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Text File | 2002-10-09 | 81.4 KB | 4,556 lines |
- ; Common state file
- ;
- ; System variables usage
- ; ----------------------
- ; Var name Type Purpose
- ; -------- ---- -------
- ; sysvar(0) Temp Set by state 5081 (HITL_SLIDE) to 1 to prevent
- ; showing ground hit frame in state 5110 (HIT_LIEDOWN).
- ; Used by guarding states.
- ; sysvar(1) Temp Used by state 40 (Jump Start) amd 45 (Air Jump Start)
- ; to keep track of which way to jump.
- ; Used by state 5100 and 5110 to remember downward
- ; velocity of player just before hitting the ground.
- ; Used in state 5080 for storing the anim # to display.
- ;KOF ME ╧╡═│╬─╝■
- ;var╩╣╙├▒φ
- ;
- ;
-
- ;---------------------------------------------------------------------------
- ; 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 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
-
- ;---------------------------------------------------------------------------
- ; Stand to Crouch
- [Statedef 10]
- type = C
- physics = C
- anim = 10
-
- [State 10, 1]
- type = VelMul
- trigger1 = Time = 0
- x = .75
-
- [State 10, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
-
- ;---------------------------------------------------------------------------
- ; Crouching
- [Statedef 11]
- type = C
- physics = C
- anim = 11
- sprpriority = 0
-
- [State 11, 1] ;Change from turning animation
- type = ChangeAnim
- trigger1 = Anim = 6 && AnimTime = 0
- value = 11
-
- ;---------------------------------------------------------------------------
- ; Crouch to Stand
- [Statedef 12]
- type = S
- physics = S
- anim = 12
-
- [State 12, 1]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
-
- ;---------------------------------------------------------------------------
- ; Walk
- [Statedef 20]
- type = S
- physics = S
- sprpriority = 0
-
- [State 20, 1]
- type = VelSet
- trigger1 = command = "holdfwd"
- x = const(velocity.walk.fwd.x)
-
- [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
-
- ;---------------------------------------------------------------------------
- ; Jump Start
- [Statedef 40]
- type = S
- physics = S
- anim = 40
- ctrl = 0
- sprpriority = 1
-
- [State 40, 1]
- type = VarSet
- trigger1 = Time = 0
- sysvar(1) = 0
-
- [State 40, 2]
- type = VarSet
- trigger1 = command = "holdfwd"
- sysvar(1) = 1
-
- [State 40, 3]
- type = VarSet
- trigger1 = command = "holdback"
- sysvar(1) = -1
-
- [State 40, 4]
- type = VelSet
- trigger1 = AnimTime = 0
- x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
- y = const(velocity.jump.y)
-
- [State 40, 5]
- type = VelSet
- trigger1 = AnimTime = 0
- trigger1 = prevstateno = 100 ;RUN_FWD
- trigger1 = sysvar(1) = 1
- x = const(velocity.runjump.fwd.x)
-
- [State 40, 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; AirJump Start
- [Statedef 45]
- type = A
- physics = N
- ctrl = 0
- velset = 0,0
-
- [State 45, 1]
- type = ChangeAnim
- trigger1 = SelfAnimExist(44)
- value = 44
-
- [State 45, 2]
- type = ChangeAnim
- trigger1 = !SelfAnimExist(44)
- value = 41
-
- [State 45, 3]
- type = VarSet
- trigger1 = Time = 0
- sysvar(1) = 0
-
- [State 45, 4]
- type = VarSet
- trigger1 = command = "holdfwd"
- sysvar(1) = 1
-
- [State 45, 5]
- type = VarSet
- trigger1 = command = "holdback"
- sysvar(1) = -1
-
- [State 45, 6]
- type = VelSet
- trigger1 = Time = 2
- x = ifelse(sysvar(1)=0, const(velocity.airjump.neu.x), ifelse(sysvar(1)=1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x)))
- y = const(velocity.airjump.y)
-
- [State 45, 7]
- type = ChangeState
- trigger1 = Time = 2
- value = 50
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Jump Up
- [Statedef 50]
- type = A
- physics = A
-
- [State 50, 1]
- type = VarSet
- trigger1 = Time = 0
- sysvar(1) = 0
-
- [State 50, 2]
- type = ChangeAnim
- trigger1 = Time = 0
- value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))
-
- [State 50, 3]
- type = ChangeAnim
- trigger1 = Vel y > -2
- trigger1 = SelfAnimExist(anim + 3)
- persistent = 0
- value = Anim + 3
-
- ;---------------------------------------------------------------------------
- ; Jump Down (empty state for compatibility)
- [Statedef 51]
- type = A
- physics = A
-
- [State 51, 1]
- type = Null
- trigger1 = 1
-
- ;---------------------------------------------------------------------------
- ; Jump Land
- [Statedef 52]
- type = S
- physics = S
- ctrl = 0
- anim = 47
-
- [State 52, 1]
- type = VelSet
- trigger1 = Time = 0
- y = 0
- x = 0
-
- [State 52, 2]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 52, 3]
- type = CtrlSet
- trigger1 = Time = 3
- value = 1
-
-
- [State 52, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; RUN_FWD
- [Statedef 100]
- type = S
- physics = S
- anim = 100
- sprpriority = 1
-
- [State 100, 1]
- type = VelSet
- trigger1 = 1
- x = const(velocity.run.fwd.x)
-
- [State 100, 2] ;Prevent run from canceling into walk
- type = AssertSpecial
- trigger1 = 1
- flag = NoWalk
-
- [State 100, 3] ;Prevent from turning
- type = AssertSpecial
- trigger1 = 1
- flag = NoAutoTurn
-
- [State 100, 4]
- type = ChangeState
- trigger1 = command != "holdfwd"
- value = 0
-
- ;---------------------------------------------------------------------------
- ; RUN_BACK
- [Statedef 105]
- type = A
- physics = A
- ctrl = 0
- anim = 105
- sprpriority = 1
-
- [State 105, 1]
- type = VelSet
- trigger1 = Time = 0
- x = const(velocity.run.back.x)
- y = const(velocity.run.back.y)
-
- [State 105, 2]
- type = CtrlSet
- trigger1 = Time = 2
- value = 1
-
- [State 105, 3]
- type = ChangeState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 0
- value = 106
-
- ;---------------------------------------------------------------------------
- ; RUN_BACK2 (land)
- [Statedef 106]
- type = S
- physics = S
- ctrl = 0
- anim = 47
-
- [State 106, 1]
- type = VelSet
- trigger1 = Time = 0
- y = 0
-
- [State 106, 2]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 106, 3]
- type = MakeDust
- trigger1 = Time = 2
- pos = -5,-2
- spacing = 1
-
- [State 106, 4]
- type = ChangeState
- trigger1 = Time = 7
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; RUN_UP
- [Statedef 110]
- type = S
- physics = N
-
- [State 110, 0]
- type = CtrlSet
- trigger1 = Time = 0
- value = 0
-
- [State 110, 1]
- type = ChangeAnim
- trigger1 = Time = 0
- value = 110
-
- [State 110, 2]
- type = HitBy
- trigger1 = Time = 0
- value = SCA, NT, ST, HT
- time = 30
-
- [State 110, 3]
- type = VelSet
- trigger1 = Time = 0
- x = 0
- z = -7
-
- [State 110, 4]
- type = VelMul
- trigger1 = 1
- z = 0.8
-
- [State 110, 5]
- type = VelSet
- trigger1 = AnimTime = -8
- z = 0
-
- [State 110, 7]
- type = CtrlSet
- trigger1 = AnimTime = 0
- value = 1
-
- [State 110, 8]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
-
- ;---------------------------------------------------------------------------
- ; RUN_DOWN
- [Statedef 115]
- type = S
- physics = N
-
- [State 115, 0]
- type = CtrlSet
- trigger1 = Time = 0
- value = 0
-
- [State 115, 1]
- type = ChangeAnim
- trigger1 = Time = 0
- value = 110
-
- [State 115, 2]
- type = HitBy
- trigger1 = Time = 0
- value = SCA, NT, ST, HT
- time = 30
-
- [State 115, 3]
- type = VelSet
- trigger1 = Time = 0
- x = 0
- z = 7
-
- [State 115, 4]
- type = VelMul
- trigger1 = 1
- z = 0.8
-
- [State 115, 5]
- type = VelSet
- trigger1 = AnimTime = -8
- z = 0
-
- [State 115, 7]
- type = CtrlSet
- trigger1 = AnimTime = 0
- value = 1
-
- [State 115, 8]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
-
- ;---------------------------------------------------------------------------
- ; GUARD (start)
- [Statedef 120]
- type = U ;Leave state type unchanged
- physics = U ;Leave physics unchanged
-
- [State 120, 1]
- type = ChangeAnim
- trigger1 = Time = 0
- value = 120 + (statetype = C) + (statetype = A)*2
-
- [State 120, 2]
- type = StateTypeSet
- trigger1 = Time = 0 && statetype = S
- physics = S
-
- [State 120, 3]
- type = StateTypeSet
- trigger1 = Time = 0 && statetype = C
- physics = C
-
- [State 120, 4]
- type = StateTypeSet
- trigger1 = Time = 0 && statetype = A
- physics = A
-
- [State 120, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 130 + (statetype = C) + (statetype = A)*2
-
- ;---------------------------------------------------------------------------
- ; STAND GUARD (guarding)
- [Statedef 130]
- type = S
- physics = S
-
- [State 130, 1]
- type = ChangeAnim
- trigger1 = Anim != 130
- value = 130
-
- ;---------------------------------------------------------------------------
- ; CROUCH GUARD (guarding)
- [Statedef 131]
- type = C
- physics = C
-
- [State 131, 1]
- type = ChangeAnim
- trigger1 = Anim != 131
- value = 131
-
- ;---------------------------------------------------------------------------
- ; AIR GUARD (guarding)
- [Statedef 132]
- type = A
- physics = N
-
- [State 132, 1]
- type = ChangeAnim
- trigger1 = Anim != 132
- value = 132
-
- [State 132, 2]
- type = VelAdd
- trigger1 = 1
- y = Const(movement.yaccel)
-
- [State 132, 3]
- type = VarSet
- trigger1 = 1
- sysvar(0) = (pos y >= 0) && (vel y > 0)
-
- [State 132, 4]
- type = VelSet
- trigger1 = sysvar(0)
- y = 0
-
- [State 132, 5]
- type = PosSet
- trigger1 = sysvar(0)
- y = 0
-
- [State 132, 6]
- type = ChangeState
- trigger1 = sysvar(0)
- trigger1 = command != "holdback"
- value = 52
-
- [State 132, 7]
- type = ChangeState
- trigger1 = sysvar(0)
- value = 130
-
- ;---------------------------------------------------------------------------
- ; GUARD (end)
- [Statedef 140]
- type = U ;Leave state type unchanged
- physics = U ;Leave physics unchanged
- ctrl = 1
-
- [State 140, 1]
- type = ChangeAnim
- trigger1 = Time = 0
- value = 140 + (statetype = C) + (statetype = A)*2
-
- [State 140, 2]
- type = StateTypeSet
- trigger1 = Time = 0 && statetype = S
- physics = S
-
- [State 140, 3]
- type = StateTypeSet
- trigger1 = Time = 0 && statetype = C
- physics = C
-
- [State 140, 4]
- type = StateTypeSet
- trigger1 = Time = 0 && statetype = A
- physics = A
-
- ;[State 140, 5] ;Implemented within engine
- ;type = ChangeState
- ;trigger1 = AnimTime = 0
- ;value = (statetype = C)*11 + (statetype = A)*51
-
- ;---------------------------------------------------------------------------
- ; SGUARDHIT (shaking)
- [Statedef 150]
- type = S
- movetype= H
- physics = N
- velset = 0,0
-
- [State 150, 1]
- type = ChangeAnim
- trigger1 = 1
- value = 150
-
- [State 150, 2]
- type = ChangeState
- trigger1 = HitShakeOver
- value = 151
-
- [State 150, 3]
