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- ;=================
- ;--< DUST KICK >--
- ;=================
- ;Dust kick (D)
- [Statedef 2000]
- type = S
- movetype = A
- physics = S
- anim = 2000
- velset = 0,0
- juggle = 10
- poweradd = 53
- ctrl = 0
-
- [State 250, 3]
- type = Hitdef
- trigger1 = p2statetype = A
- trigger1 = AnimElem = 3,=2
- attr = S,SA
- hitflag = MAF
- animtype = hard
- damage = 99,5
- guardflag = MA
- pausetime = 14,14
- sparkno = S1041
- guard.sparkno = S1042
- sparkxy = -10,-80
- hitsound = S260,0
- guardsound = S200,3
- ground.type = high
- ground.slidetime = 32
- ground.hittime = 22
- ground.velocity = -11
- air.velocity = -6,-2.5
- airguard.velocity = -6,-1.5
- guard.velocity = -11
- ground.cornerpush.veloff = -18
- guard.cornerpush.veloff = -16
- air.fall = 1
- getpower = 30,10
- givepower = 30,10
- air.juggle = 10
- palfx.time = 25
- palfx.add = -100,-100,-100
- palfx.sinadd = -10,-10,-10,10
- palfx.color = 0
- palfx.invertall = 1
-
- [State 250, 3]
- type = Hitdef
- trigger1 = p2statetype != A
- trigger1 = AnimElem = 3,=2
- attr = S, SA
- hitflag = MAF
- animtype = hard
- damage = 99,5
- guardflag = MA
- pausetime = 14,14
- sparkno = S1041
- guard.sparkno = S1042
- sparkxy = -10,-80
- hitsound = S260,0
- guardsound = S200,3
- ground.type = high
- ground.slidetime = 32
- ground.hittime = 22
- ground.velocity = -11
- air.velocity = -6,-2.5
- airguard.velocity = -6,-1.5
- guard.velocity = -11
- ground.cornerpush.veloff = -18
- guard.cornerpush.veloff = -16
- getpower = 30,10
- givepower = 30,10
- air.juggle = 10
- p2stateno = 2002
- palfx.time = 25
- palfx.add = -100,-100,-100
- palfx.sinadd = -10,-10,-10,10
- palfx.color = 0
- palfx.invertall = 1
-
- [State 180, explod]
- type = Explod
- trigger1 = animelem = 3, = 1
- id = 2001
- anim = 2001
- pos = 0,0
- sprpriority = 2
- ownpal = 1
- removeongethit = 1
- removetime = 24
-
- [State 1000, Attack]
- type = playsnd
- trigger1 = time = 1
- value = 15,6
- channel = 0
-
- [State 1000, Attack]
- type = playsnd
- trigger1 = animelem = 3,=1
- value = 5,8
-
- [State 1000, Attack]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; HITG_SHAKE
- [Statedef 2002]
- type = S
- movetype= H
- physics = N
- velset = 0,0
-
- [State 5000, 1]
- type = ChangeAnim
- trigger1 = Time = 0
- value = 5000
-
- [State 5000, 3] ;Freeze anim
- type = ChangeAnim
- trigger1 = Time > 0
- value = anim
-
- [State 5000, 5]
- type = ChangeState
- trigger1 = HitShakeOver
- value = 2003
-
- [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_SHAKE
- [Statedef 2002]
- type = S
- movetype= H
- physics = N
- velset = 0,0
-
- [State 5000, 1]
- type = ChangeAnim
- trigger1 = Time = 0
- value = 5000
-
- [State 5000, 3] ;Freeze anim
- type = ChangeAnim
- trigger1 = Time > 0
- value = anim
-
- [State 5000, 5]
- type = ChangeState
- trigger1 = HitShakeOver
- value = 2003 ;HITG_SLIDE
-
- [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 2003]
- type = S
- movetype= H
- physics = S
-
- [State 5001, 1]
- type = HitVelSet
- trigger1 = Time = 0
- x = 2
-
- [State 5001, 2]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 2002
-
- [State 5001, 3] ;Stop sliding back
- type = VelMul
- trigger1 = Time >= 28
- x = .2
-
- [State 5001, 4]
- type = VelSet
- trigger1 = time >= 32
- x = 0
-
- [State 5001, 5]
