hitflag = MAF
- priority = 4, Hit
- pausetime = 9, 13
- sparkno = 0
- sparkxy = 10,-88
- hitsound = S0,1
- guardsound = S2,0
- ground.type = High
- ground.slidetime = 9
- ground.hittime = 9
- ground.velocity = -7
- air.velocity = -3,-3
- ground.cornerpush.veloff = -9.5
-
- [State 205, SFX]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 21,0
-
- [State 205, State]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;Stand B
- [Statedef 210]
- type = S
- movetype= A
- physics = S
- juggle = 8
- velset = 0,0
- ctrl = 0
- anim = 210
-
- [State 210, Voice]
- channel = 0
- type = PlaySnd
- trigger1 = Time = 0
- trigger1 = random < 700
- value = S5,0
-
- [State 210, SFX]
- type = PlaySnd
- trigger1 = animelem = 3
- value = S1,0
-
- [State 210, HitDef]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, NA
- damage = 48
- animtype = Light
- guardflag = M
- hitflag = MAF
- priority = 4, Hit
- pausetime = 9, 13
- getpower = 20,5
- sparkno = 0
- sparkxy = 10,-88
- hitsound = S1,1
- guardsound = S2,0
- ground.type = High
- ground.slidetime = 9
- ground.hittime = 9
- ground.velocity = -6
- air.velocity = -3,-3
-
- [State 210, ChangeState]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;CLOSE B
- [Statedef 215]
- type = S
- movetype= A
- physics = S
- juggle = 8
- velset = 0,0
- ctrl = 0
- anim = 215
-
- [State 215, Voice]
- channel = 0
- type = PlaySnd
- trigger1 = Time = 0
- trigger1 = random < 700
- value = S5,0
-
- [State 215, SFX]
- type = PlaySnd
- trigger1 = animelem = 2
- value = S1,0
-
- [State 215, HitDef]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = S, NA
- damage = 48
- animtype = Light
- guardflag = M
- hitflag = MAF
- priority = 4, Hit
- pausetime = 9, 13
- getpower = 20,5
- sparkno = 0
- sparkxy = 10,-80
- hitsound = S1,1
- guardsound = S2,0
- ground.type = Low
- ground.slidetime = 9
- ground.hittime = 9
- ground.velocity = -6
- air.velocity = -3,-3
-
- [State 215, ChangeState]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;STAND C
- [Statedef 220]
- type = S
- movetype= A
- physics = S
- juggle = 8
- velset = 0,0
- ctrl = 0
- anim = 220
-
- [State 220, Voice]
- channel = 0
- type = PlaySnd
- trigger1 = Time = 0
- trigger1 = random < 700
- value = S5,1
-
- [State 220, SFX]
- type = PlaySnd
- trigger1 = animelem = 2
- value = S0,0
-
- [State 220, HitDef1]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = S, NA
- damage = 77
- animtype = Heavy
- guardflag = M
- hitflag = MAF
- priority = 4, Hit
- pausetime = 9, 13
- getpower = 20,10
- sparkno = 2
- sparkxy = 10,-88
- hitsound = S0,2
- guardsound = S2,0
- ground.type = High
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -11
- air.velocity = -3,-3
-
- [State 220, ChangeState]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;CLOSE C
- [Statedef 225]
- type = S
- movetype= A
- physics = S
- juggle = 8
- velset = 0,0
- ctrl = 0
- anim = 225
-
- [State 225, Voice]
- channel = 0
- type = PlaySnd
- trigger1 = Time = 0
- trigger1 = random < 700
- value = S5,1
-
- [State 225, SFX]
- type = PlaySnd
- trigger1 = animelem = 2
- value = S0,0
-
- [State 225, HitDef]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = S, NA
- damage = 67
- animtype = Heavy
- guardflag = M
- hitflag = MAF
- priority = 4, Hit
- poweradd = 40,10
- pausetime = 9, 13
- sparkno = 2
- sparkxy = 10,-80
- hitsound = S0,2
- guardsound = S2,0
- ground.type = High
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -11
- air.velocity = -3,-3
-
- [State 225, ChangeState]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;STAND D
- [Statedef 230]
- type = S
- movetype= A
- physics = S
- juggle = 8
- velset = 0,0
- ctrl = 0
- anim = 230
-
- [State 230, Voice]
- channel = 0
- type = PlaySnd
- trigger1 = Time = 0
- trigger1 = random < 700
- value = S5,1
-
- [State 230, SFX]
- type = PlaySnd
- trigger1 = animelem = 3
- value = S1,0
-
- [State 230, HitDef1]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, NA
- damage = 106
- animtype = Heavy
- guardflag = M
- hitflag = MAF
- priority = 4, Hit
- pausetime = 9, 13
- getpower = 20,10
- sparkno = 2
- sparkxy = 10,-78
- hitsound = S1,2
- guardsound = S2,0
- ground.type = High
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -13
- air.velocity = -3,-3
-
- [State 230, ChangeState]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;CLOSE D
- [Statedef 235]
- type = S
- movetype= A
- physics = S
- juggle = 8
- velset = 0,0
- ctrl = 0
- anim = 235
-
- [State 230, Voice]
- channel = 0
- type = PlaySnd
- trigger1 = Time = 0
- trigger1 = random < 700
- value = S5,1
-
- [State 230, SFX]
- type = PlaySnd
- trigger1 = animelem = 3
- value = S1,0
-
- [State 230, HitDef0]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, NA
- damage = 67
- animtype = Heavy
- guardflag = M
- hitflag = MAF
- priority = 4, Hit
- pausetime = 9, 13
- getpower = 20,10
- sparkno = 2
- sparkxy = 10,-88
- hitsound = S1,2
- guardsound = S2,0
- ground.type = Low
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -2
- air.velocity = -3,-3
-
- [State 230, HitDef1]
- type = HitDef
- trigger1 = AnimElem = 6
- attr = S, NA
- damage = 29
- animtype = Heavy
- guardflag = M
- hitflag = MAF
- priority = 4, Hit
- pausetime = 9, 13
- getpower = 20,10
- sparkno = 2
- sparkxy = 10,-88
- hitsound = S1,2
- guardsound = S2,0
- ground.type = High
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -6
- air.velocity = -3,-3
-
- [State 235, ChangeState]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;STAND CD
- [Statedef 240]
- type = S
- movetype = A
- physics = S
- velset = 0,0
- juggle = 14
- anim = 240
- ctrl = 0
-
- [State 240, Voice]
- channel = 0
- type = PlaySnd
- trigger1 = animelem = 3
- value = 5,2
-
- [State 240, SFX]
- type = PlaySnd
- trigger1 = animelem = 4
- value = 1,0
-
- [State 240, HitDef]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = S, NA
- damage = 115
- animtype = Heavy
- guardflag = M
- hitflag = MAF
- air.juggle = 14
- priority = 4, Hit
- pausetime = 9, 13
- sparkno = 2
- sparkxy = 4,-60
- hitsound = S2,1
- guardsound = S2,0
- ground.type = High
- ground.slidetime = 15
- ground.hittime = 10
- ground.velocity = -4, -7
- air.velocity = -3,-3
- fall = 1
- fall.recover = 0
-
- [State 240, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;Forward + B (Trap Kick standalone)
- [Statedef 250]
- type = S
- movetype = I
- physics = S
- velset = 0,0
- ctrl = 0
- anim = 250
-
- [State 240, Move]
- type = PosAdd
- trigger1 = animelem = 2
- trigger2 = animelem = 3, =0
- trigger3 = animelem = 3, =1
- x = 8
-
- [State 290, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 253
-
- ;Hop
- [Statedef 253]
- type = A
- movetype = A
- physics = N
- velset = 4,-3
- anim = 253
-
- [State 291, Gravity]
- type = VelAdd
- trigger1 = time >= 0
- y = .37
-
- [State 210, Voice]
- channel = 0
- type = PlaySnd
- trigger1 = Time = 3
- trigger1 = random < 700
- value = S5,0
-
- [State 210, SFX]
- type = PlaySnd
- trigger1 = animelem = 2
- value = S1,0
-
- [State 255, HitDef]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = A, NA
- damage = 77
- animtype = Heavy
- guardflag = HA
- hitflag = MAF
- priority = 4, Hit
- pausetime = 9, 13
- sparkno = 2
- sparkxy = 4,-60
- hitsound = S1,2
- guardsound = S2,0
- ground.type = High
- air.animtype = Back
- ground.slidetime = 9
- ground.hittime = 9
- ground.velocity = -11
- air.velocity = -5,-3
- air.fall = 1
- fall.recover = 0
- ground.cornerpush.veloff = -3
-
- [State 291, State]
- type = ChangeState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 0
- value = 255
-
- ;Land and kick
- [Statedef 255]
- type = S
- movetype = A
- physics = S
- velset = 0,0
- ctrl = 0
- juggle = 8
- anim = 255
-
- [State 255, Align]
- type = PosSet
- trigger1 = time = 0
- y = 0
-
- [State 255, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;Trap Kick (chained)
- [Statedef 260]
- type = S
- movetype = I
- physics = S
- velset = 0,0
- ctrl = 0
- anim = 250
-
- [State 240, Move]
- type = PosAdd
- trigger1 = animelem = 2
- trigger2 = animelem = 3, =0
- trigger3 = animelem = 3, =1
- x = 8
-
- [State 260, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 263
-
- ;Hop
- [Statedef 263]
- type = A
- movetype = A
- physics = N
- velset = 4,-3
- anim = 253
-
- [State 261, Gravity]
- type = VelAdd
- trigger1 = time >= 0
- y = .37
-
- [State 260, Voice]
- channel = 0
- type = PlaySnd
- trigger1 = Time = 3
- trigger1 = random < 700
- value = S5,0
-
- [State 260, SFX]
- type = PlaySnd
- trigger1 = animelem = 2
- value = S1,0
-
- [State 265, HitDef]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = A, NA
- damage = 77
- animtype = Heavy
- guardflag = MA
- hitflag = MAF
- priority = 4, Hit
- pausetime = 9, 13
- sparkno = 2
- sparkxy = 4,-60
- hitsound = S1,2
- guardsound = S2,0
- ground.type = High
- air.animtype = Back
- ground.slidetime = 9
- ground.hittime = 9
- ground.velocity = -11
- air.velocity = -5,-3
- air.fall = 1
- fall.recover = 0
- ground.cornerpush.veloff = -3
-
- [State 261, State]
- type = ChangeState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 0
- value = 265
-
- ;Land
- [Statedef 265]
- type = S
- movetype = A
- physics = S
- velset = 0,0
- ctrl = 0
- juggle = 8
- anim = 255
-
- [State 265, Align]
- type = PosSet
- trigger1 = time = 0
- y = 0
-
- [State 265, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;CD Counter
- [Statedef 245]
- type = S
- movetype = A
- physics = S
- velset = 0,0
- anim = 245
- ctrl = 0
-
- [State 245, SuperPause]
- type = poweradd
- trigger1 = time= 0
- value = -1000
-
- [State 245, SuperPause]
- type = SuperPause
- trigger1 = time = 1
- darken = 0
- anim = -1
- time = 9
- movetime = 9
-
- [State 245, Spark]
- type = Explod
- trigger1 = time = 7
- anim = 4080
- postype = p1
- pos = -5,-80
- ownpal = 1
- supermove = 1
- sprpriority = 4
- bindtime = 1
-
- [State 245, AfterImage]
- type = AfterImage
- trigger1 = Time = 0
- time = 34
- trans = add1
- timegap = 1
- framegap = 3
- length = 16
-
- [State 245, Invincibility]
- type = NotHitBy
- trigger1 = time >= 0
- value = SCA
-
- [State 240, Voice]
- channel = 0
- type = PlaySnd
- trigger1 = animelem = 3
- value = 5,2
-
- [State 240, SFX]
- type = PlaySnd
- trigger1 = animelem = 4
- value = 1,0
-
- [State 290, HitDef]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, NA
- damage = 5
- animtype = Heavy
- guard = 0
- ;guardflag = M
- hitflag = MAF
- priority = 4, Hit
- pausetime = 9, 13
- sparkno = 0
- sparkxy = 20,-60
- hitsound = S2,1
- guardsound = S2,0
- ground.type = High
- ground.slidetime = 15
- ground.hittime = 10
- ground.velocity = -4, -7
- air.velocity = -3,-3
- fall = 1
- fall.recover = 0
-
- [State 290, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;===========================================================================
- ;TAUNT - "Come on, baby."
- ;===========================================================================
- [Statedef 300]
- type = S
- movetype = A
- ctrl = 0
- velset = 0,0
- anim = 300
-
- [State 300, Voice]
- type = PlaySnd
- channel = 0
- trigger1 = animelem = 1
- value = 5,4
-
- [State 300, Ctrl]
- type = CtrlSet
- trigger1 = animelem = 5
- value = 1
-
- [State 300, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;===========================================================================
- ;CROUCH NORMAL ATTACKS
- ;===========================================================================
- ;CROUCH A
- [Statedef 400]
- type = C
- movetype= A
- physics = S
- juggle = 8
- velset = 0,0
- ctrl = 0
- anim = 400
-
- [State 400, Voice]
- channel = 0
- type = PlaySnd
- trigger1 = Time = 0 && random < 400
- value = S5,0
-
- [State 400, SFX]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = S0,0
-
- [State 400, HitDef]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = C, NA
- damage = 19
- animtype = Light
- guardflag = L
- hitflag = MAF
- priority = 4, Hit
- pausetime = 9, 13
- sparkno = 0
- sparkxy = 10,-44
- hitsound = S0,1
- guardsound = S2,0
- ground.type = Low
- ground.slidetime = 9
- ground.hittime = 9
- ground.velocity = -6
- air.velocity = -4,-3
-
- [State 400, ChangeState]
- type = ChangeState
- trigger1 = animtime = 0
- value = 11
- ctrl = 1
-
- ;CROUCH B
- [Statedef 410]
- type = C
- movetype= A
- physics = S
- juggle = 8
- velset = 0,0
- ctrl = 0
- anim = 410
-
- [State 410, Voice]
- channel = 0
- type = PlaySnd
- trigger1 = Time = 0 && random < 400
- value = S5,0
-
- [State 410, SFX]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = S1,0
-
- [State 410, HitDef]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = C, NA
- damage = 38
- animtype = Light
- guardflag = L
- hitflag = MAF
- priority = 4, Hit
- pausetime = 9, 13
- sparkno = 0
- sparkxy = 10,-8
- hitsound = S1,1
- guardsound = S2,0
- ground.type = Low
- ground.slidetime = 9
- ground.hittime = 9
- ground.velocity = -6
- air.velocity = -4,-3
-
- [State 410, ChangeState]
- type = ChangeState
- trigger1 = animtime = 0
- value = 11
- ctrl = 1
-
- ;CROUCH C
- [Statedef 420]
- type = C
- movetype= A
- physics = S
- juggle = 8
- velset = 0,0
- ctrl = 0
- anim = 420
-
- [State 420, Voice]
- channel = 0
- type = PlaySnd
- trigger1 = Time = 0 && random < 400
- value = S5,1
-
- [State 420, SFX]
- type = PlaySnd
- trigger1 = animelem = 2
- value = S0,0
-
- [State 420, HitDef]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = C, NA
- damage = 87
- animtype = Heavy
- guardflag = M
- hitflag = MAF
- priority = 4, Hit
- pausetime = 9, 13
- sparkno = 2
- sparkxy = 10,-44
- hitsound = S0,2
- guardsound = S2,0
- ground.type = Low
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -11
- air.velocity = -4,-3
-
- [State 420, ChangeState]
- type = ChangeState
- trigger1 = animtime = 0
- value = 11
- ctrl = 1
-
- ;CROUCH D
- [Statedef 430]
- type = C
- movetype= A
- physics = S
- juggle = 14
- velset = 0,0
- ctrl = 0
- anim = 430
-
- [State 430, Voice]
- channel = 0
- type = PlaySnd
- trigger1 = Time = 0 && random < 400
- value = S5,1
-
- [State 430, SFX]
- type = PlaySnd
- trigger1 = animelem = 3
- value = S1,0
-
- [State 430, HitDef]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = C, NA
- damage = 106
- air.juggle = 14
- animtype = Low
- guardflag = L
- hitflag = MAF
- priority = 4, Hit
- pausetime = 9, 13
- sparkno = 2
- sparkxy = 10,-12
- hitsound = S1,2
- guardsound = S2,0
- ground.type = Trip
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -3,-3
- air.velocity = -3,-3
- fall = 1
- fall.recover = 0
-
- [State 430, ChangeState]
- type = ChangeState
- trigger1 = animtime = 0
- value = 11
- ctrl = 1
-
- ;SLIDE KICK D
- [Statedef 435]
- type = C
- movetype= I
- physics = S
- juggle = 14
- velset = 0,0
- ctrl = 0
- anim = 435
-
- [State 435, ChangeState]
- type = ChangeState
- trigger1 = animtime = 0
- value = 436
-
- [Statedef 436]
- type = C
- movetype= A
- physics = N
- velset = 16,0
- ctrl = 0
- anim = 436
-
- [State 436, SFX]
- type = PlaySnd
- trigger1 = time = 0
- value = 4,4
- channel = 1
-
- [State 436, Friction]
- type = VelMul
- trigger1 = animelem = 3, < 0
- x = .8
-
- [State 436, Stop]
- type = VelSet
- trigger1 = animelem = 3
- x = 0
-
- [State 430, HitDef]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = C, NA
- damage = 87
- air.juggle = 14
- animtype = Back
- guardflag = L
- hitflag = MAF
- priority = 4, Hit
- pausetime = 9, 13
- sparkno = 2
- sparkxy = 10,-12
- hitsound = S1,2
- guardsound = S2,0
- ground.type = Low
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -11
- air.velocity = -3,-3
-
- [State 436, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 11
- ctrl = 1
-
- ;===========================================================================
- ;JUMP NORMAL ATTACKS
- ;===========================================================================
- ;JUMP A
- [Statedef 600]
- type = A
- movetype= A
- physics = A
- juggle = 8
- ctrl = 0
- anim = 600
-
- [State 600, SFX]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = S0,0
-
- [State 600, HitDef]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = A, NA
- damage = 29
- animtype = Light
- guardflag = HA
- hitflag = MAF
- priority = 4, Hit
- pausetime = 9, 13
- poweradd = 20, 5
- sparkno = 0
- sparkxy = -20,-50
- hitsound = S0,1
- guardsound = S2,0
- ground.type = High
- ground.slidetime = 9
- ground.hittime = 9
- ground.velocity = -5
- air.velocity = -4,-3
-
- [State 600, Anim]
- type = ChangeAnim
- trigger1 = time = 0
- value = 600
-
- ;JUMP B
- [Statedef 610]
- type = A
- movetype= A
- physics = A
- juggle = 8
- ctrl = 0
- anim = 610
-
- [State 610, SFX]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = S1,0
-
- [State 610, HitDef]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = A, NA
- damage = 48
- animtype = Light
- guardflag = HA
- hitflag = MAF
- priority = 4, Hit
- poweradd = 20, 5
- pausetime = 9, 13
- sparkno = 0
- sparkxy = -20,-50
- hitsound = S1,1
- guardsound = S2,0
- ground.type = High
- ground.slidetime = 9
- ground.hittime = 9
- ground.velocity = -5
- air.velocity = -4,-3
-
- [State 610, Anim]
- type = ChangeAnim
- trigger1 = time = 0
- value = 610
-
- ;JUMP C
- [Statedef 620]
- type = A
- movetype= A
- physics = A
- juggle = 8
- ctrl = 0
- anim = 620
-
- [State 620, SFX]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = S0,0
-
- [State 620, HitDef]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = A, NA
- damage = 77
- animtype = Heavy
- guardflag = HA
- hitflag = MAF
- priority = 4, Hit
- poweradd = 40, 10
- pausetime = 9, 13
- sparkno = 2
- sparkxy = -20,-50
- hitsound = S0,2
- guardsound = S2,0
