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Text File | 2002-07-29 | 28.7 KB | 1,682 lines |
-
- ;====== Æ╩ÅφüAô┴ÄΩïZ ======
-
- ;------ ëô/ï▀ïùùúÄπâpâôâ` ------
- [Statedef 200]
- type = S
- movetype = A
- physics = S
- anim = 200
- poweradd = 0
- velset = 0
- ctrl = 0
-
- [State 201, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 5,0
-
- [State 201, 3]
- channel = 0
- type = PlaySnd
- trigger1 = Time = 0 && Random < 500
- value = 1,0
-
- [State 5040, 4]
- type = StateTypeSet
- trigger1 = AnimElem = 3
- movetype = I
-
- [State 201, 4]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = S, NA
- animtype = Light
- damage = ifelse(P2movetype = A,45,30)
- getpower = 65,65
- givepower = 20,20
- guardflag = M
- hitflag = MAF
- pausetime = 12,12
- sparkno = S4003
- sparkxy = 0,-80
- guard.sparkno = S4008
- hitsound = S4,0
- guardsound = S4,9
- ground.type = High
- ground.slidetime = 30
- ground.hittime = 9
- ground.velocity = -6
- guard.hittime = 20
- guard.velocity = -6
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4975,ifelse(p2statetype = C && P2movetype != A,4277,4330)))
-
- [State 201, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;------ ìòé¬é▌ ------
- [Statedef 205]
- type = S
- movetype = A
- physics = S
- anim = 205
- poweradd = 0
- velset = 0
- ctrl = 0
-
- [State 114, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1,1
- channel = 0
-
- [State 114, 2]
- type = PlaySnd
- trigger1 = Time = 8
- value = 5,1
-
- [State 5040, 4]
- type = StateTypeSet
- trigger1 = AnimElem = 13
- movetype = I
-
- [State 114, 5]
- type = HitDef
- trigger1 = AnimElem = 10
- attr = S, NA
- animtype = Hard
- damage = 50
- hitflag = MAF
- getpower = 130,130
- givepower = 20,20
- guardflag = M
- pausetime = 12,12
- hitsound = S4,2
- sparkno = S4004
- guard.sparkno = S4009
- sparkxy = 0,-60
- guardsound = S4,9
- ground.type = Low
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = -13
- guard.hittime = 30
- guard.velocity = -13
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4945,ifelse(p2statetype = C && P2movetype != A,4277,4275)))
-
- [State 114, 11]
- type = PosAdd
- trigger1 = AnimElem = 1
- x = 15
-
- [State 114, 12]
- type = PosAdd
- trigger1 = AnimElem = 3 || AnimElem = 4 || AnimElem = 5
- x = 6
-
- [State 1000, 4]
- type = ChangeState
- trigger1 = (var(2)!=0) && (animtime = 0)
- value = var(2)
- ctrl = 0
-
- [State 114, 17]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;------ òΣÉUéΦ[âmü[âLâââôâZâï] ------
- [Statedef 6501]
- type = S
- movetype = A
- physics = S
- anim = 215
- poweradd = 0
- ctrl = 0
- velset = 0
-
- [State 1300, 5]
- type = PosAdd
- trigger1 = AnimElem = 2 || AnimElem = 3 || AnimElem = 10
- x = 2
-
- [State 1020, 4]
- type = PosAdd
- trigger1 = AnimElem = 5 || AnimElem = 7 || AnimElem = 8 || AnimElem = 9
- x = 8
-
- [State 1020, 5]
- type = PosAdd
- trigger1 = AnimElem = 6
- x = 16
-
- [State 231, 1]
- type = SprPriority
- trigger1 = Time = 0
- value = -2
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = AnimElem = 10
- value = 5,0
-
- [State 200, 2]
- channel = 0
- type = PlaySnd
- trigger1 = Time = 6
- value = 1,2
-
- [State 5040, 4]
- type = StateTypeSet
- trigger1 = AnimElem = 12
- movetype = I
-
- [State 231, 4]
- type = HitDef
- trigger1 = AnimElem = 11
- attr = S, NA
- animtype = Hard
- damage = 65
- getpower = 130,130
- givepower = 20,20
- guardflag = H
- hitflag = MAF
- pausetime = 12,12
- sparkno = S4004
- sparkxy = 0,-60
- guard.sparkno = S4009
- hitsound = S4,2
- guardsound = S4,9
- ground.type = low
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = -13
- guard.hittime = 30
- guard.velocity = -13
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4945,ifelse(p2statetype = C && P2movetype != A,4277,4275)))
