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Text File | 1999-01-01 | 36.5 KB | 2,198 lines |
- ;==========================================
- ;---<> RYUJI YAMAZAKI DRILL DM CODING <>---
- ;==========================================
-
- ;ATTEMPT
- [Statedef 4000]
- type = S
- movetype = A
- physics = S
- anim = 4000
- juggle = 0
- velset = 0,0
- ctrl = 0
-
- [State 4000, afterimage]
- type = afterimage
- trigger1 = time = 4
- time = 14
- ;palbright = 0,0,0
- ;palcontrast = 250,250,250
- ;paladd = 0,0,0
- ;palmul = 0.6,0.6,0.6
- timegap = 1
- framegap = 2
- length = 6
- trans = add1
-
- [State 4000, Chime]
- type = playsnd
- trigger1 = time = 2
- value = 12,1
- volume = -10
-
- [State 4000, DM1 voice]
- type = playsnd
- trigger1 = time = 2
- value = 20,1
- volume = 40
- channel = 0
-
- [State 4000, Super Pause]
- type = SuperPause
- trigger1 = time = 2
- movetime = 13
- poweradd = -1000
- time = 26
- anim = -1
-
- [State 4000,Explod1]
- type = Explod
- trigger1 = Time = 2
- anim = 1351
- id = 1351
- pos = 44,-128
- postype = p1
- supermove = 1
- bindtime = 30
- ontop = 1
- ownpal = 1
-
- [State 4000,Explod2]
- type = Explod
- trigger1 = Time = 2
- anim = 1352
- id = 1352
- pos = 44,-128
- postype = p1
- supermove = 1
- bindtime = 30
- ontop = 0
- ownpal = 1
-
- [State 4000, posadd]
- type = posadd
- trigger1 = animelem = 6
- x = 10
-
- [State 180, 2]
- type = Explod
- trigger1 = animelem = 8, = 0
- id = 1
- anim = 1
- pos = 15,0
- sprpriority = -1
- ownpal = 1
- removeongethit = 1
- removetime = 11
-
- [State 4000, hitdef]
- type = Hitdef
- trigger1 = var(5) <= 0
- trigger1 = time = 0
- trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
- attr = S, HT
- hitflag = M
- guardflag = N
- priority = 3, Miss
- sparkno = -1
- sprpriority = 2
- p2facing = 1
- p1stateno = 4001
- p2stateno = 4002
- p2getp1state = 1
- id = 3000
- numhits = 0
- givepower = 108
- persistent = 0
-
- [State 4000, Land]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
- ;-----------------------------
-
- ;Success
- [Statedef 4001]
- type = S
- movetype= A
- physics = S
- anim = 4001
- sprpriority = 2
-
- [State 4001, Chime]
- type = playsnd
- trigger1 = time = 0
- value = 12,1
- volume = -10
-
- [State 4001, DM1 voice]
- type = playsnd
- trigger1 = time = 0
- value = 20,1
- volume = 40
- channel = 0
-
- [State 4001, Super Pause]
- type = SuperPause
- trigger1 = time = 0
- movetime = 1
- poweradd = -1000
- time = 1
- anim = -1
-
- [State 4001,Explod1]
- type = Explod
- trigger1 = Time = 0
- anim = 1351
- id = 1351
- pos = 44,-128
- postype = p1
- supermove = 1
- bindtime = 30
- ontop = 1
- ownpal = 1
-
- [State 4001,Explod2]
- type = Explod
- trigger1 = Time = 0
- anim = 1352
- id = 1352
- pos = 44,-128
- postype = p1
- supermove = 1
- bindtime = 30
- ontop = 0
- ownpal = 1
-
- [State 4001, width]
- type = Width
- trigger1 = time >= 0
- edge = 50,20
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = animelem = 2
- volume = 30
- value = 3,6
-
- [State 180, 2]
- type = Explod
- trigger1 = animelem = 2
- id = 304
- anim = 304
- pos = 34,-82
- sprpriority = 1
- ownpal = 1
- removeongethit = 1
- removetime = 25
-
- [State 4001, Bind1]
- type = TargetBind
- trigger1 = animelem = 3, <0
- pos = 30, 0
- time = 1
-
- [State 4001, Bind2]
- type = TargetBind
- trigger1 = animelem = 3, >=0
- trigger1 = animelem = 4, <0
- pos = 47,-140
- time = 1
-
- [State 4001, Bind3]
- type = TargetBind
- trigger1 = animelem = 4, >=0
- trigger1 = animelem = 5, <0
- pos = 48,-140
- time = 1
-
- [State 4001, liftoff]
- type = targetState
- Trigger1 = animelem = 5, =0
- value = 4003
- ctrl = 0
-
- [State 3000, hitdef]
- type = Hitdef
- trigger1 = AnimElem = 8
- attr = S, HA
- hitflag = MAF
- animtype = hard
- damage = 55,5
- guardflag = N
- pausetime = 10,10
- sparkno = S1040
- guard.sparkno = S1042
- sparkxy = -10,-80
- hitsound = S280,0
- guardsound = S200,3
- ground.type = low
- air.animtype = Low
- ground.slidetime = 23
- ground.hittime = 22
- ground.velocity = 0,-6
- air.velocity = 0,-6
- airguard.velocity = -6,-1.5
- guard.velocity = -6
- air.juggle = 10
- hitonce = 0
- p2stateno = 6007
- kill = 0
-
- [State 3000, hitdef]
- type = Hitdef
- trigger1 = AnimElem = 9
- attr = S, HA
- hitflag = MAF
- animtype = hard
- damage = 55,5
- guardflag = N
- pausetime = 14,14
- sparkno = S1040
- guard.sparkno = S1042
- sparkxy = 10,-125
- hitsound = S280,0
- guardsound = S200,3
- ground.type = Low
- air.animtype = Low
- ground.slidetime = 23
- ground.hittime = 22
- ground.velocity = -.8,-11
- air.velocity = -.8,-11
- airguard.velocity = -6,-1.5
- guard.velocity = -6
- air.juggle = 10
- fall = 1
- fall.recover = 0
- fall.xvelocity = -2
- fall.yvelocity = -3
- p2stateno = 6007