- ground.type = High
- ground.slidetime = 9
- ground.hittime = 9
- ground.velocity = -5
- air.velocity = -4,-3
-
- [State 620, Anim]
- type = ChangeAnim
- trigger1 = time = 0
- value = 620
-
- ;JUMP D
- [Statedef 630]
- type = A
- movetype= A
- physics = A
- juggle = 8
- ctrl = 0
- anim = 630
-
- [State 630, SFX]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = S1,0
-
- [State 630, HitDef]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = A, NA
- damage = 96
- animtype = Heavy
- guardflag = HA
- hitflag = MAF
- priority = 4, Hit
- poweradd = 40, 10
- pausetime = 9, 13
- sparkno = 2
- sparkxy = -20,-50
- hitsound = S1,2
- guardsound = S2,0
- ground.type = High
- ground.slidetime = 9
- ground.hittime = 9
- ground.velocity = -5
- air.velocity = -4,-3
-
- ;JUMP CD
- [Statedef 640]
- type = A
- movetype= A
- physics = A
- juggle = 14
- ctrl = 0
- anim = 640
-
- [State 640, Voice]
- channel = 0
- type = PlaySnd
- trigger1 = animelem = 2
- value = 5,2
-
- [State 640, SFX]
- type = PlaySnd
- trigger1 = animelem = 3
- value = 1,0
-
- [State 640, HitDef]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, NA
- damage = 115
- animtype = Heavy
- guardflag = M
- hitflag = MAF
- air.juggle = 14
- priority = 4, Hit
- pausetime = 9, 13
- sparkno = 2
- sparkxy = 4,-60
- hitsound = S2,1
- guardsound = S2,0
- ground.type = High
- ground.slidetime = 15
- ground.hittime = 10
- ground.velocity = -4, -7
- air.velocity = -4,-6
- fall = 1
- fall.recover = 0
-
- [State 640, Anim]
- type = ChangeAnim
- trigger1 = time = 0
- value = 640
-
- ;===========================================================================
- ; ROLLS
- ;===========================================================================
- ; Roll Forward
- [Statedef 700]
- type = S
- movetype = I
- physics = S
- anim = 700
- velset = 0,0
- ctrl = 0
-
- [State 700, AfterImage]
- type = AfterImage
- trigger1 = animelem = 2
- time = 10
- trans = add1
- timegap = 2
- framegap = 1
- length = 5
- ;palbright = -42,-42,-42
- palcontrast = 225,225,225
- palpostbright = 0,0,0
- paladd = 0,0,0
- palmul = 1,1,1
-
- [State 700, Sprite]
- type = SprPriority
- trigger1 = time >= 0
- value = -2
-
- [State 700, Voice]
- channel = 0
- type = PlaySnd
- trigger1 = animelem = 2
- value = 5,0
- channel = 0
-
- [State 700, Move]
- type = PosAdd
- trigger1 = animelem = 2, >= 0 && animelem = 5, < 0
- x = 5.3
-
- [State 740, Push]
- type = PlayerPush
- trigger1 = animelem = 2, >= 0 && animelem = 5, < 0
- value = 0
-
- [State 740, Invincibility]
- type = HitBy
- trigger1 = animelem = 2, >= 0 && animelem = 5, < 0
- value = SCA, NT, ST, HT
-
- [State 700, Move]
- type = ChangeState
- triggerall = Var(50) != 1
- trigger1 = animelem = 2, >= 0 && animelem = 5, < 0
- trigger1 = command = "a" || command = "b" || command = "c" || command = "d"
- value = 705
-
- [State 700, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;Dodge Attack
- [Statedef 705]
- type = S
- movetype = A
- physics = N
- anim = 705
- velset = 0,0
- ctrl = 0
-
- [State 705, Image]
- type = AfterImageTime
- trigger1 = time = 0
- value = 0
- time = 0
-
- [State 705, SFX]
- type = PlaySnd
- trigger1 = animelem = 3
- value = S0,0
-
- [State 705, Move]
- type = PosAdd
- trigger1 = animelem = 3
- trigger2 = animelem = 4
- trigger3 = animelem = 5
- trigger4 = animelem = 5, =2
- x = 8
-
- [State 705, HitDef1]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, NA
- damage = 75
- animtype = Heavy
- guardflag = M
- hitflag = MAF
- priority = 4, Hit
- pausetime = 9, 13
- getpower = 20,10
- sparkno = 2
- sparkxy = 10,-78
- hitsound = S1,2
- guardsound = S2,0
- ground.type = Low
- ground.slidetime = 16
- ground.hittime = 13
- ground.velocity = -11
- air.velocity = -7,-3
-
- [State 705, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Roll Backward
- [Statedef 740]
- type = S
- movetype = I
- physics = N
- anim = 740
- velset = 0,0
- ctrl = 0
-
- [State 740, Align]
- type = PosSet
- trigger1 = time = 0
- y = 0
-
- [State 740, Voice]
- channel = 0
- type = PlaySnd
- trigger1 = animelem = 3
- value = 5,0
- channel = 0
-
- [State 700, AfterImage]
- type = AfterImage
- trigger1 = time = 7
- time = 10
- trans = add1
- timegap = 2
- framegap = 1
- length = 5
- ;palbright = -42,-42,-42
- palcontrast = 225,225,225
- palpostbright = 0,0,0
- paladd = 0,0,0
- palmul = 1,1,1
-
- [State 740, Push]
- type = PlayerPush
- trigger1 = time = [8,24]
- value = 0
-
- [State 740, Invincibility]
- type = HitBy
- trigger1 = time = [8,24]
- value = SCA, NT, ST, HT
-
- [State 740, Move]
- type = PosAdd
- trigger1 = time = [8,24]
- x = -5;3.65
-
- [state 740, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Recovery Roll
- [Statedef 750]
- type = S
- movetype = I
- physics = N
- anim = 750
- velset = 0,0
- ctrl = 0
-
- [State 750, Align]
- type = PosSet
- trigger1 = time = 0
- y = 0
-
- [State 750, Voice]
- channel = 0
- type = PlaySnd
- trigger1 = animelem = 1
- value = 5,3
-
- [State 740, Push]
- type = PlayerPush
- trigger1 = time = [4,22]
- value = 0
-
- [State 740, Invincibility]
- type = NotHitBy
- trigger1 = time >= 0;[4,22]
- value = SA
-
- [State 740, Move]
- type = PosAdd
- trigger1 = time = [4,22]
- ;animelem = 3, = 0
- x = -4;3.65
-
- [state 750, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; ESCAPE Roll Forward
- [Statedef 760]
- type = S
- movetype = I
- physics = N
- anim = 760
- velset = 0,0
- ctrl = 0
-
- [State 245, SuperPause]
- type = poweradd
- trigger1 = time= 0
- value = -1000
-
- [State 760, SuperPause]
- type = SuperPause
- trigger1 = time = 1
- darken = 0
- anim = -1
- time = 12
- movetime = 12
-
- [State 760, Spark]
- type = Explod
- trigger1 = time = 7
- anim = 4080
- postype = p1
- pos = -5,-80
- ownpal = 1
- supermove = 1
- sprpriority = 4
- bindtime = 1
-
- [State 760, Voice]
- channel = 0
- type = PlaySnd
- trigger1 = animelem = 3
- value = S0,0
-
- [State 760, AfterImage]
- type = AfterImage
- trigger1 = Time = 0
- time = 22
- trans = add1
- timegap = 1
- framegap = 3
- length = 16
-
- [State 760, Push]
- type = PlayerPush
- trigger1 = time = [11,29]
- value = 0
-
- [State 760, Invincibility]
- type = NotHitBy
- trigger1 = time >= 0
- value = SCA
-
- [State 760, Move]
- type = PosAdd
- trigger1 = time = [11,29]
- x = 6
-
- [State 760, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ; ESCAPE Roll Backward
- [Statedef 770]
- type = S
- movetype = I
- physics = N
- anim = 770
- velset = 0,0
- ctrl = 0
-
- [State 245, SuperPause]
- type = poweradd
- trigger1 = time= 0
- value = -1000
-
- [State 770, SuperPause]
- type = SuperPause
- trigger1 = time = 1
- darken = 0
- anim = -1
- time = 12
- movetime = 12
-
- [State 770, Spark]
- type = Explod
- trigger1 = time = 7
- anim = 4080
- postype = p1
- pos = -5,-80
- ownpal = 1
- supermove = 1
- sprpriority = 4
- bindtime = 1
-
- [State 770, Voice]
- channel = 0
- type = PlaySnd
- trigger1 = animelem = 3
- value = S0,0
-
- [State 770, AfterImage]
- type = AfterImage
- trigger1 = Time = 0
- time = 22
- trans = add1
- timegap = 1
- framegap = 3
- length = 16
-
- [State 770, Push]
- type = PlayerPush
- trigger1 = time = [11,29]
- value = 0
-
- [State 770, Invincibility]
- type = NotHitBy
- trigger1 = time >= 0
- value = SCA
-
- [State 770, Move]
- type = PosAdd
- trigger1 = time = [11,29]
- x = -6;
-
- [State 770, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;===========================================================================
- ;POW EXPLODE
- ;===========================================================================
- [Statedef 780]
- type = S
- movetype = I
- physics = S
- anim = 780
- velset = 0,0
- ctrl = 0
- sprpriority = 3
-
- [State 780, Activate]
- type = VarSet
- trigger1 = animelem = 4
- v = 7
- value = 1100
-
- [State 780, Voice]
- channel = 0
- type = PlaySnd
- trigger1 = animelem = 4
- value = 5,0
-
- [State 780, SFX]
- type = PlaySnd
- trigger1 = animelem = 4
- value = 3,7
-
- [State 780, Shake]
- type = EnvShake
- trigger1 = animelem = 4
- time = 15
- freq = 150
- ampl = 5
-
- [State 780, DamageBoost]
- type = AttackMulSet
- trigger1 = animelem = 4
- value = 1.3
-
- [State 780, PowerDrain]
- type = PowerAdd
- trigger1 = animelem = 4
- value = -1000
-
- [State 780, MAXbarLeft]
- type = Explod
- trigger1 = var(30) = 1
- trigger1 = animelem = 4
- anim = 4100
- id = 4100
- sprpriority = 8
- ontop = 1
- ownpal = 1
- postype = left
- pos = 16,200
- removetime = -1
- ignorehitpause = 1
- bindtime = -1
-
- [State 780, MAXbarCounterLeft]
- type = Explod
- trigger1 = var(30) = 1
- trigger1 = time = 22
- anim = 4102
- id = 4102
- ontop = 1
- ownpal = 1
- postype = left
- pos = 103,202
- removetime = -1
- ignorehitpause = 1
- bindtime = -1
-
- [State 780, MAXbarRight]
- type = Explod
- trigger1 = var(30) = 2
- trigger1 = animelem = 4
- anim = 4105
- id = 4100
- sprpriority = 8
- ontop = 1
- ownpal = 1
- postype = right
- pos = -107,200
- removetime = -1
- ignorehitpause = 1
- bindtime = -1
-
- [State 780, MAXbarCounterRight]
- type = Explod
- trigger1 = var(30) = 2
- trigger1 = time = 22
- anim = 4107
- id = 4102
- ontop = 1
- sprpriority = 9
- ownpal = 1
- postype = Right
- pos = -83,202
- removetime = -1
- ignorehitpause = 1
- bindtime = -1
-
- [State 780, ExplodEffect]
- type = Explod
- trigger1 = animelem = 4
- anim = 790
- id = 790
- sprpriority = 4
- postype = p1
- pos = 0,0
- bindtime = 20
-
- [State 780, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
-
-
- ;P1 Miss
- [Statedef 305]
- type = S
- movetype= I ;Get hit
- physics = S
- velset = -12,0
- anim = 305
- ctrl = 0
-
- [State 810,]
- type = PlaySnd
- trigger1 = time = 0
- value = F2,10
-
- [State 810,]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 305, Cancel]
- type = targetstate
- Trigger1 = time = 0
- value = 306
-
- [State 305, MD]
- type = makedust
- Trigger1 = 1
- pos = 0,0
- spacing = 3
-
- [State 301, Cancel Var]
- type = varset
- Trigger1 = animtime = 0
- var(17) = 0
-
- [State 305, END]
- type = changestate
- Trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;P2 Counter
- [Statedef 306]
- type = S
- movetype= I ;Get hit
- physics = S
- velset = 0,0
- ctrl = 0
-
- [State 306, ANIM1]
- type = posset
- Trigger1 = time = 0
- y = 0
-
- [State 306, ANIM1]
- type = changeanim
- trigger1 = selfanimexist(306)
- Trigger1 = time = 0
- value = 306
-
- [State 306, ANIM2]
- type = changeanim
- trigger1 = !selfanimexist(306)
- trigger1 = selfanimexist(200)
- Trigger1 = Time = 0
- value = 200
-
- [State 306, ANIM3]
- type = changeanim
- trigger1 = !selfanimexist(306)
- trigger1 = !selfanimexist(200)
- Trigger1 = Time = 0
- value = 5000
-
- [State 306, END]
- type = selfstate
- Trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
- ;===========================================================================
- ;THROWS
- ;===========================================================================
- ;C throw ATTEMPT
- [Statedef 800]
- type = S
- movetype = A
- physics = S
- velset = 0,0
- anim = 800
- ctrl = 0
-
- [State 800, 1]
- type = HitDef
- trigger1 = AnimElem = 1
- attr = S, NT
- priority = 2, miss
- sparkno = -1
- p2facing = 1
- numhits = 0
- p1stateno = 805
- p2stateno = 810
-
- [State 800, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;C throw SUCCESS
- [Statedef 805]
- type = S
- movetype = A
- physics = S
- velset = 0,0
- ctrl = 0
- anim = 805
- sprpriority = 3
-
-
-
- [State 311, Cancel Var]
- type = varset
- Trigger1 = Time = [0,7]
- trigger1 = target, command = "x" || target, command = "y"
- var(17) = 1
-
- [State 301, Cancel]
- type = changestate
- Trigger1 = Time = [5,7]
- trigger1 = var(17) = 1
- value = 305
-
- [State 301, Cancel]
- type = targetstate
- Trigger1 = Time = [5,7]
- trigger1 = var(17) = 1
- value = 306
-
- [State 301, Cancel Var]
- type = varset
- Trigger1 = animtime = 0
- var(17) = 0
-
-
-
- [State 805, GrabSound]
- type = PlaySnd
- trigger1 = animelem = 2
- value = 2,3
- channel = 5
-
- [State 701, 2]
- type = explod
- trigger1 = time = 0
- anim = 890
- pos = 0,-70
- postype = p1
- sprpriority = 3
-
- [State 805, Invincibility]
- type = NotHitBy
- trigger1 = time >= 0
- value = SCA
-
- [State 805, Push]
- type = PlayerPush
- trigger1 = Time >= 0
- value = 0
-
- [State 805, Bind1]
- type = TargetBind
- trigger1 = animelem = 2, < 0
- pos = 28,0
-
- [State 805, Bind2]
- type = TargetBind
- trigger1 = animelem = 2, >= 0 && animelem = 3, < 0
- pos = 32,-88
-
- [State 805, Bind3]
- type = TargetBind
- trigger1 = animelem = 3, >= 0 && animelem = 4, < 0
- pos = 42,-89
-
- [State 805, Bind4]
- type = TargetBind
- trigger1 = animelem = 4, >= 0 && animelem = 6, < 0
- pos = 48,-89
-
- [State 805, Bind5]
- type = TargetBind
- trigger1 = animelem = 6, >= 0 && animelem = 8, < 0
- pos = 40, -85
-
- [State 805, Bind6]
- type = TargetBind
- trigger1 = animelem = 8, >= 0 && animelem = 10, < 0
- pos = 35, -85
-
- [State 805, Bind7]
- type = TargetBind
- trigger1 = animelem = 10, >= 0 && animelem = 11, < 0
- pos = 51, -85
-
- [State 805, Bind8]
- type = TargetBind
- trigger1 = animelem = 11, = 0
- pos = 55, -33
-
- [State 805, Combo]
- type = HitAdd
- trigger1 = animelem = 4
- value = 1
-
- [State 805, HitSound]
- type = PlaySnd
- trigger1 = AnimElem = 4
- value = 1,2
-
- [State 805, HitSound]
- type = PlaySnd
- trigger1 = time = 43
- value = 2,1
-
- [State 805, Hitspark]
- type = Explod
- trigger1 = AnimElem = 4
- anim = F0
- ontop = 1
- postype = p1
- pos = 54,-81
- bindtime = 1
-
- [State 805, Hitspark]
- type = Explod
- trigger1 = time = 43
- anim = F2
- ontop = 1
- postype = p1
- pos = 48,-89
- bindtime = 1
-
- [State 805, Move]
- type = PosAdd
- trigger1 = animelem = 12
- trigger2 = animelem = 13
- x = 8
-
- [State 805, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;Hit by C throw
- [Statedef 810]
- type = A
- movetype = H
- physics = N
- velset = 0
- sprpriority = 0
-
- [State 810, Invincibility]
- type = NotHitBy
- trigger1 = time >= 0
- value = SCA
-
- [State 810, ScreenBound]
- type = ScreenBound
- trigger1 = time < 47
- movecamera = 0,0
-
- [State 810, Anim]
- type = ChangeAnim2
- trigger1 = time = 0
- value = 810
-
- [State 860, Velocity]
- type = VelSet
- trigger1 = time = 47
- x = -4.5
- y = -5
-
- [State 860, Gravity]
- type = Gravity
- trigger1 = time >= 47
-
- [State 860, Anim]
- type = ChangeAnim
- trigger1 = time = 47
- value = 5050
-
- [State 860, Damage1]
- type = LifeAdd
- trigger1 = time = 47
- value = -125
-
- [State 860, State]
- type = SelfState
- trigger1 = Pos Y >= 0
- trigger1 = Vel Y > 0
- value = 5100
-
- ;D throw ATTEMPT
- [Statedef 850]
- type = S
- movetype = A
- physics = S
- velset = 0,0
- anim = 850
- ctrl = 0
-
- [State 850, 1]
- type = HitDef
- trigger1 = AnimElem = 1
- attr = S, NT
- priority = 2, miss
- sparkno = -1
- numhits = 0
- snap = 28,0
- p2facing = 1
- p1stateno = 855
- p2stateno = 860
-
- [State 850, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;D throw SUCCESS
- [Statedef 855]
- type = S
- movetype = A
- physics = S
- velset = 0,0
- ctrl = 0
- anim = 855
- sprpriority = 3
-
-
- [State 311, Cancel Var]
- type = varset
- Trigger1 = Time = [0,7]
- trigger1 = target, command = "x" || target, command = "y"
- var(17) = 1
-
- [State 301, Cancel]
- type = changestate
- Trigger1 = Time = [5,7]
- trigger1 = var(17) = 1
- value = 305
-
- [State 301, Cancel]
- type = targetstate
- Trigger1 = Time = [5,7]
- trigger1 = var(17) = 1
- value = 306
-
- [State 301, Cancel Var]
- type = varset
- Trigger1 = animtime = 0
- var(17) = 0
-
- [State 805, Width]
- type = Width
- trigger1 = time >= 0
- edge = 0, 40
-
- [State 805, GrabSound]
- type = PlaySnd
- trigger1 = animelem = 2
- value = 2,3
- channel = 5
-
-
- [State 701, 2]
- type = explod
- trigger1 = time = 0
- anim = 890
- pos = 0,-70
- postype = p1
- sprpriority = 3
-
- [State 805, Sound]
- type = PlaySnd
- trigger1 = animelem = 5
- value = 4,1
-
- [State 855, Invincibility]
- type = NotHitBy
- trigger1 = time >= 0
- value = SCA
-
- [State 855, Bind1]
- type = TargetBind
- trigger1 = animelem = 2, < 0
- pos = 28,0
-
- [State 855, Bind2]
- type = TargetBind
- trigger1 = animelem = 2, >= 0 && animelem = 3, < 0
- pos = 14,-90
-
- [State 855, Bind3]
- type = TargetBind
- trigger1 = animelem = 3, >= 0 && animelem = 4, < 0
- pos = 12,-93
-
- [State 855, Bind3]
- type = TargetBind
- trigger1 = animelem = 4, = 0
- pos = -20,-90
-
- [State 855, Move]
- type = PosAdd
- trigger1 = animelem = 7
- trigger2 = animelem = 8
- trigger3 = animelem = 9
- trigger4 = animelem = 10
- x = -8
-
- [State 855, Turn]
- type = Turn
- trigger1 = animtime = -4
-
- [State 855, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;Hit by D throw
- [Statedef 860]
- type = A
- movetype = H
- physics = N
- velset = 0
-
- [State 860, Invincibility]
- type = NotHitBy
- trigger1 = time >= 0
- value = SCA
-
- [State 860, ScreenBound]
- type = ScreenBound
- trigger1 = time < 19
- movecamera = 0,0
-
- [State 860, Anim]
- type = ChangeAnim2
- trigger1 = time = 0
- value = 860
-
- [State 860, Sprite2]
- type = SprPriority
- trigger1 = time >= 0 ;= [0,28]
- value = 1
-
- [State 860, Gravity]
- type = VelAdd
- trigger1 = time >= 19
- y = .555556
-
- [State 1420, Velocity]
- type = VelSet
- trigger1 = time = 19
- x = 5
- y = -7
-
- [State 1420, Anim]
- type = ChangeAnim
- trigger1 = time = 19
- value = 5050
-
- [State 1420, Damage1]
- type = LifeAdd
- trigger1 = time = 19
- value = -125
-
- [State 1420, State]
- type = SelfState
- trigger1 = Pos Y >= 0
- trigger1 = Vel Y > 0
- value = 5100
-
