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Text File | 2000-08-17 | 50.4 KB | 3,368 lines |
- ; │¬╕∙╞─
- [Statedef 2300]
- type = S
- movetype= A
- physics = S
- juggle = 3
- poweradd= 100
- ctrl = 0
- anim = 2300
-
- [State 1500, 0]
- type = PlaySnd
- trigger1 = AnimElem = 4
- value = 210,5
-
- [State 1022, 1]
- type = Projectile
- trigger1 = AnimElem = 6
- projanim = 2230
- projpriority = 100
- projremanim = 15
- offset = 85,-66
- projremovetime = 20
-
- [State 2300, 2]
- type = Projectile
- trigger1 = Animelem = 6
- projanim = 2220
- projremovetime = 20
- projremanim = 999
- projpriority = 15
- offset = 85, -66
- attr = S, NA
- animtype = Hard
- damage = 140
- guardflag = MAFDP
- pausetime = 12,12
- sparkno = 3
- sparkxy = -1
- hitsound = S230,0
- guardsound = S210,4
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 23
- ground.velocity = -5,-3
- air.velocity = -3.5,-3
- fall = 1
- fall.recover = 0
-
- [State 2500, 7]
- type = envshake
- trigger1 = animelem = 6
- time = 20
- ampl = 3
-
- [State 1500, 0]
- type = PlaySnd
- trigger1 = AnimElem = 6
- value = 1500,0
-
- [State 240, 3]
- type = PosAdd
- trigger1 = AnimElem = 5
- x = 6
-
- [State 240, 3]
- type = PosAdd
- trigger1 = AnimElem = 12
- x = -9
-
- [State 2300, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; │¬╕∙╞─ Hard
- [Statedef 2310]
- type = S
- movetype= A
- physics = S
- juggle = 3
- poweradd= 100
- ctrl = 0
- anim = 2300
-
- [State 1500, 0]
- type = PlaySnd
- trigger1 = AnimElem = 4
- value = 210,5
-
- [State 2300, 1]
- type = Projectile
- trigger1 = Animelem = 6
- projanim = 2220
- projremovetime = 20
- projremanim = 999
- projpriority = 15
- offset = 85, -66
- attr = S, NA
- animtype = Hard
- damage = 140
- guardflag = MAFDP
- pausetime = 12,12
- sparkno = 3
- sparkxy = -1
- hitsound = S230,0
- guardsound = S210,4
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 23
- ground.velocity = -5,-3
- air.velocity = -3.5,-3
- fall = 1
- fall.recover = 0
-
- [State 1022, 2]
- type = Projectile
- trigger1 = AnimElem = 6
- projanim = 2230
- projpriority = 15
- projremanim = 999
- offset = 85,-66
- projremovetime = 20
-
- [State 2500, 7]
- type = envshake
- trigger1 = animelem = 6
- time = 20
- ampl = 3
-
- [State 1500, 0]
- type = PlaySnd
- trigger1 = AnimElem = 6
- value = 1500,0
-
- [State 240, 3]
- type = PosAdd
- trigger1 = AnimElem = 5
- x = 15
-
- [State 240, 3]
- type = PosAdd
- trigger1 = AnimElem = 12
- x = -9
-
- [State 2300, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; ├╡║╪╗Ω light (start)
- [Statedef 1500]
- type = S
- movetype = A
- physics = S
- anim = 1500
- velset = 0
- poweradd = 100
- ctrl = 0
-
- [State 1500, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 1
-
- [State 1500, 2]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 1500,1
-
- [State 225, 4]
- type = Explod
- trigger1 = AnimElem = 4
- persistent = 0
- anim = 1510
- pos = 10,0
- postype = p1
- sprpriority = 1
- bindtime = 1
-
- [State 1500, 3]
- type = PosAdd
- trigger1 = AnimElem = 5
- trigger2 = AnimElem = 6
- x = 12
-
- [State 1500, 4]
- type = HitDef
- trigger1 = AnimElem = 6
- attr = S, SA
- animtype = Hard
- damage = 90
- guardflag = M
- pausetime = 12,12
- sparkno = 3
- sparkxy = -10,-62
- hitsound = S230,0
- guardsound = S200,4
- ground.type = Low
- ground.slidetime = 13
- ground.hittime = 18
- ground.velocity = -5.5
- air.velocity = -3,-2.5
-
- [State 2500, 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1501
-
- ; ├╡║╪╗Ω light (air)
- [Statedef 1501]
- type = A
- movetype = A
- physics = N
- anim = 1501
-
- [State 1501, 1]
- type = VelSet
- trigger1 = Time = 0
- x = 1.5
- y = -8.4
-
- [State 1501, 2]
- type = VelAdd
- trigger1 = Time > 0
- x = .01
- y = .4
-
- [State 1501, 3]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = A, SA
- animtype = Hard
- damage = 80,5
- guardflag = MA
- pausetime = 12,12
- sparkno = 3
- sparkxy = -10,-62
- hitsound = S230,0
- guardsound = S200,4
- 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
-
- [State 1510, 4]
- type = PosAdd
- trigger1 = AnimElem = 4
- x = 4
-
- [State 1501, 4]
- type = VelSet
- trigger1 = AnimElem = 4
- x = 0
- y = .2
-
- [State 1501, 5]
- type = PlaySnd
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= -5
- value = 40,2
-
- [State 1501, 6]
- type = ChangeState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= -5
- value = 1502
-
- ; ├╡║╪╗Ω light (landing)
- [Statedef 1502]
- type = S
- movetype = I
- physics = S
- anim = 1502
- velset = 0,0
-
- [State 1502, 1]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 1502, 2]
- type = VarSet
- trigger1 = AnimTime = 0
- v = 1
- value = 0
-
- [State 1502, 3]
- type = ChangeState
- trigger1 = AnimTime =0
- value = 12
- ctrl = 1
-
- ; ├╡║╪╗Ω Hard (start)
- [Statedef 1510]
- type = S
- movetype = A
- physics = S
- anim = 1500
- velset = 0
- poweradd = 100
- ctrl = 0
-
- [State 1510, 1]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 1
-
- [State 1510, 2]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 1500,1
-
- [State 1510, 3]
- type = Explod
- trigger1 = AnimElem = 4
- persistent = 0
- anim = 1510
- pos = 10,0
- postype = p1
- sprpriority = 1
- bindtime = 1
-
- [State 1510, 4]
- type = PosAdd
- trigger1 = AnimElem = 5
- trigger2 = AnimElem = 6
- x = 16
-
- [State 1510, 5]
- type = HitDef
- trigger1 = AnimElem = 6
- attr = A, SA
- animtype = Hard
- damage = 80,5
- guardflag = MA
- pausetime = 12,12
- sparkno = 3
- sparkxy = -10,-62
- hitsound = S230,0
- guardsound = S200,4
- ground.type = Low
- ground.slidetime = 13
- ground.hittime = 18
- ground.velocity = -3.5,-5
- air.velocity = -3, -2.5
-
- [State 1510, 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1511
-
- ; ├╡║╪╗Ω Hard (air)
- [Statedef 1511]
- type = A
- movetype = A
- physics = N
- anim = 1511
-
- [State 1511, 1]
- type = VelSet
- trigger1 = Time = 0
- x = 2.1
- y = -9.4
-
- [State 1511, 2]
- type = VelAdd
- trigger1 = Time > 0
- y = .4
-
- [State 1511, 3]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = A, SA
- animtype = Hard
- damage = 100,5
- guardflag = MA
- pausetime = 12,12
- sparkno = 3
- sparkxy = -10,-62
- hitsound = S230,0
- guardsound = S200,4
- 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
-
- [State 1510, 4]
- type = PosAdd
- trigger1 = AnimElem = 4
- x = 4
-
- [State 1511, 4]
- type = VelSet
- trigger1 = AnimElem = 4
- x = 0
- y = .2
-
- [State 1511, 5]
- type = PlaySnd
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= -5
- value = 40,2
-
- [State 1511, 6]
- type = ChangeState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= -5
- value = 1512
-
- ; ├╡║╪╗Ω Hard (landing)
- [Statedef 1512]
- type = S
- movetype = I
- physics = S
- anim = 1502
- velset = 0,0
-
- [State 1512, 1]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 1512, 2]
