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Text File | 2004-01-12 | 93.7 KB | 6,035 lines |
- ;mul = 255,150,255
- ;sinadd = 32,0,32,12
- ;add = 230,90,230
-
- ;BY Misamu K Young
- ;email:kyoung@21cn.edu.cn
- ;Homepage:http://kyoung.yeah.net
-
- ;var 1
- ;var 2,3,5 striker
- ;var 6 combo
- ;var 8 jump
- ;var 9 vs benimaru
- ;var 18 (poison super)
-
- ;╗∙▒╛╩²╛▌
- [Data]
- life = 1000
- attack = 100
- defence = 100
- fall.defence_up = 50
- liedown.time = 38
- airjuggle = 15
- sparkno = 2
- guard.sparkno = 40
- KO.echo = 0
- volume = 255
- IntPersistIndex = 0
-
- [Size]
- xscale = 1
- yscale = 1
- ground.back = 24
- ground.front = 22
- air.back = 12
- air.front = 11
- z.width = 3
- height = 80
- attack.width = 4,4
- attack.dist = 160
- proj.attack.dist = 90
- proj.doscale = 0
-
- [Velocity]
- walk.fwd = 2.3
- walk.back = -2.2
- run.fwd = 5, 0
- run.back = -4.5,-3.8
- jump.neu = 0,-8.1
- jump.back = -2.55
- jump.fwd = 2.5
- runjump.back = -2.55,-8.1
- runjump.fwd = 4,-8.1
- airjump.neu = 0,-8.1
- airjump.fwd = 2.5,-8.1
-
- [Movement]
- airjump.num = 0
- airjump.height = 35
- yaccel = .43
- stand.friction = .85
- crouch.friction = .82
-
- ;╩ñ└√╫╦╩╞(╤í╘±)
- [Statedef 180]
- type = S
-
- [State 180, 0]
- type = ChangeState
- trigger1 = var(9)= 1
- value = 184
-
- [State 180, 0]
- type = ChangeState
- trigger1 = command = "hold_x"
- value = 181
-
- [State 180, 0]
- type = ChangeState
- trigger1 = command = "hold_y"
- value = 182
-
- [State 180, 0]
- type = ChangeState
- trigger1 = command = "hold_a"
- value = 183
-
- [State 180, 0]
- type = ChangeState
- trigger1 = command = "hold_b"
- value = 184
-
- [State 180, 1]
- type = ChangeState
- trigger1 = random >750
- trigger1 = Time = 0
- value = 181
-
- [State 180, 1]
- type = ChangeState
- trigger1 = random >500
- trigger1 = Time = 0
- value = 182
-
- [State 180, 1]
- type = ChangeState
- trigger1 = random >250
- trigger1 = Time = 0
- value = 183
-
- [State 180, 1]
- type = ChangeState
- trigger1 = Time = 0
- value = 184
-
-
- ;---------------------------------------------------------------------------
- ; ╩ñ└√╫╦╩╞1
- [Statedef 181]
- type = S
- ctrl = 0
- anim = 180
- velset = 0,0,0
-
- [State 181, 0]
- type = PlaySnd
- trigger1 = Animelem = 6
- value = 9,0
-
- [State 181, 1]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- ;---------------------------------------------------------------------------
- ; ╩ñ└√╫╦╩╞2
- [Statedef 182]
- type = S
- ctrl = 0
- anim = 181
- velset = 0,0,0
-
- [State 181, 0]
- type = PlaySnd
- trigger1 = Animelem = 4
- value = 9,0
-
- [State 181, 1]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- ;---------------------------------------------------------------------------
- ; ╩ñ└√╫╦╩╞2
- [Statedef 183]
- type = S
- ctrl = 0
- anim = 182
- velset = 0,0,0
-
- [State 181, 0]
- type = PlaySnd
- trigger1 = Animelem = 10
- value = 9,3
-
-
- [State 181, 1]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- ;---------------------------------------------------------------------------
- ; ╩ñ└√╫╦╩╞(vs benimaru)
- [Statedef 184]
- type = S
- ctrl = 0
- anim = 183
- velset = 0,0,0
-
- [State 181, 0]
- type = PlaySnd
- trigger1 = Animelem = 3
- value = 9,1
-
-
- [State 181, 1]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
-
-
- [Statedef 190]
- type = S
- ctrl = 0
- anim = 190
- velset = 0,0,0
-
- [State 180, 0]
- type = varset
- trigger1 = p2name = "Benimaru Nikaido" || p4name = "Benimaru Nikaido" || p2name = "Benimaru" || p4name = "Benimaru"
- var(9)= 1
-
- [State 180, 2]
- type = varset
- trigger1 = time = 0
- var(18) = 0
-
- [State 190, 2]
- type = AssertSpecial
- trigger1 = Time = [0,212]
- flag = Intro
-
- [State 100, S]
- type = explod
- trigger1 = time = 34
- anim = 191
- pos = 0,0
- sprpriority = 2
- postype = p1
-
-
-
- [State 100, S]
- type = PlaySnd
- trigger1 = animelem = 6
- value = 9,2
-
- [State 191, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
-
-
- ;taunt
- [Statedef 195]
- type = S
- movetype= i
- physics = S
- ctrl = 0
- anim = 195
-
- [state 195, power]
- type = poweradd
- trigger1 = power >= 1000
- trigger1 = var(2) < 5
- trigger1 = time = 1
- value = -1000
-
- [state 195, power]
- type = varset
- trigger1 = power >= 1000
- trigger1 = var(2) < 5
- trigger1 = time = 0
- v = 5
- value = 1
-
- [state 195, var]
- type = varadd
- trigger1 = var(5) = 1
- trigger1 = time = 8
- v = 2
- value = 1
-
- [state 195, power]
- type = varset
- trigger1 = animtime = 0
- v = 5
- value = 0
-
-
- [State 195, 5]
- type = ChangeState
- trigger1 = animTime = 0
- value = 0
- ctrl = 1
-
-
-
- ;---------------------------------------------------------------------------
- [Statedef 40]
- type = S
- physics = S
- anim = 40
- ctrl = 0
-
- [State 40, 0]
- type = turn
- triggerall = time = 0
- trigger1 = P2dist X < 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] ; Play sound when jumping (normal)
- type = PlaySnd
- trigger1 = Time = 0
- trigger1 = var(8) != -2
- trigger1 = var(8) != 2
- value = 0,1
-
- [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 = 0,1
-
- [State 2041, 2] ; Play sound when jumping (long)
- type = PlaySnd
- triggerall = Time = 0
- trigger1 = var(8) = -2
- trigger2 = var(8) = 2
- value = 0,3
-
- [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 = 41
-
- [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 = 2041
-
- [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 = 41
-
-
-
- [Statedef 100]
- type = S
- physics = S
- anim = 100
- sprpriority = 1
-
- [State 100, S]
- type = PlaySnd
- trigger1 = animelem = 1
- value = 0,5
- channel = 4
- loop =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] ;Prevent from turning
- type = AssertSpecial
- trigger1 = 1
- flag = NoAutoTurn
-
- [State 100, 4]
- type = ChangeState
- trigger1 = (command != "holdfwd") && (time >= 12)
- value = 101
-
- ; 101 run friction
- [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
-
- ; hop back
- [Statedef 105]
- type = S
- physics = S
- anim = 105
- velset = 0
- ctrl = 0
-
- [State 106, 2]
- type = playsnd
- trigger1 = Time = 0
- value = 6,0
-
- [State 105, 1]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 106
-
- [Statedef 106]
- type = A
- physics = N
- anim = 106
-
- [State 106, 1]
- type = VelSet
- trigger1 = Time = 0
- x = -8
- y = -.5
-
- [State 106, 3]
- type = VelAdd
- trigger1 = Time > 0
- x =.3
- y =.08
-
- [State 106, 4]
- type = ChangeState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 0
- value = 107
-
- [Statedef 107]
- type = S
- physics = S
- anim = 107
- velset = 0,0
-
- [State 107, 1]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 106, 3]
- type = MakeDust
- trigger1 = Time = 2
- pos = -5,-2
- spacing = 1
-
- [State 107, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
- ; ╟░╣÷ (ROLL FORWARD)
- [Statedef 110]
- type = S
- movetype = I
- physics = S
- anim = 110
- velset = 0
- ctrl = 0
-
- [State 110, 1]
- type = HitBy
- trigger1 = Time = 0
- value = SCA, NT, ST, HT
- time = 22
-
- [State 110, 3]
- type = AfterImage
- trigger1 = Time = 3
- time = 19
- length = 6
- PalBright = 0, 0, 0
- PalContrast = 128,128,128
- PalAdd = 0, 0, 0
- PalMul = 1,1,1
- FrameGap = 4
- Trans = Add1
-
- [State 110, 4]
- type = SprPriority
- trigger1 = Time = 8
- value = -2
-
- [State 110, 5]
- type = VelSet
- trigger1 = Time = [8,22]
- x = 5
-
- [State 110, 6]
- type = PlayerPush
- trigger1 = Time = [8,22]
- value = 0
-
- [State 110, 7]
- type = VelSet
- trigger1 = AnimElem = 3
- x = 0
-
- [State 110, 8]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;GUARD CANCEL(FOWARD)
- [Statedef 111]
- type = S
- movetype = I
- physics = S
- anim = 110
- velset = 0
- ctrl = 0
- poweradd = -1000
-
- [State 1040 , 0]
- type = Explod
- trigger1 = time = 0
- anim = 2001
- pos = 20,-60
- sprpriority = 2
- postype = p1
-
- [State 110, 1]
- type = HitBy
- trigger1 = Time = 0
- value = SCA, NT, ST, HT
- time = 22
-
- [State 110, 3]
- type = AfterImage
- trigger1 = Time = 3
- time = 10
- trans = add1
- timegap = 1
- framegap = 2
- length = 8
-
- [State 110, 4]
- type = SprPriority
- trigger1 = Time = 8
- value = -2
-
- [State 110, 5]
- type = VelSet
- trigger1 = Time = [9,24]
- x = 6
-
- [State 110, 6]
- type = PlayerPush
- trigger1 = Time = [9,24]
- value = 0
-
- [State 110, 7]
- type = VelSet
- trigger1 = AnimElem = 6
- x = 0
-
- [State 110, 8]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
- ;║≤╣÷(ROLL BACK)
- [Statedef 112]
- type = S
- movetype = I
- physics = S
- anim = 112
- velset = 0
- ctrl = 0
-
- [State 112, 1]
- type = HitBy
- trigger1 = Time = 0
- value = SCA, NT, ST, HT
- time = 22
-
- ;[State 112, 3]
- ;ype = AfterImage
- ;rigger1 = Time = 3
- ;time = 10
- ;trans = add1
- ;timegap = 1
- ;framegap = 2
- ;length = 8
-
- [State 112, 3]
- type = AfterImage
- trigger1 = Time = 3
- time = 19
- length = 6
- PalBright = 0, 0, 0
- PalContrast = 128,128,128
- PalAdd = 0, 0, 0
- PalMul = 1,1,1
- FrameGap = 4
- Trans = Add1
-
- [State 112, 4]
- type = SprPriority
- trigger1 = Time = 8
- value = -2
-
- [State 112, 5]
- type = VelSet
- trigger1 = Time = [8,24]
- x = -6
-
- [State 112, 6]
- type = PlayerPush
- trigger1 = Time = [8,24]
- value = 0
-
- [State 112, 7]
- type = VelSet
- trigger1 = AnimElem = 6
- x = 0
-
- [State 112, 8]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;GUARD CANCEL(BACK)
- [Statedef 113]
- type = S
- movetype = I
- physics = S
- anim = 112
- velset = 0
- poweradd = -1000
- ctrl = 0
-
- [State 1040 , 0]
- type = Explod
- trigger1 = time = 0
- anim = 2001
- pos = 20,-60
- sprpriority = 2
- postype = p1
-
- [State 112, 1]
- type = HitBy
- trigger1 = Time = 0
- value = SCA, NT, ST, HT
- time = 22
-
- [State 112, 3]
- type = AfterImage
- trigger1 = Time = 3
- time = 10
- trans = add1
- timegap = 1
- framegap = 2
- length = 8
-
- [State 112, 4]
- type = SprPriority
- trigger1 = Time = 8
- value = -2
-
- [State 112, 5]
- type = VelSet
- trigger1 = Time = [8,24]
- x = -6
-
- [State 112, 6]
- type = PlayerPush
- trigger1 = Time = [8,24]
- value = 0
-
- [State 112, 7]
- type = VelSet
- trigger1 = AnimElem = 6
- x = 0
-
- [State 112, 8]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
-
-
- ;╩▄╔φ
- [Statedef 5200]
- type = S
- movetype= H
- physics = N
- velset = -5,0
- anim = 5200
-
- [State 5200, 0]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [state 5200,1]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
-
-
- ;╒╛┴ó╟ß╚¡(STAND A)
- [Statedef 200]
- type = S
- movetype= A
- physics = S
- juggle = 1
- velset = 0,0
- ctrl = 0
- anim = 200
- poweradd = 20
- sprpriority = 2
-
- [State 200, 1]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, NA
- damage = 23, 0
- animtype = Light
- guardflag = MA
- hitflag = MAF
- priority = 3, Hit
- pausetime =10,10
- sparkno = 0
- sparkxy = -10, -80
- hitsound = s2,0
- guardsound = s2,6
- ground.type = High
- ground.slidetime = 5
- ground.hittime = 12
- ground.velocity = -4
- ground.cornerpush.veloff = -8
- airguard.velocity = -1.9,-.8
- air.type = High
- air.velocity = -1.4,-3
- air.hittime = 12
-
- [State 200, 2]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 10,0
-
- [State 200, 3]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1,0
-
- [State 200, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;╒╛┴ó╟ß╚¡(╜ⁿ╔φ)(STAND A)(CLOSE)
- [Statedef 205]
- type = S
- movetype= A
- physics = S
- juggle = 1
- velset = 0,0
- ctrl = 0
- anim = 205
- poweradd = 20
- sprpriority = 2
-
- [State 205, 1]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = S, NA
- damage = 23, 0
- animtype = Light
- guardflag = MA
- hitflag = MAF
- priority = 3, Hit
- pausetime =10,10
- sparkno = 0
- sparkxy = -10, -80
- hitsound = s2,0
- guardsound = s2,6
- ground.type = High
- ground.slidetime = 5
- ground.hittime = 12
- ground.velocity = -4
- ground.cornerpush.veloff = -8
- airguard.velocity = -1.9,-.8
- air.type = High
- air.velocity = -1.4,-3
- air.hittime = 12
-
- [State 205, 2]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 10,0
-
- [State 205, 3]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1,0
-
- [State 205, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
- ;╠°╘╛╟ß╚¡
- [Statedef 600]
- type = A
- movetype= A
- physics = A
- juggle = 2
- poweradd= 11
- ctrl = 0
- anim = 600
-
- [State 600, 1]
- type = PlaySnd
- trigger1 = Time = 2
