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Text File | 2002-01-16 | 58.0 KB | 3,370 lines |
- ;==================================
- ; Ramon X's Hyper Moves' Code File
- ;==================================
-
- ;---------------------------------------------------------------------------
- ;TIGER SPIN
- ;---------------------------------------------------------------------------
- ;ATTEMPT
- [Statedef 1700]
- type = S
- movetype= A
- physics = S
- juggle = 14
- velset = 0,0
- ctrl = 0
- anim = 1700
- sprpriority = 2
-
- [State 1700, liftoff]
- type = Assertspecial
- Trigger1 = 1
- flag = Nojugglecheck
-
- [State 1700, env]
- type = EnvColor
- triggerall = var(40) <= 0
- trigger1 = animelem = 2
- value = 0,0,0
- time = 28
- under = 1
-
- [State 1700, Chime]
- type = PlaySnd
- trigger1 = animelem = 2
- value = 14,0
- volume = -10
-
- ;========================================
- [State 1700, Cancel penalty]
- type = poweradd
- trigger1 = Time = 0
- trigger1 = var(45) > 0
- ignorehitpause = 1
- value = -1000
-
- [State 1700, 2K1 Var]
- type = varset
- trigger1 = time > 1
- trigger1 = var(45) > 0
- ignorehitpause = 1
- var(45) = 0
-
- [State 1700, 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 1700, Super Pause]
- type = SuperPause
- trigger1 = animelem = 2
- movetime = ifelse(var(40)>0,0,1)
- poweradd = -1000
- time = ifelse(var(40)>0,0,28)
- anim = -1
- darken = 1
-
- [State 1700,Explod1]
- type = Explod
- trigger1 = animelem = 2
- anim = 1351
- id = 1351
- pos = 27,-89
- postype = p1
- supermove = 1
- sprpriority = 1
- bindtime = 1
- ontop = 1
- ownpal = 1
-
- [State 1700,Explod2]
- type = Explod
- trigger1 = animelem = 2
- anim = 1352
- id = 1352
- pos = 27,-89
- postype = p1
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ontop = 0
- ownpal = 1
-
- [State 1700, NOTHITBY]
- type = Nothitby
- trigger1 = time < 4
- value = SCA
-
- [State 1700, 2]
- type = HitDef
- trigger1 = var(5)<=0
- trigger1 = prevstateno != 2500
- trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
- Trigger1 = animelem = 1
- ignorehitpause = 1
- attr = S, HT
- hitflag = M
- animtype = Diagup
- priority = 7, hit
- sparkno = -1
- sprpriority = 1
- hitsound = -1
- p2facing = 1
- p1stateno = 1705
- p2stateno = 1710
- fall = 1
- ground.velocity = -4,-7
- down.velocity = 4,-4.5
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- yaccel = .49
-
- [State 1700, 2]
- type = HitDef
- trigger1 = var(5)<=0
- trigger1 = prevstateno = 2500
- trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
- Trigger1 = animelem = 1
- ignorehitpause = 1
- attr = S, HA
- hitflag = MAF
- animtype = Diagup
- priority = 7, hit
- sparkno = -1
- sprpriority = 1
- hitsound = -1
- p2facing = 1
- p1stateno = 1705
- p2stateno = 1710
- fall = 1
- ground.velocity = -4,-7
- down.velocity = 4,-4.5
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- yaccel = .49
-
- [State 1700, 3]
- type = ChangeState
- trigger1 = MoveContact = 0
- Trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;=============================================================
-
- ;Success
- [Statedef 1705]
- type = S
- physics = S
- movetype = A
- anim = 1705
- velset = 0,0
- sprpriority = 2
- ctrl = 0
-
- [State 1705, VARSET]
- type = varset
- trigger1 = animelem = 2
- trigger1 = var(10) > 0
- var(10) = 1
-
- [State 1705, VARSET]
- type = Varset
- trigger1 = var(21) = 1
- trigger1 = animelem = 2
- var(18) = 1
-
- [State 1705, env]
- type = EnvColor
- triggerall = var(40) <= 0
- trigger1 = animelem = 2
- value = 0,0,0
- time = 28
- under = 1
-
- [State 1705, Chime]
- type = PlaySnd
- trigger1 = animelem = 2
- value = 14,0
- volume = -10
-
- ;========================================
- [State 1705, Cancel penalty]
- type = poweradd
- trigger1 = Time = 0
- trigger1 = var(45) > 0
- ignorehitpause = 1
- value = -1000
-
- [State 1705, 2K1 Var]
- type = varset
- trigger1 = time > 1
- trigger1 = var(45) > 0
- ignorehitpause = 1
- var(45) = 0
-
- [State 1705, 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 1705, Super Pause]
- type = SuperPause
- trigger1 = animelem = 2
- movetime = 1
- poweradd = -1000
- time = ifelse(var(40)>0,1,28)
- anim = -1
- darken = 1
-
- [State 1705,Explod1]
- type = Explod
- trigger1 = animelem = 2
- anim = 1351
- id = 1351
- pos = 27,-89
- postype = p1
- supermove = 1
- sprpriority = 1
- bindtime = 1
- ontop = 1
- ownpal = 1
-
- [State 1705,Explod2]
- type = Explod
- trigger1 = animelem = 2
- anim = 1352
- id = 1352
- pos = 27,-89
- postype = p1
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ontop = 0
- ownpal = 1
-
- [State 1705,Explod2]
- type = Explod
- trigger1 = animelem = 26
- anim = 1040
- id = 1040
- pos = 20,-7
- postype = p1
- sprpriority = 2
- supermove = 1
- bindtime = 1
- ontop = 0
- ownpal = 1
-
- [State 1705, 1]
- type = Width
- trigger1 = animelem = 19, >= 0
- edge = 0,30
-
- [State 1705, Explod]
- type = Explod
- trigger1 = AnimElem = 4
- id = 304
- anim = 304
- pos = 27,-88
- sprpriority = 1
- ownpal = 1
- removeongethit = 1
- removetime = 25
-
- [State 1705, Bind1]
- type = TargetBind
- trigger1 = AnimElem = 3, <0
- trigger2 = animelem = 4, = [0,8]
- pos = 22, 0
- time = 1
-
- [State 1705, Bind1]
- type = TargetBind
- trigger1 = AnimElem = 4, = 9
- pos = 35, 0
- time = 1
-
- [State 1705, Bind1]
- type = TargetBind
- trigger1 = AnimElem = 5
- pos = -24, 0
- time = 1
-
- [State 1705, Bind1]
- type = TargetBind
- trigger1 = AnimElem = 20
- pos = -35, 0
- time = 1
-
- [State 1705, Bind1]
- type = TargetBind
- trigger1 = AnimElem = 21
- pos = 12, -90
- time = 1
-
- [State 1705, Bind1]
- type = TargetBind
- trigger1 = AnimElem = 22
- pos = 20, -85
- time = 1
-
- [State 1705, Bind1]
- type = TargetBind
- trigger1 = AnimElem = 23
- pos = 47, -47
- time = 1
-
- [State 1705, Bind1]
- type = TargetBind
- trigger1 = AnimElem = 24
- pos = 41, -15
- time = 1
-
- [State 1705, EnvShake]
- type = EnvShake
- trigger1 = Animelem = 26
- time = 20
- ampl = -4
- freq = 90
-
- [State 1705, Grab Snd]
- type = PlaySnd
- trigger1 = AnimElem = 4
- volume = 70
- value = 10,4
-
- [State 1705, hitGrnd Snd]
- type = PlaySnd
- trigger1 = animelem = 26
- volume = 100
- value = 6,1
-
- [State 1705, Hit Snd]
- type = PlaySnd
- trigger1 = Animelem = 26
- volume = 200
- value = 8,6
-
- [State 1705, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 4, = 9
- volume = 150
- value = 8,3
-
- [State 1705, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 8
- volume = 150
- value = 8,1
- channel = 0
-
- [State 1705, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 19
- volume = 150
- value = 8,2
- channel = 0
-
- [State 1705, Woosh]
- type = PlaySnd
- trigger1 = AnimElem = 20
- volume = 150
- value = 8,5
-
- [State 1705, GrndEX1]
- type = Explod
- trigger1 = AnimElem = 25
- id = 1507
- anim = 1507
- pos = 30,0
- sprpriority = -3
- ownpal = 1
- removeongethit = 1
-
- [State 1705, GrndEX2]
- type = Explod
- trigger1 = AnimElem = 25
- id = 1508
- anim = 1508
- pos = 30,0
- sprpriority = 3
- ownpal = 1
- removeongethit = 1
-
- [State 1705, DAMAGE]
- type = targetlifeadd
- Trigger1 = AnimElem = 26, =0
- Trigger1 = var(6) <= 2
- value = -410
-
- [State 1705, DAMAGE]
- type = targetlifeadd
- Trigger1 = AnimElem = 26, =0
- Trigger1 = var(6) = [3,4]
- value = -350
-
- [State 1705, DAMAGE]
- type = targetlifeadd
- Trigger1 = AnimElem = 26, =0