- kill = 0
- hitonce = 0
- yaccel = .52
-
- [State 4010, varset]
- type = varset
- Trigger1 = Time = 0
- var(17) = 0
-
- [State 4010, varadd]
- type = varadd
- triggerall = animelem = 10, >= 0
- Trigger1 = command = "x"
- trigegr2 = command = "y"
- var(17) = 1
-
- [State 4001, End]
- type = ChangeState
- Trigger1 = animTime = 0
- value = 4010
- ctrl = 0
- ;------------------------------------
-
- ;Victim
- [Statedef 4002]
- type = A
- movetype= H ;Get hit
- physics = N
- ctrl = 0
-
- [State 4002, SCR]
- type = screenbound
- Trigger1 = Time >= 0
- value = 0
- movecamera = 0,0
-
- [State 4002, ANIM]
- type = ChangeAnim2
- Trigger1 = Time = 0
- value = 4002
-
- ;-----------------------------
-
- ;Falling down
- [Statedef 4003]
- type = A
- movetype= H ;Get hit
- physics = N
- velset = .01,0
- ctrl = 0
-
- [State 4003, hitby]
- type = hitby
- trigger1 = time >= 0
- value = S, HA
-
- [State 4003, posadd]
- type = posadd
- trigger1 = time = 0
- y = 70
-
- [State 4003, Gravity]
- type = veladd
- Trigger1 = Time >= 0
- y = .39
-
- [State 4003, SCR]
- type = screenbound
- Trigger1 = Time >= 0
- value = 0
- movecamera = 0,0
-
- [State 4003, Anim]
- type = ChangeAnim2
- Trigger1 = Time = 0
- value = 5070
-
- [State 4003, End]
- type = selfstate
- Trigger1 = pos y >= 0 && vel y > 0
- value = 5100
- ctrl = 0
-
- ;----------------------------------------------
- ; FREAKING OUT
- [Statedef 4010]
- type = S
- movetype= A
- physics = S
- anim = 4010
- sprpriority = 2
-
- [State 4010, varminus]
- type = varadd
- trigger1 = var(9) != 1
- trigger1 = command != "x" && command != "y"
- Trigger1 = timemod = 18,3
- var(17) = -1
-
- [State 4010, varadd]
- type = varadd
- trigger1 = command = "y"
- var(17) = 1
-
- [State 4010, varadd]
- type = varadd
- Trigger1 = command = "x"
- var(17) = 1
-
- [State 4010, varadd AI]
- type = varadd
- Trigger1 = var(9) = 1
- trigger1 = random <= 600
- trigger1 = gametime(%6) = 0
- var(17) = 2
-
- [State 4010, varadd AI]
- type = varadd
- Trigger1 = var(9) = 1
- trigger1 = random <= 600
- trigger1 = gametime(%6) = 0
- var(17) = -1
-
- [State 4010, Anim 2]
- type = changeanim
- triggerall = time >= 5
- trigger1 = anim != 4011
- Trigger1 = var (17) = [3,5]
- value = 4011
-
- [State 4010, Anim 3]
- type = changeanim
- triggerall = time >= 10
- trigger1 = anim != 4012
- Trigger1 = var (17) >=6
- value = 4012
-
- [State 4010, Level4]
- type = ChangeState
- trigger1 = var(17) > 8
- Trigger1 = Time = 51
- value = 4100
- ctrl = 0
-
- [State 4010, Level3]
- type = ChangeState
- trigger1 = var(17) = [6,8]
- Trigger1 = Time = 51
- value = 4080
- ctrl = 0
-
- [State 4010, Level2]
- type = ChangeState
- trigger1 = var(17) = [3,5]
- Trigger1 = Time = 51
- value = 4070
- ctrl = 0
-
- [State 4010, Level1]
- type = ChangeState
- trigger1 = var(17) < 3
- Trigger1 = Time = 51
- value = 4050
- ctrl = 0
-
- ;====================================================================
- ;<><><><> LEVEL 1 <><><><>
- ;=========================
- ; Standing forward light punch start
- [Statedef 4050]
- type = S
- movetype = A
- physics = S
- anim = 4050
- velset = 0,0
- ctrl = 0
-
- [State 4001, width]
- type = Width
- trigger1 = time >= 0
- edge = 40,20
-
- [State 270, 2]
- type = PlaySnd
- trigger1 = animelem = 1, =2
- value = 220,2
-
- [State 270, 2]
- type = Velset
- trigger1 = animelem = 6
- x = 9
-
- [State 3010, Envshake]
- type = envshake
- Trigger1 = animelem = 7, = 0
- time = 14
- ampl = -8
- freq = 105
-
- [State 230, 3]
- type = HitDef
- trigger1 = AnimElem = 7
- attr = S, HA
- animtype = Hard
- damage = 60
- hitflag = MAFD
- guardflag = L
- pausetime = 13,20
- sparkno = S1040
- guard.sparkno = S1042
- sparkxy = -10,-5
- hitsound = S280,0
- guardsound = S200,3
- priority = 7, Hit
- ground.type = low
- ground.slidetime = 18
- ground.hittime = 18
- down.hittime = 24
- ground.velocity = -1,-9
- air.velocity = 0,-9
- down.velocity = 0,-9
- airguard.velocity = -4,-4
- guard.velocity = -11
- guard.slidetime = 18
- ground.cornerpush.veloff = -11
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -10
- p2stateno = 6008
- yaccel = .4
- kill = 0
- fall = 1
- fall.recover = 0
-
- [State 180, 2]
- type = Explod
- trigger1 = animelem = 7, = 0
- id = 1507
- anim = 1507
- pos = 0, 7
- postype = p2
- ontop = 0
- sprpriority = -1
- ownpal = 1
-
- [State 240, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 4051
- ctrl = 0
-
- ;---------------------------------------------
- ;Upper Ground
- [Statedef 4051]
- type = S
- movetype = A
- physics = S
- anim = 4051
- velset = 0,0
- ctrl = 0
-
- [State 4051, 0]
- type = velset
- trigger1 = animelem = 3
- x = 5
-
- [State 4001, width]
- type = Width
- trigger1 = time >= 0
- edge = 40,20
-
