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Text File | 2000-11-08 | 36.6 KB | 1,946 lines |
- ; Common state file
- ;
- ; System variables usage
- ; ----------------------
- ; Var name Type Purpose
- ; -------- ---- -------
- ; sysvar(0) Temp Set by state 5081 (HITL_SLIDE) to 1 to prevent
- ; showing ground hit frame in state 5110 (HIT_LIEDOWN).
- ; Used by guarding states.
- ; sysvar(1) Temp Used by state 40 (Jump Start) amd 45 (Air Jump Start)
- ; to keep track of which way to jump.
- ; Used by state 5100 and 5110 to remember downward
- ; velocity of player just before hitting the ground.
- ; Used in state 5080 for storing the anim # to display.
-
- ;---------------------------------------------------------------------------
- ; Stand
- [Statedef 0]
- type = S
- physics = S
-
- [State 0, 1]
- type = ChangeAnim
- trigger1 = Anim != 0 && Anim != 5
- trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
- value = 0
-
- [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
-
- [State 0, 4]
- type = ChangeState
- trigger1 = PalNo = [7, 12]
- trigger1 = P2BodyDist X > 100
- trigger1 = P2Life > 0
- value = 1
-
- [State 0, 6]
- type = PosSet
- trigger1 = Pos Y > 0
- y = 0
-
- [State 0, 7]
- type = StateTypeSet
- trigger1 = Pos Y < 0
- value = A
-
- [State 0, 8]
- type = ChangeState
- trigger1 = Pos Y < 0
- value = 50
-
- ;---------------------------------------------------------------------------
- ; Stand (AI Only)
- [Statedef 1]
- type = S
- physics = S
- ctrl = 0
-
- [State 1, 1]
- type = ChangeAnim
- trigger1 = Anim != 0 && Anim != 5
- trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
- value = 0
-
- [State 1, 2]
- type = VelSet
- trigger1 = Time = 0
- y = 0
-
- [State 1, 3] ;Stop moving if low velocity or 4 ticks pass
- type = VelSet
- trigger1 = 1
- x = const(velocity.walk.fwd.x)
-
- [State 1, 4]
- type = ChangeState
- trigger1 = PalNo = [7, 12]
- trigger1 = P2BodyDist X <= 100
- trigger2 = P2Life <= 0
- value = 0
- ctrl = 1
-
- [State 1, 6]
- type = PosSet
- trigger1 = Pos Y > 0
- y = 0
-
- [State 0, 7]
- type = StateTypeSet
- trigger1 = Pos Y < 0
- value = A
-
- [State 0, 8]
- type = ChangeState
- trigger1 = Pos Y < 0
- value = 50
-
- [State 1, 9]
- type = PowerAdd
- trigger1 = TimeMod = 1,0
- value = 2
-
- [State 1, 10]
- type = LifeAdd
- trigger1 = TimeMod = 1,0
- value = 1
-
- ;---------------------------------------------------------------------------
- ; Stand to Crouch
- [Statedef 10]
- type = C
- physics = C
- anim = 10
-
- [State 10, 1]
- type = VelMul
- trigger1 = Time = 0
- x = .75
-
- [State 10, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
-
- ;---------------------------------------------------------------------------
- ; Crouching
- [Statedef 11]
- type = C
- physics = C
- anim = 11
-
- [State 11, 1] ;Change from turning animation
- type = ChangeAnim
- trigger1 = Anim = 6 && AnimTime = 0
- value = 11
-
- ;---------------------------------------------------------------------------
- ; Crouch to Stand
- [Statedef 12]
- type = S
- physics = S
- anim = 12
-
- [State 12, 1]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
-
- ;---------------------------------------------------------------------------
- ; Walk
- [Statedef 20]
- type = S
- physics = S
-
- [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 = vel x > 0
- trigger1 = Anim != 20 && Anim != 5
- trigger2 = Anim = 5 && AnimTime = 0
- value = 20
-
- [State 20, 4]
- type = ChangeAnim
- triggerall = vel x < 0
- trigger1 = Anim != 21 && Anim != 5
- trigger2 = Anim = 5 && AnimTime = 0
- value = 21
-
- ;---------------------------------------------------------------------------
- ; Jump Start
- [Statedef 40]
- type = S
- physics = S
- anim = 40
- ctrl = 0
-
- [State 40, 1]
- type = VarSet
- trigger1 = Time = 0
- sysvar(1) = 0
-
- [State 40, 2]
- type = VarSet
- trigger1 = command = "holdfwd"
- sysvar(1) = 1
-
- [State 40, 3]
- type = VarSet
- trigger1 = command = "holdback"
- sysvar(1) = -1
-
- [State 40, 4]
- type = VelSet
- trigger1 = AnimTime = 0
- x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
- y = const(velocity.jump.y)
-
- [State 40, 5]
- type = VelSet
- trigger1 = AnimTime = 0
- trigger1 = prevstateno = 100 ;RUN_FWD
- trigger1 = sysvar(1) = 1
- x = const(velocity.runjump.fwd.x)
-
- [State 40, 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; AirJump Start