- Trigger1 = var(6) >= 6
- value = -270
-
- [State 1705, Posadd1]
- type = posadd
- Trigger1 = animelem = 3
- Trigger2 = animelem = 15
- Trigger3 = animelem = 16
- Trigger4 = animelem = 17
- Trigger5 = animelem = 18
- x = 8
-
- [State 1705, End]
- type = Width
- trigger1 = 1
- edge = 20,40
-
- [State 1705, End]
- type = ChangeState
- trigger1 = animtime = 0
- value = 5120
- ctrl = 0
- ;-----------------------------------------------------
-
- ;-----------------------------------------------------
- ;(GRABBED)
- [Statedef 1710]
- type = A
- movetype= H ;Get hit
- physics = N
- sprpriority = -1
- ctrl = 0
-
- [State 1710, 2]
- type = Screenbound
- Trigger1 = 1
- value = 0
-
- [State 1710, 1]
- type = Width
- trigger1 = time >= 0
- edge = 0,0
-
- [State 1710, 2]
- type = ChangeAnim2
- Trigger1 = Time = 0
- value = 1710
-
- [State 1710, liftoff]
- type = changestate
- Trigger1 = AnimTime = 0
- value = 1715
- ctrl = 0
- ;--------------------------------------------------------------
-
- ; HIT_Ground
- [Statedef 1715]
- type = L
- movetype= H
- physics = N
- sprpriority = -1
-
- [State 1715, NOTHITBY]
- type = Nothitby
- trigger1 = 1
- value = SCA
-
- [State 1715, Turn]
- type = turn
- trigger1 = Time = 0
-
- [State 1715, 1]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = vel x > 1
- x = 1
-
- [State 1715, EnvShake]
- type = FallEnvShake
- trigger1 = Time = 0
-
- [State 1715, Var] ;Save fall velocity
- type = VarSet
- trigger1 = Time = 0
- ;trigger1 = GetHitVar(fall.yvel) = 0
- sysvar(1) = floor(vel y)
-
- [State 1715, 3] ;Hit ground anim (for hit up)
- type = ChangeAnim
- trigger1 = time = 0
- trigger1 = selfanimexist(5102)
- value = 5102
-
- [State 1715, 2] ;Hit ground anim (normal)
- type = ChangeAnim
- triggerall = time = 0
- trigger1 = !selfanimexist(5102)
- trigger1 = selfanimexist(5101)
- value = 5101
-
- [State 1715, 2] ;Hit ground anim (normal)
- type = ChangeAnim
- triggerall = time = 0
- trigger1 = !selfanimexist(5102)
- trigger1 = !selfanimexist(5101)
- value = 5100
-
- [State 1715, 4]
- type = Posadd
- trigger1 = Time = 0
- x = -15
-
- [State 1715, 4]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 1715, 5]
- type = VelSet
- trigger1 = Time = 0
- y = 0
-
- [State 1715, 6] ;Reduce speed
- type = VelMul
- trigger1 = Time = 0
- x = 0.75
-
- [State 1715, 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 1715, 9]
- type = HitFallDamage
- trigger1 = Time = 3
-
- [State 1715, 10]
- type = PlaySnd
- trigger1 = Time = 1
- ;value = F7, 0 ;Hit ground
- value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)
-
- [State 1715, 11]
- type = PosFreeze
- trigger1 = 1
-
- [State 1715, 12]
- type = ChangeState
- trigger1 = Time >= 6
- value = 1720
-
- [State 1715, 13]
- type = ForceFeedback
- trigger1 = Time = 0
- waveform = sinesquare
- ampl = 128,-3,-.2,.005
- time = 20
-
- ;----------------------------------------------------------
-
- ;---------------------------------------------------------------------------
- ; HITL_SHAKE
- [Statedef 1720]
- type = A
- movetype= H
- physics = N
- velset = 0,0
- sprpriority = -1
-
- [State 1720, NOTHITBY]
- type = Nothitby
- trigger1 = 1
- value = SCA
-
- [State 1720, 1] ;Set default anim
- type = VarSet
- trigger1 = time = 0
- trigger1 = selfanimexist(5082)
- sysvar(2) = 5082
-
- [State 1720, 2]
- type = Varset
- trigger1 = time = 0
- trigger1 = !selfanimexist(5082)
- trigger1 = selfanimexist(5081)
- sysvar(2) = 5081
-
- [State 1720, 3] ;If 5090 doesn't exist, default to 5030
- type = VarSet
- trigger1 = time = 0
- trigger1 = !selfanimexist(5082)
- trigger1 = !selfanimexist(5081)
- sysvar(2) = 5080
-
- [State 1720, 3] ;Freeze
- type = ChangeAnim
- trigger1 = 1
- value = sysvar(2)
-
- [State 1720, 5]
- type = ChangeState
- trigger1 = time = 12
- value = 1725 ;HITA_UP
- ;---------------------------------------------------------------------------
-
- ;---------------------------------------------------------------------------
- ; HIT_BOUNCE (bounce into air)
- [Statedef 1725]
- type = A
- movetype= H
- physics = N
- sprpriority = -1
-
-
- [State 1725, 3] ;Hit ground anim (for hit up)
- type = ChangeAnim
- trigger1 = time = 0
- trigger1 = selfanimexist(5162)
- value = 5162
-
- [State 1725, 2] ;Hit ground anim (normal)
- type = ChangeAnim
- triggerall = time = 0
- trigger1 = !selfanimexist(5162)
- trigger1 = selfanimexist(5161)
- value = 5161
-
- [State 1725, 2] ;Hit ground anim (normal)
- type = ChangeAnim
- triggerall = time = 0
- trigger1 = !selfanimexist(5162)
- trigger1 = !selfanimexist(5161)
- value = 5160
-
- [State 1725, 2]
- type = HitVelSet
- trigger1 = Time = 0
- x = 1
- y = 1
-
- [State 1725, 4]
- type = PosSet
- trigger1 = Time = 0
- y = 20
-
- [State 1725, 1]
- type = VelAdd;Gravity
- trigger1 = 1
- y = GetHitVar(yaccel)
-
- [State 1725, 6] ;Hit ground
- trigger1 = time > 5
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 12
- type = Changestate
- value = 1730
-
- ;---------------------------------------------------------------------------
-
- ; HIT_Ground
- [Statedef 1730]
- type = L
- movetype= H
- physics = N
-
- [State 1730, 1]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = vel x > 1
- x = 1
-
- [State 1730, EnvShake]
- type = FallEnvShake
- trigger1 = Time = 0
-
- [State 1730, Var] ;Save fall velocity
- type = VarSet
- trigger1 = Time = 0
- ;trigger1 = GetHitVar(fall.yvel) = 0
- sysvar(1) = floor(vel y)
-
- [State 1730, 3] ;Hit ground anim (for hit up)
- type = ChangeAnim
- trigger1 = time = 0
- trigger1 = selfanimexist(5102)
- value = 5102
-
- [State 1730, 2] ;Hit ground anim (normal)
- type = ChangeAnim
- triggerall = time = 0
- trigger1 = !selfanimexist(5102)
- trigger1 = selfanimexist(5101)
- value = 5101
-
- [State 1730, 2] ;Hit ground anim (normal)
- type = ChangeAnim
- triggerall = time = 0
- trigger1 = !selfanimexist(5102)
- trigger1 = !selfanimexist(5101)
- value = 5100
-
- [State 1730, 4]
- type = Posadd
- trigger1 = Time = 0
- x = -15
-
- [State 1730, 4]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 1730, 5]
- type = VelSet
- trigger1 = Time = 0
- y = 0
-
- [State 1730, 6] ;Reduce speed
- type = VelMul
- trigger1 = Time = 0
- x = 0.75
-
- [State 1730, 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 1730, 9]
- type = HitFallDamage
- trigger1 = Time = 3
-
- [State 1730, 10]
- type = PlaySnd
- trigger1 = Time = 1
- ;value = F7, 0 ;Hit ground
- value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)
-
- [State 1730, 11]
- type = PosFreeze
- trigger1 = 1
-
- [State 1730, 12]
- type = ChangeState
- trigger1 = Animtime = 0
- value = 1735
- ctrl = 0
-
- [State 1730, 13]
- type = ForceFeedback
- trigger1 = Time = 0
- waveform = sinesquare
- ampl = 128,-3,-.2,.005
- time = 20
-
- ;----------------------------------------------------------
-
- ;---------------------------------------------------------------------------
- ; HIT_BOUNCE (bounce into air)
- [Statedef 1735]
- type = L
- movetype= H
- physics = N
-
- [State 1735, 1] ;Coming hit ground anim (normal)
- type = ChangeAnim
- triggerall = time = 0
- trigger1 = anim != [5101,5109]
- trigger2 = !SelfAnimExist(5160 + (anim % 10))
- value = 5160
-
- [State 1735, 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 1735, VEl]
- type = Velset
- trigger1 = Time = 0
- x = 3.5
- y = -4
-
- [State 1735, 4]
- type = PosSet
