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Text File | 1999-01-01 | 22.8 KB | 1,278 lines |
- ;===========================
- ; ---< SPECIALS >---
- ;====================
-
- ;-------------------
- ; Snake Arm Forward
- ;-------------------
-
- ;------------------------------
- ;START
- [Statedef 1000]
- type = S
- movetype = I
- physics = N
- anim = 1000
- velset = 0,0
- poweradd = 53
- ctrl = 0
-
- [State 1000, Attack]
- type = playsnd
- trigger1 = time = 1
- value = 5,2
- channel = 0
-
- [State 1000, Attack]
- type = playsnd
- trigger1 = time = 117
- value = 5,3
- channel = 0
-
- [State 1000, Attack]
- type = playsnd
- trigger1 = time = 224
- value = 5,4
- channel = 0
-
- [State 1000, Cancel]
- type = ChangeState
- trigger1 = time >= 4
- trigger1 = command = "hold_a"
- trigger1 = command = "b"
- trigger2 = time = 470
- value = 1003
- ctrl = 0
-
- [State 1000, Attack]
- type = ChangeState
- trigger1 = time >= 4
- trigger1 = command != "hold_a"
- value = 1001
- ctrl = 0
-
- ;-----------------------------
- ;ATTACK
- [Statedef 1001]
- type = S
- movetype = A
- physics = S
- anim = 1001
- juggle = 10
- poweradd = 53
- ctrl = 0
-
- [State 660, 3]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, SA
- animtype = hard
- damage = 60,5
- guardflag = M
- pausetime = 12,12
- sparkno = S1041
- guard.sparkno = S1042
- sparkxy = 0,-82
- hitsound = S280,0
- guardsound = S200,3
- ground.type = high
- ground.slidetime = 24
- ground.hittime = 22
- ground.velocity = -11
- air.velocity = -9,-2
- airguard.velocity = -3,-1.5
- ground.cornerpush.veloff = -13
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -13
- guard.velocity = -11
- givepower = 30,10
- getpower = 30,30
- air.juggle = 10
-
- [State 660, 3]
- type = HitDef
- trigger1 = p2statetype != A
- trigger1 = AnimElem = 6
- attr = S, SA
- animtype = hard
- hitflag = M
- damage = 60,5
- guardflag = M
- pausetime = 12,12
- sparkno = S1041
- guard.sparkno = S1042
- sparkxy = -15,-88
- hitsound = S280,0
- guardsound = S200,3
- ground.type = high
- ground.slidetime = 24
- ground.hittime = 22
- ground.velocity = -12
- air.velocity = -11,-4
- airguard.velocity = -3,-1.5
- guard.velocity = -11
- ground.cornerpush.veloff = -12
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -12
- air.fall = 1
- fall.recover = 0
- givepower = 30,10
- getpower = 30,30
- air.juggle = 10
-
- [State 660, 3]
- type = HitDef
- trigger1 = p2statetype = A
- trigger1 = AnimElem = 6
- attr = S, SA
- animtype = hard
- hitflag = MAF
- damage = 60,5
- guardflag = M
- pausetime = 12,12
- sparkno = S1041
- guard.sparkno = S1042
- sparkxy = -15,-88
- hitsound = S280,0
- guardsound = S200,3
- ground.type = high
- ground.slidetime = 24
- ground.hittime = 22
- ground.velocity = -12
- air.velocity = -6,2
- airguard.velocity = -3,-1.5
- guard.velocity = -11
- air.fall = 1
- fall.recover = 0
- givepower = 30,10
- getpower = 30,30
- air.juggle = 10
- p2stateno = 1022
-
- [State 180, explod]
- type = Explod
- trigger1 = animelem = 3
