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Text File | 2003-09-04 | 68.9 KB | 3,333 lines |
- ; Common state file
-
- ;---------------------------------------------------------------------------
- ; Stand
- [Statedef 0]
- type = S
- physics = S
- sprpriority = 0
- velset=0,0
-
- [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=StopSnd
- trigger1=Time=0
- channel=16
- [State 0,4]
- type=removeexplod
- trigger1=Time=0
- id=16
-
- [State 0,5]
- type=DestroySelf
- trigger1=Ishelper
-
- [State 1010,1]
- type=varset
- trigger1=ctrl=1&&var(1)=1
- var(3)=1
-
- [State 0]
- type = ctrlset
- triggerall = var(1) = 1 && var(3) = 1
- trigger1 = p2bodydist X < 0
- trigger2 = roundstate = 3
- value = 1
-
- [State 1010,1]
- type=ctrlset
- triggerall=enemy,life>0
- trigger1=p2bodydist X>=0
- trigger1=Roundstate=2
- trigger1=var(1)=1
- value=0
-
- [STate 0]
- type=PosSet
- trigger1=Time=0
- y=0
-
- ;////////////////////////////////////////Æ╩Åφô«ì∞2002AI
- ;===========================================================================
- ;---------------------------------------------------------------------------
- [STate -1];âJâëâ~âeâBâGâôâh
- type = ChangeState
- value = 3700
- triggerall=Roundstate=2
- triggerall= var(1)=1&&var(3)=1&& power>=2000
- trigger1 = prevstateno = 5120 && random <= 222
- trigger1=p2bodydist X=[0,150]
-
- ;---------------------------------------------------------------------------
- [STate -1];âMâKâôâeâBâbâNâvâîâbâVââü[üEâIâüâKÅ≤æ╘
- type = ChangeState
- value = 3000
- triggerall=Roundstate=2&&enemy,stateno!=1045
- triggerall= var(1)=1&&var(3)=1&& power>=1000
- trigger1 = time <= 3
- trigger1=enemy,stateno=1046&&random>=888
- trigger2=enemy,stateno=1046 && random >=888
- trigger2=p2bodydist Y=[-150,-100]
-
- [STate 0]
- type=Changestate
- triggerall=Roundstate=2&&enemy,stateno!=1045
- triggerall = var(1)=1&&var(3)=1&&var(33)<=1
- trigger1=enemy,movetype=A && random <=666
- trigger1=enemy,vel Y>0
- trigger1=P2bodydist Y=[-150,-120]
- trigger2=Time<=2
- ;trigger2=enemy,vel Y>0
- trigger2=enemy,stateno=1046 && random <=777
- trigger2=p2bodydist Y=[-150,-100]
- trigger3=Time<=2
- ;trigger3=enemy,vel Y>0
- trigger3=enemy,stateno=1155 && random <=444
- value=1030
-
- ;===========================================================================
- [STate -1];âJâCâUü[âEâFâCâö
- type=Changestate
- triggerall=Roundstate=2 && numhelper(1700)=0
- triggerall=enemy,statetype!=L&&enemy,statetype!=A&&enemy,stateno!=[40,60]
- triggerall = var(1)=1&&var(3)=1
- trigger1=P2stateno=1795 && random <= 777
- trigger2=random <= 222
- trigger2=prevstateno=[1420,1421]
- trigger2=P2bodydist X=[120,300]
- value=1700
-
- [STate 0]
- type=Changestate
- triggerall=Roundstate=2
- triggerall=prevstateno!=[130,131]
- trigger1 = var(1)=1&&var(3)=1
- trigger1=enemy,movetype=A && random <=700
- trigger1=P2bodydist X=[-10,110]
- trigger1=enemy,statetype=S
- value=130
-
- [STate 0]
- type=Changestate
- triggerall=Roundstate=2
- triggerall=prevstateno!=[130,131]
- trigger1 = var(1)=1&&var(3)=1
- trigger1=enemy,movetype=A && random <=700
- trigger1=P2bodydist X=[-10,110]
- trigger1=enemy,statetype=C
- value=131
-
-
- ;---------------------------------------------------------------------------
- [STate -1];âWâFâmâTâCâhâJâbâ^ü[üE2002Å≤æ╘
- type=Changestate
- triggerall = var(1)=1&&var(3)=1
- triggerall=Roundstate=2&&var(33)<=1&&enemy,stateno!=1045
- triggerall=prevstateno=1150&&enemy,stateno!=1046
- trigger1=time<=2&& power<=1500
- value=1030
-
- [STate -1];âWâFâmâTâCâhâJâbâ^ü[üE2002Å≤æ╘
- type=Changestate
- triggerall = var(1)=1&&var(3)=1&&enemy,stateno!=1045
- triggerall=Roundstate=2&&var(33)<=1
- triggerall=enemy,stateno=1046
- trigger1=time<=2
- value=1030
-
- ;===========================================================================
- [STate -1];ârü[âXüEâfâBâXâgâëâNâVâçâôüEÄπüE2002Å≤æ╘
- type=Changestate
- triggerall=Roundstate=2
- triggerall = var(1)=1&&var(3)=1
- triggerall=enemy,stateno!=40
- trigger1=enemy,movetype=A && random <=88 && enemy,statetype!=A
- trigger1=P2bodydist X=[30,80]
- trigger1=p2stateno!=[5100,5120]
- value=1150
-
- [STate -1];ârü[âXüEâfâBâXâgâëâNâVâçâôüEï¡üE2002Å≤æ╘
- type=Changestate
- triggerall=Roundstate=2
- triggerall=enemy,stateno!=40
- trigger1 = var(1)=1&&var(3)=1
- trigger1=enemy,movetype=A && random <=33 && enemy,statetype!=A
- trigger1=P2bodydist X=[20,70]
- trigger1=p2stateno!=[5100,5120]
- value=1160
-
- [STate -1];â_ü[âNâoâèâAü[üEï¡
- type=Changestate
- triggerall=Statetype!=A&&numhelper(1600)=0
- triggerall=Roundstate=2
- triggerall = var(1)=1&&var(3)=1 && random <= 100
- trigger1=enemy,movetype=A
- trigger1 = time >= 5
- trigger1=P2bodydist X=[150,280]
- trigger2=Random<=333
- trigger2=prevstateno=[1420,1421]
- value=1610
-
- ;===========================================================================
- [STate -1];âJâCâUü[âtâFâjâbâNâX
- type=Changestate
- triggerall = var(1)=1&&var(3)=1 && power>=2000&&life<=400
- triggerall=Roundstate=2
- triggerall=P2bodydist X=[170,360]
- trigger1=prevstateno!=1150&&random<=333
- trigger1=time>=3
- trigger1=enemy,movetype!=A
- trigger2=P2stateno=1795&&random<=888
- value=3300
-
- [State -1, ]
- type = ChangeState
- value = 10
- triggerall=Roundstate=2
- trigger1 = var(1)=1&&var(3)=1 && random <= 20
- trigger1 = time >= 7
