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- ;============================
- ; KYO KUSANAGI X's -2 States
- ;============================
-
- [Statedef -2]
- ;=====================================
- ; ------- MAX -------
- ;===========================
-
- ;MAX CODING
- [State -2, VarAdd max]
- type = VarAdd
- trigger1 = var(10) > 0
- ignorehitpause = 1
- var(10) = -1
-
- ;MAximum PalFx
- [State -2, PalFX]
- type = PalFX
- triggerall = var(10) != 0
- trigger1 = MoveType != H && (GameTime%2)=0
- time = 1
- add = 60,60,60
- ignorehitpause = 1
-
- [State -2, Defense Up]
- type = DefenceMulSet
- trigger1 = Life <= 650
- value = ifelse(life < 301,.67,.79)
-
- [State -2, Defense Up]
- type = DefenceMulSet
- triggerall = Life > 300
- trigger1 = var(10) > 0 || var(37) > 0
- value = .93
-
- [State -2, Attack Up]
- type = AttackMulSet
- trigger1 = var(6) <= 0 && var(17) <= 0
- trigger1 = var(10) > 0 || var(37) > 0
- value = 1.1
-
- [State -2, 1];Check if AI is controlling
- type = Helper
- triggerall = NumHelper(9999) = 0
- trigger1 = var(9) = 0 && RoundState = 2
- name = "sander71113"
- id = 9999
- pos = 1000, 1000
- stateno = 9999
- helpertype = normal
- keyctrl = 1
-
- [State -2, 2];access when fight is over
- type = VarSet
- trigger1 = var(9) = 1 && RoundState = 3
- var(9) = 0
-
- ;Get rid of trailing anims when hit
- [State -2, 3]
- type = AfterImageTime
- triggerall = StateNo = 5000 || StateNo = 5010 || StateNo = 5020 || StateNo = 5070
- trigger1 = Time = 1
- time = 0
-
- ;Sorrow edge' Throw limitter-------------------------------
- [State -2, throwa]
- type = VarSet
- trigger1 = HitDefAttr = SCA, NA, AP && MoveContact
- var(4) = 15
- ignorehitpause = 1
-
- [State -2, throwb]
- type = VarAdd
- trigger1 = var(4) >= 1
- var(4) = -1
- ignorehitpause = 1
-
- ;Modified it a bit for special throws
- [State -2, throwa]
- type = VarSet
- trigger1 = MoveGuarded
- var(5) = 15
- ignorehitpause = 1
-
- [State -2, throwb]
- type = VarAdd
- trigger1 = var(5) >= 1
- var(5) = -1
- ignorehitpause = 1
-
- ;------------------------------------------------------------------
- :KOF COMBO ATTACK MULSET CODE
- [State -2,VARADD]
- type = Varadd
- trigger1 = HitDefAttr = SCA, AA, AP && MoveHit
- var(6) = 1
- ignorehitpause = 1
- persistent = 0
-
- [State -2, AttackMulSet]
- type = Varset
- trigger1 = enemy, movetype != H
- trigger1 = Var(6) > 0
- var(6) = 0
-
- [State -2, AttackMulSet]
- type = Varset
- trigger1 = enemy, movetype != H && p2stateno != [1030,1040]
- var(17) = 0
-
- [State -2, AttackMulSet]
- type = AttackMulSet
- trigger1 = var(17) > 0
- value = .3
-
- [State -2, AttackMulSet]
- type = AttackMulSet
- trigger1 = var(17) <= 0
- trigger1 = var(6) <= 1
- value = 1
-
- [State -2, AttackMulSet]
- type = AttackMulSet
- trigger1 = var(17) <= 0
- trigger1 = var(6) = [2,4]
- value = .7
-
- [State -2, AttackMulSet]
- type = AttackMulSet
- trigger1 = var(17) <= 0
- trigger1 = var(6) >= 5
- value = .5
-
- ;==================================================================================
- ; ------- DIZZY CODE --------
- ;===============================================