- trigger1 = Time = 0
- y = 20
-
- [State 1735, 5] ;Acceleration
- type = VelAdd
- trigger1 = 1
- y = .4
-
- [State 1735, 6] ;Hit ground
- trigger1 = time > 5
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 12
- type = ChangeState
- value = 1330
-
- ;---------------------------------------------------------------------------
-
-
-
-
-
-
-
-
-
-
- ;=================================================================================
- ;----|SDM TIGER SPIN|----
- ;========================
- ;----------------
- ;SDM TIGER SPIN
- ;----------------
- ;ATTEMPT
- [Statedef 1900]
- type = S
- movetype= A
- physics = S
- juggle = 14
- velset = 0,0
- ctrl = 0
- anim = 1700
- sprpriority = 2
-
- [State 1900, liftoff]
- type = Assertspecial
- Trigger1 = 1
- flag = Nojugglecheck
-
- [State 1900, 2KStyleSDM]
- type = Bgpalfx
- trigger1 = 1
- invertall = 1
- time = 1
- mul = 120,120,120
- ignorehitpause = 1
-
- [State 1900, env]
- type = EnvColor
- trigger1 = animelem = 2
- value = 0,0,0
- time = 28
- under = 1
-
- [State 1900, Chime]
- type = PlaySnd
- trigger1 = animelem = 2
- value = 14,4
- volume = -10
-
- ;========================================
- [State 1900, Cancel penalty]
- type = poweradd
- trigger1 = Time = 0
- trigger1 = var(45) > 0
- ignorehitpause = 1
- value = -1000
-
- [State 1900, 2K1 Var]
- type = varset
- trigger1 = time > 1
- trigger1 = var(45) > 0
- ignorehitpause = 1
- var(45) = 0
-
- [State 1900, 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 1900, Super Pause]
- type = SuperPause
- trigger1 = animelem = 2
- movetime = 1
- poweradd = -2000
- time = ifelse(var(40)>0,0,28)
- anim = -1
- darken = 1
-
- [State 1900,Explod1]
- type = Explod
- trigger1 = animelem = 2
- anim = 1351
- id = 1351
- pos = 27,-89
- postype = p1
- supermove = 1
- sprpriority = 1
- bindtime = 1
- ontop = 1
- ownpal = 1
-
- [State 1900,Explod2]
- type = Explod
- trigger1 = animelem = 2
- anim = 1352
- id = 1352
- pos = 27,-89
- postype = p1
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ontop = 0
- ownpal = 1
-
- [State 1900, NOTHITBY]
- type = Nothitby
- trigger1 = time < 4
- value = SCA
-
- [State 1900, 2]
- type = HitDef
- trigger1 = var(5)<=0
- trigger1 = prevstateno != 2500
- trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
- Trigger1 = animelem = 1
- ignorehitpause = 1
- attr = S, HT
- hitflag = M
- animtype = Diagup
- priority = 7, hit
- sparkno = -1
- sprpriority = 1
- hitsound = -1
- p2facing = 1
- p1stateno = 1905
- p2stateno = 1910
- fall = 1
- ground.velocity = -4,-7
- down.velocity = 4,-4.5
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- yaccel = .49
-
-
- [State 1900, 2]
- type = HitDef
- trigger1 = var(5)<=0
- trigger1 = prevstateno = 2500
- trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
- Trigger1 = animelem = 1
- ignorehitpause = 1
- attr = S, HT
- hitflag = MAF
- animtype = Diagup
- priority = 7, hit
- sparkno = -1
- sprpriority = 1
- hitsound = -1
- p2facing = 1
- p1stateno = 1905
- p2stateno = 1910
- fall = 1
- ground.velocity = -4,-7
- down.velocity = 4,-4.5
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- yaccel = .49
-
- [State 1900, 3]
- type = ChangeState
- trigger1 = MoveContact = 0
- Trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;=============================================================
-
-
- ;Success
- [Statedef 1905]
- type = S
- physics = S
- movetype = A
- anim = 1905
- velset = 0,0
- sprpriority = 2
- ctrl = 0
-
- [State 1905, env]
- type = EnvColor
- trigger1 = animelem = 2
- value = 0,0,0
- time = 28
- under = 1
-
- [State 1905, 2KStyleSDM]
- type = Bgpalfx
- trigger1 = 1
- invertall = 1
- time = 1
- mul = 120,120,120
- ignorehitpause = 1
-
- [State 1905, Chime]
- type = PlaySnd
- trigger1 = animelem = 2
- value = 14,4
- volume = -10
-
- ;========================================
- [State 1905, Cancel penalty]
- type = poweradd
- trigger1 = Time = 0
- trigger1 = var(21) = 5
- trigger1 = var(45) > 0
- ignorehitpause = 1
- value = -1000
-
- [State 1905, 2K1 Var]
- type = varset
- trigger1 = time > 1
- trigger1 = var(45) > 0
- ignorehitpause = 1
- var(45) = 0
-
- [State 1905, 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 1905, Super Pause]
- type = SuperPause
- trigger1 = animelem = 2
- movetime = 1
- poweradd = -2000
- time = ifelse(var(40)>0,0,28)
- anim = -1
- darken = -1
-
- [State 1905,Explod1]
- type = Explod
- trigger1 = animelem = 2
- anim = 1351
- id = 1351
- pos = 27,-89
- postype = p1
- supermove = 1
- sprpriority = 1
- bindtime = 1
- ontop = 1
- ownpal = 1
-
- [State 1905,Explod2]
- type = Explod
- trigger1 = animelem = 2
- anim = 1352
- id = 1352
- pos = 27,-89
- postype = p1
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ontop = 0
- ownpal = 1
-
- [State 1905, NOTHITBY]
- type = Nothitby
- trigger1 = time < 4
- value = SCA
-
- [State 1905, 1]
- type = Width
- trigger1 = animelem = 11, >= 0
- edge = 0,40
-
- [State 1905, Explod]
- type = Explod
- trigger1 = AnimElem = 3
- id = 304
- anim = 304
- pos = 33,-78
- sprpriority = 1
- ownpal = 1
- removeongethit = 1
- removetime = 25
-
- [State 1905, Bind1]
- type = TargetBind
- trigger1 = AnimElem = 11, < 0
- pos = 22, 0
- time = 1
-
- [State 1905, Bind1]
- type = TargetBind
- trigger1 = AnimElem = 11
- pos = 0, -63
- time = 1
-
- [State 1905, Bind1]
- type = TargetBind
- trigger1 = AnimElem = 12
- pos = -10, -73
- time = 1
-
- [State 1905, Bind1]
- type = TargetBind
- trigger1 = AnimElem = 13
- pos = -20, -66
- time = 1
-
- [State 1905, Bind1]
- type = TargetBind
- trigger1 = AnimElem = 14
- pos = -25, -47
- time = 1
-
- [State 1905, Bind1]
- type = TargetBind
- trigger1 = AnimElem = 15
- pos = -35, -7
- time = 1
-
- [State 1905, GrndEX1]
- type = Explod
- trigger1 = AnimElem = 15
- id = 1507
- anim = 1507
- pos = -35,0
- sprpriority = -3
- ownpal = 1
- removeongethit = 1
-
- [State 1905, GrndEX2]
- type = Explod
- trigger1 = AnimElem = 15
- id = 1508
- anim = 1508
- pos = -35,0
- sprpriority = 3
- ownpal = 1
- removeongethit = 1
-
- [State 1905, EnvShake]
- type = EnvShake
- trigger1 = AnimElem = 15
- time = 20
- ampl = -4
- freq = 90
-
- [State 1905, Grab Snd]
- type = PlaySnd
- trigger1 = AnimElem = 3
- volume = 70
- value = 10,4
-
- [State 1905, hitGrnd Snd]
- type = PlaySnd
- trigger1 = AnimElem = 15
- volume = 100
- value = 6,1
-
- [State 1905, hitGrnd Snd]
- type = PlaySnd
- trigger1 = AnimElem = 15
- volume = 100
- value = 280,0
-
- [State 1905, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 8
- volume = 150
- value = 7,3
- channel = 0
-
- [State 1920, Woosh]
- type = PlaySnd
- trigger1 = AnimElem = 11
- volume = 150
- value = 8,5
-
- [State 1905, DAMAGE]
- type = targetlifeadd
- Trigger1 = AnimElem = 15, =0
- trigger1 = var(6) <= 2
- value = -173
- kill = 0
-
- [State 1905, DAMAGE]
- type = targetlifeadd
- Trigger1 = AnimElem = 15, =0
- trigger1 = var(6) = [3,4]
- value = -143
- kill = 0
-
- [State 1905, DAMAGE]
- type = targetlifeadd
- Trigger1 = AnimElem = 15, =0
- trigger1 = var(6) >= 5
- value = -113
- kill = 0
-
- [State 1905, Posadd1]
- type = posadd
- Trigger1 = animelem = 11
- Trigger2 = animelem = 12
- Trigger3 = animelem = 13
- Trigger4 = animelem = 14
- Trigger5 = animelem = 15
- x = -8
-
- [State 1905, End]
- type = ChangeState
- trigger1 = animtime = 0
- value = 1915
- ctrl = 0
- ;-----------------------------------------------------
