;--------------------------------------------------------------------------- ;T Doggy Grab [Statedef 9000] type = S physics = n movetype = a ctrl = 0 anim = 2000 velset = 0,0 sprpriority = 5 S [State 0, NotHitBy] type = NotHitBy trigger1 = time=0 value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AP ;value2 = S,NA time = 34 ;ignorehitpause = ;persistent = [State 0, VelSet] type = VelSet trigger1 = time=0 x = 8 y = -3 ;ignorehitpause = [State 0, VelSet] type = VelSet trigger1 = time=5 y = 1 ;ignorehitpause = [State 0, VelSet] type = VelSet trigger1 = time=20 x = 0 y=0 ;ignorehitpause = [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 2,0 volume= 10 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 3002,2 [State 0, PlaySnd] type = PlaySnd trigger1 = time = 35 value = 5,4 [State 0, PalFX] type = PalFX trigger1 = AnimElem = 1 time = 20 add = 250,100,10 invertall = 0 color = 10 ;ignorehitpause = ;persistent = [State 0, AfterImage] type = AfterImage trigger1 = AnimElem = 1 time = 20 ;length = 20 ;palcolor = 256 ;palinvertall = 0 palbright = 250,200,100 palcontrast = 200,120,220 palpostbright = 0,0,0 ;paladd = 10,10,25 ;palmul = .65,.65,.75 ;timegap = 1 ;framegap = 4 trans = Add ;None, Add1, Sub ;ignorehitpause = ;persistent = [State 2000, HitDef] type = HitDef trigger1 = time = 25 hitsound = 1,1 attr = S, ST hitflag = MAFD priority = 7, miss sparkno = -1 p2stateno = 2211 p1stateno = 9001 sprpriority = 2 p2facing = 1 fall = 0 [State 2000, 1] type = changeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;-- ;--------------------------------------------------------------------------- ;T Hit [Statedef 9001] type = S movetype= A physics = N anim = 2001 poweradd = 0 velset = 0,0 sprpriority = 1 [State 0, PowerAdd] type = Poweradd trigger1 = prevstateno= [2002,2004] value = -10 ;ignorehitpause = ;persistent = [State 0, PowerAdd] type = Poweradd trigger1 = prevstateno= [2202,2204] value = -10 ;ignorehitpause = ;persistent = [State 0, PowerAdd] type = Poweradd trigger1 = prevstateno= [14002,14004] value = -10 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, PosSet] type = PosSet trigger1 = time=0 x = 0 y = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 2001 triggerall = numexplod(301) = 0 trigger1 = 1 anim = 301 ID = 301 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_a" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, Explod] type = Explod triggerall = anim = 2001 triggerall = numexplod(20010) = 0 trigger1 = 1 anim = 20010 ID = 20010 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 10 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 2001 triggerall = numexplod(200201) = 0 trigger1 =command = "hold_a" anim = 20010 ID = 200201 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 sprpriority = 0 ontop = 1 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "hold_a" id = 20010 [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "release_a" id = 200201 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,6 channel=0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 1000,0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 2003,1 [State 0, HitAdd] type = HitAdd trigger1 = AnimElem = 2 value = 1 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 10,-30 [State 0, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 value = 1 [State 0, TargetLifeAdd] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 0, TargetState] type = TargetState trigger1 = time = 200 value = 2212 [State 0, ChangeState] type = ChangeState trigger1 = time = 200 value = 9002 ;------------------------------------------------------------------------------------------ ;T Speed 1 [Statedef 9002] type = S movetype= A physics = N anim = 2002 poweradd = 0 velset = 0,0 sprpriority = 1 [State 0, Explod] type = Explod triggerall = anim = 2002 triggerall = numexplod(302) = 0 trigger1 = 1 anim = 302 ID = 302 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_a" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, Explod] type = Explod triggerall = anim = 2002 triggerall = numexplod(20021) = 0 trigger1 = 1 anim = 20021 ID = 20021 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 10 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 2002 triggerall = numexplod(200211) = 0 trigger1 =command = "hold_a" anim = 20021 ID = 200211 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 sprpriority = 3 ontop = 1 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "hold_a" id = 20021 [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "release_a" id = 200211 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 3001,1 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5218,21 + random % 2 channel = 1 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,10 channel = 2 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 4 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 value = 1 [State 0, PowerAdd] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 0, TargetLifeAdd] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 6005, HitAdd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 10,-30 [State 6072,] type = TargetState trigger1 = Time = 0 value = 2212 [State 810, Throw 11] type = TargetState triggerall = Time >= 25 trigger1 = command = "holdfwd" value = 2213 [State 810, State End] type = ChangeState triggerall = Time >= 25 trigger1 = command = "holdfwd" value = 9003 [State 810, State End] type = TargetState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 2211 [State 810, State End] type = ChangeState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 14001 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "b" value = 4211 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "b" value = 10002 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "x" value = 6211 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "x" value = 11002 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 8212 [State 810, State End] type = ChangeState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 13002 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 7212 [State 810, State End] type = ChangeState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 12002 [State 810, State End] type = TargetState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 2211 [State 810, State End] type = ChangeState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 14001 [State 810, State End] type = TargetState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 2011 [State 810, State End] type = ChangeState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 2001 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;------------------------------------------------------------------------------------------ ;T Speed 2 [Statedef 9003] type = S movetype= A physics = N anim = 2003 poweradd = 0 velset = 0,0 sprpriority = 1 [State 0, Explod] type = Explod triggerall = anim = 2003 triggerall = numexplod(303) = 0 trigger1 = 1 anim = 303 ID = 303 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_a" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, Explod] type = Explod triggerall = anim = 2003 triggerall = numexplod(20031) = 0 trigger1 = 1 anim = 20031 ID = 20031 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 10 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 2003 triggerall = numexplod(200311) = 0 trigger1 =command = "hold_a" anim = 20031 ID = 200311 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 sprpriority = 3 ontop = 1 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "hold_a" id = 20031 [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "release_a" id = 200311 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 3002,1 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5219,21 + random % 2 channel = 1 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,10 channel = 2 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 2 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 4 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 10,-30 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 1 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 6072,] type = TargetState trigger1 = Time = 0 value = 2213 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "b" value = 4212 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "b" value = 10003 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "x" value = 6212 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "x" value = 11003 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 7213 [State 810, State End] type = ChangeState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 12003 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 8213 [State 810, State End] type = ChangeState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 13003 [State 810, Throw 11] type = TargetState triggerall = Time >= 50 trigger1 = command = "holdback" value = 2212 [State 810, State End] type = ChangeState triggerall = Time >= 50 trigger1 = command = "holdback" value = 9002 [State 810, Throw 11] type = TargetState triggerall = Time >= 50 trigger1 = command = "holdfwd" value = 2214 [State 810, State End] type = ChangeState triggerall = Time >= 50 trigger1 = command = "holdfwd" value = 9004 [State 810, State End] type = TargetState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 2211 [State 810, State End] type = ChangeState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 14001 [State 810, State End] type = TargetState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 2011 [State 810, State End] type = ChangeState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 2001 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;------------------------------------------------------------------------------------------ ;T Speed 3 [Statedef 9004] type = S movetype= A physics = N anim = 2004 poweradd = 0 velset = 0,0 sprpriority = 1 [State 0, Explod] type = Explod triggerall = anim = 2004 triggerall = numexplod(304) = 0 trigger1 = 1 anim = 304 ID = 304 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_a" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, Explod] type = Explod triggerall = anim = 2004 triggerall = numexplod(20041) = 0 trigger1 = 1 anim = 20031 ID = 20041 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 10 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 2004 triggerall = numexplod(200411) = 0 trigger1 =command = "hold_a" anim = 20031 ID = 200411 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 sprpriority = 3 ontop = 1 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "hold_a" id = 20041 [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "release_a" id = 200411 [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "release_a" id = 200311 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 3003,1 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5220,21 + random % 2 channel = 1 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,10 channel = 2 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 3 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 4 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 10,-30 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 1 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 6072,] type = TargetState trigger1 = Time = 0 value = 2214 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "b" value = 4213 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "b" value = 10004 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "x" value = 6213 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "x" value = 11004 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 7214 [State 810, State End] type = ChangeState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 12004 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 8214 [State 810, State End] type = ChangeState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 13004 [State 810, Throw 11] type = TargetState triggerall = Time >= 100 trigger1 = command = "holdback" value = 2213 [State 810, State End] type = ChangeState triggerall = Time >= 100 trigger1 = command = "holdback" value = 9003 [State 810, Throw 11] type = TargetState triggerall = Time >= 100 trigger1 = command = "holdfwd" value = 2215 [State 810, State End] type = ChangeState triggerall = Time >= 100 trigger1 = command = "holdfwd" value = 9005 [State 810, State End] type = TargetState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 2211 [State 810, State End] type = ChangeState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 2001 [State 810, State End] type = TargetState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 2211 [State 810, State End] type = ChangeState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 14001 [State 810, State End] type = TargetState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 2011 [State 810, State End] type = ChangeState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 2001 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;--------------------------------------------------------------- ;Cum [Statedef 9005] type = S movetype= A physics = N anim = 2005 poweradd = 0 velset = 0,0 sprpriority = 1 ;‘Ì—ÍŒ¸­ [State 6210, LifeAdd] type = TargetLifeAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = -19 Kill=0 [State 0, Explod] type = Explod triggerall = anim = 2005 triggerall = numexplod(305) = 0 trigger1 = 1 anim = 305 ID = 305 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_a" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, Explod] type = Explod triggerall = anim = 2005 triggerall = numexplod(20051) = 0 trigger1 = 1 anim = 20051 ID = 20051 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 10 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 2005 triggerall = numexplod(200511) = 0 trigger1 =command = "hold_a" anim = 20051 ID = 200511 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 sprpriority = 0 ontop = 1 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "hold_a" id = 20051 [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "release_a" id = 200511 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 10,-30 [State -2, EnvShake] type = EnvShake trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 || animelem = 124 trigger8 = animelem = 3 || animelem = 29 trigger9 = animelem = 56 || animelem = 83 time = 10 freq = 120 ampl = -6 [State 6005, HitAdd] type = HitAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 || animelem = 124 trigger8 = animelem = 3 || animelem = 29 trigger9 = animelem = 56 || animelem = 83 value = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 2002,1 channel = 0 volume = 50 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 3 trigger2 = animelem = 56 value = 2000,0 +random%2 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 10 trigger2 = animelem = 40 trigger3 = animelem = 70 value = 5010, 7 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 1000,3 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 1000,4 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 90 value = 12,0 volume = 5000 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 12,1 volume = 5000 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 10 trigger2 = animelem = 40 trigger3 = animelem = 70 trigger4 = animelem = 100 anim = 10000 ID = 4000 pos = 10, -30 postype = p1 scale = .6,.6 sprpriority = 1 ontop = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 40 trigger2 = animelem = 70 trigger3 = animelem = 100 anim = 10001 ID = 4001 pos = 0, -20 postype = p1 scale = .6,.6 sprpriority = 1 ontop = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 16 trigger2 = animelem = 40 trigger3 = animelem = 70 trigger4 = animelem = 100 anim = 10002 ID = 4002 pos = 0, -26 postype = p1 scale = .6,.6 sprpriority = 1 ontop = 0 [State 6005, Explod] type = Explod trigger1 = AnimElem = 90 anim = 4444 scale = .6,.6 pos = 0, -45 postype = p1 removetime = -2 sprpriority = 1 bindtime = 1 ownpal = 1 [State 6210, LifeAdd] type = LifeAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = 9 absolute = 1 [State 6210, LifeAdd] type = PowerAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = 75 [State 1120, Position] type = PosSet trigger1 = time = 0 y = 0 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 value = 4216 [State 810, State End] type = ChangeState trigger1 = animtime = 0 value = 21004 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;--------------------------------------------------------------------------- ;T Missionary Grab [Statedef 10000] type = S physics = n movetype = a ctrl = 0 anim = 2000 velset = 0,0 sprpriority = 5 [State 0, NotHitBy] type = NotHitBy trigger1 = time=0 value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT ;value2 = S,NA time = 34 ;ignorehitpause = ;persistent = [State 0, VelSet] type = VelSet trigger1 = time=0 x = 8 y = -3 ;ignorehitpause = [State 0, VelSet] type = VelSet trigger1 = time=5 y = 1 ;ignorehitpause = [State 0, VelSet] type = VelSet trigger1 = time=20 x = 0 y=0 ;ignorehitpause = [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 3002,2 volume= 10 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 2,0 [State 0, PlaySnd] type = PlaySnd trigger1 = time = 35 value = 5,4 [State 0, PalFX] type = PalFX trigger1 = AnimElem = 1 time = 20 add = 250,100,10 invertall = 0 color = 10 ;ignorehitpause = ;persistent = [State 0, AfterImage] type = AfterImage trigger1 = AnimElem = 1 time = 20 ;length = 20 ;palcolor = 256 ;palinvertall = 0 palbright = 250,200,100 palcontrast = 200,120,220 palpostbright = 0,0,0 ;paladd = 10,10,25 ;palmul = .65,.65,.75 ;timegap = 1 ;framegap = 4 trans = Add ;None, Add1, Sub ;ignorehitpause = ;persistent = [State 2000, HitDef] type = HitDef trigger1 = time >= 5 hitsound = 1,1 attr = S, ST hitflag = MAFD priority = 7, miss sparkno = -1 p2stateno = 4210 p1stateno = 10001 sprpriority = 2 p2facing = 1 fall = 0 [State 2000, 1] type = changeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;T Hit [Statedef 10001] type = S movetype= A physics = N anim = 4001 poweradd = 0 velset = 0,0 sprpriority = 10 [State 0, PowerAdd] type = Poweradd trigger1 = prevstateno= [4002,4004] value = -10 ;ignorehitpause = ;persistent = [State 0, PowerAdd] type = Poweradd trigger1 = prevstateno= [4202,4204] value = -10 ;ignorehitpause = ;persistent = [State 0, PowerAdd] type = Poweradd trigger1 = prevstateno= [15002,15004] value = -10 ;ignorehitpause = ;persistent = [State 0, PosSet] type = PosSet trigger1 = time=0 x = 0 y = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 4001 triggerall = numexplod(301) = 0 trigger1 = 1 anim = 301 ID = 301 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_b" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,6 channel=0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 1000,0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 2003,1 [State 0, HitAdd] type = HitAdd trigger1 = AnimElem = 2 value = 1 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 0,0 [State 0, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 0, TargetLifeAdd] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -12 kill = 0 [State 0, TargetState] type = TargetState trigger1 = time = 200 value = 4211 [State 0, ChangeState] type = ChangeState trigger1 = time = 200 value = 10002 ;------------------------------------------------------------------------------------------ ;T Speed 1 [Statedef 10002] type = S movetype= A physics = N anim = 4002 poweradd = 0 velset = 0,0 sprpriority = 10 [State 0, Explod] type = Explod triggerall = anim = 4002 triggerall = numexplod(302) = 0 trigger1 = 1 anim = 302 ID = 302 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_b" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 3001,1 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 4 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5218,21 + random % 2 channel = 1 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,10 channel = 2 volume = 50 [State 0, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 value = 1 [State 0, PowerAdd] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 0, TargetLifeAdd] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 6005, HitAdd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 0,0 [State 6072,] type = TargetState trigger1 = Time = 0 value = 4211 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "a" value = 2212 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "a" value = 9002 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "x" value = 6211 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "x" value = 11002 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 7212 [State 810, State End] type = ChangeState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 12002 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 8212 [State 810, State End] type = ChangeState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 13002 [State 810, Throw 11] type = TargetState triggerall = Time >= 25 trigger1 = command = "holdfwd" value = 4212 [State 810, State End] type = ChangeState triggerall = Time >= 25 trigger1 = command = "holdfwd" value = 10003 [State 810, State End] type = TargetState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 4210 [State 810, State End] type = ChangeState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 15001 [State 810, State End] type = TargetState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 4010 [State 810, State End] type = ChangeState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 4001 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;------------------------------------------------------------------------------------------ ;T Speed 2 [Statedef 10003] type = S movetype= A physics = N anim = 4003 poweradd = 0 velset = 0,0 sprpriority = 10 [State 0, Explod] type = Explod triggerall = anim = 4003 triggerall = numexplod(303) = 0 trigger1 = 1 anim = 303 ID = 303 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_b" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 3002,1 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5219,21 + random % 2 channel = 1 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,10 channel = 2 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 2 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 4 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 0,0 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 1 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 6072,] type = TargetState trigger1 = Time = 0 value = 4212 