;--------------------------------------------------------------------------- ; Launched by Roundhouse [Statedef 230] type = S movetype= H physics = N velset = 0,0 [State 230,1] type = ChangeAnim trigger1 = Time = 0 value = 5012 [State 230,2] type = ChangeAnim trigger1 = Time > 0 value = anim [State 230,3] type = StateTypeSet trigger1 = Time = 0 && GetHitVar(yvel) != 0 && GetHitVar(fall) trigger2 = Pos Y != 0 type = A [State 230,4] type = ChangeState trigger1 = HitShakeOver value = 231 ;--------------------------------------------------------------------------- ; Launched (cont) [Statedef 231] type = A movetype= H physics = N ctrl = 0 [State 231,1] type = ChangeAnim trigger1 = Time = 0 && (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype))) value = 5047 + GetHitVar(animtype) [State 231,2] type = VelAdd trigger1 = 1 y = GetHitVar(yaccel) [State 231,3] type = HitVelSet trigger1 = Time = 0 x = 1 y = 1 [State 231,4] type = ChangeState trigger1 = (Time = 15) ;|| Animtime = 0 value = 232 ;--------------------------------------------------------------------------- ;Launched (cont) [Statedef 232] type = A movetype= H physics = N [State 232,1] type = ChangeAnim trigger1 = Time = 0 && SelfAnimExist(5035) && (Anim != [5051,5059]) && Anim != 5090 value = 5035 [State 232,2] type = VelAdd trigger1 = 1 y = GetHitVar(yaccel) [State 232,3] type = ChangeState trigger1 = HitOver || AnimTime = 0 trigger2 = Vel Y > 0 && Pos Y >= 10 trigger3 = Time = 0 && Anim != 5035 value = 233 ;--------------------------------------------------------------------------- ; Launched (end) [Statedef 233] type = A movetype= H physics = N [State 233,1] type = ChangeAnim trigger1 = AnimTime = 0 && Anim = 5035 trigger2 = Time = 0 && Anim != 5035 trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069]) && Anim != 5090 value = 5050 [State 233,2] type = VelAdd trigger1 = 1 y = GetHitVar(yaccel) [State 233,3] type = SelfState triggerall = Alive = 1 trigger1 = (Time = 15) || (Vel Y >= 0) value = 5040 ctrl = 1 [State 233,4] type = VarSet trigger1 = Time = 0 sysvar(1) = 0 [State 233,5] type = SelfState trigger1 = Vel Y > 0 trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25) value = 5100 ;--------------------------------------------------------------------------- ; TRIPPED (shaking) [Statedef 326] type = A movetype= H physics = N velset = 0,0 [State 326, 1] type = ChangeAnim trigger1 = 1 value = 5070 [State 326, 2] type = ChangeState trigger1 = HitShakeOver value = 327 [State 326, 3] type = ForceFeedback trigger1 = time = 0 time = 12 waveform = sinesquare ampl = 140 [state 326,4] type = nothitby trigger1 = 1 value = SCA, AA, AP, AT, NA, NP, NT, SA, SP, ST, HA, HP, HT time = 2 ignorehitpause = 1 [state 326,5] type = playerpush trigger1 = 1 value = 0 ;--------------------------------------------------------------------------- ; TRIPPED (fall through air) [Statedef 327] type = A movetype= H physics = N [State 327, 1] type = HitVelSet trigger1 = Time = 0 x = 1 y = 1 [State 327, 2] ;Acceleration type = VelAdd trigger1 = 1 y = GetHitVar(yaccel) [State 327, 3] ;Hit ground trigger1 = Vel Y > 0 trigger1 = Pos Y >= 15 type = ChangeState value = 328 [state 327,4] type = nothitby trigger1 = 1 value = SCA, AA, AP, AT, NA, NP, NT, SA, SP, ST, HA, HP, HT time = 2 ignorehitpause = 1 [state 327,5] type = playerpush trigger1 = 1 value = 0 ;--------------------------------------------------------------------------- ; TRIP