- [State 230, 3]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, HA
- animtype = Hard
- damage = 54
- hitflag = MAFD
- guardflag = MA
- pausetime = 12,12
- sparkno = S1040
- guard.sparkno = S1042
- sparkxy = 0,-80
- hitsound = S280,0
- guardsound = S200,3
- priority = 7, Hit
- ground.type = low
- ground.slidetime = 18
- ground.hittime = 18
- ground.velocity = -1, -6
- air.velocity = -1,-6
- airguard.velocity = -9,-1
- guard.velocity = -11
- guard.slidetime = 18
- ground.cornerpush.veloff = -11
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -10
- p2stateno = 6007
- yaccel = .39
- kill = 0
- fall = 1
- fall.recover = 0
- snap = 50, -40
-
- [State 4051, 0]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 4052
- ctrl = 0
- ;---------------------------------------------------
- ;Upper AIR
- [Statedef 4052]
- type = S
- movetype = A
- physics = N
- anim = 4052
- velset = 4,-4.5
- ctrl = 0
-
- [State 230, 3]
- type = HitDef
- trigger1 = AnimElem = 1
- attr = S, HA
- animtype = Hard
- damage = 54
- hitflag = MAFD
- guardflag = MA
- pausetime = 12,12
- sparkno = S1040
- guard.sparkno = S1042
- sparkxy = 0,-125
- hitsound = S280,0
- guardsound = S200,3
- priority = 7, Hit
- ground.type = low
- ground.slidetime = 18
- ground.hittime = 18
- ground.velocity = -4, -6
- air.velocity = -4,-6
- airguard.velocity = -9,-1
- guard.velocity = -11
- guard.slidetime = 18
- ground.cornerpush.veloff = -11
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -10
- p2stateno = 6000
- yaccel = .39
- kill = 0
- fall = 1
- fall.recover = 0
-
- [State 4051, 0]
- type = veladd
- trigger1 = time >= 0
- y = .45
-
- [State 4051, 0]
- type = ChangeState
- trigger1 = pos y >= 0 && vel y > 0
- value = 4053
- ctrl = 0
-
-
- ;------------------------------------------------
- ;CLOSE HIGH KICK
- [Statedef 4053]
- type = S
- movetype = A
- physics = S
- anim = 4053
- velset = 0,0
- ctrl = 0
-
- [State 270, 2]
- type = PlaySnd
- trigger1 = animelem = 1, =2
- value = 220,2
-
- [State 4001, width]
- type = posset
- trigger1 = time = 0
- y = 0
-
- ;Play sound when landing
- [State 52, 3]
- type = PlaySnd
- trigger1 = Time = 0
- value = 0,7
- volume = 10
-
- [State 4001, width]
- type = Width
- trigger1 = time >= 0
- edge = 50,20
-
- [State 1000, Cancel]
- type = velset
- trigger1 = animelem = 2
- x = 10
-
- [State 1000, Cancel]
- type = velset
- trigger1 = animelem = 5
- x = 0
-
- [State 230, 3]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, HA
- animtype = Hard
- damage = 54
- hitflag = MAFD
- guardflag = MA
- pausetime = 12,12
- sparkno = S1040
- guard.sparkno = S1042
- sparkxy = 5,-85
- hitsound = S280,0
- guardsound = S200,3
- priority = 7, Hit
- ground.type = low
- ground.slidetime = 18
- ground.hittime = 18
- ground.velocity = -4,-4
- air.velocity = -4,-4
- airguard.velocity = -9,-1
- guard.velocity = -11
- guard.slidetime = 18
- ground.cornerpush.veloff = -11
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -10
- yaccel = .39
- kill = 0
- fall = 1
- fall.recover = 0
- p2stateno = 6007
-
- [State 230, 3]
- type = HitDef
- trigger1 = animelem = 4
- attr = S, HA
- animtype = Hard
- damage = 54
- hitflag = MAFD
- guardflag = MA
- pausetime = 12,13
- sparkno = S1040
- guard.sparkno = S1042
- sparkxy = 5,-115
- hitsound = S280,0
- guardsound = S200,3
- priority = 7, Hit
- ground.type = low
- ground.slidetime = 18
- ground.hittime = 18
- ground.velocity = -3,-7
- air.velocity = -3,-7
- airguard.velocity = -9,-1
- down.velocity = -1,-9
- guard.velocity = -11
- guard.slidetime = 18
- ground.cornerpush.veloff = -11
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -10
- yaccel = .39
- kill = 0
- fall = 1
- fall.recover = 0
- p2stateno = 6000
-
- [State 240, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 4054
- ctrl = 0
-
- ;===================================================
-
- ;FINISHER
- [Statedef 4054]
- type = S
- movetype = A
- physics = N
- anim = 4054
- velset = 0,0
- ctrl = 0
-
- [State 1000, Taunt Var 18]
- type = varset
- trigger1 = time = 0
- var(18) = 0
-
- [State 4001, width]
- type = Width
- trigger1 = time >= 0
- edge = 50,20
-
- [State 180, explod]
- type = Explod
- trigger1 = animelem = 2
- id = 2106
- anim = 2106
- pos = 0,0
- sprpriority = 2
- ownpal = 1
- removeongethit = 1
- removetime = 1
-
- [State 180, explod]
- type = Explod
- trigger1 = animelem = 3
- id = 2107
- anim = 2107
- pos = 0,0
- sprpriority = 2
- ownpal = 1
- bindtime = -1
- removeongethit = 1
- removetime = 2
-
- [State 180, explod]
- type = Explod
- trigger1 = animelem = 4
- id = 2108
- anim = 2108
- pos = 0,0
- sprpriority = 2
- ownpal = 1
- removeongethit = 1
- bindtime = -1
- removetime = 10
-
- [State 1000, Cancel]
- type = velset