- type = DefenceMulSet
- trigger1 = HitOver
- value = 1
-
- [State 5001, 6]
- type = selfstate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
-
-
-
- ;======================
- ;---< DUSTKICK (B) >---
- '======================
- [Statedef 2050]
- type = S
- movetype = A
- physics = S
- anim = 2050
- velset = 0,0
- juggle = 10
- poweradd = 53
- ctrl = 0
-
- [State 250, 3]
- type = Hitdef
- trigger1 = AnimElem = 6,=2
- attr = S,SA
- hitflag = MAF
- animtype = hard
- damage = 45,5
- guardflag = MA
- pausetime = 11,11
- sparkno = S1041
- guard.sparkno = S1042
- sparkxy = -10,-80
- hitsound = S280,0
- guardsound = S200,3
- ground.type = high
- ground.slidetime = 22
- ground.hittime = 22
- ground.velocity = -6
- air.velocity = -6,-2.5
- airguard.velocity = -6,-1.5
- guard.velocity = -11
- ground.cornerpush.veloff = -11
- guard.cornerpush.veloff = -11
- air.fall = 1
- getpower = 30,10
- givepower = 30,10
- air.juggle = 10
- palfx.time = 25
- palfx.add = -100,-100,-100
- palfx.sinadd = -10,-10,-10,10
- palfx.color = 0
- palfx.invertall = 1
-
- [State 250, 3]
- type = Hitdef
- trigger1 = p2statetype != L
- trigger1 = AnimElem = 8
- attr = S, SA
- hitflag = MAF
- animtype = hard
- damage = 70,5
- guardflag = HA
- pausetime = 14,14
- sparkno = S1041
- guard.sparkno = S1042
- sparkxy = -10,-80
- hitsound = S280,0
- guardsound = S200,3
- ground.type = low
- ground.slidetime = 32
- ground.hittime = 22
- ground.velocity = -.2,6
- air.velocity = -.2,6
- airguard.velocity = -6,-2
- guard.velocity = -11
- down.velocity = -4,0
- ground.cornerpush.veloff = -18
- guard.cornerpush.veloff = -16
- fall = 1
- fall.recover = 0
- getpower = 30,10
- givepower = 30,10
- air.juggle = 3
- p2stateno = 2051
-
- [State 250, 3]
- type = Hitdef
- trigger1 = p2statetype = L
- trigger1 = AnimElem = 8
- attr = S, SA
- hitflag = D
- animtype = hard
- damage = 70,5
- guardflag = HA
- pausetime = 14,14
- sparkno = S1041
- guard.sparkno = S1042
- sparkxy = 0,-7
- hitsound = S280,0
- guardsound = S200,3
- ground.type = low
- ground.slidetime = 32
- ground.hittime = 22
- ground.velocity = -.2,6
- air.velocity = -.2,6
- airguard.velocity = -6,-2
- guard.velocity = -11
- down.velocity = -4,0
- ground.cornerpush.veloff = -18
- guard.cornerpush.veloff = -16
- fall = 1
- fall.recover = 0
- getpower = 30,10
- givepower = 30,10
- air.juggle = 3
- palfx.time = 25
- palfx.add = -100,-100,-100
- palfx.sinadd = -10,-10,-10,10
- palfx.color = 0
- palfx.invertall = 1
-
- [State 180, explod]
- type = Explod
- trigger1 = animelem = 6, = 1
- id = 2001
- anim = 2001
- pos = 0,0
- sprpriority = 2
- ownpal = 1
- removeongethit = 1
- removetime = 24
-
- [State 1000, Attack]
- type = posadd
- trigger1 = animelem = 3
- x = 32
-
- [State 1000, Attack]
- type = posadd
- trigger1 = animelem = 5
- x = 25
-
- [State 1000, Attack]
- type = posadd
- trigger1 = animelem = 9
- x = 18
-
- [State 1000, Attack]
- type = playsnd
- trigger1 = animelem = 1
- value = 15,6
- channel = 0
-
- [State 1000, Attack]
- type = playsnd
- trigger1 = animelem = 6,=1
- value = 5,8
-
- [State 1000, Attack]
- type = changeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
-
- ;---------------------------------------------------------------------------
- ; SLAM FACE DOWN shaking
- [Statedef 2051]
- type = S
- movetype= H
- physics = N
- velset = 0,0