- type = ForceFeedback
- trigger1 = time = 0
- waveform = square
- time = 3
-
- ;---------------------------------------------------------------------------
- ; SGUARDHIT2 (knocked back)
- [Statedef 151]
- type = S
- movetype= H
- physics = S
- anim = 150
-
- [State 151, 1]
- type = HitVelSet
- trigger1 = Time = 0
- x = 1
-
- [State 151, 2]
- type = VelSet
- trigger1 = Time = GetHitVar(slidetime)
- trigger2 = Time >= GetHitVar(hittime)
- x = 0
-
- [State 151, 3]
- type = CtrlSet
- trigger1 = Time = GetHitVar(ctrltime)
- value = 1
-
- [State 151, 4]
- type = ChangeState
- trigger1 = Time >= GetHitVar(hittime)
- value = 130
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; CGUARDHIT (shaking)
- [Statedef 152]
- type = C
- movetype= H
- physics = N
- velset = 0,0
-
- [State 152, 1]
- type = ChangeAnim
- trigger1 = 1
- value = 151
-
- [State 152, 3]
- type = ChangeState
- trigger1 = HitShakeOver
- value = 153
-
- [State 152, 4]
- type = ForceFeedback
- trigger1 = time = 0
- waveform = square
- time = 4
-
- ;---------------------------------------------------------------------------
- ; CGUARDHIT2 (knocked back)
- [Statedef 153]
- type = C
- movetype= H
- physics = C
- anim = 151
-
- [State 153, 1]
- type = HitVelSet
- trigger1 = Time = 0
- x = 1
-
- [State 153, 2]
- type = VelSet
- trigger1 = Time = GetHitVar(slidetime)
- trigger2 = Time >= GetHitVar(hittime)
- x = 0
-
- [State 153, 3]
- type = CtrlSet
- trigger1 = Time = GetHitVar(ctrltime)
- value = 1
-
- [State 153, 4]
- type = ChangeState
- trigger1 = Time >= GetHitVar(hittime)
- value = 131
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; AGUARDHIT (shaking)
- [Statedef 154]
- type = A
- movetype= H
- physics = N
- velset = 0,0
-
- [State 154, 1]
- type = ChangeAnim
- trigger1 = 1
- value = 152
-
- [State 154, 2]
- type = ChangeState
- trigger1 = HitShakeOver
- value = 155 ;AGUARDHIT2
-
- [State 154, 3]
- type = ForceFeedback
- trigger1 = time = 0
- waveform = square
- time = 4
-
- ;---------------------------------------------------------------------------
- ; AGUARDHIT2 (knocked away)
- [Statedef 155]
- type = A
- movetype= H
- physics = N
- anim = 152
-
- [State 155, 1]
- type = HitVelSet
- trigger1 = Time = 0
- x = 1
- y = 1
-
- [State 155, 2]
- type = VelAdd
- trigger1 = 1
- y = Const(movement.yaccel)
-
- [State 155, 3]
- type = CtrlSet
- trigger1 = Time = GetHitVar(ctrltime)
- value = 1
-
- [State 155, 4]
- type = VarSet
- trigger1 = 1
- sysvar(0) = (pos y >= 0) && (vel y > 0)
-
- [State 155, 5]
- type = VelSet
- trigger1 = sysvar(0)
- y = 0
-
- [State 155, 6]
- type = PosSet
- trigger1 = sysvar(0)
- y = 0
-
- [State 155, 7]
- type = ChangeState
- trigger1 = sysvar(0)
- trigger1 = command != "holdback"
- value = 52
-
- [State 155, 8]
- type = ChangeState
- trigger1 = sysvar(0)
- value = 130
-
- ;---------------------------------------------------------------------------
- ; LOSE (Time over)
- [Statedef 170]
- type = S
- ctrl = 0
- anim = 170
- velset = 0,0
-
- [State 170, 1]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
-
- ;---------------------------------------------------------------------------
- ; DRAWGAME (Time over)
- [Statedef 175]
- type = S
- ctrl = 0
- velset = 0,0
-
- [State 175, 1] ; If no anim, use go to lose state.
- type = ChangeState
- trigger1 = Time = 0
- trigger1 = !SelfAnimExist(175)
- value = 170
-
- [State 175, 2]
- type = ChangeAnim
- trigger1 = Time = 0
- value = 175
-
- [State 175, 3]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
-
- ;---------------------------------------------------------------------------
- ; PREINTRO
- [Statedef 190]
- type = S
- ctrl = 0
- velset = 0,0
-
- [State 190, 1]
- type = ChangeAnim
- trigger1 = SelfAnimExist(190)
- value = 190
-
- [State 190, 2] ;Go straight to intro.
- type = ChangeState
- trigger1 = Time = 0
- value = 191
-
- ;---------------------------------------------------------------------------
- ; INTRO (override this state to give character an intro)
- [Statedef 191]
- type = S
- ctrl = 0
-
- [State 191, 1]
- type = ChangeState
- trigger1 = Time = 0
- value = 0
-
- ;---------------------------------------------------------------------------
- ; HITG_SHAKE
- [Statedef 5000]
- type = S
- movetype= H
- physics = N
- velset = 0,0
-
- [State 5000, 2] ;╖╔╞≡╝╢╡─╣Ñ╗≈╗≥╘∞│╔╤ú╘╬╖╔│÷
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = GetHitVar(animtype) = [0,4]
- trigger1 = GetHitVar(yvel) != 0 || (var(40)>= 1000 &&enemy,var(41) = 0)
- value = 5030 + GetHitVar(groundtype) - 1;╕─╢»╥╗
-
- [State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = GetHitVar(animtype) != [3,5]
- trigger1 = GetHitVar(yvel) = 0 && (var(40)< 1000 ||enemy,var(41) != 0)
- value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)
-
- [State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = (GetHitVar(animtype) = 5) && (SelfAnimExist(5052))
- value = 5052+(GetHitVar(groundtype)=2);╕─╢»3
-
- [State 5000, 4] ;Freeze anim
- type = ChangeAnim
- trigger1 = Time > 0
- value = anim
-
- [State 5000, 5] ;State type gets set to aerial if getting hit up
- type = StateTypeSet
- trigger1 = Time = 0
- trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
- trigger2 = Pos Y != 0
- type = a
-
- [State 5000, 6]
- type = ChangeState
- trigger1 = HitShakeOver
- trigger1 = GetHitVar(yvel) = 0 && (var(40)< 1000 ||enemy,var(41) != 0)
- value = 5001 ;HITG_SLIDE
-
- [State 5000, 7]
- type = ChangeState
- trigger1 = var(40)>= 1000 && HitShakeOver
- trigger2 = HitShakeOver
- value = 5030
-
- [State 5000, FFB Light]
- type = ForceFeedback
- trigger1 = anim = 5000
- trigger2 = anim = 5010
- persistent = 0
- time = 6
- waveform = square
-
- [State 5000, FFB Medium]
- type = ForceFeedback
- trigger1 = anim = 5001
- trigger2 = anim = 5011
- persistent = 0
- time = 8
- waveform = sinesquare
- ampl = 110,-1,-.3
-
- [State 5000, FFB Hard]
- type = ForceFeedback
- trigger1 = anim = 5012
- trigger2 = anim = 5002
- trigger3 = anim = [5030,5031];╕─╢»2
- persistent = 0
- time = 15
- waveform = sinesquare
- ampl = 140
-
- ;---------------------------------------------------------------------------
- ; HITG_SLIDE
- [Statedef 5001]
- type = S
- movetype= H
- physics = S
-
- [State 5001, 1]
- type = HitVelSet
- trigger1 = Time = 0
- x = 1
-
- [State 5001, 2]
- type = ChangeAnim
- trigger1 = AnimTime = 0
- value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10
-
- [State 5001, 3] ;Stop sliding back
- type = VelMul
- trigger1 = Time >= GetHitVar(slidetime)
- x = .6
-
- [State 5001, 4]
- type = VelSet
- trigger1 = HitOver
- x = 0
-
- [State 5001, 5]
- type = DefenceMulSet
- trigger1 = HitOver
- value = 1
-
- [State 5001, 6]
- type = ChangeState
- trigger1 = HitOver
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; HITC_SHAKE
- [Statedef 5010]
- type = C
- movetype= H
- physics = N
- velset = 0,0
-
- [State 5010, 2] ;╖╔╞≡╝╢╡─╣Ñ╗≈╗≥╘∞│╔╤ú╘╬╖╔│÷
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = GetHitVar(animtype) = [0,4]
- trigger1 = GetHitVar(yvel) != 0||(var(40)>= 1000 &&enemy,var(41) = 0)
- value = 5030 + GetHitVar(groundtype) - 1;╕─╢»╥╗
-
- [State 5010, 1] ;Anim for HIT_LIGHT to HIT_HARD
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = GetHitVar(animtype) != [3,5]
- trigger1 = GetHitVar(yvel) = 0 && (var(40)< 1000 ||enemy,var(41) != 0)
- value = 5020 + GetHitVar(animtype)
-
- [State 5010, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = (GetHitVar(animtype) = 5) && (SelfAnimExist(5052))
- value = 5052+(GetHitVar(groundtype)=2);╕─╢»3
-
- [State 5010, 4] ;Freeze anim
- type = ChangeAnim
- trigger1 = Time > 0
- value = anim
-
- [State 5010, 5]
- type = ChangeState
- trigger1 = HitShakeOver
- trigger1 = GetHitVar(yvel) = 0 && (var(40)< 1000 ||enemy,var(41) != 0)
- value = 5011 ;HITC_SLIDE
-
- [State 5010, 6]
- type = ChangeState
- trigger1 = var(40)>= 1000 && HitShakeOver
- trigger2 = HitShakeOver
- value = 5030
-
- [State 5010, FFB Light]
- type = ForceFeedback
- trigger1 = anim = 5020
- persistent = 0
- time = 6
- waveform = square
-
- [State 5010, FFB Medium]
- type = ForceFeedback
- trigger1 = anim = 5021
- persistent = 0
- time = 8
- waveform = sinesquare
- ampl = 110,-1,-.3
-
- [State 5010, FFB Hard]
- type = ForceFeedback
- trigger1 = anim = 5022
- persistent = 0
- time = 15
- waveform = sinesquare
- ampl = 140
-
- ;---------------------------------------------------------------------------
- ; HITC_SLIDE
- [Statedef 5011]
- type = C
- movetype= H
- physics = C
-
- [State 5011, 1]
- type = HitVelSet
- trigger1 = Time = 0
- x = 1
-
- [State 5011, 2]
- type = ChangeAnim
- trigger1 = AnimTime = 0
- value = 5025 + GetHitVar(animtype)
-
- [State 5011, 3] ;Stop sliding back
- type = VelMul
- trigger1 = Time >= GetHitVar(slidetime)
- x = .6
-
- [State 5011, 4]
- type = VelSet
- trigger1 = HitOver
- x = 0
-
- [State 5011, 5]
- type = DefenceMulSet
- trigger1 = HitOver
- value = 1
-
- [State 5011, 6]
- type = ChangeState
- trigger1 = HitOver
- value = 11
- ctrl = 1
-
-
- ;---------------------------------------------------------------------------
- ;---------------------------------------------------------------------------
- ; HITA_SHAKE
- [Statedef 5020]
- type = A
- movetype= H
- physics = N
- velset = 0,0
-
- [State 5020, 2] ;╖╔╞≡╝╢╡─╣Ñ╗≈╗≥╘∞│╔╤ú╘╬╖╔│÷
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = (GetHitVar(animtype) = [0,4])||(var(40)>= 1000 &&enemy,var(41) = 0)
- value = 5030 + GetHitVar(airtype) - 1;╕─╢»1
-
- [State 5020, 3] ;DialUp╝╢
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = (GetHitVar(animtype) = 5) && (SelfAnimExist(5052))
- value = 5052+(GetHitVar(airtype)=2);╕─╢»3
-
- [State 5020, 4] ;╛▓╓╣
- type = ChangeAnim
- trigger1 = Time > 0
- value = anim
-
- [State 5020, 5]
- type = ChangeState
- trigger1 = var(40)>= 1000 && HitShakeOver
- trigger2 = HitShakeOver
- value = 5030
-
- [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 = [5030,5031];╕─╢»╢■
- trigger4 = anim = [5051,5059]
- persistent = 0
- time = 15
- waveform = sinesquare
- ampl = 140
-
- ;---------------------------------------------------------------------------
- ; HITA_UP (initial going up)
- [Statedef 5030]
- 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, 2]
- type = VelSet
- trigger1 = !HitFall && Time = 0 && var(40) >=1000
- x = -4
- y = -4
-
- [State 5030, 3]
- type = ChangeState
- triggerall = !HitFall && var(40) <1000
- trigger1 = HitOver
- trigger2 = Vel Y > 0 ;Hit ground
- trigger2 = Pos Y >= 10 ;.