- value = 10,0
-
- [State 600, 2]
- type = HitDef
- trigger1 = Time = 0
- attr = A, NA
- damage = 12
- getpower = 10
- givepower = 10
- guardflag = HA
- priority = 3
- pausetime = 7,8
- sparkno =s8
- sparkxy = -10,-40
- hitsound =s2,9
- guardsound = S2,6
- ground.type = High
- ground.slidetime = 5
- ground.hittime = 5
- ground.velocity = -4
- air.velocity = -1.3,-3
-
- [State 600, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
-
- [Statedef 605]
- type = A
- movetype= A
- physics = A
- juggle = 2
- poweradd= 11
- ctrl = 0
- anim = 605
-
- [State 600, 1]
- type = PlaySnd
- trigger1 = Time = 2
- value = 10,0
-
- [State 600, 2]
- type = HitDef
- trigger1 = Time = 0
- attr = A, NA
- damage = 12
- getpower = 10
- givepower = 10
- guardflag = HA
- priority = 3
- pausetime = 7,8
- sparkno =s8
- sparkxy = -10,-40
- hitsound =s2,9
- guardsound = S2,6
- ground.type = High
- ground.slidetime = 5
- ground.hittime = 5
- ground.velocity = -4
- air.velocity = -1.3,-3
-
- [State 600, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
-
-
- ;╧┬╢╫╟ß╚¡
- [Statedef 400]
- type = C
- movetype= A
- physics = C
- juggle = 6
- poweradd= 15
- ctrl = 0
- anim = 400
-
- [State 400, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 10,0
-
- [State 400, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1,0
-
- [State 400, 2]
- type = HitDef
- trigger1 = animelem = 2
- attr = C, NA
- damage = 25
- animtype = Light
- getpower = 10
- givepower = 8
- hitflag = MA
- guardflag = M
- pausetime = 10,10
- sparkno =s8
- sparkxy = -2,-41
- hitsound =s2,9
- guardsound = S2,6
- ground.type = Low
- ground.slidetime = 10
- ground.hittime = 9
- ground.velocity = -6
- ground.cornerpush.veloff = -8
- air.velocity = -1.3,-3
- down.velocity = -4,0
- down.hittime = 20
-
-
- [State 400, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- ;╒╛┴ó╟ß╜┼(STAND B)
- [Statedef 210]
- type = S
- movetype= A
- physics = S
- juggle = 1
- velset = 0,0
- ctrl = 0
- anim = 210
- poweradd = 20
- sprpriority = 2
-
- [State 210, 1]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, NA
- damage = 23, 0
- animtype = Light
- guardflag = MA
- hitflag = MAF
- priority = 3, Hit
- pausetime =10,10
- sparkno = 0
- sparkxy = -10, -56
- hitsound = s2,1
- guardsound = s2,6
- ground.type = Low
- ground.slidetime = 5
- ground.hittime = 12
- ground.velocity = -4
- ground.cornerpush.veloff = -8
- airguard.velocity = -1.9,-.8
- air.type = High
- air.velocity = -1.4,-3
- air.hittime = 12
-
- [State 210, 2]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 10,0
-
- [State 210, 3]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1,0
-
- [State 210, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- [Statedef 215]
- type = S
- movetype= A
- physics = S
- juggle = 1
- velset = 0,0
- ctrl = 0
- anim = 215
- poweradd = 20
- sprpriority = 2
-
- [State 210, 1]
- type = HitDef
- trigger1 = AnimElem = 3||Animelem=6
- attr = S, NA
- damage = 23, 0
- animtype = Light
- guardflag = MA
- hitflag = MAF
- priority = 3, Hit
- pausetime =10,10
- sparkno = 0
- sparkxy = -10, -56
- hitsound = s2,1
- guardsound = s2,6
- ground.type = Low
- ground.slidetime = 5
- ground.hittime = 12
- ground.velocity = -4
- ground.cornerpush.veloff = -8
- airguard.velocity = -1.9,-.8
- air.type = High
- air.velocity = -1.4,-3
- air.hittime = 12
-
- [State 210, 2]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 10,0
-
- [State 210, 3]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1,0
-
- [State 210, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;╧┬╢╫╟ß╜┼
- [Statedef 410]
- type = C
- movetype= A
- physics = C
- juggle = 2
- poweradd= 15
- ctrl = 0
- anim = 410
-
- [State 410, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 10,0
-
- [State 410, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1,0
-
-
- [State 410, 2]
- type = HitDef
- trigger1 = animelem = 2
- attr = C, NA
- damage = 25
- animtype = Light
- getpower = 10
- givepower = 8
- hitflag = M
- guardflag = L
- pausetime =10,10
- sparkxy = -2,0;-41
- sparkno = 0
- hitsound =s2,1
- guardsound = S2,6
- ground.type = Low
- ground.slidetime = 9
- ground.hittime = 10
- ground.velocity = -5
- ground.cornerpush = 3
- ground.cornerpush.veloff = -8
- air.velocity = -1.3,-3
- down.velocity = -4,0
- down.hittime = 20
-
-
- [State 410, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
-
- ;╠°╘╛╟ß╜┼
- [Statedef 610]
- type = A
- movetype= A
- physics = A
- juggle = 2
- poweradd= 11
- ctrl = 0
- anim = 610
-
- [State 610, 1]
- type = PlaySnd
- trigger1 = Time = 2
- value = 10,0
-
- [State 610, 2]
- type = HitDef
- trigger1 = Time = 0
- attr = A, NA
- damage = 12
- getpower = 10
- givepower = 10
- guardflag = HA
- priority = 3
- pausetime = 7,8
- sparkno = 0
- sparkxy = -10,-40
- hitsound =s2,1
- guardsound = S2,6
- ground.type = High
- ground.slidetime = 5
- ground.hittime = 5
- ground.velocity = -4
- air.velocity = -1.3,-3
-
- [State 610, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
-
-
- ;╠°╘╛╟ß╜┼
- [Statedef 615]
- type = A
- movetype= A
- physics = A
- juggle = 2
- poweradd= 11
- ctrl = 0
- anim = 615
-
- [State 610, 1]
- type = PlaySnd
- trigger1 = Time = 2
- value = 10,0
-
- [State 610, 2]
- type = HitDef
- trigger1 = Time = 0
- attr = A, NA
- damage = 12
- getpower = 10
- givepower = 10
- guardflag = HA
- priority = 3
- pausetime = 7,8
- sparkno = 0
- sparkxy = -10,-40
- hitsound =s2,1
- guardsound = S2,6
- ground.type = High
- ground.slidetime = 5
- ground.hittime = 5
- ground.velocity = -4
- air.velocity = -1.3,-3
-
- [State 610, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
-
- ;╒╛┴ó╓╪╚¡
- [Statedef 220]
- type = S
- movetype = A
- physics = S
- anim = 220
- velset = 0
- ctrl = 0
-
- [State 220, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 10,1
-
- [State 220, 2]
- type = PlaySnd
- trigger1 = Time = 2
- value = 1,1
-
- [State 220 , 3]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, NA
- animtype = Med
- getpower = 100
- givepower = 80
- damage = 70
- guardflag = MA
- hitflag = MAF
- pausetime = 10,10
- sparkno = 1
- sparkxy = -10,-90
- hitsound = S2,2
- guardsound = S2,6
- ground.type = low
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -5
- ground.cornerpush.veloff = -8
- guard.velocity = -4
- air.velocity = -5,-1
- airguard.velocity = -5,-1
-
-
- [State 220 , 3]
- type = HitDef
- trigger1 = AnimElem = 6
- attr = S, NA
- animtype = Med
- getpower = 100
- givepower = 80
- damage = 70
- guardflag = MA
- hitflag = MAF
- pausetime = 10,12
- sparkno =s8
- sparkxy = -10,-90
- hitsound = S2,8
- guardsound = S2,6
- ground.type = High
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -7
- guard.velocity = -3
- ground.cornerpush.veloff = -10
- air.velocity = -5,-1
- airguard.velocity = -5,-1
-
-
- [State 220, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;╒╛┴ó╓╪╚¡(╜ⁿ╔φ)
- [Statedef 225]
- type = S
- movetype = A
- physics = S
- anim = 225
- velset = 0
- ctrl = 0
-
- [State 225, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 10,1
-
- [State 225, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1,1
-
- [State 225 , 1]
- type = HitDef
- trigger1 = AnimElem = 8
- attr = S, NA
- animtype = Med
- getpower = 100
- givepower = 80
- damage = 70
- guardflag = MA
- hitflag = MAF
- pausetime = 12,12
- sparkno =s8
- sparkxy = -10,-70
- hitsound = S2,8
- guardsound = S2,6
- ground.type = Low
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -7
- ground.cornerpush.veloff = -16
- guard.velocity = -7
- air.velocity = -5,-1
- airguard.velocity = -5,-1
-
- [State 225, 4]
- type = posadd
- trigger1 = Animelem = 4
- x = 13
-
- [State 225, 4]
- type = posadd
- trigger1 = Animelem = 7
- x = 16
-
- [State 225, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;╒╛┴ó╓╪╜┼
- [Statedef 230]
- type = S
- movetype = A
- physics = S
- anim = 230
- velset = 0
- ctrl = 0
-
- [State 230, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 10,1
-
-
- [State 230, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1,1
-
- [State 230 , 1]
- type = HitDef
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 5
- attr = S, NA
- animtype = Med
- getpower = 100
- givepower = 80
- damage = 70
- guardflag = MA
- hitflag = MAF
- pausetime = 12,12
- sparkno = 1
- sparkxy = -10,-60
- hitsound = S2,4
- guardsound = S2,6
- ground.type = Low
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -7
- ground.cornerpush.veloff = -15
- guard.velocity = -7
- air.velocity = -5,-1
- airguard.velocity = -5,-1
-
- [State 230, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- [Statedef 235]
- type = S
- movetype = A
- physics = S
- anim = 235
- velset = 0
- ctrl = 0
-
- [State 235, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 10,1
-
- [State 235, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1,1
-
- [State 235 , 1]
- type = HitDef
- trigger1 = AnimElem = 3
- trigger2 = AnimElem = 4 && movecontact = 0
- attr = S, NA
- animtype = Med
- getpower = 100
- givepower = 80
- damage = 70
- guardflag = MA
- hitflag = MAF
- pausetime = 12,12
- sparkno = 1
- sparkxy = -10,-80
- hitsound = S2,4
- guardsound = S2,6
- ground.type = Low
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -7
- ground.cornerpush.veloff = -16
- guard.velocity = -7
- air.velocity = -5,-1
- airguard.velocity = -5,-1
-
- [State 230, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
- ;╠°╘╛╓╪╚¡
- [Statedef 620]
- type = A
- movetype= A
- physics = A
- juggle = 3
- poweradd= 55
- ctrl = 0
- anim = 620
-
- [State 220, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 10,1
-
- [State 220, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1,1
-
- [State 620, 3]
- type = HitDef
- trigger1 = Time = 0
- attr = A, NA
- damage = 70
- getpower = 50
- givepower = 25
- guardflag = HA
- priority = 3
- pausetime = 11,12
- sparkno= s8
- sparkxy = -10,-40
- hitsound =s2,8
- guardsound = S2,6
- ground.type = High
- ground.slidetime = 9
- ground.hittime = 9
- ground.velocity = -4
- air.velocity = -1.3,-3
-
-
-
- [State 620, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
- ctrl = 1
-
- ;╠°╘╛╓╪╜┼
- [Statedef 630]
- type = A
- movetype= A
- physics = A
- juggle = 3
- poweradd= 55
- ctrl = 0
- anim = 630
-
- [State 220, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 10,1
-
-
- [State 220, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1,1
-
- [State 630, 3]
- type = HitDef
- trigger1 = Time = 0
- attr = A, NA
- damage = 70
- getpower = 50
- givepower = 25
- guardflag = HA
- priority = 3
- pausetime = 11,12
- sparkno = 1
- sparkxy = -10,-40
- hitsound = s2,4
- guardsound = S2,6
- ground.type = High
- ground.slidetime = 9
- ground.hittime = 14
- ground.velocity = -4
- air.velocity = -1.3,-3
-
- [State 630, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
- ctrl = 1
-
- ;╧┬╢╫╓╪╚¡
- [Statedef 420]
- type = C
- movetype= A
- physics = C
- juggle = 7
- poweradd= 70
- ctrl = 0
- anim = 420
-
- [State 420, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 10,1
-
- [State 420, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1,1
-
-
- [State 420, 3]
- type = HitDef
- trigger1 = animelem = 2
- attr = C, NA
- damage = 62
- animtype = Medium
- getpower = 40
- givepower = 40
- hitflag = MA
- guardflag = M
- pausetime = 10,10
- sparkno = 1
- sparkxy = -5,-90
- hitsound =s2,2
- guardsound = S2,6
- ground.type = high
- ground.slidetime = 15
- ground.hittime = 15
- ground.velocity = -1
- ground.cornerpush.veloff = -1
- air.velocity = -2.7,-3
- guard.velocity = -5
-
-
- [State 420, 3]
- type = HitDef
- trigger1 = animelem = 3
- attr = C, NA
- damage = 62
- animtype = Medium
- getpower = 40
- givepower = 40
- hitflag = MAF
- guardflag = M
- pausetime = 12,14
- sparkno =s8
- sparkxy = -5,-90
- hitsound =s2,8
- guardsound = S2,6
- ground.type = high
- ground.slidetime = 15
- ground.hittime = 15
- ground.velocity = -7
- ground.cornerpush.veloff = -12
- air.velocity = -2.7,-3
- guard.velocity = -5
-
-
- [State 420, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- ;╧┬╢╫╓╪╜┼
- [Statedef 430]
- type = C
- movetype= A
- physics = C
- juggle = 7
- poweradd= 70
- ctrl = 0
- anim = 430
-
- [State 430, 1]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 10,1
-
- [State 430, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1,1
-
- [State 430, 3]
- type = HitDef
- trigger1 = animelem = 3
