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INI File | 2004-01-12 | 61.1 KB | 3,625 lines |
- [Data]
- life = 1000
- attack = 110
- defence = 130
- fall.defence_up = 50
- liedown.time = 46
- airjuggle = 15
- sparkno = 2
- guard.sparkno = 0,20
- KO.echo = 0
- volume = 50
- IntPersistIndex = 55
-
- [Size]
- xscale = 1
- yscale = 1
- ground.back = 14
- ground.front = 16
- stand.height = 70
- head.pos = -5,-90
- mid.pos = -10,-60
- air.back = 12
- air.front = 12
- z.width = 3
- attack.width = 0
- attack.dist = 160
- proj.attack.dist = 90
-
- [Velocity]
- walk.fwd = 3.2
- walk.back = -3.2
- run.fwd = 6.6, 0
- jump.neu = 0,-7.6
- jump.back = -3.2
- jump.fwd = 3.2
- runjump.fwd= 4.6,-8
-
- [Movement]
- airjump.num=0
- airjump.height=35
- yaccel=0.43
- crouch.friction=0.82
- stand.friction=0.85
- ;===================================================;---------------------------------------------------------------------------
-
- ; 99 jumping system
- [Statedef 40]
- type = S
- physics = S
- anim = 40
- ctrl = 0
-
- [State 40, 0]
- type = VarSet
- trigger1 = Time = 0
- var(8) = 0
-
- [State 40, 1]
- type = VarSet
- trigger1 = command = "holdfwd"
- trigger1 = var(8) != 2
- var(8) = 1
-
- [State 40, 2]
- type = VarSet
- trigger1 = command = "holdback"
- trigger1 = var(8) != -2
- var(8) = -1
-
- [State 40, 3]
- type = VarSet
- triggerall = Time = 0
- triggerall = command = "holdfwd"
- trigger1 = command = "longjump"
- trigger2 = prevstateno = 100 ;RUN_FWD
- var(8) = 2
-
- [State 40, 4]
- type = VarSet
- trigger1 = Time = 0
- trigger1 = command = "holdback"
- trigger1 = command = "longjump"
- var(8) = -2
-
- [State 40, 5]
- type = Afterimage
- trigger1 = prevstateno = 100 ;RUN_FWD
- trigger1 = sysvar(1) = 1
- time = 15
- length = 6
- PalBright = 0, 0, 0
- PalContrast = 128,128,128
- PalAdd = 0, 0, 0
- PalMul = 1,1,1
- FrameGap = 4
- Trans = Add1
-
- [State 40, 6]
- type = ChangeState
- triggerall = AnimTime = 0
- trigger1 = var(8) != 0
- trigger1 = var(8) != 1
- trigger1 = var(8) != -1
- trigger1 = command = "holdup"
- trigger2 = command != "holdup"
- value = 2041
-
- [State 40, 7]
- type = VelSet
- trigger1 = AnimTime = 0
- x = ifelse(var(8)=0, const(velocity.jump.neu.x), ifelse(var(8)>0, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
- y = const(velocity.jump.y)
-
- [State 40, 8]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; JUMP_UP (short)
- [Statedef 2041]
- type = A
- physics = A
- velset = 0, -6.4
- ctrl = 1
-
- [State 2041, 1] ; Play sound when jumping (normal)
- type = PlaySnd
- trigger1 = Time = 0
- trigger1 = var(8) != -2
- trigger1 = var(8) != 2
- value = 40,0
-
- [State 2041, 2] ; Play sound when jumping (long)
- type = PlaySnd
- triggerall = Time = 0
- trigger1 = var(8) = -2
- trigger2 = var(8) = 2
- value = 2041,0
-
- [State 2041, 3] ; Shadows
- type = Afterimage
- triggerall = Time = 0
- trigger1 = var(8) = -2
- trigger2 = var(8) = 2
- time = 17
- length = 9
- PalBright = 0, 0, 0
- PalContrast = 128,128,128
- PalAdd = 0, 0, 0
- PalMul = 1,1,1;.9, .9, .9
- FrameGap = 3
- Trans = Add1
-
- [State 2041, 4] ; Shadows off
- type = Afterimage
- trigger1 = Time = 14
- time = 0
-
- [State 2041, 5] ;Holding up?
- type = VelSet
- trigger1 = Time = 0
- trigger1 = command = "holdup"
- y = -8.2
-
- [State 2041, 6]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = Var(8) = 1
- x = 3.4
-
- [State 2041, 7]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = Var(8) = 2
- x = 4.6
-
- [State 2041, 8]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = Var(8) = -1
- x = -3.4
-
- [State 2041, 9]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = Var(8) = -2
- x = -4.6
-
- [State 2041, 10]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = Vel X = 0
- trigger1 = command = "holdup"
- value = 41
-
- [State 2041, 11] ;Short
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = Vel X = 0
- trigger1 = command != "holdup"
- value = 2041
-
- [State 2041, 12]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = Vel X > 0
- trigger1 = command = "holdup"
- value = 42
-
- [State 2041, 13] ;Short
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = Vel X > 0
- trigger1 = command != "holdup"
- value = 2042
-
- [State 50, 14] ;gravity
- type = veladd
- trigger1 = Time >= 25
- y = 0.3
-
- [State 2041, 3.1]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = Vel X < 0
- value = 43
-
- ;---------------------------------------------------------------------------
- ; Jump Up for gravity
- [Statedef 50]
- type = A
- physics = A
-
- [State 50, 1]
- type = VarSet
- trigger1 = Time = 0
- sysvar(1) = 0
-
- [State 50, 1.5]
- type = veladd
- trigger1 = Time >= 22
- y = 0.3
-
- [State 50, 2]
- type = ChangeAnim
- trigger1 = Time = 0
- value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))
-
- [State 50, 3]
- type = ChangeAnim
- trigger1 = Vel y > -2
- trigger1 = SelfAnimExist(anim + 3)
- persistent = 0
- value = Anim + 3
-
- ;--------------
- ; Jump Landing
- [Statedef 52]
- type = S
- physics = S
- ctrl = 0
- anim = 47
-
- [State 52, 1]
- type = VelSet
- trigger1 = Time = 0
- x = 0
- y = 0
-
- [State 52, 1]
- type = Playsnd
- trigger1 = Time = 0
- value = 47,0
-
- [State 52, 3]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 52, 3]
- type = CtrlSet
- trigger1 = Time = 3
- value = 1
-
- [State 52, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; 100 running
- [Statedef 100]
- type = S
- physics = S
- anim = 100
- sprpriority = 1
-
- [State 100, 1]
- type = VelSet
- trigger1 = 1
- x = const(velocity.run.fwd.x)
-
- [State 100, 2] ;Prevent run from canceling into walk
- type = AssertSpecial
- trigger1 = 1
- flag = NoWalk
-
- [State 100,3]
- type = playsnd
- trigger1 = time = 0
- value = 100,0
- channel = 4
- loop = 1
-
- [State 100, 4]
- type = StopSnd
- trigger1 = (command != "holdfwd") && (time >= 12)
- channel = 4
-
- [State 100, 3]
- type = ChangeState
- trigger1 = (command != "holdfwd") && (time >= 12)
- value = 101
- ctrl = 0
-
- ;---------------------------------------------------------------------------
- ; 101 slide
- [Statedef 101]
- type = S
- physics = S
- anim = 101
-
- [State 101, 1]
- type = VelSet
- trigger1 = Time = 0
- x = 2
-
- [State 101, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;----------------------------
- ; hopback - start
- [Statedef 105]
- type = S
- movetype = I
- physics = S
- anim = 105
- velset = 0
- ctrl = 0
-
- [State 105, 1]
- type = PlaySnd
- trigger1 = Time = 2
- value = 105,0
-
- [State 105, 1]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 106
-
- ; hopback in air
- [Statedef 106]
- type = A
- movetype = I
- physics = N
- anim = 106
- velset = -6,-2.4
-
- [State 106, 2]
- type = VelAdd
- trigger1 = Time > 0
- y = 0.4
-
- [State 106, 3]
- type = ChangeState
- trigger1 = (Vel y > 0) && (Pos y >= 0)
- value = 107
-
- ; hopback landing
- [Statedef 107]
- type = S
- movetype = I
- physics = S
- anim = 107
- velset = 0,0
-
- [State 107, 1]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 107, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;--------------------------------------------------------
- ; dodge forward
- [Statedef 350]
- type = S
- movetype= I
- physics = S
- juggle = 1
- velset = 0,0,0
- ctrl = 0
- anim = 350
-
- [State 350, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 400,0
-
- [State 350, 1]
- type = Afterimage
- trigger1 = Time = 3
- time = 10