-
- ;Pick Up
- [Statedef 1915]
- type = S
- physics = S
- movetype = A
- anim = 1915
- velset = 0,0
- sprpriority = 2
- ctrl = 0
-
- [State 1915, 1]
- type = Width
- trigger1 = 1
- edge = 30,30
-
- [State 1915, 2KStyleSDM]
- type = Bgpalfx
- trigger1 = 1
- invertall = 1
- time = 1
- mul = 120,120,120
- ignorehitpause = 1
-
- [State 1915, Posadd1]
- type = posadd
- Trigger1 = animelem = 1
- Trigger2 = animelem = 2
- Trigger3 = animelem = 3
- Trigger4 = animelem = 4
- x = -8
-
- [State 1915, Bind1]
- type = TargetBind
- trigger1 = AnimElem = 5
- pos = 27, -27
- time = 1
-
- [State 1915, Bind1]
- type = TargetBind
- trigger1 = AnimElem = 6
- pos = 33, -37
- time = 1
-
- [State 1915, End]
- type = ChangeState
- trigger1 = animtime = 0
- value = 1920
- ctrl = 0
-
- ;--------------------------------------
- ;2nd Chancery
- [Statedef 1920]
- type = S
- physics = S
- movetype = A
- anim = 1920
- velset = 0,0
- sprpriority = 2
- ctrl = 0
-
- [State 1920, 2KStyleSDM]
- type = Bgpalfx
- trigger1 = 1
- invertall = 1
- time = 1
- mul = 120,120,120
- ignorehitpause = 1
-
- [State 1920, 1]
- type = Width
- trigger1 = animelem = 10, >= 0
- edge = 0,40
-
- [State 1920, Bind1]
- type = TargetBind
- trigger1 = AnimElem = 10, < 0
- pos = 22, 0
- time = 1
-
- [State 1920, Bind1]
- type = TargetBind
- trigger1 = AnimElem = 10
- pos = 0, -63
- time = 1
-
- [State 1920, Bind1]
- type = TargetBind
- trigger1 = AnimElem = 11
- pos = -10, -73
- time = 1
-
- [State 1920, Bind1]
- type = TargetBind
- trigger1 = AnimElem = 12
- pos = -20, -66
- time = 1
-
- [State 1920, Bind1]
- type = TargetBind
- trigger1 = AnimElem = 13
- pos = -25, -47
- time = 1
-
- [State 1920, Bind1]
- type = TargetBind
- trigger1 = AnimElem = 14
- pos = -35, -7
- time = 1
-
- [State 1920, EnvShake]
- type = EnvShake
- trigger1 = AnimElem = 14
- time = 20
- ampl = -4
- freq = 90
-
- [State 1920, hitGrnd Snd]
- type = PlaySnd
- trigger1 = AnimElem = 14
- volume = 100
- value = 6,1
-
- [State 1920, hitGrnd Snd]
- type = PlaySnd
- trigger1 = AnimElem = 14
- volume = 100
- value = 280,0
-
- [State 1920, GrndEX1]
- type = Explod
- trigger1 = AnimElem = 14
- id = 1507
- anim = 1507
- pos = -35,0
- sprpriority = -3
- ownpal = 1
- removeongethit = 1
-
- [State 1920, GrndEX2]
- type = Explod
- trigger1 = AnimElem = 14
- id = 1508
- anim = 1508
- pos = -35,0
- sprpriority = 3
- ownpal = 1
- removeongethit = 1
-
- [State 1920, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 7
- volume = 150
- value = 7,3
- channel = 0
-
- [State 1920, Woosh]
- type = PlaySnd
- trigger1 = AnimElem = 10
- volume = 150
- value = 8,5
-
- [State 1920, DAMAGE]
- type = targetlifeadd
- Trigger1 = AnimElem = 14, =0
- trigger1 = var(6) <= 2
- value = -183
- kill = 0
-
- [State 1920, DAMAGE]
- type = targetlifeadd
- Trigger1 = AnimElem = 14, =0
- trigger1 = var(6) = [3,4]
- value = -153
- kill = 0
-
- [State 1920, DAMAGE]
- type = targetlifeadd
- Trigger1 = AnimElem = 14, =0
- trigger1 = var(6) >= 5
- value = -123
- kill = 0
-
- [State 1920, Posadd1]
- type = posadd
- Trigger1 = animelem = 10
- Trigger2 = animelem = 11
- Trigger3 = animelem = 12
- Trigger4 = animelem = 13
- Trigger5 = animelem = 14
- Trigger6 = animelem = 15
- Trigger7 = animelem = 16
- Trigger8 = animelem = 17
- Trigger9 = animelem = 18
- x = -8
-
- [State 1920, End]
- type = ChangeState
- trigger1 = animtime = 0
- value = 1930
- ctrl = 0
- ;-----------------------------------------------------
-
- ;Pick Up 2nd Chancery
- [Statedef 1930]
- type = S
- physics = S
- movetype = A
- anim = 1930
- velset = 0,0
- sprpriority = 2
- ctrl = 0
-
- [State 1930, 1]
- type = Width
- trigger1 = 1
- edge = 30,30
-
- [State 1930, 2KStyleSDM]
- type = Bgpalfx
- trigger1 = 1
- invertall = 1
- time = 1
- mul = 120,120,120
- ignorehitpause = 1
-
- [State 1930, Posadd1]
- type = posadd
- Trigger1 = animelem = 1
- Trigger2 = animelem = 2
- Trigger3 = animelem = 3
- Trigger4 = animelem = 4
- x = -8
-
- [State 1930, Bind1]
- type = TargetBind
- trigger1 = AnimElem = 5
- pos = 27, -27
- time = 1
-
- [State 1930, Bind1]
- type = TargetBind
- trigger1 = AnimElem = 6
- pos = 33, -37
- time = 1
-
- [State 1930, End]
- type = ChangeState
- trigger1 = animtime = 0
- value = 1940
- ctrl = 0
-
- ;===============================================
- ;TIGER SPIN
- [Statedef 1940]
- type = S
- physics = S
- movetype = A
- anim = 1940
- velset = 0,0
- sprpriority = 2
- ctrl = 0
-
- [State 1940, 2KStyleSDM]
- type = Bgpalfx
- trigger1 = 1
- invertall = 1
- time = 1
- mul = 120,120,120
- ignorehitpause = 1
-
- [State 1940, 1]
- type = Width
- trigger1 = animelem = 19, >= 0
- edge = 0,30
-
- [State 1940, Bind1]
- type = TargetBind
- trigger1 = AnimElem = 3, <0
- trigger2 = animelem = 4, = [0,8]
- pos = 22, 0
- time = 1
-
- [State 1940, Bind1]
- type = TargetBind
- trigger1 = AnimElem = 4, = 9
- pos = 35, 0
- time = 1
-
- [State 1940, Bind1]
- type = TargetBind
- trigger1 = AnimElem = 5
- pos = -24, 0
- time = 1
-
- [State 1940, Bind1]
- type = TargetBind
- trigger1 = AnimElem = 20
- pos = -35, 0
- time = 1
-
- [State 1940, Bind1]
- type = TargetBind
- trigger1 = AnimElem = 21
- pos = 12, -90
- time = 1
-
- [State 1940, Bind1]
- type = TargetBind
- trigger1 = AnimElem = 22
- pos = 20, -85
- time = 1
-
- [State 1940, Bind1]
- type = TargetBind
- trigger1 = AnimElem = 23
- pos = 47, -47
- time = 1
-
- [State 1940, Bind1]
- type = TargetBind
- trigger1 = AnimElem = 24
- pos = 41, -15
- time = 1
-
- [State 1940, EnvShake]
- type = EnvShake
- trigger1 = Animelem = 26
- time = 20
- ampl = -4
- freq = 90
-
- [State 1940, hitGrnd Snd]
- type = PlaySnd
- trigger1 = animelem = 26
- volume = 100
- value = 6,1
-
- [State 1940, HIT SND]
- type = PlaySnd
- trigger1 = Animelem = 26
- volume = 200
- value = 8,6
-
- [State 1940, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 4, = 9
- volume = 150
- value = 8,3
-
- [State 1940, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 8
- volume = 150
- value = 8,1
- channel = 0
-
- [State 1940, Voice]
- type = PlaySnd
- trigger1 = AnimElem = 19
- volume = 150
- value = 8,2
- channel = 0
-
- [State 1940, Woosh]
- type = PlaySnd
- trigger1 = AnimElem = 21
- volume = 150
- value = 8,5
-
- [State 1940,Explod2]
- type = Explod
- trigger1 = animelem = 26
- anim = 1040
- id = 1040
- pos = 20,-7
- postype = p1
- sprpriority = 2
- supermove = 1
- bindtime = 1
- ontop = 0
- ownpal = 1
-
- [State 1940, GrndEX1]
- type = Explod
- trigger1 = AnimElem = 25
- id = 1507
- anim = 1507
- pos = 30,0
- sprpriority = -3
- ownpal = 1
- removeongethit = 1
-
- [State 1940, GrndEX2]
- type = Explod
- trigger1 = AnimElem = 25
- id = 1508
- anim = 1508
- pos = 30,0
- sprpriority = 3
- ownpal = 1
- removeongethit = 1
-
- [State 1905, DAMAGE]
- type = targetlifeadd
- Trigger1 = AnimElem = 26, =0
- trigger1 = var(6) <= 2
- value = -265
-
- [State 1905, DAMAGE]
- type = targetlifeadd
- Trigger1 = AnimElem = 26, =0
- trigger1 = var(6) = [3,4]
- value = -240
-
- [State 1905, DAMAGE]
- type = targetlifeadd
- Trigger1 = AnimElem = 26, =0
- trigger1 = var(6) >= 5
- value = -195
-
- [State 1940, Posadd1]
- type = posadd
- Trigger1 = animelem = 3
- Trigger2 = animelem = 15
- Trigger3 = animelem = 16
- Trigger4 = animelem = 17
- Trigger5 = animelem = 18
- x = 8
-
- [State 1940, End]
- type = Width
- trigger1 = 1