- value = 5040 ;HITA_RECOV
-
- [State 5030, 4]
- type = ChangeState
- triggerall = var(40) >=1000
- trigger1 = HitOver
- trigger2 = Vel Y > 0 ;Hit ground
- trigger2 = Pos Y >= 10 ;.
- value = 5050 ;HITA_FALL
-
- [State 5030, 4]
- type = ChangeState
- triggerall = HitFall
- trigger1 = HitOver
- trigger2 = Vel Y > 0 ;Hit ground
- trigger2 = Pos Y >= 10 ;.
- value = 5050 ;HITA_FALL
-
- [State 5030, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 5035 ;HITA_UP (transition)
-
- ;---------------------------------------------------------------------------
- ; HITA_UP_T (transition)
- [Statedef 5035]
- 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, 3]
- type = ChangeState
- triggerall = !HitFall && var(40) <1000
- trigger1 = HitOver ;Hit is over
- trigger2 = AnimTime = 0 ;Animation over
- trigger3 = Vel Y > 0 ;Hit ground
- trigger3 = Pos Y >= 10 ;.
- trigger4 = Time = 0 ;No transition anim
- trigger4 = Anim != 5035 ;.
- value = 5040 ;HITA_RECOV
-
- [State 5030, 4]
- type = ChangeState
- triggerall = var(40) >=1000
- trigger1 = HitOver
- trigger2 = AnimTime = 0 ;Anim is over
- trigger3 = Vel Y > 0 ;Hit ground
- trigger3 = Pos Y >= 10 ;.
- trigger4 = Time = 0 ;No transition anim
- trigger4 = Anim != 5035 ;.
- value = 5050 ;HITA_FALL
-
- [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 >= 10 ;.
- trigger4 = Time = 0 ;No transition anim
- trigger4 = Anim != 5035 ;.
- value = 5050 ;HITA_FALL
-
- ;---------------------------------------------------------------------------
- ; HITA_RECOV (recovering in air, not falling)
- [Statedef 5040]
- type = A
- movetype= H
- physics = N
-
- [State 5040, 1]
- type = ChangeState
- trigger1 = !Alive
- value = 5050
-
- [State 5040, 2]
- type = ChangeAnim
- trigger1 = AnimTime = 0
- trigger1 = Anim != 5040
- trigger2 = Time = 0
- trigger2 = Anim != 5035
- value = 5040
-
- [State 5040, 3]
- type = CtrlSet
- trigger1 = HitOver
- value = 1
-
- [State 5040, 4]
- type = StateTypeSet
- trigger1 = HitOver
- movetype = I
-
- [State 5040, 5]
- type = VelAdd
- trigger1 = 1
- y = GetHitVar(yaccel)
-
- [State 5040, 6]
- type = ChangeState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= -8
- value = 52 ;JUMPLAND
-
- ; HITA_FALL (knocked up, falling)
- [Statedef 5050]
- 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 = ifelse(GetHitVar(animtype)!=4,5050,5051)
- ;5050 + GetHitVar(animtype) - 3;╕─╢»3ú¼░╤Up║═Hard╦π╘┌╥╗╞≡
-
- [State 5050, 2] ;Coming down anim
- type = ChangeAnim
- trigger1 = prevstateno = 5421
- trigger1 = Vel Y >= -2
- value = 5060
- persistent = 0
-
- [State 5050, 2] ;╕─╢»1
- type = ChangeAnim
- triggerall = prevstateno != 5421 ;kof z sp
- trigger1 = anim = [5052,5053]
- trigger1 = Vel Y >= 1;, -2;dialup╡─╕─▒Σ╩▒╝Σ┤²╢¿
- ;trigger1 = SelfAnimExist(anim+10);╫▄╕├╙╨╡─░╔
- value = 5060 + anim - 5052;;╕─╢»3
- ;;;;;;;;;;value = 5060 + GetHitVar(airtype) - 1
- persistent = 0
-
- [State 5050, 2] ;Coming down anim
- type = ChangeAnim
- triggerall = prevstateno != 5421 ;kof z sp
- trigger1 = anim = [5050,5051];╕─╢»2
- trigger1 = Vel Y >= -2
- trigger1 = SelfAnimExist(anim+10)
- value = anim+10
- persistent = 0
-
- [State 5050, 3] ;Gravity
- type = VelAdd
- trigger1 = 1
- y = GetHitVar(yaccel)
-
- [State 5050, 4] ;Recover near ground
- type = ChangeState
- triggerall = Vel Y > 0
- triggerall = Pos Y >= -20
- triggerall = alive
- triggerall = CanRecover
- trigger1 = Command = "recovery" ||var(50) !=0
- value = 5200 ;HITFALL_RECOVER
-
- [State 5050, 5]; Recover in mid air ;disabled
- type = null;ChangeState
- triggerall = Vel Y > -1
- triggerall = alive
- triggerall = CanRecover
- trigger1 = Command = "recovery"
- value = 5210 ;HITFALL_AIRRECOVER
-
- [State 5050, 6]
- type = ChangeState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 5)
- value = 5100 ;HIT_BOUNCE
-
- ; HIT_TRIP (shaking)
- [Statedef 5070]
- type = U
- movetype= H
- physics = N
- velset = 0,0
-
- [State 5070, 2]
- type = ChangeState
- trigger1 = GetHitVar(animtype) = 5
- trigger1 = Time = 0
- value = 5078
- ignorehitpause = 1
-
- [State 5070, 2]
- type = ChangeState
- trigger1 = GetHitVar(animtype) = 4
- trigger1 = StateType = A
- trigger1 = Time = 0
- value = 5075
- ignorehitpause = 1
-
- [State 5070, 1]
- type = ChangeAnim
- trigger1 = 1
- value = 5070 + (1+StateType=C)*(GetHitVar(animtype)=4)
-
- [State 5070, 2]
- type = ChangeState
- trigger1 = HitShakeOver
- value = 5071 + (GetHitVar(animtype)=4)
-
- [State 5070, 3]
- type = ForceFeedback
- trigger1 = time = 0
- time = 12
- waveform = sinesquare
- ampl = 140
-
- ; HIT_TRIP2 (fall through air)
- [Statedef 5071]
- type = A
- movetype= H
- physics = N
-
- [State 5071, 1]
- type = HitVelSet
- trigger1 = Time = 0
- x = 1
- y = 1
-
- [State 5071, 2] ;Acceleration
- type = VelAdd
- trigger1 = 1
- y = GetHitVar(yaccel)
-
- [State 5071, 3] ;Hit ground
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 15
- type = ChangeState
- value = 5100
-
- ; HIT_TRIP3 (fall through air)
- [Statedef 5072]
- type = A
- movetype= H
- physics = N
- velset = 0,0
-
- [State 5076, 8]
- type = GameMakeAnim
- trigger1 = Time = 6
- ;value = 61
- ;pos = 0, 0
- ;under = 1
- value = 62
- pos = 0, 0
- under = 0;sysvar(1) <= 10
-
- [State 5076, 8]
- type = GameMakeAnim
- trigger1 = Time = 6
- ;value = 61
- ;pos = 0, 0
- ;under = 1
- value = 63
- pos = 0, 0
- under = 1;sysvar(1) <= 10
-
- [State 5076, EnvShake]
- type = FallEnvShake
- trigger1 = Time = 6
-
- [State 5076, 9]
- type = HitFallDamage
- trigger1 = Time = 3
-
-
- [State 5072, 1]
- type = HitVelSet
- trigger1 = Time = 0
- x = 0
- y = 0
-
- [State 5072, 2]
- trigger1 = AnimTime = 0
- type = VelSet
- y = -6
-
- [State 5072, 2]
- trigger1 = AnimTime = 0
- type = PlaySnd
- value = F7,2
-
- [State 5072, 3] ;Hit ground
- trigger1 = AnimTime = 0
- type = ChangeState
- value = 5101
-
- [Statedef 5075]
- type = A
- movetype= H
- physics = N
- anim = 5075
-
- [State 5075, 2]
- type = ChangeAnim
- trigger1 = !HitShakeOver
- value = 5075
-
- [State 5075, 1]
- type = HitVelSet
- trigger1 = HitShakeOver
- x = 1
- y = 1
- persistent = 0
-
- [State 5075, 2] ;Acceleration
- type = VelAdd
- trigger1 = HitShakeOver
- y = GetHitVar(yaccel)
-
- [State 5075, 3] ;Hit ground
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 0;15 ║├╧±╠½╢α┴╦░╔
- type = ChangeState
- value = 5076
-
- [State 5075, 3]
- type = ForceFeedback
- trigger1 = time = 0
- time = 12
- waveform = sinesquare
- ampl = 140
-
- ; HIT_BOUNCE (Hard press)
- [Statedef 5076]
- type = L
- movetype= H
- physics = N
- anim = 5076
-
- [State 5076, 1];kof z item;╚τ╣√═Ω│╔counter╔Φ╢¿║≤ú¼╖ó╔·counter╘≥
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
-
- [State 5076, 1]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = GetHitVar(fall.yvel) = 0
- trigger1 = vel x > 1
- x = 1
-
- [State 5076, EnvShake]
- type = FallEnvShake
- trigger1 = Time = 0
-
- [State 5076, Var] ;Save fall velocity
- type = VarSet
- trigger1 = Time = 0
- ;trigger1 = GetHitVar(fall.yvel) = 0
- sysvar(1) = floor(vel y)
-
- [State 5076, 4]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 5076, 5]
- type = VelSet
- trigger1 = Time = 0
- y = 0
-
- [State 5076, 6] ;Reduce speed
- type = VelMul
- trigger1 = Time = 0
- x = 0.75
-
- [State 5076, 7]
- type = ChangeState
- trigger1 = Time = 0
- trigger1 = GetHitVar(fall.yvel) = 0
- value = 5110 ;HIT_LIEDOWN
-
- [State 5076, 8]
- type = GameMakeAnim
- trigger1 = Time = 1
- ;value = 61
- ;pos = 0, 0
- ;under = 1
- value = 62
- pos = 0, 0
- under = 0;sysvar(1) <= 10
-
- [State 5076, 8]
- type = GameMakeAnim
- trigger1 = Time = 1
- ;value = 61
- ;pos = 0, 0
- ;under = 1
- value = 63
- pos = 0, 0
- under = 1;sysvar(1) <= 10
-
- [State 5076, 9]
- type = HitFallDamage
- trigger1 = Time = 3
-
- [State 5076, 10]
- type = PlaySnd
- trigger1 = Time = 1
- ;value = F7, 0 ;Hit ground
- value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)
-
- [State 5076, 11]
- type = PosFreeze
- trigger1 = 1
-
- [State 5076, 12]
- type = ChangeState
- trigger1 = Time = 8
- value = 5077
-
- [State 5076, 13]
- type = ForceFeedback
- trigger1 = Time = 0
- waveform = sinesquare
- ampl = 128,-3,-.2,.005
- time = 20
-
- ; HIT_BOUNCE (Hard press)
- [Statedef 5077]
- type = L
- movetype= H
- physics = N
-
- [State 5077, 3]
- type = HitFallVel
- trigger1 = Time = 0
-
- [State 5077, 4]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 5077, 5] ;Acceleration
- type = VelAdd
- trigger1 = 1
- y = .4
-
- [State 5077, 6] ;Hit ground
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 0
- type = ChangeState
- value = 5110
-
- [Statedef 5078]
- type = A
- physics = N
- movetype= H
