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- ;===============================
- ; RYUJI YAMAZAKI'S BASIC CODING
- ;===============================
-
- [Data]
- life = 1000 ;Amount of life to start with
- attack = 100 ;100% attack power (more is stronger)
- defence = 100 ;100% defensive power (more is stronger)
- fall.defence_up = 90 ;Def goes up by 50% everytime player is hit on ground
- liedown.time = 60 ;Time player takes before getting up from HIT_LIEDOWN
- airjuggle = 15 ;Can do 15 points of juggling
- sparkno = 0 ;Default spark number
- guard.sparkno = 0 ;Default guard spark number
- volume = 80
- IntPersistIndex=0
- FloatPersistIndex=0
- KO.echo = 0 ;1 to enable echo on KO
- power = 3000
-
- [Size]
- xscale = 1 ;Horizontal scaling factor.
- yscale = 1 ;Vertical scaling factor.
- ground.back = 22 ;Player width (back, ground)
- ground.front = 17 ;Player width (front, ground)
- air.back = 18 ;Player width (back, air)
- air.front = 18 ;Player width (front, air)
- z.width = 3 ;Player width (into and out)
- attack.width = 0 ;Default attack width: back, front
- attack.dist = 160 ;Default attack distance
- proj.attack.dist = 90;Default attack distance for projectiles
- head.pos = -9, -103 ;Approximate position of head
- mid.pos = -5, -69 ;Approximate position of midsection
-
- [Velocity]
- walk.fwd = 2.4 ;Walk forward
- walk.back = -2.4 ;Walk backward
- run.fwd = 5.5 ;Run forward (x, y) - if y<0, player will hop
- run.back = -5.5,-4.5 ;Run backward (x, y) - if y=0, player will run
- jump.neu = 0,-8.2 ;Neutral jumping velocity (x, y)
- jump.back = -3.3,-8.2 ;Jump back Speed (x, y)
- jump.fwd = 3.3,-8.2 ;Jump forward Speed (x, y)
- runjump.fwd = 4,-8 ;.
- ;airjump.neu = 0,-9 ;.
- ;airjump.back = -2.55,-9 ;Air jump speeds (opt)
- ;airjump.fwd = 2.5,-9 ;.
-
- [Movement]
- ;airjump.num = 0 ;Number of air jumps allowed (opt)
- ;airjump.height = 35 ;Minimum distance from ground before you can air jump (opt)
- yaccel = .450 ;Vertical acceleration
- stand.friction = .82 ;Friction coefficient when standing
- crouch.friction = .82 ;Friction coefficient when crouching
-
-
- ;===================================================================================
- ;---<> OVER WRITE STAND <>---
- ;============================
- ;---------------------------------------------------------------------------
- ; Stand
- [Statedef 0]
- type = S
- physics = S
- sprpriority = 0
-
- [State 0, 1]
- type = ChangeAnim
- trigger1 = Anim != 0 && Anim != 5
- trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
- value = 0
-
- [State 180, 2]
- type = Explod
- trigger1 = animelem = 44, = 0
- id = 1
- anim = 1
- pos = 15,0
- sprpriority = -1
- ownpal = 1
- removeongethit = 1
- removetime = 11
-
- [State 0, 2]
- type = VelSet
- trigger1 = Time = 0
- y = 0
-
- [State 0, 3] ;Stop moving if low velocity or 4 ticks pass
- type = VelSet
- trigger1 = abs(vel x) < 2
- trigger2 = Time = 4
- x = 0
- ;---------------------------------------------------------------------------
-
-
-
- ;===================================================================================
- ; Walk
- [Statedef 20]
- type = S
- physics = S
- sprpriority = 0
-
- [State 20, 1]
- type = VelSet
- trigger1 = command = "holdfwd"
- x = const(velocity.walk.fwd.x)
-
- ; Play sound for steps
- [State 100, 3.1]
- type = PlaySnd
- trigger1 = animelem = 2,=0
- trigger2 = animelem = 6,=0
- value = 0,12
- channel = 20
- volume = -20
-
- [State 20, 2]
- type = VelSet
- trigger1 = command = "holdback"
- x = const(velocity.walk.back.x)
-
- [State 20, 3]
- type = ChangeAnim
- triggerall = vel x > 0
- trigger1 = Anim != 20 && Anim != 5
- trigger2 = Anim = 5 && AnimTime = 0
- value = 20
-
- [State 20, 4]
- type = ChangeAnim
- triggerall = vel x < 0
- trigger1 = Anim != 21 && Anim != 5
- trigger2 = Anim = 5 && AnimTime = 0
- value = 21
- ;============================================================================
-
- ; RUN_FWD
- [Statedef 100]
- type = S
- physics = S
- anim = 100
-
- [State 100, 1]
- type = VelSet
- trigger1 = Time > 3
- x = 7
-
- ; Play sound when running
- [State 100, 3.1]
- type = PlaySnd
- trigger1 = animelem = 4,1
- trigger2 = animelem = 8,1
- value = 0,12
- channel = 20
- volume = 40
-
- ;Stop channel 20's sound when button fwd is release
- [State 100, 4.1]
- type = StopSnd
- triggerall = var(9) != 1;AI cannot access
- trigger1 = AnimElem = 5, >= 0
- trigger1 = command != "holdfwd"
- channel = 20;running snd
-
- [State 100, 2]
- type = ChangeState
- trigger1 = var(9) != 1
- trigger1 = command != "holdfwd"
- value = 101
- ctrl = 1
-
- [State 100, 2];AI MODIFICATION
- type = ChangeState
- triggerall = var(9) = 1
- trigger1 = p2bodydist x <= 20
- trigger2 = p2movetype = A
- trigger3 = p2statetype = A
- value = 0
- ctrl = 1
-
- [State 100, 2];AI MODIFICATION
- type = ChangeState
- triggerall = var(9) = 1
- triggerall = random <= 800
- triggerall = p2bodydist x <= 20
- trigger1 = p2movetype != A
- trigger2 = p2statetype != A
- trigger3 = p2stateno = 5120
- value = 40
- ctrl = 1
-
- [State 100, 1]
- type = AssertSpecial
- trigger1 = 1
- flag = NoWalk
-
- ; Run end to Stand
- [Statedef 101]
- type = S
- physics = S
- velset = 0,0
- ctrl = 1
-
- [State 100, 1]
- type = changeanim
- trigger1 = time = 0
- value = 101
-
- [State 100, 1]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
- ; Dashing back (start)
- [Statedef 105]
- type = S
- physics = S
- anim = 105
- velset = 0
- ctrl = 0
-
- [State 105, 1]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 106
-
- ; Dashing back (in the air)
- [Statedef 106]
- type = A
- physics = N
- anim = 106
-
- [State 106, 1]
- type = VelSet
- trigger1 = Time = 0
- x = -7
- y = -4.5
-
- [State 106, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 0,8
-
- [State 106, 3]
- type = VelAdd
- trigger1 = Time > 0
- x = .3
- y = .45
-
- [State 106, 4]
- type = ChangeState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 0
- value = 107
-
- ; Dashing back (landing)
- [Statedef 107]
- type = S
- physics = S
- anim = 107
- velset = 0,0
-
- [State 107, 1]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 107, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 0,7
-
- [State 107, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;--------------------------------
- ; Time over
- [Statedef 170]
- type = S
- anim = 170
-
- [State 170, 1]
- type = AssertSpecial
- trigger1 = Time = [0,180]
- flag = RoundNotOver
-
- ;-------------------------------------
- ; Win pose A Casual
- [Statedef 180]
- type = S
- physics = S
- velset = 0
- anim = 180
-
- [State 180, 1]
- type = changeState
- triggerall = Time = 0
- trigger1 = command = "hold_a"
- trigger2 = random <=300
- trigger2 = command != "hold_a" && command != "hold_b" && command != "hold_x" && command != "hold_y"
- value = 181
-
- [State 180, 1]
- type = ChangeState
- triggerall = Time = 0
- trigger1 = command = "hold_y"
- trigger2 = random <=300
- trigger2 = command != "hold_a" && command != "hold_b" && command != "hold_x" && command != "hold_y"
- value = 182
-
- [State 180, 1]
- type = ChangeState
- triggerall = Time = 0
- trigger1 = command = "hold_b"
- trigger2 = random <=300
- trigger2 = command != "hold_a" && command != "hold_b" && command != "hold_x" && command != "hold_y"
- value = 183
-
- [State 180, 1]
- type = playsnd
- trigger1 = animelem = 2
- value = 15,3
- volume = 30
-
- [State 180, 1]
- type = playsnd
- trigger1 = animelem = 4
- value = 15,4
- volume = 30
-
- [State 180, 3]
- type = AssertSpecial
- trigger1 = Time = [0,175]
- flag = RoundNotOver
-
-
- ;==========================================
- ; Win pose B Knife
- [Statedef 181]
- type = S
- physics = S
- velset = 0
- anim = 181
-
- [State 180, 1]
- type = playsnd
- trigger1 = animelem = 11
- value = 15,5
- volume = 30
-
- [State 180, 1]
- type = AssertSpecial
- trigger1 = Time = [0,170]
- flag = RoundNotOver
- ;-------------------------------------------
- ;Win pose C Franing
- [Statedef 182]
- type = S
- physics = S
- velset = 0
- anim = 182
-
- [State 180, 1]
- type = playsnd
- trigger1 = animelem = 2
- value = 15,6
- volume = 30
-
- [State 180, 1]
- type = playsnd
- trigger1 = animelem = 19
- value = 15,7
- volume = 30
-
- [State 180, 1]
- type = AssertSpecial
- trigger1 = Time = [0,230]
- flag = RoundNotOver
- ;-------------------------------------------------
- ;Win pose D Sitt n'
- [Statedef 183]
- type = S
- physics = S
- velset = 0
- anim = 183
-
- [State 180, 1]
- type = playsnd
- trigger1 = animelem = 6
- value = 15,3
- volume = 30
-
- [State 180, 1]
- type = AssertSpecial
- trigger1 = Time = [0,205]
- flag = RoundNotOver
-
- ;*********************************************************
-
- ; Pre-fight intro Coat
- [Statedef 190]
- type = S
- movetype = I
- physics = S
- velset = 0
- anim = 190
-
- [State 191, Intro vs OROCHI]
- type = ChangeState
- triggerall = Time = 0
- trigger1 = p2name = "orochi"
- trigger2 = p2name = "shermie"
- trigger3 = p2name = "yashiro"