-
- [State 1000, 4]
- type = ChangeState
- trigger1 = (var(2)!=0) && (animtime = 0)
- value = var(2)
- ctrl = 0
-
- [State 231, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;------ òΣÉUéΦ ------
- [Statedef 6500]
- type = S
- movetype = A
- physics = S
- anim = 216
- poweradd = 0
- ctrl = 0
- velset = 0
-
- [State 1020, 4]
- type = PosAdd
- trigger1 = AnimElem = 5 || AnimElem = 7 || AnimElem = 8 || AnimElem = 9
- x = 8
-
- [State 1020, 5]
- type = PosAdd
- trigger1 = AnimElem = 6
- x = 16
-
- [State 1020, 6]
- type = PosAdd
- trigger1 = AnimElem = 10
- x = 2
-
- [State 231, 1]
- type = SprPriority
- trigger1 = Time = 0
- value = -2
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = AnimElem = 10
- value = 5,0
-
- [State 200, 2]
- channel = 0
- type = PlaySnd
- trigger1 = Time = 6
- value = 1,2
-
- [State 5040, 4]
- type = StateTypeSet
- trigger1 = AnimElem = 12
- movetype = I
-
- [State 231, 4]
- type = HitDef
- trigger1 = AnimElem = 11
- attr = S, NA
- animtype = Hard
- damage = 65
- getpower = 130,130
- givepower = 20,20
- guardflag = M
- hitflag = MAF
- pausetime = 12,12
- sparkno = S4004
- sparkxy = 0,-60
- guard.sparkno = S4009
- hitsound = S4,2
- guardsound = S4,9
- ground.type = low
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = -13
- guard.hittime = 30
- guard.velocity = -13
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4945,ifelse(p2statetype = C && P2movetype != A,4277,4275)))
-
- [State 1000, 4]
- type = ChangeState
- trigger1 = (var(2)!=0) && (animtime = 0)
- value = var(2)
- ctrl = 0
-
- [State 231, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;------ ëô/ï▀ïùùúÄπâLâbâN ------
- [Statedef 210]
- type = S
- movetype = A
- physics = S
- anim = 210
- poweradd = 0
- velset = 0
- ctrl = 0
-
- [State 210, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 5,1
-
- [State 210, 2]
- channel = 0
- type = PlaySnd
- trigger1 = Time = 0 && Random < 500
- value = 1,0
-
- [State 5040, 4]
- type = StateTypeSet
- trigger1 = AnimElem = 4
- movetype = I
-
- [State 210, 3]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, NA
- animtype = Light
- damage = ifelse(P2movetype = A,50,35)
- getpower = 65,65
- givepower = 20,20
- guardflag = M
- hitflag = MAF
- pausetime = 12,12
- sparkno = S4003
- sparkxy = 0,-80
- guard.sparkno = S4008
- hitsound = S4,1
- guardsound = S4,9
- ground.type = Low
- ground.slidetime = 30
- ground.hittime = 9
- ground.velocity = -6
- guard.hittime = 20
- guard.velocity = -6
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4975,ifelse(p2statetype = C && P2movetype != A,4277,4330)))
-
- [State 210, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;------ ëôïùùúï¡âpâôâ` ------
- [Statedef 220]
- type = S
- movetype = A
- physics = S
- anim = 220
- poweradd = 0
- velset = 0
- ctrl = 0
-
- [State 220, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 5,0
-
- [State 220, 2]
- channel = 0
- type = PlaySnd
- trigger1 = Time = 0
- value = 1,2
-
- [State 5040, 4]
- type = StateTypeSet
- trigger1 = AnimElem = 6
- movetype = I
-
- [State 220, 3]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, NA
- animtype = Hard
- damage = ifelse(P2movetype = A,95,70)
- getpower = 130,130
- givepower = 20,20
- hitflag = MAF
- guardflag = M
- pausetime = 12,12
- sparkno = S4004
- sparkxy = 0,-80
- guard.sparkno = S4009
- hitsound = S4,2
- guardsound = S4,9
- ground.type = High
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = -13
- guard.hittime = 30
- guard.velocity = -13
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4975,ifelse(p2statetype = C && P2movetype != A,4277,4330)))
-
- [State 1000, 4]
- type = ChangeState
- trigger1 = (var(2)!=0) && (animtime = 0)
- value = var(2)
- ctrl = 0
-