- trigger1 = animelem = 2
- x = 10
-
- [State 1000, Cancel]
- type = velset
- trigger1 = animelem = 5, = 0
- x = 2
-
- [State 1000, Cancel]
- type = velset
- trigger1 = animelem = 5, = 3
- x = 0
-
- [State 280, 3]
- type = HitDef
- trigger1 = AnimElem = 4
- trigger2 = animelem = 5
- trigger3 = animelem = 6
- attr = S, HA
- damage = 25
- animtype = Diagup
- hitflag = MAF
- guardflag = MA
- pausetime = 4,4
- sparkno = S1041
- guard.sparkno = S1042
- sparkxy = -10,-115
- hitsound = S280,0
- guardsound = S200,3
- ground.velocity = -0,-1
- air.velocity = -0,-1
- guard.velocity = -11
- fall = 1
- guard.velocity = -8.9
- p2stateno = 6007
- kill = 0
- fall.recover = 0
-
- [State 280, 3]
- type = HitDef
- trigger1 = AnimElem = 7
- attr = S, HA
- damage = 25
- animtype = Diagup
- hitflag = MAF
- guardflag = MA
- pausetime = 14,14
- sparkno = S1041
- guard.sparkno = S1042
- sparkxy = -10,-115
- hitsound = S280,0
- guardsound = S200,3
- ground.velocity = -4,-9
- air.velocity = -4,-6
- guard.velocity = -11
- fall = 1
- guard.velocity = -8.9
- fall.recover = 0
-
- [State 200, 1]
- type = afterimage
- trigger1 = time = 0
- time = 39
- palbright = 0,0,0
- palcontrast = 250,250,250
- paladd = 0,0,0
- palmul = 0.6,0.6,0.6
- timegap = 1
- framegap = 2
- length = 5
-
- [State 180, explod]
- type = Explod
- trigger1 = animelem = 4
- id = 4055
- anim = 4055
- pos = 0,0
- sprpriority = 2
- ownpal = 1
- removeongethit = 1
- bindtime = 30
-
- [State 1000, Taunt Var 18]
- type = varset
- trigger1 = animelem = 8, >= 0
- trigger1 = command = "x" || command = "y"
- var(18) = 1
-
- [State 1000, END]
- type = ChangeState
- trigger1 = var(18) = 1
- trigger1 = animtime = 0
- value = 4060
- ctrl = 0
-
- [State 1000, END]
- type = ChangeState
- trigger1 = var(18) = 0
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;----------------------------------------
-
- ;TAUNT
- [Statedef 4060]
- type = S
- movetype = A
- physics = N
- anim = 4060
- velset = 0,0
- ctrl = 0
-
- [State 1000, Taunt Var 18]
- type = varset
- trigger1 = time = 0
- var(18) = 0
-
- [State 4001, width]
- type = Width
- trigger1 = time >= 0
- edge = 50,0
-
- [State 4001, targetpoweradd]
- type = Targetpoweradd
- trigger1 = time >= 0
- value = -10
-
- [State 4001, ctrlset]
- type = ctrlset
- trigger1 = time >= 64
- value = 1
-
- [State 1000, END]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
- ;----------------------------------------
-
-
- ;<<><><><><><><><<><><><><><><><><><><><<><><><><><><><><><><><><<><><><><><><><><><><<>
- ;VARIATION2
- ; Standing light kick combo
- [Statedef 4070]
- type = S
- movetype = A
- physics = S
- anim = 4070
- velset = 0,0
- ctrl = 0
-
- [State 4001, width]
- type = Width
- trigger1 = time >= 0
- edge = 40,20
-
- [State 270, 2]
- type = PlaySnd
- trigger1 = animelem = 1, =2
- value = 220,2
-
- [State 270, 2]
- type = Velset
- trigger1 = animelem = 1
- x = 14
-
- [State 230, 3]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = S, HA
- animtype = Hard
- damage = 45
- hitflag = MAFD
- guardflag = L
- pausetime = 10,10
- sparkno = S1040
- guard.sparkno = S1042
- sparkxy = -10,-5
- hitsound = S260,0
- guardsound = S200,3
- priority = 7, Hit
- ground.type = low
- ground.slidetime = 18
- ground.hittime = 18
- down.hittime = 24
- ground.velocity = -1,-9
- air.velocity = -2,-6
- down.velocity = -2,-6
- airguard.velocity = -4,-4
- guard.velocity = -11
- guard.slidetime = 18
- ground.cornerpush.veloff = -11
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -10
- p2stateno = 6009
- yaccel = .4
- kill = 0
- fall = 1
- fall.recover = 0
-
- [State 230, 3]
- type = HitDef
- trigger1 = AnimElem = 7
- attr = S, HA
- animtype = Hard
- damage = 50
- hitflag = MAFD
- guardflag = MA
- pausetime = 10,10
- sparkno = S1040
- guard.sparkno = S1042
- sparkxy = 5,-85
- hitsound = S260,0
- guardsound = S200,3
- priority = 7, Hit
- ground.type = low
- ground.slidetime = 18
- ground.hittime = 18
- ground.velocity = -2,-8
- air.velocity = -2,-8
- airguard.velocity = -9,-1
- guard.velocity = -11
- guard.slidetime = 18
- ground.cornerpush.veloff = -11
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -10
- yaccel = .39
- kill = 0
- fall = 1
- fall.recover = 0
- p2stateno = 6000
-
- [State 240, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 4071
- ctrl = 0
-
- ;---------------------------------------------
- ;AIR HARDKICK
- [Statedef 4071]
- type = A
- movetype = A
- physics = N
- anim = 4071
- velset = 5.5,-8.5
- ctrl = 0
-
- [State 9000, 1b]
- type = PlaySnd
- trigger1 = Time = 0
- value = 0,16
- volume = -10
-
- [State 4001, width]
- type = Width
- trigger1 = time >= 0
- edge = 40,20
-
- [State 4051, 0]
- type = Statetypeset
- trigger1 = animelem = 4
- value = S