- ;===========================================================================
- ;SHORT JUMP
- ;===========================================================================
- ; Short jump
- [Statedef 950]
- type = A
- movetype = I
- physics = A
- anim = IfElse(Vel X = 0,950,IfElse(Vel X > 0,951,952))
-
- [State 950, Velocity]
- type = VelSet
- trigger1 = Time = 0
- x = IfElse(vel x = 0,0,IfElse(vel x < 0,const(velocity.jump.back.x),const(velocity.jump.fwd.x)))
- y = -7.4;8
-
- [State 950, Velocity]
- type = VelSet
- trigger1 = Time = 0 && Var(5)
- x = IfElse(vel x = 0,0,IfElse(vel x < 0,-5,5))
-
- [State 950, Shadow]
- type = AfterImage
- trigger1 = Time = 0 && Var(5) && Vel X != 0
- time = 10
- trans = add1
- timegap = 1
- framegap = 2
- length = 8
- palbright = 12,12,12
- palcontrast = 225,225,225
- palpostbright = 0,0,0
- paladd = 0,0,0
- palmul = 1,1,1
-
- [State 950, State]
- type = ChangeState
- trigger1 = Pos Y >= 0 && Vel Y > 0
- value = 52
-
- ;===========================================================================
- ;SPECIAL ATTACKS (Hissatsu Waza)
- ;===========================================================================
- ;Venom Strike
- [Statedef 1000]
- type = S
- movetype = A
- physics = S
- anim = 1000
- sprpriority = 2
- ctrl = 0
- juggle = 6
- velset = 0,0
- poweradd = 106
-
- [State 1000, Voice]
- type = PlaySnd
- trigger1 = time = 1
- value = 8, 0
-
- [State 1000, SFX]
- type = PlaySnd
- trigger1 = time = 9
- value = 4, 0
-
- [State 1000, Projectile]
- type = Projectile
- trigger1 = animelem = 4, =1
- projanim = 1010
- projhitanim = 1020
- projremoveanim = 1020
- projremovetime = 29
- projsprpriority = 4
- projpriority = 1
- postype = p1
- air.juggle = 3
- offset = 48,-56
- getpower = 0,0
- velocity = 4,0
- projhits = 1
- attr = A, HP
- animtype = back
- damage = IfElse(var(7)>0,120,96),5
- sparkno = 0
- guard.sparkno = 40
- sparkxy = 10,-6
- pausetime = 9, 13
- hitsound = S0,2
- guardsound = S2,0
- givepower = 15
- hitflag = MAF
- guardflag = MA
- guard.velocity = -7
- guard.slidetime = 20
- guard.hittime = 20
- ground.slidetime = 20
- ground.hittime = 20
- ground.velocity = -7
- air.velocity = -4,-5
- air.fall = 1
- fall.recover = 0
-
- [State 1000, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;Double Strike
- [Statedef 1050]
- type = S
- movetype = A
- physics = S
- anim = 1050
- sprpriority = 2
- ctrl = 0
- juggle = 6
- velset = 0,0
- poweradd = 106
-
- [State 1000, Width]
- type = Width
- trigger1 = time >= 0
- edge = 25
-
- [State 1000, Voice]
- type = PlaySnd
- trigger1 = time = 1
- value = 8, 1
-
- [State 1000, SFX]
- type = PlaySnd
- trigger1 = time = 9
- trigger2 = time = 31
- value = 4, 0
-
- [State 1050, Move1]
- type = PosAdd
- trigger1 = animelem = 3
- x = 4
-
- [State 1050, Move2]
- type = PosAdd
- trigger1 = animelem = 4
- x = 6
-
- [State 1050, Move3]
- type = PosAdd
- trigger1 = animelem = 5
- x = 8
-
- [State 1050, Move4]
- type = PosAdd
- trigger1 = animelem = 6
- x = 4
-
- [State 1050, Move5]
- type = PosAdd
- trigger1 = animelem = 7
- trigger2 = animelem = 10
- x = 2
-
- [State 1050, Move6]
- type = PosAdd
- trigger1 = animelem = 11
- x = 4
-
- [State 1050, Move7]
- type = PosAdd
- trigger1 = animelem = 13
- trigger2 = animelem = 14
- x = 8
-
- [State 1000, Projectile1]
- type = Projectile
- trigger1 = animelem = 4, =1
- projanim = 1010
- projhitanim = 1020
- projremoveanim = 1020
- projremovetime = 36
- projsprpriority = 4
- projpriority = 1
- postype = p1
- air.juggle = 3
- offset = 48,-56
- ;getpower = 0,0
- velocity = 7,0
- projhits = 1
- attr = A, HP
- animtype = back
- damage = IfElse(var(7)>0,84,67),5
- sparkno = 0
- guard.sparkno = 40
- sparkxy = 10,-6
- pausetime = 9, 13
- hitsound = S0,2
- guardsound = S2,0
- givepower = 15
- hitflag = MAF
- guardflag = MA
- guard.velocity = -7
- guard.slidetime = 20
- guard.hittime = 20
- ground.slidetime = 20
- ground.hittime = 21
- ground.velocity = -7
- air.velocity = -4,-5
- air.fall = 1
- fall.recover = 0
-
- [State 1000, Projectile2]
- type = Projectile
- trigger1 = animelem = 11, =1
- projanim = 1010
- projhitanim = 1020
- projremoveanim = 1020
- projremovetime = 36
- projsprpriority = 4
- projpriority = 1
- postype = p1
- air.juggle = 3
- offset = 48,-56
- getpower = 0,0
- velocity = 7,0
- projhits = 1
- attr = A, HP
- animtype = back
- damage = IfElse(var(7)>0,109,87),5
- sparkno = 0
- guard.sparkno = 40
- sparkxy = 10,-6
- pausetime = 9, 13
- hitsound = S0,2
- guardsound = S2,0
- givepower = 15
- hitflag = MAF
- guardflag = MA
- guard.velocity = -7
- guard.slidetime = 20
- guard.hittime = 20
- ground.slidetime = 20
- ground.hittime = 21
- ground.velocity = -7
- air.velocity = -4,-5
- air.fall = 1
- fall.recover = 0
-
- [State 1050, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;-----------------------------
- ;Tornado Kick
- ;B version (KOF94/KOF95)
- [Statedef 1100]
- type = S
- movetype = I
- physics = C
- anim = 1100
- sprpriority = 2
- ctrl = 0
- velset = 0,0
- poweradd = 25
-
- [State 1100, Voice]
- type = PlaySnd
- trigger1 = animelem = 1
- value = 8,2
- channel = 0
-
- [State 1100, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 1105
-
- ;B Midair
- [Statedef 1105]
- type = A
- movetype = A
- physics = N
- anim = 1105
- sprpriority = 2
- ctrl = 0
- velset = 6,-4
- juggle = 14
-
- [State 1105, Gravity]
- type = VelAdd
- trigger1 = time >= 0
- y = .3
-
- [State 1105, SFX]
- type = PlaySnd
- trigger1 = AnimElem = 3
- trigger2 = AnimElem = 7
- value = 4,6
- volume = -24
-
- [State 1160, Width]
- type = Width
- trigger1 = time >= 0
- edge = 25
-
- [State 1105, Explod 1]
- type = Explod
- trigger1 = animelem = 3, =1
- anim = 1115
- postype = p1
- pos = 0,0
- sprpriority = 4
- bindtime = -1
- ownpal = 1
-
- [State 230, HitDef1]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = A, SA
- damage = 63,5
- animtype = Heavy
- guardflag = M
- hitflag = MAF
- priority = 4, Hit
- pausetime = 9, 13
- getpower = 20,10
- sparkno = 2
- sparkxy = 10,-78
- hitsound = S1,2
- guardsound = S2,0
- ground.type = Low
- ground.slidetime = 17
- ground.hittime = 13
- ground.velocity = -10
- air.velocity = -7,-3
-
- [State 1105, Explod 2]
- type = Explod
- trigger1 = animelem = 7, =1
- anim = 1116
- postype = p1
- pos = 0,0
- sprpriority = 4
- bindtime = -1
- ownpal = 1
-
- [State 230, HitDef1]
- type = HitDef
- trigger1 = AnimElem = 7
- attr = A, SA
- damage = 70,5
- animtype = Heavy
- guardflag = M
- hitflag = MAF
- priority = 4, Hit
- pausetime = 9, 13
- getpower = 20,10
- sparkno = 2
- sparkxy = 10,-78
- hitsound = S1,2
- guardsound = S2,0
- ground.type = Low
- ground.slidetime = 17
- ground.hittime = 13
- ground.velocity = -3,-4
- air.velocity = -3,-4
- fall = 1
- fall.recover = 0
-
- [State 1105, State]
- type = ChangeState
- trigger1 = vel y > 0 && pos y >= 0
- value = 1110
-
- ;B Landing
- [Statedef 1110]
- type = S
- movetype = I
- physics = S
- anim = 1110
- sprpriority = 2
- ctrl = 0
- velset = 0,0
-
- [State 1110, Align]
- type = PosSet
- trigger1 = time = 0
- y = 0
-
- [State 1110, SFX]
- type = PlaySnd
- trigger1 = time = 0
- value = 4,8
-
- [State 1110, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;D Startup
- [Statedef 1150]
- type = S
- movetype = A
- physics = S
- anim = 1150
- sprpriority = 2
- ctrl = 0
- velset = 0,0
- poweradd = 25
-
- [State 1150, Voice]
- type = PlaySnd
- trigger1 = animelem = 3
- value = 8,2
- channel = 0
-
- [State 1150, Move]
- type = PosAdd
- trigger1 = animelem = 3
- x = 8
-
- [State 230, HitDef1]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, SA
- damage = 24,5
- animtype = Heavy
- guardflag = M
- hitflag = MAF
- priority = 4, Hit
- pausetime = 9, 13
- getpower = 20,10
- sparkno = 2
- sparkxy = 10,-78
- hitsound = S1,2
- guardsound = S2,0
- ground.type = Low
- ground.slidetime = 17
- ground.hittime = 13
- ground.velocity = -14,-5;-2,-4
- air.velocity = -4,-4
- fall = 0
-
- [State 1150, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 1160
-
- [Statedef 1160]
- type = A
- movetype = A
- physics = N
- anim = 1160
- sprpriority = 2
- ctrl = 0
- juggle = 8
- velset = 9,-4
-
- [State 1160, SFX]
- type = PlaySnd
- trigger1 = time = 0
- value = 3,2
-
- ;[State 1160, Gravity]
- ;type = VelAdd
- ;trigger1 = time >= 0
- ;y = .100096090909;.09090909; .96 mul?
-
- [State 1160, Gravity]
- type = VelMul
- trigger1 = time >= 0
- x = .953266666666666
- y = .950366666666666
-
- [State 1160, Width]
- type = Width
- trigger1 = time >= 0
- edge = 30
-
- [State 1160, SFX]
- type = PlaySnd
- trigger1 = AnimElem = 3
- trigger2 = AnimElem = 6
- trigger3 = AnimElem = 9
- trigger4 = AnimElem = 12
- trigger5 = animelem = 15
- value = 4,1
-
- [State 230, HitDef1]
- type = HitDef
- trigger1 = AnimElem = 3
- trigger2 = AnimElem = 6
- trigger3 = AnimElem = 9
- trigger4 = AnimElem = 12
- attr = A, SA
- damage = 24,5
- animtype = Heavy
- guardflag = HA
- hitflag = MAF
- priority = 4, Hit
- pausetime = 9, 13
- getpower = 20,10
- sparkno = 2
- sparkxy = 10,-78
- hitsound = S1,2
- guardsound = S2,0
- ground.type = Low
- ground.slidetime = 17
- ground.hittime = 13
- ground.velocity = -2,-9
- air.velocity = -4.3,-6;8.3
- fall = 1
- fall.recover = 0
-
- [State 230, HitDef1]
- type = HitDef
- trigger1 = AnimElem = 15
- attr = A, SA
- damage = 28,5
- animtype = Heavy
- guardflag = HA
- hitflag = MAF
- priority = 4, Hit
- pausetime = 9, 13
- getpower = 20,10
- sparkno = 2
- sparkxy = 10,-78
- hitsound = S1,2
- guardsound = S2,0
- ground.type = Low
- ground.slidetime = 17
- ground.hittime = 13
- ground.velocity = -2,-9
- air.velocity = -2,-6;8.3
- fall = 1
- fall.recover = 0
-
- [State 1160, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 1170
-
- [Statedef 1170]
- type = A
- movetype = I
- physics = N
- anim = 1170
- sprpriority = 2
-
- [State 1160, Vel]
- type = VelSet
- trigger1 = time = 0
- x = .625
- y = 0
-
- [State 1160, Width]
- type = Width
- trigger1 = time >= 0
- edge = 25
-
- [State 1170, Gravity]
- type = VelAdd
- trigger1 = time >= 0
- y = .2357894
-
- [State 1170, State]
- type = ChangeState
- trigger1 = vel y > 0 && pos y >= 0
- value = 1180
-
- ;B Landing
- [Statedef 1180]
- type = S
- movetype = I
- physics = N
- anim = 1180
- sprpriority = 2
- ctrl = 0
- velset = 0,0
-
- [State 1110, SFX]
- type = PlaySnd
- trigger1 = time = 0
- value = 4,8
-
- [State 1180, Align]
- type = PosSet
- trigger1 = time = 0
- y = 0
-
- [State 1180, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;----------------------------
- ;Surprise Rose
- ;A version
- [Statedef 1200]
- type = S
- movetype = A
- physics = S
- anim = 1200
- sprpriority = 2
- ctrl = 0
- velset = 0,0
- juggle = 8
- poweradd = 90
-
- [State 1200, Voice]
- type = PlaySnd
- trigger1 = animelem = 2
- value = 8, 3
- channel = 0
-
- [State 1200, HitDef]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, SA
- damage = 38,5
- animtype = Heavy
- guardflag = M
- hitflag = MAF
- priority = 4, Hit
- getpower = 20,5
- pausetime = 9, 13
- sparkno = 0
- sparkxy = -25,-83
- hitsound = S1,2
- guardsound = S2,0
- yaccel = .5555556
- ground.type = Low
- ground.slidetime = 19
- ground.hittime = 19
- ground.velocity = -4
- guard.velocity = 0
- air.velocity = 0,-1
-
- [State 1200, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 1210
-
- ;A Ascent
- [Statedef 1210]
- type = A
- movetype = A
- physics = N
- anim = 1210
- sprpriority = 2
- ctrl = 0
- velset = 3,-6
- poweradd = 90
- juggle = 9
-
- [State 1200, SFX]
- type = PlaySnd
- trigger1 = time = 0
- value = 3,2
- channel = 4
-
- [State 1210, Width]
- type = Width
- trigger1 = time >= 0
- edge = 30
-
- [State 1210, Gravity]
- type = VelAdd
- trigger1 = time >= 0
- y = .116
-
- [State 1210, HitDef]
- type = HitDef
- trigger1 = AnimElem = 1
- attr = A, SA
- damage = 24,5
- animtype = Heavy
- guardflag = M
- hitflag = MAF
- priority = 4, Hit
- getpower = 20,5
- pausetime = 9, 13
- sparkno = 0
- sparkxy = -25,-83
- hitsound = S1,2
- yaccel = .5555556
- guardsound = S2,0
- ground.type = Low
- ground.slidetime = 19
- ground.hittime = 19
- ground.velocity = -3,-6
- guard.velocity = 0
- air.velocity = -3,-6
- fall = 1
- fall.recover = 0
-
- [State 1210, State]
- type = ChangeAnim
- trigger1 = time = 22
- value = 1220
-
- [State 1210, Descend]
- type = VelSet
- trigger1 = time = 22
- x = 7
- y = 10
-
- [State 1210, SFX]
- type = PlaySnd
- trigger1 = time = 22
- value = 4,7
-
- [State 1220, HitDef]
- type = HitDef
- triggerall = anim = 1220
- trigger1 = AnimElem = 2
- trigger2 = animelem = 3
- attr = A, SA
- damage = 24,5
- animtype = Heavy
- guardflag = M
- hitflag = MAF
- priority = 4, Hit
- getpower = 20,5
- pausetime = 6,13
- sparkno = 0
- sparkxy = -25,0
- hitsound = S1,2
- guardsound = S2,0
- ground.type = Low
- ground.slidetime = 19
- ground.hittime = 19
- ground.velocity = -2;-2,-4
- guard.velocity = -6
- air.velocity = -7,-6
- yaccel = .5555556
- air.fall = 1
- fall.recover = 0
-
- [State 1220, State]
- type = ChangeState
- trigger1 = pos y >= 0 && vel y > 0
- value = 1230
- ctrl = 1
-
- ;A recover
- [Statedef 1230]
- type = S
- movetype = A
- physics = S
- anim = 1230
- sprpriority = 2
- ctrl = 0
- velset = 0,0
-
- [State 1110, SFX]
- type = PlaySnd
- trigger1 = time = 0
- value = 4,8
-
- [State 1230, Move]
- type = PosSet
- trigger1 = time = 0
- y = 0
-
- [State 1230, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;Surprise Rose
- ;C version
- [Statedef 1250]
- type = S
- movetype = A
- physics = S
- anim = 1250
- sprpriority = 2
- ctrl = 0
- velset = 0,0
- poweradd = 90
- juggle = 8
-
- [State 1250, Voice]
- type = PlaySnd
- trigger1 = animelem = 2
- value = 8, 3
- channel = 0
-
- [State 1250, HitDef]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, SA
- damage = 38,5
- animtype = Heavy
- guardflag = M
- hitflag = MAF
- priority = 4, Hit
- getpower = 20,5
- pausetime = 9, 13
- sparkno = 0
- sparkxy = -25,-83
- hitsound = S1,2
- guardsound = S2,0
- yaccel = .5555556
- ground.type = Low
- ground.slidetime = 19
- ground.hittime = 19
- ground.velocity = -3
- guard.velocity = 0
- air.velocity = 0,-1
-
- [State 1250, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 1260
-
- ;C Ascent
- [Statedef 1260]
- type = A
- movetype = A
- physics = N
- anim = 1210
- sprpriority = 2
- ctrl = 0
- velset = 4,-8
- poweradd = 90
- juggle = 9
-
- [State 1210, Width]
- type = Width
- trigger1 = time >= 0
- edge = 30
-
- [State 1200, SFX]
- type = PlaySnd
- trigger1 = time = 0
- value = 3,2
- channel = 4
-
- [State 1260, Gravity]
- type = VelAdd
- trigger1 = time >= 0
- y = .295
-
- [State 1260, HitDef]
- type = HitDef
- trigger1 = AnimElem = 1
- attr = A, SA
- damage = 24,5
- animtype = Heavy
- guardflag = M
- hitflag = MAF
- priority = 4, Hit
- getpower = 20,5
- pausetime = 9, 13
- sparkno = 0
- sparkxy = -25,-60
- hitsound = S1,2
- guardsound = S2,0
- yaccel = .5555556
- ground.type = Low
- ground.slidetime = 19
- ground.hittime = 19
- ground.velocity = -5,-8;10,-6 ;4.45,-7
- guard.velocity = -4
- air.velocity = -5,-8
- fall = 1
- fall.recover = 0
-
- [State 1260, State]
- type = ChangeAnim
- trigger1 = time = 22
- value = 1270
-
- [State 1260, Descend]
- type = VelSet
- trigger1 = time = 22
- x = 7
- y = 6
-
- [State 1260, SFX]
- type = PlaySnd
- trigger1 = time = 22
- value = 4,7
-
- [State 1260, HitDef]
- type = HitDef
- triggerall = anim = 1270
- trigger1 = AnimElem = 2;, =0
- trigger2 = AnimElem = 5;, =0
- attr = A, SA
- damage = 24,5
- animtype = Heavy
- guardflag = M
- hitflag = MAF
- priority = 4, Hit
- getpower = 20,5
- pausetime = 6,13
- sparkno = 0
- sparkxy = -25,0
- hitsound = S1,2
- guardsound = S2,0
- ground.type = Low
- yaccel = .5555556
- ground.slidetime = 19
- ground.hittime = 19
- ground.velocity = -4;-2,-4
- guard.velocity = -6
- air.velocity = -4,-6
- air.fall = 1
- fall.recover = 0
-
- [State 1260, State]
- type = ChangeState
- trigger1 = pos y >= 0 && vel y > 0
- value = 1280
- ctrl = 1
-
- ;D recover
- [Statedef 1280]
- type = S
- movetype = I
- physics = S
- anim = 1230
- sprpriority = 2
- ctrl = 0
- velset = 0,0
-
- [State 1110, SFX]
- type = PlaySnd
- trigger1 = time = 0
- value = 4,8
-
- [State 1280, Move]
- type = PosSet
- trigger1 = time = 0
- y = 0
-
- [State 1280, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
-
-
-
-
-
-
- ;Trap Shot
- ;B startup
- [Statedef 1330]
- type = S
- movetype = A
- physics = S
- anim = 1300
- sprpriority = 2
- ctrl = 0
- juggle = 8
- velset = 0,0
-
- [State 1300, Move1]
- type = PosAdd
- trigger1 = animelem = 3
- trigger2 = animelem = 4, =2
- x = -8
-
- [State 1300, Voice]
- type = PlaySnd
- trigger1 = animelem = 2
- value = 8,4
- channel = 0
-
- [State 1300, SFX]
- type = PlaySnd
- trigger1 = animelem = 1
- value = 4,2
- channel = 1
-
-
- [State 1300, Hitdef1]
- type = HitDef
- trigger1 = AnimElem = 4, =2
- attr = S, SA
- damage = 0,5
- animtype = Heavy
- guardflag = M
- hitflag = MAF
- priority = 6, Miss;4, Hit
- getpower = 20,5
- pausetime = 0,0;9, 13
- sparkno = 0
- id = 1300
- hitonce = 1
- sparkxy = 10,-88
- hitsound = S1,2
- guardsound = S2,0
- forcestand = 1
- snap = 64, -15
- ground.type = High
- ground.slidetime = 10
- ground.hittime = 30
- ground.velocity = 0,0
- guard.velocity = 0
- guard.slidetime = 17
- air.velocity = -3,-3
- p2stateno = 1340
-
- [State 1300, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 1310 + (50*(movecontact=1))
-
-
- ;Hit
- [Statedef 1360]
- type = S
- movetype = A
- physics = S
- anim = 1360
- sprpriority = 2
- ctrl = 0
- velset = 0,0
-
- [State 1320, Invincibility]
- type = NotHitBy
- trigger1 = time >= 0
- value = SCA