- [Statedef 45]
- type = A
- physics = N
- ctrl = 0
- velset = 0,0
-
- [State 45, 1]
- type = ChangeAnim
- trigger1 = SelfAnimExist(44)
- value = 44
-
- [State 45, 2]
- type = ChangeAnim
- trigger1 = !SelfAnimExist(44)
- 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
- trigger1 = Time = 0
- value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))
-
- [State 50, 3]
- type = ChangeAnim
- trigger1 = Vel y > -2
- trigger1 = SelfAnimExist(anim + 3)
- persistent = 0
- value = Anim + 3
-
- ;---------------------------------------------------------------------------
- ; Jump Land
- [Statedef 52]
- type = S
- physics = S
- ctrl = 0
- anim = 47
-
- [State 52, 1]
- type = VelSet
- trigger1 = Time = 0
- y = 0
-
- [State 52, 3]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 52, 3]
- type = CtrlSet
- trigger1 = Time = 3
- value = 1
-
- [State 52, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; RUN_FWD
- [Statedef 100]
- type = S
- physics = S
- anim = 100
-
- [State 100, 1]
- type = VelSet
- trigger1 = 1
- x = const(velocity.run.fwd.x)
-
- [State 100, 2]
- type = ChangeState
- trigger1 = command != "holdfwd"
- value = 0
-
- [State 100, 3]
- type = AssertSpecial
- trigger1 = 1
- flag = NoWalk
-
- ;---------------------------------------------------------------------------
- ; RUN_BACK
- [Statedef 105]
- type = A
- physics = A
- ctrl = 0
- anim = 105
-
- [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
-
- ;---------------------------------------------------------------------------
- ; RUN_BACK2 (land)
- [Statedef 106]
- type = S
- physics = S
- ctrl = 0
- anim = 47
-
- [State 106, 1]
- type = VelSet
- trigger1 = Time = 0
- y = 0
-
- [State 106, 2]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 106, 3]
- type = MakeDust
- trigger1 = Time = 2
- pos = -5,-2
- spacing = 1
-
- [State 106, 4]
- type = ChangeState
- trigger1 = Time = 7
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; RUN_UP
- [Statedef 110]
- type = S
- physics = N
-
- [State 110, 0]
- type = CtrlSet
- trigger1 = Time = 0
- value = 0
-
- [State 110, 1]
- type = ChangeAnim
- trigger1 = Time = 0
- value = 110
-
- [State 110, 2]
- type = HitBy
- trigger1 = Time = 0
- value = SCA, NT, ST, HT
- time = 30
-
- [State 110, 3]
- type = VelSet
- trigger1 = Time = 0
- x = 0
- z = -7
-
- [State 110, 4]
- type = VelMul
- trigger1 = 1
- z = 0.8
-
- [State 110, 5]
- type = VelSet
- trigger1 = AnimTime = -8
- z = 0
-
- [State 110, 7]
- type = CtrlSet
- trigger1 = AnimTime = 0
- value = 1
-
- [State 110, 8]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
-
- ;---------------------------------------------------------------------------
- ; RUN_DOWN
- [Statedef 115]
- type = S
- physics = N
-
- [State 115, 0]
- type = CtrlSet
- trigger1 = Time = 0
- value = 0
-
- [State 115, 1]
- type = ChangeAnim
- trigger1 = Time = 0
- value = 110
-
- [State 115, 2]
- type = HitBy
- trigger1 = Time = 0
- value = SCA, NT, ST, HT
- time = 30
-
- [State 115, 3]
- type = VelSet
- trigger1 = Time = 0
- x = 0
- z = 7
-
- [State 115, 4]
- type = VelMul
- trigger1 = 1
- z = 0.8
-
- [State 115, 5]
- type = VelSet
- trigger1 = AnimTime = -8
- z = 0
-
- [State 115, 7]
- type = CtrlSet
- trigger1 = AnimTime = 0
- value = 1
-
- [State 115, 8]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
-
- ;---------------------------------------------------------------------------
- ; STAND GUARD (guarding)
- [Statedef 130]
- type = S
- physics = S
-
- [State 130, 1]
- type = ChangeAnim
- trigger1 = Anim != 130
- value = 130
-
- ;---------------------------------------------------------------------------
- ; CROUCH GUARD (guarding)
- [Statedef 131]
- type = C
- physics = C
-
- [State 131, 1]
- type = ChangeAnim
- trigger1 = Anim != 131
- value = 131
-
- ;---------------------------------------------------------------------------
- ; AIR GUARD (guarding)
- [Statedef 132]
- type = A
- physics = N
-
- [State 132, 1]
- type = ChangeAnim
- trigger1 = Anim != 132
- value = 132
-
- [State 132, 2]
- type = VelAdd
- trigger1 = 1
- y = Const(movement.yaccel)
-
- [State 132, 3]
- type = VarSet
- trigger1 = 1
- sysvar(0) = (pos y >= 0) && (vel y > 0)
-
- [State 132, 4]
- type = VelSet
- trigger1 = sysvar(0)
- y = 0
-
- [State 132, 5]
- type = PosSet
- trigger1 = sysvar(0)