-
- [State 270, 2]
- type = PlaySnd
- trigger1 = animelem = 4
- value = 220,2
-
- [State 230, 3]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, HA
- animtype = Hard
- damage = 50
- hitflag = MAFD
- guardflag = HA
- pausetime = 12,12
- sparkno = S1040
- guard.sparkno = S1042
- sparkxy = -10,-65
- hitsound = S260,0
- guardsound = S200,3
- priority = 7, Hit
- ground.type = low
- ground.slidetime = 18
- ground.hittime = 18
- ground.velocity = -2, -5
- air.velocity = -2,-5
- airguard.velocity = -9,-1
- guard.velocity = -11
- guard.slidetime = 18
- ground.cornerpush.veloff = -11
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -10
- p2stateno = 6007
- yaccel = .39
- kill = 0
- fall = 1
- fall.recover = 0
-
- [State 4051, 0]
- type = velset
- trigger1 = animelem = 7
- x = 1
- y = .15
-
- [State 4051, 0]
- type = veladd
- trigger1 = time >= 0
- y = .45
-
- [State 4051, 0]
- type = ChangeState
- trigger1 = pos y >= 0 && vel y > 0
- value = 4072
- ctrl = 0
- ;----------------------------------------
- ;CD ATTACK
- [Statedef 4072]
- type = S
- movetype = A
- physics = S
- anim = 4072
- velset = 0,0
- ctrl = 0
-
- [State 4001, width]
- type = posset
- trigger1 = time = 0
- y = 0
-
- ;Play sound when landing
- [State 52, 3]
- type = PlaySnd
- trigger1 = Time = 0
- value = 0,7
- volume = 10
-
- [State 4001, width]
- type = Width
- trigger1 = time >= 0
- edge = 50,20
-
- [State 1000, Cancel]
- type = velset
- trigger1 = animelem = 1
- x = 0
-
- [State 1000, Cancel]
- type = velset
- trigger1 = animelem = 5
- x = 0
-
- [State 230, 3]
- type = HitDef
- trigger1 = AnimElem = 6
- attr = S, HA
- animtype = Hard
- damage = 54
- hitflag = MAFD
- guardflag = MA
- pausetime = 12,12
- sparkno = S1040
- guard.sparkno = S1042
- sparkxy = 5,-85
- hitsound = S280,0
- guardsound = S200,3
- priority = 7, Hit
- ground.type = low
- ground.slidetime = 18
- ground.hittime = 18
- ground.velocity = -.5,11
- air.velocity = -.5,11
- airguard.velocity = -9,-1
- guard.velocity = -11
- guard.slidetime = 18
- ground.cornerpush.veloff = -11
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -10
- yaccel = .39
- fall.xvelocity = 0
- fall.yvelocity = 0
- kill = 0
- fall = 1
- fall.recover = 0
- p2stateno = 6007
-
- [State 240, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 4073
- ctrl = 0
-
- ;===================================================
- ;Stomp
- [Statedef 4073]
- type = S
- movetype = A
- physics = S
- anim = 4073
- velset = 0,0
- ctrl = 0
-
- [State 270, 2]
- type = Velset
- trigger1 = animelem = 2
- x = 5
-
- [State 4001, width]
- type = Width
- trigger1 = time >= 0
- edge = 40,20
-
- [State 3010, Envshake]
- type = envshake
- Trigger1 = animelem = 4, = 0
- time = 15
- ampl = -8
- freq = 105
-
- [State 180, 2]
- type = Explod
- trigger1 = animelem = 4, = 0
- id = 1507
- anim = 1507
- pos = 0, 7
- postype = p2
- ontop = 0
- sprpriority = -1
- ownpal = 1
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = animelem = 4, =0
- volume = 30
- value = 3,9
-
- [State 230, 3]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = S, HA
- animtype = Hard
- damage = 50
- hitflag = MAFD
- guardflag = L
- pausetime = 13,27
- sparkno = S1040
- guard.sparkno = S1042
- sparkxy = -10,-5
- hitsound = S260,0
- guardsound = S200,3
- priority = 7, Hit
- ground.type = low
- ground.slidetime = 18
- ground.hittime = 18
- down.hittime = 28
- ground.velocity = -1,-9
- air.velocity = -4,-9
- down.velocity = -4,-9
- airguard.velocity = -4,-4
- guard.velocity = -11
- guard.slidetime = 18
- ground.cornerpush.veloff = -11
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -10
- p2stateno = 6008
- yaccel = .4
- kill = 0
- fall = 1
- fall.recover = 0
-
- [State 240, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 4074
- ctrl = 0
-
- ;----------------------------------------------------
-
- ;===================================================
- ;HARDKICK
- [Statedef 4074]
- type = S
- movetype = A
- physics = S
- anim = 4074
- velset = 0,0
- ctrl = 0
-
- [State 4001, width]
- type = Width
- trigger1 = animelem = 4, >= 0
- edge = 60,20
-
- [State 270, 2]
- type = PlaySnd
- trigger1 = animelem = 1, =2
- value = 220,2
-
- [State 230, 3]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = S, HA
- animtype = Hard
- damage = 51
- hitflag = MAFD
- guardflag = MA
- pausetime = 12,12
- sparkno = S1040
- guard.sparkno = S1042
- sparkxy = -10,-76
- hitsound = S260,0
- guardsound = S200,3
- priority = 7, Hit
- ground.type = low
- ground.slidetime = 18
- ground.hittime = 18
- down.hittime = 24
- ground.velocity = -3,-6
- air.velocity = -3,-6
- down.velocity = -3,-6
- airguard.velocity = -4,-4
- guard.velocity = -11
- guard.slidetime = 18
- ground.cornerpush.veloff = -11
