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Text File | 1999-01-01 | 26.4 KB | 1,627 lines |
- ;========================================
- ;---<> RYUJI YAMAZAKI DM/SDM CODING <>---
- ;========================================
-
- ;START <>-ON GROUND-<>
- [Statedef 3000]
- type = S
- movetype = A
- physics = S
- anim = 3000
- juggle = 10
- velset = 0,0
- ctrl = 0
-
- [State 3000, afterimage]
- type = afterimage
- trigger1 = time = 4
- time = 14
- timegap = 1
- framegap = 2
- length = 6
- trans = add1
-
- [State 3000, Chime]
- type = playsnd
- trigger1 = time = 0
- value = 12,1
- volume = -10
-
- [State 3000, DM1 voice]
- type = playsnd
- trigger1 = time = 0
- value = 20,1
- volume = 40
- channel = 0
-
- [State 3000, Super Pause]
- type = SuperPause
- trigger1 = time = 0
- movetime = 6
- poweradd = -1000
- time = 28
- anim = -1
-
- [State 3000,Explod1]
- type = Explod
- trigger1 = Time = 0
- anim = 1351
- id = 1351
- pos = -20,-43
- postype = p1
- supermove = 1
- bindtime = 30
- ontop = 1
- ownpal = 1
-
- [State 3000,Explod2]
- type = Explod
- trigger1 = Time = 0
- anim = 1352
- id = 1352
- pos = -20,-43
- postype = p1
- supermove = 1
- bindtime = 30
- ontop = 0
- ownpal = 1
-
- [State 3000, hitdef]
- type = Hitdef
- trigger1 = AnimElem = 4
- attr = S, HA
- hitflag = MAF
- animtype = hard
- damage = 15,5
- guardflag = M
- pausetime = 12,13
- sparkno = S1040
- guard.sparkno = S1042
- sparkxy = -10,-70
- hitsound = S240,0
- guardsound = S200,3
- ground.type = low
- ground.slidetime = 23
- ground.hittime = 22
- ground.velocity = -.5,-2
- air.velocity = -2,-2.5
- airguard.velocity = -6,-1.5
- guard.velocity = -6
- getpower = 30,10
- givepower = 30,10
- air.juggle = 10
- kill = 0
-
- [State 3001, NothitBy]
- type = NothitBy
- trigger1 = animelem = 4, <= 0
- value = SCA, AA
-
- [State 3000, Land]
- type = ChangeState
- trigger1 = animtime = 0
- value = 3001
- ctrl = 0
- ;-----------------------------
-
- ;ATTACK <>-ON AIR-<>
- [Statedef 3001]
- type = A
- movetype = A
- physics = N
- anim = 3004
- velset = 4.7,-5.4
- ctrl = 0
-
- [State 3000, DM1 FX1]
- type = playsnd
- trigger1 = time = 0
- value = 21,1
- volume = 30
-
- [State 3001, afterimage]
- type = afterimage
- trigger1 = time = 0
- time = 30
- timegap = 1
- framegap = 2
- length = 9
- ignorehitpause = 1
- trans = add1
-
- [State 3002, width]
- type = width
- trigger1 = animelem = 2, >= 0
- edge = 50,10
-
- [State 3001, Gravity]
- type = posadd
- trigger1 = time = 0
- x = 10
-
- [State 3001, Gravity]
- type = Veladd
- trigger1 = time >= 3
- y = .38
-
- [State 3000, Hitdef]
- type = HitDef
- trigger1 = AnimElem = 1
- attr = S, HA
- damage = 15,5
- animtype = Hard
- hitflag = MAF
- guardflag = MA
- pausetime = 10,10
- sparkno = S1040
- guard.sparkno = S1042
- sparkxy = -10,-115
- hitsound = S240,0
- guardsound = S200,3
- groun.type = High
- ground.velocity = -5.5,-6
- air.velocity = -6,-5
- guard.velocity = -11
- fall = 1
- fall.recover = 0
- getpower = 30,10
- givepower = 30,10
- kill = 0
-
- [State 3000, Hitdef]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, HA
- damage = 10,10
- animtype = Back
- hitflag = MAF
- guardflag = HA
- pausetime = 10,10
- sparkno = S1040
- guard.sparkno = S1042
- sparkxy = -10,-14
- hitsound = S3,6
- guardsound = S200,3
- groun.type = low
- ground.velocity = -5,1
- air.velocity = -5,1
- guard.velocity = -11
- fall = 1
- fall.recover = 0
- getpower = 30,10
- givepower = 30,10
- p2facing = 1
- p2stateno = 3006
- hitonce = 0
- kill = 0
-
- [State 3000,Explod2]
- type = Explod
- trigger1 = animelem = 3
