; P2 is TeleGrabbed [Statedef 11535] type = A movetype= H physics = N velset = 0,0 [State 11535, 1] type = PlaySnd trigger1 = time = 0 value = F7,2 [State 11535, 2] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 11535, 3] type = SelfState Trigger1 = Time = 0 value = 5101 ctrl = 1 ;--------------------------------------------------------------------------- ; Speed Burst [Statedef 10100] type = S physics = S anim = 22 sprpriority = 1 [State 10100, 1] type = VelSet trigger1 = 1 x = 6 [State 10100, 2] ;Prevent from canceling into walk type = AssertSpecial trigger1 = 1 flag = NoWalk [State 10100, 3] ;Prevent from turning type = AssertSpecial trigger1 = 1 flag = NoAutoTurn [State 10100, 4-1] type = ChangeState triggerall = var(21) != 1 trigger1 = command != "holdfwd" value = 0 [State 10100, 4-2] type = ChangeState triggerall = var(21) = 1 trigger1 = p2BodyDist X <= 2 trigger2 = time >= 75 value = 0 ;=======[Specials Begin]====================== ;-------------------------------------- ; High shot [Statedef 11540] type = S movetype= A physics = S juggle = 4 poweradd= 120 velset = 0,0 anim = 11540 ctrl = 0 ; Killing Helper [State 11540, 4] type = Helper trigger1 = AnimElem = 4 stateno = 11541 name = "Spikeshot1" id = 11541 pos = 25, -82 postype = P1 helpertype = normal sprpriority = -1 keyctrl = 1 ownpal = 1 under = 1 [State 11540 , 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------- ; No kill Helper for high spikeshot [Statedef 11541] type = S movetype= A physics = N velset = 6,0 anim = 11541 ctrl = 0 [State 11541] type = HitDef trigger1 = time = 0 trigger1 = Parent,Var(9) = 1 attr = S, SP damage = 100 animtype = Back guardflag = M hitflag = MAF priority = 3, Hit pausetime = 0,8 sparkno = -1 ;S6041 sparkxy = 0, 0 hitsound = S4000,6 guardsound = 6,0 ground.type = Low ground.slidetime = 5 ground.hittime = 20 ground.velocity = -4 air.velocity = -1,-3 air.fall = 1 fall.recover = 0 p1stateno = 6041 kill = 0 [State 11541] type = HitDef trigger1 = time = 0 trigger1 = Parent,Var(9) = 0 attr = S, SP damage = 100 animtype = Back guardflag = M hitflag = MAF priority = 3, Hit pausetime = 0,8 ;sparkno = S6041 sparkxy = 0, 0 hitsound = S4000,6 guardsound = 6,0 ground.type = Low ground.slidetime = 5 ground.hittime = 20 ground.velocity = -4 air.velocity = -1,-3 air.fall = 1 fall.recover = 0 p1stateno = 6041 [State 11541] type = Destroyself trigger1 = time = 80 trigger2 = movehit = 1 [State 11541] type = Changestate trigger1 = moveguarded value = 11543 ;-------------------------------------- ; Bounce off if guarded [Statedef 11543] type = S movetype= A anim = 11541 ctrl = 0 [State 11543] type = Velset trigger1 = time = 0 x = -4 y = -4 [State 11543] type = Varrandom trigger1 = time = 0 v = 11 range = 6, 10 [State 11543] type = VelAdd trigger1 = Time > 5 y = .4 [State 11543] type = AngleAdd trigger1 = Time >= 1 trigger1 = Pos Y < -2 value = Var(11) [State 11543] type = AngleDraw trigger1 = Time >= 1 [State 11543] type = Destroyself trigger1 = time = 100 ;------------------------------------- ; Low shot [Statedef 11544] type = S movetype= A physics = S juggle = 