- [State -2, reset Dizzy]
- type = VarSet
- trigger1 = RoundState = 0 || RoundState = 3 || (movetype = H && var(14) = 1)
- ignorehitpause = 1
- var(11) = 0
-
- [State -2, reset Dizzy]
- type = VarSet
- trigger1 = stateno = 5250
- ignorehitpause = 1
- var(14) = 1
-
- [State -2, reset Dizzy]
- type = VarSet
- trigger1 = var(11) <= 0 && var(14) = 1
- ignorehitpause = 1
- var(14) = 0
-
- [State -2, DIZZY CODE]
- type = VarAdd
- trigger1 = (var(11) = [1,999]) && movetype = H && enemy, hitdefattr = SCA, HA, HP
- var(11) = -50
- ignorehitpause = 1
-
- [State -2, DIZZY CODE]
- type = VarAdd
- trigger1 = (var(11) = [1,999]) && movetype = H && gethitvar(hitcount) >= 5
- var(11) = -20
- ignorehitpause = 1
-
- [State -2, DIZZY CODE]
- type = VarAdd
- trigger1 = var(11) = [1,999]
- var(11) = -1
- ignorehitpause = 1
-
- [State -2, DIZZY CODE]
- type = Varset
- trigger1 = var(11) > 1000
- var(11) = 1000
- ignorehitpause = 1
- ;------------------------------------------------------
-
- ;==================================================================================
- ; ------- GUARD CRUSH--------
- ;===============================================
-
- [State -2, GUARD CRUSH CODE]
- type = VarAdd
- trigger1 = var(12) >= 1
- var(12) = -1
- ignorehitpause = 1
-
- [State -2, GUARD CRUSH CODE]
- type = VarAdd
- trigger1 = var(12) >= 1 && movetype = H && enemy, hitdefattr = SCA, HA, HP
- var(12) = -10
- ignorehitpause = 1
-
- ;-----------------------------------------
- ;==================================================================================
- ; ------- COUNTER HIT --------
- ;===============================================
- [State -2, COUNTER HIT1]
- type = VarSet
- trigger1 = enemy, movetype = A
- ignorehitpause = 1
- var(15) = 1
-
- [State -2, COUNTER HIT2]
- type = VarSet
- trigger1 = enemy, movetype = I || var(16) >= 1
- ignorehitpause = 1
- var(15) = 0
-
- [State -2, COUNTER HIT3]
- type = VarSet
- trigger1 = var(16) > 10 && enemy, movetype = H
- ignorehitpause = 1
- var(15) = 0
-
- [State -2, COUNTER HIT4]
- type = VarSet
- trigger1 = (stateno != [1600,1655]) && (stateno != [1901,1910]) && (stateno != 460) && var(15) = 1 && movehit
- ignorehitpause = 1
- var(16) = 1
-
- [State -2, COUNTER HIT5]
- type = Varadd
- trigger1 = var(16) >= 1
- ignorehitpause = 1
- var(16) = 1
-
- [State -2, COUNTER HIT6]
- type = VarSet
- trigger1 = var(16) >= 22 && movehit && stateno != 1001
- trigger2 = p2movetype != H
- trigger3 = movetype = H
- trigger4 = var(16) >= 22 && stateno = 1002
- trigger5 = var(35) > 0
- ignorehitpause = 1
- var(16) = 0
-
- [State -2, COUNTER HIT7]
- type = Assertspecial
- trigger1 = var(16) > 0
- trigger2 = var(13) > 0
- trigger3 = var(24) = 1
- trigger4 = var(32) > 0
- trigger5 = var(35) > 0
- trigger6 = p2stateno = 2505 && p2movetype = H
- trigger7 = p2stateno = 3015 && p2movetype = H
- flag = Nojugglecheck
-
- [State -2, OROCHI NAGI SDM]
- type = Varadd
- trigger1 = var(32) >= 1
- ignorehitpause = 1
- var(32) = 1
-
- [State -2, OROCHI NAGI SDM]
- type = VarSet
- trigger1 = var(32) >= 80 || p2movetype != H
- ignorehitpause = 1
- var(32) = 0
-