- id = 1002
- anim = 1002
- pos = 0,0
- sprpriority = 2
- ownpal = 1
- removeongethit = 1
- removetime = 3
-
- [State 180, explod]
- type = Explod
- trigger1 = animelem = 5
- id = 1004
- anim = 1004
- pos = 0,0
- sprpriority = 2
- ownpal = 1
- removeongethit = 1
- removetime = 7
-
- [State 1000, Attack]
- type = playsnd
- trigger1 = animelem = 4, = 1
- value = 5,5
-
- [State 1000, Attack]
- type = playsnd
- trigger1 = animelem = 2, = 0
- value = 5,6
- channel = 0
-
- [State 1000, Attack]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;-----------------------------
- ;CANCEL
- [Statedef 1003]
- type = S
- movetype = I
- physics = N
- anim = 1003
- poweradd = 53
- ctrl = 0
-
- [State 1000, Attack]
- type = stopsnd
- trigger1 = time = 0
- value = 5,2
- channel = 0
-
- [State 1000, Attack]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------------------------
-
-
- ;-------------------
- ; Snake Arm Downward
- ;-------------------
-
- ;------------------------------
- ;START
- [Statedef 1010]
- type = S
- movetype = I
- physics = N
- anim = 1000
- velset = 0,0
- poweradd = 53
- ctrl = 0
-
- [State 1000, Attack]
- type = playsnd
- trigger1 = time = 1
- value = 5,2
- channel = 0
-
- [State 1000, Attack]
- type = playsnd
- trigger1 = time = 117
- value = 5,3
- channel = 0
-
- [State 1000, Attack]
- type = playsnd
- trigger1 = time = 224
- value = 5,4
- channel = 0
-
- [State 1000, Cancel]
- type = ChangeState
- trigger1 = time >= 4
- trigger1 = command = "hold_y"
- trigger1 = command = "b"
- trigger2 = time = 470
- value = 1003
- ctrl = 0
-
- [State 1000, Attack]
- type = ChangeState
- trigger1 = time >= 4
- trigger1 = command != "hold_y"
- value = 1011
- ctrl = 0
-
- ;-----------------------------
- ;ATTACK
- [Statedef 1011]
- type = S
- movetype = A
- physics = S
- anim = 1011
- juggle = 10
- poweradd = 53
- ctrl = 0
-
- [State 660, 3]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, SA
- animtype = hard
- damage = 60,5
- guardflag = M
- pausetime = 12,12
- sparkno = S1041
- guard.sparkno = S1042
- sparkxy = 0,-52
- hitsound = S280,0
- guardsound = S200,3
- ground.type = low
- ground.slidetime = 24
- ground.hittime = 22
- ground.velocity = -11
- air.velocity = -9,-2
- ground.cornerpush.veloff = -13
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -13
- airguard.velocity = -3,-1.5
- guard.velocity = -11
- givepower = 30,10
- getpower = 30,30
- air.juggle = 10
-
- [State 660, 3]
- type = HitDef
- trigger1 = p2statetype != A
- trigger1 = AnimElem = 6
- attr = S, SA
- animtype = hard
- hitflag = M
- damage = 60,5
- guardflag = L
- pausetime = 12,12
- sparkno = S1041
- guard.sparkno = S1042
- sparkxy = -10,-10
- hitsound = S280,0
- guardsound = S200,3
- ground.type = low
- ground.slidetime = 24
- ground.hittime = 22
- ground.velocity = -12
- air.velocity = -11,-4
- airguard.velocity = -3,-1.5
- guard.velocity = -11
- ground.cornerpush.veloff = -11
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -11
- air.fall = 1