- anim = 3001
- id = 3001
- pos = 0,0
- postype = p1
- bindtime = -1
- removetime = 5
- sprpriority = 1
- ontop = 1
- ownpal = 1
-
- [State 3000,Explod2]
- type = Explod
- trigger1 = animelem = 4
- anim = 3002
- id = 3002
- pos = 0,0
- postype = p1
- removetime = 2
- bindtime = -1
- sprpriority = 1
- ontop = 1
- ownpal = 1
-
- [State 3000,Explod2]
- type = Explod
- trigger1 = animelem = 5
- anim = 3003
- id = 3003
- pos = 0,0
- postype = p1
- bindtime = -1
- ontop = 1
- removetime = 8
- ownpal = 1
-
- [State 3001, Bind]
- type = TargetBind
- trigger1 = movehit
- trigger1 = animelem = 5, >=1
- pos = 60, -14
- time = 1
-
- [State 3001, NothitBy]
- type = NothitBy
- trigger1 = movehit
- trigger1 = animelem = 5, >=1
- value = SCA
-
- [State 3001, Land]
- type = ChangeState
- trigger1 = p2stateno = 3006
- trigger1 = p2movetype = H
- trigger1 = vel y > 0 && pos y >= 0
- value = 3010
- ctrl = 0
-
- [State 3001, Land]
- type = ChangeState
- trigger1 = p2stateno != 3006
- trigger1 = vel y > 0 && pos y >= 0
- value = 3002
- ctrl = 0
-
- ;-----------------------------
-
- ;MISS <>-LAND-<>
- [Statedef 3002]
- type = S
- movetype = I
- physics = S
- anim = 3005
- velset = 0,0
- ctrl = 0
-
- [State 3002, afterimage]
- type = afterimage
- trigger1 = time = 0
- time = 10
- timegap = 1
- framegap = 2
- length = 6
- trans = add1
-
- [State 3002, width]
- type = width
- trigger1 = time >= 0
- edge = 40,10
-
- [State 3002, posadd]
- type = posadd
- trigger1 = animelem = 2
- x = 15
-
- [State 3001, posset]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 3001, land snd]
- type = PlaySnd
- trigger1 = Time = 0
- value = 0,7
- volume = 50
-
- [State 3001, Land]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
- ;-----------------------------
-
- ;Catched
- [Statedef 3006]
- type = A
- movetype= H
- physics = N
- velset = 0,0
- ctrl = 0
-
- [State 3001, NothitBy]
- type = NothitBy
- trigger1 = time >= 0
- value = SCA
-
- [State 3006, Screenbound]
- type = null;screenbound
- Trigger1 = Time >= 0
- value = 0
- movecamera = 0,0
-
- [State 3006, anim]
- type = ChangeAnim2
- Trigger1 = time =9
- value = 3006
-
- [State 3011, anim]
- type = selfstate
- Trigger1 = time = 30
- value = 5100
- ctrl = 0
-
- ;--------------------------------
- ;p1 success
- [Statedef 3010]
- type = S
- movetype = A
- physics = N
- anim = 3010
- velset = 0,0
- ctrl = 0
-
- ;Play sound when landing
- [State 52, 3]
- type = PlaySnd
- trigger1 = Time = 0
- value = 0,7
- volume = 50
-
- [State 3000, DM1 voice]
- type = playsnd
- trigger1 = time = 0
- value = 21,2
- volume = 30
-
- [State 3001, posset]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 3010, afterimage]
- type = afterimage
- trigger1 = time = 0
- time = 100
- timegap = 1
- framegap = 3
- length = 9
- trans = add1
-
- [State 3010, sharpspark]
- type = Explod
- trigger1 = animelem = 1
- trigger2 = animelem = 5
- trigger3 = animelem = 9
- trigger4 = animelem = 13
- anim = 1036
- id = 1036
- pos = 60,-7
- postype = p1
- bindtime = 1
- ontop = 1
- removetime = 19
- sprpriority = 2
- ownpal = 1
-
- [State 3010, blood]
- type = explod
- trigger1 = animelem = 1
- trigger2 = animelem = 5
- trigger3 = animelem = 9
- trigger4 = animelem = 13
- id = 1047
- anim = 1047
- pos = 60,-7
- postype = p1
- facing = 1
- ontop = 1
- bindtime = 1
- ownpal = 1
- removeongethit = 1
- removetime = 23
-
- [State 3000, DM1 FX3]
- type = playsnd
- trigger1 = animelem = 1
- trigger2 = animelem = 5
- trigger3 = animelem = 9
- trigger4 = animelem = 13
- value = 21,3
- volume = 30
-
- [State 3000, DM1 FX4]