- y = 0
-
- [State 132, 6]
- type = ChangeState
- trigger1 = sysvar(0)
- trigger1 = command != "holdback"
- value = 52
-
- [State 132, 7]
- type = ChangeState
- trigger1 = sysvar(0)
- value = 130
-
- ;---------------------------------------------------------------------------
- ; SGUARDHIT (shaking)
- [Statedef 150]
- type = S
- movetype= H
- physics = N
- velset = 0,0
-
- [State 150, 1]
- type = ChangeAnim
- trigger1 = 1
- value = 150
-
- [State 150, 2]
- type = ChangeState
- trigger1 = HitShakeOver
- value = 151
-
- [State 150, 3]
- type = ForceFeedback
- trigger1 = time = 0
- waveform = square
- time = 3
-
- ;---------------------------------------------------------------------------
- ; SGUARDHIT2 (knocked back)
- [Statedef 151]
- type = S
- movetype= H
- physics = S
- anim = 150
-
- [State 151, 1]
- type = HitVelSet
- trigger1 = Time = 0
- x = 1
-
- [State 151, 2]
- type = VelSet
- trigger1 = Time = GetHitVar(slidetime)
- trigger2 = Time >= GetHitVar(hittime)
- x = 0
-
- [State 151, 3]
- type = CtrlSet
- trigger1 = Time = GetHitVar(ctrltime)
- value = 1
-
- [State 151, 4]
- type = ChangeState
- trigger1 = Time >= GetHitVar(hittime)
- value = 130
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; CGUARDHIT (shaking)
- [Statedef 152]
- type = C
- movetype= H
- physics = N
- velset = 0,0
-
- [State 152, 1]
- type = ChangeAnim
- trigger1 = 1
- value = 151
-
- [State 152, 3]
- type = ChangeState
- trigger1 = HitShakeOver
- value = 153
-
- [State 152, 4]
- type = ForceFeedback
- trigger1 = time = 0
- waveform = square
- time = 4
-
- ;---------------------------------------------------------------------------
- ; CGUARDHIT2 (knocked back)
- [Statedef 153]
- type = C
- movetype= H
- physics = C
- anim = 151
-
- [State 153, 1]
- type = HitVelSet
- trigger1 = Time = 0
- x = 1
-
- [State 153, 2]
- type = VelSet
- trigger1 = Time = GetHitVar(slidetime)
- trigger2 = Time >= GetHitVar(hittime)
- x = 0
-
- [State 153, 3]
- type = CtrlSet
- trigger1 = Time = GetHitVar(ctrltime)
- value = 1
-
- [State 153, 4]
- type = ChangeState
- trigger1 = Time >= GetHitVar(hittime)
- value = 131
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; AGUARDHIT (shaking)
- [Statedef 154]
- type = A
- movetype= H
- physics = N
- velset = 0,0
-
- [State 154, 1]
- type = ChangeAnim
- trigger1 = 1
- value = 152
-
- [State 154, 2]
- type = ChangeState
- trigger1 = HitShakeOver
- value = 155 ;AGUARDHIT2
-
- [State 154, 3]
- type = ForceFeedback
- trigger1 = time = 0
- waveform = square
- time = 4
-
- ;---------------------------------------------------------------------------
- ; AGUARDHIT2 (knocked away)
- [Statedef 155]
- type = A
- movetype= H
- physics = N
- anim = 152
-
- [State 155, 1]
- type = HitVelSet
- trigger1 = Time = 0
- x = 1
- y = 1
-
- [State 155, 2]
- type = VelAdd
- trigger1 = 1
- y = Const(movement.yaccel)
-
- [State 155, 3]
- type = CtrlSet
- trigger1 = Time = GetHitVar(ctrltime)
- value = 1
-
- [State 155, 4]
- type = VarSet
- trigger1 = 1
- sysvar(0) = (pos y >= 0) && (vel y > 0)
-
- [State 155, 5]
- type = VelSet
- trigger1 = sysvar(0)
- y = 0
-
- [State 155, 6]
- type = PosSet
- trigger1 = sysvar(0)
- y = 0
-
- [State 155, 7]
- type = ChangeState
- trigger1 = sysvar(0)
- trigger1 = command != "holdback"
- value = 52
-
- [State 155, 8]
- type = ChangeState
- trigger1 = sysvar(0)
- value = 130
-
- ;---------------------------------------------------------------------------
- ; LOSE (Time over)
- [Statedef 170]
- type = S
- ctrl = 0
- anim = 170
- velset = 0,0
-
- [State 170, 1]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
-
- ;---------------------------------------------------------------------------
- ; DRAWGAME (Time over)
- [Statedef 175]
- type = S
- ctrl = 0
- velset = 0,0
-
- [State 175, 1] ; If no anim, use go to lose state.
- type = ChangeState
- trigger1 = Time = 0
- trigger1 = !SelfAnimExist(175)
- value = 170
-
- [State 175, 2]
- type = ChangeAnim
- trigger1 = Time = 0
- value = 175
-
- [State 175, 3]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
-
- ;---------------------------------------------------------------------------
- ; PREINTRO
- [Statedef 190]
- type = S
- ctrl = 0
- velset = 0,0
-
- [State 190, 1]
- type = ChangeAnim
- trigger1 = SelfAnimExist(190)
- value = 190
-
- [State 190, 2] ;Go straight to intro.
