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Text File | 2004-01-12 | 167.9 KB | 10,021 lines |
- ; May Lee de KOF2001 BY JUAN CARLOS ERES LIBRE DE COGER LO QUE DESEES
-
- [Data]
- life = 1000
- attack = 100
- defence = 100
- fall.defence_up = 50
- liedown.time = 40
- airjuggle = 8
- sparkno = 2
- guard.sparkno = 40
- KO.echo = 0
- volume = -5
-
- [Size]
- xscale = 1
- yscale = 1
- ground.back = 20
- ground.front = 20
- air.back = 15
- air.front = 15
- z.width = 10
- height = 60
- attack.width = 4,4
- attack.dist = 160
- proj.attack.dist = 90
- proj.doscale = 0
- head.pos = -2,-85
- mid.pos = -3,-56
- shadowoffset = 2
-
- [Velocity]
- walk.fwd = 2.5
- walk.back = -2
- run.fwd = 6.00, 0
- run.back = -6.00,-3.80
- jump.neu = 0,-9.90
- jump.back = -3,00
- jump.fwd = 3.00
- runjump.back = -4.80,-9.50
- runjump.fwd = 5.00,-9.50
- ;airjump.neu = 0,-9.3
- airjump.back = -1,-4.1
- ;airjump.fwd = 2.5,-8.1
-
- [Movement]
- airjump.num = 0
- ;airjump.height = 35
- yaccel = .50
- stand.friction = .85
- crouch.friction = .82
-
- ;---------------------------------------------------------------------------
- ; Lose by Time Over
- ; CNS difficulty: basic
- ; CNS âîâxâï: èεû{
- [Statedef 170]
- type = S
- ctrl = 0
- anim = 170
- velset = 0,0
-
- [State 170, 1]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
-
- ;---------------------------------------------------------------------------
- ; Win state decider
- ; CNS difficulty: basic
- ; CNS âîâxâï: èεû{
-
-
-
-
- ;---------------------------------------------------------------------------
- [Statedef 180]
- type = S
- velset = 0
-
- [State 180, 1]
- type = ChangeState
- triggerall = MatchOver
- triggerall = var(59)= 2
- trigger1 = Time = 0
- value = 189
-
- [State 180, 1]
- type = ChangeState
- triggerall = var(10)= 0
- triggerall = var(59)= 2
- trigger1 = Time = 0
- value = 184
-
- [State 180, 1]
- type = ChangeState
- trigger1 = MatchOver
- value = 189
-
- [State 180, 1]
- type = ChangeState
- triggerall = var(59)=1
- trigger1 = command = "holda"
- value = 182
-
- [State 180, 2]
- type = ChangeState
- triggerall = var(59)=1
- trigger1 = command = "holdb"
- value = 183
-
- [State 180, 3]
- type = VarRandom
- trigger1 = Time = 0
- v = 2
- range = 0,2
-
- [State 180, 4]
- type = ChangeState
- trigger1 = time = 1
- value = 180 + var(2)
-
- [Statedef 181]
- type = S
- ctrl = 0
- anim = 182
- velset = 0,0
-
- [State 181,1]
- type = PlaySnd
- trigger1 = Time = 3
- value = 182, 0
-
- [state 180, 1]
- type = assertspecial
- trigger1 = time = [0,100]
- flag = roundnotover
-
- [State 181, 1]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
-
- [Statedef 182]
- type = S
- ctrl = 0
- anim = 183
- velset = 0,0
-
- [State 181,1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 182, 1
-
- [state 180, 1]
- type = assertspecial
- trigger1 = time = 160
- flag = roundnotover
-
- [State 181, 1]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
-
- [Statedef 184]
- type = S
- ctrl = 0
- anim = 184
- velset = 0,0
-
- [state 180, 1]
- type = assertspecial
- trigger1 = time = 160
- flag = roundnotover
-
- [State 181, 1]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
-
- [Statedef 189]
- type = S
- ctrl = 0
- velset = 0,0
- sprpriority = 6
-
- [State 181,1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 72,3
-
- [State 180, 3]
- type = VarRandom
- trigger1 = Time = 0
- v = 6
- range = 0,5
-
- [State 801, 0]
- type = Explod
- trigger1 = time = 0
- anim = 8500
- pos = 0,0
- sprpriority = 9998
- postype = left
-
- [State 801, 0]
- type = Explod
- trigger1 = time = 0
- anim = 8501
- pos = 0,0
- sprpriority = 9999
- postype = left
- removetime = 11
-
- [State 801, 0]
- type = Explod
- trigger1 = time = 11
- anim = 8502
- pos = 0,0
- sprpriority = 10000
- postype = left
-
- [State 801, 0]
- type = Explod
- triggerall=var(6)=0
- trigger1 = time = 11
- anim = 8503
- pos = 0,0
- sprpriority = 10002
- postype = left
-
- [State 801, 0]
- type = Explod
- triggerall=var(6)=1
- trigger1 = time = 11
- anim = 8660
- pos = 0,0
- sprpriority = 10002
- postype = left
-
- [State 801, 0]
- type = Explod
- triggerall=var(6)=2
- trigger1 = time = 11
- anim = 8661
- pos = 0,0
- sprpriority = 10002
- postype = left
-
-
- [State 801, 0]
- type = Explod
- triggerall=var(6)=3
- trigger1 = time = 11
- anim = 8662
- pos = 0,0
- sprpriority = 10002
- postype = left
-
-
- [State 801, 0]
- type = Explod
- triggerall=var(6)=4
- trigger1 = time = 11
- anim = 8663
- pos = 0,0
- sprpriority = 10002
- postype = left
-
- [State 801, 0]
- type = Explod
- triggerall=var(6)=5
- trigger1 = time = 11
- anim = 8664
- pos = 0,0
- sprpriority = 10002
- postype = left
-
-
- [state 189, nofg]
- type = assertspecial
- trigger1 = time = [0,900]
- flag = NoFG
- flag2=nobardisplay
- flag3= invisible
-
- [state 189, nofg]
- type = assertspecial
- trigger1 = time = [0,900]
- flag = NoBG
- flag2= nomusic
-
- [state 180, 1]
- type = assertspecial
- trigger1 = time = [0,325]
- flag = roundnotover
-
- [State 181, 1]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
-
-
-
- ;---------------------------------------------------------------------------
- [Statedef 190]
- type = S
- ctrl = 0
- anim = 190
- velset = 0,0
-
- [State 191, 3] ;Change to stand state when done
- type = ChangeState
- trigger1 = p2name ="K9999"
- trigger2 = p2name ="Angel"
- trigger3 = p2name ="Zero"
- trigger4 = p2name ="Igniz"
- trigger5 = p2name ="Krizalid"
- trigger6 = p2name ="Akuma"
- trigger7 = p2name ="Evilken"
- trigger8 = p2name ="Evilryu"
- trigger9 = p2name ="Silver Samurai"
- trigger10 = p2name ="Igniz By Third"
- value = 193
-
- [State 191, 3] ;Change to stand state when done
- type = ChangeState
- trigger1 = p2name ="Kim Kaphwan"
- value = 196
-
- [state 5900, VARSET]
- type = varset
- triggerall = var(59)=0
- trigger1 = time = 0
- V = 59
- value = 1
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 190, 0
-
- [State 191, 1] ;Freeze animation until PreIntro is over
- type = ChangeAnim
- trigger1 = RoundState = 0
- value = 190
-
- [State 191, 2] ;Assert this until you want "round 1, fight" to begin
- type = AssertSpecial
- trigger1 = 1
- flag = Intro
-
- [State 191, 3] ;Change to stand state when done
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
-
-
- [Statedef 193]
- type = S
- ctrl = 0
- anim = 193
- velset = 0,0
-
- [state 5900, VARSET]
- type = varset
- triggerall = var(59)=0
- trigger1 = time = 0
- V = 59
- value = 1
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = AnimElem = 4
- value = 193,0
- channel = 21
-
- [State 191, 2] ;Assert this until you want "round 1, fight" to begin
- type = AssertSpecial
- trigger1 = 1
- flag = Intro
-
- [State 191, 3] ;Change to stand state when done
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
-
- [Statedef 197]
- type = S
- ctrl = 0
- velset = 0,0
-
- [state 5900, VARSET]
- type = varset
- triggerall = var(59)=0
- trigger1 = time = 0
- V = 59
- value = 1
-
- [State 191, 2] ;Assert this until you want "round 1, fight" to begin
- type = AssertSpecial
- trigger1 = 1
- flag = Intro
-
- [State 191, 3] ;Change to stand state when done
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
-
- [Statedef 198]
- type = S
- ctrl = 0
- anim = 199
- velset = 0,0
-
- [state 5900, VARSET]
- type = varset
- triggerall = var(59)=0
- trigger1 = time = 0
- V = 59
- value = 1
-
-
- [State 192, 1]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- [State 192, 2]
- type = AssertSpecial
- trigger1 = 1
- flag = Intro
-
-
- [State 198, 5]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 40, 0
-
- [State 198, 1]
- type = PlaySnd
- trigger1 = time = 115
- value = 193,0
-
- [State 192, 6]
- type = explod
- trigger1 = Time = 0
- ownpal = 1
- pos = -158, 0
- postype = p1
- bindtime = 1
- anim = 198
- velocity = 3.8, -8.4
- accel = 0, 0.44
- removetime = 42
- sprpriority = 7
-
- [State 192, 10]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 0
-
-
-
- [Statedef 196]
- type = S
- ctrl = 0
- anim = 196
- velset = 0,0
-
- [state 5900, VARSET]
- type = varset
- triggerall = var(59)=0
- trigger1 = time = 0
- V = 59
- value = 1
-
-
- [State 191, 2] ;Assert this until you want "round 1, fight" to begin
- type = AssertSpecial
- trigger1 = 1
- flag = Intro
-
- [State 191, 3] ;Change to stand state when done
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
-
- ;---------------------------------------------------------------------------
- ; Taunt
- ; CNS difficulty: easy
- [Statedef 195]
- type = S
- ctrl = 0
- anim = ifelse(var(59) = 1, 195, 197)
- velset = 0,0
- movetype = I
- physics = S
- sprpriority = 2
-
- [State 200, 2]
- type = PlaySnd
- triggerall = var(59)=1
- trigger1 = Time = 2
- value = 195,0
- channel = 19
-
- [State 195, 1]
- type = CtrlSet
- trigger1 = Time = 40
- value = 1
-
- [State 195, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- [Statedef 0]
- type = S
- physics = S
- sprpriority = 0
-
-
- [State 0, 1]
- type = ChangeAnim
- triggerall = var(59)=1
- trigger1 = Anim != 0 && Anim != 5
- trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
- value = 0
-
- [State 0, 1]
- type = ChangeAnim
- triggerall = var(59)=2
- trigger1 = Anim != 1 && Anim != 705
- trigger2 = Anim = 705 && AnimTime = 0 ;Turn anim over
- value = 1
-
-
- [State 0, 2]
- type = VelSet
- trigger1 = Time = 0
- y = 0
-
- [State 0, 3] ;Stop moving if low velocity or 4 ticks pass
- type = VelSet
- trigger1 = abs(vel x) < 2
- trigger2 = Time = 4
- x = 0
-
- [Statedef 10]
- type = C
- physics = C
- anim = ifelse(var(59) = 1, 10, 710)
-
- [State 10, 1]
- type = VelMul
- trigger1 = Time = 0
- x = .75
-
- [State 10, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
-
-
-
- [Statedef 11]
- type = C
- physics = C
- anim = ifelse(var(59) = 1, 11, 700)
- sprpriority = 0
-
- [State 11, 1] ;Change from turning animation
- type = ChangeAnim
- triggerall = var(59)=1
- trigger1 = Anim = 6 && AnimTime = 0
- value = 11
-
-
- [State 11, 1] ;Change from turning animation
- type = ChangeAnim
- triggerall = var(59)=2
- trigger1 = Anim = 6 && AnimTime = 0
- value = 700
-
-
- [Statedef 700]
- type = C
- physics = C
- anim = 700
- sprpriority = 0
-
- [State 11, 1] ;Change from turning animation
- type = ChangeAnim
- trigger1 = Anim = 6 && AnimTime = 0
- value = 700
-
-
- [Statedef 12]
- type = S
- physics = S
- anim =ifelse(var(59) = 1, 12, 712)
-
- [State 12, 1]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
-
-
- [Statedef 20]
- type = S
- physics = S
- sprpriority = 0
-
- [State 20, 1]
- type = VelSet
- trigger1 = command = "holdfwd"
- x = const(velocity.walk.fwd.x)
-
- [State 20, 2]
- type = VelSet
- trigger1 = command = "holdback"
- x = const(velocity.walk.back.x)
-
- [State 20, 3]
- type = ChangeAnim
- triggerall = var(59)= 1
- triggerall = vel x > 0
- trigger1 = Anim != 20 && Anim != 5
- trigger2 = Anim = 5 && AnimTime = 0
- value = 20
-
- [State 20, 3]
- type = ChangeAnim
- triggerall = var(59)= 2
- triggerall = vel x > 0
- trigger1 = Anim != 720 && Anim != 705
- trigger2 = Anim = 705 && AnimTime = 0
- value = 720
-
-
- [State 20, 4]
- type = ChangeAnim
- triggerall = var(59)= 1
- triggerall = vel x < 0
- trigger1 = Anim != 21 && Anim != 5
- trigger2 = Anim = 5 && AnimTime = 0
- value = 21
-
- [State 20, 4]
- type = ChangeAnim
- triggerall = var(59)= 2
- triggerall = vel x < 0
- trigger1 = Anim != 721 && Anim != 705
- trigger2 = Anim = 705 && AnimTime = 0
- value = 721
-
- [Statedef 40]
- type = S
- physics = S
- anim = ifelse(var(59) = 1, 40, 740)
- ctrl = 0
-
-
- [State 40, 0]
- type = varset
- trigger1 = time = 0
- var(2) = 0
-
- [State 40, 0]
- type = VarSet
- trigger1 = Time = 0
- var(5) = 0
-
- [State 40, 1]
- type = VarSet
- trigger1 = command = "holdfwd"
- trigger1 = var(5) != 2
- var(5) = 1
-
- [State 40, 2]
- type = VarSet
- trigger1 = command = "holdback"
- trigger1 = var(5) != -2
- var(5) = -1
-
- [State 40, 3]
- type = VarSet
- triggerall = Time = 0
- triggerall = command = "holdfwd"
- trigger1 = command = "longjump"
- trigger2 = prevstateno = 100
- var(5) = 2
-
-
- [State 40, 5]
- type = ChangeState
- triggerall = AnimTime = 0
- trigger1 = var(5) != 0
- trigger1 = var(5) != 1
- trigger1 = var(5) != -1
- trigger1 = command = "holdup"
- trigger2 = command != "holdup"
- value = 2041
-
- [State 40, 6]
- type = VelSet
- trigger1 = AnimTime = 0
- x = ifelse(var(5)=0, const(velocity.jump.neu.x), ifelse(var(5)>0, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
- y = const(velocity.jump.y)
-
- [State 40, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
- ctrl = 1
-
- ;---------------------------------------------------------------------------
-
- [Statedef 2041]
- type = A
- physics = A
- velset = 0, -7.0
- ctrl = 1
-
- [State 220, 0]
- type = PlaySnd
- triggerall = Time = 0
- trigger1 = var(5) = -2
- trigger2 = var(5) = 2
- value = 72, 1
- channel = 4
-
- [State 2041, 0]
- type = Afterimage
- triggerall = Time = 0
- trigger1 = var(5) = -2
- trigger2 = var(5) = 2
- time = 9
- length = 9
- PalBright = 0, 0, 0
- PalContrast = 128,128,128
- PalAdd = 0, 0, 0
- PalMul = 1,1,1
- FrameGap = 3
- Trans = Add1
-
- [State 2041, 1]
- type = PlaySnd
- trigger1 = Time = 0
- trigger1 = var(5) != -2
- trigger1 = var(5) != 2
- value = 8, 0
-
- [State 2041, 2]
- type = PlaySnd
- triggerall = Time = 0
- trigger1 = var(5) = -2
- trigger2 = var(5) = 2
- value = 8, 8
-
- [State 2041, 3]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = command = "holdup"
- y = -10.2
-
- [State 2041, 4]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = Var(5) = 1
- x = 4
-
- [State 2041, 5]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = Var(5) = 2
- x = 5.5
-
- [State 2041, 6]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = Var(5) = -1
- x = -3
-
- [State 2041, 7]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = Var(5) = -2
- x = -5.5
-
- [State 2041, 8]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = Vel X = 0
- trigger1 = command = "holdup"
- value = ifelse(var(59) = 1, 41, 741)
-
- [State 2041, 9]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = Vel X = 0
- trigger1 = command != "holdup"
- value = ifelse(var(59) = 1, 2042, 2142)
-
- [State 2041, 10]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = Vel X > 0
- trigger1 = command = "holdup"
- value = ifelse(var(59) = 1, 42, 742)
-
- [State 2041, 11]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = Vel X > 0
- trigger1 = command != "holdup"
- value = ifelse(var(59) = 1, 2041, 2141)
-
- [State 2041, 12]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = Vel X < 0
- value = ifelse(var(59) = 1, 743, 743)
-
- [State 2041, 13]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = Vel X < 0
- trigger1 = command != "holdup"
- value = ifelse(var(59) = 1, 2042, 2142)
-
- ;---------------------------------------------------------------------------
- ; AirJump Start
- [Statedef 45]
- type = A
- physics = N
- ctrl = 0
- velset = 0,0
-
- [State 45, 1]
- type = ChangeAnim
- triggerall = Var(59)= 1
- trigger1 = SelfAnimExist(44)
- value = 44
-
- [State 45, 1]
- type = ChangeAnim
- triggerall = Var(59)= 1
- trigger1 = SelfAnimExist(744)
- value = 744
-
- [State 45, 2]
- type = ChangeAnim
- triggerall = Var(59)= 2
- trigger1 = !SelfAnimExist(741)
- value = 741
-
-
- [State 45, 2]
- type = ChangeAnim
- triggerall = Var(59)= 1
- trigger1 = !SelfAnimExist(41)
- value = 41
-
- [State 45, 3]
- type = VarSet
- trigger1 = Time = 0
- sysvar(1) = 0
-
- [State 45, 4]
- type = VarSet
- trigger1 = command = "holdfwd"
- sysvar(1) = 1
-
- [State 45, 5]
- type = VarSet
- trigger1 = command = "holdback"
- sysvar(1) = -1
-
- [State 45, 6]
- type = VelSet
- trigger1 = Time = 2
- x = ifelse(sysvar(1)=0, const(velocity.airjump.neu.x), ifelse(sysvar(1)=1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x)))
- y = const(velocity.airjump.y)
-
- [State 45, 7]
- type = ChangeState
- trigger1 = Time = 2
- value = 50
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Jump Up
- [Statedef 50]
- type = A
- physics = A
-
- [State 50, 1]
- type = VarSet
- trigger1 = Time = 0
- sysvar(1) = 0
-
- [State 50, 2]
- type = ChangeAnim
- triggerall = var(59)=1
- trigger1 = Time = 0
- value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))
-
-
- [State 50, 2]
- type = ChangeAnim
- triggerall = var(59)=2
- trigger1 = Time = 0
- value = ifelse((vel x)=0, 741, ifelse((vel x)>0, 742, 743))
-
- [State 50, 3]
- type = ChangeAnim
- trigger1 = Vel y > -2
- trigger1 = SelfAnimExist(anim + 3)
- persistent = 0
- value = Anim + 3
-
- ;---------------------------------------------------------------------------
- ; Jump Down (empty state for compatibility)
- [Statedef 51]
- type = A
- physics = A
-
- [State 51, 1]
- type = Null
- trigger1 = 1
-
- ;---------------------------------------------------------------------------
- ; Jump Land
- [Statedef 52]
- type = S
- physics = S
- ctrl = 0
- anim =ifelse(var(59) = 1, 47, 747)
-
- [State 52, 1]
- type = VelSet
- trigger1 = Time = 0
- y = 0
-
- [State 52, 2]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 52, 3]
- type = CtrlSet
- trigger1 = Time = 3
- value = 1
-
- [State 52, 4]
- type = ChangeState
- triggerall = var(59)= 1
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
- [State 52, 4]
- type = ChangeState
- triggerall = var(59)= 2
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
- [Statedef 100]
- type = S
- physics = S
- anim = ifelse(var(59) = 1, 100, 110)
- sprpriority = 1
-
- [State 100, 2]
- type = PlaySnd
- trigger1 = timemod = 70, 4
- value = 100,0
- channel = 20
-
- [State 100, 1]
- type = VelSet
- trigger1 = 1
- x = const(velocity.run.fwd.x)
-
- [State 100, 2] ;Prevent run from canceling into walk
- type = AssertSpecial
- trigger1 = 1
- flag = NoWalk
-
- [State 100, 3] ;Prevent from turning
- type = AssertSpecial
- trigger1 = 1
- flag = NoAutoTurn
-
- [State 100, 4]
- type = ChangeState
- trigger1 = command != "holdfwd"
- value = 0
-
-
- [Statedef 105]
- type = A
- physics = A
- ctrl = 0
- anim = ifelse(var(59) = 1, 105, 115)
- sprpriority = 1
-
- [State 100, 2]
- type = PlaySnd
- trigger1 = timemod = 70, 4
- value = 105,0
-
-
- [State 105, 1]
- type = VelSet
- trigger1 = Time = 0
- x = const(velocity.run.back.x)
- y = const(velocity.run.back.y)
-
- [State 105, 2]
- type = CtrlSet
- trigger1 = Time = 2
- value = 1
-
- [State 105, 3]
- type = ChangeState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 0
- value = 106
-
-
-
-
-
- ;---------------------------------------------------------------------------
- ; Stand Light Punch
- ; CNS difficulty: easy
- [Statedef 200]
- type = S ;State-type: S-stand, C-crouch, A-air, L-liedown
- movetype= A ;Move-type: A-attack, I-idle, H-gethit
- physics = S ;Physics: S-stand, C-crouch, A-air
- juggle = 1 ;Number of air juggle points move takes
- ;Commonly-used controllers:
- velset = 0,0 ;Set velocity (x,y) (Def: no change)
- ctrl = 0 ;Set ctrl (Def: no change)
- anim = 200 ;Change animation (Def: no change)
- poweradd = 20 ;Power to add (Def: 0)
- sprpriority = 2 ;Set layering priority to 2 (in front)
-
- [State 200, 2]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 200,0
-
- [State 200, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 0,0
-
-
-
- [State 200, 1]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = S, NA ;Attribute: Standing, Normal Attack
- damage = 23, 0 ;Damage that move inflicts, guard damage
- animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light)
- guardflag = MA ;Flags on how move is to be guarded against
- hitflag = MAF ;Flags of conditions that move can hit
- priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
- ;Hit/Miss/Dodge type (Def: Hit)
- pausetime = 8, 8 ;Time attacker pauses, time opponent shakes
- sparkno = s8000 ;Spark anim no (Def: set above)
- sparkxy = -5, -70 ;X-offset for the "hit spark" rel. to p2,
- ;Y-offset for the spark rel. to p1
- hitsound = s5, 0
- guard.sparkno= s8060 ;Sound to play on hit
- guardsound = s6, 0 ;Sound to play on guard
- ground.type = High ;Type: High, Low, Trip (def: Normal)
- ground.slidetime = 5 ;Time that the opponent slides back
- ground.hittime = 12 ;Time opponent is in hit state
- ground.velocity = -4 ;Velocity at which opponent is pushed
- airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
- air.type = High ;Type: High, Low, Trip (def: same as ground.type)
- air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed,
- ;Y-velocity at which opponent is pushed
- air.hittime = 12 ;Time before opponent regains control in air
-
-
-
- [State 200, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- [Statedef 208]
- type = U ;Leave state type unchanged
- physics = U ;Leave physics unchanged ;Set velocity (x,y) (Def: no change)
- ctrl = 0 ;Set ctrl (Def: no change)
- anim = 208 ;Change animation (Def: no change)
- poweradd = 20 ;Power to add (Def: 0)
- sprpriority = 2
-
- ;Set layering priority to 2 (in front)
- [State 810, 1]
- type = NotHitBy
- trigger1 = 1
- value = SCA,NA,NP,SA,SP,HA,HP
-
-
- [State 200, 2]
- type = PlaySnd
- trigger1 = Time = 1
- value = 208,0
-
-
- [State 150, 3]
- type = ForceFeedback
- trigger1 = time = 0
- waveform = square
- time = 3
-
-
-
- [State 200, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 0,0
-
- [State 208, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
-
-
-
-
-
-
- [Statedef 270]
- type = S ;State-type: S-stand, C-crouch, A-air, L-liedown
- movetype= A ;Move-type: A-attack, I-idle, H-gethit
- physics = S ;Physics: S-stand, C-crouch, A-air
- juggle = 1 ;Number of air juggle points move takes
- ;Commonly-used controllers:
- velset = 0,0 ;Set velocity (x,y) (Def: no change)
- ctrl = 0 ;Set ctrl (Def: no change)
- anim = 270 ;Change animation (Def: no change)
- poweradd = 20 ;Power to add (Def: 0)
- sprpriority = 2 ;Set layering priority to 2 (in front)
-
- [State 270, 2]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 700,0
-
- [State 270, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 0,0
-
-
- [State 270, 1]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = S, NA ;Attribute: Standing, Normal Attack
- damage = 23, 0 ;Damage that move inflicts, guard damage
- animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light)
- guardflag = MA ;Flags on how move is to be guarded against
- hitflag = MAF ;Flags of conditions that move can hit
- priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
- ;Hit/Miss/Dodge type (Def: Hit)
- pausetime = 8, 8 ;Time attacker pauses, time opponent shakes
- sparkno = s8000 ;Spark anim no (Def: set above)
- sparkxy = -5, -77 ;X-offset for the "hit spark" rel. to p2,
- ;Y-offset for the spark rel. to p1
- hitsound = s5, 0 ;Sound to play on hit
- guard.sparkno= s8060 ;Sound to play on hit
- guardsound = s6, 0
- ground.type = High ;Type: High, Low, Trip (def: Normal)
- ground.slidetime = 5 ;Time that the opponent slides back
- ground.hittime = 12 ;Time opponent is in hit state
- ground.velocity = -4 ;Velocity at which opponent is pushed
- airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
- air.type = High ;Type: High, Low, Trip (def: same as ground.type)
- air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed,
- ;Y-velocity at which opponent is pushed
- air.hittime = 12 ;Time before opponent regains control in air
-
-
-
- [State 270, 1]
- type = HitDef
- trigger1 = AnimElem = 6
- attr = S, NA ;Attribute: Standing, Normal Attack
- damage = 23, 0 ;Damage that move inflicts, guard damage
- animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light)
- guardflag = MA ;Flags on how move is to be guarded against
- hitflag = MAF ;Flags of conditions that move can hit
- priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
- ;Hit/Miss/Dodge type (Def: Hit)
- pausetime = 8, 8 ;Time attacker pauses, time opponent shakes
- sparkno = s8000 ;Spark anim no (Def: set above)
- sparkxy = -5, -65 ;X-offset for the "hit spark" rel. to p2,
- ;Y-offset for the spark rel. to p1
- hitsound = s5, 0 ;Sound to play on hit
- guard.sparkno = s8070
- guardsound = S6, 0
- ground.type = High ;Type: High, Low, Trip (def: Normal)
- ground.slidetime = 5 ;Time that the opponent slides back
- ground.hittime = 12 ;Time opponent is in hit state
- ground.velocity = -5 ;Velocity at which opponent is pushed
- airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
- air.type = High ;Type: High, Low, Trip (def: same as ground.type)
- air.velocity = -2.6,-3 ;X-velocity at which opponent is pushed,
- ;Y-velocity at which opponent is pushed
- air.hittime = 12 ;Time before opponent regains control in air
-
-
-
- [State 270, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
-
-
-
- [Statedef 201]
- type = S ;State-type: S-stand, C-crouch, A-air, L-liedown
- movetype= A ;Move-type: A-attack, I-idle, H-gethit
- physics = S ;Physics: S-stand, C-crouch, A-air
- juggle = 1 ;Number of air juggle points move takes
- ;Commonly-used controllers:
- velset = 0,0 ;Set velocity (x,y) (Def: no change)
- ctrl = 0 ;Set ctrl (Def: no change)
- anim = 201 ;Change animation (Def: no change)
- poweradd = 20 ;Power to add (Def: 0)
- sprpriority = 2 ;Set layering priority to 2 (in front)
-
- [State 200, 1]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = S, NA ;Attribute: Standing, Normal Attack
- damage = 23, 0 ;Damage that move inflicts, guard damage
- animtype = Medium ;Animation type: Light, Medium, Heavy, Back (def: Light)
- guardflag = MA ;Flags on how move is to be guarded against
- hitflag = MAF ;Flags of conditions that move can hit
- priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
- ;Hit/Miss/Dodge type (Def: Hit)
- pausetime = 8, 8 ;Time attacker pauses, time opponent shakes
- sparkno = s8000 ;Spark anim no (Def: set above)
- sparkxy = -5, -76 ;X-offset for the "hit spark" rel. to p2,
- ;Y-offset for the spark rel. to p1
- hitsound = s5, 0 ;Sound to play on hit
- guard.sparkno= s8060 ;Sound to play on hit
- guardsound = s6, 0
- ground.type = High ;Type: High, Low, Trip (def: Normal)
- ground.slidetime = 5 ;Time that the opponent slides back
- ground.hittime = 12 ;Time opponent is in hit state
- ground.velocity = -4 ;Velocity at which opponent is pushed
- airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
- air.type = High ;Type: High, Low, Trip (def: same as ground.type)
- air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed,
- ;Y-velocity at which opponent is pushed
- air.hittime = 12 ;Time before opponent regains control in air
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0, 0
-
- [State 200, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- [Statedef 210]
- type = S
- movetype= A
- physics = S
- juggle = 4
- poweradd= 65
- ctrl = 0
- velset = 0,0
- anim = 210
- sprpriority = -1
-
- [State 210, 2]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 200,0
-
- [State 200, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 210,0
-
- [State 210, 2]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, NA
- animtype = Medium
- damage = 57
- guardflag = MA
- pausetime = 12,12
- sparkno = s8010
- sparkxy = -10,-70
- hitsound = s5,1
- guard.sparkno= s8060 ;Sound to play on hit
- guardsound = s6, 0
- ground.type = High
- ground.slidetime = 12
- ground.hittime = 8
- ground.velocity = -5.5
- air.velocity = -2.5,-4
-
-
- [State 210, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- [Statedef 217]
- type = S
- movetype= A
- physics = S
- juggle = 4
- poweradd= 65
- ctrl = 0
- velset = 0,0
- anim = 217
- sprpriority = -1
-
- [State 217, 2]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 700,0
-
- [State 217, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 210,0
-
- [State 217, 2]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = S, NA
- animtype = Medium
- damage = 57
- guardflag = MA
- pausetime = 6,0
- sparkno = s8000
- sparkxy = -10,-40
- hitsound = s5,1
- guard.sparkno= s8060 ;Sound to play on hit
- guardsound = s6, 0
- ground.type = High
- ground.slidetime = 12
- ground.hittime = 8
- ground.velocity = -3.5
- air.velocity = -1.5,-4
-
-
- [State 217, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
- [Statedef 219]
- type = S ;State-type: S-stand, C-crouch, A-air, L-liedown
- movetype= I ;Move-type: A-attack, I-idle, H-gethit
- physics = S ;Physics: S-stand, C-crouch, A-air ;Number of air juggle points move takes
- ;Commonly-used controllers:
- velset = 0,0 ;Set velocity (x,y) (Def: no change)
- ctrl = 0 ;Set ctrl (Def: no change)
- anim = 219 ;Change animation (Def: no change)
- poweradd = 20 ;Power to add (Def: 0)
- sprpriority = 2 ;Set layering priority to 2 (in front)
-
-
- [State 181, 1]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
-
- [State 219, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
-
- ;---------------------------------------------------------------------------
- ; Standing light kick
- ; CNS difficulty: easy
- [Statedef 214]
- type = A
- movetype= A
- physics = S
- juggle = 4
- poweradd= 22
- ctrl = 0
- velset = 0,0
- anim = 214
- sprpriority = 2
-
- [State 260,vel]
- type = velset
- trigger1 = animelem = 3
- x = 7
- y = -4
-
- [State 260,vel]
- type = velset
- trigger1 = animelem = 4
- x = 11
- y = 0
-
- [State 260,vel]
- type = velset
- trigger1 = animelem >= 5
- x = 7
- y = 3
-
- [State 260, 2]
- type = velset
- trigger1 = animtime = 0
- x = 0
-
- [State 260 , 3]
- type = HitDef
- trigger1 = Time = 0
- attr = S, NA
- animtype = Med
- getpower = 100
- givepower = 80
- damage = 100
- guardflag = MA
- hitflag = MAF
- pausetime = 11,11
- sparkno = s8020
- sparkxy = -5,-70
- hitsound = S205,0
- guard.sparkno = s8070
- guardsound = S6, 0
- ground.type = High
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -5
- guard.velocity = -3
- air.velocity = -5,-5
- airguard.velocity = -5,-6
- fall = 1
-
-
- [State 230, 1]
- type = PlaySnd
- trigger1 = Time = 2
- value = 0, 1
-
- [State 230, 2]
- type = HitDef
- trigger1 = Time = 0
- attr = S, NA
- animtype = Back
- damage = 100
- guardflag = MA
- ;hitflag = HAFD
- pausetime = 20,20
- sparkno = s8020
- sparkxy = -5,-50
- hitsound = s205,0
- guard.sparkno = s8070
- guardsound = S6, 0
- ground.type = High
- ground.slidetime = 12
- ground.hittime = 15
- ground.velocity = -5,-5
- air.velocity = -2.2,-3.2
- fall = 1
- fall.recover = 0
-
- [State 230, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 52
- ctrl = 1
-
- [Statedef 215]
- type = S
- movetype = A
- physics = S
- anim = 215
- velset = 0
- ctrl = 0
-
- [State 215, 1]
- type = HitDef
- trigger1 = AnimElem = 3
- trigger2 = AnimElem = 4 && movecontact = 0
- attr = S, NA
- getpower = 63
- damage = 32
- animtype = Light
- guardflag = M
- hitflag = MAF
- priority = 3, Hit
- pausetime = 8, 8
- sparkno = s8010
- sparkxy = -10, -60
- hitsound = s5,1
- guard.sparkno= s8060 ;Sound to play on hit
- guardsound = s6, 0
- ground.type = High
- ground.slidetime = 5
- ground.hittime = 12
- ground.velocity = -4
- air.type = High
- air.velocity = -1.4,-3
- air.hittime = 12
- air.fall = 1
- fall.recover = 0
-
-
-
- [State 215, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- [Statedef 230]
- type = S
- movetype= A
- physics = S
- juggle = 5
- poweradd= 65
- ctrl = 0
- velset = 0,0
- anim = 230
- sprpriority = 2
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 240, 0
-
- [State 230, 1]
- type = PlaySnd
- trigger1 = Time = 2
- value = 220, 0
-
- [State 230, 2]
- type = HitDef
- trigger1 = AnimElem = 8
- attr = S, NA
- animtype = Heavy
- damage = 63
- guardflag = MA
- pausetime = 8,8
- sparkno = s8010
- sparkxy = -5,-90
- hitsound = s5,3
- ground.type = high
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = 0
- ground.cornerpush.veloff = 0
- guard.velocity = 0
- air.velocity = 0,-1
- airguard.velocity = 0,-1
-
- [State 260 , 1]
- type = HitDef
- trigger1 = AnimElem = 11
- attr = S, NA
- animtype = Heavy
- getpower = 100
- givepower = 80
- damage = 70
- guardflag = MA
- hitflag = MAF
- pausetime = 12,12
- sparkno = s8010
- sparkxy = -5,-50
- hitsound = S5,3
- guard.sparkno = s8070
- guardsound = S6, 0
- ground.type = Low
- ground.slidetime = 12
- ground.hittime = 15
- ground.velocity = -5
- air.velocity = -5,-3.2
-
- [State 230, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
-
- [Statedef 248]
- type = S
- movetype= A
- physics = S
- juggle = 5
- poweradd= 65
- ctrl = 0
- velset = 0,0
- anim = 248
- sprpriority = 2
-
- [State 248, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 700, 1
-
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 240, 0
-
-
- [State 240, 2]
- type = HitDef
- trigger1 = animelem = 7
- trigger2 = AnimElem = 8 && movecontact = 0
- attr = S, NA
- animtype = heavy
- damage = 90
- guardflag = MA
- pausetime = 12,12
- sparkno = s8010
- sparkxy = -10,-60
- hitsound = s5,3
- guard.sparkno = s8070
- guardsound = S6, 0
- ground.type = Low
- ground.slidetime = 12
- ground.hittime = 15
- ground.velocity = -11
- air.velocity = -4.2,-3.2
- envshake.time=5
- envshake.ampl=5
-
-
-
-
- [State 248, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
-
-
- ;---------------------------------------------------------------------------
- ; Standing strong kick
- ; CNS difficulty: easy
- [Statedef 240]
- type = S
- movetype= A
- physics = S
- juggle = 5
- poweradd= 65
- ctrl = 0
- velset = 0,0
- anim = 240
- sprpriority = 2
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 250, 0
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 220, 0
-
- [State 240, 2]
- type = HitDef
- trigger1 = animelem = 4
- trigger2 = AnimElem = 5 && movecontact = 0
- attr = C, NA
- getpower = 63
- damage = 70
- animtype = Medium
- getpower = 10
- givepower = 8
- hitflag = MA
- guardflag = M
- pausetime = 11,11
- sparkno = s8010
- sparkxy = -2,-41
- hitsound =s5,2
- guard.sparkno = s8070
- guardsound = S6, 0
- ground.type = Low
- ground.slidetime = 10
- ground.hittime = 10
- ground.velocity = -10
- ground.cornerpush = 1
- air.velocity = -8.3,-3
- air.fall = 1
- fall.recover = 0
-
-
-
- [State 240, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- [Statedef 260]
- type = S
- movetype= A
- physics = S
- juggle = 5
- poweradd= 65
- ctrl = 0
- velset = 0,0
- anim = 260
- sprpriority = 2
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 220, 0
-
- [State 230 , 1]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = S, NA
- animtype = Med
- getpower = 100
- givepower = 80
- damage = 20
- guardflag = MA
- hitflag = MAF
- pausetime = 10,10
- sparkno = s8010
- sparkxy = -10,-80
- hitsound = S5,3
- guard.sparkno = s8070
- guardsound = S6, 0
- ground.type = Low
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -1
- ground.cornerpush.veloff = -1
- guard.velocity = -7
- air.velocity = -1,-1
- airguard.velocity = -5,-1
-
- [State 260 , 1]
- type = HitDef
- trigger1 = AnimElem = 6
- attr = S, NA
- animtype = Med
- getpower = 100
- givepower = 80
- damage = 70
- guardflag = MA
- hitflag = MAF
- pausetime = 12,12
- sparkno = s8010
- sparkxy = -10,-90
- hitsound = S5,3
- guard.sparkno = s8070
- guardsound = S6, 0
- ground.type = high
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -7
- ground.cornerpush.veloff = -15
- guard.velocity = -7
- air.velocity = -7,-1
- airguard.velocity = -5,-1
-
- [State 200, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
-
- [Statedef 245]
- type = S ;State-type: S-stand, C-crouch, A-air, L-liedown
- movetype= A ;Move-type: A-attack, I-idle, H-gethit
- physics = S ;Physics: S-stand, C-crouch, A-air
- juggle = 2 ;Number of air juggle points move takes
- ;Commonly-used controllers:
- velset = 0,0 ;Set velocity (x,y) (Def: no change)
- ctrl = 0 ;Set ctrl (Def: no change)
- anim = 245 ;Change animation (Def: no change)
- poweradd = 20 ;Power to add (Def: 0)
- sprpriority = 2 ;Set layering priority to 2 (in front)
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 240, 0
-
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 220, 0
-
- [State 245, 1]
- type = HitDef
- trigger1 = animelem = 6
- trigger2 = AnimElem = 7 && movecontact = 0
- attr = S, NA ;Attribute: Standing, Normal Attack
- damage = 75, 0 ;Damage that move inflicts, guard damage
- animtype = Heavy ;Animation type: Light, Medium, Heavy, Back (def: Light)
- guardflag = MA ;Flags on how move is to be guarded against
- hitflag = MAF ;Flags of conditions that move can hit
- priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
- ;Hit/Miss/Dodge type (Def: Hit)
- pausetime = 8, 8 ;Time attacker pauses, time opponent shakes
- sparkno = s8010 ;Spark anim no (Def: set above)
- sparkxy = -5, -76 ;X-offset for the "hit spark" rel. to p2,
- ;Y-offset for the spark rel. to p1
- hitsound = s5, 2 ;Sound to play on hit
- guard.sparkno = s8070
- guardsound = S6, 0
- ground.type = High ;Type: High, Low, Trip (def: Normal)
- ground.slidetime = 15 ;Time that the opponent slides back
- ground.hittime = 12 ;Time opponent is in hit state
- ground.velocity = -7 ;Velocity at which opponent is pushed
- airguard.velocity = -6.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
- air.type = High ;Type: High, Low, Trip (def: same as ground.type)
- air.velocity = -5.4,-3 ;X-velocity at which opponent is pushed,
- ;Y-velocity at which opponent is pushed
- air.hittime = 12 ;Time before opponent regains control in air
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0, 0
-
- [State 200, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
- [Statedef 227]
- type = S ;State-type: S-stand, C-crouch, A-air, L-liedown
- movetype= A ;Move-type: A-attack, I-idle, H-gethit
- physics = S ;Physics: S-stand, C-crouch, A-air
- juggle = 2 ;Number of air juggle points move takes
- ;Commonly-used controllers:
- velset = 0,0 ;Set velocity (x,y) (Def: no change)
- ctrl = 0 ;Set ctrl (Def: no change)
- anim = 227 ;Change animation (Def: no change)
- poweradd = 20 ;Power to add (Def: 0)
- sprpriority = 2 ;Set layering priority to 2 (in front)
-
- [State 227, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 700, 1
-
-
- [State 227, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 250, 0
-
- [State 245, 1]
- type = HitDef
- trigger1 = time = 0
- attr = S, NA ;Attribute: Standing, Normal Attack
- damage = 70, 0 ;Damage that move inflicts, guard damage
- animtype = Heavy ;Animation type: Light, Medium, Heavy, Back (def: Light)
- guardflag = MA ;Flags on how move is to be guarded against
- hitflag = MAF ;Flags of conditions that move can hit
- priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
- ;Hit/Miss/Dodge type (Def: Hit)
- pausetime = 8, 8 ;Time attacker pauses, time opponent shakes
- sparkno = s8010 ;Spark anim no (Def: set above)
- sparkxy = -10, -76 ;X-offset for the "hit spark" rel. to p2,
- ;Y-offset for the spark rel. to p1
- hitsound = s5, 2 ;Sound to play on hit
- guard.sparkno = s8070
- guardsound = S6, 0
- ground.type = High ;Type: High, Low, Trip (def: Normal)
- ground.slidetime = 19 ;Time that the opponent slides back
- ground.hittime = 19 ;Time opponent is in hit state
- ground.velocity = -12 ;Velocity at which opponent is pushed
- airguard.velocity = -7.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
- air.type = High ;Type: High, Low, Trip (def: same as ground.type)
- air.velocity = -5.4,-3 ;X-velocity at which opponent is pushed,
- ;Y-velocity at which opponent is pushed
- air.hittime = 12 ;Time before opponent regains control in air
-
- [State 227, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0, 0
-
- [State 227, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
- [Statedef 400]
- type = C
- movetype= A
- physics = C
- juggle = 5
- poweradd= 15
- ctrl = 0
- anim = 400
- sprpriority = 2
-
- [State 400, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0, 0
-
- [State 400, 2]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 200,0
-
- [State 400, 2]
- type = HitDef
- trigger1 = Time = 0
- attr = C, NA
- damage = 23
- priority = 3
- animtype = Light
- hitflag = MAF
- guardflag = L
- pausetime = 10,11
- sparkno = s8000
- sparkxy = -1,-42
- hitsound = s5,0
- guard.sparkno= s8060
- guard.sparkno = s8070
- guardsound = S6, 0
- ground.type = Low
- ground.slidetime = 4
- ground.hittime = 12
- ground.velocity = -4
- air.velocity = -1.5,-3
-
- [State 400, 3]
- type = CtrlSet
- trigger1 = Time = 5
- value = 11
-
- [State 400, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
-
-
- [Statedef 438]
- type = C
- movetype= A
- physics = C
- juggle = 1
- ctrl = 0
- anim = 438
- velset = 0,0
-
-
- [State 227, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 700, 1
-
-
- [State 227, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 250, 0
-
- [State 400, 2.5]
- type = HitDef
- trigger1 = Animelem = 7
- attr = C, NA
- damage = 70, 50
- animtype = up
- getpower = 50,10
- givepower = 20,10
- hitflag = HAF
- guardflag = MA
- pausetime = 4, 2
- sparkno = s8020
- sparkxy = 0,-91
- guard.sparkno = -1
- hitsound = s5,2
- guard.sparkno = s8070
- guardsound = S6, 0
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 19
- ground.velocity = -1.6, -10 ; O oponente voa pra cima
- air.velocity = -2,-17
- down.hittime = 26
- guard.slidetime = 15
- guard.hittime = 13
- guard.velocity = -.5
- guard.ctrltime = 8
- fall = 1
- fall.recover = 0
- envshake.time = 20
- fall.envshake.time = 40
-
-
- [State 400, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 700
- ctrl = 1
-
-
-
-
-
-
- [Statedef 402]
- type = C
- movetype= A
- physics = C
- juggle = 5
- poweradd= 15
- ctrl = 0
- anim = 402
- sprpriority = 2
-
- [State 402, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0, 0
-
- [State 402, 2]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 700,0
-
- [State 402, 2]
- type = HitDef
- trigger1 = Time = 0
- attr = C, NA
- damage = 23
- priority = 3
- animtype = Light
- hitflag = MAF
- guardflag = L
- pausetime = 10,11
- sparkno = s8000
- sparkxy = -4,-42
- hitsound = s5,0
- guard.sparkno= s8060 ;Sound to play on hit
- guardsound = S6, 0
- ground.type = Low
- ground.slidetime = 4
- ground.hittime = 12
- ground.velocity = -4
- air.velocity = -1.5,-3
-
- [State 402, 3]
- type = CtrlSet
- trigger1 = Time = 5
- value = 700
-
- [State 402, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 700
-
-
- [Statedef 404]
- type = S
- movetype = A
- physics = S
- ctrl = 0
- anim = 414
- velset = 0, 0
-
- [State 217, 2]
- type = PlaySnd
- trigger1 = Time = 2
- value = 700,0
-
-
- [State 430, 3]
- type = HitDef
- trigger1 = animelem = 6
- attr = C, NA
- damage = 109
- animtype = Hard
- air.animtype = Back
- hitflag = MA
- guardflag = L
- pausetime = 9,9
- sparkxy = -5,-10
- sparkno = s8010
- hitsound = s2,4
- guard.sparkno = s8070
- guardsound = S6, 0
- ground.type = Trip
- ground.slidetime = 20
- ground.hittime = 20
- ground.velocity = -2,-10
- yaccel = .7
- ground.cornerpush = 0
- air.velocity = -1.7,-5.5
- fall = 1
- fall.recover = 0
- getpower = 125
-
-
-
-
-
- [State 990,3]
- type = VelSet
- trigger1 = AnimElem = 5
- x = 11
-
- [State 990,4]
- type = VelSet
- trigger1 = AnimElem = 7
- x = 0
-
-
- [State 990,6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- [Statedef 410]
- type = C
- movetype= A
- physics = C
- juggle = 6
- poweradd= 50
- ctrl = 0
- anim = 410
- sprpriority = 2
-
- [State 210, 2]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 200,0
-
- [State 200, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 210,0
-
-
- [State 410, 2]
- type = HitDef
- trigger1 = Time = 0
- attr = C, NA
- damage = 38
- animtype = Medium
- hitflag = MAFD
- guardflag = L
- pausetime = 10,10
- sparkno = s8010
- sparkxy = -10,-8
- hitsound = s5,1
- guard.sparkno= s8060 ;Sound to play on hit
- guardsound = s6, 0
- ground.type = Low
- ground.slidetime = 6
- ground.hittime = 6
- ground.velocity = -5
- air.velocity = -2,-3
- down.velocity = -5,0
- down.hittime = 20
-
- [State 410, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- [Statedef 411]
- type = C
- movetype= A
- physics = C
- juggle = 6
- poweradd= 50
- ctrl = 0
- anim = 411
- sprpriority = 2
-
- [State 217, 2]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 700,0
-
- [State 200, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 210,0
-
-
- [State 410, 2]
- type = HitDef
- trigger1 = Time = 0
- attr = C, NA
- damage = 38
- animtype = Medium
- hitflag = MAFD
- guardflag = L
- pausetime = 10,10
- sparkno = s8000
- sparkxy = -10,-8
- hitsound = s5,1
- guard.sparkno= s8060 ;Sound to play on hit
- guardsound = s6, 0
- ground.type = Low
- ground.slidetime = 6
- ground.hittime = 6
- ground.velocity = -5
- air.velocity = -2.7,-3
- down.velocity = -5,0
- down.hittime = 20
-
- [State 400, 3]
- type = CtrlSet
- trigger1 = Time = 2
- value = 700
-
- [State 410, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 700
- ctrl = 1
-
-
-
-
-
-
- ;---------------------------------------------------------------------------
- ;Crouching light kick
- ; CNS difficulty: easy
- [Statedef 430]
- type = C
- movetype= A
- physics = C
- juggle = 7
- poweradd= 22
- ctrl = 0
- anim = 430
- sprpriority = 2
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 220, 0
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 240, 0
-
- [State 430, 3]
- type = HitDef
- trigger1 = Time = 0
- attr = C, NA
- damage = 100
- animtype = Medium
- getpower = 125
- hitflag = MA
- guardflag = M
- pausetime = 8,8
- sparkno = s8010
- sparkxy = -5,-90
- hitsound =s5,2
- guard.sparkno = s8070
- guardsound = S6, 0
- ground.type = high
- ground.slidetime = 15
- ground.hittime = 15
- ground.velocity = -7
- ground.cornerpush = 1
- air.velocity = -2.7,-3.5
- air.fall = 1
- fall.recover = 0
-
- [State 430, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0, 0
-
-
- [State 430, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;Crouch Strong Kick
- ; CNS difficulty: easy
- ; Description: This move uses "Trip" for the "ground.type" parameter in
- ; its HitDef. It's a special type that puts the opponent in a tripped
- ; animation as he falls. Also, the hitflag parameter in the HitDef
- ; is set to "MAFD". The "D" indicates that a downed opponent can be
- ; hit by the attack.