- [State 220, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;------ ï▀ïùùúï¡âpâôâ` ------
- [Statedef 221]
- type = S
- movetype = A
- physics = S
- anim = 221
- poweradd = 0
- ctrl = 0
- velset = 0
-
- [State 221, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 5,0
-
- [State 221, 3]
- channel = 0
- type = PlaySnd
- trigger1 = Time = 0
- value = 1,2
-
- [State 5040, 4]
- type = StateTypeSet
- trigger1 = AnimElem = 4
- movetype = I
-
- [State 221, 4]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = S, NA
- animtype = Hard
- damage = ifelse(P2movetype = A,75,60)
- getpower = 130,130
- givepower = 20,20
- guardflag = M
- hitflag = MAF
- pausetime = 12,12
- sparkno = S4004
- sparkxy = 0,-60
- guard.sparkno = S4009
- hitsound = S4,2
- guardsound = S4,9
- ground.type = Low
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = -13
- guard.hittime = 30
- guard.velocity = -13
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4975,ifelse(p2statetype = C && P2movetype != A,4277,4330)))
-
- [State 1000, 4]
- type = ChangeState
- trigger1 = (var(2)!=0) && (animtime = 0)
- value = var(2)
- ctrl = 0
-
- [State 221, 8]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;------ ëôïùùúï¡âLâbâN ------
- [Statedef 230]
- type = S
- movetype = A
- physics = S
- anim = 230
- poweradd = 0
- velset = 0
- ctrl = 0
-
- [State 230, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 5,1
-
- [State 230, 2]
- channel = 0
- type = PlaySnd
- trigger1 = Time = 0
- value = 1,2
-
- [State 5040, 4]
- type = StateTypeSet
- trigger1 = AnimElem = 6
- movetype = I
-
- [State 230, 3]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, NA
- animtype = Hard
- damage = ifelse(P2movetype = A,100,80)
- getpower = 130,130
- givepower = 20,20
- hitflag = MAF
- guardflag = M
- pausetime = 12,12
- sparkno = S4004
- sparkxy = 0,-60
- guard.sparkno = S4009
- hitsound = S4,3
- guardsound = S4,9
- ground.type = Low
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = -13
- guard.hittime = 30
- guard.velocity = -13
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4975,ifelse(p2statetype = C && P2movetype != A,4277,4330)))
-
- [State 230, 4]
- type = PosAdd
- trigger1 = AnimElem = 3
- x = 2
-
- [State 230, 5]
- type = PosAdd
- trigger1 = AnimElem = 4 || AnimElem = 6
- x = 4
-
- [State 230, 6]
- type = PosAdd
- trigger1 = AnimElem = 5
- x = 6
-
- [State 1000, 4]
- type = ChangeState
- trigger1 = (var(2)!=0) && (animtime = 0)
- value = var(2)
- ctrl = 0
-
- [State 230, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;------ ï▀ïùùúï¡âLâbâN ------
- [Statedef 231]
- type = S
- movetype = A
- physics = S
- anim = 231
- poweradd = 0
- ctrl = 0
- velset = 0
-
- [State 231, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 5,1
-
- [State 231, 3]
- channel = 0
- type = PlaySnd
- trigger1 = Time = 0
- value = 1,2
-
- [State 5040, 4]
- type = StateTypeSet
- trigger1 = AnimElem = 4
- movetype = I
-
- [State 231, 4]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, NA
- animtype = Hard
- damage = ifelse(P2movetype = A,80,65)
- getpower = 130,130
- givepower = 20,20
- guardflag = M
- hitflag = MAF
- pausetime = 12,12
- sparkno = S4004
- sparkxy = 0,-80
- guard.sparkno = S4009
- hitsound = S4,3
- guardsound = S4,9
- ground.type = High
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = -13
- guard.hittime = 30
- guard.velocity = -13
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4975,ifelse(p2statetype = C && P2movetype != A,4277,4330)))
-
- [State 1000, 4]
- type = ChangeState
- trigger1 = (var(2)!=0) && (animtime = 0)
- value = var(2)
- ctrl = 0
-
- [State 231, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;------ é╘é┴ö≥é╬é╡ìUîé ------
- [Statedef 240]
- type = S
- movetype = A
- physics = S
- anim = 240
- poweradd = 0
