; Maxime's constants and state file. ;For the time being, this was taken from KFM's cns. ;I'm only using the very basics, though. I hope ;to build Maxime's attacks and things from scratch. ;Sound key: Groups ;0 = misc. breaking things, noises, etc. ;1 = whooshing sounds ;2 = metal clangs, mainly for parries ;3 = super noises, cheezy sentai robot sounds ;4 = hits ;5 = long noises ;6 = explosions ;8 = voice [Data] ;Amount of life to start with life = 1000 ;attack power (more is stronger) attack = 150 ;defensive power (more is stronger) defence = 100 ;Percentage to increase defense everytime player is knocked down fall.defence_up = 50 ;Time which player lies down for, before getting up liedown.time = 60 ;Number of points for juggling airjuggle = 0 ;Default hit spark number for HitDefs sparkno = 2 ;Default guard spark number guard.sparkno = 40 ;1 to enable echo on KO KO.echo = 0 ;Volume offset (negative for softer) volume = 4 ;Variables with this index and above will not have their values ;reset to 0 between rounds or matches. There are 60 int variables, ;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39. ;If omitted, then it defaults to 60 and 40 for integer and float ;variables repectively, meaning that none are persistent, i.e. all ;are reset. If you want your variables to persist between matches, ;you need to override state 5900 from common1.cns. IntPersistIndex = 60 FloatPersistIndex = 40 [Size] xscale = 0.55 ;Horizontal scaling factor. yscale = 0.55 ;Vertical scaling factor. ground.back = 12 ;Player width (back, ground) ground.front = 16 ;Player width (front, ground) air.back = 12 ;Player width (back, air) air.front = 12 ;Player width (front, air) height = 20 ;Height of player (for opponent to jump over) attack.dist = 160 ;Default attack distance proj.attack.dist = 90 ;Default attack distance for projectiles proj.doscale = 0 ;Set to 1 to scale projectiles too head.pos = 0, -60 ;Approximate position of head mid.pos = 0, -30 ;Approximate position of midsection shadowoffset = 0 ;Number of pixels to vertically offset the shadow draw.offset = 0,0 ;Player drawing offset in pixels (x, y) [Velocity] walk.fwd = 1.6 ;Walk forward walk.back = -1.2 ;Walk backward run.fwd = 5.6, 0 ;Run forward (x, y) run.back = -4.5,-2.8 ;Hop backward (x, y) jump.neu = 0,-8.4 ;Neutral jumping velocity (x, y) jump.back = -2.55 ;Jump back Speed (x, y) jump.fwd = 2.5,-2 ;Jump forward Speed (x, y) runjump.back = -2.55,-7.1 ;Running jump speeds (opt) runjump.fwd = 4,-5.1 ;. airjump.neu = 0,-7.1 ;. airjump.back = -2.55, 1 ;Air jump speeds (opt) airjump.fwd = 2.5, 1 ;. [Movement] airjump.num = 1 ;Number of air jumps allowed (I've set this to '0' because ;because I've already added a double jump to the common states.) airjump.height = 35 ;Minimum distance from ground before you can air jump (opt) yaccel = .44 ;Vertical acceleration stand.friction = .85 ;Friction coefficient when standing crouch.friction = .82 ;Friction coefficient when crouching ;--------------------------------------------------------------------------- ; Variable usage: ; This is a record of the variables that Maxime uses. Keeping a record of your ; variable usage helps you avoid careless mistakes later. ; var(1) - Used in kfm.cmd for combo condition (updated every tick) ; ;--------------------------------------------------------------------------- ; Lose by Time Over ; CNS difficulty: basic [Statedef 170] type = S ctrl = 0 anim = 0 velset = 0,0 [State 170, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;--------------------------------------------------------------------------- ; Win state decider ; CNS difficulty: basic ; CNS レベル: 基本 [Statedef 180] type = S [State 180, 1] type = ChangeState trigger1 = Time = 0 value = 181 ;--------------------------------------------------------------------------- ; Win pose 1 - Bow ; CNS difficulty: basic ; CNS レベル: 基本 [Statedef 181] type = S ctrl = 0 anim = 181 velset = 0,0 [State 181, PlaySnd] type = PlaySnd trigger1 = Time = 3 value = 8,2 volume = 0 channel = -1 ;lowpriority = -1 freqmul = 1.0 loop = 0 pan = 0 ;abspan = ;ignorehitpause = ;persistent = [State 181, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;------------------------ ;--------------------------------------------------------------------------- ; Introduction ; CNS difficulty: basic [Statedef 190] type = S ctrl = 0 anim = 190 velset = 0,0 [State 190, 1] type = ChangeState trigger1 = Time = 100 value = 191 [State 190, 2] type = AssertSpecial trigger1 = 1 Flag = Intro [Statedef 191] type = s ctrl = 0 anim = 191 velset = 0, 0 [State 191] type = Explod trigger1 = AnimElem = 32 anim = 10020 ID = 10020 pos = 0,-30 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 removetime = 30 [State 191] type = PlaySnd trigger1 = AnimElem = 2 value = 0, 2 [State 191] type = PlaySnd trigger1 = AnimElem = 4 value = 0, 2 [State 191] type = PlaySnd trigger1 = AnimElem = 23 value = 0, 5 [State 191] type = PlaySnd trigger1 = AnimElem = 25 value = 0, 5 volume = -1 [State 191] type = PlaySnd trigger1 = AnimElem = 32 value = 6, 1 volume = -1 [State 191] type = PlaySnd trigger1 = AnimElem = 6 value = 8, 16 [State 191] type = PlaySnd trigger1 = AnimElem = 44 value = 8, 17 [State 191, 2] type = AssertSpecial trigger1 = 1 Flag = Intro [State 191, End] type = ChangeState trigger1 =AnimTime = 0 value = 0 ctrl = 0 ;--------------------------------------------------------------------------- ; Taunt ; CNS difficulty: easy [Statedef 195] type = S ctrl = 0 anim = 182 velset = 0,0 movetype = I physics = S sprpriority = 2 [State 0, PlaySnd] type = PlaySnd trigger1 = Animelem = 12 value = S8,20 volume = -100 channel = -1 ;lowpriority = -1 freqmul = 1.0 loop = 0 pan = 0 ;abspan = ;ignorehitpause = ;persistent = [State 0, PowerAdd] type = PowerAdd trigger1 = Animtime = 0 value = 500 ;ignorehitpause = ;persistent = [State 195, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Dizzy [Statedef 5300] type = S ctrl = 0 anim = 5300 velset = 0,0 movetype = I physics = S sprpriority = 2 [State 195, 2] type = ChangeState trigger1 = Time = 9999 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;Basic attacks. ;------------------------------------------------- ;Weak Punch. [StateDef 200];this is the state the character will ;enter when performing the move. This is defined ;in the animation section. The animation that will play ;when performing a move type = S ;this character is standing. movetype= A ;this is an ATTACK (A) physics = S ;standing physics. juggle = 0 ;takes up no juggle points velset = 0,0 ctrl = 0 ;this is important. It stops the player ;from moving during the attack. anim = 200 ;same as statedef, really. poweradd = 0 ;how much this attack fills the special guage. sprpriority = 2 [State 200, sound] type = PlaySnd trigger1 = AnimElem = 2 value = 1, 1 volume = -2 [State 200, sound] type = PlaySnd trigger1 = AnimElem = 1 value = 8, 1 volume = 10 [State 200, 1] ;the first part of this state type = HitDef ;"hitdef" is whenever you want to make an attack ;it defines the hit, hence the name. trigger1 = AnimElem = 2 ;this is the frame on which the move ;will connect with the opponent. attr = S, NA ;standing, normal attack. damage = 10 ;self-explanetory, I hope... animtype = Light ;will trigger the "light" hit animation on the foe guardflag = MA ;this opponent can guard this attack while standing. hitflag = MAF priority = 1, Hit ;attack priority. If two attacks collide, the one ;with the least priority will cancel out. pausetime = 8, 8 ;time player pauses, time enemy shakes sparkno = 0 ;the spark number sparkxy = -10, -40 ;where the spark appears hitsound = s4, 9 guardsound = 6, 0 ground.type = High ;this is a high attack. ground.slidetime = 9 guard.hittime = 5 ground.hittime = 12 ground.velocity = -4 ;velocity of the opponent. airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4, -1 air.hittime = 60 air.recovertime = 60 IgnoreHitPause = 1 ;ignores the hit pause getpower = 30, 20 [State 200, statetypeset] type = StateTypeSet trigger1 = AnimElem = 3 movetype = I [State 200, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;this section brings you back to the standing ;state. Without it, your character will loop the ;same attack constantly! ;mid punch. (chain combo) [StateDef 250] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 250 poweradd = 0 sprpriority = 2 [State 250, sound] type = PlaySnd trigger1 = AnimElem = 2 value = 1, 1 volume = -2 [State 250, sound] type = PlaySnd trigger1 = AnimElem = 1 value = 8, 1 volume = 10 [State 250, 1] type = HitDef trigger1 = AnimElem = 2 attr = S, NA damage = 12 animtype = med guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 3, 3 sparkno = 0 sparkxy = -10, -20 hitsound = s4, 11 guardsound = 6, 0 ground.type = low ground.slidetime = 3 ground.hittime = 10 ground.velocity = -3 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4, -1 air.hittime = 60 fall = 0 fall.recovertime = 60 IgnoreHitPause = 0 getpower = 30, 20 [State 0, VelAdd] type = VelAdd trigger1 = AnimElem = 1 x = 2 y = 0 ;ignorehitpause = ;persistent = [State 250, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;strong punch. (chain combo) [StateDef 251] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 251 poweradd = 0 sprpriority = 2 [State 251, sound] type = PlaySnd trigger1 = AnimElem = 2 value = 1, 1 volume = -2 [State 251, sound] type = PlaySnd trigger1 = AnimElem = 1 value = 8, 1 volume = 10 [State 251, 1] type = HitDef trigger1 = AnimElem = 2 attr = S, NA damage = 12 animtype = med guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 3, 3 sparkno = 0 sparkxy = -15, -25 hitsound = s4, 9 guardsound = 6, 0 ground.type = low ground.slidetime = 3 ground.hittime = 12 ground.velocity = -3 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4, -1 air.hittime = 60 fall.recovertime = 60 IgnoreHitPause = 0 getpower = 30, 20 [State 0, VelAdd] type = VelAdd trigger1 = AnimElem = 1 x = 2 y = 0 ;ignorehitpause = ;persistent = [State 251, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;entrance to flurry attack [StateDef 252] type = S movetype= A physics = S juggle = 0 velset = 8,0 ctrl = 0 anim = 252 poweradd = 0 sprpriority = 2 [State 252, end] type = ChangeState trigger1 = AnimTime = 0 value = 253 ctrl = 0 ;flurry attack [StateDef 253] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 253 poweradd = 0 sprpriority = 2 [State 251, sound] type = PlaySnd trigger1 = AnimElem = 2 value = 1, 1 volume = -2 [State 251, sound] type = PlaySnd trigger1 = AnimElem = 1 value = 8, 1 volume = 10 [State 251, 1] type = HitDef trigger1 = AnimElem = 1 attr = S, NA damage = 8 animtype = hard guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 4, 4 sparkno = 0 sparkxy = -20, -15 hitsound = s4, 11 guardsound = 6, 0 ground.type = low ground.slidetime = 10 ground.hittime = 20 ground.velocity = -2 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -2, -2 air.hittime = 60 fall = 0 fall.recover = 0 IgnoreHitPause = 0 getpower = 15, 10 [State 251, sound] type = PlaySnd trigger1 = AnimElem = 2 value = s1, 2 volume = 0 [State 251, 1] type = HitDef trigger1 = AnimElem = 3 attr = S, NA damage = 8 animtype = med guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 4, 4 sparkno = 0 sparkxy = -20, -20 hitsound = s4, 11 guardsound = 6, 0 ground.type = low ground.slidetime = 10 ground.hittime = 20 ground.velocity = -2 airguard.velocity = -1.9,-.8 air.type = High fall = 0 air.velocity = -2, -2 air.hittime = 60 fall.recover = 0 IgnoreHitPause = 0 getpower = 15, 10 [State 251, sound] type = PlaySnd trigger1 = AnimElem = 4 value = s1, 2 volume = 10 [State 251, 1] type = HitDef trigger1 = AnimElem = 5 attr = S, NA damage = 8 animtype = hard guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 4, 4 sparkno = 0 sparkxy = -20, -40 hitsound = s4, 11 guardsound = 6, 0 ground.type = high ground.slidetime = 10 ground.hittime = 20 ground.velocity = -2 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -2, -2 air.hittime = 60 fall.recover = 0 IgnoreHitPause = 0 getpower = 15, 10 [State 251, sound] type = PlaySnd trigger1 = AnimElem = 6 value = s1, 2 volume = 10 [State 251, 1] type = HitDef trigger1 = AnimElem = 7 attr = S, NA damage = 8 animtype = mid guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 4, 4 sparkno = 0 sparkxy = -20, -20 hitsound = s4, 11 guardsound = 6, 0 ground.type = low ground.slidetime = 10 ground.hittime = 18 ground.velocity = -2 airguard.velocity = -1.9,-.8 air.type = High air.velocity = 0, -1 air.hittime = 60 fall.recover = 0 IgnoreHitPause = 0 getpower = 15, 10 [State 251, sound] type = PlaySnd trigger1 = AnimElem = 8 value = s1, 2 volume = 10 [State 251, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;-------------------------------- ;Weak Kick [StateDef 201] type = S movetype= A physics = S juggle = 1 velset = 3,0 ctrl = 0 anim = 201 poweradd = 0 sprpriority = 2 [State 201, sound] type = PlaySnd trigger1 = AnimElem = 1 value = 1, 2 volume = -2 [State 201, sound] type = PlaySnd trigger1 = AnimElem = 1 value = 8, 12 [State 201, 1] type = HitDef trigger1 = AnimElem = 3 attr = S, NA damage = 19, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 8, 8 sparkno = S10010 sparkxy = -10, -50 