- trigger1=prevstateno!=1150
-
- [State -1, ]
- type = ChangeState
- value = 40
- triggerall=Roundstate=2
- triggerall = var(1)=1&&var(3)=1 && random <= 510
- triggerall = time >= 5
- trigger1=enemy,stateno=5120||enemy,statetype=C
- trigger1=prevstateno!=1150
- trigger2=backedgebodydist <= 30 && random <=500
- trigger2=enemy,stateno=[5100,5120]
- trigger3=(enemy,stateno=[5100,5120]) && random <= 111
-
- [State -1, Run Fwd]
- type = ChangeState
- value = 20
- triggerall=Roundstate=2
- triggerall = var(1)=1&&var(3)=1
- trigger1 = time >= 2 && random <= 50
- trigger1=P2bodydist X=[60,300]
- trigger1=prevstateno!=1150
- trigger2=prevstateno=1710&&enemy,statetype!=A
- trigger2=P2bodydist X=[100,300]
-
- [State -1, Run Fwd]
- type = ChangeState
- value = 100
- triggerall=Roundstate=2
- trigger1 = var(1)=1&&var(3)=1 && random <= 100
- trigger1 = time >= 3
- trigger1=P2bodydist X=[150,300]
- trigger1=prevstateno!=1150
-
- ;---------------------------------------------------------------------------
- ;âoâbâNâ_âbâVâà
- [State -1, Run Back]
- type = ChangeState
- value = 105
- triggerall=Roundstate=2
- triggerall= var(1)=1&&var(3)=1 && random <= 200
- triggerall=power<=1200
- trigger1 = time >= 7
- trigger1=P2bodydist X=[0,100]
- trigger1=prevstateno!=1150
- trigger2 = time >= 35
- trigger2=enemy,stateno=1046&&random<=22
-
- ;===========================================================================
- [STate -1];âfâXâgâëâNâVâçâôâIâüâKüEMAXüEâIâüâKüE2002âIâüâKÅ≤æ╘
- type=Changestate
- triggerall=Roundstate=2&&enemy,stateno!=1045
- triggerall = var(1)=1&&var(3)=1 && power>=2000
- triggerall=Time>=3
- triggerall=prevstateno!=1150&&enemy,stateno!=1046
- triggerall=enemy,statetype!=A
- trigger1=enemy,movetype=A && random <=222
- trigger1=P2bodydist X=[0,40]
- trigger1=enemy,statetype!=L
- trigger2=random <=100
- trigger2=P2bodydist X=[0,30]
- trigger2=enemy,statetype!=L
- value=3202
-
- [STate -1];âfâXâgâëâNâVâçâôâIâüâKüEÄπüEâIâüâKüE2002âIâüâKÅ≤æ╘
- type=Changestate
- triggerall=roundstate=2&&enemy,stateno!=1045
- triggerall = var(1)=1&&var(3)=1 && power>=1000
- triggerall=Time>=3&&prevstateno!=1150
- triggerall=enemy,statetype!=A
- triggerall=random <=100
- trigger1=P2bodydist X=[0,40]
- trigger1=enemy,statetype!=L
- trigger1=prevstateno!=1150&&enemy,stateno!=1046
- value=3200
-
- [STate -1];âfâXâgâëâNâVâçâôâIâüâKüEï¡üEâIâüâKüE2002âIâüâKÅ≤æ╘
- type=Changestate
- triggerall=Roundstate=2&&enemy,stateno!=1045
- triggerall=enemy,statetype!=A
- triggerall=prevstateno!=1150&&enemy,stateno!=1046
- triggerall = var(1)=1&&var(3)=1 && power>=1000
- trigger1=enemy,movetype=A && random <=444
- trigger1=P2bodydist X=[0,40]
- trigger1=enemy,statetype!=L
- value=3201
-
- ;===========================================================================
- [STate -1];âMâKâôâeâBâbâNâvâîâbâVââü[üEMAXüEâIâüâKÅ≤æ╘
- type=Changestate
- triggerall=Roundstate=2&&enemy,stateno!=1045
- triggerall = var(1)=1&&var(3)=1 && power>=2000
- triggerall=Time>=3
- triggerall=prevstateno!=1150&&enemy,stateno!=1046
- trigger1=enemy,movetype=A && random <=100
- trigger1=P2bodydist X=[0,60]
- trigger1=enemy,statetype!=L
- value=3002
-
- [STate -1];âMâKâôâeâBâbâNâvâîâbâVââü[üEÄπüEâIâüâKÅ≤æ╘
- type=Changestate
- triggerall=roundstate=2&&enemy,stateno!=1045
- triggerall = var(1)=1&&var(3)=1 && power>=1000
- triggerall=prevstateno!=1150
- triggerall=Time>=3
- triggerall=random <=100
- trigger1=P2bodydist X=[0,80]
- trigger1=enemy,statetype!=L
- value=3000
-
- [STate -1];âMâKâôâeâBâbâNâvâîâbâVââü[üEï¡üEâIâüâKÅ≤æ╘
- type=Changestate
- triggerall=Roundstate=2&&enemy,stateno!=1045
- triggerall=prevstateno!=1150&&enemy,stateno!=1046
- triggerall = var(1)=1&&var(3)=1 && power>=1000
- trigger1=enemy,movetype=A && random <=333
- trigger1=P2bodydist X=[0,60]
- trigger1=enemy,statetype!=L
- value=3001
-
- ;---------------------------------------------------------------------------
- [STate -1];âWâFâmâTâCâhâJâbâ^ü[üEï¡üE2002Å≤æ╘
- type=Changestate
- triggerall=Roundstate=2&&enemy,stateno!=1045
- trigger1 = var(1)=1&&var(3)=1 ;&& power>=1000
- trigger1=enemy,movetype=A && random <=222
- trigger1=P2bodydist X=[20,70]
- trigger1=enemy,statetype!=L&&prevstateno!=1150&&prevstateno!=1025
- value=1040
-
- ;---------------------------------------------------------------------------
- ;îπæ▐ö≡é»
- [State -1,back]
- type = ChangeState
- value = 218
- triggerall=Roundstate=2
- triggerall = var(1)=1&&var(3)=1
- triggerall=backedgebodydist >=80
- trigger1=enemy,movetype=A && random <=500
- trigger1=P2bodydist X=[-10,40]
- trigger1=enemy,statetype=S
- trigger1=prevstateno!=1150
- trigger2=prevstateno!=218 && random <=500
- trigger2=enemy,stateno=[5100,5120]
- ;---------------------------------------------------------------------------
- ;æOÉiö≡é»
- [State -1,back]
- type = ChangeState
- value = 219
- triggerall=Roundstate=2
- triggerall=backedgebodydist <=50
- triggerall = var(1)=1&&var(3)=1
- trigger1=enemy,movetype=A && random <=600
- trigger1=P2bodydist X=[-10,300]
- trigger1=enemy,statetype=S
- trigger1=prevstateno!=1150
- trigger2=prevstateno!=219 && random <=22
- trigger2=enemy,stateno=[5100,5120]
-
- ;---------------------------------------------------------------------------
- ;âXâRü[âsâIâôâfâXâìâbâN
- [State -1]
- type = ChangeState
- value = 800
- triggerall = var(1)=1&&var(3)=1