- edge = 20,40
-
- [State 1940, End]
- type = ChangeState
- trigger1 = animtime = 0
- value = 5120
- ctrl = 0
- ;-----------------------------------------------------
-
-
-
-
-
-
-
- ;-----------------------------------------------------
- ;(GRABBED) 1St Chancery
- [Statedef 1910]
- type = A
- movetype= H ;Get hit
- physics = N
- sprpriority = -2
- ctrl = 0
-
- [State 1910, 2]
- type = Screenbound
- Trigger1 = 1
- value = 0
-
- [State 1910, 1]
- type = Width
- trigger1 = time >= 0
- edge = 0,0
-
- [State 1910, 1]
- type = ScreenBound
- Trigger1 = Time >= 0
- value = 0
-
- [State 1910, 2]
- type = ChangeAnim2
- Trigger1 = Time = 0
- value = 1910
-
- [State 1910, liftoff]
- type = changestate
- Trigger1 = AnimTime = 0
- value = 1911
- ctrl = 0
- ;--------------------------------------------------------------
-
- ; HIT_Ground
- [Statedef 1911]
- type = L
- movetype= H
- physics = N
-
- [State 1911, NOTHITBY]
- type = Nothitby
- trigger1 = 1
- value = SCA
-
- [State 1911, 1]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = vel x > 1
- x = 1
-
- [State 1911, EnvShake]
- type = FallEnvShake
- trigger1 = Time = 0
-
- [State 1911, Var] ;Save fall velocity
- type = VarSet
- trigger1 = Time = 0
- ;trigger1 = GetHitVar(fall.yvel) = 0
- sysvar(1) = floor(vel y)
-
- [State 1911, 3] ;Hit ground anim (for hit up)
- type = ChangeAnim
- trigger1 = time = 0
- trigger1 = selfanimexist(5100)
- value = 5100
-
- [State 1911, 4]
- type = Posadd
- trigger1 = Time = 0
- x = 25
-
- [State 1911, 4]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 1911, 5]
- type = VelSet
- trigger1 = Time = 0
- y = 0
-
- [State 1911, 6] ;Reduce speed
- type = VelMul
- trigger1 = Time = 0
- x = 0.75
-
- [State 1911, 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 1911, 9]
- type = HitFallDamage
- trigger1 = Time = 3
-
- [State 1911, 10]
- type = PlaySnd
- trigger1 = Time = 1
- ;value = F7, 0 ;Hit ground
- value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)
-
- [State 1911, 11]
- type = PosFreeze
- trigger1 = 1
-
- [State 1911, 12]
- type = ChangeState
- trigger1 = time >= 5
- value = 1912
- ctrl = 0
-
- [State 1911, 13]
- type = ForceFeedback
- trigger1 = Time = 0
- waveform = sinesquare
- ampl = 128,-3,-.2,.005
- time = 20
- ;--------------------------------------
- ;-----------------------------------------------------
- ;(Liedown)
- [Statedef 1912]
- type = A
- movetype= H ;Get hit
- physics = N
- sprpriority = -2
- ctrl = 0
-
- [State 1912, NOTHITBY]
- type = Nothitby
- trigger1 = 1
- value = SCA
-
- [State 1912, 2]
- type = Screenbound
- Trigger1 = 1
- value = 0
-
- [State 1912, 1]
- type = Width
- trigger1 = time >= 0
- edge = 0,0
-
- [State 1912, 1]
- type = ScreenBound
- Trigger1 = Time >= 0
- value = 0
-
- [State 1912, 2]
- type = ChangeAnim2
- Trigger1 = Time = 0
- value = 1912
-
- [State 1912, liftoff]
- type = Changestate
- Trigger1 = AnimTime = 0
- value = 1925
- ctrl = 0
- ;--------------------------------------------------------------
-
-
- ;-----------------------------------------------------
- ;(GRABBED) 2nd Chancery
- [Statedef 1925]
- type = A
- movetype= H ;Get hit
- physics = N
- sprpriority = -2
- ctrl = 0
-
- [State 1925, 2]
- type = Screenbound
- Trigger1 = 1
- value = 0
-
- [State 1925, 1]
- type = Width
- trigger1 = time >= 0
- edge = 0,0
-
- [State 1925, 1]
- type = ScreenBound
- Trigger1 = Time >= 0
- value = 0
-
- [State 1925, 2]
- type = ChangeAnim2
- Trigger1 = Time = 0
- value = 1925
-
- [State 1925, liftoff]
- type = changestate
- Trigger1 = AnimTime = 0
- value = 1926
- ctrl = 0
- ;--------------------------------------------------------------
-
- ; HIT_Ground
- [Statedef 1926]
- type = L
- movetype= H
- physics = N
-
- [State 1926, NOTHITBY]
- type = Nothitby
- trigger1 = 1
- value = SCA
-
- [State 1926, 1]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = vel x > 1
- x = 1
-
- [State 1926, EnvShake]
- type = FallEnvShake
- trigger1 = Time = 0
-
- [State 1926, Var] ;Save fall velocity
- type = VarSet
- trigger1 = Time = 0
- ;trigger1 = GetHitVar(fall.yvel) = 0
- sysvar(1) = floor(vel y)
-
- [State 1926, 3] ;Hit ground anim (for hit up)
- type = ChangeAnim
- trigger1 = time = 0
- trigger1 = selfanimexist(5100)
- value = 5100
-
- [State 1926, 4]
- type = Posadd
- trigger1 = Time = 0
- x = 25
-
- [State 1926, 4]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 1926, 5]
- type = VelSet
- trigger1 = Time = 0
- y = 0
-
- [State 1926, 6] ;Reduce speed
- type = VelMul
- trigger1 = Time = 0
- x = 0.75
-
- [State 1926, 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 1926, 9]
- type = HitFallDamage
- trigger1 = Time = 3
-
- [State 1926, 10]
- type = PlaySnd
- trigger1 = Time = 1
- ;value = F7, 0 ;Hit ground
- value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)
-
- [State 1926, 11]
- type = PosFreeze
- trigger1 = 1
-
- [State 1926, 12]
- type = ChangeState
- trigger1 = time >= 5
- value = 1927
- ctrl = 0
-
- [State 1926, 13]
- type = ForceFeedback
- trigger1 = Time = 0
- waveform = sinesquare
- ampl = 128,-3,-.2,.005
- time = 20
- ;--------------------------------------
- ;-----------------------------------------------------
-
- ;(Liedown) 2nd Chancery
- [Statedef 1927]
- type = A
- movetype= H ;Get hit
- physics = N
- sprpriority = -2
- ctrl = 0
-
- [State 1927, NOTHITBY]
- type = Nothitby
- trigger1 = 1
- value = SCA
-
- [State 1927, 2]
- type = Screenbound
- Trigger1 = 1
- value = 0
-
- [State 1927, 1]
- type = Width
- trigger1 = time >= 0
- edge = 0,0
-
- [State 1927, 1]
- type = ScreenBound
- Trigger1 = Time >= 0
- value = 0
-
- [State 1927, 2]
- type = ChangeAnim2
- Trigger1 = Time = 0
- value = 1927
-
- [State 1927, liftoff]
- type = Changestate
- Trigger1 = AnimTime = 0
- value = 1945
- ctrl = 0
- ;--------------------------------------------------------------
-
- ;-----------------------------------------------------
- ;(GRABBED) Tiger Spin
- [Statedef 1945]
- type = A
- movetype= H ;Get hit
- physics = N
- sprpriority = -1
- ctrl = 0
-
- [State 1945, 2]
- type = Screenbound
- Trigger1 = 1
- value = 0
-
- [State 1945, 1]
- type = Width
- trigger1 = time >= 0
- edge = 0,0
-
- [State 1945, 2]
- type = ChangeAnim2
- Trigger1 = Time = 0
- value = 1945
-
- [State 1945, liftoff]
- type = changestate
- Trigger1 = AnimTime = 0
- value = 1715
- ctrl = 0
- ;--------------------------------------------------------------
-
-
-
- ;==========================================================================
- ;-----<> EL DIABLO AMARILLO RAMON <>-----------
- ;==============================================
- ;AMARILLO TYPE 1 NEAR
- [Statedef 2100]
- type = S
- movetype= A
- physics = S
- juggle = 13
- velset = 0,0
- ctrl = 0
- anim = 2100
- sprpriority = 2
-
- [State 2100, env]
- type = EnvColor
- triggerall = var(40) <= 0
- trigger1 = animelem = 3
- value = 0,0,0
- time = 28
- under = 1
-
- [State 2100, Chime]
- type = PlaySnd
- trigger1 = animelem = 3
- value = 14,0
- volume = -10
-
- ;========================================
- [State 2100, Cancel penalty]
- type = poweradd
- trigger1 = Time = 0
- trigger1 = var(45) > 0
- ignorehitpause = 1
- value = -1000
-
- [State 2100, 2K1 Var]
- type = varset
- trigger1 = time > 1
- trigger1 = var(45) > 0
- ignorehitpause = 1
- var(45) = 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 2100, Super Pause]