- velset = 0
- ctrl = 0
-
- [State 220, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 5,0
-
- [State 220, 2]
- channel = 0
- type = PlaySnd
- trigger1 = Time = 0
- value = 1,2
-
- [State 240, 3]
- type = VelSet
- trigger1 = AnimElem = 5
- x = 7
-
- [State 230, 5]
- type = PosAdd
- trigger1 = AnimElem = 4 || AnimElem = 5
- x = 4
-
- [State 240, 4]
- type = VelSet
- trigger1 = AnimElem = 6
- x = 0
-
- [State 5040, 4]
- type = StateTypeSet
- trigger1 = AnimElem = 6
- movetype = I
-
- [State 240, 4]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, NA
- animtype = Hard
- damage = ifelse(P2movetype = A,120,90)
- getpower = 170,170
- givepower = 20,20
- guardflag = M
- hitflag = MAF
- pausetime = 12,12
- sparkno = S4004
- sparkxy = 0,-60
- guard.sparkno = S4009
- hitsound = S4,4
- guardsound = S4,9
- ground.type = High
- ground.slidetime = 30
- guard.hittime = 30
- guard.velocity = -13
- p2stateno = ifelse(P2movetype = A,4815,4045)
-
- [State 1000, 4]
- type = ChangeState
- trigger1 = (var(2)!=0) && (animtime = 0)
- value = var(2)
- ctrl = 0
-
- [State 220, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;------ é╡éßé¬é▌Äπâpâôâ` ------
- [Statedef 400]
- type = C
- movetype = A
- physics = C
- anim = 400
- poweradd = 0
- velset = 0
- ctrl = 0
-
- [State 400, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 5,0
-
- [State 400, 2]
- channel = 0
- type = PlaySnd
- trigger1 = Time = 0
- trigger1 = Random < 500
- value = 1,0
-
- [State 5040, 4]
- type = StateTypeSet
- trigger1 = AnimElem = 3
- movetype = I
-
- [State 400, 3]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = C, NA
- animtype = Light
- damage = ifelse(P2movetype = A,40,25)
- getpower = 65,65
- givepower = 20,20
- guardflag = M
- hitflag = MAF
- pausetime = 12,12
- sparkno = S4003
- sparkxy = 0,-50
- guard.sparkno = S4008
- hitsound = S4,0
- guardsound = S4,9
- ground.type = Low
- ground.slidetime = 30
- ground.hittime = 9
- ground.velocity = -6
- guard.hittime = 20
- guard.velocity = -6
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4975,ifelse(p2statetype = C && P2movetype != A,4277,4330)))
-
- [State 400, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- ;------ é╡éßé¬é▌ÄπâLâbâN ------
- [Statedef 410]
- type = C
- movetype = A
- physics = C
- anim = 410
- poweradd = 0
- velset = 0
- ctrl = 0
-
- [State 410, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 5,1
-
- [State 410, 2]
- channel = 0
- type = PlaySnd
- trigger1 = Time = 0
- trigger1 = Random < 500
- value = 1,0
-
- [State 5040, 4]
- type = StateTypeSet
- trigger1 = AnimElem = 3
- movetype = I
-
- [State 410, 3]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = C, NA
- animtype = Light
- damage = ifelse(P2movetype = A,40,30)
- getpower = 65,65
- givepower = 20,20
- guardflag = L
- hitflag = MAF
- pausetime = 12,12
- sparkno = S4003
- sparkxy = 0,-10
- guard.sparkno = S4008
- hitsound = S4,1
- guardsound = S4,9
- ground.type = Low
- ground.slidetime = 30
- ground.hittime = 9
- ground.velocity = -6
- guard.hittime = 20
- guard.velocity = -6
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4975,ifelse(p2statetype = C && P2movetype != A,4277,4330)))
-
- [State 410, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- ;------ é╡éßé¬é▌ï¡âpâôâ` ------
- [Statedef 420]
- type = C
- movetype = A
- physics = C
- anim = 420
- poweradd = 0
- velset = 0
- ctrl = 0
-
- [State 230, 4]
- type = PosAdd
- trigger1 = AnimElem = 2
- x = 5
-
- [State 230, 4]
- type = PosAdd
- trigger1 = AnimElem = 9
- x = -5
-
- [State 420, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 5,0
-
- [State 420, 2]
- channel = 0
- type = PlaySnd
- trigger1 = Time = 0
- value = 1,2
-
- [State 5040, 4]
- type = StateTypeSet
- trigger1 = AnimElem = 6