- ctrl = 0
-
- [State 5075, 2]
- type = ChangeAnim
- trigger1 = !HitShakeOver
- value = 5078
-
- [State 5075, 1]
- type = HitVelSet
- trigger1 = HitShakeOver
- x = 1
- y = 1
- persistent = 0
-
- [State 5075, 2] ;Acceleration
- type = VelAdd
- trigger1 = HitShakeOver
- y = GetHitVar(yaccel)
-
- [State 1100,1]
- type = NotHitBy
- trigger1 = time < 10
- value = SCA
- time = 1
-
- [State 3010, 1]
- type = changeanim;╚├┬Σ╧┬╩▒▒ú│╓face down╡─╫┼╡╪╢»╫≈
- triggerall = GetHitVar(fall)
- trigger1 = Pos Y >= -10 && Vel Y > 0
- value = 5061
-
- [State 3010, 1]
- type = changeState
- triggerall = GetHitVar(fall)
- trigger1 = Pos Y >= -10 && Vel Y > 0
- value = 5100
-
- [State 3010, 1]
- type = changeState
- triggerall = !GetHitVar(fall)
- trigger1 = Pos Y >= -10 && Vel Y > 0
- value = 5076
-
-
- ;---------------------------------------------------------------------------
- ; HITL_SHAKE
- [Statedef 5080]
- type = L
- movetype= H
- physics = N
- velset = 0,0
-
- [State 5080, 1] ;▓╗╓¬╡└╬¬╩▓├┤╝╙15╡─ú¼╝⌡╗╪╚Ñ
- type = PosSet
- trigger1 = 1
- y = 0
- ignorehitpause = 1
-
- [State 5080, 2] ;├╗╙╨5090╙├╩▒╡─ú¼╥╘║≤╛═▓╗╥¬└▓ú¼sysvar2╥▓▓╗╥¬┴╦
- type = VarSet
- trigger1 = time = 0
- trigger1 = !SelfAnimExist(5090) && !SelfAnimExist(5091)
- sysvar(2) = 5030
-
- [State 5080, 3] ;Freeze
- type = ChangeAnim
- trigger1 = 1
- value = ifelse(anim % 10 = 0,5080,5081)
-
- [State 5080, 4]
- type = ChangeState
- trigger1 = HitShakeOver
- trigger1 = GetHitVar(yvel) = 0
- value = 5081 ;HITL_SLIDE
-
- [State 5080, 5]
- type = ChangeState
- trigger1 = HitShakeOver
- trigger1 = GetHitVar(yvel) != 0
- value = 5090 ;HITL_UP
-
- ;---------------------------------------------------------------------------
- ; HITL_SLIDE
- [Statedef 5081]
- type = L
- movetype= H
- physics = C
-
- [State 5081, 1]
- type = HitVelSet
- trigger1 = Time = 0
- x = 1
-
- [State 5081, 2]
- type = VelSet
- trigger1 = HitOver
- x = 0
-
- [State 5081, 3] ;Don't show hit ground frame
- type = VarSet
- trigger1 = Time = 0
- sysvar(0) = 1
-
- [State 5081, 4]
- type = ChangeState
- trigger1 = HitOver
- value = 5110 ;HIT_LIEDOWN
-
- ; HIT_BOUNCE (Hard press)
- [Statedef 5090]
- type = L
- movetype= H
- physics = N
-
- [State 5090, 1]
- type = HitVelSet
- trigger1 = Time = 0
- x = 1
- y = 1
-
- [State 5090, 2]
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = Anim = [5080,5089]
- value = anim + 10
-
- [State 5090, 2];╬¬┴╦═╢╝╝╖┼┐¬║≤╙├╡─
- type = ChangeAnim
- trigger1 = Anim != [5000,5999]
- trigger2 = anim = 5075; mary ╢╘andy ╡─╥╗╕÷╞µ╣╓╡─bug
- value = 5090
-
- [State 5090, 4]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 5090, 5] ;Acceleration
- type = VelAdd
- trigger1 = 1
- y = .5
-
- [State 5090, 6] ;Hit ground
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 0
- type = ChangeState
- value = 5091
-
- ; HIT_BOUNCE (hit ground)
- [Statedef 5091]
- type = L
- movetype= H
- physics = N
-
- [State 5091, 1];kof z item
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
-
- [State 5091, EnvShake]
- type = FallEnvShake
- trigger1 = Time = 0
-
- [State 5091, Var] ;Save fall velocity
- type = VarSet
- trigger1 = Time = 0
- sysvar(1) = floor(vel y)
-
- [State 5091, 2]
- type = ChangeAnim
- trigger1 = time = 0
- value = anim + 80
-
- [State 5091, 4]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 5091, 5]
- type = VelSet
- trigger1 = Time = 0
- y = 0
-
- [State 5091, 6] ;Reduce speed
- type = VelMul
- trigger1 = Time = 0
- x = 0.75
-
- [State 5091, 8]
- type = GameMakeAnim
- trigger1 = Time = 1
- ;value = 61
- ;pos = 0, 0
- ;under = 1
- value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
- pos = 0, 0
- under = sysvar(1) <= 10
-
- [State 5091, 9]
- type = HitFallDamage
- trigger1 = Time = 3
-
- [State 5091, 10]
- type = PlaySnd
- trigger1 = Time = 1
- ;value = F7, 0 ;Hit ground
- value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)
-
- [State 5091, 11]
- type = PosFreeze
- trigger1 = 1
-
- [State 5091, 12]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 5092
-
- [State 5091, 13]
- type = ForceFeedback
- trigger1 = Time = 0
- waveform = sinesquare
- ampl = 128,-3,-.2,.005
- time = 20
-
- ;---------------------------------------------------------------------------
- ; HIT_BOUNCE (bounce into air)
- [Statedef 5092]
- type = L
- movetype= H
- physics = N
-
- [State 5092, 2]
- type = ChangeAnim
- trigger1 = time = 0
- value = anim - 80
-
- [State 5092, 3]
- type = HitFallVel
- trigger1 = Time = 0
-
- [State 5092, 4]
- type = PosSet
- trigger1 = Time = 0
- y = 20
-
- [State 5092, 5] ;Acceleration
- type = VelAdd
- trigger1 = 1
- y = .5
-
- [State 5092, 6] ;Hit ground
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 12
- type = ChangeState
- value = 5110
-
- ;---------------------------------------------------------------------------
- ; HIT_BOUNCE (hit ground)
- [Statedef 5100]
- type = L
- movetype= H
- physics = N
-
- [State 170, 1];kof z item
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
-
- [State 5100, 1]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = GetHitVar(fall.yvel) = 0
- trigger1 = vel x > 1
- x = 1
-
- [State 5100, EnvShake]
- type = FallEnvShake
- trigger1 = Time = 0
-
- [State 5100, Var] ;Save fall velocity
- type = VarSet
- trigger1 = Time = 0
- ;trigger1 = GetHitVar(fall.yvel) = 0
- sysvar(1) = floor(vel y)
-
- [State 5100, 2] ;Hit ground anim (normal)
- type = ChangeAnim
- triggerall = time = 0
- trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
- trigger2 = !SelfAnimExist(5100 + (anim % 10))
- value = 5100
-
- [State 5100, 3] ;Hit ground anim (for hit up)
- type = ChangeAnim
- trigger1 = time = 0
- trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
- trigger1 = SelfAnimExist(5100 + (anim % 10))
- value = 5100 + (anim % 10)
-
- [State 5100, 4]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 5100, 5]
- type = VelSet
- trigger1 = Time = 0
- y = 0
-
- [State 5100, 6] ;Reduce speed
- type = VelMul
- trigger1 = Time = 0
- x = 0.75
-
- [State 5100, 7]
- type = ChangeState
- trigger1 = Time = 0
- trigger1 = GetHitVar(fall.yvel) = 0
- value = 5110 ;HIT_LIEDOWN
-
- [State 5100, 8]
- type = GameMakeAnim
- trigger1 = Time = 1
- ;value = 61
- ;pos = 0, 0
- ;under = 1
- value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
- 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 = AnimTime = 0
- value = 5101
-
- [State 5100, 13]
- type = ForceFeedback
- trigger1 = Time = 0
- waveform = sinesquare
- ampl = 128,-3,-.2,.005
- time = 20
-
- ;---------------------------------------------------------------------------
- ; HIT_BOUNCE (bounce into air)
- [Statedef 5101]
- type = L
- movetype= H
- physics = N
-
- [State 5101, 1] ;Coming hit ground anim (normal)
- type = ChangeAnim
- triggerall = time = 0
- trigger1 = (anim != [5101,5109]) && (anim != [5071,5072])
- ;trigger2 = !SelfAnimExist(5160 + (anim % 10))
- value = 5160
-
- [State 5101, 2] ;Coming hit ground anim (for hit up)
- type = ChangeAnim
- triggerall = time = 0
- trigger1 = (anim = [5101,5109]) || (anim = [5071,5072])
- ;trigger1 = SelfAnimExist(5160 + (anim % 10))
- value = 5161;5160 + (anim % 10)
-
- [State 5101, 3]
- type = HitFallVel
- trigger1 = Time = 0
-
- [State 5101, 4]
- type = PosSet
- trigger1 = Time = 0
- y = 20
-
- [State 5101, 5] ;Acceleration
- type = VelAdd
- trigger1 = 1
- y = .4
-
- [State 5101, 6] ;Hit ground
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 12
- type = ChangeState
- value = 5110
-
- ;---------------------------------------------------------------------------
- ; HIT_LIEDOWN
- [Statedef 5110]
- type = L
- movetype= H
- physics = N
-
- [State 5110, EnvShake]
- type = FallEnvShake
- trigger1 = Time = 0
-
- [State 5110, 1] ;For hit up/up-diag type (from state 5081)
- type = ChangeAnim
- persistent = 0
- trigger1 = SelfAnimExist(5110 + (anim % 10))
- trigger1 = anim = [5081,5099];└⌐┤≤┴╦
- value = 5110 + (anim % 10)
-
- [State 5110, 2] ;Hit ground anim (normal)
- type = ChangeAnim
- triggerall = time = 0
- triggerall = anim != [5110,5119] ;Not already changed anim
- trigger1 = anim != [5161,5169]
- trigger2 = !SelfAnimExist(5170 + (anim % 10))
- value = 5170
-
- [State 5110, 3] ;Hit ground anim (for hit up)
- type = ChangeAnim
- triggerall = time = 0
- triggerall = anim != [5110,5119] ;Not already changed anim
- trigger1 = anim = [5161,5169]
- trigger1 = SelfAnimExist(5170 + (anim % 10))
- value = 5170 + (anim % 10)
-
- [State 5110, 4]
- type = HitFallDamage
- trigger1 = Time = 0
-
- [State 5110, 5]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 5110, Var] ;Get fall velocity
- type = VarSet