- fall.recover = 0
- givepower = 30,10
- getpower = 30,30
- air.juggle = 10
-
- [State 660, 3]
- type = HitDef
- trigger1 = p2statetype = A
- trigger1 = AnimElem = 6
- attr = S, SA
- animtype = hard
- hitflag = MAF
- damage = 60,5
- guardflag = M
- pausetime = 12,12
- sparkno = S1041
- guard.sparkno = S1042
- sparkxy = -10,-10
- hitsound = S280,0
- guardsound = S200,3
- ground.type = low
- ground.slidetime = 24
- ground.hittime = 22
- ground.velocity = -12
- air.velocity = -6,2
- airguard.velocity = -3,-1.5
- guard.velocity = -11
- ground.cornerpush.veloff = -11
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -11
- air.fall = 1
- fall.recover = 0
- givepower = 30,10
- getpower = 30,30
- air.juggle = 10
- p2stateno = 1022
-
- [State 660, 3]
- type = HitDef
- trigger1 = p2statetype = L
- trigger1 = AnimElem = 6
- attr = S, SA
- animtype = hard
- hitflag = MAFD
- damage = 60,5
- guardflag = M
- pausetime = 12,12
- sparkno = S1041
- guard.sparkno = S1042
- sparkxy = -10,-10
- hitsound = S280,0
- guardsound = S200,3
- ground.type = low
- ground.slidetime = 24
- ground.hittime = 22
- ground.velocity = -12
- air.velocity = -6,2
- airguard.velocity = -3,-1.5
- guard.velocity = -11
- down.velocity = -11,0
- ground.cornerpush.veloff = -11
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -11
- down.cornerpush.veloff = -4
- air.fall = 1
- fall.recover = 0
- givepower = 30,10
- getpower = 30,30
- air.juggle = 10
-
- [State 180, explod]
- type = Explod
- trigger1 = animelem = 3
- id = 1012
- anim = 1012
- pos = 0,0
- sprpriority = 2
- ownpal = 1
- removeongethit = 1
- removetime = 3
-
- [State 180, explod]
- type = Explod
- trigger1 = animelem = 5
- id = 1014
- anim = 1014
- pos = 0,0
- sprpriority = 2
- ownpal = 1
- removeongethit = 1
- removetime = 7
-
- [State 1000, Attack]
- type = playsnd
- trigger1 = animelem = 4, = 1
- value = 5,5
-
- [State 1000, Attack]
- type = playsnd
- trigger1 = animelem = 2, = 0
- value = 5,6
- channel = 0
-
- [State 1000, Attack]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ;-------------------
- ; Snake Arm UPWARD
- ;-------------------
- ;------------------------------
- ;START
- [Statedef 1020]
- type = S
- movetype = I
- physics = N
- anim = 1000
- velset = 0,0
- poweradd = 53
- ctrl = 0
-
- [State 1000, Attack]
- type = playsnd
- trigger1 = time = 1
- value = 5,2
- channel = 0
-
- [State 1000, Attack]
- type = playsnd
- trigger1 = time = 117
- value = 5,3
- channel = 0
-
- [State 1000, Attack]
- type = playsnd
- trigger1 = time = 224
- value = 5,4
- channel = 0
-
- [State 1000, Cancel]
- type = ChangeState
- trigger1 = time >= 4
- trigger1 = command = "hold_x"
- trigger1 = command = "b"
- trigger2 = time = 470
- value = 1003
- ctrl = 0
-
- [State 1000, Attack]
- type = ChangeState
- trigger1 = time >= 4
- trigger1 = command != "hold_x"
- value = 1021
- ctrl = 0
-
- ;-----------------------------
- ;ATTACK
- [Statedef 1021]
- type = S
- movetype = A
- physics = S
- anim = 1021
- juggle = 10