- movetype = I
-
- [State 420, 3]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = C, NA
- animtype = Hard
- damage = ifelse(P2movetype = A,85,70)
- getpower = 130,130
- givepower = 20,20
- guardflag = M
- hitflag = MAF
- pausetime = 12,12
- sparkno = S4004
- sparkxy = 0,-80
- guard.sparkno = S4009
- hitsound = S4,2
- guardsound = S4,9
- ground.type = High
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = -13
- guard.hittime = 30
- guard.velocity = -13
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4975,ifelse(p2statetype = C && P2movetype != A,4277,4330)))
-
- [State 1000, 4]
- type = ChangeState
- trigger1 = (var(2)!=0) && (animtime = 0)
- value = var(2)
- ctrl = 0
-
- [State 420, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- ;------ ßΣÉ·é┐ ------
- [Statedef 425]
- type = C
- movetype = A
- physics = C
- anim = 425
- poweradd = 0
- velset = 0
- ctrl = 0
-
- [State 1025, 1]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 5,1
-
- [State 1025, 3]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = S, NA
- animtype = Hard
- damage = 80
- getpower = 50,50
- givepower = 20,20
- guardflag = L
- hitflag = MAFD
- pausetime = 30,30
- sparkno = S4004
- guard.sparkno = S4009
- sparkxy = 0,-10
- hitsound = S4,2
- guardsound = S4,9
- ground.type = low
- ground.slidetime = 30
- ground.hittime = 17
- ground.velocity = -13
- guard.hittime = 30
- guard.velocity = -13
- envshake.time = 20
- envshake.freq = 100
- envshake.ampl = 4
- envshake.phase = 100
- p2stateno = ifelse(p2statetype = L,4150,4305)
-
- [State 1000, 4]
- type = ChangeState
- trigger1 = (var(2)!=0) && (animtime = 0)
- value = var(2)
- ctrl = 0
-
- [State 1025, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- ;------ é╡éßé¬é▌ï¡âLâbâN ------
- [Statedef 430]
- type = C
- movetype = A
- physics = C
- anim = 430
- poweradd = 0
- velset = 0
- ctrl = 0
-
- [State 430, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 5,1
-
- [State 430, 2]
- channel = 0
- type = PlaySnd
- trigger1 = Time = 0
- value = 1,2
-
- [State 5040, 4]
- type = StateTypeSet
- trigger1 = AnimElem = 6
- movetype = I
-
- [State 430, 3]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, NA
- damage = ifelse(P2movetype = A,100,85)
- getpower = 130,130
- givepower = 20,20
- guardflag = L
- hitflag = MAF
- pausetime = 12,12
- sparkno = S4004
- sparkxy = 0,-30
- guard.sparkno = S4009
- hitsound = S4,3
- guardsound = S4,9
- guard.slidetime = 30
- guard.hittime = 30
- guard.velocity = -13
- ground.cornerpush.veloff = 0
- guard.cornerpush.veloff = -13
- p2stateno = ifelse(P2movetype = A,4840,4120)
-
- [State 1000, 4]
- type = ChangeState
- trigger1 = (var(2)!=0) && (animtime = 0)
- value = var(2)
- ctrl = 0
-
- [State 430, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- ;------ âWâââôâvÄπâpâôâ` ------
- [Statedef 600]
- type = A
- movetype = A
- physics = A
- anim = 600
- poweradd = 0
- ctrl = 0
-
- [State 600, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 5,0
-
- [State 600, 2]
- channel = 0
- type = PlaySnd
- trigger1 = Time = 0
- trigger1 = Random < 500
- value = 1,0
-
- [State 5040, 4]
- type = StateTypeSet
- trigger1 = AnimElem = 4
- movetype = I
-
- [State 600, 3]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = A, NA
- animtype = Light
- damage = ifelse(P2movetype = A,50,35)
- getpower = 65,65
- givepower = 20,20
- hitflag = MAF
- guardflag = H
- priority = 3
- pausetime = 12,12
- sparkno = S4003
- sparkxy = 0,-50
- guard.sparkno = S4008
- hitsound = S4,0
- guardsound = S4,9
- ground.type = Low
- ground.slidetime = 30
- ground.hittime = 9
- ground.velocity = -6
- guard.hittime = 20
- guard.velocity = -6
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4975,ifelse(p2statetype = C && P2movetype != A,4277,4330)))