- trigger1=enemy,movetype=A && random <=777
- trigger1 = p2bodydist X =[0, 5]
- trigger1 = (p2statetype = S) || (p2statetype = C)
- trigger1 = p2movetype != H
- trigger1=prevstateno!=1150
- trigger1 = enemy,stateno != 1045
-
- ;---------------------------------------------------------------------------
- ;âXâRü[âsâIâôâuâìâE
- [State -1]
- type = ChangeState
- value = 840
- triggerall = var(1)=1&&var(3)=1
- triggerall = enemy,stateno != 1045
- triggerall=enemy,movetype=A && random <=777
- triggerall=prevstateno!=1150
- trigger1 = p2bodydist X =[0, 5]
- trigger1 = (p2statetype = S) || (p2statetype = C)
- trigger1 = p2movetype != H
- trigger2 = p2bodydist X =[0, 5]
- trigger2 = (p2statetype = S) || (p2statetype = C)
- trigger2 = p2movetype != H
-
- ;===========================================================================
- [STate -1];Kô┴ÄΩïZ
- type=Changestate
- triggerall=Roundstate=2
- triggerall = var(1)=1&&var(3)=1 && random <= 500
- triggerall = time >= 3
- triggerall=P2bodydist X=[0,50]
- trigger1=enemy,Statetype=C
- trigger1=Prevstateno!=1150
- trigger2=prevstateno=100||enemy,stateno=5120
- value=237
-
- ;===========================================================================
- [STate -1];ârü[âXüEâfâBâXâgâëâNâVâçâôüEÄπüE2002Å≤æ╘
- type=Changestate
- triggerall=Roundstate=2
- triggerall=enemy,stateno!=40&&enemy,statetype!=A
- triggerall = var(1)=1&&var(3)=1 && random <= 222
- trigger1 = time >= 6
- trigger1=P2bodydist X=[60,160]
- trigger1=Prevstateno!=1150
- trigger1=p2stateno!=[5100,5120]
- value=1150
-
- [STate -1];ârü[âXüEâfâBâXâgâëâNâVâçâôüEï¡üE2002Å≤æ╘
- type=Changestate
- triggerall=Roundstate=2
- triggerall=enemy,stateno!=40&&enemy,statetype!=A
- triggerall = var(1)=1&&var(3)=1 && random <= 20
- trigger1 = time >= 6
- trigger1=P2bodydist X=[70,160]
- trigger1=Prevstateno!=1150
- trigger1=p2stateno!=[5100,5120]
- value=1160
- ;===========================================================================
- [STate -1];âWâFâmâTâCâhâJâbâ^ü[üEÄπüE2002Å≤æ╘
- type=Changestate
- triggerall=Roundstate=2&&enemy,stateno!=1046&&var(33)<=1
- trigger1 = var(1)=1&&var(3)=1 && random <= 100&&enemy,stateno!=1045
- trigger1 = time >= 6&&prevstateno!=1150&&prevstateno!=1025
- trigger1=P2bodydist X=[0,50]
- value=1030
-
- [STate -1];âWâFâmâTâCâhâJâbâ^ü[üEï¡üE2002Å≤æ╘
- type=Changestate
- triggerall=Roundstate=2&&enemy,stateno!=1046&&var(33)<=1
- trigger1 = var(1)=1&&var(3)=1 && random <= 88&&enemy,stateno!=1045
- trigger1 = time >= 6&&prevstateno!=1150&&prevstateno!=1025
- trigger1=P2bodydist X=[0,120]
- value=1040
- ;===========================================================================
- [STate -1];ù≤òùî¥üEÄπüE2002Å≤æ╘
- type=Changestate
- triggerall=Roundstate=2 && numhelper(1400)=0
- trigger1 = var(1)=1&&var(3)=1 && random <= 444
- trigger1 = time >= 4
- trigger1=P2bodydist X=[160,300]
- trigger1=Prevstateno!=1150
- value=1420
-
- [STate -1];ù≤òùî¥üEï¡2002Å≤æ╘
- type=Changestate
- triggerall=Roundstate=2 && numhelper(1400)=0
- trigger1 = var(1)=1&&var(3)=1 && random <= 444
- trigger1 = time >= 4
- trigger1=P2bodydist X=[160,300]
- trigger1=Prevstateno!=1150
- value=1421
- ;===========================================================================
- [STate -1];âJâCâUü[âEâFâCâö
- type=Changestate
- triggerall=Roundstate=2 && numhelper(1700)=0
- triggerall=enemy,statetype!=L
- trigger1 = var(1)=1&&var(3)=1 && random <= 700
- trigger1 = time >= 5
- trigger1=P2bodydist X=[160,300]
- trigger1=Prevstateno!=1150
- value=1700
-
- ;===========================================================================
-
- ;ùºé┐ï¡âLâbâN
- [State -1]
- type = ChangeState
- value = 245
- triggerall=Roundstate=2
- triggerall=enemy,stateno!=[5100,5120]
- triggerall=enemy,statetype!=L
- triggerall=prevstateno!=1150&&enemy,stateno!=1046
- trigger1 = var(1)=1&&var(3)=1 && random <= 500
- trigger1 = time >= 3
- trigger1=P2bodydist X=[0,20]
- trigger1=Prevstateno!=1150
- trigger1=enemy,stateno != 1045
-
- ;===========================================================================
- ;Stand Strong Punch
- ;ùºé┐ï¡âpâôâ`
- [State -1, Stand Strong Punch]
- type = ChangeState
- value = 210
- triggerall=Roundstate=2
- triggerall=enemy,stateno!=[5100,5120]
- triggerall=enemy,statetype!=L
- triggerall=prevstateno!=1150&&enemy,stateno!=1046
- trigger1 = var(1)=1&&var(3)=1 && random <= 50
- trigger1 = time >= 5
- trigger1=P2bodydist X=[40,80]
- trigger1=Prevstateno!=1150
- trigger1=enemy,stateno != 1045
- ;---------------------------------------------------------------------------
- ;Stand Light Kick
- ;ùºé┐ÄπâLâbâN
- [State -1, Stand Light Kick]
- type = ChangeState
- value = 230
- triggerall=Roundstate=2
- triggerall=enemy,statetype!=L
- triggerall=enemy,stateno!=[5100,5120]
- triggerall=prevstateno!=1150&&enemy,stateno!=1046
- trigger1 = var(1)=1&&var(3)=1 && random <= 450
- trigger1 = time >= 3
- trigger1=P2bodydist X=[25,55]
- trigger1=Prevstateno!=1150
- ;---------------------------------------------------------------------------
- ;Standing Strong Kick
- ;ùºé┐ï¡âLâbâN
- [State -1, Standing Strong Kick]
- type = ChangeState
- value = 240
- triggerall=Roundstate=2
- triggerall=enemy,statetype!=L
- triggerall=enemy,stateno!=[5100,5120]
- triggerall=prevstateno!=1150&&enemy,stateno!=1046