- poweradd = 53
- ctrl = 0
-
- [State 660, 3]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, SA
- animtype = hard
- damage = 60,5
- guardflag = M
- pausetime = 12,12
- sparkno = S1041
- guard.sparkno = S1042
- sparkxy = 0,-102
- hitsound = S280,0
- guardsound = S200,3
- ground.type = high
- ground.slidetime = 24
- ground.hittime = 22
- ground.velocity = -11
- air.velocity = -9,-2
- airguard.velocity = -3,-1.5
- guard.velocity = -11
- ground.cornerpush.veloff = -13
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -13
- givepower = 30,10
- getpower = 30,30
- air.juggle = 10
-
- [State 660, 3]
- type = HitDef
- trigger1 = p2statetype != A
- trigger1 = AnimElem = 6
- attr = S, SA
- animtype = hard
- hitflag = MAF
- damage = 60,5
- guardflag = M
- pausetime = 12,12
- sparkno = S1041
- guard.sparkno = S1042
- sparkxy = -10,-148
- hitsound = S280,0
- guardsound = S200,3
- ground.type = high
- ground.slidetime = 24
- ground.hittime = 22
- ground.velocity = -12
- air.velocity = -11,-4
- airguard.velocity = -3,-1.5
- guard.velocity = -11
- ground.cornerpush.veloff = -11
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -11
- air.fall = 1
- fall.recover = 0
- givepower = 30,10
- getpower = 30,30
- air.juggle = 10
-
- [State 660, 3]
- type = HitDef
- trigger1 = p2statetype = A
- trigger1 = AnimElem = 6
- attr = S, SA
- animtype = hard
- hitflag = MAFD
- damage = 60,5
- guardflag = M
- pausetime = 12,12
- sparkno = S1041
- guard.sparkno = S1042
- sparkxy = -10,-148
- hitsound = S280,0
- guardsound = S200,3
- ground.type = high
- ground.slidetime = 24
- ground.hittime = 22
- ground.velocity = -12
- air.velocity = -6,-2
- airguard.velocity = -3,-1.5
- guard.velocity = -11
- air.fall = 1
- fall.recover = 0
- givepower = 30,10
- getpower = 30,30
- air.juggle = 10
- ;p2stateno = 1022
-
- [State 180, explod]
- type = Explod
- trigger1 = animelem = 3
- id = 1022
- anim = 1022
- pos = 0,0
- sprpriority = 2
- ownpal = 1
- removeongethit = 1
- removetime = 3
-
- [State 180, explod]
- type = Explod
- trigger1 = animelem = 5
- id = 1024
- anim = 1024
- pos = 0,0
- sprpriority = 2
- ownpal = 1
- removeongethit = 1
- removetime = 7
-
- [State 1000, Attack]
- type = playsnd
- trigger1 = animelem = 4, = 1
- value = 5,5
-
- [State 1000, Attack]
- type = playsnd
- trigger1 = animelem = 2, = 0
- value = 5,6
- channel = 0
-
- [State 1000, Attack]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
-
- ;========================================================
- ;Snake arm custom hit "sliding" state
- ;=====================================
-
- ;---------------------------------------------------------------------------
- ; HITA_SHAKE
- [Statedef 1022]
- type = A
- movetype= H
- physics = N
- velset = 0,0
-
- [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 = 1023
-
- [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 1023]
- type = A
- movetype= H
- physics = N
- ctrl = 0
-
- [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 >= 10 ;.