-
- [State 5000, 1]
- type = ChangeAnim
- trigger1 = Time = 0
- value = 5012
-
- [State 5000, 3] ;Freeze anim
- type = ChangeAnim
- trigger1 = Time > 0
- value = anim
-
- [State 5000, 5]
- type = ChangeState
- trigger1 = HitShakeOver
- value = 2052
-
- [State 5000, FFB Hard]
- type = ForceFeedback
- trigger1 = anim = 5012
- persistent = 0
- time = 15
- waveform = sinesquare
- ampl = 140
-
- ;---------------------------------------------------------------------------
-
- ;-----------------------------------
- ;subsob
- [Statedef 2052]
- type = S
- movetype= H
- physics = N
- velset = 0,0
-
- [State 3010, Envshake]
- type = envshake
- Trigger1 = time = 0
- time = 9
- ampl = -3
- freq = 110
-
- [State 2052, posadd]
- type = posadd
- trigger1 = Time = 0
- x = -20
-
- [State 5110,1]
- type = nothitby
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- [State 5100, EnvShake]
- type = FallEnvShake
- trigger1 = Time = 0
-
- [State 5100, Var]
- type = VarSet
- trigger1 = Time = 0
- ;trigger1 = GetHitVar(fall.yvel) = 0
- sysvar(1) = floor(vel y)
-
- [State 5100, 2]
- type = ChangeAnim
- triggerall = time = 0
- trigger1 = SelfAnimExist(5102)
- value = 5102
-
- [State 5100, 2]
- type = ChangeAnim
- triggerall = time = 0
- trigger1 = SelfAnimExist(5101)
- trigger1 = !SelfAnimExist(5102)
- value = 5101
-
- [State 5100, 2]
- type = ChangeAnim
- triggerall = time = 0
- trigger1 = !SelfAnimExist(5101)
- trigger1 = !SelfAnimExist(5102)
- value = 5100
-
- [State 5100, 4]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 5100, 6] ;Reduce speed
- type = VelMul
- trigger1 = Time = 0
- x = 0.75
-
- [State 5100, 8]
- type = GameMakeAnim
- trigger1 = Time = 1
- value = 61
- 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, 12]
- type = selfState
- trigger1 = Time = 10
- value = 5101;2053
-
- [State 5100, 13]
- type = ForceFeedback
- trigger1 = Time = 0
- waveform = sinesquare
- ampl = 128,-3,-.2,.005
- time = 20
- ;---------------------------------------
-
-
-
- ;=================
- ;--<>KNIFE1<>--
- ;=================
- ;KNIFE1
- [Statedef 2400]
- type = S
- movetype = A
- physics = S
- anim = 2400
- velset = 0,0
- juggle = 5
- poweradd = 103
- ctrl = 0
-
- [State 2400, voice]
- type = playsnd
- trigger1 = animelem = 1
- value = 3,10
- volume = 50
- channel = 0
-
- [State 2400, fx]
- type = playsnd
- trigger1 = animelem = 5
- value = 3,11
-
- [State 2400,hitdef]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, SA
- animtype = hard
- damage = 70,5
- guardflag = M
- pausetime = 10,12
- sparkno = S1043
- guard.sparkno = S1042
- sparkxy = -10,-65
- hitsound = S3,12
- guardsound = S200,3
- ground.type = Low
- ground.slidetime = 24
- ground.hittime = 22
- ground.velocity = -5
- air.velocity = -6,-2
- airguard.velocity = -3,-1.5
- ground.cornerpush.veloff = -6
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -6
- guard.velocity = -11
- givepower = 30,10
- getpower = 30,30
- air.juggle = 10
-
- [State 2400, explod]
- type = explod
- trigger1 = movehit
- trigger1 = animelem = 5, = 1
- id = 1047
- anim = 1047
- pos = -10,-65
- postype = p2
- facing = -1
- sprpriority = 2
- ownpal = 1
- removeongethit = 1
- removetime = 23
- persistent = 0
- ignorehitpause = 1
-
-
- [State 2400, vel]
- type = velset
- trigger1 = animelem = 4
- x = 7
-
- [State 2400, changestate]