- length = 5
- PalBright = 0, 0, 0
- PalContrast = 128,128,128
- PalAdd = 0, 0, 0
- PalMul = 1,1,1
- FrameGap = 4
- Trans = Add1
-
- [State 350, Vel Y]
- type = VelSet
- trigger1 = Time >= 6
- x = 5
-
- [State 355, 1]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- [State 350, 3]
- type = VelSet
- trigger1 = Time >= 23
- x = 0
-
- [State 350, 4]
- type = PlayerPush
- trigger1 = Time >= 0
- value = 0
-
- [State 350, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;----------------------
- ; 351 dodge forward attack
- [Statedef 351]
- type = S
- movetype= A
- physics = S
- juggle = 1
- velset = 0
- ctrl = 0
- anim = 351
-
- [State 350, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 400,0
-
- [State 350, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,0
-
- [State 351, 1]
- type = VelSet
- trigger1 = Time >= 0
- x = 0
-
- [State 351, 2]
- type = posadd
- trigger1 = animelem = 2
- trigger2 = animelem = 3
- x = 10
-
- [State 351, 3]
- type = HitDef
- trigger1 = animelem = 3
- attr = S, NA
- damage = 50
- guardflag = MA
- pausetime = 12,12
- sparkno = s1172
- guard.sparkno = s1170
- sparkxy = -20,-70
- hitsound = S220,0
- guardsound = S150,0
- animtype = Med
- ground.type = High
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -6
- air.velocity = -3,-4
-
- [State 351, 3.5]
- type = changestate
- triggerall = var(7) >= 1
- trigger1 = movecontact = 1
- value = 301
- ctrl = 0
-
- [State 351, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;------------------------
- [Statedef 355]
- type = S
- movetype= I
- physics = S
- juggle = 1
- velset = 0,0,0
- ctrl = 0
- anim = 355
-
- [State 355, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 400,0
-
- [State 355, 1]
- type = Afterimage
- trigger1 = Time = 3
- time = 10
- length = 5
- PalBright = 0, 0, 0
- PalContrast = 128,128,128
- PalAdd = 0, 0, 0
- PalMul = 1,1,1
- FrameGap = 4
- Trans = Add1
-
- [State 350, Vel Y]
- type = VelSet
- trigger1 = Time >= 3
- x = -6
-
- [State 355, 1]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- [State 350, 3]
- type = VelSet
- trigger1 = Time >= 23
- x = 0
-
- [State 350, 4]
- type = PlayerPush
- trigger1 = Time >= 0
- value = 0
-
- [State 350, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- [Statedef 356]
- type = S
- movetype= I
- physics = S
- velset = 0,0,0
- ctrl = 0
- anim = 356
-
- [State 356, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 47,0
-
- [State 356, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 357
- ctrl = 0
-
- ;---------------------------------------------------------------------------
- [Statedef 357]
- type = S
- movetype= I
- physics = S
- juggle = 1
- velset = 0
- ctrl = 0
- anim = 357
-
- [State 357, 0]
- type = posadd
- trigger1 = time = 0
- x = 20
-
- [State 357, 1]
- type = PlaySnd
- trigger1 = Time = 8
- value = 47,0
-
- [State 357, 2]
- type = VelSet
- trigger1 = Time >= 3
- x = 9
-
- [State 357, 3]
- type = VelSet
- trigger1 = Time >= 10
- x = 0
-
- [State 357, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;--------------------------------------------------------
- ;------------------------------------------------------------------
- ; Time over
- [Statedef 170]
- type = S
- anim = 170
-
- [State 170, 1]
- type = AssertSpecial
- trigger1 = Time = [0,110]
- flag = RoundNotOver
-
- ;---------------
- ; winning pose
- ;[Statedef 180]
- ;type = S
-
- ;[State 180, 1]
- ;type = VarRandom
- ;trigger1 = Time = 0
- ;v = 1
- ;range = 1
-
-
-
- ;[State 180, 9]
- ;type = ChangeState
- ;trigger1 = Var(1) = 1
- ;value = 184
-
- ;--------------------------
-
- ;------------
- ; Win pose B
- [Statedef 180]
- type = S
- physics = S
- velset = 0
- anim = 184
-
- [State 182, 1]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- [State 184, 2]
- type = PlaySnd
- trigger1 = AnimElem = 12
- value = 182,0
-
- [State 184, 3]
- type = AssertSpecial
- trigger1 = Time = [0,190]
- flag = RoundNotOver
-
- [State 184, 4]
- type = varset
- trigger1 = animtime = 0
- var(1) = 1
-
- ;-----------------
- ; Win pose C
- [Statedef 183]
- type = S
- physics = S
- velset = 0
- anim = 183
-
- [State 183, 0]
- type = PlaySnd
- trigger1 = Time = 4
- value = 183,0
-
- [State 183, 1]
- type = AssertSpecial
- trigger1 = Time = [0,150]
- flag = RoundNotOver
-
- [State 183, 2]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- [State 183, 3]
- type = varset
- trigger1 = animtime = 0
- var(1) = 0
- ;---------------------------------------------------------------------------
- ;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 = 190
-
- [State 5900, Turns Mode Intro]
- type =ChangeState
- trigger1 = p2name = "ori"
- trigger1 = teammode = turns
- trigger1=RoundsExisted>0
- trigger2=!RoundsExisted
- trigger2 = roundstate = 0
- trigger2 = time = 0
- trigger2 = prevstateno != 190
- value = 190
- ;---------------------------------------------------------------------------
- ;============================
- ; intro
- [Statedef 191]
- type = S
- movetype = I
- physics = S
- velset = 0
- anim = 192
-
-
- [State 192 , 1]
- type = varset
- trigger1 = time = 0
- v = 2
- value = 5
-
- [State 191, 0]
- type = VarSet
- trigger1 = time = 0
- trigger1 = Facing = 1
- v = 1
- value = 1
-
- [State 191, 1]
- type = VarSet
- trigger1 = time = 0
- trigger1 = Facing = -1
- v = 1
- value = 2
-
- [State 191, 2]
- type = AssertSpecial
- trigger1 = Time = [0,100]
- flag = Intro
-
- [State 191, 3]
- type = PlaySnd
- trigger1 = AnimElem = 5
- value = 191,0
-
- [State 191, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
-
-
- ;--------------
-
- ;=============================
- ; Taunt
- [Statedef 195]
- type = S
- movetype = I
- physics = S
- anim = 195
- velset = 0
- ctrl = 0
-
- [State 195, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 195,0
- channel = 3
-
- [State 195, 2]
- type = CtrlSet
- trigger1 = time >= 30
- value = 1
-
- [State 195, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- ;============================================================
-
- ; Teletport
- [Statedef 1200]
- type = S
- movetype = I
- physics = N
- anim = 1200
- velset = 0
- poweradd = 50
- ctrl = 0
-
-
- [State 1500, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA, AA, AP ,SP
- time = 30
-
-
- [State 1710, 0]
- type = PlaySnd
- trigger1 = animelem = 3, = 3
- value = 1700,1
-
-
- [State 1710, 1]
- type = VelSet
- trigger1 = AnimElem = 3, = 5
- x = 15
-
- [State 1710, 2]
- type = VelAdd
- trigger1 = AnimElem = 3, > 3
- x = -.2
-
- [State 1710, 3]
- type = PlayerPush
- trigger1 = (Time > 10) && (Time < 33)
- value = 0
-
- [State 1800, 1]
- type = Afterimage
- trigger1 = Time = 1
- time = 31
- length = 20
- PalBright = 0, 0, 0
- PalContrast = 230,15,15
- PalAdd = 0, 0, 0
- PalMul = 1,1,1
- FrameGap = 3
- Trans = Add1
-
- [State 1710, 5]
- type = VelSet
- trigger1 = AnimElem = 13, = 3
- x = 0
-
- [State 1710, 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
- ;===========================================================
- ; Standing light punch
- [Statedef 200]
- type = S
- movetype = A
- physics = S
- anim = 200
- velset = 0
- ctrl = 0
- poweradd = 50
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 400,0
-
- [State 200, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,0
-
- [State 200, 3]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = S, NA
- animtype = Light
- damage = 30
- givepower = 15
- guardflag = MA