- trigger4 = p2name = "orochi iori"
- trigger5 = p2name = "chris"
- trigger6 = p2name = "goenitz"
- trigger7 = random <= 200
- value = 192
-
- [State 191, Intro vs SCUM]
- type = ChangeState
- triggerall = Time = 0
- trigger1 = random <= 200
- value = 191
-
- [State 191, 2]
- type = AssertSpecial
- trigger1 = Time = [0,450]
- flag = Intro
-
- [State 180, 1]
- type = Explod
- trigger1 = animelem = 6
- id = 171
- anim = 171
- pos = -4,-47
- vel = -.4,.5
- sprpriority = -1
- ownpal = 1
- removeongethit = 1
- removetime = 78
-
- [State 180, 1]
- type = playsnd
- trigger1 = animelem = 2
- value = 15,2
- volume = 30
-
- [State 180, 1]
- type = playsnd
- trigger1 = animelem = 5
- value = 15,1
- volume = 30
-
- [State 191, 4]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
-
- ;------------------------------------------------
-
- ; Pre-fight intro sprikitik
- [Statedef 191]
- type = S
- movetype = I
- physics = S
- velset = 0
- anim = 191
-
- [State 180, 2]
- type = Explod
- trigger1 = animelem = 9
- id = 1
- anim = 1
- pos = 15,0
- sprpriority = -1
- ownpal = 1
- removeongethit = 1
- removetime = 11
-
- [State 180, 1]
- type = playsnd
- trigger1 = animelem = 7
- value = 15,3
- volume = 30
-
- [State 191, 2]
- type = AssertSpecial
- trigger1 = Time = [0,400]
- flag = Intro
-
- [State 191, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
-
- ;=============================================================================================
- ;************************************************
- ; Pre-fight intro vs OROCHI
- [Statedef 192]
- type = S
- movetype = I
- physics = S
- velset = 0
- anim = 192
-
- [State 180, 1]
- type = playsnd
- trigger1 = animelem = 5
- value = 15,6
- volume = 30
-
- [State 191, 2]
- type = AssertSpecial
- trigger1 = Time = [0,2800]
- flag = Intro
-
- [State 191, 4]
- type = ChangeState
- trigger1 = animTime = 0
- value = 0
-
- ;=============================================================================================
- ; Taunt
- [Statedef 195]
- type = S
- movetype = I
- physics = S
- anim = 195
- velset = 0,0
- ctrl = 0
-
- [State 2103, 2]
- type = varset
- trigger1 = var(29)!=0
- trigger1 = time = 1
- var(29) = 0
-
- [State 195, 1]
- type = PlaySnd
- trigger1 = animelem = 1, =2
- value = 0,17
- volume = 50
- channel = 0
-
- [State 1700, 2];Kof 95-96 Style, Hehehe Lose those Powers!!!
- type = targetpoweradd
- trigger1 = animelem = 1, >= 0
- value = -11
-
- [State 195, 2]
- type = CtrlSet
- trigger1 = AnimElem = 3, = 25
- value = 1
-
- [State 195, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;===============================================[Attacks]==============================
- ; Standing light punch
- [Statedef 200]
- type = S
- movetype = A
- physics = S
- anim = 200
- velset = 0,0
- juggle = 5
- ctrl = 0
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = Time = 0
- trigger1 = random < 750
- volume = 50
- value = 2,0
- channel = 0
-
- [State 200, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 200,2
-
- [State 200, 3]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, NA
- animtype = light
- damage = 40
- priority = 7, Hit
- guardflag = MA
- pausetime = 8,10
- sparkno = S1036
- guard.sparkno = S1038
- sparkxy = 0,-87
- hitsound = S200,0
- guardsound = S200,3
- ground.type = high
- ground.slidetime = 8
- ground.hittime = 8
- ground.velocity = -6.5
- air.velocity = -6,-2
- guard.velocity = -6.5
- getpower = 30,10
- givepower = 30,10
-
- [State 200, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;Standing Close Light Punch
- [Statedef 210]
- type = S
- movetype = A
- physics = S
- anim = 210
- velset = 0,0
- juggle = 7
- poweradd = 70
- hitcountpersist = 1
- ctrl = 0
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = Time = 0
- trigger1 = random < 750
- volume = 50
- value = 2,0
- channel = 0
-
- [State 240, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 200,2
-
- [State 200, 3]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = S, NA
- animtype = light
- damage = 40
- priority = 7, Hit
- guardflag = MA
- pausetime = 8,10
- sparkno = S1036
- guard.sparkno = S1038
- sparkxy = -10,-80
- hitsound = S200,0
- guardsound = S200,3
- ground.type = low
- ground.slidetime = 8
- ground.hittime = 8
- ground.velocity = -6.5
- air.velocity = -6,-2
- guard.velocity = -6.5
- getpower = 30,10
- givepower = 30,10
-
- [State 240, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Standing forward light punch start
- [Statedef 215]
- type = S
- movetype = A
- physics = S
- anim = 215
- poweradd = 10
- velset = 0,0
- juggle = 5
- ctrl = 0
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = animelem = 1,=2
- trigger1 = random < 750
- volume = 50
- value = 2,1
- channel = 0
-
- [State 270, 2]
- type = PlaySnd
- trigger1 = animelem = 1, =2
- value = 220,2
-
- [State 230, 3]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = S, NA
- animtype = Hard
- damage = 44
- hitflag = MAF
- guardflag = HA
- pausetime = 9,9
- sparkno = S1037
- guard.sparkno = S1039
- sparkxy = 3,-75
- hitsound = S260,0
- guardsound = S200,3
- priority = 7, Hit
- ground.type = high
- ground.slidetime = 22
- ground.hittime = 24
- ground.velocity = -8
- air.velocity = -9.5,-3
- airguard.velocity = -9,-1
- ground.cornerpush.veloff = -11
- air.cornerpush.veloff = -11
- guard.cornerpush.veloff = -11
- guard.velocity = -6
- guard.slidetime = 18
- getpower = 30,10
- givepower = 30,10
-
- [State 230, 3]
- type = HitDef
- trigger1 = AnimElem = 6
- attr = S, NA
- animtype = Hard
- damage = 44
- hitflag = MAF
- guardflag = MA
- pausetime = 14,14
- sparkno = S1037
- guard.sparkno = S1039
- sparkxy = 5,-35
- hitsound = S260,0
- guardsound = S200,3
- priority = 7, Hit
- ground.type = low
- ground.slidetime = 18
- ground.hittime = 18
- ground.velocity = -11
- air.velocity = -9.5,-3
- airguard.velocity = -9,-1
- guard.velocity = -11
- guard.slidetime = 18
- ground.cornerpush.veloff = -11
- air.cornerpush.veloff = 0
- guard.cornerpush.veloff = -10
- getpower = 30,10
- givepower = 30,10
-
- [State 240, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Standing light kick
- [Statedef 220]
- type = S
- movetype = A
- physics = S
- anim = 220
- velset = 0,0
- juggle = 5
- poweradd = 50
- ctrl = 0
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = Time = 0
- trigger1 = random < 750
- volume = 50
- value = 2,0
- channel = 0
-
- [State 220, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 220,2
-
- [State 220, 3]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = S, NA
- animtype = light
- hitflag = MAF
- damage = 41
- guardflag = MA
- pausetime = 8,10
- priority = 7, Hit
- sparkno = S1036
- guard.sparkno = S1038
- sparkxy = 6,-78
- hitsound = S220,0
- guardsound = S200,3
- ground.type = low
- ground.slidetime = 8
- ground.hittime = 8
- ground.velocity = -6.5
- air.velocity = -6,-2
- airguard.velocity = -8.5,-1
- getpower = 30,10
- givepower = 30,10
-
- [State 220, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Standing light kick (close)
- [Statedef 230]
- type = S
- movetype = A
- physics = S
- anim = 230
- velset = 0,0
- juggle = 5
- poweradd = 70
- ctrl = 0
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = Time = 0
- trigger1 = random < 750
- volume = 50
- value = 2,0
- channel = 0
-
- [State 220, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 220,2
-
- [State 230, 3]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, NA
- animtype = light
- damage = 44
- hitflag = MAFD
- guardflag = L
- pausetime = 8,10
- sparkno = S1036
- guard.sparkno = S1038
- sparkxy = -20,-19
- priority = 7, Hit
- hitsound = S220,0
- guardsound = S200,3
- ground.type = low
- ground.slidetime = 8
- ground.hittime = 8
- ground.velocity = -6.5
- air.velocity = -6.5
- airguard.velocity = -6,-1
- getpower = 30,10
- givepower = 30,10
-
- [State 230, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Standing hard punch
- [Statedef 240]
- type = S
- movetype = A
- physics = S
- anim = 240
- juggle = 10
- velset = 0,0
- poweradd = 70
- ctrl = 0
-
- [State 240, 2]
- type = posadd
- trigger1 = animelem = 5
- x = 20
-
- [State 240, 1]
- type = PlaySnd
- trigger1 = Time = 0
- trigger1 = random < 750
- volume = 50
- value = 2,1
- channel = 0
-
- [State 240, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 200,2
-
- [State 240, 3]
- type = HitDef
- trigger1 = animelem = 5
- attr = S, NA
- animtype = hard
- damage = 97
- guardflag = MA
- hitflag = MAF
- pausetime = 14,14
- sparkno = S1037
- guard.sparkno = S1039
- sparkxy = 0,-57
- hitsound = S240,0
- guardsound = S200,3
- ground.type = low
- ground.slidetime = 20
- ground.hittime = 18
- ground.velocity = -11
- air.velocity = -9,-2.5
- airguard.velocity = -10,-1.5
- guard.velocity = -10.5
- getpower = 30,10
- givepower = 30,10
-
- [State 240, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Standing hard punch (close)
- [Statedef 250]
- type = S
- movetype = A
- physics = S
- anim = 250
- juggle = 10
- poweradd = 70
- velset = 0,0