LIEDOWN [Statedef 328] type = L movetype= H physics = N [State 328, EnvShake] type = FallEnvShake trigger1 = Time = 0 [State 328, 1] ;For hit up/up-diag type (from state 5081) type = ChangeAnim persistent = 0 trigger1 = SelfAnimExist(5110 + (anim % 10)) trigger1 = anim = [5081,5089] value = 5110 + (anim % 10) [State 328, 2] ;Hit ground anim (normal) type = ChangeAnim triggerall = time = 0 triggerall = anim != [5110,5119] ;Not already changed anim trigger1 = anim != [5161,5169] trigger2 = !SelfAnimExist(5170 + (anim % 10)) value = 5170 [State 328, 3] ;Hit ground anim (for hit up) type = ChangeAnim triggerall = time = 0 triggerall = anim != [5110,5119] ;Not already changed anim trigger1 = anim = [5161,5169] trigger1 = SelfAnimExist(5170 + (anim % 10)) value = 5170 + (anim % 10) [State 328, 4] type = HitFallDamage trigger1 = Time = 0 [State 328, 5] type = PosSet trigger1 = Time = 0 y = 0 [State 328, Var] type = VarSet trigger1 = Time = 0 trigger1 = GetHitVar(fall.yvel) != 0 sysvar(1) = floor(vel y) [State 328, 6] type = PlaySnd triggerall = prevstateno != [715,720] trigger1 = Time = 0 && !SysVar(0) value = F7, (sysvar(1) > 5) + (sysvar(1) > 14) [State 328, 6] type = PlaySnd triggerall = prevstateno = 720 trigger1 = Time = 0 && !SysVar(0) value = F7, 2 [State 328, 8] type = VelSet trigger1 = 1 x = 0 y = 0 [State 328, 9] ;For hit up type type = ChangeAnim persistent = 0 triggerall = anim = [5171,5179] triggerall = SelfAnimExist(5110 + (anim % 10)) trigger1 = AnimTime = 0 trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim value = 5110 + (anim % 10) [State 328, 10] ;For normal type = ChangeAnim persistent = 0 triggerall = Anim != [5111,5119] trigger1 = AnimTime = 0 trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame value = 5110 [State 328, 11] ;If just died type = SelfState triggerall = !alive trigger1 = AnimTime = 0 trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame trigger3 = Anim = [5110,5119] value = 5150 [State 328, 12] type = VarSet trigger1 = SysVar(0) trigger1 = Time = 0 sysvar(0) = 0 [State 328, 13] ;Friction type = VelMul trigger1 = 1 x = 0.85 [State 328, 14] type = ForceFeedback trigger1 = alive trigger1 = Time = 0 time = 8 ampl = 240 waveform = sine [State 328, 15] type = ForceFeedback trigger1 = !alive trigger1 = Time = 0 ampl = 200, 7, -.467 time = 30 waveform = sine [state 328,16] type = playerpush trigger1 = 1 value = 0 [state 328,17] type = nothitby trigger1 = time = 0 value = SCA, AA, AP, AT, NA, NP, NT, SA, SP, ST, HA, HP, HT time = 0 ignorehitpause = 1 [State 250,13] type = Envshake trigger1 = time = 0 && prevstateno = 720 persistent = 0 time = 15 freq = 70 ampl = -4 [state 328,18] type = selfstate trigger1 = alive && time = 7 && (prevstateno != [700,709]) && prevstateno != 720 trigger2 = alive && time = 9 && prevstateno = [700,709] trigger3 = alive && time = 12 && prevstateno = 720 value = 5120 ;--------------------------------------------------------------------------- ;Throw (Caught by) [Statedef 251] type = A movetype = H physics = N velset = 0,0 [state 251,1] type = screenbound trigger1 = time > 0 value = 1 [state 251,2] type = changeanim2 trigger1 = time = 0 value = 251 [state 251,3] type = lifeadd trigger1 = time = 30 value = -150 [State 251,4] type = ChangeState trigger1 = animtime = 0 value = 328 ;--------------------------------------------------------------------------- ; Not Aerial Raved A [Statedef 700] movetype= H