- type = playsnd
- trigger1 = animelem = 1
- trigger2 = animelem = 5
- trigger3 = animelem = 9
- trigger4 = animelem = 13
- value = 21,4
- volume = 30
-
- [State 3010, Bind5]
- type = targetlifeadd
- trigger1 = TimeMod = 4, 1
- trigger1 = animelem = 17 <0
- value = -15
- kill = 0
-
- [State 3010, width]
- type = width
- trigger1 = time >= 0
- edge = 50,10
-
- [State 3010, posadd]
- type = posadd
- trigger1 = animelem = 1
- x = 15
-
- [State 3010, posset]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 3010, velset1]
- type = velset
- trigger1 = animelem = 17, < 0
- x = 5
-
- [State 3010, velset2]
- type = velset
- trigger1 = animelem = 17, = 0
- x = 2.4
-
- [State 3010, velset3]
- type = velset
- trigger1 = animelem = 18, = 0
- x = .1
-
- [State 3010, Bind1]
- type = TargetBind
- trigger1 = animelem = 17, <0
- pos = 60, -7
- time = 1
-
- [State 3010, Bind2]
- type = TargetBind
- trigger1 = animelem = 17, >= 0
- trigger1 = animelem = 18, < 0
- pos = 60, -50
- time = 1
-
- [State 3010, Bind3]
- type = TargetBind
- trigger1 = animelem = 18, >=0
- trigger1 = animelem = 19, < 0
- pos = 47, -93
- time = 1
-
- [State 3010, Bind4]
- type = TargetBind
- trigger1 = animelem = 19, >=0
- trigger1 = animelem = 20, < 0
- pos = 35, 0
- time = 1
-
- [State 3010, Bind5]
- type = TargetBind
- trigger1 = animelem = 20, =0
- pos = 50, -10
- time = 1
-
- [State 3010, Bind5]
- type = targetlifeadd
- trigger1 = animelem = 20, =0
- value = -74
-
- [State 3010, Kick spark]
- type = Explod
- trigger1 = animelem = 20
- anim = 1040
- id = 1040
- pos = -10, -85
- postype = p2
- bindtime = 1
- ontop = 1
- removetime = 20
- sprpriority = 2
- ownpal = 1
-
- [State 3000, DM1 voice2]
- type = playsnd
- trigger1 = animelem = 17
- value = 20,2
- volume = 50
- channel = 0
-
- [State 3010, Kick hit sound]
- type = playsnd
- Trigger1 = animelem = 20
- value = 280,0
- volume = 30
-
- [State 3010, Envshake]
- type = envshake
- Trigger1 = animelem = 20, = 0
- time = 12
- freq = 180
-
- [State 3010, targetstate]
- type = targetstate
- Trigger1 = time = 0
- value = 3011
- ctrl = 0
-
- [State 3010, targetstate]
- type = targetstate
- Trigger1 = animelem = 20, = 1
- value = 3012
- ctrl = 0
-
- [State 3010, End]
- type = Changestate
- Trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;------------------------------------
- ;Sinubsob
- [Statedef 3011]
- type = S
- movetype= H
- physics = N
- velset = 0,0
- ctrl = 0
-
- [State 3011, MakeDust]
- type = MakeDust
- trigger1 = animelem = 13, <=0
- pos = 10, 10
- spacing = 4
-
- [State 3011, anim]
- type = ChangeAnim2
- Trigger1 = time =0
- value = 3011
-
- [State 3011, anim]
- type = selfstate
- Trigger1 = animtime = 0
- value = 5100
- ctrl = 0
- ;====================================================
- ;------------------------------------
- ; HITA_SHAKE
- [Statedef 3012]
- type = A
- movetype= H
- physics = N
- velset = 0,0
-
- [State 5020, 2]
- type = ChangeAnim
- trigger1 = Time = 0
- value = 5030
-
- [State 5020, 4] ;Freeze anim
- type = ChangeAnim
- trigger1 = Time > 0
- value = anim
-
- [State 5020, 5]
- type = ChangeState
- trigger1 = time = 11
- value = 3013
-
- [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
- [Statedef 3013]
- type = A
- movetype= H
- physics = N
- ctrl = 0
-
- [State 5030, 1]
- type = VelAdd;Gravity
- trigger1 = 1
- y = GetHitVar(yaccel)
-
- [State 5030, 2]
- type = VelSet
- trigger1 = Time = 0
- x = -2
- y = -11
-
- [State 5030, 4]
- type = ChangeState
- triggerall = HitFall
- trigger1 = HitOver
- trigger2 = Vel Y > 0 ;Hit ground
- trigger2 = Pos Y >= 10 ;.