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "a" value = 2213 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "a" value = 9003 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "x" value = 6212 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "x" value = 11003 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 7213 [State 810, State End] type = ChangeState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 12003 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 8213 [State 810, State End] type = ChangeState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 13003 [State 810, Throw 11] type = TargetState triggerall = Time >= 50 trigger1 = command = "holdback" value = 4211 [State 810, State End] type = ChangeState triggerall = Time >= 50 trigger1 = command = "holdback" value = 10002 [State 810, Throw 11] type = TargetState triggerall = Time >= 50 trigger1 = command = "holdfwd" value = 4213 [State 810, State End] type = ChangeState triggerall = Time >= 50 trigger1 = command = "holdfwd" value = 10004 [State 810, State End] type = TargetState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 4210 [State 810, State End] type = ChangeState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 15001 [State 810, State End] type = TargetState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 4010 [State 810, State End] type = ChangeState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 4001 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;------------------------------------------------------------------------------------------ ;T Speed 3 [Statedef 10004] type = S movetype= A physics = N anim = 4004 poweradd = 0 velset = 0,0 sprpriority = 10 [State 0, Explod] type = Explod triggerall = anim = 4004 triggerall = numexplod(304) = 0 trigger1 = 1 anim = 304 ID = 304 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_b" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 3003,1 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5220,21 + random % 2 channel = 1 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,10 channel = 2 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 3 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 4 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 0,0 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 1 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 6072,] type = TargetState trigger1 = Time = 0 value = 4213 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "a" value = 2214 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "a" value = 9004 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "x" value = 6213 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "x" value = 11004 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 7214 [State 810, State End] type = ChangeState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 12004 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 8214 [State 810, State End] type = ChangeState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 13004 [State 810, Throw 11] type = TargetState triggerall = Time >= 100 trigger1 = command = "holdback" value = 4212 [State 810, State End] type = ChangeState triggerall = Time >= 100 trigger1 = command = "holdback" value = 10003 [State 810, Throw 11] type = TargetState triggerall = Time >= 100 trigger1 = command = "holdfwd" value = 4214 [State 810, State End] type = ChangeState triggerall = Time >= 100 trigger1 = command = "holdfwd" value = 10005 [State 810, State End] type = TargetState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 4210 [State 810, State End] type = ChangeState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 15001 [State 810, State End] type = TargetState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 4010 [State 810, State End] type = ChangeState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 4001 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;--------------------------------------------------------------- ;Cum [Statedef 10005] type = S movetype= A physics = N anim = 4005 poweradd = 0 velset = 0,0 sprpriority = 10 ;‘Ì—ÍŒ¸­ [State 6210, LifeAdd] type = TargetLifeAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = -19 Kill=0 [State 0, Explod] type = Explod triggerall = anim = 4005 triggerall = numexplod(305) = 0 trigger1 = 1 anim = 305 ID = 305 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State -2, EnvShake] type = EnvShake trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 || animelem = 124 trigger8 = animelem = 3 || animelem = 29 trigger9 = animelem = 56 || animelem = 83 time = 10 freq = 120 ampl = -6 [State 6005, HitAdd] type = HitAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 || animelem = 124 trigger8 = animelem = 3 || animelem = 29 trigger9 = animelem = 56 || animelem = 83 value = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 2002,1 channel = 0 volume = 50 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 3 trigger2 = animelem = 56 value = 2000,0 +random%2 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 10 trigger2 = animelem = 40 trigger3 = animelem = 70 value = 5010, 7 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 1000,3 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 1000,4 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 90 value = 12,0 volume = 5000 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 12,1 volume = 5000 [State 6210, LifeAdd] type = LifeAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = 9 absolute = 1 [State 6210, LifeAdd] type = PowerAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = 75 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 [State 1120, Position] type = PosSet trigger1 = time = 0 y = 0 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 value = 4216 [State 810, State End] type = ChangeState trigger1 = animtime = 0 value = 21004 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;--------------------------------------------------------------------------- ;T Cowboy Grab [Statedef 11000] type = S physics = n movetype = a ctrl = 0 anim = 2000 velset = 0,0 sprpriority = 5 [State 0, NotHitBy] type = NotHitBy trigger1 = time=0 value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT ;value2 = S,NA time = 34 ;ignorehitpause = ;persistent = [State 0, VelSet] type = VelSet trigger1 = time=0 x = 8 y = -3 ;ignorehitpause = [State 0, VelSet] type = VelSet trigger1 = time=5 y = 1 ;ignorehitpause = [State 0, VelSet] type = VelSet trigger1 = time=20 x = 0 y=0 ;ignorehitpause = [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 5,3 volume= 10 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 2,0 [State 0, PlaySnd] type = PlaySnd trigger1 = time = 35 value = 5,4 [State 0, PalFX] type = PalFX trigger1 = AnimElem = 1 time = 20 add = 250,100,10 invertall = 0 color = 10 ;ignorehitpause = ;persistent = [State 0, AfterImage] type = AfterImage trigger1 = AnimElem = 1 time = 20 ;length = 20 ;palcolor = 256 ;palinvertall = 0 palbright = 250,200,100 palcontrast = 200,120,220 palpostbright = 0,0,0 ;paladd = 10,10,25 ;palmul = .65,.65,.75 ;timegap = 1 ;framegap = 4 trans = Add ;None, Add1, Sub ;ignorehitpause = ;persistent = [State 2000, HitDef] type = HitDef trigger1 = time >= 5 hitsound = 1,1 attr = S, ST hitflag = MAFD priority = 7, miss sparkno = -1 p2stateno = 6210 p1stateno = 11001 sprpriority = 2 p2facing = 1 fall = 0 [State 2000, 1] type = changeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;T Hit [Statedef 11001] type = S movetype= A physics = N anim = 6001 poweradd = 0 velset = 0,0 sprpriority = -10 [State 0, PowerAdd] type = Poweradd trigger1 = prevstateno= [6002,6004] value = -10 ;ignorehitpause = ;persistent = [State 0, PowerAdd] type = Poweradd trigger1 = prevstateno= [6202,6204] value = -10 ;ignorehitpause = ;persistent = [State 0, PowerAdd] type = Poweradd trigger1 = prevstateno= [16002,16004] value = -10 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, PosSet] type = PosSet trigger1 = time=0 x = 0 y = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 6001 triggerall = numexplod(301) = 0 trigger1 = 1 anim = 301 ID = 301 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod trigger1 = time=60 anim = 100000 ID = 100000 pos = -20,-100 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermovetime = 0 pausemovetime = 0 scale = .6,.6 sprpriority = 10 ontop = 0 sprpriority= 10 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 6001 triggerall = numexplod(60010) = 0 trigger1 = 1 anim = 60010 ID = 60010 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 10 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 1000,0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 2003,1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,6 channel=0 [State 0, HitAdd] type = HitAdd trigger1 = AnimElem = 2 value = 1 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 0,7 [State 0, Explod] type = Explod triggerall =enemy,name= "BubbaXXX" triggerall = anim = 6001 triggerall = numexplod(28223) = 0 trigger1 = 1 anim = 28223 ID = 28223 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BaderbearXXX" triggerall = anim = 6001 triggerall = numexplod(24223) = 0 trigger1 = 1 anim = 24223 ID = 24223 pos = 50,-120 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =!enemy,name= "BaderbearXXX" triggerall =!enemy,name= "Reksus" triggerall =!enemy,name= "BubbaXXX" triggerall = anim = 6001 triggerall = numexplod(22223) = 0 trigger1 = 1 anim = 22223 ID = 22223 pos = 50,-120 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "Reksus" triggerall = anim = 6001 triggerall = numexplod(26223) = 0 trigger1 = 1 anim = 26223 ID = 26223 pos = 50,-120 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 0, TargetLifeAdd] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 0, TargetState] type = TargetState trigger1 = time = 200 value = 6011 [State 0, ChangeState] type = ChangeState trigger1 = time = 200 value = 11002 ;------------------------------------------------------------------------------------------ ;T Speed 1 [Statedef 11002] type = S movetype= A physics = N anim = 6002 poweradd = 0 velset = 0,0 sprpriority = -10 [State 0, Explod] type = Explod triggerall = anim = 6002 triggerall = numexplod(302) = 0 trigger1 = 1 anim = 302 ID = 302 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 6002 triggerall = numexplod(60020) = 0 trigger1 = 1 anim = 60020 ID = 60020 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 10 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 id = 60030 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 3001,1 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5218,21 + random % 2 channel = 1 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,10 channel = 2 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 4 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BubbaXXX" triggerall = anim = 6002 triggerall = numexplod(28224) = 0 trigger1 = 1 anim = 28224 ID = 28224 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BaderbearXXX" triggerall = anim = 6002 triggerall = numexplod(24224) = 0 trigger1 = 1 anim = 24224 ID = 24224 pos = 50,-120 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =!enemy,name= "BaderbearXXX" triggerall =!enemy,name= "Reksus" triggerall =!enemy,name= "BubbaXXX" triggerall = anim = 6002 