physics = N velset = 0,0 ctrl = 0 [state 700,1] type = selfstate trigger1 = time = 0 && pos y >= 0 && command != "holddown" value = 5000 [state 700,2] type = selfstate trigger1 = time = 0 && pos y >= 0 && command = "holddown" value = 5010 [state 700, 3] type = statetypeset trigger1 = time = 1 value = A [State 700, 4] type = ChangeAnim trigger1 = 1 value = 5012 [State 700, 5] type = ChangeState trigger1 = HitShakeOver value = 701 ;--------------------------------------------------------------------------- ; Not Aerial Raved B [Statedef 701] type = A movetype= H physics = N ctrl = 0 [State 701, 1] type = VelAdd trigger1 = 1 y = 0.5 [State 701, 2] type = HitVelSet trigger1 = Time = 0 x = 1 y = 1 [State 701, 3] type = SelfState trigger1 = !Alive && Pos Y >= 0 && Vel Y > 0 value = 5100 [State 701, 4] type = ChangeState trigger1 = AnimTime = 0 || Time >= 10 value = 702 [State 701, 5] type = ChangeState trigger1 = Alive && Pos Y >= 10 && Vel Y > 0 value = 703 ;--------------------------------------------------------------------------- ; Not Aerial Raved C [Statedef 702] type = A movetype= H physics = N ctrl = 0 [State 702, 1] type = VelAdd trigger1 = 1 y = 0.5 [State 702, 2] type = ChangeAnim trigger1 = Time = 0 && SelfAnimExist(5061) value = 5061 [State 702, 3] type = ChangeState trigger1 = Pos Y >= 10 && Vel Y > 0 && Alive value = 703 [State 702, 4] type = SelfState trigger1 = Pos Y >= 0 && Vel Y > 0 && !Alive value = 5100 ;--------------------------------------------------------------------------- ; Not Aerial Raved D [Statedef 703] type = A movetype= H physics = N anim = 5210 ctrl = 0 [State 703, 1] type = PosFreeze trigger1 = Time = 0 value = 4 [State 703, 2] type = VelSet trigger1 = Time = 0 x = vel x / 2 y = -8 [State 703, 3] type = Turn trigger1 = P2Dist X < -10 && time = 0 persistent = 0 [State 703, 4] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 703, 5] type = VelAdd trigger1 = 1 y = .6 [State 703, 6] type = SelfState trigger1 = Pos Y >= 0 && Vel Y > 0 value = 52 ctrl = 1 ;--------------------------------------------------------------------------- ; Aerial Raved A [Statedef 705] movetype= H physics = N velset = 0,0 ctrl = 0 [state 705,1] type = selfstate trigger1 = time = 0 && pos y >= 0 && command != "holddown" value = 5000 [state 705,2] type = selfstate trigger1 = time = 0 && pos y >= 0 && command = "holddown" value = 5010 [state 705,3] type = statetypeset trigger1 = time = 1 value = A [State 705,4] type = ChangeAnim trigger1 = 1 value = 5012 [State 705,5] type = ChangeState trigger1 = HitShakeOver value = 706 ;--------------------------------------------------------------------------- ; Aerial Raved B [Statedef 706] type = A movetype= H physics = N ctrl = 0 [State 706, 1] type = VelAdd trigger1 = 1 y = 0.5 [State 706, 2] type = HitVelSet trigger1 = Time = 0 x = 1 y = 1 [State 706, 3] type = ChangeState trigger1 = AnimTime = 0 || Time >= 10 value = 707 [State 706, 4] type = ScreenBound trigger1 = 1 value = 1 movecamera = 1,1 [State 702, 2] type = ChangeAnim trigger1 = SelfAnimExist(5061) && anim != 5061 value = 5061 [State 706, 6] type = ChangeState trigger1 = Pos Y >= 10 && Vel Y > 0 value = 328 ;--------------------------------------------------------------------------- ; Aerial Raved C [Statedef 707] type = A movetype= H physics = N ctrl = 0 [State 707, 1] type = VelAdd trigger1 = 1 y = 0.5 [State 707, 2] type = ChangeAnim trigger1 = SelfAnimExist(5061) && anim != 5061 value = 5061 [State -3, 3] type = ScreenBound trigger1 = 1 value = 1 movecamera = 1,1 [State 707, 3] type = ChangeState trigger1 = Pos Y >= 10 && Vel Y > 0 value = 328 ;--------------------------------------------------------------------------- [Statedef 708] type = A movetype= I anim = 708 physics = N ctrl = 0 sprpriority = -5 [state 12,12] type = velset trigger1 = time = 0 x = 18 y = 8 [state 12,12] type = veladd trigger1 = 1 y = 0.5 [State 708, 3] type = ScreenBound trigger1 = 1 value = 1 movecamera = 1,1 [State 708, 4] type = Velset trigger1 = p2stateno = 328 && p2movetype = H x = 0 y = 0 [state 250,11] type = explod trigger1 = p2stateno = 328 && p2movetype = H persistent = 0 anim = 446 pos = -55,-5 postype = p2 sprpriority = 5 velocity = 0, 0 bindtime = 1 ownpal = 1 [state 250,12] type = explod trigger1 = p2stateno = 328 && p2movetype = H persistent = 0 anim = 447 pos = -55,-5 postype = p2 sprpriority = -5 velocity = 0, 0 bindtime = 1 ownpal = 1 [State 250,13] type = Envshake trigger1 = p2stateno = 328 && p2movetype = H persistent = 0 time = 15 freq = 70 ampl = -4 [state 250,15] type = playsnd trigger1 = p2stateno = 328 && p2movetype = H persistent = 0 value = 8,1 [state 12,12] type = destroyself trigger1 = (root, stateno != [100,102]) && (root, stateno != 710) && vel x = 0 trigger1 = p2stateno != 5120 ;--------------------------------------------------------------------------- ; Aerial Raved A [Statedef 715] movetype= H physics = N velset = 0,0 ctrl = 0 [state 710,1] type = selfstate trigger1 = time = 0 && pos y >= 0 && command != "holddown" value = 5000 [state 710,2] type = selfstate trigger1 = time = 0 && pos y >= 0 && command = "holddown" value = 5010 [state 710,3] type = statetypeset trigger1 = time = 1 value = A [State 710,4] type = ChangeAnim trigger1 = 1 value = 5012 [State 710,5] type = ChangeState trigger1 = HitShakeOver value = 716 ;--------------------------------------------------------------------------- ; Aerial Raved B [Statedef 716] type = A movetype= H physics = N ctrl = 0 [State 711, 1] type = VelAdd trigger1 = 1 y = 0.5 [State 711, 2] type = HitVelSet trigger1 = Time = 0 x = 1 y = 1 [State 711, 3] type = ChangeState trigger1 = AnimTime = 0 || Time >= 10 value = 717 [State 711, 4] type = ScreenBound trigger1 = 1 value = 1 movecamera = 1,1 [State 711, 2] type = ChangeAnim trigger1 = SelfAnimExist(5061) && anim != 5061 value = 5061 [State 711, 6] type = ChangeState trigger1 = Pos Y >= 10 && Vel Y > 0 value = 328 ;--------------------------------------------------------------------------- ; Aerial Raved C [Statedef 717] type = A movetype= H physics = N ctrl = 0 [State 712, 1] type = VelAdd trigger1 = 1 y = 0.5 [State 712, 2] type = ChangeAnim trigger1 = SelfAnimExist(5061) && anim != 5061 value = 5061 [State 712, 3] type = ScreenBound trigger1 = 1 value = 1 movecamera = 1,1 [State 712, 3] type = ChangeState trigger1 = Pos Y >= 10 && Vel Y > 0 value = 328 ;--------------------------------------------------------------------------- ; Rush Drill Hitby cont [Statedef 720] type = A movetype= H physics = N juggle = 0 velset = -3,-20 ctrl = 0 sprpriority = 2 [state 12,12] type = veladd trigger1 = 1 y = 0.66 [state 251,2] type = changeanim2 trigger1 = time = 0 value = 720 [state 251,2] type = changeanim2 trigger1 = vel y > 0 && anim != 721 value = 721 [State 531,12] type = ChangeState trigger1 = Vel Y > 0 && Pos Y >= 0 value = 328