- [State -2, COUNTEREXPLOD1]
- type = Explod
- triggerall = var(15) = 1 && numexplod(308) <= 0 && teamside = 1
- trigger1 = movehit
- trigger2 = numhelper(4000) > 0
- trigger2 = helper(4000), movehit
- ignorehitpause = 1
- persistent = 0
- anim = 308
- id = 308
- pos = 45,75
- postype = left
- supermove = 1
- bindtime = -1
- sprpriority = -4
- pausemovetime = 9999999999
- supermovetime = 9999999999
- facing = 1
- ontop = 0
- ownpal = 1
-
- [State -2, COUNTEREXPLOD2]
- type = Explod
- triggerall = var(15) = 1 && numexplod(308) <= 0 && teamside = 2
- trigger1 = movehit
- trigger2 = numhelper(4000) > 0
- trigger2 = helper(4000), movehit
- ignorehitpause = 1
- persistent = 0
- anim = 308
- id = 308
- pos = -45,75
- postype = right
- supermove = 1
- bindtime = -1
- facing = 1
- sprpriority = -4
- pausemovetime = 9999999999
- supermovetime = 9999999999
- ontop = 0
- ownpal = 1
-
- ;------------------------------------------------------------
- ;==================================================================================
- ; ------- STRIKER HIT --------
- ;===============================================
-
- [State -2, STRIKER JUGGLE1]
- type = Varadd
- trigger1 = var(35) >= 1
- ignorehitpause = 1
- var(35) = 1
-
- [State -2, STRIKER JUGGLE2]
- type = VarSet
- triggerall = var(35) >= 2
- trigger1 = movehit
- trigger2 = var(35) = 100
- trigger3 = var(13) > 0
- ignorehitpause = 1
- var(35) = 0
-
- ;==================================================================================
- ; ------- STOP SOUNDS --------
- ;===============================================
- [State -2, Stp Chrge Snd]
- type = StopSnd
- trigger1 = MoveType = H
- channel = 1
- value = 3,1
-
- ;Stop channel 20's sound when button fwd is release
- [State -2, STPRUNSND]
- type = StopSnd
- trigger1 = stateno != 100 && stateno != 1500 && stateno != 1505 && stateno != 2105 && stateno != 2205 && stateno != 2605 && stateno != 2660 && stateno != 3105
- channel = 20
-
- ;Stop channel 19's sound when Taunt is Cancelled
- [State -2, STPTAUNT]
- type = StopSnd
- trigger1 = stateno != 195 && stateno != 855
- channel = 19;Taunt snd
-
- ;Stop channel 17's sound when Taunt is over
- [State -2, STPRUNSND]
- type = StopSnd
- trigger1 = stateno != 1850
- channel = 17
-
- ;Stop channel 16's sound when not in state
- [State -2, STPBODYGASND]
- type = StopSnd
- trigger1 = movetype = H
- channel = 16
-
- ;Stop channel 15's sound when not in state
- [State -2, STPOROCHISND]
- type = StopSnd
- trigger1 = stateno != [3000,3005]
- channel = 15
-
- ;Stop channel 14's sound when not in state
- [State -2, STPOROCHISND]
- type = StopSnd
- trigger1 = stateno != 805 && stateno != 850
- channel = 14
- ;------------------------------------------------------------------------------
- ;REMOVE/ADD STRIKER BOMBS
-
- [State -2, REMOVE0.0]
- type = removeexplod
- triggerall = numexplod(3913) > 0 && roundstate = 2
- trigger1 = var(34) < 5
- trigger2 = var(31) = 0
- id = 3913
-
- [State -2, REMOVE0]
- type = removeexplod
- triggerall = numexplod(3914) > 0 && roundstate = 2
- trigger1 = var(34) < 4
- trigger2 = var(31) = 0