- type = ChangeState
- trigger1 = Time = 0
- value = 191
-
- ;---------------------------------------------------------------------------
- ; INTRO (override this state to give character an intro)
- [Statedef 191]
- type = S
- ctrl = 0
-
- [State 191, 1]
- type = ChangeState
- trigger1 = Time = 0
- value = 0
-
- ;---------------------------------------------------------------------------
- ; HITG_SHAKE
- [Statedef 5000]
- type = S
- movetype= H
- physics = N
- velset = 0,0
-
- [State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = GetHitVar(animtype) != [3,5]
- value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)
-
- [State 5000, 2] ;Anim for HIT_BACK
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = GetHitVar(animtype) = [3,5]
- value = 5030
-
- [State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
- value = 5047 + GetHitVar(animtype) ;5051 - 4 + type
-
- [State 5000, 3] ;Freeze anim
- type = ChangeAnim
- trigger1 = Time > 0
- value = anim
-
- [State 5000, 4] ;State type gets set to aerial if getting hit up
- type = StateTypeSet
- trigger1 = Time = 0
- trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
- trigger2 = Pos Y != 0
- value = a
-
- [State 5000, 5]
- type = ChangeState
- trigger1 = HitShakeOver
- trigger1 = GetHitVar(yvel) = 0
- value = 5001 ;HITG_SLIDE
-
- [State 5000, 6]
- type = ChangeState
- trigger1 = HitShakeOver
- value = 5030
-
- [State 5000, FFB Light]
- type = ForceFeedback
- trigger1 = anim = 5000
- trigger2 = anim = 5010
- persistent = 0
- time = 6
- waveform = square
-
- [State 5000, FFB Medium]
- type = ForceFeedback
- trigger1 = anim = 5001
- trigger2 = anim = 5011
- persistent = 0
- time = 8
- waveform = sinesquare
- ampl = 110,-1,-.3
-
- [State 5000, FFB Hard]
- type = ForceFeedback
- trigger1 = anim = 5012
- trigger2 = anim = 5002
- trigger3 = anim = 5030
- persistent = 0
- time = 15
- waveform = sinesquare
- ampl = 140
-
- ;---------------------------------------------------------------------------
- ; HITG_SLIDE
- [Statedef 5001]
- type = S
- movetype= H
- physics = S
-
- [State 5001, 1]
- type = HitVelSet
- trigger1 = Time = 0
- x = 1
-
- [State 5001, 2]
- type = ChangeAnim
- trigger1 = AnimTime = 0
- value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10
-
- [State 5001, 3] ;Stop sliding back
- type = VelMul
- trigger1 = Time >= GetHitVar(slidetime)
- x = .6
-
- [State 5001, 4]
- type = VelSet
- trigger1 = HitOver
- x = 0
-
- [State 5001, 5]
- type = DefenceMulSet
- trigger1 = HitOver
- value = 1
-
- [State 5001, 6]
- type = ChangeState
- trigger1 = HitOver
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; HITC_SHAKE
- [Statedef 5010]
- type = C
- movetype= H
- physics = N
- velset = 0,0
-
- [State 5010, 1] ;Anim for HIT_LIGHT to HIT_HARD
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = GetHitVar(animtype) != [3,5]
- value = 5020 + GetHitVar(animtype)
-
- [State 5010, 2] ;Anim for HIT_BACK
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = GetHitVar(animtype) = [3,5]
- value = 5030
-
- [State 5010, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
- value = 5047 + GetHitVar(animtype) ;5051 - 4 + type
-
- [State 5010, 4] ;Freeze anim
- type = ChangeAnim
- trigger1 = Time > 0
- value = anim
-
- [State 5010, 5]
- type = ChangeState
- trigger1 = HitShakeOver
- trigger1 = GetHitVar(yvel) = 0
- value = 5011 ;HITC_SLIDE
-
- [State 5010, 6]
- type = ChangeState
- trigger1 = HitShakeOver
- value = 5030
-
- [State 5010, FFB Light]
- type = ForceFeedback
- trigger1 = anim = 5020
- persistent = 0
- time = 6
- waveform = square
-
- [State 5010, FFB Medium]
- type = ForceFeedback
- trigger1 = anim = 5021
- persistent = 0
- time = 8
- waveform = sinesquare
- ampl = 110,-1,-.3
-
- [State 5010, FFB Hard]
- type = ForceFeedback
- trigger1 = anim = 5022
- persistent = 0
- time = 15
- waveform = sinesquare
- ampl = 140
-
- ;---------------------------------------------------------------------------
- ; HITC_SLIDE
- [Statedef 5011]
- type = C
- movetype= H
- physics = C
-
- [State 5011, 1]
- type = HitVelSet
- trigger1 = Time = 0
- x = 1
-
- [State 5011, 2]
- type = ChangeAnim
- trigger1 = AnimTime = 0
- value = 5025 + GetHitVar(animtype)
-
- [State 5011, 3] ;Stop sliding back
- type = VelMul
- trigger1 = Time >= GetHitVar(slidetime)
- x = .6
-
- [State 5011, 4]
- type = VelSet
- trigger1 = HitOver
- x = 0
-
- [State 5011, 5]
- type = DefenceMulSet
- trigger1 = HitOver
- value = 1
-
- [State 5011, 6]
- type = ChangeState
- trigger1 = HitOver
- value = 11
- ctrl = 1
-
-
- ;---------------------------------------------------------------------------
- ; HITA_SHAKE
- [Statedef 5020]
- type = A
- movetype= H
- physics = N
- velset = 0,0
-
- [State 5020, 1] ;Anim for HIT_LIGHT to HIT_HARD
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = GetHitVar(animtype) != [3,5]
- value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)
-
- [State 5020, 2] ;Anim for HIT_BACK
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = GetHitVar(animtype) = [3,5]
- value = 5030
-
- [State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
- value = 5047 + GetHitVar(animtype) ;5051 - 4 + type
-
- [State 5020, 4] ;Freeze anim
- type = ChangeAnim
- trigger1 = Time > 0
- value = anim
-
- [State 5020, 5]
- type = ChangeState
- trigger1 = HitShakeOver
- value = 5030
-
- [State 5020, FFB Light]
- type = ForceFeedback
- trigger1 = anim = 5000
- trigger2 = anim = 5010
- persistent = 0
- time = 6
- waveform = square
-
- [State 5020, FFB Medium]
- type = ForceFeedback
- trigger1 = anim = 5001
- trigger2 = anim = 5011
- persistent = 0
- time = 8
- waveform = sinesquare
- ampl = 110,-1,-.3
-
- [State 5020, FFB Hard]
- type = ForceFeedback
- trigger1 = anim = 5012
- trigger2 = anim = 5002
- trigger3 = anim = 5030
- trigger4 = anim = [5051,5059]
- persistent = 0
- time = 15
- waveform = sinesquare
- ampl = 140
-
- ;---------------------------------------------------------------------------
- ; HITA_UP (initial going up)
- [Statedef 5030]
- type = A
- movetype= H
- physics = N
-
- [State 5030, 1]
- type = VelAdd;Gravity
- trigger1 = 1
- y = GetHitVar(yaccel)
-
- [State 5030, 2]
- type = HitVelSet
- trigger1 = Time = 0
- x = 1
- y = 1
-
- [State 5030, 3]
- type = ChangeState
- triggerall = !HitFall
- trigger1 = HitOver
- trigger2 = Vel Y > 0 ;Hit ground
- trigger2 = Pos Y >= 10 ;.