4 poweradd= 120 velset = 0,0 anim = 11542 ctrl = 0 ; Killing Helper [State 11544, 4] type = Helper trigger1 = AnimElem = 3 stateno = 11541 name = "Spikeshot1" id = 11541 pos = 25, -58 postype = P1 helpertype = normal sprpriority = -1 keyctrl = 1 ownpal = 1 under = 1 [State 11544 , 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------------------------- ; Air shot [Statedef 11570] type = A movetype= A physics = N juggle = 4 poweradd= 120 velset = 0,0 anim = 11570 ctrl = 0 ; Killing Helper [State 11570, 1] type = Helper trigger1 = AnimElem = 3 stateno = 11571 name = "AirSpikeshot1" id = 11571 pos = 46,-38 postype = P1 helpertype = normal sprpriority = -1 keyctrl = 1 ownpal = 1 under = 1 [State 11570, 2] type = VelMul trigger1 = Time = 0 x = .05 y = .02 [State 11570, 3] type = VelAdd trigger1 = Time >= 42 y = .4 [State 11570, 4] type = ChangeState trigger1 = Pos Y >= 5 trigger1 = Vel Y > 0 trigger1 = time >= 42 ;AnimTime = 0 value = 52 [State 11570, 5] type = Velset trigger1 = Pos Y >= 5 trigger1 = Vel Y > 0 y = 0 ;--------------------------------- ; Air Spikeshot [Statedef 11571] type = S movetype= A physics = N velset = 6,4.5 anim = 11571 ctrl = 0 [State 11571] type = HitDef trigger1 = time = 0 trigger1 = Parent,Var(9) = 1 attr = S, SP damage = 100 animtype = Back guardflag = M hitflag = MAF priority = 3,Hit pausetime = 0,8 ;sparkno = S6041 sparkxy = 0,0 hitsound = S4000,6 guardsound = 6,0 ground.type = Low ground.slidetime = 5 ground.hittime = 20 ground.velocity = -4 air.velocity = -1,-3 air.fall = 1 fall.recover = 0 kill = 0 p1stateno = 6041 [State 11571] type = HitDef trigger1 = time = 0 trigger1 = Parent,Var(9) = 0 attr = S, SP damage = 100 animtype = Back guardflag = M hitflag = MAF priority = 3, Hit pausetime = 0,8 ;sparkno = S6041 sparkxy = 0, 0 hitsound = S4000,6 guardsound = 6,0 ground.type = Low ground.slidetime = 5 ground.hittime = 20 ground.velocity = -4 air.velocity = -1,-3 air.fall = 1 fall.recover = 0 p1stateno = 6041 [State 11571] type = Destroyself trigger1 = time = 80 trigger2 = movehit = 1 [State 11571] type = Changestate trigger1 = moveguarded trigger2 = Pos Y >= 0 value = 11543 [State 11571] type = AngleSet trigger1 = Time >= 0 value = -35 [State 11571] type = AngleDraw trigger1 = Time >= 0 ;------------------------------------- ; Teleportation Uppercut [Statedef 13000] type = S movetype= A physics = N juggle = 9 poweradd= 120 velset = 3,0 anim = 13000 ctrl = 0 [State 13000, 1] type = PlaySnd trigger1 = Time = 1 value = 9000, 7 [State 13000] type = AfterImage trigger1 = Time = 0 PalBright = 0, 0, 0 time = 30 [State 13000] type = HitDef trigger1 = time = 0 trigger1 = Var(9) = 0 trigger1 = p2stateno != 13010 attr = S, SA damage = 50,10 animtype = Light guardflag = M hitflag = MAF priority = 3, Hit pausetime = 8,8 sparkno = -1 ;sparkxy = -10,-70 hitsound = S5,7 guardsound = 6,0 ground.type = Low ground.slidetime = 5 ground.hittime = 11 ground.velocity = -2 air.velocity = -1,-3 p2stateno = 13010 [State 13000] type = HitDef trigger1 = time = 0 trigger1 = Var(9) = 1 trigger1 = p2stateno != 13010 attr = S, SA damage = 50,10 animtype = Light guardflag = M hitflag = MAF priority = 3, Hit pausetime = 8,8 sparkno = -1 ;sparkxy = -10,-70 hitsound = S5,7 guardsound = 6,0 ground.type = Low ground.slidetime = 5 ground.hittime = 11 ground.velocity = -2 air.velocity = -1,-3 p2stateno = 13010 kill = 0 [State 13000] type = Changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;------------------------------------ ; P2's state [Statedef 13010] type = S movetype= H physics = N velset = 0,-14 anim = 5051 ;ctrl = 1 [State 13010] type = ChangeAnim trigger1 = time = 0 value = 5030 ;51 [State 13010] type = Posset trigger1 = time = 15 y = 500 [State 13010, posadd] type = PosAdd trigger1 = Time = 15 X = (P2Dist X) + 25 [State 13010, grav] type = Veladd trigger1 = time > 35 y = .4 [State 13010, hurtmebaby] type = Lifeadd trigger1 = time = 10 trigger1 = roundno != 1 value = -70 kill = 0 [State 13010, hurtmenkillmyass] type = Lifeadd trigger1 = time = 10 trigger1 = roundno = 1 value = -70 [State 13010, 4] ;Hit ground type = SelfState trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 5100 ;Hit ground ;------------------------------------ ; Teleportation Ball [Statedef 12000] type = S movetype= A physics = S juggle = 4 poweradd= 120 velset = 0,0 anim = 12000 ctrl = 0 ; Killing Helper [State 12000, 4] type = Helper trigger1 = AnimElem = 5 stateno = 12001 name = "Tball" id = 12001 pos = 40,-65 postype = P1 helpertype = normal sprpriority = -1 keyctrl = 1 ownpal = 0 under = 1 [State 12000, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------------------------- ; T-Ball Helper: [Statedef 12001] type = S movetype= A physics = N velset = 1.4,0 anim = 12001 ctrl = 0 [State 12001, Snd] type = PlaySnd trigger1 = TimeMod = 22,0 value = 4000,22 volume = 224 [State 12001, velup] type = Veladd trigger1 = command = "holdup" y = -.3 [State 12001, veldown] type = Veladd trigger1 = command = "holddown" y = .3 [State 12001] type = HitDef trigger1 = time >= 0 trigger1 = Parent,Var(9) = 1 attr = C, NA damage = 120,35 animtype = Light guardflag = M hitflag = MAF priority = 3, Hit pausetime = 0,8 sparkno = 0 sparkxy = -10,-70 hitsound = S9002,0 guardsound = 6,0 ground.type = Low ground.slidetime = 5 ground.hittime = 11 ground.velocity = -2 air.velocity = -1,-3 p1stateno = 12002 p2stateno = 12010 kill = 0 [State 12001] type = HitDef trigger1 = time >= 0 trigger1 = Parent,Var(9) = 0 attr = C, NA damage = 120,35 animtype = Light guardflag = M hitflag = MAF priority = 3, Hit pausetime = 0,8 sparkno = 0 sparkxy = -10,-70 hitsound = S9002,0 guardsound = 6,0 ground.type = Low ground.slidetime = 5 ground.hittime = 11 ground.velocity = -2 air.velocity = -1,-3 p1stateno = 12002 p2stateno = 12010 [State 12001] type = Destroyself trigger1 = time = 200 [State 12001] type = ChangeState trigger1 = MoveGuarded = 1 value = 12003 ;------------------------------------- ; T-Ball Helper Disappearing 1: [Statedef 12002] type = S movetype= A physics = N velset = 1.4,0 anim = 12002 ctrl = 0 ; Explod [State 12002, plod] type = Explod trigger1 = time = 0 anim = 12003 pos = 0,0 postype = left bindtime = 1 removetime = 40 sprpriority = 3 [State 12002, Snd] type = PlaySnd trigger1 = time = 0 value = 4000,7 channel = 1 [State 12002] type = Destroyself trigger1 = animtime = 0 ;------------------------------------- ; T-Ball Helper Disappearing 2: [Statedef 12003] type = S movetype= A physics = N velset = 1.4,0 anim = 12002 ctrl = 0 [State 12003, Snd] type = PlaySnd trigger1 = time = 0 value = 9002,0 [State 12003] type = Destroyself trigger1 = animtime = 0 ;------------------------------------ ; P2's state [Statedef 12010] type = A movetype= H physics = N velset = 0,0 anim = 5051 ;ctrl = 1 [State 12010] type = ChangeAnim trigger1 = time = 0 value = 5030 ;51 ; Envshake [State 12010] type = Envshake trigger1 = time = 0 time = 30 [State 12010] type = Posset trigger1 = time = 0 y = -500 [State 12010, posadd] type = PosAdd trigger1 = Time = 0 X = (P2Dist X) + 25 [State 12010, grav] type = Veladd trigger1 = time > 5 y = .2 ;[State 12010, hurtmebaby] ;type = Lifeadd ;trigger1 = time = 10 ;trigger1 = roundno != 1 ;value = -70 ;kill = 0 ;[State 12010, hurtmenkillmyass] ;type = Lifeadd ;trigger1 = time = 10 ;trigger1 = roundno = 1 ;value = -70 [State 12010, 4] ;Hit ground type = SelfState trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 5100 ;Hit ground ;------------------------------------ ; Non-Controlable Teleportation Ball [Statedef 12020] type = S movetype= A physics = S juggle = 4 poweradd= 120 velset = 0,0 anim = 12000 ctrl = 0 ; Killing Helper [State 12020, 4] type = Helper trigger1 = AnimElem = 5 stateno = 12021 name = "Tball" id = 12021 pos = 40,-65 postype = P1 helpertype = normal sprpriority = -1 keyctrl = 1 ownpal = 0 under = 1 [State 12020, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------------------------- ; Non-Controlable T-Ball Helper: [Statedef 12021] type = S movetype= A physics = N velset = 1.4,0 anim = 12001 ctrl = 0 [State 12021, Snd] type = PlaySnd trigger1 = TimeMod = 22,0 value = 4000,22 volume = 224 [State 12021] type = HitDef trigger1 = time >= 0 trigger1 = Parent,Var(9) = 1 attr = C, NA damage = 120,35 animtype = Light guardflag = M hitflag = MAF priority = 3, Hit pausetime = 8,8 sparkno = 0 sparkxy = -10,-70 hitsound = S9002,0 guardsound = 6,0 ground.type = Low ground.slidetime = 5 ground.hittime = 11 ground.velocity = -2 air.velocity = -1,-3 p1stateno = 12002 p2stateno = 12010 kill = 0 [State 12021] type = HitDef trigger1 = time >= 0 trigger1 = Parent,Var(9) = 0 attr = C, NA damage = 120,35 animtype = Light guardflag = M hitflag = MAF priority = 3, Hit pausetime = 8,8 sparkno = 0 sparkxy = -10,-70 hitsound = S9002,0 guardsound = 6,0 ground.type = Low ground.slidetime = 5 ground.hittime = 11 ground.velocity = -2 air.velocity = -1,-3 p1stateno = 12002 p2stateno = 12010 [State 12021] type = Destroyself trigger1 = time = 200 [State 12021] type = ChangeState trigger1 = MoveGuarded = 1 value = 12003 ;---------------------------------------------------- ; Teleport [Statedef 11600] type = S movetype= A physics = S juggle = 3 poweradd= 10 ctrl = 0 anim = 11600 sprpriority = 2 [State 11600, 1] type = Explod trigger1 = time = 0 anim = 11601 id = 11601 name = "TeleDecoy" postype = p1 pos = 0,0 helpertype = normal sprpriority = 1 keyctrl = 0 under = 1 vel = 0,-15 [State 11600, down] type = VelSet trigger1 = Time = 1 y = 8 [State 11600, posadd] type = PosAdd trigger1 = Time = 10 X = (P2Dist X) + 25 [State 11600, upsy] type = Velset trigger1 = Time = 10 y = -7 [State 11600, turn] type = Turn trigger1 = Time = 11 [State 11600, change] type = ChangeState trigger1 = Time = 18 value = 50 ctrl = 1 [State 11600, Snd] type = PlaySnd trigger1 = time = 0 value = 4000,21 [State 11600, Grab] type = ChangeState value = 11601 triggerall = command = "Guard" trigger1 = time >= 12 ; Grabs at P2 [Statedef 11601] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 3001 sprpriority = 2 [State 11601, 1] type = VelSet Trigger1 = 1 y = -8 [State 11601, 2] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 11601, 3-1] type = HitDef trigger1 = AnimElem = 1 ;trigger1 = p2statetype = S ;trigger1 = P2Dist Y = 0 trigger1 = P2movetype != H trigger1 = Var(9) = 1 attr = S, NT hitflag = MAF guardflag = M priority = 1, Miss sparkno = -1 sprpriority = 1 p1facing = ifelse (BackEdgeDist <= 100, -1, 1) p2facing = 1 fall = 1 fall.damage = 168 fall.recover = 0 fall.velocity = 1 fall.envshake.time = 40 getpower = 50 givepower = 20 p1stateno = 1533 p2stateno = 1534 kill = 0 fall.kill = 0 [State 11601, 3-2] type = HitDef trigger1 = AnimElem = 1 ;trigger1 = p2statetype = S ;trigger1 = P2Dist Y = 0 trigger1 = P2movetype != H trigger1 = Var(9) = 0 attr = S, NT hitflag = MAF guardflag = M priority = 1, Miss sparkno = -1 sprpriority = 1 p1facing = ifelse (BackEdgeDist <= 100, -1, 1) p2facing = 1 fall = 1 fall.damage = 168 fall.recover = 0 fall.velocity = 1 fall.envshake.time = 40 getpower = 50 givepower = 20 p1stateno = 1533 p2stateno = 1534 [State 11601, 4] type = ChangeState trigger1 = moveguarded trigger2 = P2movetype = H ;trigger3 = p2statetype != S ;trigger4 = enemy(0), Pos Y != 0 ;trigger5 = enemy(0), anim != Var(6) trigger3 = Pos Y < -45 value = 105 ctrl = 1 ;------------------------------------------------------------------------ ;INTERGRAL FATALITY #1: Killer Tele-Ball ;---------------------------------------------------------- [Statedef 4150] type = S movetype= A juggle = 1 anim = 0 velset = 0, 0 ctrl = 0 [State IntergralNoobFix] type = ChangeAnim trigger1 = time = 0 trigger1 = palno >= 7 value = 2 [State 4150, FIXPOS] type = PosSet trigger1 = time = 0 y = 0 [State 4150, 1] type = Playsnd trigger1 = Time = 0 value = 2800,0 [State 4150, 2] type = SuperPause trigger1 = Time = 0 anim = -1 movetime = 10 time = 28 [State 4150, 3] type = BGPalFX trigger1 = time = 2 time = 9999 add = -130, -130, -130 ignorehitpause [State 4150, 4] type = Varset trigger1 = time >= 0 V = 4 value = 1 [State 4150, 5] type = Varset trigger1 = animtime = 0 V = 35 value = 1 [State 4150, 6] type = Changestate trigger1 = animtime = 0 value = 4151 ;****************What goes up must come down and it's a LONG, LONG way to fall ******* [Statedef 4151] type = S movetype= A physics = S velset = 0,0 ctrl = 0 anim = 4150 sprpriority = 2 ; Helper [State 4151, 1] type = Helper