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -10
- p2stateno = 6007
- yaccel = .4
- kill = 0
- fall = 1
- fall.recover = 0
-
- [State 240, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 4054
- ctrl = 0
-
- ;====================================================================
- ;THIRD VARIATION
- ;=================
- ;PICK UP
- [Statedef 4080]
- type = S
- movetype = A
- physics = S
- anim = 4080
- velset = 0,0
- ctrl = 0
-
- [State 4001, width]
- type = Width
- trigger1 = time >= 0
- edge = 40,20
-
- [State 270, 2]
- type = Velset
- trigger1 = animelem = 2
- x = 5
-
- [State 270, 2]
- type = Velset
- trigger1 = animelem = 3
- x = 0
-
- [State 230, 3]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, HA
- animtype = Hard
- damage = 33
- hitflag = MAFD
- guardflag = MA
- pausetime = 0,0
- sparkno = S304
- guard.sparkno = S1042
- sparkxy = 25,-0
- hitsound = S3,6
- guardsound = S200,3
- priority = 7, Hit
- ground.type = low
- ground.slidetime = 18
- ground.hittime = 18
- down.hittime = 24
- ground.velocity = -1,-9
- air.velocity = 0,-9
- down.velocity = 0,-9
- airguard.velocity = -4,-4
- guard.velocity = -11
- guard.slidetime = 18
- ground.cornerpush.veloff = -11
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -10
- p2stateno = 4083
- yaccel = .4
- p2facing = 1
- kill = 0
- fall = 1
- fall.recover = 0
-
- [State 301, Bind]
- type = TargetBind
- trigger1 = animelem = 3, >=0
- trigger1 = animelem = 4, < 0
- pos = 70,-4
- time = 1
-
- [State 301, Bind]
- type = TargetBind
- trigger1 = animelem = 4, >=0
- trigger1 = animelem = 5, < 0
- pos = 73, -40
- time = 1
-
- [State 301, Bind]
- type = TargetBind
- trigger1 = animelem = 5, >=0
- trigger1 = animelem = 6, < 0
- pos = 49,-73
- time = 1
-
- [State 301, Bind]
- type = TargetBind
- trigger1 = animelem = 6, >=0
- trigger1 = animelem = 7, < 0
- pos = 32,-142
- time = 1
-
- [State 301, Bind]
- type = TargetBind
- trigger1 = animelem = 7, >=0
- trigger1 = animelem = 8, < 0
- pos = 30,-142
- time = 1
-
- [State 240, 4]
- type = hitadd
- trigger1 = animelem = 7
- value = 1
-
- [State 240, 4]
- type = varset
- trigger1 = Time = 0
- var(21) = 0
-
- [State 240, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 4081
- ctrl = 0
-
- ;--------------------------------------------
-
- ;7 HEAD BUTT
- [Statedef 4081]
- type = S
- movetype = A
- physics = S
- anim = 4081
- velset = 0,0
- ctrl = 0
-
- [State 4001, width]
- type = Width
- trigger1 = time >= 0
- edge = 40,20
-
- [State 240, 4]
- type = hitadd
- trigger1 = animelem = 6
- value = 1
-
- [State 301, Bind]
- type = targetstate
- trigger1 = time = 0
- value = 4084
-
- [State 301, Bind]
- type = TargetBind
- trigger1 = animelem = 1, >=0
- trigger1 = animelem = 2, <0
- pos = 43, -110
- time = 1
-
- [State 301, Bind]
- type = TargetBind
- trigger1 = animelem = 2, >=0
- trigger1 = animelem = 3, <0
- pos = 40, -110
- time = 1
-
- [State 301, Bind]
- type = TargetBind
- trigger1 = animelem = 3, >=0
- trigger1 = animelem = 4, <0
- pos = 35, -112
- time = 1
-
- [State 301, Bind]
- type = TargetBind
- trigger1 = animelem = 4, >=0
- trigger1 = animelem = 5, <0
- pos = 40,-112
- time = 1
-
- [State 301, Bind]
- type = TargetBind
- trigger1 = animelem = 5, >=0
- trigger1 = animelem = 6, <0
- pos = 35, -112
- time = 1
-
- [State 301, Bind]
- type = TargetBind
- trigger1 = animelem = 6, >=0
- trigger1 = animelem = 7, <0
- pos = 48, -90
- time = 1
-
- [State 301, Bind]
- type = TargetBind
- trigger1 = animelem = 7, >=0
- trigger1 = animelem = 8, <0
- pos = 46, -92
- time = 1
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = animelem = 6, = 0
- volume = 30
- value = 240,0
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = animelem = 6, =0
- volume = 30
- value = 3,9
-
- [State 180, 2]
- type = Explod
- trigger1 = animelem = 6
- id = 1040
- anim = 1040
- pos = 37,-92
- sprpriority = -1
- ownpal = 1
- ontop = 1
- removeongethit = 1
-
- [State 180, 2]
- type = Explod
- trigger1 = animelem = 6
- id = 61
- anim = F61
- pos = 48,0
- sprpriority = -1
- ownpal = 1
- removetime = 14
-
- [State 301, Bind]
- type = targetlifeadd
- trigger1 = animelem = 6, =1
- value = -33
- kill = 0
-
- [State 3010, Envshake]
- type = envshake
- Trigger1 = animelem = 6, = 0
- time = 7
- ampl = -8
- freq = 105
-
- [State 240, 4]
- type = varadd
- trigger1 = Time = 0
- var(21) = 1
-
- [State 240, 4]
- type = ChangeState
- trigger1 = var(21) >= 7
- trigger1 = AnimTime = 0
- value = 4082
- ctrl = 0
-
- [State 240, 4]
- type = ChangeState
- trigger1 = var(21) < 7
- trigger1 = AnimTime = 0
- value = 4081
- ctrl = 0
-
- ;----------------------------------
-
- ;Final HEADBUTT
- [Statedef 4082]
- type = S
- movetype = A
- physics = S
- anim = 4082