- type = SuperPause
- trigger1 = animelem = 3
- movetime = ifelse(var(40)>0,0,4)
- poweradd = -1000
- time = ifelse(var(40)>0,0,28)
- anim = -1
- darken = 1
-
- [State 2100,Explod1]
- type = Explod
- trigger1 = animelem = 3
- anim = 1351
- id = 1351
- pos = 27,-80
- postype = p1
- supermove = 1
- sprpriority = 1
- bindtime = 1
- ontop = 1
- ownpal = 1
-
- [State 2100,Explod2]
- type = Explod
- trigger1 = animelem = 3
- anim = 1352
- id = 1352
- pos = 27,-80
- postype = p1
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ontop = 0
- ownpal = 1
-
- [State 2100, NOTHITBY]
- type = Nothitby
- trigger1 = animelem = 4, <= 0
- value = SCA
-
- [State 2100, 3]
- type = ChangeState
- Trigger1 = AnimTime = 0
- value = 2105
- ctrl = 0
-
- ;=============================================================
-
- ;Run Forward Near
- [Statedef 2105]
- type = S
- movetype = A
- physics = N
- velset = 0,0
- juggle = 13
- anim = 2105
- ctrl = 0
-
- [State 2105, Dampen]
- type = varset
- trigger1 = time = 0
- trigger1 = (p2stateno = [1030,1040]) && p2movetype != A
- var(17) = 1
-
- [State 2105, AFTER]
- type = AfterImage
- trigger1 = time = 0
- time = 17
- trans = add1
- timegap = 1
- framegap = 2
- length = 8
-
- [State 2105, 1]
- type = VelSet
- trigger1 = 1
- x = const(velocity.run.fwd.x) + 1.5
-
- ; Play sound when running
- [State 2105, 2]
- type = PlaySnd
- trigger1 = timemod = 70, 1
- value = 1,1
- volume = 0
- channel = 20
-
- [State 2105, Hitdef]
- type = HitDef
- trigger1 = (p2stateno != [5020,5040])
- trigger1 = p2stateno != [154,155]
- trigger1 = roundstate = 2
- trigger1 = AnimElem = 1
- attr = S, HA
- hitflag = MAF
- animtype = hard
- damage = 10,0
- guardflag = M
- pausetime = 9,9
- sparkno = S1040
- guard.sparkno = S1042
- sparkxy = -10,-70
- hitsound = S240,0
- guardsound = S200,3
- ground.type = low
- ground.slidetime = 0
- ground.hittime = 17
- ground.velocity = 0
- air.velocity = 0
- airguard.velocity = 0
- guard.velocity = -12
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- fall = 0
- snap = 38,0
- yaccel = .5
- p1stateno = 2120
- p2getp1stateno = 1
- p2stateno = 2110
- p2facing = 1
- kill = 0
-
- [State 2105, 6]
- type = ChangeState
- trigger1 = moveguarded
- value = 2160
- ctrl = 0
-
- [State 2105, 6]
- type = ChangeState
- trigger1 = movecontact = 0
- trigger1 = time >= 17
- value = 1510
- ctrl = 0
- ;----------------------------------------------
-
-
-
-
-
- ;===========================================================
- ;AMARILLO TYPE 2 FAR
- [Statedef 2200]
- type = S
- movetype= A
- physics = S
- juggle = 13
- velset = 0,0
- ctrl = 0
- anim = 2100
- sprpriority = 2
-
- [State 2200, env]
- type = EnvColor
- triggerall = var(40) <= 0
- trigger1 = animelem = 3
- value = 0,0,0
- time = 28
- under = 1
-
- [State 2200, Chime]
- type = PlaySnd
- trigger1 = animelem = 3
- value = 14,0
- volume = -10
-
- ;========================================
- [State 2200, Cancel penalty]
- type = poweradd
- trigger1 = Time = 0
- trigger1 = var(21) = 5
- trigger1 = var(45) > 0
- ignorehitpause = 1
- value = -1000
-
- [State 2200, 2K1 Var]
- type = varset
- trigger1 = time > 1
- trigger1 = var(45) > 0
- ignorehitpause = 1
- var(45) = 0
-
- [State 2200, 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 2200, Super Pause]
- type = SuperPause
- trigger1 = animelem = 3
- movetime = ifelse(var(40)>0,0,4)
- poweradd = -1000
- time = ifelse(var(40)>0,0,28)
- anim = -1
- darken = 1
-
- [State 2200,Explod1]
- type = Explod
- trigger1 = animelem = 3
- anim = 1351
- id = 1351
- pos = 27,-80
- postype = p1
- supermove = 1
- sprpriority = 1
- bindtime = 1
- ontop = 1
- ownpal = 1
-
- [State 2200,Explod2]
- type = Explod
- trigger1 = animelem = 3
- anim = 1352
- id = 1352
- pos = 27,-80
- postype = p1
- sprpriority = -2
- supermove = 1
- bindtime = 1
- ontop = 0
- ownpal = 1
-
- [State 2200, NOTHITBY]
- type = Nothitby
- trigger1 = animelem = 4, <= 0
- value = SCA
-
- [State 2200, 3]
- type = ChangeState
- Trigger1 = AnimTime = 0
- value = 2205
- ctrl = 0
-
- ;=============================================================
-
- ;Run Forward FAR
- [Statedef 2205]
- type = S
- movetype = A
- physics = N
- velset = 0,0
- anim = 2105
- juggle = 13
- ctrl = 0
-
- [State 2205, Dampen]
- type = varset
- trigger1 = time = 0
- trigger1 = (p2stateno = [1030,1040]) && p2movetype != A
- var(17) = 1
-
- [State 2205, AFTER]
- type = AfterImage
- trigger1 = time = 0
- time = 63
- trans = add1
- timegap = 1
- framegap = 2
- length = 8
-
- [State 2205, 1]
- type = VelSet
- trigger1 = 1
- x = const(velocity.run.fwd.x) + 1.5
-
- ; Play sound when running
- [State 2205, 2]
- type = PlaySnd
- trigger1 = timemod = 70, 1
- value = 1,1
- volume = 0
- channel = 20
-
- [State 2205, Hitdef]
- type = HitDef
- trigger1 = (p2stateno != [5020,5040])
- trigger1 = p2stateno != [154,155]
- trigger1 = roundstate = 2
- trigger1 = AnimElem = 1
- attr = S, HA
- hitflag = MAF
- animtype = hard
- damage = 10,0
- guardflag = M
- pausetime = 9,9
- guard.pausetime = 9,12
- sparkno = S1040
- guard.sparkno = S1042
- sparkxy = -10,-70
- hitsound = S240,0
- guardsound = S200,3
- ground.type = low
- ground.slidetime = 0
- ground.hittime = 17
- ground.velocity = 0
- air.velocity = 0
- airguard.velocity = 0
- guard.velocity = -12
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- getpower = 0,0
- givepower = 20,20
- fall = 0
- snap = 38,0
- yaccel = .5
- p1stateno = 2120
- p2getp1stateno = 1
- p2stateno = 2110
- kill = 0
-
- [State 2205, 6]
- type = ChangeState
- trigger1 = moveguarded
- value = 2160
- ctrl = 0
-
- [State 2205, 6]
- type = ChangeState
- triggerall = movecontact = 0
- trigger1 = time >= 63
- trigger2 = time >= 17
- trigger2 = p2statetype = L
- trigger2 = p2bodydist x <= 0
- value = 1510
- ctrl = 0
-
- ;===========================================
- ;MOVEGUARDED
- [Statedef 2160]
- type = S
- movetype = A
- physics = N
- velset = 0,0
- anim = 2160
- ctrl = 0
-
- [State 2160, AFTER]
- type = AfterImageTime
- trigger1 = time = 0
- time = 0
-
- [State 2160, 6]
- type = posadd
- trigger1 = animelem = 2
- trigger2 = animelem = 3
- trigger3 = animelem = 4
- x = 8
-
- [State 2160, 6]
- type = ChangeState
- trigger1 = Animtime = 0
- value = 0
- ctrl = 1
- ;----------------------------------------------
-
-
- ;-----------------------------------------------
- ;MADNESS
- [Statedef 2120]
- type = S
- movetype = A
- physics = N
- velset = 0,0
- juggle = 0
- anim = 2120
- ctrl = 0
-
- [State 2205, AFTER]
- type = AfterImage
- trigger1 = time = 0
- time = 134
- trans = add1
- timegap = 1
- framegap = 2
- length = 8
-
- [State 2120, Lp]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, HA
- hitflag = MAF
- animtype = hard
- damage = 28,5
- guardflag = MA
- pausetime = 1,1
- sparkno = S1040
- guard.sparkno = S1042
- sparkxy = 0,-89
- hitsound = S200,0
- guardsound = S200,3
- ground.type = High
- ground.slidetime = 0
- ground.hittime = 17
- ground.velocity = 0
- guard.velocity = -12
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- getpower = 0,0
- givepower = 20,20
- fall = 0
- p2getp1stateno = 1
- p2stateno = 2110
- snap = 39,0
- yaccel = .5
- kill = 0
-
- [State 2120, @Lk]
- type = HitDef
- trigger1 = AnimElem = 7
- trigger2 = Animelem = 42
- attr = S, HA
- hitflag = MAF
- animtype = hard
- damage = 27,5
- guardflag = MA
- pausetime = 1,5