- ; CNS âîâxâï: ê╒
- ; Å┌ì╫:
- [Statedef 440]
- type = C
- movetype= A
- physics = C
- juggle = 7
- poweradd= 70
- ctrl = 0
- anim = 440
- sprpriority = 2
-
- [State 200, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 240,0
-
- [State 440, 2]
- type = PlaySnd
- trigger1 = Time = 2
- value = 220, 0
-
-
- [State 440, 3]
- type = HitDef
- trigger1 = time = 0
- attr = C, NA
- damage = 109
- animtype = Hard
- air.animtype = Back
- hitflag = MA
- guardflag = L
- pausetime = 10,10
- sparkxy = -5,-30
- sparkno = s8010
- hitsound = s5,3
- guard.sparkno = s8070
- guardsound = S6, 0
- ground.type = Trip
- ground.slidetime = 20
- ground.hittime = 20
- ground.velocity = -2,-10
- yaccel = .7
- ground.cornerpush = 0
- air.velocity = -1.7,-4.5
- fall = 1
- fall.recover = 0
- getpower = 125
-
- [State 440, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- [Statedef 448]
- type = C
- movetype= A
- physics = C
- juggle = 7
- poweradd= 70
- ctrl = 0
- anim = 448
- sprpriority = 2
-
- [State 200, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 240,0
-
- [State 440, 2]
- type = PlaySnd
- trigger1 = Time = 2
- value = 700, 1
-
-
- [State 448, 3]
- type = HitDef
- trigger1 = time = 0
- attr = C, NA
- damage = 109
- animtype = Hard
- air.animtype = Back
- hitflag = MA
- guardflag = L
- pausetime = 10,10
- sparkxy = -5,-10
- sparkno = s8010
- hitsound = s5,3
- guard.sparkno = s8070
- guardsound = S6, 0
- ground.type = Trip
- ground.slidetime = 20
- ground.hittime = 20
- ground.velocity = -3,-10
- yaccel = .8
- ground.cornerpush = 0
- air.velocity = -2.7,-4.5
- fall = 1
- fall.recover = 0
- getpower = 125
-
- [State 440, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 700
- ctrl = 1
-
-
-
-
-
- ;---------------------------------------------------------------------------
- ;Jump Light Punch
- ; CNS difficulty: easy
- [Statedef 600]
- type = A
- movetype= A
- physics = A
- juggle = 2
- poweradd= 11
- ctrl = 0
- anim = 600
- sprpriority = 2
-
- [State 600, 2]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 200,0
-
- [State 600, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0, 0
-
- [State 600, 2]
- type = HitDef
- trigger1 = Time = 0
- attr = A, NA
- damage = 20
- guardflag = HA
- priority = 3
- pausetime = 7,8
- sparkno = s8000
- sparkxy = -4,-54
- hitsound = s5,0
- guard.sparkno= s8060
- guardsound = s6, 0
- ground.type = High
- ground.slidetime = 5
- ground.hittime = 5
- ground.velocity = -4
- air.velocity = -1.3,-3
-
- [State 600, 3]
- type = CtrlSet
- trigger1 = Time = 17
- value = 1
-
-
-
- [Statedef 601]
- type = A
- movetype= A
- physics = A
- juggle = 2
- poweradd= 11
- ctrl = 0
- anim = 761
- sprpriority = 2
-
- [State 761, 2]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 700,0
-
- [State 761, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0, 0
-
- [State 761, 2]
- type = HitDef
- trigger1 = Time = 0
- attr = A, NA
- damage = 20
- guardflag = HA
- priority = 3
- pausetime = 7,8
- sparkno = s8000
- sparkxy = -10,-28
- hitsound = s5,0
- guard.sparkno= s8060 ;Sound to play on hit
- guardsound = s6, 0
- ground.type = High
- ground.slidetime = 5
- ground.hittime = 5
- ground.velocity = -4
- air.velocity = -1.3,-3
-
- [State 761, 3]
- type = CtrlSet
- trigger1 = Time = 17
- value = 1
-
-
- ;---------------------------------------------------------------------------
- ;Jump Strong Punch
- ; CNS difficulty: easy
- [Statedef 610]
- type = A
- movetype= A
- physics = A
- juggle = 4
- poweradd= 65
- ctrl = 0
- anim = 610
- sprpriority = 2
-
- [State 210, 2]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 200,0
-
- [State 200, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 210,0
-
- [State 610, 2]
- type = PlaySnd
- trigger1 = Time = 2
- value = 0, 1
-
- [State 610, 3]
- type = HitDef
- trigger1 = Time = 0
- attr = A, NA
- damage = 72
- guardflag = HA
- priority = 4
- pausetime = 8,8
- sparkno = s8010
- sparkxy = -10,-35
- hitsound = s5,1
- guard.sparkno= s8060 ;Sound to play on hit
- guardsound = s6, 0
- animtype = Med
- ground.type = High
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -5
- air.velocity = -3,-4
-
- [Statedef 618]
- type = A
- movetype= A
- physics = A
- juggle = 4
- poweradd= 65
- ctrl = 0
- anim = 618
- sprpriority = 2
-
- [State 210, 2]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 700,0
-
- [State 200, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 210,0
-
- [State 618, 2]
- type = PlaySnd
- trigger1 = Time = 2
- value = 0, 1
-
- [State 618, 3]
- type = HitDef
- trigger1 = Time = 0
- attr = A, NA
- damage = 72
- guardflag = HA
- priority = 4
- pausetime = 8,8
- sparkno = s8000
- sparkxy = -10,-45
- hitsound = s5,1
- guard.sparkno= s8060 ;Sound to play on hit
- guardsound = s6, 0
- animtype = Med
- ground.type = High
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -5
- air.velocity = -3,-4
-
-
-
-
-
- [Statedef 620]
- type = A
- movetype= A
- physics = A
- juggle = 4
- poweradd= 65
- ctrl = 0
- anim = 620
- sprpriority = 2
-
- [State 210, 2]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 200,0
-
- [State 200, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 210,0
-
- [State 620, 2]
- type = PlaySnd
- trigger1 = Time = 2
- value = 0, 1
-
- [State 620, 3]
- type = HitDef
- trigger1 = Time = 0
- attr = A, NA
- damage = 72
- guardflag = HA
- priority = 4
- pausetime = 8,8
- sparkno = s8010
- sparkxy = -10,-55
- hitsound = s5,1
- guard.sparkno= s8060 ;Sound to play on hit
- guardsound = s6, 0
- animtype = Med
- ground.type = High
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -5
- air.velocity = -3,-4
-
- [State 990,6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
- ctrl = 1
- ;---------------------------------------------------------------------------
- ;Jump Light Kick
- ; CNS difficulty: easy
- [Statedef 630]
- type = A
- movetype= A
- physics = A
- juggle = 3
- poweradd= 20
- ctrl = 0
- anim = 630
- sprpriority = 2
-
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = Time = 2
- value = 250, 0
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 220, 0
-
- [State 630, 2]
- type = HitDef
- trigger1 = Time = 0
- attr = A, NA
- damage = 65
- guardflag = HA
- priority = 3
- pausetime = 8,8
- sparkno = s8010
- sparkxy = -5,-45
- hitsound = S5,2
- guard.sparkno = s8070
- guardsound = S6, 0
- ground.type = High
- ground.slidetime = 6
- ground.hittime = 6
- ground.velocity = -4
- air.velocity = -2,-3
-
-
- [Statedef 638]
- type = A
- movetype= A
- physics = A
- juggle = 3
- poweradd= 20
- ctrl = 0
- anim = 638
- sprpriority = 2
-
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = Time = 2
- value = 250, 0
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 700, 1
-
- [State 630, 2]
- type = HitDef
- trigger1 = Time = 0
- attr = A, NA
- damage = 60
- guardflag = HA
- priority = 3
- pausetime = 8,8
- sparkno = s8010
- sparkxy = -5,-35
- hitsound = 5,0
- guard.sparkno = s8070
- guardsound = S6, 0
- ground.type = High
- ground.slidetime = 6
- ground.hittime = 6
- ground.velocity = -4
- air.velocity = -2,-3
-
-
- [Statedef 610]
- type = A
- movetype= A
- physics = A
- juggle = 4
- poweradd= 65
- ctrl = 0
- anim = 610
- sprpriority = 2
-
- [State 210, 2]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 200,0
-
- [State 200, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 210,0
-
- [State 610, 2]
- type = PlaySnd
- trigger1 = Time = 2
- value = 0, 1
-
- [State 610, 3]
- type = HitDef
- trigger1 = Time = 0
- attr = A, NA
- damage = 72
- guardflag = HA
- priority = 4
- pausetime = 8,8
- sparkno = 1
- sparkxy = -10,-55
- hitsound = s5,1
- guard.sparkno = s8070
- guardsound = S6, 0
- animtype = Med
- ground.type = High
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -5
- air.velocity = -3,-4
-
- [Statedef 635]
- type = A
- movetype= A
- physics = A
- juggle = 4
- poweradd= 65
- ctrl = 0
- anim = 635
- sprpriority = 2
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = Time = 2
- value = 250, 0
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 220, 0
-
- [State 620, 3]
- type = HitDef
- trigger1 = Time = 0
- attr = A, NA
- damage = 72
- guardflag = HA
- priority = 4
- pausetime = 8,8
- sparkno = s8010
- sparkxy = -10,-55
- hitsound = s5,1
- guard.sparkno = s8070
- guardsound = S6, 0
- animtype = Med
- ground.type = High
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -5
- air.velocity = -3,-4
-
- [State 990,6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
-
-
- ;---------------------------------------------------------------------------
- ;Jump Strong Kick
- ; CNS difficulty: easy
- [Statedef 640]
- type = A
- movetype= A
- physics = A
- juggle = 4
- poweradd= 65
- ctrl = 0
- anim = 640
- sprpriority = 2
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 240, 0
-
- [State 230, 1]
- type = PlaySnd
- trigger1 = Time = 2
- value = 220, 0
-
- [State 640, 3]
- type = HitDef
- trigger1 = Time = 0
- attr = A, NA
- damage = 70
- guardflag = HA
- priority = 4
- pausetime = 12,12
- sparkno = s8010
- sparkxy = -10,-60
- hitsound = S5,3
- guard.sparkno = s8070
- guardsound = S6, 0
- animtype = Med
- ground.type = High
- ground.slidetime = 15
- ground.hittime = 15
- ground.velocity = -5
- air.velocity = -3,-4
-
- [Statedef 643]
- type = A
- movetype= A
- physics = A
- juggle = 4
- poweradd= 65
- ctrl = 0
- anim = 643
- sprpriority = 2
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 240, 0
-
- [State 230, 1]
- type = PlaySnd
- trigger1 = Time = 2
- value = 220, 0
-
- [State 640, 3]
- type = HitDef
- trigger1 = Time = 0
- attr = A, NA
- damage = 70
- guardflag = HA
- priority = 4
- pausetime = 12,12
- sparkno = s8010
- sparkxy = -10,-60
- hitsound = s5,3
- guard.sparkno = s8070
- guardsound = S6, 0
- animtype = Med
- ground.type = High
- ground.slidetime = 15
- ground.hittime = 15
- ground.velocity = -7
- air.velocity = -5,-4
-
-
-
-
-
- [Statedef 648]
- type = A
- movetype= A
- physics = A
- juggle = 4
- poweradd= 65
- ctrl = 0
- anim = 648
- sprpriority = 2
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 700, 1
-
- [State 230, 1]
- type = PlaySnd
- trigger1 = Time = 2
- value = 240, 0
-
- [State 648, 3]
- type = HitDef
- trigger1 = Time = 0
- attr = A, NA
- damage = 70
- guardflag = HA
- priority = 4
- pausetime = 12,12
- sparkno = s8010
- sparkxy = -5,-20
- hitsound = 5,3
- guard.sparkno = s8070
- guardsound = S6, 0
- animtype = Med
- ground.type = High
- ground.slidetime = 15
- ground.hittime = 15
- ground.velocity = -5
- air.velocity = -3,-4
-
-
-
- [Statedef 645]
- type = A
- movetype= A
- physics = A
- juggle = 4
- poweradd= 65
- ctrl = 0
- anim = 645
- sprpriority = 2
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 240, 0
-
- [State 230, 1]
- type = PlaySnd
- trigger1 = Time = 2
- value = 220, 0
-
- [State 645, 3]
- type = HitDef
- trigger1 = Time = 0
- attr = A, NA
- damage = 70
- guardflag = HA
- priority = 4
- pausetime = 12,12
- sparkno = S8010
- sparkxy = -10,-40
- hitsound = S5,3
- guard.sparkno = s8070
- guardsound = S6, 0
- animtype = Med
- ground.type = High
- ground.slidetime = 15
- ground.hittime = 15
- ground.velocity = -5
- air.velocity = -3,-4
-
-
-
- [Statedef 990]
- type = S
- movetype = I
- physics = N
- ctrl = 0
- anim = 990
- velset = 0, 0
-
- [State 990,0]
- type = NotHitBy
- trigger1 = AnimElem = 7, < 0
- value = SCA
-
- [State 990,1]
- type = HitBy
- trigger1 = 1
- value = SC, NT, ST, HT
-
- [State 990,2]
- type = PlayerPush
- trigger1 = 1
- value = 0
-
- [State 990,3]
- type = VelSet
- trigger1 = AnimElem = 2
- x = 6.1
-
- [State 990,4]
- type = VelSet
- trigger1 = AnimElem = 7
- x = 0
-
- [State 990,5]
- type = PlaySnd
- trigger1 = Time = 1
- value = 4000, 0
-
-
-
- [State 990,9]
- type = AfterImage
- trigger1 = Time = 0
- time = 7
- length = 15
- palbright = 40,40,40
- palcontrast = 250,250,250
- palpostbright = -80,-80,-80
- timegap = 1
- flamegap = 1
- trans = add1
-
- [State 990,Turn]
- type = Turn
- trigger1 = AnimTime = 0 && P2BodyDist X < -5
-
- [State 990,6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 12
- ctrl = 1
-
-
- [Statedef 991]
- type = S
- movetype = I
- physics = N
- ctrl = 0
- anim = 991
- velset = 0, 0
-
- [State 991,0]
- type = NotHitBy
- trigger1 = AnimElem = 7, < 0
- value = SCA
-
- [State 990,1]
- type = HitBy
- trigger1 = 1
- value = SC, NT, ST, HT
-
- [State 990,2]
- type = PlayerPush
- trigger1 = 1
- value = 0
-
- [State 991,3]
- type = VelSet
- trigger1 = AnimElem = 3
- x = -6.1
-
- [State 991,4]
- type = VelSet
- trigger1 = AnimElem = 7
- x = 0
-
- [State 991,5]
- type = PlaySnd
- trigger1 = Time = 1
- value = 4000, 0
-
-
-
- [State 991,9]
- type = AfterImage
- trigger1 = AnimElem = 3
- time = 7
- length = 15
- palbright = 40,40,40
- palcontrast = 250,250,250
- palpostbright = -80,-80,-80
- timegap = 1
- flamegap = 1
- trans = add1
-
- [State 991,Turn]
- type = Turn
- trigger1 = AnimTime = 0 && P2BodyDist X < -5
-
- [State 991,6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 12
- ctrl = 1
-
-
-
-
- ; Agarre 1
- [Statedef 800]
- type = S
- movetype = A
- physics = S
- poweradd = 200
- ctrl = 0
- velset = 0
- anim = 800 ; Primero nos acercamos a el
-
- [State 800, 1]
- type = HitDef
- Trigger1 = Time = 0
- attr = S, NT
- getpower = 70
- givepower = 40
- hitflag = M-
- priority = 1, Miss
- snap = 50, 0, 0, 1
- sparkno = -1
- p2facing = 1
- ground.cornerpush.veloff = 0
- p1stateno = 801 ; Estado player 1
- p2stateno = 805 ; Estado player 2
-
-
- [State 800, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- [Statedef 801]
- type = A
- movetype= A
- physics = N
- anim = 801
-
- [State 801, 1]
- type = playsnd
- trigger1 = time = 0
- value = 7,0
-
- [State 801, 0]
- type = Explod
- trigger1 = time = 0
- anim = 8040
- pos = 0,-60
- sprpriority = 2
- postype = p2
-
- [State 801, 1]
- type = playsnd
- trigger1 = animelem = 10
- value = 5,2
-
- [State 801, 0]
- type = Explod
- trigger1 = animelem = 10
- anim = 8020
- pos = 5,-85
- sprpriority = 2
- postype = p2
-
-
- ;[State 801, 2]
- ;type = gamemakeanim
- ;trigger1 = animelem = 10
- ;value = 2
- ;pos = 55,-75 ; Un efectillo grafico
-
- [State 801, 1]
- type = playsnd
- trigger1 = animelem = 8
- value = 2,5
-
- [State 801, 3]
- type = TargetLifeAdd
- Trigger1 = AnimElem = 8
- value = -100
-
- [State 801, 3]
- type = ChangeState
- Trigger1 = AnimTime = 0
- value = 802
- ctrl = 0
-
- [Statedef 802]
- type = A
- movetype= A
- physics = N
- anim = 802
-
- [State 702, 1]
- type = VelSet
- trigger1 = AnimElem = 1
- x = -3.1
- y = -10
-
- [State 802, 1]
- type = Veladd
- trigger1 = 1
- y = .6
-
- [State 802, 3]
- type = ChangeState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 0
- value = 52
-
- [Statedef 803]
- type = S
- physics = S
- ctrl = 0
- anim = 803
- velset =0,0
-
- [State 803, 1]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 803, 2]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
-
-
- [Statedef 805]
- type = A
- movetype= H
- physics = N
- ctrl = 0
- velset = 0,0
-
- [State 805, 1]
- type = posadd
- trigger1 = AnimElem = 1
- x = 0
- y = 0
-
- [State 805, 1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 805
-
- [State 805, 3]
- type = ChangeState
- Trigger1 = AnimElem = 4
- value = 806
-
- [Statedef 806]
- type = L
- movetype= H
- physics = N
- velset = -4,-9
-
- [State 806, 1]
- type = Veladd
- trigger1 = animelem = 1, >= 0
- y = .5
-
- [State 806, 2]
- type = SelfState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 0
- value = 5100
-
- ; Agarre 2
-
-
- [Statedef 900]
- type = S
- movetype= A
- physics = S
- juggle = 0
- velset = 0,0
- ctrl = 0
- anim = 800
- sprpriority = 2
-
- [State r, 900]
- type = HitDef
- Trigger1 = Time = 0
- attr = S, NA
- sparkno = -1 ;No spark
- sprpriority = 1 ;Draw in front of p2
- p1facing = 1 ;Turn if holding forwards
- p2facing = 1 ;Force p2 to face KFM
- p1stateno = 910 ;On success, KFM changes to state 810
- p2stateno = 920 ;If hit, p2 changes to state 820 in KFM's cns
- guard.dist = 0 ;This prevents p2 from going into a guard state if close
- fall = 1 ;Force p2 into falling down
-
- [State 800, 2]
- type = ChangeState
- Trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
-
- [Statedef 910]
- type = S
- movetype= A
- physics = N
- anim = 901
- poweradd = 60
-
- [State 801, 0]
- type = Explod
- trigger1 = time = 0
- anim = 8040
- pos = 3,-60
- sprpriority = 2
- postype = p2
-
-
- [State 810, Grab Sound]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 7, 0
-
- [State 810, Bind 1]
- type = Posadd
- trigger1 = AnimElem = 1
- x = 12
- y = 5
-
- [State 810, Bind 1]
- type = Posadd
- trigger1 = AnimElem = 2
- x = 3
- y = -39
-
-
- [State 810, Bind 1]
- type = Posadd
- trigger1 = AnimElem = 3
- x = 25
- y = -13
-
- [State 810, Bind 1]
- type = Posadd
- trigger1 = AnimElem = 4
- x = 0
- y = 10
-
- [State 810, Bind 1]
- type = Posadd
- trigger1 = AnimElem = 6
- x = 65
- y = 0
-
- [State 801, 0]
- type = Explod
- trigger1 = AnimElem = 6
- anim = 8020
- pos = 0,-77
- sprpriority = 2
- postype = p2
-
- [State 810, Grab Sound]
- type = PlaySnd
- trigger1 = AnimElem = 6
- value = 5, 3
-
-
- [State 810, State End]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 902
- ctrl = 1
-
- [Statedef 902]
- type = A
- movetype= A
- physics = N
- anim = 902
-
- [State 702, 1]
- type = VelSet
- trigger1 = AnimElem = 1
- x = 4
- y = -7
-
- [State 802, 1]
- type = Veladd
- trigger1 = 1
- y = .6
-
- [State 802, 3]
- type = ChangeState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 0
- value = 52
-
- ;---------------------------------------------------------------------------
- ; comments.