- attr = C, NA
- damage = 62
- getpower = 40
- givepower = 40
- hitflag = MA
- guardflag = L
- pausetime = 12,12
- sparkxy = -5,-10
- sparkno = 1
- hitsound = s2,4
- guardsound = S2,6
- ground.type = Trip
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -2,-3
- ground.cornerpush.veloff = -10
- air.velocity = -1.2,-3
- guard.velocity = -5
- fall = 1
-
-
- [State 430, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- ;│¼╓╪╗≈
- ; Stand CD
- [Statedef 241]
- type = S
- movetype= A
- physics = S
- juggle = 1
- poweradd= -1000
- ctrl = 0
- velset = 0,0,0
- anim = 240
-
- [State 240 , 0]
- type = Explod
- trigger1 = time = 0
- anim = 2001
- pos = 20,-60
- sprpriority = 2
- postype = p1
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = (Time = 5) && (random < 800)
- value = 10, 2
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = Time = 2
- value =1, 2
-
- [State 240, 2]
- type = HitDef
- trigger1 = AnimElem = 10
- attr = S, NA
- animtype = Back
- damage = 55
- guardflag = MA
- hitflag = MAF
- pausetime = 20,16
- sparkno = 2
- sparkxy = -10,-90
- hitsound = S2,5
- guardsound = S2,6
- ground.type = High
- ground.slidetime = 12
- ground.hittime = 15
- ground.velocity = -5,-4.5
- ground.cornerpush.veloff = -15
- air.velocity = -2.2,-3.2
- fall = 1
- fall.recover = 0
-
- [State 240, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;│¼╓╪╗≈
- ; Stand CD
- [Statedef 240]
- type = S
- movetype= A
- physics = S
- juggle = 1
- poweradd= 60
- ctrl = 0
- velset = 0,0,0
- anim = 240
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = (Time = 5) && (random < 800)
- value = 10, 2
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = Time = 2
- value =1, 2
-
- [State 240, 2]
- type = HitDef
- trigger1 = AnimElem = 10
- attr = S, NA
- animtype = Back
- damage = 55
- guardflag = MA
- hitflag = MAF
- pausetime = 20,16
- sparkno = 2
- sparkxy = -10,-90
- hitsound = S2,5
- guardsound = S2,6
- ground.type = High
- ground.slidetime = 12
- ground.hittime = 15
- ground.velocity = -5,-4.5
- ground.cornerpush.veloff = -15
- air.velocity = -2.2,-3.2
- fall = 1
- fall.recover = 0
-
- [State 240, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- [Statedef 640]
- type = A
- movetype= A
- physics = A
- juggle = 3
- poweradd= 55
- ctrl = 0
- anim = 640
-
- [State 640, 1]
- type = PlaySnd
- trigger1 = (Time = 1) && (random < 800)
- value = 1, 2
-
- [State 540, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value =10, 2
-
- [State 640, 3]
- type = HitDef
- trigger1 = Time = 0
- attr = A, NA
- damage = 70
- getpower = 50
- givepower = 25
- guardflag = HA
- priority = 3
- pausetime =15,15
- sparkno =s7
- sparkxy = -10,-40
- hitsound = s2,8
- guardsound = S2,6
- ground.type = High
- ground.slidetime = 9
- ground.hittime = 14
- ground.velocity = -7
- air.velocity = -7
- fall = 1
- fall.recover = 0
-
- [State 640, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
- ctrl = 1
-
-
-
- [Statedef 300]
- type = S
- movetype = A
- physics = S
- anim = 300
- velset = 0
- ctrl = 0
-
- [State 220, 1]
- type = PlaySnd
- trigger1 = (Time =10) && (random < 800)
- value = 10,1
-
- [State 220, 2]
- type = PlaySnd
- trigger1 = Time = 11
- value = 1,1
-
- [State 220, 2]
- type = velset
- trigger1 = animelem = 5,>0 && animelem = 9,<0
- x = 4
-
- [State 220 , 3]
- type = HitDef
- trigger1 = AnimElem = 11
- attr = S, NA
- animtype = Med
- getpower = 100
- givepower = 80
- damage = 70
- guardflag = MA
- hitflag = MAF
- pausetime = 10,10
- sparkno =s8
- sparkxy = -10,-70
- hitsound = S2,9
- guardsound = S2,6
- ground.type = low
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -6,-3
- guard.velocity = -6
- ground.cornerpush.veloff = -18
- air.velocity = -5,-2
- airguard.velocity = -5,-1
- fall = 1
- fall.recover = 0
-
- [State 300, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- [Statedef 310]
- type = S
- movetype = A
- physics = S
- anim = 310
- velset = 0
- ctrl = 0
-
- [State 220, 1]
- type = PlaySnd
- trigger1 = (Time =10) && (random < 800)
- value = 10,1
-
- [State 220, 2]
- type = PlaySnd
- trigger1 = Time = 11
- value = 1,1
-
- [State 1200, 0]
- type = explod
- trigger1 = AnimElem = 6
- anim = 311
- pos = -60,0
- postype = p1
- sprpriority =-2
- supermove = 1
- bindtime = 1
-
- [State 1200, 0]
- type = explod
- trigger1 = AnimElem = 6
- anim = 313
- pos = -60,0
- postype = p1
- sprpriority =3
- supermove = 1
- bindtime = 1
-
- [State 1200, 0]
- type = explod
- trigger1 = AnimElem = 6
- anim = 312
- pos = -60,0
- postype = p1
- sprpriority =-3
- supermove = 1
- bindtime = 1
-
- [State 2120, 2]
- type = EnvShake
- trigger1 = AnimElem = 7
- time = 15
- ampl = -4
- freq = 60
-
- [State 310 , 3]
- type = HitDef
- trigger1 = AnimElem = 6
- attr = S, NA
- animtype = up
- getpower = 100
- givepower = 80
- damage = 70
- guardflag = HA
- hitflag = MA
- pausetime = 12,16
- sparkno = 1
- sparkxy = -10,-40
- hitsound = S2,5
- guardsound = S2,6
- ground.slidetime = 18
- ground.velocity = -.1,4
- air.velocity = -.1,4
- airguard.velocity = -4,-2
- guard.slidetime = 14
- fall=1
- fall.recover=0
-
- [State 300, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
- [Statedef 301]
- type = S
- movetype = A
- physics = S
- anim = 300
- velset = 0
- ctrl = 0
-
- [State 220, 1]
- type = PlaySnd
- trigger1 = (Time =10) && (random < 800)
- value = 10,1
-
- [State 220, 2]
- type = PlaySnd
- trigger1 = Time = 11
- value = 1,1
-
- [State 220, 2]
- type = velset
- trigger1 = animelem = 5,>0 && animelem = 9,<0
- x = 4
-
- [State 220 , 3]
- type = HitDef
- trigger1 = AnimElem = 11
- attr = S, NA
- animtype = Med
- getpower = 100
- givepower = 80
- damage = 70
- guardflag = MA
- hitflag = MAF
- pausetime = 10,10
- sparkno =s8
- sparkxy = -10,-70
- hitsound = S2,9
- guardsound = S2,6
- ground.type = low
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -8
- guard.velocity = -6
- ground.cornerpush.veloff = -18
- air.velocity = -5,-1
- airguard.velocity = -5,-1
-
-
- [State 300, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
- [Statedef 1000]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- poweradd = 50
- anim = 1000
- velset = 0,0,0
-
- [State 1000, 0]
- type = PlaySnd
- trigger1 = AnimElem = 5
- value = 10,15
-
- [State 1000 , 1]
- type = Projectile
- trigger1 = AnimElem = 5
- ProjAnim = 1001
- ProjID = 1001
- projremove = 0
- projremovetime = 15
- offset = 0,0
- velocity = 0, 0
- accel = 0, 0
- hitflag = MAF
- guardflag = MA
- attr = S, SP
- projshadow = 68,68,68
- damage = 60,2
- animtype = Hard
- getpower = 100
- givepower = 50
- pausetime = 0,12
- sparkno = 2
- sparkxy = 100,-80
- hitsound = s2,2
- guardsound = S2,6
- ground.type = High
- ground.slidetime = 29
- ground.hittime = 29
- ground.velocity = -6, -5
- guard.velocity = -4
- airguard.velocity = -4.0,-3.0
- air.velocity = -2.5,-5.5
- palfx.invertall = 1
- ;palfx.mul = 255,230,150
- ;palfx.sinadd = 32,0,32,12
- ;palfx.add = 128,111,63
- palfx.add = -100,-93,-200
- palfx.sinadd = 20,-10,-10,4
- palfx.time = 50
- fall = 1
- fall.recover = 0
-
- [State 1000, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- [Statedef 1010]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- poweradd = 50
- anim = 1010
- velset = 0,0,0
-
- [State 1000, 0]
- type = PlaySnd
- trigger1 = AnimElem = 6
- value = 10,16
-
- [State 1000 , 1]
- type = Projectile
- trigger1 = AnimElem = 6
- ProjAnim = 1002
- ProjID = 1002
- projremove = 0
- projremovetime = 54
- projhits = 1
- offset = 0,0
- velocity = 0, 0
- accel = 0, 0
- hitflag = MA
- guardflag = MA
- attr = S, SP
- projshadow = 68,68,68
- damage = 60,2
- animtype = Hard
- getpower = 100
- givepower = 50
- pausetime = 0,12
- sparkno = 2
- sparkxy = 100,-80
- hitsound = s2,2
- guardsound = S2,6
- ground.type = High
- ground.slidetime = 29
- ground.hittime = 29
- ground.velocity = -6
- guard.velocity = -4
- airguard.velocity = -4.0,-3.0
- air.velocity = -2.5
- palfx.invertall = 1
- palfx.add = -100,-93,-200
- palfx.sinadd = 20,-10,-10,4
- palfx.time = 10
-
- [State 1000 , 1]
- type = Projectile
- trigger1 = AnimElem = 6
- ProjAnim = 1003
- ProjID = 1003
- projremove = 0
- projremovetime = 54
- projhits = 1
- offset = 0,0
- velocity = 0, 0
- accel = 0, 0
- hitflag = MA
- guardflag = MA
- attr = S, SP
- projshadow = 68,68,68
- damage = 60,2
- animtype = Hard
- getpower = 100
- givepower = 50
- pausetime = 0,12
- sparkno = 2
- sparkxy = 120,-80
- hitsound = s2,2
- guardsound = S2,6
- ground.type = low
- ground.slidetime = 29
- ground.hittime = 29
- ground.velocity = -6
- guard.velocity = -4
- airguard.velocity = -4.0,-3.0
- air.velocity = -2.5
- palfx.invertall = 1
- palfx.add = -100,-93,-200
- palfx.sinadd = 20,-10,-10,4
- palfx.time = 10
-
- [State 1000 , 1]
- type = Projectile
- trigger1 = AnimElem = 6
- ProjAnim = 1004
- ProjID = 1004
- projremove = 0
- projremovetime = 54
- projhits = 1
- offset = 0,0
- velocity = 0, 0
- accel = 0, 0
- hitflag = MA
- guardflag = MA
- attr = S, SP
- projshadow = 68,68,68
- damage = 60,2
- animtype = Hard
- getpower = 100
- givepower = 50
- pausetime = 0,12
- sparkno = 2
- sparkxy = 100,-60
- hitsound = s2,2
- guardsound = S2,6
- ground.type = High
- ground.slidetime = 29
- ground.hittime = 29
- ground.velocity = -6, -5
- guard.velocity = -4
- airguard.velocity = -4.0,-3.0
- air.velocity = -2.5,-5.5
- p2stateno = 1121
- palfx.invertall = 1
- palfx.add = -100,-93,-200
- palfx.sinadd = 20,-10,-10,4
- palfx.time = 50
- fall = 1
- fall.recover = 0
-
- [State 1000, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; HITA_SHAKE
- [Statedef 1121]
- type = A
- movetype= H
- physics = N
- velset = 0,0
-
- [State 40, 0]
- type = turn
- triggerall = time = 0
- trigger1 = P2dist X < 0
-
-
- ; fix run sound bug
- [State 1121, stop run sound]
- type = StopSnd
- trigger1 = 1
- ;trigger1 = PrevStateNo = 100 || PrevStateNo = 10044
- channel = 4
-
- [State 5020, 1] ;Anim for HIT_LIGHT to HIT_HARD
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = GetHitVar(animtype) != [3,5]
- value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)
-
- [State 5020, 2] ;Anim for HIT_BACK
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = GetHitVar(animtype) = [3,5]
- value = 5030
-
- [State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
- value = 5047 + GetHitVar(animtype) ;5051 - 4 + type
-
- [State 5020, 4] ;Freeze anim
- type = ChangeAnim
- trigger1 = Time > 0
- value = anim
-
- [State 5020, 5]
- type = ChangeState
- trigger1 = HitShakeOver
- value = 1122
-
- [State 5020, FFB Light]
- type = ForceFeedback
- trigger1 = anim = 5000
- trigger2 = anim = 5010
- persistent = 0
- time = 6
- waveform = square
-
- [State 5020, FFB Medium]
- type = ForceFeedback
- trigger1 = anim = 5001
- trigger2 = anim = 5011
- persistent = 0
- time = 8
- waveform = sinesquare
- ampl = 110,-1,-.3
-
- [State 5020, FFB Hard]
- type = ForceFeedback
- trigger1 = anim = 5012
- trigger2 = anim = 5002
- trigger3 = anim = 5030
- trigger4 = anim = [5051,5059]
- persistent = 0
- time = 15
- waveform = sinesquare
- ampl = 140
-
- ;---------------------------------------------------------------------------
- ; HITA_UP (initial going up)
- [Statedef 1122]
- type = A
- movetype= H
- physics = N
- ctrl = 0
-
- [State 5030, 1]
- type = VelAdd;Gravity
- trigger1 = 1
- y = GetHitVar(yaccel)
-
- [State 5030, 2]
- type = VelSet
- trigger1 = Time = 0
- x = -4
- y = -3
-
- [State 5030, 4]
- type = ChangeState
- trigger1 = HitOver
- trigger2 = Vel Y > 0 ;Hit ground
- trigger2 = Pos Y >= 0 ;.
- value = 1124 ;HITA_FALL
-
- [State 5030, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1123 ;HITA_UP (transition)
-
- ;---------------------------------------------------------------------------
- ; HITA_UP_T (transition)
- [Statedef 1123]
- type = A
- movetype= H
- physics = N
-
- [State 5035, 1]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = SelfAnimExist(5035)
- trigger1 = Anim != [5051,5059] ;Not if in hit up anim
- trigger1 = Anim != 5090 ;Not if hit off ground anim
- value = 5035
-
- [State 5035, 2]
- type = VelAdd
- trigger1 = 1
- y = GetHitVar(yaccel)
-
- [State 5035, 4]
- type = ChangeState
- trigger1 = HitOver ;Hit is over
- trigger2 = AnimTime = 0 ;Anim is over
- trigger3 = Vel Y > 0 ;Hit ground
- trigger3 = Pos Y >= 0 ;.
- trigger4 = Time = 0 ;No transition anim
- trigger4 = Anim != 5035 ;.