- trigger1 = var(1)=1&&var(3)=1 && random <= 150
- trigger1 = time >= 3
- trigger1=P2bodydist X=[40,70]
- trigger1=Prevstateno!=1150
-
- [State -1, Crouching Light Kick]
- type = ChangeState
- value = 430
- triggerall=enemy,stateno!=[5100,5120]
- triggerall=prevstateno!=1150&&enemy,stateno!=1046
- triggerall=enemy,statetype=S
- trigger1 = var(1)=1&&var(3)=1 && random <= 777
- trigger1 = time >= 1
- trigger1=P2bodydist X=[0,30]
-
- ;---------------------------------------------------------------------------
- ;Taunt
- ;ƺö¡
- [State -1, Taunt]
- type = ChangeState
- value =195
- triggerall=Roundstate=2
- triggerall = var(1)=1&&var(3)=1 && random <= 20
- trigger1 = time >= 10
- trigger1=P2bodydist X=[250,300]
- trigger2=enemy,stateno=1046&&prevstateno!=195 && random <= 555
-
- ;---------------------------------------------------------------------------
- ; Stand to Crouch
- [Statedef 10]
- type = C
- physics = C
- anim = 10
- velset=0,0
-
- [State 10, 1]
- type = VelMul
- trigger1 = Time = 0
- x = .75
-
- [State 1010,1]
- type=ctrlset
- trigger1=p2bodydist X<0
- value=1
-
- [State 1010,1]
- type=ctrlset
- trigger1=p2bodydist X>=0
- trigger1=Roundstate=2
- trigger1=var(1)=1&&var(3)=1
- value=0
-
- [State 10, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
-
- ;---------------------------------------------------------------------------
- ; Crouching
- [Statedef 11]
- type = C
- physics = C
- anim = 11
- sprpriority = 0
- velset=0,0
-
- [State 1010,1]
- type=ctrlset
- trigger1=p2bodydist X<0
- value=1
-
- [State 1010,1]
- type=ctrlset
- trigger1=p2bodydist X>=0
- trigger1=Roundstate=2
- trigger1=var(1)=1&&var(3)=1
- value=0
-
- [State 11, 1] ;Change from turning animation
- type = ChangeAnim
- trigger1 = Anim = 6 && AnimTime = 0
- value = 11
-
- [STate 0]
- type=Changestate
- triggerall=Roundstate=2&&enemy,stateno!=1046&&var(33)<=1
- trigger1 = var(1)=1&&var(3)=1
- trigger1=enemy,movetype=A && random <=700
- trigger1=P2bodydist X=[-20,60]
- value=1030
-
- ;---------------------------------------------------------------------------
- ;Crouching Light Kick
- ;é╡éßé¬é▌ÄπâLâbâN
- [State -1, Crouching Light Kick]
- type = ChangeState
- value = 430
- triggerall=prevstateno!=1150&&enemy,stateno!=1046
- triggerall=enemy,statetype=S
- trigger1 = var(1)=1&&var(3)=1 && random <= 555
- trigger1 = time >= 1
- trigger1=P2bodydist X=[0,30]
-
- [STate -1];ârü[âXüEâfâBâXâgâëâNâVâçâôüEï¡üE2002Å≤æ╘
- type=Changestate
- triggerall=Roundstate=2
- trigger1 = var(1)=1&&var(3)=1 && random <= 50
- trigger1 = time >= 3
- trigger1=P2bodydist X=[30,220]
- trigger1=Prevstateno!=1150
- trigger1=p2stateno!=[5100,5120]
- value=1160
-
- [STate -1];ârü[âXüEâfâBâXâgâëâNâVâçâôüE2002Å≤æ╘
- type=Changestate
- triggerall=Roundstate=2
- trigger1 = var(1)=1&&var(3)=1 && random <= 444
- trigger1 = time >= 1
- trigger1=P2bodydist X=[220,360]
- trigger1=Prevstateno!=1150
- trigger1=p2stateno!=[5100,5120]
- value=1150
-
- ;---------------------------------------------------------------------------
- [STate 0]
- type=Changestate
- triggerall=prevstateno!=[130,131]
- trigger1 = var(1)=1&&var(3)=1
- trigger1=enemy,movetype=A && random <=500
- trigger1=P2bodydist X=[-10,120]
- trigger1=enemy,statetype=S
- value=130
-
- [STate 0]
- type=Changestate
- triggerall=prevstateno!=[130,131]
- trigger1 = var(1)=1&&var(3)=1
- trigger1=enemy,movetype=A && random <=500
- trigger1=P2bodydist X=[-10,120]
- trigger1=enemy,statetype=C
- value=131
-
- ;---------------------------------------------------------------------------
- ;îπæ▐ö≡é»
- [State -1,back]
- type = ChangeState
- value = 218
- trigger1 = var(1)=1&&var(3)=1
- trigger1=enemy,movetype=A && random <=100
- trigger1=P2bodydist X=[-10,40]
- trigger1=enemy,statetype=S
- ;---------------------------------------------------------------------------
- ;æOÉiö≡é»
- [State -1,back]
- type = ChangeState
- value = 219
- trigger1 = var(1)=1&&var(3)=1
- trigger1=enemy,movetype=A && random <=100
- trigger1=P2bodydist X=[-10,90]
- trigger1=enemy,statetype=S
-
- ;Crouching Light Punch
- ;é╡éßé¬é▌Äπâpâôâ`
- [State -1, Crouching Light Punch]
- type = ChangeState
- value = 400
- triggerall=prevstateno!=1150&&enemy,stateno!=1046
- triggerall=enemy,statetype=S
- trigger1 = var(1)=1&&var(3)=1 && random <= 200
- trigger1 = time >= 5
- trigger1=P2bodydist X=[0,30]
- ;---------------------------------------------------------------------------
- ;Crouching Strong Punch
- ;é╡éßé¬é▌ï¡âpâôâ`
- [State -1, Crouching Strong Punch]
- type = ChangeState
- value = 410
- triggerall=prevstateno!=1150&&enemy,stateno!=1046
- triggerall=enemy,statetype=S
- trigger1 = var(1)=1&&var(3)=1 && random <= 200
- trigger1 = time >= 5
- trigger1=P2bodydist X=[20,50]
-
- ;---------------------------------------------------------------------------
- ;Crouching Strong Kick
- ;é╡éßé¬é▌ï¡âLâbâN
- [State -1, Crouching Strong Kick]
- type = ChangeState
- value = 440
- triggerall=prevstateno!=1150&&enemy,stateno!=1046
- triggerall=enemy,statetype=S
- trigger1 = var(1)=1&&var(3)=1 && random <= 200
- trigger1 = time >= 5
- trigger1=P2bodydist X=[30,100]
-
- [State 10, 2]
- type = ChangeState
- trigger1 = var(1)=1&&var(3)=1&&Time>=30
- value = 12
-
- ;---------------------------------------------------------------------------
- ; Crouch to Stand
- [Statedef 12]
- type = S