triggerall = numexplod(22224) = 0 trigger1 = 1 anim = 22224 ID = 22224 pos = 50,-120 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "Reksus" triggerall = anim = 6002 triggerall = numexplod(26224) = 0 trigger1 = 1 anim = 26224 ID = 26224 pos = 50,-120 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod trigger1 = AnimElem = 3 anim = 4442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = -5 bindtime = -1 [State 0, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 value = 1 [State 0, PowerAdd] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 0, TargetLifeAdd] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 6005, HitAdd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 0,7 [State 6072,] type = TargetState trigger1 = Time = 0 value = 6211 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "a" value = 2212 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "a" value = 9002 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "b" value = 4211 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "b" value = 10002 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 7212 [State 810, State End] type = ChangeState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 12002 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 8212 [State 810, State End] type = ChangeState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 13002 [State 810, Throw 11] type = TargetState triggerall = Time >= 25 trigger1 = command = "holdfwd" value = 6212 [State 810, State End] type = ChangeState triggerall = Time >= 25 trigger1 = command = "holdfwd" value = 11003 [State 810, State End] type = TargetState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 6210 [State 810, State End] type = ChangeState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 11001 [State 810, State End] type = TargetState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 6210 [State 810, State End] type = ChangeState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 16001 [State 810, State End] type = TargetState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 6010 [State 810, State End] type = ChangeState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 6001 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;------------------------------------------------------------------------------------------ ;T Speed 2 [Statedef 11003] type = S movetype= A physics = N anim = 6003 poweradd = 0 velset = 0,0 sprpriority = -10 [State 0, Explod] type = Explod triggerall = anim = 6003 triggerall = numexplod(303) = 0 trigger1 = 1 anim = 303 ID = 303 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 6003 triggerall = numexplod(60030) = 0 trigger1 = 1 anim = 60030 ID = 60030 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 10 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 3002,1 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5219,21 + random % 2 channel = 1 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,10 channel = 2 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 2 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 4 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 0,7 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 0, Explod] type = Explod triggerall =enemy,name= "BubbaXXX" triggerall = anim = 6003 triggerall = numexplod(28225) = 0 trigger1 = 1 anim = 28225 ID = 28225 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BaderbearXXX" triggerall = anim = 6003 triggerall = numexplod(24225) = 0 trigger1 = 1 anim = 24225 ID = 24225 pos = 50,-120 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =!enemy,name= "BaderbearXXX" triggerall =!enemy,name= "Reksus" triggerall =!enemy,name= "BubbaXXX" triggerall = anim = 6003 triggerall = numexplod(22225) = 0 trigger1 = 1 anim = 22225 ID = 22225 pos = 50,-120 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "Reksus" triggerall = anim = 6003 triggerall = numexplod(26225) = 0 trigger1 = 1 anim = 26225 ID = 26225 pos = 50,-120 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod trigger1 = AnimElem = 3 anim = 4442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = -5 bindtime = -1 [State 4615, Explod] type = Explod trigger1 = animelem = 1 ontop = 1 anim = 10001 ID = 4001 pos = 0, -40 postype = p1 trans= addalpha alpha= 150,150 removetime= -1 scale = .5,.6 sprpriority = 20 [State 4615, Explod] type = Explod trigger1 = animelem = 1 anim = 10001 ID = 40033 pos = 0, -50 postype = p2 trans= addalpha alpha= 150,150 removetime= -1 scale = .5,.6 sprpriority = 10 ontop = 1 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 1 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 6072,] type = TargetState trigger1 = Time = 0 value = 6212 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "a" value = 2213 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "a" value = 9003 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "b" value = 4212 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "b" value = 10003 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 7213 [State 810, State End] type = ChangeState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 12003 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 8213 [State 810, State End] type = ChangeState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 13003 [State 810, Throw 11] type = TargetState triggerall = Time >= 50 trigger1 = command = "holdback" value = 6211 [State 810, State End] type = ChangeState triggerall = Time >= 50 trigger1 = command = "holdback" value = 11002 [State 810, Throw 11] type = TargetState triggerall = Time >= 50 trigger1 = command = "holdfwd" value = 6213 [State 810, State End] type = ChangeState triggerall = Time >= 50 trigger1 = command = "holdfwd" value = 11004 [State 810, State End] type = TargetState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 6210 [State 810, State End] type = ChangeState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 16001 [State 810, State End] type = TargetState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 6010 [State 810, State End] type = ChangeState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 6001 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;------------------------------------------------------------------------------------------ ;T Speed 3 [Statedef 11004] type = S movetype= A physics = N anim = 6004 poweradd = 0 velset = 0,0 sprpriority = -10 [State 0, Explod] type = Explod triggerall = anim = 6004 triggerall = numexplod(304) = 0 trigger1 = 1 anim = 304 ID = 304 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 6004 triggerall = numexplod(60040) = 0 trigger1 = 1 anim = 60040 ID = 60040 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 10 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 3003,1 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5220,21 + random % 2 channel = 1 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,10 channel = 2 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 3 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 4 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 0,7 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 0, Explod] type = Explod triggerall =enemy,name= "BubbaXXX" triggerall = anim = 6004 triggerall = numexplod(28227) = 0 trigger1 = 1 anim = 28227 ID = 28227 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BaderbearXXX" triggerall = anim = 6004 triggerall = numexplod(24226) = 0 trigger1 = 1 anim = 24226 ID = 24226 pos = 50,-120 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =!enemy,name= "BaderbearXXX" triggerall =!enemy,name= "Reksus" triggerall =!enemy,name= "BubbaXXX" triggerall = anim = 6004 triggerall = numexplod(22226) = 0 trigger1 = 1 anim = 22226 ID = 22226 pos = 50,-120 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "Reksus" triggerall = anim = 6004 triggerall = numexplod(26226) = 0 trigger1 = 1 anim = 26226 ID = 26226 pos = 50,-120 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 810] type = Explod trigger1 = AnimElem = 3 anim = 4442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = -5 bindtime = -1 [State 4615, Explod] type = Explod trigger1 = animelem = 1 ontop = 1 anim = 10001 ID = 4001 pos = 0, -40 postype = p1 trans= addalpha alpha= 150,150 removetime= -1 scale = .5,.6 sprpriority = 20 [State 4615, Explod] type = Explod trigger1 = animelem = 1 anim = 10001 ID = 40033 pos = 0, -50 postype = p2 trans= addalpha alpha= 150,150 removetime= -1 scale = .5,.6 sprpriority = 10 ontop = 1 [State 4615, Explod] type = Explod trigger1 = animelem = 1 anim = 10002 ID = 400333 pos = 0, -40 postype = p2 trans= addalpha alpha= 150,150 removetime= -1 scale = .5,.6 sprpriority = 10 ontop = 1 [State 4615, Explod] type = Explod trigger1 = animelem = 1 anim = 10002 ID = 4003333 pos = 0, -30 postype = p1 trans= addalpha alpha= 150,150 removetime= -1 scale = .5,.6 sprpriority = 10 ontop = 1 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 1 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 6072,] type = TargetState trigger1 = Time = 0 value = 6213 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "a" value = 2214 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "a" value = 9004 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "b" value = 4213 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "b" value = 10004 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 7214 [State 810, State End] type = ChangeState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 12004 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 8214 [State 810, State End] type = ChangeState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 13004 [State 810, Throw 11] type = TargetState trigger1 = Time >= 100 trigger1 = command = "holdback" value = 6212 [State 810, State End] type = ChangeState triggerall = Time >= 100 trigger1 = command = "holdback" value = 11003 [State 810, Throw 11] type = TargetState triggerall = Time >= 100 trigger1 = command = "holdfwd" value = 6214 [State 810, State End] type = ChangeState triggerall = Time >= 100 trigger1 = command = "holdfwd" value = 11005 [State 810, State End] type = TargetState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 6210 [State 810, State End] type = ChangeState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 16001 [State 810, State End] type = TargetState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 6010 [State 810, State End] type = ChangeState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 6001 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;--------------------------------------------------------------- ;Cum [Statedef 11005] type = S movetype= A physics = N anim = 6005 poweradd = 0 velset = 0,0 sprpriority = -10 ;‘Ì—ÍŒ¸­ [State 6210, LifeAdd] type = TargetLifeAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = -19 Kill=0 [State 0, Explod] type = Explod triggerall = anim = 6005 triggerall = numexplod(305) = 0 trigger1 = 1 anim = 305 ID = 305 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 6005, Explod] type = Explod trigger1 = AnimElem = 2 anim = 4444 scale = .8,.9 pos = -80, -45 postype = p2 removetime = -2 sprpriority = 1 bindtime = 1 ownpal = 1 ontop=1 [State 3000, Super A] type = SuperPause triggerall = power >= 1000 triggerall = time >= 