hitsound = s4, 7 guardsound = 6, 0 ground.type = High ground.slidetime =7 ground.hittime = 16 ground.velocity = -4 guard.hittime = 5 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4, 0 air.hittime = 60 getpower = 50, 30 IgnoreHitPause = 1 [State 200, statetypeset] type = StateTypeSet trigger1 = AnimElem = 4 movetype = I [State 201, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;-------------------- ;Kick Combo: Iron Foxtrot [StateDef 202] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 202 poweradd = 0 sprpriority = 2 [State 202, 3] type = PosAdd trigger1 = AnimElem = 2 x = 20 [State 201, sound] type = PlaySnd trigger1 = AnimElem = 3 value = 1, 1 volume = -2 channel = -1 [State 201, sound] type = PlaySnd trigger1 = AnimElem = 3 value = 8, 11 volume = 5 channel = 2 persistent = 1 ;first kick [State 202, 1] type = HitDef trigger1 = AnimElem = 4 attr = S, NA damage = 19, 0 animtype = Light guardflag = HA hitflag = MAF priority = 3, Hit pausetime = 6, 6 sparkno = S10010 sparkxy = 0, -30 hitsound = s4, 7 guardsound = 6, 0 ground.type = High ground.slidetime =7 ground.hittime = 16 ground.velocity = -2 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4, -2 air.hittime = 30 fall.recover = 0 getpower = 20, 10 [State 202, 3] type = PosAdd trigger1 = AnimElem = 2 x = 10 [State 201, sound] type = PlaySnd trigger1 = AnimElem = 8 value = 1, 1 ;2nd kick [State 202, 2] type = HitDef trigger1 = AnimElem = 9 attr = S, HA damage = 14, 0 animtype = medium guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 3, 6 sparkno = S10010 sparkxy = 0, -10 hitsound = s4, 7 guardsound = 6, 0 ground.type = Low ground.slidetime =7 ground.hittime = 16 ground.velocity = -2 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4, -2 air.hittime = 30 getpower = 25, 2 fall.recover = 0 IgnoreHitPause = 1 [State 201, sound] type = PlaySnd trigger1 = AnimElem = 14 value = 1, 1 [State 202, 3] type = HitDef trigger1 = AnimElem = 15 attr = S, HA damage = 25, 0 animtype = medium guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 3, 8 sparkno = S10010 sparkxy = 0, -50 hitsound = s4, 7 guardsound = 6, 0 ground.type = High ground.slidetime = 14 ground.hittime = 10 ground.velocity = -2 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3, -3 air.hittime = 30 fall.recover = 0 getpower = 30, 20 IgnoreHitPause = 1 [State 202, 3] type = PosAdd trigger1 = AnimElem = 11 x = 10 [State 201, sound] type = PlaySnd trigger1 = AnimElem = 21 value = 1, 2 [State 202, 4] type = HitDef trigger1 = AnimElem = 22 attr = S, HA damage = 25, 0 animtype = Up guardflag = MA hitflag = MAFDP priority = 3, Hit pausetime = 12, 12 sparkno = S10011 sparkxy = -10, -60 hitsound = s4, 8 guardsound = 6, 0 ground.type = High ground.slidetime = 12 ground.hittime = 16 guard.hittime = 16 ground.velocity = -1,-8 guard.velocity = -8 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1,-6 air.hittime = 30 getpower = 60, 30 IgnoreHitPause = 1 envshake.time = 6 envshake.ampl = 4 envshake.freq = 70 fall = 1 [State 200, statetypeset] type = StateTypeSet trigger1 = AnimElem = 23 movetype = I [State 202, end] type = ChangeState trigger1 = AnimElem = 31 value = 0 ctrl = 1 ;Boost kick ;this viscious thrust kick can send an opponent flying and ;slamming into a wall. To achieve this, we have to put the opponent ;into a custom state. [StateDef 220] type = S movetype = A physics = S juggle = 5 ctrl = 0 velset = 0, 0 anim = 220 [State 220, VelAdd] type = VelAdd trigger1 = AnimElem = 3 x = 20 y = 0 [State 220, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 8, 7 volume = 10 channel = 2 priority = 3 loop = 0 pan = 0 ;abspan = ;ignorehitpause = ;persistent = [State 220, 1] type = HitDef trigger1 = AnimElem = 5 attr = S, SA damage = 60, 10 animtype = Back guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 13, 13 sparkno = s10011 sparkxy = -20, -30 hitsound = s4, 16 guardsound = s4, 10 ground.type = High ground.slidetime = 12 ground.hittime = 12 ground.velocity = -8, -3 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -8, -1 air.hittime = 12 getpower = 150, 80 p2facing = 1 forcestand = 1 fall = 1 envshake.time = 10 envshake.ampl = 4 envshake.freq = 70 fall.recover = 0 p2stateno = 2000 [State 0, VelSet] type = VelSet trigger1 = movecontact = 1 x = 0 y = 0 ;ignorehitpause = ;persistent = ;reset damage dampener [State 0, VarSet] type = VarSet trigger1 = movehit = 1 v = 17 ;fv = 10 value = 0 ignorehitpause = 1 ;persistent = [State 220, end] type = ChangeState trigger1 = AnimElem = 10 value = 0 ctrl = 1 ;------------------ ;shaking from hit [Statedef 2000] type = A movetype= H physics = N velset = 0,0 [State 1025, Anim] ;Custom animation type = ChangeAnim2 trigger1 = 1 value = 2000 [State 1025, State] type = ChangeState trigger1 = HitShakeOver = 1 value = 2001 ;------------------ ;flying through air [Statedef 2001] type = A movetype= H physics = N [State 2001, Velocity] type = HitVelSet trigger1 = Time = 0 x = 1 y = 1 [State 2001, Gravity] type = VelAdd trigger1 = 1 y = .45 [State 2001, No scroll] type = ScreenBound triggerall = Pos y < -15 trigger1 = BackEdgeBodyDist < 3 trigger2 = FrontEdgeBodyDist < 3 value = 1 movecamera = 0,3 [State 2001, Hit wall] type = ChangeState triggerall = Pos y < -0 trigger1 = BackEdgeBodyDist <= 20 trigger2 = FrontEdgeBodyDist <= 20 value = 2002 [State 2001, Hit ground] type = SelfState trigger1 = (Vel y > 0) && (Pos y >= 0) value = 5100 ;------------------ ;hit wall [Statedef 2002] type = A movetype= H physics = N [State 2002, Turn] type = Turn trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30) [State 2002, Pos] type = PosAdd trigger1 = Time = 0 x = 15 - BackEdgeBodyDist [State 2002, Stop moving] type = PosFreeze trigger1 = 1 x = 1 y = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = Time = 1 value = S4,14 volume = 0 channel = -1 ;lowpriority = -1 freqmul = 1.0 loop = 0 pan = 0 ;abspan = ;ignorehitpause = ;persistent = [State 2002, No scroll] type = ScreenBound trigger1 = 1 value = 1 movecamera = 0,1 [State 2002, Anim] type = ChangeAnim2 trigger1 = Time = 0 value = 2000 [State 0, AllPalFX] type = AllPalFX trigger1 = time = 1 time = 2 add = 256,256,256 mul = 256,256,256 ;sinadd = 0,0,0,10 ;invertall = 0 color = 256 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod trigger1 = time = 1 anim = 10011 pos = 0,-70 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermove pausemove scale = 1,1 sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ignorehitpause = 1 ;persistent = [State 0, EnvShake] type = EnvShake trigger1 = time = 0 time = 10 freq = 60 ampl = 4 ;phase = 90 ignorehitpause = 1 persistent = 1 [State 2002, State] type = ChangeState trigger1 = Time = 3 value = 2003 ;------------------ ;bounce off wall [Statedef 2003] type = A movetype= H physics = N juggle = 4 [State 2003, LifeAdd] type = LifeAdd trigger1 = Time = 0 value = -40 kill = 1 absolute = 0 [State 0, EnvShake] type = EnvShake trigger1 = Time = 1 time = 1 time = 10 ampl = 5 freq = 70 ;ignorehitpause = ;persistent = [State 2003, Vel Y] type = VelSet trigger1 = Time = 0 y = -6 [State 2003, Vel X] type = VelSet trigger1 = Time = 0 x = 1.6 [State 2003, Turn] type = Turn trigger1 = (Time = 0) && (BackEdgeDist < 30) [State 2003, Gravity] type = VelAdd trigger1 = 1 y = .35 [State 2003, Anim 5050] ;Self falling animation type = ChangeAnim trigger1 = Time = 0 trigger1 = !SelfAnimExist(5052) value = 5050 [State 2003, Anim 5052] ;Self falling animation (diagup type) type = ChangeAnim trigger1 = Time = 0 trigger1 = SelfAnimExist(5052) value = 5052 [State 2003, Anim 5060] ;Coming down - normal type = ChangeAnim trigger1 = Vel Y > -2 trigger1 = Anim = 5050 trigger1 = SelfAnimExist(5060) persistent = 0 value = 5060 [State 2003, Anim 5062] ;Coming down - diagup type type = ChangeAnim trigger1 = Vel Y > -2 trigger1 = Anim = 5052 trigger1 = SelfAnimExist(5062) persistent = 0 value = 5062 [State 1028, Hit ground] type = SelfState trigger1 = (Vel y > 0) && (Pos y >= 0) value = 5100 ;Basic tiger claw (strong attack) ;this is a two hit attack, and the last strike ;knocks the foe down. for this, I have ;two hitdefs: one for the first hit and another ;for the second. [StateDef 203] type = S movetype = A physics = S ctrl = 0 [State 203, ChangeAnim] type = changeanim trigger1 = time = 0 && anim != 203 value = 203 [State 203, Super Armour] type = hitoverride trigger1 = time = 2 attr = S, NA stateno = 20030 time = 14 [State 200, sound] type = PlaySnd trigger1 = AnimElem = 9 value = 1, 4 [State 200, sound] type = PlaySnd trigger1 = AnimElem = 1 value = 8, 9 ;first hit [State 203, 1] type = HitDef trigger1 = AnimElem = 10 attr = S, SA animtype = Light damage = 30, 10 priority = 3, Hit guardflag = MA hitflag = MAF pausetime = 2, 10 sparkno = s10017 sparkxy = -10, -30 hitsound = s4, 1 guardsound = s4, 10 ground.type = Low ground.slidetime = 5 ground.hittime = 12 ground.velocity = -1 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 getpower = 50, 30 p2facing = 1 forcestand = 1 envshake.time = 10 envshake.ampl = 4 envshake.freq = 70 [State 200, sound] type = PlaySnd trigger1 = AnimElem = 14 value = 1, 4 ;second hit [State 203, 2] type = HitDef trigger1 = AnimElem = 15 attr = S, NA damage = 60, 15 animtype = back guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 2, 4 sparkno = S10011 sparkxy = -20, -50 hitsound = s4, 8 guardsound = s4, 10 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -3, -5 ;this is the velocity guard.velocity = -8 ;for the flying opponent. airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 getpower = 70, 50 fall = 1 ;fall = "true" in this sense. It means ; the opponent will be knocked down. fall.recover = 0 ;opponent can't recover in the air. ID = 2 ;we use this to define the success state. envshake.time = 10 envshake.ampl = 4 envshake.freq = 70 [State 203, 3] type = changeanim trigger1 = numtarget(2) ;identifies ID No. 2 trigger1 = movecontact > 0 && movecontact < 10 value = 204 ;success state [State 20, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;superarmor [statedef 20030] movetype = H [State 0, SuperPause] type = SuperPause trigger1 = time = 0 time = 20 anim = 0 sound = 0 pos = 0 darken = 0 poweradd = 100 ignorehitpause = 1 ;first hit [State 203, 1] type = HitDef trigger1 = AnimElem = 10 attr = S, NA damage = 30, 10 animtype = Light guardflag = MA priority = 3, Hit pausetime = 2, 10 sparkno = s10011 sparkxy = -10, -76 hitsound = s4, 1 guardsound = s4, 10 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -1 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 getpower = 50, 30 p2facing = 1 forcestand = 1 envshake.time = 10 envshake.ampl = 4 envshake.freq = 70 [State 200, sound] type = PlaySnd trigger1 = AnimElem = 14 value = 1, 4 ;second hit [State 203, 2] type = HitDef trigger1 = AnimElem = 15 attr = S, NA damage = 60, 15 animtype = back guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 2, 10 sparkno = S10011 sparkxy = -10, -76 hitsound = s4, 8 guardsound = s4, 10 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -3, -5 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 getpower = 70, 50 fall = 1 fall.recover = 0 ID = 2 envshake.time = 10 envshake.ampl = 4 envshake.freq = 70 [State 203, 3] type = changeanim trigger1 = numtarget(2) trigger1 = movecontact > 0 && movecontact < 10 value = 204 [State 0, ChangeState] type = ChangeState trigger1 = Animtime = 0 value = 0 ctrl = 1 ;--------------------------- ;basic special: siphon [StateDef 205] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 205 sprpriority = 2 [State 205, 1] type = HitDef trigger1 = AnimElem = 3 attr = S, NA damage = 27 animtype = mid getpower = 30, 0 givepower = -30, -0 guardflag = MA hitflag = MAF priority = 5, Hit sparkxy = -10, -70 sparkno = s10012 pausetime = 8, 8 hitsound = s4, 15 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -3 airguard.velocity = -1.9, air.type = High air.velocity = -1.4,-3 air.hittime = 12 [State 205, 1] type = HitDef trigger1 = AnimElem = 5 attr = S, NA damage = 27 animtype = mid getpower = 20, 0 givepower = -20, -0 guardflag = MA hitflag = MAF priority = 5, Hit pausetime = 8, 8 hitsound = s4, 15 sparkno = s10012 sparkxy = -20, -50 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1.9, air.type = High air.velocity = -1.4,-3 air.hittime = 12 [State 205, 1] type = HitDef trigger1 = AnimElem = 7 attr = S, NA damage = 23 animtype = heavy getpower = 20, 0 givepower = -20, -0 guardflag = MA hitflag = MAF priority = 5, Hit sparkxy = -40, -60 sparkno = s10012 pausetime = 8, 8 hitsound = s4, 15 guardsound = 6, 0 ground.type = High ground.slidetime = 12 ground.hittime = 18 ground.velocity = -8 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 [State 200, statetypeset] type = StateTypeSet trigger1 = AnimElem = 8 movetype = I [State 205, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [State 205, 1] type = Explod trigger1 = (movecontact = 1) && (AnimElem = 8) anim = 206 ID = 206 pos = 0,-20 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 999 removetime = -2 supermove pausemove scale = 0.5,0.5 sprpriority = 3 ontop = 1 ownpal = 1 removeongethit = 1 [State 205, 2] type = Explod trigger1 = AnimElem = 3 anim = 208 ID = 208 pos = 70, -60 