- type = changeState
- trigger1 = animtime = 0
- value = 2401
- ctrl = 0
-
- ;--------------------
- ;2nd slash
- [Statedef 2401]
- type = S
- movetype = A
- physics = S
- anim = 2401
- velset = 0,0
- juggle = 5
- poweradd = 103
- ctrl = 0
-
- [State 1000, Attack]
- type = playsnd
- trigger1 = animelem = 4
- value = 3,11
-
- [State 2401, hitdef]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = S, SA
- animtype = hard
- damage = 70,5
- guardflag = M
- pausetime = 10,12
- sparkno = S1043
- guard.sparkno = S1042
- sparkxy = -10,-70
- hitsound = S3,12
- guardsound = S200,3
- ground.type = Low
- ground.slidetime = 24
- ground.hittime = 22
- ground.velocity = -4,-3
- air.velocity = -6,-2
- airguard.velocity = -3,-1.5
- ground.cornerpush.veloff = -13
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -13
- guard.velocity = -11
- fall = 1
- givepower = 30,10
- getpower = 30,30
- air.juggle = 10
-
- [State 180, explod]
- type = explod
- trigger1 = movehit
- trigger1 = animelem = 4, = 1
- id = 1047
- anim = 1047
- pos = -10,-70
- postype = p2
- facing = -1
- sprpriority = 2
- ownpal = 1
- removeongethit = 1
- removetime = 23
- persistent = 0
- ignorehitpause = 1
-
-
- [State 2400, vel]
- type = velset
- trigger1 = animelem = 2
- x = 5
-
- [State 2400, changestate]
- type = changeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;===============================================
- ;----<> KNIFE2 <>----
- ;====================
- ;KNIFE2
- [Statedef 2500]
- type = S
- movetype = A
- physics = S
- anim = 2500
- velset = 0,0
- juggle = 5
- poweradd = 53
- ctrl = 0
-
- [State 2500, voice]
- type = playsnd
- trigger1 = animelem = 1
- value = 3,10
- volume = 50
- channel = 0
-
- [State 2500, fx]
- type = playsnd
- trigger1 = animelem = 5
- value = 3,11
-
- [State 2500, hitdef]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, SA
- animtype = hard
- damage = 45,5
- guardflag = M
- pausetime = 6,8
- sparkno = S1043
- guard.sparkno = S1042
- sparkxy = -10,-65
- hitsound = S3,12
- guardsound = S200,3
- ground.type = Low
- ground.slidetime = 24
- ground.hittime = 22
- ground.velocity = -4
- air.velocity = -6,-2
- airguard.velocity = -3,-1.5
- ground.cornerpush.veloff = -6
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -6
- guard.velocity = -11
- givepower = 30,10
- getpower = 30,30
- air.juggle = 10
-
- [State 2500, explod]
- type = explod
- trigger1 = movehit
- trigger1 = animelem = 5, = 1
- id = 1047
- anim = 1047
- pos = -10,-65
- postype = p2
- facing = -1
- sprpriority = 2
- ownpal = 1
- removeongethit = 1
- removetime = 23
- persistent = 0
- ignorehitpause = 1
-
- [State 2500, vel]
- type = velset
- trigger1 = animelem = 4
- x = 7
-
- [State 2500, changestate]
- type = changeState
- trigger1 = animtime = 0
- value = 2501
- ctrl = 0
-
- ;--------------------
- ;--------------------
- ;2nd slash
- [Statedef 2501]
- type = S
- movetype = A
- physics = S
- anim = 2501
- velset = 0,0
- juggle = 5
- poweradd = 53
- ctrl = 0
-
- [State 2500, FX]
- type = playsnd
- trigger1 = animelem = 4
- value = 3,11
-
- [State 2501, hitdef]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = S, SA
- animtype = hard
- damage = 45,5
- guardflag = M
- pausetime = 6,8
- sparkno = S1043
- guard.sparkno = S1042
- sparkxy = -10,-80
- hitsound = S3,12
- guardsound = S200,3