- trigger1 = Time = 0
- trigger1 = GetHitVar(fall.yvel) != 0
- sysvar(1) = floor(vel y)
-
- [State 5110, 6]
- type = PlaySnd
- trigger1 = Time = 0
- trigger1 = !SysVar(0)
- ;value = F7, 0 ;Hit ground
- value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)
-
- [State 5110, 7]
- type = GameMakeAnim
- trigger1 = Time = 0
- trigger1 = !SysVar(0)
- value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
- pos = 0, 0
- under = sysvar(1) <= 10
-
- [State 5110, 8]
- type = VelSet
- trigger1 = Time = 0
- y = 0
-
- [State 5110, 9] ;For hit up type
- type = ChangeAnim
- persistent = 0
- triggerall = anim = [5171,5179]
- triggerall = SelfAnimExist(5110 + (anim % 10))
- trigger1 = AnimTime = 0
- trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
- value = 5110 + (anim % 10)
-
- [State 5110, 10] ;For normal
- type = ChangeAnim
- persistent = 0
- triggerall = Anim != [5111,5119]
- trigger1 = AnimTime = 0
- trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
- value = 5110
-
- [State 5110, 11] ;If just died
- type = ChangeState
- triggerall = !alive
- trigger1 = AnimTime = 0
- trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
- trigger3 = Anim = [5110,5119]
- value = 5150
-
- [State 5110, 12]
- type = VarSet
- trigger1 = SysVar(0)
- trigger1 = Time = 0
- sysvar(0) = 0
-
- [State 5110, 13] ;Friction
- type = VelMul
- trigger1 = 1
- x = 0.85
-
- [State 5110, 14]
- type = ForceFeedback
- trigger1 = alive
- trigger1 = Time = 0
- time = 8
- ampl = 240
- waveform = sine
-
- [State 5110, 15]
- type = ForceFeedback
- trigger1 = !alive
- trigger1 = Time = 0
- ampl = 200, 7, -.467
- time = 30
- waveform = sine
-
- ;---------------------------------------------------------------------------
- ; HIT_GETUP
- [Statedef 5120]
- type = L
- movetype= I
- physics = N
-
- [State 5120, 1a] ;Get up anim (normal)
- type = ChangeAnim
- triggerall = time = 0
- trigger1 = anim != [5111,5119]
- trigger2 = !SelfAnimExist(5120 + (anim % 10))
- value = 5120
-
- [State 5120, 1b] ;Get up anim (for hit up/diag-up)
- type = ChangeAnim
- triggerall = time = 0
- trigger1 = anim = [5111,5119]
- trigger1 = SelfAnimExist(5120 + (anim % 10))
- value = 5120 + (anim % 10)
-
- [State 5120, 2]
- type = VelSet
- trigger1 = Time = 0
- x = 0
-
- [State 5120, 3]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
-
- [State 5120, 4]
- type = HitFallSet
- trigger1 = AnimTime = 0
- value = 1
-
- [State 5120, 5] ;Can't be thrown right after getting up
- type = NotHitBy
- trigger1 = AnimTime = 0
- value = , NT,ST,HT
- time = 12
-
- [State 5120, 6] ;Can't be hit right after getting up (short time)
- type = NotHitBy
- trigger1 = AnimTime = 0
- value2 = SCA
- time = 3
-
- [State 5120, 7]
- type = ChangeState
- trigger1 = AnimTime = 0 && var(40)>1000
- value = 5308
-
-
- [State 5120, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; HIT_LIEDEAD
- [Statedef 5150]
- type = L
- movetype= H
- physics = N
- sprpriority = -3
-
- [State 5150, 1] ;Normal anim
- type = ChangeAnim
- triggerall = Time = 0
- triggerall = SelfAnimExist(5140)
- trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
- trigger2 = !SelfAnimExist(5140 + (anim % 10))
- value = 5140
-
- [State 5150, 3] ;Hit up type anim
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
- trigger1 = SelfAnimExist(5140 + (anim % 10))
- value = 5140 + (anim % 10)
-
- [State 5150, 4] ;Match over anim
- type = ChangeAnim
- persistent = 0
- ;trigger1 = Time = 0
- trigger1 = MatchOver = 1
- trigger1 = Anim = [5140,5149]
- trigger1 = SelfAnimExist(anim+10)
- value = anim+10
-
- [State 5150, 5] ;Switch to 5110 if liedead anim does not exist
- type = ChangeAnim
- trigger1 = Time = 0
- trigger1 = Anim != [5140,5159]
- trigger1 = Anim != [5110,5119]
- value = 5110
-
- [State 5150, 6] ;Friction
- type = VelMul
- trigger1 = 1
- x = 0.85
-
- [State 5150, 7] ;Friction
- type = VelSet
- trigger1 = Vel x < .05
- persistent = 0
- x = 0
-
- [State 5150, 8]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
-
- ;---------------------------------------------------------------------------
- ; HIT_FALLRECOVER (still falling)
- [Statedef 5200]
- type = A
- movetype= H
- physics = N
-
- [State 5200, 2]
- type = VelAdd
- trigger1 = 1
- y = GetHitVar(yaccel)
-
- [State 5200, 3]
- type = SelfState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 10
- value = 5201
-
- ;---------------------------------------------------------------------------
- ; HIT_FALLRECOVER (on the ground)
- [Statedef 5201]
- type = S
- movetype= H
- physics = S
- anim = 5200
-
- [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
- x = -10
- y = 0
-
- [State 5201, 3]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 5201, 4]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
-
- [State 5201, 5]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
-
-
-
-
- ;---------------------------------------------------------------------------
- ; HIT_AIRFALLRECOVER
- [Statedef 5210]
- type = A
- movetype= I
- physics = N
- anim = 5210
- ctrl = 0
-
- [State 5210, 1] ;Blink white
- type = PalFX
- trigger1 = Time = 0
- time = 3
- add = 128,128,128 ;256,256,256
-
- [State 5210, 1]
- type = PosFreeze
- trigger1 = Time = 0
- value = 4
-
- [State 5210, 2] ;Turn if not facing opponent
- type = Turn
- trigger1 = Time = 0
- trigger1 = p2dist X < -20
-
- [State 5210, 1]
- type = VelMul
- trigger1 = Time = 4
- x = .8
- y = .8
-
- [State 5210, 1]
- type = VelAdd
- trigger1 = Time = 4
- y = -4.5
-
- [State 5210, 1]
- type = VelMul
- trigger1 = Time = 4
- trigger1 = Vel Y > 0
- y = .5
-
- [State 5210, 1]
- type = VelAdd
- trigger1 = Time = 4
- trigger1 = Vel Y > -3
- y = -2
-
- [State 5210, 1]
- type = VelAdd
- trigger1 = Time = 4
- trigger1 = Vel Y > -2
- y = -1
-
- [State 5210, 2] ;Go up
- type = VelAdd
- trigger1 = Time = 4
- trigger1 = Command = "holdup"
- y = -2
-
- [State 5210, 2] ;Go down
- type = VelAdd
- trigger1 = Time = 4
- trigger1 = Command = "holddown"
- y = 1.5
-
- [State 5210, 2] ;Go fwd
- type = VelMul
- trigger1 = Time = 4
- trigger1 = Command = "holdfwd"
- x = 1
-
- [State 5210, 2] ;Go back
- type = VelAdd
- trigger1 = Time = 4
- trigger1 = Command = "holdback"
- x = -1
-
- [State 5210, 3]
- type = NotHitBy
- trigger1 = Time = 0
- value = SCA
- time = 15
-
- [State 5210, 4]
- type = CtrlSet
- trigger1 = Time = 20
- value = 1
-
- [State 5210, 5]
- type = VelAdd;Gravity
- trigger1 = Time >= 4
- y = .35
-
- [State 5210, 5] ;Land on ground
- type = ChangeState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 0
- value = 52 ;JUMP_LAND
- ctrl = 1
-
- ;---------------------------------------------------------------------------
- ; Continue?
- [Statedef 5500]
- type = S
- ctrl = 0
- anim = 5300
- velset = 0,0
-
- [State 5076, 8]
- type = GameMakeAnim
- trigger1 = Time = 1
- value = 2000
- pos = -160, -220
- under = 1
-
- [State 5076, 8]
- type = GameMakeAnim
- trigger1 = Time = 1
- value = 2001
- pos = -160, -220
- under = 0
-
- [State 5500, 1] ;Use continue animation if available
- type = ChangeAnim
- trigger1 = time = 0
- trigger1 = SelfAnimExist(5500)
- value = 5500
-
- ;---------------------------------------------------------------------------
- ; Initialize (at the start of the round)
- [Statedef 5900]
- type = S
-
- [State 5900, 1] ;Clear all int variables
- type = VarRangeSet
- trigger1 = roundno = 1
- value = 0
-
- [State 5900, 2] ;Clear all float variables
- type = VarRangeSet
- trigger1 = roundno = 1
- fvalue = 0
-
- [State 5900, 3] ;Intro
- type = ChangeState
- trigger1 = 1;roundno = 1
- ;trigger2 = TeamMode = turns && RoundsExisted = 0
- value = 190
-
- ;-----------------------------------------------------------------------------
- ;kof me system files
- ;
- ;---------------------------------------------------------------------------
- ; HITA_SHAKE
- [Statedef 5301]
- type = A
- movetype= H
- physics = N
- velset = 0,0
-
- [State 5301, 0]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
-
- [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])||(var(40)>= 1000 &&enemy,var(41) = 0)
- 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 = 5302
-
- [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 5302]
- type = A
- movetype= H
- physics = N
- ctrl = 0
-
- [State 5302, 0]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
-
- [State 5030, 1]
- type = VelAdd;Gravity
- trigger1 = 1
- y = GetHitVar(yaccel)
-
- [State 5030, 2]
- type = VelSet
- trigger1 = Time = 0
- x = -4
- y = -3
-
- [State 5030, 4]
- type = ChangeState
- trigger1 = HitOver
- trigger2 = Vel Y > 0 ;Hit ground
- trigger2 = Pos Y >= 0 ;.