-
- ;------ Ä╬é▀âWâââôâvÄπâLâbâN ------
- [Statedef 615]
- type = A
- movetype = A
- physics = A
- anim = 615
- poweradd = 0
- ctrl = 0
-
- [State 615, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 5,1
-
- [State 615, 2]
- channel = 0
- type = PlaySnd
- trigger1 = Time = 0 && Random < 500
- value = 1,0
-
- [State 5040, 4]
- type = StateTypeSet
- trigger1 = AnimElem = 4
- movetype = I
-
- [State 615, 3]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = A, NA
- animtype = Light
- damage = ifelse(P2movetype = A,55,40)
- getpower = 65,65
- givepower = 20,20
- hitflag = MAF
- guardflag = H
- priority = 3
- pausetime = 12,12
- sparkno = S4003
- sparkxy = 0,-50
- guard.sparkno = S4008
- hitsound = S4,1
- guardsound = S4,9
- ground.type = Low
- ground.slidetime = 30
- ground.hittime = 9
- ground.velocity = -6
- guard.hittime = 20
- guard.velocity = -6
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4975,ifelse(p2statetype = C && P2movetype != A,4277,4330)))
-
- ;------ âWâââôâvï¡âpâôâ` ------
- [Statedef 620]
- type = A
- movetype = A
- physics = A
- anim = 620
- poweradd = 0
- ctrl = 0
-
- [State 620, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 5,0
-
- [State 620, 2]
- channel = 0
- type = PlaySnd
- trigger1 = Time = 0 && Random < 500
- value = 1,2
-
- [State 5040, 4]
- type = StateTypeSet
- trigger1 = AnimElem = 4
- movetype = I
-
- [State 620, 3]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = A, NA
- animtype = Light
- damage = ifelse(P2movetype = A,65,50)
- getpower = 130,130
- givepower = 20,20
- hitflag = MAF
- guardflag = H
- pausetime = 12,12
- sparkno = S4004
- sparkxy = 0,-50
- guard.sparkno = S4009
- hitsound = S4,2
- guardsound = S4,9
- ground.type = Low
- ground.slidetime = 30
- ground.hittime = 9
- ground.velocity = -6
- guard.slidetime = 30
- guard.hittime = 30
- guard.velocity = -10
- guard.cornerpush.veloff = ifelse(Pos Y >= -25,-10,0)
- ground.cornerpush.veloff = ifelse(Pos Y >= -25,-10,0)
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4975,ifelse(p2statetype = C && P2movetype != A,4277,4330)))
-
- ;------ Ä╬é▀âWâââôâvï¡âLâbâN ------
- [Statedef 635]
- type = A
- movetype = A
- physics = A
- anim = 635
- poweradd = 0
- ctrl = 0
-
- [State 635, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 5,1
-
- [State 635, 2]
- channel = 0
- type = PlaySnd
- trigger1 = Time = 0 && Random < 500
- value = 1,2
-
- [State 5040, 4]
- type = StateTypeSet
- trigger1 = AnimElem = 5
- movetype = I
-
- [State 635, 3]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = A, NA
- animtype = Light
- damage = ifelse(P2movetype = A,85,60)
- getpower = 130,130
- givepower = 20,20
- hitflag = MAF
- guardflag = H
- pausetime = 12,12
- sparkno = S4004
- sparkxy = 0,-50
- guard.sparkno = S4009
- hitsound = S4,3
- guardsound = S4,9
- ground.type = Low
- ground.slidetime = 30
- ground.hittime = 9
- ground.velocity = -6
- guard.slidetime = 30
- guard.hittime = 30
- guard.velocity = -10
- guard.cornerpush.veloff = ifelse(Pos Y >= -25,-10,0)
- ground.cornerpush.veloff = ifelse(Pos Y >= -25,-10,0)
- p2stateno = ifelse(p2statetype = C && P2movetype = A,4985,ifelse(P2movetype = A,4975,ifelse(p2statetype = C && P2movetype != A,4277,4330)))
-
- ;------ âWâââôâvé╙é┴é╞é╬é╡ìUîé ------
- [Statedef 640]
- type = A
- movetype = A
- physics = A
- anim = 640
- ctrl = 0
-
- [State 640, 1]
- channel = 0
- type = PlaySnd
- trigger1 = Time = 0 && random < 500
- value = 1,2
-
- [State 640, 2]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 5,1
-
- [State 640, 3]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = A, NA
- animtype = Hard
- damage = ifelse(P2movetype = A,100,85)
- getpower = 170,170
- givepower = 20,20
- guardflag = M
- pausetime = 12,12
- sparkno = S4004