- [Statedef 920]
- type = S
- movetype= A
- physics = S
- velset = 0,0
-
- [State 810, Bind 1]
- type = changeanim2
- trigger1 = time = 0
- value = 905
-
- [State 810, Bind 1]
- type = changestate
- trigger1 = time = 40
- value = 921
-
-
- [Statedef 921]
- type = A
- movetype= H
- physics = N
- velset = 0,0
- poweradd = 40
-
-
- [State 304, Var] ;Get fall velocity
- type = VarSet
- trigger1 = Time = 1
- sysvar(4) = floor(vel x)
-
- [State 821, 1] ;Gravity
- type = VelAdd
- Trigger1 = 1
- y = -.3
-
- [State 821, 4] ;Hit ground
- type = lifeadd
- trigger1 = time = 1
- value = -75
-
- [State 821, 4] ;Hit ground
- type = SelfState
- trigger1 = time = 1
- ;trigger1 = Vel Y > 0
- ;trigger1 = Pos Y >= 0
- value = 5100;Hit ground
-
-
- ;---------------------------------------------------------------------------
- [Statedef 3990]
- type = S
- movetype= A
- physics = S
- juggle = 4
- poweradd= 22
- ctrl = 0
- velset = 0,0
- anim = 3990
-
- [State 217, 2]
- type = PlaySnd
- trigger1 = (AnimElem = 4) && (random < 800)
- value = 3000,65
-
-
- [State 1000,Attack]
- type = HitDef
- trigger1 = Time = 0
- attr = S, SA
- damage = 134,17
- animtype = Hard
- getpower = 52
- givepower = 20
- guardflag = MA
- hitflag = MAF
- pausetime = 10,10
- sparkno = s8010
- guard.sparkno = s8070
- guardsound = S6, 0
- sparkxy = -10,-60
- hitsound = S5, 2
- ground.type = High
- ground.slidetime = 7
- ground.hittime = 15
- ground.velocity = -6,-3.0
- air.velocity = -5.2,-2.5
- fall = 1
- fall.recover = 0
- air.recover = 0
- recover = 0
-
-
-
-
- [State 805, 1]
- type = posadd
- trigger1 = AnimElem = 3
- x = 3
-
-
- [State 805, 1]
- type = posadd
- trigger1 = AnimElem = 4
- x = 27
-
-
- [State 805, 1]
- type = posadd
- trigger1 = AnimElem = 5
- x = 10
-
-
- [State 805, 1]
- type = Velset
- trigger1 = AnimElem = 6
- x = 10
-
- [State 805, 1]
- type = Velset
- trigger1 = AnimElem = 8
- x = 0
-
-
- [State 810, Bind 1]
- type = changestate
- trigger1 = Animtime= 0
- value = 0
- ctrl = 1
-
-
- [Statedef 3600]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- velset = 0,0
- anim = 3689
- poweradd = 100
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 240, 0
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 3000, 71
-
- [State 4510, 1]
- type = AfterImage
- trigger1 = animelem = 2
- time = 50
- FrameGap = 3
- length = 8
- trans = add1
-
- [State 430, 1]
- type = HitDef
- trigger1 = AnimElem = 12
- attr = C, NA
- damage = 105,0
- animtype = Hard
- guardflag = L
- hitflag = MAF
- getpower = 150,0
- pausetime = 12,12
- sparkno = s8020
- guard.sparkno = S8070
- sparkxy = -5, 0
- hitsound = S5,2
- guard.sparkno = s8070
- guardsound = S6, 0
- ground.type = Low
- ground.slidetime = 10
- ground.hittime = 18
- ground.velocity = -11
- air.velocity = -9,-3
-
- [state 3600, 1]
- type = assertspecial
- trigger1 = 1
- flag = noautoturn
-
-
- [State 2046, 2]
- type = Velset
- trigger1 = AnimElem = 9
- x = 10
-
- [State 2046, 2]
- type = Velset
- trigger1 = AnimElem = 13
- x = 0
-
- [State 2046, 2]
- type = VelAdd
- trigger1 = Time > 22
- x = 2
-
-
- [State 301, 4]
- type = ChangeState
- trigger1 = Animtime = 0
- value = 3700
- ctrl = 1
-
-
- [Statedef 3700]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- velset = 0,0
- anim = 3700
- poweradd = 100
-
- [state 99999, VARSET]
- type = varset
- trigger1 = var(9)=1
- trigger1 = time = 0
- V = 59
- value = 2
-
-
- [State 990,5]
- type = PlaySnd
- trigger1 = AnimElem = 6
- value = 4000, 0
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 3000, 70
-
- [state 3600, 1]
- type = assertspecial
- trigger1 = 1
- flag = noautoturn
-
- [State 430, 1]
- type = HitDef
- trigger1 = Time = 0
- attr = S, SA
- damage = 100,0
- animtype = Hard
- guardflag = L
- hitflag = MAF
- getpower = 150,0
- pausetime = 12,12
- sparkno = s8020
- guard.sparkno = S8070
- sparkxy = -5, -70
- hitsound = S5,3
- guardsound = S6,0
- ground.type = Low
- ground.slidetime = 10
- ground.hittime = 18
- ground.velocity = -8
- air.velocity = -4,-3
- fall = 1
-
-
- [State 2046, 2]
- type = Veladd
- trigger1 = time > 7
- x = 1.2
-
- [State 180, 3]
- type = VarRandom
- trigger1 = Time = 0
- v = 2
- range = 0,1
-
- [State 301, 4]
- type = ChangeState
- triggerall = var(2)=1
- trigger1 = movehit = 1
- value = 4995
- ctrl = 1
-
- [State 301, 4]
- type = ChangeState
- trigger1 = Animtime = 0
- value = 0
- ctrl = 1
-
-
-
-
-
- [Statedef 3000]
- type = S
- movetype= A
- physics = S
- juggle = 5
- poweradd= -1000
- ctrl = 0
- velset = 0,0
- anim = 3000
- sprpriority = 2
-
-
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = time = 9
- value =3000, 62
-
-
-
- [State 240, 1]
- type = HitDef
- trigger1 = Time = 0
- attr = S, SA
- damage = 200
- animtype = Heavy
- getpower = 0,0
- givepower = 25,13
- guardflag = M
- hitflag = MA
- priority = 4
- pausetime = 9,8
- guard.sparkno = s8070
- guardsound = S6, 0
- sparkno = s8020
- sparkxy = -20,-60
- hitsound = s5,2
- p2stateno = 361
- p2getp1state = 1
- p2facing = 1
- ground.type = Trip
- ground.slidetime = 14
- ground.hittime = 32
- ground.velocity = -2
- air.slidetime = 14
- air.hittime = 32
- air.velocity = -2
- fall = 1
- air.fall = 1
- fall.recover = 0
-
-
-
- [State 240, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
- [Statedef 361]
- type = S
- movetype= H
- ctrl = 0
- velset = 0,0
-
- [State 361, 1]
- type = Changeanim2
- trigger1 = Time = 0
- value = 361
-
- [State 361 ,2]
- type = PosAdd
- trigger1 = time > 1
- trigger1 = backedgebodydist > 0
- x = -18
-
-
- [State 361, 3]
- type = ChangeState
- trigger1 = backedgebodydist <= 4
- value = 362
- ctrl = 0
-
- [Statedef 362]
- type = S
- movetype= H
-
- [State 362, 1]
- type = PlaySnd
- Trigger1 = Time = 0
- value = F5,4
-
- [State 362, 2]
- type = Explod
- trigger1 = Time = 0
- persistent = 0
- anim = F72
- pos = -40,-75
- sprpriority = 4
- ownpal = 1
-
- [State 362, 3]
- type = ChangeAnim2
- Trigger1 = Time = 0
- value = 362
-
- [State 362, 4]
- type = EnvShake
- Trigger1 = Time = 0
- time = 15
- ampl = -4
- freq = 90
- phase = 90
-
- [State 362, 5]
- type = ChangeState
- trigger1 = Time = 1
- value = 363
-
- [Statedef 363]
- type = S
- movetype= H
- ctrl = 0
- velset = 1.8,-6.1
-
- [State 363, 1]
- type = ScreenBound
- trigger1 = time = 0
- value = 1
-
- [State 363, 2]
- type = SelfState
- trigger1 = time = 10
- value = 5050
- ctrl = 0
-
- [Statedef 5040]
- type = A
- movetype= H
- physics = N
- ctrl = 0
-
- [State 5040, 1]
- type = ChangeState
- trigger1 = !Alive
- value = 5050
-
- [State 5040, 2]
- type = ChangeAnim
- trigger1 = AnimTime = 0
- trigger1 = Anim != 5040
- trigger2 = Time = 0
- trigger2 = Anim != 5035
- value = 5040
-
- [State 5040, 3]
- type = CtrlSet
- trigger1 = 1
- value = 0
-
- [State 5040, 4]
- type = StateTypeSet
- trigger1 = HitOver
- movetype = I
-
- [State 5040, 5]
- type = VelAdd
- trigger1 = 1
- y = GetHitVar(yaccel)
-
- [State 5040, 6]
- type = ChangeState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 0
- value = 52 ;JUMPLAND
- ctrl = 1
- ;---------------------------------------------------------------------------
-
- ; Super heroe
-
-
- [Statedef 5900]
- type = S
-
- [State 5900, 1] ;Clear all int variables
- type = VarRangeSet
- trigger1 = roundno = 1
- value = 0
-
- [State 5900, 2] ;Clear all float variables
- type = VarRangeSet
- trigger1 = roundno = 1
- fvalue = 0
-
- [State 5900, 3] ;Intro
- type = ChangeState
- trigger1 = roundno = 1
- value = 190
-
- [State 5900, 3] ;Intro
- type = ChangeState
- triggerall = var(14)= 0
- trigger1 = roundno >= 2
- value = 197
-
- [state 191, Turns Mode Special Entrance]
- type = changestate
- triggerall = var(14)= 1
- trigger1 = RoundsExisted = 0 && TeamMode = Turns && Roundno > 1
- value = 198
-
- [State 5900, Standing]
- type = ChangeState
- trigger1 = roundno > 0 && TeamMode != Turns
- value = 0
-
-
- ;SHERO ON
- [statedef 99999]
- type = S
- anim = 1
-
- [state 99999, VARSET]
- type = varset
- trigger1 = time = 0
- V = 59
- value = 2
-
- [state 99999]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;SHERO OFF
- [statedef 100000]
- type = S
- anim = 0
-
- [state 99999, VARSET]
- type = varset
- trigger1 = time = 0
- V = 59
- value = 1
-
- [state 99999]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
-
- [Statedef 3111] ; El supercombo de may 14 golpes esto duele
- type = S
- movetype= A
- physics = S
- juggle = 4
- ctrl = 0
- velset = 0,0
- anim = 3111
- sprpriority = 2
- poweradd = ifelse(var(8) = 1, 0, -1000)
-
- [State 2100, env]
- type = EnvColor
- triggerall = var(40) <= 0
- trigger1 = time = 2
- value = 0,0,0
- time = 28
- under = 1
-
- [State 6000, especial]
- type = PlaySnd
- trigger1 = Time = 0
- value = 3000,2
- channel = 0
-
- [State 2100, PALFX]
- type = PalFX
- triggerall = Var(45) > 0
- trigger1 = time = 0
- ignorehitpause = 1
- time = 20
- add = 200,152,32
- sinadd = 100,100,100,2
- ignorehitpause = 1
-
- [State 2300, 1]
- type = PlaySnd
- trigger1 = Time = 3
- value = 3000,0
-
- [State 3200, 2]
- type = SuperPause
- trigger1 = time = 4
- time = 32
- anim = -1
- darken =0
-
- [State 4010, 3]
- type = Explod
- trigger1 = time = 4
- anim = 8151
- pos = 17,-74
- postype = p1
- sprpriority = 1
- supermove = 1
- bindtime = 1
- ontop = 1
- ownpal = 1
-
- [State 4010, 4]
- type = Explod
- trigger1 = time = 4
- anim = 8152
- pos = 17,-74
- postype = p1
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ontop = 0
- ownpal = 1
-
-
- [State 4510, 1]
- type = AfterImage
- trigger1 = animelem = 7
- time = 75
- FrameGap = 3
- length = 10
- trans = add1
-
-
-
- [State 2605, 1]
- type = VelSet
- trigger1 = time >=4
- x = const(velocity.run.fwd.x) + 7.5
-
- [State 2605, 1]
- type = VelSet
- trigger1 = p2bodydist x = -5
- x = 0
-
-
-
-
- [State 2300, 2]
- type = Hitdef
- trigger1 = (p2stateno != [5020,5040])
- trigger1 = p2stateno != [154,155]
- trigger1 = time = 0
- trigger2 = MoveGuarded = 1
- trigger3 = Movetype = H
- damage = 15
- attr = S, SA
- pausetime = 3,0
- numhits = 1
- sparkno = s8000
- sparkxy = -15,-70
- hitsound = S5,1
- guard.sparkno = s8070
- guardsound = S6, 0
- p2stateno = 9043
- Kill = 0
-
-
-
-
-
- [State 2605, 6]
- type = ChangeState
- trigger1 = moveguarded
- value = 52
- ctrl = 0
-
- [State 2605, 6]
- type = ChangeState
- triggerall = movecontact = 0
- trigger1 = time >= 63
- trigger2 = time >= 17
- trigger2 = p2statetype = L
- trigger2 = p2bodydist x <= 0
- value = 52
- ctrl = 0
-
-
- [State 2300, 3]
- type = ChangeState
- trigger1 = movehit = 1
- value = 3112
- ctrl = 1
-
- [State 2300, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 52
- ctrl = 1
-
- [Statedef 3112] ; El supercombo de may 14 golpes esto duele
- type = S
- movetype= A
- physics = S
- juggle = 4
- ctrl = 0
- velset = 0,0
- anim = 3112
- sprpriority = 2
-
-
-
- [State 4510, 1]
- type = AfterImage
- trigger1 = animelem = 7
- time = 75
- FrameGap = 3
- length = 10
- trans = add1
-
-
- [State 2300, 2]
- type = Hitdef
- trigger1 = time = 0
- trigger2 = MoveGuarded = 1
- trigger3 = Movetype = H
- damage = 15
- attr = S, SA
- pausetime = 3,0
- numhits = 1
- sparkno = s8000
- sparkxy = 10,-70
- hitsound = S5,1
- guard.sparkno = s8070
- guardsound = S6, 0
- p2stateno = 9043
- Kill = 0
-
-
- [State 2300, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 3113
- ctrl = 1
-
- [Statedef 3113] ; El supercombo de may 14 golpes esto duele
- type = S
- movetype= A
- physics = S
- juggle = 4
- ctrl = 0
- velset = 0,0
- anim = 3113
- sprpriority = 2
-
-
-
- [State 2300, 2]
- type = Hitdef
- trigger1 = time = 0
- trigger2 = MoveGuarded = 1
- trigger3 = Movetype = H
- damage = 15
- attr = S, SA
- pausetime = 3,0
- numhits = 1
- sparkno = s8000
- sparkxy = -35,-70
- hitsound = S5,1
- guard.sparkno = s8070
- guardsound = S6, 0
- p2stateno = 9043
- Kill = 0
-
-
- [State 2300, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 3114
- ctrl = 1
-
- [Statedef 3114] ; El supercombo de may 14 golpes esto duele
- type = S
- movetype= A
- physics = S
- juggle = 4
- ctrl = 0
- velset = 0,0
- anim = 3114
- sprpriority = 2
-
-
- [State 2300, 2]
- type = Hitdef
- trigger1 = time = 0
- trigger2 = MoveGuarded = 1
- trigger3 = Movetype = H
- damage = 15
- attr = S, SA
- pausetime = 3,0
- numhits = 1
- sparkno = s8000
- sparkxy = -10,-70
- hitsound = S5,1
- guard.sparkno = s8070
- guardsound = S6, 0
- p2stateno = 9043
- Kill = 0
-
-
- [State 2300, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 3115
- ctrl = 1
-
-
- [Statedef 3115] ; El supercombo de may 14 golpes esto duele
- type = S
- movetype= A
- physics = S
- juggle = 4
- ctrl = 0
- velset = 0,0
- anim = 3115
- sprpriority = 2
-
-
- [State 2300, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 3000,1
-
- [State 2300, 2]
- type = Hitdef
- trigger1 = time = 0
- trigger2 = MoveGuarded = 1
- trigger3 = Movetype = H
- damage = 15
- attr = S, SA
- pausetime = 3,0
- numhits = 1
- sparkno = s8000
- sparkxy = -10,-70
- hitsound = S5,1
- guard.sparkno = s8070
- guardsound = S6, 0
- p2stateno = 9043
- Kill = 0
-
-
- [State 2300, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 3116
- ctrl = 1
-
-
- [Statedef 3116] ; El supercombo de may 14 golpes esto duele
- type = S
- movetype= A
- physics = S
- juggle = 4
- ctrl = 0
- velset = 0,0
- anim = 3116
- sprpriority = 2
-
-
- [State 2300, 2]
- type = Hitdef
- trigger1 = time = 0
- trigger2 = MoveGuarded = 1
- trigger3 = Movetype = H
- damage = 15
- attr = S, SA
- pausetime = 3,0
- numhits = 1
- sparkno = s8000
- sparkxy = -10,-90
- hitsound = S5,1
- guard.sparkno = s8070
- guardsound = S6, 0
- p2stateno = 9043
- Kill = 0
-
-
- [State 2300, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 3117
- ctrl = 1
-
-
-
- [Statedef 3117] ; El supercombo de may 14 golpes esto duele
- type = S
- movetype= A
- physics = S
- juggle = 4
- ctrl = 0
- velset = 0,0
- anim = 3117
- sprpriority = 2
-
-
- [State 2300, 2]
- type = Hitdef
- trigger1 = time = 0
- trigger2 = MoveGuarded = 1
- trigger3 = Movetype = H
- damage = 15
- attr = S, SA
- pausetime = 3,0
- numhits = 1
- sparkno = s8000
- sparkxy = -10,-70
- hitsound = S5,1
- guard.sparkno = s8070
- guardsound = S6, 0
- p2stateno = 9043
- Kill = 0
-
-
- [State 2300, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 3118
- ctrl = 1
-
-
- [Statedef 3118] ; El supercombo de may 14 golpes esto duele
- type = S
- movetype= A
- physics = S
- juggle = 4
- ctrl = 0
- velset = 0,0
- anim = 3118
- sprpriority = 2
-
-
- [State 2300, 2]
- type = Hitdef
- trigger1 = time = 0
- trigger2 = MoveGuarded = 1
- trigger3 = Movetype = H
- damage = 15
- attr = S, SA
- pausetime = 3,0
- numhits = 1
- sparkno = s8000
- sparkxy = -10,-70
- hitsound = S5,1
- guard.sparkno = s8070
- guardsound = S6, 0
- p2stateno = 9043
- Kill = 0
-
-
- [State 2300, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 3119
- ctrl = 1
-
-
- [Statedef 3119] ; El supercombo de may 14 golpes esto duele
- type = S
- movetype= A
- physics = S
- juggle = 4
- ctrl = 0
- velset = 0,0
- anim = 3119
- sprpriority = 2
-
-
- [State 2300, 2]
- type = Hitdef
- trigger1 = time = 0
- trigger2 = MoveGuarded = 1
- trigger3 = Movetype = H
- damage = 15
- attr = S, SA
- pausetime = 3,0
- numhits = 1
- sparkno = s8000
- sparkxy = -10,-90
- hitsound = S5,1
- guard.sparkno = s8070
- guardsound = S6, 0
- p2stateno = 9043
- Kill = 0
-
-
- [State 2300, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 3120
- ctrl = 1
-
-
- [Statedef 3120] ; El supercombo de may 14 golpes esto duele
- type = S
- movetype= A
- physics = S
- juggle = 4
- ctrl = 0
- velset = 0,0
- anim = 3120
- sprpriority = 2
-
-
- [State 2300, 2]
- type = Hitdef
- trigger1 = time = 0
- trigger2 = MoveGuarded = 1
- trigger3 = Movetype = H
- damage = 15
- attr = S, SA
- pausetime = 3,0
- numhits = 1
- sparkno = s8000
- sparkxy = -10,-70
- hitsound = S5,1
- guard.sparkno = s8070
- guardsound = S6, 0
- p2stateno = 9033
- Kill = 0
-
-
- [State 2300, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 3121
- ctrl = 1
-
-
-
- [Statedef 3121] ; El supercombo de may 14 golpes esto duele
- type = S
- movetype= A
- physics = S
- juggle = 4
- ctrl = 0
- velset = 0,0
- anim = 3121
- sprpriority = 2
-
-
- [State 2300, 2]
- type = Hitdef
- trigger1 = time = 0
- trigger2 = MoveGuarded = 1
- trigger3 = Movetype = H
- damage = 15
- attr = S, SA
- pausetime = 3,0
- numhits = 1
- sparkno = s8000
- sparkxy = -10,-70
- hitsound = S5,1
- guard.sparkno = s8070
- guardsound = S6, 0
- p2stateno = 9033
- Kill = 0
-
-
- [State 2300, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 3122
- ctrl = 1
-
-
- [Statedef 3122] ; El supercombo de may 14 golpes esto duele
- type = S
- movetype= A
- physics = S
- juggle = 4
- ctrl = 0
- velset = 0,0
- anim = 3122
- sprpriority = 2
-
-
- [State 2300, 2]
- type = Hitdef
- trigger1 = time = 0
- trigger2 = MoveGuarded = 1
- trigger3 = Movetype = H
- damage = 15
- attr = S, SA
- pausetime = 3,0
- numhits = 1
- sparkno = s8000
- sparkxy = -10,-70
- hitsound = S5,1
- guard.sparkno = s8070
- guardsound = S6, 0
- p2stateno = ifelse(var(7) = 1, 9063, 9034)
- Kill = 0
-
-
- [State 2300, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 3123
- ctrl = 1
-
-
-
- [Statedef 3123] ; El supercombo de may 14 golpes esto duele
- type = S
- movetype= A
- physics = S
- juggle = 4
- ctrl = 0
- velset = 0,0
- anim = 3123
- sprpriority = 2
- poweradd = 0
-
- [State 2300, 2]
- type = Hitdef
- trigger1 = time = 0
- trigger2 = MoveGuarded = 1
- trigger3 = Movetype = H
- damage = 15
- attr = S, SA
- pausetime = 3,0
- numhits = 1
- sparkno = s8000
- sparkxy = -10,-70
- hitsound = S5,1
- guard.sparkno = s8070
- guardsound = S6, 0
- p2stateno = ifelse(var(7) = 1, 9063, 9033)
- Kill = 0
-
-
- [State 2300, 3]
- type = ChangeState
- triggerall = var(7)=1
- trigger1 = AnimTime = 0
- value = 4500
- ctrl = 1
-
- [State 2300, 3]
- type = ChangeState
- triggerall = var(7)=0
- trigger1 = AnimTime = 0
- value = 3007
- ctrl = 1
-
-
- [Statedef 3007]
- type = S
- movetype= A
- physics = S
- juggle = 5
- poweradd= -1000
- ctrl = 0
- velset = 0,0
- anim = 3000
- sprpriority = 2
-
-
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = time = 9
- value =3000, 62
-
-
-
-
-
-
-
-
-
- [State 3005, 1]
- type = HitDef
- trigger1 = Time = 0
- attr = S, HA
- damage = 145,16
- animtype = DiagUp
- guardflag = M
- hitflag = MAFD
- getpower = 0,0
- pausetime = 0,3
- sparkno =s8020
- guard.sparkno = s8070
- guardsound = S6, 0
- sparkxy = 0, -50
- hitsound = S5,2
- ground.type = Low
- ground.slidetime = 20
- ground.hittime = 9
- ground.velocity = -7,-7
- air.velocity = -16
- fall = 1
- fall.recover = 0
- id = 3005
- fall.envshake.time = 10
- fall.envshake.ampl = -8
- ground.cornerpush.veloff = 0
-
- [State 240, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
- [Statedef 2046]
- type = A
- movetype= A
- physics = N
- velset = 4,-6
- anim = 7100
- poweradd = 100
-
- [State 300, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value =3000,67
-
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 3000, 69
-
- [State 2046, 1]
- type = VelAdd
- trigger1 = Time > 0
- y = .65
-
- [State 210, 1]
- type = HitDef
- trigger1 = Time = 0
- attr = S, NA
- animtype = Hard
- damage = 100
- guardflag = M
- pausetime = 8,8
- sparkno = s8020
- sparkxy = -17,-75
- hitsound = s5,2
- guard.sparkno = s8070
- guardsound = S6, 0
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 20
- ground.velocity = -10
- air.type = Low
- air.velocity = -4,-3
-
-
- [State 2046, 2]
- type = VelAdd
- trigger1 = Time > 10
- x = -0.1
-
-
- [State 301, 4]
- type = ChangeState
- trigger1 = vel y > 0 && pos y >= -5
- value = 3212
-
- [Statedef 3212]
- type = S
- movetype = A
- physics = S
- anim = 7200
- velset = 0,0
- ctrl = 0
-
-
-
-
- [State 302, 0]
- type = PosSet
- trigger1 = time = 0
- y = 0
-
- [State 302, 2]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
-
-
-
-
-
-
-
-
-
-
- [Statedef 9033]
- type = S
- movetype= H
- physics = S
- velset = -3.5,0
- ctrl = 0
-
- [State 9032, 1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 9033
-
- [State 9033, 2]
- type = posset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = velset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = HitFallSet
- trigger1 = Time = 0
- value = 0
-
- [State 9033, 3]
- type = SelfState
- trigger1 = time >= 50
- value = 5000
-
-
- [Statedef 9063]
- type = S
- movetype= H
- physics = S
- velset = 0,0
- ctrl = 0
-
- [State 9032, 1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 9033
-
- [State 9033, 2]
- type = posset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = velset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = HitFallSet
- trigger1 = Time = 0
- value = 0
-
- [State 9033, 3]
- type = SelfState
- trigger1 = time >= 50
- value = 5000
-
-
-
-
-
- [Statedef 9034]
- type = S
- movetype= H
- physics = S
- velset = -7.0,0
- ctrl = 0
-
- [State 9032, 1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 9033
-
- [State 9033, 2]