-
-
-
- [State 1300, SFX]
- type = PlaySnd
- trigger1 = AnimElem = 9
- trigger2 = AnimElem = 12
- trigger3 = AnimElem = 15
- trigger4 = AnimElem = 18
- trigger5 = AnimElem = 21
- trigger6 = AnimElem = 24
- trigger7 = AnimElem = 27
- trigger8 = AnimElem = 30
- trigger9 = AnimElem = 33
- trigger10 = AnimElem = 36
- value = 4,1
-
- [State 1300, Hitdef1]
- type = HitDef
- trigger1 = AnimElem = 9
- trigger2 = AnimElem = 12
- trigger3 = AnimElem = 33
- trigger4 = AnimElem = 36
- attr = S, SA
- damage = 10,2
- animtype = Heavy
- guardflag = M
- hitflag = MAF
- priority = 4, Hit
- getpower = 30,5
- pausetime = 0,0;9, 13
- sparkno = 0
- sparkxy = 1,-88
- hitsound = S1,2
- guardsound = S2,0
- ground.type = High
- ground.slidetime = 40
- ground.hittime = 40
- ground.velocity = 0,0
- air.velocity = -3,-3
- kill = 0
-
- [State 1300, Hitdef1]
- type = HitDef
- trigger1 = AnimElem = 15
- trigger2 = AnimElem = 18
- trigger3 = AnimElem = 27
- trigger4 = AnimElem = 30
- attr = S, SA
- damage = 10,2
- animtype = Heavy
- guardflag = M
- hitflag = MAF
- priority = 4, Hit
- getpower = 30,5
- pausetime = 0,0
- sparkno = 0
- sparkxy = 1,-68
- hitsound = S1,2
- guardsound = S2,0
- ground.type = High
- ground.slidetime = 40
- ground.hittime = 40
- ground.velocity = 0,0
- air.velocity = -3,-3
- kill = 0
-
- [State 1300, Hitdef1]
- type = HitDef
- trigger1 = AnimElem = 21
- trigger2 = AnimElem = 24
- attr = S, SA
- damage = 10,2
- animtype = Heavy
- guardflag = M
- hitflag = MAF
- priority = 4, Hit
- getpower = 30,5
- pausetime = 0,0
- sparkno = 0
- sparkxy = 1,-48
- hitsound = S1,2
- guardsound = S2,0
- ground.type = High
- ground.slidetime = 40
- ground.hittime = 40
- ground.velocity = 0,0
- air.velocity = -3,-3
- kill = 0
-
- [State 1300, Hitdef2]
- type = HitDef
- trigger1 = AnimElem = 45
- attr = S, SA
- damage = 58,5
- animtype = Heavy
- air.animtype = back
- guardflag = M
- hitflag = MAF
- priority = 4, Hit
- getpower = 50,5
- pausetime = 25,25
- sparkno = 2
- sparkxy = 1,-88
- hitsound = S2,1
- guardsound = S2,0
- ground.type = High
- ground.slidetime = 40
- ground.hittime = 40
- ground.velocity = -5,-4
- air.velocity = -5,-4
- fall = 1
- fall.recover = 0
-
- [State 1320, Shake]
- type = EnvShake
- trigger1 = animelem = 45
- time = 25
- freq = 80
- ampl = 5
-
- [State 1320, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
-
- ;----------------------------
- ;Trap Shot
- ;B startup
- [Statedef 1300]
- type = S
- movetype = A
- physics = S
- anim = 1300
- sprpriority = 2
- ctrl = 0
- juggle = 8
- velset = 0,0
-
- [State 1300, Move1]
- type = PosAdd
- trigger1 = animelem = 3
- trigger2 = animelem = 4, =2
- x = -8
-
- [State 1300, Voice]
- type = PlaySnd
- trigger1 = animelem = 2
- value = 8,4
- channel = 0
-
- [State 1300, SFX]
- type = PlaySnd
- trigger1 = animelem = 1
- value = 4,2
- channel = 1
-
-
- [State 1300, Hitdef1]
- type = HitDef
- trigger1 = AnimElem = 4, =2
- attr = S, SA
- damage = 0,5
- animtype = Heavy
- guardflag = M
- hitflag = MAF
- priority = 6, Miss;4, Hit
- getpower = 20,5
- pausetime = 0,0;9, 13
- p2stateno = 1340
- sparkno = 0
- id = 1300
- hitonce = 1
- sparkxy = 10,-88
- hitsound = S1,2
- guardsound = S2,0
- forcestand = 1
- snap = 64, -15
- ground.type = High
- ground.slidetime = 10
- ground.hittime = 30
- ground.velocity = 0,0
- guard.velocity = -9
- guard.slidetime = 17
- air.velocity = -3,-3
-
- [State 1300, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 1310 + (10*(movehit=1))
-
- ;Recover
- [Statedef 1310]
- type = S
- movetype = I
- physics = S
- anim = 1310
- sprpriority = 2
- ctrl = 0
- velset = 0,0
-
- [State 1310, Move1]
- type = PosAdd
- trigger1 = animelem = 3
- trigger2 = animelem = 4
- trigger3 = animelem = 5
- trigger4 = animelem = 8
- x = -8
-
- [State 1310, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;Hit
- [Statedef 1320]
- type = S
- movetype = A
- physics = S
- anim = 1320
- sprpriority = 2
- ctrl = 0
- velset = 0,0
-
- [State 1320, Invincibility]
- type = NotHitBy
- trigger1 = time >= 0
- value = SCA
-
- [State 1320, Bind]
- type = Targetbind
- trigger1 = time < 2
- pos = 64, -15
-
- [State 1300, SFX]
- type = PlaySnd
- trigger1 = AnimElem = 9
- trigger2 = AnimElem = 12
- trigger3 = AnimElem = 15
- trigger4 = AnimElem = 18
- trigger5 = AnimElem = 21
- trigger6 = AnimElem = 24
- trigger7 = AnimElem = 27
- trigger8 = AnimElem = 30
- trigger9 = AnimElem = 33
- trigger10 = AnimElem = 36
- value = 4,1
-
- [State 1300, Hitdef1]
- type = HitDef
- trigger1 = AnimElem = 9
- trigger2 = AnimElem = 12
- trigger3 = AnimElem = 33
- trigger4 = AnimElem = 36
- attr = S, SA
- damage = 10,2
- id = 1300
- chainid = 1300
- animtype = Heavy
- guardflag = M
- hitflag = MAF
- priority = 4, Hit
- getpower = 30,5
- p2stateno = 1341
- pausetime = 0,0;9, 13
- sparkno = 0
- sparkxy = 10,-88
- hitsound = S1,2
- guardsound = S2,0
- ground.type = High
- ground.slidetime = 40
- ground.hittime = 40
- ground.velocity = 0,0
- air.velocity = -3,-3
- kill = 0
-
- [State 1300, Hitdef1]
- type = HitDef
- trigger1 = AnimElem = 15
- trigger2 = AnimElem = 18
- trigger3 = AnimElem = 27
- trigger4 = AnimElem = 30
- attr = S, SA
- damage = 10,2
- id = 1300
- chainid = 1300
- animtype = Heavy
- guardflag = M
- hitflag = MAF
- priority = 4, Hit
- getpower = 30,5
- p2stateno = 1341
- pausetime = 0,0
- sparkno = 0
- sparkxy = 10,-68
- hitsound = S1,2
- guardsound = S2,0
- ground.type = High
- ground.slidetime = 40
- ground.hittime = 40
- ground.velocity = 0,0
- air.velocity = -3,-3
- kill = 0
-
- [State 1300, Hitdef1]
- type = HitDef
- trigger1 = AnimElem = 21
- trigger2 = AnimElem = 24
- attr = S, SA
- damage = 10,2
- id = 1300
- chainid = 1300
- animtype = Heavy
- guardflag = M
- hitflag = MAF
- priority = 4, Hit
- getpower = 30,5
- p2stateno = 1341
- pausetime = 0,0
- sparkno = 0
- sparkxy = 10,-48
- hitsound = S1,2
- guardsound = S2,0
- ground.type = High
- ground.slidetime = 40
- ground.hittime = 40
- ground.velocity = 0,0
- air.velocity = -3,-3
- kill = 0
-
- [State 1300, Hitdef2]
- type = HitDef
- trigger1 = AnimElem = 45
- attr = S, SA
- id = 1300
- chainid = 1300
- damage = 58,5
- animtype = Heavy
- air.animtype = back
- guardflag = M
- hitflag = MAF
- priority = 4, Hit
- getpower = 50,5
- pausetime = 25,25
- sparkno = 2
- sparkxy = 10,-88
- hitsound = S2,1
- guardsound = S2,0
- ground.type = High
- ground.slidetime = 40
- ground.hittime = 40
- ground.velocity = -5,-4
- air.velocity = -5,-4
- fall = 1
- fall.recover = 0
-
- [State 1320, Shake]
- type = EnvShake
- trigger1 = animelem = 45
- time = 25
- freq = 80
- ampl = 5
-
- [State 1320, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;Hit By
- [Statedef 1340]
- type = S
- movetype = H
- physics = N
- sprpriority = 0
- ctrl = 0
-
- [State 1340, Vel]
- type = VelSet
- trigger1 = time = 2
- x = 0
- y = .3
-
- [State 1340, Gravity]
- type = VelAdd
- trigger1 = time >= 0 && pos y < -15
- y = .0011
-
- [State 1340, Gravity]
- type = VelAdd
- trigger1 = time >= 0 && pos y >= -15
- y = -.0011
-
- [State 1340, Anim]
- type = ChangeAnim2
- trigger1 = time = 0
- value = 1340
-
- [Statedef 1341]
- type = S
- movetype = H
- physics = N
- sprpriority = 0
- ctrl = 0
-
- [State 1340, Gravity]
- type = VelAdd
- trigger1 = time >= 0 && pos y < -15
- y = .006
-
- [State 1340, Gravity]
- type = VelAdd
- trigger1 = time >= 0 && pos y >= -15
- y = -.006
-
- [State 1341, Anim]
- type = ChangeAnim2
- trigger1 = time = 0
- value = 1341
-
- [State 1341, Anim2]
- type = ChangeAnim2
- trigger1 = animtime = 0
- value = 1342
- persistent = 0
-
- ;----------------------------
- ;Mirage Kick
- ;A Dash
- [Statedef 1400]
- type = S
- movetype = I
- physics = N
- anim = 1400
- sprpriority = 2
- ctrl = 0
- velset = 0,0
-
- [State 1400, Var]
- type = VarSet
- trigger1 = time = 1
- v = 16
- value = 0
-
- [State 1400, Voice]
- type = PlaySnd
- trigger1 = time = 0
- value = 5,0
- channel = 0
-
- [State 1400, SFX]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 3,4
- channel = 1
-
- [State 1400, Move]
- type = PosAdd
- trigger1 = time >= 0
- x = 5
-
- [State 1400, State]
- type = ChangeState
- trigger1 = (p2bodydist x < 29 && time > 2) || animtime = 0
- value = 1410
-
- [Statedef 1405]
- type = S
- movetype = I
- physics = N
- anim = 1405
- sprpriority = 2
- ctrl = 0
- velset = 0,0
-
- [State 1400, Voice]
- type = PlaySnd
- trigger1 = time = 1
- value = 5,0
- channel = 0
-
- [State 1405, Var]
- type = VarSet
- trigger1 = time = 0
- v = 16
- value = 1
-
- [State 1400, SFX]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 3,4
- channel = 1
-
- [State 1400, Move]
- type = PosAdd
- trigger1 = time >= 0
- x = 7
-
- [State 1400, State]
- type = ChangeState
- trigger1 = (p2bodydist x < 29 && time > 2) || animtime = 0
- value = 1410
-
- ;Attack
- [Statedef 1410]
- type = S
- movetype = A
- physics = N
- anim = 1410
- sprpriority = 2
- ctrl = 0
- juggle = 8
- velset = 3,0
-
- [State 1400, Voice]
- type = PlaySnd
- trigger1 = time = 5
- value = 8,5
- channel = 0
-
- [State 1410, Friction]
- type = VelMul
- trigger1 = time >= 0
- x = .92
-
- [State 1410, Move1]
- type = PosAdd
- trigger1 = time = 0
- trigger2 = animelem = 5
- x = 10
-
- [State 1410, Move2]
- type = PosAdd
- trigger1 = animelem = 6
- trigger2 = animelem = 7
- x = 8
-
- [State 1410, SFX]
- type = PlaySnd
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 10
- trigger3 = AnimElem = 13
- trigger4 = AnimElem = 16
- value = 4,1
- channel = 1
-
- [State 1410, Hitdef]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = S, SA
- damage = 58,5
- animtype = Heavy
- air.animtype = back
- guardflag = M
- hitflag = MAF
- priority = 4, Hit
- getpower = 50,5
- pausetime = 9,12
- sparkno = 0
- sparkxy = 5,-80
- hitsound = S1,2
- guardsound = S2,0
- ground.type = High
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -2
- air.velocity = -2,-3
-
- [State 1410, Hitdef2]
- type = HitDef
- trigger1 = AnimElem = 10
- attr = S, SA
- damage = IfElse(var(16)=1,32,29),5
- animtype = Heavy
- air.animtype = back
- guardflag = M
- hitflag = MAF
- priority = 4, Hit
- getpower = 50,5
- pausetime = 7,10
- sparkno = 0
- sparkxy = -5,-36
- hitsound = S1,2
- guardsound = S2,0
- ground.type = Low
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -2
- air.velocity = -2,-3
-
- [State 1410, Hitdef2]
- type = HitDef
- trigger1 = AnimElem = 13
- attr = S, SA
- damage = IfElse(var(16)=1,32,29),5
- animtype = Heavy
- air.animtype = back
- guardflag = M
- hitflag = MAF
- priority = 4, Hit
- getpower = 50,5
- pausetime = 7,10
- sparkno = 0
- sparkxy = -8,-64
- hitsound = S1,2
- guardsound = S2,0
- ground.type = High
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -2
- air.velocity = -2,-3
-
- [State 1410, Hitdef2]
- type = HitDef
- trigger1 = AnimElem = 16
- attr = S, SA
- damage = IfElse(var(16)=1,32,29),5
- animtype = Heavy
- air.animtype = back
- guardflag = M
- hitflag = MAF
- priority = 4, Hit
- getpower = 50,5
- pausetime = 7,10
- sparkno = 0
- sparkxy = -8,-72
- hitsound = S1,2
- guardsound = S2,0
- ground.type = High
- ground.slidetime = 16
- ground.hittime = 16
- ground.velocity = -11
- air.velocity = -2,-3
-
- [State 1410, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 1420
-
- ;Recover
- [Statedef 1420]
- type = S
- movetype = I
- physics = S
- sprpriority = 2
- ctrl = 0
- velset = 0,0
-
- [State 1420, Anim]
- type = ChangeAnim
- trigger1 = time = 0
- value = IfElse(var(16)=1,1425,1420)
-
- [State 1420, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;----------------------------
- ;Mirage Dance
- [Statedef 1600]
- type = S
- movetype = A
- physics = S
- anim = 1600
- sprpriority = 2
- ctrl = 0
- velset = 0,0
-
- [State 1600, Voice]
- type = PlaySnd
- trigger1 = time = 0
- value = 8,6
- channel = 0
-
- [State 200, HitDef]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = S, SA
- damage = 35
- animtype = Light
- guardflag = S
- hitflag = MAF
- priority = 4, Hit
- getpower = 20,5
- pausetime = 9, 13
- sparkno = 0
- sparkxy = 10,-68
- hitsound = S1,2
- guardsound = S2,0
- ground.type = High
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -.2,0
- air.velocity = -3,-3
- kill = 0
-
- [State 200, HitDef]
- type = HitDef
- trigger1 = AnimElem = 10
- trigger2 = AnimElem = 14
- trigger3 = AnimElem = 19
- attr = S, SA
- damage = 35
- animtype = Light
- guardflag = M
- hitflag = MAF
- priority = 4, Hit
- getpower = 20,5
- pausetime = 9, 13
- sparkno = 0
- sparkxy = 10,-68
- hitsound = S1,2
- guardsound = S2,0
- ground.type = High
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -.2,0
- air.velocity = -3,-3
- kill = 0
-
- [State 1600, Bind1]
- type = TargetBind
- trigger1 = animelem = 4, < 0
- pos = 32, 0
-
- [State 1600, State]
- type = Changestate
- trigger1 = animtime = 0
- value = 1610
-
- [Statedef 1610]
- type = C
- movetype= A
- physics = N
- velset = 16,0
- ctrl = 0
- anim = 436
-
- [State 1610, Friction]
- type = VelMul
- trigger1 = animelem = 3, < 0
- x = .8
-
- [State 1610, Stop]
- type = VelSet
- trigger1 = animelem = 3
- x = 0
-
- [State 1610, HitDef]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = C, NA
- damage = 35
- air.juggle = 14
- animtype = Back
- guardflag = L
- hitflag = MAF
- priority = 4, Hit
- pausetime = 9, 13
- sparkno = 2
- sparkxy = 10,-12
- hitsound = S2,1
- guardsound = S2,0
- ground.type = Low
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -3,-3
- air.velocity = -3,-3
- fall = 1
- fall.recover = 0
-
- [State 1610, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 11
- ctrl = 1
-
-
- ;===========================================================================
- ;SUPER ATTACKS
- ;===========================================================================
- ;Illusion Dance
- ;B Startup
- [Statedef 3000]
- type = S
- movetype = I
- physics = S
- anim = 3000
- sprpriority = 2
- ctrl = 0
- velset = 0,0
-
- [State 3000, TypeSet]
- type = VarSet
- trigger1 = time = 0
- v = 25
- value = 0
-
- [State 3000, Voice]
- type = PlaySnd
- trigger1 = time = 1
- value = 8,7
- channel = 0
-
- [State 3000, SFX]
- type = PlaySnd
- trigger1 = animelem = 3
- value = 4,2
- supermove = 1
-
- [State 6000, │¼╔▒╡╫═╝]
- type = Explod
- trigger1 = time = 2
- anim = F103
- pos = 12,-76
- postype = p1
- sprpriority = -1
- supermove = 1
- bindtime = 1
- ownpal = 1
- ontop = 1
-
- [State 6000, │¼╔▒╓Θ]
- type = Explod
- trigger1 = time = 2
- anim = F100
- pos = 12,-76
- postype = p1
- sprpriority = 2
- supermove = 1
- bindtime = 1
- ownpal = 1
- ontop = 1
-
- [State 3000, SparkSound]
- type = PlaySnd
- trigger1 = time = 2
- value = F1,4
- channel = 1
-
- [State 3000, Pause]
- type = SuperPause
- trigger1 = time = 2
- time = 31
- movetime = 31
- darken = 0
- anim = -1
-
- [State 3000, AfterImage]
- type = AfterImage
- trigger1 = Time = 0
- time = 55
- trans = add1
- timegap = 1
- framegap = 3
- length = 10
- palpostbright = 0,0,0
-
- [State 3000, Darken]
- type = AssertSpecial
- trigger1 = time = [2,31]
- flag = nobg
- flag2 = nofg
-
- [State 3000, PowerDrain]
- type = PowerAdd
- trigger1 = time = 2
- value = -1000
-
- [State 3000, Invincibility]
- type = NotHitBy
- trigger1 = time = [32,41]
- value = SCA
-
- [State 1310, Move1]
- type = PosAdd
- trigger1 = animelem = 7
- trigger2 = animelem = 8
- trigger3 = animelem = 9
- trigger4 = animelem = 10
- x = -8
-
- [State 3000, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 3010
-
- ;D Startup
- [Statedef 3005]
- type = S
- movetype = I
- physics = S
- anim = 3005
- sprpriority = 2
- ctrl = 0
- velset = 0,0
-
- [State 6000, │¼╔▒╡╫═╝]
- type = Explod
- trigger1 = time = 2
- anim = F103
- pos = 12,-76
- postype = p1
- sprpriority = -1
- supermove = 1
- bindtime = 1
- ownpal = 1
- ontop = 1
-
- [State 6000, │¼╔▒╓Θ]
- type = Explod
- trigger1 = time = 2
- anim = F100
- pos = 12,-76
- postype = p1
- sprpriority = 2
- supermove = 1
- bindtime = 1
- ownpal = 1
- ontop = 1
-
- [State 3005, TypeSet]
- type = VarSet
- trigger1 = time = 0
- v = 25
- value = 1
-
- [State 3005, Voice]
- type = PlaySnd
- trigger1 = time = 1
- value = 8,7
- channel = 0
-
- [State 3000, SFX]
- type = PlaySnd
- trigger1 = animelem = 3
- value = 4,2
- supermove = 1
-
- [State 3000, SparkSound]
- type = PlaySnd
- trigger1 = time = 2
- value = F1,4
- channel = 1
-
- [State 3005, Pause]
- type = SuperPause
- trigger1 = time = 2
- time = 31
- movetime = 31
- darken = 0
- anim = -1
-
- [State 3005, AfterImage]
- type = AfterImage
- trigger1 = Time = 0
- time = 55
- trans = add1
- timegap = 1
- framegap = 3
- length = 10
- palpostbright = 0,0,0
-
- [State 3005, Darken]
- type = AssertSpecial
- trigger1 = time = [2,31]
- flag = nobg
- flag2 = nofg
-
- [State 3005, PowerDrain]
- type = PowerAdd
- trigger1 = time = 2
- value = -1000
-
- [State 3000, Invincibility]
- type = NotHitBy
- trigger1 = time = [32,41]
- value = SCA
-
- [State 1310, Move1]
- type = PosAdd
- trigger1 = animelem = 7
- trigger2 = animelem = 8
- trigger3 = animelem = 9
- trigger4 = animelem = 10
- x = -8
-
- [State 3005, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 3010
-
- ;Flight
- [Statedef 3010]
- type = A
- movetype = A
- physics = N
- anim = 3010
- juggle = 8
-
- [State 3010, Image]
- type = AfterImageTime
- trigger1 = time = 0
- time = 50
-
- [State 3010, SFX]
- type = PlaySnd
- trigger1 = time = 0
- value = 4,3
- channel = 1
-
- [State 3010, Velset]
- type = VelSet
- trigger1 = time = 0
- x = 8
- y = IfElse(Var(25)=1,-6,-5)
-
- [State 3010, Gravity]
- type = VelAdd
- trigger1 = time >= 0
- y = IfElse(Var(25)=1,0.41,0.43)
-