- ctrl = 0
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = Time = 0
- trigger1 = random < 750
- volume = 50
- value = 2,1
- channel = 0
-
- [State 250, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 200,2
-
- [State 250, 3]
- type = Hitdef
- trigger1 = AnimElem = 2
- attr = S, NA
- hitflag = MAF
- animtype = hard
- damage = 99,0
- guardflag = MA
- pausetime = 14,14
- sparkno = S1037
- guard.sparkno = S1039
- sparkxy = -10,-80
- hitsound = S240,0
- guardsound = S200,3
- ground.type = high
- ground.slidetime = 23
- ground.hittime = 22
- ground.velocity = -11
- air.velocity = -6,-2.5
- airguard.velocity = -6,-1.5
- guard.velocity = -11
- ground.cornerpush.veloff = -18
- air.cornerpush.veloff = -11
- guard.cornerpush.veloff = -16
- getpower = 30,10
- givepower = 30,10
- air.juggle = 10
-
- [State 250, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Standing hard kick
- [Statedef 260]
- type = S
- movetype = A
- physics = S
- anim = 260
- juggle = 10
- poweradd = 70
- velset = 0,0
- ctrl = 0
-
- [State 240, 2]
- type = width
- trigger1 = animelem = 3, >=0
- player = 40,0
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = animelem = 3
- trigger1 = random < 750
- volume = 50
- value = 2,1
- channel = 0
-
- [State 270, 2]
- type = PlaySnd
- trigger1 = animelem = 3
- value = 220,2
-
- [State 260, 3]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, NA
- animtype = hard
- damage = 101
- guardflag = MA
- hitflag = MAF
- pausetime = 14,15
- sparkno = S1037
- guard.sparkno = S1039
- sparkxy = -2,-91
- hitsound = S260,0
- guardsound = S200,3
- ground.type = high
- ground.slidetime = 20
- ground.hittime = 18
- ground.velocity = -11
- air.velocity = -8,-2.5
- airguard.velocity = -9.5,-1.5
- getpower = 30,10
- givepower = 30,10
-
- [State 260, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Standing hard kick (close)
- [Statedef 270]
- type = S
- movetype = A
- physics = S
- anim = 270
- poweradd = 70
- juggle = 10
- velset = 0,0
- ctrl = 0
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = time = 0
- trigger1 = random < 750
- volume = 50
- value = 2,1
- channel = 0
-
- [State 270, 2]
- type = PlaySnd
- trigger1 = time = 0
- value = 220,2
-
- [State 270, 3]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, NA
- animtype = hard
- damage = 69
- hitflag = MAF
- guardflag = MA
- pausetime = 9,9
- sparkno = S1037
- guard.sparkno = S1039
- sparkxy = -8,-50
- hitsound = S260,0
- guardsound = S200,3
- ground.type = Low
- ground.slidetime = 18
- ground.hittime = 18
- ground.velocity = -10.5
- air.velocity = -7,-2.5
- airguard.velocity = -8,-1.5
- guard.velocity = -9
- getpower = 30,10
- givepower = 30,10
-
- [State 270, 3]
- type = HitDef
- trigger1 = animelem = 4
- attr = S, NA
- animtype = hard
- damage = 69
- hitflag = MAF
- guardflag = MA
- pausetime = 14,14
- sparkno = S1037
- guard.sparkno = S1039
- sparkxy = -8,-100
- hitsound = S260,0
- guardsound = S200,3
- ground.type = high
- ground.slidetime = 22
- ground.hittime = 18
- ground.velocity = -11
- air.velocity = -7,-2.5
- airguard.velocity = -7,-1.5
- guard.velocity = -11
- getpower = 30,10
- givepower = 30,10
-
- [State 270, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Standing knockdown attack
- [Statedef 280]
- type = S
- movetype = A
- physics = S
- anim = 280
- poweradd = 100
- juggle = 15
- velset = 0,0
- ctrl = 0
-
- [State 240, 2]
- type = posadd
- trigger1 = animelem = 6, = 3
- trigger2 = animelem = 6, = 4
- trigger3 = animelem = 6, = 5
- x = 5
-
- [State 240, 2]
- type = width
- trigger1 = animelem = 5, >=0
- player = 35,20
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = animelem = 5
- trigger1 = random < 750
- volume = 50
- value = 2,1
- channel = 0
-
- [State 270, 2]
- type = PlaySnd
- trigger1 = animelem = 5
- value = 220,2
-
- [State 280, 3]
- type = HitDef
- trigger1 = AnimElem = 6
- attr = S, NA
- damage = 134
- hitflag = MAF
- guardflag = MA
- pausetime = 16,16
- sparkno = S1037
- guard.sparkno = S1039
- sparkxy = 6,-75
- hitsound = S280,0
- guardsound = S200,3
- ground.velocity = -4,-4
- air.velocity = -4,-4
- guard.velocity = -11
- fall = 1
- fall.recover = 0
- guard.velocity = -8.9
- getpower = 30,10
- givepower = 30,10
-
- [State 280, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ; Crouching light punch
- [Statedef 400]
- type = C
- movetype = A
- physics = C
- anim = 400
- velset = 0,0
- juggle = 5
- poweradd = 50
- ctrl = 0
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = Time = 0
- trigger1 = random < 750
- volume = 50
- value = 2,0
- channel = 0
-
- [State 200, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 200,2
-
- [State 400, 3]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = C, NA
- animtype = light
- damage = 40
- guardflag = LA
- hitflag = MAF
- priority = 7, Hit
- pausetime = 9,9
- sparkno = S1036
- guard.sparkno = S1038
- sparkxy = 2,-54
- hitsound = S200,0
- guardsound = S200,3
- ground.type = low
- ground.slidetime = 8
- ground.hittime = 8
- ground.velocity = -2
- air.velocity = -6,-2
- airguard.velocity = -6,-1
- getpower = 30,10
- givepower = 30,10
-
- [State 400, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- ;Crouching light kick
- [Statedef 420]
- type = C
- movetype = A
- physics = C
- anim = 420
- juggle = 5
- poweradd = 50
- velset = 0
- ctrl = 0
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = Time = 0
- trigger1 = random < 750
- volume = 50
- value = 2,0
- channel = 0
-
- [State 220, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 220,2
-
- [State 420, 3]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = C, NA
- animtype = light
- damage = 43
- guardflag = L
- hitflag = MAF
- priority = 7, Hit
- pausetime = 9,9
- sparkno = S1036
- guard.sparkno = S1038
- sparkxy = 7,-4
- hitsound = S220,0
- guardsound = S200,3
- ground.type = low
- ground.slidetime = 8
- ground.hittime = 8
- ground.velocity = -2
- air.velocity = -6,-2
- airguard.velocity = -7.5,-1
- getpower = 30,10
- givepower = 30,10
-
- [State 420, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- ; Crouching hard punch
- [Statedef 440]
- type = C
- movetype = A
- physics = C
- anim = 440
- velset = 0
- juggle = 10
- poweradd = 70
- ctrl = 0
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = Time = 0
- trigger1 = random < 750
- volume = 50
- value = 2,1
- channel = 0
-
- [State 250, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 200,2
-
- [State 240, 3]
- type = HitDef
- trigger1 = animelem = 3
- attr = S, NA
- animtype = hard
- damage = 97
- guardflag = MA
- hitflag = MAF
- pausetime = 14,14
- sparkno = S1037
- guard.sparkno = S1039
- sparkxy = -5,-84
- hitsound = S240,0
- guardsound = S200,3
- ground.type = Low
- ground.slidetime = 23
- ground.hittime = 22
- ground.velocity = -11
- air.velocity = -6,-2.5
- airguard.velocity = -6,-1.5
- guard.velocity = -11
- ground.cornerpush.veloff = -18
- air.cornerpush.veloff = -11
- guard.cornerpush.veloff = -16
- getpower = 30,10
- givepower = 30,10
-
- [State 440, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- ; Crouching hard kick
- [Statedef 460]
- type = C
- movetype = A
- physics = C
- anim = 460
- juggle = 15
- velset = 0
- ctrl = 0
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = time = 0
- trigger1 = random < 750
- volume = 50
- value = 2,1
-
- [State 270, 2]
- type = PlaySnd
- trigger1 = time = 0
- value = 220,2
- channel = 0
-
- [State 270, 3]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, NA
- animtype = Hard
- damage = 99
- hitflag = MAF
- guardflag = L
- pausetime = 14,14
- sparkno = S1037
- guard.sparkno = S1039
- sparkxy = 7,-5
- hitsound = S260,0
- guardsound = S200,3
- ground.type = trip
- ground.slidetime = 18
- ground.hittime = 18
- ground.velocity = -2,-3
- air.velocity = -2,-4.5
- airguard.velocity = -4,-1.5
- guard.velocity = -8.9
- fall = 1
- fall.recover = 0
- getpower = 30,10
- givepower = 30,10
-
- [State 460, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
-
- ;-------------------------------------------------------------
- ;VERTICAL
- ;----------
- ;Jumping light punch
- [Statedef 600]
- type = A
- movetype = A
- physics = A
- poweradd = 50
- juggle = 5
- anim = 600
- ctrl = 0
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = Time = 0
- trigger1 = random < 750
- volume = 50
- value = 2,0
-
- [State 200, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 200,2
- channel = 0
-
- [State 600, 3]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = A, NA
- animtype = light
- damage = 46
- priority = 7, Hit
- guardflag = HA
- hitflag = MAF
- pausetime = 7,8
- sparkno = S1036
- guard.sparkno = S1038
- sparkxy = -5,-62
- hitsound = S200,0
- guardsound = S200,3
- ground.type = high
- ground.slidetime = 8
- ground.hittime = 20
- ground.velocity = -2.5
- air.velocity = -2,-2
- airguard.velocity = -2.5,-1
- guard.velocity = -8.9
-
- ;Jumping light kick
- [Statedef 620]
- type = A
- movetype = A
- physics = A
- anim = 620
- poweradd = 50
