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- ;╕╞╜├╕╢ CNS.
- ;------------------------------
- ;╣┘░¬ ╕«╜║╞«
- ;------------------------------
- ;Var(1) = ╜┬╕«╞≈┴ε ░ß┴ñ
- ;Var(2) = ╞Σ└╠╜╠
- ;Var(3) = ▒╫╖╬▒Γ ╕≡╡σ
- ;Var(4) = ▒╫╖╬▒Γ ╟╪┴ª
- ;Var(5) = ╖╤╕╡
- ;Var(6) = ┴í╟┴
- ;Var(7) = ╝╥┴í╟┴
- ;Var(9) = ─½┐ε┼═ ╚≈╞«
- ;Var(10) = ░í╡σ ┼⌐╖»╜├
- ;Var(11) = ┐└╞µ╜║ ░í╡σ ┼⌐╖»╜├
- ;Var(12) = MAX ╕≡╡σ
- ;Var(13) = MAX ╕≡╡σ ╞─┐÷╝┬
- ;Var(16) = ╜┤╞█─╡╜╜ └╠╞σ╞«
- ;Var(17) = ┐└╞µ╜║ ░í╡σ┼⌐╖»╜├ └√┐δ└»╣½
-
- ;------------------------------
- ;├ñ│╬ ╕«╜║╞«
- ;------------------------------
- ;Channel(0) = ║╕└╠╜║
- ;Channel(1) = └╠╞σ╞«
- ;Channel(2) = ┴í╟┴, ╝╥╣Φ╞« ┬°┴÷└╜, ╚ú╢√└╠ ╞≈╚┐└╜
- ;Channel(20) = ┤δ╜├
-
- [Data]
- life = 1100
- attack = 105
- defence = 110
- fall.defence_up = 50
- liedown.time = 80
- airjuggle = 15
- sparkno = S870
- guard.sparkno = S874
- KO.echo = 0
- volume = 200
- power = 3000
-
- [Size]
- xscale = 1
- yscale = 1
- ground.back = 25
- ground.front = 23
- air.back = 20
- air.front = 20
- height = 60
- attack.width = 4,4
- attack.dist = 160
- proj.attack.dist = 90
- proj.doscale = 0
- head.pos = 6, -106
- mid.pos = 0, -68
- shadowoffset = 0
-
- [Velocity]
- walk.fwd = 2
- walk.back = -2
- run.fwd = 6, 0
- run.back = -7,-3
- jump.neu = 0,-9
- jump.back = -3
- jump.fwd = 3
- runjump.back = -3,-9
- runjump.fwd = 5,-9
- airjump.neu = 0,-7
- airjump.back = -3,-8
- airjump.fwd = 3,-8
-
- [Movement]
- airjump.num = 0
- yaccel = .45
- stand.friction = .85
- crouch.friction = .82
-
- ;------------------------------------------------------------------------------------
- ;└╬╞«╖╬
- [Statedef 190]
- type = S
- physics = S
- anim = 190
- velset = 0,0
- ctrl = 0
-
- [State 190, 1]
- type = Changestate
- triggerall = Time = 0
- trigger1 = P2Name = "K'" || P4Name = "K'" || P2Name = "K" || P4Name = "K"
- value = 192
- ctrl = 0
-
- [State 190, 2]
- type = ChangeState
- trigger1 = Time = 0 && Random < 500
- value = 191
- ctrl = 0
-
- [State 190, 1]
- type = AssertSpecial
- trigger1 = 1
- flag = Intro
-
- [State 190, Voice]
- type = Playsnd
- trigger1 = AnimElem = 5
- value = 0,26
- channel = 0
-
- [State 190, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 8
- value = 1,30
- channel = 1
-
- [State 190, 4]
- type = Changestate
- trigger1 = AnimTime = 0
- value = 0
-
- ;---------------------------------------------------------------------------
- ;└╬╞«╖╬2
- [Statedef 191]
- type = S
- physics = S
- ctrl = 0
- anim = 191
- velset = 0,0
-
- [State 191, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 7
- value = 0,29
- channel = 0
-
- [State 191, Effect]
- type = Playsnd
- trigger1 = AnimElem = 6
- value = 1,28
- channel = 1
-
- [State 191, 4]
- type = Explod
- trigger1 = AnimElem = 6
- Anim = 890
- pos = 12, -83
- postype = p2
- ontop = 1
- facing = -1
- ownpal = 1
-
- [State 191, 5]
- type = AssertSpecial
- trigger1 = 1
- flag = Intro
-
- [State 191, 6]
- type = Changestate
- trigger1 = AnimTime = 0
- value = 0
-
- ;---------------------------------------------------------------------------
- ;VS K' └╬╞«╖╬
- [Statedef 192]
- type = S
- physics = S
- anim = 192
- velset = 0,0
- ctrl = 0
-
- [State 192, 1]
- type = AssertSpecial
- trigger1 = 1
- flag = Intro
-
- [State 192, 2]
- type = Playsnd
- trigger1 = Time = 37
- value = 0, 30
- channel = 0
-
- [State 192, 3]
- type = Changestate
- trigger1 = AnimTime = 0
- value = 0
-
- ;----------------------------------------------------------------------------
- ;╜┬╕«╞≈┴ε ░ß┴ñ╜║┼╫└╠╞«
- [Statedef 180]
- type = S
-
- [State 180, 1]
- type = VarRandom
- trigger1 = 1
- v = 1
- range = 0,100
-
- [State 180, 2]
- type = ChangeState
- trigger1 = Var(1) < 26
- value = 181
-
- [State 180, 3]
- type = ChangeState
- trigger1 = Var(1) = [26,50]
- value = 182
-
- [State 180, 4]
- type = ChangeState
- trigger1 = Var(1) = [51,75]
- value = 183
-
- [State 180, 5]
- type = ChangeState
- trigger1 = Var(1) > 75
- value = 184
-
- :--------------------------------------------------------------------------
- ;╜┬╕«╞≈┴ε1
- [Statedef 181]
- type = S
- physics = S
- anim = 180
- velset = 0,0
- ctrl = 0
-
- [State 181, 1]
- type = PlaySnd
- trigger1 = AnimElem = 4
- value = 0,27
- channel = 0
-
- [State 181, 2]
- type = PlaySnd
- trigger1 = AnimElem = 6
- value = 1,38
- channel = 1
-
- ;---------------------------------------------------------------------------
- ;╜┬╕«╞≈┴ε2
- [Statedef 182]
- type = S
- physics = S
- anim = 181
- velset = 0,0
- ctrl = 0
-
- [State 182, 1]
- type = PlaySnd
- trigger1 = AnimElem = 9
- value = 0,25
- channel = 0
-
- ;---------------------------------------------------------------------------
- ;╜┬╕«╞≈┴ε3
- [Statedef 183]
- type = S
- physics = S
- anim = 182
- velset = 0,0
- ctrl = 0
-
- [State 183, 1]
- type = PlaySnd
- trigger1 = AnimElem = 8
- value = 1,37
- channel = 1
-
- ;---------------------------------------------------------------------------
- ;╜┬╕«╞≈┴ε4
- [Statedef 184]
- type = S
- physics = S
- anim = 183
- velset = 0,0
- ctrl = 0
-
- [State 184, 1]
- type = PlaySnd
- trigger1 = AnimElem = 8
- value = 1,40
- channel = 1
-
- [State 184, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 20
- value = 1,30
- channel = 1
-
- ;---------------------------------------------------------------------------
- ;╡╡╣▀
- [Statedef 195]
- type = S
- physics = S
- movetype= I
- anim = 195
- velset = 0,0
- ctrl = 0
-
- [State 195, 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;▒Γ║╗▒Γ
- ;---------------------------------------------------------------------------
- ;╗≤┤▄ ┐°░┼╕« ╛α╞▌─í
- [Statedef 200]
- type = S
- movetype= A
- physics = S
- juggle = 5
- anim = 200
- velset = 0,0
- ctrl = 0
-
- [State 200, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 2 && random <= 400
- value = 0,1
- channel = 0
-
- [State 200, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 1,9
- channel = 1
-
- [State 200, 3]
- type = Hitdef
- trigger1 = AnimElem = 3
- attr = S, NA
- hitflag = MA
- guardflag = M
- animtype = light
- air.animtype = back
- priority = 7,Hit
- damage = 40, 0
- pausetime = 12, 12
- guard.pausetime = 13, 11
- sparkno = S870 + Var(12)
- guard.sparkno = S874 + Var(12)
- sparkxy = 8, -90
- hitsound = S1, 12
- guardsound = S1, 21
- ground.type = Low
- ground.slidetime = ifelse (Var(12), 17, 10)
- ground.hittime = ifelse (Var(12), 18, 11)
- guard.ctrltime = ifelse (Var(12), 17, 10)
- ground.velocity = -6
- air.velocity = -3, -4
- air.cornerpush.veloff = 0
- getpower = ifelse (Var(12), 0, 100), ifelse (Var(12), 0, 50)
- givepower = 50, 25
-
- [State 200, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;╗≤┤▄ ▒┘┴ó ╛α╞▌─í
- [Statedef 201]
- type = S
- movetype= A
- physics = S
- juggle = 5
- anim = 201
- velset = 0,0
- ctrl = 0
-
- [State 201, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 2 && Random <= 400
- value = 0,1
- channel = 0
-
- [State 201, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 1,9
- channel = 1
-
- [State 201, 3]
- type = Hitdef
- trigger1 = AnimElem = 3
- attr = S, NA
- hitflag = MA
- guardflag = M
- animtype = light
- air.animtype = back
- priority = 7,Hit
- damage = 40,0
- pausetime = 12, 12
- guard.pausetime = 13, 11
- sparkno = S870 + Var(12)
- guard.sparkno = S874 + Var(12)
- sparkxy = 8, -81
- hitsound = S1, 12
- guardsound = S1, 21
- ground.type = low
- ground.slidetime = ifelse (Var(12), 17, 10)
- ground.hittime = ifelse (Var(12), 18, 11)
- guard.ctrltime = ifelse (Var(12), 17, 10)
- ground.velocity = -6
- air.velocity = -3, -4
- air.cornerpush.veloff = 0
- getpower = ifelse (Var(12), 0, 100), ifelse (Var(12), 0, 50)
- givepower = 50, 25
-
- [State 201, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;╗≤┤▄ ┐°░┼╕« ░¡╞▌─í
- [Statedef 202]
- type = S
- movetype= A
- physics = S
- juggle = 10
- anim = 202
- velset = 0,0
- ctrl = 0
-
- [State 202, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 0,2
- channel = 0
-
- [State 202, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 1,9
- channel = 1
-
- [State 202, Reversal]
- type = ReversalDef
- trigger1 = AnimElem = 3
- reversal.attr = SA, NA, SA
- numhits = 0
- pausetime = 10,15
- sparkno = S(ifelse((EnemyNear, HitDefAttr = SCA, SA, HA), 876, 875))
- sparkxy = -7,-95
- hitsound = S1,22
-
- [State 202, 4]
- type = Hitdef
- trigger1 = AnimElem = 5
- attr = S, NA
- hitflag = MA
- guardflag = M
- animtype = Hard
- air.animtype = Back
- priority = 4,Hit
- damage = 80, 0
- pausetime = 12, 12
- guard.pausetime = 13, 11
- sparkno = S871 + Var(12)
- guard.sparkno = S875 + Var(12)
- sparkxy = 8, -84
- hitsound = S1, 13
- guardsound = S1, 22
- ground.type = High
- ground.slidetime = 17
- ground.hittime = 18
- guard.ctrltime = 15
- ground.velocity = -12
- air.velocity = -3, -4
- air.cornerpush.veloff = 0
- getpower = ifelse (Var(12), 0, 200), ifelse (Var(12), 0, 100)
- givepower = 100, 50
-
- [State 202, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;╗≤┤▄ ▒┘┴ó ░¡╞▌─í
- [Statedef 203]
- type = S
- movetype= A
- physics = S
- juggle = 10
- anim = 203
- velset = 0,0
- ctrl = 0
-
- [State 203, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 0,2
- channel = 0
-
- [State 203, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 1,9
- channel = 1
-
- [State 203, Reversal]
- type = ReversalDef
- trigger1 = AnimElem = 2
- reversal.attr = SA, NA, SA
- numhits = 0
- pausetime = 10,15
- sparkno = S(ifelse((EnemyNear, HitDefAttr = SCA, SA, HA), 876, 875))
- sparkxy = 16,-94
- hitsound = S1,22
-
- [State 203, 4]
- type = Hitdef
- trigger1 = AnimElem = 3
- attr = S, NA
- hitflag = MA
- guardflag = M
- animtype = Hard
- air.animtype = Back
- priority = 4,Hit
- damage = 40, 0
- pausetime = 12, 20
- guard.pausetime = 13, 19
- sparkno = S871 + Var(12)
- guard.sparkno = S875 + Var(12)
- sparkxy = 8, -81
- hitsound = S1, 13
- guardsound = S1, 22
- ground.type = High
- ground.slidetime = 18
- ground.hittime = 19
- guard.ctrltime = 15
- ground.velocity = -4
- air.velocity = -3, -4
- air.cornerpush.veloff = 0
- getpower = ifelse (Var(12), 0, 100),ifelse (Var(12), 0, 50)
- givepower = 50, 25
-
- [State 203, 5]
- type = Hitdef
- trigger1 = AnimElem = 5
- attr = S, NA
- hitflag = MA
- guardflag = M
- animtype = Hard
- air.animtype = Back
- priority = 4,Hit
- damage = 40, 0
- pausetime = ifelse (Var(12), 10, 12), ifelse (Var(12), 14, 12)
- guard.pausetime = ifelse (Var(12), 11, 13), ifelse (Var(12), 13, 11)
- sparkno = S871 + Var(12)
- guard.sparkno = S875 + Var(12)
- sparkxy = 8, -98
- hitsound = S1, 13
- guardsound = S1, 22
- ground.type = High
- ground.slidetime = 16
- ground.hittime = 17
- guard.ctrltime = 15
- ground.velocity = ifelse (Var(12), -6, -9)
- air.velocity = -3, -4
- air.cornerpush.veloff = 0
- getpower = ifelse (Var(12), 0, 100), ifelse (Var(12), 0, 50)
- givepower = 50, 25
-
- [State 203, 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;╗≤┤▄ ┐°░┼╕« ╛α┼▒
- [Statedef 204]
- type = S
- movetype= A
- physics = S
- juggle = 5
- anim = 204
- velset = 0,0
- ctrl = 0
-
- [State 204, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 2 && random <= 400
- value = 0,1
- channel = 0
-
- [State 204, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 1,10
- channel = 1
-
- [State 204, 3]
- type = Hitdef
- trigger1 = AnimElem = 3
- attr = S, NA
- hitflag = MA
- guardflag = M
- animtype = light
- air.animtype = back
- priority = 7,Hit
- damage = 40, 0
- pausetime = 12, 13
- guard.pausetime = 13, 12
- sparkno = S870 + Var(12)
- guard.sparkno = S874 + Var(12)
- sparkxy = 8, -77
- hitsound = S1, 14
- guardsound = S1, 21
- ground.type = Low
- air.type = Low
- ground.slidetime = ifelse (Var(12), 17, 10)
- ground.hittime = ifelse (Var(12), 18, 11)
- guard.ctrltime = ifelse (Var(12), 17, 10)
- ground.velocity = -6
- air.velocity = -3, -4
- air.cornerpush.veloff = 0
- getpower = ifelse (Var(12), 0, 100), ifelse (Var(12), 0, 50)
- givepower = 50, 25
-
- [State 204, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;╗≤┤▄ ▒┘┴ó ╛α┼▒
- [Statedef 205]
- type = S
- movetype= A
- physics = S
- juggle = 5
- anim = 205
- velset = 0,0
- ctrl = 0
-
- [State 205, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 2 && Random <= 400
- value = 0,1
- channel = 0
-
- [State 205, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 1,10
- channel = 1
-
- [State 205, 3]
- type = Hitdef
- trigger1 = AnimElem = 3
- attr = S, NA
- hitflag = MA
- guardflag = M
- animtype = light
- air.animtype = back
- priority = 7,Hit
- damage = 40, 0
- pausetime = 12, 13
- guard.pausetime = 13, 12
- sparkno = S870 + Var(12)
- guard.sparkno = S874 + Var(12)
- sparkxy = 15, -20
- hitsound = S1, 14
- guardsound = S1, 21
- ground.type = Low
- ground.slidetime = ifelse (Var(12), 17, 10)
- ground.hittime = ifelse (Var(12), 18, 11)
- guard.ctrltime = ifelse (Var(12), 17, 10)
- ground.velocity = -6
- air.velocity = -3, -4
- air.cornerpush.veloff = 0
- getpower = ifelse (Var(12), 0, 100), ifelse (Var(12), 0, 50)
- givepower = 50, 25
-
- [State 205, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;╗≤┤▄ ┐°░┼╕« ░¡┼▒
- [Statedef 206]
- type = S
- movetype= A
- physics = S
- juggle = 10
- anim = 206
- velset = 0,0
- ctrl = 0
-
- [State 206, Width]
- type = Width
- trigger1 = (AnimElemTime(2) < 0) || (AnimElemTime(12) >= 0)
- value = 11,0
-
- [State 206, Width]
- type = Width
- trigger1 = (AnimElemTime(2) >= 0 && AnimElemTime(3) < 0) || (AnimElemTime(11) >= 0 && AnimElemTime(12) < 0)
- value = 11,-10
-
- [State 206, Width]
- type = Width
- trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(11) < 0
- value = 8,-25
-
- [State 206, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 4
- value = 0,2
- channel = 0
-
- [State 206, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 4
- value = 1,10
- channel = 1
-
- [State 206, Reversal]
- type = ReversalDef
- trigger1 = AnimElem = 6
- reversal.attr = SCA, NA, SA
- numhits = 0
- pausetime = 10,15
- sparkno = S(ifelse((EnemyNear, HitDefAttr = SCA, SA, HA), 876, 875))
- sparkxy = 22,-59
- hitsound = S1,22
-
- [State 206, 4]
- type = Hitdef
- trigger1 = AnimElem = 8
- attr = S, NA
- hitflag = MA
- guardflag = M
- animtype = Hard
- air.animtype = Back
- priority = 4,Hit
- damage = 80, 0
- pausetime = 13, 15
- guard.pausetime = 14, 14
- sparkno = S871 + Var(12)
- guard.sparkno = S875 + Var(12)
- sparkxy = 8, -62
- hitsound = S1, 15
- guardsound = S1, 22
- ground.type = High
- ground.slidetime = 17
- ground.hittime = 18
- guard.ctrltime = 15
- ground.velocity = -12
- air.velocity = -3, -4
- air.cornerpush.veloff = 0
- getpower = ifelse (Var(12), 0, 200), ifelse (Var(12), 0, 100)
- givepower = 100, 50
-
- [State 206, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;╗≤┤▄ ▒┘┴ó ░¡┼▒
- [Statedef 207]
- type = S
- movetype= A
- physics = S
- juggle = 10
- anim = 207
- velset = 0,0
- ctrl = 0
-
- [State 207, Width]
- type = Width
- trigger1 = (AnimElemTime(2) < 0) || (AnimElemTime(9) >= 0)
- value = 11,0
-
- [State 207, Width]
- type = Width
- trigger1 = (AnimElemTime(2) >= 0 && AnimElemTime(3) < 0) || (AnimElemTime(8) >= 0 && AnimElemTime(9) < 0)
- value = 11,-10
-
- [State 207, Width]
- type = Width
- trigger1 = (AnimElemTime(3) >= 0 && AnimElemTime(8) < 0)
- value = 8,-25
-
- [State 207, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 0,2
- channel = 0
-
- [State 207, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 1,10
- channel = 1
-
- [State 207, Reversal]
- type = ReversalDef
- trigger1 = AnimElem = 4
- reversal.attr = SC, NA, SA
- numhits = 0
- pausetime = 10,15
- sparkno = S(ifelse((EnemyNear, HitDefAttr = SCA, SA, HA), 876, 875))
- sparkxy = 22,-59
- hitsound = S1,22
-
- [State 207, 4]
- type = Hitdef
- trigger1 = AnimElem = 5
- attr = S, NA
- hitflag = MA
- guardflag = M
- animtype = Hard
- air.animtype = Back
- priority = 4,Hit
- damage = 80, 0
- pausetime = 13, 16
- guard.pausetime = 14, 15
- sparkno = S871 + Var(12)
- guard.sparkno = S875 + Var(12)
- sparkxy = 8, -74
- hitsound = S1, 15
- guardsound = S1, 22
- ground.type = High
- ground.slidetime = 17
- ground.hittime = 18
- guard.ctrltime = 15
- ground.velocity = ifelse (Var(12), -6, -12)
- air.velocity = -3, -4
- air.cornerpush.veloff = 0
- getpower = ifelse (Var(12), 0, 200), ifelse (Var(12), 0, 100)
- givepower = 100, 50
-
- [State 207, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;│»╖┴╣÷╕«▒Γ
- [Statedef 300]
- type = S
- movetype= A
- physics = S
- juggle = 15
- anim = 300
- velset = 0,0
- ctrl = 0
-
- [State 300, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 4 && Random <= 400
- value = 0,3
- channel = 0
-
- [State 300, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 4
- value = 1,10
- channel = 1
-
- [State 300, 4]
- type = Posadd
- trigger1 = animelem = 5
- x = 15
-
- [State 300, Reversal]
- type = ReversalDef
- trigger1 = AnimElem = 7
- reversal.attr = SCA, NA, SA
- numhits = 0
- pausetime = 10,15
- sparkno = S(ifelse((EnemyNear, HitDefAttr = SCA, SA, HA), 876, 875))
- sparkxy = 6,-89
- hitsound = S1,22
-
- [State 300, 4]
- type = Hitdef
- trigger1 = AnimElemTime(8) >= 0 && AnimElemTime(10) < 0
- attr = S, NA
- hitflag = MAF
- guardflag = M
- animtype = Hard
- air.animtype = Back
- priority = 5,Hit
- damage = 120, 0
- pausetime = 12, 12
- guard.pausetime = 13, 11
- sparkno = S871 + Var(12)
- guard.sparkno = S875 + Var(12)
- sparkxy = 8, ifelse(AnimElemTime(9) >= 0, -117, -68)
- hitsound = S1, 16
- guardsound = S1, 22
- ground.type = low
- guard.slidetime = 17
- guard.hittime = 18
- guard.ctrltime = 15
- ground.velocity = -4, -7
- guard.velocity = -16
- air.velocity = -3, -7
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -16
- getpower = ifelse (Var(12), 0, 250), ifelse (Var(12), 0, 125)
- givepower = 125, 60
- fall = 1
- yaccel = .6
- persistent = 0
-
- [State 300, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;╕∙░φ╕«╛╚
- [Statedef 301]
- type = S
- movetype= A
- physics = S
- juggle = 10
- anim = 301
- velset = 0,0
- ctrl = 0
-
- [State 301, Width]
- type = Width
- trigger1 = (AnimElemTime(3) >= 0 && AnimElemTime(6) < 0) || (AnimElemTime(11) >= 0 && AnimElemTime(12) < 0)
- value = 8,-25
-
- [State 301, Width]
- type = Width
- trigger1 = (AnimElemTime(6) >= 0 && AnimElemTime(8) < 0) || (AnimElemTime(10) >= 0 && AnimElemTime(11) < 0)
- value = 27,-25
-
- [State 301, Width]
- type = Width
- trigger1 = AnimElemTime(8) >= 0 && AnimElemTime(10) < 0
- value = 37,-25
-
- [State 301, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 0,11
- channel = 0
-
- [State 301, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 7
- value = 0,12
- channel = 0
-
- [State 301, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 8
- value = 1,9
- channel = 1
-
- [State 301, Reversal]
- type = ReversalDef
- trigger1 = AnimElem = 6
- reversal.attr = SCA, NA, SA
- numhits = 0
- pausetime = 10,15
- sparkno = S(ifelse((EnemyNear, HitDefAttr = SCA, SA, HA), 876, 875))
- sparkxy = 16,-94
-
- [State 301, 5]
- type = Hitdef
- trigger1 = AnimElem = 8
- attr = S, NA
- hitflag = MA
- guardflag = HA
- animtype = Heavy
- air.animtype = Back
- priority = 5,Hit
- damage = 60, 0
- pausetime = ifelse (Var(12), 13, 18), ifelse (Var(12), 18, 13)
- guard.pausetime = ifelse (Var(12), 12, 19), ifelse (Var(12), 19, 12)
- sparkno = S871 + Var(12)
- guard.sparkno = S875 + Var(12)
- sparkxy = 8, -56
- hitsound = S1, 13
- guardsound = S1, 22
- ground.type = Low
- ground.slidetime = 13
- ground.hittime = 14
- guard.ctrltime = 15
- ground.velocity = ifelse (Var(12), -6, -12)
- air.velocity = -3, -4
- air.cornerpush.veloff = 0
- getpower = ifelse (Var(12), 0, 200), ifelse (Var(12), 0, 100)
- givepower = 100, 50
- air.fall = 1
- air.recover = 0
-
- [State 301, 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;│╪║Ω╖╣└╠─┐
- [Statedef 302]
- type = S
- movetype= A
- physics = S
- juggle = 10
- anim = 302
- velset = 0,0
- ctrl = 0
-
- [State 302, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 0,16
- channel = 0
-
- [State 302, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 1,9
- channel = 1
-
- [State 302, Reversal]
- type = ReversalDef
- trigger1 = AnimElem = 1
- reversal.attr = SA, NA, SA
- numhits = 0
- pausetime = 10,15
- sparkno = S(ifelse((EnemyNear, HitDefAttr = SCA, SA, HA), 876, 875))
- sparkxy = 16,-94
- hitsound = 6,0
-
- [State 302, 4]
- type = Hitdef
- trigger1 = AnimElem = 2
- attr = S, NA
- hitflag = MA
- guardflag = M
- animtype = Heavy
- air.animtype = Back
- priority = 6,Hit
- damage = 40, 0
- pausetime = 13, 18
- guard.pausetime = 14, 17
- sparkno = S871 + Var(12)
- guard.sparkno = S875 + Var(12)
- sparkxy = 4, -75
- hitsound = S1, 13
- guardsound = S1, 22
- ground.type = Low
- ground.slidetime = 16
- ground.hittime = 17
- guard.ctrltime = 18
- ground.velocity = ifelse (Var(12), -6, -12)
- air.velocity = -3, -4
- air.cornerpush.veloff = 0
- getpower = ifelse (Var(12), 0, 200), ifelse (Var(12), 0, 100)
- givepower = 100, 50
- air.fall = 1
- air.recover = 0
-
- [State 302, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;╟╧┤▄ ╛α╞▌─í
- [Statedef 400]
- type = C
- movetype= A
- physics = C
- juggle = 5
- anim = 400
- velset = 0,0
- ctrl = 0
-
- [State 400, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 1 && Random <= 400
- value = 0,1
- channel = 0
-
- [State 400, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 1,9
- channel = 1
-
- [State 400, 3]
- type = Hitdef
- trigger1 = AnimElem = 2
- attr = C, NA
- hitflag = MA
- guardflag = M
- animtype = light
- air.animtype = Back
- priority = 7,Hit
- damage = 40, 0
- pausetime = 12, 12
- guard.pausetime = 13, 11
- sparkno = S870 + Var(12)
- guard.sparkno = S874 + Var(12)
- sparkxy = 8, -60
- hitsound = S1, 12
- guardsound = S1, 21
- ground.type = Low