- value = 3015 ;HITA_FALL
-
- [State 5030, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 3014 ;HITA_UP (transition)
- ;---------------------------------------------------------------------------
-
- ;---------------------------------------------------------------------------
- ; HITA_UP_T (transition)
- [Statedef 3014]
- type = A
- movetype= H
- physics = N
-
- [State 4003, hitby]
- type = hitby
- trigger1 = time >= 0
- value = S, HA
-
- [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, 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 = 3015 ;HITA_FALL
-
- ;----------------------------------------------------------------------
-
- ; HITA_FALL (knocked up, falling)
- [Statedef 3015]
- type = A
- movetype= H
- physics = N
-
- [State 5050, 1]
- type = ChangeAnim
- trigger1 = time = 0
- trigger1 = selfanimexist(5052)
- value = 5052
-
- [State 5050, 1]
- type = ChangeAnim
- trigger1 = time = 0
- trigger1 = !selfanimexist(5051)
- trigger1 = !selfanimexist(5052)
- value = 5050
-
- [State 5050, 1]
- type = ChangeAnim
- trigger1 = time = 0
- trigger1 = selfanimexist(5051)
- trigger1 = !selfanimexist(5052)
- value = 5051
-
- [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 3010, Envshake]
- type = envshake
- Trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
- time = 12
- ampl = -5
- freq = 180
-
- [State 5050, 6]
- type = selfState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
- value = 5100 ;HIT_BOUNCE
-
-
-
- ;<><><><><<><><><<>><<><><><><>>>><><><><><><><><><><><><><><><><><><><>>><>><<><><<<>><<<>><<>
- ; SDM VESION
- ;<><><><><><><>
-
- ;START <>-ON GROUND-<>
- [Statedef 3050]
- type = S
- movetype = A
- physics = S
- anim = 3000
- juggle = 10
- velset = 0,0
- ctrl = 0
-
- [State 3010, varset10]
- type = varset
- trigger1 = life >200
- Trigger1 = time = 0
- var(10) = 0
-
- [State 3000, afterimage]
- type = afterimage
- trigger1 = time = 4
- time = 14
- timegap = 1
- framegap = 2
- length = 6
- trans = add1
-
- [State 3000, Chime]
- type = playsnd
- trigger1 = time = 0
- value = 12,1
- volume = -10
-
- [State 3000, DM1 voice]
- type = playsnd
- trigger1 = time = 0
- value = 20,1
- volume = 40
- channel = 0
-
- [State 3000, Super Pause]
- type = SuperPause
- trigger1 = time = 0
- movetime = 6
- poweradd = -1000
- time = 28
- anim = -1
-
- [State 3000,Explod1]
- type = Explod
- trigger1 = Time = 0
- anim = 1353
- id = 1353
- pos = -20,-43
- postype = p1
- supermove = 1
- bindtime = 30
- ontop = 1
- ownpal = 1
-
- [State 3000,Explod2]
- type = Explod
- trigger1 = Time = 0
- anim = 1354
- id = 1354
- pos = -20,-43
- postype = p1
- supermove = 1
- bindtime = 30
- ontop = 0
- ownpal = 1
-
- [State 3000, hitdef]
- type = Hitdef
- trigger1 = AnimElem = 4
- attr = S, HA
- hitflag = MAF
- animtype = hard
- damage = 15,5
- guardflag = M
- pausetime = 12,13
- sparkno = S1040
- guard.sparkno = S1042
- sparkxy = -10,-70
- hitsound = S240,0
- guardsound = S200,3
- ground.type = low
- ground.slidetime = 23
- ground.hittime = 22
- ground.velocity = -.5,-2
- air.velocity = -2,-2.5
- airguard.velocity = -6,-1.5
- guard.velocity = -6
- getpower = 30,10
- givepower = 30,10
- air.juggle = 10
- kill = 0
-
- [State 3001, NothitBy]
- type = NothitBy
- trigger1 = animelem = 4, <= 0
- value = SCA, AA
-