- type = posset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = velset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = HitFallSet
- trigger1 = Time = 0
- value = 0
-
- [State 9033, 3]
- type = SelfState
- trigger1 = time >= 50
- value = 5000
-
-
-
- [Statedef 3200]
- type = A
- movetype = I
- physics = N
- anim = 3200
- velset = 0,0
- ctrl = 0
-
- [State 300, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value =3000,63
-
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = Time = 2
- value = 3000, 68
-
-
-
- [State 3201, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 3201
-
- [Statedef 3201]
- type = A
- movetype = A
- physics = N
- ctrl = 0
- anim = 3201
- velset = 6,7
-
-
-
- [State 630, 3]
- type = HitDef
- trigger1 = AnimElem = 4
- trigger2 = AnimElem = 5
- trigger3 = AnimElem = 6
- trigger4 = AnimElem = 7
- attr = A, NA
- damage = floor(35/2**HitCount)+5,0
- numhits = 1
- animtype = Hard
- guardflag = H
- hitflag = MAF
- numhits = 1
- getpower = 50
- givepower = 25
- guardflag = HA
- hitflag = MAF
- priority = 4, Hit
- pausetime = 3,0
- sparkno = s8020
- sparkxy = 0,-40
- hitsound = s5,2
- guard.sparkno = s8070
- guardsound = S6, 0
- ground.type = Low
- air.animtype = Low
- ground.slidetime = 19
- ground.hittime = 14
- ground.velocity = -4
- air.velocity = -4,-7.2
- air.fall = 1
- fall = 1
- fall.recover = 0
- palfx.time = 35
- palfx.add = 40,-70,-200
- palfx.sinadd = 40,30,0,10
- palfx.color = 0
- palfx.invertall = 1
-
- [State 301, 4]
- type = ChangeState
- trigger1 = vel y > 0 && pos y >= -5
- value = 3202
-
- [Statedef 3202]
- type = S
- movetype = A
- physics = S
- anim = 3202
- velset = 0,0
- ctrl = 0
-
- [State 630, 3]
- type = HitDef
- trigger1 = p2stateno != (5000, 6000)
- trigger1 = Time = 0
- attr = S, NA
- damage = 20
- getpower = 50
- givepower = 25
- guardflag = HA
- hitflag = MAF
- priority = 4, Hit
- pausetime = 9,12
- sparkxy = 0,-40
- hitsound = s5,2
- guard.sparkno = s8070
- guardsound = S6, 0
- ground.type = Low
- air.animtype = Low
- ground.slidetime = 19
- ground.hittime = 14
- ground.velocity = -7
- air.velocity = -2,-7.2
- air.fall = 1
- fall = 1
- fall.recover = 0
- palfx.time = 25
- palfx.add = 40,-70,-200
- palfx.sinadd = 40,30,0,10
- palfx.color = 0
- palfx.invertall = 1
-
-
- [State 302, 0]
- type = PosSet
- trigger1 = time = 0
- y = 0
-
- [State 302, 2]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
-
- [Statedef 3400]
- type = S
- movetype= A
- physics = S
- juggle = 5
- ctrl = 0
- velset = 0,0
- anim = 3400
- sprpriority = 2
- poweradd = 100
-
- [State 4510, 1]
- type = AfterImage
- trigger1 = animelem = 2
- time = 27
- FrameGap = 4
- length = 9
- trans = add1
-
-
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 3000, 64
-
-
- [State 240, 2]
- type = HitDef
- trigger1 = animelem = 4
- trigger2 = AnimElem = 5 && movecontact = 0
- attr = C, NA
- getpower = 63
- damage = 100
- animtype = Medium
- getpower = 10
- givepower = 8
- hitflag = MA
- guardflag = M
- pausetime = 10,10
- sparkno = s8020
- sparkxy = -2,-51
- hitsound =s5,2
- guard.sparkno = s8070
- guardsound = S6, 0
- ground.type = Low
- ground.slidetime = 15
- ground.hittime = 10
- ground.velocity = -2
- ground.cornerpush = 1
- air.velocity = 1,0
- air.fall = 1
- fall.recover = 0
-
- [State 240, 4]
- type = ChangeState
- trigger1 = movehit = 1
- value = 3410
- ctrl = 1
-
-
- [State 240, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 3410
- ctrl = 1
-
-
-
- [Statedef 3410]
- type = S
- movetype= A
- physics = S
- juggle = 5
- ctrl = 0
- velset = 0,0
- anim = 3411
- sprpriority = 2
- poweradd = 100
-
- [State 245, 1]
- type = HitDef
- trigger1 = time = 0
- attr = S, NA ;Attribute: Standing, Normal Attack
- damage = 100, 0 ;Damage that move inflicts, guard damage
- animtype = Heavy ;Animation type: Light, Medium, Heavy, Back (def: Light)
- guardflag = MA ;Flags on how move is to be guarded against
- hitflag = MAF ;Flags of conditions that move can hit
- priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
- ;Hit/Miss/Dodge type (Def: Hit)
- pausetime = 12,12 ;Time attacker pauses, time opponent shakes
- sparkno = s8020 ;Spark anim no (Def: set above)
- sparkxy = -10, -86 ;X-offset for the "hit spark" rel. to p2,
- ;Y-offset for the spark rel. to p1
- hitsound = s5, 2 ;Sound to play on hit
- guard.sparkno = s8070
- guardsound = S6, 0
- ground.type = High ;Type: High, Low, Trip (def: Normal)
- ground.slidetime = 19 ;Time that the opponent slides back
- ground.hittime = 19 ;Time opponent is in hit state
- ground.velocity = -8 ;Velocity at which opponent is pushed
- airguard.velocity = -7.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
- air.type = High ;Type: High, Low, Trip (def: same as ground.type)
- air.velocity = -5.4,-3 ;X-velocity at which opponent is pushed,
- ;Y-velocity at which opponent is pushed
- air.hittime = 12
-
-
- [State 240, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
-
-
- [Statedef 4000]
- type = S
- movetype= A
- physics = S
- juggle = 5
- poweradd= 100
- ctrl = 0
- velset = 0,0
- anim = 4000
- sprpriority = 2
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 4000, 0
-
- [State 990,5]
- type = PlaySnd
- trigger1 = Time = 1
- value = 4000, 1
-
-
- [State 330, 1]
- type = HitDef
- trigger1 = AnimElem = 8
- attr = S, NA
- damage = 170
- animtype = Hard
- guardflag = H
- hitflag = MAF
- getpower = 30,0
- pausetime = 8,0
- guard.sparkno = S8070
- sparkno = s8020
- sparkxy = -10, -65
- hitsound = S5,2
- guard.sparkno = s8070
- guardsound = S6, 0
- ground.type = High
- ground.slidetime = 10
- ground.hittime = 18
- ground.velocity = -7.5,-4
- air.velocity = -7.5,-4
- guard.cornerpush.veloff = -9
- fall = 1
- fall.recover = 0
-
-
-
- [State 240, 4]
- type = Velset
- trigger1 = AnimElem = 7
- x = 7
-
-
-
- [State 240, 4]
- type = Velset
- trigger1 = AnimElem = 9
- x = 0
-
- [State 302, 2]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
-
- [Statedef 3500]
- type = S
- movetype = A
- physics = S
- anim = 3500
- velset = 0
- ctrl = 0
- juggle = 0
- poweradd = 100
-
- [State 200, 2]
- type = PlaySnd
- trigger1 = Time = 2
- value = 4000,0
-
-
- [State 200, 2]
- type = PlaySnd
- trigger1 = AnimElem = 4
- value = 3000,72
-
-
- [State 3500, 1]
- type = AfterImage
- trigger1 = animelem = 4
- time = 50
- FrameGap = 3
- length = 15
- trans = add1
-
-
-
-
- [State 3500, 1]
- type = HitDef
- trigger1 = Time = 0
- attr = S, SA
- damage = 170,0
- animtype = Hard
- fall.animtype = DiagUp
- guardflag = H
- hitflag = MAF
- getpower = 150,0
- pausetime = 8,8
- sparkno = s8020
- guard.sparkno = S8070
- sparkxy = -5, -65
- hitsound = S5,2
- guard.sparkno = s8070
- guardsound = S6, 0
- ground.type = High
- ground.slidetime = 10
- ground.hittime = 18
- ground.velocity = -2,12
- air.velocity = -2,12
- guard.velocity = -8
- fall = 1
- fall.recover = 0
- air.juggle = 8
- fall.envshake.time = 17
- fall.envshake.ampl = -10
-
- [State 235, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Supercombo 2
-
- [Statedef 4200]
- type = S
- movetype= A
- physics = S
- juggle = 9
- velset = 0,0
- ctrl = 0
- anim = 4200
- sprpriority = 2
- poweradd = ifelse(var(8) = 1, 0, -500)
-
- [State 2300, 1]
- type = PlaySnd
- trigger1 = Time = 4
- value = 3000,2
-
- [State 3200, 2]
- type = SuperPause
- trigger1 = AnimElem = 5
- time = 25
- anim = -1
- darken =0
-
- [State 3500, 9]
- type = BGPalfx
- trigger1 = AnimElem = 5
- ignorehitpause = 1
- time = 30
- mul = 128,128,128
- invertall = 1
-
- [State 3000,1]
- type = Envcolor
- trigger1 = AnimElem = 5
- persistent = 0
- ignorehitpause = 1
- value = 0, 0, 0
- time = 10
- under = 1
- supermove = 1
-
- [state -3, nofg]
- type = assertspecial
- trigger1 = time = [6,20]
- flag = NoFG
-
- [State 4010, 3]
- type = Explod
- trigger1 = AnimElem = 5
- anim = 8151
- pos = -23,-45
- postype = p1
- sprpriority = 1
- supermove = 1
- bindtime = 1
- ontop = 1
- ownpal = 1
-
- [State 4010, 4]
- type = Explod
- trigger1 = AnimElem = 5
- anim = 8152
- pos = -23,-45
- postype = p1
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ontop = 0
- ownpal = 1
-
-
-
-
-
-
-
-
- [State 4200, NOTHITBY]
- type = Nothitby
- trigger1 = animelem = 5, <= 0
- value = SCA
-
- [State 2600, 3]
- type = ChangeState
- Trigger1 = AnimTime = 0
- value = 4205
- ctrl = 1
-
- ;=============================================================
- [Statedef 4205]
- type = S
- movetype = A
- physics = N
- velset = -1,0
- anim = 4207
- juggle = 13
- ctrl = 0
- poweradd = ifelse(var(8) = 1, 0, -500)
-
- [State 4205, 1]
- type = varset
- trigger1 = time = 0
- trigger1 = p2movetype != A
- var(17) = 1
-
- [State 4205, 2KStyleSDM]
- type = Bgpalfx
- trigger1 = 1
- invertall = 1
- time = 1
- mul = 120,120,120
- ignorehitpause = 1
-
- [State 4205, AFTER]
- type = AfterImage
- trigger1 = time = 0
- time = 20
- trans = add1
- timegap = 1
- framegap = 2
- length = 8
-
- [State 4205, 1]
- type = VelSet
- trigger1 = 1
- x = const(velocity.run.fwd.x) + 1.5
-
- [State 4205, 2]
- type = PlaySnd
- trigger1 = timemod = 70, 1
- value = 100,0
- channel = 25
-
- [State 2300, 2]
- type = Hitdef
- trigger1 = time = 0
- trigger2 = MoveGuarded = 1
- trigger3 = Movetype = H
- damage = 15
- attr = S, SA
- pausetime = 3,0
- numhits = 1
- sparkno = s8030
- sparkxy = 10,-70
- hitsound = S5,1
- guard.sparkno = s8070
- guardsound = S6, 0
- p2stateno = 4400
- p1stateno = 4210
- Kill = 0
-
-
- [State 2605, 6]
- type = ChangeState
- trigger1 = moveguarded
- value = 0
- ctrl = 1
-
- [State 2605, 6]
- type = ChangeState
- triggerall = movecontact = 0
- trigger1 = time >= 63
- trigger2 = time >= 17
- trigger2 = p2statetype = L
- trigger2 = p2bodydist x <= 0
- value = 0
- ctrl = 1
-
- [Statedef 4210]
- type = S
- movetype= A
- physics = S
- juggle = 4
- ctrl = 0
- velset = -1,0
- anim = 4210
- sprpriority = 2
- velset = -1,0
- poweradd = 0
-
-
- [State 2300, 2]
- type = Hitdef
- trigger1 = time = 0
- trigger2 = MoveGuarded = 1
- trigger3 = Movetype = H
- damage = 15
- attr = S, SA
- pausetime = 3,0
- numhits = 2
- sparkno = s8000
- sparkxy = -15,-70
- hitsound = S5,1
- guard.sparkno = s8070
- guardsound = S6, 0
- p2stateno = 9033
- Kill = 0
-
- [State 2300, 3]
- type = Posadd
- triggerall = stateno = 4210
- trigger1 = movehit = 1
- x = 3
-
- [State 2300, 3]
- type = ChangeState
- trigger1 = movehit = 1
- value = 4215
- ctrl = 1
-
- [State 2300, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
- [Statedef 4215]
- type = S
- movetype= A
- physics = S
- juggle = 4
- ctrl = 0
- velset = 0,0
- anim = 4215
- sprpriority = 2
- poweradd = 0
-
- [State 2300, 2]
- type = Hitdef
- trigger1 = time = 0
- trigger2 = MoveGuarded = 1
- trigger3 = Movetype = H
- damage = 15
- attr = S, SA
- pausetime = 3,0
- numhits = 1
- sparkno = s8000
- sparkxy = -15,-70
- hitsound = S5,1
- guard.sparkno = s8070
- guardsound = S6, 0
- p2stateno = 9033
- Kill = 0
-
- [State 2300, 3]
- type = Posadd
- triggerall = stateno = 4215
- trigger1 = movehit = 1
- x = 3
-
- [State 2300, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 4220
- ctrl = 1
-
-
- [Statedef 4220]
- type = S
- movetype= A
- physics = S
- juggle = 4
- ctrl = 0
- velset = 0,0
- anim = 4220
- sprpriority = 2
- poweradd = 0
-
-
- [State 2300, 2]
- type = Hitdef
- trigger1 = time = 0
- trigger2 = MoveGuarded = 1
- trigger3 = Movetype = H
- damage = 15
- attr = S, SA
- pausetime = 3,0
- numhits = 2
- sparkno = s8000
- sparkxy = -15,-90
- hitsound = S5,1
- guard.sparkno = s8070
- guardsound = S6, 0
- p2stateno = 9033
- Kill = 0
-
- [State 2300, 3]
- type = Posadd
- triggerall = stateno = 4220
- trigger1 = movehit = 1
- x = 4.5
-
- [State 2300, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 4225
- ctrl = 1
-
- [Statedef 4225]
- type = S
- movetype= A
- physics = S
- juggle = 4
- ctrl = 0
- velset = 0,0
- anim = 4225
- sprpriority = 2
- poweradd = 0
-
- [State 2300, 2]
- type = Hitdef
- trigger1 = time = 0
- trigger2 = MoveGuarded = 1
- trigger3 = Movetype = H
- damage = 15
- attr = S, SA
- pausetime = 3,0
- numhits = 1
- sparkno = s8000
- sparkxy = -15,-30
- hitsound = S5,1
- guard.sparkno = s8070
- guardsound = S6, 0
- p2stateno = 4400
- Kill = 0
-
- [State 2300, 3]
- type = Posadd
- triggerall = stateno = 4225
- trigger1 = movehit = 1
- trigger2 = AnimElem = 6
- trigger3 = AnimElem = 7
- x = 5.5
-
- [State 2300, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 4230
- ctrl = 1
-
-
- [Statedef 4230]
- type = S
- movetype= A
- physics = S
- juggle = 4
- ctrl = 0
- velset = 0,0
- anim = 4230
- sprpriority = 2
- poweradd = 0
-
- [State 2300, 2]
- type = Hitdef
- trigger1 = AnimElem = 2
- trigger2 = AnimElem = 7
- trigger3 = MoveGuarded = 1
- trigger4 = Movetype = H
- damage = 15
- attr = S, SA
- pausetime = 3,0
- numhits = 1
- sparkno = s8000
- sparkxy = -15,-70
- hitsound = S5,1
- guard.sparkno = s8070
- guardsound = S6, 0
- p2stateno = 4401
- Kill = 0
-
- [State 2300, 3]
- type = Posadd
- triggerall = stateno = 4230
- trigger1 = movehit = 1
- trigger2 = AnimElem = 6
- trigger3 = AnimElem = 7
- x = 7
-
- [State 2300, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 4235
- ctrl = 1
-
- [Statedef 4235]
- type = S
- movetype= A
- physics = S
- juggle = 4
- ctrl = 0
- velset = 0,0
- anim = 4235
- sprpriority = 2
- poweradd = 0
-
- [State 2300, 2]
- type = Hitdef
- trigger1 = AnimElem = 2
- trigger2 = AnimElem = 7
- trigger3 = MoveGuarded = 1
- trigger4 = Movetype = H
- damage = 15
- attr = S, SA
- pausetime = 3,0
- numhits = 1
- sparkno = s8000
- sparkxy = -15,-70
- hitsound = S5,1
- guard.sparkno = s8070
- guardsound = S6, 0
- p2stateno = 4401
- Kill = 0
-
- [State 2300, 3]
- type = Posadd
- triggerall = stateno = 4235
- trigger1 = movehit = 1
- x = 7
-
-
- [State 2300, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 4240
- ctrl = 1
-
- [Statedef 4240]
- type = S
- movetype= A
- physics = S
- juggle = 4
- ctrl = 0
- velset = 0,0
- anim = 4240
- sprpriority = 2
- poweradd = 0
-
- [State 2300, 2]
- type = Hitdef
- trigger1 = AnimElem = 2
- trigger2 = AnimElem = 7
- trigger3 = MoveGuarded = 1
- trigger4 = Movetype = H
- damage = 15
- attr = S, SA
- pausetime = 3,0
- numhits = 1
- sparkno = s8000
- sparkxy = -15,-70
- hitsound = S5,1
- guard.sparkno = s8070
- guardsound = S6, 0
- p2stateno = 4401
- Kill = 0
-
- [State 2300, 3]
- type = Posadd
- trigger1 = movehit = 1
- x = 4.3
-
-
- [State 2300, 3]
- type = ChangeState
- triggerall= var(7)=0
- trigger1 = AnimTime = 0
- value = 4255
- ctrl = 1
-
- [State 2300, 3]
- type = ChangeState
- triggerall= var(7)=1
- trigger1 = AnimTime = 0
- value = 3111
- ctrl = 1
-
- [Statedef 4255]
- type = S
- movetype= A
- physics = S
- juggle = 4
- ctrl = 0
- velset = 0,0
- anim = 4240
- sprpriority = 2
- poweradd = 0
-
- [State 2300, 2]
- type = Hitdef
- trigger1 = AnimElem = 2
- trigger2 = AnimElem = 7
- trigger3 = MoveGuarded = 1
- trigger4 = Movetype = H
- damage = 15
- attr = S, SA
- pausetime = 3,0
- numhits = 1
- sparkno = s8000
- sparkxy = -15,-70
- hitsound = S5,1
- guard.sparkno = s8070
- guardsound = S6, 0
- p2stateno = 4402
- Kill = 0
-
- [State 2300, 3]
- type = Posadd
- triggerall = stateno = 4255
- trigger1 = movehit = 1
- x = 4.2
-
-
- [State 2300, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 4260
- ctrl = 1
-
- [Statedef 4260]
- type = S
- movetype = A
- physics = S
- anim = 3500
- velset = 0
- ctrl = 0
- juggle = 0
- poweradd = 0
-
- [State 200, 2]
- type = PlaySnd
- trigger1 = Time = 2
- value =3000,61
-
-
- [State 3500, 1]
- type = HitDef
- trigger1 = Time = 0
- attr = S, SA
- damage = 90,0
- animtype = Hard
- fall.animtype = DiagUp
- guardflag = H
- hitflag = MAF
- pausetime = 8,8
- sparkno = s8020
- guard.sparkno = S8070
- sparkxy = -5, -65
- hitsound = S5,2
- guard.sparkno = s8070
- guardsound = S6, 0
- ground.type = High
- ground.slidetime = 10
- ground.hittime = 18
- ground.velocity = -2,12
- air.velocity = -2,12
- guard.velocity = -8
- fall = 1
- fall.recover = 0
- air.juggle = 8
- fall.envshake.time = 17
- fall.envshake.ampl = -10
-
- [State 235, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
-
-
-
-
- [Statedef 4400]
- type = S
- movetype= H
- physics = S
- velset = -5.2,0
- ctrl = 0
-
- [State 9032, 1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 9033
-
- [State 9033, 2]
- type = posset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = velset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = HitFallSet
- trigger1 = Time = 0
- value = 0
-
- [State 9033, 3]
- type = SelfState
- trigger1 = time >= 50
- value = 5000
-
-
- [Statedef 4401]
- type = S
- movetype= H
- physics = S
- velset = -6,0
- ctrl = 0
-
- [State 9032, 1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 9033
-
- [State 9033, 2]
- type = posset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = velset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = HitFallSet
- trigger1 = Time = 0
- value = 0
-
- [State 9033, 3]
- type = SelfState
- trigger1 = time >= 50
- value = 5000
-
-
-
- [Statedef 4402]
- type = S
- movetype= H
- physics = S
- velset = -10,0
- ctrl = 0
-
- [State 9032, 1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 9033
-
- [State 9033, 2]
- type = posset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = velset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = HitFallSet
- trigger1 = Time = 0
- value = 0
-
- [State 9033, 3]
- type = Changestate
- trigger1 = time >=9
- value = 4405
-
-
- [Statedef 4405]
- type = S
- movetype= H
- physics = N
- velset = 0,0
-
-
- [State 2118, 1] ;Anim for HIT_LIGHT to HIT_HARD
- type = ChangeAnim
- trigger1 = Time = 0
- value = 5300
-
- [State 2118, 1] ;Anim for HIT_LIGHT to HIT_HARD
- type = selfstate
- trigger1 = Time >= 180
- value = 5100
- ctrl = 0
-
- [State 4304, FFB Light]
- type = ForceFeedback
- trigger1 = anim = 5000
- trigger2 = anim = 5010
- persistent = 0
- time = 6
- waveform = square
-
- [State 4304, FFB Medium]
- type = ForceFeedback
- trigger1 = anim = 5001
- trigger2 = anim = 5011
- persistent = 0
- time = 8
- waveform = sinesquare
- ampl = 110,-1,-.3
-
- [State 4304, FFB Hard]
- type = ForceFeedback
- trigger1 = anim = 5012
- trigger2 = anim = 5002
- trigger3 = anim = 5030
- persistent = 0
- time = 15
- waveform = sinesquare
- ampl = 140
-
- ; Coger
- [Statedef 960]
- type = S
- movetype= A
- physics = S
- juggle = 0
- velset = 0,0
- ctrl = 0
- anim = 860
- sprpriority = 2
-
- [State 810, Grab Sound]
- type = PlaySnd
- trigger1 = time = 1
- value = 72,4
- channel= 22
-
-
- [State r, 960]
- type = HitDef
- Trigger1 = Time = 0
- attr = S, NA
- sparkno = -1 ;No spark
- sprpriority = 1 ;Draw in front of p2
- p1facing = 1 ;Turn if holding forwards
- p2facing = 1 ;Force p2 to face KFM
- p1stateno = 970 ;On success, KFM changes to state 810
- p2stateno = 980 ;If hit, p2 changes to state 820 in KFM's cns
- guard.dist = 0 ;This prevents p2 from going into a guard state if close
- fall = 1 ;Force p2 into falling down
-
- [State 970, 2]
- type = ChangeState
- Trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- [Statedef 970]
- type = S
- movetype= A
- physics = N
- anim = 870
- poweradd = 60
-
-
- [State 801, 0]
- type = Explod
- trigger1 = AnimElem = 9
- anim = 8020
- pos = 65,-60
- sprpriority = 2
- postype = p1
-
-
-
- [State 810, Grab Sound]
- type = PlaySnd
- trigger1 = AnimElem = 9
- value = 205, 0
-
-
- [State 810, Bind 1]
- type = TargetBind
- trigger1 = AnimElem = 1
- pos = 18, -2 ; Primer Frame
-
- [State 810, Bind 1]
- type = TargetBind
- trigger1 = AnimElem = 2
- pos = 18, -2
-
- [State 810, Bind 1]
- type = TargetBind
- trigger1 = AnimElem = 3
- pos = 18, -2
-
-
- [State 810, Bind 1]
- type = TargetBind
- trigger1 = AnimElem = 4
- pos = 21, -2
-
- [State 810, Bind 1]
- type = TargetBind
- trigger1 = AnimElem = 5
- pos = 21, -2
-
- [State 810, Bind 1]
- type = TargetBind
- trigger1 = AnimElem = 6
- pos = 24, -5
-
- [State 810, Bind 1]
- type = TargetBind
- trigger1 = AnimElem = 7
- pos = 32, -8
-
- [State 810, Bind 1]
- type = TargetBind
- trigger1 = AnimElem = 8
- pos = 32, -12
-
- [State 801, 3]
- type = TargetLifeAdd
- Trigger1 = AnimElem = 9
- value = -150
-
-
- [State 810, Bind 1]
- type = TargetBind
- trigger1 = AnimElem = 9
- pos = 75, -13
-
- [State 810, Throw 11]
- type = TargetState
- trigger1 = AnimElem = 10
- value = 3610
-
- [State 810, State End]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;Thrown by Kung Fu Throw
- ; (a custom gethit state)
- ; Description: This is the state that the opponent changes to after being
- ; hit by KFM's throw HitDef. The important thing here is to use a
- ; ChangeAnim2 controller. The difference between ChangeAnim2 and
- ; ChangeAnim is that ChangeAnim2 changes the player's animation to
- ; an action in the AIR file of the attacker (in this case, kfm.air),
- ; whereas ChangeAnim always changes the player to an action in his
- ; own AIR file. Look at Action 820 in kfm.air for some extra
- ; comments.