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 removetime = -2 supermove pausemove scale = 0.7,0.7 sprpriority = 0 ontop = 1 ownpal = 1 removeongethit = 0 [State 205, 3] type = Explod trigger1 = (movecontact = 1) && (AnimElem = 8) anim = 207 ID = 207 pos = 0,0 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 999 removetime = -2 supermove pausemove scale = 0.5,0.5 sprpriority = 4 ontop = 1 ownpal = 1 removeongethit = 0 [State 205, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------ ;Strong special: Soulgun [StateDef 221] type = S movetype = A physics = S juggle = 0 anim = 221 ctrl = 0 [State 221, 1] type = PlaySnd trigger1 = AnimElem = 7 value = 4, 16 [State 221, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 8, 5 volume = 10 freqmul = 0.9 channel = 2 [State 221, 2] type = PosAdd trigger1 = AnimElem = 3 x = -12 [State 221, 3] type = VelAdd trigger1 = AnimElem = 7 x = -5 [State 221, Helper] type = Helper trigger1 = AnimElem = 7 pos = 0, 0 postype = p1 stateno = 6005 helpertype = normal ownpal = 1 [State 221, EnvShake] type = EnvShake trigger1 = AnimElem = 7 time = 5 freq = 60 ampl = 4 phase = 90 [State 221, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;soulgun fire! [Statedef 6005] type = A movetype = A physics = N juggle = 3 anim = 6005 ctrl = 0 velset = 0, 0 sprpriority = 2 [State 6005, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 6005, 2] type = HitDef trigger1 = AnimElem = 3 attr = A, SA damage = 60, 20 guardflag = MA priority = 3 pausetime = 0,8 sparkno = s10012 sparkxy = 0, -50 hitsound = s4,15 getpower = 80, 40 guardsound = 6,0 ground.type = High ground.slidetime = 8 ground.hittime = 21 air.hittime = 30 ground.velocity = -4, -3 guard.velocity = -10 air.velocity = -2,-5 ignorehitpause = 0 fall = 1 fall.recover = 0 envshake.time = 10 envshake.ampl = 7 envshake.freq = 70 [State 6005, AssertSpecial] type = AssertSpecial trigger1 = movecontact = 1 trigger1 = 1 Flag = noshadow ignorehitpause = 1 [State 6005, end] type = DestroySelf trigger1 = AnimTime = 0 ;---------------------- ;running power - Luster buster [StateDef 227] type = C movetype= A physics = S juggle = 2 velset = 0,0 ctrl = 0 anim = 227 sprpriority = 2 [State 0, VelAdd] type = VelAdd trigger1 = AnimElem = 4 x = 15 y = 0 ;ignorehitpause = ;persistent = [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 4 value = S1,8 volume = 0 channel = -1 ;lowpriority = -1 freqmul = 1.0 loop = 0 pan = 0 ;abspan = ;ignorehitpause = ;persistent = [State 227, hitdef] type = HitDef trigger1 = AnimElem = 5 attr = A, SA damage = 15, 1 animtype = mid guardflag = MA priority = 5, hit pausetime = 8,8 sparkno = -1 sparkxy = -10, -30 hitsound = s6, 2 getpower = 80, 40 guardsound = 6,0 ground.type = low ground.slidetime = 18 guard.hittime = 20 ground.hittime = 30 air.hittime = 30 ground.velocity = -12, 0 air.velocity = -9,-2 ignorehitpause = 0 envshake.time = 6 envshake.ampl = 4 envshake.freq = 70 [State 0, Explod] type = Explod trigger1 = AnimElem = 4 anim = 10030 pos = -20,-20 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 5 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 scale = 0.5,0.5 sprpriority = 0 ontop = 1 shadow = 0,0,0 ownpal = 1 removeongethit = 0 ;ignorehitpause = ;persistent [State 0, VelSet] type = Veladd trigger1 = movecontact = 1 x = -2 y = 0 ;ignorehitpause = ;persistent = [State 227, hitdef] type = HitDef trigger1 = AnimElem = 8 attr = S, SA damage = 40, 5 hitflag = MDAFP guardflag = MA animtype = hard priority = 5, hit pausetime = 20,20 sparkno = s10012 sparkxy = -15, -30 hitsound = s4,15 getpower = 80, 40 guardsound = 6,0 ground.type = low ground.slidetime = 30 ground.hittime = 20 fall = 1 air.hittime = 30 ground.velocity = -3, -3 guard.hittime = 20 air.velocity = -7,-2 ignorehitpause = 0 fall.hittime = 60 envshake.time = 20 envshake.ampl = 5 envshake.freq = 70 [State 227, Explod] type = Explod trigger1 = AnimElem = 8 anim = 228 pos = 70,-25 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermove pausemove scale = 1,1 sprpriority = 4 ontop = 1 shadow = 0,0,0 ownpal = 1 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, VelAdd] type = Velset trigger1 = AnimElem = 12 x = -4 y = 0 ;ignorehitpause = ;persistent = [State 0, VelAdd] type = Velset trigger1 = AnimElem = 13 x = 0 y = 0 ;ignorehitpause = ;persistent = [State 227, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;---------------------- ;basic parry [StateDef 209] type = S movetype= I physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 209 poweradd = 0 sprpriority = 2 [State 209, PlaySnd] type = PlaySnd trigger1 = Time = 1 value = 8, 18 volume = 0 channel = -1 ;lowpriority = -1 freqmul = 1.0 loop = 0 pan = 0 ;abspan = ;ignorehitpause = ;persistent = [State 209, ReversalDef] type = ReversalDef trigger1 = AnimElem = 3 reversal.attr = SA,NA,SA sparkno = 0 pausetime = 10, 10 hitsound = s2, 4 p1stateno = 3000 p2stateno = 3001 ;when opponent hits from the air [State 209, ReversalDef] type = ReversalDef trigger1 = AnimElem = 3 trigger1 = p2bodydist y < 0 reversal.attr = SA,NA,SA sparkno = 0 pausetime = 10, 10 hitsound = s2, 4 p1stateno = 3000 p2stateno = 3002 [State 209, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;player 1 recovers from successful parry [StateDef 3000] type = S physics = S velset = 0,0 ctrl = 0 anim = 3000 poweradd = 300 sprpriority = 2 [State 3000, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;p2 recovers from successful parry [Statedef 3001] type = S movetype= I physics = S velset = 0,0 [State 3001, end] type = DestroySelf trigger1 = IsHelper ignorehitpause = 1 [State 3001, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 3001 [State 3001,1] type = VelSet trigger1 = animelem = 1 x = -3 [State 3001,1] type = VelAdd trigger1 = time = 2 x = 2 [State 3001, end] type = SelfState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;opponent recovers from parry in air [StateDef 3002] type = A movetype = H physics = A velset = 0,0 ctrl = 0 sprpriority = 2 fall = 1 [State 0, ChangeAnim2] type = ChangeAnim2 trigger1 = time = 0 value = 5030 ;elem = 1 ;ignorehitpause = ;persistent = [State 3001, end] type = DestroySelf trigger1 = IsHelper ignorehitpause = 1 [State 3002, Veladd] type = Veladd trigger1 = AnimElem = 1 x = -3 y = -5 [State 3002, end] type = SelfState trigger1 = Time = 20 value = 5210 ctrl = 1 ;jet stream parry [StateDef 213] type = S movetype= I physics = S velset = 0,0 ctrl = 0 anim = 213 sprpriority = 3 [State 213, ReversalDef] type = ReversalDef trigger1 = AnimElem = 2 reversal.attr = SCA ,NP,SP,NA,SA p1stateno = 214 sparkno = -1 pausetime = 0, 0 hitsound = s2, 6 [State 213, hitoverrideDef] type = HitOverride trigger1 = Time = 2 attr = SCA ,NP,SP,NA,SA stateno = 214 sparkno = -1 time = 18 pausetime = 0, 0 hitsound = s2, 6 [State 213, end] type = ChangeState trigger1 = AnimElem = 4 value = 0 ctrl = 1 ;jet stream rush (evasion) [Statedef 214] type = S movetype = I physics = N ctrl = 0 anim = 214 poweradd = 300 sprpriority = 3 [State 214, playsound] type = PlaySnd trigger1 = AnimElem = 1 value = 1, 5 [State 214, playsound] type = PlaySnd trigger1 = AnimElem = 2 value = 8, 9 [State 214,1] type = VelSet trigger1 = Animelem = 1 && p2bodydist x <= 20 x = 15 [State 214,2] type = VelSet trigger1 = Animelem = 1 && p2bodydist x > 20 trigger1 = Animelem = 1 && p2bodydist x <= 70 x = 20 [State 214,3] type = VelSet trigger1 = Animelem = 1 && p2bodydist x > 70 trigger1 = Animelem = 1 && p2bodydist x <= 130 x = 25 [State 214,3] type = VelSet trigger1 = Animelem = 1 && p2bodydist x >= 131 x = 30 [State 214, 5] type = VelSet trigger1 = AnimElem = 3 x = 0 [State 214, End] type = ChangeState trigger1 = AnimElem = 3 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;weak grab [Statedef 300] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 300 sprpriority = 2 [State 300, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 8, 9 volume = 0 channel = -1 ;lowpriority = -1 freqmul = 1.0 loop = 0 pan = 0 ;abspan = ;ignorehitpause = persistent = 0 ; Notes: A '-' symbol in the hitflag field means that it only affects ; players who are not in a hit state. [State 300, 1] type = HitDef trigger1 = animelem = 5 trigger1 = p2statetype = S attr = S, NA damage = 0 guardflag = 0 hitflag = HAF priority = 5, miss pausetime = 10, 10 hitsound = 5, 2 guardsound = 6, 0 sparkno = -1 ground.type = High ground.slidetime = 9999 ground.hittime = 9999 ground.velocity = 7 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 p1facing = 1 p2facing = 1 p1stateno = 301 [State 200, statetypeset] type = StateTypeSet trigger1 = AnimElem = 6 movetype = I [State 300, velAdd] type = VelAdd trigger1 = movecontact x = - 7 [State 300, 2] type = ChangeState Trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;weak throw [StateDef 301] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 301 poweradd = 10 sprpriority = 2 [State 300, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 8, 15 volume = 0 channel = -1 ;lowpriority = -1 freqmul = 1.0 loop = 0 pan = 0 ;abspan = ;ignorehitpause = ;persistent = [State 301, 1] type = HitDef trigger1 = animelem = 9 attr = S, NA damage = 50 animtype = hard hitflag = HAF priority = 10, Hit pausetime = 3, 10 sparkno = 0 sparkxy = -10, -30 hitsound = s4, 5 guardsound = 6, 0 ground.type = High ground.slidetime =6 ground.hittime = 16 ground.velocity = -8 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 getpower = 200 envshake.time = 12 envshake.ampl = 4 envshake.freq = 80 [State 301, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;---------------- ;strong throw [Statedef 302] type = C movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 302 sprpriority = 2 [State 300, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = S8, 12 volume = 0 channel = -1 ;lowpriority = -1 freqmul = 1.0 loop = 0 pan = 0 ;abspan = ;ignorehitpause = persistent = 0 [State 300, 1] type = HitDef trigger1 = animelem = 2 trigger1 = p2statetype = S attr = S, NA damage = 0 guardflag = 0 hitflag = HAF priority = 5, miss sparkno = -1 pausetime = 5, 5 hitsound = 4, 11 guardsound = 6, 0 ground.type = High ground.slidetime = 9999 ground.hittime = 9999 ground.velocity = 0 p1facing = 1 p2facing = 1 getpower = 20 [State 300, 1] type = HitDef trigger1 = animelem = 5 attr = S, NA damage = 20 guardflag = 0 hitflag = MAF priority = 5, miss pausetime = 3, 3 sparkxy = 20, -40 hitsound = s4, 5 guardsound = 6, 0 ground.type = High sparkno = -1 ground.slidetime = 10 ground.hittime = 10 ground.velocity = -10 getpower = 20 envshake.time = 5 envshake.ampl = 4 envshake.freq = 80 [State 0, Explod] type = Explod trigger1 = movehit && animelem = 5 anim = 10017 pos = 0, -50 postype = p2 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 random = 30, 30 removetime = -2 scale = 1.3, 1.3 sprpriority = 4 ontop = 1 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 300, 1] type = HitDef trigger1 = animelem = 7 attr = S, NA damage = 28 guardflag = 0 hitflag = MAF priority = 5, miss sparkno = -1 pausetime = 3, 3 hitsound = s4, 5 guardsound = 6, 0 sparkxy = 10, -30 ground.type = low ground.slidetime = 10 ground.hittime = 10 ground.velocity = 10 p2facing = 1 getpower = 20 envshake.time = 5 envshake.ampl = 4 envshake.freq = 70 [State 0, Explod] type = Explod trigger1 = movehit && animelem = 9 anim = 10014 pos = 0, -50 postype = p2 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 random = 30, 30 removetime = -2 scale = 1.5, 1.5 sprpriority = 4 ontop = 1 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 300, 1] type = HitDef trigger1 = animelem = 9 attr = S, NA damage = 20 guardflag = 0 hitflag = MAF priority = 5, miss sparkno = -1 pausetime = 3, 3 hitsound = s4, 5 guardsound = 6, 0 ground.type = High ground.slidetime = 10 ground.hittime = 10 ground.velocity = -10 p2facing = 1 getpower = 20 envshake.time = 5 envshake.ampl = 4 envshake.freq = 70 [State 0, Explod] type = Explod trigger1 = movehit && animelem = 9 anim = 10016 pos = 0, -50 postype = p2 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 random = 30, 30 removetime = -2 scale = 1.3, 1.3 sprpriority = 4 ontop = 1 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 300, 1] type = HitDef trigger1 = animelem = 11 attr = S, NA damage = 20 guardflag = 0 hitflag = MAF priority = 5, miss pausetime = 3, 3 sparkno = -1 sparkxy = 20, -40 hitsound = s4, 5 guardsound = 6, 0 ground.type = High ground.slidetime = 10 ground.hittime = 10 ground.velocity = 10 getpower = 20 envshake.time = 5 envshake.ampl = 4 envshake.freq = 70 [State 0, Explod] type = Explod trigger1 = movehit && animelem = 5 anim = 10014 pos = 0, -50 postype = p2 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 random = 30,0 removetime = -2 scale = 1.5, 1.5 sprpriority = 4 ontop = 1 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 300, 1] type = HitDef trigger1 = animelem = 13 attr = S, NA damage = 20 guardflag = 0 hitflag = MAF priority = 5, miss pausetime = 3, 3 hitsound = s4, 5 guardsound = 6, 0 sparkxy = 10, -30 sparkno = -1 ground.type = low ground.slidetime = 10 ground.hittime = 10 ground.velocity = -10 p2facing = 1 getpower = 20 envshake.time = 5 envshake.ampl = 4 envshake.freq = 70 [State 0, Explod] type = Explod trigger1 = movehit && animelem = 13 anim = 10017 pos = 0, -50 postype = p2 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 random = 30, 0 removetime = -2 scale = 1.3, 1.3 sprpriority = 4 ontop = 1 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 300, 1] type = HitDef trigger1 = animelem = 15 attr = S, NA damage = 30 guardflag = 0 hitflag = MAF sparkno = -1 priority = 5, miss pausetime = 3, 3 hitsound = s4, 5 guardsound = 6, 0 ground.type = High ground.slidetime = 10 ground.hittime = 10 ground.velocity = 0, -8 fall = 1 fall.recover = 0 getpower = 50 [State 0, Explod] type = Explod trigger1 = movehit && animelem = 15 anim = 10015 pos = 0, -70 postype = p2 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 random = 0, 0 removetime = -2 scale = 1.5, 1.5 sprpriority = 4 ontop = 1 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, AssertSpecial] type = AssertSpecial trigger1 = time = [32, 40] flag = noshadow ignorehitpause = 1 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 4 x = 30 y = 0 ;ignorehitpause = ;persistent = [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 16 x = 0 y = -80 ;ignorehitpause = ;persistent = [State 302, end] type = ChangeState trigger1 = AnimTime = 0 value = 45 ctrl = 0 [State 302, end] type = ChangeState trigger1 = movecontact = 0 && animelem = 3 value = 303 ctrl = 0 ;miss the grab [Statedef 303] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 303 sprpriority = 2 [State 302, end] type = ChangeState trigger1 = animtime = 0 value = 12 ctrl = 1 ;-------------------------- ;shove [StateDef 410] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 410 poweradd = -200 sprpriority = 2 [State 410, 1] type = HitDef trigger1 = animelem = 2 attr = S, NA damage = 40 animtype = hard hitflag = HAF priority = 10, Hit pausetime = 10, 10 sparkno = 0 sparkxy = -10, -76 hitsound = s4, 5 guardsound = 6, 0 ground.type = High ground.slidetime =40 ground.hittime = 40 ground.velocity = -12 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -12,-3 air.hittime = 40 getpower = 0 [State 410, PlaySnd] type = PlaySnd trigger1 = Time = 1 value = 8, 10 volume = 0 channel = -1 ;lowpriority = -1 freqmul = 1.0 loop = 0 pan = 0 ;abspan = ;ignorehitpause = ;persistent = [State 410, EnvShake] type = EnvShake trigger1 = movecontact time = 8 freq = 60 ampl = 5 phase = 20 [State 410, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Running attack ;Quicksilver [StateDef 212] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 212 sprpriority = 2 [State 212,1] type = VelSet trigger1 = animelem = 1 x = 10 [State 200, sound] type = PlaySnd trigger1 = AnimElem = 2 value = 1, 2 [State 0, Explod] type = Explod trigger1 = movehit = 1 && time = 5 anim = 10011 pos = 70, -50 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 removetime = -2 scale = 0.7, 0.7 sprpriority = 4 ontop = 1 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = ;first hit [State 212, 2] type = HitDef trigger1 = animelem = 3 attr = S, NA damage = 30 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 3, 3 sparkno = -1 hitsound = s4, 7 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -1 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 getpower = 50,15 p2facing = 1 forcestand = 1 envshake.time = 5 envshake.ampl = 3 envshake.freq = 70 [State 212,1] type = VelSet trigger1 = AnimElem = 6 x = 8 [State 200, sound] type = PlaySnd trigger1 = AnimElem = 6 value = 1, 4 ;second hit [State 212, 3] type = HitDef trigger1 = AnimElem = 7 attr = S, NA damage = 32 animtype = back guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 3, 3 hitsound = s4, 8 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 150 sparkno = -1 guard.hittime = 8 ground.velocity = -1.5, -9 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 150 fall.recovertime = 90 getpower = 40,20 fall = 1 ID = 212 envshake.time = 10 envshake.ampl = 4 envshake.freq = 70 [State 0, Explod] type = Explod trigger1 = movehit && animelem = 7 anim = 10011 pos = -20, -50 postype = p2 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 removetime = -2 scale = 1,1 sprpriority = 4 ontop = 1 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 200, statetypeset] type = StateTypeSet trigger1 = AnimElem = 8 movetype = I [State 2123, 4] type = VelSet trigger1 = AnimElem = 12 x = 0 [State 212, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;running kick ;Top Kick [StateDef 223] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 223 sprpriority = 2 [State 223,1] type = VelSet trigger1 = animelem = 1 x = 6 [State 223, sound] type = PlaySnd trigger1 = AnimElem = 3 value = 1, 2 ;first hit [State 223, 2] type = HitDef trigger1 = animelem = 3 attr = S, NA damage = 25 animtype = Light guardflag = HA hitflag = MAF priority = 3, Hit pausetime = 4, 4 sparkno = s10010 sparkxy = -10, -40 hitsound = s4, 7 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -1 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 getpower = 20,10 p2facing = 1 forcestand = 1 [State 223,1] type = VelSet trigger1 = AnimElem = 6 x = 4 [State 223, sound] type = PlaySnd trigger1 = AnimElem = 6 value = 1, 2 ;second hit [State 223, 3] type = HitDef trigger1 = AnimElem = 4 attr = S, NA damage = 30 animtype = light guardflag = HA hitflag = MAF priority = 3, Hit pausetime = 3, 3 sparkno = s10013 sparkxy = -15, -45 hitsound = s4, 8 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 5 ground.velocity = -3 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 150 fall.recovertime = 80 getpower = 30,20 envshake.time = 4 envshake.ampl = 4 envshake.freq = 70 ;third hit [State 223, 4] type = HitDef trigger1 = AnimElem = 6 attr = S, NA damage = 25 animtype = light guardflag = HA hitflag = MAF priority = 3, Hit pausetime = 3, 3 sparkno = 0 sparkxy = -10, -35 hitsound = s4, 8 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -3 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 150 fall.recovertime = 80 getpower = 30,20 envshake.time = 4 envshake.ampl = 4 envshake.freq = 70 ;fourth hit [State 223, 5] type = HitDef trigger1 = AnimElem = 8 && p2statetype = s attr = S, NA damage = 28 animtype = light guardflag = HA hitflag = MAF priority = 3, Hit pausetime = 5, 1 sparkno = s10011 sparkxy = -15, -50 hitsound = s4, 8 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 1 guard.hittime = 20 ground.velocity = -5 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 10 getpower = 60,50 p2stateno = 2240 envshake.time = 4 envshake.ampl = 4 envshake.freq = 70 ;fourth hit [State 223, 5] type = HitDef trigger1 = AnimElem = 8 && p2statetype = a attr = S, NA damage = 28 animtype = light guardflag = HA hitflag = MAF priority = 3, Hit pausetime = 5, 1 sparkno = s10011 sparkxy = -10, -60 hitsound = s4, 8 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 1 guard.hittime = 10 ground.velocity = -5 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-5 air.hittime = 10 getpower = 60,50 [State 0, EnvShake] type = EnvShake trigger1 = movehit = 1 && animelem = 8 time = 10 ampl = 4 freq = 70 ignorehitpause = 1 ;persistent = [State 200, statetypeset] type = StateTypeSet trigger1 = AnimElem = 9 movetype = I [State 2123, 4] type = VelSet trigger1 = AnimElem = 8 x = 0 [State 212, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Player 2 hitshake [Statedef 2240] type = S movetype= H physics = S velset = 0,0 [State 0, DestroySelf] type = DestroySelf trigger1 = ishelper = 1 ignorehitpause = 1 ;persistent = [State 2240, Anim] ;Custom animation type = ChangeAnim2 trigger1 = time = 0 value = 2240 [State 0, VelAdd] type = VelAdd trigger1 = time = 20 x = -6 y = 0 ;ignorehitpause = ;persistent = [State 224, end] type = ChangeAnim trigger1 = Time = 20 value = 5010 ctrl = 0 [State 0, VelAdd] type = VelAdd trigger1 = time = 28 x = 4 y = 0 ;ignorehitpause = ;persistent = [State 224, end] type = Selfstate trigger1 = Time = 30 value = 0 ctrl = 1 ;------------ ;Crouching attacks ;------------ ;snake bite [StateDef 211] type = C movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 211 poweradd = 0 sprpriority = 2 [State 211, 1] type = HitDef trigger1 = AnimElem = 2 attr = C, NA damage = 15 animtype = Light guardflag = L hitflag = MDLAF priority = 3, Hit pausetime = 3, 4 sparkno = 0 sparkxy = 0, 0 hitsound = 5, 0 getpower = 30, 10 guardsound = 6, 0 ground.type = Low ground.slidetime = 5 ground.hittime = 12 ground.velocity = -2 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 [State 211, 2] type = HitDef trigger1 = AnimElem = 6 attr = C, NA animtype = Light guardflag = L hitflag = MDLAF priority = 3, Hit damage = 15 pausetime = 3, 4 sparkno = 0 sparkxy = 0, 0 hitsound = 5, 0 getpower = 30, 10 guardsound = 6, 0 ground.type = Low ground.slidetime = 5 ground.hittime = 12 ground.velocity = -2 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 [State 211, end] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;low kick [StateDef 215] type = C movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 215 poweradd = 0 sprpriority = 2 [State 200, sound] type = PlaySnd trigger1 = AnimElem = 4 value = 1, 2 [State 200, sound] type = PlaySnd trigger1 = AnimElem = 1 value = 8, 12 [State 215, 1] type = HitDef trigger1 = AnimElem = 5 attr = C, NA damage = 30, 12 animtype = Back guardflag = L hitflag = MDLAF priority = 3, Hit pausetime = 10, 10 sparkno = 0 sparkxy = 0, 0 hitsound = s4, 17 getpower = 30 , 10 guardsound = 6, 0 ground.type = Low ground.slidetime = 5 ground.hittime = 12 ground.velocity = -2,-2 air.velocity = -1,-3 Fall = 1 fall.recover = 0 [State 200, statetypeset] type = StateTypeSet trigger1 = AnimElem = 6 movetype = I [State 215, end] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;Onibi Swell [StateDef 222] type = C movetype= A physics = S juggle = 2 velset = 0,0 ctrl = 0 anim = 222 poweradd = 0 sprpriority = 2 [State 200, sound] type = PlaySnd trigger1 = AnimElem = 4 value = s1, 8 [State 215, 1] type = HitDef trigger1 = AnimElem = 4 attr = C, NA damage = 45, 15 animtype = Up guardflag = L hitflag = MAFDP priority = 3, Hit pausetime = 10, 10 sparkno = 0 sparkxy = 0, 0 hitsound = s4, 15 getpower = 40 , 14 guardsound = 6, 0 guard.velocity = -8 ground.type = Low ground.slidetime = 8 ground.hittime = 12 ground.velocity = 0, -8 air.velocity = -2,-6 Fall = 1 fall.recovertime = 45 [State 222, statetypeset] type = StateTypeSet trigger1 = AnimElem = 5 movetype = I [State 222, Explod] type = Explod trigger1 = AnimElem = 4 anim = 6006 ID = 6006 pos = 0, 0 postype = p1 facing = 1 vfacing = 1 removetime = -2 scale = 0.5,0.5 sprpriority = 0 ontop = 1 shadow = 0,0,0 ownpal = 1 removeongethit = 0 [State 222, end] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;-------------------- ; Anti Air- Wind's edge [StateDef 260] type = S movetype= A physics = S juggle = 10 velset = 0,0 ctrl = 0 anim = 260 poweradd = 0 sprpriority = 2 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = S8,13 volume = 0 channel = -1 ;lowpriority = -1 freqmul = 1.0 loop = 0 pan = 0 ;abspan = ;ignorehitpause = ;persistent = [State 0, StateTypeSet] type = StateTypeSet trigger1 = Animelem = 5 statetype = A ;S,A,C,L movetype = A ;I,A,H physics = S ;A,C,S,N ;ignorehitpause = ;persistent = [State 0, VelAdd] type = VelAdd trigger1 = Animelem = 5 x = 5 y = 0 ;ignorehitpause = ;persistent = [State 0, PosAdd] type = PosAdd trigger1 = animelem = 5 x = 0 y = -40 ;ignorehitpause = ;persistent = [State 0, StateTypeSet] type = StateTypeSet trigger1 = Animelem = 11 statetype = A ;S,A,C,L movetype = I ;I,A,H physics = S ;A,C,S,N ;ignorehitpause = ;persistent = ;reset damage dampener [State 0, VarSet] type = VarSet trigger1 = movehit v = 17 ;fv = 10 value = 0 ignorehitpause = 1 ;persistent = ;anti air - hits [State 260, 1] type = HitDef trigger1 = AnimElem = 4 attr = S, NA damage = 20, 12 animtype = hard guardflag = S, NA hitflag = MAFP priority = 3, Hit pausetime = 2,2 sparkno = s10015 sparkxy = -10, -20 hitsound = s4, 1 getpower = 20 , 14 guardsound = 6, 0 ground.type = low ground.slidetime = 60 ground.hittime = 60 ground.velocity = 0, -15 air.velocity = 5,-16 fall = 1 [State 260, 1] type = HitDef trigger1 = AnimElem = 5 attr = S, NA damage = 20, 12 animtype = hard guardflag = S, NA hitflag = MAFP priority = 3, Hit pausetime = 3,1 sparkno = s10016 sparkxy = -15, -30 hitsound = s4, 1 getpower = 20 , 14 guardsound = 6, 0 ground.type = low ground.slidetime = 60 ground.hittime = 60 ground.velocity = 10, -15 air.velocity = 0,-7 fall = 1 [State 260, 1] type = HitDef trigger1 = AnimElem = 5 && p2bodydist y < -60 attr = S, NA damage = 20, 12 animtype = hard guardflag = S, NA hitflag = MAFP priority = 3, Hit pausetime = 3,1 sparkno = s10017 sparkxy = 10, -35 hitsound = s4, 1 getpower = 20 , 14 guardsound = 6, 0 ground.type = low ground.slidetime = 60 ground.hittime = 60 ground.velocity = 10, 15 air.velocity = 0,-7 fall = 1 [State 260, 1] type = HitDef trigger1 = AnimElem = 6 attr = S, NA damage = 20, 12 animtype = hard guardflag = S, NA hitflag = MAFP priority = 3, Hit pausetime = 3,1 sparkno = s10016 sparkxy = 10, -20 hitsound = s4, 1 getpower = 20 , 14 guardsound = 6, 0 ground.type = low ground.slidetime = 60 ground.hittime = 60 ground.velocity = 0, -15 air.velocity = 0, -8 fall = 1 [State 260, 1] type = HitDef trigger1 = AnimElem = 6 && p2bodydist y < -60 attr = S, NA damage = 15, 6 animtype = hard guardflag = S, NA hitflag = MAFP priority = 3, Hit pausetime = 3,1 sparkno = s10016 sparkxy = 10, -20 hitsound = s4, 1 getpower = 20 , 14 guardsound = 6, 0 ground.type = low ground.slidetime = 60 ground.hittime = 60 ground.velocity = 0, -3 air.velocity = -2, 9 fall = 1 [State 260, 1] type = HitDef trigger1 = AnimElem = 7 attr = S, NA damage = 17, 15 animtype = hard guardflag = S, NA hitflag = MAFP priority = 3, Hit pausetime = 3,1 sparkno = s10015 sparkxy = 10, -20 hitsound = s4, 1 getpower = 20 , 14 guardsound = 6, 0 ground.type = low ground.slidetime = 60 ground.hittime = 60 air.velocity = 0, -15 fall = 1 [State 260, 1] type = HitDef trigger1 = AnimElem = 8 attr = S, NA damage = 12, 6 animtype = hard guardflag = S, NA hitflag = MAFP priority = 3, Hit pausetime = 3,1 sparkno = s10016 sparkxy = 10, -20 hitsound = s4, 1 getpower = 20 , 14 guardsound = 6, 0 ground.type = low ground.slidetime = 60 ground.hittime = 60 air.velocity = -4, -4 fall = 1 [State 260, 1] type = HitDef trigger1 = AnimElem = 10 attr = S, NA damage = 40, 8 animtype = hard guardflag = S, NA hitflag = MAFP priority = 3, Hit pausetime = 20,0 sparkno = -1 sparkxy = 10, -20 hitsound = s4, 5 getpower = 100 , 34 guardsound = 6, 0 ground.type = low ground.slidetime = 60 ground.hittime = 60 air.velocity = -1, -8 fall = 1 p2stateno = 261 envshake.time = 10 envshake.ampl = 5 envshake.freq = 90 [State 0, Explod] type = Explod trigger1 = movehit && animelem = 10 anim = 10017 pos = 50,-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 supermove pausemove scale = 1.5,1.5 sprpriority = 0 ontop = 1 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 && movehit value = S8,19 volume = -100 channel = 2 ;lowpriority = -1 freqmul = 1.0 loop = 0 pan = 0 ;abspan = ignorehitpause = 0 persistent = 1 ;anti air - movement [State 0, PosAdd] type = PosAdd trigger1 = animelem = 6 x = 0 y = -18 ;ignorehitpause = ;persistent = [State 0, PosAdd] type = PosAdd trigger1 = animelem = 7 x = 0 y = -15 ;ignorehitpause = ;persistent = [State 0, PosAdd] type = PosAdd trigger1 = animelem = 8 x = 0 y = -8 ;ignorehitpause = ;persistent = [State 0, PosAdd] type = PosAdd trigger1 = animelem = 9 x = 0 y = -4 ;ignorehitpause = ;persistent = [State 0, StateTypeSet] type = StateTypeSet trigger1 = Animelem = 14 statetype = S ;S,A,C,L movetype = I ;I,A,H physics = S ;A,C,S,N ;ignorehitpause = ;persistent = [State 0, PosAdd] type = PosAdd trigger1 = animelem = 10 x = 0 y = 3 ;ignorehitpause = ;persistent = [State 0, PosAdd] type = PosAdd trigger1 = animelem = 11 x = 0 y = 5 ;ignorehitpause = ;persistent = [State 0, PosAdd] type = PosAdd trigger1 = animelem = 12 x = 0 y = 20 ;ignorehitpause = ;persistent = [State 0, VarSet] type = VarSet trigger1 = movehit && animelem = 10 v = 17 ;fv = 10 value = 0 ;ignorehitpause = ;persistent = [State 0, PosAdd] type = Posset trigger1 = animelem = 13 y = 0 ;ignorehitpause = ;persistent = [state 260, end] type= changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;spinning state [statedef 261] type = A movetype = H physics = N velset = 0, 0 ctrl = 0 [State 0, ChangeAnim2] type = ChangeAnim2 trigger1 = time = 0 value = 2000 ;elem = 1 ;ignorehitpause = ;persistent = [state 261, 1] type = velset trigger1 = time = 20 x = -3 y = -10 [State 0, ChangeAnim2] type = ChangeAnim2 trigger1 = Time = 20 value = 261 [State 0, Gravity] type = Gravity trigger1 = time = [20, 999] ;ignorehitpause = ;persistent = [State 0, AngleDraw] type = AngleDraw trigger1 = time = [20, 999] ;value = (winmugen only) ;scale = (winmugen only) ;ignorehitpause = ;persistent = [State 0, AngleAdd] type = AngleAdd trigger1 = time = [20, 999] value = 50 ;ignorehitpause = ;persistent = [State 2001, Hit ground] type = SelfState trigger1 = (Vel y > 0) && (Pos y >= 0) value = 5100 ;--------------- ;Aerial attacks ;--------------- ;Air Dash forward [Statedef 101] type = A movetype= I physics = A poweradd= 0 velset = 0, 0 ctrl = 1 anim = 101 sprpriority = 2 [State 101, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = s1,8 volume = 0 channel = -1 ;lowpriority = -1 freqmul = 1.0 loop = 0 pan = 0 [State 101, CtrlSet] type = CtrlSet trigger1 = time = 1 value = 1 [State 101, Explod] type = Explod trigger1 = AnimElem = 1 anim = 10030 ID = 10030 pos = -10,-30 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 6 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 scale = 0.5,0.5 sprpriority = 0 ontop = 1 shadow = 0,0,0 ownpal = 1 removeongethit = 0 [State 101, 2] type = VelSet trigger1 = AnimElem = 1 x = 5 y = -3 ;Air Dash Backward [Statedef 102] type = A movetype= I physics = A poweradd= 0 velset = 0, 0 ctrl = 0 anim = 102 sprpriority = 2 [State 101, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = s1,8 volume = 0 channel = -1 ;lowpriority = -1 freqmul = 1.0 loop = 0 pan = 0 [State 102, CtrlSet] type = CtrlSet trigger1 = time = 1 value = 1 [State 102, Explod] type = Explod trigger1 = AnimElem = 1 anim = 10031 ID = 10031 pos = -30,-30 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 6 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 scale = 0.5,0.5 sprpriority = 9999 ontop = 1 shadow = 0,0,0 ownpal = 1 removeongethit = 0 [State 102] type = VelSet trigger1 = AnimElem = 1 x = 0 y = 0 [State 102, 2] type = VelSet trigger1 = Time = 1 x = -5 y = -3 ;Weak aerial punch [Statedef 210] type = A movetype= A physics = A juggle = 1 poweradd= 0 ctrl = 0 anim = 210 sprpriority = 2 [State 210, 1] type = PlaySnd trigger1 = Time = 1 value = 1, 1 ;reset damage dampener [State 0, Varadd] type = Varadd trigger1 = movehit = 1 v = 17 ;fv = 10 value = -2 ignorehitpause = 1 persistent = 0 [State 210, 2] type = HitDef trigger1 = AnimElem = 3 attr = A, NA damage = 13 guardflag = HA priority = 3 pausetime = 8, 8 sparkno = 0 sparkxy = -10,-58 hitsound = 5,0 getpower = 20, 10 guardsound = 6,0 ground.type = High ground.slidetime = 8 ground.hittime = 8 ground.velocity = -4 air.velocity = -1.3,-3 air.hittime = 30 ignorehitpause = 1 fall.recovertime = 30 [State 210, 1] type = PlaySnd trigger1 = AnimElem = 4 value = 1, 1 [State 210, 3] type = HitDef trigger1 = AnimElem = 5 attr = A, NA damage = 13 guardflag = HA priority = 3 pausetime = 8, 8 sparkno = 0 sparkxy = -10,-58 hitsound = 5,0 getpower = 30, 15 guardsound = 6,0 ground.type = High ground.slidetime = 5 ground.hittime = 10 air.hittime = 70 ground.velocity = -4 air.velocity = -1.3,-3 fall.recovertime = 30 [State 200, statetypeset] type = StateTypeSet trigger1 = AnimElem = 6 movetype = I [State 210, Change] type = ChangeState trigger1 = AnimElem = 7 value = 42 ctrl = 1 ;Nimbus kick [Statedef 216] type = A movetype= A physics = A juggle = 1 poweradd= 0 ctrl = 0 anim = 216 sprpriority = 2 [State 216, 1] type = PlaySnd trigger1 = Time = 2 value = 0, 0 [State 210, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 1, 2 [State 216, 2] type = HitDef trigger1 = AnimElem = 2 attr = A, NA damage = 30, 0 guardflag = HA animtype = medium priority = 3 pausetime = 10,15 sparkxy = -30, -40 air.juggle = 1 sparkno = -1 sparkxy = 0,0 hitsound = s4,8 getpower = 40, 20 guardsound = 6,0 ground.type = High ground.slidetime = 8 ground.hittime = 8 air.hittime = 90 ground.velocity = -5 air.velocity = -2, -5 fall.recovertime = 90 [State 0, Explod] type = Explod trigger1 = movehit = 1 anim = 10013 pos = 50, -40 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 removetime = -2 scale = 0.7,0.7 sprpriority = 4 ontop = 1 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ignorehitpause = 1 persistent = 0 [State 216, end] type = ChangeState trigger1 = AnimTime = 0 value = 218 ;Mammatus Alto [Statedef 217] type = A movetype= A physics = A juggle = 1 poweradd= 0 ctrl = 0 anim = 217 sprpriority = 2 [State 217, Explod] type = Explod trigger1 = AnimElem = 6 anim = 219 ID = 219 pos = 10,-20 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 5 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermove pausemove scale = 0.5,0.5 sprpriority = 0 ontop = 1 shadow = 0,0,0 ownpal = 1 removeongethit = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = Animelem = 6 value = S1,10 volume = 0 channel = -1 ;lowpriority = -1 freqmul = 1.0 loop = 0 pan = 0 ;abspan = ;ignorehitpause = ;persistent = [State 217, 1] type = HitDef trigger1 = AnimElem = 6 attr = A, NA damage = 25, 0 hitflag = MAFDP guardflag = HA priority = 3 pausetime = 8,8 sparkno = s10012 sparkxy = -40,-20 hitsound = s4,15 getpower = 20, 12 guardsound = 6,0 ground.type = High ground.slidetime = 8 ground.hittime = 12 air.hittime = 90 ground.velocity = -4 air.velocity = -3,5 [State 217, 2] type = HitDef trigger1 = AnimElem = 7 attr = A, NA hitflag = MAFDP damage = 26, 0 guardflag = HA priority = 3 pausetime = 8,8 sparkno = s10012 sparkxy = -30, -40 hitsound = s4,15 getpower = 30, 10 guardsound = 6,0 ground.type = High ground.slidetime = 8 ground.hittime = 17 air.hittime = 90 ground.velocity = -4 air.velocity = -3, 5 [State 217, 3] type = HitDef trigger1 = AnimElem = 8 attr = A, NA hitflag = MAFDP damage = 20, 0 guardflag = HA priority = 3 pausetime = 8,8 sparkno = s10012 sparkxy = -15,-10 hitsound = s4,15 getpower = 40, 20 guardsound = 6,0 ground.type = High ground.slidetime = 8 ground.hittime = 12 air.hittime = 50 ground.velocity = -4 air.velocity = -3, 2 + (-10 + hitcount + (0.5 ** hitcount)) fall.recover = 0 [State 200, statetypeset] type = StateTypeSet trigger1 = AnimElem = 9 movetype = I ;-------------------------- ;Saturn Rave [StateDef 270] type = A movetype = A physics = A juggle = 0 anim = 270 velset = 2, -4 ctrl = 0 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = nojugglecheck ;reset damage dampener [State 0, VarSet] type = VarSet trigger1 = movehit v = 17 ;fv = 10 value = 0 ignorehitpause = 1 ;persistent = [State 0, VelAdd] type = VelAdd trigger1 = AnimElem = 4 x = 0 y = -1 ;ignorehitpause = ;persistent = [State 0, VelAdd] type = VelAdd trigger1 = AnimElem = 4 && p2bodydist y < 1 trigger1 = anim = 270 x = 0 y = -2 ;ignorehitpause = ;persistent = [State 101, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 && anim = 270 value = s8,1 volume = 0 channel = -1 ;lowpriority = -1 freqmul = 1.0 loop = 0 pan = 0 [State 101, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 && anim = 270 value = s1,11 volume = 500 channel = -1 ;lowpriority = -1 freqmul = 1.0 loop = 0 pan = 0 [State 216, 2] type = HitDef trigger1 = AnimElem = 3 attr = A, NA damage = 20, 1 guardflag = HA animtype = medium priority = 3,hit pausetime = 5,5 sparkno = s10010 sparkxy = -15, -60 hitsound = s4,8 getpower = 40, 20 guardsound = 6,0 ground.type = High ground.slidetime = 8 ground.hittime = 8 air.hittime = 90 ground.velocity = -4 air.velocity = -1, -5 fall.recovertime = 90 envshake.time = 4 envshake.ampl = 4 envshake.freq = 70 [State 101, PlaySnd] type = PlaySnd trigger1 = AnimElem = 6 && anim = 270 value = s1,11 volume = 500 channel = -1 ;lowpriority = -1 freqmul = 1.0 loop = 0 pan = 0 [State 216, 2] type = HitDef trigger1 = AnimElem = 8 attr = A, NA damage = 18, 1 guardflag = HA animtype = medium priority = 3, hit pausetime = 5,5 sparkno = s10013 sparkxy = -10,-20 hitsound = s4,7 getpower = 40, 20 guardsound = 6,0 ground.type = High ground.slidetime = 8 ground.hittime = 8 air.hittime = 90 ground.velocity = -4 air.velocity = -1, 5 + (-10 + hitcount + (0.5 ** hitcount)) fall.recovertime = 90 envshake.time = 4 envshake.ampl = 4 envshake.freq = 70 [State 101, PlaySnd] type = PlaySnd trigger1 = AnimElem = 11 && anim = 270 value = s1,11 volume = 500 channel = -1 ;lowpriority = -1 freqmul = 1.0 loop = 0 pan = 0 [State 216, 2] type = HitDef trigger1 = AnimElem = 13 attr = A, NA damage = 30, 3 guardflag = HA animtype = medium priority = 3, hit pausetime = 10,10 sparkno = s10011 sparkxy = -10,-30 hitsound = s4,4 getpower = 40, 20 guardsound = 6,0 ground.type = High ground.slidetime = 8 ground.hittime = 8 air.hittime = 90 ground.velocity = 0, -7 fall = 1 air.velocity = -1, 15 fall.recover = 0 envshake.time = 10 envshake.ampl = 5 envshake.freq = 80 [State 0, Helper] type = Helper triggerall = p2statetype = a trigger1 = movehit && animelem = 13 trigger1 = pos y <= -100 name = "springair" ID = 40022 stateno = 40022 pos = 0,0 postype = front [State 0, Helper] type = Helper triggerall = p2statetype = a trigger1 = movehit && animelem = 13 trigger1 = pos y <= -160 name = "springair2" ID = 40024 stateno = 40024 pos = 0,0 postype = front [State 0, VelAdd] type = VelAdd trigger1 = AnimElem = 9 trigger1 = anim = 270 x = 0 y = -6 ;ignorehitpause = ;persistent = [State 0, VelAdd] type = VelAdd trigger1 = movecontact && animelem = 13 trigger1 = anim = 270 x = 0 y = -5 ;ignorehitpause = ;persistent = [State 101, PlaySnd] type = PlaySnd trigger1 = AnimElem = 13 && anim = 270 trigger1 = movecontact value = s8,6 volume = 0 channel = -1 ;lowpriority = -1 freqmul = 1.0 loop = 0 pan = 0 [State 200, statetypeset] type = StateTypeSet trigger1 = AnimElem = 14 movetype = I [State 0, ChangeAnim] type = ChangeAnim trigger1 = Animtime = 0 value = 43 elem = 3 ctrl = 0 ;------------- ;Projectiles ;------------- ;Will of Whisp [StateDef 400] type = S movetype = A physics = S juggle = 0 anim = 400 ctrl = 0 [State 210, 1] type = PlaySnd