- [State 3000, Land]
- type = ChangeState
- trigger1 = animtime = 0
- value = 3051
- ctrl = 0
- ;-----------------------------
-
- ;ATTACK SDM <>-ON AIR-<>
- [Statedef 3051]
- type = A
- movetype = A
- physics = N
- anim = 3004
- velset = 4.7,-5.4
- ctrl = 0
-
- [State 3000, DM1 FX1]
- type = playsnd
- trigger1 = time = 0
- value = 21,1
- volume = 30
-
- [State 3001, afterimage]
- type = afterimage
- trigger1 = time = 0
- time = 30
- timegap = 1
- framegap = 2
- length = 9
- ignorehitpause = 1
- trans = add1
-
- [State 3002, width]
- type = width
- trigger1 = animelem = 2, >= 0
- edge = 50,10
-
- [State 3001, Gravity]
- type = posadd
- trigger1 = time = 0
- x = 10
-
- [State 3001, Gravity]
- type = Veladd
- trigger1 = time >= 3
- y = .38
-
- [State 3000, Hitdef]
- type = HitDef
- trigger1 = AnimElem = 1
- attr = S, HA
- damage = 15,5
- animtype = Hard
- hitflag = MAF
- guardflag = MA
- pausetime = 10,10
- sparkno = S1040
- guard.sparkno = S1042
- sparkxy = -10,-115
- hitsound = S240,0
- guardsound = S200,3
- groun.type = High
- ground.velocity = -5.5,-6
- air.velocity = -6,-5
- guard.velocity = -11
- fall = 1
- fall.recover = 0
- getpower = 30,10
- givepower = 30,10
- kill = 0
-
- [State 3000, Hitdef]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, HA
- damage = 10,10
- animtype = Back
- hitflag = MAF
- guardflag = HA
- pausetime = 10,10
- sparkno = S1040
- guard.sparkno = S1042
- sparkxy = -10,-14
- hitsound = S3,6
- guardsound = S200,3
- groun.type = low
- ground.velocity = -5,1
- air.velocity = -5,1
- guard.velocity = -11
- fall = 1
- fall.recover = 0
- getpower = 30,10
- givepower = 30,10
- p2facing = 1
- p2stateno = 3006
- hitonce = 0
- kill = 0
-
- [State 3000,Explod2]
- type = Explod
- trigger1 = animelem = 3
- anim = 3001
- id = 3001
- pos = 0,0
- postype = p1
- bindtime = -1
- removetime = 5
- sprpriority = 1
- ontop = 1
- ownpal = 1
-
- [State 3000,Explod2]
- type = Explod
- trigger1 = animelem = 4
- anim = 3002
- id = 3002
- pos = 0,0
- postype = p1
- removetime = 2
- bindtime = -1
- sprpriority = 1
- ontop = 1
- ownpal = 1
-
- [State 3000,Explod2]
- type = Explod
- trigger1 = animelem = 5
- anim = 3003
- id = 3003
- pos = 0,0
- postype = p1
- bindtime = -1
- ontop = 1
- removetime = 8
- ownpal = 1
-
- [State 3001, Bind]
- type = TargetBind
- trigger1 = movehit
- trigger1 = animelem = 5, >=1
- pos = 60, -14
- time = 1
-
- [State 3001, NothitBy]
- type = NothitBy
- trigger1 = movehit
- trigger1 = animelem = 5, >=1
- value = SCA
-
- [State 3001, Land]
- type = ChangeState
- trigger1 = p2stateno = 3006
- trigger1 = p2movetype = H
- trigger1 = vel y > 0 && pos y >= 0
- value = 3052
- ctrl = 0
-
- [State 3001, Land]
- type = ChangeState
- trigger1 = p2stateno != 3006
- trigger1 = vel y > 0 && pos y >= 0
- value = 3002
- ctrl = 0
- ;-----------------------------
-
- ;p1 success SDM
- [Statedef 3052]
- type = S
- movetype = A
- physics = N
- anim = 3050
- velset = 0,0
- ctrl = 0
-
- ;Play sound when landing
- [State 52, 3]
- type = PlaySnd
- trigger1 = Time = 0
- value = 0,7
- volume = 50
-
- [State 3000, DM1 voice]
- type = playsnd
- trigger1 = time = 0
- value = 21,2
- volume = 30
-
- [State 3001, posset]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 3010, afterimage]
- type = afterimage
- trigger1 = time = 0