- velset = 0,0
- ctrl = 0
-
- [State 240, 4]
- type = hitadd
- trigger1 = animelem = 6
- value = 1
-
- [State 301, Bind]
- type = targetstate
- trigger1 = time = 0
- value = 4084
-
- [State 301, Bind]
- type = TargetBind
- trigger1 = animelem = 1, >=0
- trigger1 = animelem = 2, <0
- pos = 43, -110
- time = 1
-
- [State 301, Bind]
- type = TargetBind
- trigger1 = animelem = 2, >=0
- trigger1 = animelem = 3, <0
- pos = 40, -110
- time = 1
-
- [State 301, Bind]
- type = TargetBind
- trigger1 = animelem = 3, >=0
- trigger1 = animelem = 4, <0
- pos = 35, -112
- time = 1
-
- [State 301, Bind]
- type = TargetBind
- trigger1 = animelem = 4, >=0
- trigger1 = animelem = 5, <0
- pos = 40,-112
- time = 1
-
- [State 301, Bind]
- type = TargetBind
- trigger1 = animelem = 5, >=0
- trigger1 = animelem = 6, <0
- pos = 35, -112
- time = 1
-
- [State 301, Bind]
- type = TargetBind
- trigger1 = animelem = 6, >=0
- trigger1 = animelem = 7, <0
- pos = 50, -85
- time = 1
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = animelem = 6, = 1
- volume = 120
- value = 3,8
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = animelem = 6, =0
- volume = 30
- value = 3,9
-
- [State 180, 2]
- type = Explod
- trigger1 = animelem = 6
- id = 61
- anim = F61
- pos = 48,0
- sprpriority = -1
- ownpal = 1
- removetime = 14
-
- [State 180, 2]
- type = Explod
- trigger1 = animelem = 6
- id = 1040
- anim = 1040
- pos = 48,-85
- sprpriority = -1
- ownpal = 1
- ontop = 1
- removeongethit = 1
-
- [State 301, Bind]
- type = targetstate
- trigger1 = animelem = 6
- value = 4085
-
- [State 301, Bind]
- type = targetlifeadd
- trigger1 = animelem = 6, =1
- value = -57
- kill = 0
-
- [State 3010, Envshake]
- type = envshake
- Trigger1 = animelem = 6, = 0
- time = 15
- ampl = -8
- freq = 105
-
- ;-----------------------
- ;<>FLAME EXPLOD<>
-
- [State 180, 2]
- type = Explod
- trigger1 = numexplod(1508) < 14
- trigger1 = animelem = 6, = [0, 16]
- id = 1508
- anim = 1508
- pos = 50,-85
- sprpriority = 2
- random = 70,80
- ownpal = 1
- removetime = 18
-
- [State 180, 2]
- type = Explod
- trigger1 = numexplod(1509) < 9
- trigger1 = animelem = 6, = [3,16]
- id = 1509
- anim = 1509
- pos = 50,-85
- random = 50,60
- sprpriority = 3
- ownpal = 1
- removetime = 15
- ;---------------------------
-
- [State 240, 4]
- type = varset
- trigger1 = Time = 0
- var(21) = 0
-
- [State 240, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 4054
- ctrl = 0
-
- ;----------------------------------
- ;(hit by, on ground)
- [Statedef 4083]
- type = A
- movetype= H ;Get hit
- physics = N
- ctrl = 0
-
- [State 820, 1]
- type = screenbound
- Trigger1 = Time >= 0
- value = 0
- movecamera = 0,0
-
- [State 820, 1]
- type = ChangeAnim2
- Trigger1 = Time = 0
- value = 4083
- ;-------------------------------------
-
- ;(hit by, HeadButts)
- [Statedef 4084]
- type = A
- movetype= H ;Get hit
- physics = N
- ctrl = 0
-
- [State 820, 1]
- type = screenbound
- Trigger1 = Time >= 0
- value = 0
- movecamera = 0,0
-
- [State 820, 1]
- type = ChangeAnim2
- Trigger1 = Time = 0
- value = 4084
- ;-------------------------------------
-
- ;---------------------------------------------------------------------------
- ;HITG_SHAKE
- [Statedef 4085]
- type = S
- movetype= H
- physics = N
- velset = 0,0
-
- [State 1800, 2]
- type = screenbound
- Trigger1 = Time >= 0
- value = 1
- movecamera = 0,0
-
- [State 5000, 1]
- type = palfx
- trigger1 = Time = 0
- time = 45
- add = 40,-70,-200
- sinadd = 40,30,0,10
- color = 0
- invertall = 1
-
- [State 5000, 1]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 2303
-
- [State 5000, 6]
- type = changestate
- trigger1 = animtime = 0
- value = 4086
-
- [State 5000, FFB Hard]
- type = ForceFeedback
- trigger1 = anim = 5012
- trigger2 = anim = 5002
- trigger3 = anim = 5030
- persistent = 0
- time = 15
- waveform = sinesquare
- ampl = 140
-
- ;---------------------------------------------------------------------------
- ;---------------------------------------------------------------------------
- ; HITA_FALL (knocked up, falling)
- [Statedef 4086]
- type = A
- movetype= H
- physics = N
- velset = -3,-8
-
- [State 5030, 3]
- type = posadd
- trigger1 = time = 0
- y = 70
-
- [State 4003, hitby]
- type = hitby
- trigger1 = time >= 0
- value = S, HA
-
- [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 = time >=0
- y = .43
-
- [State 5050, 6]
- type = ChangeState
- trigger1 = time >= 50
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
- value = 6004 ;HIT_BOUNCE
-
- ;---------------------------------------------------------------------------
-
- ;<><><><<><<><><><><><><<><><><>><><><>>>><<>><><>><>>>><>><><><>><>><>>><<<<>>><>><><><><>>><<
- ; VARIATION FINAL ???