- [State 3010, HitDef]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = A, HA
- damage = 0
- animtype = Back
- guardflag = M
- hitflag = MAF
- priority = 5, Hit
- pausetime = 0,0
- sparkno = 2
- sparkxy = 12,-31
- getpower = 0,0
- p1stateno = 3030
- p2stateno = 3050
- ;hitsound = S1,2
- guardsound = S2,0
- ground.type = Low
- ground.slidetime = 17
- ground.hittime = 13
- ground.velocity = -3
- air.velocity = -3
- fall = 0
-
- [State 3010, State]
- type = ChangeState
- trigger1 = moveguarded || (pos y >= 0 && vel y > 0)
- value = 3020
-
- ;Guarded
- [Statedef 3020]
- type = C
- movetype = I
- physics = N
- juggle = 5
-
- [State 3020, Image]
- type = AfterImageTime
- trigger1 = time = 0
- time = 6
-
- [State 3010, SFX]
- type = PlaySnd
- trigger1 = time = 0
- value = 4,4
- channel = 1
-
- [State 3020, Vel]
- type = VelSet
- trigger1 = time = 0
- y = 0
-
- [State 3020, Anim]
- type = ChangeAnim
- trigger1 = time = 0
- value = 3020 + (var(25)*5)
-
- [State 3020, Align]
- type = PosSet
- trigger1 = time = 0
- y = 0
-
- [State 3020, Friction]
- type = VelMul
- trigger1 = time >= 0
- x = .83
-
- [State 3020, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;Rush 1
- [Statedef 3030]
- type = S
- movetype = A
- physics = N
- anim = 3030
- sprpriority = 2
- ctrl = 0
- velset = 0,0
-
- [State 3030, Invincibility]
- type = NotHitBy
- trigger1 = time >= 0
- value = SCA
-
- [State 3040, Move]
- type = PosAdd
- trigger1 = time >= 0
- x = 2
-
- [State 3040, Randomize]
- type = VarRandom
- trigger1 = time >= 0
- v = 12
- range = 1,2
-
- [State 3040, Bind]
- type = Targetbind
- trigger1 = time = 0
- pos = 50,0
-
- [State 3040, Width]
- type = Width
- trigger1 = time >= 0
- edge = 30
- player = 15
-
- [State 3030, Image]
- type = AfterImageTime
- trigger1 = time = 0
- time = 92
-
- [State 3030, Align]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 3030, NoBG]
- type = AssertSpecial
- trigger1 = AnimElem = 2
- trigger2 = AnimElem = 4
- trigger3 = AnimElem = 10
- trigger4 = AnimElem = 17
- trigger5 = AnimElem = 23
- trigger6 = AnimElem = 30
- trigger7 = AnimElem = 37
- trigger8 = AnimElem = 43
- flag = nobg
-
- [State 3030, Color]
- type = EnvColor
- trigger1 = AnimElem = 2
- trigger2 = AnimElem = 4
- trigger3 = AnimElem = 10
- trigger4 = AnimElem = 17
- trigger5 = AnimElem = 23
- trigger6 = AnimElem = 30
- trigger7 = AnimElem = 37
- trigger8 = AnimElem = 43
- under = 1
- value = 255, 255, 255
-
- [State 3030, HitDef]
- type = HitDef
- trigger1 = AnimElem = 2
- trigger2 = AnimElem = 4
- trigger3 = AnimElem = 10
- trigger4 = AnimElem = 17
- trigger5 = AnimElem = 23
- trigger6 = AnimElem = 30
- trigger7 = AnimElem = 37
- trigger8 = AnimElem = 43
- attr = S, HA
- damage = 22,5
- animtype = Back
- guardflag = M
- hitflag = MAF
- getpower = 0,0
- priority = 5, Hit
- pausetime = 0,2
- sparkno = 0
- sparkxy = 2,-64
- hitsound = S(random<500), var(12);S1,2
- guardsound = S2,0
- ground.type = Low
- ground.slidetime = 17
- ground.hittime = 13
- ground.velocity = -1
- air.velocity = -1
- kill = 0
-
- [State 3030, State]
- type = Changestate
- trigger1 = animtime = 0
- value = 3035
-
- ;Trap Shot anim
- [Statedef 3035]
- type = S
- movetype = A
- physics = S
- anim = 3035
- sprpriority = 2
- ctrl = 0
- velset = 0,0
-
- [State 3030, Invincibility]
- type = NotHitBy
- trigger1 = time >= 0
- value = SCA
-
- [State 3045, Width]
- type = Width
- trigger1 = time >= 0
- edge = 30
-
- [State 3035, Image]
- type = AfterImageTime
- trigger1 = time = 0
- time = 30
-
-
- [State 3035, Hitdef1]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = S, HA
- damage = 38,5
- animtype = Heavy
- guardflag = M
- hitflag = MAF
- priority = 4, Hit
- getpower = 0,0
- pausetime = 9, 13
- sparkno = 0
- id = 1300
- hitonce = 1
- sparkxy = 10,-88
- hitsound = S2,1
- guardsound = S2,0
- forcestand = 1
- ground.type = High
- ground.slidetime = 10
- ground.hittime = 30
- air.hittime = 30
- ground.velocity = 0,0
- air.velocity = -3,-1
-
- [State 3030, NoBG]
- type = AssertSpecial
- trigger1 = AnimElem = 4
- flag = nobg
-
- [State 3030, Color]
- type = EnvColor
- trigger1 = AnimElem = 4
- under = 1
- value = 255, 255, 255
-
- [State 3035, State]
- type = Changestate
- trigger1 = animtime = 0
- value = 3040
-
- ;Tornado Kick finisher
- [Statedef 3040]
- type = A
- movetype = A
- physics = N
- anim = 3040
- velset = 9,-3.5;4.8
-
- [State 3030, Invincibility]
- type = NotHitBy
- trigger1 = time >= 0
- value = SCA
-
- [State 3040, Image]
- type = AfterImageTime
- trigger1 = time = 0
- time = 60
-
- [State 3040, Gravity]
- type = VelMul
- trigger1 = animelem = 12, < 0
- y = .99
- x = .96
-
- [State 3030, NoBG]
- type = AssertSpecial
- trigger1 = AnimElem = 1
- trigger2 = AnimElem = 4
- trigger3 = AnimElem = 7
- trigger4 = AnimElem = 10
- flag = nobg
-
- [State 3030, Color]
- type = EnvColor
- trigger1 = AnimElem = 1
- trigger2 = AnimElem = 4
- trigger3 = AnimElem = 7
- trigger4 = AnimElem = 10
- under = 1
- value = 255, 255, 255
-
- [State 1160, SFX]
- type = PlaySnd
- trigger1 = AnimElem = 1
- trigger2 = AnimElem = 4
- trigger3 = AnimElem = 7
- trigger4 = AnimElem = 10
- value = 4,1
-
- [State 3040, HitDef1]
- type = HitDef
- trigger1 = AnimElem = 1
- trigger2 = AnimElem = 4
- trigger3 = AnimElem = 7
- attr = A, HA
- damage = 38,5
- animtype = Heavy
- guardflag = HA
- hitflag = MAF
- priority = 4, Hit
- pausetime = 9, 13
- getpower = 0,0
- sparkno = 2
- sparkxy = 0,-77
- hitsound = S2,1
- guardsound = S2,0
- ground.type = Low
- ground.slidetime = 17
- ground.hittime = 13
- ground.velocity = -2,-9
- air.velocity = -8,-8.3
- fall = 1
- fall.recover = 0
-
- [State 3040, HitDef1]
- type = HitDef
- trigger1 = AnimElem = 10
- attr = A, SA
- damage = 38,5
- animtype = Heavy
- guardflag = HA
- hitflag = MAF
- priority = 4, Hit
- pausetime = 9, 13
- getpower = 0,0
- sparkno = 2
- sparkxy = 10,-78
- hitsound = S2,1
- guardsound = S2,0
- ground.type = Low
- ground.slidetime = 17
- ground.hittime = 13
- ground.velocity = -2.5,-10
- air.velocity = -2,-6;8.3
- fall = 1
- fall.recover = 0
-
- [State 3040, Width]
- type = Width
- trigger1 = time >= 0
- edge = 30
-
- [State 3040, Gravity]
- type = Gravity
- trigger1 = animelem = 12, >= 0
-
- [State 3040, State]
- type = ChangeState
- trigger1 = vel y > 0 && pos y >= 0
- value = 3045
-
- ;Landing
- [Statedef 3045]
- type = C
- movetype = I
- physics = S
- anim = 3045
- velset = 0,0
-
- [State 3045, Align]
- type = PosSet
- trigger1 = time = 0
- y = 0
-
- [State 3045, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;P2 State
- [Statedef 3050]
- type = S
- movetype = H
- physics = N
-
- [State 3050, Anim]
- type = ChangeAnim2
- trigger1 = time = 0
- value = 3050
-
- [State 3050, Align]
- type = PosSet
- trigger1 = time = 0
- y = 0
-
- [State 3050, State]
- type = SelfState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;----------------------------
- ;Silent Flash
- ;startup
- [Statedef 3100]
- type = S
- movetype = A
- physics = S
- anim = 3100
- sprpriority = 2
- ctrl = 0
- velset = 0,0
- juggle = 8
-
- [State 3100, Voice]
- type = PlaySnd
- trigger1 = time = 2
- value = 8,8
- channel = 0
- supermove = 1
-
- [State 3000, SparkSound]
- type = PlaySnd
- trigger1 = time = 2
- value = F1,4
- channel = 1
-
- [State 3100, Pause]
- type = SuperPause
- trigger1 = time = 2
- time = 31
- movetime = 31
- darken = 0
- anim = -1
-
- [State 3100, AfterImage]
- type = AfterImage
- trigger1 = Time = 0
- time = 45
- trans = add1
- timegap = 1
- framegap = 3
- length = 10
- palpostbright = 0,0,0
-
- [State 3100, Darken]
- type = AssertSpecial
- trigger1 = time = [2,31]
- flag = nobg
- flag2 = nofg
-
- [State 6000, │¼╔▒╡╫═╝]
- type = Explod
- trigger1 = time = 2
- anim = F103
- pos = 12,-76
- postype = p1
- sprpriority = -1
- supermove = 1
- bindtime = 1
- ownpal = 1
- ontop = 1
-
- [State 6000, │¼╔▒╓Θ]
- type = Explod
- trigger1 = time = 2
- anim = F100
- pos = 12,-76
- postype = p1
- sprpriority = 2
- supermove = 1
- bindtime = 1
- ownpal = 1
- ontop = 1
-
- [State 3100, PowerDrain]
- type = PowerAdd
- trigger1 = time = 2
- value = -1000
-
- [State 1300, SFX]
- type = PlaySnd
- trigger1 = animelem = 3
- value = 4,2
- channel = 1
-
- [State 3100, Hitdef1]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, SA
- damage = 106,5
- animtype = Heavy
- guardflag = M
- hitflag = MAF
- priority = 4, Hit
- getpower = 20,5
- pausetime = 43,43
- sparkno = 0
- sparkxy = 10,-88
- hitsound = S2,1
- guardsound = S2,0
- forcestand = 1
- ground.type = High
- ground.slidetime = 10
- ground.hittime = 45
- ground.velocity = -1
- air.velocity = -2,-6
- air.fall = 1
-
- [State 3100, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 3110 + (10*(movehit=1))
-
- ;Recover
- [Statedef 3110]
- type = S
- movetype = I
- physics = S
- anim = 3110
- sprpriority = 2
- ctrl = 0
- velset = 0,0
-
- [State 3100, AfterImage]
- type = AfterImageTime
- trigger1 = Time = 0
- time = 40
-
- [State 3110, Move1]
- type = PosAdd
- trigger1 = animelem = 3
- trigger2 = animelem = 4
- trigger3 = animelem = 5
- trigger4 = animelem = 8
- x = -8
-
- [State 3110, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;Recover and Hit
- [Statedef 3120]
- type = S
- movetype = A
- physics = S
- anim = 3120
- sprpriority = 2
- ctrl = 0
- velset = 0,0
-
- [State 3120, Invincibility]
- type = NotHitBy
- trigger1 = time >= 0
- value = SCA
-
- [State 3100, AfterImage]
- type = AfterImageTime
- trigger1 = Time = 0
- time = 40
-
- [State 3100, Hitdef1]
- type = HitDef
- trigger1 = AnimElem = 8
- attr = S, HA
- damage = 115,5
- animtype = Heavy
- guardflag = M
- hitflag = MAF
- priority = 4, Hit
- getpower = 0,0
- pausetime = 13,13
- sparkno = 0
- sparkxy = 10,-88
- hitsound = S2,1
- guardsound = S2,0
- forcestand = 1
- ground.type = High
- ground.slidetime = 10
- ground.hittime = 50
- ground.velocity = 0,-11
- air.velocity = 0,-11
- fall = 1
- fall.recover = 1
-
- [State 3110, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 3130
-
- ;Ascent
- [Statedef 3130]
- type = A
- movetype = A
- physics = N
- anim = 3130
- sprpriority = 2
- ctrl = 0
- velset = 0,-10
-
- [State 3130, Invincibility]
- type = NotHitBy
- trigger1 = time >= 0
- value = SCA
-
- [State 3100, SFX]
- type = PlaySnd
- trigger1 = time = 0
- value = 4,5
-
- [State 3100, AfterImage]
- type = AfterImageTime
- trigger1 = Time = 0
- time = 40
-
- [State 3140, Grav]
- type = VelAdd
- trigger1 = time >= 0
- y = .39
-
- [State 3100, Hitdef1]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = A, HA
- damage = 125,5
- animtype = Heavy
- guardflag = M
- hitflag = AF
- priority = 4, Hit
- pausetime = 4,4
- sparkno = 0
- sparkxy = 10,-88
- hitsound = S2,1
- guardsound = S2,0
- forcestand = 1
- ground.type = High
- ground.slidetime = 10
- ground.hittime = 50
- ground.velocity = -2,-12
- air.velocity = -2,-12
- fall = 1
- fall.recover = 1
-
- [State 3110, State]
- type = ChangeState
- trigger1 = vel y > -2;animtime = 0
- value = 3140
-
- ;Descent
- [Statedef 3140]
- type = A
- movetype = A
- physics = S
- anim = 3140
- sprpriority = 2
- ctrl = 0
-
- [State 3100, AfterImage]
- type = AfterImageTime
- trigger1 = Time = 0
- time = 40
-
- [State 3140, Grav]
- type = VelAdd
- trigger1 = time >= 0
- y = .39
-
- [State 3140, State]
- type = ChangeState
- trigger1 = vel y > 0 && pos y >= 0
- value = 3150
-
- ;Land
- [Statedef 3150]
- type = S
- movetype = I
- physics = S
- anim = 3150
- sprpriority = 2
- ctrl = 0
- velset = 0,0
-
- [State 3100, AfterImage]
- type = AfterImageTime
- trigger1 = Time = 0
- time = 10
-
- [State 3140, Align]
- type = PosSet
- trigger1 = time = 0
- y = 0
-
- [State 3140, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;===========================================================================
- ;SUPER ATTACKS (Chou Hissatsu Waza)
- ;===========================================================================
- ;SDM Illusion Dance
- ;B Startup
- [Statedef 3500]
- type = S
- movetype = I
- physics = S
- anim = 3000
- sprpriority = 2
- ctrl = 0
- velset = 0,0
-
- [State 3500, KillMAX]
- type = VarSet
- trigger1 = time = 2
- v = 7
- value = 0
-
- [State 3500, TypeSet]
- type = VarSet
- trigger1 = time = 0
- v = 25
- value = 0
-
- [State 3000, Voice]
- type = PlaySnd
- trigger1 = time = 1
- value = 8,7
- channel = 0
-
- [State 3000, SFX]
- type = PlaySnd
- trigger1 = animelem = 3
- value = 4,2
- supermove = 1
-
- [State 3000, SparkSound]
- type = PlaySnd
- trigger1 = time = 2
- value = F1,4
- channel = 1
-
- [State 3500, Pause]
- type = SuperPause
- trigger1 = time = 2
- time = 31
- movetime = 31
- darken = 0
- anim = -1
-
- [State 3500, AfterImage]
- type = AfterImage
- trigger1 = Time = 0
- time = 55
- trans = add1
- timegap = 1
- framegap = 3
- length = 10
- palpostbright = 0,0,0
-
- [State 3500, Darken]
- type = AssertSpecial
- trigger1 = time = [2,31]
- flag = nobg
- flag2 = nofg
-
- [State 3500, SuperSpark1]
- type = Explod
- trigger1 = time = 2
- anim = 4220
- sprpriority = -2
- postype = p1
- pos = 12,-76
- bindtime = 1
- supermove = 1
-
- [State 3500, SuperSpark2]
- type = Explod
- trigger1 = time = 2
- anim = 4230
- sprpriority = 4
- postype = p1
- pos = 12,-76
- bindtime = 1
- supermove = 1
-
- [State 3500, PowerDrain]
- type = PowerAdd
- trigger1 = time = 2
- value = -1000
-
- [State 3000, Invincibility]
- type = NotHitBy
- trigger1 = time = [32,41]
- value = SCA
-
- [State 1310, Move1]
- type = PosAdd
- trigger1 = animelem = 7
- trigger2 = animelem = 8
- trigger3 = animelem = 9
- trigger4 = animelem = 10
- x = -8
-
- [State 3500, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 3510
-
- ;D Startup
- [Statedef 3505]
- type = S
- movetype = I
- physics = S
- anim = 3005
- sprpriority = 2
- ctrl = 0
- velset = 0,0
-
- [State 3000, Invincibility]
- type = NotHitBy
- trigger1 = 1
- value = SCA
-
- [State 3505, KillMAX]
- type = VarSet
- trigger1 = time = 2
- v = 7
- value = 0
-
- [State 3505, TypeSet]
- type = VarSet
- trigger1 = time = 0
- v = 25
- value = 1
-
- [State 3000, Voice]
- type = PlaySnd
- trigger1 = time = 1
- value = 8,7
- channel = 0
-
- [State 3000, SFX]
- type = PlaySnd
- trigger1 = animelem = 3
- value = 4,2
- supermove = 1
-
- [State 3000, SparkSound]
- type = PlaySnd
- trigger1 = time = 2
- value = F1,5
- channel = 1
-
- [State 3505, Pause]
- type = SuperPause
- trigger1 = time = 2
- time = 31
- movetime = 31
- darken = 0
- anim = -1
-
- [State 3505, AfterImage]
- type = AfterImage
- trigger1 = Time = 0
- time = 55
- trans = add1
- timegap = 1
- framegap = 3
- length = 10
- palpostbright = 0,0,0
-
- [State 3500, 9]
- type = BGPalfx
- trigger1 = 1
- ignorehitpause = 1
- time = 10
- mul = 128,128,128
- invertall = 1
-
- [State 6000, │¼╔▒╡╫═╝]
- type = Explod
- trigger1 = time = 2
- anim = F104
- pos = 12,-76
- postype = p1
- sprpriority = -1
- supermove = 1
- bindtime = 1
- ownpal = 1
- ontop=1
-
- [State 6000, │¼╔▒╓Θ]
- type = Explod
- trigger1 = time = 2
- anim = F101
- pos = 12,-76
- postype = p1
- sprpriority = 2
- supermove = 1
- bindtime = 1
- ownpal = 1
- ontop=1
-
- [State 3505, PowerDrain]
- type = PowerAdd
- trigger1 = time = 2
- value = -2000
-
- [State 3000, Invincibility]
- type = NotHitBy
- trigger1 = time = [32,41]
- value = SCA
-
- [State 1310, Move1]
- type = PosAdd
- trigger1 = animelem = 7
- trigger2 = animelem = 8
- trigger3 = animelem = 9
- trigger4 = animelem = 10
- x = -8
-
- [State 3505, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 3510
-
- ;Flight
- [Statedef 3510]
- type = A
- movetype = A
- physics = N
- anim = 3010
- juggle = 8
-
- [State 3500, 9]
- type = BGPalfx
- trigger1 = 1
- ignorehitpause = 1
- time = 10
- mul = 128,128,128
- invertall = 1
-
- [State 3510, Image]
- type = AfterImageTime
- trigger1 = time = 0
- time = 50
-
- [State 3510, SFX]
- type = PlaySnd
- trigger1 = time = 0
- value = 4,3
- channel = 1
-
- [State 3510, Velset]
- type = VelSet
- trigger1 = time = 0
- x = 8
- y = IfElse(Var(25)=1,-6,-5)
-
- [State 3510, Gravity]
- type = VelAdd
- trigger1 = time >= 0
- y = IfElse(Var(25)=1,0.41,0.43)
-
- [State 3510, HitDef]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = A, HA
- damage = 0
- animtype = Back
- guardflag = M
- hitflag = MAF
- priority = 5, Hit
- pausetime = 0,0
- sparkno = 2
- sparkxy = 12,-31
- getpower = 0,0
- p1stateno = 3530
- p2stateno = 3050
- ;hitsound = S1,2
- guardsound = S2,0
- ground.type = Low
- ground.slidetime = 17
- ground.hittime = 13
- ground.velocity = -3
- air.velocity = -3
- fall = 0
-
- [State 3510, State]
- type = ChangeState
- trigger1 = moveguarded || (pos y >= 0 && vel y > 0)
- value = 3520
-
- ;Guarded
- [Statedef 3520]
- type = C
- movetype = I
- physics = N
- juggle = 5
-
- [State 3500, 9]
- type = BGPalfx
- trigger1 = 1
- ignorehitpause = 1
- time = 10
- mul = 128,128,128
- invertall = 1
-
- [State 3520, Image]
- type = AfterImageTime
- trigger1 = time = 0
- time = 6
-
- [State 3520, SFX]
- type = PlaySnd
- trigger1 = time = 0
- value = 4,4
- channel = 1
-
- [State 3520, Vel]
- type = VelSet
- trigger1 = time = 0
- y = 0
-
- [State 3520, Anim]
- type = ChangeAnim
- trigger1 = time = 0
- value = 3020 + (var(25)*5)
-
- [State 3520, Align]
- type = PosSet
- trigger1 = time = 0
- y = 0
-
- [State 3520, Friction]
- type = VelMul
- trigger1 = time >= 0
- x = .83
-
- [State 3520, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;Rush 1
- [Statedef 3530]
- type = S
- movetype = A
- physics = N
- anim = 3030
- sprpriority = 2
- ctrl = 0
- juggle = 3
- velset = 0,0
-
- [State 3500, 9]
- type = BGPalfx
- trigger1 = 1
- ignorehitpause = 1