- time = 250
- timegap = 1
- framegap = 3
- length = 9
- trans = add1
-
- [State 3010, sharpspark]
- type = Explod
- trigger1 = animelem = 1
- trigger2 = animelem = 5
- trigger3 = animelem = 9
- trigger4 = animelem = 13
- trigger5 = animelem = 17
- trigger6 = animelem = 21
- anim = 1036
- id = 1036
- pos = 60,-7
- postype = p1
- bindtime = 1
- ontop = 1
- removetime = 19
- sprpriority = 2
- ownpal = 1
-
- [State 3010, blood]
- type = explod
- trigger1 = animelem = 1
- trigger2 = animelem = 5
- trigger3 = animelem = 9
- trigger4 = animelem = 13
- trigger5 = animelem = 17
- trigger6 = animelem = 21
- id = 1047
- anim = 1047
- pos = 60,-7
- postype = p1
- facing = 1
- ontop = 1
- bindtime = 1
- ownpal = 1
- removeongethit = 1
- removetime = 23
-
- [State 3000, DM1 FX3]
- type = playsnd
- trigger1 = animelem = 1
- trigger2 = animelem = 5
- trigger3 = animelem = 9
- trigger4 = animelem = 13
- trigger5 = animelem = 17
- trigger6 = animelem = 21
- value = 21,3
- volume = 30
-
- [State 3000, DM1 FX4]
- type = playsnd
- trigger1 = animelem = 1
- trigger2 = animelem = 5
- trigger3 = animelem = 9
- trigger4 = animelem = 13
- trigger5 = animelem = 17
- trigger6 = animelem = 21
- value = 21,4
- volume = 30
-
- [State 3010, Bind5]
- type = targetlifeadd
- trigger1 = TimeMod = 4, 1
- trigger1 = animelem = 25 <0
- value = -15
- kill = 0
-
- [State 3010, width]
- type = width
- trigger1 = time >= 0
- edge = 50,10
-
- [State 3010, posadd]
- type = posadd
- trigger1 = animelem = 1
- x = 15
-
- [State 3010, posset]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 3010, velset1]
- type = velset
- trigger1 = animelem = 25, < 0
- x = 5
-
- [State 3010, velset2]
- type = velset
- trigger1 = animelem = 25, = 0
- x = 2.4
-
- [State 3010, velset3]
- type = velset
- trigger1 = animelem = 26, = 0
- x = .1
-
- [State 3010, Bind1]
- type = TargetBind
- trigger1 = animelem = 25, <0
- pos = 60, -7
- time = 1
-
- [State 3010, Bind1]
- type = TargetBind
- trigger1 = animelem = 25, >=0
- pos = 35, 0
- time = 1
-
- [State 3010, targetstate]
- type = targetstate
- Trigger1 = time = 0
- value = 3060
- ctrl = 0
-
- [State 3010, varset20]
- type = varset
- Trigger1 = time = 0
- var(20) = 0
-
- [State 180, 1]
- type = playsnd
- trigger1 = animelem = 27, =3
- value = 15,7
- volume = 140
-
- [State 3010, End]
- type = Changestate
- Trigger1 = animtime = 0
- value = 3053
- ctrl = 0
-
- ;------------------------------------
-
- ;ATTACK SDM <>STOMP FRENZY<>
- [Statedef 3053]
- type = S
- movetype = A
- physics = N
- anim = 3051
- velset = 0,0
- ctrl = 0
-
- [State 3010, Bind1]
- type = TargetBind
- trigger1 = time = 0
- pos = 35, -0
- time = 1
-
- [State 3010, targetstate]
- type = targetstate
- Trigger1 = time = 0
- value = 3061
- ctrl = 0
-
- [State 3010, Kick spark]
- type = Explod
- trigger1 = animelem = 4
- anim = 1040
- id = 1040
- pos = 35, -7
- postype = p1
- bindtime = 1
- ontop = 1
- removetime = 20
- sprpriority = 2
- ownpal = 1
-
- [State 3010, Kick hit sound]
- type = playsnd
- Trigger1 = animelem = 4, =1
- value = 280,0
- volume = -40
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = animelem = 4, =0
- volume = -50
- value = 3,9
-
- [State 3010, Targetlifeadd]
- type = targetlifeadd
- Trigger1 = animelem = 4
- value = -27
- kill = 0
-