- juggle = 5
- ctrl = 0
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = Time = 0
- trigger1 = random < 750
- volume = 50
- value = 2,0
- channel = 0
-
- [State 220, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 220,2
-
- [State 620, 3]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = A, NA
- animtype = light
- priority = 7, Hit
- damage = 47
- hitflag = MAF
- guardflag = HA
- priority = 7, Hit
- pausetime = 7,8
- sparkno = S1036
- guard.sparkno = S1038
- sparkxy = -5,-17
- hitsound = S220,0
- guardsound = S200,3
- ground.type = high
- ground.slidetime = 8
- ground.hittime = 20
- ground.velocity = -2
- air.velocity = -3,-2
- airguard.velocity = -2.5,-1
- guard.velocity = -8.9
-
- ;Jumping hard punch
- [Statedef 640]
- type = A
- movetype = A
- physics = A
- poweradd = 70
- juggle = 10
- anim = 640
- ctrl = 0
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = Time = 0
- trigger1 = random < 750
- volume = 50
- value = 2,1
- channel = 0
-
- [State 250, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 200,2
-
- [State 640, 3]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = A, NA
- animtype = hard
- damage = 104
- hitflag = MAF
- guardflag = HA
- pausetime = 9,9
- sparkno = S1037
- guard.sparkno = S1039
- sparkxy = -10,-60
- hitsound = S240,0
- guardsound = S200,3
- ground.type = high
- ground.slidetime = 8
- ground.hittime = 18
- ground.velocity = -3
- air.velocity = -4,-2.5
- airguard.velocity = -3,-1.5
- guard.velocity = -8.9
-
- ;Jumping hard kick
- [Statedef 660]
- type = A
- movetype = A
- physics = A
- poweradd = 70
- juggle = 10
- anim = 660
- ctrl = 0
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = time = 0
- trigger1 = random < 750
- volume = 50
- value = 2,1
- channel = 0
-
- [State 270, 2]
- type = PlaySnd
- trigger1 = time = 0
- value = 220,2
-
- [State 660, 3]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = A, NA
- animtype = hard
- damage = 105
- hitflag = MAF
- guardflag = HA
- pausetime = 9,9
- sparkno = S1037
- guard.sparkno = S1039
- sparkxy = -10,-65
- hitsound = S260,0
- guardsound = S200,3
- ground.type = high
- ground.slidetime = 8
- ground.hittime = 18
- ground.velocity = -3
- air.velocity = -4,-2.5
- airguard.velocity = -3,-1.5
- guard.velocity = -8.9
-
- ;-------------------------------------------------------------
- ; HORIZONTAL
- ;------------
- ;Jumping light punch
- [Statedef 610]
- type = A
- movetype = A
- physics = A
- poweradd = 50
- juggle = 5
- anim = 610
- ctrl = 0
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = Time = 0
- trigger1 = random < 750
- volume = 50
- value = 2,0
- channel = 0
-
- [State 200, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 200,2
-
- [State 600, 3]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = A, NA
- animtype = light
- damage = 46
- priority = 7, Hit
- guardflag = HA
- pausetime = 7,8
- sparkno = S1036
- guard.sparkno = S1038
- sparkxy = 8,-52
- hitsound = S200,0
- guardsound = S200,3
- ground.type = high
- ground.slidetime = 8
- ground.hittime = 18
- ground.velocity = -2
- air.velocity = -3,-2
- airguard.velocity = -2.5,-1
- guard.velocity = -8.9
-
- ;Jumping light kick
- [Statedef 630]
- type = A
- movetype = A
- physics = A
- anim = 630
- poweradd = 50
- juggle = 5
- ctrl = 0
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = Time = 0
- trigger1 = random < 750
- volume = 50
- value = 2,0
- channel = 0
-
- [State 220, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 220,2
-
- [State 620, 3]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = A, NA
- animtype = light
- priority = 7, Hit
- damage = 47
- guardflag = HA
- priority = 7, Hit
- pausetime = 7,8
- sparkno = S1036
- guard.sparkno = S1038
- sparkxy = 7,-46
- hitsound = S220,0
- guardsound = S200,3
- ground.type = high
- ground.slidetime = 8
- ground.hittime = 18
- ground.velocity = -2
- air.velocity = -3,-2
- airguard.velocity = -2.5,-1
- guard.velocity = -8.9
-
- ;Jumping hard punch
- [Statedef 650]
- type = A
- movetype = A
- physics = A
- poweradd = 70
- juggle = 10
- anim = 650
- ctrl = 0
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = Time = 0
- trigger1 = random < 750
- volume = 50
- value = 2,1
- channel = 0
-
- [State 250, 2]
- type = PlaySnd
- trigger1 = Time = 0
- value = 200,2
-
- [State 640, 3]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = A, NA
- animtype = hard
- damage = 102
- guardflag = HA
- pausetime = 9,9
- sparkno = S1037
- guard.sparkno = S1039
- sparkxy = 10,-100
- hitsound = S240,0
- guardsound = S200,3
- ground.type = high
- ground.slidetime = 8
- ground.hittime = 18
- ground.velocity = -3
- air.velocity = -4,-2.5
- airguard.velocity = -3,-1.5
- guard.velocity = -8.9
-
- ;Jumping hard kick
- [Statedef 670]
- type = A
- movetype = A
- physics = A
- poweradd = 70
- juggle = 10
- anim = 670
- ctrl = 0
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = time = 0
- trigger1 = random < 750
- volume = 50
- value = 2,1
- channel = 0
-
- [State 270, 2]
- type = PlaySnd
- trigger1 = time = 0
- value = 220,2
-
- [State 660, 3]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = A, NA
- animtype = hard
- damage = 104
- guardflag = HA
- pausetime = 9,9
- sparkno = S1037
- guard.sparkno = S1039
- sparkxy = 8,-22
- hitsound = S260,0
- guardsound = S200,3
- ground.type = high
- ground.slidetime = 8
- ground.hittime = 18
- ground.velocity = -3
- air.velocity = -4,-2.5
- airguard.velocity = -3,-1.5
- guard.velocity = -8.9
-
- ;-------------------------------------------------------------
- ; Jumping knockdown attack
- [Statedef 680]
- type = A
- movetype = A
- physics = A
- poweradd = 100
- juggle = 15
- anim = 680
- ctrl = 0
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = time = 0
- trigger1 = random < 950
- volume = 50
- value = 2,1
- channel = 0
-
- [State 270, 2]
- type = PlaySnd
- trigger1 = time = 0
- value = 220,2
-
- [State 680, 3]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = A, NA
- hitflag = MAF
- animtype = Back
- damage = 140
- guardflag = HA
- pausetime = 16,16
- sparkno = S1037
- guard.sparkno = S1039
- sparkxy = -10,-80
- hitsound = S280,0
- guardsound = S200,3
- ground.velocity = -4.5,-4
- air.velocity = -3,-2
- airguard.velocity = -2.5,-1
- fall = 1
- fall.recover = 0
- guard.velocity = -8.9
-
- ;=======================================================================================
- ;Throws-------------------------------
- ;=====================================
- ;Throw Y
- ;---------------------------------------------------------------------------
- ;GrabY
- [Statedef 300]
- type = S
- movetype= A
- physics = S
- juggle = 15
- velset = 0,0
- ctrl = 0
- anim = 300
- sprpriority = 5
-
- [State 813, 7]
- type = Width
- trigger1 = time >= 0
- edge = 20,20
-
- [State 1800, 1]
- type = HitDef
- trigger1 = var(4)<=0
- Trigger1 = Time = 0
- attr = S, NT
- hitflag = M-
- priority = 4, Miss
- sparkno = -1
- sprpriority = 1
- hitsound = 240,0
- p2facing = 1
- p1stateno = 301
- p2stateno = 302
- air.juggle = 11
- fall.damage = 144
-
- [State 1800, 2]
- type = ChangeState
- trigger1 = movecontact = 0
- Trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;=============================================================
- ;Success
- [Statedef 301]
- type = S
- movetype= A
- physics = S
- anim = 301
- sprpriority = 1
- poweradd = 100
-
- [State 813, 7]
- type = Width
- trigger1 = time >= 0
- edge = 50,20
-
- [State 180, 2]
- type = Explod
- trigger1 = animelem = 3
- id = 1046
- anim = 1046
- pos = 35,-88
- sprpriority = 1
- ownpal = 1
- removeongethit = 1
- removetime = 25
-
- [State 810, 10]
- type = playsnd
- trigger1 = animelem = 3
- value = 5, 1
- volume = 50
-
- [State 810, 10]
- type = playsnd
- trigger1 = animelem = 7
- value = 0, 19
- volume = 100
-
- [State 810, 10]
- type = playsnd
- trigger1 = animelem = 6
- value = 0, 18
- volume = 20
-
- [State 301, Bind]
- type = TargetBind
- trigger1 = animelem = 3, <0
- pos = 30, 0
- time = 1
-
- [State 301, Bind]
- type = TargetBind
- trigger1 = animelem = 3, >=0
- trigger1 = animelem = 4, <0
- pos = 22, 0
- time = 1
-
- [State 301, Bind]
- type = TargetBind
- trigger1 = animelem = 4, >=0
- trigger1 = animelem = 5, <0
- pos = 35, -142
- time = 1
-
- [State 301, Bind]
- type = TargetBind
- trigger1 = animelem = 5, >=0
- trigger1 = animelem = 6, <0
- pos = 30, -142
- time = 1
-
- [State 301, Bind]
- type = TargetBind
- trigger1 = animelem = 6, >=0
- trigger1 = animelem = 7, <0
- pos = 22, -125
- time = 1
-
- [State 301, Bind]
- type = TargetBind
- trigger1 = animelem = 7, = 0
- pos = 50, 0
- time = 1
-
- [State 3010, Envshake]
- type = envshake
- trigger1 = animelem = 7, = 0
- time = 12
- ampl = -5
- freq = 180
-
- [State 4000,Explod1]
- type = Explod
- trigger1 = animelem = 7
- anim = 1507
- id = 1507
- pos = 20,7
- postype = p2
- supermove = 1
- bindtime = 1
- ontop = 0
- ownpal = 1
-
- [State 301, liftoff]
- type = targetState
- Trigger1 = animelem = 7, =0
- value = 303
- ctrl = 0