- ground.type = high
- ground.slidetime = 24
- ground.hittime = 22
- ground.velocity = -4
- air.velocity = -6,-2
- airguard.velocity = -3,-1.5
- ground.cornerpush.veloff = -6
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -6
- guard.velocity = -11
- givepower = 30,10
- getpower = 30,30
- air.juggle = 10
-
- [State 2501, explod]
- type = explod
- trigger1 = movehit
- trigger1 = animelem = 4, = 1
- id = 1047
- anim = 1047
- pos = -10,-80
- postype = p2
- facing = -1
- sprpriority = 2
- ownpal = 1
- removeongethit = 1
- removetime = 23
- persistent = 0
- ignorehitpause = 1
-
-
- [State 2501, vel]
- type = velset
- trigger1 = animelem = 2
- x = 5
-
- [State 2501, changestate]
- type = changeState
- trigger1 = animtime = 0
- value = 2502
- ctrl = 0
- ;---------------------------------
- ;SLASH3
- [Statedef 2502]
- type = S
- movetype = A
- physics = S
- anim = 2502
- velset = 0,0
- juggle = 5
- poweradd = 53
- ctrl = 0
-
- [State 2502, fx]
- type = playsnd
- trigger1 = animelem = 2
- value = 3,11
-
- [State 2502, hitdef]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = S, SA
- animtype = hard
- damage = 45,5
- guardflag = M
- pausetime = 6,8
- sparkno = S1043
- guard.sparkno = S1042
- sparkxy = -10,-65
- hitsound = S3,12
- guardsound = S200,3
- ground.type = Low
- ground.slidetime = 24
- ground.hittime = 22
- ground.velocity = -4
- air.velocity = -6,-2
- airguard.velocity = -3,-1.5
- ground.cornerpush.veloff = -6
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -6
- guard.velocity = -11
- givepower = 30,10
- getpower = 30,30
- air.juggle = 10
-
- [State 2502, explod]
- type = explod
- trigger1 = movehit
- trigger1 = animelem = 2, = 1
- id = 1047
- anim = 1047
- pos =-10,-65
- postype = p2
- facing = -1
- sprpriority = 2
- ownpal = 1
- removeongethit = 1
- persistent = 0
- ignorehitpause = 1
- removetime = 23
-
- [State 2502, vel]
- type = velset
- trigger1 = animelem = 1
- x = 7
-
- [State 2502, changestate]
- type = changeState
- trigger1 = animtime = 0
- value = 2503
- ctrl = 0
- ;--------------------
-
- ;--------------------
- ;4th slash
- [Statedef 2503]
- type = S
- movetype = A
- physics = S
- anim = 2401
- velset = 0,0
- juggle = 5
- poweradd = 53
- ctrl = 0
-
- [State 2503, fx]
- type = playsnd
- trigger1 = animelem = 4
- value = 3,11
-
- [State 2503, hitdef]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = S, SA
- animtype = hard
- damage = 50,5
- guardflag = M
- pausetime = 10,12
- sparkno = S1043
- guard.sparkno = S1042
- sparkxy = -10,-80
- hitsound = S3,12
- guardsound = S200,3
- ground.type = High
- ground.slidetime = 24
- ground.hittime = 22
- ground.velocity = -4,-3
- air.velocity = -6,-2
- airguard.velocity = -3,-1.5
- ground.cornerpush.veloff = -13
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -13
- guard.velocity = -11
- fall = 1
- givepower = 30,10
- getpower = 30,30
- air.juggle = 10
-
- [State 2503, explod]
- type = explod
- trigger1 = movehit
- trigger1 = animelem = 4, = 1
- id = 1047
- anim = 1047
- pos = -10,-80
- postype = p2
- facing = -1
- sprpriority = 2
- ownpal = 1
- removeongethit = 1
- persistent = 0
- ignorehitpause = 1
- removetime = 23
-
- [State 2503, vel]
- type = velset
- trigger1 = animelem = 2
- x = 5
-
- [State 2503, changestate]
- type = changeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
-