- pausetime = 12,12
- sparkno = s1172
- guard.sparkno = s1170
- sparkxy = -15,-86
- hitsound = S200,0
- guardsound = S150,0
- ground.type = High
- ground.slidetime = 9
- ground.hittime = 9
- ground.velocity = -4
- air.velocity = -0.2,-1.9
-
- [State 200, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; standing kick
- [Statedef 210]
- type = S
- movetype = A
- physics = S
- anim = 210
- velset = 0
- ctrl = 0
-
- [State 210, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 400,0
-
- [State 210, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,1
-
- [State 210 , 1]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, NA
- animtype = Light
- getpower = 50
- givepower = 30
- damage = 30
- guardflag = MA
- hitflag = MA
- pausetime = 12,12
- sparkno = s1172
- guard.sparkno = s1170
- sparkxy = -10,-76
- hitsound = S210,0
- guardsound = S150,0
- ground.type = Low
- ground.slidetime = 9
- ground.hittime = 9
- ground.velocity = -4
- guard.velocity = -3
- air.velocity = -3,-2
- airguard.velocity = -1,-1
-
- [State 210, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;--------------
- ; Standing strong punch
- [Statedef 220]
- type = S
- movetype = A
- physics = S
- anim = 220
- velset = 0
- ctrl = 0
- poweradd = 80
-
-
- [State 220, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 400,1
-
- [State 220, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,0
-
- [State 220 , 1]
- type = HitDef
- trigger1 = AnimElem = 5
- trigger2 = (AnimElem = 6) && (movecontact = 0)
- attr = S, NA
- animtype = Med
- getpower = 100
- givepower = 80
- damage = 70
- guardflag = MA
- hitflag = MAF
- pausetime = 12,12
- sparkno = s1173
- guard.sparkno = S1170
- sparkxy = -10,-80
- hitsound = S220,0
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -5
- guard.velocity = -3
- air.velocity = -5,-1
- airguard.velocity = -5,-1
-
- [State 220, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
- ; Standing strong kick
- [Statedef 230]
- type = S
- movetype = A
- physics = S
- anim = 230
- velset = 0
- ctrl = 0
- poweradd = 80
-
-
- [State 230, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 400,1
-
- [State 230, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,1
-
- [State 230, 3]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, NA
- animtype = Med
- getpower = 100
- givepower = 80
- damage = 70
- guardflag = MA
- hitflag = MAF
- pausetime = 12,12
- sparkno = s1173
- guard.sparkno = s1170
- sparkxy = -10,-80
- hitsound = S230,0
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -7
- guard.velocity = -5
- air.velocity = -5,-3
- airguard.velocity = -4,-1
-
- [State 230, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
- ; Crouching light punch
- [Statedef 400]
- type = C
- movetype = A
- physics = C
- anim = 400
- velset = 0
- ctrl = 0
- poweradd = 50
-
- [State 400, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 400,0
-
- [State 400, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,0
-
- [State 400 , 3]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = C, NA
- damage = 30
- animtype = Light
- getpower = 25
- givepower = 12
- hitflag = MA
- guardflag = MA
- pausetime = 8,14
- sparkxy = -3,-40
- sparkno = s1172
- guard.sparkno = s1170
- hitsound = S200,0
- guardsound = S150,0
- ground.type = Low
- ground.slidetime = 9
- ground.hittime = 9
- ground.velocity = -4
- air.velocity = -2,-3
- down.velocity = -4,0
- down.hittime = 20
-
- [State 400, 4]
- type = ChangeState
- trigger1 = var(7) >= 1
- trigger1 = movecontact = 1
- value = 301
-
- [State 400, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- ; Crouching light kick
- [Statedef 410]
- type = C
- movetype = A
- physics = C
- anim = 410
- velset = 0
- ctrl = 0
- poweradd = 50
-
- [State 410, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 400,0
-
- [State 410, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,1
-
- [State 410, 3]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = C, NA
- damage = 30
- getpower = 30
- givepower = 15
- hitflag = MA
- animtype = light
- guardflag = L
- pausetime = 6,12
- sparkno = s1172
- guard.sparkno = s1170
- sparkxy = -5,-6
- hitsound = S210,0
- guardsound = S150,0
- ground.type = Low
- ground.slidetime = 9
- ground.hittime = 9
- ground.velocity = -4
- air.velocity = -2,-3
- guard.velocity = -5
-
- [State 410, 4]
- type = ChangeState
- trigger1 = var(7) >= 1
- trigger1 = movecontact = 1
- value = 301
-
- [State 410, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- ; Crouching hard punch
- [Statedef 420]
- type = C
- movetype = A
- physics = C
- anim = 420
- velset = 0
- ctrl = 0
- poweradd = 80
-
- [State 400, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 400,1
-
- [State 400, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,0
-
- [State 420, 3]
- type = HitDef
- trigger1 = AnimElem = 3
- trigger2 = (AnimElem = 5) && (movecontact = 0)
- attr = C, NA
- animtype = Med
- damage = 70
- guardflag = MA
- pausetime = 11,13
- sparkxy = -10,-50
- sparkno = s1173
- guard.sparkno =s1170
- hitsound = S220,0
- guardsound = S150,1
- ground.type = low
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -6
- air.velocity = -4,-3
- airguard.velocity = -3,-1.5
-
- [State 420, 4]
- type = ChangeState
- trigger1 = var(7) >= 1
- trigger1 = movecontact = 1
- trigger1 = p2statetype != A
- value = 301
-
- [State 420, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- ; Crouching hard kick
- [Statedef 430]
- type = C
- movetype = A
- physics = C
- anim = 430
- velset = 0
- ctrl = 0
- poweradd = 80
-
- [State 400, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 400,1
-
- [State 400, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,1
-
- [State 430 , 3]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = C, NA
- damage = 70
- getpower = 100
- animtype = Med
- givepower = 55
- hitflag = MA
- guardflag = L
- pausetime = 12,12
- sparkxy = -10,-25
- sparkno = s1173
- guard.sparkno = s1170
- hitsound = S230,0
- guardsound = S150,1
- ground.type = Trip
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -2,-3
- air.velocity = -1.2,-3
- guard.velocity = -5
- fall = 1
- fall.recover = 1
-
- [State 430, 4]
- type = ChangeState
- trigger1 = var(7) >= 1
- trigger1 = movehit = 1
- value = 1800 ; 28style
-
- [State 430, 4]
- type = ChangeState
- trigger1 = var(7) >= 1
- trigger1 = moveguarded = 1
- value = 301
-
- [State 430, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- ; Jumping light punch
- [Statedef 600]
- type = A
- movetype = A
- physics = A
- anim = 600
- ctrl = 0
-
- [State 600, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 400,0
-
- [State 600, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,0
-
- [State 600, 3]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = A, NA
- animtype = light
- damage = 30
- guardflag = HA
- pausetime = 10,12
- sparkxy = -10,-50
- sparkno = s1172
- guard.sparkno = s1170
- hitsound = S200,0
- guardsound = S150,0
- ground.type = low
- ground.slidetime = 9
- ground.hittime = 9
- ground.velocity = -3
- air.velocity = -3,-2
- airguard.velocity = -2.5,-1
-
- [State 600, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
- ctrl = 1
-
- ; Jumping light kick
- [Statedef 610]
- type = A
- movetype = A
- physics = A
- anim = 610
- ctrl = 0
-
- [State 610, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 400,0
-
- [State 610, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,1