- ground.slidetime = ifelse (Var(12), 17, 10)
- ground.hittime = ifelse (Var(12), 18, 11)
- guard.ctrltime = ifelse (Var(12), 17, 10)
- ground.velocity = -6
- air.velocity = -3, -4
- air.cornerpush.veloff = 0
- getpower = ifelse (Var(12), 0, 100), ifelse (Var(12), 0, 50)
- givepower = 50, 25
-
- [State 400, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;╟╧┤▄ ░¡╞▌─í
- [Statedef 401]
- type = C
- movetype= A
- physics = C
- juggle = 10
- anim = 401
- velset = 0,0
- ctrl = 0
-
- [State 401, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 4
- value = 0,2
- channel = 0
-
- [State 401, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 4
- value = 1,9
- channel = 1
-
- [State 401, Reversal]
- type = ReversalDef
- trigger1 = AnimElem = 4
- reversal.attr = SC, NA, SA
- numhits = 0
- pausetime = 10,15
- sparkno = S(ifelse((EnemyNear, HitDefAttr = SCA, SA, HA), 876, 875))
- sparkxy = 8,-60
- hitsound = 1,22
-
- [State 401, 4]
- type = Hitdef
- trigger1 = AnimElem = 6
- attr = C, NA
- hitflag = MA
- guardflag = M
- animtype = Hard
- air.animtype = Back
- priority = 5,Hit
- damage = 80, 0
- pausetime = 12, 16
- guard.pausetime = 13, 15
- sparkno = S871 + Var(12)
- guard.sparkno = S875 + Var(12)
- sparkxy = 8, -49
- hitsound = S1, 13
- guardsound = S1, 22
- ground.type = Low
- ground.slidetime = 16
- ground.hittime = 17
- guard.ctrltime = 15
- ground.velocity = ifelse (Var(12), -6, -12)
- air.velocity = -3, -4
- air.cornerpush.veloff = 0
- getpower = ifelse (Var(12), 0, 200), ifelse (Var(12), 0, 100)
- givepower = 100, 50
-
- [State 401, 5]
- type = ChangeState
- trigger1 = animtime = 0
- value = 11
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;╟╧┤▄ ╛α┼▒
- [Statedef 402]
- type = C
- movetype= A
- physics = C
- juggle = 5
- anim = 402
- velset = 0,0
- ctrl = 0
-
- [State 402, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 2 && Random <= 400
- value = 0,1
- channel = 0
-
- [State 402, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 1,10
-
- [State 402, 3]
- type = Hitdef
- trigger1 = AnimElem = 4
- attr = C, NA
- hitflag = MA
- guardflag = L
- animtype = light
- air.animtype = Back
- priority = 7,Hit
- damage = 40, 0
- pausetime = 11, 12
- guard.pausetime = 12, 11
- sparkno = S870 + Var(12)
- guard.sparkno = S874 + Var(12)
- sparkxy = 10, -28
- hitsound = S1, 14
- guardsound = S1, 21
- ground.type = Low
- ground.slidetime = ifelse (Var(12), 17, 10)
- ground.hittime = ifelse (Var(12), 18, 11)
- guard.ctrltime = ifelse (Var(12), 17, 10)
- ground.velocity = -6
- air.velocity = -3, -4
- air.cornerpush.veloff = 0
- getpower = ifelse (Var(12), 0, 100), ifelse (Var(12), 0, 50)
- givepower = 50, 25
-
- [State 402, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;╟╧┤▄ ░¡┼▒
- [Statedef 403]
- type = C
- movetype= A
- physics = C
- juggle = 15
- anim = 403
- velset = 0,0
- ctrl = 0
-
- [State 403, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 0,2
- channel = 0
-
- [State 403, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 1,10
- channel = 1
-
- [State 403, 3]
- type = Hitdef
- trigger1 = AnimElem = 4
- attr = C, NA
- hitflag = MA
- guardflag = L
- animtype = Hard
- air.animtype = Back
- priority = 5,Hit
- damage = 80, 0
- pausetime = 15, 12
- guard.pausetime = 16, 11
- sparkno = S871 + Var(12)
- guard.sparkno = S875 + Var(12)
- sparkxy = 2, -12
- hitsound = S1, 15
- guardsound = S1, 22
- ground.type = low
- guard.slidetime = 17
- guard.hittime = 18
- guard.ctrltime = 15
- ground.velocity = -2, -7
- guard.velocity = -16
- air.velocity = -2, -7
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- getpower = ifelse (Var(12), 0, 200), ifelse (Var(12), 0, 100)
- givepower = 100, 50
- fall = 1
- yaccel = .6
-
- [State 403, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; M-9 ╕╞╜├╕╢ ╣╠╗τ└╧
- [Statedef 500]
- type = C
- movetype= A
- physics = C
- juggle = 5
- anim = 500
- velset = 0,0
- ctrl = 0
-
- [State 500, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 0,16
- channel = 0
-
- [State 500, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 1,9
- channel = 1
-
- [State 500, 2]
- type = Hitdef
- trigger1 = AnimElem = 4
- attr = S, NA
- hitflag = MAF
- guardflag = M
- animtype = Hard
- air.animtype = Back
- priority = 4,Hit
- damage = 60, 0
- pausetime = 15, 12
- guard.pausetime = 16, 11
- sparkno = S871 + Var(12)
- guard.sparkno = S875 + Var(12)
- sparkxy = 8, -117
- hitsound = S1, 13
- guardsound = S1, 22
- ground.type = High
- ground.slidetime = 16
- ground.hittime = 17
- guard.ctrltime = 15
- ground.velocity = -6
- air.velocity = -2, -8
- air.cornerpush.veloff = 0
- getpower = ifelse (Var(12), 0, 200), ifelse (Var(12), 0, 100)
- givepower = 100, 50
- air.fall = 1
- air.recover = 0
- recover = 0
-
- [State 500, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;╝÷┴≈┴í╟┴ ╛α╞▌─í
- [Statedef 600]
- type = A
- movetype= A
- physics = A
- juggle = 5
- anim = 600
- ctrl = 0
-
- [State 600, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 1 && Random <= 400
- value = 0,1
- channel = 0
-
- [State 600, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 1,9
- channel = 1
-
- [State 600, 3]
- type = Hitdef
- trigger1 = AnimElem = 2
- attr = A, NA
- hitflag = MA
- guardflag = H
- animtype = light
- air.animtype = back
- priority = 7,Hit
- damage = 40, 0
- pausetime = 10, 12
- guard.pausetime = 11, 11
- sparkno = S870 + Var(12)
- guard.sparkno = S874 + Var(12)
- sparkxy = 8, -63
- hitsound = S1, 12
- guardsound = S1, 21
- ground.type = Low
- ground.slidetime = 9
- guard.slidetime = ifelse (Var(12), 17, 10)
- ground.hittime = 11
- guard.hittime = ifelse (Var(12), 17, 10)
- guard.ctrltime = ifelse (Var(12), 17, 10)
- ground.velocity = -6
- air.velocity = -3, -4
- air.cornerpush.veloff = 0
- getpower = ifelse (Var(12), 0, 100), ifelse (Var(12), 0, 50)
- givepower = 50, 25
-
- ;---------------------------------------------------------------------------
- ;└ⁿ╚─╣µ ┴í╟┴ ╛α╞▌─í
- [Statedef 601]
- type = A
- movetype= A
- physics = A
- juggle = 5
- anim = 601
- ctrl = 0
-
- [State 601, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 2 && Random <= 400
- value = 0,1
- channel = 0
-
- [State 601, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 1,9
- channel = 1
-
- [State 601, 3]
- type = Hitdef
- trigger1 = AnimElem = 3
- attr = A, NA
- hitflag = MA
- guardflag = H
- animtype = light
- air.animtype = Back
- priority = 7,Hit
- damage = 40, 0
- pausetime = 10, 12
- guard.pausetime = 11, 11
- sparkno = S870 + Var(12)
- guard.sparkno = S874 + Var(12)
- sparkxy = 8, -62
- hitsound = S1, 12
- guardsound = S1, 21
- ground.type = Low
- ground.slidetime = 10
- guard.slidetime = ifelse (Var(12), 17, 10)
- ground.hittime = 11
- guard.hittime = ifelse (Var(12), 17, 10)
- guard.ctrltime = ifelse (Var(12), 17, 10)
- ground.velocity = -6
- air.velocity = -3, -4
- air.cornerpush.veloff = 0
- getpower = ifelse (Var(12), 0, 100), ifelse (Var(12), 0, 50)
- givepower = 50, 25
-
- ;---------------------------------------------------------------------------
- ;╝÷┴≈┴í╟┴ ░¡╞▌─í
- [Statedef 602]
- type = A
- movetype= A
- physics = A
- juggle = 10
- anim = 602
- ctrl = 0
-
- [State 602, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 0,2
- channel = 0
-
- [State 602, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 1,9
- channel = 1
-
- [State 602, 3]
- type = Hitdef
- trigger1 = AnimElem = 3
- attr = A, NA
- hitflag = MA
- guardflag = H
- animtype = Hard
- air.animtype = Back
- priority = 4,Hit
- damage = 80, 0
- pausetime = 10, 12
- guard.pausetime = 11, 11
- sparkno = S871 + Var(12)
- guard.sparkno = S875 + Var(12)
- sparkxy = 8, -69
- hitsound = S1, 13
- guardsound = S1, 22
- ground.type = Low
- ground.slidetime = 17
- ground.hittime = 18
- guard.ctrltime = 10
- ground.velocity = -6
- air.velocity = -3, -4
- air.cornerpush.veloff = 0
- getpower = ifelse (Var(12), 0, 200), ifelse (Var(12), 0, 100)
- givepower = 100, 50
-
- ;---------------------------------------------------------------------------
- ;└ⁿ╚─╣µ ┴í╟┴ ░¡╞▌─í
- [Statedef 603]
- type = A
- movetype= A
- physics = A
- juggle = 10
- anim = 603
- ctrl = 0
-
- [State 603, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 0,2
- channel = 0
-
- [State 603, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 1,9
- channel = 1
-
- [State 603, 3]
- type = Hitdef
- trigger1 = AnimElem = 3
- attr = A, NA
- hitflag = MA
- guardflag = H
- animtype = Hard
- air.animtype = Back
- priority = 4,Hit
- damage = 80, 0
- pausetime = 10, 12
- guard.pausetime = 11, 11
- sparkno = S871 + Var(12)
- guard.sparkno = S875 + Var(12)
- sparkxy = 8, -64
- hitsound = S1, 13
- guardsound = S1, 22
- ground.type = Low
- ground.slidetime = 17
- ground.hittime = 18
- guard.ctrltime = 10
- ground.velocity = -6
- air.velocity = -3, -4
- air.cornerpush.veloff = 0
- getpower = ifelse (Var(12), 0, 200), ifelse (Var(12), 0, 100)
- givepower = 100, 50
-
- ;---------------------------------------------------------------------------
- ;╝÷┴≈ ┴í╟┴ ╛α┼▒
- [Statedef 604]
- type = A
- movetype= A
- physics = A
- juggle = 5
- anim = 604
- ctrl = 0
-
- [State 604, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 1 && Random <= 400
- value = 0,1
- channel = 0
-
- [State 604, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 1,10
- channel = 1
-
- [State 604, 3]
- type = Hitdef
- trigger1 = animelem = 3
- attr = A, NA
- hitflag = MA
- guardflag = H
- animtype = light
- air.animtype = Back
- priority = 7,Hit
- damage = 40, 0
- pausetime = 10, 12
- guard.pausetime = 11, 11
- sparkno = S870 + Var(12)
- guard.sparkno = S874 + Var(12)
- sparkxy = 8, -9
- hitsound = S1, 14
- guardsound = S1, 21
- ground.type = Low
- ground.slidetime = 10
- guard.slidetime = ifelse (Var(12), 17, 10)
- ground.hittime = 11
- guard.hittime = ifelse (Var(12), 17, 10)
- guard.ctrltime = ifelse (Var(12), 17, 10)
- ground.velocity = -6
- air.velocity = -3, -4
- air.cornerpush.veloff = 0
- getpower = ifelse (Var(12), 0, 100), ifelse (Var(12), 0, 50)
- givepower = 50, 25
-
- ;---------------------------------------------------------------------------
- ;└ⁿ╚─╣µ ┴í╟┴ ╛α┼▒
- [Statedef 605]
- type = A
- movetype= A
- physics = A
- juggle = 5
- anim = 605
- ctrl = 0
-
- [State 605, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 2 && random <= 400
- value = 0,1
- channel = 0
-
- [State 605, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 1,10
- channel = 1
-
- [State 605, 3]
- type = Hitdef
- trigger1 = AnimElem = 3
- attr = A, NA
- hitflag = MA
- guardflag = H
- animtype = light
- air.animtype = Back
- priority = 7,Hit
- damage = 40, 0
- pausetime = 10, 12
- guard.pausetime = 11, 11
- sparkno = S870 + Var(12)
- guard.sparkno = S874 + Var(12)
- sparkxy = 8, -48
- hitsound = S1, 14
- guardsound = S1, 21
- ground.type = Low
- ground.slidetime = 10
- guard.slidetime = ifelse (Var(12), 17, 10)
- ground.hittime = 11
- guard.hittime = ifelse (Var(12), 17, 10)
- guard.ctrltime = ifelse (Var(12), 17, 10)
- ground.velocity = -6
- air.velocity = -3, -4
- air.cornerpush.veloff = 0
- getpower = ifelse (Var(12), 0, 100), ifelse (Var(12), 0, 50)
- givepower = 50, 25
-
- ;---------------------------------------------------------------------------
- ;╝÷┴≈ ┴í╟┴ ░¡┼▒
- [Statedef 606]
- type = A
- movetype= A
- physics = A
- juggle = 10
- anim = 606
- ctrl = 0
-
- [State 606, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 0,2
- channel = 0
-
- [State 606, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 1,10
- channel = 1
-
- [State 606, 3]
- type = Hitdef
- trigger1 = AnimElem = 4
- attr = A, NA
- hitflag = MA
- guardflag = H
- animtype = Hard
- air.animtype = Back
- priority = 4,Hit
- damage = 80, 0
- pausetime = 10, 12
- guard.pausetime = 11, 11
- sparkno = S871 + Var(12)
- guard.sparkno = S875 + Var(12)
- sparkxy = 8, -76
- hitsound = S1, 15
- guardsound = S1, 22
- ground.type = Low
- ground.slidetime = 17
- ground.hittime = 18
- guard.ctrltime = 10
- ground.velocity = -6
- air.velocity = -3, -4
- air.cornerpush.veloff = 0
- getpower = ifelse (Var(12), 0, 200), ifelse (Var(12), 0, 100)
- givepower = 100, 50
-
- ;---------------------------------------------------------------------------
- ;└ⁿ╚─╣µ ┴í╟┴ ░¡┼▒
- [Statedef 607]
- type = A
- movetype= A
- physics = A
- juggle = 10
- anim = 607
- ctrl = 0
-
- [State 607, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 0,2
- channel = 0
-
- [State 607, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 1,10
- channel = 1
-
- [State 607, 3]
- type = Hitdef
- trigger1 = AnimElem = 2
- attr = A, NA
- hitflag = MA
- guardflag = H
- animtype = Hard
- air.animtype = Back
- priority = 4,Hit
- damage = 80, 0
- pausetime = 10, 12
- guard.pausetime = 11, 11
- sparkno = S871 + Var(12)
- guard.sparkno = S875 + Var(12)
- sparkxy = 8, -28
- hitsound = S1, 15
- guardsound = S1, 22
- ground.type = Low
- ground.slidetime = 17
- ground.hittime = 18
- guard.ctrltime = 10
- ground.velocity = -6
- air.velocity = -3, -4
- air.cornerpush.veloff = 0
- getpower = ifelse (Var(12), 0, 200), ifelse (Var(12), 0, 100)
- givepower = 100, 50
-
- ;---------------------------------------------------------------------------
- ;░°┴▀ │»╖┴╣÷╕«▒Γ
- [Statedef 700]
- type = A
- movetype= A
- physics = A
- juggle = 5
- anim = 700
- ctrl = 0
-
- [State 700, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 2 && Random <= 400
- value = 0,3
- channel = 0
-
- [State 700, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 1,10
- channel = 1
-
- [State 700, 3]
- type = Hitdef
- trigger1 = AnimElem = 4
- attr = A, NA
- hitflag = MAF
- guardflag = H
- animtype = Hard
- air.animtype = Back
- priority = 4,Hit
- damage = 120, 0
- pausetime = 10, 12
- guard.pausetime = 11, 11
- sparkno = S871 + Var(12)
- guard.sparkno = S875 + Var(12)
- sparkxy = 8, -80
- hitsound = S1, 16
- guardsound = S1, 22
- ground.type = low
- guard.slidetime = 17
- guard.hittime = 18
- guard.ctrltime = 15
- ground.velocity = -4, -7
- guard.velocity = -16
- air.velocity = -3, -7
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- getpower = ifelse (Var(12), 0, 250), ifelse (Var(12), 0, 125)
- givepower = 125, 60
- fall = 1
- yaccel = .6
-
- ;------------------------------------------------------------------------
- ;▒Γ║╗ └Γ▒Γ
- ;------------------------------------------------------------------------
- ;▒Γ║╗ └Γ▒Γ -╜╟╞╨╕≡╝╟-
- [Statedef 800]
- type = S
- movetype= A
- physics = S
- juggle = 0
- velset = 0,0
- ctrl = 0
- anim = 800
- sprpriority = 3
-
- [State 800, 1]
- type = HitDef
- Trigger1 = Time = 0
- attr = S, NT
- hitflag = M-
- priority = 3, Miss
- sparkno = -1
- p2facing = 1
- p1stateno = ifelse(Command = "throw1", 801, 805)
- p2stateno = ifelse(Command = "throw1", 802, 806)
- guard.dist = 0
- getpower = ifelse (Var(12), 0, 200)
- givepower = 100
-
- [State 800, StateChange]
- type = ChangeState
- Trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;┤┘└╠│╩╕╢└╠╞« ╡σ╖╙
- [Statedef 801]
- type = S
- movetype = A
- physics = S
- anim = 801
- velset = 0,0
- ctrl = 0
-
- [State 801, Muteki]
- type = NotHitBy
- trigger1 = 1
- value = SCA
-
- [State 801, Grab Sound]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1, 19
- channel = 1
-
- [State 801, Voice]
- type = PlaySnd
- trigger1 = Anim = 801 && AnimElem = 7
- value = 0, 10
- channel = 0
-
- [State 801, Effect]
- type = PlaySnd
- trigger1 = Anim = 801 && AnimElem = 7
- value = 1, 10
- channel = 1
-
- [State 801, Effect]
- type = PlaySnd
- trigger1 = Anim = 801 && AnimElem = 8
- value = 1, 16
- channel = 1
-
- [State 801, Effect]
- type = PlaySnd
- trigger1 = Anim = 801 && AnimTime = 0
- value = 1, 8
- channel = 1
-
- [State 801, GrabSpark]
- type = Explod
- trigger1 = Time = 0
- Anim = 881
- pos = 45, -68
- postype = p1
- sprpriority = 1
- ownpal = 1
- bindtime = 1
- pausemovetime = -1
- supermove = 1
-
- [State 801, HitSpark]
- type = Explod
- trigger1 = Anim = 801 && AnimElem = 8
- Anim = 872
- pos = 76, -61
- postype = p1
- ontop = 1
- ownpal = 1
- bindtime = 1
- pausemovetime = -1
- supermove = 1
-
- [State 805, TargetBind]
- type = TargetBind
- trigger1 = Anim = 801 && (AnimElemTime(2) < 0)
- pos = 68,0
-
- [State 801, TargetBind]
- type = TargetBind
- trigger1 = Anim = 801 && (AnimElemTime(2) >= 0 && AnimElemTime(3) < 0)
- pos = 51, 0
-
- [State 801, TargetBind]
- type = TargetBind
- trigger1 = Anim = 801 && (AnimElemTime(3) >= 0 && AnimElemTime(7) < 0)
- pos = 56, 0
-
- [State 801, TargetBind]
- type = TargetBind
- trigger1 = Anim = 801 && (AnimElemTime(7) >= 0 && AnimElemTime(8) < 0)
- pos = 66, 0
-
- [State 801, Width]
- type = Width
- trigger1 = Anim = 801 && (AnimElemTime(9) < 0)
- edge = 70,0
-
- [State 801, Hurt]
- type = TargetLifeAdd
- trigger1 = Anim = 801 && AnimElem = 8
- value = -140
-
- [State 801, TargetStateChange]
- type = TargetState
- trigger1 = Anim = 801 && AnimElem = 8
- value = 803
-
- [State 801, StateChange]
- type = ChangeAnim
- trigger1 = Anim = 801 && AnimTime = 0
- value = 5121
-
- [State 801, StateChange]
- type = ChangeState
- trigger1 = Anim = 5121 && AnimTime = 0
- value = 0
- ctrl = 1
-
- ;------------------------------------------------------------------------
- ;┤┘└╠│╩╕╢└╠╞« ╡σ╖╙┐í ╚≈╞«
- [Statedef 802]
- type = A
- movetype= H
- physics = N
- velset = 0,0
- ctrl = 0
-
- [State 802, Animation]
- type = ChangeAnim2
- Trigger1 = Time = 0
- value = 802
-
- ;---------------------------------------------------------------------------
- ;┤┘└╠│╩╕╢└╠╞« ╡σ╖╙┐í ╚≈╞«2
- [Statedef 803]
- type = A
- movetype= H
- physics = N
- velset = 0,0
- ctrl = 0
-
- [State 803, Anim]
- type = ChangeAnim
- trigger1 = Time < 12
- value = 5030
-
- [State 803, HitPause]
- type = PosAdd
- trigger1 = Time < 12
- x = ifelse (Time%2, 1, -1)
-
- [State 803, Anim]
- type = ChangeAnim
- trigger1 = Anim = 5030 && AnimTime = 0
- value = 5050
-
- [State 803, Anim]
- type = ChangeAnim
- trigger1 = Vel Y >= 1 && SelfAnimExist(anim+10)
- value = anim+10
- persistent = 0
-
- [State 803, VelSet]
- type = VelSet
- trigger1 = Time = 12
- x = -4
- y = -6
-
- [State 803, Gravity]
- type = Gravity
- trigger1 = Time > 12
-
- [State 803, StateChange]
- type = SelfState
- trigger1 = Vel Y > 0 && Pos Y >= 25
- value = 5100
- ctrl = 0
-
- ;---------------------------------------------------------------------------
- ;├▌┼╖ ╣┘└╠╜║
- [Statedef 805]
- type = S
- movetype = A
- physics = S
- anim = 805
- sprpriority = 3
- juggle = 0
- velset = 0,0
- ctrl = 0
-
- [State 805, Grab Sound]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1, 19
- channel = 1
-
- [State 805, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 9
- value = 0, 14
- channel = 0
-
- [State 805, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 9
- value = 1, 39
- channel = 1
-
- [State 805, Effect]
- type = PlaySnd
- trigger1 = P2StateNo = 807
- value = 1, 8
- channel = 1
- persistent = 0
-
- [State 805, Arm]
- type = Explod
- trigger1 = AnimElem = 5
- anim = 891
- postype = P1
- pos = 0,0
- sprpriority = 3
- bindtime = -1
-
- [State 805, GrabSpark]
- type = Explod
- trigger1 = Time = 0
- Anim = 881
- pos = 45, -68
- postype = p1
- sprpriority = 2
- ownpal = 1
- bindtime = 1
- pausemovetime = -1
- supermove = 1
-
- [State 805, HitSpark]
- type = Explod
- trigger1 = AnimElem = 9
- Anim = 872
- pos = -3, -90
- postype = p1
- ontop = 1
- ownpal = 1
- bindtime = 1
- pausemovetime = -1
- supermove = 1
-
- [State 805, SprPriority]
- type = SprPriority
- trigger1 = AnimElem = 2
- value = 1
-
- [State 805, TargetBind]
- type = TargetBind
- trigger1 = AnimElemTime(2) < 0
- pos = 68,0
-
- [State 805, TargetBind]
- type = TargetBind
- trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
- pos = 58,0
-
- [State 805, TargetBind]
- type = TargetBind
- trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
- pos = 50,0
-
- [State 805, TargetBind]
- type = TargetBind
- trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
- pos = 38,0
-
- [State 805, TargetBind]
- type = TargetBind
- trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
- pos = 16,0
-
- [State 805, TargetBind]
- type = TargetBind
- trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) < 0
- pos = -13,0
-
- [State 805, TargetBind]
- type = TargetBind
- trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(8) < 0
- pos = -13,-8
-
- [State 805, TargetBind]
- type = TargetBind
- trigger1 = AnimElemTime(8) >= 0 && AnimElemTime(9) < 0
- pos = -13,-15
-
- [State 805, TargetBind]
- type = TargetBind
- trigger1 = AnimElemTime(9) >= 0 && AnimElemTime(10) < 0
- pos = -3, ifelse (Target,const(size.head.pos.y) > -113, -(Target,const(size.head.pos.y) + 113), -15)
-
- [State 805, TargetBind]
- type = TargetBind
- trigger1 = AnimElemTime(10) >= 0 && AnimElemTime(11) < 0
- pos = -33,0
-
- [State 805, TargetBind]
- type = TargetBind
- trigger1 = AnimElemTime(11) = 0
- pos = -48,0
-
- [State 805, Width]
- type = Width
- trigger1 = (AnimElemTime(12) < 0)
- edge = ifelse (AnimElemTime(6) < 0, 70, 20),ifelse (AnimElemTime(6) < 0, 20, 70)
-
- [State 805, Hurt]
- type = TargetLifeAdd
- trigger1 = AnimElem = 9
- value = -140
-
- [State 805, GroundWave]
- type = Explod
- trigger1 = P2StateNo = 807
- anim = 883
- pos = 0,0
- postype = p2
- bindtime = 1
- ownpal = 1
- ontop = 0
- persistent = 0
-
- [State 805, Turn]
- type = Turn
- trigger1 = AnimTime = 0
-
- [State 805, StateChange]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;├▌┼╖ ╣┘└╠╜║┐í ╚≈╞«
- [Statedef 806]
- type = A
- movetype = H
- physics = N
- sprpriority = 2
- velset = 0,0
- ctrl = 0
-
- [State 806, Anim]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 806
-
- [State 805, SprPriority]
- type = SprPriority