- type = VarSet
- trigger1 = AnimTime = 0
- v = 1
- value = 0
-
- [State 1512, 3]
- type = ChangeState
- trigger1 = AnimTime =0
- value = 12
- ctrl = 1
-
- ;╝╢╕«┴╓╚▓
- [Statedef 1600]
- type = S
- movetype= A
- physics = S
- poweradd= 30
- ctrl = 0
- velset = 0,0,0
- anim = 1600
-
- [State 1600, 1]
- type = VarRandom
- trigger1 = Time = 0
- v = 1
- range = 0,100
-
- [State 1600, 2]
- type = PlaySnd
- trigger1 = Var(1) = [0,50]
- value = 1600,0
- persistent = 0
-
- [State 1600, 2]
- type = PlaySnd
- trigger1 = Var(1) = [51,100]
- value = 1600,1
- persistent = 0
-
- [State 1600, 3]
- type = VelAdd
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 5
- trigger3 = AnimElem = 6
- trigger4 = AnimElem = 7
- trigger5 = AnimElem = 8
- trigger6 = AnimElem = 9
- trigger7 = AnimElem = 10
- trigger8 = AnimElem = 11
- x = 2.5
-
- [State 1600, 4]
- type = HitDef
- trigger1 = AnimElem = 11
- attr = S, NT
- getpower = 50
- givepower = 40
- hitflag = m
- sparkno = -1
- sparkxy = -10,-70
- priority = 2, Miss
- p1stateno = 1610
- p2stateno = 1611
- p2facing = 1
-
- [State 1600, 5]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;░ⁿ░° ╝╢╕«┴╓╚▓┴▀(success)
- [Statedef 1610]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- velset = 0,0
- anim = 1610
- PowerAdd = 80
-
- [State 1610, 1]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 1000,0
-
- [State 3001, 3]
- type = Explod
- trigger1 = AnimElem = 1
- anim = 2000
- sprpriority = 5
- postype = p1
- pos = 50,-54
- bindtime = 1
-
- [State 1610, 3]
- type = PlayerPush
- trigger1 = Time >= 0
- value = 0
-
- [State 903, 5]
- type = TargetBind
- Trigger1 = Time >= 0
- Trigger1 = AnimElem = 2, < 0
- pos = 30,0
- time = 1
-
- [State 903, 6]
- type = TargetBind
- Trigger1 = AnimElem = 2, >= 0
- Trigger1 = AnimElem = 3, < 0
- pos = 30,0
- time = 1
-
- [State 903, 6]
- type = TargetBind
- Trigger1 = AnimElem = 3, >= 0
- Trigger1 = AnimElem = 4, < 0
- pos = 40,0
- time = 1
-
- [State 903, 6]
- type = TargetBind
- Trigger1 = AnimElem = 4, >= 0
- Trigger1 = AnimElem = 5, < 0
- pos = 60,0
- time = 1
-
- [State 903, 6]
- type = TargetBind
- Trigger1 = AnimElem = 5, >= 0
- Trigger1 = AnimElem = 6, < 0
- pos = 70,0
- time = 1
-
- [State 903, 6]
- type = TargetBind
- Trigger1 = AnimElem = 6
- pos = 70,0
- time = 1
-
- [State 240, 4]
- type = HitDef
- trigger1 = AnimElem = 7
- attr = S, NA
- animtype = Hard
- damage = 140
- guardflag = M
- pausetime = 12,12
- hitsound = S230,0
- sparkno = 3
- sparkxy = -31,-59
- guardsound = S200,3
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 23
- ground.velocity = -5,-3
- air.velocity = -3.5,-3
- fall = 1
- fall.recover = 0
-
- [State 3001, 3]
- type = Explod
- trigger1 = AnimElem = 7
- anim = 2001
- sprpriority = 5
- postype = p1
- pos = 91,-59
- bindtime = 1
-
- [State 1610, 5]
- type = Turn
- trigger1 = AnimTime = 0
-
- [State 1610, 6]
- type = ChangeState
- Trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;░ⁿ░° ╝╢╕«┴╓╚▓┴▀ 2p
- [Statedef 1611]
- type = A
- movetype = H
- physics = N
- velset = 0,0
- facep2 = 1
-
- [State 1510, 1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 1611
-
- [State 1510, 8]
- type = ChangeState
- Trigger1 = AnimTime = 0
- value = 0
-
- ;╝╢╕«┴╓╚▓ Hard
- [Statedef 1601]
- type = S
- movetype= A
- physics = S
- poweradd= 30
- ctrl = 0
- velset = 0,0,0
- anim = 1601
-
- [State 1600, 1]
- type = VarRandom
- trigger1 = Time = 0
- v = 1
- range = 0,100
-
- [State 1600, 2]
- type = PlaySnd
- trigger1 = Var(1) = [0,50]
- value = 1600,0
- persistent = 0
-
- [State 1600, 2]
- type = PlaySnd
- trigger1 = Var(1) = [51,100]
- value = 1600,1
- persistent = 0
-
- [State 1600, 3]
- type = VelAdd
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 5
- trigger3 = AnimElem = 6
- trigger4 = AnimElem = 7
- trigger5 = AnimElem = 8
- trigger6 = AnimElem = 9
- trigger7 = AnimElem = 10
- trigger8 = AnimElem = 11
- x = 2.5
-
- [State 1600, 4]
- type = HitDef
- trigger1 = AnimElem = 11
- attr = S, NT
- getpower = 50
- givepower = 40
- hitflag = m
- sparkno = -1
- sparkxy = -10,-70
- priority = 2, Miss
- p1stateno = 1620
- p2stateno = 1621
- p2facing = 1
-
- [State 1600, 5]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;╝╢╕«┴╓╚▓╜╔╝Γ╞─(success)
- [Statedef 1620]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- velset = 0,0
- anim = 1620
- PowerAdd = 80
-
- [State 1610, 1]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 1000,0
-
- [State 3001, 3]
- type = Explod
- trigger1 = AnimElem = 1
- anim = 2000
- sprpriority = 5
- postype = p1
- pos = 66,-55
- bindtime = 1
-
- [State 1610, 3]
- type = PlayerPush
- trigger1 = Time >= 0
- value = 0
-
- [State 903, 5]
- type = TargetBind
- Trigger1 = Time >= 0
- Trigger1 = AnimElem = 2, < 0
- pos = 30,0
- time = 1
-
- [State 903, 6]
- type = TargetBind
- Trigger1 = AnimElem = 2, >= 0
- Trigger1 = AnimElem = 3, < 0
- pos = 20,0
- time = 1
-
- [State 903, 6]
- type = TargetBind
- Trigger1 = AnimElem = 3, >= 0
- Trigger1 = AnimElem = 4, < 0
- pos = 10,0
- time = 1
-
- [State 903, 6]
- type = TargetBind
- Trigger1 = AnimElem = 4, >= 0
- Trigger1 = AnimElem = 5, < 0
- pos = 0,0
- time = 1
-
- [State 903, 6]
- type = TargetBind
- Trigger1 = AnimElem = 5, >= 0
- Trigger1 = AnimElem = 6, < 0
- pos = -10,0
- time = 1
-
- [State 903, 6]
- type = TargetBind
- Trigger1 = AnimElem = 6, >= 0
- Trigger1 = AnimElem = 7, < 0
- pos = -15,0
- time = 1
-
- [State 903, 6]
- type = TargetBind
- Trigger1 = AnimElem = 7, >= 0
- Trigger1 = AnimElem = 8, < 0
- pos = -20,0
- time = 1
-
- [State 903, 6]
- type = TargetBind
- Trigger1 = AnimElem = 8, >= 0
- Trigger1 = AnimElem = 9, < 0
- pos = -25,0
- time = 1
-
- [State 903, 6]
- type = TargetBind
- Trigger1 = AnimElem = 9, >= 0
- Trigger1 = AnimElem = 10, < 0
- pos = -30,0
- time = 1
-
- [State 903, 6]
- type = TargetBind
- Trigger1 = AnimElem = 10
- pos = -35,0
- time = 1
-
- [State 240, 4]
- type = HitDef
- trigger1 = AnimElem = 12
- attr = S, NA
- animtype = Hard
- damage = 140
- guardflag = M
- pausetime = 12,12
- hitsound = S230,0
- sparkno = 3
- sparkxy = 9,-99
- guardsound = S200,3
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 23
- ground.velocity = 5,-3
- air.velocity = 3.5,-3
- fall = 1
- fall.recover = 0
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = AnimElem = 12
- value = 210,3
-
- [State 3001, 3]
- type = Explod
- trigger1 = AnimElem = 5
- anim = 2002
- sprpriority = 5
- postype = p1
- pos = 0,0
- bindtime = 1
-
- [State 1610, 5]
- type = Turn
- Trigger1 = AnimTime = 0
-
- [State 1610, 6]
- type = ChangeState
- Trigger1 = AnimTime = 0
- value = 12
- ctrl = 1
-
- ;╝╢╕«┴╓╚▓╜╔╝Γ╞─ 2p
- [Statedef 1621]
- type = A
- movetype = H
- physics = N
- velset = 0,0
- facep2 = 1
-
- [State 1621, 1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 1621
-