-
- [State 610, 3]
- type = HitDef
- trigger1 = animelem = 3
- attr = A, NA
- animtype = light
- damage = 30
- getpower = 20
- givepower = 10
- guardflag = HA
- priority = 5
- pausetime = 10,12
- sparkxy = -10,-50
- sparkno = s1172
- guard.sparkno = s1170
- hitsound = S210,0
- guardsound = S150,0
- ground.type = low
- ground.slidetime = 9
- ground.hittime = 9
- ground.velocity = -3
- air.velocity = -1.3,-3
-
- [State 610, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
- ctrl = 1
-
- ; Jumping forward light kick
- [Statedef 615]
- type = A
- movetype = A
- physics = A
- anim = 615
- ctrl = 0
-
- [State 615, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 400,0
-
- [State 615, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,0
-
- [State 615, 3]
- type = HitDef
- trigger1 = animelem = 3
- attr = A, NA
- animtype = light
- damage = 30
- getpower = 20
- givepower = 10
- guardflag = HA
- priority = 5
- pausetime = 10,12
- sparkxy = -10,-50
- sparkno = s1172
- guard.sparkno = s1170
- hitsound = S210,0
- guardsound = S150,0
- ground.type = low
- ground.slidetime = 9
- ground.hittime = 9
- ground.velocity = -3
- air.velocity = -1.3,-3
-
- [State 615, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
- ctrl = 1
-
- ; Jumping strong punch
- [Statedef 620]
- type = A
- movetype = A
- physics = A
- anim = 620
- ctrl = 0
-
- [State 620, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 400,1
-
- [State 620, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,1
-
- [State 620 , 3]
- type = HitDef
- trigger1 = animelem = 3
- attr = A, NA
- damage = 70
- animtype = Med
- getpower = 90
- givepower = 45
- guardflag = HA
- priority = 5
- pausetime = 10,12
- sparkxy = -10,-40
- sparkno = S1173
- guard.sparkno = s1170
- hitsound = S220,0
- guardsound = S150,1
- ground.type = low
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -5
- air.velocity = -1.3,-3
-
- [State 620,6]
- type = ChangeState
- trigger1 = (Var(7) >= 1) && (movecontact) && (Pos Y >= -10)
- value = 640
-
- [State 620, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
- ctrl = 1
-
- ; Jump_D
- [Statedef 630]
- type = A
- movetype = A
- physics = A
- anim = 630
- ctrl = 0
-
- [State 630, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 400,1
-
- [State 630, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,1
-
- [State 630 , 2]
- type = HitDef
- trigger1 = AnimElem = 4
- trigger2 = (AnimElem = 5) && (movecontact = 0)
- trigger3 = (AnimElem = 6) && (movecontact = 0)
- attr = A, NA
- damage = 70
- animtype = Med
- getpower = 90
- givepower = 45
- guardflag = HA
- priority = 6
- pausetime = 10,12
- sparkxy = -10,-51
- sparkno = s1173
- guard.sparkno = s1170
- hitsound = S230,0
- guardsound = S150,1
- ground.type = low
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -5
- air.velocity = -1.3,-3
-
- [State 630, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
- ctrl = 1
-
- [State 630,6]
- type = ChangeState
- trigger1 = (Var(7) >= 1) && (movecontact) && (Pos Y >= -10)
- value = 640
-
- ;----------------------------------
- [Statedef 640]
- type = S
- movetype = I
- physics = S
- ctrl = 0
- anim = 47
-
- [State 640,1]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 640,2]
- type = velset
- trigger1 = time = 0
- y = 0
-
- [State 640,3]
- type = ChangeState
- trigger1 = time = 4
- trigger1 = P2bodydist X <= 18
- value = 270
-
- [State 640,3]
- type = ChangeState
- trigger1 = time = 3
- trigger1 = P2bodydist X = [19,34]
- value = 430
-
- [State 640,3]
- type = ChangeState
- trigger1 = animtime = 0
- trigger1 = P2bodydist X >= 35
- value = 0
- ctrl = 1
-
- ;-----------------------------------
- ; close attacks
- [Statedef 250]
- type = S
- movetype= A
- physics = S
- juggle = 4
- ctrl = 0
- velset = 0,0,0
- anim = 250
-
- [State 250, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 400,0
-
- [State 250, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,0
-
- [State 250 , 3]
- type = HitDef
- trigger1 = AnimElem = 1
- attr = S, NA
- animtype = Light
- damage = 30
- givepower = 12,6
- guardflag = MA
- pausetime = 18,20
- sparkno = s1172
- guard.sparkno = s1170
- sparkxy = -10,-90
- hitsound = S200,0
- guardsound = S150,0
- ground.type = High
- ground.slidetime = 9
- ground.hittime = 9
- ground.velocity = -3
- air.velocity = -2.2,-3.2
-
- [State 250, 4]
- type = ChangeState
- trigger1 = var(7) >= 1
- trigger1 = movecontact = 1
- value = 260
-
- [State 250 , 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------
- [Statedef 260]
- type = S
- movetype= A
- physics = S
- juggle = 4
- ctrl = 0
- velset = 0,0
- anim = 260
-
- [State 260, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 400,0
-
- [State 260, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,1
-
- [State 260 , 3]
- type = HitDef
- trigger1 = AnimElem = 1
- attr = S, NA
- animtype = Light
- damage = 30
- givepower = 12,6
- guardflag = MA
- pausetime = 12,20
- sparkno = s1172
- guard.sparkno = s1170
- sparkxy = -16,-30
- hitsound = S210,0
- guardsound = S150,0
- ground.type = Low
- ground.slidetime = 9
- ground.hittime = 9
- ground.velocity = -6
- air.velocity = -2.2,-3.2
-
- [State 260, 4]
- type = ChangeState
- trigger1 = var(7) >= 1
- trigger1 = movecontact = 1
- value = 270
-
- [State 260 , 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;--------------
- [Statedef 270]
- type = S
- movetype= A
- physics = S
- juggle = 7
- ctrl = 0
- velset = 0,0,0
- anim = 270
-
- [State 270, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 400,1
-
- [State 270, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,0
-
- [State 270 , 2]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, NA
- animtype = Medium
- damage = 60
- getpower = 90
- givepower = 45
- hitflag = MA
- guardflag = MA
- pausetime = 11,13
- sparkxy = -10,-70
- sparkno = s1173
- guard.sparkno = s1170
- hitsound = S220,0
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = 2
- air.velocity = -2.2,-3.2
-
- [State 270 , 4]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, NA
- animtype = Medium
- damage = 20
- getpower = 90
- givepower = 45
- guardflag = MA
- pausetime = 11,13
- sparkxy = -10,-80
- sparkno = s1173
- guard.sparkno = s1170
- hitsound = S220,0
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -8
- air.velocity = -2.2,-3.2
-
- [State 270, 4]
- type = ChangeState
- trigger1 = var(7) >= 1
- trigger1 = movecontact = 1
- trigger1 = random >= 399
- value = 301
-
- [State 270, 4]
- type = ChangeState
- trigger1 = var(7) >= 1
- trigger1 = movecontact = 1
- trigger1 = random >= 699
- trigger1 = p2bodydist X <= 18
- trigger1 = hitcount >= 2
- value = 1800
- ctrl = 0
-
- [State 270, 4]
- type = ChangeState
- triggerall = var(7) >= 1
- triggerall = power >= 1000
- triggerall = random <= 249
- triggerall = Life <= 280
- trigger1 = movecontact = 1
- trigger1 = hitcount >= 2
- value = 3006
-
- [State 270, 4]
- type = ChangeState
- triggerall = var(7) >= 1
- triggerall = power >= 2000
- triggerall = random <= 249
- triggerall = Life <= 280
- trigger1 = movecontact = 1
- trigger1 = hitcount >= 2
- value = 3559
-
- [State 270, 4]
- type = ChangeState
- triggerall = var(7) >= 1
- triggerall = power >= 1000
- triggerall = random <= 249
- trigger1 = movecontact = 1
- trigger1 = hitcount >= 2
- value = 3000
-
- [State 270, 4]
- type = ChangeState
- triggerall = var(7) >= 1