- value = 5304 ;HITA_FALL
-
- [State 5030, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 5303 ;HITA_UP (transition)
-
- ;---------------------------------------------------------------------------
- ; HITA_UP_T (transition)
- [Statedef 5303]
- type = A
- movetype= H
- physics = N
-
- [State 5303, 1]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
-
- [State 5303, 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
- 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 = 5304 ;HITA_FALL
- ;---------------------------------------------------------------------------;---------------------------------------------------------------------------
- ; HITA_FALL (knocked up, falling)
- [Statedef 5304]
- type = A
- movetype= H
- physics = N
-
- [State 170, 1]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
-
- [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 = 5305 ;HIT_BOUNCE
-
- [Statedef 5305]
- type = S
- movetype= H
- physics = N
-
- [State 5100, 4]
- type = Playsnd
- trigger1 = time = 1
- persistent = 0
- value = F2,13
-
-
- [State 170, 1]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
-
- [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 = ChangeAnim2
- trigger1 = time = 0
- value = 5305
-
- [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, 12]
- type = ChangeState
- trigger1 = Time = 20
- value = 5306
-
- [State 5100, 13]
- type = ForceFeedback
- trigger1 = Time = 0
- waveform = sinesquare
- ampl = 128,-3,-.2,.005
- time = 20
-
- [Statedef 5306]
- type = L
- movetype= H
- physics = N
- ctrl = 0
-
- [State 170, 1]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
-
- [State 5110, EnvShake]
- type = screenbound
- trigger1 = Time >= 0
- value = 1
- movecamera = 1,0
-
- [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
- 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 = selfState
- 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 = changeState
- triggerall = alive
- trigger1 = time = 50
- value = 5307
-
- [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_GETUP
- [Statedef 5307]
- type = L
- movetype= I
- physics = N
-
- [State 5120, 1a] ;Get up anim (normal)
- type = ChangeAnim
- triggerall = time = 0
- trigger1 = anim != [5111,5119]
- trigger2 = !SelfAnimExist(5120 + (anim % 10))
- value = 5120
-
- [State 5120, 1b] ;Get up anim (for hit up/diag-up)
- type = ChangeAnim
- triggerall = time = 0
- trigger1 = anim = [5111,5119]
- trigger1 = SelfAnimExist(5120 + (anim % 10))
- value = 5120 + (anim % 10)
-
- [State 5120, 2]
- type = VelSet
- trigger1 = Time = 0
- x = 0
-
- [State 5120, 3]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
-
- [State 5120, 4]
- type = HitFallSet
- trigger1 = AnimTime = 0
- value = 1
-
- [State 5120, 5] ;Can't be thrown right after getting up
- type = NotHitBy
- trigger1 = AnimTime = 0
- value = , NT,ST,HT
- time = 12
-
- [State 5120, 6] ;Can't be hit right after getting up (short time)
- type = NotHitBy
- trigger1 = AnimTime = 0
- value2 = SCA
- time = 3
-
- [State 5120, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 5308
-
-
- [Statedef 5308]
- type = S
- physics = S
- sprpriority = 0
- anim = 5300
-
- [State 5308, 0]
- type = varset
- trigger1 = Time = 0
- v =45
- value = 400
-
- [State 5308, 1]
- type = varadd
- trigger1 = 1
- v = 45
- value = -1
-
- [State 5308, 2]
- type = varadd
- trigger1 = command = "a" ||command ="b" ||command = "x"||command = "y"
- v = 45
- value = -20
-
- [State 5308, 3]
- type = varset
- trigger1 = Time = 0
- v =40
- value = 0
-
- [State 5308, 4]
- type = playsnd
- trigger1 = Time = 0
- value = F0,10
-
- [State 5308, 5]
- type = ChangeState
- trigger1 = var(45) <= 0
- value = 0
- ctrl = 1
-
-
-
- [Statedef 5309]
- type = S
- movetype= H
- physics = S
- sprpriority = 0
- anim = 5309
- ctrl = 0
-
- [State 5308, 3]
- type = superpause
- trigger1 = Time = 0
- time = 10
- anim = -1
- movetime = 0
- darken = 0
-
- [State 5001, 1]
- type = HitVelSet
- trigger1 = Time = 0
- x = 1
-
- [State 5305,1]
- type = changestate
- triggerall = time = 0
- trigger1 = !alive
- value = 5150
-
- [State 5308, 3]
- type = varset
- trigger1 = Time = 0
- v =42
- value = 0
-
- ;txt display
- [State -3, counter]
- type = Explod
- trigger1 = Time = 0 && facing = 1
- persistent = 1
- anim = F320
- pos = 20,195
- postype = left
- ignorehitpause = 1
- bindtime = 30
- sprpriority = 9
- ontop = 1
-
- ;txt display
- [State -3, counter]
- type = Explod
- trigger1 = Time = 0 && facing = -1
- persistent = 1
- anim = F320
- pos = 200,195
- postype = left
- ignorehitpause = 1
- bindtime = 30
- sprpriority = 9
- ontop = 1
-
- [State 5308, 5]
- type = ChangeState
- trigger1 = animtime =0
- value = 0
- ctrl = 1
-
- ;kof me hit state special
- [Statedef 5400]
- type = A
- movetype= H
- physics = N
- velset = 0,0
- ctrl = 0
-
- [State 1811, 0]
- type = ChangeAnim
- trigger1 = 1
- value = 5010
-
- [State 1811, 7]
- type = ChangeState
- trigger1 = HitShakeOver
- value = 5401
-
-
- [Statedef 5401]
- type = A
- movetype= H
- physics = N
- velset = 0,0
- ctrl = 0
-
- [State 1811, 1]
- type = turn
- triggerall = facing = enemy,facing
- trigger1 = time = 0
-
- [State 1811, 0]
- type = NotHitBy
- trigger1 = 1
- value = SCA
-
- [State 1811, 0]
- type = PlayerPush
- trigger1 = 1
- value = 0
-
- [State 3100, ▓╨╙░╢¿╥σ]
- type = AfterImage
- trigger1 = time = 5
- time = 20
- TimeGap = 1
- FrameGap = 4
- length = 10
- trans = add1
- PalBright = 0, 0, 0
- PalContrast = 128,128,128
- PalAdd = 0, 0, 0
- PalMul = 1,1,1
-
- [State 1811, 0]
- type = ChangeAnim
- trigger1 = SelfAnimExist(5400) && time = 0
- value = 5400
-
- [State 1811, 1]
- type = posadd
- trigger1 = time = 0
- y = -10
-
- [State 5001, 1]
- type = HitVelSet
- trigger1 = Time = 0
- x = 1
-
- [State 1811, 6]
- type = PlaySnd
- trigger1 = time > 5
- trigger1 = backedgedist <= 20 ||Frontedgedist <= 20
- value = F7, 2
-
- [State 1811, 6]
- type = EnvShake
- trigger1 = time > 5
- trigger1 = backedgedist <= 20||Frontedgedist <= 20
- time = 10
- ampl = 4
-
- [State 1811, 7]
- type = ChangeState
- trigger1 = time > 5
- trigger1 = backedgedist <= 20
- value = 5402
-
- [State 1811, 7]
- type = ChangeState
- trigger1 = time > 5
- trigger1 = Frontedgedist <= 20
- value = 5407
-
- [Statedef 5402]
- type = A
- movetype= H
- physics = N
- velset = 0,0
- ctrl = 0
-
- [State 1811, 0]
- type = PlayerPush
- trigger1 = 1
- value = 0
-
- [State 1811, 0]
- type = ChangeAnim
- trigger1 = 1
- value = 5012
-
- [State 1800, 5]
- type = Afterimage
- trigger1 = 1
- time = 4
- length = 6
- PalBright = 0, 0, 0
- PalContrast = 128,128,128
- PalAdd = 0, 0, 0
- PalMul = 1,1,1
- FrameGap = 4
- Trans = Add1
-
- [State 1811, 0]
- type = posadd
- trigger1 = 1
- x = (time%2-0.5)*5
-
- [State 1811, 7]
- type = ChangeState
- trigger1 = time = 4
- value = 5403
-
- [Statedef 5403]
- type = A
- movetype= H
- physics = N
- velset = 0,0
- ctrl = 0
-
- [State 1811, 0]
- type = PlayerPush
- trigger1 = 1
- value = 0
-
- [State 1800, 5]
- type = Afterimage
- trigger1 = 1
- time = 0
- length = 1
-
- [State 1812, 2]
- type = ChangeAnim
- trigger1 = time = 0
- value = 5030
-
- [State 1812, 2]
- type = turn
- trigger1 = time = 0
-
- [State 1812, 2]
- type = ChangeAnim
- trigger1 = time = 7
- 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 1812, 2]
- type = VelSet
- trigger1 = time = 7
- persistent = 0
- x = -3
- y = -12
-
- [State 1812, 2]
- type = VelAdd
- trigger1 = time >= 7
- y = 0.6
-
- [State 1812, 2]
- type = VelAdd
- trigger1 = Vel x < 0
- x = 0.05
-
- [State 1812, 7]
- type = velset
- triggerall = time > 7
- trigger1 = Vel Y > 0
- trigger1 = Pos Y > 15
- x = -1
-
- [State 1812, 7]
- type = changeState
- triggerall = time > 7
- trigger1 = Vel Y > 0
- trigger1 = Pos Y > 15
- value = 5100
-
- [Statedef 5407]
- type = A
- movetype= H
- physics = N
- velset = 0,0
- ctrl = 0
-
- [State 1811, 0]
- type = PlayerPush
- trigger1 = 1
- value = 0
-
- [State 1811, 0]
- type = ChangeAnim
- trigger1 = 1
- value = 5012
-
- [State 1800, 5]
- type = Afterimage
- trigger1 = 1
- time = 4
- length = 6
- PalBright = 0, 0, 0
- PalContrast = 128,128,128
- PalAdd = 0, 0, 0
- PalMul = 1,1,1
- FrameGap = 4
- Trans = Add1
-
- [State 1811, 0]
- type = posadd
- trigger1 = 1
- x = (time%2-0.5)*5
-
- [State 1811, 7]
- type = ChangeState
- trigger1 = time = 4
- value = 5408
-
- [Statedef 5408]
- type = A
- movetype= H
- physics = N
- velset = 0,0
- ctrl = 0
-
- [State 1811, 0]
- type = PlayerPush
- trigger1 = 1
- value = 0
-
- [State 1800, 5]
- type = Afterimage
- trigger1 = 1
- time = 0
- length = 1
-
- [State 1812, 2]
- type = ChangeAnim
- trigger1 = time = 0
- value = 5030
-
- [State 1812, 2]
- type = ChangeAnim
- trigger1 = time = 7
- 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 1812, 2]
- type = VelSet
- trigger1 = time = 7
- persistent = 0
- x = -3
- y = -12
-
- [State 1812, 2]
- type = VelAdd
- trigger1 = time >= 7
- y = 0.6
-
- [State 1812, 2]
- type = VelAdd
- trigger1 = Vel x < 0
- x = 0.05
-
- [State 1812, 7]
- type = velset
- triggerall = time > 7
- trigger1 = Vel Y > 0
- trigger1 = Pos Y > 15
- x = -1
-
- [State 1812, 7]
- type = changeState
- triggerall = time > 7
- trigger1 = Vel Y > 0
- trigger1 = Pos Y > 15
- value = 5100
-
- [Statedef 5410]
- type = A
- movetype= H
- physics = N
- velset = 0,0
-
- [State 1811, 1]
- type = turn
- triggerall = facing = enemy,facing
- trigger1 = time = 0
-
- [State 5110, EnvShake]
- type = nothitby
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- [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])||(var(40)>= 1000 &&enemy,var(41) = 0)
- 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 = 5411
-
- [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 5411]
- type = A
- movetype= H
- physics = N
- ctrl = 0
-
- [State 5110, EnvShake]
- type = nothitby
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- [State 5030, 1]
- type = VelAdd;Gravity
- trigger1 = 1
- y = GetHitVar(yaccel)
-
- [State 5001, 1]
- type = HitVelSet
- trigger1 = Time = 0
- x = 1
- y = 1
- ;[State 5030, 2]
- ;type = VelSet
- ;trigger1 = Time = 0
- ;x = -4
- ;y = -3
-
- [State 5030, 4]
- type = ChangeState
- trigger1 = HitOver
- trigger2 = Vel Y > 0 ;Hit ground
- trigger2 = Pos Y >= 0 ;.