- trigger1 = AnimElem = 2
- value = 2
-
- [State 805, HitPause]
- type = PosAdd
- trigger1 = Time >= 55 && Time < 68
- x = ifelse (Time%2, 1, -1)
-
- [State 806, StateChange]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 807
- ctrl = 0
-
- ;---------------------------------------------------------------------------
- ;├▌┼╖╣┘└╠╜║┐í ╚≈╞«2
- [Statedef 807]
- type = L
- movetype= H
- physics = N
- sprpriority = 2
- velset = 0,0
- ctrl = 0
-
- [State 807, Anim]
- type = ChangeAnim
- trigger1 = time = 0
- value = ifelse(SelfAnimExist(5101), 5101, 5100)
-
- [State 807, Position]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 807, EnvShake]
- type = FallEnvShake
- trigger1 = Time = 0
-
- [State 807, Effect]
- type = PlaySnd
- trigger1 = Time = 1
- value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)
-
- [State 807, Damage]
- type = HitFallDamage
- trigger1 = Time = 3
-
- [State 807, PosFreeze]
- type = PosFreeze
- trigger1 = 1
-
- [State 807, StateChange]
- type = SelfState
- trigger1 = Time = 0 && GetHitVar(fall.yvel) = 0
- value = 5101
-
- [State 807, StateChange]
- type = SelfState
- trigger1 = AnimTime = 0
- value = 5101
-
- ;---------------------------------------------------------------------------
- ;╚╕╟╟
- [Statedef 810]
- type = S
- movetype= I
- physics = S
- anim = ifelse(Command = "holdback", 811, 810)
- velset = 0,0
- ctrl = 0
-
- [State 810, Direction]
- type = VarSet
- trigger1 = Time = 0
- var(5) = ifelse(Command = "holdback", 1, 0)
-
- [State 810, Velocity]
- type = VelSet
- trigger1 = AnimElemTime((2+Var(5))) >= 0 && AnimElemTime((6+Var(5))) < 0
- x = ifelse (Var(5), -7, 5)
-
- [State 810, Velocity]
- type = VelSet
- trigger1 = AnimElemTime((6+Var(5))) = 0
- x = 0
-
- [State 810, HitBy]
- type = HitBy
- trigger1 = 1
- value = SCA, NT,ST,HT
-
- [State 810, Push]
- type = PlayerPush
- trigger1 = AnimElemTime((2+Var(5))) > 0 && AnimElemTime((6+Var(5))) < 0
- value = 0
-
- [State 810, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 0, ifelse (Var(5), 1, 8)
- channel = 0
-
- [State 810, AfterImage]
- type = AfterImage
- trigger1 = AnimElemTime((1+Var(5))) = 0
- time = 27 + (Var(5)*2)
- length = 8
- FrameGap = 3
- PalBright = 1,1,1
- PalContrast = 255,255,255
- PalAdd = 0,0,60
- PalMul = 1,1,1
- trans = add1
-
- [State 810, StateChange]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 12
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;░í╡σ ─╡╜╜ ╚╕╟╟
- [Statedef 811]
- type = S
- movetype= I
- physics = S
- anim = ifelse(Command = "holdback", 813, 812)
- velset = 0,0
- ctrl = 0
- poweradd = ifelse (Var(12), 0, -1000)
-
- [State 811, Direction]
- type = VarSet
- trigger1 = Time = 0
- var(5) = ifelse(Command = "holdback", 1, 0)
-
- [State 811, Pause]
- type = Pause
- trigger1 = Time = 0
- time = 4
- movetime = 4
- ignorehitpause = 1
- persistent = 0
-
- [State 811, EnvColor]
- type = EnvColor
- trigger1 = Time = 0
- value = 255, 255, 255
- time = 4
- ignorehitpause = 1
- persistent = 0
- under = 1
-
- [State 811, Spark]
- type = Explod
- trigger1 = Time = 0
- anim = 893
- postype = p1
- pos = 12, -90
- ontop = 1
- bindtime = 1
- ownpal = 1
- pausemovetime = 4
- supermove = 1
- ignorehitpause = 1
- persistent = 0
-
- [State 811, Velocity]
- type = VelSet
- trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(7) < 0
- x = ifelse (Var(5), -7, 7)
-
- [State 811, Velocity]
- type = VelSet
- trigger1 = AnimElemTime(7) = 0
- x = 0
-
- [State 811, HitBy]
- type = HitBy
- trigger1 = 1
- value = SCA, NT,ST,HT
-
- [State 811, Push]
- type = PlayerPush
- trigger1 = AnimElemTime(2) > 0 && AnimElemTime(7) < 0
- value = 0
-
- [State 811, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 0, ifelse (Var(5), 1, 8)
- channel = 0
-
- [State 811, AfterImage]
- type = AfterImage
- trigger1 = AnimElemTime(2) = 0
- time = 29
- length = 8
- FrameGap = 3
- PalAdd = 0,0,100
- PalMul = 1,1,1
-
- [State 811, StateChange]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 12
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;░í╡σ ─╡╜╜ ─½┐ε┼═
- [Statedef 815]
- type = S
- movetype= A
- physics = S
- juggle = 5
- anim = 815
- velset = 0,0
- ctrl = 0
- poweradd = ifelse (Var(12), 0, -1000)
-
- [State 815, Pause]
- type = Pause
- trigger1 = Time = 0
- time = 4
- movetime = 4
- ignorehitpause = 1
- persistent = 0
-
- [State 815, EnvColor]
- type = EnvColor
- trigger1 = Time = 0
- value = 255, 255, 255
- time = 4
- ignorehitpause = 1
- persistent = 0
- under = 1
-
- [State 815, Spark]
- type = Explod
- trigger1 = Time = 0
- anim = 893
- postype = p1
- pos = 12, -90
- ontop = 1
- bindtime = 1
- ownpal = 1
- pausemovetime = 4
- supermove = 1
- ignorehitpause = 1
- persistent = 0
-
- [State 815, Muteki]
- type = NotHitBy
- trigger1 = AnimElemTime(9) < 0
- time = 1
- value = SCA
-
- [State 300, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 5 && Random <= 400
- value = 0,3
- channel = 0
-
- [State 815, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 5
- value = 1, 10
- channel = 1
-
- [State 815, Position]
- type = Posadd
- trigger1 = animelem = 6
- x = 15
-
- [State 300, Reversal]
- type = ReversalDef
- trigger1 = AnimElem = 8
- reversal.attr = SCA, NA, SA
- numhits = 0
- pausetime = 10,15
- sparkno = S(ifelse((EnemyNear, HitDefAttr = SCA, SA, HA), 876, 875))
- sparkxy = 6,-89
- hitsound = S1,22
-
- [State 300, 4]
- type = Hitdef
- trigger1 = AnimElemTime(9) >= 0 && AnimElemTime(11) < 0
- attr = S, NA
- hitflag = MAF
- guardflag = M
- animtype = Hard
- air.animtype = Back
- priority = 5,Hit
- damage = 120, 0
- pausetime = 12, 12
- guard.pausetime = 13, 11
- sparkno = S871 + Var(12)
- guard.sparkno = S875 + Var(12)
- sparkxy = 8, ifelse(AnimElemTime(10) >= 0, -117, -68)
- hitsound = S1, 16
- guardsound = S1, 22
- ground.type = low
- guard.slidetime = 17
- guard.hittime = 18
- guard.ctrltime = 15
- ground.velocity = -4, -7
- guard.velocity = -16
- air.velocity = -3, -7
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -16
- getpower = ifelse (Var(12), 0, 250), ifelse (Var(12), 0, 125)
- givepower = 125, 60
- fall = 1
- yaccel = .6
- persistent = 0
-
- [State 815, StateChange]
- type = Changestate
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;-----------------------------------------------------------------------------
- ;░í╡σ ┼⌐╖»╜├ ╕≡╡σ -╚τ╡Θ╕▓-
- [Statedef 820]
- type = S
- movetype = H
- physics = S
- anim = 820
- ctrl = 0
- velset = 0,0
-
- [State 820, Guard Crush Var Recover]
- type = VarSet
- trigger1 = Time = 0
- var(10) = 0
-
- [State 820, Text]
- type = Explod
- triggerall = Var(2) = 1
- trigger1 = Time = 0
- anim = 895
- ontop = 1
- postype = right
- pos = -112, 192
- bindtime = -1
- ignorehitpause = 1
- ownpal = 1
-
- [State 820, Text]
- type = Explod
- triggerall = Var(2) = 2
- trigger1 = Time = 0
- anim = 895
- ontop = 1
- postype = left
- pos = 9, 192
- bindtime = -1
- ignorehitpause = 1
- ownpal = 1
-
- [State 820, EnvColor]
- type = Envcolor
- trigger1 = Time = 1
- value = 248,248,248
- time = 2
- under = 1
-
- [State 820, StateChange]
- type = ChangeState
- trigger1 = HitShakeOver
- value = 821
- ctrl = 0
-
- ;---------------------------------------------------------------------------
- ;░í╡σ ┼⌐╖»╜├ ╕≡╡σ -╜╜╢≤└╠╡∙-
- [Statedef 821]
- type = S
- movetype = H
- physics = S
- anim = 821
- ctrl = 0
-
- [State 821, Velocity]
- type = HitVelset
- trigger1 = Time = 0
- x = 1
-
- [State 821, Velocity]
- type = VelMul
- trigger1 = Time >= GetHitVar(slidetime)
- x = .6
-
- [State 821, Velocity]
- type = VelSet
- trigger1 = AnimElemTime(4) >= 0
- x = 0
-
- [State 821, StateChange]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;┐└╞µ╜║ ░í╡σ ┼⌐╖»╜├ ╕≡╡σ -╚τ╡Θ╕▓-
- [Statedef 822]
- type = S
- movetype = H
- physics = S
- ctrl = 0
- velset = 0,0
-
- [State 822, Guard Crush Var Recover]
- type = VarSet
- trigger1 = Time = 0
- var(11) = 0
-
- [State 822, ChangeAnim]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 822
-
- [State 822, EnvColor]
- type = Envcolor
- trigger1 = Time = 1
- value = 248,248,248
- time = 2
- under = 1
-
- [State 822, StateChange]
- type = ChangeState
- trigger1 = HitShakeOver
- value = 823
- ctrl = 0
-
- ;---------------------------------------------------------------------------
- ;┐└╞µ╜║ ░í╡σ ┼⌐╖»╜├ ╕≡╡σ -╜╜╢≤└╠╡∙-
- [Statedef 823]
- type = S
- movetype = H
- physics = S
- ctrl = 0
-
- [State 823, ChangeAnim]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 823
-
- [State 823, Velocity]
- type = HitVelset
- trigger1 = Time = 0
- x = 1
-
- [State 823, Velocity]
- type = VelMul
- trigger1 = Time >= GetHitVar(slidetime)
- x = .6
-
- [State 823, Velocity]
- type = VelSet
- trigger1 = AnimElemTime(4) >= 0
- x = 0
-
- [State 823, StateChange]
- type = SelfState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
- ;-----------------------------------------------------------------------------
- ;╟╩╗∞▒Γ
- ;-----------------------------------------------------------------------------
- ;M-4 ║ú└╠╞█ ─││φ
- [Statedef 1000]
- type = S
- movetype= A
- physics = S
- juggle = 7
- anim = ifelse (Command = "M-41",1000, 1001)
- sprpriority = 2
- poweradd = ifelse (Var(12) && (PrevStateNo = [1000,1090]) && Power >= ((Var(13)-1000)+250), -250, ifelse (Var(12) && (PrevStateNo = [1000,1090]) && Power < ((Var(13)-1000)+250), ((Var(13)-1000) - Power), 0))
- velset = 0,0
- ctrl = 0
-
- [State 1000, Power]
- type = VarSet
- trigger1 = Time = 0
- var(5) = ifelse (Command = "M-42", 1, 0)
-
- [State 1000, PalFX]
- type = PalFX
- trigger1 = (PrevStateNo = [1000, 1090]) && Time < 12
- time = 1
- add = 255,255,255
- ignorehitpause = 1
-
- [State 1000, Width]
- type = Width
- trigger1 = AnimElemTime(2) < 0
- value = 0,6
-
- [State 1000, Width]
- type = Width
- trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
- value = -3,-25
-
- [State 1000, Width]
- type = Width
- trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(6) < 0
- value = 40,-25
-
- [State 1000, Width]
- type = Width
- trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) < 0
- value = 68,-25
-
- [State 1000, Width]
- type = Width
- trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(8) < 0
- value = 27,-25
-
- [State 1000, Width]
- type = Width
- trigger1 = AnimElemTime(8) >= 0 && AnimElemTime(9) < 0
- value = 2,-25
-
- [State 1000, Width]
- type = Width
- trigger1 = AnimElemTime(9) >= 0 && AnimElemTime(10) < 0
- value = 0,-12
-
- [State 1000, Reversal]
- type = ReversalDef
- trigger1 = AnimElem = 3
- reversal.attr = SCA, NA, SA, HA
- numhits = 0
- pausetime = 15,20
- sparkno = S(ifelse((EnemyNear, HitDefAttr = SCA, SA, HA), 876, 875))
- sparkxy = 16,-94
- hitsound = S1,22
-
- [State 1000, smog1]
- type = Explod
- trigger1 = AnimElemTime(3) = 1
- anim = 887
- pos = 20, -91
- postype = p1
- bindtime = 1
- sprpriority = 3
- ownpal = 1
- ID = 887
-
- [State 1000, smog2]
- type = Explod
- trigger1 = AnimElem = 6
- anim = 888
- pos = 160, -76
- postype = p1
- bindtime = 1
- sprpriority = 3
- ownpal = 1
- ID = 888
-
- [State 1000, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 1,36
- channel = 1
-
- [State 1000, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 0,13
- channel = 0
-
- [State 1000, 6]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, SA
- hitflag = MAF
- guardflag = M
- animtype = Heavy
- priority = 6,Hit
- damage = 120 + (20*Var(5)),15 + (5*Var(5))
- pausetime = 0,24
- sparkno = S872 + Var(12)
- guard.sparkno = S876
- sparkxy = -10,-75
- hitsound = S1, 16
- guardsound = S1, 22
- ground.type = Low
- guard.slidetime = 18
- guard.hittime = 18
- air.hittime = 0
- guard.ctrltime = 18
- ground.velocity = -16, -5
- guard.velocity = -10
- air.velocity = -16, -5
- p2stateno = 2000
- fall.recover = 0
- air.recover = 0
- recover = 0
- fall = 1
- yaccel = .6
- getpower = ifelse (Var(12), 0, 300)
- envshake.time = 20
-
- [State 1000, 6]
- type = HitDef
- trigger1 = AnimElem = 6
- attr = S, SA
- hitflag = P
- priority = 9999,Hit
- sparkno = -1
- guard.sparkno = -1
- hitsound = S1, 0
- guardsound = S1, 0
- ground.type = Low
- guard.slidetime = 0
- ground.velocity = 0
- getpower = 0
-
- [State 1000, StateChange]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;------------------------------------------------------------------------
- ;SYSTEM-1 :╕╞╜├╕╢ ╜║┼⌐╖Ñ║φ
- [Statedef 1010]
- type = S
- movetype= A
- physics = S
- anim = 1010
- sprpriority = 2
- juggle = 7
- poweradd = ifelse (Var(12) && (PrevStateNo = [1000,1090]) && Power >= ((Var(13)-1000)+250), -250, ifelse (Var(12) && (PrevStateNo = [1000,1090]) && Power < ((Var(13)-1000)+250), ((Var(13)-1000) - Power), 0))
- velset = 0,0
- ctrl = 0
-
- [state 1010, Power]
- type = VarSet
- trigger1 = Time = 0 || ((AnimElemTime(4) >= 0 && AnimElemTime(6) < 0) && Command = "system1")
- var(5) = ifelse (Time = 0, 0, 1)
-
- [State 1010, PalFX]
- type = PalFX
- trigger1 = (PrevStateNo = [1000, 1090]) && Time < 12
- time = 1
- add = 255,255,255
- ignorehitpause = 1
-
- [state 1010, Position]
- type = PosAdd
- trigger1 = AnimElem = 3
- x = 12
-
- [state 1010, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 0, 14
- channel = 0
-
- [state 1010, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 1, 10
- channel = 1
-
- [state 1010, 6]
- type = Hitdef
- trigger1 = AnimElem = 4
- attr = S, SA
- hitflag = MA
- guardflag = M
- animtype = Heavy
- air.animtype = Back
- priority = 4,Hit
- damage = 60, 10
- pausetime = 14, 14
- guard.pausetime = 15, 13
- sparkno = S872 + Var(12)
- guard.sparkno = S876
- sparkxy = 8, -76
- hitsound = S1, 13
- guardsound = S1,22
- ground.type = High
- ground.slidetime = 18
- ground.hittime = 19
- guard.ctrltime = 18
- ground.velocity = -12
- air.velocity = -3, -4
- air.cornerpush.veloff = 0
- getpower = ifelse (Var(12), 0, 300), ifelse (Var(12), 0, 150)
- givepower = 150, 75
-
- [state 1010, StateChange]
- type = ChangeState
- trigger1 = Var(5) || AnimTime = 0
- value = ifelse (Var(5), 1015, 0)
- ctrl = 1 - Var(5)
-
- ;----------------------------------------------------------------------------------
- ;SYSTEM-2 :╕╞╜├╕╢ ╜║┼⌐╖Ñ║φ
- [Statedef 1011]
- type = S
- movetype= A
- physics = S
- anim = 1011
- sprpriority = 2
- juggle = 7
- poweradd = ifelse (Var(12) && (PrevStateNo = [1000,1090]) && Power >= ((Var(13)-1000)+250), -250, ifelse (Var(12) && (PrevStateNo = [1000,1090]) && Power < ((Var(13)-1000)+250), ((Var(13)-1000) - Power), 0))
- velset = 0,0
- ctrl = 0
-
- [state 1011, Power]
- type = VarSet
- trigger1 = Time = 0 || ((AnimElemTime(4) >= 0 && AnimElemTime(6) < 0) && Command = "system2")
- var(5) = ifelse (Time = 0, 0, 1)
-
- [State 1011, PalFX]
- type = PalFX
- trigger1 = (PrevStateNo = [1000, 1090]) && Time < 12
- time = 1
- add = 255,255,255
- ignorehitpause = 1
-
- [state 1011, Position]
- type = PosAdd
- trigger1 = AnimElem = 3
- x = 12
-
- [state 1011, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 0, 14
- channel = 0
-
- [state 1011, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 1, 10
- channel = 1
-
- [state 1011, 6]
- type = Hitdef
- trigger1 = AnimElem = 4
- attr = S, SA
- hitflag = MA
- guardflag = M
- animtype = Heavy
- air.animtype = Back
- priority = 4,Hit
- damage = 80, 20
- pausetime = 14, 14
- guard.pausetime = 15, 13
- sparkno = S872 + Var(12)
- guard.sparkno = S876
- sparkxy = 8, -76
- hitsound = S1, 13
- guardsound = S1,22
- ground.type = High
- ground.slidetime = 18
- ground.hittime = 19
- guard.ctrltime = 15
- ground.velocity = -12
- air.velocity = -3, -4
- air.cornerpush.veloff = 0
- getpower = ifelse (Var(12), 0, 400), ifelse (Var(12), 0, 200)
- givepower = 200, 100
-
- [state 1011, StateChange]
- type = ChangeState
- trigger1 = Var(5) || AnimTime = 0
- value = ifelse (Var(5), 1030, 0)
- ctrl = 1 - Var(5)
-
- ;-----------------------------------------------------------------------------
- ;SYSTEM-1 : ┤⌡║φ ║╜╣÷
- [Statedef 1015]
- type = S
- movetype= A
- physics = S
- anim = 1015
- sprpriority = 2
- juggle = 7
- velset = 0,0
- ctrl = 0
-
- [state 1015, Power]
- type = VarSet
- trigger1 = Time = 0 || ((AnimElemTime(9) >= 0 && AnimElemTime(11) < 0) && Command = "system1")
- var(5) = ifelse (Time = 0, 0, 1)
-
- [state 1015, Position]
- type = PosAdd
- trigger1 = AnimElem = 1
- x = 19
-
- [state 1015, Position]
- type = PosAdd
- trigger1 = AnimElem = 2
- x = 20
-
- [state 1015, Position]
- type = PosAdd
- trigger1 = AnimElem = 3
- x = 8
-
- [state 1015, Position]
- type = PosAdd
- trigger1 = AnimElem = 4
- x = 6
-
- [state 1015, Position]
- type = PosAdd
- trigger1 = AnimElem = 5
- x = 30
-
- [state 1015, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 2 || AnimElem = 7
- value = 1, 10
- channel = 1
-
- [state 1015, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 8
- value = 0, 16
- channel = 0
-
- [state 1015, 10]
- type = Hitdef
- trigger1 = AnimElem = 6
- attr = S, SA
- hitflag = MA
- guardflag = M
- animtype = Heavy
- air.animtype = Back
- priority = 4,Hit
- damage = 40, 5
- pausetime = 12, 22
- guard.pausetime = 13, 21
- sparkno = S872 + Var(12)
- guard.sparkno = S876
- sparkxy = 8, -72
- hitsound = S1, 13
- guardsound = S1,22
- ground.type = Low
- ground.slidetime = 0
- ground.hittime = 17
- ground.velocity = -12
- air.velocity = -3, -4
- ground.cornerpush.veloff = 0
- getpower = ifelse (Var(12), 0, 150), ifelse (Var(12), 0, 75)
- givepower = 75, 38
- air.fall = 1
- fall.recover = 0
-
- [state 1015, 13]
- type = Hitdef
- trigger1 = AnimElem = 9
- attr = S, SA
- hitflag = MA
- guardflag = M
- animtype = Hard
- air.animtype = Back
- priority = 4,Hit
- damage = 40, 5
- pausetime = 12, 19
- guard.pausetime = 13, 18
- sparkno = S872 + Var(12)
- guard.sparkno = S876
- sparkxy = 8, -75
- hitsound = S1, 13
- guardsound = S1,22
- ground.type = High
- ground.slidetime = 0
- ground.hittime = 17
- ground.velocity = -9
- air.velocity = -3, -4
- ground.cornerpush.veloff = 0
- getpower = ifelse (Var(12), 0, 150), ifelse (Var(12), 0, 75)
- givepower = 75, 38
-
- [state 1015, StateChange]
- type = ChangeState
- trigger1 = Var(5) || AnimTime = 0
- value = ifelse (Var(5), 1020, 0)
- ctrl = 1 - Var(5)
-
- ;------------------------------------------------------------------------------------
- ;SYSTEM-1 : ║╥╡╢ ╟┴╖╣╜║ -╜╟╞╨-
- [Statedef 1020]
- type = S
- movetype= A
- physics = S
- anim = 1020
- sprpriority = 2
- juggle = 7
- velset = 0,0
- ctrl = 0
-
- [state 1020, 3]
- type = Hitdef
- trigger1 = AnimElem = 2
- attr = S, SA
- hitflag = MA
- guardflag = M
- animtype = Heavy
- air.animtype = Back
- priority = 4,Hit
- damage = 50, 5
- pausetime = 12, 17
- guard.pausetime = 13, 16
- sparkno = S872 + Var(12)
- guard.sparkno = S876
- sparkxy = 8, -79
- hitsound = S1, 13
- guardsound = S1,22
- ground.type = High
- ground.slidetime = 16
- ground.hittime = 17
- guard.ctrltime = 15
- ground.velocity = -9
- air.velocity = -3, -4
- ground.cornerpush.veloff = -5
- air.cornerpush.veloff = 0
- getpower = ifelse (Var(12), 0, 150), ifelse (Var(12), 0, 75)
- givepower = 75, 38
- p1stateno = 1021
- p2stateno = 1025
-
- [state 1020, StateChange]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;------------------------------------------------------------------------------------
- ;SYSTEM-1 : ║╥╡╢ ╟┴╖╣╜║ -╝║░°-
- [Statedef 1021]
- type = S
- movetype= A
- physics = S
- anim = 1021
- sprpriority = 2
- juggle = 7
- velset = 0,0
- ctrl = 0
-
- [state 1021, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(2) < 0
- pos = 39,-134
-
- [state 1021, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
- pos = 49,-130
-
- [state 1021, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
- pos = 44, -83
-
- [state 1021, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
- pos = 44, -56
-
- [state 1021, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(5) < 6
- pos = 42, -9
-
- [State 1021, PosFreeze]
- type = PosFreeze
- trigger1 = 1
-
- [state 1021, Hurt]
- type = TargetLifeAdd
- trigger1 = AnimElem = 2 || AnimElem = 5
- value = -40
-
- [state 1021, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 1, 20
- channel = 1
-
- [state 1021, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 0, 17
- channel = 0
-
- [state 1021, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 5
- value = 1, 18
- channel = 1
-
- [state 1021, EnvColor]
- type = EnvColor
- trigger1 = AnimElem = 2
- value = 255,255,255
- time = 1
- under = 1
-
- [State 1021, EnvShake]
- type = EnvShake
- trigger1 = AnimElem = 5
- time = 23
-
- [state 1021, HitSpark]
- type = Explod
- trigger1 = AnimElem = 2
- postype = p1
- anim = 872 + Var(12)
- ontop = 1
- pos = 42,-117
- ownpal = 1
-
- [state 1021, ShockWave]
- type = Explod
- trigger1 = AnimElem = 5
- postype = p1
- anim = 884
- ontop = 0
- pos = 42,0
- ownpal = 1
-
- [state 1021, ShockWave]
- type = Explod
- trigger1 = AnimElem = 5
- postype = p1
- anim = 885
- ontop = 1
- pos = 42,0
- ownpal = 1
-
- [state 1021, StateChange]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;-----------------------------------------------------------------------------------
- ;║╥╡╢ ╟┴╖╣╜║┐í ╚≈╞«
- [Statedef 1025]
- type = A
- movetype = H
- physics = N
- velset = 0,0
- sprpriority = 1
-
- [State 1025, Anim]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 1025
-
- [State 1025, Hitpause]
- type = PosAdd
- trigger1 = (Time >= 29 && Time < 39) || (Time >= 47 && Time < 59)
- x = ifelse (Time % 2, 1, -1)
-
- [State 1025, Velocity]
- type = VelSet
- trigger1 = Time = 59
- x = -4
- y = -4
-
- [State 1025, Velocity]
- type = VelAdd
- trigger1 = Time > 59
- y = .45
-
- [State 1025, Anim]
- type = ChangeAnim
- trigger1 = Time = 59
- value = ifelse (SelfAnimExist(5101), 5101, 5160)
-
- [State 1025, Position]
- type = PosSet