trigger1 = Time = 10 value = 0, 7 [State 400, Helper] type = Helper trigger1 = AnimElem = 5 pos = 30,-70 postype = p1 scale = 0, 0 stateno = 10032 id = 400 helpertype = normal ownpal = 0 [State 400, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Wisp action [Statedef 10032] type = A movetype = A physics = N juggle = 3 ctrl = 0 id = 10032 anim = 10032 velset = 0, 0 scale = 0,0 ontop = 1 [State 10032, 1] type = Veladd trigger1 = Time = 30 x = 2 y = 0 [State 10032, 1] type = Veladd trigger1 = Time = 30 x = 0 y = 0.5 [State 10032, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 10032, 2] type = HitDef trigger1 = AnimElem = 15 attr = A, NA damage = 40, 5 guardflag = MA priority = 3 pausetime = 5,5 sparkno = s10012 sparkxy = 0, 0 hitsound = s4,15 getpower = 20, 10 guardsound = 6,0 ground.type = High ground.slidetime = 8 ground.hittime = 30 air.hittime = 30 ground.velocity = -4 air.velocity = -2,-5 ignorehitpause = 0 [State 10032, AssertSpecial] type = AssertSpecial trigger1 = movecontact = 1 trigger1 = 1 Flag = noshadow ignorehitpause = 1 [State 10032, hit] type = ChangeState trigger1 = movecontact value = 10033 [State 0, AttackDist] type = AttackDist trigger1 = 1 value = 1 ;ignorehitpause = ;persistent = [State 10032, end] type = DestroySelf trigger1 = Time = 150 anim = 10033 ;wisp hit [Statedef 10033] type = A movetype = I physics = N velset = 0, 0 anim = 10033 [State 10033, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 10033, end] type = DestroySelf trigger1 = AnimTime = 0 ;------- ;hypers ;------- ;spirit cannon [Statedef 6000] type = S movetype = A physics = N ctrl = 0 anim = 6000 velset = 0,0 poweradd = -1000 [State 6000, soundsuper] type = PlaySnd trigger1 = Time = 1 value = 3, 1 lowpriority = -1 volume = 5 channel = 0 ;lowpriority = -1 [State 6000,NotHitBy] type = NotHitBy trigger1 = time >= 2 trigger1 = time <= 32 value = SCA [State 6000,EnvColor] type = EnvColor trigger1 = Time = 2 value = 248,248,248 time = 2 under = 1 [State 6000,EnvColor] type = EnvColor trigger1 = Time = 2 value = 0, 0, 0 time = 30 under = 1 [State 6000,AssertSpecial] type = AssertSpecial trigger1 = Time = [2,32] flag = NoFG [State 6000,SuperPause] type = SuperPause trigger1 = Time = 0 time = 20 movetime = 20 anim = -1 sound = S2000, 0 darken = 0 unhittable = 1 [State 6000, 1] type = StateTypeSet trigger1 = (Time = 0) && (Pos Y < 0) value = A [State 6000, 3] type = Helper trigger1 = AnimElem = 10 stateno = 6001 bindtime = -1 ownpal = 1 size.xscale = 0.8 size.yscale = 0.8 postype = p1 shadow = 0 [State 6000, EnvShake] type = EnvShake trigger1 = AnimElem = 16 time = 90 freq = 80 ampl = 10 phase = 1 [State 6000, 7] type = ChangeState trigger1 = AnimElem = 43 value = 11 ctrl = 1 ;blast [Statedef 6001] type = A movetype = A physics = N anim = 6001 velset = 0,0 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = nojugglecheck [State 6001, sound] type = PlaySnd trigger1 = Time = 1 value = 5, 2 volume = 5 channel = 1 persistent = 2 [State 6001,0] type=Sprpriority trigger1=1 value=7 [State 6001, 1] type = sprpriority trigger1 = Time = 0 value = 1000 [State 6001, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 6001, 2] type = HitDef trigger1 = Time % 2 = 0 attr = A, HP getpower = 0 damage = 5,1 animtype = Medium guardflag = MAF hitflag = MAFDLP pausetime = 0,0 sparkno = -1 guardsound = 7, 0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -7, 0 air.velocity = -7,-1 fall = 0 fall.recover = 0 kill = 0 [State 0, Explod] type = Explod trigger1 = movehit = 1 anim = 10012 pos = -20, -20 postype = p2 ;p2,front,back,left,right facing = 1 random = 20,50 vfacing = 1 bindtime = 1 removetime = -2 scale = 0.7,0.7 sprpriority = 4 ontop = 1 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 6001, 2] type = HitDef trigger1 = Animelem = 46 attr = A, HP getpower = 0 damage = 15, 1 animtype = Medium guardflag = MAF hitflag = MAFDP pausetime = 0,0 sparkxy = -10,-40 sparkno = s10012 guardsound = 7, 0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = 0, -10 air.velocity = 0,-10 fall = 1 fall.recover = 0 down.bounce = 1 [State 0, PalFX] type = allPalFX trigger1 = movecontact = 1 && time = [1,40] time = 1 add = 256,256,256 mul = 256,256,256 ;sinadd = 0,0,0,10 color = 256 ignorehitpause = 1 ;persistent = [State 6010, soundhit] type = PlaySnd trigger1 = movecontact = 1 value = 4, 15 volume = 5 channel = 2 persistent = 1 [State 6001, 4] type = DestroySelf trigger1 = Time = 100 ;Choppertime [Statedef 6010] type = S movetype = A physics = N ctrl = 0 anim = 6010 velset = 0,0 poweradd = -1800 ;reset damage dampener [State 0, Varadd] type = Varset trigger1 = movehit v = 17 ;fv = 10 value = 0 ignorehitpause = 1 ;persistent = [State 6010, soundsuper] type = PlaySnd trigger1 = Time = 1 value = 3, 1 [State 6010, soundsuper] type = PlaySnd trigger1 = Time = 1 value = 8, 14 freqmul = 1.5 [State 6010,NotHitBy] type = NotHitBy trigger1 = time >= 2 trigger1 = time <= 32 value = SCA [State 6010,EnvColor] type = EnvColor trigger1 = Time = 2 value = 248,248,248 time = 2 under = 1 [State 6010,EnvColor] type = EnvColor trigger1 = Time = 2 value = 0, 0, 0 time = 30 under = 1 [State 6010,AssertSpecial] type = AssertSpecial trigger1 = Time = [2,32] flag = NoFG [State 6010,SuperPause] type = SuperPause trigger1 = Time = 0 time = 20 movetime = 20 anim = -1 sound = S2000, 0 darken = 0 unhittable = 1 [State 6010, 1] type = StateTypeSet trigger1 = (Time = 0) && (Pos Y < 0) value = A [State 6010, 3] type = Helper trigger1 = Time = 21 stateno = 6020 ID = 6020 helpertype = normal bindtime = -1 ownpal = 0 pos = -30, -250 postype = p1 size.xscale = 1 size.yscale = 1 [State 6010, 7] type = ChangeState trigger1 = AnimElem = 8 value = 6011 ctrl = 0 ;"what the? Where did that come from?" [Statedef 6011] type = S physics = S movetype = I anim = 6011 ctrl = 0 [State 6011, 1] type = ChangeState trigger1 = helper(6020), stateno = 6021 value = 6012 ctrl = 0 ;ducking for cover [Statedef 6012] type = S physics = S movetype = I anim = 6012 ctrl = 0 [State 6012, 1] type = ChangeState trigger1 = NumHelper(6020) = 0 value = 6013 ctrl = 0 ;"Is it over?" [Statedef 6013] type = S physics = S movetype = I anim = 6013 ctrl = 0 [State 6013, PlaySnd] type = PlaySnd trigger1 = Time = 50 value = 8, 3 volume = 0 channel = -1 ;lowpriority = -1 freqmul = 1.0 loop = 0 pan = 0 ;abspan = ;ignorehitpause = ;persistent = [State 6013, 1] type = ChangeState trigger1 = Time = 120 value = 11 ctrl = 1 ;helicopter [Statedef 6020] type = A movetype = A physics = N anim = 6020 VelSet = 9,9 ID = 6020 size.xscale = 1 size.yscale = 1 [State 6020, sound] type = PlaySnd trigger1 = Time = 1 value = 5, 1 [State 6020, EnvShake] type = EnvShake trigger1 = Time = 1 time = 300 freq = 10 ampl = 5 phase = 1 [State 0, Helper] type = Helper trigger1 = time = 1 helpertype = normal ;player name = "superbg1" stateno = 20010 pos = 0,0 postype = p2 facing = 0 keyctrl = 0 sprpriority = -2 ownpal = 0 ignorehitpause = 0 size.xscale = 0.7 size.yscale = 0.7 [State 6020,0] type=Sprpriority trigger1=1 value=7 [State 6020, 2] type = sprpriority trigger1 = Time = 0 value = 1000 [State 602, Angleset] type = AngleSet trigger1 = Time = 1 value = -30 ;ignorehitpause = persistent = 1 [State 6020, 3] type = VelAdd trigger1 = Time = 10 x = -3 y = -3 [State 6020, 3] type = VelAdd trigger1 = Time = 20 x = -3 y = -3 [State 6020, 3] type = VelAdd trigger1 = Time = 30 x = -3 y = -3 ;chopper blades [State 6020, 3] type = HitDef trigger1 = time % 1 = 0 attr = A, HP damage = 12, 2 animtype = Medium guardflag = MAF hitflag = MAFDP pausetime = 5,5 sparkxy = -10,-10 sparkno = 0 hitsound = 5, 4 guardsound = 7, 0 ground.type = High ground.slidetime = 999 ground.hittime = 999 ground.velocity = -30,0 air.velocity = -20, 10 fall.recovertime = 0 kill = 0 guard.kill = 0 [State 0, PalFX] type = allPalFX trigger1 = movecontact = 1 time = 1 add = 256,256,256 mul = 256,256,256 ;sinadd = 0,0,0,10 color = 256 ignorehitpause = 0 ;persistent = [State 6020, flashy] type = Explod trigger1 = movecontact = 1 anim = 6004 ID = 6004 pos = 0,0 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = -1 removetime = 2 supermove pausemove scale = 3,3 sprpriority = 5 ontop = 1 ownpal = 0 [State 6020, 4] type = ChangeState trigger1 = Time = 35 value = 6021 [Statedef 6021] type = A movetype = A physics = N anim = 6021 VelSet = 0,0 ID = 6020 size.xscale = 1 size.yscale = 1 [State 6021] type = VelAdd trigger1 = Time = 0 x = -1 y = -2 [State 6021] type = VelAdd trigger1 = Time = 10 x = -1 y = 0 [State 6021] type = VelAdd trigger1 = Time = 50 x = -1 y = 1 ;fire missile [State 6021, 3] type = Helper trigger1 = Time = 10 stateno = 6022 ID = 6022 name = "missile" helpertype = normal bindtime = 999 ownpal = 1 pos = -90, 0 postype = p1 size.xscale = 1 size.yscale = 1 [State 6021, 3] type = Helper trigger1 = Time = 30 stateno = 6022 pos = 50, 0 [State 6021, 3] type = Helper trigger1 = Time = 40 stateno = 6022 pos = -90, 10 [State 6021, 3] type = Helper trigger1 = Time = 50 stateno = 6022 pos = 50, 0 [State 6021, 3] type = Helper trigger1 = Time = 60 stateno = 6022 pos = -95, 10 [State 6021, 3] type = Helper trigger1 = Time = 70 stateno = 6022 pos = 45, 0 [State 6021, 3] type = Helper trigger1 = Time = 80 stateno = 6022 pos = -100, 10 [State 6021, 3] type = Helper trigger1 = Time = 90 stateno = 6022 [State 6021, 3] type = Helper trigger1 = Time = 100 stateno = 6022 [State 6021, 4] type = Destroyself trigger1 = Time = 110 ;missile [Statedef 6022] type = A movetype = A physics = N anim = 6022 velset = 20, 10 ID = 6022 size.xscale = 1 size.yscale = 1 [State 6022, missilefiresound] type = PlaySnd trigger1 = Time = 0 value = 6, 2 [State 6022, 1] type = sprpriority trigger1 = Time = 0 value = 1000 [State 6022, 2] type = HitDef trigger1 = AnimElem = 1 attr = A, HP damage = 20, 10 animtype = hard guardflag = MAF hitflag = MAFLDP pausetime = 0,50 sparkno = -1 hitsound = s6, 1 guardsound = 7, 0 ground.type = High ground.slidetime = 10 ground.hittime = 10 ground.velocity = 0, -10 air.hittime = 999 air.velocity = 0,-10 fall = 1 fall.recover = 0 [State 6022, explod] type = Explod trigger1 = movecontact = 1 anim = 10000 ID = 10000 pos = 20, 0 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 removetime = -2 supermove pausemove scale = 1.3, 1.3 sprpriority = 0 ontop = 1 ownpal = 1 removeongethit = 0 [State 6022, EnvShake] type = EnvShake trigger1 = movecontact time = 10 freq = 100 ampl = 30 phase = 1 [State 6022, end] type = DestroySelf trigger1 = movecontact = 1 trigger2 = time = 30 ;Edge Master [Statedef 6030] type = S movetype = A physics = S anim = 6030 VelSet = 0,0 poweradd = -3000 ctrl = 0 [State 6010, soundsuper] type = PlaySnd trigger1 = Time = 1 value = 3, 1 [State 6010, soundsuper] type = PlaySnd trigger1 = Time = 1 value = 8, 21 [State 6010,SuperPause] type = SuperPause trigger1 = Time = 0 time = 20 movetime = 20 anim = -1 sound = S2000, 0 darken = 0 unhittable = 1 [State 0, Explod] type = Explod trigger1 = time = 0 anim = 20000 postype = p1 facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = 20 supermove = 1 pausemove scale = 1.5,1.5 sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, AssertSpecial] type = AssertSpecial trigger1 = time = [0, 50] flag = noFG ;flag2 = noBG ignorehitpause = 1 [State 0, BGPalFX] type = BGPalFX trigger1 = Time = 0 time = 60 add = 256,256,256 sinadd = 0,0,0 ;invertall = 0 color = 256 ignorehitpause = 1 ;persistent = [State 0, AssertSpecial] type = AssertSpecial trigger1 = time = [50, 30] flag = noBG flag2 = nofg [State 0, PlaySnd] type = PlaySnd trigger1 = Animelem = 8 value = S1,9 volume = 0 channel = -1 ;lowpriority = -1 freqmul = 1.0 loop = 0 pan = 0 ;abspan = ;ignorehitpause = ;persistent = [State 0, VelAdd] type = VelAdd trigger1 = AnimElem = 8 x = 20 y = -7 ;ignorehitpause = ;persistent = [State 0, StateTypeSet] type = StateTypeSet trigger1 = Animelem = 8 statetype = A ;S,A,C,L movetype = A ;I,A,H physics = N ;A,C,S,N [state 6030, hit1] type = HitDef trigger1 = AnimElem = 8 attr = S, HP damage = 20, 8 animtype = hard guardflag = MAF hitflag = MAFP pausetime = 18,16 sparkno = 0 hitsound = s2, 7 guardsound = 7, 0 sparkxy = 0, -30 ground.type = low ground.slidetime = 10 ground.hittime = 10 ground.velocity = -25, -15 air.hittime = 999 air.velocity = -25,-20 kill = 0 guard.kill = 0 fall = 1 fall.recover = 0 envshake.freq = 70 envshake.ampl = 8 envshake.time = 18 [State 0, PlaySnd] type = PlaySnd trigger1 = movehit && animelem = 8 value = S4,7 volume = 0 channel = 2 ;lowpriority = -1 freqmul = 1.0 loop = 0 pan = 0 ;abspan = ;ignorehitpause = ;persistent = [State 0, TargetBind] type = TargetBind trigger1 = movehit = 1 && win = 0 time = 5 id = -1 pos = 70,-20 ignorehitpause = 1 ;persistent = 1 [state 6030, hit2] type = HitDef trigger1 = AnimElem = 11 attr = A, HP damage = 18, 16 animtype = hard guardflag = MAF hitflag = MAFP pausetime = 20,20 sparkno = s10011 sparkxy = 0, -30 hitsound = s4, 18 guardsound = 7, 0 ground.type = low ground.slidetime = 10 ground.hittime = 10 guard.velocity = -25 air.hittime = 999 air.velocity = -10, -10 fall.recover = 0 kill = 0 guard.kill = 0 p2facing = 1 p1stateno = 6031 p2stateno = 60030 envshake.freq = 70 envshake.ampl = 8 envshake.time = 18 ignorehitpause = 0 [state 6030, hit2] type = HitDef trigger1 = AnimElem = 11 && win = 1 attr = A, HP damage = 18, 16 animtype = hard guardflag = MAF hitflag = MAFP pausetime = 20,20 sparkno = 0 sparkxy = 0, -30 hitsound = s4, 18 guardsound = 7, 0 ground.type = low ground.slidetime = 10 ground.hittime = 10 air.hittime = 999 air.velocity = -10, -10 fall.recover = 0 kill = 0 guard.kill = 0 p2facing = 1 envshake.freq = 70 envshake.ampl = 8 envshake.time = 18 ignorehitpause = 0 [State 0, PosSet] type = Posset trigger1 = movehit x = -30 y = -30 ignorehitpause = 1 ;persistent = [State 0, VelAdd] type = Velset trigger1 = AnimElem = 11 x = 3 y = -4 ;ignorehitpause = ;persistent = [State 0, StateTypeSet] type = StateTypeSet trigger1 = Animelem = 12 statetype = A ;S,A,C,L movetype = I ;I,A,H physics = A ;A,C,S,N [State 0, Changestate] type = Changestate trigger1 = movecontact && win = 1 value = 45 elem = 12 ;ignorehitpause = ;persistent = ;edge master hitstates [Statedef 60030] type = A movetype = H physics = N velset = 0,0 ctrl = 0 [State 0, DestroySelf] type = DestroySelf trigger1 = ishelper = 1 ignorehitpause = 1 ;persistent = [State 0, HitBy] type = HitBy trigger1 = 1 value = SCA,HP ;value2 = S,NA time = 999 ignorehitpause = 1 ;persistent = [State 0, PosSet] type = PosSet trigger1 = time = 0 x = 0 y = -50 ignorehitpause = 1 ;persistent = [State 0, ChangeAnim2] type = ChangeAnim2 trigger1 = time = 0 value = 60030 [Statedef 60031] type = A movetype = H physics = N velset = 0,0 ctrl = 0 [State 0, DestroySelf] type = DestroySelf trigger1 = ishelper = 1 ignorehitpause = 1 ;persistent = [State 0, HitBy] type = HitBy trigger1 = 1 value = SCA,HP ;value2 = S,NA time = 999 ignorehitpause = 1 ;persistent = [State 0, ChangeAnim2] type = ChangeAnim2 trigger1 = time = 0 value = 60031 [State 0, PosSet] type = PosSet trigger1 = time = 0 x = 0 y = -50 ;ignorehitpause = ;persistent = [Statedef 60032] type = A movetype = H physics = N velset = 0,0 ctrl = 0 [State 0, HitBy] type = HitBy trigger1 = 1 value = SCA,HP ;value2 = S,NA time = 999 ignorehitpause = 1 ;persistent = [State 0, PosSet] type = PosSet trigger1 = time = 0 x = 0 y = 0 ignorehitpause = 1 ;persistent = [State 0, ChangeAnim2] type = ChangeAnim2 trigger1 = time = 0 value = 60032 [Statedef 60033] type = A movetype = H physics = N velset = 0,0 ctrl = 0 [State 0, ChangeAnim2] type = ChangeAnim2 trigger1 = time = 0 value = 60031 [State 0, StateTypeSet] type = StateTypeSet trigger1 = time = 60 statetype = A ;S,A,C,L movetype = H ;I,A,H physics = A ;A,C,S,N ;ignorehitpause = ;persistent = [State 0, ChangeAnim2] type = ChangeAnim trigger1 = time = 60 value = 5030 ctrl = 0 [State 0, VelSet] type = VelSet trigger1 = time = 60 x = 0 y = -25 ;ignorehitpause = ;persistent = [State 0, ChangeAnim2] type = ChangeAnim trigger1 = vel y > 1 && time = 70 value = 5030 ctrl = 0 [State 0, ScreenBound] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 ;ignorehitpause = ;persistent = [Statedef 60034] type = A movetype = H physics = N velset = 0,0 anim = 5300 ctrl = 0 [State 0, ScreenBound] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 ;ignorehitpause = ;persistent = [State 0, ChangeState] type = selfState trigger1 = time = 100 value = 0 ctrl = 1 ;anim = ;ignorehitpause = ;persistent = ;edge master success [Statedef 6031] type = A movetype = H physics = N velset = 0,0 ctrl = 0 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = timerfreeze [State 0, Helper] type = Helper trigger1 = time = 0 helpertype = normal ;player name = "superbg1" stateno = 20010 pos = 0,0 postype = p2 facing = 0 keyctrl = 0 bindtime = -1 sprpriority = -2 ownpal = 0 ignorehitpause = 0 size.xscale = 0.7 size.yscale = 0.7 [State 0, AssertSpecial] type = AssertSpecial trigger1 = time = [0, 2] flag = noBG flag2 = nofg ignorehitpause = 1 [State 0, AssertSpecial] type = AssertSpecial trigger1 = time = [2, 500] flag = noBG flag2 = nofg [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 0, PosSet] type = Posset trigger1 = time = 0 x = 0 y = -30 ignorehitpause = 1 ;persistent = [State 0, ChangeAnim2] type = ChangeAnim trigger1 = time = 0 value = 6031 ;edge master - movement [State 0, ScreenBound] type = ScreenBound trigger1 = time = [1, 100] value = 0 movecamera = 0,0 ;ignorehitpause = ;persistent = [State 0, VelAdd] type = VelAdd trigger1 = time = 1 x = 3 y = -3 ;ignorehitpause = ;persistent = [State 0, VelAdd] type = Velset trigger1 = time = 10 x = 2 y = -2 ;ignorehitpause = ;persistent = [State 0, VelAdd] type = Velset trigger1 = time = 20 x = 1 y = -1 ;ignorehitpause = ;persistent = [State 0, VelAdd] type = Velset trigger1 = time = 30 x = 0 y = 0 ;ignorehitpause = ;persistent = [State 0, PosSet] type = VelSet trigger1 = AnimElem = 7 x = 0 y = 0 ;ignorehitpause = ;persistent [State 0, PosSet] type = PosSet trigger1 = AnimElem = 9 x = 0 y = -10 ;ignorehitpause = ;persistent [State 0, PosSet] type = Posadd trigger1 = AnimElem = 56 x = 490 y = 10 ;ignorehitpause = ;persistent = [State 0, VelAdd] type = Velset trigger1 = AnimElem = 56 x = -20 y = 0 ;ignorehitpause = ;persistent = [State 0, VelAdd] type = Velset trigger1 = AnimElem = 58 x = -10 y = 0 ;ignorehitpause = ;persistent = [State 0, VelAdd] type = Velset trigger1 = AnimElem = 60 x = 0 y = 0 ;ignorehitpause = ;persistent = ; hits [state 6031, hit1] type = HitDef trigger1 = AnimElem = 7 attr = A, HP damage = 5 animtype = hard guardflag = 0 hitflag = MAFP pausetime = 8,8 sparkno = -1 hitsound = s6, 1 sparkxy = 0, -20 guardsound = 7, 0 ground.type = low ground.slidetime = 10 ground.hittime = 10 air.hittime = 999 air.velocity = -10, -10 p2facing = 1 p2stateno = 60030 envshake.freq = 70 envshake.ampl = 8 envshake.time = 18 ignorehitpause = 0 kill = 0 [state 6031, hit2] type = HitDef trigger1 = AnimElem = 14 attr = A, HP damage = 10 animtype = hard guardflag = 0 hitflag = MAFP pausetime = 8,8 sparkno = -1 hitsound = s6, 1 guardsound = 7, 0 ground.type = low ground.slidetime = 10 ground.hittime = 10 air.hittime = 999 air.velocity = -10, -10 sparkxy = -15, -30 p2facing = 1 p2stateno = 60031 envshake.freq = 70 envshake.ampl = 8 envshake.time = 18 ignorehitpause = 0 kill = 0 [state 6031, hit3] type = HitDef trigger1 = AnimElem = 17 attr = A, HP damage = 15 animtype = hard guardflag = 0 hitflag = MAFP pausetime = 8,8 sparkno = -1 hitsound = s6, 1 guardsound = 7, 0 ground.type = low ground.slidetime = 10 ground.hittime = 10 air.hittime = 999 sparkxy = -20, -60 air.velocity = -10, -10 p2facing = 1 p2stateno = 60030 envshake.freq = 70 envshake.ampl = 8 envshake.time = 18 ignorehitpause = 0 kill = 0 [state 6031, hit4] type = HitDef trigger1 = AnimElem = 20 attr = A, HP damage = 20 animtype = hard guardflag = 0 hitflag = MAFP pausetime = 8,8 sparkno = -1 hitsound = s6, 1 guardsound = 7, 0 ground.type = low ground.slidetime = 10 ground.hittime = 10 air.hittime = 999 air.velocity = -10, -10 p2facing = 1 sparkxy = 0, -30 p2stateno = 60031 envshake.freq = 70 envshake.ampl = 8 envshake.time = 18 ignorehitpause = 0 kill = 0 [state 6031, hit5] type = HitDef trigger1 = AnimElem = 23 attr = A, HP damage = 25 animtype = hard guardflag = 0 hitflag = MAFP pausetime = 8,8 sparkno = -1 hitsound = s6, 1 guardsound = 7, 0 ground.type = low ground.slidetime = 10 ground.hittime = 10 air.hittime = 999 sparkxy = -20, -50 air.velocity = -30, -10 p2facing = 1 p2stateno = 60030 envshake.freq = 70 envshake.ampl = 8 envshake.time = 18 ignorehitpause = 0 kill = 0 [state 6031, hit6] type = HitDef trigger1 = AnimElem = 27 attr = A, HP damage = 30 animtype = hard guardflag = 0 hitflag = MAFP pausetime = 8,8 sparkno = -1 hitsound = s6, 1 guardsound = 7, 0 ground.type = low ground.slidetime = 10 ground.hittime = 10 air.hittime = 999 air.velocity = -10, -10 p2facing = 1 sparkxy = -15, -30 p2stateno = 60031 envshake.freq = 70 envshake.ampl = 8 envshake.time = 18 ignorehitpause = 0 kill = 0 [state 6031, hit7] type = HitDef trigger1 = AnimElem = 29 attr = A, HP damage = 35 animtype = hard guardflag = 0 hitflag = MAFP pausetime = 8,8 sparkno = -1 sparkxy = 30, -20 hitsound = s4, 5 guardsound = 7, 0 ground.type = low ground.slidetime = 10 ground.hittime = 10 air.hittime = 999 air.velocity = -10, -10 p2facing = 1 p2stateno = 60030 envshake.freq = 70 envshake.ampl = 8 envshake.time = 18 ignorehitpause = 0 kill = 0 [state 6031, hit8] type = HitDef trigger1 = AnimElem = 32 attr = A, HP damage = 40 animtype = hard guardflag = 0 hitflag = MAFP pausetime = 8,8 sparkno = -1 sparkxy = 0,-60 hitsound = s4, 5 guardsound = 7, 0 ground.type = low ground.slidetime = 10 ground.hittime = 10 air.hittime = 999 air.velocity = -10, -10 p2facing = 1 p2stateno = 60031 envshake.freq = 70 envshake.ampl = 8 envshake.time = 18 ignorehitpause = 0 kill = 0 [state 6031, hit9] type = HitDef trigger1 = AnimElem = 35 attr = A, HP damage = 45 animtype = hard guardflag = 0 hitflag = MAFP pausetime = 8,8 sparkno = -1 hitsound = s6, 2 guardsound = 7, 0 sparkxy = 20, -30 ground.type = low ground.slidetime = 10 ground.hittime = 10 air.hittime = 999 air.velocity = -10, -10 p2facing = 1 p2stateno = 60030 envshake.freq = 70 envshake.ampl = 8 envshake.time = 18 ignorehitpause = 0 kill = 0 [state 6031, hideopponent] type = HitDef trigger1 = AnimElem = 37 attr = A, HP damage = 0 guardflag = 0 hitflag = MAFP numhits = 0 hitsound = s1, 6 pausetime = 0,0 sparkno = -1 hitsound = -1 p2stateno = 60032 [state 6031, opponent dizzy] type = HitDef trigger1 = AnimElem = 54 attr = A, HP damage = 0 numhits = 0 guardflag = 0 hitsound = s1, 3 hitflag = MAFP pausetime = 0,0 sparkno = -1 hitsound = -1 p2stateno = 60034 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 53 value = S4, 22 volume = 0 channel = 1 ;lowpriority = -1 freqmul = 1.0 loop = 0 pan = 0 ;abspan = ignorehitpause = 1 ;persistent = [State 0, PalFX] type = allPalFX trigger1 = movecontact = 1 && time = [0, 165] time = 5 add = 256,256,256 mul = 256,256,256 ;sinadd = 0,0,0,10 color = 256 ignorehitpause = 0 ;persistent = [state 6031, final strike] type = HitDef trigger1 = AnimElem = 56 attr = S, HP damage = 200 animtype = hard guardflag = 0 numhits = 1 hitflag = MAFP pausetime = 0,0 sparkno = 0 guardsound = 7, 0 ground.type = low ground.slidetime = 9999 ground.hittime = 9999 air.hittime = 999 ground.velocity = 0 p2facing = 0 sparkxy = 0, -20 p2stateno = 60033 envshake.freq = 70 envshake.ampl = 8 envshake.time = 30 ignorehitpause = 0 fall = 1 [State 0, Explod] type = Explod trigger1 = movehit && animelem = 58 anim = 10017 pos = -10,-20 postype = p2 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermove pausemove scale = 2,2 sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod trigger1 = movehit && animelem = 60 anim = 10016 pos = 0,-20 postype = p2 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermove pausemove scale = 2,2 sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, PalFX] type = allPalFX trigger1 = AnimElem = 57 time = 1 add = 256,256,256 mul = 256,256,256 ;sinadd = 0,0,0,10 color = 256 ignorehitpause = 1 ;persistent = [State 0, PalFX] type = allPalFX trigger1 = AnimElem = 59 time = 1 add = 256,256,256 mul = 256,256,256 ;sinadd = 0,0,0,10 color = 256 ignorehitpause = 1 ;persistent = [State 0, HitAdd] type = HitAdd trigger1 = movecontact = 1 && AnimElem = 56 value = 1 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod trigger1 = AnimElem = 59 anim = 10035 pos = 0,0 postype = p2 facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 scale = 1,1 sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 57 value = S4, 21 volume = 0 channel = 1 ;lowpriority = -1 freqmul = 1.0 loop = 0 pan = 0 ;abspan = ignorehitpause = 1 ;persistent = [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 60 value = S6, 1 volume = 0 channel = 2 ;lowpriority = -1 freqmul = 1.0 loop = 0 pan = 0 ;abspan = ignorehitpause = 1 ;persistent = [State 6031, end] type = ChangeState trigger1 = time = 480 value = 0 ctrl = 1 [State 0, Helper] type = Helper trigger1 = time = 350 helpertype = normal stateno = 40023 pos = 0,0 postype = p1 ;p2,front,back,left,right facing = 0 keyctrl = 0 ownpal = 0 ;opponent hitfloor [Statedef 40023] type = A movetype = A physics = S anim = 40023 [State 40022, hit] type = hitdef trigger1 = animelem = 1 attr = A, HP damage = 20, 0 animtype = back guardflag = 0 sparkno = 0 sound = -1 hitflag = MAF priority = 3, Hit pausetime = 0, 0 ground.velocity = 0, 50 air.velocity = 0, 50 fall = 1 fall.recovertime = 0 [State 0, ChangeState] type = destroyself trigger1 = movecontact ;-------------------------------------------- ;play super background [Statedef 20010] type = A movetype = I physics = N anim = 9999 sprpriority = -2 [State 3000, Explod] type = Explod trigger1 = Time = 0 anim = 20010 postype = back sprpriority = -2 supermovetime = 1 removetime = 230 supermove = 1 pos = 0,80 ontop = 0 bindtime = -1 [State 0, ChangeState] type = destroyself trigger1 = time = 230 ;-------------------------------- ;juggle bar ;--------------------------------- [Statedef 21000] type = A movetype = I physics = N anim = 9999 ignorehitpause = 1 sprpriority = 0 [State 21000, 1] type = Explod triggerall = time = 0 id = 21001 trigger1 = parent, var(7) > 0 trigger1 = parent, var(9) = 1 anim = 21001 postype = left scale = 0.5, 