- sparkno = S1040
- guard.sparkno = S1042
- sparkxy = -5,-15
- hitsound = S220,0
- guardsound = S200,3
- ground.type = Low
- ground.slidetime = 0
- ground.hittime = 20
- ground.velocity = 0
- guard.velocity = -12
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- getpower = 0,0
- givepower = 20,20
- fall = 0
- p2getp1stateno = 1
- p2stateno = 2110
- snap = 40,0
- yaccel = .5
- kill = 0
-
- [State 2120, @Hk]
- type = HitDef
- trigger1 = AnimElem = 12
- attr = S, HA
- hitflag = MAF
- animtype = hard
- damage = 26,5
- guardflag = MA
- pausetime = 1,1
- sparkno = S1040
- guard.sparkno = S1042
- sparkxy = -8,-45
- hitsound = S260,0
- guardsound = S200,3
- ground.type = Low
- ground.slidetime = 0
- ground.hittime = 17
- ground.velocity = 0
- guard.velocity = -12
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- getpower = 0,0
- givepower = 20,20
- fall = 0
- p2getp1stateno = 1
- p2stateno = 2110
- snap = 41,0
- yaccel = .5
- kill = 0
-
- [State 2120, Hk]
- type = HitDef
- trigger1 = AnimElem = 17
- attr = S, HA
- hitflag = MAF
- animtype = hard
- damage = 27,5
- guardflag = MA
- pausetime = 1,1
- sparkno = S1040
- guard.sparkno = S1042
- sparkxy = -2,-91
- hitsound = S260,0
- guardsound = S200,3
- ground.type = High
- ground.slidetime = 0
- ground.hittime = 17
- ground.velocity = 0
- guard.velocity = -12
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- getpower = 0,0
- givepower = 20,20
- fall = 0
- p2getp1stateno = 1
- p2stateno = 2110
- snap = 42,0
- yaccel = .5
- kill = 0
-
- [State 2120, HP]
- type = HitDef
- trigger1 = AnimElem = 23
- attr = S, HA
- hitflag = MAF
- animtype = hard
- damage = 28,5
- guardflag = MA
- pausetime = 1,1
- sparkno = S1040
- guard.sparkno = S1042
- sparkxy = -0,-57
- hitsound = S240,0
- guardsound = S200,3
- ground.type = Low
- ground.slidetime = 0
- ground.hittime = 17
- ground.velocity = 0
- guard.velocity = -12
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- getpower = 0,0
- givepower = 20,20
- fall = 0
- p2getp1stateno = 1
- p2stateno = 2110
- snap = 41,0
- yaccel = .5
- kill = 0
-
- [State 2120, CD]
- type = HitDef
- trigger1 = Animelem = 27
- attr = S, HA
- hitflag = MAF
- animtype = hard
- damage = 29,5
- guardflag = MA
- pausetime = 1,1
- sparkno = S1040
- guard.sparkno = S1042
- sparkxy = -6,-71
- hitsound = S260,0
- guardsound = S200,3
- ground.type = High
- ground.slidetime = 0
- ground.hittime = 17
- ground.velocity = 0
- guard.velocity = -12
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- getpower = 0,0
- givepower = 20,20
- fall = 0
- p2getp1stateno = 1
- p2stateno = 2110
- snap = 38,0
- yaccel = .5
- kill = 0
-
- [State 2120, Lk]
- type = HitDef
- trigger1 = AnimElem = 31
- attr = S, HA
- hitflag = MAF
- animtype = hard
- damage = 28,5
- guardflag = MA
- pausetime = 1,1
- sparkno = S1040
- guard.sparkno = S1042
- sparkxy = -6,-61
- hitsound = S220,0
- guardsound = S200,3
- ground.type = Low
- ground.slidetime = 0
- ground.hittime = 17
- ground.velocity = 0
- guard.velocity = -12
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- getpower = 0,0
- givepower = 20,20
- fall = 0
- p2getp1stateno = 1
- p2stateno = 2110
- snap = 40,0
- yaccel = .5
- kill = 0
-
- [State 2120, @HP1]
- type = HitDef
- trigger1 = AnimElem = 36
- attr = S, HA
- hitflag = MAF
- animtype = hard
- damage = 27,5
- guardflag = MA
- pausetime = 1,1
- sparkno = S1040
- guard.sparkno = S1042
- sparkxy = -10,-70
- hitsound = S240,0
- guardsound = S200,3
- ground.type = Low
- ground.slidetime = 0
- ground.hittime = 17
- ground.velocity = 0
- guard.velocity = -12
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- getpower = 0,0
- givepower = 20,20
- fall = 0
- p2getp1stateno = 1
- p2stateno = 2110
- snap = 42,0
- yaccel = .5
- kill = 0
-
- [State 2120, @HP2]
- type = HitDef
- trigger1 = Animelem = 38
- attr = S, HA
- hitflag = MAF
- animtype = hard
- damage = 26,5
- guardflag = MA
- pausetime = 1,1
- sparkno = S1040
- guard.sparkno = S1042
- sparkxy = -10,-91
- hitsound = S240,0
- guardsound = S200,3
- ground.type = High
- ground.slidetime = 0
- ground.hittime = 17
- ground.velocity = 0
- guard.velocity = -12
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- getpower = 0,0
- givepower = 20,20
- fall = 0
- p2getp1stateno = 1
- p2stateno = 2110
- snap = 43,0
- yaccel = .5
- kill = 0
-
- [State 2120, Sobat]
- type = HitDef
- trigger1 = Animelem = 50
- attr = S, HA
- hitflag = MAF
- animtype = hard
- damage = 30,5
- guardflag = MA
- pausetime = 1,4
- sparkno = S1040
- guard.sparkno = S1042
- sparkxy = -7,-85
- hitsound = S260,0
- guardsound = S200,3
- ground.type = High
- ground.slidetime = 17
- ground.hittime = 17
- ground.velocity = -4
- guard.velocity = -12
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- getpower = 0,0
- givepower = 20,20
- fall = 0
- p2getp1stateno = 1
- p2stateno = 2114
- snap = 44,0
- yaccel = .5
- kill = 0
-
- [State 2120, 6]
- type = ChangeState
- trigger1 = animtime = 0
- value = 2130
- ctrl = 0
-
- ;========================================
-
- ;Feint Step Back
- [Statedef 2130]
- type = S
- physics = S
- anim = 1100
- sprpriority = 0
- ctrl = 0
-
- [State 2130, AFTER]
- type = AfterImage
- trigger1 = time = 0
- time = 134
- trans = add1
- timegap = 1
- framegap = 2
- length = 8
-
- [State 2130, posadd]
- type = posadd
- trigger1 = animelem = 2
- trigger2 = animelem = 3
- trigger3 = animelem = 4
- trigger4 = animelem = 5
- trigger5 = animelem = 6
- trigger6 = animelem = 7
- trigger7 = animelem = 8
- trigger8 = animelem = 9
- trigger9 = animelem = 10
- trigger10 = animelem = 11
- trigger11 = animelem = 12
- trigger12 = animelem = 13
- trigger13 = animelem = 14
- x = -8
-
- [State 2130, 6]
- type = Nothitby
- trigger1 = 1
- ignorehitpause = 1
- value = SCA
-
- [State 2130, 6]
- type = ChangeState
- trigger1 = Animelem = 15
- value = 2140
- ctrl = 0
-
- ;-------------------------------------------------------------------
-
- ;-----------------------------------------------------
- ;Feint Step Jump Kick Start
- [Statedef 2140]
- type = S
- physics = S
- movetype = A
- velset = 0,0
- anim = 1120
- sprpriority = 0
- ctrl = 0
-
- [State 2140, AFTER]
- type = AfterImage
- trigger1 = time = 0
- time = 10
- trans = add1
- timegap = 1
- framegap = 2
- length = 8
-
- [State 2140, 1]
- type = Nothitby
- trigger1 = 1
- ignorehitpause = 1
- value = SCA
-
- [State 2140, Jump]
- type = ChangeState
- trigger1 = animtime = 0
- value = 2150
- ctrl = 0
-
- ;-----------------------------------------------------
- ;Feint Step Jump Kick Air
- [Statedef 2150]
- type = A
- physics = N
- movetype = A
- velset = 6,-5.5
- juggle = 0
- sprpriority = 0
- ctrl = 0
-
- [State 2150, AFTER]
- type = AfterImage
- trigger1 = time = 0
- time = 134
- trans = add1
- timegap = 1
- framegap = 2
- length = 8
-
- [State 2150, 1]
- type = Varset
- trigger1 = 1
- var(6) = 0
-
- [State 2150, 1]
- type = Nothitby
- trigger1 = 1
- ignorehitpause = 1
- value = SCA
-
- [State 2150, Changeanim]
- type = Changeanim
- trigger1 = time = 0
- trigger1 = anim != 1000
- value = 1125
-
- [State 2150, V]
- type = PlaySnd
- trigger1 = AnimElem = 1
- volume = 150
- value = 5,2
- channel = 0
-
- [State 2150, FX]
- type = PlaySnd
- trigger1 = AnimElem = 1
- volume = 0
- value = 7,2
-
- [State 2150, Boom]
- type = playsnd
- trigger1 = movehit
- ignorehitpause = 1