- value = 1025 ;HITA_FALL
-
- [State 5030, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 1024 ;HITA_UP (transition)
-
- ;---------------------------------------------------------------------------
- ; HITA_UP_T (transition)
- [Statedef 1024]
- 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 = 1025 ;HITA_FALL
- ;---------------------------------------------------------------------------;---------------------------------------------------------------------------
- ; HITA_FALL (knocked up, falling)
- [Statedef 1025]
- type = A
- movetype= H
- physics = N
-
- [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 >= 0
- value = 1026 ;HIT_BOUNCE
-
- ;---------------------------------------------------------------------------
- ;-----------------------------------
- ;subsob
- [Statedef 1026]
- type = S
- movetype= H
- physics = N
-
- [State 5110, EnvShake]
- type = velset
- trigger1 = time = 0
- trigger1 = vel x > 0
- x = 4
- y = 0
-
- [State 5110, EnvShake]
- type = velset
- trigger1 = time = 0
- trigger1 = vel x < 0
- x = -4
- y = 0
-
- [State 5110, EnvShake]
- 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
- trigger1 = time = 0
- value = 5080
-
- [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 = ChangeState
- trigger1 = Time = 20
- value = 1027
-
- [State 5100, 13]
- type = ForceFeedback
- trigger1 = Time = 0
- waveform = sinesquare
- ampl = 128,-3,-.2,.005
- time = 20
- ;---------------------------------------
-
- ; HIT_LIEDOWN
- [Statedef 1027]
- type = L
- movetype= H
- physics = N
- ctrl = 0
-
- [State 5110, EnvShake]
- type = screenbound
- trigger1 = Time >= 0
- value = 1
- movecamera = 1,0
-
- [State 5110, EnvShake]
- type = FallEnvShake
- trigger1 = Time = 0
-
- 9[State 5110, 4]
- type = HitFallDamage
- trigger1 = Time = 0
-
- [State 5110, 5]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 5100, 2]
- type = ChangeAnim
- trigger1 = time = 0
- value = 5110
-
- [State 5110, Var] ;Get fall velocity
- type = VarSet
- trigger1 = Time = 0
- trigger1 = GetHitVar(fall.yvel) != 0
- sysvar(1) = floor(vel y)
-
- [State 5110, 8]
- type = VelSet
- trigger1 = Time = 0
- y = 0
-
- [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, 11] ;If just died
- type = selfState
- triggerall = alive
- trigger1 = time = 50
- value = 5120
-
- [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
- ;---------------------------------------------------------------------------
-
-
- ;-----------------------
- ; ---<> HEADBUTT <>---
- ;----------------------
- ;---------------------------------------------------------------------------
- ;Head Butt
- [Statedef 2300]
- type = S
- movetype= A
- physics = S
- juggle = 5
- velset = 0,0
- ctrl = 0
- anim = 2300
- sprpriority = 5
-
- [State 813, 7]
- type = Width
- trigger1 = time >= 0
- edge = 20,20
-
- [State 1800, 1]
- type = HitDef
- trigger1 = var(5)<=0
- trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
- Trigger1 = Time = 0
- attr = S, ST
- hitflag = M
- priority = 4, Miss
- sparkno = -1
- sprpriority = 1
- hitsound = 240,0
- p2facing = 1
- p1stateno = 2301
- p2stateno = 2302
- air.juggle = 11
- fall = 1
- fall.recover = 0
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = animelem = 2
- volume = 20
- value = 2,1
- channel = 0
-
- [State 1800, 2]
- type = ChangeState
- trigger1 = movecontact = 0
- Trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;=============================================================
- ;Success
- [Statedef 2301]
- type = S
- movetype= A
- physics = S
- anim = 2301
- sprpriority = 1
- velset = 0,0
- poweradd = 100
-
- [State 813, 7]
- type = Width
- trigger1 = time >= 0
- edge = 50,20
-
- [State 180, 2]
- type = Explod
- trigger1 = animelem = 3
- id = 304
- anim = 304
- pos = 40,-105
- sprpriority = 1
- ownpal = 1
- removeongethit = 1
- removetime = 25
-
- [State 301, Bind]