- physics = S
- anim = 12
- velset=0,0
- ctrl=1
-
- [State 12, 1]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
-
- ;---------------------------------------------------------------------------
- ; Walk
- [Statedef 20]
- type = S
- physics = S
- sprpriority = 0
- velset=0,0
-
- [State 20, 1]
- type = VelSet
- trigger1 = command = "holdfwd"
- trigger2 = var(1)
- 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
-
- [STate -1]
- type=Changestate
- triggerall=Roundstate=2
- trigger1=Time>=3
- trigger1 = var(1)=1&&var(3)=1
- trigger1=enemy,statetype=C && random <=666
- trigger1=P2bodydist X=[0,50]
- value=40
-
- [STate -1]
- type=Changestate
- triggerall=Roundstate=2
- trigger1=Time>=3
- trigger1 = var(1)=1&&var(3)=1
- trigger1=enemy,statetype=S && random <=666
- trigger1=P2bodydist X=[0,50]
- value=10
-
- [STate -1];ârü[âXüEâfâBâXâgâëâNâVâçâôüEï¡üE2002Å≤æ╘
- type=Changestate
- triggerall=Roundstate=2
- trigger1=Time>=10
- trigger1 = var(1)=1&&var(3)=1
- trigger1=enemy,movetype=A && random <=22 && enemy,statetype!=A
- trigger1=P2bodydist X=[20,70]
- value=1160
-
- [STate 0]
- type=Changestate
- triggerall=prevstateno!=[130,131]
- trigger1 = var(1)=1&&var(3)=1
- trigger1=enemy,movetype=A && vel X<0
- trigger1=P2bodydist X=[-10,120]
- trigger1=enemy,statetype=S
- value=130
-
- [STate 0]
- type=Changestate
- triggerall=prevstateno!=[130,131]
- trigger1 = var(1)=1&&var(3)=1
- trigger1=enemy,movetype=A && vel X<0
- trigger1=P2bodydist X=[-10,120]
- trigger1=enemy,statetype=S
- value=131
-
- [STate -1];
- type=Changestate
- triggerall=Roundstate=2&&enemy,stateno!=1046&&var(33)<=1
- trigger1 = var(1)=1&&var(3)=1
- trigger1=time>=20&&random<=222
- value=1030
-
- [State 20, 3]
- type = Changestate
- triggerall=var(1)=1&&var(3)=1
- trigger1 = vel x = 0
- trigger1=Time>=40
- value = 0
- ctrl=1
-
- ;---------------------------------------------------------------------------
- ; Jump Start
- [Statedef 40]
- type = S
- physics = S
- anim = 40
- ctrl = 0
- sprpriority = 2
- velset=0,0
-
- [STate 53]
- type=NotHitBy
- trigger1=1
- value=SAC,NT,ST,HT
-
- [State 40, 0]
- type=varSet
- trigger1=Time=0
- var(27)=0
- [State 40, 01]
- type = varSet
- trigger1 =1&&var(25)=0
- trigger1=Command="holdfwd"
- var(27)=1
- [State 40, 02]
- type = varSet
- trigger1 =1&&var(25)=0
- trigger1=Command="holdback"
- var(27)=-1
-
- [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 = -9.0
- [State 40, 3]
- type = varSet
- trigger1 = command = "holdfwd"&&Animtime=0&&var(29)=10&&var(25)=0
- var(27)=1
-
- [State 40, 3]
- type = varSet
- trigger1 = command = "holdback"&&Animtime=0&&var(29)=10&&var(25)=0
- var(27)=-1
- [State 40, 4]
- type = VelSet
- trigger1 = AnimTime = 0&&command="holdup"&&var(29)=10&&var(25)=0
- x = 5*var(27)
-
- [State 40, 4]
- type = VelSet
- trigger1 = AnimTime = 0&&command!="holdup"&&var(29)=10&&var(25)=0
- trigger2=AnimTime = 0&&var(1)
- x = 5
-
- [State 40, 6]
- type = ChangeState
- trigger1 = AnimTime=0&&var(29)=10&&var(25)=0
- trigger1=Command="holdup"
- value = 56
- ctrl = 1
- [State 40, 6]
- type = ChangeState
- trigger1 = AnimTime=0&&var(29)=10&&var(25)=0
- trigger1=Command!="holdup"
- value = 55
- ctrl = 1
-
- [State 40, 6]
- type = ChangeState
- trigger1 = var(25)=1
- value = 53
-
- [State 40, 6]
- type = ChangeState
- trigger1 = AnimTime=0&&var(25)=0
- trigger1=Command!="holdup"
- value = 54
- ctrl = 1
- [State 40, 6]
- type = ChangeState
- trigger1 = AnimTime=0&&var(25)=0
- trigger1=Command="holdup"
- trigger2=Animtime=0
- value = 50
- ctrl = 1
- [State 40,7]
- type=varSet
- trigger1=Prevstateno=100
- var(29)=10
- ;---------------------------------------------------------------------------
- ; 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&&var(29)=10, 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
-
- [State 50,4]
- type=PlaySnd
- trigger1=Time=0
- value=1,3
- channel=5
- ;---------------------------------------------------------------------------
- ; Jump Down (empty state for compatibility)
- [Statedef 51]
- type = A
- physics = A
-
- [State 51, 1]
- type = Null
- trigger1 = 1
-
- ;---------------------------------------------------------------------------
- ; Jump Land
- [Statedef 52]
- type = S
- physics = S
- ctrl = 0
- anim = 47
-
- [State 52, 1]
- type = VelSet
- trigger1 = Time = 0
- x = 0
- y = 0
-
- [State 52, 2]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 52,1]
- type=Turn
- trigger1=Time=0&&P2bodydist X<-40
-
- [State 52, 3]
- type = CtrlSet
- trigger1 = Time = 1
- value = 1
-
- [State 52, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- [State 0,5]
- type=DestroySelf
- trigger1=Ishelper
-
- [State 52, 3]
- type = varSet
- trigger1 = Time = 0
- var(29)=0
-
- [State 50,4]
- type=PlaySnd
- trigger1=Time=0
- value=1,12
- channel=5
-
- ;---------------------------------------------------------------------------
- ;æσüòÆåJump Start
- [Statedef 53]
- type = S
- physics = S
- anim = 40
- ctrl = 0
- sprpriority = 2
- velset=0,0
-
- [STate 53]
- type=NotHitBy
- trigger1=1
- value=SAC,NT,ST,HT
-
- [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, 3]
- type = varSet
- trigger1 = command = "holdfwd"
- var(27)=1
-
- [State 40, 3]
- type = varSet
- trigger1 = command = "holdback"
- var(27)=-1
-
- [State 40, 4]
- type = VelSet
