home *** CD-ROM | disk | FTP | other *** search
Text File | 1999-01-01 | 19.5 KB | 1,002 lines |
- ;<><><><><><><><><<><><><><><><<<>>>><><><><><>>><><><><><
- ; YAMAZAKI's PHONY HITDEF EFFECT
- ;<><><><><><><<><><><><><><><><<><>
-
-
- ;---------------------------------------------------------------------------
- ; HITA_SHAKE
- [Statedef 6000]
- type = A
- movetype= H
- physics = N
- velset = 0,0
-
- [State 4003, hitby]
- type = hitby
- trigger1 = time >= 0
- value = S, HA
-
- [State 4003, push]
- type = playerpush
- trigger1 = time >= 0
- value = 0
-
- [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 = 6001
-
- [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 6001]
- type = A
- movetype= H
- physics = N
- ctrl = 0
-
- [State 4003, push]
- type = playerpush
- trigger1 = time >= 0
- value = 0
-
- [State 4003, hitby]
- type = hitby
- trigger1 = time >= 0
- value = S, HA
-
- [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, 4]
- type = ChangeState
- triggerall = HitFall
- trigger1 = HitOver
- trigger2 = Vel Y > 0 ;Hit ground
- trigger2 = Pos Y >= 0 ;.
- value = 6003 ;HITA_FALL
-
- [State 5030, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 6002 ;HITA_UP (transition)
-
- ;---------------------------------------------------------------------------
- ;---------------------------------------------------------------------------
- ; HITA_UP_T (transition)
- [Statedef 6002]
- type = A
- movetype= H
- physics = N
-
- [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 >= 0 ;.
- trigger4 = Time = 0 ;No transition anim
- trigger4 = Anim != 5035 ;.
- value = 6003 ;HITA_FALL
-
- ;---------------------------------------------------------------------------
-
- ;----------------------------------------------------------------------
-
- ; HITA_FALL (knocked up, falling)
- [Statedef 6003]
- type = A
- movetype= H
- physics = N
-
- [State 4003, push]
- type = playerpush
- trigger1 = time >= 0
- value = 0
-
- [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 = 1
- y = GetHitVar(yaccel)
-
- [State 5050, 6]
- type = ChangeState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
- value = 6004 ;HIT_BOUNCE
-
- ;---------------------------------------------------------------------------
-
- ; HIT_BOUNCE (hit ground)
- [Statedef 6004]
- type = L
- movetype= H
- sprpriority = 1
- physics = N
-
- [State 4003, hitby]
- type = hitby
- trigger1 = time >= 0
- value = S, HA
-
- [State 4003, push]
- type = playerpush
- trigger1 = time >= 0
- value = 0
-
- [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 = 6006;HIT_LIEDOWN
-
- [State 5100, 8]
- type = GameMakeAnim
- trigger1 = Time = 1
- value = 61
- pos = 0, 0
- under = 1
-
- [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 = 6005
-
- [State 5100, 13]
- type = ForceFeedback
- trigger1 = Time = 0
- waveform = sinesquare
- ampl = 128,-3,-.2,.005
- time = 20
-
- ;--------------------------------------------------------------
-
- ; HIT_BOUNCE (bounce into air)
- [Statedef 6005]
- type = L
- movetype= H
- physics = N
-
- [State 4003, push]
- type = playerpush
- trigger1 = time >= 0
- value = 0
-
- [State 4003, hitby]
- type = hitby
- trigger1 = time >= 0
- value = S, HA
-
- [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 = 6006
-
- ;---------------------------------------------------------------------------
-
- ; HIT_LIEDOWN
- [Statedef 6006]
- type = L
- movetype= H
- physics = N
-
- [State 4003, push]
- type = playerpush
- trigger1 = time <= 20
- value = 0
-
- [State 4003, hitby]
- type = hitby
- trigger1 = time <= 50
- value = S, HA
-
- [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
-
- [State 5101, GETUP]
- trigger1 = time >= 150
- type = selfstate
- value = 5120
-
- ;<<>><><<<><>>>>>>>>>>>>>>>>>>>>>>><<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<><><><><<><<><><><<><>
- ; LOW
- ;<><><><><><<><>><><><><>
-
- ;---------------------------------------------------------------------------
- ; HITA_SHAKE
- [Statedef 6007]
- type = A
- movetype= H
- physics = N
- velset = 0,0
-
- [State 4003, push]
- type = playerpush
- trigger1 = time >= 0
- value = 0
-
- [State 4003, hitby]
- type = hitby
- trigger1 = time >= 0
- value = S, HA
-
- [State 5020, 3]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 6007
-
- [State 5020, 4] ;Freeze anim
- type = ChangeAnim2
- trigger1 = Time > 0
- value = anim
-
- [State 5020, 5]
- type = ChangeState
- trigger1 = HitShakeOver
- value = 6001
-
- [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
-
- ;---------------------------------------------------------------------------
-
-
- ;HIT LIEDOWN
- ;---------------------------------------------------------------------------
- ; HITL_SHAKE
- [Statedef 6008]
- type = L
- movetype= H
- physics = N
- velset = 0,0
-
- [State 4003, push]
- type = playerpush
- trigger1 = time >= 0
- value = 0
-
- [State 4003, hitby]
- type = hitby
- trigger1 = time >= 0
- value = S, HA
-
- [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 = null;ChangeAnim
- trigger1 = 1
- value = sysvar(2)
-
- [State 5020, 3]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 6008
-