- [Statedef 980]
- type = A
- movetype= H
- physics = N
- velset = 0,0
-
- [State 820, 1]
- type = ChangeAnim2
- Trigger1 = Time = 0
- value = 871
-
- [Statedef 3610]
- type = S
- movetype= H
- ctrl = 0
- velset = 0,0
-
- [State 361, 1]
- type = Changeanim2
- trigger1 = Time = 0
- value = 3610
-
- [State 361 ,2]
- type = PosAdd
- trigger1 = time > 1
- trigger1 = backedgebodydist > 0
- x = -14
-
- [State 361, 3]
- type = ChangeState
- trigger1 = backedgebodydist <= 4
- value = 3620
- ctrl = 0
-
- [Statedef 3620]
- type = S
- movetype= H
-
- [State 362, 1]
- type = PlaySnd
- Trigger1 = Time = 0
- value = F5,4
-
- [State 362, 2]
- type = Explod
- trigger1 = Time = 0
- persistent = 0
- anim = F72
- pos = -40,-60
- sprpriority = 4
- ownpal = 1
-
- [State 362, 3]
- type = ChangeAnim2
- Trigger1 = Time = 0
- value = 3620
-
- [State 362, 4]
- type = EnvShake
- Trigger1 = Time = 0
- time = 15
- ampl = -3
- freq = 90
- phase = 90
-
- [State 362, 5]
- type = ChangeState
- trigger1 = Time = 10
- value = 3630
-
- [Statedef 3630]
- type = S
- movetype= H
- ctrl = 0
- velset = 2.1,-1.6
-
- [State 363, 1]
- type = ScreenBound
- trigger1 = time = 0
- value = 1
-
- [State 363, 2]
- type = SelfState
- trigger1 = time = 10
- value = 5050
- ctrl = 0
-
-
- [Statedef 9043]
- type = S
- movetype= H
- physics = S
- velset = .2,0
- ctrl = 0
-
- [State 9032, 1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 9033
-
- [State 9033, 2]
- type = posset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = velset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = HitFallSet
- trigger1 = Time = 0
- value = 0
-
- [State 9033, 3]
- type = SelfState
- trigger1 = time >= 50
- value = 5000
-
-
- ;---------------------------------------------------------------------------
- [Statedef 4990]
- type = S
- movetype= A
- physics = S
- juggle = 4
- ctrl = 0
- velset = 0,0
- anim = 4990
- poweradd = 100
-
- [State 4510, 1]
- type = AfterImage
- trigger1 = animelem = 2
- time = 20
- FrameGap = 4
- length = 9
- trans = add1
-
-
- [State 217, 2]
- type = PlaySnd
- trigger1 = (AnimElem = 4) && (random < 800)
- value = 72,2
-
-
-
- [State 805, 1]
- type = posadd
- trigger1 = AnimElem = 3
- x = 5
-
-
- [State 805, 1]
- type = posadd
- trigger1 = AnimElem = 4
- x = 20
-
-
- [State 805, 1]
- type = posadd
- trigger1 = AnimElem = 5
- x = 10
-
-
- [State 805, 1]
- type = Posadd
- trigger1 = AnimElem = 6
- x = 10
-
- [State 805, 1]
- type = Velset
- trigger1 = AnimElem = 8
- x = 0
-
- [State 805, 1]
- type = Posadd
- trigger1 = AnimElem = 10
- x = 7
-
- [State 805, 1]
- type = Velset
- trigger1 = AnimElem = 12
- x = 0
-
-
- [State 810, Bind 1]
- type = changestate
- trigger1 = Animtime= 0
- value = 4995
- ctrl = 1
-
- [Statedef 4995]
- type = S
- movetype= A
- physics = S
- juggle = 4
- poweradd= 65
- ctrl = 0
- velset = 0,0
- anim = 4995
- sprpriority = -1
-
- [State 210, 2]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 200,0
-
- [State 200, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 210,0
-
- [State 210, 2]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, SA
- animtype = Medium
- damage = 125
- guardflag = MA
- pausetime = 12,12
- sparkno = s8020
- sparkxy = -10,-70
- hitsound = s5,2
- guard.sparkno = s8070
- guardsound = S6, 0
- ground.type = High
- ground.slidetime = 15
- ground.hittime = 17
- ground.velocity = -9
- air.velocity = -7.5,-4
-
-
- [State 210, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; POR AQUI
-
- [Statedef 4500]
- type = S
- movetype= A
- physics = S
- juggle = 9
- velset = 0,0
- ctrl = 0
- anim = 4500
- sprpriority = 2
-
- [state 5900, VARSET]
- type = varset
- trigger1 = time = 0
- V = 59
- value = 2
-
- [State 6000, especial]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 3000,2
- channel = 0
-
-
- [State 3200, 2]
- type = SuperPause
- trigger1 = AnimElem = 5
- time = 25
- anim = -1
- darken =0
-
- [State 3500, 9]
- type = BGPalfx
- trigger1 = AnimElem = 1
- ignorehitpause = 1
- time = 20
- mul = 128,128,128
- invertall = 1
-
- [State 3000,1]
- type = Envcolor
- trigger1 = AnimElem = 2
- persistent = 0
- ignorehitpause = 1
- value = 0, 0, 0
- time = 10
- under = 1
- supermove = 1
-
- [state -3, nofg]
- type = assertspecial
- trigger1 = time = [6,20]
- flag = NoFG
-
- [State 4010, 3]
- type = Explod
- trigger1 = AnimElem = 4
- anim = 8151
- pos = 62,-74
- postype = p1
- sprpriority = 1
- supermove = 1
- bindtime = 1
- ontop = 1
- ownpal = 1
-
- [State 4200, NOTHITBY]
- type = Nothitby
- trigger1 = animelem = 3, <= 0
- value = SCA
-
- [State 2600, 3]
- type = ChangeState
- Trigger1 = AnimTime = 0
- value = 4550
- ctrl = 0
-
-
- [Statedef 4550]
- type = S
- movetype= A
- physics = S
- juggle = 5
- poweradd= 65
- ctrl = 0
- velset = 0,0
- anim = 4550
- sprpriority = 2
-
- [State 800, 1]
- type = HitDef
- triggerall= var(7)=1
- Trigger1 = AnimElem = 8
- attr = S, SA
- pausetime = 8,0
- numhits = 1
- sparkno = s8030
- sparkxy = -5,-76
- getpower = 70
- givepower = 40
- hitsound = s5,1
- priority = 1, Miss
- p2facing = 1
- p2stateno = 4095 ; Estado player 2
-
- [State 800, 1]
- type = HitDef
- triggerall= var(7)=0
- Trigger1 = AnimElem = 8
- attr = S, NT
- pausetime = 8,0
- numhits = 1
- sparkno = s8030
- sparkxy = -5,-76
- getpower = 70
- givepower = 40
- hitsound = s5,1
- hitflag = M-
- priority = 1, Miss
- p2facing = 1
- p2stateno = 4095 ; Estado player 2
-
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 4000, 0
-
- ;[State 990,5]
- ;type = PlaySnd
- ;trigger1 = Time = 1
- ;value = 4000, 1
-
- [State 302, 2]
- type = ChangeState
- trigger1 = movehit = 1
- value = 4551
- ctrl = 1
-
- [State 302, 2]
- type = ChangeState
- trigger1 = animtime = 0
- trigger2 = p2statetype = A
- value = 4552
- ctrl = 1
-
-
- [Statedef 4551]
- type = S
- movetype= A
- physics = S
- juggle = 5
- poweradd= 65
- ctrl = 0
- velset = 0,0
- anim = 4551
- sprpriority = 2
-
- [State 302, 2]
- type = ChangeState
- trigger1 = Animtime = 0
- value = 4090
- ctrl = 1
-
-
- [Statedef 4552]
- type = S
- movetype= A
- physics = S
- juggle = 5
- poweradd= 65
- ctrl = 0
- velset = 0,0
- anim = 4551
- sprpriority = 2
-
- [State 302, 2]
- type = ChangeState
- trigger1 = Animtime = 0
- value = 0
- ctrl = 1
-
-
- [Statedef 4551]
- type = S
- movetype= A
- physics = S
- juggle = 5
- poweradd= 65
- ctrl = 0
- velset = 0,0
- anim = 4551
- sprpriority = 2
-
- [State 302, 2]
- type = ChangeState
- trigger1 = movehit = 1
- value = 4090
- ctrl = 1
-
- [Statedef 4090]
- type = S
- physics = S
- anim = ifelse(var(59) = 1, 40, 740)
- ctrl = 0
- sprpriority = 1
-
- [State 40, 0]
- type = turn
- triggerall = time = 0
- trigger1 = P2dist X < 0
-
- [State 40, 0]
- type = VarSet
- trigger1 = Time = 0
- var(8) = 0
-
-
- [State 40, 2]
- type = VarSet
- trigger1 = time = 1
- trigger1 = var(8) != -2
- var(8) = -1
-
-
- [State 40, 7]
- type = VelSet
- trigger1 = AnimTime = 0
- x = ifelse(var(8)=0, const(velocity.jump.neu.x), ifelse(var(8)>0, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
- y = const(velocity.jump.y)
-
-
- [State 40, 8]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 4050
- ctrl = 1
-
-
-
-
-
-
-
-
-
-
- [Statedef 4091]
- type = S
- physics = S
- anim = ifelse(var(59) = 1, 40, 7400)
- ctrl = 0
- sprpriority = 1
-
- [State 40, 0]
- type = turn
- triggerall = time = 0
- trigger1 = P2dist X < 0
-
- [State 40, 0]
- type = VarSet
- trigger1 = Time = 0
- var(8) = 0
-
-
- [State 40, 2]
- type = VarSet
- trigger1 = time = 1
- trigger1 = var(8) != 2
- var(8) = 1
-
-
- [State 40, 7]
- type = VelSet
- trigger1 = AnimTime = 0
- x = ifelse(var(8)=0, const(velocity.jump.neu.x), ifelse(var(8)>0, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
- y = const(velocity.jump.y)
-
-
- [State 40, 8]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 4057
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; AirJump Start
- [Statedef 4045]
- type = A
- physics = N
- ctrl = 0
- velset = 0,0
-
- [State 45, 1]
- type = ChangeAnim
- triggerall = Var(59)= 1
- trigger1 = SelfAnimExist(44)
- value = 44
-
- [State 45, 1]
- type = ChangeAnim
- triggerall = Var(59)= 1
- trigger1 = SelfAnimExist(744)
- value = 744
-
- [State 45, 2]
- type = ChangeAnim
- triggerall = Var(59)= 2
- trigger1 = !SelfAnimExist(741)
- value = 741
-
-
- [State 45, 2]
- type = ChangeAnim
- triggerall = Var(59)= 1
- trigger1 = !SelfAnimExist(41)
- value = 41
-
- [State 45, 3]
- type = VarSet
- trigger1 = Time = 0
- sysvar(1) = 0
-
- [State 45, 5]
- type = VarSet
- trigger1 = time = 1
- sysvar(1) = -1
-
- [State 45, 6]
- type = VelSet
- trigger1 = Time = 2
- x = ifelse(sysvar(1)=0, const(velocity.airjump.neu.x), ifelse(sysvar(1)=1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x)))
- y = const(velocity.airjump.y)
-
- [State 45, 7]
- type = ChangeState
- trigger1 = Time = 2
- value = 4050
- ctrl = 1
-
-
- [Statedef 4050]
- type = A
- physics = A
- ctrl = 0
-
- [State 761, 1]
- type = PlaySnd
- trigger1 = Time = 4
- value = 72, 6
-
- [State 50, 1]
- type = VarSet
- trigger1 = Time = 0
- sysvar(1) = 0
-
- [State 50, 2]
- type = ChangeAnim
- triggerall = var(59)=1
- trigger1 = Time = 0
- value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))
-
-
- [State 50, 2]
- type = ChangeAnim
- triggerall = var(59)=2
- trigger1 = Time = 0
- value = ifelse((vel x)=0, 741, ifelse((vel x)>0, 742, 7430))
-
- [State 50, 3]
- type = ChangeAnim
- trigger1 = Vel y > -2
- trigger1 = SelfAnimExist(anim + 3)
- persistent = 0
- value = Anim + 3
-
-
- [State 301, 4]
- type = ChangeState
- trigger1 = vel y > 0 && pos y >= -8
- value = 4052
- ctrl = 1
-
-
- [Statedef 4057]
- type = A
- physics = A
- ctrl = 0
-
- [State 761, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 72, 8
-
- [State 50, 1]
- type = VarSet
- trigger1 = Time = 0
- sysvar(1) = 0
-
- [State 50, 2]
- type = ChangeAnim
- triggerall = var(59)=1
- trigger1 = Time = 0
- value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))
-
-
- [State 50, 2]
- type = ChangeAnim
- triggerall = var(59)=2
- trigger1 = Time = 0
- value = ifelse((vel x)=0, 741, ifelse((vel x)>0, 742, 7430))
-
- [State 50, 3]
- type = ChangeAnim
- trigger1 = Vel y > -2
- trigger1 = SelfAnimExist(anim + 3)
- persistent = 0
- value = Anim + 3
-
-
- [State 301, 4]
- type = ChangeState
- trigger1 = time= 10
- value = 6400
- ctrl= 1
-
- [Statedef 4095]
- type = S
- movetype= H
- physics = N
- velset = 0,0
- ctrl = 0
-
-
- [State 2118, 1] ;Anim for HIT_LIGHT to HIT_HARD
- type = ChangeAnim
- trigger1 = Time = 0
- value = 5300
-
-
-
- [State 2118, 1] ;Anim for HIT_LIGHT to HIT_HARD
- type = selfstate
- trigger1 = Time >= 380
- value = 5100
- ctrl = 0
-
- [State 4304, FFB Light]
- type = ForceFeedback
- trigger1 = anim = 5000
- trigger2 = anim = 5010
- persistent = 0
- time = 6
- waveform = square
-
- [State 4304, FFB Medium]
- type = ForceFeedback
- trigger1 = anim = 5001
- trigger2 = anim = 5011
- persistent = 0
- time = 8
- waveform = sinesquare
- ampl = 110,-1,-.3
-
- [State 4304, FFB Hard]
- type = ForceFeedback
- trigger1 = anim = 5012
- trigger2 = anim = 5002
- trigger3 = anim = 5030
- persistent = 0
- time = 15
- waveform = sinesquare
- ampl = 140
-
-
-
-
- [Statedef 4052]
- type = S
- physics = S
- ctrl = 0
- anim =ifelse(var(59) = 1, 47, 747)
-
- [State 52, 1]
- type = VelSet
- trigger1 = Time = 0
- y = 0
-
- [State 52, 2]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 52, 3]
- type = CtrlSet
- trigger1 = Time = 3
- value = 0
-
-
-
- [State 52, 4]
- type = ChangeState
- triggerall = var(59)= 2
- trigger1 = AnimTime = 0
- value = 4098;4091
- ctrl = 1
-
- [Statedef 4098]
- type = S
- movetype= A
- physics = S
- juggle = 0
- velset = 0,0
- ctrl = 0
- anim = 2270
- sprpriority = 2
-
-
- [State 4098, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 72, 7
- channel = 30
-
- [State 4098, 9]
- type = BGPalfx
- trigger1 = AnimElem = 1
- ignorehitpause = 1
- time = 240
- mul = 128,128,128
- invertall = 1
-
- [State 4098,1]
- type = Envcolor
- trigger1 = AnimElem = 1
- persistent = 0
- ignorehitpause = 1
- value = 0, 0, 0
- time = 20
- under = 1
- supermove = 1
-
-
- [State 4098, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 4091
- ctrl = 1
-
-
- [Statedef 6400]
- type = S
- movetype= A
- physics = S
- juggle = 4
- poweradd= 65
- ctrl = 0
- anim = 4580
- sprpriority = 2
-
-
-
- [State 4205, AFTER]
- type = AfterImage
- trigger1 = time = 0
- time = 10
- trans = add1
- timegap = 1
- framegap = 2
- length = 8
-
- [State 9005, Vel]
- type = VelSet
- trigger1 = AnimElem = 1
- X = 12.0
- Y = 4
-
- [State 9005, Vel]
- type = VelSet
- trigger1 = AnimElem = 2
- X = 12.0
- Y = (const(movement.yaccel) * time)+7
-
- [State 9005, Vel]
- type = VelSet
- trigger1 = P2bodydist x = 0
- X = 0
- Y = 0
-
- [State 2300, 2]
- type = Hitdef
- trigger1 = time = 0
- trigger2 = MoveGuarded = 1
- trigger3 = Movetype = H
- damage = 15
- attr = S, SA
- pausetime = 12,0
- numhits = 1
- sparkno = s8020
- sparkxy = -15,-50
- hitsound = S5,1
- guardsound = 6,0
- p2stateno = 9038
- Kill = 0
-
- [State 301, 4]
- type = ChangeState
- trigger1 = vel y > 0 && pos y >= 2
- value = 3702
-
-
- [State 301, 4]
- type = ChangeState
- trigger1 = time >= 20
- value = 3702
-
- [Statedef 3702]
- type = S
- movetype = A
- physics = S
- anim = 7200
- velset = 0,0
- ctrl = 0
-
- [State 302, 0]
- type = PosSet
- trigger1 = time = 0
- y = 0
-
- [State 302, 2]
- type = ChangeState
- trigger1 = animtime = 0
- value = 9010
- ctrl = 1
-
-
- [Statedef 9038]
- type = S
- movetype= H
- physics = S
- velset = 0,0
- ctrl = 0
-
- [State 9032, 1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 9033
-
- [State 9033, 2]
- type = posset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = velset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = HitFallSet
- trigger1 = Time = 0
- value = 0
-
- [State 9033, 3]
- type = SelfState
- trigger1 = time >= 150
- value = 5000
-
-
-
- [StateDef 9010]
- type = S
- movetype = A
- physics = N
- anim = 999
- poweradd = 0
- ctrl = 0
-
- [State 761, 1]
- type = PlaySnd
- trigger1 = time = 86
- value = 72, 10
-
- [State 761, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 72, 9
-
- [state 5900, VARSET]
- type = varset
- trigger1 = time = 0
- V = 59
- value = 2
-
- ;[state 5900, VARSET]
- ;type = varset
- ;triggerall= var(7)=1
- ;trigger1 = time = 0
- ;V = 59
- ;value = 1
-
- [State 2300, 2]
- type = Hitdef
- trigger1 = time = 0
- trigger2 = MoveGuarded = 1
- trigger3 = Movetype = H
- damage = 15
- attr = S, SA
- pausetime = 12,0
- numhits = 1
- sparkno = 1
- sparkxy = -15,-70
- hitsound = S3000,60
- guardsound = 6,0
- p2stateno = 3018
- Kill = 0
-
- [State 3062, 4]
- type = Explod
- triggerall = NumExplod(3062)=0
- trigger1 = movehit = 1
- ID = 3062
- anim = 998
- pos = -5,0
- postype = p2
- bindtime = 1
- supermove = 1
- sprpriority = 3
- ownpal = 1
-
-
- [state 3049, 3]
- type = changestate
- trigger1 = Animtime = 0
- value = 0
- ctrl = 1
-
- [statedef 3018]
- type = A
- movetype = H
- Physics = N
- velset = -2.5, -6
-
- [state 3049, 1]
- type = ChangeAnim2
- trigger1 = time = 0
- value = 8005
-
- [state 3049, 2]
- type = LifeAdd
- trigger1 = animelem = 1
- value = -200
-
- [State 3062, 4]
- type = EnvShake
- trigger1 = animelem = 1
- time = 30
- ampl = 10
- freq = 90
- phase = 90
-
- [state 3049, 2]
- type = VelAdd
- trigger1 = time >= 0
- y = .25
-
- [State 3062, 2]
- type = palfx
- trigger1 = animelem = 1
- add = 224,128,64
- mul = 240,192,128
- time = 54
-
- [state 3049, 3]
- type = SelfState
- trigger1 = Pos Y >= 0
- trigger1 = Vel Y >= 2
- value = 5100
- ctrl = 1
-
-
- ; POR AQUI2
- [Statedef 9043]
- type = S
- movetype= H
- physics = S
- velset = .1,0
- ctrl = 0
-
- [State 9032, 1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 9033
-
- [State 9033, 2]
- type = posset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = velset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = HitFallSet
- trigger1 = Time = 0
- value = 0
-
- [State 9033, 3]
- type = SelfState
- trigger1 = time >= 50
- value = 5000
-
-
- [Statedef 9044]
- type = S
- movetype= H
- physics = S
- velset = -7.0,0
- ctrl = 0
-
- [State 9032, 1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 9033
-
- [State 9033, 2]
- type = posset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = velset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = HitFallSet
- trigger1 = Time = 0
- value = 0
-
- [State 9033, 3]
- type = SelfState
- trigger1 = time >= 50
- value = 5000
-
-
- [Statedef 9053]
- type = S
- movetype= H
- physics = S
- velset = .1,0
- ctrl = 0
-
- [State 9032, 1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 9033
-
- [State 9033, 2]
- type = posset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = velset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = HitFallSet
- trigger1 = Time = 0
- value = 0
-
- [State 9033, 3]
- type = SelfState
- trigger1 = time >= 50
- value = 5000
-
-
- [Statedef 9054]
- type = S
- movetype= H
- physics = S
- velset = -7.0,0
- ctrl = 0
-
- [State 9032, 1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 9033
-
- [State 9033, 2]
- type = posset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = velset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = HitFallSet
- trigger1 = Time = 0
- value = 0
-
- [State 9033, 3]
- type = SelfState
- trigger1 = time >= 50
- value = 5000
-
- ; Por aqui 3
-
-
- [Statedef 7000]
- type = S
- movetype= A
- physics = S
- juggle = 9
- velset = 0,0
- ctrl = 0
- anim = 4200
- sprpriority = 2
- poweradd = -1000
-
- [State 7000, Cancel penalty]
- type = poweradd
- trigger1 = Time = 0
- trigger1 = var(45) > 0
- ignorehitpause = 1
- value = -1000
-
- [State 7000, 2K1 Var]
- type = varset
- trigger1 = time > 1
- trigger1 = var(45) > 0
- ignorehitpause = 1
- var(45) = 0
-
- [State 7000, 1]
- type = PlaySnd
- trigger1 = Time = 4
- value = 3000,2
-
- [State 7000, 2]
- type = SuperPause
- trigger1 = AnimElem = 5
- time = 25
- anim = -1
- darken =0
-
- [State 7000, 9]
- type = BGPalfx
- trigger1 = AnimElem = 5
- ignorehitpause = 1
- time = 20
- mul = 128,128,128
- invertall = 1
-
- [State 7000,1]
- type = Envcolor
- trigger1 = AnimElem = 5
- persistent = 0
- ignorehitpause = 1
- value = 0, 0, 0
- time = 20
- under = 1
- supermove = 1
-
- [state -3, nofg]
- type = assertspecial
- trigger1 = time = [6,20]
- flag = NoFG
-
-
- [State 4010, 3]
- type = Explod
- trigger1 = AnimElem = 5
- anim = 8151
- pos = -23,-45
- postype = p1
- sprpriority = 1
- supermove = 1
- bindtime = 1
- ontop = 1
- ownpal = 1
-
- [State 4010, 4]
- type = Explod
- trigger1 = AnimElem = 5
- anim = 8152
- pos = -23,-45
- postype = p1
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ontop = 0
- ownpal = 1
-
- [State 7000, NOTHITBY]
- type = Nothitby
- trigger1 = animelem = 5, <= 0
- value = SCA
-
- [State 7000, 3]
- type = ChangeState
- Trigger1 = AnimTime = 0
- value = 7005
- ctrl = 0
-
- ;=============================================================
- [Statedef 7005]
- type = S
- movetype = A
- physics = N
- velset = -1,0
- anim = 4207
- juggle = 13
- ctrl = 0
- poweradd = -1000
-
- [State 7005, 1]
- type = varset
- trigger1 = time = 0
- trigger1 = p2movetype != A
- var(17) = 1
-
- [State 7005, 2KStyleSDM]
- type = Bgpalfx
- trigger1 = 1
- invertall = 1
- time = 1
- mul = 120,120,120
- ignorehitpause = 1
-
- [State 4205, AFTER]
- type = AfterImage
- trigger1 = time = 0
- time = 20
- trans = add1
- timegap = 1
- framegap = 2
- length = 8
-
- [State 4205, 1]
- type = VelSet
- trigger1 = 1
- x = const(velocity.run.fwd.x) + 1.5
-
- [State 4205, 2]
- type = PlaySnd
- trigger1 = timemod = 70, 1
- value = 100,0
- channel = 25
-
- [State 2300, 2]
- type = Hitdef
- trigger1 = time = 0
- trigger2 = MoveGuarded = 1
- trigger3 = Movetype = H
- damage = 15
- attr = S, SA
- pausetime = 3,0
- numhits = 1
- sparkno = s8030
- sparkxy = 10,-70
- hitsound = S5,1
- guardsound = 6,0
- p1stateno = 7010
- p2stateno = 7700
- Kill = 0
-
-
- [State 2605, 6]
- type = ChangeState
- trigger1 = moveguarded
- value = 0
- ctrl = 1
-
- [State 2605, 6]
- type = ChangeState
- triggerall = movecontact = 0
- trigger1 = time >= 63
- trigger2 = time >= 17
- trigger2 = p2statetype = L
- trigger2 = p2bodydist x <= 0
- value = 0
- ctrl = 1
-
- [Statedef 7010] ; El supercombo de may 14 golpes esto duele
- type = S
- movetype= A
- physics = S
- juggle = 4
- ctrl = 0
- velset = 0,0
- anim = 7000
- sprpriority = 2
-
- [State 2300, 2]
- type = Hitdef
- trigger1 = time = 0
- trigger2 = MoveGuarded = 1
- trigger3 = Movetype = H
- damage = 15
- attr = S, SA
- pausetime = 3,0
- numhits = 1
- sparkno = s8010
- sparkxy = 10,-70
- hitsound = S5,1
- guardsound = 6,0
- p2stateno = 7701
- Kill = 0
-
-
- [State 2300, 3]
- type = ChangeState
- trigger1 = movehit = 1
- value = 7015
- ctrl = 1
-
-
- [State 2300, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
- [Statedef 7700]
- type = S
- movetype= H
- physics = S
- velset = 0,0
- ctrl = 0
-
- [State 9032, 1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 7700
-
- [State 9033, 2]
- type = posset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = velset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = HitFallSet
- trigger1 = Time = 0
- value = 0
-
- [State 9033, 3]
- type = SelfState
- trigger1 = time >= 50
- value = 5000
-
-
- [Statedef 7015] ; El supercombo de may 14 golpes esto duele
- type = S
- movetype= A
- physics = S
- juggle = 1
- ctrl = 0
- velset = 0,0
- anim = 7001
- sprpriority = 2
-
- [State 2300, 2]
- type = Hitdef
- trigger1 = time = 0
- trigger2 = MoveGuarded = 1
- trigger3 = Movetype = H
- damage = 15
- attr = S, SA
- pausetime = 3,0
- numhits = 1
- sparkno = s8010
- sparkxy = 10,-70
- hitsound = S5,1
- guardsound = 6,0