- trigger1 = Time = 59 && Anim = 5160
- y = 20
-
- [State 1025, Anim]
- type = ChangeAnim
- trigger1 = Anim = 5101 && (AnimTime = 0 || AnimTime = -1)
- value = 5161
-
- [State 1025, Position]
- type = PosAdd
- trigger1 = Anim = 5161
- y = 20
- persistent = 0
-
- [State 1025, Anim]
- type = ChangeAnim
- trigger1 = Anim = 5161 && Vel Y > 0 && Pos Y >= 12
- value = 5101
-
- [State 1025, StateChange]
- type = SelfState
- trigger1 = Vel Y > 0 && Pos Y >= ifelse(Anim = 5101, 12, 25)
- value = 5101
- ctrl = 0
-
- ;--------------------------------------------------------------------------------------
- ;SYSTEM-2 : ╜║─├ ┼⌐╖í╜├
- [statedef 1030]
- type = S
- movetype= A
- physics = S
- anim = 1030
- sprpriority = 2
- juggle = 7
- velset = 0,0
- ctrl = 0
-
- [State 1030, Power]
- type = VarSet
- trigger1 = Time = 0 || ((AnimElemTime(4) >= 0 && AnimElemTime(6) < 5) && (Command = "holdfwd" && Command = "a"))
- var(5) = ifelse (Time = 0, 0, 1)
-
- [State 1030, Position]
- type = PosAdd
- trigger1 = AnimElem = 1
- x = 17
-
- [State 1030, Position]
- type = PosAdd
- trigger1 = AnimElem = 2
- x = 24
-
- [State 1030, Position]
- type = PosAdd
- trigger1 = AnimElem = 3
- x = 26
-
- [State 1030, Position]
- type = PosAdd
- trigger1 = AnimElem = 7
- x = 10
-
- [State 1030, Position]
- type = PosAdd
- trigger1 = AnimElem = 8
- x = 16
-
- [State 1030, Position]
- type = PosAdd
- trigger1 = AnimElem = 9
- x = 28
-
- [state 1030, Position]
- type = PosAdd
- trigger1 = AnimTime = 0
- x = 16
-
- [State 1030, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 0, 24
- channel = 0
-
- [State 1030, 9]
- type = Hitdef
- trigger1 = AnimElem = 3
- attr = S, SA
- hitflag = MA
- guardflag = M
- animtype = Heavy
- air.animtype = Back
- priority = 4,Hit
- damage = 60, 10
- pausetime = 12, 12
- guard.pausetime = 13, 16
- sparkno = S872 + Var(12)
- guard.sparkno = S876
- sparkxy = 8, -79
- hitsound = S1, 13
- guardsound = S1,22
- ground.type = High
- ground.slidetime = 16
- ground.hittime = 17
- guard.ctrltime = 15
- ground.velocity = -9
- air.velocity = -3, -4
- ground.cornerpush.veloff = -5
- air.cornerpush.veloff = 0
- getpower = ifelse (Var(12), 0, 200), ifelse (Var(12), 0, 100)
- givepower = 100, 50
- p1stateno = 1031
- p2stateno = 1035
-
- [State 1030, StateChange]
- type = ChangeState
- trigger1 = (Var(5) && AnimElem = 6) || AnimTime = 0
- value = ifelse ((Var(5) && AnimElem = 6), 1040, 0)
- ctrl = 1-Var(5)
-
- ;--------------------------------------------------------------------------
- ;SYSTEM-2 : ╜║─├ ┼⌐╖í╜├ -╝║░°-
- [statedef 1031]
- type = S
- physics = S
- movetype= A
- anim = 1031
- sprpriority = 2
- juggle = 0
- velset = 0,0
- ctrl = 0
-
- [state 1031, Power]
- type = VarSet
- trigger1 = Time = 0 || ((AnimElemTime(7) >= 0 && AnimElemTime(9) < 7) && (Command = "holdfwd" && Command = "a"))
- var(5) = ifelse (Time = 0, 0, 1)
-
- [state 1031, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(2) < 0
- pos = 51, -105
-
- [state 1031, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
- pos = 31, -123
-
- [state 1031, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
- pos = 31, -120
-
- [state 1031, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
- pos = 28, -112
-
- [state 1031, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
- pos = 20, -110
-
- [state 1031, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) < 0
- pos = 31, -98
-
- [state 1031, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(8) < 4
- pos = 54, -65
-
- [state 1031, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(8) = 4
- pos = 70, -40
-
- [state 1031, Position]
- type = PosAdd
- trigger1 = AnimElem = 9
- x = 28
-
- [state 1031, Position]
- type = PosAdd
- trigger1 = AnimElem = 10
- x = 16
-
- [state 1031, Position]
- type = PosAdd
- trigger1 = AnimElem = 11
- x = 28
-
- [state 1031, Position]
- type = PosAdd
- trigger1 = AnimTime = 0
- x = 16
-
- [state 1031, Hurt]
- type = TargetLifeAdd
- trigger1 = AnimElem = 7
- value = ifelse (PrevStateNo = 1065, -100, -60)
-
- [state 1031, TargetFacing]
- type = TargetFacing
- trigger1 = AnimElem = 7
- value = -1
-
- [State 1082, Width]
- type = Width
- trigger1 = 1
- edge = 60,0
-
- [state 1031, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 7
- value = 1,13
- channel = 1
-
- [state 1031, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 7
- value = 1,15
- channel = 2
-
- [state 1031, HitSpark]
- type = Explod
- trigger1 = AnimElem = 7
- anim = 872 + Var(12)
- postype = p1
- ontop = 1
- pos = 52,-47
- ownpal = 1
-
- [State 1031, EnvShake]
- type = EnvShake
- trigger1 = AnimElem = 7
- time = 20
-
- [state 1031, 20]
- type = ChangeState
- trigger1 = (Var(5) && AnimElem = 10) || AnimTime = 0
- value = ifelse ((Var(5) && AnimElem = 10), 1040, 0)
- ctrl = 1 - Var(5)
-
- ;--------------------------------------------------------------------------------------------
- ;╜║─├┼⌐╖í╜├┐í ╚≈╞«
- [statedef 1035]
- type = A
- movetype = H
- physics = N
- sprpriority = 1
- velset = 0, 0
- ctrl = 0
-
- [State 1035, Anim]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 1035
-
- [State 1035, Hitpause]
- type = PosAdd
- trigger1 = Time >= 40 && Time < 48
- x = ifelse (Time % 2, 1, -1)
-
- [State 1035, Velocity]
- type = VelSet
- trigger1 = Time = 50
- x = -4
- y = -3
-
- [State 1035, Velocity]
- type = VelAdd
- trigger1 = Time > 50
- y = .45
-
- [State 1035, Anim]
- type = ChangeAnim
- trigger1 = Time = 50
- value = ifelse (SelfAnimExist(5101), 5101, 5160)
-
- [State 1035, Position]
- type = PosAdd
- trigger1 = Anim = 5160
- y = 20
- persistent = 0
-
- [State 1025, Anim]
- type = ChangeAnim
- trigger1 = Anim = 5101 && (AnimTime = 0 || AnimTime = -1)
- value = 5161
-
- [State 1025, Position]
- type = PosAdd
- trigger1 = Anim = 5161
- y = 20
- persistent = 0
-
- [State 1025, Anim]
- type = ChangeAnim
- trigger1 = Anim = 5161 && Vel Y > 0 && Pos Y >= 12
- value = 5101
-
- [State 1025, StateChange]
- type = SelfState
- trigger1 = Vel Y > 0 && Pos Y >= ifelse(Anim = 5101, 12, 25)
- value = 5101
- ctrl = 0
-
- ;---------------------------------------------------------------------------
- ;SYSTEM-2 : 1000t. ╟┴╖╣╜║
- [Statedef 1040]
- type = S
- movetype = A
- physics = N
- anim = 1040
- sprpriority = 2
- velset = 0,0
- juggle = 0
- ctrl = 0
-
- [State 1040, Position]
- type = PosAdd
- trigger1 = Time = 0
- x = 8
-
- [State 1040, Position]
- type = PosAdd
- trigger1 = AnimElem = 3
- y = 24
-
- [State 1040, Muteki]
- type = NotHitBy
- trigger1 = Time > 9
- value = SCA
-
- [State 1040, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 0, 18
- channel = 0
-
- [State 1040, StateTypeSet]
- type = StateTypeSet
- trigger1 = AnimElem = 3
- value = A
-
- [State 1040, Velocity]
- type = VelSet
- trigger1 = AnimElem = 3
- x = (P2Dist X + 10)/17
- y = -4
-
- [State 1040, Velocity]
- type = VelAdd
- trigger1 = AnimElemTime(3) > 0
- y = .45
-
- [State 1040, Position]
- type = PosAdd
- trigger1 = 1 && P2BodyDist X < 0
- x = P2BodyDist X
-
- [State 1040, EnvShake]
- type = EnvShake
- trigger1 = Vel Y > 0 && Pos Y >= 52
- time = 20
- ampl = -6
- persistent = 0
- ignorehitpause = 1
-
- [State 1040, 5]
- type = HitDef
- trigger1 = P2StateNo = 5110
- attr = A, SA
- hitflag = MAFD
- guardflag = HA
- animtype = Heavy
- damage = 70, 10
- pausetime = 12,10
- sparkno = S872 + Var(12)
- guard.sparkno = S876
- sparkxy = 8, -55
- hitsound = S1, 13
- guardsound = S1,22
- ground.type = High
- ground.slidetime = 12
- ground.hittime = 28
- guard.velocity = -5
- ground.velocity = -2,-2
- airguard.velocity = -5,-3
- air.velocity = -2,-3
- down.velocity = -2, 0
- fall = 1
- fall.recover = 0
- air.recover = 0
- recover = 0
- getpower = ifelse (Var(12), 0, 150)
- givepower = 75
- persistent = 0
-
- [State 1040, StateChange]
- type = ChangeState
- trigger1 = Vel Y > 0 && Pos Y >= 52
- value = ifelse (MoveHit, 1043, 1041)
- ctrl = 0
-
- ;---------------------------------------------------------------------------
- ;╢Ñ┐í ║╬╡·╚√
- [Statedef 1041]
- type = L
- movetype= H
- physics = N
- anim = 5100
-
- [State 1041, Velocity]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = GetHitVar(fall.yvel) = 0
- trigger1 = vel x > 1
- x = 1
-
- [State 1041, EnvShake]
- type = FallEnvShake
- trigger1 = Time = 0
-
- [State 1041, Position]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 1041, Velocity]
- type = VelSet
- trigger1 = Time = 0
- y = 0
-
- [State 1041, Velocity]
- type = VelMul
- trigger1 = Time = 0
- x = 0.75
-
- [State 1040, Wave Back]
- type = Explod
- trigger1 = Time = 0
- Anim = 883
- pos = 0, 0
- postype = p1
- ontop = 0
- ownpal = 1
- bindtime = 1
- pausemovetime = -1
- supermove = 1
-
- [State 1041, Effect]
- type = PlaySnd
- trigger1 = Time = 1
- value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)
-
- [State 1041, Position]
- type = PosFreeze
- trigger1 = 1
-
- [State 5100, 13]
- type = ForceFeedback
- trigger1 = Time = 0
- waveform = sinesquare
- ampl = 128,-3,-.2,.005
- time = 20
-
- [State 1041, StateChange]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1042
-
- ;---------------------------------------------------------------------------
- ;░°┴▀└╕╖╬ ╞¿▒Φ
- [Statedef 1042]
- type = L
- movetype= H
- physics = N
- anim = 5160
-
- [State 1042, HitFallVel]
- type = HitFallVel
- trigger1 = Time = 0
-
- [State 1042, Position]
- type = PosSet
- trigger1 = Time = 0
- y = 20
-
- [State 1042, Velocity]
- type = VelAdd
- trigger1 = 1
- y = .4
-
- [State 1042, StateChange]
- type = ChangeState
- trigger1 = Vel Y > 0 && Pos Y >= 12
- value = 1043
-
- ;---------------------------------------------------------------------------
- ;╢≤└╠┤┘┐ε
- [Statedef 1043]
- type = L
- movetype= H
- physics = N
- anim = 5110
-
- [State 1043, EnvShake]
- type = FallEnvShake
- trigger1 = Time = 0
-
- [State 1043, Position]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 1043, Velocity]
- type = VelSet
- trigger1 = Time = 0
- y = 0
-
- [State 1043, Velocity]
- type = VelMul
- trigger1 = 1
- x = 0.85
-
- [State 1040, Effect]
- type = PlaySnd
- trigger1 = Time = 0 && PrevStateNo = 1040
- value = 1, 16
- channel = 1
-
- [State 1043, Wave Back]
- type = Explod
- trigger1 = Time = 0
- Anim = ifelse (PrevStateNo = 1040, 884, 883)
- pos = ifelse (PrevStateNo = 1040, 26, 0), 0
- postype = p1
- ontop = 0
- ownpal = 1
- bindtime = 1
- pausemovetime = -1
- supermove = 1
-
- [State 1043, Wave Front]
- type = Explod
- trigger1 = Time = 0 && PrevStateNo = 1040
- Anim = 885
- pos = 26, 0
- postype = p1
- sprpriority = 3
- ownpal = 1
- bindtime = 1
- pausemovetime = -1
- supermove = 1
-
- [State 1043, ForceFeedBack]
- type = ForceFeedback
- trigger1 = Time = 0
- time = 8
- ampl = 240
- waveform = sine
-
- [State 1043, StateChange]
- type = ChangeState
- trigger1 = Time = 20
- value = 5120
-
- ;---------------------------------------------------------------------------
- ;╡Ñ└╬┴«╖»╜║ ╛╞─í -╜╟╞╨-
- [Statedef 1050]
- type = S
- movetype= A
- physics = S
- anim = 1050
- sprpriority = 2
- juggle = 15
- poweradd = ifelse (Var(12) && (PrevStateNo = [1000,1090]) && Power >= ((Var(13)-1000)+250), -250, ifelse (Var(12) && (PrevStateNo = [1000,1090]) && Power < ((Var(13)-1000)+250), ((Var(13)-1000) - Power), 0))
- velset = 0,0
- ctrl = 0
-
- [state 1050, Power]
- type = VarSet
- trigger1 = Time = 0
- var(5) = ifelse (Command = "darch2", 1, 0)
-
- [State 1050, PalFX]
- type = PalFX
- trigger1 = (PrevStateNo = [1000, 1090]) && Time < 12
- time = 1
- add = 255,255,255
- ignorehitpause = 1
-
- [State 1040, Muteki]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
-
- [state 1040, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 0, 19
- channel = 0
-
- [State 1040, 2]
- type = Hitdef
- trigger1 = Time = 0 && P2StateNo != [130, 153]
- attr = S, ST
- hitflag = M
- priority = 4, Miss
- sparkno = -1
- p2facing = 1
- p1stateno = 1051
- p2stateno = 1055
- numhits = 0
- getpower = ifelse (Var(12), 0, 300)
- givepower = 150
-
- [State 1040, StateChange]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;-----------------------------------------------------------------------------------
- ;╡Ñ└╬┴«╖»╜║ ╛╞─í -╝║░°-
- [Statedef 1051]
- type = S
- movetype= A
- physics = S
- anim = 1051
- sprpriority = 2
- velset = 0,0
- ctrl = 0
-
- [State 1051, Width]
- type = Width
- trigger1 = 1
- edge = 30, ifelse (AnimElemTime(6) < 0, 0, 30)
-
- [state 1051, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(2) < 0
- pos = 42, 0
-
- [state 1051, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
- pos = 32, -84
-
- [state 1051, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
- pos = 40, -75
-
- [state 1051, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
- pos = 42, -75
-
- [state 1051, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
- pos = 35, -82
-
- [state 1051, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) < 0
- pos = -2, -86
-
- [state 1051, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(8) < 0
- pos = -15, -80
-
- [state 1051, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(8) >= 0 && AnimElemTime(9) < 0
- pos = -59, 0
-
- [state 1051, Spark]
- type = Explod
- trigger1 = Time = 0
- anim = 882
- pos = 65,-73
- postype = p1
- bindtime = 1
- ontop = 1
- ownpal = 1
-
- [state 1051, Spark]
- type = Explod
- trigger1 = AnimElem = 2
- anim = 872 + Var(12)
- pos = 32,-84
- postype = p1
- bindtime = 1
- ontop = 1
- ownpal = 1
-
- [state 1051, Effect]
- type = PlaySnd
- trigger1 = Time = 0 || AnimElem = 2
- value = 1, ifelse (Time = 0, 20, 39)
- channel = ifelse (Time = 0, 1, 10)
-
- [state 1051, Voice]
- type = PlaySnd
- trigger1 = AnimElemTime(2) = 0 || AnimElem = 5
- value = 0, ifelse (AnimElemTime(2) = 0, 19, 20)
- channel = 0
-
- [state 1051, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 8
- value = 1, 18
- channel = 1
-
- [state 1051, Effect]
- type = PlaySnd
- trigger1 = AnimElemTime(9) = 2
- value = 1, 31
- channel = 10
-
- [state 1051, Hurt]
- type = TargetLifeAdd
- trigger1 = AnimElem = 2 || AnimElem = 8
- value = -(60 + (Var(5)*20))
- absolute = 1
-
- [State 1051, EnvShake]
- type = EnvShake
- trigger1 = AnimElem = 8
- time = 30
-
- [state 1051, StateChange]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 5120
- ctrl = 0
-
- ;---------------------------------------------------------------------------
- ;╡Ñ└╬┴«╖»╜║ ╛╞─í┐í ╚≈╞«
- [statedef 1055]
- type = A
- movetype = H
- physics = N
- sprpriority = 1
- velset = 0,0
-
- [State 1055, Anim]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 1055
-
- [State 1055, Anim]
- type = ChangeAnim
- trigger1 = SelfAnimExist(5101) && (Time >= 63 && Time < 84)
- value = 5101
-
- [State 1055, Position]
- type = PosAdd
- trigger1 = Anim = 5101
- y = 5
- persistent = 0
-
- [State 1055, Velocity]
- type = VelSet
- trigger1 = Time = 64 || Time = 84
- x = 5
- y = ifelse (Time = 64, 0, -4)
-
- [State 1055, Velocity]
- type = VelMul
- trigger1 = Time > 64 && Time < 85
- x = 0.9
-
- [State 1055, Anim]
- type = ChangeAnim2
- trigger1 = Time = 84
- value = 1056
-
- [State 1055, Velocity]
- type = VelAdd
- trigger1 = Time > 84
- y = .45
-
- [State 1055, Anim]
- type = ChangeAnim
- trigger1 = Anim = 1056 && AnimTime = 0
- value = 5100
-
- [State 1055, Anim]
- type = ChangeAnim
- trigger1 = Anim = 5100 && AnimTime = 0
- value = 5160
-
- [State 1055, Position]
- type = PosAdd
- trigger1 = Anim = 5160
- y = 12
- persistent = 0
-
- [State 1055, StateChange]
- type = SelfState
- trigger1 = Vel Y > 0 && Pos Y >= 12
- value = 5110
- ctrl = 0
-
- ;---------------------------------------------------------------------------
- ;SYSTEM-3 : ╕╞╜├╕╢ ╕«╟┴╞« -┤δ╜├-
- [Statedef 1060]
- type = S
- movetype= A
- physics = N
- anim = 1060
- poweradd = ifelse (Var(12) && (PrevStateNo = [1000,1090]) && Power >= ((Var(13)-1000)+250), -250, ifelse (Var(12) && (PrevStateNo = [1000,1090]) && Power < ((Var(13)-1000)+250), ((Var(13)-1000) - Power), 0))
- velset = 0,0
- ctrl = 0
-
- [State 1060, PalFX]
- type = PalFX
- trigger1 = (PrevStateNo = [1000, 1090]) && Time < 12
- time = 1
- add = 255,255,255
- ignorehitpause = 1
-
- [State 1060, Width]
- type = Width
- trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(5) < 0
- value = 0,-12
-
- [state 1060, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 0, 8
- channel = 0
-
- [state 1060, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 1, 26
- channel = 1
-
- [State 1060, Velocity]
- type = VelSet
- trigger1 = AnimElemTime(3) = 0 || AnimElem = 5
- x = ifelse (AnimElemTime(3) = 0, 11, 0)
-
- [state 1060, Spark]
- type = Explod
- trigger1 = AnimElem = 3
- anim = 896
- postype = p1
- sprpriority = 3
- pos = 0,0
- ownpal = 1
- bindtime = -1
-
- [State 1060, StateChange]
- type = ChangeState
- trigger1 = (AnimElemTime(3) > 0 && P2BodyDist X <= 20) || AnimTime = 0
- value = ifelse ((AnimElemTime(3) > 0 && P2BodyDist X <= 20), 1065, 0)
- ctrl = ifelse ((AnimElemTime(3) > 0 && P2BodyDist X <= 20), 0, 1)
-
- ;---------------------------------------------------------------------------
- ; SYSTEM-3 : ╕╞╜├╕╢ ╕«╟┴╞« -╜╟╞╨-
- [Statedef 1065]
- type = S
- movetype= A
- physics = S
- anim = 1065
- sprpriority = 2
- juggle = 15
- velset = 0,0
- ctrl = 0
-
- [state 1065, Position]
- type = PosAdd
- trigger1 = AnimElem = 1
- x = 26
-
- [State 1065, Position]
- type = PosAdd
- trigger1 = AnimElem = 5
- x = 10
-
- [state 1065, Position]
- type = PosAdd
- trigger1 = AnimElem = 6
- x = 16
-
- [state 1065, Position]
- type = PosAdd
- trigger1 = AnimElem = 7
- x = 28
-
- [state 1065, Position]
- type = PosAdd
- trigger1 = AnimTime = 0
- x = 16
-
- [State 1065, HitDef]
- type = Hitdef
- trigger1 = Time = 0 && P2StateNo != [130, 153]
- attr = S, ST
- hitflag = -M
- priority = 7, Miss
- sparkno = -1
- p1stateno = 1031
- p2stateno = 1066
- numhits = 0
- getpower = ifelse (Var(12), 0, 300)
- givepower = 150
-
- [state 1060, Effect]
- type = StopSnd
- trigger1 = Time = 0
- channel = 1
-
- [State 1065, StateChange]
- type = Changestate
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;╕╞╜├╕╢ ╕«╟┴╞«┐í ╚≈╞«
- [statedef 1066]
- type = A
- movetype = H
- physics = N
- sprpriority = 1
- velset = 0, 0
- ctrl = 0
-
- [State 1066, Anim]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 1066
-
- [State 1066, Hitpause]
- type = PosAdd
- trigger1 = Time >= 29 && Time < 37
- x = ifelse (Time % 2, 1, -1)
-
- [State 1066, Velocity]
- type = VelSet
- trigger1 = Time = 39
- x = -4
- y = -3
-
- [State 1066, Velocity]
- type = VelAdd
- trigger1 = Time > 39
- y = .45
-
- [State 1066, Anim]
- type = ChangeAnim
- trigger1 = Time = 39
- value = ifelse (SelfAnimExist(5101), 5101, 5160)
-
- [State 1066, Position]
- type = PosAdd
- trigger1 = Anim = 5160
- y = 20
- persistent = 0
-
- [State 1066, Anim]
- type = ChangeAnim
- trigger1 = Anim = 5101 && (AnimTime = 0 || AnimTime = -1)
- value = 5161
-
- [State 1066, Position]
- type = PosAdd
- trigger1 = Anim = 5161
- y = 20
- persistent = 0
-
- [State 1066, Anim]
- type = ChangeAnim
- trigger1 = Anim = 5161 && Vel Y > 0 && Pos Y >= 12
- value = 5101
-
- [State 1066, StateChange]
- type = SelfState
- trigger1 = Vel Y > 0 && Pos Y >= ifelse(Anim = 5101, 12, 25)
- value = 5101
- ctrl = 0
-
- ;---------------------------------------------------------------------------
- ;M-19 ║Ω╕┤├≈ ─││φ -╜╟╞╨-
- [Statedef 1080]
- type = S
- movetype= A
- physics = S
- anim = 1080
- sprpriority = 2
- juggle = 1
- poweradd = ifelse (Var(12) && (PrevStateNo = [1000,1090]) && Power >= ((Var(13)-1000)+250), -250, ifelse (Var(12) && (PrevStateNo = [1000,1090]) && Power < ((Var(13)-1000)+250), ((Var(13)-1000) - Power), 0))
- velset = 0,0
- ctrl = 0
-
- [state 1080, Power]
- type = VarSet
- trigger1 = Time = 0
- var(5) = ifelse (Command = "m192", 1, 0)
-
- [State 1080, PalFX]
- type = PalFX
- trigger1 = (PrevStateNo = [1000, 1090]) && Time < 12
- time = 1
- add = 255,255,255
- ignorehitpause = 1
-
- [State 1080, Velocity]
- type = VelSet
- trigger1 = Time = 8
- x = 3
- y = -(6 + Var(5))
-
- [State 1080, StateTypeSet]
- type = StateTypeSet
- trigger1 = Time = 8
- StateType = A
- physics = A
-
- [State 1080, Anim]
- type = ChangeAnim
- trigger1 = Time > 8 && Vel Y > -1
- value = 1081
- persistent = 0
-
- [State 1080, Effect]
- type = PlaySnd
- trigger1 = Anim = 1080 && AnimElem = 3
- value = 1,1
- channel = 20
-
- [State 1080, Muteki]
- type = NotHitBy
- trigger1 = Time < 12
- value = SCA
-
- [State 1080, 3]
- type = Hitdef
- trigger1 = Anim = 1080 && AnimElemTime(3) > 0
- attr = A, ST
- hitflag = HAF
- guardflag = H
- animtype = Medium
- priority = 6, Miss
- sparkno = S872 + Var(12)
- guard.sparkno = -1
- sparkxy = 8, -137
- hitsound = S1, 20
- guardsound = -1
- pausetime = 13,12
- guard.pausetime = 0,0
- p2facing = 1
- p1stateno = 1082
- p2stateno = 1085
- ground.type = High
- ground.slidetime = 12
- ground.hittime = 12
- getpower = ifelse (Var(12), 0, 300)
- givepower = 150
- persistent = 0
-
- ;---------------------------------------------------------------------------
- ;M-19 ║Ω╕┤├≈ ─││φ -╝║░°-
- [Statedef 1082]
- type = A
- movetype= A
- physics = N
- anim = 1082
- sprpriority = 2
- ctrl = 0
-
- [State 1082, Anim]
- type = ChangeAnim
- trigger1 = Vel Y > -1
- value = 1083
- persistent = 0
-
- [state 1082, PosFreeze]
- type = PosFreeze
- trigger1 = Anim = 1083 && AnimElemTime(6) < 0
-
- [State 1082, Velocity]
- type = VelSet
- trigger1 = Anim = 1083 && AnimElemTime(1) = 0
- x = 0
-
- [state 1082, Velocity]
- type = Gravity
- trigger1 = Anim = 1082 || (Anim = 1083 && AnimElemTime(6) >= 0)
-
- [state 1082, Bind]
- type = TargetBind
- trigger1 = Anim = 1082
- pos = 26, -147
-
- [state 1082, Bind]
- type = TargetBind