- value = 1124 ;HITA_FALL
- ;---------------------------------------------------------------------------;---------------------------------------------------------------------------
- ; HITA_FALL (knocked up, falling)
- [Statedef 1124]
- type = A
- movetype= H
- physics = N
-
- [State 5050, 1] ;Change anim when done with transition
- type = ChangeAnim
- trigger1 = AnimTime = 0
- trigger1 = Anim = 5035
- trigger2 = Time = 0 ;If no transition anim
- trigger2 = Anim != 5035
- trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
- trigger2 = Anim != 5090 ;Not if hit off ground anim
- value = 5050
-
- [State 5050, 2] ;Coming down anim
- type = ChangeAnim
- trigger1 = anim = [5050,5059]
- trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
- trigger1 = SelfAnimExist(anim+10)
- value = anim+10
- persistent = 0
-
- [State 5050, 3] ;Gravity
- type = VelAdd
- trigger1 = 1
- y = GetHitVar(yaccel)
-
- [State 5050, 6]
- type = ChangeState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 0
- value = 1125 ;HIT_BOUNCE
-
- [Statedef 1125]
- type = S
- movetype= H
- physics = N
-
- [State 5110, EnvShake]
- type = velset
- trigger1 = time = 0
- ;trigger1 = vel x > 0
- x = -4
- y = 0
-
- [State 5110, EnvShake]
- type = velset
- trigger1 = time = 0
- trigger1 = vel x < 0
- x = -4
- y = 0
-
- [State 5110, EnvShake]
- type = nothitby
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- [State 5100, EnvShake]
- type = FallEnvShake
- trigger1 = Time = 0
-
- [State 5100, Var]
- type = VarSet
- trigger1 = Time = 0
- ;trigger1 = GetHitVar(fall.yvel) = 0
- sysvar(1) = floor(vel y)
-
- [State 5100, 2]
- type = ChangeAnim2
- trigger1 = time = 0
- value = 1125
-
- [State 5100, 4]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 5100, 6] ;Reduce speed
- type = VelMul
- trigger1 = Time = 0
- x = 0.75
-
- [State 5100, 8]
- type = GameMakeAnim
- trigger1 = Time = 1
- value = 61
- pos = 0, 0
- under = sysvar(1) <= 10
-
- [State 5100, 9]
- type = HitFallDamage
- trigger1 = Time = 3
-
- [State 5100, 10]
- type = PlaySnd
- trigger1 = Time = 1
- value = F7, 0 ;Hit ground
- ;value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)
- ;channel = 3
-
- [State 5100, 12]
- type = ChangeState
- trigger1 = Time = 20
- value = 1126
-
- [State 5100, 13]
- type = ForceFeedback
- trigger1 = Time = 0
- waveform = sinesquare
- ampl = 128,-3,-.2,.005
- time = 20
-
- [Statedef 1126]
- type = L
- movetype= H
- physics = N
- ctrl = 0
-
- [State 5110, EnvShake]
- type = screenbound
- trigger1 = Time >= 0
- value = 1
- movecamera = 1,0
-
- [State 5110, EnvShake]
- type = FallEnvShake
- trigger1 = Time = 0
-
- 9[State 5110, 4]
- type = HitFallDamage
- trigger1 = Time = 0
-
- [State 5110, 5]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 5100, 2]
- type = ChangeAnim
- trigger1 = time = 0
- value = 5110
-
- [State 5110, Var] ;Get fall velocity
- type = VarSet
- trigger1 = Time = 0
- trigger1 = GetHitVar(fall.yvel) != 0
- sysvar(1) = floor(vel y)
-
- [State 5110, 8]
- type = VelSet
- trigger1 = Time = 0
- y = 0
-
- [State 5110, 11] ;If just died
- type = ChangeState
- triggerall = !alive
- trigger1 = AnimTime = 0
- trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
- trigger3 = Anim = [5110,5119]
- value = 5150
-
- [State 5110, 11] ;If just died
- type = selfState
- triggerall = alive
- trigger1 = time = 50
- value = 5120
-
- [State 5110, 12]
- type = VarSet
- trigger1 = SysVar(0)
- trigger1 = Time = 0
- sysvar(0) = 0
-
- [State 5110, 13] ;Friction
- type = VelMul
- trigger1 = 1
- x = 0.85
-
- [State 5110, 14]
- type = ForceFeedback
- trigger1 = alive
- trigger1 = Time = 0
- time = 8
- ampl = 240
- waveform = sine
-
- [State 5110, 15]
- type = ForceFeedback
- trigger1 = !alive
- trigger1 = Time = 0
- ampl = 200, 7, -.467
- time = 30
- waveform = sine
-
-
- [Statedef 1100]
- type = S
- physics = S
- ctrl = 0
- poweradd = 50
- anim = 1100
-
- [State 106, 2]
- type = playsnd
- trigger1 = Time = 0
- value = 10,17
-
- [State 1400, 4]
- type = velset
- trigger1 = time >12
- x = 10
-
- [State 7100]
- type = NotHitBy
- trigger1 = animelem = 7
- value = SCA
- time = 12
-
- [State 1400, 4]
- type = playerpush
- trigger1 = animelem = 3
- value = 0
-
- [State 1400, 4]
- type = playerpush
- trigger1 = animelem = 10
- value = 1
-
- [State 1400, 4]
- type = veladd
- trigger1 = time >12
- x = -1
-
- [State 1400, 4]
- type = velset
- trigger1 = time > 28
- x = 0
-
- [State 106, 3]
- type = MakeDust
- trigger1 = Time > 25
- pos = -5,-2
- spacing = 1
-
- [State 1400, 4]
- type = velset
- trigger1 = Vel X <=0
- x = 0
-
- [State 1400, 4]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- [Statedef 1105]
- type = S
- physics = S
- ctrl = 0
- poweradd = 50
- anim = 1105
-
- [State 106, 2]
- type = playsnd
- trigger1 = Time = 0
- value = 10,17
-
- [State 1400, 4]
- type = velset
- trigger1 = time > 8
- x = 14
-
- [State 7100]
- type = NotHitBy
- trigger1 = animelem = 5
- value = SCA
- time = 19
-
- [State 1400, 4]
- type = playerpush
- trigger1 = animelem = 3
- value = 0
-
- [State 1400, 4]
- type = playerpush
- trigger1 = animelem = 9
- value = 1
-
- [State 1400, 4]
- type = veladd
- trigger1 = time > 8
- x = -1
-
- [State 1400, 4]
- type = velset
- trigger1 = time > 28
- x = 0
-
- [State 106, 3]
- type = MakeDust
- trigger1 = Time > 25
- pos = -5,-2
- spacing = 1
-
- [State 1400, 4]
- type = velset
- trigger1 = Vel X <=0
- x = 0
-
- [State 1400, 4]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
-
- [Statedef 1200]
- type = S
- movetype = A
- physics = S
- velset = 0,0
- anim = 1200
- ctrl = 0
-
- [State 1200,1]
- type = NotHitBy
- trigger1 = Time <= 8
- value = SCA
- time = 1
-
- [State 1200, 2]
- type = ChangeState
- trigger1 = animtime = 0
- value = 1201
-
- [Statedef 1201]
- type = A
- movetype = A
- anim = 1201
-
- [state 1201, 1]
- type = playsnd
- trigger1 = animelem = 9 ||animelem = 13
- value = 1,1
-
- [State 1201, 1]
- type = HitDef
- trigger1 = AnimElem = 9
- attr = S, SA
- animtype = Back
- damage = 40
- hitflag = MA
- guardflag = MA
- pausetime = 6,12
- sparkno = 2
- sparkxy = -15,-35
- hitsound = s2,4
- guardsound = s2,6
- ground.type = High
- ground.slidetime = 12
- round.hittime = 18
- ground.velocity = -3
- air.velocity = -3,-3
-
-
- [State 1201, 1]
- type = HitDef
- trigger1 = AnimElem = 13
- attr = S, SA
- animtype = heavy
- damage = 40
- hitflag = MA
- guardflag = MA
- pausetime = 6,12
- sparkno = 2
- sparkxy = -5,-35
- hitsound = s2,4
- guardsound = s2,6
- ground.type = low
- ground.slidetime = 16
- ground.hittime = 18
- ground.velocity = -5
- air.velocity = -3
-
- [State 1201, 5]
- type = velset
- trigger1 = animelem = 1,>0
- x = 4
-
- [State 1201, 5]
- type = VelSet
- trigger1 = animelem = 1
- y = -5.5
-
-
- [State 1201, 5]
- type = veladd
- trigger1 = animelem = 4,>0
- x = -.2
-
- [State 1201, 6]
- type = Gravity
- trigger1 = animelem = 4,>0
-
- [State 1201, 6]
- type = ChangeState
- trigger1 = animtime = 0
- value = 1202
-
-
- [Statedef 1202]
- type = A
- movetype= A
- physics = A
- juggle = 3
- poweradd= 55
- ctrl = 0
- anim = 1202
-
- [State 220, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 10,6
-
- [State 220, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1,2
-
- [State 1401 , 3]
- type = HitDef
- trigger1 = AnimElem = 8
- trigger1 = p2statetype != A
- attr = S, SA
- animtype = up
- getpower = 100
- givepower = 80
- damage = 70
- guardflag = HA
- hitflag = MA
- pausetime = 12,16
- sparkno = 1
- sparkxy = -10,-40
- hitsound = S2,5
- guardsound = S2,6
- ground.slidetime = 18
- ground.velocity = -.1,4
- air.velocity = -.1,4
- airguard.velocity = -4,-2
- guard.slidetime = 14
- fall=1
- fall.recover=0
- fall.envshake.time = 15
- fall.envshake.freq = 100
- fall.envshake.ampl = -8
-
- [State 1401 , 3]
- type = HitDef
- trigger1 = AnimElem = 8
- trigger1 = p2statetype = A
- attr = S, SA
- animtype = heavy
- getpower = 100
- givepower = 80
- damage = 70
- guardflag = MA
- hitflag = MA
- pausetime = 12,16
- sparkno = 1
- sparkxy = -10,-40
- hitsound = S2,5
- guardsound = S2,6
- ground.slidetime = 18
- ground.velocity = -5,4
- air.velocity = -4,5
- airguard.velocity = -4
- guard.slidetime = 14
- fall=1
- fall.recover=0
- fall.envshake.time = 15
- fall.envshake.freq = 100
- fall.envshake.ampl = -8
-
- [State 630, 4]
- type = velset
- trigger1 = movecontact
- x = -3
- y = -4
-
- [State 630, 4]
- type = changestate
- trigger1 = movecontact
- value = 50
-
- [State 630, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
- ctrl = 1
-
-
- [Statedef 1210]
- type = S
- movetype = A
- physics = S
- velset = 0,0
- anim = 1210
- ctrl = 0
-
- [State 1200,1]
- type = NotHitBy
- trigger1 = Time <= 8
- value = SCA
- time = 1
-
- [State 1200, 2]
- type = ChangeState
- trigger1 = animtime = 0
- value = 1211
-
- [Statedef 1211]
- type = A
- movetype = A
- anim = 1211
-
- [state 1201, 1]
- type = playsnd
- trigger1 = animelem = 10||animelem = 14 ||animelem = 7
- value = 1,1
-
- [State 1201, 5]
- type = veladd
- triggerall = movecontact = 0
- trigger1 = animelem = 10||animelem = 14 ||animelem = 7
- x = -.18
-
- [State 1201, 1]
- type = HitDef
- trigger1 = AnimElem = 7
- attr = S, SA
- animtype = heavy
- damage = 40
- hitflag = MA
- guardflag = MA
- pausetime = 6,6
- sparkno = 2
- sparkxy = -15,-35
- hitsound = s2,4
- guardsound = s2,6
- ground.type = high
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -9
- ground.cornerpush.veloff = -8
- guard.velocity = -9
- air.velocity = -5,-1
- airguard.velocity = -5,-1
-
-
- [State 1201, 1]
- type = HitDef
- trigger1 = AnimElem = 10
- attr = S, SA
- animtype = Back
- damage = 40
- hitflag = MA
- guardflag = MA
- pausetime = 6,6
- sparkno = 2
- sparkxy = -15,-35
- hitsound = s2,4
- guardsound = s2,6
- ground.type = High
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -9
- ground.cornerpush.veloff = -8
- guard.velocity = -9
- air.velocity = -5,-1
- airguard.velocity = -5,-1
-
-
- [State 1201, 1]
- type = HitDef
- trigger1 = AnimElem = 14
- attr = S, SA
- animtype = heavy
- damage = 40
- hitflag = MA
- guardflag = MA
- pausetime = 6,12
- sparkno = 2
- sparkxy = -5,-35
- hitsound = s2,4
- guardsound = s2,6
- ground.type = high
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -9
- ground.cornerpush.veloff = -8
- guard.velocity = -9
- air.velocity = -5,-1
- airguard.velocity = -5,-1
-
- [State 1201, 5]
- type = velset
- trigger1 = animelem = 1,>0
- x = 5
-
- [State 1201, 5]
- type = VelSet
- trigger1 = animelem = 1
- y = -4.5
-
- [State 1201, 5]
- type = veladd
- trigger1 = animelem = 3,>0
- y = .25
-
- [State 1201, 5]
- type = veladd
- trigger1 = animelem = 5,>0
- x = -.18
-
- ;[State 1201, 6]
- ;type = Gravity
- ;trigger1 = animelem = 4,>0
-
- [State 1201, 6]
- type = ChangeState
- trigger1 = animtime = 0
- value = 1212
-
- [Statedef 1212]
- type = A
- movetype= A
- physics = A
- juggle = 3
- poweradd= 55
- ctrl = 0
- anim = 1212
-
- [State 220, 1]
- type = PlaySnd
- trigger1 = Time = 5
- value = 10,7
-
- [State 220, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1,2
-
- [State 1401 , 3]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = S, SA
- animtype = heavy
- getpower = 100
- givepower = 80
- damage = 70
- guardflag = HA
- hitflag = MAF
- pausetime = 12,16
- sparkno = 1
- sparkxy = -10,-40
- hitsound = S2,5
- guardsound = S2,6
- ground.slidetime = 18
- ground.velocity = -1.5,-8
- ground.cornerpush.veloff = -16
- air.velocity = -4,-7
- airguard.velocity = -2,-3
- guard.slidetime = 14
- fall=1
- fall.recover=0
-
- [State 630, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
- ctrl = 1
-
-
- [Statedef 1300]
- type = S
- movetype = A
- physics = S
- velset = 0,0
- anim = 1300
- ctrl = 0
-
- [State 1200,1]
- type = NotHitBy
- trigger1 = Time <= 8
- value = SCA
- time = 1
-
- [State 1300, 0]
- type = ReversalDef