- triggerall = power >= 1000
- triggerall = random <= 249
- trigger1 = movecontact = 1
- trigger1 = hitcount >= 2
- value = 3200
-
- [State 270, 4]
- type = ChangeState
- trigger1 = var(7) >= 1
- trigger1 = movecontact = 1
- trigger1 = random <= 99
- value = 313
-
- [State 270 , 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;-----------------
- [Statedef 280]
- type = S
- movetype= A
- physics = S
- juggle = 7
- ctrl = 0
- velset = 0,0,0
- anim = 280
-
- [State 280, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 400,1
-
- [State 280, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,1
-
- [State 280 , 2]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = S, NA
- animtype = Medium
- damage = 70
- getpower = 100
- givepower = 50
- hitflag = MA
- guardflag = MA
- pausetime = 12,12
- sparkxy = -5,-40
- sparkno = s1173
- guard.sparkno = s1170
- hitsound = S230,0
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -6
- air.velocity = -2.2,-3.2
-
- [State 301, 4]
- type = ChangeState
- trigger1 = var(7) >= 1
- trigger1 = movecontact = 1
- trigger1 = random >= 699
- trigger1 = p2bodydist X <= 18
- value = 1503
- ctrl = 0
-
- [State 280, 3]
- type = ChangeState
- trigger1 = var(7) >= 1
- trigger1 = movecontact = 1
- value = 301
-
- [State 270, 4]
- type = ChangeState
- triggerall = var(7) >= 1
- triggerall = power >= 1000
- triggerall = random <= 249
- triggerall = Life <= Const(data.life)/5
- trigger1 = movecontact = 1
- value = 3100
-
- [State 270, 4]
- type = ChangeState
- triggerall = var(7) >= 1
- triggerall = power >= 1000
- triggerall = random <= 249
- triggerall = Life <= Const(data.life)/5
- trigger1 = movecontact = 1
- value = 3250
-
- [State 270, 4]
- type = ChangeState
- triggerall = var(7) >= 1
- triggerall = power >= 1000
- triggerall = random <= 249
- trigger1 = movecontact = 1
- value = 3000
-
- [State 270, 4]
- type = ChangeState
- triggerall = var(7) >= 1
- triggerall = power >= 1000
- triggerall = random <= 249
- trigger1 = movecontact = 1
- value = 3200
-
- [State 270, 4]
- type = ChangeState
- trigger1 = var(7) >= 1
- trigger1 = movecontact = 1
- trigger1 = random >= 199
- value = 313
-
- [State 280, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;====================================
- ; Special attacks
- ;====================================
- ;Elimenated inch
- [Statedef 300]
- type = S
- movetype= A
- physics = S
- juggle = 7
- poweradd= 20
- ctrl = 0
- anim = 300
- velset = 0,0
-
- [State 300, 0]
- type = playsnd
- trigger1 = time = 0
- value = 400,0
-
- [State 300 , 1]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, NA
- animtype = Medium
- damage = 60
- getpower = 50
- givepower = 25
- guardflag = MA
- pausetime = 12,12
- sparkxy = -10,-70
- sparkno = S1173
- guard.sparkno = s1171
- hitsound = S240,0
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 15
- ground.hittime = 15
- ground.velocity = -5,-3
- air.velocity = -5,-3
- fall = 1
- air.fall = 1
- fall.recover = 0
- palfx.time = 60
- palfx.add = 7,-200,-200
- palfx.sinadd = 30,30,0,10
- palfx.color = 0
- palfx.invertall = 1
-
- [State 8110, 11]
- type = Explod
- trigger1 = MoveHit = 1
- trigger1 = Time < 45
- trigger1 = Random < 100
- anim = 1005
- ID = 1005
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
-
-
- [State 300, 2]
- type = EnvShake
- trigger1 = AnimElem = 6
- ampl = -3
- time = 10
-
- [State 300 , 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;------------------Type 2
- [Statedef 301]
- type = S
- movetype= A
- physics = S
- juggle = 7
- poweradd= 30
- ctrl = 0
- anim = 300
- velset = 0,0
-
- [State 301, 0]
- type = playsnd
- trigger1 = time = 0
- value = 400,0
-
- [State 301 , 1]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, NA
- animtype = Medium
- damage = 40
- getpower = 50
- givepower = 25
- guardflag = MA
- pausetime = 12,12
- sparkxy = -10,-70
- sparkno = s1173
- guard.sparkno = s1171
- hitsound = S240,0
- guardsound = S150,1
- ground.type = Low
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -7
- air.velocity = -5,-2
-
- [State 301, 3]
- type = EnvShake
- trigger1 = AnimElem = 6
- ampl = -3
- time = 10
-
- [State 301, 4]
- type = ChangeState
- trigger1 = var(7) >= 1
- trigger1 = movecontact = 1
- trigger1 = random <= 200
- value = 500
- ctrl = 0
-
- [State 301, 4]
- type = ChangeState
- trigger1 = var(7) >= 1
- trigger1 = movecontact = 1
- trigger1 = random <= 200
- value = 550
- ctrl = 0
-
- [State 270, 4]
- type = ChangeState
- triggerall = var(7) >= 1
- triggerall = power >= 1000
- triggerall = random <= 249
- triggerall = Life <= 280
- trigger1 = movecontact = 1
- value = 3000
-
-
- [State 301, 4]
- type = ChangeState
- trigger1 = var(7) >= 1
- trigger1 = movecontact = 1
- trigger1 = random >= 899
- trigger1 = p2bodydist X <= 18
- value = 1502
- ctrl = 0
-
-
- [State 301 , 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;------------------
- ; 310 knees kick in ground
- [Statedef 310]
- type = S
- movetype= A
- physics = S
- juggle = 7
- poweradd= 20
- ctrl = 0
- anim = 310
- velset = 0,0,0
-
- [State 310, 1]
- type = playsnd
- trigger1 = time = 0
- value = 400,0
-
- [State 310, 2]
- type = posadd
- trigger1 = AnimElem = 2
- x = 5
-
- [State 310, 3]
- type = posadd
- trigger1 = AnimElem = 3
- trigger2 = AnimElem = 4
- trigger3 = AnimElem = 5
- x = 10
-
- [State 310, 4]
- type = Velset
- trigger1 = Time > 12
- x = 3
- y = -2
-
- [State 310 , 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 311
- ctrl = 1
-
- ; 311 knees kick in air
- [Statedef 311]
- type = A
- movetype= A
- physics = N
- juggle = 7
- poweradd= 30
- ctrl = 0
- anim = 311
- velset = 3,-2,0
-
- [State 311, 5]
- type = VelAdd
- trigger1 = Time > 3
- y = .5
-
- [State 311, 5]
- type = VelAdd
- trigger1 = Time > 7
- y = .2
-
- [State 311, 5]
- type = VelAdd
- trigger1 = Time > 3
- x = -0.16
-
- [State 311, 5]
- type = Velset
- trigger1 = Vel X <= 0
- x = 0
-
- [State 311 , 1]
- type = HitDef
- trigger1 = AnimElem = 1
- attr = A, NA
- animtype = Medium
- damage = 60
- getpower = 50
- givepower = 25
- guardflag = MA
- pausetime = 12,12
- sparkxy = -16,-84
- sparkno = s1173
- guard.sparkno = s1171
- hitsound = S230,0
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -6
- air.velocity = -2.2,-3.2
-
- [State 311 , 2]
- type = posadd
- trigger1 = AnimElem = 1
- x = 10
-
- [State 311, 8]
- type = ChangeState
- trigger1 = (Vel Y > 0) && (Pos Y >= 0)
- value = 312
-
- ; 312 knees kick landing
- [Statedef 312]
- type = S
- movetype= I
- physics = S
- juggle = 7
- ctrl = 0
- anim = 312
- velset = 0,0,0
-
- [State 312 , 3]
- type = posset
- trigger1 = time = 0
- y = 0
-
-
- [State 312 , 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;------------------
- ; type 2
- ;------------------
- ; 313 knees kick in ground
- [Statedef 313]
- type = S
- movetype= A
- physics = S
- juggle = 7
- poweradd= 20
- ctrl = 0
- anim = 310
- velset = 0,0,0
-
- [State 313, 0]
- type = playsnd
- trigger1 = time = 0
- value = 400,0
-
- [State 313 , 2]
- type = posadd
- trigger1 = AnimElem = 2
- x = 4
-
- [State 313 , 2]
- type = posadd
- trigger1 = AnimElem = 3
- trigger2 = AnimElem = 4
- trigger3 = AnimElem = 5
- x = 10
-
- [State 313, 5]
- type = Velset
- trigger1 = Time > 12
- x = 2.7
- y = -2
-
- [State 313 , 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 314
- ctrl = 1
-
- ; 311 knees kick in air
- [Statedef 314]
- type = A