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = animelem = 6
- volume = 50
- value = 2,0
- channel = 0
-
- [State 301, end]
- type = ChangeState
- Trigger1 = animTime = 0
- value = 0
- ctrl = 1
-
- ;------------------------------------
-
- ;(hit by, on ground)
- [Statedef 302]
- 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 = 302
-
- ;----------------------------------------------------------------------
- ; Smashed
- [Statedef 303]
- type = L
- movetype= H
- physics = N
- ctrl = 0
-
- [State 5110, EnvShake]
- type = nothitby
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- [State 820, 1]
- type = posadd
- Trigger1 = Time = 0
- x = -40
-
- [State 820, 1]
- type = turn
- Triggerall = Time = 0
- trigger1 = !SelfAnimExist(5102)
- trigger2 = !SelfAnimExist(5101)
- trigger2 = !selfanimexist(5102)
-
- [State 5100, 1]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = GetHitVar(fall.yvel) = 0
- trigger1 = vel x > 1
- x = 7
-
- [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, 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 = 5110 ;HIT_LIEDOWN
-
- [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, 11]
- type = PosFreeze
- trigger1 = 1
-
- [State 5100, 12]
- type = ChangeState
- trigger1 = Time = 7
- value = 304
-
- [State 5100, 13]
- type = ForceFeedback
- trigger1 = Time = 0
- waveform = sinesquare
- ampl = 128,-3,-.2,.005
- time = 20
-
- ;---------------------------------------
-
- ;---------------------------------------------------------------------------
- ; HIT_LIEDOWN
- [Statedef 304]
- type = S
- movetype= H
- physics = N
- ctrl = 0
-
- [State 5110, EnvShake]
- type = FallEnvShake
- trigger1 = Time = 0
-
- [State 5110, EnvShake]
- type = nothitby
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- [State 5110, 4]
- type = HitFallDamage
- trigger1 = Time = 0
-
- [State 5110, 5]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 5100, 2]
- type = ChangeAnim
- triggerall = time = 0
- trigger1 = SelfAnimExist(5112)
- value = 5112
-
- [State 5100, 2]
- type = ChangeAnim
- triggerall = time = 0
- trigger1 = SelfAnimExist(5111)
- trigger1 = !SelfAnimExist(5112)
- value = 5111
-
- [State 5100, 2]
- type = ChangeAnim
- triggerall = time = 0
- trigger1 = !SelfAnimExist(5111)
- trigger1 = !SelfAnimExist(5112)
- 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, 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, 11]
- type = ChangeState
- trigger1 = Time = 10
- value = 305
- ctrl = 0
-
- [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
- ;---------------------------------------------------------------------------
-
- ; HIT_BOUNCE (bounce into air)
- [Statedef 305]
- type = A
- movetype= H
- physics = N
- velset = -2.5,-8
- ctrl = 0
-
- [State 5110, EnvShake]
- type = nothitby
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- [State 5100, 5]
- type = VelSet
- triggerall = Time = 0
- trigger1 = !SelfAnimExist(5102)
- trigger2 = !SelfAnimExist(5101)
- trigger2 = !selfanimexist(5102)
- y = -8
- x = 2.5
-
- [State 5101, 2] ;Coming hit ground anim (for hit up)
- type = ChangeAnim
- triggerall = time = 0
- trigger1 = SelfAnimExist(5082)
- value = 5082
-
- [State 5101, 2] ;Coming hit ground anim (for hit up)
- type = ChangeAnim
- triggerall = time = 0
- trigger1 = !SelfAnimExist(5102)
- trigger2 = !SelfAnimExist(5101)
- trigger2 = !selfanimexist(5102)
- trigger3 = !SelfAnimExist(5082)
- value = 5080
-
- [State 5101, 3]
- type = HitFallVel
- trigger1 = Time = 0
-
- [State 5101, 4]
- type = PosSet
- trigger1 = Time = 0
- y = -10
-
- [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 = 306
- ctrl = 0
-
- ; final fall
- [Statedef 306]
- type = A
- movetype= H
- physics = N
- ctrl = 0
-
- [State 5110, EnvShake]
- type = nothitby
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- [State 5100, 1]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = GetHitVar(fall.yvel) = 0
- trigger1 = vel x > 1
- x = 7
-
- [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, 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 = 5110 ;HIT_LIEDOWN
-
- [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, 11]
- type = PosFreeze
- trigger1 = 1
-
- [State 5100, 12]
- type = selfState
- trigger1 = AnimTime = 0
- value = 5101
-
- [State 5100, 13]
- type = ForceFeedback
- trigger1 = Time = 0
- waveform = sinesquare
- ampl = 128,-3,-.2,.005
- time = 20
- ;---------------------------------------
-
- ;=============
- ; Throw D
- ;=============
- ;GrabD
- [Statedef 310]
- type = S
- movetype= A
- physics = S
- juggle = 15
- velset = 0,0
- ctrl = 0
- anim = 300
- sprpriority = 5
-
- [State 813, 7]
- type = Width
- trigger1 = time >= 0
- edge = 50,20
-
- [State 1800, 1]
- type = HitDef
- trigger1 = var(4)<=0
- Trigger1 = Time = 0
- attr = S, NT
- hitflag = M-
- priority = 4, Miss
- sparkno = -1
- sprpriority = 1
- hitsound = 240,0
- p2facing = 1
- p1stateno = 311
- p2stateno = 312
- air.juggle = 11
- fall.damage = 149
-
- [State 1800, 2]
- type = ChangeState
- trigger1 = movecontact = 0
- Trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;----------------------------------------
- ;Success
- [Statedef 311]
- type = S
- movetype= A
- physics = S
- anim = 311
- sprpriority = 1
- poweradd = 100
-
- [State 820, 1]
- type = sprpriority
- Trigger1 = animelem = 6, >0
- value = -1
-
- [State 180, 2]
- type = Explod
- trigger1 = animelem = 3
- id = 1046
- anim = 1046
- pos = 35,-88
- sprpriority = 1
- ownpal = 1
- removeongethit = 1
- removetime = 25
-
- [State 810, 10]
- type = playsnd
- trigger1 = animelem = 3
- value = 5, 1
- volume = 50
-
- [State 301, Bind]
- type = TargetBind
- trigger1 = animelem = 3, <0
- pos = 30, 0
- time = 1
-
- [State 301, Bind]
- type = TargetBind
- trigger1 = animelem = 3, >=0
- trigger1 = animelem = 4, <0
- pos = 22, 0
- time = 1
-
- [State 301, Bind]
- type = TargetBind
- trigger1 = animelem = 4, >=0
- trigger1 = animelem = 5, <0
- pos = 35, -142
- time = 1
-
- [State 301, Bind]
- type = TargetBind
- trigger1 = animelem = 5, >=0
- trigger1 = animelem = 6, <0
- pos = 40, -132
- time = 1
-
- [State 301, Bind]
- type = TargetBind
- trigger1 = animelem = 6, >=0
- trigger1 = animelem = 7, <0
- pos = 35, -110
- time = 1
-
- [State 301, Bind]
- type = TargetBind
- trigger1 = animelem = 7, >=0
- trigger1 = animelem = 8, <0
- pos = 23, -80
- time = 1
-
- [State 301, Bind]
- type = TargetBind
- trigger1 = animelem = 8, = 0
- pos = 0, -60
- time = 1
-
- [State 301, liftoff]
- type = targetState
- Trigger1 = animelem = 8, =1
- value = 313
- ctrl = 0
-
- [State 301, liftoff]
- type = turn
- Trigger1 = animtime = 0
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = animelem = 6
- volume = 50
- value = 2,1
- channel = 0
-
- [State 810, 10]
- type = playsnd
- trigger1 = animelem = 8, =1
- value = 0, 18
- volume = 20
-
- [State 810, 10]
- type = playsnd
- trigger1 = animelem = 8, =4
- value = 0, 20
- volume = 20
-
- [State 301, liftoff]
- type = ChangeState
- Trigger1 = animTime = 0
- value = 0
- ctrl = 1
-
-
- ;---------------------------------------
- ;(hit by, on ground)
- [Statedef 312]
- 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 = 312
- ;----------------------------------------
-
- ;(hit by, on ground)
- [Statedef 313]
- type = A
- movetype= H ;Get hit
- physics = N
- velset = 5,10
- ctrl = 0
-
- [State 820, 1]
- type = veladd
- Trigger1 = Time >= 0
- y = .45
-
- [State 820, 1]
- type = changestate
- Trigger1 = vel y > 0 && pos y >= -10
- value = 314
- ctrl = 0
-
- ;-----------------------------------
- ;subsob
- [Statedef 314]
- type = S
- movetype= H
- physics = N
- velset = 4,0
-
- [State 5100, 5]
- type = VelSet
- triggerall = Time = 0
- trigger1 = !SelfAnimExist(5102)
- trigger2 = !SelfAnimExist(5101)
- trigger2 = !selfanimexist(5102)
- x = 4
- y = 0
-
- [State 5110, EnvShake]
- type = nothitby
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- [State 820, 1]
- type = turn
- Triggerall = Time = 0
- trigger1 = !SelfAnimExist(5102)
- trigger2 = !SelfAnimExist(5101)
- trigger2 = !selfanimexist(5102)
-
- [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 = ChangeState
- trigger1 = Time = 20
- value = 315
-
- [State 5100, 13]
- type = ForceFeedback
- trigger1 = Time = 0
- waveform = sinesquare
- ampl = 128,-3,-.2,.005
- time = 20
- ;---------------------------------------
-
- ;HIT_LIEDOWN
- [Statedef 315]
- type = L
- movetype= H
- physics = N
- ctrl = 0
-
- [State 5110, EnvShake]
- type = FallEnvShake
- trigger1 = Time = 0
-
- [State 5110, 4]
- type = HitFallDamage
- trigger1 = Time = 0
-
- [State 5110, 5]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 5100, 2]
- type = ChangeAnim
- triggerall = time = 0
- trigger1 = SelfAnimExist(5112)
- value = 5112
-
- [State 5100, 2]
- type = ChangeAnim
- triggerall = time = 0
- trigger1 = SelfAnimExist(5111)
- trigger1 = !SelfAnimExist(5112)
- value = 5111
-
- [State 5100, 2]
- type = ChangeAnim
- triggerall = time = 0
- trigger1 = !SelfAnimExist(5111)