- trigger1 = command!="holdup";&&Animtime=0
- x = 5.3*var(27)
-
- [State 40, 4]
- type = VelSet
- trigger1 = AnimTime = 0&&command="holdup"
- x = 5.3*var(27)
- ;///////////////////////////////
- [State 0, 1];âWâââôâvìUîéùp
- type = varSet
- trigger1 = Time = 0
- var(15) = 0
-
- [State 0, 1];âWâââôâvìUîéùp
- type = varSet
- trigger1 = command="x"
- var(15) = 1
-
- [State 0, 1];âWâââôâvìUîéùp
- type = varSet
- trigger1 = command="y"
- var(15) = 2
-
- [State 0, 1];âWâââôâvìUîéùp
- type = varSet
- trigger1 = command="z" || command="é╙é┴é╞é╬é╡"
- var(15) = 3
-
- [State 0, 1];âWâââôâvìUîéùp
- type = varSet
- trigger1 = command="a"
- var(15) = 4
-
- [State 0, 1];âWâââôâvìUîéùp
- type = varSet
- trigger1 = command="b"
- var(15) = 5
-
- [State 0, 1];âWâââôâvìUîéùp
- type = varSet
- trigger1 = command="c"
- var(15) = 6
-
- [State 40, 6]
- type = ChangeState
- trigger1 =animTime=0&&command!="holdup"
- value = 55
- ctrl = 1
- [State 40, 6]
- type = ChangeState
- trigger1 =animTime=0&&command="holdup"
- value = 56
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ;żâWâââôâv
- [Statedef 54]
- type = A
- physics = A
- ctrl=1
-
- [STate 12,0]
- type=varset
- trigger1=time=0
- var(4)=0
-
- [STate 53,0]
- type=VelSet
- trigger1=time=0
- y=-7
- persistent=0
-
-
- [STate 53,0]
- type=Veladd
- trigger1=1
- y=.08
-
- [State 53,0]
- type=NotHitBy
- trigger1=1
- trigger1=Pos Y<0
- value=C
- time=10
-
- [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 53, 3]
- type = ChangeAnim
- trigger1 = Vel y > -2
- trigger1 = SelfAnimExist(anim + 3)
- persistent = 0
- value = Anim + 3
-
- [State 50,4]
- type=PlaySnd
- trigger1=Time=0
- value=1,3
- channel=5
-
- ;---------------------------------------------------------------------------
- ;ÆåâWâââôâv
- [Statedef 55]
- type = A
- physics = A
- ctrl=1
-
- [STate 54,0]
- type=VelSet
- trigger1=time=0
- y=-7
- persistent=0
- [State 40,3]
- type=AfterImage
- trigger1 = Time = 1&&Vel X!=0
- time=20
- length=8
- trans=add1
- [STate 53,0]
- type=Veladd
- trigger1=1
- y=.08
-
- [State 53,0]
- type=NotHitBy
- trigger1=1
- trigger1=Pos Y<0
- value=C
- time=10
-
- [State 50, 1]
- type = varSet
- trigger1 = Time = 0
- sysvar(1) = 0
-
- [State 54, 2]
- type = ChangeAnim
- trigger1 = Time = 0
- value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))
-
- [State 53, 3]
- type = ChangeAnim
- trigger1 = Vel y > -2
- trigger1 = SelfAnimExist(anim + 3)
- persistent = 0
- value = Anim + 3
-
- [State 50,4]
- type=PlaySnd
- trigger1=Time=0
- value=1,4
- channel=5
-
- ;/////////////////////////////////////
- [State 54, 2]
- type = Changestate
- trigger1 = var(15) != 0
- trigger1 = Time = 0
- trigger1 = var(15) = 1
- value = 600
-
- [State 54, 2]
- type = Changestate
- trigger1 = var(15) != 0
- trigger1 = Time = 0
- trigger1 = var(15) = 2
- value = ifelse(vel X = 0,610,615)
-
- [State 54, 2]
- type = Changestate
- trigger1 = var(15) != 0
- trigger1 = Time = 0
- trigger1 = var(15) = 3
- value = 650
-
- [State 54, 2]
- type = Changestate
- trigger1 = var(15) != 0
- trigger1 = Time = 0
- trigger1 = var(15) = 4
- value = ifelse(vel X = 0,630,635)
-
- [State 54, 2]
- type = Changestate
- trigger1 = var(15) != 0
- trigger1 = Time = 0
- trigger1 = var(15) = 5
- value = ifelse(vel X = 0,640,645)
-
- ;/////////////////////////////////////
- ;---------------------------------------------------------------------------
- ;æσâWâââôâv
- [Statedef 56]
- type = A
- physics = N
- ctrl=1
-
- [STate 54,0]
- type=Veladd
- trigger1=time=0
- x=.5*sysvar(1)
- persistent=0
-
- [STate 54,0]
- type=VelSet
- trigger1=time=0
- y=-9.5
- persistent=0
-
- [State 55,2]
- type=VelAdd
- trigger1=1
- y=.6
-
- [State 53,0]
- type=NotHitBy
- trigger1=1
- trigger1=Pos Y<0
- value=C
- time=10
-
- [State 50, 1]
- type = varSet
- trigger1 = Time = 0
- sysvar(1) = 0
-
- [State 54, 2]
- type = ChangeAnim
- trigger1 = Time = 0
- value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))
-
- [State 53, 3]
- type = ChangeAnim
- trigger1 = Vel y > -2
- trigger1 = SelfAnimExist(anim + 3)
- persistent = 0
- value = Anim + 3
-
- [State 50,4]
- type=PlaySnd
- trigger1=Time=0&&Vel X=0
- value=1,3
- channel=5
-
- [State 50,4]
- type=PlaySnd
- trigger1=Time=0&&Vel X!=0
- value=1,4
- channel=5
-
- [STate 53,5]
- type=AfterImage
- trigger1=Time=3&&Vel X!=0
- time=30
- trans=Add1
- length=9
-
- ;/////////////////////////////////////
- [State 54, 2]
- type = Changestate
- trigger1 = var(15) != 0
- trigger1 = Time = 0
- trigger1 = var(15) = 1
- value = 600
-
- [State 54, 2]
- type = Changestate
- trigger1 = var(15) != 0
- trigger1 = Time = 0
- trigger1 = var(15) = 2
- value = ifelse(vel X = 0,610,615)
-
- [State 54, 2]
- type = Changestate
- trigger1 = var(15) != 0
- trigger1 = Time = 0
- trigger1 = var(15) = 3
- value = 650
-
- [State 54, 2]
- type = Changestate
- trigger1 = var(15) != 0
- trigger1 = Time = 0
- trigger1 = var(15) = 4
- value = ifelse(vel X = 0,630,635)
-
- [State 54, 2]
- type = Changestate
- trigger1 = var(15) != 0
- trigger1 = Time = 0
- trigger1 = var(15) = 5
- value = ifelse(vel X = 0,640,645)
-
- ;/////////////////////////////////////
-
- [State 55,5]
- type=Changestate
- trigger1=Pos Y>=0&Vel Y>0
- value=52
- ;---------------------------------------------------------------------------
- ; RUN_FWD
- [Statedef 100]
- type = S
- physics = S