- sparkxy = 0,-50
- guard.sparkno = S4009
- hitsound = S4,4
- guardsound = S4,9
- ground.type = High
- ground.slidetime = 30
- ground.hittime = 9
- ground.velocity = -6
- guard.slidetime = 30
- guard.hittime = 30
- guard.velocity = -10
- guard.cornerpush.veloff = ifelse(Pos Y >= -25,-13,0)
- ground.cornerpush.veloff = 0
- p2stateno = ifelse(P2movetype = A,4815,4045)
-
- ;------ é═é┬ôS[ö¡ô«] ------
- [Statedef 3800]
- type = S
- movetype= A
- physics = S
- velset = 0,0
- ctrl = 0
- anim = 3800
-
- [State 900, 3]
- type = HitDef
- triggerall = P2Stateno != [120,155]
- Trigger1 = Time = 0
- attr = S, NT
- animtype = Hard
- getpower = 0
- givepower = 0
- hitflag = M
- numhits = 0
- pausetime = 0,0
- sprpriority = 2
- sparkno = -1
- sparkxy = 0,-80
- p2facing = 1
- p1stateno = 3801
- p2stateno = 3903
-
- [State 900, 5]
- type = ChangeState
- Trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;------ é═é┬ôS[é┬é⌐é▌] ------
- [Statedef 3801]
- type = S
- movetype= I
- physics = N
- anim = 3801
-
- [State 2160, 33]
- type = Explod
- trigger1 = animelem = 2
- anim = 4011
- sprpriority = 1
- postype = p1
- pos = 35,-83
- bindtime = 1
-
- [State 106, 1]
- type = PlaySnd
- trigger1 = animelem = 2
- value = 5,16
-
- [State 1360, Bind1]
- type = TargetBind
- trigger1 = animelem = 1, >= 0
- trigger1 = animelem = 2, < 0
- pos = 40,0
-
- [State 905, 13]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 3802
-
- ;------ é═é┬ôS[ìUîé] ------
- [Statedef 3802]
- type = S
- movetype= I
- physics = N
- anim = 3802
-
- [State 1000, 2]
- type = Width
- trigger1 = AnimElem = 1, >= 0
- value = 55,0
-
- [State 1000, 2]
- type = Width
- trigger1 = AnimElem = 5, >= 0
- value = 0,0
-
- [State 1360, Bind1]
- type = TargetBind
- trigger1 = animelem = 3, >= 0
- trigger1 = animelem = 4, < 0
- pos = 55,0
-
- [State 1360, Bind1]
- type = TargetBind
- trigger1 = animelem = 4, >= 0
- trigger1 = animelem = 5, < 0
- pos = 60,0
-
- [State 1360, Bind1]
- type = TargetBind
- trigger1 = animelem = 4,6
- pos = 70,-10
-
- [State 210, 3]
- type = PosAdd
- trigger1 = animelem = 5
- x = 16
-
- [State 1005, 1]
- type = PlaySnd
- trigger1 = animelem = 2
- value = 1,5
-
- [State 1005, 1]
- type = PlaySnd
- trigger1 = animelem = 4
- value = 4,2
-
- [State 114, 7]
- type = Explod
- trigger1 = AnimElem = 4
- anim = 4004
- ID = 4014
- sprpriority = 8
- postype = p2
- pos = -10,-60
- ignorehitpause = 1
-
- [State 1420, Damage2]
- type = targetLifeAdd
- trigger1 = AnimElem = 4
- value = -110
-
- [State 4000, 2]
- type = targetstate
- trigger1 = AnimElem = 4,7
- value = 4045
-
- [State 1000, 4]
- type = ChangeState
- trigger1 = (var(2)!=0) && (animtime = 0)
- value = var(2)
- ctrl = 0
-
- [State 201, 1]
- type = SprPriority
- trigger1 = AnimElem = 6
- value = 0
-
- [State 905, 13]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;------ é═é┬ôS[éQéoÅêù¥] ------
- [Statedef 3903]
- type = S
- movetype= H
- physics = N
- velset = 0,0
- ctrl = 0
-
- [State 905, 13]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 3803
-
- [State 1500, 1]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
-
- [state 2, 2]
- type = changestate
- trigger1 = animtime = 0
- value = 0
-
- ;------ âLâbâNôèé░[ö¡ô«] ------
- [Statedef 3900]
- type = S
- movetype= A
- physics = S
- velset = 0,0
- ctrl = 0
- anim = 3800
-
- [State 900, 3]
- type = HitDef
- Trigger1 = Time = 0
- trigger1 = P2Stateno != [120,155]
- attr = S, NT
- animtype = Hard
- getpower = 0
- givepower = 0
- hitflag = M-
- numhits = 0
- pausetime = 0,0
- sprpriority = 4
- priority = 7, Hit
- sparkno = -1
- sparkxy = 0,-80
- sprpriority = -1
- ground.type = low
- p2facing = 1
- p1stateno = 3901
- p2stateno = 3904
-
- [State 900, 5]
- type = ChangeState
- Trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;------ âLâbâNôèé░[é┬é⌐é▌] ------
- [Statedef 3901]
- type = S
- movetype= I
- physics = N
- anim = 3801
-
- [State 2160, 33]
- type = Explod
- trigger1 = animelem = 2
- anim = 4011
- sprpriority = 2
- postype = p1
- pos = 35,-82
- bindtime = 1
-
- [State 106, 1]
- type = PlaySnd
- trigger1 = animelem = 2
- value = 5,16
-
- [State 1360, Bind1]
- type = TargetBind
- trigger1 = animelem = 1, >= 0
- trigger1 = animelem = 2, < 0
- pos = 40,0
-
- [State 905, 13]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 3902
-
- ;------ âLâbâNôèé░[ìUîé] ------
- [Statedef 3902]
- type = S
- movetype= I
- physics = N
- anim = 3902
-
- [State 1000, 2]
- type = Width
- trigger1 = AnimElem = 1
- value = 20,90
-
- [State 210, 3]
- type = PosAdd
- trigger1 = animelem = 1
- x = -10
-
- [State 210, 3]
- type = PosAdd
- trigger1 = animelem = 4
- x = -25
-
- [State 210, 3]
- type = PosAdd
- trigger1 = animelem = 5 || animelem = 7
- x = -5
-
- [State 1360, Bind1]
- type = TargetBind
- trigger1 = animelem = 1, >= 0
- trigger1 = animelem = 2, < 0
- pos = -10,-90
-
- [State 1360, Bind2]
- type = TargetBind
- trigger1 = animelem = 2, >= 0
- trigger1 = animelem = 3, < 0
- pos = -40,-85
-
- [State 1360, Bind2]
- type = TargetBind
- trigger1 = animelem = 3, >= 0
- trigger1 = animelem = 4, < 0
- pos = -110,0
-
- [State 1005, 1]
- type = PlaySnd
- trigger1 = animelem = 3
- value = 5,18
-
- [State 1005, 1]
- type = PlaySnd
- trigger1 = animelem = 2
- value = 5,22
-
- [State 1005, 1]
- type = PlaySnd
- trigger1 = animelem = 3
- value = 1,5
-
- [State 1005, 1]
- type = PlaySnd
- trigger1 = animelem = 6
- value = 4,2
-
- [State 114, 7]
- type = Explod
- trigger1 = AnimElem = 6
- anim = 4004
- ID = 4004
- sprpriority = 5
- postype = p2
- pos = -10,0
- ignorehitpause = 1
-
- [State 1360, Turn]
- type = Turn
- trigger1 = animelem = 7
-
- [State 183, 3]
- type = EnvShake
- trigger1 = animelem = 3 || animelem = 6
- ignorehitpause = 1
- freq = 170
- ampl = 7
- phase = 170
- time = 14
-
- [State 1420, Damage1]
- type = TargetLifeAdd
- trigger1 = animelem = 3
- value = -50
- kill = 0
-
- [State 1420, Damage2]
- type = TargetLifeAdd
- trigger1 = animelem = 6
- value = -50
-
- [State 2160, 33]
- type = Explod
- trigger1 = animelem = 3
- anim = F61
- sprpriority = -2
- postype = p2
- pos = -10,0
- bindtime = 1
-
- [State 2160, 33]
- type = Explod
- trigger1 = animelem = 6
- anim = F61
- sprpriority = -2
- postype = p2
- pos = 0,0
- bindtime = 1
-
- [State 1000, 4]
- type = ChangeState
- trigger1 = (var(2)!=0) && (animtime = 0)
- value = var(2)
- ctrl = 0
-
- [State 905, 13]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;------ âLâbâNôèé░[éQPÅêù¥éP] ------
- [Statedef 3904]
- type = A
- movetype = H
- physics = N
- velset = 0
-
- [State 1370, Anim]
- type = ChangeAnim2
- trigger1 = time = 0
- value = 3904
-
- [State 1370, Sprite2]
- type = SprPriority
- trigger1 = time >= 0
- value = 1
-
- [State 1420, State]
- type = ChangeState
- trigger1 = time = 67
- value = 3905
-
- ;------ âLâbâNôèé░[éQPÅêù¥éQ] ------
- [Statedef 3905]
- type = A
- movetype = H
- physics = N
- velset = 0
-
- [State 210, 3]
- type = PosAdd
- trigger1 = time = 0
- y = 17
-
- [State 1370, Anim]
- type = ChangeAnim
- trigger1 = time = 0
- value = 5160
-
- [State 1420, Velocity]
- type = VelSet
- trigger1 = time = 0
- y = -6
- x = 4
-
- [State 1525, 4]
- type = VelAdd
- trigger1 = Time > 0
- y = .5
-
- [State 1370, Sprite2]
- type = SprPriority
- trigger1 = time >= 0
- value = 1
-
- [State 2160, 33]
- type = Explod
- trigger1 = Pos Y >= 10 && Vel Y > 0
- anim = F61
- sprpriority = -2
- postype = p1
- pos = 0,0
- bindtime = 1
-
- [State 1420, State]
- type = SelfState
- trigger1 = Pos Y >= 10 && Vel Y > 0
- value = 5100
-
-