- trigger1 = !SelfAnimExist(5112)
- 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
- ;---------------------------------------------------------------------------
-
- ;=================================================================================
- ;---[Rolls, Sidestep n Charge]---
- ;=================================================================================
- ;Roll (forwards)
- [Statedef 700]
- type = S
- movetype = I
- physics = N
- anim = 700
- poweradd = 50
- velset = 0,0
- ctrl = 0
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = Time = 0
- volume = 70
- value = 2,0
- channel = 0
-
- [State 1000, 1]
- type = hitby
- trigger1 = time >= 0
- value = SCA, NT, ST, HT
-
- [State 1000, 1]
- type = varset
- trigger1 = time = 0
- var(1) = 0
-
- [State 200, 1]
- type = afterimage
- trigger1 = time = 8
- 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 = 5
-
- [State 750, 4]
- type = SprPriority
- trigger1 = Time = 8
- value = -1
-
- [State 250, 4]
- type = VelSet
- trigger1 = AnimElem = 3
- x = 5.7
-
- [State 250, 5]
- type = VelAdd
- trigger1 = AnimElem = 4, >= 0
- trigger1 = AnimElem = 7, < 0
- x = -.10
-
- [State 250, 6]
- type = VelSet
- trigger1 = AnimElem = 7,>=0
- x = 0
-
- [State 750, 6]
- type = PlayerPush
- trigger1 = Time < 24
- value = 0
-
- [State 750, 6]
- type = PlayerPush
- trigger1 = Time >= 24
- value = 1
-
- [State 250, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- ;######################################################################
- ;Roll (forwards) Running
- [Statedef 706]
- type = S
- movetype = I
- physics = N
- anim = 700
- poweradd = 50
- velset = 0,0
- ctrl = 0
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = Time = 0
- volume = 70
- value = 2,0
- channel = 0
-
- [State 1000, 1]
- type = hitby
- trigger1 = time >= 0
- value = SCA, NT, ST, HT
-
- [State 1000, 1]
- type = varset
- trigger1 = time = 0
- var(1) = 0
-
- [State 200, 1]
- type = afterimage
- trigger1 = time = 8
- 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 = 5
-
- [State 750, 4]
- type = SprPriority
- trigger1 = Time = 8
- value = -1
-
- [State 250, 4]
- type = VelSet
- trigger1 = AnimElem = 3
- x = 7.8
-
- [State 250, 5]
- type = VelAdd
- trigger1 = AnimElem = 4, >= 0
- trigger1 = AnimElem = 7, < 0
- x = -.10
-
- [State 250, 6]
- type = VelSet
- trigger1 = AnimElem = 7,>=0
- x = 0
-
- [State 750, 6]
- type = PlayerPush
- trigger1 = Time < 24
- value = 0
-
- [State 750, 6]
- type = PlayerPush
- trigger1 = Time >= 24
- value = 1
-
- [State 250, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- ;######################################################################
- ;######################################################################
- ;Roll (BAck)
- [Statedef 701]
- type = S
- movetype = I
- physics = N
- anim = 701
- poweradd = 50
- velset = 0,0
- ctrl = 0
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = Time = 0
- volume = 70
- value = 2,0
- channel = 0
-
- [State 1000, 1]
- type = hitby
- trigger1 = time >= 0
- value = SCA, NT, ST, HT
-
- [State 1000, 1]
- type = varset
- trigger1 = time = 0
- var(1) = 0
-
- [State 200, 1]
- type = afterimage
- trigger1 = time = 8
- 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 = 5
-
- [State 750, 4]
- type = SprPriority
- trigger1 = Time = 8
- value = -1
-
- [State 250, 4]
- type = VelSet
- trigger1 = AnimElem = 4
- x = -5.8
-
- [State 250, 5]
- type = VelAdd
- trigger1 = AnimElem = 4, >= 0
- trigger1 = AnimElem = 8, < 0
- x = .10
-
- [State 250, 6]
- type = VelSet
- trigger1 = AnimElem = 8,>=0
- x = 0
-
- [State 750, 6]
- type = PlayerPush
- trigger1 = Time < 24
- value = 0
-
- [State 750, 6]
- type = PlayerPush
- trigger1 = Time >= 24
- value = 1
-
- [State 250, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;=================================================================================
- ;########################################################################################
- ;=================================================================================
- ;SideStep
- [Statedef 702]
- type = S
- movetype = I
- physics = N
- anim = 702
- poweradd = 50
- velset = 0,0
- ctrl = 0
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 2,0
- volume = 50
- channel = 0
-
- [State 1000, 1]
- type = hitby
- trigger1 = time >= 0
- value = SCA, NT, ST, HT
-
- [State 1000, 1]
- type = varset
- trigger1 = time = 0
- var(1) = 0
-
- [State 750, 4]
- type = SprPriority
- trigger1 = Time = 8
- value = -2
-
- [State 750, 6]
- type = PlayerPush
- trigger1 = Time >= 0
- value = 0
-
- [State 1000, 1]
- type = varset
- triggerall = time > 1
- trigger1 = command = "x"
- trigger2 = command = "y"
- var(1) = 1
-
- [State 250, 7]
- type = ChangeState
- triggerall = var(9) != 1
- triggerall = animelem = 3, >= 1
- trigger1 = var(1) = 1
- value = 703
-
- [State 250, 7]
- type = ChangeState
- triggerall = var(9) = 1
- triggerall = time >= 20
- trigger1 = p2bodydist x = [5,40]
- value = 703
-
- [State 250, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;=================================================================================
- ;Attack
- [Statedef 703]
- type = S
- movetype = A
- physics = S
- anim = 703
- poweradd = 50
- sprpriority = 3
- velset = 0,0
- ctrl = 0
-
- [State 1000, 1]
- type = hitby
- trigger1 = animelem = 5 <=0
- value = SCA, NT, ST, HT
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 200,1
-
- [State 680, 3]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = A, SA
- hitflag = MAF
- animtype = Medium
- damage = 75
- guardflag = MA
- pausetime = 11,11
- sparkno = S1037
- guard.sparkno = S1039
- sparkxy = 5,-60
- ground.hittime = 14
- ground.slidetime = 11
- hitsound = S240,0
- guardsound = S200,3
- ground.velocity = -11.5
- air.velocity = -7,-2
- airguard.velocity = -7.5,-1
-
-
- [State 250, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;==========================================================================================
- ;=========================================================================
- ;---------------------------------------------------------------------------
- ; CHARGE Level = 0
- [Statedef 704]
- type = S
- movetype = I
- physics = S
- ctrl = 0
- velset = 0,0
- anim = 704
-
- [State 255, 1]
- type = PowerAdd
- trigger1 = Time >= 1
- value = 6
-
- [State 1230, 2]
- type = PlaySnd
- trigger1 = Time = 5
- value = 3,0
- channel = 0
- volume = 50
-
- [State 1230, 2]
- type = PlaySnd
- trigger1 = Time = 5
- value = 3,1
- channel = 1
- volume = 50
-
- [State 3153, 6]
- type = Explod
- trigger1 = time = 4
- ignorehitpause = 1
- anim = 706
- id = 706
- pos= 0,0
- postype = P1
- removetime = 9999
- supermove = 10
- sprpriority = 2
- removeongethit = 1
- ownpal = 1
-
- [State 255, 2]
- type = ChangeState
- triggerall = Time >= 2
- triggerall = var(9) != 1
- trigger1 = Command != "hold_x"
- trigger2 = Command != "hold_y"
- value = 705
- ctrl = 0
-
- [State 255, 2]
- type = ChangeState
- triggerall = var(9) != 1
- triggerall = power >= 3000
- trigger1 = Command = "hold_x"
- trigger1 = Command = "hold_y"
- value = 705
- ctrl = 0
-
- [State 255, 2]
- type = ChangeState
- triggerall = Time >= 20
- triggerall = var(9) = 1
- trigger1 = p2movetype = A
- value = 705
- ctrl = 0
-
- ;+++++++++++++++++++++++++++++++++++++++++++
- ; CHARGE OVER
- [Statedef 705]
- type = S
- movetype = I
- physics = S
- anim = 705
- ctrl = 0
-
- [State 255, 2]
- type = stopsnd
- trigger1 = Time = 0
- channel = 0
- value = 3,0
-
- [State 255, 2]
- type = stopsnd
- trigger1 = Time = 0
- channel = 1
- value = 3,1
-
- [State 255, 2]
- type = removeexplod
- trigger1 = Time = 0
- id = 706
-
- [State 256, ctrl]
- type = ctrlset
- trigger1 = Time = 2
- value = 1
-
- [State 256, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;===================================================
-
- ;Maximum
- [Statedef 707]
- type = S
- movetype = I
- physics = S
- anim = 708
- ctrl = 0
-
- [State 255, 2]
- type = playsnd
- trigger1 = animelem = 3
- channel = 0
- value = 2,1
- volume = 30
-
- [State 255, 2]
- type = playsnd
- trigger1 = animelem = 3
- value = 12,0
- volume = 30
-
- [State 3153, 6]
- type = Explod
- trigger1 = animelem = 3
- ignorehitpause = 1
- anim = 707
- id = 707
- pos= 0,0
- postype = P1
- removetime = 16
- supermove = 10
- sprpriority = 2
- removeongethit = 1
- ownpal = 1
-
- [State 256, ctrlset]
- type = poweradd
- trigger1 = animelem = 3
- value = -1000
-
- [State 256, varset]
- type = varset
- trigger1 = animelem = 3
- var(10) = 750
-
- [State 256, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;######################################################################
- ;Roll (BAck)
- [Statedef 710]
- type = S
- movetype = I
- physics = N
- anim = 701
- velset = 0,0
- ctrl = 0
-
- [State 2005, 6]
- type = SuperPause
- trigger1 = Time = 0
- time = 11
- pos = 0,-80
- poweradd = -1000
- movetime = 0
- darken = 0
- anim = S1350
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = Time = 0