- [State 1621, 2]
- type = Turn
- trigger1 = AnimElem = 5
-
- [State 1621, 3]
- type = ChangeState
- Trigger1 = AnimTime = 0
- value = 0
-
- ;┐╡┴╓ light
- [Statedef 1700]
- type = S
- movetype= A
- physics = S
- juggle = 0
- poweradd= 100
- ctrl = 0
- anim = 1700
- velset = 0,0
-
- [State 1100, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0,0
-
- [State 1100, 3]
- type = ReversalDef
- trigger1 = AnimElem = 4
- reversal.attr = SC, NA, SA
- pausetime = 20,20
- sparkxy = 40,-85
- hitsound = 6,0
- p1stateno = 1710
- p2facing = 1
- fall = 1
- fall.yvelocity = -3
-
- [State 1100, 3]
- type = ReversalDef
- trigger1 = AnimElem = 6
- reversal.attr = SC, NA, SA
- numhits = 0
- pausetime = 20,30
- sparkno = 3
- sparkxy = 0,-80
- hitsound = S1000,3
- p1stateno = 1720
-
- [State 1100, 4]
- type = HitDef
- trigger1 = AnimElem = 8
- attr = S, SA
- animtype = Hard
- damage = 120,5
- guardflag = M
- sparkno = 3
- sparkxy = -10,-90
- pausetime = 12,12
- hitsound = S230,0
- guardsound = S200,3
- ground.type = High
- ground.slidetime = 13
- ground.hittime = 18
- ground.velocity = -1.5,-8.2
- air.velocity = -1.5,-5.2
- fall = 1
- fall.recover = 0
-
- [State 1100, 5]
- type = PlaySnd
- trigger1 = AnimElem = 8
- value = 200,1
-
- [State 1100, 6]
- type = ChangeState
- triggerall = MoveHit = 1
- trigger1 = AnimTime = 0
- value = 1750
-
- [State 1100, 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;┐╡┴╓ Hard
- [Statedef 1701]
- type = S
- movetype= A
- physics = S
- juggle = 0
- poweradd= 100
- ctrl = 0
- anim = 1701
- velset = 0,0
-
- [State 1100, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0,0
-
- [State 1100, 3]
- type = ReversalDef
- trigger1 = AnimElem = 4
- reversal.attr = SC, NA, SA
- pausetime = 20,20
- sparkxy = 40,-85
- hitsound = 6,0
- p1stateno = 1710
- p2facing = 1
- fall = 1
- fall.yvelocity = -3
-
- [State 1100, 3]
- type = ReversalDef
- trigger1 = AnimElem = 6
- reversal.attr = SC, NA, SA
- numhits = 0
- pausetime = 20,30
- sparkno = 3
- sparkxy = 0,-80
- hitsound = S1000,3
- p1stateno = 1720
-
- [State 1100, 4]
- type = HitDef
- trigger1 = AnimElem = 8
- attr = S, SA
- animtype = Hard
- damage = 120,5
- guardflag = M
- sparkno = 3
- sparkxy = -10,-90
- pausetime = 12,12
- hitsound = S230,0
- guardsound = S200,3
- ground.type = High
- ground.slidetime = 13
- ground.hittime = 18
- ground.velocity = -1.5,-8.2
- air.velocity = -1.5,-5.2
- fall = 1
- fall.recover = 0
-
- [State 1100, 5]
- type = PlaySnd
- trigger1 = AnimElem = 8
- value = 200,1
-
- [State 1100, 6]
- type = ChangeState
- triggerall = MoveHit = 1
- trigger1 = AnimTime = 0
- value = 1750
-
- [State 1100, 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;┐╡┴╓ (under)
- [Statedef 1710]
- type = S
- movetype= A
- physics = S
- poweradd= 50
- velset = 0
- ctrl = 0
- anim = 1710
-
- [State 400, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 200,2
-
- [State 400, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 210,2
-
- [State 430, 3]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = S, NA
- damage = 150, 10
- guardflag = L
- pausetime = 11,12
- sparkno = 3
- sparkxy = -10,-30
- hitsound = S230,0
- guardsound = S200,4
- ground.type = Trip
- ground.slidetime = 18
- ground.hittime = 25
- guard.hittime = 36
- guard.ctrltime = 36
- ground.velocity = -2,-4
- guard.velocity = -6
- air.velocity = -2.4,-3.5
- airguard.velocity = -3,-3
- fall = 1
- fall.recover = 0
-
- [State 1100, 6]
- type = ChangeState
- triggerall = MoveHit = 1
- trigger1 = AnimTime = 0
- value = 1750
-
- [State 1101, 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;┐╡┴╓ (upper)
- [Statedef 1720]
- type = S
- movetype= A
- physics = S
- poweradd= 50
- velset = 0
- ctrl = 0
- anim = 1720
-
- [State 220, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 200,1
-
- [State 220, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 210,2
-
- [State 240, 4]
- type = HitDef
- trigger1 = AnimElem = 1
- attr = S, NA
- animtype = Hard
- damage = 150,10
- guardflag = M
- pausetime = 12,12
- sparkno = 3
- sparkxy = -10,-56
- hitsound = S200,0
- guardsound = S200,3
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 23
- ground.velocity = -5,-3
- air.velocity = -3.5,-3
- fall = 1
- fall.recover = 0
-
- [State 1100, 6]
- type = ChangeState
- triggerall = MoveHit = 1
- trigger1 = AnimTime = 0
- value = 1750
-
- [State 1101, 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;┐╡┴╓ End
- [Statedef 1750]
- type = S
- movetype= I
- physics = S
- juggle = 0
- poweradd= 100
- ctrl = 0
- anim = 1750
- velset = 0,0
-
- [State 1750, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1750,0
-
- [State 1750, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 12
- ctrl = 1
-
- ;╕╕╣┌╚─┐¼
- [Statedef 1650]
- type = S
- movetype= A
- physics = S
- poweradd= 30
- juggle = 15
- ctrl = 0
- anim = 1650
-
- [State 240, 3]
- type = PosAdd
- trigger1 = AnimElem = 1
- x = 2
-
- [State 1600, 4]
- type = HitDef
- Trigger1 = AnimElem = 2
- trigger2 = StateType != A
- attr = S, ST
- hitflag = M
- Guardflag =-A
- priority = 6, Miss
- snap = 40, 0, 0, 1
- sparkno = -1
- p2facing = 1
- p1stateno = 1651
- p2stateno = 1655
- p2getp1state = 1
-
- [State 1050, 3]
- type = ChangeState
- Trigger1 = AnimTime = 0
- Trigger1 = Stateno != 1651
- value = 1652
-
- ;╕╕╣┌╚─┐¼ (success)
- [Statedef 1651]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- anim = 1651
- Velset = 0,0
-
- [State 1651, 1]
- type = Turn
- Trigger1 = AnimTime = 0
- value = 1
-
- [State 1651, 2]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 1000,0
-
- [State 1651, 2]
- type = velset
- Trigger1 = AnimTime = 0
- x = -0.1
-
- [State 1651, 3]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 1650,0
-
- [State 1651, 4]
- type = explod
- trigger1 = AnimElem = 1
- anim = 2000
- sprpriority = 5
- postype = p1
- pos = 66,-55
- bindtime = 1
-
- [State 1651, 5]
- type = ChangeState
- triggerall = Time = [22, 27]
- trigger1 = command = "db_x"
- value = 1656
-
- [State 1651, 5]
- type = ChangeState
- triggerall = Time = [22, 27]
- trigger1 = command = "db_y"
- value = 3000
-
- [State 1651, 6]
- type = Changestate
- Trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;╕╕╣┌╚─┐¼ (miss)
- [Statedef 1652]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- anim = 1652
- Velset = 0,0
-
- [State 1051, 5]
- type = Changestate
- Trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;╕╕╣┌╚─┐¼ (2p)
- [Statedef 1655]
- type = S
- movetype= H
- physics = S
- ctrl = 0
- Velset = 0,0
-
- [State 1055, 1]
- type = ChangeAnim2
- Trigger1 = Time = 0
- value = 1655
-
- [State 325, 0]
- type = velset
- trigger1 = time = 0
- x = 0
- y = 0
-
- [State 325, 0]
- type = velset
- Trigger1 = AnimElem = 1
- Trigger2 = AnimElem = 2
- Trigger3 = AnimElem = 3
- x = 2
-
- [State 325, 0]
- type = velset