- trigger1 = AnimElem = 8,<0
- reversal.attr = SC, NA, SA
- numhits = 0
- pausetime = 20,30
- sparkxy = 20,-65
- hitsound = 2,0
-
- [State 1200,1]
- type = playsnd
- trigger1 = AnimElem = 8 ||animelem =11 ||animelem =14
- trigger2 = animelem =17 ||animelem =20
- value = 1,1
- channel = 3
-
- [State 1500, 1]
- type = HitDef
- trigger1 = AnimElem = 8 ||animelem =11 ||animelem =14
- trigger2 = animelem =17 ||animelem =20
- attr = S, SA
- animtype = Med
- getpower = 10
- givepower = 8
- damage = 7,1
- guardflag = MA
- hitflag = MAF
- pausetime = 0,10
- sparkno =s7
- sparkxy = -10,-60
- p1stateno = 1301
- p2stateno = 1310
- hitsound = S2,8
- guardsound = S2,6
- ground.type = High
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -.5,-1
- guard.velocity = -.3
- air.velocity = -2
- airguard.velocity = -1
-
-
- [State 1501, 0]
- type = PlaySnd
- trigger1 = animelem = 9
- value = 10,11
- channel = 5
-
- [State 1200, 2]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- [Statedef 1301]
- type = S
- movetype= A
- physics = S
- anim = 1301
- poweradd= 20
- VelSet = 0,0,0
- ctrl = 0
-
- [State 1200,1]
- type = playsnd
- trigger1 = AnimElem = 2 ||animelem =14 ||animelem =26
- trigger2 = AnimElem = 5 ||animelem =11 ||animelem =17
- trigger3 = AnimElem = 23||animelem =29 ||animelem = 8
- trigger4 = AnimElem = 20||animelem =26 ||animelem =32
- value = 1,1
- channel = 3
-
- [State 1200, S]
- type = explod
- triggerall = numexplod(1300)= 0
- trigger1 = AnimElem = 2 ||animelem =14 ||animelem =26
- trigger2 = AnimElem = 5 ||animelem =11 ||animelem =17
- trigger3 = AnimElem = 23||animelem =29 ||animelem = 8
- trigger4 = AnimElem = 20||animelem =26 ||animelem =32
- anim = F11
- id = 1300
- pos = 60,-70
- sprpriority = 2
- postype = p1
-
- [State 1501, 0]
- type = PlaySnd
- trigger1 = animelem = 1
- value = 10,11
- channel = 5
-
- [State 1500, 0]
- type = targetbind
- trigger1 = Time = 0
- pos = 70,0
-
- [State 1500, 1]
- type = HitDef
- trigger1 = AnimElem = 2
- trigger2 = animelem =14
- trigger3 = animelem =26
- attr = S, SA
- animtype = Med
- getpower = 10
- givepower = 8
- damage = 7,1
- guardflag = MA
- hitflag = MAF
- pausetime = 0,8
- sparkno =s7
- sparkxy = -10,-30
- hitsound = S2,9
- guardsound = S2,6
- ground.type = low
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -.5
- guard.velocity = -.3
- air.velocity = -2
- p2stateno = 1310
- airguard.velocity = -1
- fall = 0
-
- [State 1500, 1]
- type = HitDef
- trigger1 = animelem = 5
- trigger2 = animelem =11
- trigger3 = animelem =17
- trigger4 = animelem =23 ||ANIMELEM = 29
- attr = S, SA
- animtype = Med
- getpower = 10
- givepower = 8
- damage = 7,1
- guardflag = MA
- hitflag = MAF
- pausetime = 0,8
- sparkno =s7
- sparkxy = -10,-60
- hitsound = S2,8
- guardsound = S2,6
- ground.type = LOW
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -.5
- guard.velocity = -.3
- air.velocity = -2
- airguard.velocity = -1
- p2stateno = 1310
-
- [State 1500, 1]
- type = HitDef
- trigger1 = animelem = 8
- trigger2 = animelem =20
- trigger3 = animelem =26 ||animelem = 32
- attr = S, SA
- animtype = Med
- getpower = 10
- givepower = 8
- damage = 7,1
- guardflag = MA
- hitflag = MAF
- pausetime = 0,8
- sparkno =s7
- sparkxy = -10,-90
- hitsound = S2,9
- guardsound = S2,6
- ground.type = LOW
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -.5
- guard.velocity = -.3
- air.velocity = -2
- airguard.velocity = -1
- p2stateno = 1310
-
- [State 1400, 3]
- type = ChangeState
- trigger1 = animTime = 0
- value = 1302
-
- [Statedef 1302]
- type = S
- movetype= A
- physics = S
- juggle = 1
- poweradd= 60
- ctrl = 0
- velset = 0,0,0
- anim = 1302
-
- [State 240, 1]
- type = PlaySnd
- trigger1 =animelem = 5
- value = 10,12
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = Time = 2
- value =1, 2
-
- [State 2120, 2]
- type = EnvShake
- Trigger1 = AnimElem = 12
- time = 15
- ampl = -8
- freq = 100
-
- [State 240, 2]
- type = HitDef
- trigger1 = AnimElem = 12
- attr = S, SA
- animtype = Back
- damage = 55
- guardflag = MA
- hitflag = MAF
- pausetime = 48,48
- sparkno =s7
- sparkxy = -10,-70
- hitsound = S2,11
- guardsound = S2,6
- ground.type = High
- ground.slidetime = 12
- ground.hittime = 15
- ground.velocity = -6,-4.5
- ground.cornerpush.veloff = -15
- air.velocity = -5,-4.2
- fall = 1
- fall.recover = 0
-
- [State 240, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
-
- [Statedef 1310]
- type = A
- movetype= H
- physics = N
- ctrl = 0
- velset = 0,0
-
- [State 705, 3]
- type = changeanim2
- Trigger1 = time = 0
- value = 1310
-
- [State 705, 3]
- type = selfState
- Trigger1 = time = 30
- value = 0
- ctrl = 1
-
- [Statedef 1400]
- type = S
- movetype = A
- physics = S
- anim = 1400
- poweradd = 200
- velset = 0
- ctrl = 0
-
-
- [State 1005, 2]
- type = VarSet
- trigger1 = Time = 0
- v = 6
- value = 0
-
- [State 181, 0]
- type = PlaySnd
- trigger1 = Animelem = 5
- value = 9,3
-
-
- [State 1400, 1]
- type = PlaySnd
- trigger1 = Time = 10
- value = 10,8
-
- [State 100, S]
- type = explod
- trigger1 = AnimElem = 6
- anim = 1401
- id = 1401
- pos = 0,0
- sprpriority = 4
- postype = p1
- removetime = -1
- bindtime = -1
-
- [State 100, S]
- type = removeexplod
- trigger1 = AnimElem = 7
- value = 1401
-
- [State 100, S]
- type = explod
- trigger1 = AnimElem = 7
- anim = 1402
- id = 1402
- pos = 0,0
- sprpriority = 4
- postype = p1
- bindtime = -1
-
- [State 100, S]
- type = explod
- trigger1 = AnimElem = 7
- anim = 1421
- id = 1421
- pos = 0,0
- sprpriority = 4
- postype = p1
- removetime = -1
- bindtime = -1
-
- [State 100, S]
- type = removeexplod
- trigger1 = AnimElem = 11
- value = 1421
-
- [State 1400, 3]
- type = HitDef
- trigger1 = AnimElem = 6
- attr = S, SA
- animtype = Hard
- damage = 70,5
- hitflag = MAF
- guardflag = M
- pausetime = 6,12
- hitsound = s2,11
- sparkno = 2
- sparkxy = -25, -69
- guardsound = s2,6
- ground.type = Low
- ground.slidetime = 13
- ground.hittime = 18
- ground.velocity = -6.5
- air.velocity = -3.4,-2.5
- palfx.invertall = 1
- palfx.add = -100,-93,-200
- palfx.sinadd = 20,-10,-10,4
- palfx.time = 20
-
- [State 1400, 3]
- type = HitDef
- trigger1 = AnimElem = 7
- attr = S, SA
- animtype = Hard
- damage = 70,5
- hitflag = MAF
- guardflag = M
- pausetime = 6,12
- hitsound = s2,9
- sparkno = 2
- sparkxy = -40, -80
- guardsound = s2,6
- ground.type = Low
- ground.slidetime = 13
- ground.hittime = 18
- ground.velocity = -6.5
- air.velocity = -3.4,-2.5
- palfx.invertall = 1
- palfx.add = -100,-93,-200
- palfx.sinadd = 20,-10,-10,4
- palfx.time = 30
-
- [State 1400, 5]
- type = PosAdd
- trigger1 = AnimElem = 2
- x = 20
-
- [State 1400, 5]
- type = PosAdd
- trigger1 = AnimElem = 6 ||animelem = 5 ||animelem = 4
- x = 12
-
- [State 1000, 7]
- type = ChangeState
- trigger1 = Var(6) = 1
- trigger1 = Animelem = 11
- value = 1405
-
- [State 1000, 8]
- type = ChangeState
- trigger1 = Var(6) = 2
- trigger1 = Animelem = 11
- value = 1406
-
- [State 1000, 9]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- [Statedef 1406]
- type = S
- movetype = A
- physics = S
- anim = 1410
- poweradd = 200
-
- [State 1005, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 10,9
-
- [State 1005, 2]
- type = VarSet
- trigger1 = Time = 0
- v = 6
- value = 0
-
- [State 181, 0]
- type = PlaySnd
- trigger1 = Animelem = 3
- value = 9,3
-
-
- [State 1400, 5]
- type = PosAdd
- trigger1 = AnimElem = 4 ||animelem = 2 ||animelem = 3
- x = 12
-
- [State 100, S]
- type = explod
- trigger1 = AnimElem = 4
- anim = 1411
- id = 1411
- pos = 0,0
- sprpriority = 4
- postype = p1
- removetime = -1
- bindtime = -1
-
- [State 1005, 7]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = S, SA
- animtype = Hard
- damage = 50,5
- hitflag = MAF
- guardflag = MA
- pausetime = 12,20
- hitsound = s2,8
- sparkno = 2
- sparkxy = -35, -80
- guardsound = s2,6
- ground.type = Low
- ground.slidetime = 13
- ground.hittime = 18
- ground.velocity = -6,-5
- air.velocity = -4,-2.5
- fall = 1
- fall.recover = 0
- palfx.invertall = 1
- palfx.add = -100,-93,-200
- palfx.sinadd = 20,-10,-10,4
- palfx.time = 40
-
- [State 100, S]
- type = removeexplod
- trigger1 = AnimElem = 5
- value = 1411
-
- [State 100, S]
- type = explod
- trigger1 = AnimElem = 5
- anim = 1412
- id = 1412
- pos = 0,0
- sprpriority = 4
- postype = p1
- bindtime = -1
-
- [State 1005, 8]
- type = ChangeState
- trigger1 = Var(6) = 1
- trigger1 = Animelem = 8
- value = 1410
-
- [State 1005, 9]
- type = ChangeState
- trigger1 = Var(6) = 2
- trigger1 = Animelem = 8
- value = 1415
-
- [State 1005, 10]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- [Statedef 1405]
- type = S
- movetype = A
- physics = S
- anim = 1410
- poweradd = 200
-
- [State 1005, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 10,9
-
- [State 1005, 2]
- type = VarSet
- trigger1 = Time = 0
- v = 6
- value = 0
-
- [State 181, 0]
- type = PlaySnd
- trigger1 = Animelem = 3
- value = 9,3
-
-
- [State 1400, 5]
- type = PosAdd
- trigger1 = AnimElem = 4 ||animelem = 2 ||animelem = 3
- x = 12
-
- [State 100, S]
- type = explod
- trigger1 = AnimElem = 4
- anim = 1411
- id = 1411
- pos = 0,0
- sprpriority = 4
- postype = p1
- removetime = -1
- bindtime = -1
-
- [State 1005, 7]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = S, SA
- animtype = Hard
- damage = 50,5
- hitflag = MAF
- guardflag = MA
- pausetime = 12,20
- hitsound = s2,8
- sparkno = 2
- sparkxy = -35, -80
- guardsound = s2,6
- ground.type = Low
- ground.slidetime = 13
- ground.hittime = 18
- ground.velocity = -6
- air.velocity = -4,-2.5
- palfx.invertall = 1
- palfx.add = -100,-93,-200
- palfx.sinadd = 20,-10,-10,4
- palfx.time = 40
-
- [State 100, S]
- type = removeexplod
- trigger1 = AnimElem = 5
- value = 1411
-
- [State 100, S]
- type = explod
- trigger1 = AnimElem = 5
- anim = 1412
- id = 1412
- pos = 0,0
- sprpriority = 4
- postype = p1
- bindtime = -1
-
- [State 1005, 8]
- type = ChangeState
- trigger1 = Var(6) = 1
- trigger1 = Animelem = 8
- value = 1410
-
- [State 1005, 9]
- type = ChangeState
- trigger1 = Var(6) = 2
- trigger1 = Animelem = 8
- value = 1415
-
- [State 1005, 10]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
- [Statedef 1410]
- type = S
- movetype = A
- physics = S
- anim = 1420
- poweradd = 200
-
- [State 181, 0]
- type = PlaySnd
- trigger1 = Animelem = 5
- value = 9,3
-
-
- [State 1005, 1]
- type = PlaySnd
- trigger1 = animelem = 5
- value = 10,10
-
- [State 1005, 2]
- type = VarSet
- trigger1 = Time = 0
- v = 6
- value = 0
-
- [State 1005, 3]
- type = PosAdd
- trigger1 = AnimElem = 1 ||animelem = 2||animelem = 3||animelem = 4||animelem = 5
- x = 25
-
- [State 1005, 5]
- type = PlaySnd
- trigger1 = AnimElem = 5
- value = 1, 1
-
- [State 1005, 7]
- type = HitDef
- trigger1 = AnimElem = 5 ||(animelem = 6 && movecontact=0)
- attr = S, SA
- animtype = Hard
- damage = 50,5
- hitflag = MAF
- guardflag = MA
- pausetime = 12,12
- hitsound = S2,11
- sparkno = 2
- sparkxy = -35, -65
- guardsound = s2,6
- ground.type = Low
- ground.slidetime = 13
- ground.hittime = 18
- ground.velocity = -3.5,-5
- air.velocity = -2.3,-2.5
- fall = 1
- fall.recover = 0
- palfx.invertall = 1
- palfx.add = -100,-93,-200
- palfx.sinadd = 20,-10,-10,4
- palfx.time = 50
-
- [State 2120, 2]
- type = EnvShake
- trigger1 = movehit
- time = 15
- ampl = -6
- freq = 100
-
- [State 1005, 10]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
- ;═╢╝╝
- [statedef 700]
- type = S
- movetype = a
- physics = S
- anim = 700
- ctrl = 0
-
- [State 700, 0]
- type = HitDef
- Trigger1 = Time = 0
- attr = S, NT
- getpower = 50
- givepower = 40
- hitflag = M-
- priority = 1, Miss
- snap = 50, 0, 0, 1
- sparkno = -1
- p2facing = 1
- p1stateno = 701
- p2stateno = 705
- hitsound = s2,10
-
- [State 700, 1]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