- trigger1 = Anim = 1083 && AnimElemTime(5) < 0
- pos = 33, -80
-
- [state 1082, Bind]
- type = TargetBind
- trigger1 = Anim = 1083 && AnimElemTime(5) = 0
- pos = 33, -60
-
- [state 1082, Hurt]
- type = TargetLifeAdd
- trigger1 = Anim = 1083 && AnimElem = 3
- value = -(120 + (Var(5)*20))
- absolute = 1
-
- [State 1082, StateChange]
- type = TargetState
- trigger1 = Anim = 1083
- value = 1086
- persistent = 0
-
- [State 1082, Width]
- type = Width
- trigger1 = 1
- edge = 40,0
-
- [State 1082, 8]
- type = PlaySnd
- trigger1 = Anim = 1083 && AnimElem = 1
- value = 0, 14
- channel = 0
-
- [State 1082, Effect]
- type = PlaySnd
- trigger1 = Anim = 1083 && AnimElem = 3
- value = 1,36
- channel = 1
-
- [State 1082, Spark]
- type = Explod
- trigger1 = Anim = 1083 && AnimElem = 2
- anim = 897
- pos = 7, -86
- postype = p1
- bindtime = 1
- sprpriority = 3
- ownpal = 1
-
- [State 1082, Wave Back]
- type = Explod
- trigger1 = P2StateNo = 5100
- Anim = 884
- pos = 0, 0
- postype = p2
- ontop = 0
- ownpal = 1
- bindtime = 1
- pausemovetime = -1
- supermove = 1
- persistent = 0
-
- [State 1082, Wave Front]
- type = Explod
- trigger1 = P2StateNo = 5100
- Anim = 885
- pos = 0, 0
- postype = p2
- ontop = 1
- ownpal = 1
- bindtime = 1
- pausemovetime = -1
- supermove = 1
- persistent = 0
-
- [State 1082, StateChange]
- type = ChangeState
- trigger1 = Vel Y > 0 && Pos Y >= 0
- value = 52
-
- ;---------------------------------------------------------------------------
- ;║Ω╕┤├≈ ─││φ┐í ╚≈╞«
- [Statedef 1085]
- type = A
- movetype= H
- physics = N
- velset = 0,0
- ctrl = 0
-
- [State 1085, Anim]
- type = Changeanim
- trigger1 = !HitShakeOver
- value = 5001
-
- [State 1085, Anim]
- type = Changeanim2
- trigger1 = HitShakeOver
- value = 1085
- persistent = 0
-
- ;---------------------------------------------------------------------------
- ;║Ω╕┤├≈ ─││φ┐í ╚≈╞«2
- [Statedef 1086]
- type = A
- movetype = H
- physics = N
- velset = 0,0
- ctrl = 0
-
- [State 1086, Anim]
- type = Changeanim2
- trigger1 = Time = 0
- value = 1086
-
- [State 1082, Velocity]
- type = VelSet
- trigger1 = AnimElem = 4
- x = -8
- y = 7
-
- [State 1080, Gravity]
- type = Gravity
- trigger1 = AnimElemTime(4) > 0
-
- [State 1086, EnvShake]
- type = EnvShake
- trigger1 = Vel Y > 0 && Pos Y >= 0
- time = 24
-
- [State 1086, StateChange]
- type = SelfState
- trigger1 = Vel Y > 0 && Pos Y >= 0
- value = 5100
-
- ;---------------------------------------------------------------------------
- ;MAX ╕≡╡σ
- [Statedef 1100]
- type = S
- movetype = A
- physics = S
- anim = 1100
- sprpriority = 2
- velset = 0,0
- ctrl = 0
-
- [State 1100, Max VarSet]
- type = VarSet
- trigger1 = Time = 0
- var(12) = 1
-
- [State 1100, Max PowerSet]
- type = VarSet
- trigger1 = Time = 0
- var(13) = ifelse (Power >= 4000, 4000, ifelse ((Power = [3000,3999]), 3000, ifelse ((Power = [2000,2999]), 2000,1000)))
-
- [State 1100, Muteki]
- type = NotHitBy
- trigger1 = AnimElemTime(4) < 0
- value = SCA
-
- [State 1100, Effect]
- type = PlaySnd
- trigger1 = AnimElemTime(3) = 0
- value = 1,24
- channel = 1
-
- [State 1100, EnvColor]
- type = EnvColor
- trigger1 = AnimElemTime(3) = 0
- value = 0, 0, 0
- time = 18
- under = 1
- ignorehitpause = 1
-
- [State 1100, Pause]
- type = SuperPause
- trigger1 = AnimElemTime(3) = 1
- anim = -1
- time = 18
- darken = 0
-
- [State 1100, Spark]
- type = Explod
- trigger1 = AnimElemTime(3) = 1
- anim = 880
- postype = p1
- pos = 0, -8
- ontop = 0
- bindtime = 1
- ignorehitpause = 1
- ownpal = 1
- persistent = 0
- pausemovetime = 18
- supermove = 1
-
- [State 1100, Reversal]
- type = ReversalDef
- trigger1 = AnimElemTime(4) < 0
- reversal.attr = SCA, AA, AP
- numhits = 0
- pausetime = 0,10
- sparkno = S(ifelse((EnemyNear, HitDefAttr = SCA, SA, HA), 876, 875))
- sparkxy = 10,-77
-
- [State 1100, 1]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, SA
- animtype = Up
- guardflag = M
- hitflag = MAF
- pausetime = 10,12
- sparkno = S872
- guard.sparkno = S876
- sparkxy = 8,-77
- hitsound = S1, 13
- guardsound = S1, 22
- ground.type = Low
- ground.hittime = 12
- ground.velocity = -6,-5
- guard.velocity = -13
- air.velocity = -6, -4
- air.cornerpush.veloff = 0
- p2stateno = 1110
- fall = 1
- yaccel = .6
- fall.recover = 0
- air.recover = 0
- recover = 0
- givepower = 25
-
- [State 1100, StateChange]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;MAX╕≡╡σ┐í ╚≈╞«
- [Statedef 1110]
- type = S
- movetype= H
- physics = N
- velset = 0,0
- ctrl = 0
-
- [State 1110, Anim]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = GetHitVar(animtype) != [3,5]
- value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)
-
- [State 1110, Anim]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = GetHitVar(animtype) = [3,5]
- value = 5030
-
- [State 1110, Anim]
- type = ChangeAnim
- trigger1 = Time > 0
- value = anim
-
- [State 1110, StateTypeSet]
- type = StateTypeSet
- trigger1 = Time = 0
- trigger2 = Pos Y != 0
- type = a
-
- [State 1110, StateChange]
- type = ChangeState
- trigger1 = HitShakeOver
- value = 1111
- ctrl = 0
-
- ;--------------------------------------------------------------------------------
- ;MAX╕≡╡σ┐í ╚≈╞«2
- [Statedef 1111]
- type = A
- movetype= H
- physics = N
- ctrl = 0
-
- [State 1111, Gravity]
- type = VelAdd
- trigger1 = 1
- y = GetHitVar(yaccel)
-
- [State 1111, HitVelSet]
- type = HitVelSet
- trigger1 = Time = 0
- x = 1
- y = 1
-
- [State 1111, Anim]
- type = ChangeState
- trigger1 = HitOver
- trigger2 = Vel Y > 0 && Pos Y >= 10
- value = 5050
-
- [State 1111, StateChange]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1112
-
- ;---------------------------------------------------------------------------
- ;MAX╕≡╡σ┐í ╚≈╞«3
- [Statedef 1112]
- type = A
- movetype= H
- physics = N
-
- [State 1112, Anim]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = SelfAnimExist(5035)
- trigger1 = Anim != [5051,5059]
- trigger1 = Anim != 5090
- value = 5035
-
- [State 1112, Gravity]
- type = VelAdd
- trigger1 = 1
- y = GetHitVar(yaccel)
-
- [State 1112, 4]
- type = ChangeState
- trigger1 = HitOver
- trigger2 = AnimTime = 0
- trigger3 = Vel Y > 0 && Pos Y >= 10
- trigger4 = Time = 0 && Anim != 5035
- value = 1113
-
- ;---------------------------------------------------------------------------
- ;MAX╕≡╡σ┐í ╚≈╞«4
- [Statedef 1113]
- type = A
- movetype= H
- physics = N
- ctrl = 0
-
- [State 1113, Anim]
- type = ChangeAnim
- trigger1 = AnimTime = 0 && Anim = 5035
- trigger2 = Time = 0 && Anim != 5035
- trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
- trigger2 = Anim != 5090
- value = 5050
-
- [State 1113, 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 1113, Gravity]
- type = VelAdd
- trigger1 = 1
- y = GetHitVar(yaccel)
-
- [State 1113, StateChange]
- type = ChangeState
- trigger1 = Vel Y > 0 && Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
- value = 1114
- ctrl = 0
-
- ;---------------------------------------------------------------------------
- ;MAX╕≡╡σ┐í ╚≈╞«5
- [Statedef 1114]
- type = L
- movetype= H
- physics = N
- ctrl = 0
-
- [State 1114, Position]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 1114, Velocity]
- type = VelSet
- trigger1 = Time = 0
- y = 0
-
- [State 1114, Velocity]
- type = VelMul
- trigger1 = 1
- x = 0.85
-
- [State 1114, EnvShake]
- type = FallEnvShake
- trigger1 = Time = 0
-
- [State 1114, Anim]
- type = ChangeAnim
- trigger1 = time < 21
- value = 5100
-
- [State 1114, Dust]
- type = GameMakeAnim
- trigger1 = Time = 1
- value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
- pos = 0, 0
- under = sysvar(1) <= 10
-
- [State 1114, HitFallDamage]
- type = HitFallDamage
- trigger1 = Time = 3
-
- [State 1114, StateChange]
- type = SelfState
- trigger1 = AnimTime = 0
- value = 5110
- ctrl = 0
-
- ;---------------------------------------------------------------------------
- ;▒Γ └·├α
- [Statedef 1200]
- type = S
- movetype= I
- physics = S
- anim = 1200
- velset = 0,0
- ctrl = 0
-
- [State 1200, Voice]
- type = Playsnd
- trigger1 = Anim = 1200 && AnimElem = 5
- value = 0,30
- channel = 0
-
- [State 1200, Power Sound]
- type = PlaySnd
- trigger1 = Anim = 1200 && AnimElem = 5
- value = 1, 41
- channel = 1
- loop = 1
-
- [State 1200, PowerMax Sound]
- type = PlaySnd
- trigger1 = (Power = [1000,3000]) && (Power % 1000) = 0
- value = 1, 24
- channel = 5
-
- [State 1200, PowerMax Sound]
- type = PlaySnd
- trigger1 = Power >= 4000
- value = 1, 24
- channel = 5
- persistent = 0
-
- [State 1200, Voice]
- type = Stopsnd
- trigger1 = Anim = 1201
- channel = 0
- persistent = 0
-
- [State 1200, Effect]
- type = Stopsnd
- trigger1 = Anim = 1201
- channel = 1
- persistent = 0
-
- [State 1200, PowerAdd]
- type = PowerAdd
- trigger1 = 1 && (Command = "hold_x" && Command = "hold_a")
- value = 5
-
- [State 1200, Anim]
- type = ChangeAnim
- trigger1 = (Command != "hold_x" || Command != "hold_a") || power >= 4000
- value = 1201
- persistent = 0
-
- [State 1200, Spark]
- type = Explod
- trigger1 = (Anim = 1200 && AnimElemTime(1) >= 0 && !NumExplod(900)) || (Anim = 1201 && AnimElemTime(1) = 0 && Power >= 4000)
- Anim = ifelse ((Power >= 1000 && ((Power % 1000) = [0,80])) || (Anim = 1201 && AnimElemTime(1) = 0 && Power >= 4000), 901, 900)
- pos = 0,0
- postype = p1
- sprpriority = 3
- ownpal = 1
- bindtime = -1
- ID = 900
-
- [State 1200, StateChange]
- type = ChangeState
- trigger1 = Anim = 1201 && AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;┐═└╠╛ε ░┘╚² ╜║┼╫└╠╞«
- [Statedef 2000]
- type = A
- movetype= H
- physics = N
- velset = 0,0
- ctrl = 0
-
- [State 2000, Anim]
- type = ChangeAnim2
- trigger1 = 1
- value = 2000
-
- [State 2000, State]
- type = ChangeState
- trigger1 = HitShakeOver
- value = 2001
-
- ;---------------------------------------------------------------------------------------------
- ;┐═└╠╛ε ░┘╚² ╜║┼╫└╠╞« -░°┴▀└╕╖╬ │»╢≤░¿-
- [Statedef 2001]
- type = A
- movetype= H
- physics = N
- ctrl = 0
-
- [State 2001, Velocity]
- type = HitVelSet
- trigger1 = Time = 0
- x = 1
- y = 1
-
- [State 2001, Gravity]
- type = VelAdd
- trigger1 = 1
- y = .45
-
- [State 2001, No scroll]
- type = ScreenBound
- triggerall = Pos y < -15
- trigger1 = BackEdgeBodyDist < 65
- trigger2 = FrontEdgeBodyDist < 65
- value = 1
- movecamera = 0,1
-
- [State 2001, Hit wall]
- type = ChangeState
- triggerall = Pos y < -15
- trigger1 = BackEdgeBodyDist <= 20
- trigger2 = FrontEdgeBodyDist <= 20
- value = 2002
-
- [State 2001, Hit ground]
- type = SelfState
- trigger1 = (Vel y > 0) && (Pos y >= 0)
- value = 5100
- ctrl = 0
-
- ;---------------------------------------------------------------------------
- ;┐═└╠╛ε ░┘╚² ╜║┼╫└╠╞« -║«┐í ║╬ïH╚√-
- [Statedef 2002]
- type = A
- movetype= H
- physics = N
-
- [State 2002, Turn]
- type = Turn
- trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)
-
- [State 2002, Pos]
- type = PosAdd
- trigger1 = Time = 0
- x = 15 - BackEdgeBodyDist
-
- [State 2002, Stop moving]
- type = PosFreeze
- trigger1 = 1
- x = 1
- y = 1
-
- [State 2002, No scroll]
- type = ScreenBound
- trigger1 = 1
- value = 1
- movecamera = 0,1
-
- [State 2002, Spark]
- type = Explod
- trigger1 = Time = 0
- anim = F72
- pos = 0, floor (screenpos y) - 50
- postype = back
- sprpriority = 3
-
- [State 2002, Anim]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 2002
-
- [State 2002, Sound]
- type = PlaySnd
- trigger1 = Time = 0
- value = F7,2
-
- [State 2002, State]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 2003
-
- ;-----------------------------------------------------------------------------
- ;┐═└╠╛ε ░┘╚² ╜║┼╫└╠╞« -║«┐í ╞¿░▄│¬░¿-
- [Statedef 2003]
- type = A
- movetype= H
- physics = N
-
- [State 2003, Vel Y]
- type = VelSet
- trigger1 = Time = 0
- y = -8
-
- [State 2003, Vel X]
- type = VelSet
- trigger1 = Time = 0
- x = 2
-
- [State 2003, Turn]
- type = Turn
- trigger1 = (Time = 0) && (BackEdgeDist < 30)
-
- [State 2003, Gravity]
- type = VelAdd
- trigger1 = 1
- y = .45
-
- [State 2003, Anim]
- type = ChangeAnim
- trigger1 = Time = 0
- value = ifelse (SelfAnimExist(5052), 5052, 5050)
-
- [State 2003, Anim 5060]
- type = ChangeAnim
- trigger1 = Vel Y > -2
- trigger1 = Anim = 5050
- trigger1 = SelfAnimExist(5060)
- persistent = 0
- value = 5060
-
- [State 2003, Anim 5062]
- type = ChangeAnim
- trigger1 = Vel Y > -2
- trigger1 = Anim = 5052
- trigger1 = SelfAnimExist(5062)
- persistent = 0
- value = 5062
-
- [State 2003, Hit ground]
- type = SelfState
- trigger1 = (Vel y > 0) && (Pos y >= 0)
- value = 5100
- ctrl = 0
-
- ;---------------------------------------------------------------------------
- ;├╩╟╩╗∞▒Γ
- ;---------------------------------------------------------------------------
- ;║í─┐ ╣÷╜║┼═ -╗≤╜┬-
- [Statedef 3000]
- type = S
- movetype = A
- physics = S
- anim = ifelse (Command = "buster2", 3001, 3000)
- sprpriority = 2
- juggle = 7
- velset = 0,0
- ctrl = 0
-
- [State 3000, PowerSet]
- type = VarSet
- trigger1 = Time = 0
- var(5) = ifelse (Command = "buster2", 1, 0)
-
- [State 3000, EnvColor]
- type = EnvColor
- trigger1 = Time < 29
- value = ifelse (Time < 5, 248, 0), ifelse (Time < 5, 248, 0), ifelse (Time < 5, 248, 0)
- time = 1
- under = 1
-
- [State 3000, PalFX]
- type = PalFX
- trigger1 = (PrevStateNo = [1000, 1070]) && Time < 31
- time = 1
- color = 12+(time*3)
- add = 180-(time*3),180-(time*3),180-(time*3)
- ignorehitpause = 1
-
- [State 3000, Pause]
- type = SuperPause
- trigger1 = Time = 1
- anim = -1
- sound = S1, 23
- time = 28
- movetime = 28
- poweradd = ifelse (Var(12), (Var(13) - 1000) - Power, -1000)
- darken = 0
-
- [State 3000, BG Cleaner]
- type = AssertSpecial
- trigger1 = Time < 29
- flag= noFG
-
- [State 3000, Spark Back]
- type = Explod
- trigger1 = Time = 3
- anim = 878
- postype = p1
- pos = -14, -11
- sprpriority = -2
- bindtime = 1
- ignorehitpause = 1
- ownpal = 1
- supermove = 1
-
- [State 3000, Spark Front]
- type = Explod
- trigger1 = Anim != 3010 && AnimElem =5
- anim = 877
- postype = p1
- pos = -21, -8
- ontop = 1
- bindtime = 1
- ignorehitpause = 1
- ownpal = 1
- supermove = 1
-
- [State 3000, Muteki]
- type = NotHitBy
- trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(8) < 1
- value = SCA
-
- [State 3000, EnvShake]
- type = EnvShake
- trigger1 = AnimElem = 6
- time = 20
- ampl = -9
-
- [State 3000, Velocity]
- type = VelSet
- trigger1 = (Time = ifelse (Var(5), 61, 51)) || (Time = ifelse (Var(5), 81, 71))
- y = ifelse (Time = 61 || Time = 51, -30, 30)
-
- [State 3000, StateTypeSet]
- type = StateTypeSet
- trigger1 = Time = ifelse (Var(5), 61, 51)
- StateType = A
- Physics = N
-
- [State 3000, Gravity]
- type = Gravity
- trigger1 = Vel Y
-
- [State 3000, Velocity]
- type = VelSet
- trigger1 = (Time = ifelse (Var(5), 68, 58)) || (Time = ifelse (Var(5), 88, 78))
- x = ifelse (Time = 68 || Time = 58, ifelse (Var(5), 9, 4), 0)
-
- [state 3000, Anim]
- type = ChangeAnim
- trigger1 = Vel Y > 0
- value = 3010
- elem = AnimElemNo(0) - 7
- persistent = 0
-
- [State 3000, Smog]
- type = Explod
- trigger1 = AnimElemTime(6) = 1
- anim = 898
- pos = -22,3
- postype = p1
- supermove = 1
- bindtime = 1
- sprpriority = 3
- ownpal = 1
-
- [State 3000, Reversal]
- type = ReversalDef
- trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(8) < 0
- reversal.attr = SCA, AA, AP
- numhits = 0
- pausetime = 0,12
- sparkno = S(ifelse((EnemyNear, HitDefAttr = SCA, SA, HA), 876, 875))
- sparkxy = 16,-24
- hitsound = 1,22
- persistent = 0
-
- [state 3000, Voice]
- type = PlaySnd
- trigger1 = Anim != 3010 && AnimElem = 3
- value = 0, 21
- channel = 0
-
- [state 3000, Voice]
- type = PlaySnd
- trigger1 = Anim != 3010 && AnimElem = 6
- value = 0, 22
- channel = 0
-
- [state 3000, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 7
- value = 1, 33
- channel = 1
-
- [State 3000, 8]
- type = HitDef
- trigger1 = AnimElem = 7
- attr = S, HP
- damage = 200,50
- animtype = Heavy
- air.animtype = Up
- priority = 7,Hit
- hitflag = MAFD
- guardflag = M
- pausetime = 6,8
- guard.pausetime = 7,7
- sparkno = S873
- guard.sparkno = S876
- sparkxy = 8,-30
- hitsound = S1, 16
- guardsound = S1, 22
- ground.type = Low
- ground.slidetime = 18
- ground.hittime = 15
- ground.velocity = 0,-12
- guard.velocity = -7
- air.velocity = 0,-10
- down.velocity = 0,-12
- fall = 1
- fall.recover = 0
- air.recover = 0
- recover = 0
- persistent = 0
-
- [State 3000, 8]
- type = HitDef
- trigger1 = Vel Y < 0
- attr = A, HA
- damage = 200,50
- animtype = Heavy
- air.animtype = Up
- priority = 7,Hit
- hitflag = -MAF
- guardflag = M
- pausetime = 1,1
- guard.pausetime = 2,1
- sparkno = S873
- guard.sparkno = S876
- sparkxy = 8,-50
- hitsound = S1, 16
- guardsound = S1, 22
- ground.type = High
- ground.slidetime = 18
- ground.hittime = 15
- ground.velocity = 1,16
- guard.velocity = -7
- air.velocity = -8,16
- airguard.velocity = -6,-3
- down.velocity = 0,-12
- fall = 1
- fall.recover = 0
- air.recover = 0
- recover = 0
- persistent = 0
-
- [State 3000, 8]
- type = HitDef
- trigger1 = Vel Y > 0
- attr = A, HA
- damage = 200,50
- animtype = Heavy
- air.animtype = Up
- priority = 5,Hit
- hitflag = MAF
- guardflag = M
- pausetime = 1,1
- guard.pausetime = 2,1
- sparkno = S873
- guard.sparkno = S876
- sparkxy = -15,-50
- hitsound = S1, 16
- guardsound = S1, 22
- ground.type = High
- ground.slidetime = 8
- ground.hittime = 15
- ground.velocity = 1,16
- guard.velocity = -7
- air.velocity = -8,16
- airguard.velocity = -6,-3
- down.velocity = -1,-12
- fall = 1
- fall.recover = 0
- air.recover = 0
- recover = 0
- persistent = 0
-
- [State 3000, EnvColor]
- type = EnvColor
- trigger1 = MoveHit
- value = 255, 255, 255
- time = 2
- under = 1
- ignorehitpause = 1
-
- [State 3000, MoveHitReSet]
- type = MoveHitReSet
- trigger1 = MoveHit
- ignorehitpause = 1
-
- [State 3000, StateChange]
- type = ChangeState
- trigger1 = Vel Y > 0 && Pos Y >= -1
- value = 3005
- ctrl = 0
-
- ;-------------------------------------------------------------------------------------------
- ;║í─┐ ╣÷╜║┼═ -┬°┴÷-
- [Statedef 3005]
- type = C
- movetype = A
- physics = C
- sprpriority = 2
- juggle = 15
- velset = 0,0
- ctrl = 0
-
- [state 3005, Anim]
- type = ChangeAnim
- trigger1 = Time = 2
- value = 3005
-
- [state 3005, Position]
- type = PosSet
- trigger1 = Time = 2
- y = 0
-
- [State 3005, Reversal]
- type = ReversalDef
- trigger1 = AnimElemTime(5) < 0
- reversal.attr = SCA, AA, AP
- numhits = 0
- pausetime = 0,0
- sparkno = S(ifelse((EnemyNear, HitDefAttr = SCA, SA, HA), 876, 875))
- sparkxy = 16,-94
- hitsound = 1,22
-
- [State 3005, Push]
- type = PlayerPush
- trigger1 = AnimElemTime(3) < 0
- value = 0
-
- [State 3005, Smog]
- type = Explod
- trigger1 = Time = 0
- anim = 899
- pos = 0, 0
- postype = p1
- supermove = 1
- bindtime = -1
- sprpriority = 3
- ownpal = 1
-
- [state 3005, Effect]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1, 32
- channel = 1
-
- [State 3005, 2]
- type = HitDef
- trigger1 = Time > 1 && Time < 4
- attr = C, HA
- damage = 200,50
- animtype = up
- hitflag = MAD
- guardflag = M
- pausetime = 0,12
- sparkno = S873
- guard.sparkno = S876
- sparkxy = 8,-22
- hitsound = S1, 16
- guardsound = S1, 22
- ground.type = Low
- ground.slidetime = 18
- ground.hittime = 15
- ground.velocity = -1,-10
- guard.velocity = -7
- air.velocity = -1,-8
- airguard.velocity = -6,-3
- down.velocity = -1,-10
- ground.cornerpush.veloff = 0
- fall = 1
- fall.recover = 0
- recover = 0
- persistent = 0
-
- [state 3005, StateChange]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;--------------------------------------------------------------------------------------------
- ;┴° ║í─┐ ╣÷╜║┼═ -╗≤╜┬-
- [Statedef 3050]
- type = S
- movetype = A
- physics = S
- anim = 3050
- sprpriority = 2
- juggle = 7
- velset = 0,0
- ctrl = 0
-
- [State 3050, EnvColor]
- type = EnvColor
- trigger1 = Time < 29
- value = ifelse (Time < 5, 248, 0), ifelse (Time < 5, 248, 0), ifelse (Time < 5, 248, 0)
- time = 1
- under = 1
-
- [State 3050, PalFX]
- type = PalFX
- trigger1 = (PrevStateNo = [1000, 1070]) && Time < 31
- time = 1
- color = 12+(time*3)
- add = 180-(time*3),180-(time*3),180-(time*3)
- ignorehitpause = 1
-
- [State 3050, Pause]
- type = SuperPause
- trigger1 = Time = 1
- anim = -1
- sound = S1, 29
- time = 28
- movetime = 28
- poweradd = ifelse (Var(12), -1000, -2000)
- darken = 0
-
- [State 3050, BGInvert]
- type = BGPalFX
- trigger1 = Time > 28
- time = 2
- invertall = 1
- ignorehitpause = 1
-
- [State 3050, BG Cleaner]
- type = AssertSpecial
- trigger1 = Time < 29
- flag= noFG
-
- [State 3050, Spark Back]
- type = Explod
- trigger1 = Time = 3
- anim = 878
- postype = p1
- pos = -14, -11
- sprpriority = -2
- bindtime = 1
- ignorehitpause = 1
- ownpal = 1
- supermove = 1
-
- [State 3050, Spark Front]
- type = Explod
- trigger1 = Anim != 3010 && AnimElem =5
- anim = 877
- postype = p1
- pos = -21, -8
- ontop = 1
- bindtime = 1
- ignorehitpause = 1
- ownpal = 1
- supermove = 1
-
- [State 3050, Muteki]
- type = NotHitBy
- trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(8) < 1
- value = SCA
-
- [State 3050, EnvShake]
- type = EnvShake
- trigger1 = AnimElem = 6
- time = 20
- ampl = -9
-
- [State 3050, Velocity]
- type = VelSet
- trigger1 = (Time = 42) || (Time = 62)
- y = ifelse (Time = 42, -30, 30)
-
- [State 3050, StateTypeSet]
- type = StateTypeSet
- trigger1 = Time = 42
- StateType = A
- Physics = N
-
- [State 3050, Gravity]
- type = Gravity
- trigger1 = Vel Y
-
- [State 3050, Velocity]
- type = VelSet
- trigger1 = (Time = 49) || (Time = 69)
- x = ifelse (Time = 49, (P2Dist X + 20)/20, 0)
-
- [state 3050, Anim]
- type = ChangeAnim
- trigger1 = Vel Y > 0
- value = 3010
- elem = AnimElemNo(0) - 7
- persistent = 0
-