- value = 5040 ;HITA_RECOV
-
- [State 5030, 4]
- type = ChangeState
- triggerall = HitFall
- trigger1 = HitOver
- trigger2 = Vel Y > 0 ;Hit ground
- trigger2 = Pos Y >= 10 ;.
- value = 5050 ;HITA_FALL
-
- [State 5030, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 5035 ;HITA_UP (transition)
-
- ;---------------------------------------------------------------------------
- ; HITA_UP_T (transition)
- [Statedef 5035]
- type = A
- movetype= H
- physics = N
-
- [State 5035, 1]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = SelfAnimExist(5035)
- trigger1 = Anim != [5051,5059] ;Not if in hit up anim
- trigger1 = Anim != 5090 ;Not if hit off ground anim
- value = 5035
-
- [State 5035, 2]
- type = VelAdd
- trigger1 = 1
- y = GetHitVar(yaccel)
-
- [State 5035, 3]
- type = ChangeState
- triggerall = !HitFall
- trigger1 = HitOver ;Hit is over
- trigger2 = AnimTime = 0 ;Animation over
- trigger3 = Vel Y > 0 ;Hit ground
- trigger3 = Pos Y >= 10 ;.
- trigger4 = Time = 0 ;No transition anim
- trigger4 = Anim != 5035 ;.
- value = 5040 ;HITA_RECOV
-
- [State 5035, 4]
- type = ChangeState
- triggerall = HitFall
- trigger1 = HitOver ;Hit is over
- trigger2 = AnimTime = 0 ;Anim is over
- trigger3 = Vel Y > 0 ;Hit ground
- trigger3 = Pos Y >= 10 ;.
- trigger4 = Time = 0 ;No transition anim
- trigger4 = Anim != 5035 ;.
- value = 5050 ;HITA_FALL
-
- ;---------------------------------------------------------------------------
- ; HITA_RECOV (recovering in air, not falling)
- [Statedef 5040]
- type = A
- movetype= H
- physics = N
-
- [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 = HitOver
- value = 1
-
- [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
-
- ;---------------------------------------------------------------------------
- ; HITA_FALL (knocked up, falling)
- [Statedef 5050]
- type = A
- movetype= H
- physics = N
-
- [State 5050, 1] ;Change anim when done with transition
- type = ChangeAnim
- trigger1 = AnimTime = 0
- trigger1 = Anim = 5035
- trigger2 = Time = 0 ;If no transition anim
- trigger2 = Anim != 5035
- trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
- trigger2 = Anim != 5090 ;Not if hit off ground anim
- value = 5050
-
- [State 5050, 2] ;Coming down anim
- type = ChangeAnim
- trigger1 = anim = [5050,5059]
- trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
- trigger1 = SelfAnimExist(anim+10)
- value = anim+10
- persistent = 0
-
- [State 5050, 3] ;Gravity
- type = VelAdd
- trigger1 = 1
- y = GetHitVar(yaccel)
-
- [State 5050, 4] ;Recover near ground
- type = ChangeState
- triggerall = Vel Y > 0
- triggerall = Pos Y >= -20
- triggerall = alive
- triggerall = CanRecover
- trigger1 = Command = "recovery"
- value = 5200 ;HITFALL_RECOVER
-
- [State 5050, 5]; Recover in mid air
- type = ChangeState
- triggerall = Vel Y > -1
- triggerall = alive
- triggerall = CanRecover
- trigger1 = Command = "recovery"
- value = 5210 ;HITFALL_AIRRECOVER
-
- [State 5050, 6]
- type = ChangeState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
- value = 5100 ;HIT_BOUNCE
-
- ;---------------------------------------------------------------------------
- ; HIT_TRIP (shaking)
- [Statedef 5070]
- type = A
- movetype= H
- physics = N
- velset = 0,0
-
- [State 5070, 1]
- type = ChangeAnim
- trigger1 = 1
- value = 5070
-
- [State 5070, 2]
- type = ChangeState
- trigger1 = HitShakeOver
- value = 5071
-
- [State 5070, 3]
- type = ForceFeedback
- trigger1 = time = 0
- time = 12
- waveform = sinesquare
- ampl = 140
-
- ;---------------------------------------------------------------------------
- ; HIT_TRIP2 (fall through air)
- [Statedef 5071]
- type = A
- movetype= H
- physics = N
-
- [State 5071, 1]
- type = HitVelSet
- trigger1 = Time = 0
- x = 1
- y = 1
-
- [State 5071, 2] ;Acceleration
- type = VelAdd
- trigger1 = 1
- y = GetHitVar(yaccel)
-
- [State 5071, 3] ;Hit ground
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 15
- type = ChangeState
- value = 5110
-
- ;---------------------------------------------------------------------------
- ; HITL_SHAKE
- [Statedef 5080]
- type = L
- movetype= H
- physics = N
- velset = 0,0
-
- [State 5080, 1] ;Set default anim
- type = VarSet