-
- [statedef 701]
- type = S
- movetype = a
- physics = S
- anim = 701
- ctrl = 0
-
- [State 701, 1]
- type = Width
- trigger1 = 1
- edge = 60,0
-
- [State 700, 1]
- type = targetbind
- trigger1 = animelem = 1
- pos = 25,0
-
-
- [State 700, 1]
- type = SprPriority
- trigger1 = animelem = 3
- value = -2
-
- [State 700, 1]
- type = targetbind
- trigger1 = animelem = 3
- pos = 40,-90
-
- [State 700, 1]
- type = targetbind
- trigger1 = animelem = 4
- pos = 40,-100
-
- [State 700, 1]
- type = targetbind
- trigger1 = animelem = 5
- pos = 40,-140
-
- [State 700, 1]
- type = targetbind
- trigger1 = animelem = 6
- pos = 35,-140
-
-
- [State 700, 1]
- type = targetbind
- trigger1 = animelem = 8
- pos = 40,-140
-
- [State 700, 1]
- type = targetbind
- trigger1 = animelem = 10
- pos = 40,-80
-
- [state 701, 1]
- type = playsnd
- trigger1 = animelem = 7
- value = 2,11
-
- [State 701, 2]
- type = explod
- trigger1 = animelem = 7
- anim = 7
- pos = 40,-140
- postype = p1
- sprpriority = 4
-
- [State 701, 2]
- type = explod
- trigger1 = animelem = 7
- anim = 720
- pos = -40,-20
- postype = p1
- sprpriority = 3
-
- [State 701, 2]
- type = explod
- trigger1 = animelem = 7
- anim = F10
- pos = 40,-140
- postype = p1
- sprpriority = 4
-
- [State 701, 2]
- type = explod
- trigger1 = time = 0
- anim = F8
- pos = 40,-80
- postype = p1
- sprpriority = 3
-
- [State 701, 2]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- [Statedef 705]
- type = A
- movetype = H
- physics = N
- velset = 0,0
-
- [State 2120, 1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 705
-
-
- [State 2120, 4]
- type = LifeAdd
- trigger1 = AnimElem = 5
- value = -160
-
- [State 2120, 5]
- type = changeState
- trigger1 = AnimTime = 0
- value = 706
-
- [Statedef 706]
- type = A
- movetype= H
- physics = N
- anim = 5050
-
- [State 5050, 1]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = AnimExist(5061)
- value = 5061
-
- [State 5050, 1]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = AnimExist(5051) && !AnimExist(5061)
- value = 5051
-
- [State 5050, 1]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = AnimExist(5060) && !AnimExist(5061) && !AnimExist(5051)
- value = 5060
-
- [State 5050, 3]
- type = VelAdd
- trigger1 = 1
- y = GetHitVar(yaccel)
-
- [State 5050, 6]
- type = selfState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
- value = 5100 ;HIT_BOUNCE
-
-
-
-
- ;═╢╝╝
- [statedef 710]
- type = S
- movetype = a
- physics = S
- anim = 710
- ctrl = 0
-
- [State 700, 0]
- type = HitDef
- Trigger1 = Time = 0
- attr = S, NT
- getpower = 50
- givepower = 40
- hitflag = M-
- priority = 1, Miss
- snap = 50, 0, 0, 1
- sparkno = -1
- p2facing = 1
- p1stateno = 711
- p2stateno = 715
- hitsound = s2,10
-
- [State 710, 1]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
-
- [statedef 711]
- type = S
- movetype = a
- physics = S
- anim = 711
- ctrl = 0
-
- [State 701, 1]
- type = Width
- trigger1 = 1
- edge = 60,0
-
- [State 700, 1]
- type = targetbind
- trigger1 = animelem = 1
- pos = 25,0
-
- [state 701, 1]
- type = playsnd
- trigger1 = animelem = 13
- value = 10,3
-
- [State 700, 1]
- type = SprPriority
- trigger1 = animelem = 3
- value = -2
-
- [State 700, 1]
- type = targetbind
- trigger1 = animelem = 3
- pos = 40,-90
-
- [State 700, 1]
- type = targetbind
- trigger1 = animelem = 4
- pos = 40,-100
-
- [State 700, 1]
- type = targetbind
- trigger1 = animelem = 5
- pos = 40,-140
-
- [State 700, 1]
- type = targetbind
- trigger1 = animelem = 6
- pos = 35,-140
-
- [State 700, 1]
- type = targetbind
- trigger1 = animelem = 8
- pos = 20,-140
-
- [State 700, 1]
- type = targetbind
- trigger1 = animelem = 9
- pos = 10,-140
-
- [State 700, 1]
- type = targetbind
- trigger1 = animelem = 12
- pos = 10,-80
-
-
- [state 701, 1]
- type = playsnd
- trigger1 = animelem = 7
- value = 2,11
-
- [State 701, 2]
- type = explod
- trigger1 = animelem = 7
- anim = 7
- pos = 40,-140
- postype = p1
- sprpriority = 4
-
- [State 701, 2]
- type = explod
- trigger1 = animelem = 7
- anim = F10
- pos = 40,-140
- postype = p1
- sprpriority = 4
-
- [State 701, 2]
- type = explod
- trigger1 = animelem = 7
- anim = 720
- pos = -40,-20
- postype = p1
- sprpriority = 3
-
- [State 701, 2]
- type = explod
- trigger1 = time = 0
- anim = F8
- pos = 40,-80
- postype = p1
- sprpriority = 3
-
- [State 2120, 2]
- type = EnvShake
- Trigger1 = p2stateno = 5100
- time = 15
- ampl = -4
- freq = 60
-
- [State 711, 2]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- [Statedef 715]
- type = A
- movetype = H
- physics = N
- velset = 0,0
-
- [State 2120, 1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 715
-
-
- [State 2120, 4]
- type = LifeAdd
- trigger1 = AnimElem = 7
- value = -160
-
- [State 2120, 5]
- type = changeState
- trigger1 = AnimTime = 0
- value = 716
-
- [Statedef 716]
- type = A
- movetype= H
- physics = N
- velset = 7,0
- anim = 5050
-
- [State 5050, 1]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = AnimExist(5061)
- value = 5061
-
- [State 5050, 1]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = AnimExist(5051) && !AnimExist(5061)
- value = 5051
-
- [State 5050, 1]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = AnimExist(5060) && !AnimExist(5061) && !AnimExist(5051)
- value = 5060
-
- [State 5050, 3]
- type = VelAdd
- trigger1 = 1
- y = .8
-
- [State 5050, 6]
- type = selfState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
- value = 5100 ;HIT_BOUNCE
-
-
-
- [Statedef 3000]
- type = S
- movetype = A
- physics = S
- poweradd = -1000
- ctrl = 0
- anim = 3000
- velset = 0
-
- [State 20, 1]
- type = VelSet
- trigger1 = time = [11,45]
- x = const(velocity.walk.fwd.x)
-
- [State 20, 1]
- type = VelSet
- trigger1 = time = [45,70]
- x = 4.5
-
- [State 20, 1]
- type = VelSet
- trigger1 = time >70
- x = const(velocity.walk.fwd.x)
-
- [State 3000, 2]
- type = SuperPause
- trigger1 = AnimElem = 3
- time = 28
- anim = -1
- movetime = 0
-
- [State 3000,1]
- type = Envcolor
- trigger1 = animelem = 3
- persistent = 0
- ignorehitpause = 1
- value = 0, 0, 0
- time = 28
- under = 1
- supermove = 1
-
- [State 110, 6]
- type = PlayerPush
- trigger1 = Time = [45,70]
- value = 0
-
- [State 3000, 3]
- type = Explod
- trigger1 = AnimElem = 3
- anim =2010
- pos = 10, -80
- postype = p1
- sprpriority = -8
- supermove = 1
- bindtime = 1
-
- [State 3000, 4]
- type = Explod
- trigger1 = AnimElem = 3
- anim =2000
- pos = 10, -80
- postype = p1
- sprpriority = 2
- supermove = 1
- bindtime = 1
-
- [State 3000, │¼╔▒╥⌠╨º]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 1,4
- channel = 0
-
-
- [State 3000, │¼╔▒╥⌠╨º]
- type = PlaySnd
- trigger1 = AnimElem = 12
- value = 10,18
- channel = 0
-
-
- [State 3000, │¼╔▒╥⌠╨º]
- type = PlaySnd
- trigger1 = AnimElem = 16
- value = 10,18
- channel = 0
-
- [State 3000, 1]
- type = nothitby
- trigger1 = AnimElem = 12
- value = SCA
- time = 50
-
-
- [State 3000, 1]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 10,14
- channel = 1
-
-
- [State 700, 0]
- type = HitDef
- trigger1 = 1
- attr = S, HA
- givepower = 40
- hitflag = M
- priority = 3, HIT
- snap = 50, 0, 0, 1
- sparkno = -1
- p2facing = 1
- p1stateno = 3001
- p2stateno = 3005
- hitsound = s2,10
-
- [State 3000, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- [statedef 3001]
- type = S
- movetype = a
- physics = S
- anim = 3001
- ctrl = 0
-
- [State 701, 1]
- type = Width
- trigger1 = 1
- edge = 60,0
-
- [State 700, 1]
- type = targetbind
- trigger1 = animelem = 1
- pos = 0,0
-
- [state 701, 1]
- type = playsnd
- trigger1 = animelem = 13
- value = 10,3
-
- [State 700, 1]
- type = SprPriority
- trigger1 = animelem = 1
- value = -2
-
- [state 701, 1]
- type = playsnd
- trigger1 = animelem = 7
- value = 10,19
-
-
- [State 701, 2]
- type = explod
- trigger1 = animelem = 7
- anim = 3002
- pos = -30,0
- postype = p1
- sprpriority = 4
-
- [State 701, 2]
- type = explod
- trigger1 = time = 91
- anim = F10
- pos = 0,-80
- postype = p1
- sprpriority = 4
-
- [State 701, 2]
- type = explod
- trigger1 = time = 0
- anim = 9
- pos = 40,-80
- postype = p1
- sprpriority = 3
-
- [State 2120, 2]
- type = EnvShake
- Trigger1 = p2stateno = 5100
- time = 15
- ampl = -4
- freq = 60
-
- [State 711, 2]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- [Statedef 3005]
- type = A
- movetype = H
- physics = N
- velset = 0,0
-
- [State 2120, 1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 3005
-
-
- [State 2120, 4]
- type = LifeAdd
- trigger1 = AnimElem = 5
- value = -280
-
- [State 2120, 5]
- type = changeState
- trigger1 = AnimTime = 0
- value = 3006
-
- [Statedef 3006]
- type = A
- movetype= H
- physics = N
- anim = 5050
-
- [State 5050, 1]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = AnimExist(5061)
- value = 5061
-
- [State 5050, 1]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = AnimExist(5051) && !AnimExist(5061)
- value = 5051
-
- [State 5050, 1]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = AnimExist(5060) && !AnimExist(5061) && !AnimExist(5051)
- value = 5060
-
-
- [State 5050, 3]
- type = VelAdd
- trigger1 = 1
- y = GetHitVar(yaccel)
-
- [State 5050, 6]
- type = selfState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
- value = 5100 ;HIT_BOUNCE
-
- [statedef 3100]
- type = S
- movetype = A
- physics = S
- ctrl = 0
- anim = 3100
- poweradd = -1000
-
- [State 6000, │¼╔▒╥⌠╨º]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1,4
- channel = 0
-
- [State 3200, 2]
- type = SuperPause
- trigger1 = AnimElem = 2
- time = 28
- anim = -1
- movetime = 0
-
- [State 9300,1]
- type = Envcolor
- trigger1 = animelem = 2
- persistent = 0
- ignorehitpause = 1
- value = 0, 0, 0
- time = 28
- under = 1
- supermove = 1
-
- [State 4010, 3]
- type = Explod
- trigger1 = AnimElem = 2
- anim = 2010
- pos = 20,-73
- postype = p1
- sprpriority = -1
- supermove = 1
- bindtime = 1
-
- [State 4010, 4]
- type = Explod
- trigger1 = AnimElem = 2
- anim = 2000
- pos = 20,-73
- postype = p1
- sprpriority = 2
- supermove = 1
- bindtime = 1
-
-
- [State 3200, 1]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 25
-
- [State 3200, 2]
- type = changestate
- Trigger1 = animtime = 0
- value = 3101
-
- [Statedef 3101]
- type = S
- movetype = A
- physics = N
- ctrl = 0
- velset = 4
- anim = 3101
-
- [State 3201, 1]
- type = HitDef
- trigger1 = AnimElem = 2
- trigger2 = animelem = 3 && !movecontact
- trigger3 = animelem = 4 && !movecontact
- attr = S, HA
- animtype = HARD
- damage = 0
- hitflag = MA
- guardflag = MA
- pausetime = 12,12
- sparkno = 3
- sparkxy = -10,-90
- hitsound = s2,3
- guardsound = s2,6
- ground.type = hight
- ground.slidetime = 2
- ground.hittime = 15
- ground.hittime = 15
- p2facing = 1
- p1stateno = 3102
- p2stateno = 3110
- P2getp1state = 1
- ground.velocity = -1
- air.velocity = -1,0
-
-
- [State 3201, 2]
- type = AfterImage
- trigger1 = time = 0
- time = 25
- ;TimeGap = 2
- FrameGap = 2
- length = 8
- ;trans = add1
-
- [State 3201, 3]
- type = Velset
- trigger1 = AnimElem = 1
- x = 10
-
- [State 3201, 4]
- type = Veladd
- trigger1 = AnimElem = 1,>0
- x = -.2
-
- [State 3201, 7]
- type = ChangeState
- trigger1 = animtime = 0
- value = 3105
-
- [statedef 3130]
- type = S
- movetype = A
- physics = S
- ctrl = 0
- anim = 3100
- poweradd = -1000
-
- [State 6000, │¼╔▒╥⌠╨º]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1,4
- channel = 0
-
- [State 3200, 2]
- type = SuperPause
- trigger1 = AnimElem = 2
- time = 28
- anim = -1
- movetime = 0
-
- [State 9300,1]
- type = Envcolor
- trigger1 = animelem = 2
- persistent = 0
- ignorehitpause = 1
- value = 0, 0, 0
- time = 28
- under = 1
- supermove = 1
-
- [State 4010, 3]
- type = Explod
- trigger1 = AnimElem = 2
- anim = 2010
- pos = 20,-73
- postype = p1
- sprpriority = -1
- supermove = 1
- bindtime = 1
-
- [State 4010, 4]