- anim = 100
- sprpriority = 1
- velset=0,0
-
- [State 100, 1]
- type = VelSet
- trigger1 = 1
- x = const(velocity.run.fwd.x)
-
- [State 1010,1]
- type=ctrlset
- trigger1=Roundstate=2
- trigger1=var(1)=1&&var(3)=1
- value=0
-
- [State 100, 2] ;Prevent run from canceling into walk
- type = AssertSpecial
- trigger1 = 1
- flag = NoWalk
-
- [State 100, 3] ;Prevent from turning
- type = AssertSpecial
- trigger1 = 1
- flag = NoAutoTurn
-
- [State 100, 4]
- type = ChangeState
- trigger1=var(1)=0
- trigger1 = command != "holdfwd"&&Time>=10
- trigger2=var(1)=1&&var(3)=1
- trigger2 =Time>=30
- trigger3=Time>=10
- trigger3=var(1)=1&&var(3)=1&&random<=600
- trigger3 =p2bodydist X=[0,20]
- trigger4=enemy,movetype=A
- value = 0
-
- [State 100,5]
- type=PlaySnd
- triggerall=Time>=0;8
- trigger1=TimeMod=33,0;33,8
- value=1,55
- channel=13
-
- ;===========================================================================
-
- ;ùºé┐ï¡âLâbâN
- [State -1]
- type = ChangeState
- value = 245
- triggerall=Roundstate=2
- triggerall=enemy,statetype!=L
- triggerall=prevstateno!=1150&&enemy,stateno!=1046
- trigger1 = var(1)=1&&var(3)=1 && random <= 500
- trigger1 = time >= 3
- trigger1=P2bodydist X=[0,20]
- trigger1=Prevstateno!=1150
- trigger1=enemy,stateno != 1045
-
- ;===========================================================================
- ;Stand Strong Punch
- ;ùºé┐ï¡âpâôâ`
- [State -1, Stand Strong Punch]
- type = ChangeState
- value = 210
- triggerall=Roundstate=2
- triggerall=enemy,statetype!=L
- triggerall=prevstateno!=1150&&enemy,stateno!=1046
- trigger1 = var(1)=1&&var(3)=1 && random <= 50
- trigger1 = time >= 5
- trigger1=P2bodydist X=[40,80]
- trigger1=Prevstateno!=1150
- ;---------------------------------------------------------------------------
- ;Stand Light Kick
- ;ùºé┐ÄπâLâbâN
- [State -1, Stand Light Kick]
- type = ChangeState
- value = 230
- triggerall=Roundstate=2
- triggerall=enemy,statetype!=L
- triggerall=prevstateno!=1150&&enemy,stateno!=1046
- trigger1 = var(1)=1&&var(3)=1 && random <= 450
- trigger1 = time >= 3
- trigger1=P2bodydist X=[25,55]
- trigger1=Prevstateno!=1150
- ;---------------------------------------------------------------------------
- ;Standing Strong Kick
- ;ùºé┐ï¡âLâbâN
- [State -1, Standing Strong Kick]
- type = ChangeState
- value = 240
- triggerall=Roundstate=2
- triggerall=enemy,statetype!=L
- triggerall=prevstateno!=1150&&enemy,stateno!=1046
- trigger1 = var(1)=1&&var(3)=1 && random <= 150
- trigger1 = time >= 3
- trigger1=P2bodydist X=[40,70]
- trigger1=Prevstateno!=1150
- ;---------------------------------------------------------------------------
-
- ;---------------------------------------------------------------------------
- ; RUN_BACK
- [Statedef 105]
- type = A
- physics = A
- ctrl = 0
- anim = 105
- sprpriority = 1
-
- [State 105, 1]
- type = VelSet
- trigger1 = Time = 0
- x = const(velocity.run.back.x)
- y = const(velocity.run.back.y)
-
- [STate 105]
- type=VelAdd
- trigger1=Time>=3
- x=.1
-
- [STate 1500]
- type=AfterImagetime
- trigger1=Time=0
- time=0
-
- [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
- velset=0,0
-
- [State 101,3]
- type=AfterImagetime
- trigger1=Time=0
- time=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
-
- ;---------------------------------------------------------------------------
- ; GUARD (start)
- [Statedef 120]
- type = U ;Leave state type unchanged
- physics = U ;Leave physics unchanged
-
- [State 120, 1]
- type = ChangeAnim
- trigger1 = Time = 0
- value = 120 + (statetype = C) + (statetype = A)*2
-
- [State 120, 2]
- type = StateTypeSet
- trigger1 = Time = 0 && statetype = S
- physics = S
-
- [State 120, 3]
- type = StateTypeSet
- trigger1 = Time = 0 && statetype = C
- physics = C
-
- [State 120, 4]
- type = StateTypeSet
- trigger1 = Time = 0 && statetype = A
- physics = A
-
- [State 120, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 130 + (statetype = C) + (statetype = A)*2
-
- ;---------------------------------------------------------------------------
- ; 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
-
- ;---------------------------------------------------------------------------
- ; GUARD (end)
- [Statedef 140]
- type = U ;Leave state type unchanged
- physics = U ;Leave physics unchanged
- ctrl = 1
-
- [State 140, 1]
- type = ChangeAnim
- trigger1 = Time = 0
- value = 140 + (statetype = C) + (statetype = A)*2
-
- [State 140, 2]
- type = StateTypeSet
- trigger1 = Time = 0 && statetype = S
- physics = S
-
- [State 140, 3]
- type = StateTypeSet
- trigger1 = Time = 0 && statetype = C
- physics = C
-
- [State 140, 4]
- type = StateTypeSet
- trigger1 = Time = 0 && statetype = A
- physics = A
-
- ;[State 140, 5] ;Implemented within engine
- ;type = ChangeState
- ;trigger1 = AnimTime = 0
- ;value = (statetype = C)*11 + (statetype = A)*51
-
- ;---------------------------------------------------------------------------
- ; 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 180, 1];âfâoâbâOùp
- type = null;ChangeState
- trigger1=Time=0
- value = 192
-
- [STate 190,0]
- type=null;varRandom
- trigger1=Time=0
- v=8
- range=88
-
- [State 190, 1]
- type = ChangeAnim
- trigger1 = SelfAnimExist(190)
- value = 190
-
- ;--------------------------------------
- [State 190, 2] ;Go straight to intro.