- [State 3050, Smog]
- type = Explod
- trigger1 = AnimElemTime(6) = 1
- anim = 898
- pos = -22,3
- postype = p1
- supermove = 1
- bindtime = 1
- sprpriority = 3
- ownpal = 1
-
- [State 3050, Reversal]
- type = ReversalDef
- trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(8) < 0
- reversal.attr = SCA, AA, AP
- numhits = 0
- pausetime = 0,12
- sparkno = S(ifelse((EnemyNear, HitDefAttr = SCA, SA, HA), 876, 875))
- sparkxy = 16,-24
- hitsound = 1,22
- persistent = 0
-
- [state 3050, Voice]
- type = PlaySnd
- trigger1 = Anim != 3010 && AnimElem = 3
- value = 0, 21
- channel = 0
-
- [state 3050, Voice]
- type = PlaySnd
- trigger1 = Anim != 3010 && AnimElem = 6
- value = 0, 22
- channel = 0
-
- [state 3050, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 7
- value = 1, 33
- channel = 1
-
- [State 3050, 8]
- type = HitDef
- trigger1 = AnimElem = 7
- attr = S, HP
- damage = 200,50
- animtype = Heavy
- air.animtype = Up
- priority = 7,Hit
- hitflag = HAFD
- guardflag = L
- pausetime = 12,6
- guard.pausetime = 7,7
- sparkno = -1
- guard.sparkno = -1
- sparkxy = 8,-30
- hitsound = S1, 16
- guardsound = S1, 22
- ground.type = Low
- ground.slidetime = 18
- ground.hittime = 15
- ground.velocity = 0,-12
- guard.velocity = -7
- air.velocity = 0,-10
- down.velocity = 0,-12
- fall = 1
- fall.recover = 0
- air.recover = 0
- recover = 0
- persistent = 0
-
- [State 3050, 8]
- type = HitDef
- trigger1 = Vel Y < 0
- attr = A, HA
- damage = 200,50
- animtype = Heavy
- air.animtype = Up
- priority = 7,Hit
- hitflag = MAF
- guardflag = M
- pausetime = 1,1
- guard.pausetime = 2,1
- sparkno = S873
- guard.sparkno = S876
- sparkxy = 8,-50
- hitsound = S1, 16
- guardsound = S1, 22
- ground.type = High
- ground.slidetime = 18
- ground.hittime = 15
- ground.velocity = -1,-16
- guard.velocity = -7
- air.velocity = -1,-16
- airguard.velocity = -6,-3
- down.velocity = 0,-12
- fall = 1
- fall.recover = 0
- air.recover = 0
- recover = 0
- persistent = 0
-
- [State 3050, 8]
- type = HitDef
- trigger1 = Vel Y > 0
- attr = A, HA
- damage = 200,50
- animtype = Heavy
- air.animtype = Up
- priority = 5,Hit
- hitflag = MAF
- guardflag = M
- pausetime = 1,1
- guard.pausetime = 2,1
- sparkno = S873
- guard.sparkno = S876
- sparkxy = 8,-50
- hitsound = S1, 16
- guardsound = S1, 22
- ground.type = High
- ground.slidetime = 8
- ground.hittime = 15
- ground.velocity = 1,16
- guard.velocity = -7
- air.velocity = -8,16
- airguard.velocity = -6,-3
- down.velocity = -1,-12
- fall = 1
- fall.recover = 0
- air.recover = 0
- recover = 0
- persistent = 0
-
- [State 3050, EnvColor]
- type = EnvColor
- trigger1 = MoveHit
- value = 255, 255, 255
- time = 2
- under = 1
- ignorehitpause = 1
-
- [State 3050, MoveHitReSet]
- type = MoveHitReSet
- trigger1 = MoveHit
- ignorehitpause = 1
-
- [State 3050, StateChange]
- type = ChangeState
- trigger1 = Vel Y > 0 && Pos Y >= -1
- value = 3005
- ctrl = 0
-
- ;-------------------------------------------------------------------------------------------
- ;╕╞╜├╕╢ ╕«║Ñ┴« -╜╟╞╨-
- [Statedef 3100]
- type = S
- movetype= A
- physics = S
- anim = 3100
- sprpriority = 2
- velset = 0,0
- ctrl = 0
-
- [State 3100, S-CancelFx]
- type = VarSet
- trigger1 = Time = 0
- var(16) = ifelse ((PrevStateNo = [1000, 1080]), 1, 0)
-
- [State 3100, EnvColor]
- type = EnvColor
- trigger1 = Time < 29
- value = ifelse (Time < 5, 248, 0), ifelse (Time < 5, 248, 0), ifelse (Time < 5, 248, 0)
- time = 1
- under = 1
-
- [State 3100, PalFX]
- type = PalFX
- trigger1 = Time < 30 && PrevStateNo = [1000,1080]
- time = 1
- color = 12+(time*3)
- add = 180-(time*3),180-(time*3),180-(time*3)
- ignorehitpause = 1
-
- [State 3100, Pause]
- type = SuperPause
- trigger1 = Time = 1
- anim = -1
- sound = S1, 23
- time = 27
- movetime = 27
- poweradd = ifelse (Var(12), (Var(13) - 1000) - Power, -1000)
- darken = 0
-
- [State 3100, BG Cleaner]
- type = AssertSpecial
- trigger1 = Time < 29
- flag= noFG
-
- [State 3100, Spark Back]
- type = Explod
- trigger1 = Time = 1
- anim = 878
- postype = p1
- pos = 28, -74
- sprpriority = -2
- bindtime = 1
- ignorehitpause = 1
- ownpal = 1
- supermove = 1
-
- [State 3100, Spark Front]
- type = Explod
- trigger1 = Time = 12
- anim = 877
- postype = p1
- pos = 21, -70
- ontop = 1
- bindtime = 1
- ignorehitpause = 1
- ownpal = 1
- supermove = 1
-
- [State 3100, 1]
- type = HitDef
- trigger1 = Time = 0 && P2StateNo != [130,153]
- attr = S, HT
- hitflag = M
- priority = 7, Miss
- sparkno = -1
- p2facing = 1
- p1stateno = 3101
- p2stateno = 3105
- getpower = 250
- givepower = 200
- numhits = 0
- kill = 0
-
- [State 3100, S-CancelFx]
- type = VarSet
- trigger1 = AnimTime = 0
- var(16) = 0
-
- [State 3100, StateChange]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;------------------------------------------------------------------------------------------
- ;╕╞╜├╕╢ ╕«║Ñ┴« -╝║░°-
- [Statedef 3101]
- type = S
- movetype= A
- physics = S
- anim = 3101
- velset = 0,0
- ctrl = 0
- facep2 = 1
-
- [State 3101, EnvColor]
- type = EnvColor
- trigger1 = Time < 29
- value = ifelse (Time < 5, 248, 0), ifelse (Time < 5, 248, 0), ifelse (Time < 5, 248, 0)
- time = 1
- under = 1
-
- [State 3101, PalFX]
- type = PalFX
- trigger1 = Time < 30 && Var(16)
- time = 1
- color = 12+(time*3)
- add = 180-(time*3),180-(time*3),180-(time*3)
- ignorehitpause = 1
-
- [State 3101, Pause]
- type = SuperPause
- trigger1 = Time = 0
- anim = -1
- sound = S1, 23
- time = 28
- movetime = 28
- poweradd = ifelse (Var(12), (Var(13) - 1000) - Power, -1000)
- darken = 0
-
- [State 3101, BG Cleaner]
- type = AssertSpecial
- trigger1 = Time < 29
- flag= noFG
-
- [State 3101, Spark Back]
- type = Explod
- trigger1 = Time = 2
- anim = 878
- postype = p1
- pos = 50, -120
- sprpriority = -2
- bindtime = 1
- ignorehitpause = 1
- ownpal = 1
- supermove = 1
-
- [State 3101, Spark Front]
- type = Explod
- trigger1 = Time = 12
- anim = 877
- postype = p1
- pos = 43, -116
- ontop = 1
- bindtime = 1
- ignorehitpause = 1
- ownpal = 1
- supermove = 1
-
- [State 3101, Voice]
- type = PlaySnd
- trigger1 = Time = 0
- value = 0, 23
- channel = 0
-
- [state 3101, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(2) < 0
- pos = 38, -136
-
- [state 3101, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
- pos = 45, -128
-
- [state 3101, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
- pos = 44, -91
-
- [state 3101, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
- pos = 44, -64
-
- [state 3101, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
- pos = 42, -9
-
- [state 3101, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) < 0
- pos = 17, -54
-
- [state 3101, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(8) < 0
- pos = 34, -74
-
- [state 3101, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(8) >= 0 && AnimElemTime(9) < 0
- pos = 28, -75
-
- [state 3101, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(9) >= 0 && AnimElemTime(10) < 0
- pos = 41, -96
-
- [state 3101, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(10) >= 0 && AnimElemTime(11) < 0
- pos = 31, -136
-
- [state 3101, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(11) >= 0 && AnimElemTime(12) < 0
- pos = 28, -113
-
- [state 3101, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(12) >= 0 && AnimElemTime(13) < 0
- pos = 22, -120
-
- [state 3101, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(13) >= 0 && AnimElemTime(14) < 0
- pos = 14, -124
-
- [state 3101, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(14) >= 0 && AnimElemTime(15) < 0
- pos = 32, -126
-
- [state 3101, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(15) >= 0 && AnimElemTime(17) < 0
- pos = 56, -54
-
- [state 3101, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(17) >= 0 && AnimElemTime(18) < 0
- pos = 31, -125
-
- [state 3101, Hurt]
- type = TargetLifeAdd
- trigger1 = AnimElem = 2 || AnimElem = 5 || AnimElem = 15 || AnimElem = 18
- value = ifelse ((AnimElem = 18), -40, -60)
- kill = ifelse ((AnimElem = 18), 1, 0)
- absolute = 1
-
- [state 3101, Hurt]
- type = TargetLifeAdd
- trigger1 = AnimElemTime(25) = 2
- value = -200
- absolute = 1
-
- [State 3101, Layer]
- type = SprPriority
- trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(8) <= 0
- value = ifelse (AnimElemTime(8) = 0, 2, 1)
-
- [State 3101, Position]
- type = PosAdd
- trigger1 = AnimElem = 8
- x = 52
-
- [State 3101, Position]
- type = PosAdd
- trigger1 = AnimElem = 17
- x = 27
-
- [State 3101, Position]
- type = PosAdd
- trigger1 = AnimElem = 19
- x = 11
-
- [State 3101, Position]
- type = PosAdd
- trigger1 = AnimElem = 20
- x = 44
-
- [state 3101, Width]
- type = Width
- trigger1 = 1
- edge = ifelse (AnimElemTime(17) < 0, 60, 20),30
-
- [State 3101, EnvShake]
- type = EnvShake
- trigger1 = AnimElem = 5 || AnimElem = 15 || AnimElemTime(25) = 2
- time = 20
-
- [state 3101, EnvColor]
- type = EnvColor
- trigger1 = AnimElem = 5 || AnimElem = 15 || AnimElemTime(25) = 2
- value = 248,248,248
- time = 2
- under = 1
-
- [State 3101, HitSpark]
- type = Explod
- trigger1 = AnimElem = 15 || AnimElemTime(25) = 2
- anim = ifelse (AnimElemTime(25) = 2, 873, 872)
- pos = ifelse (AnimElemTime(25) = 2, -2, 52), ifelse (AnimElemTime(25) = 2, -90, -47)
- postype = p1
- bindtime = 1
- ontop = 1
- ownpal = 1
-
- [state 3101, ShockWave]
- type = Explod
- trigger1 = AnimElem = 5
- postype = p1
- anim = 884
- ontop = 0
- pos = 42,0
- ownpal = 1
-
- [state 3101, ShockWave]
- type = Explod
- trigger1 = AnimElem = 5
- postype = p1
- anim = 885
- ontop = 1
- pos = 42,0
- ownpal = 1
-
- [state 3101, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 5
- value = 1, 18
- channel = 1
-
- [state 3101, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 15
- value = 1,13
- channel = 1
-
- [state 3101, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 15
- value = 1,15
- channel = 2
-
- [State 3101, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 17
- value = 1, 11
- channel = 1
-
- [State 3101, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 22
- value = 1, 34
- channel = 5
-
- [State 3101, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 24
- value = 0, 24
- channel = 0
-
- [State 3101, Effect]
- type = PlaySnd
- trigger1 = AnimElemTime(25) = 2
- value = 1, 16
- channel = 1
-
- [State 3101, StateChange]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;------------------------------------------------------------------------------------------
- ;╕╞╜├╕╢ ╕«║Ñ┴«┐í ╚≈╞«
- [Statedef 3105]
- type = A
- movetype= H
- physics = N
- ctrl = 0
-
- [State 3105, Anim]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 3105
-
- [State 3105, Muteki]
- type = NotHitBy
- trigger1 = 1
- value = SCA
-
- [State 3105, Layer]
- type = SprPriority
- trigger1 = Time >= 38 && Time <= 51
- value = ifelse (Time = 51, 1, 2)
-
- [State 3105,Velocity]
- type = VelSet
- trigger1 = (Time = 118) || (Time = 171)
- x = ifelse (Time = 171, 0, -0.1)
- y = ifelse (Time = 171, 0, -11)
-
- [State 3105,Gravity]
- type = VelAdd
- trigger1 = (Time > 118 && Time < 171) || Time > 215
- y = .45
-
- [State 3105, Anim]
- type = ChangeAnim2
- trigger1 = Time >= 171 && Time < 215
- value = 3110
-
- [State 3105,HitPause]
- type = PosAdd
- trigger1 = (Time >= 15 && Time < 37) || (Time >= 92 && Time < 111) || (Time >= 171 && Time < 215)
- x = ifelse (Time % 2, 1, -1)
-
- [State 3105, Position]
- type = PosAdd
- trigger1 = Time = 215
- y = -40
-
- [State 3105, Velocity]
- type = VelSet
- trigger1 = Time = 215
- x = -2
- y = -10
-
- [State 3105, Anim]
- type = ChangeAnim
- trigger1 = (Vel Y > 0 && Pos Y >= 0) && SelfAnimExist(5051)
- value = 5051
-
- [State 3105, StateChage]
- type = SelfState
- trigger1 = Vel Y > 0 && Pos Y >= 0
- value = 5100
-
- ;------------------------------------------------------------------------------------------
- ;┴° ╕╞╜├╕╢ ╕«║Ñ┴« -╜╟╞╨-
- [Statedef 3150]
- type = S
- movetype= A
- physics = S
- anim = 3100
- sprpriority = 2
- velset = 0,0
- ctrl = 0
-
- [State 3150, S-CancelFx]
- type = VarSet
- trigger1 = Time = 0
- var(16) = ifelse ((PrevStateNo = [1000, 1080]), 1, 0)
-
- [State 3150, EnvColor]
- type = EnvColor
- trigger1 = Time < 29
- value = ifelse (Time < 5, 248, 0), ifelse (Time < 5, 248, 0), ifelse (Time < 5, 248, 0)
- time = 1
- under = 1
-
- [State 3150, PalFX]
- type = PalFX
- trigger1 = Time < 30 && PrevStateNo = [1000,1080]
- time = 1
- color = 12+(time*3)
- add = 180-(time*3),180-(time*3),180-(time*3)
- ignorehitpause = 1
-
- [State 3150, Pause]
- type = SuperPause
- trigger1 = Time = 1
- anim = -1
- sound = S1, 23
- time = 27
- movetime = 27
- poweradd = ifelse (Var(12), -1000, -2000)
- darken = 0
-
- [State 3150, BGInvert]
- type = BGPalFX
- trigger1 = Time > 28
- time = 2
- invertall = 1
- ignorehitpause = 1
-
- [State 3150, BG Cleaner]
- type = AssertSpecial
- trigger1 = Time < 29
- flag= noFG
-
- [State 3150, Spark Back]
- type = Explod
- trigger1 = Time = 1
- anim = 878
- postype = p1
- pos = 28, -74
- sprpriority = -2
- bindtime = 1
- ignorehitpause = 1
- ownpal = 1
- supermove = 1
-
- [State 3150, Spark Front]
- type = Explod
- trigger1 = Time = 12
- anim = 877
- postype = p1
- pos = 21, -70
- ontop = 1
- bindtime = 1
- ignorehitpause = 1
- ownpal = 1
- supermove = 1
-
- [State 3150, 1]
- type = HitDef
- trigger1 = Time = 0 && P2StateNo != [130,153]
- attr = S, HT
- hitflag = M
- priority = 7, Miss
- sparkno = -1
- p2facing = 1
- p1stateno = 3151
- p2stateno = 3155
- getpower = 250
- givepower = 200
- numhits = 0
- kill = 0
-
- [State 3150, S-CancelFx]
- type = VarSet
- trigger1 = AnimTime = 0
- var(16) = 0
-
- [State 3150, StateChange]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;------------------------------------------------------------------------------------------
- ;┴° ╕╞╜├╕╢ ╕«║Ñ┴« -╝║░°-
- [Statedef 3151]
- type = S
- movetype= A
- physics = S
- anim = 3151
- velset = 0,0
- ctrl = 0
- facep2 = 1
-
- [State 3151, EnvColor]
- type = EnvColor
- trigger1 = Time < 29
- value = ifelse (Time < 5, 248, 0), ifelse (Time < 5, 248, 0), ifelse (Time < 5, 248, 0)
- time = 1
- under = 1
-
- [State 3151, PalFX]
- type = PalFX
- trigger1 = Time < 30 && Var(16)
- time = 1
- color = 12+(time*3)
- add = 180-(time*3),180-(time*3),180-(time*3)
- ignorehitpause = 1
-
- [State 3151, Pause]
- type = SuperPause
- trigger1 = Time = 0
- anim = -1
- sound = S1, 29
- time = 28
- movetime = 28
- poweradd = ifelse (Var(12), -1000, -2000)
- darken = 0
-
- [State 3151, BGInvert]
- type = BGPalFX
- trigger1 = Time > 28
- time = 2
- invertall = 1
- ignorehitpause = 1
-
- [State 3151, BG Cleaner]
- type = AssertSpecial
- trigger1 = Time < 29
- flag= noFG
-
- [State 3151, Spark Back]
- type = Explod
- trigger1 = Time = 2
- anim = 878
- postype = p1
- pos = 50, -120
- sprpriority = -2
- bindtime = 1
- ignorehitpause = 1
- ownpal = 1
- supermove = 1
-
- [State 3151, Spark Front]
- type = Explod
- trigger1 = Time = 12
- anim = 877
- postype = p1
- pos = 43, -116
- ontop = 1
- bindtime = 1
- ignorehitpause = 1
- ownpal = 1
- supermove = 1
-
- [State 3151, Voice]
- type = PlaySnd
- trigger1 = Time = 0
- value = 0, 23
- channel = 0
-
- [state 3151, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(2) < 0
- pos = 38, -136
-
- [state 3151, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
- pos = 45, -128
-
- [state 3151, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
- pos = 44, -91
-
- [state 3151, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
- pos = 44, -64
-
- [state 3151, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
- pos = 42, -9
-
- [state 3151, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) < 0
- pos = 17, -54
-
- [state 3151, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(8) < 0
- pos = 34, -74
-
- [state 3151, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(8) >= 0 && AnimElemTime(9) < 0
- pos = 28, -75
-
- [state 3151, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(9) >= 0 && AnimElemTime(10) < 0
- pos = 41, -96
-
- [state 3151, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(10) >= 0 && AnimElemTime(11) < 0
- pos = 31, -136
-
- [state 3151, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(11) >= 0 && AnimElemTime(12) < 0
- pos = 28, -113
-
- [state 3151, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(12) >= 0 && AnimElemTime(13) < 0
- pos = 22, -120
-
- [state 3151, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(13) >= 0 && AnimElemTime(14) < 0
- pos = 14, -124
-
- [state 3151, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(14) >= 0 && AnimElemTime(15) < 0
- pos = 32, -126
-
- [state 3151, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(15) >= 0 && AnimElemTime(17) < 0
- pos = 56, -54
-
- [state 3151, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(17) >= 0 && AnimElemTime(18) < 0
- pos = 31, -125
-
- [state 3151, Hurt]
- type = TargetLifeAdd
- trigger1 = AnimElem = 2 || AnimElem = 5 || AnimElem = 15 || AnimElem = 18
- value = ifelse ((AnimElem = 18), -40, -70)
- kill = ifelse ((AnimElem = 18), 1, 0)
- absolute = 1
-
- [state 3151, Hurt]
- type = TargetLifeAdd
- trigger1 = AnimElemTime(25) = 2 || AnimElemTime(37) = 2 || AnimElemTime(49) = 2
- value = ifelse (AnimElemTime(49) = 2, -150, -100)
- absolute = 1
-
- [State 3151, Layer]
- type = SprPriority
- trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(8) <= 0
- value = ifelse (AnimElemTime(8) = 0, 2, 1)
-
- [State 3151, Muteki]
- type = NotHitBy
- trigger1 = 1
- value = SCA
-
- [State 3151, Position]
- type = PosAdd
- trigger1 = AnimElem = 8
- x = 52
-
- [State 3151, Position]
- type = PosAdd
- trigger1 = AnimElem = 17
- x = 27
-
- [State 3151, Position]
- type = PosAdd
- trigger1 = AnimElem = 19
- x = 11
-
- [State 3151, Position]
- type = PosAdd
- trigger1 = AnimElem = 20
- x = 44
-
- [State 3151, Position]
- type = PosAdd
- trigger1 = AnimElem = 55
- x = 12
-
- [state 3151, Width]
- type = Width
- trigger1 = 1
- edge = ifelse (AnimElemTime(17) < 0, 60, 20),30
-
- [State 3151, EnvShake]
- type = EnvShake
- trigger1 = AnimElem = 5 || AnimElem = 15 || AnimElemTime(25) = 2 || AnimElemTime(37) = 2 || AnimElemTime(49) = 2
- time = 20
-
- [state 3151, EnvColor]
- type = EnvColor
- trigger1 = AnimElem = 5 || AnimElem = 15 || AnimElemTime(25) = 2 || AnimElemTime(37) = 2 || AnimElemTime(49) = 2
- value = 248,248,248
- time = 2
- under = 1
-
- [State 3151, HitCount]
- type = HitAdd
- trigger1 = AnimElemTime(25) = 2 || AnimElemTime(37) = 2 || AnimElemTime(49) = 2
- value = 1
-
- [State 3151, HitSpark]
- type = Explod
- trigger1 = AnimElemTime(15) = 0 || AnimElemTime(25) = 2 || AnimElemTime(37) = 2 || AnimElemTime(49) = 2
- anim = ifelse (AnimElemTime(15) = 0, 872, 873)
- pos = ifelse (AnimElemTime(15) = 0, 52, -2), ifelse (AnimElemTime(15) = 0, -47, -90)
- postype = p1
- bindtime = 1
- ontop = 1
- ownpal = 1
-
- [state 3151, ShockWave]
- type = Explod
- trigger1 = AnimElem = 5
- postype = p1
- anim = 884
- ontop = 0
- pos = 42,0
- ownpal = 1
-
- [state 3151, ShockWave]
- type = Explod
- trigger1 = AnimElem = 5
- postype = p1
- anim = 885
- ontop = 1
- pos = 42,0
- ownpal = 1
-
- [state 3151, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 5
- value = 1, 18
- channel = 1
-
- [state 3151, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 15
- value = 1,13
- channel = 1
-
- [state 3151, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 15
- value = 1,15
- channel = 2
-
- [State 3151, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 17
- value = 1, 11
- channel = 1
-
- [State 3151, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 22 || AnimElem = 34 || AnimElem = 46
- value = 1, 34
- channel = 5
-
- [State 3151, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 24 || AnimElem = 36 || AnimElem = 48
- value = 0, 24
- channel = 0
-
- [State 3151, Effect]
- type = PlaySnd
- trigger1 = AnimElemTime(25) = 2 || AnimElemTime(37) = 2 || AnimElemTime(49) = 2
- value = 1, 16
- channel = 1
-
- [state 3151, ShockWave]
- type = Explod
- trigger1 = P2StateNo = 5100
- postype = p2
- anim = 884
- ontop = 0
- pos = 0,0
- ownpal = 1
- persistent = 0
-
- [state 3151, ShockWave]
- type = Explod
- trigger1 = P2StateNo = 5100
- postype = p2
- anim = 885
- ontop = 1
- pos = 0,0
- ownpal = 1
- persistent = 0
-
- [State 3151, StateChange]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;------------------------------------------------------------------------------------------
- ;┴° ╕╞╜├╕╢ ╕«║Ñ┴«┐í ╚≈╞«
- [Statedef 3155]
- type = A
- movetype= H
- physics = N
- ctrl = 0
-
- [State 3155, Anim]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 3155
-
- [State 3155, Muteki]
- type = NotHitBy
- trigger1 = 1
- value = SCA
-
- [State 3155, Layer]
- type = SprPriority
- trigger1 = Time >= 42 && Time <= 56
- value = ifelse (Time = 56, 1, 2)
-
- [State 3155,Velocity]
- type = VelSet
- trigger1 = (Time = 149) || (Time = 203) || (Time = 204) || (Time = 256) || (Time = 257) || (Time = 306)
- x = ifelse (Time = 149, -0.1, 0)
- y = ifelse (Time = 149 || Time = 204, -12, ifelse (Time = 257, -11, 0))
-
- [State 3155,Gravity]
- type = VelAdd
- trigger1 = Vel Y
- y = .45
-
- [State 3155, Anim]
- type = ChangeAnim2
- trigger1 = (Time = 203) || (Time = 256) || (Time >= 306 && Time < 350)
- value = 3110
-
- [State 3155,HitPause]
- type = PosAdd
- trigger1 = (Time >= 20 && Time < 42) || (Time >= 112 && Time < 142) || (Time >= 306 && Time < 350)
- x = ifelse (Time % 2, 1, -1)
-
- [State 3155, Position]
- type = PosAdd
- trigger1 = Time = 350
- y = -40
-
- [State 3155, Velocity]
- type = VelSet
- trigger1 = Time = 350
- x = -2
- y = -12
-
- [State 3155, Anim]