- Trigger1 = AnimElem = 4
- x = -2
-
- [State 325, 0]
- type = velset
- Trigger1 = AnimElem = 5
- Trigger2 = AnimElem = 6
- x = -10
-
- [State 325, 0]
- type = velset
- Trigger1 = AnimElem = 7
- Trigger2 = AnimElem = 8
- Trigger3 = AnimElem = 9
- x = -2
-
- [State 1055, 3]
- type = turn
- Trigger1 = AnimElem = 4
- value = 1
-
- [State 1055, 5]
- type = ChangeAnim
- Trigger1 = Time = 45
- value = 0
- ctrl = 1
-
- [State 1055, 5]
- type = SelfState
- Trigger1 = Time = 45
- value = 0
- Ctrl = 1
-
- ; ╟ⁿ▒Γ╝÷╞≈
- [Statedef 1656]
- type = S
- movetype = A
- physics = S
- anim = 1656
- velset = 0
- ctrl = 0
-
- [State 1610, 5]
- type = Turn
- Trigger1 = Time = 0
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 1650,1
-
- [State 240, 2]
- type = PlaySnd
- trigger1 = AnimElem = 4
- value = 200,2
-
- [State 240, 3]
- type = PosAdd
- trigger1 = AnimElem = 7
- trigger2 = AnimElem = 8
- x = 6
-
- [State 240, 4]
- type = HitDef
- trigger1 = AnimElem = 9
- attr = S, NA
- animtype = Hard
- damage = 160, 20
- guardflag = M
- pausetime = 12,12
- sparkno = 3
- sparkxy = -10,-56
- hitsound = S230,0
- guardsound = S210,4
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 23
- ground.velocity = -5,-3
- air.velocity = -3.5,-3
- fall = 1
- fall.recover = 0
-
- [State 240, 4]
- type = VelSet
- trigger1 = AnimElem = 6
- x = 0
-
- [State 240, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;├╩╣Θ╖µ (DM)
- [Statedef 1800]
- type = S
- movetype = A
- physics = S
- anim = 1800
- poweradd = -1000
- velset = 0
- ctrl = 0
-
- [State 1800, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 210,6
-
- [State 1800, 2]
- type = PlaySnd
- trigger1 = Time = 1
- value = 2003,0
-
- [State 1800, 3]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 7
-
- [State 1800, 4]
- type = Explod
- trigger1 = Time = 1
- anim = 2004
- pos = 24,-70
- postype = p1
- sprpriority = 2
- supermove = 1
- bindtime = 1
-
- [State 1800, 5]
- type = Explod
- trigger1 = Time = 1
- anim = 2003
- pos = 24,-70
- postype = p1
- sprpriority = -2
- supermove = 1
- bindtime = 1
-
- [State 1800, 6]
- type = SuperPause
- trigger1 = Time = 1
- time = 30
- anim = -1
-
- [State 240, 4]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, SA
- animtype = Hard
- damage = 110,5
- pausetime = 35,35
- sparkno = 3
- sparkxy = -10,-80
- guardflag = M
- hitsound = S1800,0
- guardsound = S210,4
- ground.type = High
- ground.slidetime = 50
- ground.hittime = 18
- ground.velocity = -5.5
- air.velocity = -2.5,-2.2
-
- [State 220, 1]
- type = PlaySnd
- trigger1 = AnimElem = 3
- trigger2 = AnimElem = 9
- value = 200,2
-
- [State 221, 4]
- type = HitDef
- trigger1 = AnimElem = 9
- attr = S, NA
- animtype = Hard
- damage = 100
- guardflag = M
- pausetime = 35,35
- sparkno = 3
- sparkxy = -10,-62
- hitsound = S1800,0
- guardsound = S210,4
- ground.type = Low
- ground.slidetime = 25
- ground.hittime = 18
- ground.velocity = -5.5
- air.velocity = -3,-2.5
-
- [State 240, 4]
- type = HitDef
- trigger1 = AnimElem = 17
- attr = S, NA
- animtype = Hard
- damage = 140
- guardflag = M
- pausetime = 30,30
- sparkno = 3
- sparkxy = -10,-56
- hitsound = S1800,1
- guardsound = S210,4
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 23
- ground.velocity = -7,-6
- fall = 1
- fall.recover = 0
-
- [State 240, 3]
- type = PosAdd
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 10
- trigger3 = AnimElem = 13
- x = 18
-
- [State 2500, 7]
- type = envshake
- trigger1 = animelem = 3
- trigger2 = animelem = 9
- time = 20
- ampl = 3
-
- [State 2500, 10]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;├╩╣Θ╖µ (SDM) nored
- [Statedef 1801]
- type = S
- movetype = A
- physics = S
- anim = 1801
- poweradd = -3000
- velset = 0
- ctrl = 0
-
- [State 1800, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 210,6
-
- [State 1800, 2]
- type = PlaySnd
- trigger1 = Time = 1
- value = 2003,0
-
- [State 1800, 3]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 7
-
- [State 1800, 4]
- type = Explod
- trigger1 = Time = 1
- anim = 2006
- pos = 24,-70
- postype = p1
- sprpriority = 2
- supermove = 1
- bindtime = 1
-
- [State 1800, 5]
- type = Explod
- trigger1 = Time = 1
- anim = 2005
- pos = 24,-70
- postype = p1
- sprpriority = -2
- supermove = 1
- bindtime = 1
-
- [State 1800, 6]
- type = SuperPause
- trigger1 = Time = 1
- time = 30
- anim = -1
-
- [State 240, 4]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = S, SA
- animtype = Hard
- damage = 110,5
- pausetime = 35,35
- sparkno = 3
- sparkxy = -10,-80
- guardflag = M
- hitsound = S1800,0
- guardsound = S210,4
- ground.type = High
- ground.slidetime = 50
- ground.hittime = 18
- ground.velocity = 0
- air.velocity = -2.5,-2.2
-
- [State 240, 4]
- type = HitDef
- trigger1 = AnimElem = 9
- attr = S, SA
- animtype = Hard
- damage = 110,5
- pausetime = 35,35
- sparkno = 3
- sparkxy = -10,-80
- guardflag = M
- hitsound = S1800,0
- guardsound = S210,4
- ground.type = High
- ground.slidetime = 50
- ground.hittime = 18
- ground.velocity = -7.5
- air.velocity = -2.5,-2.2
-
- [State 220, 1]
- type = PlaySnd
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 9
- trigger2 = AnimElem = 15
- value = 200,2
-
- [State 221, 4]
- type = HitDef
- trigger1 = AnimElem = 15
- attr = S, NA
- animtype = Hard
- damage = 100
- guardflag = M
- pausetime = 35,35
- sparkno = 3
- sparkxy = -10,-62
- hitsound = S1800,0
- guardsound = S210,4
- ground.type = Low
- ground.slidetime = 25
- ground.hittime = 18
- ground.velocity = -7.5
- air.velocity = -3,-2.5
-
- [State 240, 4]
- type = HitDef
- trigger1 = AnimElem = 23
- attr = S, NA
- animtype = Hard
- damage = 160
- guardflag = M
- pausetime = 30,30
- sparkno = 3
- sparkxy = -10,-56
- hitsound = S1800,1
- guardsound = S210,4
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 23
- ground.velocity = -7,-6
- fall = 1
- fall.recover = 0
-
- [State 240, 3]
- type = PosAdd
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 9
- trigger3 = AnimElem = 12
- trigger4 = AnimElem = 15
- trigger5 = AnimElem = 20
- x = 22
-
- [State 2500, 7]
- type = envshake
- trigger1 = animelem = 4
- trigger2 = animelem = 9
- trigger3 = animelem = 15
- time = 20
- ampl = 3
-
- [State 2500, 10]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;├╩╣Θ╖µ (SDM) nored
- [Statedef 1802]
- type = S
- movetype = A
- physics = S
- anim = 1801
- poweradd = -1000
- velset = 0
- ctrl = 0
-
- [State 1800, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 210,6
-
- [State 1800, 2]
- type = PlaySnd
- trigger1 = Time = 1
- value = 2003,0
-
- [State 1800, 3]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 7
-
- [State 1800, 4]
- type = Explod
- trigger1 = Time = 1
- anim = 2006
- pos = 24,-70
- postype = p1
- sprpriority = 2
- supermove = 1
- bindtime = 1
-
- [State 1800, 5]
- type = Explod