- movetype= A
- physics = N
- juggle = 7
- poweradd= 30
- ctrl = 0
- anim = 311
- velset = 2.7,-2
-
- [State 314, 5]
- type = VelAdd
- trigger1 = Time > 3
- y = .5
-
- [State 314, 5]
- type = VelAdd
- trigger1 = Time > 7
- y = .2
-
- [State 314, 5]
- type = VelAdd
- trigger1 = Time > 3
- x = -0.18
-
- [State 314, 5]
- type = Velset
- trigger1 = Vel X <= 0
- x = 0
-
- [State 314 , 1]
- type = HitDef
- trigger1 = AnimElem = 1
- attr = A, NA
- animtype = Medium
- damage = 50
- getpower = 50
- givepower = 25
- guardflag = MA
- pausetime = 12,12
- sparkxy = -16,-84
- sparkno = s1173
- guard.sparkno = s1171
- hitsound = S230,0
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 16
- ground.hittime = 16
- ground.velocity = -6
- air.velocity = -2.2,-3.2
-
- [State 314 , 2]
- type = posadd
- trigger1 = AnimElem = 1
- x = 10
-
- [State 314, 4]
- type = ChangeState
- trigger1 = var(7) >= 1
- trigger1 = movecontact = 1
- value = 1775
-
- [State 314, 8]
- type = ChangeState
- trigger1 = (Vel Y > 0) && (Pos Y >= 0)
- value = 315
-
- ; 312 knees kick landing
- [Statedef 315]
- type = S
- movetype= I
- physics = S
- juggle = 7
- ctrl = 0
- anim = 312
- velset = 0,0,0
-
- [State 315 , 3]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 315 , 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;------------------------------
- ; 321 CD hit high during guard
- [Statedef 321]
- type = S
- movetype= A
- physics = S
- juggle = 5
- ctrl = 0
- anim = 320
- velset = 0,0
- poweradd = -1000
-
- [State 321, 0]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,1
-
- [State 321, 0]
- type = playsnd
- trigger1 = time = 0 && random < 700
- value = 700,0
-
- [State 321, 4]
- type = Explod
- trigger1 = time = 0
- anim = 820
- pos = 30,-90
- sprpriority = 2
- bindtime = 1
- ownpal = 1
-
- [State 321, 2]
- type = HitBy
- trigger1 = Time >= 0
- value = SCA, AT
-
- [State 321, 3] ;Flash
- type = EnvColor
- Trigger1 = Time = 0
- value = 240,240,240
- under = 1
- time = 2
-
- [State 330 , 1]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, NA
- animtype = Hard
- damage = 0
- getpower = 0
- givepower = 30
- pausetime = 16,16
- sparkxy = -12,-80
- sparkno = s1173
- guard.sparkno = s1171
- hitflag = MA
- guardflag = MA
- hitsound = S240,0
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 14
- ground.hittime = 14
- ground.velocity = -5,-6
- air.velocity = -5,-6
- fall = 1
- fall.recover = 0
-
- [State 331 , 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;--------------------
- ; 320 CD hit high
- [Statedef 320]
- type = S
- movetype= A
- physics = S
- juggle = 7
- ctrl = 0
- anim = 320
- velset = 0,0,0
-
- [State 320,1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,1
-
- [State 300, 0]
- type = playsnd
- trigger1 = time = 0 && random < 700
- value = 700,0
-
- [State 330 , 1]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, NA
- animtype = Hard
- damage = 80
- getpower = 50
- givepower = 30
- priority = 6
- pausetime = 16,16
- sparkxy = -12,-80
- sparkno = s1173
- guard.sparkno = s1171
- hitflag = MA
- guardflag = MA
- hitsound = S240,0
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 14
- ground.hittime = 14
- ground.velocity = -5,-4
- air.velocity = -5,-4
- fall = 1
- fall.recover = 1
-
- [State 330 , 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;-----------------
- ; 650 CD hit high in air
- [Statedef 650]
- type = A
- movetype= A
- physics = A
- juggle = 3
- ctrl = 0
- anim = 650
-
- [State 650, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 600,1
-
- [State 650, 0]
- type = playsnd
- trigger1 = time = 0 && random < 700
- value = 700,0
-
- [State 650 , 1]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, NA
- animtype = Hard
- damage = 80
- getpower = 50
- givepower = 30
- priority = 6
- pausetime = 14,14
- sparkxy = -10,-70
- sparkno = s1173
- guard.sparkno = s1171
- guardflag = MA
- hitsound = S240,0
- guardsound = S150,1
- ground.type = High
- ground.slidetime = 14
- ground.hittime = 14
- ground.velocity = -5,-4
- air.velocity = -5,-4
- fall = 1
- fall.recover = 1
-
- [State 650 , 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
- ctrl = 1
-
- ;=======================================================
- ; Throws
- ;=======================================================
- ; 370 throw
- [Statedef 370]
- type = S
- movetype = A
- physics = S
- ctrl = 0
- velset = 0,0
- anim = 370
-
- [State 370, 1]
- type = HitDef
- Trigger1 = AnimElem = 1
- attr = S, NT
- givepower = 40
- hitflag = M-
- priority = 2, Miss
- snap = 24, 0, 0, 1
- sparkno = s1174
- sparkxy = -10,-85
- p2facing = 1
- p1stateno = 371
- p2stateno = 372
-
- [State 370, end1]
- type = changestate
- trigger1 = var(7) >= 1
- trigger1 = animtime = 0
- value = 105
- ctrl = 1
-
- [State 370, end2]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
- ;------------
- [Statedef 371] ;
- type = S
- movetype = I
- physics = N
- ctrl = 0
- anim = 371
-
- [State 371, 0]
- type = Sprpriority
- trigger1 = Animelem >= 3
- value = -1
-
- [State 371, 1]
- type = Width
- trigger1 = AnimElem = 1
- edge = 40, 0
-
- [State 371, 2]
- type = PlaySnd
- trigger1 = time = 0
- value = 370,0
-
- [State 371, 2]
- type = PlaySnd
- trigger1 = animelem = 7
- value = 400,1
-
- [State 371, 2]
- type = PlaySnd
- trigger1 = animelem = 7
- value = 220,0
-
- [State 371, 3]
- type = ChangeState
- Trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- [State 371, 4]
- type = gamemakeanim
- trigger1 = animelem = 7
- value = 7
- pos = 28, -46
-
- [Statedef 372]
- type = S
- movetype = H
- physics = N
- velset = 0,0
- ctrl = 0
-
- [State 372, 1]
- type = ChangeAnim2
- Trigger1 = Time = 0
- value = 372
-
- [State 372, 2]
- type = Width
- trigger1 = AnimElem = 1, >= 0
- edge = 0, 0
-
- [State 372, 3]
- type = LifeAdd
- Trigger1 = AnimElem = 4
- value = -90
-
- [State 372, 4]
- type = SelfState
- trigger1 = animtime = 0
- value = 5100
- ctrl = 0
-
-
- ;--------------
- ; 380 throw D
- [Statedef 380]
- type = S
- movetype = A
- physics = S
- ctrl = 0
- velset = 0,0
- anim = 380
-
- [State 380, 1]
- type = HitDef
- Trigger1 = AnimElem = 1
- attr = S, NT
- givepower = 40
- hitflag = M-
- priority = 2, Miss
- snap = 27, 0, 0, 1
- sparkno = 0
- p2facing = 1
- p1stateno = 381
- p2stateno = 382
-
- [State 380, end2]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;-------
- [Statedef 381] ;ºδ┼¡
- type = S
- movetype = I
- physics = N
- ctrl = 0
- anim = 381
-
- [State 381, 2]
- type = PlaySnd
- trigger1 = time = 0
- value = 370,0
-
- [State 381, 2]
- type = PlaySnd
- trigger1 = animelem = 4
- value = 400,1
-
- [State 371, 2]
- type = PlaySnd
- trigger1 = animelem = 4
- value = 220,0
-
- [State 381, 1]
- type = Width
- trigger1 = AnimElem = 1
- edge = 40, 0
-
- [State 381, 2]
- type = turn
- trigger1 = animelem = 10
- value = 1
-
- [State 381, 3]
- type = targetbind
- trigger1 = animelem = 4
- pos = -20, -70
-
- [State 381, 4]
- type = gamemakeanim
- trigger1 = animelem = 4
- value = 2
- pos = -20, -72
-
- [State 381, 5]
- type = posadd
- trigger1 = AnimElem = 7
- trigger2 = AnimElem = 8
- trigger3 = AnimElem = 9
- x = 14
-
- [State 381, 6]
- type = ChangeState
- Trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------
- [Statedef 382]
- type = S
- movetype = H
- physics = N
- velset = 0,0
- ctrl = 0
-
- [State 382, 1]
- type = ChangeAnim2
- Trigger1 = Time = 0
- value = 382
-