- [State 3010, Envshake]
- type = envshake
- Trigger1 = animelem = 4, = 0
- time = 7
- ampl = -8
- freq = 105
-
- [State 3010, var20]
- type = varadd
- Trigger1 = time = 0
- var(20) = 1
-
- [State 3010, hitadd]
- type = hitadd
- Trigger1 = animelem = 4
- value = 1
-
- [State 180, 2]
- type = Explod
- trigger1 = animelem = 4, = [0,3]
- id = 61
- anim = F61
- pos = 35, 2
- sprpriority = -1
- ownpal = 1
- removetime = 14
-
- [State 180, 2]
- type = Explod
- trigger1 = animelem = 4, = 0
- id = 1507
- anim = 1507
- pos = 35, 7
- ontop = 0
- sprpriority = -1
- ownpal = 1
-
- [State 3010, End]
- type = Changestate
- trigger1 = var(20) < 6
- Trigger1 = animtime = 0
- value = 3053
- ctrl = 0
-
- [State 3010, End]
- type = Changestate
- trigger1 = var(20) >= 6
- Trigger1 = animtime = 0
- value = 3054
- ctrl = 0
-
- ;------------------------------------
- ;ATTACK SDM <>FINAL KICK<>
- [Statedef 3054]
- type = S
- movetype = A
- physics = N
- anim = 3052
- velset = 0,0
- ctrl = 0
-
- [State 3000, DM1 voice2]
- type = playsnd
- trigger1 = time = 0
- value = 20,2
- volume = 100
- channel = 0
-
- [State 3010, Bind1]
- type = TargetBind
- trigger1 = time = 0
- pos = 35, -0
- time = 1
-
- [State 3010, varset20]
- type = varset
- Trigger1 = time = 0
- var(20) = 0
-
- [State 3010, targetstate]
- type = targetstate
- Trigger1 = time = 0
- value = 3062
- ctrl = 0
-
- [State 3010, Kick hit sound]
- type = playsnd
- Trigger1 = animelem = 3
- value = 280,0
- volume = 30
-
- [State 3010, Envshake]
- type = envshake
- Trigger1 = animelem = 3, = 0
- time = 12
- ampl = -5
- freq = 100
-
- [State 3010, Kick spark]
- type = Explod
- trigger1 = animelem = 3
- anim = 1040
- id = 1040
- pos = 45, -45
- postype = p1
- bindtime = 1
- ontop = 1
- removetime = 20
- sprpriority = 2
- ownpal = 1
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = animelem = 3, = 1
- volume = 120
- value = 3,8
-
- ;-----------------------
- ;<>FLAME EXPLOD<>
-
- [State 180, 2]
- type = Explod
- trigger1 = numexplod(1508) < 15
- trigger1 = animelem = 3, = [0, 20]
- id = 1508
- anim = 1508
- pos = 45,-45
- sprpriority = 2
- random = 100,100
- ownpal = 1
- removetime = 18
-
- [State 180, 2]
- type = Explod
- trigger1 = numexplod(1509) < 10
- trigger1 = animelem = 3, = [4,24]
- id = 1509
- anim = 1509
- pos = 45,-45
- random = 70,70
- sprpriority = 3
- ownpal = 1
- removetime = 15
-
- ;---------------------------
-
- [State 3010, Targetlifeadd]
- type = targetlifeadd
- Trigger1 = animelem = 3
- value = -30
-
- [State 3010, targetstate]
- type = targetstate
- Trigger1 = animelem = 3, = 1
- value = 3063
- ctrl = 0
-
- [State 3010, End]
- type = Changestate
- Trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;------------------------------------
-
- ;Sinubsob
- [Statedef 3060]
- type = S
- movetype= H
- physics = N
- velset = 0,0
- ctrl = 0
-
- [State 3060, anim]
- type = ChangeAnim2
- Trigger1 = time =0
- value = 3060
-
- [State 3060, anim]
- type = velset
- Trigger1 = animelem = 13, = 0
- x = 0
-
- ;[State 3061, posadd]
- ;type = posadd
- ;Trigger1 = animelem = 13, = 0
- ;x = -15
-
- [State 3060, anim]
- type = null;velset
- Trigger1 = animelem = 13, = 7
- x = 0
-
- [State 3060, MakeDust]
- type = MakeDust
- trigger1 = time >= 0
- spacing = 4
- pos = 10, 10
-