- id = 3914
-
- [State -2, REMOVE1]
- type = removeexplod
- triggerall = numexplod(3915) > 0 && roundstate = 2
- trigger1 = var(34) < 3
- trigger2 = var(31) = 0
- id = 3915
-
- [State -2, REMOVE2]
- type = removeexplod
- triggerall = numexplod(3916) > 0 && roundstate = 2
- trigger1 = var(34) < 2
- trigger2 = var(31) = 0
- id = 3916
-
- [State -2, REMOVE3]
- type = removeexplod
- triggerall = numexplod(3917) > 0 && roundstate = 2
- trigger1 = var(34) < 1
- trigger2 = var(31) = 0
- id = 3917
-
- [State -2, REMOVE A_ioriMain]
- type = removeexplod
- triggerall = numexplod(3910) > 0 && roundstate = 2
- trigger1 = var(43) != 0
- id = 3910
-
- [State -2, REMOVE A_ioriName]
- type = removeexplod
- triggerall = numexplod(3911) > 0 && roundstate = 2
- trigger1 = var(43) != 0
- id = 3911
-
- [State -2, REMOVE KyokoMain]
- type = removeexplod
- triggerall = numexplod(7090) > 0 && roundstate = 2
- trigger1 = var(43) != 1
- id = 7090
-
- [State -2, REMOVE kyokoName]
- type = removeexplod
- triggerall = numexplod(7095) > 0 && roundstate = 2
- trigger1 = var(43) != 1
- id = 7095
-
- [State -2, REMOVE Seth]
- type = removeexplod
- triggerall = numexplod(7400) > 0 && roundstate = 2
- trigger1 = var(43) != 2
- id = 7400
-
- [State -2, REMOVE Seth Name]
- type = removeexplod
- triggerall = numexplod(7405) > 0 && roundstate = 2
- trigger1 = var(43) != 2
- id = 7405
- -------------------------------------------------------
-
- [State -2, Type 5]
- type = Varset
- trigger1 = var(31) >= 100
- trigger2 = var(31) >= 2 && p2movetype != H
- ignorehitpause = 1
- var(31) = 0
- ;====================================================================
- ;-----------------
- ;---<> Armor <>---
- ;-----------------
-
- ;ARMOR MODE PALFX
- [State -2, ARMOR]
- type = PalFX
- triggerall = Var(37) > 0
- trigger1 = (GameTime%2)=0
- time = 1
- add = 200,152,32
- ignorehitpause = 1
-
- [State -2, armor2]
- type = powerset
- trigger1 = var(37) > 0
- value = 0
- ignorehitpause = 1
-
- [State -2, reset]
- type = varadd
- trigger1 = var(37) >= 1
- var(37) = -1
-
- ;-----------------------------------------------------------------
- ;------------------------
- ;---<> Counter Mode <>---
- ;------------------------
-
- [State -2, palfx counter]
- type = PalFX
- triggerall = Var(40) != 0
- trigger1 = MoveType != H && (GameTime%2)=0
- time = 1
- add = 220,72,40
- ignorehitpause = 1
-
- [State -2, armor2]
- type = powerset
- trigger1 = var(40) > 0
- value = 0
- ignorehitpause = 1
-
- [State -2, reset]
- type = varadd
- trigger1 = var(40) >= 1
- var(40) = -1
-
- [State -2, DEBUG]
- trigger1 = 1
- type = DisplayToClipboard
- ignorehitpause = 1
- text = "DIZZY VAR = %d GUARD CRUSH = %d Frontedge =%d Backedge = %d Wire = %d \n Ramon 71113 Beta"
- params = var(11) , var(12), frontedgebodydist , backedgebodydist , var(17)
-
- ;============================================================================
- [Statedef -3]
- [State -3, 1];kill the corner push bug
- type = VelSet
- trigger1 = FrontEdgeDist < 10 && Vel x > 0.1
- x = 0.1
- ;============================================================================
-
-
-
-