- volume = 70
- value = 2,0
- channel = 0
-
- [State 1000, 1]
- type = hitby
- trigger1 = time >= 0
- value = SCA, NT, ST, HT
-
- [State 1000, 1]
- type = varset
- trigger1 = time = 0
- var(1) = 0
-
- [State 200, 1]
- type = afterimage
- trigger1 = time = 8
- 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 = 5
-
- [State 750, 4]
- type = SprPriority
- trigger1 = Time = 8
- value = -1
-
- [State 250, 4]
- type = VelSet
- trigger1 = AnimElem = 4
- x = -5.8
-
- [State 250, 5]
- type = VelAdd
- trigger1 = AnimElem = 4, >= 0
- trigger1 = AnimElem = 8, < 0
- x = .10
-
- [State 250, 6]
- type = VelSet
- trigger1 = AnimElem = 8,>=0
- x = 0
-
- [State 750, 6]
- type = PlayerPush
- trigger1 = Time < 24
- value = 0
-
- [State 750, 6]
- type = PlayerPush
- trigger1 = Time >= 24
- value = 1
-
- [State 250, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;######################################################################
- ;Roll (forwards) Counter
- [Statedef 711]
- type = S
- movetype = I
- physics = N
- anim = 700
- velset = 0,0
- ctrl = 0
-
- [State 2005, 6]
- type = SuperPause
- trigger1 = Time = 0
- time = 11
- pos = 0,-80
- poweradd = -1000
- movetime = 0
- darken = 0
- anim = S1350
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = Time = 0
- volume = 70
- value = 2,0
- channel = 0
-
- [State 1000, 1]
- type = hitby
- trigger1 = time >= 0
- value = SCA, NT, ST, HT
-
- [State 1000, 1]
- type = varset
- trigger1 = time = 0
- var(1) = 0
-
- [State 200, 1]
- type = afterimage
- trigger1 = time = 8
- 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 = 5
-
- [State 750, 4]
- type = SprPriority
- trigger1 = Time = 8
- value = -1
-
- [State 250, 4]
- type = VelSet
- trigger1 = AnimElem = 3
- x = 7.8
-
- [State 250, 5]
- type = VelAdd
- trigger1 = AnimElem = 4, >= 0
- trigger1 = AnimElem = 7, < 0
- x = -.10
-
- [State 250, 6]
- type = VelSet
- trigger1 = AnimElem = 7,>=0
- x = 0
-
- [State 750, 6]
- type = PlayerPush
- trigger1 = Time < 24
- value = 0
-
- [State 750, 6]
- type = PlayerPush
- trigger1 = Time >= 24
- value = 1
-
- [State 250, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;-----------------------------------------------------------
- ; Standing knockdown attack counter
- [Statedef 712]
- type = S
- movetype = A
- physics = S
- anim = 280
- juggle = 15
- velset = 0,0
- ctrl = 0
-
- [State 2005, 6]
- type = SuperPause
- trigger1 = Time = 0
- time = 11
- pos = 0,-80
- poweradd = -1000
- movetime = 0
- darken = 0
- anim = S1350
-
- [State 240, 2]
- type = posadd
- trigger1 = animelem = 6, = 3
- trigger2 = animelem = 6, = 4
- trigger3 = animelem = 6, = 5
- x = 5
-
- [State 240, 2]
- type = width
- trigger1 = animelem = 5, >=0
- player = 35,20
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = animelem = 5
- trigger1 = random < 750
- volume = 50
- value = 2,1
- channel = 0
-
- [State 270, 2]
- type = PlaySnd
- trigger1 = animelem = 5
- value = 220,2
-
- [State 280, 3]
- type = HitDef
- trigger1 = AnimElem = 6
- attr = S, NA
- damage = 134
- hitflag = MAF
- guardflag = MA
- pausetime = 16,16
- sparkno = S1037
- guard.sparkno = S1039
- sparkxy = 6,-75
- hitsound = S280,0
- guardsound = S200,3
- ground.velocity = -4,-4
- air.velocity = -4,-4
- guard.velocity = -11
- fall = 1
- fall.recover = 0
- guard.velocity = -8.9
- getpower = 30,10
- givepower = 30,10
-
- [State 280, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- ;---------------------------------------------------------------------------
- ; AI Trigger
- [Statedef 9999]
- anim = 9999
- ctrl = 0
-
- [State 9999, 1]
- type = Turn
- trigger1 = facing != parent, facing
-
- [State 9999, 2]
- type = ParentVarSet
- triggerall = var(20) = 0
- triggerall = parent, RoundState = 2
- trigger1 = parent, command = "x"
- trigger2 = parent, command = "y"
- trigger3 = parent, command = "z"
- trigger4 = parent, command = "a"
- trigger5 = parent, command = "s"
- trigger6 = parent, command = "holdfwd"
- trigger7 = parent, command = "holdback"
- trigger8 = parent, command = "holdup"
- trigger9 = parent, command = "holddown"
- var(9) = 1
-
- [State 9999, 3]
- type = ParentVarSet
- triggerall = parent, var(9) = 1
- triggerall = parent, RoundState = 2
- trigger1 = (command = "x" && parent, command = "x")
- trigger2 = (command = "y" && parent, command = "y")
- trigger3 = (command = "z" && parent, command = "z")
- trigger4 = (command = "a" && parent, command = "a")
- trigger5 = (command = "s" && parent, command = "s")
- trigger6 = (command = "holdfwd" && parent, command = "holdfwd")
- trigger7 = (command = "holdback" && parent, command = "holdback")
- trigger8 = (command = "holdup" && parent, command = "holdup")
- trigger9 = (command = "holddown" && parent, command = "holddown")
- var(9) = 0
-
- [State 9999, 4]
- type = VarSet
- trigger1 = var(20) = 1
- var(20) = 0
-
- [State 9999, 5]
- type = VarSet
- triggerall = var(20) = 0
- triggerall = parent, RoundState = 2
- trigger1 = parent, command = "x"
- trigger2 = parent, command = "y"
- trigger3 = parent, command = "z"
- trigger4 = parent, command = "a"
- trigger5 = parent, command = "s"
- trigger6 = parent, command = "holdfwd"
- trigger7 = parent, command = "holdback"
- trigger8 = parent, command = "holdup"
- trigger9 = parent, command = "holddown"
- var(20) = 1
-
- [State 9999, 6]
- type = Destroyself
- trigger1 = RoundState = 3
- ;===========================================================================================
- ;*******************************************************************************************
- ;===========================================================================================
-
-
- ;============================
- ; Overide Common States
- ;============================
- ; HIT_FALLRECOVER (on the ground)
- [Statedef 5201]
- type = S
- movetype= H
- physics = S
- anim = 5200
- ctrl = 0
-
- [State 200, 1]
- type = PlaySnd
- trigger1 = Time = 0
- volume = 70
- value = 2,0
- channel = 0
-
- [State 5201, 1] ;Turn if not facing opponent
- type = Turn
- trigger1 = Time = 0
- trigger1 = p2dist X < -5
-
- [State 5201, 2]
- type = VelSet
- trigger1 = Time = 0
- y = 0
-
- [State 5201, 2.1]
- type = VelSet
- trigger1 = Time >= 0
- trigger1 = Time <= 12
- x = -4
-
- [State 5201, 3]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 5201, 4]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
-
- [State 5201, 6]
- type = Changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
- ;-------------------------------
- ;---------------------------------------------------------------------------
- ; JUMP_UP
- [Statedef 40]
- type = S
- physics = S
- anim = 40
- ctrl = 0
-
- [State 40, 0.1b]
- ;AI MODIFICATION Crossover Attack
- type = VarSet
- triggerall = Time >= 0
- triggerall = p2bodydist x >= 10
- trigger1 = random <= 300
- trigger1 = var(9) = 1
- var(8) = 2
-
- [State 40, 0.0]
- type = VarSet
- trigger1 = Time = 0
- var(8) = 0
-
- [State 40, 0.1]
- type = VarSet
- trigger1 = command = "holdfwd"
- trigger1 = var(8) != 2
- var(8) = 1
-
- [State 40, 0.2]
- type = VarSet
- trigger1 = command = "holdback"
- trigger1 = var(8) != -2
- var(8) = -1
-
- [State 40, 0.1b]
- type = VarSet
- triggerall = Time = 0
- triggerall = command = "holdfwd"
- trigger1 = command = "longjump"
- trigger2 = prevstateno = 100 ;RUN_FWD
- var(8) = 2
-
- [State 40, 0.2b]
- type = VarSet
- trigger1 = Time = 0
- trigger1 = command = "holdback"
- trigger1 = command = "longjump"
- var(8) = -2
-
- ;make sure running snd is off
- [State 40, 3]
- type = StopSnd
- trigger1 = time = 0
- channel = 20;running snd
-
- [State 40, 4]
- type = ChangeState
- triggerall = AnimTime = 0
- trigger1 = var(8) != 0
- trigger1 = var(8) != 1
- trigger1 = var(8) != -1
- trigger1 = command = "holdup"
- trigger2 = command != "holdup"
- value = 201
-
- [State 40, 5]
- type = VelSet
- trigger1 = AnimTime = 0
- x = ifelse(var(8)=0, const(velocity.jump.neu.x), ifelse(var(8)>0, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
- y = const(velocity.jump.y)
-
- [State 40, 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; JUMP_UP (short)
- [Statedef 201]
- type = A
- physics = A
- velset = 0, -5.0
- ctrl = 1
-
- [State 40, 6]
- type = ctrlset
- trigger1 = var(9) != 1
- trigger1 = Time = 0
- value = 1
-
- [State 9000, 1a] ; Play sound when jumping (Light)
- type = PlaySnd
- trigger1 = Time = 0
- trigger1 = var(8) != -2
- trigger1 = var(8) != 2
- value = 0,5
- volume = 60
-
- [State 9000, 1b] ; Play sound when jumping (Shadow)
- type = PlaySnd
- triggerall = Time = 0
- trigger1 = var(8) = -2
- trigger2 = var(8) = 2
- value = 0,16
- volume = -30
-
- [State 200, 1]
- type = afterimage
- trigger1 = time = 0
- time = 20
- palbright = 0,0,0
- palcontrast = 250,250,250
- paladd = 0,0,0
- palmul = 0.6,0.6,0.6
- timegap = 1
- framegap = 2
- length = 7
-
- [State 9000, 2] ; Shadows off
- type = Afterimage
- trigger1 = var(28) <= 0
- trigger1 = Time = 20
- time = 0
-
- [State 9000, -0.1] ;Holding up?