- type = Explod
- trigger1 = AnimElem = 2
- anim = 2000
- pos = 20,-73
- postype = p1
- sprpriority = 2
- supermove = 1
- bindtime = 1
-
-
- [State 3200, 1]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 25
-
- [State 3200, 2]
- type = changestate
- Trigger1 = animtime = 0
- value = 3131
-
- [Statedef 3131]
- type = S
- movetype = A
- physics = N
- ctrl = 0
- velset = 4
- anim = 3101
-
- [State 3201, 1]
- type = HitDef
- trigger1 = AnimElem = 2
- trigger2 = animelem = 3 && !movecontact
- trigger3 = animelem = 4 && !movecontact
- attr = S, HA
- animtype = HARD
- damage = 0
- hitflag = MA
- guardflag = MA
- pausetime = 12,12
- sparkno = 3
- sparkxy = -10,-90
- hitsound = s2,3
- guardsound = s2,6
- ground.type = hight
- ground.slidetime = 2
- ground.hittime = 15
- ground.hittime = 15
- p2facing = 1
- p1stateno = 3102
- p2stateno = 3110
- P2getp1state = 1
- ground.velocity = -1
- air.velocity = -1,0
-
-
- [State 3201, 2]
- type = AfterImage
- trigger1 = time = 0
- time = 25
- ;TimeGap = 2
- FrameGap = 2
- length = 8
- ;trans = add1
-
- [State 3201, 3]
- type = Velset
- trigger1 = AnimElem = 1
- x = 11
-
- [State 3201, 4]
- type = Veladd
- trigger1 = AnimElem = 1,>0
- x = -.15
-
- [State 3201, 7]
- type = ChangeState
- trigger1 = animtime = 0
- value = 3105
-
-
- [statedef 3105]
- type = S
- movetype = I
- physics = S
- ctrl = 0
- anim = 3105
-
- [State 3205,0]
- type = velset
- trigger1 = time = 0
- x = 4
- y = 0
-
- [State 3205,1]
- type = veladd
- trigger1 = vel x >0
- x = -.2
-
- [State 3205,1]
- type = Posset
- trigger1 = time = 0
- y = 0
-
- [State 3205, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- [statedef 3102]
- type = S
- movetype = A
- physics = S
- ctrl = 0
- anim = 3102
- velset = 0,0
-
- [State 6000, 3]
- type = AfterImage
- trigger1 = Time = 0
- time = 0
-
- [State 6000, 3]
- type = width
- trigger1 = 1
- value = 70,0
-
- [State 3200 , 2]
- type = NotHitBy
- trigger1 = 1
- value = SCA, NA, SA, HA
- time = 12
-
- [State 3202, 2]
- type = velset
- trigger1 = 1
- x = 1
-
- [State 3202, 2]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 3202, 2]
- type = TargetBind
- trigger1 = 1
- pos = 65, 0
-
- [State 3202, 2]
- type = envcolor
- triggerall = movehit = 1
- trigger1 = animelem = 3 || animelem = 12 || animelem = 20|| animelem = 27 || animelem = 65
- trigger2 = animelem = 33|| animelem = 40|| animelem = 51|| animelem = 57|| animelem = 73|| animelem = 79
- persistent = 1
- ignorehitpause = 1
- value = 255, 255, 255
- time = 1
- under = 1
- supermove = 1
-
- [State 3202, 2]
- type = playsnd
- triggerall = movehit = 1 && random >500
- trigger1 = animelem = 3 || animelem = 12 || animelem = 20|| animelem = 27 || animelem = 65
- trigger2 = animelem = 33|| animelem = 40|| animelem = 51|| animelem = 57|| animelem = 73|| animelem = 79
- persistent = 1
- ignorehitpause = 1
- value = 2,8
-
- [State 4510, 13]
- type = HitDef
- trigger1 = animelem = 3
- attr = S, HA
- damage = 18
- animtype = heavy
- getpower = 10,5
- givepower = 15,8
- guardflag = MA
- hitflag = MAF
- priority = 3, Hit
- pausetime = 0 ,7
- sparkno =s7
- guard.sparkno = 40
- sparkxy = -20,-60
- p2stateno = 3111
- hitsound = s2,9
- guardsound = s2,6
- ground.type = High
- ground.slidetime = 5
- ground.hittime = 24
- ground.velocity = -3,0
- airguard.velocity = -1.9,-.8
- air.velocity = -1.3,-3
-
- [State 4510, 13]
- type = HitDef
- trigger1 = animelem = 12 || animelem = 20|| animelem = 27
- attr = S, HA
- damage = 18
- animtype = heavy
- getpower = 10,5
- givepower = 15,8
- guardflag = MA
- hitflag = MAF
- priority = 3, Hit
- pausetime = 0 ,7
- sparkno = 3
- guard.sparkno = 40
- sparkxy = -20,-60
- p2stateno = 3111
- hitsound = s2,9
- guardsound = s2,6
- ground.type = High
- ground.slidetime = 5
- ground.hittime = 24
- ground.velocity = -3,0
- airguard.velocity = -1.9,-.8
- air.velocity = -1.3,-3
-
-
- [State 4510, 13]
- type = HitDef
- trigger1 = animelem = 33|| animelem = 40|| animelem = 51 || animelem = 57 || animelem = 73 || animelem = 65
- attr = S, HA
- damage = 18
- animtype = heavy
- getpower = 10,5
- givepower = 15,8
- guardflag = MA
- hitflag = MAF
- priority = 3, Hit
- pausetime = 0 ,7
- sparkno =s7
- guard.sparkno = 40
- sparkxy = -20,-60
- p2stateno = 3111
- hitsound = s2,9
- guardsound = s2,6
- ground.type = High
- ground.slidetime = 5
- ground.hittime = 24
- ground.velocity = -3,0
- airguard.velocity = -1.9,-.8
- air.velocity = -1.3,-3
-
-
- [State 240, 2]
- type = HitDef
- trigger1 = AnimElem = 79
- attr = S, HA
- animtype = Back
- damage = 55
- guardflag = MA
- hitflag = MAF
- pausetime = 24,32
- sparkno = 3
- sparkxy = -10,-70
- hitsound = S2,11
- guardsound = S2,6
- ground.type = High
- ground.slidetime = 5
- ground.hittime = 24
- ground.velocity = 0,0
- airguard.velocity = -1.9,-.8
- air.velocity = -1.3,-3
-
-
- [State 3005, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 3103
-
- [Statedef 3103]
- type = S
- movetype= A
- physics = S
- juggle = 1
- ctrl = 0
- velset = 0,0,0
- anim = 3103
-
- [State 3200, 1]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 25
-
- [State 240, 1]
- type = PlaySnd
- trigger1 =animelem = 6
- value = 10,7
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = Time = 2
- value =1, 2
-
- [State 100, S]
- type = explod
- trigger1 = AnimElem = 7
- anim = 1421
- id = 3152
- pos = 2,0
- sprpriority = 4
- postype = p1
- removetime = -1
- bindtime = -1
-
- [State 100, S]
- type = removeexplod
- trigger1 = AnimElem = 8
- value = 3152
-
- [State 100, S]
- type = explod
- trigger1 = AnimElem = 8
- anim = 1421
- id = 3153
- pos = 0,0
- sprpriority = 4
- postype = p1
- removetime = -1
- bindtime = -1
-
- [State 100, S]
- type = removeexplod
- trigger1 = AnimElem = 11
- value = 3153
-
-
- [State 2120, 2]
- type = EnvShake
- Trigger1 = AnimElem = 7
- time = 15
- ampl = -8
- freq = 100
-
- [State 240, 2]
- type = HitDef
- trigger1 = AnimElem = 7
- attr = S, HA
- animtype = diagup
- damage = 55
- guardflag = MA
- hitflag = MAF
- pausetime = 32,32
- sparkno = 3
- sparkxy = -10,-70
- hitsound = S2,12
- guardsound = S2,6
- ground.type = High
- ground.slidetime = 12
- ground.hittime = 15
- ground.velocity = -6,-4.5
- ground.cornerpush.veloff = -15
- air.velocity = -5,-4.2
- fall = 1
- fall.recover = 0
- palfx.invertall = 1
- palfx.add = -100,-93,-200
- palfx.sinadd = 20,-10,-10,4
- palfx.time = 50
-
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = AnimElem = 7
- value =2, 13
- volume= 100
-
- [State 240, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
-
-
- [Statedef 3110]
- type = S
- movetype = H
- physics = N
- velset = 0,0,0
- ctrl = 0
-
- [State 3110, 0]
- type = ChangeAnim2
- Trigger1 = time = 0
- value = 3110
-
- [State 3110, 0]
- type = PosSet
- trigger1 = time = 0
- y = 0
-
- [Statedef 3111]
- type = S
- movetype = H
- physics = N
- velset = 0,0,0
- ctrl = 0
-
- [State 3110, 0]
- type = ChangeAnim2
- Trigger1 = anim < 3110
- Trigger2 = anim > 3110
- value = 3110
-
- [State 3010, 0]
- type = PosSet
- trigger1 = time = 0
- y = 0
-
-
- ;fdsafsdfa
- [statedef 3150]
- type = S
- movetype = A
- physics = S
- ctrl = 0
- anim = 3100
- poweradd = -3000
-
- [State 6000, │¼╔▒╥⌠╨º]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1,5
- channel = 0
-
- [State 3200, 2]
- type = SuperPause
- trigger1 = AnimElem = 2
- time = 28
- anim = -1
- movetime = 0
-
- [State 9300,1]
- type = Envcolor
- trigger1 = animelem = 2
- persistent = 0
- ignorehitpause = 1
- value = 0, 0, 0
- time = 28
- under = 1
- supermove = 1
-
- [State 4010, 3]
- type = Explod
- trigger1 = AnimElem = 2
- anim = 2010
- pos = 20,-73
- postype = p1
- sprpriority = -1
- supermove = 1
- bindtime = 1
-
- [State 4010, 4]
- type = Explod
- trigger1 = AnimElem = 2
- anim = 2000
- pos = 20,-73
- postype = p1
- sprpriority = 2
- supermove = 1
- bindtime = 1
-
-
- [State 3200, 1]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 25
-
- [State 3200, 2]
- type = changestate
- Trigger1 = animtime = 0
- value = 3151
-
- [Statedef 3151]
- type = S
- movetype = A
- physics = N
- ctrl = 0
- velset = 4
- anim = 3101
-
- [State 3500, 9]
- type = BGPalfx
- trigger1 = animelem = 1
- ignorehitpause = 1
- time = 28
- mul = 128,128,128
- invertall = 1
-
- [State 3201, 1]
- type = HitDef
- trigger1 = AnimElem = 2
- trigger2 = animelem = 3 && !movecontact
- trigger3 = animelem = 4 && !movecontact
- attr = S, HA
- animtype = HARD
- damage = 0
- hitflag = MA
- guardflag = MA
- pausetime = 12,12
- sparkno = 3
- sparkxy = -10,-90
- hitsound = s2,3
- guardsound = s2,6
- ground.type = hight
- ground.slidetime = 2
- ground.hittime = 15
- ground.hittime = 15
- p2facing = 1
- p1stateno = 3152
- p2stateno = 3110
- P2getp1state = 1
- ground.velocity = -1
- air.velocity = -1,0
-
-
- [State 3201, 2]
- type = AfterImage
- trigger1 = time = 0
- time = 25
- ;TimeGap = 2
- FrameGap = 2
- length = 8
- ;trans = add1
-
- [State 3201, 3]
- type = Velset
- trigger1 = AnimElem = 1
- x = 12
-
- [State 3201, 4]
- type = Veladd
- trigger1 = AnimElem = 1,>0
- x = -.05
-
- [State 3201, 7]
- type = ChangeState
- trigger1 = animtime = 0
- value = 3105
-
-
- ;hit level2
- [statedef 3152]
- type = S
- movetype = A
- physics = S
- ctrl = 0
- anim = 3152
- velset = 0,0
-
-
- [State 3500, 9]
- type = BGPalfx
- trigger1 = 1
- ignorehitpause = 1
- time = 40
- mul = 128,128,128
- invertall = 1
-
- [State 6000, 3]
- type = AfterImage
- trigger1 = Time = 0
- time = 0
-
- [State 6000, 3]
- type = width
- trigger1 = 1
- value = 70,0
-
- [State 3200 , 2]
- type = NotHitBy
- trigger1 = 1
- value = SCA, NA, SA, HA
- time = 12
-
- [State 3202, 2]
- type = velset
- trigger1 = 1
- x = 1
-
- [State 3202, 2]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 3202, 2]
- type = TargetBind
- trigger1 = 1
- pos = 65, 0
-
- [State 3202, 2]
- type = envcolor
- triggerall = movehit = 1
- trigger1 = animelem = 3 || animelem = 12 || animelem = 20|| animelem = 27 || animelem = 65
- trigger2 = animelem = 33|| animelem = 40|| animelem = 51|| animelem = 57|| animelem = 73|| animelem = 79
- persistent = 1
- ignorehitpause = 1
- value = 255, 255, 255
- time = 1
- under = 1
- supermove = 1
-
- [State 3202, 2]
- type = playsnd
- triggerall = movehit = 1 && random >500
- trigger1 = animelem = 1|| animelem = 4|| animelem = 7 || animelem = 13 || animelem = 22 || animelem = 29
- trigger2 = animelem = 33|| animelem = 41|| animelem = 49 || animelem = 55
- trigger3 = animelem = 59|| animelem = 63|| animelem = 67 || animelem = 71 || animelem = 75 || animelem = 79
- persistent = 1
- ignorehitpause = 1
- value = 2,9
-
- [State 4510, 13]
- type = HitDef
- trigger1 = animelem = 1|| animelem = 4|| animelem = 7 || animelem = 13 || animelem = 22 || animelem = 29
- trigger2 = animelem = 33|| animelem = 41|| animelem = 49 || animelem = 55
- attr = S, HA
- damage = 18
- animtype = heavy
- getpower = 10,5
- givepower = 15,8
- guardflag = MA
- hitflag = MAF
- priority = 3, Hit
- pausetime = 0 ,7
- sparkno =s7
- guard.sparkno = 40
- sparkxy = -20,-60
- p2stateno = 3111
- hitsound = s2,8
- guardsound = s2,6
- ground.type = High
- ground.slidetime = 5
- ground.hittime = 24
- ground.velocity = -3,0
- airguard.velocity = -1.9,-.8
- air.velocity = -1.3,-3
- kill = 0
-
- [State 4510, 13]
- type = HitDef
- trigger1 = animelem = 59|| animelem = 63|| animelem = 67 || animelem = 71 || animelem = 75 || animelem = 79
- attr = S, HA
- damage = 18
- animtype = heavy
- getpower = 10,5
- givepower = 15,8
- guardflag = MA
- hitflag = MAF
- priority = 3, Hit
- pausetime = 0 ,7
- sparkno = 3
- guard.sparkno = 40
- sparkxy = -20,-40
- p2stateno = 3111
- hitsound = s2,8
- guardsound = s2,6
- ground.type = High
- ground.slidetime = 5
- ground.hittime = 24
- ground.velocity = -3,0
- airguard.velocity = -1.9,-.8
- air.velocity = -1.3,-3
- kill = 0
-
- [State 240, 2]