250 trigger1 = command = "holddown" pos = -60,-120 anim = s28000 time = 200 sound = s2, 7 poweradd = -1000 [State 0, Explod] type = Explod triggerall = anim = 6005 triggerall = power >= 1000 triggerall = time >= 250 trigger1 = 1 anim = 100003 ID = 100003 pos = -50,-120 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 0 vel = 0,0 accel = 0,0 random = 0,0 removetime = 15 supermovetime = 0 pausemovetime = 0 scale = .4,.4 sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod triggerall = power >= 1000 triggerall = time >= 250 trigger1 = command = "holddown" id = 100003 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 6005 triggerall = numexplod(60050) = 0 trigger1 = 1 anim = 60050 ID = 60050 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 10 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 0,7 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BubbaXXX" triggerall = anim = 6005 triggerall = numexplod(28322) = 0 trigger1 = 1 anim = 28322 ID = 28322 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BaderbearXXX" triggerall = anim = 6005 triggerall = numexplod(24232) = 0 trigger1 = 1 anim = 24232 ID = 24232 pos = 50,-120 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 pausemovetime = 0 scale = .35,.35 sprpriority = 5 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =!enemy,name= "BaderbearXXX" triggerall =!enemy,name= "Reksus" triggerall =!enemy,name= "BubbaXXX" triggerall = anim = 6005 triggerall = numexplod(22232) = 0 trigger1 = 1 anim = 22232 ID = 22232 pos = 50,-120 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "Reksus" triggerall = anim = 6005 triggerall = numexplod(26232) = 0 trigger1 = 1 anim = 26232 ID = 26232 pos = 50,-120 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State -2, EnvShake] type = EnvShake trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 || animelem = 124 trigger8 = animelem = 3 || animelem = 29 trigger9 = animelem = 56 || animelem = 83 time = 10 freq = 120 ampl = -6 [State 6005, HitAdd] type = HitAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 || animelem = 124 trigger8 = animelem = 3 || animelem = 29 trigger9 = animelem = 56 || animelem = 83 value = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 2002,1 channel = 0 volume = 50 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 3 trigger2 = animelem = 56 value = 2000,0 +random%2 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 10 trigger2 = animelem = 40 trigger3 = animelem = 70 value = 5010, 7 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 1000,3 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 1000,4 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 90 value = 12,0 volume = 5000 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 12,1 volume = 5000 [State 4615, Explod] type = Explod trigger1 = animelem = 10 trigger2 = animelem = 40 trigger3 = animelem = 70 trigger4 = animelem = 100 anim = 10000 ID = 4000 pos = 0, -50 postype = p1 scale = .6,.6 sprpriority = 10 ontop = 1 [State 4615, Explod] type = Explod trigger1 = animelem = 40 trigger2 = animelem = 70 trigger3 = animelem = 100 anim = 10001 ID = 4001 pos = 0, -50 postype = p1 scale = .6,.6 sprpriority = 10 ontop = 1 [State 4615, Explod] type = Explod trigger1 = animelem = 16 trigger2 = animelem = 40 trigger3 = animelem = 70 trigger4 = animelem = 100 anim = 10002 ID = 4002 pos = 0, -50 postype = p1 scale = .6,.6 sprpriority = 10 ontop = 1 [State 6005, Explod] type = Explod trigger1 = AnimElem = 90 anim = 4445 scale = .6,.6 pos = 6, -55 postype = p1 removetime = -2 sprpriority = 10 bindtime = 1 ontop = 1 ownpal = 1 [State 6210, LifeAdd] type = LifeAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = 9 absolute = 1 [State 6210, LifeAdd] type = PowerAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = 75 [State 1120, Position] type = PosSet trigger1 = time = 0 y = 0 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 value = 4216 [State 810, State End] type = ChangeState trigger1 = animtime = 0 value = 21004 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;--------------------------------------------------------------------------- ;T Spoon Grab [Statedef 12000] type = S physics = n movetype = a ctrl = 0 anim = 2000 velset = 0,0 sprpriority = 0 [State 0, PosSet] type = PosSet trigger1 = time=0 x = 0 y = 0 ;ignorehitpause = ;persistent = [State 2000, 1] type = changeState trigger1= enemy,authorname= "MorinetsuO" value = 13000 ctrl = 0 [State 0, NotHitBy] type = NotHitBy trigger1 = time=0 value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT ;value2 = S,NA time = 34 ;ignorehitpause = ;persistent = [State 0, VelSet] type = VelSet trigger1 = time=0 x = 8 y = -3 ;ignorehitpause = [State 0, VelSet] type = VelSet trigger1 = time=5 y = 1 ;ignorehitpause = [State 0, VelSet] type = VelSet trigger1 = time=20 x = 0 y=0 ;ignorehitpause = [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 5,3 volume= 10 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 2,0 [State 0, PlaySnd] type = PlaySnd trigger1 = time = 35 value = 5,4 [State 0, PalFX] type = PalFX trigger1 = AnimElem = 1 time = 20 add = 250,100,10 invertall = 0 color = 10 ;ignorehitpause = ;persistent = [State 0, AfterImage] type = AfterImage trigger1 = AnimElem = 1 time = 20 ;length = 20 ;palcolor = 256 ;palinvertall = 0 palbright = 250,200,100 palcontrast = 200,120,220 palpostbright = 0,0,0 ;paladd = 10,10,25 ;palmul = .65,.65,.75 ;timegap = 1 ;framegap = 4 trans = Add ;None, Add1, Sub ;ignorehitpause = ;persistent = [State 2000, HitDef] type = HitDef trigger1 = time >= 5 hitsound = 1,1 attr = S, ST hitflag = MAFD priority = 7, miss sparkno = -1 p2stateno = 7211 p1stateno = 12001 sprpriority = 2 p2facing = 1 fall = 0 [State 2000, 1] type = changeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;T Hit [Statedef 12001] type = S movetype= A physics = N anim = 7001 poweradd = 0 velset = 0,0 sprpriority = 10 [State 0, PowerAdd] type = Poweradd trigger1 = prevstateno= [7002,7004] value = -10 ;ignorehitpause = ;persistent = [State 0, PowerAdd] type = Poweradd trigger1 = prevstateno= [7202,7204] value = -10 ;ignorehitpause = ;persistent = [State 0, PowerAdd] type = Poweradd trigger1 = prevstateno= [17002,17004] value = -10 ;ignorehitpause = ;persistent = [State 0, PosSet] type = PosSet trigger1 = time=0 x = 0 y = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 7001 triggerall = numexplod(301) = 0 trigger1 = 1 anim = 301 ID = 301 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_y" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, Explod] type = Explod triggerall = anim = 7001 triggerall = numexplod(70010) = 0 trigger1 = 1 anim = 70010 ID = 70010 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 11 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 7001 triggerall = numexplod(700201) = 0 trigger1 =command = "hold_y" anim = 70010 ID = 700201 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 sprpriority = 0 ontop = 1 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "hold_y" id = 70010 [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "release_y" id = 700201 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 id = 70020 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 id = 70030 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 id = 70040 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 id = 72020 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 id = 72030 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 id = 72040 [State 0, Explod] type = Explod trigger1 = time=60 anim = 100000 ID = 100000 pos = 30,-50 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermovetime = 0 pausemovetime = 0 scale = .6,.6 sprpriority = 3 ontop = 1 sprpriority= 10 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 1000,0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 2003,1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,6 channel=0 [State 0, HitAdd] type = HitAdd trigger1 = AnimElem = 2 value = 1 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 5,-12 [State 0, Explod] type = Explod triggerall =enemy,name= "BubbaXXX" triggerall = anim = 7001 triggerall = numexplod(28223) = 0 trigger1 = 1 anim = 28223 ID = 28223 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BaderbearXXX" triggerall = anim = 7001 triggerall = numexplod(24223) = 0 trigger1 = 1 anim = 24223 ID = 24223 pos = -50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =!enemy,name= "BaderbearXXX" triggerall =!enemy,name= "Reksus" triggerall =!enemy,name= "BubbaXXX" triggerall = anim = 7001 triggerall = numexplod(22223) = 0 trigger1 = 1 anim = 22223 ID = 22223 pos = -50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "Reksus" triggerall = anim = 7001 triggerall = numexplod(26223) = 0 trigger1 = 1 anim = 26223 ID = 26223 pos = -50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 [State 0, TargetLifeAdd] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 0, TargetState] type = TargetState trigger1 = time = 200 value = 7212 [State 0, ChangeState] type = ChangeState trigger1 = time = 200 value = 12002 ;------------------------------------------------------------------------------------------ ;T Speed 1 [Statedef 12002] type = S movetype= A physics = N anim = 7002 poweradd = 0 velset = 0,0 sprpriority = 10 [State 0, Explod] type = Explod triggerall = anim = 7002 triggerall = numexplod(302) = 0 trigger1 = 1 anim = 302 ID = 302 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_y" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, Explod] type = Explod triggerall = anim = 7002 triggerall = numexplod(70020) = 0 trigger1 = 1 anim = 70020 ID = 70020 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 11 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 7002 triggerall = numexplod(700210) = 0 trigger1 =command = "hold_y" anim = 70020 ID = 700210 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 sprpriority = 11 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "hold_y" id = 70020 [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "release_y" id = 700210 [State 0, Explod] type = Explod triggerall = anim = 7002 triggerall = numexplod(7002100) = 0 trigger1 = 1 anim = 70021 ID = 7002100 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = -1 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 3001,1 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5218,21 + random % 2 channel = 1 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,10 channel = 2 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 4 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BubbaXXX" triggerall = anim = 7002 triggerall = numexplod(28224) = 0 trigger1 = 1 anim = 28224 ID = 28224 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BaderbearXXX" triggerall = anim = 7002 triggerall = numexplod(24224) = 0 trigger1 = 1 anim = 24224 ID = 24224 pos = -50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =!enemy,name= "BaderbearXXX" triggerall =!enemy,name= "Reksus" triggerall =!enemy,name= "BubbaXXX" triggerall = anim = 7002 triggerall = numexplod(22224) = 0 trigger1 = 1 anim = 22224 ID = 22224 pos = -50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "Reksus" triggerall = anim = 7002 triggerall = numexplod(26224) = 0 trigger1 = 1 anim = 26224 ID = 26224 pos = -50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod trigger1 = AnimElem = 3 anim = 4442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = -5 bindtime = -1 [State 0, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 value = 1 [State 0, PowerAdd] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 0, TargetLifeAdd] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 6005, HitAdd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 5,-12 [State 6072,] type = TargetState trigger1 = Time = 0 value = 7212 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "a" value = 2212 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "a" value = 9002 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "b" value = 4211 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "b" value = 10002 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "x" value = 6211 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "x" value = 11002 [State 810, Throw 11] type = TargetState triggerall = Time >= 25 trigger1 = command = "holdfwd" value = 7213 [State 810, State End] type = ChangeState triggerall = Time >= 25 trigger1 = command = "holdfwd" value = 12003 [State 810, State End] type = TargetState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 7211 [State 810, State End] type = ChangeState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 12001 [State 810, State End] type = TargetState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 7211 [State 810, State End] type = ChangeState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 17001 [State 810, State End] type = TargetState triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 7011 [State 810, State End] type = ChangeState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 7001 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;------------------------------------------------------------------------------------------ ;T Speed 2 [Statedef 12003] type = S movetype= A physics = N anim = 7003 poweradd = 0 velset = 0,0 sprpriority = 10 [State 0, Explod] type = Explod triggerall = anim = 7003 triggerall = numexplod(303) = 0 trigger1 = 1 anim = 303 ID = 303 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_y" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, Explod] type = Explod triggerall = anim = 7003 triggerall = numexplod(70030) = 0 trigger1 = 1 anim = 70030 ID = 70030 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 11 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 7003 triggerall = numexplod(700310) = 0 trigger1 =command = "hold_y" anim = 70030 ID = 700310 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 sprpriority = 11 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "hold_y" id = 70030 [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "release_y" id = 700310 [State 0, Explod] type = Explod triggerall = anim = 7003 triggerall = numexplod(7003100) = 0 trigger1 = 1 anim = 70031 ID = 7003100 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = -1 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 3002,1 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5219,21 + random % 2 channel = 1 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,10 channel = 2 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 2 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 4 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 5,-12 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 0, Explod] type = Explod triggerall =enemy,name= "BubbaXXX" triggerall = anim = 7003 triggerall = numexplod(28225) = 0 trigger1 = 1 anim = 28225 ID = 28225 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BaderbearXXX" triggerall = anim = 7003 triggerall = numexplod(24225) = 0 trigger1 = 1 anim = 24225 ID = 24225 pos = -50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =!enemy,name= "BaderbearXXX" triggerall =!enemy,name= "Reksus" triggerall =!enemy,name= "BubbaXXX" triggerall = anim = 7003 triggerall = numexplod(22225) = 0 trigger1 = 1 anim = 22225 ID = 22225 pos = -50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "Reksus" triggerall = anim = 7003 triggerall = numexplod(26225) = 0 trigger1 = 1 anim = 26225 ID = 26225 pos = -50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod trigger1 = AnimElem = 3 anim = 4442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = -5 bindtime = -1 [State 4615, Explod] type = Explod trigger1 = animelem = 1 anim = 10001 ID = 4001 pos = 0, -40 postype = p1 trans= addalpha alpha= 150,150 removetime= -1 scale = .6,.6 sprpriority = 0 ontop = 0 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 6072,] type = TargetState trigger1 = Time = 0 value = 7213 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "a" value = 2213 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "a" value = 9003 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "b" value = 4212 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "b" value = 10003 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "x" value = 6212 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "x" value = 11003 [State 810, Throw 11] type = TargetState triggerall = Time >= 50 trigger1 = command = "holdback" value = 7212 [State 810, State End] type = ChangeState triggerall = Time >= 50 trigger1 = command = "holdback" value = 12002 [State 810, Throw 11] type = TargetState triggerall = Time >= 50 trigger1 = command = "holdfwd" value = 7214 [State 810, State End] type = ChangeState triggerall = Time >= 50 trigger1 = command = "holdfwd" value = 12004 [State 810, State End] type = TargetState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 7211 [State 810, State End] type = ChangeState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 17001 [State 810, State End] type = TargetState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 7011 [State 810, State End] type = ChangeState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 7001 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;------------------------------------------------------------------------------------------ ;T Speed 3 [Statedef 12004] type = S movetype= A physics = N anim = 7004 poweradd = 0 velset = 0,0 sprpriority = 10 [State 0, Explod] type = Explod triggerall = anim = 7004 triggerall = numexplod(304) = 0 trigger1 = 1 anim = 304 ID = 304 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_y" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, Explod] type = Explod triggerall = anim = 7004 triggerall = numexplod(70040) = 0 trigger1 = 1 anim = 70040 ID = 70040 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 11 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 7004 triggerall = numexplod(700410) = 0 trigger1 =command = "hold_y" anim = 70040 ID = 700410 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 sprpriority = 11 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "hold_y" id = 70040 [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "release_y" id = 700410 [State 0, Explod] type = Explod triggerall = anim = 7004 triggerall = numexplod(7004100) = 0 trigger1 = 1 anim = 70041 ID = 7004100 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = -1 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 3003,1 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5220,21 + random % 2 channel = 1 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,10 channel = 2 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 3 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 4 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 5,-12 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 0, Explod] type = Explod triggerall =enemy,name= "BubbaXXX" triggerall = anim = 7004 triggerall = numexplod(28227) = 0 trigger1 = 1 anim = 28227 ID = 28227 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BaderbearXXX" triggerall = anim = 7004 triggerall = numexplod(24226) = 0 trigger1 = 1 anim = 24226 ID = 24226 pos = -50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =!enemy,name= "BaderbearXXX" triggerall =!enemy,name= "Reksus" triggerall =!enemy,name= "BubbaXXX" triggerall = anim = 7004 triggerall = numexplod(22226) = 0 trigger1 = 1 anim = 22226 ID = 22226 pos = -50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "Reksus" triggerall = anim = 7004 triggerall = numexplod(26226) = 0 trigger1 = 1 anim = 26226 ID = 26226 pos = -50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 810] type = Explod trigger1 = AnimElem = 3 anim = 4442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = -5 bindtime = -1 [State 4615, Explod] type = Explod trigger1 = animelem = 1 anim = 10001 ID = 4001 pos = 0, -40 postype = p1 trans= addalpha alpha= 150,150 removetime= -1 scale = .6,.6 sprpriority = 0 ontop = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 1 anim = 10002 ID = 4001331 pos = 0, -40 postype = p1 trans= addalpha alpha= 150,150 removetime= -1 scale = .6,.6 sprpriority = 0 ontop = 0 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 1 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 6072,] type = TargetState trigger1 = Time = 0 value = 7214 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "a" value = 2214 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "a" value = 9004 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "b" value = 4213 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "b" value = 10004 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "x" value = 6213 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "x" value = 11004 [State 810, Throw 11] type = TargetState triggerall = Time >= 100 trigger1 = command = "holdback" value = 7213 [State 810, State End] type = ChangeState triggerall = Time >= 100 trigger1 = command = "holdback" value = 12003 [State 810, Throw 11] type = TargetState triggerall = Time >= 100 trigger1 = command = "holdfwd" value = 7215 [State 810, State End] type = ChangeState triggerall = Time >= 100 trigger1 = command = "holdfwd" value = 12005 [State 810, State End] type = TargetState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 7211 [State 810, State End] type = ChangeState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 17001 [State 810, State End] type = TargetState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 7011 [State 810, State End] type = ChangeState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 7001 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;--------------------------------------------------------------- ;Cum [Statedef 12005] type = S movetype= A physics = N anim = 7005 poweradd = 0 velset = 0,0 sprpriority = 10 ;‘Ì—ÍŒ¸­ [State 6210, LifeAdd] type = TargetLifeAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = -19 Kill=0 [State 0, Explod] type = Explod triggerall = anim = 7005 triggerall = numexplod(305) = 0 trigger1 = 1 anim = 305 ID = 305 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 6005, Explod] type = Explod trigger1 = AnimElem = 2 anim = 4444 scale = .8,.9 pos = -80, -45 postype = p2 removetime = -2 sprpriority = 1 bindtime = 1 ownpal = 1 ontop=1 [State 3000, Super A] type = SuperPause triggerall = power >= 1000 triggerall = time >= 250 trigger1 = command = "holddown" pos = -60,-120 anim = s28000 time = 200 sound = s2, 7 poweradd = -1000 [State 0, Explod] type = Explod triggerall = anim = 7005 triggerall = power >= 1000 triggerall = time >= 250 trigger1 = 1 anim = 100003 ID = 100003 pos = -50,-120 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 0 vel = 0,0 accel = 0,0 random = 0,0 removetime = 15 supermovetime = 0 pausemovetime = 0 scale = .4,.4 sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod triggerall = power >= 1000 triggerall = time >= 250 trigger1 = command = "holddown" id = 100003 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_y" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, Explod] type = Explod triggerall = anim = 7005 triggerall = numexplod(70050) = 0 trigger1 = 1 anim = 70050 ID = 70050 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 11 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 7005 triggerall = numexplod(700510) = 0 trigger1 =command = "hold_y" anim = 70050 ID = 700510 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 sprpriority = 11 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "hold_y" id = 70050 [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "release_y" id = 700510 [State 0, Explod] type = Explod triggerall = anim = 7005 triggerall = numexplod(7005100) = 0 trigger1 = 1 anim = 70051 ID = 7005100 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = -1 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 5,-12 [State 0, Explod] type = Explod triggerall =enemy,name= "BubbaXXX" triggerall = anim = 7005 triggerall = numexplod(28322) = 0 trigger1 = 1 anim = 28322 ID = 28322 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BaderbearXXX" triggerall = anim = 7005 triggerall = numexplod(24232) = 0 trigger1 = 1 anim = 24232 ID = 24232 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =!enemy,name= "BaderbearXXX" triggerall =!enemy,name= "Reksus" triggerall =!enemy,name= "BubbaXXX" triggerall = anim = 7005 triggerall = numexplod(22232) = 0 trigger1 = 1 anim = 22232 ID = 22232 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "Reksus" triggerall = anim = 7005 triggerall = numexplod(26232) = 0 trigger1 = 1 anim = 26232 ID = 26232 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State -2, EnvShake] type = EnvShake trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 || animelem = 124 trigger8 = animelem = 3 || animelem = 29 trigger9 = animelem = 56 || animelem = 83 time = 10 freq = 120 ampl = -6 [State 6005, HitAdd] type = HitAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 || animelem = 124 trigger8 = animelem = 3 || animelem = 29 trigger9 = animelem = 56 || animelem = 83 value = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 2002,1 channel = 0 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 90 value = 2002,1 channel = 0 volume = 50 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 3 trigger2 = animelem = 56 value = 2000,0 +random%2 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 10 trigger2 = animelem = 40 trigger3 = animelem = 70 value = 5010, 7 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 1000,3 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 1000,4 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 90 value = 12,0 volume = 5000 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 12,1 volume = 5000 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 10 trigger2 = animelem = 40 trigger3 = animelem = 70 trigger4 = animelem = 100 anim = 10000 ID = 4000 pos = 10, -30 postype = p1 scale = .6,.6 sprpriority = 1 ontop = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 40 trigger2 = animelem = 70 trigger3 = animelem = 100 anim = 10001 ID = 4001 pos = 0, -20 postype = p1 scale = .6,.6 sprpriority = 1 ontop = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 16 trigger2 = animelem = 40 trigger3 = animelem = 70 trigger4 = animelem = 100 anim = 10002 ID = 4002 pos = 0, -26 postype = p1 scale = .6,.6 sprpriority = 1 ontop = 0 [State 6005, Explod] type = Explod trigger1 = AnimElem = 90 anim = 4444 scale = .6,.6 pos = 0, -45 postype = p1 removetime = -2 sprpriority = 1 bindtime = 1 ownpal = 1 [State 6210, LifeAdd] type = LifeAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = 9 absolute = 1 [State 6210, LifeAdd] type = PowerAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = 75 [State 1120, Position] type = PosSet trigger1 = time = 0 y = 0 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 value = 4216 [State 810, State End] type = ChangeState trigger1 = animtime = 0 value = 21004 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;--------------------------------------------------------------------------- ;T Spoon Grab [Statedef 13000] type = S physics = S movetype = A ctrl = 0 anim = 2000 velset = 0,0 sprpriority = 5 [State 0, NotHitBy] type = NotHitBy trigger1 = time=0 value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT ;value2 = S,NA time = 34 ;ignorehitpause = ;persistent = [State 0, VelSet] type = VelSet trigger1 = time=0 x = 20 y = -3 ;ignorehitpause = [State 0, VelSet] type = VelSet trigger1 = time=5 y = 1 ;ignorehitpause = [State 0, VelSet] type = VelSet trigger1 = time=20 x = 0 y=0 ;ignorehitpause = [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 5,3 volume= 10 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 2,0 [State 0, PlaySnd] type = PlaySnd trigger1 = time = 35 value = 5,4 [State 0, PalFX] type = PalFX trigger1 = AnimElem = 1 time = 20 add = 250,100,10 invertall = 0 color = 10 ;ignorehitpause = ;persistent = [State 0, AfterImage] type = AfterImage trigger1 = AnimElem = 1 time = 20 ;length = 20 ;palcolor = 256 ;palinvertall = 0 palbright = 250,200,100 palcontrast = 200,120,220 palpostbright = 0,0,0 ;paladd = 10,10,25 ;palmul = .65,.65,.75 ;timegap = 1 ;framegap = 4 trans = Add ;None, Add1, Sub ;ignorehitpause = ;persistent = [State 2000, HitDef] type = HitDef trigger1 = time >= 5 hitsound = 1,1 attr = S, ST hitflag = MAFD priority = 7, miss sparkno = -1 p2stateno = 8211 p1stateno = 13001 sprpriority = 2 p2facing = 1 fall = 0 [State 2000, 1] type = changeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;T Hit [Statedef 13001] type = S movetype= A physics = N anim = 7701 poweradd = 0 velset = 0,0 sprpriority = 1 [State 0, PowerAdd] type = Poweradd trigger1 = prevstateno= [8002,8004] value = -10 ;ignorehitpause = ;persistent = [State 0, PowerAdd] type = Poweradd trigger1 = prevstateno= [8202,8204] value = -10 ;ignorehitpause = ;persistent = [State 0, PowerAdd] type = Poweradd trigger1 = prevstateno= [18002,18004] value = -10 ;ignorehitpause = ;persistent = [State 0, PosSet] type = PosSet trigger1 = time=0 x = 0 y = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 7701 triggerall = numexplod(301) = 0 trigger1 = 1 anim = 301 ID = 301 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_y" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, Explod] type = Explod trigger1 = time=60 anim = 100000 ID = 100000 pos = 30,-50 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermovetime = 0 pausemovetime = 0 scale = .6,.6 sprpriority = 10 ontop = 1 sprpriority= 10 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 1000,0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 2003,1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,6 channel=0 [State 0, HitAdd] type = HitAdd trigger1 = AnimElem = 2 value = 1 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 5,-12 [State 0, Explod] type = Explod triggerall =enemy,name= "BubbaXXX" triggerall = anim = 7701 triggerall = numexplod(28223) = 0 trigger1 = 1 anim = 28223 ID = 28223 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BaderbearXXX" triggerall = anim = 7701 triggerall = numexplod(24223) = 0 trigger1 = 1 anim = 24223 ID = 24223 pos = -50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =!enemy,name= "BaderbearXXX" triggerall =!enemy,name= "Reksus" triggerall =!enemy,name= "BubbaXXX" triggerall = anim = 7701 triggerall = numexplod(22223) = 0 trigger1 = 1 anim = 22223 ID = 22223 pos = -50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "Reksus" triggerall = anim = 7701 triggerall = numexplod(26223) = 0 trigger1 = 1 anim = 26223 ID = 26223 pos = -50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 0, TargetLifeAdd] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 0, TargetState] type = TargetState trigger1 = time = 200 value = 8212 [State 0, ChangeState] type = ChangeState trigger1 = time = 200 value = 13002 ;------------------------------------------------------------------------------------------ ;T Speed 1 [Statedef 13002] type = S movetype= A physics = N anim = 7702 poweradd = 0 velset = 0,0 sprpriority = 10 [State 0, Explod] type = Explod triggerall = anim = 7702 triggerall = numexplod(302) = 0 trigger1 = 1 anim = 302 ID = 302 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_y" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 3001,1 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5218,21 + random % 2 channel = 1 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,10 channel = 2 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 4 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BubbaXXX" triggerall = anim = 7702 triggerall = numexplod(28224) = 0 trigger1 = 1 anim = 28224 ID = 28224 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BaderbearXXX" triggerall = anim = 7702 triggerall = numexplod(24224) = 0 trigger1 = 1 anim = 24224 ID = 24224 pos = -50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =!enemy,name= "BaderbearXXX" triggerall =!enemy,name= "Reksus" triggerall =!enemy,name= "BubbaXXX" triggerall = anim = 7702 triggerall = numexplod(22224) = 0 trigger1 = 1 anim = 22224 ID = 22224 pos = -50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "Reksus" triggerall = anim = 7702 triggerall = numexplod(26224) = 0 trigger1 = 1 anim = 26224 ID = 26224 pos = -50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod trigger1 = AnimElem = 3 anim = 4442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = -5 bindtime = -1 [State 0, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 value = 1 [State 0, PowerAdd] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 0, TargetLifeAdd] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 6005, HitAdd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 5,-12 [State 6072,] type = TargetState trigger1 = Time = 0 value = 8212 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "a" value = 2212 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "a" value = 9002 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "b" value = 4211 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "b" value = 10002 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "x" value = 8211 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "x" value = 13002 [State 810, Throw 11] type = TargetState triggerall = Time >= 25 trigger1 = command = "holdfwd" value = 8213 [State 810, State End] type = ChangeState triggerall = Time >= 25 trigger1 = command = "holdfwd" value = 13003 [State 810, State End] type = TargetState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 8211 [State 810, State End] type = ChangeState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 18001 [State 810, State End] type = TargetState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 8010 [State 810, State End] type = ChangeState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 