- ;<><><><><><><><<>><<><>
-
- [Statedef 4100]
- type = S
- movetype = A
- physics = S
- anim = 4100
- velset = 0,0
- ctrl = 0
-
- [State 4001, width]
- type = Width
- trigger1 = time >= 0
- edge = 50,20
-
- [State 240, 4]
- type = varset
- trigger1 = Time = 0
- var(21) = 0
-
- [State 240, 4]
- type = ChangeState
- trigger1 = animtime = 0
- value = 4101
- ctrl = 0
-
- ;----------------------------
-
- [Statedef 4101]
- type = S
- movetype = A
- physics = S
- velset = 0,0
- ctrl = 0
-
- [State 240, DOWN]
- type = ChangeState
- trigger1 = time = 0
- trigger1 = var(21) = 0 || var(21) = 2 || var(21) = 7 || var(21) = 9 || var(21) = 15 || var(21) = 19
- value = 4102
- ctrl = 0
-
- [State 240, FORWARD]
- type = ChangeState
- trigger1 = time = 0
- trigger1 = var(21) = 1 || var(21) = 3 || var(21) = 5 || var(21) = 6 || var(21) = 8 || var(21) = 10 || var(21) = 11 || var(21) = 13 || var(21) = 17 || var(21) = 20
- value = 4103
- ctrl = 0
-
- [State 240, UP]
- type = ChangeState
- trigger1 = time = 0
- trigger1 = var(21) = 4 || var(21) = 12 || var(21) = 14 || var(21) = 16 || var(21) = 18
- value = 4104
- ctrl = 0
-
- [State 240, 4]
- type = ChangeState
- trigger1 = var(21) >= 21
- trigger1 = time = 0
- value = 4105
- ctrl = 0
-
- ;----------------------------
- ;DOWN
- [Statedef 4102]
- type = S
- movetype = A
- physics = S
- velset = 0,0
- anim = 4102
- ctrl = 0
-
- [State 240, 4]
- type = varadd
- trigger1 = Time = 0
- var(21) = 1
-
- [State 230, 3]
- type = HitDef
- trigger1 = var(21) <= 1
- trigger1 = AnimElem = 2
- attr = S, HA
- animtype = Hard
- damage = 25
- hitflag = MAFD
- guardflag = MA
- pausetime = 2,2
- sparkno = S1040
- guard.sparkno = S1042
- sparkxy = -10,-13
- hitsound = S240,0
- guardsound = S200,3
- priority = 7, Hit
- ground.type = low
- ground.slidetime = 18
- ground.hittime = 18
- down.hittime = 24
- ground.velocity = -0,-0
- air.velocity = -0,-0
- down.velocity = -0,-0
- airguard.velocity = -4,-4
- guard.velocity = -11
- guard.slidetime = 18
- ground.cornerpush.veloff = -0
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -0
- p2stateno = 6012
- forcestand = 1
- snap = 80,0
- yaccel = .4
- kill = 0
-
- [State 230, 3]
- type = HitDef
- trigger1 = var(21) > 1
- trigger1 = AnimElem = 2
- attr = S, HA
- animtype = Hard
- damage = 16
- hitflag = MAFD
- guardflag = MA
- pausetime = 2,2
- sparkno = S1040
- guard.sparkno = S1042
- sparkxy = -10,-20
- hitsound = S240,0
- guardsound = S200,3
- priority = 7, Hit
- ground.type = low
- ground.slidetime = 18
- ground.hittime = 18
- down.hittime = 24
- ground.velocity = -0,-0
- air.velocity = -0,-0
- down.velocity = -0,-0
- airguard.velocity = -4,-4
- guard.velocity = -11
- guard.slidetime = 18
- ground.cornerpush.veloff = -0
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -0
- p2stateno = 6012
- yaccel = .4
- kill = 0
-
- [State 240, 4]
- type = ChangeState
- trigger1 = animtime = 0
- value = 4101
- ctrl = 0
-
- ;----------------------------
- ;FORWARD
- [Statedef 4103]
- type = S
- movetype = A
- physics = S
- velset = 0,0
- anim = 4103
- ctrl = 0
-
- [State 230, 3]
- type = HitDef
- trigger1 = var(21) < 20
- trigger1 = AnimElem = 2
- attr = S, HA
- animtype = Hard
- damage = 16
- hitflag = MAFD
- guardflag = MA
- pausetime = 2,2
- sparkno = S1040
- guard.sparkno = S1042
- sparkxy = -10,-58
- hitsound = S220,0
- guardsound = S200,3
- priority = 7, Hit
- ground.type = high
- ground.slidetime = 18
- ground.hittime = 18
- down.hittime = 24
- ground.velocity = -0,-0
- air.velocity = -0,-0
- down.velocity = -0,-0
- airguard.velocity = -4,-4
- guard.velocity = -11
- guard.slidetime = 18
- ground.cornerpush.veloff = -0
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -0
- p2stateno = 6014
- yaccel = .4
- kill = 0
-
- [State 230, 3]
- type = HitDef
- trigger1 = var(21) >= 20
- trigger1 = AnimElem = 2
- attr = S, HA
- animtype = Hard
- damage = 16
- hitflag = MAFD
- guardflag = MA
- pausetime = 2,2
- sparkno = S1040
- guard.sparkno = S1042
- sparkxy = -10,-58
- hitsound = S260,0
- guardsound = S200,3
- priority = 7, Hit
- ground.type = high
- ground.slidetime = 18
- ground.hittime = 18
- down.hittime = 24
- ground.velocity = -2.7,-8.7
- air.velocity = -2.7,-8.7
- down.velocity = -4,-6
- airguard.velocity = -4,-4
- guard.velocity = -11
- guard.slidetime = 18
- ground.cornerpush.veloff = -0
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -0
- p2stateno = 6000
- yaccel = .4
- kill = 0
- fall = 1
- fall.recover = 0
-
- [State 240, 4]
- type = varadd
- trigger1 = Time = 0
- var(21) = 1
-
- [State 240, 4]
- type = ChangeState
- trigger1 = animtime = 0
- value = 4101
- ctrl = 0
-
- ;---------------------------
- ;UP
- [Statedef 4104]
- type = S
- movetype = A
- physics = S
- velset = 0,0
- anim = 4104
- ctrl = 0
-
- [State 230, 3]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = S, HA
- animtype = Hard
- damage = 16
- hitflag = MAFD
- guardflag = MA
- pausetime = 2,2
- sparkno = S1040
- guard.sparkno = S1042
- sparkxy = -10,-98
- hitsound = S260,0
- guardsound = S200,3
- priority = 7, Hit
- ground.type = high
- ground.slidetime = 18
- ground.hittime = 18
- down.hittime = 24
- ground.velocity = -0,-0
- air.velocity = -0,-0
- down.velocity = -0,-0
- airguard.velocity = -4,-4
- guard.velocity = -11
- guard.slidetime = 18
- ground.cornerpush.veloff = -0
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -0
- p2stateno = 6014
- yaccel = .4
- kill = 0
-
- [State 240, 4]
- type = varadd
- trigger1 = Time = 0
- var(21) = 1
-
- [State 240, 4]
- type = ChangeState
- trigger1 = animtime = 0
- value = 4101
- ctrl = 0
-
- ;-----------------------------
-
- [Statedef 4105]
- type = S
- movetype = A
- physics = S
- velset = 0,0
- anim = 4105
- ctrl = 0
-
- [State 240, 4]
- type = ChangeState
- trigger1 = animtime = 0
- value = 4054
- ctrl = 0
-
-
-