- time = 10
- mul = 128,128,128
- invertall = 1
-
- [State 3530, Move]
- type = PosAdd
- trigger1 = time >= 0
- x = 2
-
- [State 3530, Invincibility]
- type = NotHitBy
- trigger1 = time >= 0
- value = SCA
-
- [State 3530, Bind]
- type = Targetbind
- trigger1 = time = 0
- pos = 50,0
-
- [State 3530, Randomize]
- type = VarRandom
- trigger1 = time >= 0
- v = 12
- range = 1,2
-
- [State 3530, Width]
- type = Width
- trigger1 = time >= 0
- edge = 30
- player = 15
-
- [State 3530, Image]
- type = AfterImageTime
- trigger1 = time = 0
- time = 92
-
- [State 3530, Align]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 3530, NoBG]
- type = AssertSpecial
- trigger1 = AnimElem = 2
- trigger2 = AnimElem = 4
- trigger3 = AnimElem = 10
- trigger4 = AnimElem = 17
- trigger5 = AnimElem = 23
- trigger6 = AnimElem = 30
- trigger7 = AnimElem = 37
- trigger8 = AnimElem = 43
- flag = nobg
-
- [State 3530, Color]
- type = EnvColor
- trigger1 = AnimElem = 2
- trigger2 = AnimElem = 4
- trigger3 = AnimElem = 10
- trigger4 = AnimElem = 17
- trigger5 = AnimElem = 23
- trigger6 = AnimElem = 30
- trigger7 = AnimElem = 37
- trigger8 = AnimElem = 43
- under = 1
- value = 255, 255, 255
-
- [State 3530, HitDef]
- type = HitDef
- trigger1 = AnimElem = 2
- trigger2 = AnimElem = 4
- trigger3 = AnimElem = 10
- trigger4 = AnimElem = 17
- trigger5 = AnimElem = 23
- trigger6 = AnimElem = 30
- trigger7 = AnimElem = 37
- trigger8 = AnimElem = 43
- attr = S, HA
- damage = 22,5
- animtype = Back
- guardflag = M
- hitflag = MAF
- getpower = 0,0
- priority = 5, Hit
- pausetime = 0,2
- sparkno = 0
- sparkxy = 2,-64
- hitsound = S(random<500), var(12);S1,2
- guardsound = S2,0
- ground.type = Low
- ground.slidetime = 17
- ground.hittime = 13
- ground.velocity = -1
- air.velocity = -1
- kill = 0
-
- [State 3530, State]
- type = Changestate
- trigger1 = animtime = 0
- value = 3535
-
- ;Rush 2
- [Statedef 3535]
- type = S
- movetype = A
- physics = S
- anim = 3535
- sprpriority = 2
- ctrl = 0
- juggle = 3
- velset = 0,0
-
- [State 3500, 9]
- type = BGPalfx
- trigger1 = 1
- ignorehitpause = 1
- time = 10
- mul = 128,128,128
- invertall = 1
-
- [State 3535, Invincibility]
- type = NotHitBy
- trigger1 = time >= 0
- value = SCA
-
- [State 3535, Move]
- type = PosAdd
- trigger1 = time >= 0
- x = 2
-
- [State 3535, Randomize]
- type = VarRandom
- trigger1 = time >= 0
- v = 12
- range = 1,2
-
- [State 3535, Width]
- type = Width
- trigger1 = time >= 0
- edge = 30
- player = 15
-
- [State 3535, Image]
- type = AfterImageTime
- trigger1 = time = 0
- time = 90
-
- [State 3535, HitDef]
- type = HitDef
- trigger1 = AnimElem = 2
- trigger2 = AnimElem = 4
- trigger3 = AnimElem = 9
- trigger4 = AnimElem = 7
- trigger5 = AnimElem = 16
- trigger6 = AnimElem = 20
- trigger7 = AnimElem = 23
- attr = S, HA
- damage = 22,5
- animtype = Back
- guardflag = M
- hitflag = MAF
- getpower = 0,0
- priority = 5, Hit
- pausetime = 0,2
- sparkno = 0
- sparkxy = 2,-64
- hitsound = S(random<500), var(12);S1,2
- guardsound = S2,0
- ground.type = Low
- ground.slidetime = 17
- ground.hittime = 13
- ground.velocity = -1
- air.velocity = -1
- kill = 0
-
-
- [State 3535, Hitdef1]
- type = HitDef
- trigger1 = AnimElem = 29
- attr = S, HA
- damage = 34,5
- animtype = Heavy
- guardflag = M
- hitflag = MAF
- priority = 4, Hit
- getpower = 0,0
- pausetime = 9, 13
- sparkno = 0
- id = 1300
- hitonce = 1
- sparkxy = 10,-88
- hitsound = S2,1
- guardsound = S2,0
- forcestand = 1
- ground.type = High
- ground.slidetime = 10
- ground.hittime = 30
- air.hittime = 30
- ground.velocity = 0,0
- air.velocity = -3,-1
-
- [State 3530, NoBG]
- type = AssertSpecial
- trigger1 = AnimElem = 29
- flag = nobg
-
- [State 3530, Color]
- type = EnvColor
- trigger1 = AnimElem = 29
- under = 1
- value = 255, 255, 255
-
- [State 3535, State]
- type = Changestate
- trigger1 = animtime = 0
- value = 3540
-
- ;Tornado Kick finisher
- [Statedef 3540]
- type = A
- movetype = A
- physics = N
- anim = 3040
- juggle = 7
- velset = 9,-3.5;4.8
-
- [State 3500, 9]
- type = BGPalfx
- trigger1 = 1
- ignorehitpause = 1
- time = 10
- mul = 128,128,128
- invertall = 1
-
- [State 3540, Invincibility]
- type = NotHitBy
- trigger1 = time >= 0
- value = SCA
-
- [State 3540, Image]
- type = AfterImageTime
- trigger1 = time = 0
- time = 60
-
- [State 3540, Gravity]
- type = VelMul
- trigger1 = animelem = 12, < 0
- y = .99
- x = .96
-
- [State 1160, SFX]
- type = PlaySnd
- trigger1 = AnimElem = 1
- trigger2 = AnimElem = 4
- trigger3 = AnimElem = 7
- trigger4 = AnimElem = 10
- value = 4,1
-
- [State 3530, NoBG]
- type = AssertSpecial
- trigger1 = AnimElem = 1
- trigger2 = AnimElem = 4
- trigger3 = AnimElem = 7
- trigger4 = AnimElem = 10
- flag = nobg
-
- [State 3530, Color]
- type = EnvColor
- trigger1 = AnimElem = 1
- trigger2 = AnimElem = 4
- trigger3 = AnimElem = 7
- trigger4 = AnimElem = 10
- under = 1
- value = 255, 255, 255
-
- [State 3540, HitDef1]
- type = HitDef
- trigger1 = AnimElem = 1
- trigger2 = AnimElem = 4
- trigger3 = AnimElem = 7
- attr = A, HA
- damage = 39,5
- animtype = Heavy
- guardflag = HA
- hitflag = MAF
- priority = 4, Hit
- pausetime = 9, 13
- getpower = 0,0
- sparkno = 2
- sparkxy = 0,-77
- hitsound = S2,1
- guardsound = S2,0
- ground.type = Low
- ground.slidetime = 17
- ground.hittime = 13
- ground.velocity = -2,-9
- air.velocity = -8,-8.3
- fall = 1
- fall.recover = 0
-
- [State 3540, HitDef1]
- type = HitDef
- trigger1 = AnimElem = 10
- attr = A, SA
- damage = 41,5
- animtype = Heavy
- guardflag = HA
- hitflag = MAF
- priority = 4, Hit
- pausetime = 9, 13
- getpower = 0,0
- sparkno = 2
- sparkxy = 10,-78
- hitsound = S2,1
- guardsound = S2,0
- ground.type = Low
- ground.slidetime = 17
- ground.hittime = 13
- ground.velocity = -2.5,-10
- air.velocity = -2,-6;8.3
- fall = 1
- fall.recover = 0
-
- [State 3540, Width]
- type = Width
- trigger1 = time >= 0
- edge = 30
-
- [State 3540, Gravity]
- type = Gravity
- trigger1 = animelem = 12, >= 0
-
- [State 3540, State]
- type = ChangeState
- trigger1 = vel y > 0 && pos y >= 0
- value = 3545
-
- ;Landing
- [Statedef 3545]
- type = C
- movetype = I
- physics = S
- anim = 3045
- velset = 0,0
-
- [State 3500, 9]
- type = BGPalfx
- trigger1 = 1
- ignorehitpause = 1
- time = 10
- mul = 128,128,128
- invertall = 1
-
- [State 3545, Align]
- type = PosSet
- trigger1 = time = 0
- y = 0
-
- [State 3545, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;----------------------------
- ;SDM Silent Flash
- ;startup
- [Statedef 3600]
- type = S
- movetype = A
- physics = S
- anim = 3600
- sprpriority = 2
- ctrl = 0
- velset = 0,0
- juggle = 8
-
- [State 3100, Voice]
- type = PlaySnd
- trigger1 = time = 2
- value = 8,8
- channel = 0
- supermove = 1
-
- [State 3000, SparkSound]
- type = PlaySnd
- trigger1 = time = 2
- value = F1,5
- channel = 1
-
- [State 3600, Pause]
- type = SuperPause
- trigger1 = time = 2
- time = 36
- movetime = 36
- darken = 0
- anim = -1
-
- [State 3600, AfterImage]
- type = AfterImage
- trigger1 = Time = 0
- time = 120
- trans = add1
- timegap = 1
- framegap = 3
- length = 10
- palpostbright = 0,0,0
-
- [State 3500, 9]
- type = BGPalfx
- trigger1 = 1
- ignorehitpause = 1
- time = 10
- mul = 128,128,128
- invertall = 1
-
- [State 6000, │¼╔▒╡╫═╝]
- type = Explod
- trigger1 = time = 2
- anim = F104
- pos = 12,-76
- postype = p1
- sprpriority = -1
- supermove = 1
- bindtime = 1
- ownpal = 1
- ontop=1
-
- [State 6000, │¼╔▒╓Θ]
- type = Explod
- trigger1 = time = 2
- anim = F101
- pos = 12,-76
- postype = p1
- sprpriority = 2
- supermove = 1
- bindtime = 1
- ownpal = 1
- ontop=1
-
- [State 3600, PowerDrain]
- type = PowerAdd
- trigger1 = time = 2
- value = -1000
-
-
-
- [State 1300, SFX]
- type = PlaySnd
- trigger1 = animelem = 3
- trigger2 = AnimElem = 13
- trigger3 = Animelem = 23
- trigger4 = Animelem = 33
- value = 4,2
-
- [State 3600, Hitdef1]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, SA
- damage = 127,5
- animtype = Heavy
- guardflag = M
- hitflag = MAF
- priority = 4, Hit
- getpower = 20,5
- pausetime = 43,43
- sparkno = 0
- sparkxy = 10,-88
- hitsound = S2,1
- guardsound = S2,0
- forcestand = 1
- ground.type = High
- ground.slidetime = 10
- ground.hittime = 50
- ground.velocity = 0,0
- air.velocity = -2,-6
- air.fall = 1
-
- [State 3600, Hitdef1]
- type = HitDef
- trigger1 = AnimElem = 15
- trigger2 = Animelem = 25
- trigger3 = Animelem = 35
- attr = S, SA
- damage = 40,5
- animtype = Heavy
- guardflag = M
- hitflag = MAF
- priority = 4, Hit
- getpower = 20,5
- pausetime = 1,1
- sparkno = 0
- sparkxy = 10,-88
- hitsound = S2,1
- guardsound = S2,0
- forcestand = 1
- ground.type = High
- ground.slidetime = 10
- ground.hittime = 50
- ground.velocity = 0,0
- air.velocity = -2,-6
- air.fall = 1
-
- [State 3600, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 3610 + (10*(movehit=1))
-
- ;Recover
- [Statedef 3610]
- type = S
- movetype = I
- physics = S
- anim = 3610
- sprpriority = 2
- ctrl = 0
- velset = 0,0
-
- [State 3500, 9]
- type = BGPalfx
- trigger1 = 1
- ignorehitpause = 1
- time = 10
- mul = 128,128,128
- invertall = 1
-
- [State 3600, AfterImage]
- type = AfterImageTime
- trigger1 = Time = 0
- time = 40
-
- [State 3610, Move1]
- type = PosAdd
- trigger1 = animelem = 3
- trigger2 = animelem = 4
- trigger3 = animelem = 5
- trigger4 = animelem = 8
- x = -8
-
- [State 3610, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;Recover and Hit
- [Statedef 3620]
- type = S
- movetype = A
- physics = S
- anim = 3620
- sprpriority = 2
- ctrl = 0
- velset = 0,0
-
- [State 3500, 9]
- type = BGPalfx
- trigger1 = 1
- ignorehitpause = 1
- time = 10
- mul = 128,128,128
- invertall = 1
-
- [State 3600, AfterImage]
- type = AfterImageTime
- trigger1 = Time = 0
- time = 40
-
- [State 3600, Hitdef1]
- type = HitDef
- trigger1 = AnimElem = 8
- attr = S, HA
- damage = 98,5
- animtype = Heavy
- guardflag = M
- hitflag = MAF
- priority = 4, Hit
- getpower = 20,5
- pausetime = 13,13
- sparkno = 0
- sparkxy = 10,-88
- hitsound = S2,1
- guardsound = S2,0
- forcestand = 1
- ground.type = High
- ground.slidetime = 10
- ground.hittime = 50
- ground.velocity = 0,-11
- air.velocity = 0,-11
- fall = 1
- fall.recover = 1
-
- [State 3610, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 3630
-
- ;Ascent
- [Statedef 3630]
- type = A
- movetype = A
- physics = N
- anim = 3630
- sprpriority = 2
- ctrl = 0
- velset = 0,-14
-
- [State 3500, 9]
- type = BGPalfx
- trigger1 = 1
- ignorehitpause = 1
- time = 10
- mul = 128,128,128
- invertall = 1
-
- [State 3630, Invincibility]
- type = NotHitBy
- trigger1 = time >= 0
- value = SCA
-
- [State 3630, SFX]
- type = PlaySnd
- trigger1 = time = 0
- value = 4,5
-
- [State 3600, AfterImage]
- type = AfterImageTime
- trigger1 = Time = 0
- time = 40
-
- [State 3640, Grav]
- type = VelAdd
- trigger1 = time >= 0
- y = .49
-
- [State 3600, Hitdef1]
- type = HitDef
- trigger1 = AnimElem = 2
- trigger2 = AnimElem = 4
- trigger3 = AnimElem = 6
- trigger4 = AnimElem = 8
- trigger5 = AnimElem = 10
- attr = A, HA
- damage = 25,5
- animtype = Heavy
- guardflag = M
- hitflag = AF
- priority = 4, Hit
- getpower = 0,0
- pausetime = 0,0
- sparkno = 2
- sparkxy = 10,-88
- hitsound = S2,1
- guardsound = S2,0
- forcestand = 1
- ground.type = High
- ground.slidetime = 10
- ground.hittime = 50
- ground.velocity = 0,-10
- air.velocity = 0,-10
- fall = 1
- fall.recover = 0
-
- [State 3600, Hitdef1]
- type = HitDef
- trigger1 = AnimElem = 7
- attr = A, HA
- damage = 20,5
- animtype = Heavy
- guardflag = M
- hitflag = AF
- priority = 4, Hit
- getpower = 0,0
- pausetime = 0,0
- sparkno = 2
- sparkxy = 10,-88
- hitsound = S2,1
- guardsound = S2,0
- forcestand = 1
- ground.type = High
- ground.slidetime = 10
- ground.hittime = 50
- ground.velocity = -2.5,-12
- air.velocity = -2.5,-12
- fall = 1
- fall.recover = 0
-
- [State 3610, State]
- type = ChangeState
- trigger1 = vel y > -2;animtime = 0
- value = 3640
-
- ;Descent
- [Statedef 3640]
- type = A
- movetype = A
- physics = S
- anim = 3640
- sprpriority = 2
- ctrl = 0
-
- [State 3500, 9]
- type = BGPalfx
- trigger1 = 1
- ignorehitpause = 1
- time = 10
- mul = 128,128,128
- invertall = 1
-
- [State 3600, AfterImage]
- type = AfterImageTime
- trigger1 = Time = 0
- time = 40
-
- [State 3640, Grav]
- type = VelAdd
- trigger1 = time >= 0
- y = .49
-
- [State 3640, State]
- type = ChangeState
- trigger1 = vel y > 0 && pos y >= 0
- value = 3650
-
- ;Land
- [Statedef 3650]
- type = S
- movetype = I
- physics = S
- anim = 3650
- sprpriority = 2
- ctrl = 0
- velset = 0,0
-
- [State 3500, 9]
- type = BGPalfx
- trigger1 = 1
- ignorehitpause = 1
- time = 10
- mul = 128,128,128
- invertall = 1
-
- [State 3600, AfterImage]
- type = AfterImageTime
- trigger1 = Time = 0
- time = 10
-
- [State 3640, Align]
- type = PosSet
- trigger1 = time = 0
- y = 0
-
- [State 3640, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
-
-
-
-
-
-
-
-
-
-
- [Statedef 3700]
- type = S
- movetype = A
- physics = S
- anim = 3701
- sprpriority = 2
- ctrl = 0
- velset = 0,0
- juggle = 8
-
-
- [State 3005, Pause]
- type = SuperPause
- trigger1 = time = 2
- time = 31
- movetime = 31
- darken = 0
- anim = -1
-
- [State 3005, AfterImage]
- type = AfterImage
- trigger1 = 1
- time = 1
- trans = add1
- timegap = 1
- framegap = 3
- length = 10
- palpostbright = 0,0,0
-
- [State 3005, Darken]
- type = AssertSpecial
- trigger1 = time = [2,28]
- flag = nobg
- poweradd = -1000
-
- [State 6000, │¼╔▒╡╫═╝]
- type = Explod
- trigger1 = time = 2
- anim = F103
- pos = 12,-76
- postype = p1
- sprpriority = -1
- supermove = 1
- bindtime = 1
- ownpal = 1
- ontop = 1
-
- [State 6000, │¼╔▒╓Θ]
- type = Explod
- trigger1 = time = 2
- anim = F100
- pos = 12,-76
- postype = p1
- sprpriority = 2
- supermove = 1
- bindtime = 1
- ownpal = 1
- ontop = 1
-
-
- [State 3000, SparkSound]
- type = PlaySnd
- trigger1 = time = 2
- value = F1,4
- channel = 1
-
-
- [State 1250, Voice]
- type = PlaySnd
- trigger1 = animelem = 2
- value = 8, 3
- channel = 0
- echo = 1
-
-
- [State 1250, HitDef]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, SA
- damage = 38,5
- animtype = Heavy
- guardflag = M
- hitflag = MAF
- priority = 4, Hit
- getpower = 20,5
- pausetime = 9, 13
- sparkno = 0
- sparkxy = -25,-83
- hitsound = S1,2
- guardsound = S2,0
- yaccel = .5555556
- ground.type = Low
- ground.slidetime = 19
- ground.hittime = 19
- ground.velocity = -3
- guard.velocity = 0
- air.velocity = 0,-1
- recover = 0
- fall.recover = 0
- air.recover = 0
- id = 3000
-
- [State 1250, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 3710
-
- ;C Ascent
- [Statedef 3710]
- type = A
- movetype = A
- physics = N
- anim = 1210
- sprpriority = 2
- ctrl = 0
- velset = 4,-8
- poweradd = 90
- juggle = 9
-
- [State 1210, Width]
- type = Width
- trigger1 = time >= 0
- edge = 30
-
- [State 1200, SFX]
- type = PlaySnd
- trigger1 = time = 0
- value = 3,2
- channel = 4
-
- [State 1260, Gravity]
- type = VelAdd
- trigger1 = time >= 0
- y = .295
-
- [State 1260, HitDef]
- type = HitDef
- trigger1 = AnimElem = 1
- attr = A, SA
- damage = 24,5
- animtype = Heavy
- guardflag = M
- hitflag = MAF
- priority = 4, Hit
- getpower = 20,5
- pausetime = 9, 13
- sparkno = 0
- sparkxy = -25,-60
- hitsound = S1,2
- guardsound = S2,0
- yaccel = .5555556
- ground.type = Low
- ground.slidetime = 19
- ground.hittime = 19
- ground.velocity = -5,-8;10,-6 ;4.45,-7
- guard.velocity = -4
- air.velocity = -5,-8
- fall = 1
- fall.recover = 0
-
- [State 1260, State]
- type = Changestate
- trigger1 = time = 22
- value = 3711
-
- ;C Ascent
- [Statedef 3711]
- type = A
- movetype = A
- physics = N
- anim = 1270
- sprpriority = 2
- ctrl = 0
- velset = 0,0
-
- [State 1260, Descend]
- type = VelSet
- trigger1 = time = 0
- x = 7
- y = 6
-
- [State 1260, SFX]
- type = PlaySnd
- trigger1 = time = 0
- value = 4,7
-
- [State 1260, State]
- type = ChangeState
- trigger1 = AnimElem = 2;, =0
- trigger2 = AnimElem = 5;, =0
- triggerall = moveguarded
- value = 3721
- ctrl = 1
-
-
- [State 1260, HitDef]
- type = HitDef
- triggerall = anim = 1270
- trigger1 = AnimElem = 2;, =0
- trigger2 = AnimElem = 5;, =0
- attr = A, SA
- damage = 24,5
- animtype = Heavy
- guardflag = M
- hitflag = MAF
- priority = 4, Hit
- getpower = 20,5
- pausetime = 6,13
- sparkno = 0
- sparkxy = -25,0
- hitsound = S1,2
- guardsound = S2,0
- ground.type = Low
- yaccel = .5555556
- ground.slidetime = 19
- ground.hittime = 19
- ground.velocity = -4;-2,-4
- guard.velocity = -6
- air.velocity = -4,-6
- p1facing = 1
- p2facing = 1
- p2getp1state = 1
- fall.recover = 0
- air.recover = 0
- fall = 1
- recover = 0
- air.recover = 0
- snap = 40,20
- hitonce = 1
- p1stateno = 3730
- p2stateno = 3750
-
- [State 1260, State]
- type = ChangeState
- trigger1 = pos y >= 0 && vel y > 0
- value = 3720
- ctrl = 1
-
- ;D recover
- [Statedef 3720]
- type = S
- movetype = I
- physics = S
- anim = 1230
- sprpriority = 2
- ctrl = 0
- velset = 0,0
-
- [State 1110, SFX]
- type = PlaySnd
- trigger1 = time = 0
- value = 4,8
-
- [State 1280, Move]
- type = PosSet
- trigger1 = time = 0
- y = 0
-
- [State 1280, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;D recover
- [Statedef 3721]
- type = S
- movetype = I
- physics = S
- anim = 3721
- sprpriority = 2
- ctrl = 0
- velset = 0,0
-
- [State 1110, SFX]
- type = PlaySnd
- trigger1 = time = 0
- value = 4,8
-
- [State 1280, Move]
- type = PosSet
- trigger1 = time = 0
- y = 0
-
- [State 1280, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
-
-
-
-
-
-
- [Statedef 3730]