- trigger1 = Time = 1
- anim = 2005
- pos = 24,-70
- postype = p1
- sprpriority = -2
- supermove = 1
- bindtime = 1
-
- [State 1800, 6]
- type = SuperPause
- trigger1 = Time = 1
- time = 30
- anim = -1
-
- [State 240, 4]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = S, SA
- animtype = Hard
- damage = 110,5
- pausetime = 35,35
- sparkno = 3
- sparkxy = -10,-80
- guardflag = M
- hitsound = S1800,0
- guardsound = S210,4
- ground.type = High
- ground.slidetime = 50
- ground.hittime = 18
- ground.velocity = 0
- air.velocity = -2.5,-2.2
-
- [State 240, 4]
- type = HitDef
- trigger1 = AnimElem = 9
- attr = S, SA
- animtype = Hard
- damage = 110,5
- pausetime = 35,35
- sparkno = 3
- sparkxy = -10,-80
- guardflag = M
- hitsound = S1800,0
- guardsound = S210,4
- ground.type = High
- ground.slidetime = 50
- ground.hittime = 18
- ground.velocity = -7.5
- air.velocity = -2.5,-2.2
-
- [State 220, 1]
- type = PlaySnd
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 9
- trigger2 = AnimElem = 15
- value = 200,2
-
- [State 221, 4]
- type = HitDef
- trigger1 = AnimElem = 15
- attr = S, NA
- animtype = Hard
- damage = 100
- guardflag = M
- pausetime = 35,35
- sparkno = 3
- sparkxy = -10,-62
- hitsound = S1800,0
- guardsound = S210,4
- ground.type = Low
- ground.slidetime = 25
- ground.hittime = 18
- ground.velocity = -7.5
- air.velocity = -3,-2.5
-
- [State 240, 4]
- type = HitDef
- trigger1 = AnimElem = 23
- attr = S, NA
- animtype = Hard
- damage = 160
- guardflag = M
- pausetime = 30,30
- sparkno = 3
- sparkxy = -10,-56
- hitsound = S1800,1
- guardsound = S210,4
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 23
- ground.velocity = -7,-6
- fall = 1
- fall.recover = 0
-
- [State 240, 3]
- type = VelAdd
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 9
- trigger3 = AnimElem = 12
- trigger4 = AnimElem = 15
- trigger5 = AnimElem = 20
- x = 6
-
- [State 2500, 7]
- type = envshake
- trigger1 = animelem = 4
- trigger2 = animelem = 9
- trigger3 = animelem = 15
- time = 20
- ampl = 3
-
- [State 2500, 10]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;Hold 1 (begin)
- [Statedef 1850]
- type = S
- movetype= A
- physics = S
- poweradd= 30
- ctrl = 0
- velset = 0,0,0
- anim = 1850
-
- [State 1600, 4]
- type = HitDef
- trigger1 = AnimElem = 1
- attr = S, NT
- getpower = 50
- givepower = 40
- hitflag = m
- sparkno = -1
- sparkxy = -10,-70
- priority = 2, Miss
- p1stateno = 1851
- p2stateno = 1855
- p2facing = 1
-
- [State 1600, 5]
- type = ChangeState
- trigger1 = animtime = 0
- value = 221
-
- ;Hold 1 (success)
- [Statedef 1851]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- velset = 0,0
- anim = 1851
- PowerAdd = 80
-
- [State 1610, 1]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 1000,0
-
- [State 3001, 3]
- type = Explod
- trigger1 = AnimElem = 1
- anim = 2007
- sprpriority = 5
- postype = p1
- pos = 24,-70
- bindtime = 1
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = AnimElem = 6
- value = 210,1
-
- [State 1610, 3]
- type = PlayerPush
- trigger1 = Time >= 0
- value = 0
-
- [State 903, 5]
- type = TargetBind
- Trigger1 = Time >= 0
- Trigger1 = AnimElem = 2, < 0
- pos = 20,0
- time = 1
-
- [State 903, 6]
- type = TargetBind
- Trigger1 = AnimElem = 2, >= 0
- Trigger1 = AnimElem = 3, < 0
- pos = 20,0
- time = 1
-
- [State 903, 6]
- type = TargetBind
- Trigger1 = AnimElem = 3, >= 0
- Trigger1 = AnimElem = 4, < 0
- pos = 20,0
- time = 1
-
- [State 903, 6]
- type = TargetBind
- Trigger1 = AnimElem = 4, >= 0
- Trigger1 = AnimElem = 5, < 0
- pos = 20,0
- time = 1
-
- [State 903, 6]
- type = TargetBind
- Trigger1 = AnimElem = 5, >= 0
- Trigger1 = AnimElem = 6, < 0
- pos = 30,0
- time = 1
-
- [State 903, 6]
- type = TargetBind
- Trigger1 = AnimElem = 6, = 0
- pos = 30,0
- time = 1
-
- [State 221, 4]
- type = HitDef
- trigger1 = AnimElem = 6
- attr = S, NA
- animtype = Hard
- damage = 140
- guardflag = M
- pausetime = 12,12
- hitsound = S230,0
- sparkno = 1
- sparkxy = -19,-59
- guardsound = S200,3
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 23
- ground.velocity = -5,-3
- air.velocity = -3.5,-3
- fall = 1
- fall.recover = 0
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = AnimElem = 12
- value = 210,3
-
- [State 1610, 6]
- type = ChangeState
- Trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;Hold 2p
- [Statedef 1855]
- type = A
- movetype = H
- physics = N
- velset = 0,0
- facep2 = 1
-
- [State 1621, 1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 1855
-
- [State 1621, 3]
- type = ChangeState
- Trigger1 = AnimTime = 0
- value = 0
- ctrl =1
-
- ;Hold 2 (begin)
- [Statedef 1860]
- type = S
- movetype= A
- physics = S
- poweradd= 30
- ctrl = 0
- velset = 0,0,0
- anim = 1860
-
- [State 1600, 4]
- type = HitDef
- trigger1 = AnimElem = 1
- attr = S, NT
- getpower = 50
- givepower = 40
- hitflag = m
- sparkno = -1
- sparkxy = -10,-70
- priority = 2, Miss
- p1stateno = 1861
- p2stateno = 1865
- p2facing = 1
-
- [State 1600, 5]
- type = ChangeState
- trigger1 = animtime = 0
- value = 221
-
- ;Hold 2 (success)
- [Statedef 1861]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- velset = 0,0
- anim = 1861
- PowerAdd = 80
-
- [State 1610, 1]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 1000,0
-
- [State 3001, 3]
- type = Explod
- trigger1 = AnimElem = 1
- anim = 2007
- sprpriority = 5
- postype = p1
- pos = 24,-70
- bindtime = 1
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = AnimElem = 10
- value = 210,1
-
- [State 1610, 3]
- type = PlayerPush
- trigger1 = Time >= 0
- value = 0
-
- [State 903, 5]
- type = TargetBind
- Trigger1 = Time >= 0
- Trigger1 = AnimElem = 2, < 0
- pos = 30,0
- time = 1
-
- [State 903, 6]
- type = TargetBind
- Trigger1 = AnimElem = 2, >= 0
- Trigger1 = AnimElem = 3, < 0
- pos = 20,0
- time = 1
-
- [State 903, 6]
- type = TargetBind
- Trigger1 = AnimElem = 3, >= 0
- Trigger1 = AnimElem = 4, < 0
- pos = 10,0
- time = 1
-
- [State 903, 6]
- type = TargetBind
- Trigger1 = AnimElem = 4, >= 0
- Trigger1 = AnimElem = 5, < 0
- pos = 0,0
- time = 1
-
- [State 903, 6]
- type = TargetBind
- Trigger1 = AnimElem = 5, >= 0
- Trigger1 = AnimElem = 6, < 0
- pos = -10,0
- time = 1
-
- [State 903, 6]
- type = TargetBind
- Trigger1 = AnimElem = 6, >= 0
- Trigger1 = AnimElem = 7, < 0
- pos = -15,0
- time = 1
-
- [State 903, 6]
- type = TargetBind
- Trigger1 = AnimElem = 7, >= 0
- Trigger1 = AnimElem = 8, < 0
- pos = -17,0
- time = 1
-
- [State 903, 6]
- type = TargetBind
- Trigger1 = AnimElem = 8, = 0
- pos = -20,0
- time = 1
-
- [State 221, 4]
- type = HitDef
- trigger1 = AnimElem = 10
- attr = S, NA
- animtype = Hard
- damage = 140
- guardflag = M
- pausetime = 12,12
- hitsound = S230,0
- íí
- sparkno = 3
- sparkxy = -19,-59
- guardsound = S200,3
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 23