- type = ChangeAnim
- trigger1 = (Vel Y > 0 && Pos Y >= 0) && SelfAnimExist(5051)
- value = 5051
-
- [State 3155, EnvShake]
- type = EnvShake
- trigger1 = Vel Y > 0 && Pos Y >= 0
- time = 20
-
- [State 3155, StateChage]
- type = SelfState
- trigger1 = Vel Y > 0 && Pos Y >= 0
- value = 5100
-
- ;------------------------------------------------------------------------------------------
- ;║Ω╕┤├≈ ╕«║Ñ┴« -╜╟╞╨-
- [Statedef 3200]
- type = S
- movetype= A
- physics = S
- anim = 3200
- sprpriority = 2
- juggle = 1
- velset = 0,0
- ctrl = 0
-
- [state 3200, Power]
- type = VarSet
- trigger1 = Time = 0
- var(5) = ifelse (Command = "br2", 1, 0)
-
- [State 3200, EnvColor]
- type = EnvColor
- trigger1 = Time < 29
- value = ifelse (Time < 5, 248, 0), ifelse (Time < 5, 248, 0), ifelse (Time < 5, 248, 0)
- time = 1
- under = 1
-
- [State 3200, PalFX]
- type = PalFX
- trigger1 = Time < 30 && PrevStateNo = [1000,1080]
- time = 1
- color = 12+(time*3)
- add = 180-(time*3),180-(time*3),180-(time*3)
- ignorehitpause = 1
-
- [State 3200, Pause]
- type = SuperPause
- trigger1 = Time = 1
- anim = -1
- sound = S1, 23
- time = 27
- movetime = 27
- poweradd = ifelse (Var(12), (Var(13) - 1000) - Power, -1000)
- darken = 0
-
- [State 3200, BG Cleaner]
- type = AssertSpecial
- trigger1 = Time < 29
- flag= noFG
-
- [State 3200, Spark Back]
- type = Explod
- trigger1 = Time = 1
- anim = 878
- postype = p1
- pos = 28, -74
- sprpriority = -2
- bindtime = 1
- ignorehitpause = 1
- ownpal = 1
- supermove = 1
-
- [State 3200, Spark Front]
- type = Explod
- trigger1 = Time = 12
- anim = 877
- postype = p1
- pos = 21, -70
- ontop = 1
- bindtime = 1
- ignorehitpause = 1
- ownpal = 1
- supermove = 1
-
- [State 3200, Velocity]
- type = VelSet
- trigger1 = Time = 31
- x = 3
- y = -(6 + Var(5))
-
- [State 3200, StateTypeSet]
- type = StateTypeSet
- trigger1 = Time = 31
- StateType = A
- physics = A
-
- [State 3200, Anim]
- type = ChangeAnim
- trigger1 = Time > 31 && Vel Y > -1
- value = 1081
- persistent = 0
-
- [State 3200, Effect]
- type = PlaySnd
- trigger1 = Anim = 3200 && AnimElem = 3
- value = 1,1
- channel = 20
-
- [State 3200, Muteki]
- type = NotHitBy
- trigger1 = Time < 40
- value = SCA
-
- [State 3200, 3]
- type = Hitdef
- trigger1 = Anim = 3200 && AnimElemTime(3) > 0
- attr = A, HT
- hitflag = AF
- animtype = Heavy
- priority = 7, Miss
- damage = 40, 0
- sparkno = S873
- guard.sparkno = -1
- sparkxy = 8, -137
- hitsound = S1, 20
- guardsound = -1
- pausetime = 13,12
- p2facing = 1
- p1stateno = 3201
- p2stateno = 3205
- ground.type = High
- ground.slidetime = 12
- ground.hittime = 12
- getpower = ifelse (Var(12), 0, 300)
- givepower = 150
- kill = 0
- persistent = 0
-
- ;---------------------------------------------------------------------------
- ;║Ω╕┤├≈ ╕«║Ñ┴« -╝║░°-
- [Statedef 3201]
- type = A
- movetype= A
- physics = N
- anim = 3201
- sprpriority = 2
- ctrl = 0
-
- [State 3201, Anim]
- type = ChangeAnim
- trigger1 = Vel Y > -1
- value = 3202
- persistent = 0
-
- [State 3201, Anim]
- type = ChangeAnim
- trigger1 = Vel Y > 0 && Pos Y >= 0
- value = 3203
- persistent = 0
-
- [state 3201, PosFreeze]
- type = PosFreeze
- trigger1 = Anim = 3203
-
- [state 3201, Velocity]
- type = Gravity
- trigger1 = Anim != 3203
-
- [State 3201, StateChange]
- type = TargetState
- trigger1 = Anim = 3202
- value = 3206
- persistent = 0
-
- [State 3201, StateChange]
- type = TargetState
- trigger1 = Anim = 3203
- value = 3207
- persistent = 0
-
- [state 3201, Bind]
- type = TargetBind
- trigger1 = Anim = 3201
- pos = 26, -147
-
- [state 3201, Bind]
- type = TargetBind
- trigger1 = Anim = 3202 && AnimElemTime(2) < 0
- pos = 40, -100
-
- [state 3201, Bind]
- type = TargetBind
- trigger1 = Anim = 3202 && AnimElemTime(2) >= 0
- pos = 40, -85
-
- [state 3201, Bind]
- type = TargetBind
- trigger1 = Anim = 3203 && AnimElemTime(2) < 0
- pos = 42, -9
-
- [state 3201, Bind]
- type = TargetBind
- trigger1 = Anim = 3203 && (AnimElemTime(2) >= 0 && AnimElemTime(3) < 0)
- pos = 17, -54
-
- [state 3201, Bind]
- type = TargetBind
- trigger1 = Anim = 3203 && (AnimElemTime(3) >= 0 && AnimElemTime(4) < 0)
- pos = 34, -74
-
- [state 3201, Bind]
- type = TargetBind
- trigger1 = Anim = 3203 && (AnimElemTime(4) >= 0 && AnimElemTime(5) < 0)
- pos = 42, 0
-
- [state 3201, Bind]
- type = TargetBind
- trigger1 = Anim = 3203 && (AnimElemTime(5) >= 0 && AnimElemTime(6) < 0)
- pos = 32, -84
-
- [state 3201, Bind]
- type = TargetBind
- trigger1 = Anim = 3203 && (AnimElemTime(6) >= 0 && AnimElemTime(7) < 0)
- pos = 40, -75
-
- [state 3201, Bind]
- type = TargetBind
- trigger1 = Anim = 3203 && (AnimElemTime(7) >= 0 && AnimElemTime(8) < 0)
- pos = 42, -75
-
- [state 3201, Bind]
- type = TargetBind
- trigger1 = Anim = 3203 && (AnimElemTime(8) >= 0 && AnimElemTime(9) < 0)
- pos = 50, -82
-
- [state 3201, Bind]
- type = TargetBind
- trigger1 = Anim = 3203 && (AnimElemTime(9) >= 0 && AnimElemTime(10) < 0)
- pos = 31, -125
-
- [state 3201, Hurt]
- type = TargetLifeAdd
- trigger1 = Anim = 3203 && (AnimElem = 1 || AnimElem = 5 || AnimElem = 10 || AnimElemTime(17) = 2)
- value = ifelse (AnimElemTime(17) = 2, -200, -60)
- kill = ifelse ((AnimElem = 10 || AnimElemTime(17) = 2), 1, 0)
- absolute = 1
-
- [State 3201, Layer]
- type = SprPriority
- trigger1 = Anim = 3203 && (AnimElemTime(2) >= 0 && AnimElemTime(3) <= 0)
- value = ifelse (AnimElemTime(3) = 0, 2, 1)
-
- [state 3201, Width]
- type = Width
- trigger1 = 1
- edge = ifelse (Anim = 3203 && AnimElemTime(9) < 0, 60, 30),30
-
- [State 3201, Position]
- type = PosAdd
- trigger1 = Anim = 3203 && AnimElem = 1
- x = 10
-
- [State 3201, Position]
- type = PosAdd
- trigger1 = Anim = 3203 && AnimElem = 4
- x = 2
-
- [State 3201, Position]
- type = PosAdd
- trigger1 = Anim = 3203 && AnimElem = 9
- x = 45
-
- [State 3201, Position]
- type = PosAdd
- trigger1 = Anim = 3203 && AnimElem = 11
- x = 8
-
- [State 3201, Position]
- type = PosAdd
- trigger1 = Anim = 3203 && AnimElem = 12
- x = 36
-
- [State 3201, EnvShake]
- type = EnvShake
- trigger1 = Anim = 3203 && (AnimElem = 1 || AnimElemTime(17) = 2)
- time = 20
-
- [state 3201, EnvColor]
- type = EnvColor
- trigger1 = Anim = 3203 && (AnimElem = 1 || AnimElem = 5 || AnimElemTime(17) = 2)
- value = 248,248,248
- time = 2
- under = 1
-
- [State 3201, HitSpark]
- type = Explod
- trigger1 = Anim = 3203 && (AnimElem = 5 || AnimElemTime(17) = 2)
- anim = ifelse (AnimElemTime(17) = 2, 873, 872)
- pos = ifelse (AnimElemTime(17) = 2, -2, 34), ifelse (AnimElemTime(17) = 2, -90, -84)
- postype = p1
- bindtime = 1
- ontop = 1
- ownpal = 1
-
- [state 3201, ShockWave]
- type = Explod
- trigger1 = Anim = 3203 && AnimElem = 1
- postype = p1
- anim = 884
- ontop = 0
- pos = 42,0
- ownpal = 1
-
- [state 3201, ShockWave]
- type = Explod
- trigger1 = Anim = 3203 && AnimElem = 1
- postype = p1
- anim = 885
- ontop = 1
- pos = 42,0
- ownpal = 1
-
- [State 3201, 8]
- type = PlaySnd
- trigger1 = Time = 0
- value = 0, 23
- channel = 0
-
- [state 3201, Effect]
- type = PlaySnd
- trigger1 = Anim = 3203 && AnimElem = 1
- value = 1, 18
- channel = 1
-
- [State 3201, Effect]
- type = PlaySnd
- trigger1 = Anim = 3203 && AnimElem = 5
- value = 1, 39
- channel = 1
-
- [State 3201, Effect]
- type = PlaySnd
- trigger1 = Anim = 3203 && AnimElem = 10
- value = 1, 11
- channel = 1
-
- [State 3201, Effect]
- type = PlaySnd
- trigger1 = Anim = 3203 && AnimElem = 14
- value = 1, 34
- channel = 5
-
- [State 3201, Voice]
- type = PlaySnd
- trigger1 = Anim = 3203 && AnimElem = 16
- value = 0, 24
- channel = 0
-
- [State 3201, Effect]
- type = PlaySnd
- trigger1 = Anim = 3203 && AnimElemTime(17) = 2
- value = 1, 16
- channel = 1
-
- [State 3201, StateChange]
- type = ChangeState
- trigger1 = Anim = 3203 && AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;║Ω╕┤├≈ ╕«║Ñ┴«┐í ╚≈╞«
- [Statedef 3205]
- type = A
- movetype= H
- physics = N
- velset = 0,0
- ctrl = 0
-
- [State 3205, Anim]
- type = Changeanim
- trigger1 = !HitShakeOver
- value = 5001
-
- [State 3205, Anim]
- type = Changeanim2
- trigger1 = HitShakeOver
- value = 1085
- persistent = 0
-
- ;---------------------------------------------------------------------------
- ;║Ω╕┤├≈ ─││φ┐í ╚≈╞«2
- [Statedef 3206]
- type = A
- movetype = H
- physics = N
- velset = 0,0
- ctrl = 0
-
- [State 3206, Anim]
- type = Changeanim2
- trigger1 = Time = 0
- value = 3206
-
- ;------------------------------------------------------------------------------------------
- ;║Ω╕┤├≈ ╕«║Ñ┴«┐í ╚≈╞«3
- [Statedef 3207]
- type = A
- movetype= H
- physics = N
- velset = 0,0
- ctrl = 0
-
- [State 3207, Anim]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 3207
-
- [State 3207, Muteki]
- type = NotHitBy
- trigger1 = 1
- value = SCA
-
- [State 3207, Layer]
- type = SprPriority
- trigger1 = Time >= 23 && Time <= 36
- value = ifelse (Time = 36, 1, 2)
-
- [State 3207,Velocity]
- type = VelSet
- trigger1 = (Time = 94) || (Time = 147)
- x = ifelse (Time = 147, 0, -0.1)
- y = ifelse (Time = 147, 0, -11)
-
- [State 3207,Gravity]
- type = VelAdd
- trigger1 = (Time > 94 && Time < 147) || Time > 191
- y = .45
-
- [State 3207, Anim]
- type = ChangeAnim2
- trigger1 = Time >= 147 && Time < 191
- value = 3110
-
- [State 3207,HitPause]
- type = PosAdd
- trigger1 = (Time < 23) || (Time >= 147 && Time < 191)
- x = ifelse (Time % 2, 1, -1)
-
- [State 3207, Position]
- type = PosAdd
- trigger1 = Time = 191
- y = -40
-
- [State 3207, Velocity]
- type = VelSet
- trigger1 = Time = 191
- x = -2
- y = -10
-
- [State 3207, Anim]
- type = ChangeAnim
- trigger1 = Time > 191 && (Vel Y > 0 && Pos Y >= 0) && SelfAnimExist(5051)
- value = 5051
-
- [State 3207, StateChage]
- type = SelfState
- trigger1 = Time > 191 && (Vel Y > 0 && Pos Y >= 0)
- value = 5100
-
- ;------------------------------------------------------------------------------------------
- ;┴° ║Ω╕┤├≈ ╕«║Ñ┴« -╜╟╞╨-
- [Statedef 3250]
- type = S
- movetype= A
- physics = S
- anim = 3200
- sprpriority = 2
- juggle = 1
- velset = 0,0
- ctrl = 0
-
- [State 3250, EnvColor]
- type = EnvColor
- trigger1 = Time < 29
- value = ifelse (Time < 5, 248, 0), ifelse (Time < 5, 248, 0), ifelse (Time < 5, 248, 0)
- time = 1
- under = 1
-
- [State 3250, PalFX]
- type = PalFX
- trigger1 = Time < 30 && PrevStateNo = [1000,1080]
- time = 1
- color = 12+(time*3)
- add = 180-(time*3),180-(time*3),180-(time*3)
- ignorehitpause = 1
-
- [State 3250, Pause]
- type = SuperPause
- trigger1 = Time = 1
- anim = -1
- sound = S1, 29
- time = 27
- movetime = 27
- poweradd = ifelse (Var(12), -1000, -2000)
- darken = 0
-
- [State 3250, BGInvert]
- type = BGPalFX
- trigger1 = Time > 28
- time = 2
- invertall = 1
- ignorehitpause = 1
-
- [State 3250, BG Cleaner]
- type = AssertSpecial
- trigger1 = Time < 29
- flag= noFG
-
- [State 3250, Spark Back]
- type = Explod
- trigger1 = Time = 1
- anim = 878
- postype = p1
- pos = 28, -74
- sprpriority = -2
- bindtime = 1
- ignorehitpause = 1
- ownpal = 1
- supermove = 1
-
- [State 3250, Spark Front]
- type = Explod
- trigger1 = Time = 12
- anim = 877
- postype = p1
- pos = 21, -70
- ontop = 1
- bindtime = 1
- ignorehitpause = 1
- ownpal = 1
- supermove = 1
-
- [State 3250, Velocity]
- type = VelSet
- trigger1 = Time = 31
- x = 4
- y = -7
-
- [State 3250, StateTypeSet]
- type = StateTypeSet
- trigger1 = Time = 31
- StateType = A
- physics = A
-
- [State 3250, Anim]
- type = ChangeAnim
- trigger1 = Time > 31 && Vel Y > -1
- value = 1081
- persistent = 0
-
- [State 3250, Effect]
- type = PlaySnd
- trigger1 = Anim = 3200 && AnimElem = 3
- value = 1,1
- channel = 20
-
- [State 3250, Muteki]
- type = NotHitBy
- trigger1 = Time < 40
- value = SCA
-
- [State 3250, 3]
- type = Hitdef
- trigger1 = Anim = 3200 && AnimElemTime(3) > 0
- attr = A, HT
- hitflag = AF
- animtype = Heavy
- priority = 7, Miss
- damage = 100, 0
- sparkno = S873
- guard.sparkno = -1
- sparkxy = 8, -137
- hitsound = S1, 20
- guardsound = -1
- pausetime = 13,12
- p2facing = 1
- p1stateno = 3251
- p2stateno = 3205
- ground.type = High
- ground.slidetime = 12
- ground.hittime = 12
- getpower = ifelse (Var(12), 0, 300)
- givepower = 150
- numhit = 0
- kill = 0
- persistent = 0
-
- ;---------------------------------------------------------------------------
- ;┴° ║Ω╕┤├≈ ╕«║Ñ┴« -╝║░°-
- [Statedef 3251]
- type = A
- movetype= A
- physics = N
- anim = 3201
- sprpriority = 2
- ctrl = 0
-
- [State 3251, Anim]
- type = ChangeAnim
- trigger1 = Vel Y > -1
- value = 3202
- persistent = 0
-
- [State 3251, Anim]
- type = ChangeAnim
- trigger1 = Vel Y > 0 && Pos Y >= 0
- value = 3250
- persistent = 0
-
- [state 3251, PosFreeze]
- type = PosFreeze
- trigger1 = Anim = 3250
-
- [state 3251, Velocity]
- type = Gravity
- trigger1 = Anim != 3250
-
- [State 3251, StateChange]
- type = TargetState
- trigger1 = Anim = 3202
- value = 3206
- persistent = 0
-
- [State 3251, StateChange]
- type = TargetState
- trigger1 = Anim = 3250
- value = 3255
- persistent = 0
-
- [state 3251, Bind]
- type = TargetBind
- trigger1 = Anim = 3201
- pos = 26, -147
-
- [state 3251, Bind]
- type = TargetBind
- trigger1 = Anim = 3202 && AnimElemTime(2) < 0
- pos = 40, -100
-
- [state 3251, Bind]
- type = TargetBind
- trigger1 = Anim = 3202 && AnimElemTime(2) >= 0
- pos = 40, -85
-
- [state 3251, Bind]
- type = TargetBind
- trigger1 = Anim = 3250 && AnimElemTime(2) < 0
- pos = 42, -9
-
- [state 3251, Bind]
- type = TargetBind
- trigger1 = Anim = 3250 && (AnimElemTime(2) >= 0 && AnimElemTime(3) < 0)
- pos = 17, -54
-
- [state 3251, Bind]
- type = TargetBind
- trigger1 = Anim = 3250 && (AnimElemTime(3) >= 0 && AnimElemTime(4) < 0)
- pos = 34, -74
-
- [state 3251, Bind]
- type = TargetBind
- trigger1 = Anim = 3250 && (AnimElemTime(4) >= 0 && AnimElemTime(5) < 0)
- pos = 42, 0
-
- [state 3251, Bind]
- type = TargetBind
- trigger1 = Anim = 3250 && (AnimElemTime(5) >= 0 && AnimElemTime(6) < 0)
- pos = 32, -84
-
- [state 3251, Bind]
- type = TargetBind
- trigger1 = Anim = 3250 && (AnimElemTime(6) >= 0 && AnimElemTime(7) < 0)
- pos = 40, -75
-
- [state 3251, Bind]
- type = TargetBind
- trigger1 = Anim = 3250 && (AnimElemTime(7) >= 0 && AnimElemTime(8) < 0)
- pos = 42, -75
-
- [state 3251, Bind]
- type = TargetBind
- trigger1 = Anim = 3250 && (AnimElemTime(8) >= 0 && AnimElemTime(9) < 0)
- pos = 50, -82
-
- [state 3251, Bind]
- type = TargetBind
- trigger1 = Anim = 3250 && (AnimElemTime(9) >= 0 && AnimElemTime(10) < 0)
- pos = 31, -125
-
- [state 3251, Hurt]
- type = TargetLifeAdd
- trigger1 = Anim = 3250 && (AnimElem = 1 || AnimElem = 5 || AnimElem = 10 || AnimElemTime(17) = 2 || AnimElemTime(29) = 2 || AnimElemTime(41) = 2)
- value = ifelse (AnimElemTime(41) = 2, -200, -60)
- kill = ifelse ((AnimElem = 10 || AnimElemTime(17) = 2), 1, 0)
- absolute = 1
-
- [State 3251, Layer]
- type = SprPriority
- trigger1 = Anim = 3250 && (AnimElemTime(2) >= 0 && AnimElemTime(3) <= 0)
- value = ifelse (AnimElemTime(3) = 0, 2, 1)
-
- [state 3251, Width]
- type = Width
- trigger1 = 1
- edge = ifelse (Anim = 3250 && AnimElemTime(9) < 0, 60, 20),30
-
- [State 3251, Position]
- type = PosAdd
- trigger1 = Anim = 3250 && AnimElem = 1
- x = 10
-
- [State 3251, Position]
- type = PosAdd
- trigger1 = Anim = 3250 && AnimElem = 4
- x = 2
-
- [State 3251, Position]
- type = PosAdd
- trigger1 = Anim = 3250 && AnimElem = 9
- x = 45
-
- [State 3251, Position]
- type = PosAdd
- trigger1 = Anim = 3250 && AnimElem = 11
- x = 8
-
- [State 3251, Position]
- type = PosAdd
- trigger1 = Anim = 3250 && AnimElem = 12
- x = 36
-
- [State 3251, Position]
- type = PosAdd
- trigger1 = Anim = 3250 && AnimElem = 47
- x = 12
-
- [State 3251, EnvShake]
- type = EnvShake
- trigger1 = Anim = 3250 && (AnimElem = 1 || AnimElemTime(17) = 2 || AnimElemTime(29) = 2 || AnimElemTime(41) = 2)
- time = 20
-
- [state 3251, EnvColor]
- type = EnvColor
- trigger1 = Anim = 3250 && (AnimElem = 1 || AnimElem = 5 || AnimElemTime(17) = 2 || AnimElemTime(29) = 2 || AnimElemTime(41) = 2)
- value = 248,248,248
- time = 2
- under = 1
-
- [State 3251, HitCount]
- type = HitAdd
- trigger1 = Anim = 3250 && (AnimElemTime(29) = 2 || AnimElemTime(41) = 2)
- value = 1
-
- [State 3251, HitSpark]
- type = Explod
- trigger1 = Anim = 3250 && (AnimElemTime(5) = 0 || AnimElemTime(17) = 2 || AnimElemTime(29) = 2 || AnimElemTime(41) = 2)
- anim = ifelse (AnimElemTime(5) = 0, 872, 873)
- pos = ifelse (AnimElemTime(5) = 0, 34, -2), ifelse (AnimElemTime(5) = 0, -84, -90)
- postype = p1
- bindtime = 1
- ontop = 1
- ownpal = 1
-
- [state 3251, ShockWave]
- type = Explod
- trigger1 = Anim = 3250 && AnimElem = 1
- postype = p1
- anim = 884
- ontop = 0
- pos = 42,0
- ownpal = 1
-
- [state 3251, ShockWave]
- type = Explod
- trigger1 = Anim = 3250 && AnimElem = 1
- postype = p1
- anim = 885
- ontop = 1
- pos = 42,0
- ownpal = 1
-
- [State 3251, 8]
- type = PlaySnd
- trigger1 = Time = 0
- value = 0, 23
- channel = 0
-
- [state 3251, Effect]
- type = PlaySnd
- trigger1 = Anim = 3250 && AnimElem = 1
- value = 1, 18
- channel = 1
-
- [State 3251, Effect]
- type = PlaySnd
- trigger1 = Anim = 3250 && AnimElem = 5
- value = 1, 39
- channel = 1
-
- [State 3251, Effect]
- type = PlaySnd
- trigger1 = Anim = 3250 && AnimElem = 10
- value = 1, 11
- channel = 1
-
- [State 3251, Effect]
- type = PlaySnd
- trigger1 = Anim = 3250 && (AnimElem = 14 || AnimElem = 26 || AnimElem = 38)
- value = 1, 34
- channel = 5
-
- [State 3251, Voice]
- type = PlaySnd
- trigger1 = Anim = 3250 && (AnimElem = 16 || AnimElem = 28 || AnimElem = 40)
- value = 0, 24
- channel = 0
-
- [State 3251, Effect]
- type = PlaySnd
- trigger1 = Anim = 3250 && (AnimElemTime(17) = 2 || AnimElemTime(29) = 2 || AnimElemTime(41) = 2)
- value = 1, 16
- channel = 1
-
- [State 3251, Voice]
- type = PlaySnd
- trigger1 = Anim = 3250 && AnimElem = 50
- value = 0,27
- channel = 0
-
- [state 3151, ShockWave]
- type = Explod
- trigger1 = P2StateNo = 5100
- postype = p2
- anim = 884
- ontop = 0
- pos = 0,0
- ownpal = 1
- persistent = 0
-
- [state 3151, ShockWave]
- type = Explod
- trigger1 = P2StateNo = 5100
- postype = p2
- anim = 885
- ontop = 1
- pos = 0,0
- ownpal = 1
- persistent = 0
-
- [State 3251, Muteki]
- type = NotHitBy
- trigger1 = 1
- value = SCA
-
- [State 3251, BGInvert]
- type = BGPalFX
- trigger1 = 1
- time = 2
- invertall = 1
- ignorehitpause = 1
-
- [State 3251, StateChange]
- type = ChangeState
- trigger1 = Anim = 3250 && AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------------------------
- ;┴° ║Ω╕┤├≈ ╕«║Ñ┴«┐í ╚≈╞«
- [Statedef 3255]
- type = A
- movetype= H
- physics = N
- velset = 0,0
- ctrl = 0
-
- [State 3255, Anim]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 3207
-
- [State 3255, Muteki]
- type = NotHitBy
- trigger1 = 1
- value = SCA
-
- [State 3255, Layer]
- type = SprPriority
- trigger1 = Time >= 23 && Time <= 36
- value = ifelse (Time = 36, 1, 2)
-
- [State 3255,Velocity]
- type = VelSet
- trigger1 = (Time = 94) || (Time = 149) || (Time = 150) || (Time = 202) || (Time = 203) || (Time = 252)
- x = ifelse (Time = 94, -0.1, 0)
- y = ifelse (Time = 94 || Time = 150, -12, ifelse (Time = 203, -11, 0))
-
- [State 3255,Gravity]
- type = VelAdd
- trigger1 = Vel Y
- y = .45
-
- [State 3255, Anim]
- type = ChangeAnim2
- trigger1 = (Time = 149) || (Time = 202) || (Time >= 252 && Time < 296)
- value = 3110
-
- [State 3255,HitPause]
- type = PosAdd
- trigger1 = (Time < 23) || (Time >= 252 && Time < 296)
- x = ifelse (Time % 2, 1, -1)
-
- [State 3255, Position]
- type = PosAdd
- trigger1 = Time = 296
- y = -40
-
- [State 3255, Velocity]
- type = VelSet
- trigger1 = Time = 296
- x = -2
- y = -10
-
- [State 3255, Anim]
- type = ChangeAnim
- trigger1 = Time > 296 && (Vel Y > 0 && Pos Y >= 0) && SelfAnimExist(5051)
- value = 5051
-
- [State 3255, StateChage]
- type = SelfState
- trigger1 = Time > 296 && (Vel Y > 0 && Pos Y >= 0)
- value = 5100
-
- ;---------------------------------------------------------------------------
- ;╞─└╠│╬ ╕╞╜├╕╢ ║÷
- [Statedef 3300]
- type = S
- movetype= A
- physics = S
- juggle = 7
- anim = 3300
- sprpriority = 2
- velset = 0,0
- ctrl = 0
-
- [State 3300, PowerSet]
- type = VarSet
- trigger1 = Time = 0
- var(5) = ifelse (Command = "final3" && (Power >= 2000 || Var(12)), 1, 0)
-
- [State 3300, EnvColor]
- type = EnvColor
- trigger1 = Time < 29
- value = ifelse (Time < 5, 248, 0), ifelse (Time < 5, 248, 0), ifelse (Time < 5, 248, 0)
- time = 1
- under = 1
-
- [State 3300, PalFX]
- type = PalFX
- trigger1 = (PrevStateNo = [1000, 1070]) && Time < 31
- time = 1
- color = 12+(time*3)
- add = 180-(time*3),180-(time*3),180-(time*3)
- ignorehitpause = 1
-
- [State 3300, Pause]
- type = SuperPause
- trigger1 = Time = 1
- anim = -1
- sound = S1, 23
- time = 35
- movetime = 35
- poweradd = ifelse (Var(12), (Var(13) - 1000) - Power, -1000)
- darken = 0
-
- [State 3300, BG Cleaner]
- type = AssertSpecial
- trigger1 = Time < 29
- flag= noFG
-
- [State 3300, Spark Back]
- type = Explod
- trigger1 = Time = 3
- anim = 878
- postype = p1
- pos = 5, -87
- sprpriority = -2
- bindtime = 1
- ignorehitpause = 1
- ownpal = 1
- supermove = 1
-
- [State 3300, Spark Front]
- type = Explod
- trigger1 = Time = 13
- anim = 877
- postype = p1
- pos = -2, -84
- ontop = 1
- bindtime = 1
- ignorehitpause = 1
- ownpal = 1
- supermove = 1
-
- [State 3300, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 5
- value = 1, 34
- channel = 5
-
- [State 3300, Effect]
- type = PlaySnd
- trigger1 = AnimElem = 10
- value = 0,33
- channel = 1
-
- [State 3300, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 10
- value = 0,22
- channel = 0
-
- [State 3300, Velocity]
- type = VelSet
- trigger1 = AnimElemTime(10) = 21
- x = -8
-
- [State 3300, Beam]