0.5 pos = 14, 60 bindtime = -1 removetime = -1 facing = 1 ownpal = 1 sprpriority = -2 ignorehitpause = 1 [State 21000, 1] type = Explod triggerall = time = 0 trigger1 = parent, var(7) > 0 trigger1 = parent, var(9) = -1 anim = 21001 id = 21001 postype = right scale = 0.5, 0.5 pos = -305, 60 bindtime = -1 removetime = -1 ownpal = 1 facing = 1 sprpriority = -2 ignorehitpause = 1 [State 2110, 3] type = Explod triggerall = time = 0 trigger1 = parent, var(7) > 0 trigger1 = parent, var(9) = 1 anim = 21000 id = 100 postype = left scale = 0.5, 0.5 pos = 70, 60 ownpal = 1 facing = 1 bindtime = -1 removetime = -1 sprpriority = -1 ignorehitpause = 1 [State 2110, 3] type = Explod triggerall = time = 0 trigger1 = parent, var(7) > 0 trigger1 = parent, var(9) = -1 anim = 21000 id = 100 postype = left scale = 0.5, 0.5 pos = 70, 60 bindtime = -1 ownpal = 1 facing = 1 removetime = -1 sprpriority = -1 ignorehitpause = 1 [State 2110, 7] type = RemoveExplod trigger1 = parent, var(7) = 0 trigger2 = parent, var(7) >= 31 ID = 100 [State 2110, 7] type = RemoveExplod trigger1 = parent, var(7) = 0 trigger2 = parent, var(7) >= 31 ID = 21001 [State 0, ModifyExplod] type = ModifyExplod trigger1 = 1 ID = 21001 bindtime = 1 pos = 0, 0 scale = -0.014 * (parent,var(7) -0.1),0.4 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = numhelper(100) = 1 v = 8 ;fv = 10 value = 1 ignorehitpause = 1 ;persistent = [State 0, VarSet] type = VarSet trigger1 = numhelper(100) = 0 v = 8 ;fv = 10 value = -1 ignorehitpause = 1 ;persistent = [State 2110, 8] type = DestroySelf trigger1 = parent, var(7) = 0 trigger2= numexplod(100) = 0 ignorehitpause = 1 ;--------------------------------------------------------------------------- ; Override common states (use same number to override) : ;-------------------------------------------------------------------------- ; Combo Ranking helper [Statedef 9200] type = S movetype = I anim = 9999 [State 9200, Reset] type = ParentVarSet trigger1 = parent, var(15) = 0 trigger1 = parent, var(17) > 0 var(17) = 0 [State 9200, Done] type = DestroySelf trigger1 = 1 ;Face opponent when landing. We are replacing the default landing common ;functions, causing Maxime tot urn and face the opponent as soon as he ;lands from a jump, reguardless of how long his landing animation is. [Statedef 52] type = S physics = S velset = 0,0 ctrl = 1 [State -1] Type = Turn Trigger1 = P2Dist X < 0 [State 50, 1] type = VarSet trigger1 = Time = 1 sysvar(1) = 0 [State 50, 2] type = ChangeAnim triggerall = Time = 0 trigger1 = sysvar(1) = 0 value = 47 [State 52, 1] type = VelSet trigger1 = Time = 0 y = 0 [State 52, 2] type = PosSet trigger1 = Time = 0 y = 0 [State 52, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ; Jump Up (taken from Ibukah's Shiki Tohno, it allows for Maxime to attack ;in the air and then double jump without a problem. I probably don't need ;a lot of the code in this, so I should clean it up later.) ;air jump start [Statedef 45] type = A movetype = A physics = N ctrl = 0 velset = 0,0 ;[State 110,0] ;type = Varset ;trigger1 = time = 0 ;v = 12 ;value = 0 [State 110,0] type = Varset trigger1 = time = 0 v = 14 value = 1 [State 45, 1] type = ChangeAnim trigger1 = SelfAnimExist(44) value = 44 [State 45, 2] type = ChangeAnim trigger1 = !SelfAnimExist(44) value = 45 [State 45, 3] type = VarSet trigger1 = Time = 0 sysvar(1) = 0 [State 45, 4] type = VarSet trigger1 = command = "holdfwd" sysvar(1) = 1 [State 45, 5] type = VarSet trigger1 = command = "holdback" sysvar(1) = -1 [State 45, 6] type = VelSet trigger1 = Time = 2 x = ifelse(sysvar(1)=0, const(velocity.airjump.neu.x), ifelse(sysvar(1)=1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x))) y = const(velocity.airjump.y) ;spring jump [State 45, 1] type = HitDef trigger1 = NumHelper(40020) = 0 attr = S, NA damage = 25, 10 animtype = mid guardflag = 0 hitflag = MAF priority = 3, Hit pausetime = 0, 0 sparkno = S10010 sparkxy = -10, -76 hitsound = s4, 7 guardsound = 6, 0 ground.type = low ground.slidetime =0 ground.hittime = 16 ground.velocity = 0 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4, 3 air.hittime = 99 air.fall = 1 fall.recover = 0 getpower = 30 [State 0, BindToTarget] type = BindToTarget trigger1 = movehit = 1 time = 1 ID = -1 pos = 3,0,head [State 0, BindToTarget] type = BindToTarget trigger1 = movehit && p2statetype = A time = 1 ID = -1 pos = -5,10,head [State 0, Helper] type = Helper trigger1 = movehit = 1 ;player name = "spring" ID = 40020 stateno = 40020 pos = 0,0 postype = p2 ;p2,front,back,left,right [State 0, Helper] type = Helper triggerall = p2statetype = a trigger1 = movehit = 1 name = "springair" ID = 40022 stateno = 40022 pos = 0,0 postype = front [State 0, ChangeState] type = ChangeState trigger1 = movecontact = 1 value = 40021 ctrl = 0 ;anim = ;ignorehitpause = ;persistent = [State 45, 7] type = ChangeState trigger1 = Time = 2 value = 50 ctrl = 1 ;spring ;this helper prevents Maxime from comboing ;spring jumps into each other. [Statedef 40020] type = S movetype = I physics = S anim = 40020 [State 0, destroyself] type = destroyself trigger1 = time = 30 ;springhit [Statedef 40021] type = A movetype = I physics = S anim = 40021 [State 0, ChangeState] type = changestate trigger1 = animtime = 0 value = 40 ;springair ;damages opponent if they fall [Statedef 40022] type = A movetype = A physics = S anim = 40022 [State 40022, hit] type = hitdef trigger1 = animelem = 1 attr = S, NA damage = 40, 15 animtype = back guardflag = 0 sparkno = 0 sound = -1 hitflag = MAF priority = 3, Hit pausetime = 0, 0 air.velocity = -1, 13 fall = 1 fall.recovertime = 0 [State 0, ChangeState] type = destroyself trigger1 = time = 60 trigger2 = movecontact ;springair2 ;damages opponent if they fall from higher up [Statedef 40024] type = A movetype = A physics = S anim = 40022 [State 40024, hit] type = hitdef trigger1 = animelem = 1 attr = S, NA damage = 40, 15 animtype = back guardflag = 0 sparkno = 0 sound = -1 hitflag = MAF priority = 3, Hit pausetime = 0, 0 air.velocity = -1, 13 fall = 1 fall.recovertime = 0 envshake.time = 20 envshake.freq = 70 envshake.ampl = 10 envshake.phase = 90 ignorehitpause = 1 ;persistent = [State 0, AllPalFX] type = AllPalFX trigger1 = movehit = 1 time = 2 add = 256,256,256 mul = 256,256,256 ;sinadd = 0,0,0,10 ;invertall = 0 color = 256 ;ignorehitpause = ;persistent = [State 0, ChangeState] type = destroyself trigger1 = time = 60 trigger2 = movecontact ;------------------------------- ;jump up [Statedef 42] type = A movetype = A physics = A [State 42, 1] type = VarSet trigger1 = Time = 0 sysvar(1) = 0 [State 42, 2] type = ChangeAnim triggerall = Anim != 110 && Anim != 115 trigger1 = Time = 0 value = ifelse((vel x)=0, 45, ifelse((vel x)>0, 42, 43)) [State 42, 3] type = ChangeAnim trigger1 = Vel y > -2 trigger1 = SelfAnimExist(anim + 3) persistent = 0 value = Anim + 3 ;--------------------------------------------------------------------------- ; States that are always executed (use statedef -2) ;--------------------------------------------------------------------------- [statedef -2] [State 21000, Helper] type = Helper trigger1 = p2movetype = H && var(7) > 0 trigger1 = numhelper(100) = 0 helpertype = normal ;player name = "juggle bar" ID = 100 stateno = 21000 pos = 0,0 postype = p1 ;p2,front,back,left,right facing = 1 keyctrl = 0 ownpal = 0 supermove pausemove ;ignorehitpause = ;persistent = [state -2, juggle counter initialise] type = varset trigger1 = gametime = 1 v = 7 value = 0 [state -2, no juggle] ;no juggle[State 0, AssertSpecial] type = AssertSpecial trigger1 = var(7) <= 30 flag = nojugglecheck ignorehitpause = 1 [State 0, BGPalFX] type = BGPalFX trigger1 = var(7) > 20 time = 1 add = 100,0,0 mul = 256,256,256 ;sinadd = 0,0,0,10 invertall = 0 ;color = 256 ignorehitpause = 1 persistent = 1 ;attack check ;punch [State 0, VarAdd] type = VarAdd trigger1 = movehit = 1 && stateno = 200 && p2movetype = H && p2statetype = a v = 7 ;fv = value = 1 ;ignorehitpause = 1 ;persistent = 0 ;wind's edge [State 0, VarAdd] type = VarAdd trigger1 = movehit && stateno = 260 && animelem = 10 && p2movetype = H && p2statetype = a v = 7 ;fv = value = 8 ;ignorehitpause = 1 ;persistent = 0 ;kick [State 0, VarAdd] type = VarAdd trigger1 = movehit = 1 && stateno = 201 && p2movetype = H && p2statetype = a v = 7 ;fv = value = 2 ;ignorehitpause = 1 ;persistent = 0 ;nimbus kick [State 0, VarAdd] type = VarAdd trigger1 = movehit = 1 && stateno = 216 && p2movetype = H && p2statetype = a v = 7 ;fv = value = 2 ;ignorehitpause = 1 ;persistent = 0 ;tiger claw [State 0, VarAdd] type = VarAdd trigger1 = movehit = 1 && stateno = 203 && p2movetype = H && p2statetype = a v = 7 ;fv = value = 4 ;ignorehitpause = 1 ;persistent = 0 ;onibi swell [State 0, VarAdd] type = VarAdd trigger1 = movehit = 1 && stateno = 222 && p2movetype = H && p2statetype = a v = 7 ;fv = value = 4 ;ignorehitpause = 1 ;persistent = 0 ;top kick [State 0, VarAdd] type = VarAdd trigger1 = movehit = 1 && stateno = 223 && p2movetype = H && p2statetype = a v = 7 ;fv = value = 1 ;ignorehitpause = 1 ;persistent = 0 ;aerial blitz paw [State 0, VarAdd] type = VarAdd trigger1 = movehit = 1 && stateno = 210 && p2movetype = H && p2statetype = a v = 7 ;fv = value = 1 ;ignorehitpause = 1 ;persistent = 0 ;mammatus alto [State 0, VarAdd] type = VarAdd trigger1 = movehit = 3 && stateno = 217 && p2movetype = H && p2statetype = a v = 7 ;fv = value = 2 ;ignorehitpause = 1 ;persistent = 0 ;snake bite [State 0, VarAdd] type = VarAdd trigger1 = movehit = 1 && stateno = 211 && p2movetype = H && p2statetype = a v = 7 ;fv = value = 1 ;ignorehitpause = 1 ;persistent = 0 ;low kick [State 0, VarAdd] type = VarAdd trigger1 = movehit = 1 && stateno = 215 && p2movetype = H && p2statetype = a v = 7 ;fv = value = 2 ;ignorehitpause = 1 ;persistent = 0 ;quicksilver [State 0, VarAdd] type = VarAdd trigger1 = movehit = 2 && stateno = 212 && p2movetype = H && p2statetype = a v = 7 ;fv = value = 1 ;ignorehitpause = 1 ;persistent = 0 ;boost kick [State 0, VarAdd] type = VarAdd trigger1 = movehit = 1 && stateno = 220 && p2movetype = H && p2statetype = a v = 7 ;fv = value = 5 ;ignorehitpause = 1 ;persistent = 0 [state -2, juggle counter reset] type = varset triggerall = enemynear, movetype != H trigger1 = p2stateno = 5120 trigger2 = p2stateno = 5200 trigger3 = p2stateno = 5210 trigger4 = p2stateno = 45 trigger5 = p2stateno = 0 v = 7 value = 0 ;juggle thing (copied from BB Hood for now) ; Damage dampener [State -2, Var] type = VarSet trigger1 = var(17) <= 0 var(17) = 0 ignorehitpause = 1 [State -2, Var] type = VarSet trigger1 = 1 fvar(0) = 1 - ((var(16) + var(17)) * 0.1) ignorehitpause = 1 [State -2, Var] type = VarSet trigger1 = fvar(0) < 0.1 fvar(0) = 0.1 ignorehitpause = 1 [State -2, Attack] type = AttackMulSet trigger1 = 1 value = fvar(0) ignorehitpause = 1 ; Combo ranking [State -2, Set Up] type = VarSet trigger1 = p2movetype = H trigger1 = !var(15) var(15) = 1 [State -2, Keep Track] type = VarSet trigger1 = UniqHitCount > 0 trigger1 = var(15) var(16) = UniqHitCount [State -2, Add To Total] type = VarSet triggerall = var(15) trigger1 = UniqHitCount < var(16) trigger2 = p2movetype != H var(17) = var(17) + var(16) [State -2, Add Helper Hits] type = VarSet triggerall = var(15) trigger1 = var(19) != 0 trigger2 = p2movetype != H var(17) = var(17) + var(19) [State -2, Track Helper] type = VarSet trigger1 = var(19) != 0 trigger1 = var(15) var(19) = 0 [State -2, Projectile Hits] type = VarSet triggerall = var(15) trigger1 = ProjHit = 1 var(17) = var(17) + 1 [State -2, Reset Current] type = VarSet trigger1 = UniqHitCount < var(16) trigger1 = var(15) var(16) = UniqHitCount [State -2, Finished] type = VarSet triggerall = var(15) trigger1 = p2movetype != H trigger2 = movetype = H trigger3 = (stateno = 0) && (enemy, stateno = 5150) && (enemy, alive = 0) var(16) = 0 [State -2, Helper] type = Helper triggerall = var(15) triggerall = var(17) > 0 triggerall = !NumHelper(9200) trigger1 = p2movetype != H trigger2 = movetype = H trigger3 = (stateno = 0) && (enemy, stateno = 5150) && (enemy, alive = 0) name = "Combo Ranker" ID = 9200 stateno = 9200 [State -2, Reset] type = VarSet triggerall = var(15) trigger1 = p2movetype != H trigger2 = movetype = H trigger3 = (stateno = 0) && (enemy, stateno = 5150) && (enemy, alive = 0) var(15) = 0 ;------------------------ ;facing left or right ;------------------------ [State 0, VarSet] type = VarSet trigger1 = facing = 1 v = 9 ;fv = 10 value = 1 ;ignorehitpause = ;persistent = [State 0, VarSet] type = VarSet trigger1 = facing = -1 v = 9 ;fv = 10 value = -1 ;ignorehitpause = ;persistent = ;--------------------------------------------------------------------------- ; States that are executed when in self's state file (use statedef -3) ;--------------------------------------------------------------------------- [Statedef -3] ;This controller plays a sound everytime Maxime lands from a jump, or ;from his back-dash. [State -3, Landing Sound] type = PlaySnd triggerall = Time = 1 trigger1 = stateno = 52 ;Jump land trigger2 = stateno = 106 ;Run-back land value = 40, 0 [State -3, deactivate AI 0n win] type = VarSet triggerall = var(20) > 0 trigger1 = Win v = 20 value = 0