- ground.velocity = 5,-3
- fall = 1
- fall.recover = 0
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = AnimElem = 10
- value = 210,1
-
- [State 1610, 5]
- type = Turn
- Trigger1 = AnimElem = 13
-
- [State 1610, 6]
- type = ChangeState
- Trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;Hold 2p
- [Statedef 1865]
- type = A
- movetype = H
- physics = N
- velset = 0,0
- facep2 = -1
-
- [State 1621, 1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 1865
-
- [State 1610, 5]
- type = Turn
- trigger1 = AnimElem = 4
-
- [State 1621, 3]
- type = ChangeState
- Trigger1 = AnimTime = 0
- value = 0
-
- ;┤δ├╢└╬ light (begin)
- [Statedef 1900]
- type = S
- movetype= A
- physics = S
- poweradd= -1000
- ctrl = 0
- velset = 0,0,0
- anim = 1900
-
- [State 1900, 2]
- type = PlaySnd
- trigger1 = Time = 1
- value = 1900,0
-
- [State 1900, 3]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 12
-
- [State 1900, 4]
- type = Explod
- trigger1 = Time = 1
- anim = 2004
- pos = 4,-60
- postype = p1
- sprpriority = 2
- supermove = 1
- bindtime = 1
-
- [State 1900, 5]
- type = Explod
- trigger1 = Time = 1
- anim = 2003
- pos = 4,-60
- postype = p1
- sprpriority = -2
- supermove = 1
- bindtime = 1
-
- [State 225, 4]
- type = Explod
- trigger1 = AnimElem = 5
- persistent = 0
- anim = 1950
- pos = 0,0
- postype = p1
- sprpriority = 2
- bindtime = 1
-
- [State 1900, 6]
- type = SuperPause
- trigger1 = Time = 1
- time = 30
- anim = -1
-
- [State 1901, 1]
- type = VelAdd
- trigger1 = AnimElem = 7
- trigger2 = AnimElem = 8
- trigger3 = AnimElem = 9
- trigger4 = AnimElem = 10
- x = 9.5
-
- [State 1900, end]
- type = ChangeState
- Trigger1 = AnimTime = 0
- trigger1 = P2BodyDist X <= 10
- value = 1901
-
- [State 1901, end]
- type = ChangeState
- Trigger1 = AnimTime = 0
- value = 1902
- ctrl = 1
-
- ;┤δ├╢└╬ light (hit)
- [Statedef 1901]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- velset = 0,0,0
- anim = 1901
-
- [State 1901, 1]
- type = VelAdd
- trigger1 = AnimElem = 1
- trigger2 = AnimElem = 2
- trigger3 = AnimElem = 3
- x = 9.5
-
- [State 240, 4]
- type = HitDef
- trigger1 = AnimElem = 1
- attr = S, NA
- animtype = Hard
- damage = 300
- guardflag = M
- pausetime = 30,30
- sparkno = 3
- sparkxy = -10,-56
- hitsound = S1800,1
- guardsound = S210,4
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 23
- ground.velocity = -7,-6
- fall = 1
- fall.recover = 0
-
- [State 1901, end]
- type = ChangeState
- Trigger1 = AnimTime = 0
- value = 1902
-
- ;┤δ├╢└╬ light (end)
- [Statedef 1902]
- type = S
- movetype= I
- physics = S
- ctrl = 0
- velset = 0,0,0
- anim = 1902
-
- [State 1902, 1]
- type = VelAdd
- trigger1 = AnimElem = 1
- x = 8
-
- [State 1902, 2]
- type = VelAdd
- trigger1 = AnimElem = 2
- x = 7
-
- [State 1902, 3]
- type = VelAdd
- trigger1 = AnimElem = 3
- x = 6
-
- [State 1902, 4]
- type = VelAdd
- trigger1 = AnimElem = 4
- x = 5
-
- [State 1902, 5]
- type = VelAdd
- trigger1 = AnimElem = 5
- trigger2 = AnimElem = 6
- x = 4
-
- [State 1901, end]
- type = ChangeState
- Trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;┤δ├╢└╬ Hard (begin)
- [Statedef 1960]
- type = S
- movetype= A
- physics = S
- poweradd= -3000
- ctrl = 0
- velset = 0,0,0
- anim = 1900
-
- [State 1960, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 1900,0
-
- [State 1960, 2]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 20
-
- [State 1960, 3]
- type = Explod
- trigger1 = Time = 1
- anim = 2006
- pos = 4,-60
- postype = p1
- sprpriority = 2
- supermove = 1
- bindtime = 1
-
- [State 1900, 5]
- type = Explod
- trigger1 = Time = 1
- anim = 2005
- pos = 4,-60
- postype = p1
- sprpriority = -2
- supermove = 1
- bindtime = 1
-
- [State 225, 4]
- type = Explod
- trigger1 = AnimElem = 5
- persistent = 0
- anim = 1955
- pos = 0,0
- postype = p1
- sprpriority = 2
- bindtime = 1
-
- [State 1900, 6]
- type = SuperPause
- trigger1 = Time = 1
- time = 30
- anim = -1
-
- [State 1901, 1]
- type = VelAdd
- trigger1 = AnimElem = 7
- trigger2 = AnimElem = 8
- trigger3 = AnimElem = 9
- trigger4 = AnimElem = 10
- x = 11
-
- [State 1900, end]
- type = ChangeState
- Trigger1 = AnimTime = 0
- trigger1 = P2BodyDist X <= 10
- value = 1956
-
- [State 1901, end]
- type = ChangeState
- Trigger1 = AnimTime = 0
- value = 1957
- ctrl = 1
-
- ;┤δ├╢└╬ Hard (hit)
- [Statedef 1956]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- velset = 0,0,0
- anim = 1901
-
- [State 1956, 1]
- type = VelAdd
- trigger1 = AnimElem = 1
- trigger2 = AnimElem = 2
- trigger3 = AnimElem = 3
- x = 11
-
- [State 240, 4]
- type = HitDef
- trigger1 = AnimElem = 1
- attr = S, NA
- animtype = Hard
- damage = 550
- guardflag = M
- pausetime = 30,30
- sparkno = 3
- sparkxy = -10,-56
- hitsound = S1800,1
- guardsound = S210,4
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 23
- ground.velocity = -7,-6
- fall = 1
- fall.recover = 0
-
- [State 1901, end]
- type = ChangeState
- Trigger1 = AnimTime = 0
- value = 1902
-
- ;┤δ├╢└╬ Hard (end)
- [Statedef 1957]
- type = S
- movetype= I
- physics = S
- ctrl = 0
- velset = 0,0,0
- anim = 1902
-
- [State 1902, 1]
- type = VelAdd
- trigger1 = AnimElem = 1
- x = 8
-
- [State 1902, 2]
- type = VelAdd
- trigger1 = AnimElem = 2
- x = 7
-
- [State 1902, 3]
- type = VelAdd
- trigger1 = AnimElem = 3
- x = 6
-
- [State 1902, 4]
- type = VelAdd
- trigger1 = AnimElem = 4
- x = 5
-
- [State 1902, 5]
- type = VelAdd
- trigger1 = AnimElem = 5
- trigger2 = AnimElem = 6
- x = 4
-
- [State 1901, end]
- type = ChangeState
- Trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;┤δ├╢└╬ Hard red (begin)
- [Statedef 1970]
- type = S
- movetype= A
- physics = S
- poweradd= -1000
- ctrl = 0
- velset = 0,0,0
- anim = 1900
-
- [State 1970, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 1900,0
-
- [State 1970, 2]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 20
-
- [State 1970, 3]
- type = Explod
- trigger1 = Time = 1
- anim = 2006
- pos = 4,-60
- postype = p1
- sprpriority = 2
- supermove = 1
- bindtime = 1
-
- [State 1900, 5]
- type = Explod
- trigger1 = Time = 1
- anim = 2005
- pos = 4,-60
- postype = p1
- sprpriority = -2
- supermove = 1
- bindtime = 1
-
- [State 225, 4]
- type = Explod
- trigger1 = AnimElem = 5
- persistent = 0
- anim = 1955
- pos = 0,0
- postype = p1
- sprpriority = 2
- bindtime = 1
-
- [State 1900, 6]
- type = SuperPause
- trigger1 = Time = 1
- time = 30
- anim = -1
-
- [State 1901, 1]
- type = VelAdd
- trigger1 = AnimElem = 7
- trigger2 = AnimElem = 8
- trigger3 = AnimElem = 9
- trigger4 = AnimElem = 10
- x = 11
-
- [State 1900, end]
- type = ChangeState
- Trigger1 = AnimTime = 0
- trigger1 = P2BodyDist X <= 10
- value = 1956
-
- [State 1901, end]
- type = ChangeState
- Trigger1 = AnimTime = 0
- value = 1957
- ctrl = 1
-
- ;┴°╜╔╛╞ lightdm (att..)