- trigger1 = time = 0
- sysvar(2) = ifelse (GetHitVar(yvel) = 0, 5080, 5090)
-
- [State 5080, 2]
- type = VarAdd
- trigger1 = time = 0
- trigger1 = (anim = [5081,5089]) || (anim = [5111,5119])
- trigger1 = SelfAnimExist(sysvar(2) + (anim % 10))
- sysvar(2) = anim % 10
-
- [State 5080, 3] ;If 5090 doesn't exist, default to 5030
- type = VarSet
- trigger1 = time = 0
- trigger1 = sysvar(2) = 5090
- trigger1 = !SelfAnimExist(5090)
- sysvar(2) = 5030
-
- [State 5080, 3] ;Freeze
- type = ChangeAnim
- trigger1 = 1
- value = sysvar(2)
-
- [State 5080, 4]
- type = ChangeState
- trigger1 = HitShakeOver
- trigger1 = GetHitVar(yvel) = 0
- value = 5081 ;HITL_SLIDE
-
- [State 5080, 5]
- type = ChangeState
- trigger1 = HitShakeOver
- trigger1 = GetHitVar(yvel) != 0
- value = 5030 ;HITA_UP
-
- ;---------------------------------------------------------------------------
- ; HITL_SLIDE
- [Statedef 5081]
- type = L
- movetype= H
- physics = C
-
- [State 5081, 1]
- type = HitVelSet
- trigger1 = Time = 0
- x = 1
-
- [State 5081, 2]
- type = VelSet
- trigger1 = HitOver
- x = 0
-
- [State 5081, 3] ;Don't show hit ground frame
- type = VarSet
- trigger1 = Time = 0
- sysvar(0) = 1
-
- [State 5081, 4]
- type = ChangeState
- trigger1 = HitOver
- value = 5110 ;HIT_LIEDOWN
-
- ;---------------------------------------------------------------------------
- ; HIT_BOUNCE (hit ground)
- [Statedef 5100]
- type = L
- movetype= H
- physics = N
-
- [State 5100, 1]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = GetHitVar(fall.yvel) = 0
- trigger1 = vel x > 1
- x = 1
-
- [State 5100, Var] ;Save fall velocity
- type = VarSet
- trigger1 = Time = 0
- ;trigger1 = GetHitVar(fall.yvel) = 0
- sysvar(1) = floor(vel y)
-
- [State 5100, 2] ;Hit ground anim (normal)
- type = ChangeAnim
- triggerall = time = 0
- trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
- trigger2 = !SelfAnimExist(5100 + (anim % 10))
- value = 5100
-
- [State 5100, 3] ;Hit ground anim (for hit up)
- type = ChangeAnim
- trigger1 = time = 0
- trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
- trigger1 = SelfAnimExist(5100 + (anim % 10))
- value = 5100 + (anim % 10)
-
- [State 5100, 4]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 5100, 5]
- type = VelSet
- trigger1 = Time = 0
- y = 0
-
- [State 5100, 6] ;Reduce speed
- type = VelMul
- trigger1 = Time = 0
- x = 0.75
-
- [State 5100, 7]
- type = ChangeState
- trigger1 = Time = 0
- trigger1 = GetHitVar(fall.yvel) = 0
- value = 5110 ;HIT_LIEDOWN
-
- [State 5100, 8]
- type = GameMakeAnim
- trigger1 = Time = 1
- ;value = 61
- ;pos = 0, 0
- ;under = 1
- value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
- pos = 0, 0
- under = sysvar(1) <= 10
-
- [State 5100, 9]
- type = HitFallDamage
- trigger1 = Time = 3
-
- [State 5100, 10]
- type = PlaySnd
- trigger1 = Time = 1
- ;value = F7, 0 ;Hit ground
- value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)
-
- [State 5100, 11]
- type = PosFreeze
- trigger1 = 1
-
- [State 5100, 12]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 5101
-
- [State 5100, 13]
- type = ForceFeedback
- trigger1 = Time = 0
- waveform = sinesquare
- ampl = 128,-3,-.2,.005
- time = 20
-
- ;---------------------------------------------------------------------------
- ; HIT_BOUNCE (bounce into air)
- [Statedef 5101]
- type = L
- movetype= H
- physics = N
-
- [State 5101, 1] ;Coming hit ground anim (normal)
- type = ChangeAnim
- triggerall = time = 0
- trigger1 = anim != [5101,5109]
- trigger2 = !SelfAnimExist(5160 + (anim % 10))
- value = 5160
-
- [State 5101, 2] ;Coming hit ground anim (for hit up)
- type = ChangeAnim
- triggerall = time = 0
- trigger1 = anim = [5101,5109]
- trigger1 = SelfAnimExist(5160 + (anim % 10))
- value = 5160 + (anim % 10)
-
- [State 5101, 3]
- type = HitFallVel
- trigger1 = Time = 0
-
- [State 5101, 4]
- type = PosSet
- trigger1 = Time = 0
- y = 20
-
- [State 5101, 5] ;Acceleration
- type = VelAdd
- trigger1 = 1
- y = .4
-
- [State 5101, 6] ;Hit ground
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 12
- type = ChangeState
- value = 5110
-
- ;---------------------------------------------------------------------------
- ; HIT_LIEDOWN