- type = A
- movetype = A
- physics = N
- ctrl = 0
- anim = 3700
- velset = 0, 0
-
- [State 3120,AfterImageTime]
- type = AfterImageTime
- trigger1 = Time = 0
- time = 240
-
- [State 3030,HitAdd]
- type = HitAdd
- trigger1 = Time = 1
- value = 1
-
- ;[State 3030,TargetBind]
- ;type = TargetBind
- ;trigger1 = Time = 1
- ;;trigger1 = AnimElem = 1,>0
- ;;trigger1 = AnimElem = 48,<0
- ;pos = 40,20
- ;time = 1
-
- [State 3030,TargetBind]
- type = TargetBind
- trigger1 = AnimElem = 1
- trigger2 = AnimElem = 12
- trigger3 = AnimElem = 23
- trigger4 = AnimElem = 34
- trigger5 = AnimElem = 45
- pos = 40,20
- time = 1
-
- [State 3030,TargetBind]
- type = TargetBind
- trigger1 = AnimElem = 2
- trigger2 = AnimElem = 13
- trigger3 = AnimElem = 24
- trigger4 = AnimElem = 35
- pos = 40,18
- time = 1
-
- [State 3030,TargetBind]
- type = TargetBind
- trigger1 = AnimElem = 3
- trigger2 = AnimElem = 14
- trigger3 = AnimElem = 25
- trigger4 = AnimElem = 36
- pos = 40,16
- time = 1
-
- [State 3030,TargetBind]
- type = TargetBind
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 15
- trigger3 = AnimElem = 26
- trigger4 = AnimElem = 37
- pos = 40,14
- time = 1
-
- [State 3030,TargetBind]
- type = TargetBind
- trigger1 = AnimElem = 5
- trigger2 = AnimElem = 16
- trigger3 = AnimElem = 27
- trigger4 = AnimElem = 38
- pos = 40,12
- time = 1
-
- [State 3030,TargetBind]
- type = TargetBind
- trigger1 = AnimElem = 6
- trigger2 = AnimElem = 17
- trigger3 = AnimElem = 28
- trigger4 = AnimElem = 39
- pos = 40,10
- time = 1
-
- [State 3030,TargetBind]
- type = TargetBind
- trigger1 = AnimElem = 7
- trigger2 = AnimElem = 18
- trigger3 = AnimElem = 29
- trigger4 = AnimElem = 40
- pos = 40,8
- time = 1
-
- [State 3030,TargetBind]
- type = TargetBind
- trigger1 = AnimElem = 8
- trigger2 = AnimElem = 19
- trigger3 = AnimElem = 30
- trigger4 = AnimElem = 41
- pos = 40,10
- time = 1
-
- [State 3030,TargetBind]
- type = TargetBind
- trigger1 = AnimElem = 9
- trigger2 = AnimElem = 20
- trigger3 = AnimElem = 31
- trigger4 = AnimElem = 42
- pos = 40,12
- time = 1
-
- [State 3030,TargetBind]
- type = TargetBind
- trigger1 = AnimElem = 10
- trigger2 = AnimElem = 21
- trigger3 = AnimElem = 32
- trigger4 = AnimElem = 43
- pos = 40,14
- time = 1
-
- [State 3030,TargetBind]
- type = TargetBind
- trigger1 = AnimElem = 11
- trigger2 = AnimElem = 22
- trigger3 = AnimElem = 33
- trigger4 = AnimElem = 44
- pos = 40,17
- time = 1
-
- [State 3030,TargetBind]
- type = TargetBind
- trigger1 = AnimElem = 46
- pos = 40,22
- time = 1
-
- [State 3030,TargetBind]
- type = TargetBind
- trigger1 = AnimElem = 47
- pos = 40,24
- time = 1
-
- [State 3030,3]
- type = HitDef
- triggerall = P2MoveType = H
- triggerall = p2stateno = 3750
- trigger1 = AnimElem = 1
- attr = A, HA
- animtype = Hard
- damage = 20+var(10)-Var(13)
- getpower = 0
- givepower = 22
- guardflag = MAF
- pausetime = 1,2
- sparkno = 3
- guard.sparkno = 42
- sparkxy = -18,-22
- hitsound = S1,2
- guardsound = S0, 0
- ground.type = Low
- ground.slidetime = 12
- ground.hittime = 21
- ground.velocity = -0.0
- ;air.velocity = -0.0,-5.2
- P2Stateno = 3750
- kill = 0
- ;hitonce = 1
- ;snap = 40,20
- id = 3000
- ;chainID = 3000
-
- [State 3030,3]
- type = HitDef
- triggerall = P2MoveType = H
- triggerall = MoveHit = 1
- triggerall = p2stateno = 3750
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 12
- trigger3 = AnimElem = 15
- trigger4 = AnimElem = 23
- trigger5 = AnimElem = 26
- trigger6 = AnimElem = 34
- trigger7 = AnimElem = 37
- attr = A, HA
- animtype = Hard
- damage = 20+var(10)-Var(13)
- getpower = 0
- givepower = 22
- guardflag = MAF
- pausetime = 1,2
- sparkno = 3
- guard.sparkno = 42
- sparkxy = -18,-22
- hitsound = S1,2
- guardsound = S0, 0
- ground.type = Low
- ground.slidetime = 12
- ground.hittime = 21
- ground.velocity = -0.0
- ;air.velocity = -0.0,-5.2
- p2stateno = 3750
- kill = 0
- ;hitonce = 1
- ;snap = 40,20
- id = 3000
- ;chainID = 3000
-
- [State 3030,3]
- type = HitDef
- triggerall = P2MoveType = H
- triggerall = MoveHit = 1
- triggerall = p2stateno = 3750
- trigger1 = AnimElem = 7
- trigger2 = AnimElem = 18
- trigger3 = AnimElem = 29
- trigger4 = AnimElem = 40
- attr = A, HA
- animtype = Hard
- damage = 30+var(10)-Var(13)
- getpower = 0
- givepower = 22
- guardflag = MAF
- pausetime = 1,2
- sparkno = 3
- guard.sparkno = 42
- sparkxy = -18,-52
- hitsound = S1,2
- guardsound = S0, 0
- ground.type = High
- ground.slidetime = 12
- ground.hittime = 21
- ground.velocity = -0.8
- ;air.velocity = -0.0,-5.2
- p2stateno = 3750
- kill = 0
- ;hitonce = 1
- ;snap = 40,20
- id = 3000
- ;chainID = 3000
-
- [State 3030,3]
- type = HitDef
- triggerall = P2MoveType = H
- triggerall = MoveHit = 1
- triggerall = p2stateno = 3750
- trigger1 = AnimElem = 49
- attr = S, HA
- animtype = Hard
- damage = 40+var(10)-Var(13)
- getpower = 0
- givepower = 22
- guardflag = MA
- pausetime = 10,12
- sparkno = 3
- guard.sparkno = 42
- sparkxy = -18,-62
- hitsound = S2,1
- guardsound = S0, 0
- ground.type = High
- ground.slidetime = 12
- ground.hittime = 21
- ground.velocity = -6.8,-4.7
- air.velocity = -6.2,-4.7
- fall = 1
- recover = 0
- fall.recover = 0
- air.recover = 0
- ;hitonce = 1
- envshake.ampl=7
- envshake.time=6
- id = 3000
- ;chainID = 3000
-
- [State 3140,00]
- type = BGPalfx
- triggerall = MoveHit = 1
- trigger1 = AnimElem = 49
- add = 250,250,250
- time = 1
-
- [State 3030,VelAdd]
- type = VelAdd
- trigger1 = AnimElem = 49,>0
- y = .50
-
- [State 3030,VelSet]
- type = VelSet
- trigger1 = AnimElem = 49
- x = .11
-
- [State 3030,AfterImageTime]
- type = AfterImageTime
- trigger1 = Vel Y > 0 && Pos Y >= 0
- time = 0
-
- [State 3030,ChangeState]
- type = ChangeState
- trigger1 = Vel Y > 0 && Pos Y >= 0
- value = 52
- ctrl = 1
-
-
-
- [Statedef 3750]
- type = A
- movetype = H
- physics = N
- ctrl = 0
-
- [State 3050,NotHitBy]
- type = NotHitBy
- trigger1 = time = 0
- value = SC
- Time = 60
-
- [State 3050,HitBy]
- type = HitBy
- trigger1 = 1
- value = A,HA
- Time = 60
-
- [State 3050,00]
- type = BGPalfx
- trigger1 = time = 1
- add = 250,250,250
- time = 1
-
- [State 3050,ChangeAnim]
- type = ChangeAnim2
- trigger1 = time = 0
- value = 3750
-
- [State 3050,SelfState]
- type = SelfState
- trigger1 = Time = 60
- value = 5100
- ctrl = 1
-
-
-
-
-
-
-
-
- [Statedef 3800]
- type = S
- movetype = A
- physics = S
- anim = 3701
- sprpriority = 2
- ctrl = 0
- velset = 0,0
- poweradd = 90
- juggle = 8
-
-
- [State 3005, Pause]
- type = SuperPause
- trigger1 = time = 2
- time = 31
- movetime = 31
- darken = 0
- anim = -1
-
- [State 3005, AfterImage]
- type = AfterImage
- trigger1 = 1
- time = 1
- trans = add1
- timegap = 1
- framegap = 3
- length = 10
- palpostbright = 0,0,0
-
- [State 3500, 9]
- type = BGPalfx
- trigger1 = 1
- ignorehitpause = 1
- time = 10
- mul = 128,128,128
- invertall = 1
- poweradd = -2000
-
- [State 6000, │¼╔▒╡╫═╝]
- type = Explod
- trigger1 = time = 2
- anim = F103
- pos = 12,-76
- postype = p1
- sprpriority = -1
- supermove = 1
- bindtime = 1
- ownpal = 1
- ontop = 1
-
- [State 6000, │¼╔▒╓Θ]
- type = Explod
- trigger1 = time = 2
- anim = F100
- pos = 12,-76
- postype = p1
- sprpriority = 2
- supermove = 1
- bindtime = 1
- ownpal = 1
- ontop = 1
-
-
- [State 3000, SparkSound]
- type = PlaySnd
- trigger1 = time = 2
- value = F1,5
- channel = 1
-
-
- [State 1250, Voice]
- type = PlaySnd
- trigger1 = animelem = 2
- value = 8, 3
- channel = 0
- echo = 1
-
-
- [State 1250, HitDef]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, SA
- damage = 38,5
- animtype = Heavy
- guardflag = M
- hitflag = MAF
- priority = 4, Hit
- getpower = 20,5
- pausetime = 9, 13
- sparkno = 0
- sparkxy = -25,-83
- hitsound = S1,2
- guardsound = S2,0
- yaccel = .5555556
- ground.type = Low
- ground.slidetime = 19
- ground.hittime = 19
- ground.velocity = -3
- guard.velocity = 0
- air.velocity = 0,-1
- recover = 0
- fall.recover = 0
- air.recover = 0
- id = 3000
-
- [State 1250, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 3810
-
- ;C Ascent
- [Statedef 3810]
- type = A
- movetype = A
- physics = N
- anim = 1210
- sprpriority = 2
- ctrl = 0
- velset = 4,-8
- poweradd = 90
- juggle = 9
-
-
- [State 3500, 9]
- type = BGPalfx
- trigger1 = 1
- ignorehitpause = 1
- time = 10
- mul = 128,128,128
- invertall = 1
-
-
- [State 1210, Width]
- type = Width
- trigger1 = time >= 0
- edge = 30
-
- [State 1200, SFX]
- type = PlaySnd
- trigger1 = time = 0
- value = 3,2
- channel = 4
-
- [State 1260, Gravity]
- type = VelAdd
- trigger1 = time >= 0
- y = .295
-
- [State 1260, HitDef]
- type = HitDef
- trigger1 = AnimElem = 1
- attr = A, SA
- damage = 24,5
- animtype = Heavy
- guardflag = M
- hitflag = MAF
- priority = 4, Hit
- getpower = 20,5
- pausetime = 9, 13
- sparkno = 0
- sparkxy = -25,-60
- hitsound = S1,2
- guardsound = S2,0
- yaccel = .5555556
- ground.type = Low
- ground.slidetime = 19
- ground.hittime = 19
- ground.velocity = -5,-8;10,-6 ;4.45,-7
- guard.velocity = -4
- air.velocity = -5,-8
- fall = 1
- fall.recover = 0
-
- [State 1260, State]
- type = Changestate
- trigger1 = time = 22
- value = 3811
-
- ;C Ascent
- [Statedef 3811]
- type = A
- movetype = A
- physics = N
- anim = 1270
- sprpriority = 2
- ctrl = 0
- velset = 0,0
-
- [State 3500, 9]
- type = BGPalfx
- trigger1 = 1
- ignorehitpause = 1
- time = 10
- mul = 128,128,128
- invertall = 1
-
-
- [State 1260, Descend]
- type = VelSet
- trigger1 = time = 0
- x = 7
- y = 6
-
- [State 1260, SFX]
- type = PlaySnd
- trigger1 = time = 0
- value = 4,7
-
- [State 1260, State]
- type = ChangeState
- trigger1 = AnimElem = 2;, =0
- trigger2 = AnimElem = 5;, =0
- triggerall = moveguarded
- value = 3721
- ctrl = 1
-
-
- [State 1260, HitDef]
- type = HitDef
- triggerall = anim = 1270
- trigger1 = AnimElem = 2;, =0
- trigger2 = AnimElem = 5;, =0
- attr = A, SA
- damage = 24,5
- animtype = Heavy
- guardflag = M
- hitflag = MAF
- priority = 4, Hit
- getpower = 20,5
- pausetime = 6,13
- sparkno = 0
- sparkxy = -25,0
- hitsound = S1,2
- guardsound = S2,0
- ground.type = Low
- yaccel = .5555556
- ground.slidetime = 19
- ground.hittime = 19
- ground.velocity = -4;-2,-4
- guard.velocity = -6
- air.velocity = -4,-6
- p1facing = 1
- p2facing = 1
- p2getp1state = 1
- fall.recover = 0
- air.recover = 0
- fall = 1
- recover = 0
- air.recover = 0
- snap = 40,20
- hitonce = 1
- p1stateno = 3830
- p2stateno = 3750
-
- [State 1260, State]
- type = ChangeState
- trigger1 = pos y >= 0 && vel y > 0
- value = 3720
- ctrl = 1
-
-
-
-
-
- [Statedef 3830]
- type = A
- movetype = A
- physics = N
- ctrl = 0
- anim = 3800
- velset = 0, 0
-
- [State 3120,AfterImageTime]
- type = AfterImageTime
- trigger1 = Time = 0
- time = 240
-
- [State 3030,HitAdd]
- type = HitAdd
- trigger1 = Time = 1
- value = 1
-
- ;[State 3030,TargetBind]
- ;type = TargetBind
- ;trigger1 = Time = 1
- ;;trigger1 = AnimElem = 1,>0
- ;;trigger1 = AnimElem = 48,<0
- ;pos = 40,20
- ;time = 1
-
- [State 3140,00]
- type = BGPalfx
- triggerall = MoveHit = 1
- trigger1 = AnimElem = 49
- add = 250,250,250
- time = 1
-
- [State 3500, 9]
- type = BGPalfx
- trigger1 = 1
- ignorehitpause = 1
- time = 10
- mul = 128,128,128
- invertall = 1
-
- [State 3030,TargetBind]
- type = TargetBind
- trigger1 = AnimElem = 1
- trigger2 = AnimElem = 12
- trigger3 = AnimElem = 23
- trigger4 = AnimElem = 34
- trigger5 = AnimElem = 45
- pos = 40,20
- time = 1
-
- [State 3030,TargetBind]
- type = TargetBind
- trigger1 = AnimElem = 2
- trigger2 = AnimElem = 13
- trigger3 = AnimElem = 24
- trigger4 = AnimElem = 35
- pos = 40,18
- time = 1
-
- [State 3030,TargetBind]
- type = TargetBind
- trigger1 = AnimElem = 3
- trigger2 = AnimElem = 14
- trigger3 = AnimElem = 25
- trigger4 = AnimElem = 36
- pos = 40,16
- time = 1
-
- [State 3030,TargetBind]
- type = TargetBind
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 15
- trigger3 = AnimElem = 26
- trigger4 = AnimElem = 37
- pos = 40,14
- time = 1
-
- [State 3030,TargetBind]
- type = TargetBind
- trigger1 = AnimElem = 5
- trigger2 = AnimElem = 16
- trigger3 = AnimElem = 27
- trigger4 = AnimElem = 38
- pos = 40,12
- time = 1
-
- [State 3030,TargetBind]
- type = TargetBind
- trigger1 = AnimElem = 6
- trigger2 = AnimElem = 17
- trigger3 = AnimElem = 28
- trigger4 = AnimElem = 39
- pos = 40,10
- time = 1
-
- [State 3030,TargetBind]
- type = TargetBind
- trigger1 = AnimElem = 7
- trigger2 = AnimElem = 18
- trigger3 = AnimElem = 29
- trigger4 = AnimElem = 40
- pos = 40,8
- time = 1
-
- [State 3030,TargetBind]
- type = TargetBind
- trigger1 = AnimElem = 8
- trigger2 = AnimElem = 19
- trigger3 = AnimElem = 30
- trigger4 = AnimElem = 41
- pos = 40,10
- time = 1
-
- [State 3030,TargetBind]
- type = TargetBind
- trigger1 = AnimElem = 9
- trigger2 = AnimElem = 20
- trigger3 = AnimElem = 31
- trigger4 = AnimElem = 42
- pos = 40,12
- time = 1
-
- [State 3030,TargetBind]
- type = TargetBind
- trigger1 = AnimElem = 10
- trigger2 = AnimElem = 21
- trigger3 = AnimElem = 32
- trigger4 = AnimElem = 43
- pos = 40,14
- time = 1
-
- [State 3030,TargetBind]
- type = TargetBind
- trigger1 = AnimElem = 11
- trigger2 = AnimElem = 22
- trigger3 = AnimElem = 33
- trigger4 = AnimElem = 44
- pos = 40,17
- time = 1
-
- [State 3030,TargetBind]
- type = TargetBind
- trigger1 = AnimElem = 46
- pos = 40,22
- time = 1
-
- [State 3030,TargetBind]
- type = TargetBind
- trigger1 = AnimElem = 47
- pos = 40,24
- time = 1
-
- [State 3030,3]
- type = HitDef
- triggerall = P2MoveType = H
- triggerall = p2stateno = 3750
- trigger1 = AnimElem = 1
- attr = A, HA
- animtype = Hard
- damage = 20
- getpower = 0
- givepower = 22
- guardflag = MAF
- pausetime = 1,2
- sparkno = 3
- guard.sparkno = 42
- sparkxy = -18,-22
- hitsound = S1,2
- guardsound = S0, 0
- ground.type = Low
- ground.slidetime = 12
- ground.hittime = 21
- ground.velocity = -0.0
- ;air.velocity = -0.0,-5.2
- P2Stateno = 3750
- kill = 0
- ;hitonce = 1
- ;snap = 40,20
- id = 3000
- ;chainID = 3000
-
- [State 3030,3]
- type = HitDef
- triggerall = P2MoveType = H
- triggerall = MoveHit = 1
- triggerall = p2stateno = 3750
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 12
- trigger3 = AnimElem = 15
- trigger4 = AnimElem = 23
- trigger5 = AnimElem = 26
- trigger6 = AnimElem = 34
- trigger7 = AnimElem = 37
- attr = A, HA
- animtype = Hard
- damage = 20+var(10)-Var(13)
- getpower = 0
- givepower = 22
- guardflag = MAF
- pausetime = 1,2
- sparkno = 3
- guard.sparkno = 42
- sparkxy = -18,-22
- hitsound = S1,2
- guardsound = S0, 0
- ground.type = Low
- ground.slidetime = 12
- ground.hittime = 21
- ground.velocity = -0.0
- ;air.velocity = -0.0,-5.2
- p2stateno = 3750
- kill = 0
- ;hitonce = 1
- ;snap = 40,20
- id = 3000
- ;chainID = 3000
-
- [State 3030,3]
- type = HitDef
- triggerall = P2MoveType = H
- triggerall = MoveHit = 1
- triggerall = p2stateno = 3750
- trigger1 = AnimElem = 7
- trigger2 = AnimElem = 18
- trigger3 = AnimElem = 29
- trigger4 = AnimElem = 40
- attr = A, HA
- animtype = Hard
- damage = 30+var(10)-Var(13)
- getpower = 0
- givepower = 22
- guardflag = MAF
- pausetime = 1,2
- sparkno = 3
- guard.sparkno = 42
- sparkxy = -18,-52
- hitsound = S1,2
- guardsound = S0, 0
- ground.type = High
- ground.slidetime = 12
- ground.hittime = 21
- ground.velocity = -0.8
- ;air.velocity = -0.0,-5.2
- p2stateno = 3750
- kill = 0
- ;hitonce = 1
- ;snap = 40,20
- id = 3000
- ;chainID = 3000
-
- [State 3030,3]
- type = HitDef
- triggerall = P2MoveType = H
- triggerall = MoveHit = 1
- triggerall = p2stateno = 3750
- trigger1 = AnimElem = 49
- attr = A, HA
- animtype = Hard
- damage = 70+var(10)-Var(13)
- getpower = 0
- givepower = 22
- guardflag = MA
- pausetime = 10,12
- sparkno = 3
- guard.sparkno = 42
- sparkxy = -18,-62
- hitsound = S2,1
- guardsound = S0, 0
- ground.type = High
- ground.slidetime = 11
- ground.hittime = 21
- ground.velocity = -0.8
- recover = 0
- fall.recover = 0
- air.recover = 0
- ;hitonce = 1
- envshake.ampl=7
- envshake.time=6
- id = 3000
- ;chainID = 3000
- snap = 40,0
-
- [State 3030,3]
- type = HitDef
- trigger1 = AnimElem >= 50
- attr = S, HA
- sprpriority = -1
- animtype = Hard
- damage = 90
- getpower = 0
- givepower = 22
- guardflag = MA
- pausetime = 10,12
- sparkno = 3
- guard.sparkno = 42
- sparkxy = -18,-62
- hitsound = S2,1
- guardsound = S0, 0
- ground.type = High
- ground.slidetime = 12
- ground.hittime = 26
- ground.velocity = -8.8,-4.7
- air.velocity = -6.2,-4.7
- fall = 1
- recover = 0
- fall.recover = 0
- air.recover = 0
- ;hitonce = 1
- envshake.ampl=7
- envshake.time=6
- id = 3000
-
- [State 3030,VelAdd]
- type = VelAdd
- trigger1 = AnimElem = 49,>0
- y = .50
-
- [State 3030,VelSet]
- type = VelSet
- trigger1 = AnimElem = 49
- x = .11
-
- [State 3030,AfterImageTime]
- type = AfterImageTime
- trigger1 = Vel Y > 0 && Pos Y >= 0
- time = 0
-
- [State 3030,ChangeState]
- type = ChangeState
- trigger1 = Vel Y > 0 && Pos Y >= 0
- value = 52
- ctrl = 1
-
-
-
-
- ;;;;;;;;;;;;;
- [Statedef 3900]
- type = S
- movetype = I
- physics = S
- anim = 3900
- sprpriority = 2
- ctrl = 0
- velset = 0,0
- poweradd = -3000
-
- [State 170, 1]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- [State 245, SuperPause]
- type = SuperPause
- trigger1 = time = 0
- darken = 0
- anim = -1
- time = 16
- movetime = 16
-
- [State 6000,║┌╔½╡╫╔½]
- type = Envcolor
- trigger1 = time = 0
- persistent = 0
- ignorehitpause = 1
- value = 0, 0, 0
- time = 40
- under = 1
- supermove = 1
-
-
- [State 6000, │¼╔▒╡╫═╝]
- type = Explod
- trigger1 = time = 0
- anim = F103
- pos = 0,-76
- postype = p1
- sprpriority = -1