- p2stateno = 7701
- Kill = 0
-
- [State 302, 2]
- type = ChangeState
- trigger1 = Animtime = 0
- value = 7020
- ctrl = 1
-
-
- [State 2300, 3]
- type = ChangeState
- trigger1 = movehit = 1
- value = 7020
- ctrl = 1
-
-
- [Statedef 7701]
- type = S
- movetype= H
- physics = S
- velset = -3,0
- ctrl = 0
-
-
- [State 9032, 1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 7702
-
- [State 9033, 2]
- type = posset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = velset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = HitFallSet
- trigger1 = Time = 0
- value = 0
-
- [State 9033, 3]
- type = SelfState
- trigger1 = time >= 50
- value = 5000
-
-
- [Statedef 7020] ; El supercombo de may 14 golpes esto duele
- type = S
- movetype= A
- physics = S
- juggle = 1
- ctrl = 0
- velset = 0,0
- anim = 7002
- sprpriority = 2
-
- [State 2300, 2]
- type = Hitdef
- trigger1 = time = 0
- trigger2 = MoveGuarded = 1
- trigger3 = Movetype = H
- damage = 15
- attr = S, SA
- pausetime = 3,0
- numhits = 1
- sparkno = s8020
- sparkxy = 10,-70
- hitsound = S5,1
- guardsound = 6,0
- p2stateno = 7703
- Kill = 0
-
- [State 302, 2]
- type = ChangeState
- trigger1 = Animtime = 0
- value = 7025
- ctrl = 1
-
- [State 2300, 3]
- type = ChangeState
- trigger1 = movehit = 1
- value = 7025
- ctrl = 1
-
-
- [Statedef 7702]
- type = S
- movetype= H
- physics = S
- velset = -5,0
- ctrl = 0
-
-
- [State 9032, 1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 7702
-
- [State 9033, 2]
- type = posset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = velset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = HitFallSet
- trigger1 = Time = 0
- value = 0
-
- [State 9033, 3]
- type = SelfState
- trigger1 = time >= 50
- value = 5000
-
- [Statedef 7703]
- type = S
- movetype= H
- physics = S
- velset = 0,0
- ctrl = 0
-
-
- [State 9032, 1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 7703
-
- [State 9033, 2]
- type = posset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = velset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = HitFallSet
- trigger1 = Time = 0
- value = 0
-
- [State 9033, 3]
- type = SelfState
- trigger1 = time >= 50
- value = 5000
-
-
-
-
- [Statedef 7702]
- type = S
- movetype= H
- physics = S
- velset = -5,0
- ctrl = 0
-
-
- [State 9032, 1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 7702
-
- [State 9033, 2]
- type = posset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = velset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = HitFallSet
- trigger1 = Time = 0
- value = 0
-
- [State 9033, 3]
- type = SelfState
- trigger1 = time >= 50
- value = 5000
-
- [Statedef 7704]
- type = S
- movetype= H
- physics = S
- velset = 0,0
- ctrl = 0
-
-
- [State 9032, 1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 7704
-
- [State 9033, 2]
- type = posset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = velset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = HitFallSet
- trigger1 = Time = 0
- value = 0
-
- [State 9033, 3]
- type = SelfState
- trigger1 = time >= 150
- value = 5000
-
- [Statedef 7025] ; El supercombo de may 14 golpes esto duele
- type = S
- movetype= A
- physics = S
- juggle = 1
- ctrl = 0
- velset = 0,0
- anim = 7003
- sprpriority = 2
-
- [State 2300, 2]
- type = Hitdef
- trigger1 = time = 0
- trigger2 = MoveGuarded = 1
- trigger3 = Movetype = H
- damage = 15
- attr = S, SA
- pausetime = 3,0
- numhits = 1
- sparkno = s8020
- sparkxy = 10,-70
- hitsound = S5,1
- guardsound = 6,0
- p2stateno = 7704
- Kill = 0
-
-
- [State 302, 2]
- type = ChangeState
- trigger1 = Animtime = 0
- value = 7030
- ctrl = 1
-
- [State 2300, 3]
- type = ChangeState
- trigger1 = movehit = 1
- value = 7030
- ctrl = 1
-
-
- [Statedef 7030] ; El supercombo de may 14 golpes esto duele
- type = S
- movetype= A
- physics = S
- juggle = 1
- ctrl = 0
- velset = 0,0
- anim = 7004
- sprpriority = 2
-
- [State 2300, 2]
- type = Hitdef
- trigger1 = time = 0
- trigger2 = MoveGuarded = 1
- trigger3 = Movetype = H
- damage = 15
- attr = S, SA
- pausetime = 3,0
- numhits = 1
- sparkno = s8020
- sparkxy = 10,-70
- hitsound = S5,1
- guardsound = 6,0
- p2stateno = 7705
- Kill = 0
-
- [State 302, 2]
- type = ChangeState
- trigger1 = Animtime = 0
- value = 7035
- ctrl = 1
-
- [State 2300, 3]
- type = ChangeState
- trigger1 = movehit = 1
- value = 7035
- ctrl = 1
-
-
- [Statedef 7035] ; El supercombo de may 14 golpes esto duele
- type = S
- movetype= A
- physics = S
- juggle = 1
- ctrl = 0
- velset = 0,0
- anim = 7005
- sprpriority = 2
-
-
- [State 2300, 2]
- type = Hitdef
- trigger1 = time = 0
- trigger2 = MoveGuarded = 1
- trigger3 = Movetype = H
- damage = 15
- attr = S, SA
- pausetime = 3,0
- numhits = 1
- sparkno = s8020
- sparkxy = 10,-10
- hitsound = S5,1
- guardsound = 6,0
- p2stateno = 7705
- Kill = 0
-
-
- [State 302, 2]
- type = ChangeState
- trigger1 = Animtime = 0
- value = 7040
- ctrl = 1
-
- [State 2300, 3]
- type = ChangeState
- trigger1 = Animtime = 0
- value = 7040
- ctrl = 1
-
-
- [Statedef 7040] ; El supercombo de may 14 golpes esto duele
- type = S
- movetype= A
- physics = S
- juggle = 1
- ctrl = 0
- velset = 0,0
- anim = 7005
- sprpriority = 2
-
- [State 2300, 2]
- type = Hitdef
- trigger1 = time = 0
- trigger2 = MoveGuarded = 1
- trigger3 = Movetype = H
- damage = 15
- attr = S, SA
- pausetime = 3,0
- numhits = 1
- sparkno = s8020
- sparkxy = 10,-10
- hitsound = S5,1
- guardsound = 6,0
- p2stateno = 7706
- Kill = 0
-
-
- [State 302, 2]
- type = ChangeState
- trigger1 = Animtime = 0
- value = 7045
- ctrl = 1
-
- [State 2300, 3]
- type = ChangeState
- trigger1 = movehit = 0
- value = 7045
- ctrl = 1
-
- [Statedef 7045] ; El supercombo de may 14 golpes esto duele
- type = S
- movetype= A
- physics = S
- juggle = 1
- ctrl = 0
- velset = 0,0
- anim = 7005
- sprpriority = 2
-
- [State 2300, 2]
- type = Hitdef
- trigger1 = time = 0
- trigger2 = MoveGuarded = 1
- trigger3 = Movetype = H
- damage = 15
- attr = S, SA
- pausetime = 3,0
- numhits = 1
- sparkno = s8000
- sparkxy = 10,-10
- hitsound = S5,1
- guardsound = 6,0
- p2stateno = 7705
- Kill = 0
-
- [state 5900, VARSET]
- type = varset
- triggerall = var(59)=0
- trigger1 = time = 0
- V = 59
- value = 2
-
-
- [State 2300, 3]
- type = ChangeState
- triggerall = power >=1000
- trigger1 = movehit = 1
- value = 4210
- ctrl = 1
-
-
- [State 2300, 3]
- type = ChangeState
- triggerall = power =(0,999)
- trigger1 = Animtime = 0
- value = 4500
- ctrl = 1
-
- ; Reversal muy sencillo pero poco efectivo
-
- [Statedef 8000]
- type = S ;State-type: S-stand, C-crouch, A-air, L-liedown
- movetype= A ;Move-type: A-attack, I-idle, H-gethit
- physics = S ;Physics: S-stand, C-crouch, A-air ;Number of air juggle points move takes
- ;Commonly-used controllers:
- velset = 0,0 ;Set velocity (x,y) (Def: no change)
- ctrl = 0 ;Set ctrl (Def: no change)
- anim = 219 ;Change animation (Def: no change)
- poweradd = 20 ;Power to add (Def: 0)
- sprpriority = 2 ;Set layering priority to 2 (in front)
-
- [State 8000]
- type=Width
- trigger1=Animelem=8,<=0
- value=20,0
-
-
- [State 8000,2]
- type = Reversaldef ; Si hacemos el golpe el da±o lo hara el
- triggerall = p2Bodydist X < 50
- trigger1 = Time =0
- attr = S, SA
- reversal.attr = SCA,NA,SA,HA
- numhits = 0
- pausetime = 0,0
- sparkno = s8080
- sparkxy = 0,0
- hitsound = s5,2
- p1stateno=8001
-
-
-
-
- [State 219, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;Devuelve el ataque
- [Statedef 8001]
- type=S
- movetype=A
- physics=S
- juggle=0
- velset=0,0
- ctrl=0
- anim=8700
- sprpriority=2
-
-
- [State 219, 7]
- type = Screenbound
- trigger1 = time >= 0
- value = 0
- movecamera = 1, 0
-
-
- [State 219, 7]
- type = Velset
- trigger1 = AnimElem = 23
- X = 11
-
-
- [State 80001,3]
- type=HitDef
- trigger1=P2bodydist X>=80
- trigger1=animelem=7
- attr=S,SA
- damage=40
- animtype=up
- guardflag=M
- hitflag=MAF
- priority=6,Hit
- pausetime=4,4
- guard.pausetime=4,4
- sparkno=S8020
- guard.sparkno=S2004
- sparkxy=-10,-46
- hitsound=S5,2
- guardsound=S6,0
- ground.type=high
- ground.slidetime=10
- ground.hittime=20
- ground.velocity=0,-9
- airguard.velocity=0,-9
- air.type=low
- air.velocity=0,-9
- air.hittime= 12
- guard.velocity=-2
- fall=1
- fall.recover=0
- kill = 0
-
- [State 8001,4]
- type=HitDef
- trigger1=P2bodydist X<80
- trigger1=animelem=7
- attr=S,SA
- damage=40
- animtype=up
- guardflag=M
- hitflag=MAF
- priority=6,Hit
- pausetime=4,4
- guard.pausetime=10,10
- sparkno=S8020
- guard.sparkno=S2004
- sparkxy=-10,-76
- hitsound=S5,2
- guardsound=S6,0
- ground.type=high
- ground.slidetime=10
- ground.hittime=20
- ground.velocity=0,-9
- airguard.velocity=0,-9
- air.type=low
- air.velocity=0,-9
- air.hittime=12
- guard.velocity=-2
- fall=1
- fall.recover=0
- kill = 0
-
- [State 210,1]
- type=HitDef
- trigger1=animelem=21
- attr=S,SA
- damage=40
- animtype=up
- guardflag=M
- hitflag=MAF
- priority=6,Hit
- pausetime=4,4
- guard.pausetime=10,10
- sparkno=s8020
- sparkxy=-10,-56
- hitsound=S5,2
- guardsound=S6,0
- ground.type=high
- ground.slidetime=6
- ground.hittime=20
- ground.velocity=-4,-3
- airguard.velocity=-2,-2
- air.type=low
- air.velocity=-2.4,-2
- air.hittime=12
- guard.velocity=-2
- fall=1
- fall.recover=0
- kill = 0
-
- [State 8001,5]
- type=HitDef
- trigger1=animelem=26
- attr=S,SA
- damage=40
- animtype=up
- guardflag=M
- hitflag=MAF
- priority=6,Hit
- pausetime=4,4
- guard.pausetime=4,4
- sparkno=s8020
- sparkxy=-10,-86
- hitsound=S5,2
- guardsound=S6,0
- ground.type=high
- ground.slidetime=15
- ground.hittime=20
- ground.velocity=-6,-6
- airguard.velocity=-5,-6
- air.type=low
- air.velocity=-5.4,-6
- air.hittime=12
- guard.velocity=-2
- fall=1
- fall.recover=0
-
-
- [State 1210,7]
- type=ChangeState
- trigger1=AnimTime=0
- value=0
- ctrl=1
-
-
-
- [Statedef 7705]
- type = S
- movetype= H
- physics = S
- velset = -.5,0
- ctrl = 0
-
-
- [State 9032, 1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 7704
-
- [State 9033, 2]
- type = posset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = velset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = HitFallSet
- trigger1 = Time = 0
- value = 0
-
- [State 9033, 3]
- type = SelfState
- trigger1 = time >= 50
- value = 5000
-
-
- [Statedef 7706]
- type = S
- movetype= H
- physics = S
- velset = 2,0
- ctrl = 0
-
-
- [State 9032, 1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 7706
-
- [State 9033, 2]
- type = posset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = velset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = HitFallSet
- trigger1 = Time = 0
- value = 0
-
- [State 9033, 3]
- type = SelfState
- trigger1 = time >= 50
- value = 5000
-
- ; Nuevo combo
-
-
- [Statedef 9020] ; El supercombo de may 14 golpes esto duele
- type = S
- movetype= A
- physics = S
- ctrl = 0
- velset = 0,0
- anim = 3111
- sprpriority = 2
- poweradd = -2000
-
- [State 2100, env]
- type = EnvColor
- triggerall = var(40) <= 0
- trigger1 = time = 2
- value = 0,0,0
- time = 28
- under = 1
-
- [State 6000, especial]
- type = PlaySnd
- trigger1 = Time = 0
- value = 3000,2
- channel = 0
-
- [State 2100, PALFX]
- type = PalFX
- triggerall = Var(45) > 0
- trigger1 = time = 0
- ignorehitpause = 1
- time = 20
- add = 200,152,32
- sinadd = 100,100,100,2
- ignorehitpause = 1
-
- [State 2300, 1]
- type = PlaySnd
- trigger1 = Time = 3
- value = 3000,0
-
- [State 3200, 2]
- type = SuperPause
- trigger1 = time = 4
- time = 32
- anim = -1
- darken =0
-
- [State 4010, 3]
- type = Explod
- trigger1 = time = 4
- anim = 8151
- pos = 17,-74
- postype = p1
- sprpriority = 1
- supermove = 1
- bindtime = 1
- ontop = 1
- ownpal = 1
-
- [State 4010, 4]
- type = Explod
- trigger1 = time = 4
- anim = 8152
- pos = 17,-74
- postype = p1
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ontop = 0
- ownpal = 1
-
-
- [State 4510, 1]
- type = AfterImage
- trigger1 = animelem = 7
- time = 75
- FrameGap = 3
- length = 10
- trans = add1
-
-
-
- [State 2605, 1]
- type = VelSet
- trigger1 = time >=4
- x = const(velocity.run.fwd.x) + 7.5
-
- [State 2605, 1]
- type = VelSet
- trigger1 = p2bodydist x = -5
- x = 0
-
-
-
-
- [State 2300, 2]
- type = Hitdef
- trigger1 = (p2stateno != [5020,5040])
- trigger1 = p2stateno != [154,155]
- trigger1 = time = 0
- trigger2 = MoveGuarded = 1
- trigger3 = Movetype = H
- damage = 15
- attr = S, SA
- pausetime = 3,0
- numhits = 1
- sparkno = s8020
- sparkxy = -15,-70
- hitsound = S5,1
- guard.sparkno = s8070
- guardsound = S6, 0
- p2stateno = 9083
- Kill = 0
-
-
-
-
-
- [State 2605, 6]
- type = ChangeState
- trigger1 = moveguarded
- value = 52
- ctrl = 0
-
- [State 2605, 6]
- type = ChangeState
- triggerall = movecontact = 0
- trigger1 = time >= 63
- trigger2 = time >= 17
- trigger2 = p2statetype = L
- trigger2 = p2bodydist x <= 0
- value = 52
- ctrl = 0
-
-
- [State 2300, 3]
- type = ChangeState
- trigger1 = movehit = 1
- value = 9021
- ctrl = 1
-
-
-
-
-
- [Statedef 9021] ; El supercombo de may 14 golpes esto duele
- type = S
- movetype= A
- physics = S
- ctrl = 0
- velset = 0,0
- anim = 9021
- sprpriority = 2
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 250, 0
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 220, 0
-
-
- [State 4510, 1]
- type = AfterImage
- trigger1 = animelem = 7
- time = 75
- FrameGap = 3
- length = 10
- trans = add1
-
-
- [State 2300, 2]
- type = Hitdef
- trigger1 = time = 0
- trigger2 = MoveGuarded = 1
- trigger3 = Movetype = H
- damage = 15
- attr = S, SA
- pausetime = 3,0
- numhits = 1
- sparkno = s8020
- sparkxy = 10,-70
- hitsound = S5,1
- guard.sparkno = s8070
- guardsound = S6, 0
- p2stateno = 9085
- Kill = 0
-
-
- [State 2300, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 9022
- ctrl = 1
-
- [Statedef 9022] ; El supercombo de may 14 golpes esto duele
- type = S
- movetype= A
- physics = S
- ctrl = 0
- velset = 0,0
- anim = 9022
- sprpriority = 2
-
-
- [State 9022, 2]
- type = Hitdef
- trigger1 = time = 0
- trigger2 = MoveGuarded = 1
- trigger3 = Movetype = H
- damage = 15
- attr = S, SA
- pausetime = 3,0
- numhits = 1
- sparkno = s8020
- sparkxy = 0,-70
- hitsound = S5,1
- guard.sparkno = s8070
- guardsound = S6, 0
- p2stateno = 9086
- Kill = 0
-
-
- [State 2300, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 9023
- ctrl = 1
-
- [Statedef 9023] ; El supercombo de may 14 golpes esto duele
- type = S
- movetype= A
- physics = S
- ctrl = 0
- velset = 0,0
- anim = 9023
- sprpriority = 2
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 250, 0
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 220, 0
-
-
- [State 2300, 2]
- type = Hitdef
- trigger1 = AnimElem = 2
- trigger2 = MoveGuarded = 1
- trigger3 = Movetype = H
- damage = 15
- attr = S, SA
- pausetime = 3,0
- numhits = 1
- sparkno = s8020
- sparkxy = -10,-70
- hitsound = S5,1
- guard.sparkno = s8070
- guardsound = S6, 0
- p2stateno = 9086
- Kill = 0
-
-
- [State 2300, 2]
- type = Hitdef
- trigger1 = AnimElem = 5
- trigger2 = MoveGuarded = 1
- trigger3 = Movetype = H
- damage = 15
- attr = S, SA
- pausetime = 3,0
- numhits = 1
- sparkno = s8020
- sparkxy = -10,-70
- hitsound = S5,1
- guard.sparkno = s8070
- guardsound = S6, 0
- p2stateno = 9043
- Kill = 0
-
-
- [State 2300, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 9024
- ctrl = 1
-
-
-
-
-
- [Statedef 9024] ; El supercombo de may 14 golpes esto duele
- type = S
- movetype= A
- physics = S
- ctrl = 0
- velset = 0,0
- anim = 9024
- sprpriority = 2
-
-
- [State 2300, 2]
- type = Hitdef
- trigger1 = time = 0
- trigger2 = MoveGuarded = 1
- trigger3 = Movetype = H
- damage = 15
- attr = S, SA
- pausetime = 3,0
- numhits = 1
- sparkno = s8020
- sparkxy = -10,-10
- hitsound = S5,1
- guard.sparkno = s8070
- guardsound = S6, 0
- p2stateno = 9088
- Kill = 0
-
-
- [State 2300, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 9025
- ctrl = 1
-
-
-
- [Statedef 9025] ; El supercombo de may 14 golpes esto duele
- type = S
- movetype= A
- physics = S
- ctrl = 0
- velset = 0,0
- anim = 9025
- sprpriority = 2
-
- [State 2300, 3]
- type = Velset
- trigger1 = AnimElem = 3
- x = 2
- y = 0
-
- [State 2300, 2]
- type = Hitdef
- trigger1 = time = 0
- trigger2 = MoveGuarded = 1
- trigger3 = Movetype = H
- damage = 15
- attr = S, SA
- pausetime = 3,0
- numhits = 1
- sparkno = s8020
- sparkxy = -10,-70
- hitsound = S5,1
- guard.sparkno = s8070
- guardsound = S6, 0
- p2stateno = 9088
- Kill = 0
-
-
- [State 2300, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 9026
- ctrl = 1
-
-
- [Statedef 9026] ; El supercombo de may 14 golpes esto duele
- type = S
- movetype= A
- physics = S
- ctrl = 0
- velset = 0,0
- anim = 9026
- sprpriority = 2
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 250, 0
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 220, 0
-
-
- [State 2300, 2]
- type = Hitdef
- trigger1 = time = 0
- trigger2 = MoveGuarded = 1
- trigger3 = Movetype = H
- damage = 15
- attr = S, SA
- pausetime = 3,0
- numhits = 1
- sparkno = s8020
- sparkxy = -10,-70
- hitsound = S5,1
- guard.sparkno = s8070
- guardsound = S6, 0
- p2stateno = 9086
- Kill = 0
-
-
- [State 2300, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 9027
- ctrl = 1
-
-
- [Statedef 9027] ; El supercombo de may 14 golpes esto duele
- type = S
- movetype= A
- physics = S
- ctrl = 0
- velset = 0,0
- anim = 9027
- sprpriority = 2
-
- [State 2300, 3]
- type = Velset
- trigger1 =time = 2
- x = 5
- y = 0
-
-
- [State 227, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 700, 1
-
-
- [State 227, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 250, 0
-
- [State 400, 2.5]
- type = HitDef
- trigger1 = Animelem = 7
- attr = C, NA
- damage = 30, 30
- animtype = up
- getpower = 50,10
- givepower = 20,10
- hitflag = HAF
- guardflag = MA
- pausetime = 4, 2
- sparkno = s8020
- sparkxy = 0,-91
- guard.sparkno = -1
- hitsound = s5,2
- guard.sparkno = s8070
- guardsound = S6, 0
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 19
- ground.velocity = 0, -10 ; O oponente voa pra cima
- air.velocity = 0,-17
- down.hittime = 26
- guard.slidetime = 15
- guard.hittime = 13
- guard.velocity = 0
- guard.ctrltime = 8
- fall = 1
- fall.recover = 0
- envshake.time = 20
- fall.envshake.time = 40
- Kill = 0
-
- [State 2300, 3]
- type = ChangeState
- trigger1 = Time = 28
- value = 9028
- ctrl = 1
-
-
- [Statedef 9028]
- type = S
- movetype = A
- physics = S
- anim = 9028
- velset = 0
- ctrl = 0
- juggle = 0
-
-
- [State 2300, 2]
- type = Hitdef
- trigger1 = time = 0
- trigger2 = MoveGuarded = 1
- trigger3 = Movetype = H
- damage = 15
- attr = S, SA
- pausetime = 3,0
- numhits = 1
- sparkno = s8020
- sparkxy = -10,-70
- hitsound = S5,1
- guard.sparkno = s8070
- guardsound = S6, 0
- p2stateno = 9090
- Kill = 0
-
- [State 200, 2]
- type = PlaySnd
- trigger1 = Time = 2
- value = 4000,0
-
-
- [State 200, 2]
- type = PlaySnd
- trigger1 = AnimElem = 4
- value = 3000,72
-
-
- [State 3500, 1]
- type = AfterImage
- trigger1 = animelem = 4
- time = 50
- FrameGap = 3
- length = 15
- trans = add1
-
-
-
- [State 235, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 9029
- ctrl = 1
-
- [Statedef 9029]
- type = S
- movetype = A
- physics = S
- anim = 9029
- velset = 0
- ctrl = 0
- juggle = 0
-
-
-
-
- [State 2300, 2]
- type = Hitdef
- trigger1 = time = 0
- trigger2 = MoveGuarded = 1
- trigger3 = Movetype = H
- damage = 15
- attr = S, SA
- pausetime = 3,0
- numhits = 1
- sparkno = s8020
- sparkxy = -10,-70
- hitsound = S5,1
- guard.sparkno = s8070
- guardsound = S6, 0
- p2stateno = 9090
- Kill = 0
-
- [State 200, 2]
- type = PlaySnd
- trigger1 = Time = 2
- value = 4000,0
-
-
- [State 200, 2]
- type = PlaySnd
- trigger1 = AnimElem = 4
- value = 3000,72
-
-
- [State 3500, 1]
- type = AfterImage
- trigger1 = animelem = 4
- time = 50
- FrameGap = 3
- length = 15
- trans = add1
-
-
-
- [State 235, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 9030
- ctrl = 1
-
-
- [Statedef 9030]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- velset = 0,0
- anim = 4990
-
- [State 4510, 1]
- type = AfterImage
- trigger1 = animelem = 2
- time = 20
- FrameGap = 4
- length = 9
- trans = add1
-
-
- [State 217, 2]
- type = PlaySnd
- trigger1 = (AnimElem = 4) && (random < 800)
- value = 72,2
-
-
-
- [State 805, 1]
- type = posadd
- trigger1 = AnimElem = 3
- x = 5
-
-
- [State 805, 1]
- type = posadd
- trigger1 = AnimElem = 4
- x = 20
-
-
- [State 805, 1]
- type = posadd
- trigger1 = AnimElem = 5
- x = 10
-
-
- [State 805, 1]
- type = Posadd
- trigger1 = AnimElem = 6
- x = 10
-
- [State 805, 1]
- type = Velset
- trigger1 = AnimElem = 8
- x = 0
-
- [State 805, 1]
- type = Posadd
- trigger1 = AnimElem = 10
- x = 7
-
- [State 805, 1]
- type = Velset
- trigger1 = AnimElem = 12
- x = 0
-
-
- [State 810, Bind 1]
- type = changestate
- trigger1 = Animtime= 0
- value = 9031
- ctrl = 1
-
- [Statedef 9031]
- type = S
- movetype= A
- physics = S
- juggle = 4
- ctrl = 0
- velset = 0,0
- anim = 4995
- sprpriority = -1
-
- [State 210, 2]
- type = PlaySnd
- trigger1 = (Time = 0) && (random < 800)
- value = 200,0
-
- [State 200, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 210,0
-
- [State 210, 2]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, SA
- animtype = Medium
- damage = 50
- guardflag = MA
- pausetime = 12,12
- sparkno = s8020
- sparkxy = -10,-70
- hitsound = s5,2
- guard.sparkno = s8070
- guardsound = S6, 0
- ground.type = High
- ground.slidetime = 15
- ground.hittime = 30
- ground.velocity = -1
- air.velocity = -1.5,-4
- Kill = 0
-
-
-
- [State 210, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 9092
- ctrl = 1
-
-
- [Statedef 9092]
- type = S ;State-type: S-stand, C-crouch, A-air, L-liedown
- movetype= A ;Move-type: A-attack, I-idle, H-gethit