- persistent = 0
- volume = 0
- value = 8,6
-
- [State 2150, Veladd]
- type = Veladd
- trigger1 = time > 0
- y = .43
-
- [State 2150, Veladd]
- type = TargetState
- trigger1 = animelem = 5, >= 0
- trigger1 = p2bodydist x <= 55
- trigger1 = movecontact = 0
- persistent = 0
- value = 2119
- ctrl = 0
-
- [State 2150, Hitdef]
- type = HitDef
- trigger1 = (p2stateno != [5020,5040])
- trigger1 = p2stateno != [154,155]
- trigger1 = AnimElem = 5
- attr = S, HA
- damage = 105,5
- hitflag = MAF
- guardflag = MA
- animtype = Diagup
- ground.animtype = low
- pausetime = 33,34
- sparkno = S1040
- guard.sparkno = S1042
- sparkxy = 0,-67
- hitsound = S280,0
- guardsound = S200,3
- ground.velocity = -5,-9
- air.velocity = -5,-8
- guard.velocity = -11
- fall = 1
- fall.recover = 0
- guard.velocity = -12
- guard.slidetime = 17
- guard.hittime = 17
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -10
- fall.yvelocity = -4
- getpower = 0,0
- givepower = 90,40
- yaccel = .55
- envshake.time = 33
- envshake.freq = 90
- envshake.ampl = -4
- envshake.phase = -2
- p2getp1stateno = 1
- p2stateno = 1300
-
- [State 2150, Land]
- type = ChangeState
- trigger1 = pos y >= 20 && vel y > 0
- value = 1130
- ctrl = 0
- ;-------------------------------------------
-
-
-
-
-
-
-
-
-
-
- ;---------------------------------------------------------------------------
- ; HITG_SHAKE
- [Statedef 2110]
- type = S
- movetype= H
- physics = N
- velset = 0,0
-
- [State 2110, 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 2110, 2] ;Anim for HIT_BACK
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = GetHitVar(animtype) = [3,5]
- value = 5030
-
- [State 2110, 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)
-
- [State 2110, 4] ;Freeze anim
- type = ChangeAnim
- trigger1 = Time > 0
- value = anim
-
- [State 2110, 6]
- type = ChangeState
- trigger1 = HitShakeOver
- value = 2112
-
- [State 2110, FFB Light]
- type = ForceFeedback
- trigger1 = anim = 5000
- trigger2 = anim = 5010
- persistent = 0
- time = 6
- waveform = square
-
- [State 2110, FFB Medium]
- type = ForceFeedback
- trigger1 = anim = 5001
- trigger2 = anim = 5011
- persistent = 0
- time = 8
- waveform = sinesquare
- ampl = 110,-1,-.3
-
- [State 2110, FFB Hard]
- type = ForceFeedback
- trigger1 = anim = 5012
- trigger2 = anim = 5002
- trigger3 = anim = 5030
- persistent = 0
- time = 15
- waveform = sinesquare
- ampl = 140
-
- ;---------------------------------------------------------------------------
-
- ;---------------------------------------------------------------------------
- ; HITG_SLIDE
- [Statedef 2112]
- type = S
- movetype= H
- physics = S
-
- [State 2112, 1]
- type = Hitfallset
- trigger1 = Time = 0
- value = 0
-
- [State 2112, 1]
- type = HitVelSet
- trigger1 = Time = 0
- x = 1
-
- [State 2112, 2]
- type = ChangeAnim
- trigger1 = AnimTime = 0
- trigger1 = SelfAnimExist(5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10)
- value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10
-
- [State 2112, 3] ;Stop sliding back
- type = VelMul
- trigger1 = Time >= GetHitVar(slidetime)
- x = .6
-
- [State 2112, 4]
- type = VelSet
- trigger1 = HitOver
- x = 0
-
- [State 2112, 5]
- type = DefenceMulSet
- trigger1 = HitOver
- value = 1
-
- [State 2112, 6]
- type = SelfState
- trigger1 = HitOver
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
-
- ;---------------------------------------------------------------------------
- ; HITG_SHAKE DIZZY
- [Statedef 2114]
- type = S
- movetype= H
- physics = N
- velset = 0,0
-
- [State 2114, 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 2114, 2] ;Anim for HIT_BACK
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = GetHitVar(animtype) = [3,5]
- value = 5030
-
- [State 2114, 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 2114, 4] ;Freeze anim
- type = ChangeAnim
- trigger1 = Time > 0
- value = anim
-
- [State 2114, 6]
- type = ChangeState
- trigger1 = HitShakeOver
- value = 2116
-
- [State 2114, FFB Light]
- type = ForceFeedback
- trigger1 = anim = 5000
- trigger2 = anim = 5010
- persistent = 0
- time = 6
- waveform = square
-
- [State 2114, FFB Medium]
- type = ForceFeedback
- trigger1 = anim = 5001
- trigger2 = anim = 5011
- persistent = 0
- time = 8
- waveform = sinesquare
- ampl = 110,-1,-.3
-
- [State 2114, FFB Hard]
- type = ForceFeedback
- trigger1 = anim = 5012
- trigger2 = anim = 5002
- trigger3 = anim = 5030
- persistent = 0
- time = 15
- waveform = sinesquare
- ampl = 140
-
- ;---------------------------------------------------------------------------
-
- ;---------------------------------------------------------------------------
- ; HITG_SLIDE
- [Statedef 2116]
- type = S
- movetype= H
- physics = S
-
- [State 2116, 1]
- type = HitVelSet
- trigger1 = Time = 0
- x = 1
-
- [State 2112, 2]
- type = ChangeAnim
- trigger1 = AnimTime = 0
- value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10
-
- [State 2116, 3] ;Stop sliding back
- type = VelMul
- trigger1 = Time >= GetHitVar(slidetime)
- x = .6
-
- [State 2116, 4]
- type = VelSet
- trigger1 = HitOver
- x = 0
-
- [State 2116, 5]
- type = DefenceMulSet
- trigger1 = HitOver
- value = 1
-
- [State 2116, 6]
- type = ChangeState
- trigger1 = HitOver
- value = 2118
- ctrl = 0
-
- ;---------------------------------------------------------------------------
-
-
- ;---------------------------------------------------------------------------
- ; Dizzy
- [Statedef 2118]
- 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 2118, FFB Light]
- type = ForceFeedback
- trigger1 = anim = 5000
- trigger2 = anim = 5010
- persistent = 0
- time = 6
- waveform = square
-
- [State 2118, FFB Medium]
- type = ForceFeedback
- trigger1 = anim = 5001
- trigger2 = anim = 5011
- persistent = 0
- time = 8
- waveform = sinesquare
- ampl = 110,-1,-.3
-
- [State 2118, FFB Hard]
- type = ForceFeedback
- trigger1 = anim = 5012
- trigger2 = anim = 5002
- trigger3 = anim = 5030
- persistent = 0
- time = 15
- waveform = sinesquare
- ampl = 140
-
- ;---------------------------------------------------------------------------
-
- ;---------------------------------------------------------------------------
- ; SURE HIT ANIM
- [Statedef 2119]
- type = S
- movetype= H
- physics = N
- velset = 0,0
-
- [State 2119, 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 2119, 2] ;Anim for HIT_BACK
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = GetHitVar(animtype) = [3,5]
- value = 5030
-
- [State 2119, 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 2119, 4] ;Freeze anim
- type = ChangeAnim
- trigger1 = Time > 0
- value = anim
-
- [State 2119, 1] ;Anim for HIT_LIGHT to HIT_HARD
- type = selfstate
- trigger1 = Time >= 180
- value = 5100
- ctrl = 0
-
- [State 2119, FFB Light]
- type = ForceFeedback
- trigger1 = anim = 5000
- trigger2 = anim = 5010
- persistent = 0
- time = 6
- waveform = square
-
- [State 2119, FFB Medium]
- type = ForceFeedback
- trigger1 = anim = 5001
- trigger2 = anim = 5011
- persistent = 0
- time = 8
- waveform = sinesquare
- ampl = 110,-1,-.3
-
- [State 2119, FFB Hard]
- type = ForceFeedback
- trigger1 = anim = 5012
- trigger2 = anim = 5002
- trigger3 = anim = 5030
- persistent = 0
- time = 15
- waveform = sinesquare
- ampl = 140
-
- ;---------------------------------------------------------------------------
-
-