- value = 5413 ;HITA_FALL
-
- [State 5030, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 5412 ;HITA_UP (transition)
-
- ;---------------------------------------------------------------------------
- ; HITA_UP_T (transition)
- [Statedef 5412]
- type = A
- movetype= H
- physics = N
-
- [State 5110, EnvShake]
- type = nothitby
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- [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
- 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 = 5413 ;HITA_FALL
- ;---------------------------------------------------------------------------;---------------------------------------------------------------------------
- ; HITA_FALL (knocked up, falling)
- [Statedef 5413]
- 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 = .6
-
- [State 5110, EnvShake]
- type = nothitby
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- [State 5050, 6]
- type = ChangeState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 0
- value = 5414 ;HIT_BOUNCE
-
- [Statedef 5414]
- type = S
- movetype= H
- physics = N
-
- [State 5110, EnvShake]
- type = velset
- trigger1 = time = 0
- ;trigger1 = vel x > 0
- x = -6
- 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 = 5305
-
- [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 = F2,13
-
- [State 5100, 12]
- type = ChangeState
- trigger1 = Time = 20
- value = 5415
-
- [State 5100, 13]
- type = ForceFeedback
- trigger1 = Time = 0
- waveform = sinesquare
- ampl = 128,-3,-.2,.005
- time = 20
-
- [Statedef 5415]
- 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
-
- [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
-
- ;diag up╢»╫≈╡½┴││»╔╧ (╚τbao╡─striker ╢»╫≈╡╚)
- [Statedef 5420]
- type = S
- movetype= H
- physics = N
- velset = 0,0
-
- [State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
- type = ChangeAnim
- trigger1 = Time = 0
- value = 5000
-
- [State 5000, 4] ;Freeze anim
- type = ChangeAnim
- trigger1 = Time > 0
- value = anim
-
- [State 5000, 5] ;State type gets set to aerial if getting hit up
- type = StateTypeSet
- trigger1 = Time = 0
- trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
- trigger2 = Pos Y != 0
- type = a
-
- [State 5000, 7]
- type = ChangeState
- trigger1 = HitShakeOver
- value = 5421
-
- [State 5000, FFB Light]
- type = ForceFeedback
- trigger1 = anim = 5000
- trigger2 = anim = 5010
- persistent = 0
- time = 6
- waveform = square
-
- [State 5000, FFB Medium]
- type = ForceFeedback
- trigger1 = anim = 5001
- trigger2 = anim = 5011
- persistent = 0
- time = 8
- waveform = sinesquare
- ampl = 110,-1,-.3
-
- [Statedef 5421]
- type = A
- physics = N
- movetype= H
- ctrl = 0
-
- [State 3010, 1]
- type = Changeanim
- trigger1 = time = 0
- value = 5052
-
- [State 5001, 1]
- type = HitVelSet
- trigger1 = Time = 0
- x = 1
- y = 1
-
- [State 3010, 2.2];gravity
- type = veladd
- trigger1 = 1
- y = GetHitVar(yaccel)
-
- [State 3010, 4]
- type = changestate
- trigger1 = HitOver
- trigger2 = Vel Y > 0 ;Hit ground
- trigger2 = Pos Y >= 10 ;.
- value = 5050
-
- ;not finished
- [statedef 10001]
- type = S
- physics = S
- sprpriority = 0
- anim = 10000
- ctrl = 0
-
- [state -3, nofg]
- type = assertspecial
- trigger1 = 1
- flag = NoFG
-
- [State 10001, 2]
- type = Destroyself
- trigger1 = time >= 27
-
- [statedef 10002]
- type = S
- physics = S
- sprpriority = 0
- anim = 10000
- ctrl = 0
-
- [state -3, nofg]
- type = assertspecial
- trigger1 = 1
- flag = NoBarDisplay
-
- [State 10001, 2]
- type = Destroyself
- trigger1 = roundstate = 2
-
-
- [Statedef 6160]
- type = A
- physics = N
- movetype= I
- ctrl = 0
-
- [State 3010, 1]
- type = Changeanim2
- trigger1 = time = 0
- value = 6160
-
- [State 3010, 2.1]
- type = velset
- trigger1 = time = 0
- x = 0
- y = -10
-
- [State 1100,1]
- type = NotHitBy
- trigger1 = time < 10
- value = SCA
- time = 1
-
- [State 3010, 2.2];gravity
- type = veladd
- trigger1 = 1
- y = .3
-
- [State 3010, 1]
- type = changeanim
- trigger1 = Pos Y >= -10 && Vel Y > 0
- value = 5061
-
-
- [State 3010, 1]
- type = SelfState
- trigger1 = Pos Y >= -10 && Vel Y > 0
- value = 5100
-
- [Statedef 6165]
- type = A
- physics = N
- movetype= I
- ctrl = 0
-
- [State 3010, 1]
- type = Changeanim2
- trigger1 = time = 0
- value = 6160
-
- [State 3010, 2.1]
- type = velset
- trigger1 = time = 0
- x = 0
- y = -10
-
- [State 1100,1]
- type = NotHitBy
- trigger1 = time < 10
- value = SCA
- time = 1
-
- [State 3010, 2.2];gravity
- type = veladd
- trigger1 = 1
- y = .3
-
- [State 3010, 1]
- type = SelfState
- trigger1 = Pos Y >= -10 && Vel Y > 0
- value = 5100
-
-
-
- [Statedef 6167]
- type = A
- physics = N
- movetype= I
- ctrl = 0
-
- [State 3010, 1]
- type = Changeanim2
- trigger1 = time = 0
- value = 6160
-
- [State 3010, 2.1]
- type = velset
- trigger1 = time = 0
- x = 0
- y = -10
-
- [State 1100,1]
- type = NotHitBy
- trigger1 = time < 10
- value = SCA
- time = 1
-
- [State 3010, 2.2];gravity
- type = veladd
- trigger1 = 1
- y = .3
-
- [State 3010, 2.3]
- type = posadd
- trigger1 = animelem = 5
- y = -30
-
- [State 3010, 4]
- type = changestate
- trigger1 = pos y >= -40
- trigger1 = vel y > 0
- value = 6161
-
-
- [Statedef 6161]
- type = L
- movetype= I
- physics = N
-
- [State 5100, turn]
- type = turn
- trigger1 = Time = 0
-
-
- [State 5100, 1]
- type = VelSet
- trigger1 = Time = 0
- trigger1 = GetHitVar(fall.yvel) = 0
- trigger1 = vel x > 1
- x = 1
-
- [State 5100, EnvShake]
- type = FallEnvShake
- trigger1 = Time = 0
-
- [State 5100, Var] ;Save fall velocity
- type = VarSet
- trigger1 = Time = 0
- ;trigger1 = GetHitVar(fall.yvel) = 0
- sysvar(1) = floor(vel y)
-
- [State 5100, 2] ;Hit ground anim (normal)
- type = ChangeAnim
- triggerall = time = 0
- trigger1 = !selfAnimExist(5101)
- value = 5100
-
- [State 5100, 3] ;Hit ground anim (for hit up)
- type = ChangeAnim
- trigger1 = time = 0
- trigger1 = selfAnimExist(5101)
- value = 5101
-
- [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, 8]
- type = GameMakeAnim
- trigger1 = Time = 1
- ;value = 61
- ;pos = 0, 0
- ;under = 1
- value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
- 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;ChangeState
- trigger1 = AnimTime = 0
- value = 5101
-
-
- [State 5100, 13]
- type = ForceFeedback
- trigger1 = Time = 0
- waveform = sinesquare
- ampl = 128,-3,-.2,.005
- time = 20
-
-
-
-
-
-
- ;╧╘╩╛╩ñ└√═╖╧±╝░╫╓╤∙
- [Statedef 189]
- type = S
- ctrl = 0
- anim = 10000
- velset = 0,0,0
- sprpriority = -1
-
- [State 189 , 0]
- type = Explod
- trigger1 = time = 0
- anim = F1800
- pos = 0,0
- sprpriority = 6
- postype = left
- removetime = -1
-
- [state 189, nofg]
- type = assertspecial
- trigger1 = 1
- flag = NoFG
-
- [state 189, nofg]
- type = assertspecial
- trigger1 = 1
- flag = nomusic
-
- [State 189, blackandwhite]
- type = BGPalFX
- trigger1 = time = 0
- color = 0
- time = 500
-
- [State 181, 0]
- type = AssertSpecial
- trigger1 = time = [0,300]
- flag = roundnotover
-
- [State 240 , 0]
- type = Explod
- trigger1 = time = 0
- anim = F1801
- pos = 0,0
- sprpriority = 5
- postype = left
- removetime = -1
-
- [State 240 , 0]
- type = Explod
- trigger1 = time = 0
- anim = F1802
- pos = 0,0
- sprpriority = 7
- postype = left
- removetime = -1
-
- [State 240 , 0]
- type = Explod
- trigger1 = time = 0
- anim = 189
- pos = 0,0
- sprpriority = 8
- postype = left
- removetime = -1
-
- [State 184, 0]
- type = PlaySnd
- trigger1 = time = 0
- value = F180,0
-
- [State 184, 1]
- type = NotHitBy
- trigger1 = Time >= 0
- value = SCA
- time = 1
-
- [Statedef 189]
- type = S
- ctrl = 0
- anim = 10000
- velset = 0,0,0
- sprpriority = -1
-
-
- ;======================================
- [Statedef -3]
- ;======================================
- ;╚í╧√┐╒╖└
- [state noairguard]
- type = AssertSpecial
- trigger1 = 1
- flag = noairguard
-
-
- ;╠╜▓Γ╩╟╫╘╝║╗╣╩╟╡τ─╘(▓Γ╩╘╓╨)
- ;╘▌╩▒╬▐╖¿┼╨╢╧╡┌╥╗│í
- [state -3, nolifebar]
- type = varset
- trigger1 = IsHomeTeam = 1
- trigger1 = MatchNo !=1
- var(50) = MatchNo
-
-
- ;╠╜▓Γ╜ß╩°
-
- [state -3, nolifebar]
- type = assertspecial
- trigger1 = roundstate != 2
- ignorehitpause = 1
- flag = NoBarDisplay
-
- [State nolifebar]
- type = Helper
- trigger1 = roundstate > 2
- triggerall = NumHelper(10002) = 0
- helpertype = normal
- name = "super"
- id = 10002
- pos = -10,-80
- postype = back
- stateno = 10002
- supermovetime = 28
- keyctrl = 0
- ownpal = 1
-
-
- [state -3, debug output]
- type = DisplayToClipboard
- trigger1 = 1
- ;text= " var(2):%d,var(3):%d,var(1):%d,var(53):%d"
- ;params = var(55),var(56),var(54),var(53)
- text="vel y:%f,vel x:%f,pos y:%f,Point %d"
- params = vel y,vel x,pos y,var(55)
- ;text="Point %d,teamface %d,ststate %d"
- ;params = var(55),var(54),var(52)
- ;text="Point:1 %d,2 %d,3 %d,4 %d,5 %d"
- ;params = NumExplod(7002),NumExplod(7003),NumExplod(7004),NumExplod(7005),Var(51)
-
- ;╝╟╖╓╧╡═│
- [State 191, 0]
- type = Varadd
- triggerall = movehit || ProjHit0 = 1