- type = null;ChangeState
- triggerall=Time=0
- trigger1 =P2name="Gouki by M.M.R."
- trigger2 =P4name="Gouki by M.M.R."
- value = 6030
-
- [State 190, 2] ;vs Orochi or Chris
- type = null;ChangeState
- triggerall=Time=0
- trigger1 =P2name="Orochi"||p2name="Chris";
- value = 193
-
- [State 190, 2] ;vs Heidern
- type = null;ChangeState
- triggerall=Time=0
- trigger1 =P2name="Heidern"
- trigger2 =P2name="Heidern By Third"
- trigger3 =p2name="Orochi Heidern"
- value = 6300
-
- ;--------------------------------------
- [State 190, 2] ;Go straight to intro.
- type = ChangeState
- trigger1=Random<=500
- value = 7900
-
- [State 190, 2] ;Go straight to intro.
- type = ChangeState
- trigger1=Time=0&&random<=333
- value = 189
-
- [State 190, 2] ;Go straight to intro.
- type = ChangeState
- trigger1=Time=0&&random<=500
- value = 191
-
- [State 190, 2] ;Go straight to intro.
- type = ChangeState
- trigger1=Time=1
- value = 192
-
- ;---------------------------------------------------------------------------
- ; 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 0,5]
- type=DestroySelf
- trigger1=Ishelper
-
- [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, 4] ;Freeze anim
- type = ChangeAnim
- trigger1 = Time > 0
- value = anim
-
- [State 5000, 5] ;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
- type = a
-
- [State 5000, 6]
- type = ChangeState
- trigger1 = HitShakeOver
- trigger1 = GetHitvar(yvel) = 0
- value = 5001 ;HITG_SLIDE
-
- [State 5000, 7]
- 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 0,5]
- type=DestroySelf
- trigger1=Ishelper
-
- [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 0,5]
- type=DestroySelf
- trigger1=Ishelper
-
- [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 0,5]
- type=DestroySelf
- trigger1=Ishelper
-
- [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 0,5]
- type=DestroySelf
- trigger1=Ishelper
-
- [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
- ctrl = 0
- [State 0,5]
- type=DestroySelf
- trigger1=Ishelper
-
- [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 0,5]
- type=DestroySelf
- trigger1=Ishelper
-
- [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 0,5]
- type=DestroySelf
- trigger1=Ishelper
-
- [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 0,5]
- type=DestroySelf
- trigger1=Ishelper
-
- [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 5071,2]
- type=Changestate
- triggerall=Alive
- triggerall=Canrecover
- triggerall=Command="recovery"||Command="c"
- triggerall= Vel Y > 0
- trigger1 = Pos Y =[-20,15]
- value=3999
-
- [State 5071,2]
- type=Changestate
- triggerall=Alive&&var(1)=1&&var(3)=1
- triggerall=Canrecover
- triggerall= Vel Y > 0&&Random<=111
- trigger1 = Pos Y =[-20,15]
- value=3999
-
- ;[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 5100,10]
- ;type=varSet
- ;trigger1=Anim=5061&&var(15)=0
- ;var(15)=1
-
- [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 0,5]
- type=DestroySelf
- trigger1=Ishelper
-
- [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 0,5]
- type=DestroySelf
- trigger1=Ishelper
-
- [State 5071, 1]
- type = HitVelSet
- trigger1 = Time = 0
- x = 1
- y = 1
-
- [State 5071, 2] ;Acceleration
- type = VelAdd
- trigger1 = 1
- y = GetHitvar(yaccel)
-
- [State 5071,2]
- type=Changestate
- triggerall=Alive
- triggerall=Canrecover
- triggerall=Command="recovery"||Command="c"
- triggerall= Vel Y > 0
- trigger1 = Pos Y =[-20,14]
- value=3999
-
- [State 5071,2]
- type=Changestate
- triggerall=Alive&&var(1)=1&&var(3)=1
- triggerall=Canrecover
- triggerall= Vel Y > 0&&Random<=111
- trigger1 = Pos Y =[-20,14]
- value=3999
-
- [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 0,5]
- type=DestroySelf
- trigger1=Ishelper
-
- [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, EnvShake]
- type = FallEnvShake
- trigger1 = Time = 0
-
- [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, EnvShake]
- type = FallEnvShake
- trigger1 = Time = 0
-
- [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
- sprpriority = -3
-
- [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] ;Friction
- type = VelMul
- trigger1 = 1
- x = 0.85
-
- [State 5150, 7] ;Friction
- type = VelSet
- trigger1 = Vel x < .05
- persistent = 0
- x = 0
-
- [State 5150, 8]
- 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 = 5300
- velset = 0,0
-
- [State 5500, 1] ;Use continue animation if available
- type = ChangeAnim
- trigger1 = time = 0
- trigger1 = SelfAnimExist(5500)
- value = 5500
-
- ;---------------------------------------------------------------------------
- ; Initialize (at the start of the round)
- [Statedef 5900]
- type = S
-
- [State 5900, 1] ;Clear all int variables
- type = varRangeSet
- trigger1 = roundno = 1
- value = 0
-
- [State 5900, 2] ;Clear all float variables
- type = varRangeSet
- trigger1 = roundno = 1
- fvalue = 0
-
- [State 5900, 3] ;Intro
- type = ChangeState
- trigger1 = roundno = 1
- value = 190
-
-
-