- ;====================================================
- ;------------------------------------
- ;p2 Inaapakan
- [Statedef 3061]
- type = S
- movetype= H
- physics = N
- velset = 0,0
- ctrl = 0
-
- [State 5000, 1]
- type = palfx
- trigger1 = animelem = 2
- time = 7
- add = 7,-200,-200
- sinadd = 30,30,0,10
- color = 0
- invertall = 1
-
- [State 3061, anim]
- type = ChangeAnim2
- Trigger1 = time =0
- value = 3061
-
- [State 180, 2]
- type = Explod
- trigger1 = numexplod(120) <7
- trigger1 = time >= 0
- id = 120
- anim = F120
- pos = 0, 5
- random = 70,10
- vel = -2,-.5
- sprpriority = -1
- ownpal = 1
- removetime = 14
-
- [State 3061, anim]
- type = selfstate
- Trigger1 = time = 60
- value = 5100
- ctrl = 0
- ;-------------------------------------
-
- ;p2 Tinadjakan
- [Statedef 3062]
- type = S
- movetype= H
- physics = N
- velset = 0,0
- ctrl = 0
-
- [State 3062, anim]
- type = ChangeAnim2
- Trigger1 = time =0
- value = 3062
-
- [State 3062, MakeDust]
- type = MakeDust
- trigger1 = time >= 0
- spacing = 4
- pos = -40, 10
- random = 40,40
-
- [State 3062, anim]
- type = selfstate
- Trigger1 = time = 60
- value = 5100
- ctrl = 0
-
- ;------------------------------------------------
-
- ;------------------------------------
- ; HITA_SHAKE
- [Statedef 3063]
- type = A
- movetype= H
- physics = N
- velset = 0,0
-
- [State 5000, 1]
- type = palfx
- trigger1 = Time = 0
- time = 35
- add = 40,-70,-200
- sinadd = 40,30,0,10
- color = 0
- invertall = 1
-
- [State 5020, 2]
- type = ChangeAnim
- trigger1 = Time = 0
- value = 5030
-
- [State 5020, 4] ;Freeze anim
- type = ChangeAnim
- trigger1 = Time > 0
- value = anim
-
- [State 5020, 5]
- type = ChangeState
- trigger1 = time = 11
- value = 3064
-
- [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
- [Statedef 3064]
- type = A
- movetype= A
- physics = N
- ctrl = 0
-
- [State 3064, anim]
- type = ChangeAnim2
- Trigger1 = time = 0
- value = 3064
-
- [State 3064, Velset]
- type = VelSet
- trigger1 = Time = 0
- x = -2
- y = -15
-
- [State 3064, Veladd]
- type = Veladd
- trigger1 = Time >= 3
- y = .39
-
- [State 6064, angleADD]
- type = AngleAdd
- trigger1 = Time >= 1
- value = 22.5
-
- [State 3064, angle draw]
- type = AngleDraw
- trigger1 = Time >= 1
- trigger1 = Pos Y <= 10
-
- [State 3064, Changeanim]
- type = ChangeAnim
- Trigger1 = Vel Y > -1
- trigger1 = Pos Y = [10,0]
- trigger1 = SelfAnimExist(5062)
- persistent = 0
- value = 5062
-
- [State 3064, EnvShake]
- type = envshake
- trigger1 = (Vel y > 0) && (Pos y >= 0)
- time = 30
-
- [State 3050, 2]
- type = HitDef
- trigger1 = time = 0
- affectteam = B
- attr = S, HA
- animtype = Diagup
- damage = 99, 5
- getpower = 0
- priority = 5
- guardflag = MA
- pausetime = 0,7
- sparkno = 3
- sparkxy = 4,0
- hitsound = 5,4
- guardsound = 6,0
- ground.type = high
- ground.slidetime = 18
- ground.hittime = 25
- ground.velocity = -4,-4
- guard.velocity = -4
- air.velocity = -4,-4
- airguard.velocity = -4.5,-5
- envshake.time = 25
- envshake.ampl = 7
- envshake.freq = 176
- fall = 1
- fall.envshake.ampl = 6
- fall.envshake.freq = 178
- fall.envshake.time = 15
-
- [State 3064, selfstate]
- type = SelfState
- Trigger1 = Vel Y > 0
- trigger1 = Pos Y > 0
- value = 5100
- ;---------------------------------------------------------------------------