- trigger1 = stateno = [200,999]
- persistent = 0
- ignorehitpause = 1
- v = 31
- value = 10
-
- [State 191, 0]
- type = Varadd
- triggerall = movehit || ProjHit0 = 1
- trigger1 = stateno = [1000,2999]
- persistent = 0
- ignorehitpause = 1
- v = 31
- value = 30
-
- [State 191, 0]
- type = Varadd
- triggerall = movehit || ProjHit0 = 1
- trigger1 = stateno = [3000,4999]
- persistent = 0
- ignorehitpause = 1
- v = 31
- value = 100
-
- [State 191, 0]
- type = parentVaradd
- triggerall = movehit || ProjHit0 = 1
- trigger1 = IsHelper = 1
- persistent = 0
- ignorehitpause = 1
- v = 31
- value = 20
-
-
- ;;kof me system
- ;----------------------------------------------------
- [State 9990, 4.2]
- type = AssertSpecial
- ;triggerall = numpartner != 0
- trigger1 = BackEdgeBodyDist < 30
- flag = noautoturn
-
- ;state 5900╚╖╢¿╖╜╧≥
- [State 191, 0]
- type = VarSet
- triggerall = roundstate != 2
- triggerall = stateno = 5900
- trigger1 = time = 0
- trigger1 = Facing = 1
- v = 54
- value = 1
-
- [State 191, 0]
- type = VarSet
- triggerall = roundstate != 2
- triggerall = stateno = 5900
- trigger1 = time = 0
- trigger1 = Facing = 1
- v = 55
- value = 3
-
-
- [State 191, 1]
- type = VarSet
- triggerall = roundstate != 2
- triggerall = stateno = 5900
- trigger1 = time = 0
- trigger1 = Facing = -1
- v = 54
- value = 2
-
- [State 191, 0]
- type = VarSet
- trigger1 = roundstate = 0
- v = 54
- value = 0
-
-
- ;KO ╩▒╡─explod
- [State -3, envcolor]
- type = explod
- triggerall = numexplod(10001)= 0
- trigger1 = win && movehit
- ;trigger1 = HitDefAttr(SCA,AA,AP)
- persistent = 1
- ignorehitpause = 1
- anim = F1000
- pos = -160,-120
- postype = back
- ID = 10001
- under = 1
-
- [State -3, envcolor]
- type = explod
- triggerall = numexplod(10002)= 0
- trigger1 = win && movehit
- ;trigger1 = HitDefAttr(SCA,AA,AP)
- persistent = 1
- ignorehitpause = 1
- anim = F1000
- pos = -160,120
- postype = back
- ID = 10002
- under = 1
-
- [State -3, envcolor]
- type = explod
- triggerall = numexplod(10003)= 0
- trigger1 = win && movehit
- ;trigger1 = HitDefAttr(SCA,AA,AP)
- persistent = 1
- ignorehitpause = 1
- anim = F1000
- pos = 160,-120
- postype = back
- ID = 10003
- under = 1
-
- [State -3, envcolor]
- type = explod
- triggerall = numexplod(10004)= 0
- trigger1 = win && movehit
- ;trigger1 = HitDefAttr(SCA,AA,AP)
- persistent = 1
- ignorehitpause = 1
- anim = F1000
- pos = 160,120
- postype = back
- ID = 10004
- under = 1
-
-
- ; ╖┤╗≈╫╓╠σ╧╘╩╛counter hit set up
- [State -3, counter]
- type = Varset
- trigger1 = p2movetype = A
- trigger2 = p2movetype = I
- var(30) = 1 - (p2movetype = I)
-
- [State -3, counter]
- type = Varset
- trigger1 = var(30) = 1
- trigger1 = hitcount <= 1
- trigger1 = p2movetype = H
- trigger1 = movetype = A ; make sure it's not a throw attack
- trigger1 = hitdefattr = SCA, NA,SA,HA
- var(30) = 2
-
- [State -3, counter] ; reset
- type = Varset
- triggerall = var(30) = 2
- trigger1 = win
- trigger2 = hitcount != 1
- var(30) = 0
-
- ; COUNTER hit txt display
- [State -3, counter]
- type = Explod
- trigger1 = TeamSide = 1
- triggerall = NumExplod(9310) = 0
- triggerall = hitcount <= 1
- triggerall = P2statetype != L
- trigger1 = var(30) = 2
- persistent = 0
- id = 9310
- anim = F310
- pos = 20,195
- postype = left
- ignorehitpause = 1
- bindtime = 30
- sprpriority = 9
- ontop = 1
-
- ; COUNTER hit txt display
- [State -3, counter]
- type = Explod
- trigger1 = TeamSide = 2
- triggerall = NumExplod(9310) = 0
- triggerall = hitcount <= 1
- triggerall = P2statetype != L
- trigger1 = var(30) = 2
- persistent = 0
- id = 9310
- anim = F310
- pos = 240,195
- postype = left
- ignorehitpause = 1
- bindtime = 30
- sprpriority = 9
- ontop = 1
-
- ;╗ε╢»╘«╓·
-
- [State -3, VarSet]
- type = VarSet
- trigger1 = stateno < 3000 && roundstate = 2 && stateno != 0
- v = 52
- value = 5
-
- [State -3, VarSet]
- type = VarSet
- trigger1 = stateno >= 3000 || roundstate != 2
- v = 52
- value = 0
-
- [State -3, VarSet]
- type = VarSet
- trigger1 = (stateno = [700,800]) && var(52) !=3
- v = 52
- value = 0
-
-
- [State -3, VarSet]
- type = VarSet
- triggerall = numpartner != 0
- triggerall = partner,var(55) > 0 && partner,var(56) = 0
- trigger1 = var(52) = 5
- triggerall = command = "call"
- v = 52
- value = 1
-
-
-
- ;--------╖└╙∙▒└╗╡----------------
- [State -3, VarAdd]
- type = VarAdd
- trigger1 = stateno = [150,160]
- trigger1 = time = 1
- v = 42
- value = 20
-
- [State -3, ChangeState]
- type = ChangeState
- triggerall = Alive
- triggerall = Var(42) >= 1000
- trigger1 = stateno = 150 ||stateno = 151
- value = 5309
-
- [State -3, VarAdd]
- type = VarAdd
- trigger1 = TimeMod = 10,0 && var(42)> 0
- v = 42
- value = -1
-
- [State -3, VarAdd]
- type = Varset
- trigger1 = var(42) <0
- v = 42
- value = 0
-
-
- ;--------╘╬╤ú╧╡═│----------------
- ;│¼╔▒▓╗╝╞╘╬╤ú╓╡
- [State -3, VarSet]
- type = VarSet
- trigger1 = stateno >= 3000
- v = 41
- value = 1
-
-
- ;╞╒═¿╒╨╩╜└█╝╞╘╬╤ú╓╡
- [State -3, VarSet]
- type = VarSet
- triggerall = movetype = A
- trigger1 = stateno <= 3000 && NumHelper(3310) = 0
- v = 41
- value = 0
-
- ;┤≥╓╨╢╘╖╜║≤╟σ│²╝╟╩²
- [State -3, VarAdd]
- type = Varset
- trigger1 = movehit
- v = 40
- value = 0
-
- ; ╘÷╝╙╘╬╤ú╓╡-╟ß
- [State -3, 1.2]
- type = varadd
- triggerall = enemy,var(41) = 0 && time = 1
- triggerall = alive
- trigger1 = stateno = 5001
- trigger1 = anim = 5000
- trigger2 = stateno = 5001
- trigger2 = anim = 5010
- trigger3 = stateno = 5011
- trigger3 = anim = 5020
- v = 40
- value = 40
-
- ; ╘÷╝╙╘╬╤ú╓╡-╓╨
- [State -3, 1.3]
- type = varadd
- triggerall = enemy,var(41) = 0 && time = 1
- triggerall = alive
- trigger1 = stateno = 5001
- trigger1 = anim = 5001
- trigger2 = stateno = 5001
- trigger2 = anim = 5011
- trigger3 = stateno = 5011
- trigger3 = anim = 5021
- v = 40
- value = 60
-
-
- ; ╘÷╝╙╘╬╤ú╓╡-╓╪
- [State -3, 1.4]
- type = varadd
- triggerall = enemy,var(41) = 0 && time = 1
- triggerall = alive
- trigger1 = stateno = 5001
- trigger1 = anim = 5002
- trigger2 = stateno = 5001
- trigger2 = anim = 5012
- trigger3 = stateno = 5011
- trigger3 = anim = 5022
- v = 40
- value = 80
-
- ; ╘÷╝╙╘╬╤ú╓╡-╡╣╡╪
- [State -3, 1.5]
- type = varadd
- triggerall = enemy,var(41) = 0 && time = 1
- triggerall = alive
- trigger1 = stateno = 5100
- v = 40
- value = 50
-
- [State -3, VarAdd]
- type = VarAdd
- trigger1 = TimeMod = 10,0 && movetype !=H
- v = 40
- value = -2
-
- [State -3, VarSet]
- type = VarSet
- trigger1 = Var(40) <= 0
- v = 40
- value = 0
-
- [State -3, VarSet]
- type = VarSet
- trigger1 = Var(40) >= 1050
- v = 40
- value = 1050
-
- [State -3, ChangeState]
- type = null;ChangeState
- triggerall = Alive && HitShakeOver && !HitFall
- triggerall = Var(40) >= 1000
- triggerall = enemy,var(41) = 0
- trigger1 = stateno = 5000
- trigger2 = stateno = 5010
- trigger3 = stateno = 5020
- value = 5030
-
- [State -3, ChangeState]
- type = StateTypeSet
- triggerall = Alive && HitShakeOver
- triggerall = Var(40) >= 1000
- triggerall = enemy,var(41) = 0
- trigger1 = stateno = 5000
- trigger2 = stateno = 5010
- trigger3 = stateno = 5020
- statetype = A
-
- [State -3, ChangeState]
- type = nothitby
- triggerall = RoundState = 2
- triggerall = enemy,var(41) = 0
- triggerall = Var(40) >= 1000
- trigger1 = stateno = 5030 ||stateno = 5050
- value = SCA
- time = 10
-
- [State -3, Slow Down]
- type = SuperPause
- triggerall = RoundState = 2
- triggerall = enemy,var(41) = 0
- triggerall = Var(40) >= 1000
- trigger1 = stateno = 5030
- persistent = 0
- anim = -1
- sound = -1
- time = 1
- darken = 0
- p2defmul = 1
-
-
- ;-----------------------╘«╓·
-
- [State -3, VarSet]
- type = VarSet
- triggerall = numpartner != 0
- trigger1 = partner,id = 32
- trigger2 = (id = 35 && partner,id = 34) ||(id = 34 && partner,id = 33)
- v = 51
- value = 1
-
- [State -3, VarSet]
- type = VarSet
- triggerall = numpartner != 0
- trigger1 = partner,var(51) != 2
- v = 51
- value = 2
-
- [State -3, VarSet]
- type = VarSet
- triggerall = numpartner != 0
- trigger1 = partner,var(51) = 2
- v = 51
- value = 1
-
- [State -3, 000]
- type = changestate
- trigger1 = var (51) = 1
- trigger1 = StateNo != 10000
- value = 10000
-
-
- ;-----------------for benimaru
-
- [State 6000, 0]
- type = AssertSpecial
- trigger1 = p2stateno = 4260
- flag = nojugglecheck
-
- ;----------------for lin
- [State to lin's lifeadd ]
- type = lifeadd
- triggerall = life >10
- trigger1 = enemy,name = "lin"
- trigger1 = enemy,var(18) = 1
- value = -1
-
-
- ;╫ε┤≤┴¼╝╝╩²═│╝╞(╬┤╧╘╩╛)
- [State -3, counter] ; add
- type = Varadd
- trigger1 = p2movetype = H
- var(32) = HitCount
-
- [State -3, counter] ; add
- type = Varset
- trigger1 = p2movetype != H
- var(32) = 0
-
-
- ;;;;
- [State -3, 0]
- type = null;HitFallSet
- trigger1 = HitFall = 1 && vel y < 0
- value = 0
-
- [Begin Action 5305]
- Clsn2: 1
- Clsn2[0] = -28,-32, 59, 0
- 5040,0,0,0,-1
-
- [Begin Action 10000]
- ;Clsn2default: 1
- ; Clsn2[0] = -30,-30, 30, -3
- 0,100,0,0,10;null
-
-