- type = VelSet
- trigger1 = Time = 0
- trigger1 = command = "holdup"
- y = -8
-
- [State 9000, 0.1]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = Var(8) = 1
- x = 3.3
-
- [State 9000, 0.1b]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = Var(8) = 2
- x = 4.1
-
- [State 9000, 0.2]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = Var(8) = -1
- x = -3.3
-
- [State 9000, 0.2b]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = Var(8) = -2
- x = -4.1
-
- [State 9000, 1.1]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = Vel X = 0
- trigger1 = command = "holdup"
- value = 41
-
- [State 9000, 1.2] ;Short
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = Vel X = 0
- trigger1 = command != "holdup"
- value = 41
-
- [State 9000, 2.1]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = Vel X > 0
- trigger1 = command = "holdup"
- value = 42
-
- [State 9000, 2.2] ;Short
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = Vel X > 0
- trigger1 = command != "holdup"
- value = 41
-
- [State 9000, 3.1]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = Vel X < 0
- trigger1 = command = "holdup"
- value = 43
-
- [State 9000, 3.2] ;Short
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = Vel X < 0
- trigger1 = command != "holdup"
- value = 41
-
- ;---------------------------------------------------------------------------
- ; Jump Land
- [Statedef 52]
- type = S
- physics = S
- anim = 47
- ctrl = 1
- facep2 = 1
-
- [State 52, 1]
- type = VelSet
- trigger1 = Time = 0
- y = 0
-
- [State 52, 2]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- ;Play sound when landing
- [State 52, 3]
- type = PlaySnd
- trigger1 = Time = 0
- value = 0,7
- volume = 60
-
- [State 52, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
-
-
- ;=================================================================================
- ;*********************************************************************************
- ;=================================================================================
-
- [Statedef -2]
- ;MAX CODING
- [State -2, varadd max]
- type = varadd
- trigger1 = var(10) > 0
- var(10) = -1
-
-
- ;MAximum PalFx
- [State -2, palFX]
- type = PalFX
- trigger1 = movetype != H
- trigger1 = (GameTime%2)=0
- trigger1 = Var(10) != 0
- time = 1
- add = 60,60,60
- ignorehitpause = 1
-
- ;-------------------------------
- ; Play sound when jumping
- [State -2, 1.1]
- type = PlaySnd
- triggerall = Time = 1
- trigger1 = stateno = 50
- value = 0,5
- persistent = 0 ;make sure it play only once each time
- volume = 10
-
- ; Play "ouch" sound when hit light or medium
- [State -2, 3]
- type = PlaySnd
- triggerall = random < 500
- triggerall = time = 1
- triggerall = stateno = 5000
- trigger1 = anim = 5000
- trigger2 = anim = 5001
- trigger3 = anim = 5010
- trigger4 = anim = 5011
- value = 1,0
- volume = 70
-
- ; Play "ouch" sound when hit light or medium (in the air)
- [State -2, 4]
- type = PlaySnd
- triggerall = random < 700
- triggerall = time = 1
- triggerall = stateno = 5010
- trigger1 = anim = 5020
- trigger2 = anim = 5021
- value = 1,0
- volume = 70
-
- ; Play "ouch" sound when hit hard
- [State -2, 5]
- type = PlaySnd
- triggerall = random < 700
- triggerall = time = 1
- triggerall = stateno = 5000
- trigger1 = anim = 5002
- trigger2 = anim = 5012
- value = 1,1
- volume = 70
-
- ; Play "ouch" sound when hit hard (in the air)
- [State -2, 6]
- type = PlaySnd
- trigger1 = random < 700
- trigger1 = time = 1
- trigger1 = stateno = 5010
- trigger1 = anim = 5022
- value = 1,1
- volume = 70
-
- ; Play "ouch" when landing on back
- [State -2, 7]
- type = PlaySnd
- trigger1 = random < 710
- trigger1 = time = 1
- trigger1 = stateno = 5100
- value = 1,2
- volume = 70
-
- ;============================================================================
-
- [Statedef -3]
-
- [State lin's lifeadd ]
- type = lifeadd
- triggerall = life >50 && time%5 =0
- trigger1 = enemy,name = "lin"
- trigger1 = enemy,var(18) = 1
- value = -1
-
- ;Kof Style !!!!
- [State -3, Defense Up]
- type = DefenceMulset
- trigger1 = var(10) > 0
- trigger2 = life <=300
- value = .67
-
- [State -3, Attack Up]
- type = AttackMulset
- trigger1 = var(10) > 0
- value = 1.2
-
- [State -3, Stp Chrge Snd]
- type = stopsnd
- trigger1 = movetype = H
- channel = 1
- value = 3,1
-
- [State -3, 1];Check if AI is controlling
- type = Helper
- trigger1 = NumHelper(9999) = 0
- trigger1 = var(9) = 0
- trigger1 = RoundState = 2
- name = "sander71113"
- id = 9999
- pos = 1000, 1000
- stateno = 9999
- helpertype = normal
- keyctrl = 1
-
- [State -3, 2];access when fight is over
- type = Varset
- trigger1 = var(9) = 1
- trigger1 = RoundState = 3
- var(9) = 0
-
- ;Get rid of trailing anims when hit
- [State -3, 3]
- type = AfterImageTime
- triggerall = Time = 1
- trigger1 = stateno = 5000
- trigger2 = stateno = 5010
- trigger3 = stateno = 5020
- trigger4 = stateno = 5070
- time = 0
-
- [State -3, 4];kill the corner push bug
- type = Velset
- trigger1 = FrontEdgeDist < 10
- trigger1 = vel x > 0.1
- x = 0.1
-
- [State -3, AI]
- type = Varset
- triggerall = var(9) != 1
- trigger1 = command = "AI_1"
- trigger2 = command = "AI_2"
- trigger3 = command = "AI_3"
- trigger4 = command = "AI_4"
- trigger5 = command = "AI_5"
- trigger6 = command = "AI_6"
- trigger7 = command = "AI_7"
- trigger8 = command = "AI_8"
- trigger9 = command = "AI_9"
- trigger10 = command = "AI_10"
- trigger11 = command = "AI_11"
- trigger12 = command = "AI_12"
- var(9) = 1
-
- [State -3, AI]
- type = Varset
- trigger1 = var(9) = 1
- trigger1 = RoundState = 3
- var(9) = 0
-
- ;Sorrow edge' Throw limitter-------------------------------
- [State -3, throwa]
- type = varset
- trigger1 = hitdefattr = SCA, NA, AP && movecontact
- var(4) = 15
- ignorehitpause = 1
-
- [State -3, throwb]
- type = varadd
- trigger1 = var(4) >= 1
- var(4) = -1
- ignorehitpause = 1
-
- ;Modified it a bot for special throws
- [State -3, throwa]
- type = varset
- trigger1 = moveguarded
- var(5) = 15
- ignorehitpause = 1
-
- [State -3, throwb]
- type = varadd
- trigger1 = var(5) >= 1
- var(5) = -1
- ignorehitpause = 1
-
-
-
- ;------------------------------------------------
- :KOF COMBO ATTACK MULSET CODE !!!!^_^
- [State -3, ]
- type = varset
- trigger1 = hitdefattr = SCA, NA, AP && movehit
- var(6) = 60
- ignorehitpause = 1
-
- [State -3, throwb]
- type = varadd
- trigger1 = var(6) >=1
- var(6) = -1
- ignorehitpause = 1
-
- [State -3, AttackMulset]
- type = attackmulset
- trigger1 = var(6) > 0
- trigger1 = var(10) <=0
- value = .8
-
- [State -3, AttackMulset]
- type = attackmulset
- trigger1 = var(6) > 0
- trigger1 = var(10) >0
- value = 1
-
- [State -3, AttackMulset]
- type = attackmulset
- trigger1 = var(6) <= 0
- trigger1 = var(10) <=0
- value = 1
-
- [State -3, reset]
- type = varset
- trigger1 = roundstate = 0
- var(11) = 0
-
- [State -3, reset]
- type = varset
- trigger1 = roundstate = 0
- var(10) = 0
-
- [State -3, reset]
- type = varset
- trigger1 = roundstate = 0
- var(56) = 0
-
- [State -3, reset]
- type = varset
- trigger1 = roundstate = 0
- var(57) = 0
-
- [State -3,DIZZY SOUND]
- type = varadd
- trigger1 = p2stateno = 3406 && p2movetype = I
- trigger1 = gametime%2 = 1
- var(57) = 1
-
- [State -3, DIZZY SOUND]
- type = varset
- trigger1 = var(57) !=0
- trigger1 = p2movetype = H
- var(57) = 0
-
- [State -3,DIZZY SOUND]
- type = playsnd
- trigger1 = var(57) = 1
- persistent = 0
- value = 5,14
- volume = 40
- ignorehitpause = 1
- persistent = 0
-