8001 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;------------------------------------------------------------------------------------------ ;T Speed 2 [Statedef 13003] type = S movetype= A physics = N anim = 7703 poweradd = 0 velset = 0,0 sprpriority = 10 [State 0, Explod] type = Explod triggerall = anim = 7703 triggerall = numexplod(303) = 0 trigger1 = 1 anim = 303 ID = 303 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_y" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 3002,1 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5219,21 + random % 2 channel = 1 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,10 channel = 2 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 2 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 4 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 5,-12 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 0, Explod] type = Explod triggerall =enemy,name= "BubbaXXX" triggerall = anim = 7703 triggerall = numexplod(28225) = 0 trigger1 = 1 anim = 28225 ID = 28225 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BaderbearXXX" triggerall = anim = 7703 triggerall = numexplod(24225) = 0 trigger1 = 1 anim = 24225 ID = 24225 pos = -50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =!enemy,name= "BaderbearXXX" triggerall =!enemy,name= "Reksus" triggerall =!enemy,name= "BubbaXXX" triggerall = anim = 7703 triggerall = numexplod(22225) = 0 trigger1 = 1 anim = 22225 ID = 22225 pos = -50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "Reksus" triggerall = anim = 7703 triggerall = numexplod(26225) = 0 trigger1 = 1 anim = 26225 ID = 26225 pos = -50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 2 anim = 10001 ID = 4001 pos = 0, -40 postype = p1 trans= addalpha alpha= 150,150 removetime= -1 scale = .5,.5 sprpriority = 0 ontop = 0 [State 0, Explod] type = Explod trigger1 = AnimElem = 3 anim = 4442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = -5 bindtime = -1 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 6072,] type = TargetState trigger1 = Time = 0 value = 8213 [State 810, Throw 11] type = TargetState triggerall = Time >= 0 trigger1 = command = "a" value = 2213 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "a" value = 9003 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "b" value = 4212 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "b" value = 10003 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "x" value = 6212 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "x" value = 11003 [State 810, Throw 11] type = TargetState triggerall = Time >= 50 trigger1 = command = "holdback" value = 8212 [State 810, State End] type = ChangeState triggerall = Time >= 50 trigger1 = command = "holdback" value = 13002 [State 810, Throw 11] type = TargetState triggerall = Time >= 50 trigger1 = command = "holdfwd" value = 8014 [State 810, State End] type = ChangeState triggerall = Time >= 50 trigger1 = command = "holdfwd" value = 1304 [State 810, State End] type = TargetState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 8211 [State 810, State End] type = ChangeState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 18001 [State 810, State End] type = TargetState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 8010 [State 810, State End] type = ChangeState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 8001 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;------------------------------------------------------------------------------------------ ;T Speed 3 [Statedef 13004] type = S movetype= A physics = N anim = 7704 poweradd = 0 velset = 0,0 sprpriority = 10 [State 0, Explod] type = Explod triggerall = anim = 7704 triggerall = numexplod(304) = 0 trigger1 = 1 anim = 304 ID = 304 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_y" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 3003,1 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5220,21 + random % 2 channel = 1 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,10 channel = 2 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 3 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 4 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 5,-12 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 0, Explod] type = Explod triggerall =enemy,name= "BubbaXXX" triggerall = anim = 7704 triggerall = numexplod(28227) = 0 trigger1 = 1 anim = 28227 ID = 28227 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BaderbearXXX" triggerall = anim = 7704 triggerall = numexplod(24226) = 0 trigger1 = 1 anim = 24226 ID = 24226 pos = -50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =!enemy,name= "BaderbearXXX" triggerall =!enemy,name= "Reksus" triggerall =!enemy,name= "BubbaXXX" triggerall = anim = 7704 triggerall = numexplod(22226) = 0 trigger1 = 1 anim = 22226 ID = 22226 pos = -50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "Reksus" triggerall = anim = 7704 triggerall = numexplod(26226) = 0 trigger1 = 1 anim = 26226 ID = 26226 pos = -50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 810] type = Explod trigger1 = AnimElem = 3 anim = 4442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = -5 bindtime = -1 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 1 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 6072,] type = TargetState trigger1 = Time = 0 value = 8214 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "a" value = 2214 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "a" value = 9004 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "b" value = 4213 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "b" value = 10004 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "x" value = 6213 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "x" value = 11004 [State 810, Throw 11] type = TargetState triggerall = Time >= 100 trigger1 = command = "holdback" value = 8213 [State 810, State End] type = ChangeState triggerall = Time >= 100 trigger1 = command = "holdback" value = 13003 [State 810, Throw 11] type = TargetState triggerall = Time >= 100 trigger1 = command = "holdfwd" value = 8215 [State 810, State End] type = ChangeState triggerall = Time >= 100 trigger1 = command = "holdfwd" value = 13005 [State 810, State End] type = TargetState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 8211 [State 810, State End] type = ChangeState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 18001 [State 810, State End] type = TargetState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 8010 [State 810, State End] type = ChangeState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 8001 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;--------------------------------------------------------------- ;Cum [Statedef 13005] type = S movetype= A physics = N anim = 7705 poweradd = 0 velset = 0,0 sprpriority = 10 ;‘Ì—ÍŒ¸­ [State 6210, LifeAdd] type = TargetLifeAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = -19 Kill=0 [State 0, Explod] type = Explod triggerall = anim = 7705 triggerall = numexplod(305) = 0 trigger1 = 1 anim = 305 ID = 305 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 6005, Explod] type = Explod trigger1 = AnimElem = 2 anim = 4444 scale = .8,.9 pos = -80, -45 postype = p2 removetime = -2 sprpriority = 1 bindtime = 1 ownpal = 1 ontop=1 [State 3000, Super A] type = SuperPause triggerall = power >= 1000 triggerall = time >= 250 trigger1 = command = "holddown" pos = -60,-120 anim = s28000 time = 200 sound = s2, 7 poweradd = -1000 [State 0, Explod] type = Explod triggerall = anim = 8005 triggerall = power >= 1000 triggerall = time >= 250 trigger1 = 1 anim = 100003 ID = 100003 pos = -50,-120 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 0 vel = 0,0 accel = 0,0 random = 0,0 removetime = 15 supermovetime = 0 pausemovetime = 0 scale = .4,.4 sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod triggerall = power >= 1000 triggerall = time >= 250 trigger1 = command = "holddown" id = 100003 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_y" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 5,-12 [State 0, Explod] type = Explod triggerall =enemy,name= "BubbaXXX" triggerall = anim = 7705 triggerall = numexplod(28322) = 0 trigger1 = 1 anim = 28322 ID = 28322 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BaderbearXXX" triggerall = anim = 7705 triggerall = numexplod(24232) = 0 trigger1 = 1 anim = 24232 ID = 24232 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =!enemy,name= "BaderbearXXX" triggerall =!enemy,name= "Reksus" triggerall =!enemy,name= "BubbaXXX" triggerall = anim = 7705 triggerall = numexplod(22232) = 0 trigger1 = 1 anim = 22232 ID = 22232 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "Reksus" triggerall = anim = 7705 triggerall = numexplod(26232) = 0 trigger1 = 1 anim = 26232 ID = 26232 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State -2, EnvShake] type = EnvShake trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 || animelem = 124 trigger8 = animelem = 3 || animelem = 29 trigger9 = animelem = 56 || animelem = 83 time = 10 freq = 120 ampl = -6 [State 6005, HitAdd] type = HitAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 || animelem = 124 trigger8 = animelem = 3 || animelem = 29 trigger9 = animelem = 56 || animelem = 83 value = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 2002,1 channel = 0 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 90 value = 2002,1 channel = 0 volume = 50 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 3 trigger2 = animelem = 56 value = 2000,0 +random%2 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 10 trigger2 = animelem = 40 trigger3 = animelem = 70 value = 5010, 7 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 1000,3 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 1000,4 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 90 value = 12,0 volume = 5000 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 12,1 volume = 5000 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 10 trigger2 = animelem = 40 trigger3 = animelem = 70 trigger4 = animelem = 100 anim = 10000 ID = 4000 pos = 10, -30 postype = p1 scale = .6,.6 sprpriority = 1 ontop = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 40 trigger2 = animelem = 70 trigger3 = animelem = 100 anim = 10001 ID = 4001 pos = 0, -20 postype = p1 scale = .6,.6 sprpriority = 1 ontop = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 16 trigger2 = animelem = 40 trigger3 = animelem = 70 trigger4 = animelem = 100 anim = 10002 ID = 4002 pos = 0, -26 postype = p1 scale = .6,.6 sprpriority = 1 ontop = 0 [State 6005, Explod] type = Explod trigger1 = AnimElem = 90 anim = 4444 scale = .6,.6 pos = 0, -45 postype = p1 removetime = -2 sprpriority = 1 bindtime = 1 ownpal = 1 [State 6210, LifeAdd] type = LifeAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = 9 absolute = 1 [State 6210, LifeAdd] type = PowerAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = 75 [State 1120, Position] type = PosSet trigger1 = time = 0 y = 0 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 value = 4216 [State 810, State End] type = ChangeState trigger1 = animtime = 0 value = 21004 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001