- type = TargetBind
- trigger1 = animelem = 3, <0
- pos = 45, 0
- time = 1
-
- [State 301, Bind]
- type = TargetBind
- trigger1 = animelem = 3, >=0
- trigger1 = animelem = 4, <0
- pos = 43, -110
- time = 1
-
- [State 301, Bind]
- type = TargetBind
- trigger1 = animelem = 4, >=0
- trigger1 = animelem = 5, <0
- pos = 40, -110
- 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 = 40,-112
- time = 1
-
- [State 301, Bind]
- type = TargetBind
- trigger1 = animelem = 7, >=0
- trigger1 = animelem = 8, <0
- pos = 35, -112
- time = 1
-
- [State 301, Bind]
- type = TargetBind
- trigger1 = animelem = 8, >=0
- trigger1 = animelem = 9, <0
- pos = 50, -85
- time = 1
-
- [State 301, Bind]
- type = targetstate
- trigger1 = animelem = 8
- value = 2303
-
- [State 301, Bind]
- type = targetlifeadd
- trigger1 = animelem = 8, =2
- value = -187
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = animelem = 1
- volume = 30
- value = 3,7
- channel = 0
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = animelem = 3
- volume = 30
- value = 3,6
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = animelem = 8, = 1
- volume = 120
- value = 3,8
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = animelem = 8, =0
- volume = 30
- value = 3,9
-
- [State 180, 2]
- type = Explod
- trigger1 = animelem = 8
- id = 61
- anim = F61
- pos = 48,0
- sprpriority = -1
- ownpal = 1
- removetime = 14
-
- [State 3010, Envshake]
- type = envshake
- Trigger1 = animelem = 8, = 0
- time = 15
- ampl = -8
- freq = 105
-
- ;-----------------------
- ;<>FLAME EXPLOD<>
-
- [State 180, 2]
- type = Explod
- trigger1 = numexplod(1508) < 12
- trigger1 = animelem = 8, = [0, 10]
- id = 1508
- anim = 1508
- pos = 50,-85
- sprpriority = 2
- random = 70,70
- ownpal = 1
- removetime = 18
-
- [State 180, 2]
- type = Explod
- trigger1 = numexplod(1509) < 7
- trigger1 = animelem = 8, = [4,14]
- id = 1509
- anim = 1509
- pos = 50,-85
- random = 50,50
- sprpriority = 3
- ownpal = 1
- removetime = 15
- ;---------------------------
-
- [State 301, liftoff]
- type = ChangeState
- Trigger1 = animTime = 0
- value = 0
- ctrl = 1
-
- ;------------------------------------
- [Statedef 2302]
- type = S
- movetype= H
- physics = S
- velset = 0,0
- ctrl = 0
-
- [State 1800, 2]
- type = screenbound
- Trigger1 = Time >= 0
- value = 1
- movecamera = 0,0
-
- [State 1800, 2]
- type = changeanim2
- Trigger1 = Time = 0
- value = 2302
-
- [State 1800, 2]
- type = null;changestate
- Trigger1 = AnimTime = 0
- value = 2303
- ctrl = 0
- ;---------------------------------------------
-
- ;---------------------------------------------------------------------------
- ;HITG_SHAKE
- [Statedef 2303]
- 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 = 35
- 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 = 2304
-
- [State 5000, FFB Hard]
- type = ForceFeedback
- trigger1 = anim = 5012
- trigger2 = anim = 5002
- trigger3 = anim = 5030
- persistent = 0
- time = 15
- waveform = sinesquare
- ampl = 140
- ;---------------------------------------------------------------------------
-
- ;---------------------------------------------------------------------------
- ; HITA_UP (initial going up)
- [Statedef 2304]
- type = A
- movetype= H
- physics = N
- velset = -4,-4
- ctrl = 0
-
- [State 5030, 3]
- type = posadd
- trigger1 = time = 0
- y = 70
-
- [State 5030, 3]
- type = selfState
- triggerall = !HitFall
- trigger1 = HitOver
- trigger2 = Vel Y > 0 ;Hit ground
- trigger2 = Pos Y >= 10 ;.
- value = 5040 ;HITA_RECOV
-
- [State 5030, 4]
- type = selfstate
- triggerall = HitFall
- trigger1 = HitOver
- trigger2 = Vel Y > 0 ;Hit ground
- trigger2 = Pos Y >= 10 ;.
- value = 5050 ;HITA_FALL
-
- [State 5030, 5]
- type = selfState
- trigger1 = AnimTime = 0
- value = 5035 ;HITA_UP (transition)
-
- ;---------------------------------------------------------------------------