- type = Projectile
- trigger1 = AnimElem = 10
- projanim = 3310
- projhitanim = -1
- offset = 3, -84
- projpriority = 9999
- projsprpriority = 3
- projremove = 0
- projremovetime = 22
- attr = S, HP
- damage = 350, 50
- animtype = Heavy
- hitflag = MAF
- guardflag = M
- pausetime = 0,12 + Var(5)
- sparkno = S873
- guard.sparkno = S876
- sparkxy = 40, 0
- hitsound = S1,16
- guardsound = S1,22
- ground.type = Low
- ground.slidetime = 16
- ground.hittime = 17
- guard.ctrltime = 18
- ground.velocity = -5, -8
- guard.velocity = -10
- air.velocity = -5,-6
- air.juggle = 5
- fall = 1
- fall.recover = 0
- air.fall = 1
- air.recover = 0
- yaccel = .5
- envshake.time = 16
- envshake.ampl = 4
- ProjID = 3300
-
- [State 3300, StateChange]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Override common states (use same number to override) :
- ;---------------------------------------------------------------------------
- ;┴í╟┴
- [Statedef 40]
- type = S
- physics = S
- anim = 40
- ctrl = 0
-
- [State 40, 1]
- type = VarSet
- trigger1 = Time = 0
- sysvar(1) = 0
-
- [State 40, 2]
- type = VarSet
- trigger1 = command = "holdfwd"
- sysvar(1) = 1
-
- [State 40, 3]
- type = VarSet
- trigger1 = command = "holdback"
- sysvar(1) = -1
-
- [State 40, 4]
- type = VarSet
- trigger1 = Time = 0
- var(6) = 0
-
- [State 40, 4]
- type = VarSet
- triggerall = Time = 0
- trigger1 = prevstateno = 100
- trigger2 = Command = "longjump"
- trigger3 = Command = "longjump" && Command = "holdfwd"
- trigger4 = Command = "longjump" && Command = "holdback"
- var(6) = 1
-
- [State 40, 5]
- type = VarSet
- trigger1 = Time = 0 || command != "holdup"
- var(7) = ifelse (Time = 0, 0, 10)
-
- [State 40, 8]
- type = VelSet
- trigger1 = AnimTime = 0
- x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x) + Var(6), const(velocity.jump.back.x) - Var(6)))
- y = ifelse (Var(7), -6, const(velocity.jump.y))
-
- [State 40, Position]
- type = PosAdd
- trigger1 = 1 && Var(6) && Vel X
- x = -Vel X
-
- [State 40, 10]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;┴í╟┴ ╗≤╜┬
- [Statedef 50]
- type = A
- physics = A
-
- [State 50, 1]
- type = VarSet
- trigger1 = Time = 0
- sysvar(1) = 0
-
- [State 50, Effect]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1,ifelse (Var(6), 2, 1)
- channel = 2
-
- [State 50, 2]
- type = ChangeAnim
- trigger1 = Time = 0
- value = ifelse((vel x)=0, 41 + Var(7), ifelse((vel x)>0, 42 + Var(7), 43 + Var(7)))
-
- [State 50, 3]
- type = ChangeAnim
- trigger1 = Vel y > -2
- trigger1 = SelfAnimExist(anim + 3)
- persistent = 0
- value = Anim + 3
-
- [State 50, AfterImage]
- type = AfterImage
- trigger1 = Time = 0
- trigger1 = Var(6) && Vel X
- time = 10
- PalBright = 1,1,1
- PalContrast = 255,255,255
- PalAdd = 0,0,0
- PalMul = 1,1,1
- length = 9
- trans = add1
- FrameGap = 3
-
- ;---------------------------------------------------------------------------
- ;┬°┴÷
- [Statedef 52]
- type = S
- physics = S
- anim = 47
- ctrl = 0
-
- [State 52, Velocity]
- type = VelSet
- trigger1 = Time = 0
- x = 0
- y = 0
-
- [State 52, Position]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 52, Effect]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1,3
- channel = 1
-
- [State 52, Control]
- type = CtrlSet
- trigger1 = Time = 3
- value = 1
-
- [State 52, StateChange]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; └ⁿ╣µ ┤δ╜├
- [Statedef 100]
- type = S
- physics = S
- anim = 100
- velset = 0, 0
- ctrl = 1
-
- [State 100, Velocity]
- type = VelSet
- trigger1 = AnimElemTime(2) >= 0
- x = const(velocity.run.fwd.x)
-
- [State 100, Assert]
- type = AssertSpecial
- trigger1 = 1
- flag = NoWalk
-
- [State 100, Assert]
- type = AssertSpecial
- trigger1 = 1
- flag = NoAutoTurn
-
- [State 100, Effect]
- type = PlaySnd
- trigger1 = TimeMod = 71, 4
- value = 1,4
- channel = 20
-
- [State 100, 6]
- type = ChangeState
- trigger1 = command = "holdup"
- value = 40
-
- [State 100, 7]
- type = ChangeState
- trigger1 = Command != "holdfwd"
- value = 0
-
- ;---------------------------------------------------------------------------
- ;╚─╣µ ┤δ╜├
- [Statedef 105]
- type = A
- physics = A
- anim = 105
- ctrl = 0
-
- [State 105, Velocity]
- type = VelSet
- trigger1 = Time = 3
- x = const(velocity.run.back.x)
- y = const(velocity.run.back.y)
-
- [State 105, Velocity]
- type = VelMul
- trigger1 = Time > 10
- x = .92
-
- [State 105, Effect]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1,5
- channel = 1
-
- [State 105, 3]
- type = ChangeState
- trigger1 = Time > 3 && Vel Y > 0 && Pos Y >= 0
- value = 106
- ctrl = 0
-
- ;---------------------------------------------------------------------------
- ;╚─╣µ ┤δ╜├ ┬°┴÷
- [Statedef 106]
- type = S
- physics = S
- anim = 47
- velset = 0,0
-
- [State 106, 1]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 106, 2]
- type = CtrlSet
- trigger1 = Time = 1
- value = 1
-
- [State 106, Effect]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1,3
- channel = 1
-
- [State 106, 4]
- type = ChangeState
- trigger1 = Time = 4
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; ╗≤┤▄ ░í╡σ ╚≈╞« (shaking)
- [Statedef 150]
- type = S
- movetype= H
- physics = N
- velset = 0,0
-
- [State 150, 1]
- type = ChangeAnim
- trigger1 = 1
- value = 150
-
- [State 150, 2]
- type = ChangeState
- trigger1 = HitShakeOver
- value = 151
-
- [State 150, 3]
- type = ForceFeedback
- trigger1 = time = 0
- waveform = square
- time = 3
-
- [State 150, Guard Crush Var Add]
- type = Varadd
- trigger1 = Time = 0
- var(10) = ifelse(GetHitVar(HitShakeTime) <= 11, 1, ifelse(GetHitVar(HitShakeTime) = 12, 2, 3))
-
- [State 150, StateChange]
- type = ChangeState
- trigger1 = Time = 1 && Var(10) >= 54
- value = 820
- ctrl = 0
- ignorehitpause = 1
-
- ;---------------------------------------------------------------------------
- ; ╟╧┤▄ ░í╡σ ╚≈╞« (shaking)
- [Statedef 152]
- type = C
- movetype= H
- physics = N
- velset = 0,0
-
- [State 152, 1]
- type = ChangeAnim
- trigger1 = 1
- value = 151
-
- [State 152, 3]
- type = ChangeState
- trigger1 = HitShakeOver
- value = 153
-
- [State 152, 4]
- type = ForceFeedback
- trigger1 = time = 0
- waveform = square
- time = 4
-
- [State 152, Guard Crush Var Add]
- type = Varadd
- trigger1 = Time = 0
- var(10) = ifelse(GetHitVar(HitShakeTime) <= 11, 1, ifelse(GetHitVar(HitShakeTime) = 12, 2, 3))
-
- [State 152, StateChange]
- type = ChangeState
- trigger1 = Time = 1 && Var(10) >= 54
- value = 820
- ctrl = 0
- ignorehitpause = 1
-
- ;----------------------------------------------------------------------------------------
- ;├▀╢⌠
- [Statedef 5050]
- type = A
- movetype= H
- physics = N
-
- [State 5050, 1]
- type = ChangeAnim
- trigger1 = AnimTime = 0
- trigger1 = Anim = 5035
- trigger2 = Time = 0
- trigger2 = Anim != 5035
- trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
- trigger2 = Anim != 5090
- value = 5050
-
- [State 5050, 2]
- 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]
- type = VelAdd
- trigger1 = 1
- y = GetHitVar(yaccel)
-
- [State 5050, 4]
- type = ChangeState
- triggerall = Vel Y > 0
- triggerall = Pos Y >= -20
- triggerall = alive
- triggerall = CanRecover
- trigger1 = Command = "dodge"
- value = 5200
-
- [State 5050, 6]
- type = ChangeState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
- value = 5100
-
- ;---------------------------------------------------------------------------
- ;├▀╢⌠ ╚╕╟╟
- [Statedef 5200]
- type = A
- movetype= H
- physics = N
-
- [State 5200, 2]
- type = VelAdd
- trigger1 = 1
- y = GetHitVar(yaccel)
-
- [State 5200, 3]
- type = SelfState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 10
- value = 5201
-
- ;---------------------------------------------------------------------------
- ;├▀╢⌠ ╚╕╟╟ -┴÷╗≤-
- [Statedef 5201]
- type = S
- movetype = H
- physics = S
- anim = 5200
- ctrl = 0
-
- [State 5201, 1]
- type = Turn
- trigger1 = Time = 0 && P2Dist X < -5
-
- [State 5201, 2]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 5201, 3]
- type = VelSet
- trigger1 = Time = 0
- y = 0
-
- [State 5201, 4]
- type = VelSet
- trigger1 = 1
- x = ifelse (AnimElemTime(5) < 0, -4, 0)
-
- [State 5201, 5]
- type = NotHitBy
- trigger1 = 1
- value = SCA, NT,ST,HT
- time = 1
-
- [State 5201, Voice]
- type = Playsnd
- trigger1 = AnimElem = 2
- value = 0,10
- channel = 0
-
- [State 5201, 6]
- type = Changestate
- trigger1 = animtime = 0
- value = 12
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;▒╫╖╬▒Γ ╕≡╡σ -╚τ╡Θ╕▓-
- [Statedef 5300]
- type = A
- movetype= H
- physics = N
-
- [State 5300, 1]
- type = Varset
- trigger1 = time = 0
- var(3) = 0
-
- [State 5300, 2]
- type = ChangeState
- trigger1 = HitShakeOver
- value = 5301
-
- [State 5300, 3]
- type = ForceFeedback
- trigger1 = time = 0
- time = 12
- waveform = sinesquare
- ampl = 140
-
- [State 5300, 4]
- type = Nothitby
- trigger1 = 1
- value = SCA
- ;-----------------------------------------------------------------------------------
- ;▒╫╖╬▒Γ ╕≡╡σ -░°┴▀└╕╖╬ ├▀╢⌠-
- [Statedef 5301]
- type = A
- movetype= H
- physics = N
- anim = 5050
-
- [State 5301, 1]
- type = Veladd
- trigger1 = Time = 0 && Vel y = 0
- y = -6
-
- [State 5301, 1]
- type = Velmul
- trigger1 = Vel x < -5
- x = .95
-
- [State 5301, 2]
- type = Gravity
- trigger1 = 1
-
- [State 5301, 3]
- type = ChangeState
- trigger1 = Vel Y > 0 && Pos Y >= 10
- value = 5302
-
- [State 5301, 4]
- type = Nothitby
- trigger1 = 1
- value = SCA
-
- [State 5301, 5]
- type = Pause
- trigger1 = TimeMod = 2,0 && Time <= 10
- time = 1
-
- ;------------------------------------------------------------------------------------
- ;▒╫╖╬▒Γ ╕≡╡σ -╣┘┐ε╡σ-
- [Statedef 5302]
- type = L
- movetype= H
- physics = N
-
- [State 5302, 1]
- type = VelSet
- trigger1 = Time = 0
- y = -5.5
-
- [State 5302, 2]
- type = VelMul
- trigger1 = TimeMod = 2,3 && Time > 3
- x = .98
-
- [State 5302, 3]
- type = ChangeAnim
- trigger1 = Time < 3
- value = 5160
-
- [State 5302, 4]
- type = PosSet
- trigger1 = Time = 0
- y = 20
-
- [State 5302, Effect]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1,7
- channel = 1
-
- [State 5302, 5]
- type = GameMakeAnim
- trigger1 = Time = 0
- value = 60
- pos = 0, -20
- under = 1
-
- [State 5302, 6]
- type = PosFreeze
- trigger1 = Time < 3
-
- [State 5302, 7]
- type = Gravity
- trigger1 = Time > 3
-
- [State 5302, 8]
- type = ChangeState
- trigger1 = Time > 3
- trigger1 = Vel Y > 0 && Pos Y >= 0
- value = 5303
-
- ;------------------------------------------------------------------------------
- ;▒╫╖╬▒Γ ╕≡╡σ -╢≤└╠ ┤┘┐ε-
- [Statedef 5303]
- type = L
- movetype= H
- physics = N
- velset = 0,0
- anim = 5110
-
- [State 5303, 1]
- type = PosSet
- trigger1 = time = 0
- y = 0
-
- [State 5303, Effect]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1,7
- channel = 1
-
- [State 5303, 3]
- type = GameMakeAnim
- trigger1 = Time = 0
- value = 60
- pos = 0, 0
- under = 1
-
- [State 5303, 4]
- type = ChangeState
- triggerall = !Alive
- trigger1 = Time = 0
- value = 5150
-
- [State 5303, 5]
- type = ChangeState
- triggerall = Alive
- trigger1 = Time = 25
- value = 5304
-
- [State 5303, 6]
- type = NotHitBy
- trigger1 = 1
- value = SCA
-
- ;-----------------------------------------------------------------------------------
- ;▒╫╖╬▒Γ ╕≡╡σ -▒Γ╗≤-
- [Statedef 5304]
- type = L
- movetype= I
- physics = N
- anim = 5120
- velset = 0,0
-
- [State 5304, 1]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
-
- [State 5304, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 5305
- ctrl = 0
-
- ;----------------------------------------------------------------------------------
- ;▒╫╖╬▒Γ ╕≡╡σ
- [Statedef 5305]
- type = S
- physics = S
- anim = 5300
- ctrl = 0
-
- [State 5305, 2]
- type = Varset
- trigger1 = Time = 0
- var(4) = 0
-
- [State 5305, 3]
- type = Varadd
- trigger1 = Command = "dizzyrecover"
- var(4) = 1
-
- [State 5305, Effect]
- type = PlaySnd
- trigger1 = Time = 0
- value = 1,6
- channel = 0
-
- [State 5305, 1]
- type = ChangeState
- trigger1 = Time = 258
- trigger2 = Time >= 30 && Var(4) >= 5
- value = 0
- ctrl = 1
-
- ;------------------------------------------------------------------------------------
- ;├╩▒Γ╚¡
- [Statedef 5900]
- type = S
-
- [State 5900, 1]
- type = VarRangeSet
- trigger1 = roundno = 1
- value = 0
-
- [State 5900, 2]
- type = VarRangeSet
- trigger1 = roundno = 1
- fvalue = 0
-
- [State 5900, OffenceGuardCrushDetect]
- type = VarSet
- trigger1 = Time = 0 && (enemy, AuthorName = "Gargoyle" || enemy, AuthorName = "Sander71113" || enemy, AuthorName = "YongMing")
- var(17) = 1
-
- [State 5900, 3] ;Intro
- type = ChangeState
- trigger1 = roundno = 1
- value = 190
-
- ;------------------------------------------------------------------------------------
- ; States that are always executed (use statedef -2)
- ;------------------------------------------------------------------------------------
- [Statedef -2]
- [State -2, DEBUG]
- type = DisplayToClipboard
- trigger1 = 1
- text = "MovePower = %d Max = %d Power = %d Pos Y = %f Counter = %d"
- params = var(5), var(13), power, pos y, var(9)
- ignorehitpause = 1
-
- ;┴í╟┴ ╕«╝┬
- [State -2, JumpReset]
- type = VarSet
- trigger1 = Var(6)
- trigger1 = StateNo != 40
- var(6) = ifelse((stateno != [0,40]),0,Var(6)-1)
-
- [State -2, RemoveAfterImage]
- type = AfterImageTime
- trigger1 = MoveType = H
- time = 0
-
- [State -2, Rolling VarSet]
- type = VarSet
- trigger1 = (StateNo != [810,815]) && MoveType != A
- var(5) = 0
- ignorehitpause = 1
-
- ;------------------------------------------------------------------------------------
- ;░í╡σ ┼⌐╖»╜├ ╜├╜║┼█
- ;------------------------------------------------------------------------------------
- [State -2, Guard Crush Var Recovery]
- type = Varadd
- triggerall = var(10) > 0
- triggerall = StateNo != [120,153]
- trigger1 = TimeMod = 60, 0
- var(10) = -1
- persistent = 0
- ignorehitpause = 1
-
- [State -2, Offence Guard Crush Var Recovery]
- type = Varadd
- triggerall = !Var(17)
- triggerall = var(11) > 0
- triggerall = StateNo != [120,153]
- trigger1 = TimeMod = 60, 0
- var(11) = -1
- persistent = 0
- ignorehitpause = 1
-
- [State -2, Offence Guard Crush Var Add]
- type = VarAdd
- triggerall = !Var(17)
- trigger1 = (P2StateNo = 150 || P2StateNo = 152) && HitPauseTime = 1
- var(11) = ifelse(enemynear,GetHitVar(HitShakeTime) <= 11, 2, 3)
- persistent = 0
- ignorehitpause = 1
-
- [State -2, Offence Guard Crush Ready]
- type = AssertSpecial
- trigger1 = Var(11) >= 54
- flag = UnGuardable
- persistent = 0
- ignorehitpause = 1
-
- [State -2, Offence Guard Crush]
- type = TargetState
- trigger1 = Var(11) >= 54 && (P2StateNo = 150 || P2StateNo = 152)
- value = 822
- persistent = 0
- ignorehitpause = 1
-
- [State -2 Text]
- type = Explod
- triggerall = NumExplod(895) = 0
- triggerall = Var(2) = 1
- trigger1 = Var(11) >= 54
- anim = 895
- ontop = 1
- postype = left
- pos = 9, 192
- bindtime = -1
- persistent = 0
- ignorehitpause = 1
- ownpal = 1
- ID = 895
-
- [State -2 Text]
- type = Explod
- triggerall = NumExplod(896)= 0
- triggerall = Var(2) = 2
- trigger1 = Var(11) >= 54
- anim = 895
- ontop = 1
- postype = right
- pos = -112, 192
- bindtime = -1
- persistent = 0
- ignorehitpause = 1
- ownpal = 1
- ID = 896
-
- [State -2, Offence Guard Crush Reset]
- type = VarSet
- trigger1 = Var(11) >= 54
- var(11) = 0
- persistent = 0
- ignorehitpause = 1
-
- ;------------------------------------------------------------------------------------
- ;MAX ╕≡╡σ ╜├╜║┼█
- ;------------------------------------------------------------------------------------
- [State -2, MAX Mode Reset]
- type = VarSet
- trigger1 = (Var(12) && (Power <= (Var(13) - 1000) || PrevStateNo = [3000,3999])) || RoundState = 4
- var(12) = 0
- ignorehitpause = 1
-
- [State -2, MAX Mode Reset]
- type = VarSet
- trigger1 = !Var(12)
- var(13) = 0
- ignorehitpause = 1
-
- [State -2, AttackMul]
- type = AttackMulSet
- trigger1 = 1
- value = ifelse (Var(12), 1.2, 1)
- ignorehitpause = 1
-
- [State -2, Power Set]
- type = PowerAdd
- trigger1 = Var(12) && (GameTime%3)=0
- value = -5
- ignorehitpause = 1
-
- [State -2, Blank Blue]
- type = PalFX
- trigger1 = Var(12) && (GameTime%2)=0
- time = 1
- add = 40,72,220
- ignorehitpause = 1
-
- [State -2, S-CancelFx]
- type = VarSet
- trigger1 = MoveType != A
- var(16) = 0
- ignorehitpause = 1
-
- ;------------------------------------------------------------------------------------
- ; States that are executed when in self's state file (use statedef -3)
- ;------------------------------------------------------------------------------------
- [Statedef -3]
- [State lin's lifeadd ]
- type = lifeadd
- triggerall = life >50 && time%5 =0
- trigger1 = enemy,name = "lin"
- trigger1 = enemy,var(18) = 1
- value = -1
- ;------------------------------------------------------------------------------------
- ;╗τ┐ε╡σ
- ;------------------------------------------------------------------------------------
- [State -3, Bounding Sound]
- type = PlaySnd
- triggerall = Time = 1
- trigger1 = StateNo = 5100 || StateNo = 5110
- value = 1, 7
-
- [State -3, GetHurt Sound]
- type = PlaySnd
- triggerall = Time = 1 && Random < 400
- triggerall = Alive && !Var(14)
- trigger1 = StateNo = 5000 || StateNo = 5010 || StateNo = 5020 || StateNo = 5070 || StateNo = 5100
- value = 0, ifelse (StateNo = 5100, ifelse(Anim = 5100, 6, 7), ifelse (GetHitVar(animtype) < 2, 4, 5))
-
- [State -3, Stop Running Sound]
- type = StopSnd
- trigger1 = (PrevStateNo = 100 && StateNo != 100) || MoveType = H || (StateNo = 100 && Command != "holdfwd")
- channel = 20
-
- [State -3, Stop Power Sound]
- type = StopSnd
- trigger1 = Time = 1 && PrevStateNo = 1200
- channel = 1
-
- ;------------------------------------------------------------------------------------
- ;╞Σ└╠╜╠
- ;------------------------------------------------------------------------------------
- ;╞Σ└╠╜╠ ░ß┴ñ
- [State -3, Facing]
- type = VarSet
- triggerall = !Var(2)
- trigger1 = Facing = 1 || Facing = -1
- var(2) = ifelse (Facing = 1, 1, 2)
-
- ;------------------------------------------------------------------------------------
- ;▒╫╖╬▒Γ ╕≡╡σ ╜├╜║┼█
- ;------------------------------------------------------------------------------------
- ; Var(3) ▒╫╖╬▒Γ╕≡╡σ ─½┐ε╞├
- [State -3, 1]
- type = Varadd
- trigger1 = var(3) > 0
- var(3) = -1
- ignorehitpause = 1
-
- [State -3, 2];╛α░°░▌ ├▀░í
- type = Varadd
- triggerall = Time = 1
- triggerall = UniqHitCount <= 1
- triggerall = GetHitVar(hitcount) <= 3
- trigger1 = stateno = 5001
- trigger1 = anim = 5000
- trigger2 = stateno = 5001
- trigger2 = anim = 5010
- trigger3 = stateno = 5011
- trigger3 = anim = 5020
- var(3) = 30
- ignorehitpause = 1
-
- [State -3, 3];┴▀░°░▌ ├▀░í
- type = Varadd
- triggerall = Time = 1
- triggerall = UniqHitCount <= 1
- triggerall = GetHitVar(hitcount) <= 3
- trigger1 = stateno = 5001
- trigger1 = anim = 5001
- trigger2 = stateno = 5001
- trigger2 = anim = 5011
- trigger3 = stateno = 5011
- trigger3 = anim = 5021
- var(3) = 100
- ignorehitpause = 1
-
- [State -3, 4];░¡░°░▌ ├▀░í
- type = Varadd
- triggerall = Time = 1
- triggerall = UniqHitCount <= 1
- triggerall = GetHitVar(hitcount) <= 3
- trigger1 = stateno = 5001
- trigger1 = anim = 5002
- trigger2 = stateno = 5001
- trigger2 = anim = 5012
- trigger3 = stateno = 5011
- trigger3 = anim = 5022
- var(3) = 180
- ignorehitpause = 1
-
- [State -3, 5]
- type = ChangeState;▒╫╖╬▒Γ╖╬ ├╝└╬┴÷
- trigger1 = var(3) >= 1000
- value = 5300
- ctrl = 0
- ignorehitpause = 1
-
- ;------------------------------------------------------------------------------------
- ;─½┐ε┼═ ╚≈╞« ╜├╜║┼█
- ;------------------------------------------------------------------------------------
- [State -3, Counter VarSet]
- type = VarSet
- triggerall = P2MoveType = I
- trigger1 = RoundState = 2
- var(9) = 0
- ignorehitpause = 1
-
- [State -3, Counter Ready]
- type = VarSet
- trigger1 = P2MoveType = A && EnemyNear, HitDefAttr = SCA, SA, HA, ST, HT, AP
- var(9) = 1
- ignorehitpause = 1
-
- [State -3, Counter On]
- type = VarSet
- triggerall = Var(9) = 1
- trigger1 = P2MoveType = H && (StateNo != [800,809]) && !MoveGuarded
- var(9) = 2
- ignorehitpause = 1
-
- [State -3, Counter]
- type = AssertSpecial
- trigger1 = NumExplod(894) && P2MoveType = H
- flag = NoJuggleCheck
-
- [State -3, EnvColor]
- type = EnvColor
- trigger1 = Var(9) = 2
- value = 248,248,248
- time = 2
- ignorehitpause = 1
-
- ;─½┐ε┼═ ╚≈╞« └┌╕╖ -┴┬-
- [State -3, Counter Hit]
- type = Explod
- triggerall = !NumExplod(894) && Var(9) = 2
- trigger1 = Var(2) = 1
- anim = 894
- postype = Left
- pos = 9,192
- bindtime = -1
- supermove = 1
- ownpal = 1
- persistent = 0
- ignorehitpause = 1
- ontop = 1
- id = 894
-
- ;─½┐ε┼═ ╚≈╞« └┌╕╖ -┐∞-
- [State -3, Counter Hit]
- type = Explod
- triggerall = !NumExplod(894) && Var(9) = 2
- trigger1 = Var(2) = 2
- anim = 894
- postype = Right
- pos = -80,192
- bindtime = -1
- supermove = 1
- ownpal = 1
- persistent = 0
- ignorehitpause = 1
- ontop = 1
- id = 894
-
- [State -3, Counter Var Clear]
- type = VarSet
- trigger1 = Var(9) = 2
- var(9) = 0
- ignorehitpause = 1
-
- ;------------------------------------------------------------------------------------
- ;┤⌡╜║╞« └╠╞σ╞«
- ;------------------------------------------------------------------------------------
- [State -3, Dust]
- type = Explod
- triggerall = Time = 1
- trigger1 = StateNo = 5303 || StateNo = 5110
- Anim = 886
- pos = -24, 0
- postype = p1
- facing = -1
- ontop = 1
- ownpal = 1
- bindtime = 1
- pausemovetime = -1
- supermove = 1
- ignorehitpause = 1
-
- [State -3, SlideSound]
- type = PlaySnd
- triggerall = Time = 1
- trigger1 = P2StateNo = 1114
- value = 1,31
- channel = 10