- [Statedef 5110]
- type = L
- movetype= H
- physics = N
-
- [State 5110, 1] ;For hit up/up-diag type (from state 5081)
- type = ChangeAnim
- persistent = 0
- trigger1 = SelfAnimExist(5110 + (anim % 10))
- trigger1 = anim = [5081,5089]
- value = 5110 + (anim % 10)
-
- [State 5110, 2] ;Hit ground anim (normal)
- type = ChangeAnim
- triggerall = time = 0
- triggerall = anim != [5110,5119] ;Not already changed anim
- trigger1 = anim != [5161,5169]
- trigger2 = !SelfAnimExist(5170 + (anim % 10))
- value = 5170
-
- [State 5110, 3] ;Hit ground anim (for hit up)
- type = ChangeAnim
- triggerall = time = 0
- triggerall = anim != [5110,5119] ;Not already changed anim
- trigger1 = anim = [5161,5169]
- trigger1 = SelfAnimExist(5170 + (anim % 10))
- value = 5170 + (anim % 10)
-
- [State 5110, 4]
- type = HitFallDamage
- trigger1 = Time = 0
-
- [State 5110, 5]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 5110, Var] ;Get fall velocity
- type = VarSet
- trigger1 = Time = 0
- trigger1 = GetHitVar(fall.yvel) != 0
- sysvar(1) = floor(vel y)
-
- [State 5110, 6]
- type = PlaySnd
- trigger1 = Time = 0
- trigger1 = !SysVar(0)
- ;value = F7, 0 ;Hit ground
- value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)
-
- [State 5110, 7]
- type = GameMakeAnim
- trigger1 = Time = 0
- trigger1 = !SysVar(0)
- value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
- pos = 0, 0
- under = sysvar(1) <= 10
-
- [State 5110, 8]
- type = VelSet
- trigger1 = Time = 0
- y = 0
-
- [State 5110, 9] ;For hit up type
- type = ChangeAnim
- persistent = 0
- triggerall = anim = [5171,5179]
- triggerall = SelfAnimExist(5110 + (anim % 10))
- trigger1 = AnimTime = 0
- trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
- value = 5110 + (anim % 10)
-
- [State 5110, 10] ;For normal
- type = ChangeAnim
- persistent = 0
- triggerall = Anim != [5111,5119]
- trigger1 = AnimTime = 0
- trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
- value = 5110
-
- [State 5110, 11] ;If just died
- type = ChangeState
- triggerall = !alive
- trigger1 = AnimTime = 0
- trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
- trigger3 = Anim = [5110,5119]
- value = 5150
-
- [State 5110, 12]
- type = VarSet
- trigger1 = SysVar(0)
- trigger1 = Time = 0
- sysvar(0) = 0
-
- [State 5110, 13] ;Friction
- type = VelMul
- trigger1 = 1
- x = 0.85
-
- [State 5110, 14]
- type = ForceFeedback
- trigger1 = alive
- trigger1 = Time = 0
- time = 8
- ampl = 240
- waveform = sine
-
- [State 5110, 15]
- type = ForceFeedback
- trigger1 = !alive
- trigger1 = Time = 0
- ampl = 200, 7, -.467
- time = 30
- waveform = sine
-
- ;---------------------------------------------------------------------------
- ; HIT_GETUP
- [Statedef 5120]
- type = L
- movetype= I
- physics = N
-
- [State 5120, 1a] ;Get up anim (normal)
- type = ChangeAnim
- triggerall = time = 0
- trigger1 = anim != [5111,5119]
- trigger2 = !SelfAnimExist(5120 + (anim % 10))
- value = 5120
-
- [State 5120, 1b] ;Get up anim (for hit up/diag-up)
- type = ChangeAnim
- triggerall = time = 0
- trigger1 = anim = [5111,5119]
- trigger1 = SelfAnimExist(5120 + (anim % 10))
- value = 5120 + (anim % 10)
-
- [State 5120, 2]
- type = VelSet
- trigger1 = Time = 0
- x = 0
-
- [State 5120, 3]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
-
- [State 5120, 4]
- type = HitFallSet
- trigger1 = AnimTime = 0
- value = 1
-
- [State 5120, 5] ;Can't be thrown right after getting up
- type = NotHitBy
- trigger1 = AnimTime = 0
- value = , NT,ST,HT
- time = 12
-
- [State 5120, 6] ;Can't be hit right after getting up (short time)
- type = NotHitBy
- trigger1 = AnimTime = 0
- value2 = SCA
- time = 3
-
- [State 5120, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; HIT_LIEDEAD
- [Statedef 5150]
- type = L
- movetype= H
- physics = N
-
- [State 5150, 1] ;Normal anim
- type = ChangeAnim
- triggerall = Time = 0
- triggerall = SelfAnimExist(5140)
- trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
- trigger2 = !SelfAnimExist(5140 + (anim % 10))
- value = 5140
-
- [State 5150, 3] ;Hit up type anim
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
- trigger1 = SelfAnimExist(5140 + (anim % 10))
- value = 5140 + (anim % 10)