- type = HitDef
- trigger1 = AnimElem = 91
- attr = S, HA
- animtype = Back
- damage = 55
- guardflag = MA
- hitflag = MAF
- pausetime = 24,32
- sparkno = 3
- sparkxy = -10,-70
- hitsound = S2,12
- guardsound = S2,6
- ground.type = High
- ground.slidetime = 5
- ground.hittime = 24
- ground.velocity = -3,0
- airguard.velocity = -1.9,-.8
- air.velocity = -1.3,-3
- palfx.invertall = 1
- palfx.add = -100,-93,-200
- palfx.sinadd = 20,-10,-10,4
- palfx.time = 50
- kill = 0
-
- [State 100, S]
- type = explod
- trigger1 = AnimElem = 91
- anim = 1421
- id = 3152
- pos = 2,0
- sprpriority = 4
- postype = p1
- removetime = -1
- bindtime = -1
-
- [State 100, S]
- type = removeexplod
- trigger1 = AnimElem = 92
- value = 3152
-
- [State 2120, 2]
- type = EnvShake
- Trigger1 = AnimElem = 91
- time = 15
- ampl = -8
- freq = 100
-
- [State 3202, 2]
- type = envcolor
- triggerall = movehit = 1
- trigger1 = animelem = 91
- persistent = 1
- ignorehitpause = 1
- value = 255, 255, 255
- time = 1
- under = 1
- supermove = 1
-
-
-
- [State 100, S]
- type = explod
- trigger1 = AnimElem = 92
- anim = 1421
- id = 3153
- pos = 0,0
- sprpriority = 4
- postype = p1
- removetime = -1
- bindtime = -1
-
- [State 100, S]
- type = removeexplod
- trigger1 = AnimElem = 95
- value = 3153
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = AnimElem = 91
- value =2, 13
- volume= 100
-
- [State 3005, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 3153
-
-
- [Statedef 3153]
- type = S
- movetype= A
- physics = S
- juggle = 1
- ctrl = 0
- velset = 0,0,0
- anim = 3153
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = animelem = 3
- value = 10,20
-
-
- [State 3500, 9]
- type = BGPalfx
- trigger1 = animelem = 1
- ignorehitpause = 1
- time = 190
- mul = 128,128,128
- invertall = 1
-
- [State 2120,3]
- type = Helper
- ;triggerall = NumHelper = 0
- trigger1 = time = 15 ||time = 39 ||time = 63 ||time = 87
- helpertype = normal
- name = "poison"
- id = 3150
- pos = -50,0
- postype = p2
- stateno = 3154
- keyctrl = 0
- ownpal = 1
-
- [State 2120,3]
- type = Helper
- trigger1 = time = 111
- helpertype = normal
- name = "poison"
- id = 3151
- pos = -50,0
- postype = p2
- stateno = 3155
- keyctrl = 0
- ownpal = 1
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = AnimElem = 7
- value =2, 13
- volume= 100
-
- [State 240, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- [Statedef 3154]
- type = A
- physics = N
- movetype= A
- anim = 3154
- ctrl = 0
- poweradd = 0
-
- [State 1201, 1]
- type = HitDef
- trigger1 = AnimElem = 1
- attr = S, HA
- animtype = Back
- damage = 40
- hitflag = MA
- guardflag = MA
- pausetime = 18,18
- sparkno = 2
- sparkxy = -15,-35
- guardsound = s2,6
- ground.type = low
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = 12
- ground.cornerpush.veloff = -8
- guard.velocity = 9
- air.velocity = 5,-1
- airguard.velocity = 5,-1
- palfx.invertall = 1
- palfx.add = -100,-93,-200
- palfx.sinadd = 20,-10,-10,4
- palfx.time = 50
- kill = 0
-
- [State 3202, 2]
- type = envcolor
- trigger1 = animelem = 1
- persistent = 1
- ignorehitpause = 1
- value = 255, 255, 255
- time = 1
- under = 1
- supermove = 1
-
-
-
- [State 7102, 4]
- type = Destroyself
- trigger1 = time >= 5
-
- [Statedef 3155]
- type = A
- physics = N
- movetype= A
- anim = 3154
- ctrl = 0
- poweradd = 0
-
- [State 240, 2]
- type = HitDef
- trigger1 = AnimElem = 1
- attr = S, HA
- animtype = diagup
- damage = 55
- guardflag = MA
- hitflag = MAF
- pausetime = 32,32
- sparkno = 3
- sparkxy = -10,-70
- guardsound = S2,6
- ground.type = High
- ground.slidetime = 12
- ground.hittime = 15
- ground.velocity = 10,-8
- ground.cornerpush.veloff = -15
- air.velocity = 5,-4.2
- fall = 1
- fall.recover = 0
- palfx.invertall = 1
- palfx.add = -100,-93,-200
- palfx.sinadd = 20,-10,-10,4
- palfx.time = 50
-
- [State 3202, 2]
- type = envcolor
- trigger1 = animelem = 1
- persistent = 1
- ignorehitpause = 1
- value = 255, 255, 255
- time = 1
- under = 1
- supermove = 1
-
- [State 2120, 2]
- type = EnvShake
- trigger1 = AnimElem = 1
- time = 20
- ampl = -8
- freq = 100
-
- [State 7102, 4]
- type = Destroyself
- trigger1 = time >= 5
-
-
- [statedef 3200]
- type = S
- movetype = a
- physics = S
- anim = 3200
- poweradd = -3000
- ctrl = 0
-
- [State 6000, │¼╔▒╥⌠╨º]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 1,5
- channel = 0
-
- [State 3200, 2]
- type = SuperPause
- trigger1 = AnimElem = 2
- time = 28
- anim = -1
- movetime = 0
-
- [State 9300,1]
- type = Envcolor
- trigger1 = animelem = 2
- persistent = 0
- ignorehitpause = 1
- value = 0, 0, 0
- time = 28
- under = 1
- supermove = 1
-
- [State 4010, 3]
- type = Explod
- trigger1 = AnimElem = 2
- anim = 2010
- pos = 40,-93
- postype = p1
- sprpriority = -1
- supermove = 1
- bindtime = 1
-
- [State 4010, 4]
- type = Explod
- trigger1 = AnimElem = 2
- anim = 2000
- pos = 40,-93
- postype = p1
- sprpriority = 2
- supermove = 1
- bindtime = 1
-
-
-
- [State 700, 0]
- type = HitDef
- Trigger1 = Time = 0
- attr = S, HT
- getpower = 50
- givepower = 40
- hitflag = M-
- priority = 1, Miss
- snap = 50, 0, 0, 1
- sparkno = -1
- p2facing = 1
- p1stateno = 3201
- p2stateno = 3205
- hitsound = s2,10
-
- [State 700, 1]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- [statedef 3204]
- type = S
- movetype = a
- physics = S
- anim = 3200
- poweradd = -3000
- ctrl = 0
-
- [State 6000, │¼╔▒╥⌠╨º]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 1,5
- channel = 0
-
- [State 3200, 2]
- type = SuperPause
- trigger1 = AnimElem = 2
- time = 28
- anim = -1
- movetime = 0
-
- [State 9300,1]
- type = Envcolor
- trigger1 = animelem = 2
- persistent = 0
- ignorehitpause = 1
- value = 0, 0, 0
- time = 28
- under = 1
- supermove = 1
-
- [State 4010, 3]
- type = Explod
- trigger1 = AnimElem = 2
- anim = 2010
- pos = 40,-93
- postype = p1
- sprpriority = -1
- supermove = 1
- bindtime = 1
-
- [State 4010, 4]
- type = Explod
- trigger1 = AnimElem = 2
- anim = 2000
- pos = 40,-93
- postype = p1
- sprpriority = 2
- supermove = 1
- bindtime = 1
-
-
-
- [State 700, 0]
- type = HitDef
- Trigger1 = Time = 0
- attr = S, HT
- getpower = 50
- givepower = 40
- hitflag = MF
- priority = 1, Miss
- snap = 50, 0, 0, 1
- sparkno = -1
- p2facing = 1
- p1stateno = 3201
- p2stateno = 3205
- hitsound = s2,10
-
- [State 700, 1]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
-
-
- [statedef 3201]
- type = S
- movetype = a
- physics = S
- anim = 3201
- ctrl = 0
-
- [State 3500, 9]
- type = BGPalfx
- trigger1 = animelem = 1
- ignorehitpause = 1
- time = 270
- mul = 128,128,128
- invertall = 1
-
-
- [State 701, 1]
- type = Width
- trigger1 = 1
- edge = 60,20
-
- [State 6000, │¼╔▒╥⌠╨º]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 1,5
- channel = 0
-
- [State 3200, 2]
- type = SuperPause
- trigger1 = AnimElem = 1
- time = 28
- anim = -1
- movetime = 0
-
- [State 9300,1]
- type = Envcolor
- trigger1 = animelem = 1
- persistent = 0
- ignorehitpause = 1
- value = 0, 0, 0
- time = 28
- under = 1
- supermove = 1
-
- [State 4010, 3]
- type = Explod
- trigger1 = AnimElem = 1
- anim = 2010
- pos = 40,-93
- postype = p1
- sprpriority = -4
- supermove = 1
- bindtime = 1
-
- [State 4010, 4]
- type = Explod
- trigger1 = AnimElem = 1
- anim = 2000
- pos = 40,-93
- postype = p1
- sprpriority = 4
- supermove = 1
- bindtime = 1
-
-
- [State 4010, 4]
- type = Explod
- trigger1 = AnimElem = 4
- anim = 3210
- pos = 0,0
- postype = p1
- sprpriority = -1
- supermove = 1
- bindtime = 1
-
- [State 4010, 4]
- type = Explod
- trigger1 = AnimElem = 16
- anim = F11
- pos = 40,-120
- postype = p1
- sprpriority = 3
- supermove = 1
- bindtime = 1
-
- [State 700, 1]
- type = targetbind
- trigger1 = animelem = 1
- pos = 45,-90
-
- [State 700, 1]
- type = targetbind
- trigger1 = animelem = 2
- pos = 45,-130
-
- [State 700, 1]
- type = targetbind
- trigger1 = animelem = 3
- pos = 45,-135
-
- [State 700, 1]
- type = targetbind
- trigger1 = animelem = 15
- pos = 40,-135
-
-
- [State 700, 1]
- type = targetbind
- trigger1 = animelem = 21
- pos = 25,-135
-
- [State 700, 1]
- type = targetbind
- trigger1 = animelem = 22
- pos = 10,-135
-
- [State 700, 1]
- type = targetbind
- trigger1 = animelem = 25
- pos = 0,-80
-
- [state 701, 1]
- type = playsnd
- trigger1 = animelem = 15
- value = 9,2
-
- [state 701, 1]
- type = playsnd
- trigger1 = animelem = 16
- value = 2,11
-
- [State 700, 1]
- type = SprPriority
- trigger1 = animelem = 1
- value = -2
-
- [state 701, 1]
- type = playsnd
- trigger1 = animelem = 7
- value =10,13
-
- [State 711, 2]
- type = varset
- trigger1 = animtime = 0
- var(18) = 1
-
-
- [State 711, 2]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
-
-
- [Statedef 3205]
- type = A
- movetype = H
- physics = N
- velset = 0,0
-
- [State 2120, 1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 3205
-
- [State 2120, 4]
- type = LifeAdd
- trigger1 = AnimElem = 15
- value = -160
-
- [State 2120, 4]
- type = palfx
- trigger1 = AnimElem = 15
- add = -100,-93,-200
- sinadd = 20,-10,-10,4
- invertall = 1
- time = 100
-
-
- [State 2120, 5]
- type = changeState
- trigger1 = AnimTime = 0
- value = 716
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- ;======================================
- [Statedef -3]
- ;======================================
-
- [state -3, nolifebar]
- type = assertspecial
- trigger1 = roundstate != 2
- flag = NoBarDisplay
-
- ; run stop sound
- [State -3, 4]
- type = StopSnd
- trigger1 = !var(59)
- trigger1 = stateno!= 100
- trigger2 = var(59)
- trigger2 = stateno != 10044
- channel = 4
-
- [State -3, 4]
- type = StopSnd
- trigger1 = stateno!= 1300 && stateno!= 1301
- channel = 5
-
- ; ╠°
- [State -3, 1.1]
- type = PlaySnd
- triggerall = Time = 1
- trigger1 = stateno = 105
- value = 0,1
- persistent = 0 ;make sure it play only once each time
- volume = -40
-
- ; ╟ß╗≈
- [State -3, 1.2]
- type = PlaySnd
- triggerall = Time = 1
- triggerall = alive
- triggerall = Random <= 600;use random
- trigger1 = stateno = 5001
- trigger1 = anim = 5000
- trigger2 = stateno = 5001
- trigger2 = anim = 5010
- trigger3 = stateno = 5011
- trigger3 = anim = 5020
- value = 12,0
- channel = 0
- volume = 80
-
- ; ╓╨╝╢
- [State -3, 1.3]
- type = PlaySnd
- triggerall = Time = 1
- triggerall = alive
- triggerall = Random <= 300;use random
- trigger1 = stateno = 5001
- trigger1 = anim = 5001
- trigger2 = stateno = 5001
- trigger2 = anim = 5011
- trigger3 = stateno = 5011
- trigger3 = anim = 5021
- value = 12,1
- channel = 0
- volume = 80
-
- ; ╓╪╗≈
- [State -3, 1.4]
- type = PlaySnd
- triggerall = Time = 1
- triggerall = alive
- triggerall = Random <= 200;use random
- trigger1 = stateno = 5001
- trigger1 = anim = 5002
- trigger2 = stateno = 5001
- trigger2 = anim = 5012
- trigger3 = stateno = 5011
- trigger3 = anim = 5022
- value = 12,1
- channel = 0
- volume = 80
-
- ; ╡╣╡╪
- [State -3, 1.5]
- type = PlaySnd
- triggerall = Time = 1
- triggerall = alive
- triggerall = Random <= 400
- trigger1 = stateno = 5100
- value = 12,2
- channel = 0
- volume = 80
-
- [State -3 , Landing Sound]
- type = PlaySnd
- triggerall = Time = 1
- trigger1 = stateno = 52
- trigger2 = stateno = 107 ||stateno = 1603 ||stateno =3105
- trigger3 = stateno = 1002 ||stateno = 1402 ||stateno = 1502
- value = 0, 2
-
- [State -3 , Landing Sound]
- type = PlaySnd
- triggerall = Time = 1
- trigger1 = stateno = 5300
- value = 0, 10
-
- [State 100, S]
- type = removeexplod
- trigger1 = stateno != 1405 && stateno != 1406 && NumExplod(1411)!=0
- value = 1411
-
- [State 100, S]
- type = removeexplod
- trigger1 = stateno != 1400 && NumExplod(1401)!=0
- value = 1401
-
- [State 180, 2]
- type = varset
- trigger1 = stateno = 5900
- var(18) = 0
-
- [State 100, S]
- type = removeexplod
- trigger1 = stateno != 1400 && NumExplod(1421)!=0
- value = 1421
-
-
-