- [State 382, 2]
- type = posadd
- trigger1 = animelem = 2
- x = 14
-
- [State 382, 3]
- type = posadd
- trigger1 = animtime = 0
- y = 60
-
- [State 382, 4]
- type = Width
- trigger1 = AnimElem = 1, >= 0
- edge = 0, 30
-
- [State 382, 5]
- type = LifeAdd
- Trigger1 = AnimElem = 4
- value = -90
-
- [State 382, 6]
- type = VelAdd
- Trigger1 = AnimElem = 5
- x = 4
- y = -1
-
- [State 382, 7]
- type = SelfState
- trigger1 = animtime = 0
- value = 5050
- ctrl = 0
-
- ;---------------------------------------------------------------------------
- ; HIT_FALLRECOVER (on the ground)
- [Statedef 5201]
- type = S
- movetype= I
- physics = N
- anim = 5200
-
- [State 5201, 0]
- type = PlaySnd
- trigger1 = time = 0
- value = 5210,0
-
- [State 5201, 1] ;Turn if not facing opponent
- type = Turn
- trigger1 = (Time = 0) && (p2dist X < -5)
-
- [State 5201, 2]
- type = VelSet
- trigger1 = Time = 0
- x = -18
-
- [State 5201, 2]
- type = Veladd
- trigger1 = Time >= 0
- x = 2.5
-
- [State 5201, 2]
- type = VelSet
- trigger1 = Vel X >= 0
- x = 0
-
- [State 5201, 3]
- type = PosSet
- trigger1 = Time >= 0
- y = 0
-
- [State 5201, 4]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
-
- [State 5201, 7]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
- ;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
- ;------------------------
- ; 9999 AI switch
- [Statedef 9999]
- anim = 9999
- ctrl = 0
-
- [State 9999, AI╢}├÷]
- type = VarSet
- trigger1 = Command = "a"
- trigger2 = Command = "b"
- trigger3 = Command = "x"
- trigger4 = Command = "y"
- trigger5 = Command = "z"
- trigger6 = Command = "holdup"
- trigger7 = Command = "holddown"
- trigger8 = Command = "holdfwd"
- trigger9 = Command = "holdback"
- trigger10 = Command = "s"
- var(59) = 1
-
- [State 9999,AI╢}├÷2]
- type = ParentVarSet
- trigger1 = RoundState = 2
- trigger1 = !Var(59)
- trigger1 = Parent, StateNo != 0
- trigger1 = Parent, StateNo != 191
- trigger1 = Parent, StateNo != 5900
- trigger1 = Parent, StateNo != [5000,5299]
- trigger1 = Parent, MoveType != H
- var(7) = 1
- var(12) = 1
-
- ;==========================================================
- [Statedef -2]
-
- [State 191, 0]
- type = VarSet
- trigger1 = stateno = 5900 && NumExplod(3333) = 0
- trigger1 = time = 0
- trigger1 = Facing = 1
- v = 1
- value = 1
-
- [State 191, 1]
- type = VarSet
- trigger1 = stateno = 5900 && NumExplod(3333) = 0
- trigger1 = time = 0
- trigger1 = Facing = -1
- v = 1
- value = 2
-
- [State 190 , 1]
- type = varset
- trigger1 = stateno = 5900 && NumExplod(3333) = 0
- trigger1 = time = 0
- v = 2
- value = 5
-
-
-
-
-
-
- [State -2, 1a]
- type = Explod
- triggerall = var(12) = 1
- triggerall = var(4) = 1
- triggerall = stateno = 0 && random < 800
- trigger1 = time = 9 || time = 60 || time = 85 || time = 135 || time = 190 || time = 95
- trigger2 = AnimElem = 6 && random < 600 && time >= 210
- trigger3 = AnimElem = 1 && random < 600 && time >= 210
- trigger4 = AnimElem = 12 && random < 600 && time >= 210
- trigger5 = AnimElem = 20 && random < 600 && time >= 210
- trigger6 = AnimElem = 62 && random < 600 && time >= 210
- trigger7 = AnimElem = 70 && random < 600 && time >= 210
- trigger8 = AnimElem = 79 && random < 600 && time >= 210
- anim = 1156
- id = 1156
- pos = 0,7
- postype = P1
- bindtime = 1
- removetime = -2
- supermove = 1
- sprpriority = 2
- ownpal = 1
-
-
- [State -2, 1a]
- type = Explod
- triggerall = var(12) = 1
- triggerall = var(4) = 1
- triggerall = stateno = 20 && random < 800
- trigger1 = time = 9 || time = 60 || time = 85 || time = 135 || time = 190 || time = 95
- trigger2 = AnimElem = 6 && random < 600 && time >= 210
- trigger3 = AnimElem = 1 && random < 600 && time >= 210
- trigger4 = AnimElem = 12 && random < 600 && time >= 210
- trigger5 = AnimElem = 20 && random < 600 && time >= 210
- trigger6 = AnimElem = 62 && random < 600 && time >= 210
- trigger7 = AnimElem = 70 && random < 600 && time >= 210
- trigger8 = AnimElem = 79 && random < 600 && time >= 210
- anim = 1156
- id = 1156
- pos = 0,7
- postype = P1
- bindtime = 6
- removetime = -2
- supermove = 1
- sprpriority = 2
- ownpal = 1
-
-
-
- [State -2, 1b]
- type = Explod
- triggerall = var(12) = 1
- triggerall = var(4) = 1
- triggerall = stateno = 0 && random < 800
- trigger1 = time = 35 || time = 78 || time = 110 || time = 115 || time = 125 || time = 160
- trigger2 = AnimElem = 3 && random < 600 && time >= 210
- trigger3 = AnimElem = 7 && random < 600 && time >= 210
- trigger4 = AnimElem = 15 && random < 600 && time >= 210
- trigger5 = AnimElem = 22 && random < 600 && time >= 210
- trigger6 = AnimElem = 60 && random < 600 && time >= 210
- trigger7 = AnimElem = 71 && random < 600 && time >= 210
- trigger8 = AnimElem = 82 && random < 600 && time >= 210
- anim = 1157
- id = 1157
- pos = -10,0
- postype = P1
- bindtime = 1
- removetime = -2
- supermove = 1
- sprpriority = 2
- ownpal = 1
-
-
- [State -2, 1b]
- type = Explod
- triggerall = var(12) = 1
- triggerall = var(4) = 1
- triggerall = stateno = 20 && random < 800
- trigger1 = time = 35 || time = 78 || time = 110 || time = 115 || time = 125 || time = 160
- trigger2 = AnimElem = 3 && random < 600 && time >= 210
- trigger3 = AnimElem = 7 && random < 600 && time >= 210
- trigger4 = AnimElem = 15 && random < 600 && time >= 210
- trigger5 = AnimElem = 22 && random < 600 && time >= 210
- trigger6 = AnimElem = 60 && random < 600 && time >= 210
- trigger7 = AnimElem = 71 && random < 600 && time >= 210
- trigger8 = AnimElem = 82 && random < 600 && time >= 210
- anim = 1157
- id = 1157
- pos = -10,0
- postype = P1
- bindtime = 6
- removetime = -2
- supermove = 1
- sprpriority = 2
- ownpal = 1
-
-
-
-
- [State -2, 1c]
- type = Explod
- triggerall = var(12) = 1
- triggerall = var(4) = 1
- triggerall = stateno = 0 && random < 800
- trigger1 = time = 40 || time = 100 || time = 150 || time = 170 || time = 190 || time = 220
- trigger2 = AnimElem = 7 && random < 600 && time >= 210
- trigger3 = AnimElem = 1 && random < 600 && time >= 210
- trigger4 = AnimElem = 10 && random < 600 && time >= 210
- trigger5 = AnimElem = 18 && random < 600 && time >= 210
- trigger6 = AnimElem = 65 && random < 600 && time >= 210
- trigger7 = AnimElem = 75 && random < 600 && time >= 210
- trigger8 = AnimElem = 90 && random < 600 && time >= 210
- anim = 1158
- id = 1158
- pos = 15,-75
- postype = P1
- bindtime = 1
- removetime = -2
- supermove = 1
- sprpriority = 2
- ownpal = 1
-
-
- [State -2, 1c]
- type = Explod
- triggerall = var(12) = 1
- triggerall = var(4) = 1
- triggerall = stateno = 20 && random < 800
- trigger1 = time = 40 || time = 100 || time = 150 || time = 170 || time = 190 || time = 220
- trigger2 = AnimElem = 7 && random < 600 && time >= 210
- trigger3 = AnimElem = 1 && random < 600 && time >= 210
- trigger4 = AnimElem = 10 && random < 600 && time >= 210
- trigger5 = AnimElem = 18 && random < 600 && time >= 210
- trigger6 = AnimElem = 65 && random < 600 && time >= 210
- trigger7 = AnimElem = 75 && random < 600 && time >= 210
- trigger8 = AnimElem = 90 && random < 600 && time >= 210
- anim = 1158
- id = 1158
- pos = 15,-75
- postype = P1
- bindtime = 6
- removetime = -2
- supermove = 1
- sprpriority = 2
- ownpal = 1
-
-
- [State -2, 1]
- type = RemoveExplod
- trigger1 = stateno != 192
- id = 7080
-
-
-
- [state hero or evil]
- type = varset
- trigger1 = !var(12);? var(12) = 0 ?
- trigger1 = palno = [7,12];?? s ??