- physics = S ;Physics: S-stand, C-crouch, A-air
- juggle = 2 ;Number of air juggle points move takes
- ;Commonly-used controllers:
- velset = 0,0 ;Set velocity (x,y) (Def: no change)
- ctrl = 0 ;Set ctrl (Def: no change)
- anim = 245 ;Change animation (Def: no change) ;Power to add (Def: 0)
- sprpriority = 2 ;Set layering priority to 2 (in front)
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 240, 0
-
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 220, 0
-
- [State 245, 1]
- type = HitDef
- trigger1 = time = 0
- attr = S, SA ;Attribute: Standing, Normal Attack
- damage = 25, 0 ;Damage that move inflicts, guard damage
- animtype = Heavy ;Animation type: Light, Medium, Heavy, Back (def: Light)
- guardflag = MA ;Flags on how move is to be guarded against
- hitflag = MAF ;Flags of conditions that move can hit
- priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
- ;Hit/Miss/Dodge type (Def: Hit)
- pausetime = 8, 8 ;Time attacker pauses, time opponent shakes
- sparkno = s8010 ;Spark anim no (Def: set above)
- sparkxy = -5, -76 ;X-offset for the "hit spark" rel. to p2,
- ;Y-offset for the spark rel. to p1
- hitsound = s5, 2 ;Sound to play on hit
- guard.sparkno = s8070
- guardsound = S6, 0
- ground.type = High ;Type: High, Low, Trip (def: Normal)
- ground.slidetime = 15 ;Time that the opponent slides back
- ground.hittime = 12 ;Time opponent is in hit state
- ground.velocity = -7 ;Velocity at which opponent is pushed
- airguard.velocity = -6.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
- air.type = High ;Type: High, Low, Trip (def: same as ground.type)
- air.velocity = -5.4,-3 ;X-velocity at which opponent is pushed,
- ;Y-velocity at which opponent is pushed
- air.hittime = 12 ;Time before opponent regains control in air
- p2stateno = 4405
- Kill = 0
-
-
- [State 200, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 9093
- ctrl = 1
-
-
-
- [Statedef 9093]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- anim = 4377
- sprpriority = 2
-
-
- [State 400, 2.5]
- type = HitDef
- trigger1 = Time = 0
- attr = S, SA
- damage = 30, 30
- animtype = up
- getpower = 50,10
- givepower = 20,10
- guardflag = MA
- pausetime = 4, 2
- sparkno = s8020
- sparkxy = 0,-91
- guard.sparkno = -1
- hitsound = s5,2
- guard.sparkno = s8070
- guardsound = S6, 0
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 19
- ground.velocity = 0, -10 ; O oponente voa pra cima
- air.velocity = 0,-17
- down.hittime = 26
- guard.slidetime = 15
- guard.hittime = 13
- guard.velocity = 0
- guard.ctrltime = 8
- fall = 1
- fall.recover = 0
- envshake.time = 20
- fall.envshake.time = 40
- Kill = 0
-
-
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 220, 0
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 240, 0
-
-
-
- [State 430, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0, 0
-
-
- [State 430, 3]
- type = ChangeState
- trigger1 = Time = 40
- value = 9338
- ctrl = 1
-
-
- [Statedef 9338]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- anim = 438
- velset = 0,0
-
-
- [State 2300, 3]
- type = Velset
- trigger1 =time = 2
- x = 5
- y = 0
-
-
- [State 227, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 700, 1
-
-
- [State 227, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 250, 0
-
- [State 400, 2.5]
- type = HitDef
- trigger1 = Animelem = 7
- attr = C, NA
- damage = 70, 50
- animtype = up
- getpower = 50,10
- givepower = 20,10
- hitflag = HAF
- guardflag = MA
- pausetime = 4, 2
- sparkno = s8020
- sparkxy = 0,-91
- guard.sparkno = -1
- hitsound = s5,2
- guard.sparkno = s8070
- guardsound = S6, 0
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 19
- ground.velocity = -1.6, -10 ; O oponente voa pra cima
- air.velocity = -2,-17
- down.hittime = 26
- guard.slidetime = 15
- guard.hittime = 13
- guard.velocity = -.5
- guard.ctrltime = 8
- fall = 1
- fall.recover = 0
- envshake.time = 20
- fall.envshake.time = 40
-
-
- [State 400, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 195
- ctrl = 1
-
-
- [Statedef 9083]
- type = S
- movetype= H
- physics = S
- velset = -1,0
- ctrl = 0
-
- [State 9032, 1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 9083
-
- [State 9033, 2]
- type = posset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = velset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = HitFallSet
- trigger1 = Time = 0
- value = 0
-
-
- [State 9033, 3]
- type = SelfState
- trigger1 = time >= 30
- value = 5000
-
- [Statedef 9085]
- type = S
- movetype= H
- physics = S
- velset = 3,0
- ctrl = 0
-
- [State 9032, 1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 9085
-
- [State 9033, 2]
- type = posset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = velset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = HitFallSet
- trigger1 = Time = 0
- value = 0
-
-
- [State 9033, 3]
- type = SelfState
- trigger1 = time >= 50
- value = 5000
-
- [Statedef 9086]
- type = S
- movetype= H
- physics = S
- velset = 0,0
- ctrl = 0
-
- [State 9032, 1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 9086
-
- [State 9033, 2]
- type = posset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = velset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = HitFallSet
- trigger1 = Time = 0
- value = 0
-
- [State 9033, 3]
- type = SelfState
- trigger1 = time >= 50
- value = 5000
-
-
- [Statedef 9087]
- type = S
- movetype= H
- physics = S
- velset = -5,0
- ctrl = 0
-
- [State 9032, 1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 9086
-
- [State 9033, 2]
- type = posset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = velset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = HitFallSet
- trigger1 = Time = 0
- value = 0
-
- [State 9033, 3]
- type = SelfState
- trigger1 = time >= 50
- value = 5000
-
-
- [Statedef 9088]
- type = S
- movetype= H
- physics = S
- velset = -1,0
- ctrl = 0
-
- [State 9032, 1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 9088
-
- [State 9033, 2]
- type = posset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = velset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = HitFallSet
- trigger1 = Time = 0
- value = 0
-
-
- [Statedef 9089]
- type = S
- movetype= H
- physics = S
- velset = 0,0
- ctrl = 0
-
- [State 9032, 1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 9089
-
- [State 9033, 2]
- type = posset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = velset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = HitFallSet
- trigger1 = Time = 0
- value = 0
-
- [State 9033, 3]
- type = SelfState
- trigger1 = time >= 50
- value = 5000
-
-
- [Statedef 9090]
- type = S
- movetype= H
- physics = S
- velset = -4,0
- ctrl = 0
-
- [State 9032, 1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 9090
-
- [State 9033, 2]
- type = posset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = velset
- trigger1 = Time = 0
- y = 0
-
- [State 9033, 2]
- type = HitFallSet
- trigger1 = Time = 0
- value = 0
-
- [State 9033, 3]
- type = SelfState
- trigger1 = time >= 50
- value = 5000
-
- ; Inteligencia artificial
- [Statedef 9999]
- anim = 9999
- ctrl = 0
-
- [State 9999, 0]
- type = Turn
- trigger1 = facing != parent, facing
-
- [State 9999, 1]
- type = Varset
- trigger1 = 1
- var(9) = parent, var(9)
-
- [State 9999, 2]
- type = ParentVarSet
- triggerall = parent, RoundState = 2
- trigger1 = parent, command = "x"
- trigger2 = parent, command = "y"
- trigger3 = parent, command = "z"
- trigger4 = parent, command = "a"
- trigger5 = parent, command = "holdfwd"
- trigger6 = parent, command = "holdback"
- trigger7 = parent, command = "holdup"
- trigger8 = parent, command = "holddown"
- var(9) = 1
-
- [State 9999, 3]
- type = ParentVarSet
- triggerall = parent, RoundState = 2
- trigger1 = (command = "x" && parent, command = "x")
- trigger2 = (command = "y" && parent, command = "y")
- trigger3 = (command = "z" && parent, command = "z")
- trigger4 = (command = "a" && parent, command = "a")
- trigger5 = (command = "holdfwd" && parent, command = "holdfwd")
- trigger6 = (command = "holdback" && parent, command = "holdback")
- trigger7 = (command = "holdup" && parent, command = "holdup")
- trigger8 = (command = "holddown" && parent, command = "holddown")
- var(9) = -1
-
- [State 9999, 4]
- type = varset
- trigger1 = var(9) != parent, var(9)
- V = 47
- value = 0
-
- [State 9999, 5]
- type = VarAdd
- trigger1 = var(9) = parent, var(9)
- V = 47
- value = 1
-
- [State 9999, 6]
- type = Destroyself
- trigger1 = parent, var(9) = -1
- trigger1 = var(47) >= 23
- trigger2 = parent, var(9) = 2
- trigger2 = var(47) >= 23
- trigger3 = RoundState = 3
-
-
-
-
- [Statedef -2]
- ; Coger al enemigo
- [State -2]
- type = ChangeState
- value = 800
- triggerall = var(3)=0
- triggerall = random = [700,899]
- triggerall = var(9)=1
- triggerall = var(59)=1
- triggerall = statetype = S
- triggerall = ctrl = 1
- triggerall = stateno != 100
- triggerall = p2statetype != A
- triggerall = p2movetype != H
- trigger1 = p2bodydist X < 5
-
- [State -2]
- type = ChangeState
- value = 900
- triggerall = var(3)=0
- triggerall = random = [700,899]
- triggerall = var(9)=1
- triggerall = var(59)=1
- triggerall = statetype = S
- triggerall = ctrl = 1
- triggerall = stateno != 100
- triggerall = p2statetype != A
- triggerall = p2movetype != H
- trigger1= p2bodydist X < 5
-
- [State -2]
- type = ChangeState
- value = 960
- triggerall = var(3)=0
- triggerall = var(9)=1
- triggerall = var(59)=2
- triggerall = statetype = S
- triggerall = ctrl = 1
- triggerall = stateno != 100
- triggerall = p2statetype != A
- triggerall = p2movetype != H
- trigger1 = p2bodydist X < 4
-
- [State -2]
- type = ChangeState
- value = 4500
- triggerall = random = [700,899]
- triggerall = var(3)=0
- triggerall = var(9)=2
- triggerall = statetype != A
- triggerall = power >= 1000
- triggerall = var(59)=2
- triggerall = statetype = S
- triggerall = ctrl = 1
- trigger1 = p2bodydist X < 30
- triggerall = stateno != 100
- triggerall = p2statetype != A
- triggerall = p2movetype != H
-
- ; crouch guard
- [State -2, AI]
- type = ChangeState
- value = 131
- triggerall = var(59)=1
- triggerall = p2movetype = A || (enemy, NumProj >= 1)
- triggerall = P2bodydist X <= 50 || (enemy, NumProj >= 1)
- triggerall = statetype != A
- triggerall = random <= 400
- triggerall = var(9) = 1
- triggerall = ctrl
- triggerall = stateno != 131
- trigger1 = p2statetype = C
- trigger2 = (enemy, NumProj >= 1)
-
-
-
- [State -2,AInormal]
- type = ChangeState
- triggerall = var(3) = 0
- triggerall = random = [500,600]
- triggerall = var(59)=1
- triggerall = var(9) = 1
- triggerall = p2movetype != A
- triggerall = P2Life > 0
- triggerall = StateType != A
- triggerall = p2statetype != C
- triggerall = p2movetype != H
- triggerall = P2bodydist X = (6,10)
- triggerall = ctrl = 1
- trigger1 = stateno != 191
- value = 260
-
- [State -2,AInormal]
- type = ChangeState
- triggerall = var(3) = 0
- triggerall = random = [700,800]
- triggerall = var(59)=1
- triggerall = var(9) = 1
- triggerall = p2movetype != A
- triggerall = P2Life > 0
- triggerall = StateType != A
- triggerall = p2statetype != C
- triggerall = p2movetype != H
- triggerall = ctrl = 1
- trigger1= P2bodydist X = (6,10)
- value = 230
-
- [State -2,AInormal]
- type = ChangeState
- triggerall = var(3) = 0
- triggerall = random = [700,800]
- triggerall = var(59)=2
- triggerall = var(9) = 1
- triggerall = p2movetype != A
- triggerall = P2Life > 0
- triggerall = StateType != A
- triggerall = p2statetype != C
- triggerall = p2movetype != H
- triggerall = ctrl = 1
- trigger1= P2bodydist X = (6,10)
- value = 227
-
-
- [State -2,AI23]
- type = ChangeState
- triggerall = var(3) = 0
- triggerall = random = [700,800]
- triggerall = var(59)=1
- triggerall = var(9) = 1
- triggerall = p2movetype != A
- triggerall = P2Life > 0
- triggerall = StateType != A
- triggerall = p2statetype != C
- triggerall = p2movetype != H
- triggerall = ctrl = 1
- trigger1= P2bodydist X = (6,10)
- value = 245
-
-
- [State -2,AI24]
- type = ChangeState
- triggerall = var(3) = 0
- triggerall = random = [600,700]
- triggerall = var(59)=1
- triggerall = var(9) = 1
- triggerall = p2movetype != A
- triggerall = P2Life > 0
- triggerall = StateType != A
- triggerall = p2statetype != C
- triggerall = p2movetype != H
- triggerall = ctrl = 1
- trigger1 = P2bodydist X = (11,16)
- value = 440
-
-
-
-
- [State -2,AInormal]
- type = ChangeState
- triggerall = var(3) = 0
- triggerall = power >=500
- triggerall = random = [700,800]
- triggerall = var(59)=1
- triggerall = var(9) = 1
- triggerall = p2movetype != A
- triggerall = P2Life > 0
- triggerall = StateType != A
- triggerall = p2statetype != C
- triggerall = p2movetype != H
- triggerall = ctrl = 1
- trigger1 = P2bodydist X = (11,20)
- value = 3500
-
- [State -2,AInormal]
- type = ChangeState
- triggerall = var(3) = 0
- triggerall = random = [700,800]
- triggerall = var(59)=1
- triggerall = var(9) = 1
- triggerall = p2movetype != A
- triggerall = P2Life > 0
- triggerall = StateType != A
- triggerall = p2statetype != C
- triggerall = p2movetype != H
- triggerall = ctrl = 1
- trigger1 = P2bodydist X = (20,25)
- value = 3400
-
-
-
- [State -2,AInormal]
- type = ChangeState
- triggerall = var(3) = 0
- triggerall = random = [600,699]
- triggerall = var(59)=1
- triggerall = var(9) = 1
- triggerall = p2movetype != A
- triggerall = P2Life > 0
- triggerall = StateType != A
- triggerall = p2statetype != C
- triggerall = p2movetype != H
- triggerall = ctrl = 1
- trigger1 = P2bodydist X = (30,40)
- value = 214
-
-
-
- [State -2,AInormal]
- type = ChangeState
- triggerall = var(3) = 0
- triggerall = random = [600,699]
- triggerall = var(59)=1
- triggerall = var(9) = 1
- triggerall = p2movetype != A
- triggerall = P2Life > 0
- triggerall = StateType != A
- triggerall = p2statetype != C
- triggerall = p2movetype != H
- triggerall = ctrl = 1
- trigger1 = P2bodydist X = (30,40)
- value = 240
-
-
- [State -2,AInormal]
- type = ChangeState
- triggerall = var(3) = 0
- triggerall = random = [600,699]
- triggerall = var(59)=1
- triggerall = var(9) = 1
- triggerall = p2movetype != A
- triggerall = P2Life > 0
- triggerall = StateType != A
- triggerall = p2statetype != C
- triggerall = p2movetype != H
- triggerall = ctrl = 1
- trigger1 = P2bodydist X = (40,70)
- value = 3990
-
-
- [State -2,AInormal]
- type = ChangeState
- triggerall = var(3) = 0
- triggerall = random = [600,699]
- triggerall = var(59)=1
- triggerall = var(9) = 1
- triggerall = p2movetype != A
- triggerall = P2Life > 0
- triggerall = StateType != A
- triggerall = p2statetype != C
- triggerall = p2movetype != H
- triggerall = ctrl = 1
- trigger1 = P2bodydist X = (71,140)
- value = 3600
-
- [State -2,AI25]
- type = ChangeState
- triggerall = power =(2001,3000)
- triggerall = var(3) = 0
- triggerall = random = [600,699]
- triggerall = var(59)=1
- triggerall = p2movetype != A
- triggerall = P2Life > 0
- triggerall = StateType != A
- triggerall = p2statetype != C
- triggerall = p2movetype != H
- triggerall = ctrl = 1
- trigger1 = var(9) = 1
- value = 7000
-
-
- [State -2,AI26]
- type = ChangeState
- triggerall = power =(1001,2000)
- triggerall = var(3) = 0
- triggerall = random = [600,900]
- triggerall = var(59)=2
- triggerall = p2movetype != A
- triggerall = P2Life > 0
- triggerall = StateType != A
- triggerall = p2statetype != C
- triggerall = p2movetype != H
- triggerall = ctrl = 1
- trigger1 = var(9) = 1
- value = 3111
-
- [State -2,AI26]
- type = ChangeState
- triggerall = power >=1000
- triggerall = var(3) = 0
- triggerall = random = [100,900]
- triggerall = var(59)=2
- triggerall = p2movetype != A
- triggerall = P2Life > 0
- triggerall = StateType != A
- triggerall = p2statetype != C
- triggerall = p2movetype != H
- triggerall = ctrl = 1
- trigger1 = var(9) = 1
- value = 4200
-
- [State -2,AI26]
- type = ChangeState
- triggerall = power >=1000
- triggerall = var(3) = 0
- triggerall = random = [800,900]
- triggerall = var(59)=2
- triggerall = p2movetype != A
- triggerall = P2Life > 0
- triggerall = StateType != A
- triggerall = p2statetype != C
- triggerall = p2movetype != H
- triggerall = ctrl = 1
- trigger1 = var(9) = 1
- value = 9020
-
-
- [State -2,AInormal]
- type = ChangeState
- triggerall = var(3) = 0
- triggerall = random = [600,699]
- triggerall = var(59)=1
- triggerall = var(9) = 1
- triggerall = p2movetype != A
- triggerall = P2Life > 0
- triggerall = StateType != A
- triggerall = p2statetype != C
- triggerall = p2movetype != H
- triggerall = ctrl = 1
- trigger1 = P2bodydist X = (141,240)
- value = 990
-
-
-
- [State -2,AInormal]
- type = ChangeState
- triggerall = power >=1000
- triggerall = p2stateno !=100
- triggerall = var(3) = 0
- triggerall = random = [800,900]
- triggerall = var(59)=2
- triggerall = var(9) = 2
- triggerall = p2movetype != A
- triggerall = P2Life > 0
- triggerall = StateType != A
- triggerall = p2statetype != C
- triggerall = p2movetype != H
- triggerall = ctrl = 1
- trigger1 = P2bodydist X = (70,200)
- value = 3111
-
-
- ; VAR RESET BY DEAD - SUPERHEROES OFF creado por mi amigo Kain
- [State -2, DM]
- type = Varset
- triggerall = name = "May Lee"
- triggerall = var(59) != 1
- trigger1 = life <= 0
- var(59) = 1
-
-
- [State -2, DM]
- type = Varset
- trigger1 = stateno =0
- var(3) = 0
-
- [state 191, Turns Mode Special Entrance]
- type = Varset
- trigger1 = RoundsExisted = 0 && TeamMode = Turns && Roundno > 1
- var(14)=1
-
-
- [State -2, DM]
- type = Varset
- trigger1 = stateno =(4200,4260)
- trigger2 = stateno =(7000,7045)
- trigger3 = stateno =(3111,3125)
- trigger4 = stateno = 4500
- trigger5 = stateno =4551
- trigger6 = stateno =4090
- trigger7 = stateno =4052
- trigger8 = stateno =4098
- trigger9 = stateno =4057
- trigger10 = stateno =6400
- trigger11 = stateno =3702
- trigger12 = stateno =9010
- var(3) = 1
-
- ;[State -2, DM]
- ;type = Varset
- ;trigger1 = command = "Inteligencia"
- ;var(9) = 1
-
- [State -2, AI_Check] ; El ayudante siempre presente
- type = Helper ; Ayudante
- trigger1 = NumHelper(9999) = 0 ; No se repitira si esta presenta ya
- trigger1 = var(9) = 0 ; Variable que actua como interruptor
- trigger1 = RoundState = 2 ; Solo activado en combate
- name = "AI activada" ; Nombre de la AI
- id = 9999 ; Su identificador
- pos = 1000, 1000 ; posicion en su nivel muy alta
- stateno = 9999 ; Te manda al stateno 9999
- helpertype = normal ; Helper tipo normal
- keyctrl = 1
-
-
- [state -2, VARSET]
- type = varset
- trigger1= stateno =7000
- V = 8
- value = 1
-
-
- [state 5900, VARSET]
- type = varset
- trigger1= stateno =0
- V = 8
- value = 0
-
-
- ; VAR RESET BY GET HIT - SUPERHEROES OFF creado por mi amigo Kain
- [State -2, DM]
- type = Varset
- triggerall = name = "May Lee"
- triggerall = var(59) != 1
- trigger1 = stateno = [5000,5999]
- var(59) = 1
-
- [State -2, DM]
- type = Varset
- trigger1 = stateno = [7000,7005]
- var(7) = 1
-
- [State -2, DM]
- type = Varset
- trigger1 = stateno = 0
- var(7) = 0
-
-
- [state -2 1]
- type = assertspecial
- trigger1 = var(59) = 2
- flag = nostandguard
- flag2= nocrouchguard
- flag3= noairguard
-
-
- [State -2, STPRUNSND]
- type = StopSnd
- trigger1 = stateno != 100
- channel = 20
-
- [State -2, STPRUNSND]
- type = StopSnd
- trigger1 = stateno != 4205
- channel = 25
-
-
- ;Stop channel 19's sound when Taunt is Cancelled
- [State -2, STPTAUNT]
- type = StopSnd
- trigger1 = stateno != 195
- channel = 19
-
- [State -2, STPTAUNT]
- type = StopSnd
- trigger1 = stateno != 198
- channel = 25
-
- [State -2, STPTAUNT]
- type = StopSnd
- trigger1 = stateno != 193
- channel = 21
-
- [State -2, STPTAUNT]
- type = StopSnd
- trigger1 = stateno != 4098
- channel = 20
-
- [State -2, STPTAUNT]
- type = StopSnd
- trigger1 = stateno != 1950
- channel = 9
-
-
- [State -2,4]
- type = DisplayToClipboard
- trigger1 = 1
- text = "var(6)= %d, var(59) = %d"
- params = var(6), var(59)
-
-
- [State -2, 1]
- type = Varset
- triggerall = MatchOver
- triggerall = var(59)= 2
- trigger1 = Time = 0
- var(10) = 1
-
-
- [Statedef -3]
- [State lin's lifeadd ]
- type = lifeadd
- triggerall = life >50 && time%5 =0
- trigger1 = enemy,name = "lin"
- trigger1 = enemy,var(18) = 1
- value = -1
- [State -3, 1.1]
- type = PlaySnd
- triggerall = Time = 1
- trigger1 = stateno = 50
- value = 40,0
- persistent = 0 ;make sure it play only once each time
-
- [State -3, 1.1]
- type = PlaySnd
- triggerall = Time = 1
- trigger1 = stateno = 105
- value = S7,3
- persistent = 0 ;make sure it play only once each time
- volume = -40
-
-
- [State -2,4]
- type = PlaySnd
- triggerall = Time = 1
- trigger1 = StateNo = 52
- value = 7, 2
- volume = -40
-
- [State -3, 2]
- type = PlaySnd
- triggerall = Time = 1
- triggerall = Life
- triggerall = random % 10 < 5
- trigger1 = stateno = 5000
- trigger1 = anim = 5000 || anim = 5010
- trigger2 = stateno = 5010
- trigger2 = anim = 5020
- value = 5000,0
- channel = 0
- ignorehitpause = 1
-
- [State -3, 2]
- type = PlaySnd
- triggerall = Time = 1
- triggerall = Life
- triggerall = random % 10 < 5
- trigger1 = stateno = 5000 || stateno = 5020
- trigger1 = anim != 5000 && anim != 5010
- trigger2 = stateno = 5010
- trigger2 = anim != 5020
- value = 72,5
- channel = 0
- ignorehitpause = 1
-
-
-
- [State -3, 2]
- type = PlaySnd
- triggerall = Time = 1
- triggerall = Life
- triggerall = random % 10 > 5
- trigger1 = stateno = 5000 || stateno = 5020
- trigger1 = anim != 5000 && anim != 5010
- trigger2 = stateno = 5010
- trigger2 = anim != 5020
- value = 5000,1
- channel = 0
- ignorehitpause = 1
-
-
- [State -3, 2]
- type = PlaySnd
- triggerall = Time = 1
- triggerall = Life
- triggerall = random % 10 < 4
- trigger1 = stateno = 5100
- value = 5000,1
- channel = 0
- ignorehitpause = 1
-