- [Statedef 2500]
- type = S
- movetype= A
- physics = S
- poweradd= -1000
- ctrl = 0
- velset = 0,0,0
- anim = 2500
-
- [State 2500, 2]
- type = PlaySnd
- trigger1 = Time = 1
- value = 2003,0
-
- [State 2500, 2]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 2500,0
-
- [State 2500, 3]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 7
-
- [State 2500, 2]
- type = Explod
- trigger1 = Time = 1
- anim = 2004
- pos = 24,-70
- postype = p1
- sprpriority = 2
- supermove = 1
- bindtime = 1
-
- [State 2500, 2]
- type = Explod
- trigger1 = Time = 1
- anim = 2003
- pos = 24,-70
- postype = p1
- sprpriority = -2
- supermove = 1
- bindtime = 1
-
- [State 2500, 3]
- type = SuperPause
- trigger1 = Time = 1
- time = 30
- anim = -1
-
- [State 2500, 2]
- type = HitDef
- trigger1 = AnimElem = 1
- attr = S, NT
- hitflag = m
- sparkno = -1
- sparkxy = -10,-70
- priority = 2, Miss
- p1stateno = 2510
- p2stateno = 2515
- p2facing = 1
-
- [State 1600, 3]
- type = VelAdd
- trigger1 = AnimElem = 17
- trigger2 = AnimElem = 18
- trigger3 = AnimElem = 19
- x = -2.5
-
- [State 1505, 1]
- type = Projectile
- trigger1 = Animelem = 17
- projanim = 2710
- projremovetime = 36
- offset = 73, -68
- velocity = 0, 0
- accel = 0,0
-
- [State 1505, 1]
- type = Projectile
- trigger1 = Animelem = 17
- projanim = 2711
- projremovetime = 36
- offset = 73, -68
- velocity = 0, 0
- accel = 0,0
- attr = S, NA
- animtype = Hard
- damage = 200,20
- guardflag = M
- pausetime = 12,12
- sparkno = 3
- offset = 73, -68
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 23
- ground.velocity = -5,-5
- fall = 1
-
- [State 2500, 2]
- type = PlaySnd
- trigger1 = AnimElem = 17
- value = 2500,1
-
- [State 2500, end]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;┴°╜╔╛╞ lightdm (success)
- [Statedef 2510]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- velset = 0,0,0
- anim = 2510
-
- [State 2500, 2]
- type = PlaySnd
- trigger1 = Time = 1
- value = 2003,0
-
- [State 2500, 2]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 2500,0
-
- [State 2500, 2]
- type = PlaySnd
- trigger1 = AnimElem = 18
- value = 2500,2
-
- [State 2500, 3]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 7
-
- [State 2500, 2]
- type = Explod
- trigger1 = Time = 2
- anim = 2730
- pos = 0,0
- postype = p1
- sprpriority = 2
- supermove = 1
- bindtime = 1
-
- [State 2500, 2]
- type = Explod
- trigger1 = Time = 1
- anim = 2004
- pos = 24,-70
- postype = p1
- sprpriority = 2
- supermove = 1
- bindtime = 1
-
- [State 2500, 2]
- type = Explod
- trigger1 = Time = 1
- anim = 2003
- pos = 24,-70
- postype = p1
- sprpriority = -2
- supermove = 1
- bindtime = 1
-
- [State 2500, 3]
- type = SuperPause
- trigger1 = Time = 1
- time = 30
- anim = -1
-
- [State 903, 5]
- type = TargetBind
- Trigger1 = Time >= 0
- Trigger1 = AnimElem = 2, < 0
- pos = 55,0
- time = 1
-
- [State 903, 6]
- type = TargetBind
- Trigger1 = AnimElem = 2, >= 0
- Trigger1 = AnimElem = 22, < 0
- pos = 55,0
- time = 1
-
- [State 903, 6]
- type = TargetBind
- Trigger1 = AnimElem = 22, = 0
- pos = 55,0
- time = 1
-
- [State 2500, end]
- type = ChangeState
- trigger1 = animtime = 0
- value = 2520
-
- ;┴°╜╔╛╞ lightdm (2p success 1/2)
- [Statedef 2515]
- type = S
- movetype = H
- physics = S
- facep2 = 1
- ctrl = 0
-
- [State 1621, 1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 2515
-
- [State 2500, end]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
-
- ;┴°╜╔╛╞ lightdm (hit)
- [Statedef 2520]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- velset = 0,0,0
- anim = 2520
-
- [State 2500, 2]
- type = PlaySnd
- trigger1 = Time = 5
- value = 2500,4
-
- [State 2500, 2]
- type = PlaySnd
- trigger1 = Time = 50
- value = 2500,4
-
- [State 2520, 1]
- type = HitDef
- trigger1 = Time = [1, 99]
- attr = S, NA
- animtype = Light
- damage = 4
- guardflag = M
- pausetime = 2,2
- sparkno = 3
- sparkxy = -31,-68
- ground.type = High
- ground.slidetime = 0
- ground.hittime = 0
- ground.velocity = 0
-
- [State 1505, 1]
- type = Projectile
- trigger1 = Time = 1
- projanim = 2700
- projremovetime = 200
- offset = 95, -68
- velocity = 0, 0
- accel = 0,0
-
- [State 1505, 1]
- type = Projectile
- trigger1 = Time = 1
- projanim = 2720
- projremovetime = 200
- offset = 0,0
- velocity = 0, 0
- accel = 0,0
-
- [State 2500, 7]
- type = envshake
- trigger1 = Time = [1,100]
- time = 20
- ampl = 2
-
- [State 2150, 3]
- type = EnvColor
- trigger1 = Time = [1,100]
- time = 1
- value = 255,255,255
- under = 1
- supermove = 1
-
- [State 2520, end]
- type = ChangeState
- trigger1 = time = 101
- value = 2530
-
- ;┴°╜╔╛╞ lightdm (end)
- [Statedef 2530]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- velset = 0,0,0
- anim = 2530
-
- [State 240, 4]
- type = HitDef
- trigger1 = Time = 0
- attr = S, NA
- animtype = Hard
- damage = 4
- guardflag = M
- pausetime = 12,12
- sparkno = 3
- sparkxy = -31,-68
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 23
- ground.velocity = -5,-7
- fall = 1
- fall.recover = 0
-
- [State 2500, 2]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 2500,3
-
- [State 1600, 3]
- type = VelAdd
- trigger1 = AnimElem = 2
- x = -10
-
- [State 2530, end]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;┴°╜╔╛╞ Hard dm (att..)