-
- [State 5150, 4] ;Match over anim
- type = ChangeAnim
- persistent = 0
- ;trigger1 = Time = 0
- trigger1 = MatchOver = 1
- trigger1 = Anim = [5140,5149]
- trigger1 = SelfAnimExist(anim+10)
- value = anim+10
-
- [State 5150, 5] ;Switch to 5110 if liedead anim does not exist
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = Anim != [5140,5159]
- trigger1 = Anim != [5110,5119]
- value = 5110
-
- [State 5150, 6]
- type = SprPriority
- trigger1 = Time = 0
- value = -3
-
- [State 5150, 7] ;Friction
- type = VelMul
- trigger1 = 1
- x = 0.85
-
- [State 5150, 8] ;Friction
- type = VelSet
- trigger1 = Vel x < .05
- persistent = 0
- x = 0
-
- [State 5150, 9]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
-
- ;---------------------------------------------------------------------------
- ; HIT_FALLRECOVER (still falling)
- [Statedef 5200]
- type = A
- movetype= H
- physics = N
-
- [State 5200, 1] ;Change anim if done with transition
- type = ChangeAnim
- trigger1 = Anim = 5035
- trigger1 = AnimTime = 0
- value = 5050
-
- [State 5200, 2]
- type = VelAdd
- trigger1 = 1
- y = GetHitVar(yaccel)
-
- [State 5200, 3]
- type = SelfState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 10
- value = 5201
-
- ;---------------------------------------------------------------------------
- ; HIT_FALLRECOVER (on the ground)
- [Statedef 5201]
- type = A
- movetype= H
- physics = A
- anim = 5200
-
- [State 5201, 1] ;Turn if not facing opponent
- type = Turn
- trigger1 = Time = 0
- trigger1 = p2dist X < -5
-
- [State 5201, 2]
- type = VelSet
- trigger1 = Time = 0
- x = -.15
- y = -3.5
-
- [State 5201, 3]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 5201, 4]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
-
- [State 5201, 5] ;Blink white
- type = PalFX
- trigger1 = Time = 0
- time = 3
- add = 128,128,128 ;256,256,256
-
- [State 5201, 6]
- type = GameMakeAnim
- trigger1 = Time = 1
- value = 60
- pos = 0, 0
- under = 1
-
- ;---------------------------------------------------------------------------
- ; HIT_AIRFALLRECOVER
- [Statedef 5210]
- type = A
- movetype= I
- physics = N
- anim = 5210
- ctrl = 0
-
- [State 5210, 1] ;Blink white
- type = PalFX
- trigger1 = Time = 0
- time = 3
- add = 128,128,128 ;256,256,256
-
- [State 5210, 1]
- type = PosFreeze
- trigger1 = Time = 0
- value = 4
-
- [State 5210, 2] ;Turn if not facing opponent
- type = Turn
- trigger1 = Time = 0
- trigger1 = p2dist X < -20
-
- [State 5210, 1]
- type = VelMul
- trigger1 = Time = 4
- x = .8
- y = .8
-
- [State 5210, 1]
- type = VelAdd
- trigger1 = Time = 4
- y = -4.5
-
- [State 5210, 1]
- type = VelMul
- trigger1 = Time = 4
- trigger1 = Vel Y > 0
- y = .5
-
- [State 5210, 1]
- type = VelAdd
- trigger1 = Time = 4
- trigger1 = Vel Y > -3
- y = -2
-
- [State 5210, 1]
- type = VelAdd
- trigger1 = Time = 4
- trigger1 = Vel Y > -2
- y = -1
-
- [State 5210, 2] ;Go up
- type = VelAdd
- trigger1 = Time = 4
- trigger1 = Command = "holdup"
- y = -2
-
- [State 5210, 2] ;Go down
- type = VelAdd
- trigger1 = Time = 4
- trigger1 = Command = "holddown"
- y = 1.5
-
- [State 5210, 2] ;Go fwd
- type = VelMul
- trigger1 = Time = 4
- trigger1 = Command = "holdfwd"
- x = 1
-
- [State 5210, 2] ;Go back
- type = VelAdd
- trigger1 = Time = 4
- trigger1 = Command = "holdback"
- x = -1
-
- [State 5210, 3]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 15
-
- [State 5210, 4]
- type = CtrlSet
- trigger1 = Time = 20
- value = 1
-
- [State 5210, 5]
- type = VelAdd;Gravity
- trigger1 = Time >= 4
- y = .35
-
- [State 5210, 5] ;Land on ground
- type = ChangeState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 0
- value = 52 ;JUMP_LAND
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Continue?
- [Statedef 5500]
- type = S
- ctrl = 0
- anim = 5500
- velset = 0,0
-
- [State 5500, 1]
- type = ChangeAnim
- trigger1 = time = 0
- trigger1 = !SelfAnimExist(5500)
- trigger1 = SelfAnimExist(5300)
- value = 5300
-
- ;---------------------------------------------------------------------------
- ; Initialize (at the start of the round)
- [Statedef 5900]
- type = S
-
- [State 5900, 1] ;Intro
- type = ChangeState
- trigger1 = roundno = 1
- value = 190
-
-