- supermove = 1
- bindtime = 1
- ownpal = 1
- ontop = 1
-
- [State 6000, │¼╔▒╓Θ]
- type = Explod
- trigger1 = time = 0
- anim = F100
- pos = 0,-76
- postype = p1
- sprpriority = 2
- supermove = 1
- bindtime = 1
- ownpal = 1
- ontop = 1
-
- [state -3, nofg]
- type = assertspecial
- trigger1 = 1
- flag = NoFG
-
- [State 3000,1]
- type = Explod
- trigger1 = time = 0
- persistent = 0
- ignorehitpause = 1
- anim = F3000
- vel = -20,0
- value = 0, 0, 0
- removetime = 40
- sprpriority = -10
- postype = back
- under = 1
- supermove = 1
-
- [State 3500, 9]
- type = BGPalfx
- trigger1 = animelem = 3,>0
- ignorehitpause = 1
- time = 1
- mul = 0,158,188
- sinadd = -50,-15,-60,60
- invertall = 1
- color = 0
-
- [State 1000, 0]
- type = PlaySnd
- trigger1 = animelem = 3
- value = F1,5
-
-
- [State 780, Voice]
- channel = 0
- type = PlaySnd
- trigger1 = time = 1
- value = 5,0
-
- [State 3520, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 3910
-
- [Statedef 3910]
- type = S
- physics = N
- velset = const(velocity.run.fwd.x), 0
- sprpriority = 1
- ctrl = 0
-
- [State 3500, 9]
- type = BGPalfx
- trigger1 = 1
- ignorehitpause = 1
- time = 1
- mul = 0,158,188
- sinadd = -50,-15,-60,60
- invertall = 1
- color = 0
-
- [State 100, NoWalk]
- type = AssertSpecial
- trigger1 = 1
- flag = nowalk
-
- [State 100, DashSound]
- type = PlaySnd
- trigger1 = time = 0
- value = 3,4
- loop = 1
- channel = 11
-
- [State 100, 1]
- type = ChangeAnim
- trigger1 = Time = 0
- value = 100
-
- [State 100, 2]
- type = ChangeState
- trigger1 = time >= 4
- trigger1 = command = "b" || command = "d"
- value = 3920
-
-
- [State -1]
- type = ChangeState
- value = 3920
- trigger1 = time >= 4
- triggerall = Var(50) = 1 && RoundState = 2 && p2life != 0
- triggerall = statetype != A
- triggerall = P2StateType != L
- trigger1 = P2BodyDist X < 85
-
- [State 100, 2]
- type = ChangeState
- trigger1 = time >= 60
- value = 101
-
- [Statedef 3920]
- type = C
- movetype= I
- physics = S
- velset = 0,0
- ctrl = 0
- anim = 435
-
- [State 3500, 9]
- type = BGPalfx
- trigger1 = 1
- ignorehitpause = 1
- time = 10
- mul = 0,158,188
- sinadd = -50,-15,-60,60
- invertall = 1
- color = 0
-
- [State 435, ChangeState]
- type = ChangeState
- trigger1 = animtime = 0
- value = 3925
-
- [Statedef 3925]
- type = C
- movetype= A
- physics = N
- velset = 16,0
- ctrl = 0
- anim = 436
-
- [State 170, 1]
- type = NotHitBy
- trigger1 = Time >= 0
- value = A
- time = 1
-
-
- [State 3500, 9]
- type = BGPalfx
- trigger1 = 1
- ignorehitpause = 1
- time = 10
- mul = 0,158,188
- sinadd = -50,-15,-60,60
- invertall = 1
- color = 0
-
- [State 436, SFX]
- type = PlaySnd
- trigger1 = time = 0
- value = 4,4
- channel = 1
-
- [State 436, Friction]
- type = VelMul
- trigger1 = animelem = 3, < 0
- x = .8
-
- [State 436, Stop]
- type = VelSet
- trigger1 = animelem = 3
- x = 0
-
- [State 430, HitDef]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = C, HA
- damage = 77
- air.juggle = 14
- animtype = Back
- guardflag = L
- hitflag = MAF
- priority = 4, Hit
- pausetime = 9, 13
- sparkno = 2
- sparkxy = 10,-12
- hitsound = S1,2
- guardsound = S2,0
- ground.type = Low
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = 0,-11
- air.velocity = 0,-11
- snap = 10, 0
- p1stateno = 3930
-
-
- [State 436, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 11
- ctrl = 1
-
- ;Ascent
- [Statedef 3930]
- type = A
- movetype = A
- physics = N
- anim = 3630
- sprpriority = 2
- ctrl = 0
- velset = 0,-10
-
- [State 170, 1]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- [State 3500, 9]
- type = BGPalfx
- trigger1 = 1
- ignorehitpause = 1
- time = 1
- mul = 0,158,188
- sinadd = -50,-15,-60,60
- invertall = 1
- color = 0
-
- [State 3630, Invincibility]
- type = NotHitBy
- trigger1 = time >= 0
- value = SCA
-
- [State 3630, SFX]
- type = PlaySnd
- trigger1 = time = 0
- value = 4,5
-
- [State 3600, AfterImage]
- type = AfterImageTime
- trigger1 = Time = 0
- time = 40
-
- [State 3640, Grav]
- type = VelAdd
- trigger1 = time >= 0
- y = .49
-
- [State 3600, Hitdef1]
- type = HitDef
- trigger1 = AnimElem = 2
- trigger2 = AnimElem = 4
- trigger3 = AnimElem = 6
- trigger4 = AnimElem = 8
- trigger5 = AnimElem = 10
- attr = A, HA
- damage = 26,5
- animtype = Heavy
- guardflag = M
- hitflag = AF
- priority = 4, Hit
- getpower = 0,0
- pausetime = 0,0
- sparkno = 2
- sparkxy = 10,-88
- hitsound = S2,1
- guardsound = S2,0
- forcestand = 1
- ground.type = High
- ground.slidetime = 10
- ground.hittime = 50
- ground.velocity = 0,-8
- air.velocity = 0,-8
- fall = 1
- fall.recover = 0
-
-
- [State 1260, HitDef]
- type = HitDef
- trigger1 = AnimElem = 7
- attr = A, SA
- damage = 31,5
- animtype = Heavy
- guardflag = M
- hitflag = MAF
- priority = 4, Hit
- pausetime = 6,8
- sparkno = 0
- sparkxy = -25,0
- hitsound = S1,2
- guardsound = S2,0
- yaccel = .5555556
- ground.type = High
- ground.slidetime = 4
- ground.hittime = 20
- ground.velocity = 0,-1
- air.velocity = 0,-1
- p1facing = 1
- p2facing = 1
- p2getp1state = 1
- fall.recover = 0
- air.recover = 0
- fall = 1
- recover = 0
- hitonce = 1
-
- [State 3610, State]
- type = ChangeState
- trigger1 = vel y >= -3;animtime = 0
- value = 3935
-
-
-
- [Statedef 3935]
- type = A
- movetype = A
- physics = N
- ctrl = 0
- anim = 3935
- velset = 0, 0
-
- [State 170, 1]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- [State 3500, 9]
- type = BGPalfx
- trigger1 = 1
- ignorehitpause = 1
- time = 1
- mul = 0,158,188
- sinadd = -50,-15,-60,60
- invertall = 1
- color = 0
-
- [State 3610, State]
- type = ChangeState
- trigger1 = animtime = 0
- value = 3940
-
- [Statedef 3940]
- type = A
- movetype = A
- physics = N
- ctrl = 0
- anim = 3800
- velset = 0, 0
-
- [State 170, 1]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
-
- [State 3120,AfterImageTime]
- type = AfterImageTime
- trigger1 = Time = 0
- time = 240
-
- [State 3030,HitAdd]
- type = HitAdd
- trigger1 = Time = 1
- value = 1
-
- ;[State 3030,TargetBind]
- ;type = TargetBind
- ;trigger1 = Time = 1
- ;;trigger1 = AnimElem = 1,>0
- ;;trigger1 = AnimElem = 48,<0
- ;pos = 40,20
- ;time = 1
-
- [State 3140,00]
- type = BGPalfx
- triggerall = MoveHit = 1
- trigger1 = AnimElem = 49
- add = 250,250,250
- time = 1
-
- [State 3500, 9]
- type = BGPalfx
- trigger1 = 1
- ignorehitpause = 1
- time = 1
- mul = 0,158,188
- sinadd = -50,-15,-60,60
- invertall = 1
- color = 0
-
- [State 3030,TargetBind]
- type = TargetBind
- trigger1 = AnimElem = 1
- trigger2 = AnimElem = 12
- trigger3 = AnimElem = 23
- trigger4 = AnimElem = 34
- trigger5 = AnimElem = 45
- pos = 40,20
- time = 1
-
- [State 3030,TargetBind]
- type = TargetBind
- trigger1 = AnimElem = 2
- trigger2 = AnimElem = 13
- trigger3 = AnimElem = 24
- trigger4 = AnimElem = 35
- pos = 40,18
- time = 1
-
- [State 3030,TargetBind]
- type = TargetBind
- trigger1 = AnimElem = 3
- trigger2 = AnimElem = 14
- trigger3 = AnimElem = 25
- trigger4 = AnimElem = 36
- pos = 40,16
- time = 1
-
- [State 3030,TargetBind]
- type = TargetBind
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 15
- trigger3 = AnimElem = 26
- trigger4 = AnimElem = 37
- pos = 40,14
- time = 1
-
- [State 3030,TargetBind]
- type = TargetBind
- trigger1 = AnimElem = 5
- trigger2 = AnimElem = 16
- trigger3 = AnimElem = 27
- trigger4 = AnimElem = 38
- pos = 40,12
- time = 1
-
- [State 3030,TargetBind]
- type = TargetBind
- trigger1 = AnimElem = 6
- trigger2 = AnimElem = 17
- trigger3 = AnimElem = 28
- trigger4 = AnimElem = 39
- pos = 40,10
- time = 1
-
- [State 3030,TargetBind]
- type = TargetBind
- trigger1 = AnimElem = 7
- trigger2 = AnimElem = 18
- trigger3 = AnimElem = 29
- trigger4 = AnimElem = 40
- pos = 40,8
- time = 1
-
- [State 3030,TargetBind]
- type = TargetBind
- trigger1 = AnimElem = 8
- trigger2 = AnimElem = 19
- trigger3 = AnimElem = 30
- trigger4 = AnimElem = 41
- pos = 40,10
- time = 1
-
- [State 3030,TargetBind]
- type = TargetBind
- trigger1 = AnimElem = 9
- trigger2 = AnimElem = 20
- trigger3 = AnimElem = 31
- trigger4 = AnimElem = 42
- pos = 40,12
- time = 1
-
- [State 3030,TargetBind]
- type = TargetBind
- trigger1 = AnimElem = 10
- trigger2 = AnimElem = 21
- trigger3 = AnimElem = 32
- trigger4 = AnimElem = 43
- pos = 40,14
- time = 1
-
- [State 3030,TargetBind]
- type = TargetBind
- trigger1 = AnimElem = 11
- trigger2 = AnimElem = 22
- trigger3 = AnimElem = 33
- trigger4 = AnimElem = 44
- pos = 40,17
- time = 1
-
- [State 3030,TargetBind]
- type = TargetBind
- trigger1 = AnimElem = 46
- pos = 40,22
- time = 1
-
- [State 3030,TargetBind]
- type = TargetBind
- trigger1 = AnimElem = 47
- pos = 40,24
- time = 1
-
- [State 3030,3]
- type = HitDef
- trigger1 = AnimElem = 1
- attr = A, HA
- animtype = Hard
- damage = 25
- getpower = 0
- givepower = 22
- guardflag = MAF
- pausetime = 1,2
- sparkno = 3
- guard.sparkno = 42
- sparkxy = -18,-22
- hitsound = S1,2
- guardsound = S0, 0
- ground.type = Low
- ground.slidetime = 12
- ground.hittime = 21
- ground.velocity = -0.0
- ;air.velocity = -0.0,-5.2
- P2Stateno = 3750
- kill = 0
- ;hitonce = 1
- ;snap = 40,20
- id = 3000
- ;chainID = 3000
-
- [State 3030,3]
- type = HitDef
- triggerall = P2MoveType = H
- triggerall = MoveHit = 1
- triggerall = p2stateno = 3750
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 12
- trigger3 = AnimElem = 15
- trigger4 = AnimElem = 23
- trigger5 = AnimElem = 26
- trigger6 = AnimElem = 34
- trigger7 = AnimElem = 37
- attr = A, HA
- animtype = Hard
- damage = 25
- getpower = 0
- givepower = 22
- guardflag = MAF
- pausetime = 1,2
- sparkno = 3
- guard.sparkno = 42
- sparkxy = -18,-22
- hitsound = S1,2
- guardsound = S0, 0
- ground.type = Low
- ground.slidetime = 12
- ground.hittime = 21
- ground.velocity = -0.0
- ;air.velocity = -0.0,-5.2
- p2stateno = 3750
- kill = 0
- ;hitonce = 1
- ;snap = 40,20
- id = 3000
- ;chainID = 3000
-
- [State 3030,3]
- type = HitDef
- triggerall = P2MoveType = H
- triggerall = MoveHit = 1
- triggerall = p2stateno = 3750
- trigger1 = AnimElem = 7
- trigger2 = AnimElem = 18
- trigger3 = AnimElem = 29
- trigger4 = AnimElem = 40
- attr = A, HA
- animtype = Hard
- damage = 25
- getpower = 0
- givepower = 22
- guardflag = MAF
- pausetime = 1,2
- sparkno = 3
- guard.sparkno = 42
- sparkxy = -18,-52
- hitsound = S1,2
- guardsound = S0, 0
- ground.type = High
- ground.slidetime = 12
- ground.hittime = 21
- ground.velocity = -0.8
- ;air.velocity = -0.0,-5.2
- p2stateno = 3750
- kill = 0
- ;hitonce = 1
- ;snap = 40,20
- id = 3000
- ;chainID = 3000
-
- [State 3030,3]
- type = HitDef
- triggerall = P2MoveType = H
- triggerall = MoveHit = 1
- triggerall = p2stateno = 3750
- trigger1 = AnimElem = 49
- attr = A, HA
- animtype = Hard
- damage = 59
- getpower = 0
- givepower = 22
- guardflag = MA
- pausetime = 10,12
- sparkno = 3
- guard.sparkno = 42
- sparkxy = -18,-62
- hitsound = S2,1
- guardsound = S0, 0
- ground.type = High
- ground.slidetime = 11
- ground.hittime = 21
- ground.velocity = -0.8
- recover = 0
- fall.recover = 0
- air.recover = 0
- ;hitonce = 1
- envshake.ampl=7
- envshake.time=6
- id = 3000
- ;chainID = 3000
- snap = 40,0
-
- [State 3030,3]
- type = HitDef
- trigger1 = AnimElem >= 50
- attr = S, HA
- sprpriority = -1
- animtype = Hard
- damage = 80
- getpower = 0
- givepower = 22
- guardflag = MA
- pausetime = 10,12
- sparkno = 3
- guard.sparkno = 42
- sparkxy = -18,-62
- hitsound = S2,1
- guardsound = S0, 0
- ground.type = High
- ground.slidetime = 12
- ground.hittime = 26
- ground.velocity = -8.8,-4.7
- air.velocity = -6.2,-4.7
- fall = 1
- recover = 0
- fall.recover = 0
- air.recover = 0
- ;hitonce = 1
- envshake.ampl=7
- envshake.time=6
- id = 3000
-
- [State 3030,VelAdd]
- type = VelAdd
- trigger1 = AnimElem = 49,>0
- y = .50
-
- [State 3030,VelSet]
- type = VelSet
- trigger1 = AnimElem = 49
- x = .11
-
- [State 3030,AfterImageTime]
- type = AfterImageTime
- trigger1 = Vel Y > 0 && Pos Y >= 0
- time = 0
-
- [State 3030,ChangeState]
- type = ChangeState
- trigger1 = Vel Y > 0 && Pos Y >= 0
- value = 3950
- ctrl = 1
-
-
- ; Jump Land
- [Statedef 3950]
- type = S
- physics = S
- ctrl = 0
- anim = 47
-
- [State 170, 1]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- [State 3500, 9]
- type = BGPalfx
- trigger1 = 1
- ignorehitpause = 1
- time = 1
- mul = 0,158,188
- sinadd = -50,-15,-60,60
- invertall = 1
- color = 0
-
-
- [State 52, 1]
- type = VelSet
- trigger1 = Time = 0
- y = 0
-
- [State 52, 2]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 52, 3]
- type = CtrlSet
- trigger1 = Time = 3
- value = 1
-
- [State 52, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;===========================================================================
- ;-2 STATES (Constants)
- ;===========================================================================
- [Statedef -2]
-
-
- [State -2, Sp Finish]
- type = Explod
- triggerall = Var(14) = 1
- triggerall = stateno = [180,189]
- trigger1 = win = 1
- trigger1 = time = 1
- anim = f998
- sprpriority = 20
- pos = 10,30
- postype = Left
-
- [State -2, Sp Finish]
- type = Explod
- triggerall = Var(14) = 2
- triggerall = stateno = [180,189]
- trigger1 = win = 1
- trigger1 = time = 1
- anim = f998
- sprpriority = 20
- pos = -170,30
- postype = Right
-
- [State -2, Sp Finish]
- type = Explod
- triggerall = Var(14) = 3
- triggerall = stateno = [180,189]
- trigger1 = win = 1
- trigger1 = time = 1
- anim = f999
- sprpriority = 20
- pos = 10,30
- postype = Left
-
- [State -2, Sp Finish]
- type = Explod
- triggerall = Var(14) = 4
- triggerall = stateno = [180,189]
- trigger1 = win = 1
- trigger1 = time = 1
- anim = f999
- sprpriority = 20
- pos = -170,30
- postype = Right
-
-
- [State -2, 44]
- type = VarSet
- triggerall = Var(14) != 1
- triggerall = Var(14) != 2
- triggerall = Var(14) != 3
- triggerall = Var(14) != 4
- trigger1 = Facing = 1
- v = 14
- value = 1
-
- [State -2, 44]
- type = VarSet
- triggerall = Var(14) != 1
- triggerall = Var(14) != 2
- triggerall = Var(14) != 3
- triggerall = Var(14) != 4
- trigger1 = Facing = -1
- v = 14
- value = 2
-
- [State -2, 43]
- type = VarSet
- triggerall = Var(14) = 1
- trigger1 = life < 999
- v = 14
- value = 3
-
- [State -2, 43]
- type = VarSet
- triggerall = Var(14) = 2
- trigger1 = life < 999
- v = 14
- value = 4
-
- [state -3, nolifebar]
- type = assertspecial
- trigger1 = roundstate < 2
- flag = NoBarDisplay
-
- [state -3, nolifeba]
- type = assertspecial
- trigger1 = roundstate != 2
- flag = NoBarDisplay
-
- [State -2, 1]
- type = null;RemoveExplod
- trigger1 = movetype = H
- id = 4100
-
- [State -2, RandomizeHitSounds]
- type = VarRandom
- trigger1 = movetype = H
- v = 9
- range = 0,4
-
- [State -2, HitSound]
- type = PlaySnd
- triggerall = random < 500 && time = 1
- trigger1 = stateno = 5000 && anim = [5000,5012]
- trigger2 = stateno = 5010 && anim = [5020,5022]
- value = S9,(var(9))
-
- ;Kill Afterimages when hit
- [State -2, 12]
- type = AfterImage
- trigger1 = movetype = H || stateno = 0
- value = 0
-
- ;Play Land sound
- [State -2, 13]
- type = PlaySnd
- trigger1 = stateno = 52 && time = 1
- value = S3,1
- persistent = 0
-
- ;Play Jump sound
- [State -2, 14]
- type = null;PlaySnd
- trigger1 = stateno = 40 && time = 0
- value = S3,0
- persistent = 0
-
- [State -2, StopDashSound]
- type = StopSnd
- trigger1 = stateno != 100 && stateno != 102
- channel = 11
-
- [State -2, StopDashSound]
- type = StopSnd
- trigger1 = prevstateno = 195 && stateno <= 40
- channel = 0
-
- ;--------------------
- ;Advanced Mode addition code
-
- [State -2, StartOnLeft]
- type = VarSet
- trigger1 = var(30) = 0
- trigger1 = Pos X < 0
- v = 30
- value = 1
-
- [State -2, StartOnRight]
- type = VarSet
- trigger1 = var(30) = 0
- trigger1 = Pos X >= 0
- v = 30
- value = 2
-
- [State -2, CountDown]
- type = VarAdd
- trigger1 = var(7) > 0
- v = 7
- ignorehitpause = 1
- value = -1
-
- [State -2, ExplodCountdown]
- type = ModifyExplod
- trigger1 = Var(7) > 0
- ID = 4102
- scale = (1100 - Var(7)) / 1100.0,1
- ontop = 1
-
- [State -2, Flash]
- type = PalFX
- triggerall = p1name = "DKing"
- triggerall = IsHelper != 1
- triggerall = timemod = 2,0
- trigger1 = Var(7) != 0
- time = 1
- add = 64,64,64
- ignorehitpause = 1
-
- [State -2, ResetDamageBonus]
- type = AttackMulSet
- trigger1 = Var(7) = 0 && NumExplod(4100) != 0
- value = 1
-
- [State -2, BarRemovalAnimLeft]
- type = Explod
- trigger1 = Var(7) = 0 && Var(30) = 1 && NumExplod(4100) != 0
- anim = 4101
- postype = left
- pos = 16,200
- ontop = 1
- supermove = 1
- ignorehitpause = 1
- ignoresuperpause = 1
- bindtime = 30
- ownpal = 1
-
- [State -2, BarRemovalAnimRight]
- type = Explod
- trigger1 = Var(7) = 0 && Var(30) = 2 && NumExplod(4100) != 0
- anim = 4106
- postype = right
- pos = -107,200
- ontop = 1
- supermove = 1
- ignorehitpause = 1
- ignoresuperpause = 1
- bindtime = 30
- ownpal = 1
-
- [State -2, RemoveMAXCounterBar]
- type = RemoveExplod
- trigger1 = Var(7) = 0 && NumExplod(4100) != 0
- id = 4102
-
- [State -2, RemoveMAXBar]
- type = RemoveExplod
- trigger1 = Var(7) = 0 & NumExplod(4100) != 0
- id = 4100
-
- [State CPU,1]
- type = DisplayToClipboard
- trigger1 = time >=0
- text = "POWER: %d VELOCITIES: X %f, Y %f" ;POS: X %d, Y %d"
- params = power, vel x, vel y, ;floor(pos x), floor(pos y)
-
- [State CPU,2]
- type = AppendToClipboard
- trigger1 = time >=0
- text = "\n POS: X %d, Y %d"
- params = floor(pos x), floor(pos y)
-
- [statedef -3]
- [State lin's lifeadd ]
- type = lifeadd
- triggerall = life >50 && time%5 =0
- trigger1 = enemy,name = "lin"
- trigger1 = enemy,var(18) = 1
- value = -1