- [State 5020, 4] ;Freeze anim
- type = ChangeAnim2
- trigger1 = Time > 0
- value = anim
-
- [State 5100, 8]
- type = GameMakeAnim
- trigger1 = Time = [1,5]
- value = 61
- pos = 0, -10
- under = 1
-
- [State 5080, 5]
- type = ChangeState
- trigger1 = HitShakeOver
- value = 6001 ;HITA_UP
- ;---------------------
- ;HIT LIEDOWN 2
- ;---------------------------------------------------------------------------
- ; HITL_SHAKE
- [Statedef 6009]
- type = L
- movetype= H
- physics = N
- velset = 0,0
-
- [State 4003, push]
- type = playerpush
- trigger1 = time >= 0
- value = 0
-
- [State 4003, hitby]
- type = hitby
- trigger1 = time >= 0
- value = S, HA
-
- [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 = null;ChangeAnim
- trigger1 = 1
- value = sysvar(2)
-
- [State 5020, 3]
- type = ChangeAnim2
- trigger1 = Time = 0
- value = 6008
-
- [State 5020, 4] ;Freeze anim
- type = ChangeAnim2
- trigger1 = Time > 0
- value = anim
-
- [State 5080, 5]
- type = ChangeState
- trigger1 = HitShakeOver
- value = 6001 ;HITA_UP
-
- ;-----------------------------------------------------------------------
- ;---------------------------------------------------------------------------
- ; HITG_SHAKE
- [Statedef 6010]
- type = S
- movetype= H
- physics = N
- velset = 0,0
-
- [State 4003, push]
- type = playerpush
- trigger1 = time >= 0
- value = 0
-
- [State 4003, hitby]
- type = hitby
- trigger1 = time >= 0
- value = S, HA
-
- [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, 3] ;Freeze anim
- type = ChangeAnim
- trigger1 = Time > 0
- value = anim
-
- [State 5000, 4] ;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, 5]
- type = ChangeState
- trigger1 = HitShakeOver
- trigger1 = GetHitVar(yvel) = 0
- value = 6011 ;HITG_SLIDE
-
- [State 5000, 6]
- type = ChangeState
- trigger1 = HitShakeOver
- value = 6001
-
- [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 6011]
- type = S
- movetype= H
- physics = S
-
- [State 4003, push]
- type = playerpush
- trigger1 = time >= 0
- value = 0
-
- [State 4003, hitby]
- type = hitby
- trigger1 = time >= 0
- value = S, HA
-
- [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
-
- ;---------------------------------------------------------------------------
-
- ;---------------------
- ;HIT LIEDOWN 3
- ;---------------------------------------------------------------------------
- ; HITL_SHAKE
- [Statedef 6012]
- type = S
- movetype= H
- physics = N
- velset = 0,0
-
- [State 4003, push]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 4003, push]
- type = playerpush
- trigger1 = time >= 0
- value = 0
-
- [State 4003, hitby]
- type = hitby
- trigger1 = time >= 0
- value = S, HA
-
- [State 5020, 3]
- type = ChangeAnim
- trigger1 = Time = 0
- value = 5012
-
- [State 5080, 5]
- type = ChangeState
- trigger1 = HitShakeOver
- value = 6013
- ctrl = 0
-
- ;HIT LIEDOWN 3
- ;---------------------------------------------------------------------------
- ; recover
- [Statedef 6013]
- type = S
- movetype= H
- physics = N
- velset = 0,0
-
- [State 4003, push]
- type = playerpush
- trigger1 = time >= 0
- value = 0
-
- [State 4003, hitby]
- type = hitby
- trigger1 = time >= 0
- value = S, HA
-
- [State 4003, push]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 5020, 3]
- type = ChangeAnim
- trigger1 = Time = 0
- value = 5017
-
- [State 5080, 5]
- type = ChangeState
- trigger1 = time = 15
- value = 6000
- ctrl = 0
-
- ;---------------------------------------------
- ; HITH_SHAKE
- [Statedef 6014]
- type = S
- movetype= H
- physics = N
- velset = 0,0
-
- [State 4003, push]
- type = playerpush
- trigger1 = time >= 0
- value = 0
-
- [State 4003, hitby]
- type = hitby
- trigger1 = time >= 0
- value = S, HA
-
- [State 4003, push]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 5020, 3]
- type = ChangeAnim
- trigger1 = Time = 0
- value = 5002
-
- [State 5080, 5]
- type = ChangeState
- trigger1 = HitShakeOver
- value = 6015
- ctrl = 0
- ;------------------------------------
- ; Recover
- [Statedef 6015]
- type = S
- movetype= H
- physics = N
- velset = 0,0
-
- [State 4003, push]
- type = playerpush
- trigger1 = time >= 0
- value = 0
-
- [State 4003, hitby]
- type = hitby
- trigger1 = time >= 0
- value = S, HA
-
- [State 4003, push]
- type = posset
- trigger1 = time = 0
- y = 0
-
- [State 5020, 3]
- type = ChangeAnim
- trigger1 = Time = 0
- value = 5007
-
- [State 5080, 5]
- type = ChangeState
- trigger1 = time = 15
- value = 6000
- ctrl = 0
-
- ;-----------------------------------------------------------
-
- ;---------------------------------------------------------------------------
- ; HITL_SHAKE
- [Statedef 6016]
- type = L
- movetype= H
- physics = N
- velset = 0,0
-
- [State 4003, hitby]
- type = hitby
- trigger1 = time >= 0
- value = S, HA
-
- [State 4003, push]
- type = playerpush
- trigger1 = time >= 0
- value = 0
-
- [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 = 6006 ;HITL_SLIDE
-
- [State 5080, 5]
- type = ChangeState
- trigger1 = HitShakeOver
- trigger1 = GetHitVar(yvel) != 0
- value = 6001 ;HITA_UP
- ;---------------------------------------------------------------------------
-
-