- [Statedef 2800]
- type = S
- movetype= A
- physics = S
- poweradd= -3000
- ctrl = 0
- velset = 0,0,0
- anim = 2500
-
- [State 2800, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 2003,0
-
- [State 2800, 2]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 2500,0
-
- [State 2800, 3]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 7
-
- [State 2800, 2]
- type = Explod
- trigger1 = Time = 1
- anim = 2006
- pos = 24,-70
- postype = p1
- sprpriority = 2
- supermove = 1
- bindtime = 1
-
- [State 2500, 2]
- type = Explod
- trigger1 = Time = 1
- anim = 2005
- pos = 24,-70
- postype = p1
- sprpriority = -2
- supermove = 1
- bindtime = 1
-
- [State 2500, 3]
- type = SuperPause
- trigger1 = Time = 1
- time = 30
- anim = -1
-
- [State 2500, 2]
- type = HitDef
- trigger1 = AnimElem = 1
- attr = S, NT
- hitflag = m
- sparkno = -1
- sparkxy = -10,-70
- priority = 2, Miss
- p1stateno = 2810
- p2stateno = 2815
- p2facing = 1
-
- [State 1600, 3]
- type = VelAdd
- trigger1 = AnimElem = 17
- trigger2 = AnimElem = 18
- trigger3 = AnimElem = 19
- x = -2.5
-
- [State 1505, 1]
- type = Projectile
- trigger1 = Animelem = 17
- projanim = 2710
- projremovetime = 36
- offset = 73, -68
- velocity = 0, 0
- accel = 0,0
-
- [State 1505, 1]
- type = Projectile
- trigger1 = Animelem = 17
- projanim = 2711
- projremovetime = 36
- offset = 73, -68
- velocity = 0, 0
- accel = 0,0
- attr = S, NA
- animtype = Hard
- damage = 300,30
- guardflag = M
- pausetime = 12,12
- sparkno = 3
- offset = 73, -68
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 23
- ground.velocity = -5,-5
- fall = 1
- fall.recover = 0
-
- [State 2500, 2]
- type = PlaySnd
- trigger1 = AnimElem = 17
- value = 2500,1
-
- [State 2500, end]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;┴°╜╔╛╞ Hard dm (success)
- [Statedef 2810]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- velset = 0,0,0
- anim = 2510
-
- [State 2800, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 2003,0
-
- [State 2800, 2]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 2500,0
-
- [State 2500, 3]
- type = PlaySnd
- trigger1 = AnimElem = 18
- value = 2500,2
-
- [State 2500, 3]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 7
-
- [State 2500, 2]
- type = Explod
- trigger1 = Time = 2
- anim = 2730
- pos = 0,0
- postype = p1
- sprpriority = 2
- supermove = 1
- bindtime = 1
-
- [State 2500, 2]
- type = Explod
- trigger1 = Time = 1
- anim = 2006
- pos = 24,-70
- postype = p1
- sprpriority = 2
- supermove = 1
- bindtime = 1
-
- [State 2500, 2]
- type = Explod
- trigger1 = Time = 1
- anim = 2005
- pos = 24,-70
- postype = p1
- sprpriority = -2
- supermove = 1
- bindtime = 1
-
- [State 2500, 3]
- type = SuperPause
- trigger1 = Time = 1
- time = 30
- anim = -1
-
- [State 903, 5]
- type = TargetBind
- Trigger1 = Time >= 0
- Trigger1 = AnimElem = 2, < 0
- pos = 55,0
- time = 1
-
- [State 903, 6]
- type = TargetBind
- Trigger1 = AnimElem = 2, >= 0
- Trigger1 = AnimElem = 22, < 0
- pos = 55,0
- time = 1
-
- [State 903, 6]
- type = TargetBind
- Trigger1 = AnimElem = 22, = 0
- pos = 55,0
- time = 1
-
- [State 2500, end]
- type = ChangeState
- trigger1 = animtime = 0
- value = 2820
-
- ;┴°╜╔╛╞ Harddm (2p success 1/2)
- [Statedef 2815]
- type = S
- movetype = H
- physics = S
- facep2 = 1
- ctrl = 0
-
- [State 1621, 1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 2515
-
- [State 2500, end]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
-
- ;┴°╜╔╛╞ Harddm (hit)
- [Statedef 2820]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- velset = 0,0,0
- anim = 2520
-
- [State 2500, 2]
- type = PlaySnd
- trigger1 = Time = 5
- value = 2500,4
-
- [State 2500, 2]
- type = PlaySnd
- trigger1 = Time = 50
- value = 2500,4
-
- [State 2520, 1]
- type = HitDef
- trigger1 = Time = [1, 101]
- attr = S, NA
- animtype = Light
- damage = 8
- guardflag = M
- pausetime = 2,2
- sparkno = 3
- sparkxy = -31,-68
- ground.type = High
- ground.slidetime = 0
- ground.hittime = 0
- ground.velocity = 0
-
- [State 1505, 1]
- type = Projectile
- trigger1 = Time = 1
- projanim = 2700
- projremovetime = 200
- offset = 95, -68
- velocity = 0, 0
- accel = 0,0
-
- [State 1505, 1]
- type = Projectile
- trigger1 = Time = 1
- projanim = 2720
- projremovetime = 200
- offset = 0,0
- velocity = 0, 0
- accel = 0,0
-
- [State 2500, 7]
- type = envshake
- trigger1 = Time = [1,102]
- time = 20
- ampl = 2
-
- [State 2150, 3]
- type = EnvColor
- trigger1 = Time = [1,102]
- time = 1
- value = 255,255,255
- under = 1
- supermove = 1
-
- [State 2520, end]
- type = ChangeState
- trigger1 = time = 102
- value = 2830
-
- ;┴°╜╔╛╞ Harddm (end)
- [Statedef 2830]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- velset = 0,0,0
- anim = 2530
-
- [State 240, 4]
- type = HitDef
- trigger1 = Time = 0
- attr = S, NA
- animtype = Hard
- damage = 100
- guardflag = M
- pausetime = 12,12
- sparkno = 3
- sparkxy = -31,-68
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 23
- ground.velocity = -5,-7
- fall = 1
- fall.recover = 0
-
- [State 2500, 2]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 2500,3
-
- [State 1600, 3]
- type = VelAdd
- trigger1 = AnimElem = 2
- x = -10
-
- [State 2530, end]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;┴°╜╔╛╞ Hard red dm (att..)
- [Statedef 2900]
- type = S
- movetype= A
- physics = S
- poweradd= -1000
- ctrl = 0
- velset = 0,0,0
- anim = 2500
-
- [State 2800, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 2003,0
-
- [State 2800, 2]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 2500,0
-
- [State 2800, 3]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 7
-
- [State 2800, 2]
- type = Explod
- trigger1 = Time = 1
- anim = 2006
- pos = 24,-70
- postype = p1
- sprpriority = 2
- supermove = 1
- bindtime = 1
-
- [State 2500, 2]
- type = Explod
- trigger1 = Time = 1
- anim = 2005
- pos = 24,-70
- postype = p1
- sprpriority = -2
- supermove = 1
- bindtime = 1
-
- [State 2500, 3]
- type = SuperPause
- trigger1 = Time = 1
- time = 30
- anim = -1
-
- [State 2500, 2]
- type = HitDef
- trigger1 = AnimElem = 1
- attr = S, NT
- hitflag = m
- sparkno = -1
- sparkxy = -10,-70
- priority = 2, Miss
- p1stateno = 2810
- p2stateno = 2815
- p2facing = 1
-
- [State 1600, 3]
- type = VelAdd
- trigger1 = AnimElem = 17
- trigger2 = AnimElem = 18
- trigger3 = AnimElem = 19
- x = -2.5
-
- [State 1505, 1]
- type = Projectile
- trigger1 = Animelem = 17
- projanim = 2710
- projremovetime = 36
- offset = 73, -68
- velocity = 0, 0
- accel = 0,0
-
- [State 1505, 1]
- type = Projectile
- trigger1 = Animelem = 17
- projanim = 2711
- projremovetime = 36
- offset = 73, -68
- velocity = 0, 0
- accel = 0,0
- attr = S, NA
- animtype = Hard
- damage = 300,30
- guardflag = M
- pausetime = 12,12
- sparkno = 3
- offset = 73, -68
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 23
- ground.velocity = -5,-5
- fall = 1
- fall.recover = 0
-
- [State 2500, 2]
- type = PlaySnd
- trigger1 = AnimElem = 17
- value = 2500,1
-
- [State 2500, end]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;╕╕╣┌╚─┐¼ 2
- [Statedef 3000]
- type = S
- movetype = A
- physics = S
- anim = 3000
- velset = 0
- ctrl = 0
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 1650,1
-
- [State 240, 2]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 200,2
-
- [State 240, 3]
- type = PosAdd
- trigger1 = AnimElem = 3
- trigger2 = AnimElem = 4
- x = 6
-
- [State 240, 4]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, NA
- animtype = Hard
- damage = 160, 20
- guardflag = M
- pausetime = 12,12
- sparkno = 3
- sparkxy = -10,-56
- hitsound = S230,0
- guardsound = S210,4
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 23
- ground.velocity = 5,-3
- air.velocity = 3.5,-3
- fall = 1
- fall.recover = 0
-
- [State 240, 4]
- type = VelSet
- trigger1 = AnimElem = 6
- x = 0
-
- [State 240, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-