- var(12) = 1;evil mode
-
-
-
- [State -2, burn-over]
- type = varset
- trigger1 = (Var(3) = 1) && (P2movetype != H)
- var(3) = 0
-
- [State -2 , 1]
- type = Explod
- triggerall = (NumExplod(2200) < 2) && (Random < 899)
- trigger1 = ProjHit1001 = 1, < 20
- trigger2 = ProjHit1020 = 1, < 20
- anim = 2200
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State -2 , 1]
- type = Explod
- triggerall = (NumExplod(2200) < 3) && (Random < 349)
- trigger1 = ProjHit1001 = 1, < 20
- trigger2 = ProjHit1020 = 1, < 20
- anim = 2201
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State -2 , 1]
- type = Explod
- triggerall = (NumExplod(2200) < 3) && (Random < 299)
- trigger1 = ProjHit1001 = 1, < 20
- trigger2 = ProjHit1020 = 1, < 20
- anim = 2202
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State -2 , 1]
- type = Explod
- triggerall = (NumExplod(2200) < 3) && (Random < 249)
- trigger1 = ProjHit1001 = 1, < 40
- trigger2 = ProjHit1020 = 1, < 40
- anim = 2203
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State -2 , 1]
- type = Explod
- triggerall = (NumExplod(2200) < 3) && (Random < 149)
- trigger1 = ProjHit1001 = 1, < 50
- trigger2 = ProjHit1020 = 1, < 50
- anim = 2204
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 150,150
- bindtime = 1
- ignorehitpause = 1
-
- [State -2 , 1]
- type = Explod
- triggerall = (NumExplod(2200) < 2) && (Random < 99)
- trigger1 = ProjHit1001 = 1, < 70
- trigger2 = ProjHit1020 = 1, < 70
- anim = 2205
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- ;==========================For Second shell
- [State -2 , 1]
- type = Explod
- trigger1 = (NumExplod(2200) < 3) && (Random < 899) && (ProjHit1030 = 1, < 40)
- anim = 2200
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State -2 , 1]
- type = Explod
- trigger1 = (NumExplod(2200) < 3) && (Random < 399) && (ProjHit1030 = 1, < 40)
- anim = 2201
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State -2 , 1]
- type = Explod
- trigger1 = (NumExplod(2200) < 3) && (Random < 349) && (ProjHit1030 = 1, < 40)
- anim = 2202
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State -2 , 1]
- type = Explod
- trigger1 = (NumExplod(2200) < 3) && (Random < 299) && (ProjHit1030 = 1, < 60)
- anim = 2203
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State -2 , 1]
- type = Explod
- trigger1 = (NumExplod(2200) < 3) && (Random < 99) && (ProjHit1030 = 1, < 100)
- anim = 2204
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 150,150
- bindtime = 1
- ignorehitpause = 1
-
- [State -2 , 1]
- type = Explod
- trigger1 = (NumExplod(2200) < 2) && (Random < 49) && (ProjHit1030 = 1, < 120)
- anim = 2205
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- ;==================================== For var3
- [State -2 , 1]
- type = Explod
- trigger1 = (NumExplod(2200) < 2) && (Random < 899) && (P2statetype = A) && (var(3) = 1)
- anim = 2200
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State -2 , 1]
- type = Explod
- trigger1 = (NumExplod(2200) < 3) && (Random < 549) && (P2statetype = A) && (var(3) = 1)
- anim = 2201
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State -2 , 1]
- type = Explod
- trigger1 = (NumExplod(2200) < 3) && (Random < 449) && (P2statetype = A) && (var(3) = 1)
- anim = 2202
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State -2 , 1]
- type = Explod
- trigger1 = (NumExplod(2200) < 3) && (Random < 99) && (var(3) = 1)
- anim = 2203
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State -2 , 1]
- type = Explod
- trigger1 = (NumExplod(2200) < 3) && (Random < 99) && (var(3) = 1)
- anim = 2204
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 150,150
- bindtime = 1
- ignorehitpause = 1
-
- [State -2 , 1]
- type = Explod
- trigger1 = (NumExplod(2200) < 2) && (Random < 99) && (var(3) = 1)
- anim = 2205
- ID = 2200
- ownpal = 1
- sprpriority = 5
- postype = p2
- pos = 0,-50
- random = 100,100
- bindtime = 1
- ignorehitpause = 1
-
- [State -2, sunglass]
- type = envcolor
- trigger1 = projhit2020 = 1
- time = 1
- under = 1
- value = 240,240,240
-
- [State -2, 1]
- type = Palfx
- trigger1 = var(6) != 0
- trigger1 = win != 1
- trigger1 = winko != 1
- trigger1 = wintime != 1
- trigger1 = lose != 1
- trigger1 = loseko != 1
- trigger1 = losetime != 1
- ignorehitpause = 1
- time = 1
- mul = 256,192,128
- add = 220,128,64
-
- [State -2, 1]
- type = varset
- trigger1 = RoundState = 0
- var(6) = 0
-
- [State -2, 1]
- type = BGPalfx
- trigger1 = var(6) != 0
- trigger1 = var(5) > 32
- ignorehitpause = 1
- time = 1
- add = var(5)-32,var(5)-256,var(5)-256
-
- [State -2, 1]
- type = varadd
- trigger1 = var(6) != 0
- trigger1 = var(5) > 32
- trigger1 = time >= 0
- ignorehitpause = 1
- var(5) = -4
-
- [State -2, 2]
- type = BGPalfx
- trigger1 = var(6) != 0
- trigger1 = var(5) <= 32
- ignorehitpause = 1
- time = 10
- mul = 256,0,0
-
- [state -2, stopsound]
- type = stopsnd
- trigger1 = stateno != 100 && prevstateno = 100
- channel = 4
-
- [state -2, stopsound]
- type = stopsnd
- trigger1 = stateno != 100
- trigger2 = command = "holddown"
- channel = 4
-
- [state -2, stopsound]
- type = stopsnd
- trigger1 = stateno != 195 && prevstateno = 195
- trigger2 = movetype = H
- channel = 3
-
- [State -2]
- type = Helper
- trigger1 = NumHelper(9999) = 0
- id = 9999
- pos = 0, 150
- stateno = 9999
- Name = "AI switch - Thanks to 'ANMC' && 'The idiot'"
- helpertype = normal
- keyctrl = 1
- persistent = 0
-
- ;==================================================================
- [Statedef -3]
- [State lin's lifeadd ]
- type = lifeadd
- triggerall = life >50 && time%5 =0
- trigger1 = enemy,name = "lin"
- trigger1 = enemy,var(18) = 1
- value = -1
- [state -3, nolifebar]
- type = assertspecial
- trigger1 = roundstate != 2
- flag = NoBarDisplay
- [State -2, Sp Finish]
- type = Explod
- triggerall = Var(14) = 1
- triggerall = stateno = [180,189]
- trigger1 = win = 1
- trigger1 = time = 1
- anim = f997
- 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 = f996
- 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 = movetype = H
- v = 14
- value = 3
-
- [State -2, 43]
- type = VarSet
- triggerall = Var(14) = 2
- trigger1 = movetype = H
- v = 14
- value = 4
- [State to lin's lifeadd ]
- type = lifeadd
- triggerall = life >50 && time%5 =0
- trigger1 = enemy,name = "lin"
- trigger1 = enemy,var(18) = 1
- value = -1
-
-
- [State -3, guard]
- type = changestate
- triggerall = var(7) >= 1
- triggerall = p2movetype = A
- triggerall = p2statetype != C
- triggerall = statetype != A
- triggerall = ctrl = 1
- triggerall = random <= 899
- trigger1 = P2bodydist X <= 30
- value = 130
- persistent = 0
-
- [State -3, guard]
- type = changestate
- triggerall = var(7) >= 1
- triggerall = p2movetype = A
- triggerall = p2statetype = C
- triggerall = statetype != A
- triggerall = ctrl = 1
- triggerall = random <= 899
- trigger1 = P2bodydist X <= 30
- value = 131
- persistent = 0
-
- [State -3, dodge]
- type = changestate
- triggerall = var(7) >= 1
- triggerall = p2stateno = [3000,3999]
- triggerall = p2movetype = A
- triggerall = statetype != A
- triggerall = ctrl = 1
- triggerall = random <= 899
- trigger1 = P2bodydist X <= 30
- value = 130
- persistent = 0
-
- [State -3, dodge]
- type = changestate
- triggerall = var(7) >= 1
- triggerall = p2movetype = A
- triggerall = statetype != A
- triggerall = ctrl = 1
- triggerall = random <= 899
- trigger1 = P2bodydist X >= 20
- trigger1 = P2bodydist X <= 100
- value = 350
-
- [State -3, jumpsound]
- type = PlaySnd
- triggerall = Time = 1
- trigger1 = stateno = 50
- value = 40,0
-
- [state -3, stopsound]
- type = stopsnd
- trigger1 = stateno != 100 && prevstateno = 100
- channel = 4
-
- [state -3, stopsound]
- type = DisplayToClipboard
- trigger1 = 1
- text=" -AI- :%d -Special Thanks to Genjular"
- params = var(7)
-
- ;-------------------------
- ; hit sound in light
- [State -3, light sound]
- type = PlaySnd
- triggerall = random < 249
- triggerall = time = 2
- triggerall = Alive
- triggerall = stateno = 5000
- trigger1 = anim = 5000
- trigger2 = anim = 5010
- value = 5000,1
- volume = 40
-
- [State -3, light sound in air]
- type = PlaySnd
- triggerall = random < 249
- triggerall = Alive
- triggerall = stateno = 5010
- trigger1 = time = 2
- trigger1 = anim = 5020
- value = 5000,1
- volume = 40
-
-
- ;--------------------
- ; hit sound in medium
- [State -3, medium sound]
- type = PlaySnd
- triggerall = random < 249
- triggerall = time = 2
- triggerall = Alive
- triggerall = stateno = 5000
- trigger1 = anim = 5001
- trigger2 = anim = 5011
- value = 5000,0
- volume = 30
-
- [State -3, medium sound in air]
- type = PlaySnd
- triggerall = random < 249
- triggerall = Alive
- triggerall = stateno = 5010
- trigger1 = time = 2
- trigger1 = anim = 5021
- value = 5000,0
- volume = 30
-
- ;--------------------------
- ; hit sound in medium
- [State -3, hard sound]
- type = PlaySnd
- triggerall = random < 200
- triggerall = time = 2
- triggerall = Alive
- triggerall = stateno = 5000
- trigger1 = anim = 5002
- trigger2 = anim = 5012
- value = 5000,3
- volume = 20
-
- [State -3, hard sound in air]
- type = PlaySnd
- triggerall = random < 200
- triggerall = Alive
- triggerall = stateno = 5010
- trigger1 = time = 2
- trigger1 = anim = 5022
- value = 5000,3
- volume = 20
-
- ;-------------------------------
- ; ouch in bounce
- [State -3, bounce sound]
- type = PlaySnd
- trigger1 = random < 249
- trigger1 = stateno = 5100
- trigger1 = Alive
- trigger1 = time = 2
- value = 5000,2
- volume = 30
-
-
-