trigger1 = AnimElem = 5 stateno = 4152 name = "Tballdeath" id = 4152 pos = 40,-65 postype = P1 helpertype = normal sprpriority = -1 keyctrl = 0 ownpal = 0 under = 1 [State 4151, 2] type = Explod trigger1 = time = 72 anim = 4151 name = "Prop Noob" postype = p1 pos = 0,0 helpertype = normal sprpriority = 2 keyctrl = 0 ownpal = 0 removetime = -1 under = 1 [State 4151, 3] type = PosSet trigger1 = time = 74 y = 900 [State 4151, BloodSplat1] type = Helper trigger1 = p2stateno = 4154 trigger1 = numhelper(4107) = 0 stateno = 6041 name = "Blood1" id = 4107 pos = -25,-55 postype = p2 helpertype = normal sprpriority = 6 keyctrl = 1 ownpal = 1 [State 4151, BloodSplat2] type = Helper trigger1 = p2stateno = 4154 trigger1 = numhelper(4108) = 0 stateno = 6041 name = "Blood2" id = 4108 pos = 0,-30 postype = p2 helpertype = normal sprpriority = 7 keyctrl = 1 ownpal = 1 [State 4151, BloodSplat3] type = Helper trigger1 = p2stateno = 4154 trigger1 = numhelper(4109) = 0 stateno = 6041 name = "Blood2" id = 4109 pos = 25,-55 ;pos = 0,0 ;31, -73 postype = p2 helpertype = normal sprpriority = 5 keyctrl = 1 ownpal = 1 [State 4151, BloodSplat4] type = Helper trigger1 = p2stateno = 4154 trigger1 = numhelper(4110) = 0 stateno = 6041 name = "Blood4" id = 4110 pos = -50,-30 postype = p2 helpertype = normal sprpriority = 6 keyctrl = 1 ownpal = 1 [State 4151, BloodSplat5] type = Helper trigger1 = p2stateno = 4154 trigger1 = numhelper(4111) = 0 stateno = 6041 name = "Blood5" id = 4111 pos = 50,-30 postype = p2 helpertype = normal sprpriority = 6 keyctrl = 1 ownpal = 1 [State 4151, 4] type = Helper trigger1 = p2stateno = 4154 trigger1 = numhelper(9202) = 0 stateno = 9202 name = "Guts" id = 9202 pos = 0,-55 ;pos = 0,0 ;31, -73 postype = p2 helpertype = normal sprpriority = 7 keyctrl = 1 ownpal = 1 [State 4151, End] type= Changestate trigger1 = time > 185 trigger2 = p2stateno = 5150 value = 0 ctrl = 1 ;------------------------------------- ; Killer T-Ball Helper: [Statedef 4152] type = S movetype= A physics = N velset = 3.4,0 anim = 4152 ctrl = 0 [State 4152, Snd] type = PlaySnd trigger1 = TimeMod = 22,0 value = 4000,22 volume = 224 [State 4152] type = HitDef trigger1 = time = 0 attr = C, NA damage = 50 animtype = Light guardflag = M hitflag = MAF priority = 3, Hit pausetime = 0,8 sparkno = 0 sparkxy = -10,-70 hitsound = S9002,0 guardsound = 6,0 ground.type = Low ground.slidetime = 5 ground.hittime = 11 ground.velocity = -2 air.velocity = -1,-3 p1stateno = 12002 p2stateno = 4153 kill = 0 [State 4152] type = Destroyself trigger1 = time = 200 ;trigger2 = movehit = 1 ;------------------------------------ ; P2's state [Statedef 4153] type = A movetype= H physics = N velset = 0,0 anim = 5051 ctrl = 1 [State 4153, ChangeAnim] type = ChangeAnim trigger1 = time = 0 value = 5030 ; Envshake [State 4153] type = Envshake trigger1 = time = 0 time = 30 [State 4153] type = Posset trigger1 = time = 0 y = -500 [State 4153, posadd] type = PosAdd trigger1 = Time = 0 X = (P2Dist X) + 25 [State 4153, grav] type = Veladd trigger1 = time > 5 y = .2 [State 4153, 4] ;Hit ground type = Changestate trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 4154 ;Hit ground ;------------------------------------------- ; Opponent's death state [Statedef 4154] type = A movetype= H physics = N sprpriority = 1 [State 4154, shake] type = Envshake trigger1 = time = 0 time = 40 [State 4154, killthemofo] type = Lifeadd trigger1 = Time >= 2 value = -9999 [State 4154, 1] type = BGPalFX trigger1 = time = 0 time = 2 add = 255, 255, 255 mul = 255, 255, 255 ignorehitpause [State 4154, 2] type = Changeanim2 trigger1 = time = 0 value = 1015 [State 4154, 3] type = Posset trigger1 = time = 1 Y = 900 [State 4154, Snd] type = PlaySnd trigger1 = Time = 0 value = F7,2 [State 4154, 4] type = Selfstate trigger1 = time = 50 ctrl = 1 value = 5150 ;------------------------------------------------------------------------ ;INTERGRAL FATALITY #4: STEEL RAIN ;---------------------------------------------------------- [Statedef 4100] type = S movetype= A juggle = 1 anim = 0 velset = 0, 0 ctrl = 0 [State IntergralNoobFix] type = ChangeAnim trigger1 = time = 0 trigger1 = palno >= 7 value = 2 [State 4100, FIXPOS] type = PosSet trigger1 = time = 0 y = 0 [State 4100, 1] type = Playsnd trigger1 = Time = 0 value = 2800,0 [State 4100, 2] type = SuperPause trigger1 = Time = 0 anim = -1 movetime = 10 time = 28 [State 4100, 3] type = BGPalFX trigger1 = time = 2 time = 9999 add = -130, -130, -130 ignorehitpause [State 4100, 4] type = Varset trigger1 = time >= 0 V = 4 value = 1 [State 4100, 5] type = Varset trigger1 = animtime = 0 V = 35 value = 1 [State 4100, 6] type = Changestate trigger1 = animtime = 0 value = 4101 ;************************ Steel Rain ************************************************ [Statedef 4101] type = S movetype= A physics = S velset = 0,0 ctrl = 0 anim = 4100 sprpriority = 2 ; Spear Postion Randomizer [State 4101, 1] type = Varrandom trigger1 = time > 0 v = 11 range = -30,-100 ; Non Killing Helper [State 4101, 2] type = Helper trigger1 = AnimElem = 3 trigger2 = AnimElem = 4 trigger3 = AnimElem = 5 trigger4 = AnimElem = 6 trigger5 = AnimElem = 7 trigger6 = AnimElem = 8 trigger7 = AnimElem = 9 trigger8 = AnimElem = 10 trigger9 = AnimElem = 11 stateno = 4102 name = "Spikeshot1" id = 4102 pos = -20, Var(11) postype = Back ;Left helpertype = normal sprpriority = -1 keyctrl = 1 ownpal = 1 under = 1 ; Killing Helper [State 4101, 3] type = Helper trigger1 = AnimElem = 12 stateno = 4103 name = "Spikeshot1" id = 4102 pos = -20, -55 postype = Back ;Left helpertype = normal sprpriority = -1 keyctrl = 1 ownpal = 1 under = 1 ;Set up a prop Scorpion so noone notices he's actually invisible... [State 4101, 4] type = Explod trigger1 = time = 72 anim = 4101 name = "Prop Noob" postype = p1 pos = 0,0 helpertype = normal sprpriority = 2 keyctrl = 0 ownpal = 0 removetime = -1 under = 1 [State 4101, 5] type = PosSet trigger1 = time = 74 y = 900 [State 4100, 6] type= Changestate trigger1 = time > 185 trigger2 = p2stateno = 5150 value = 0 ctrl = 1 ;--------------------------------- ; Non-kill Helper for spikeshot [Statedef 4102] type = S movetype= A physics = N velset = 6,0 anim = 4102 ctrl = 0 [State 4102] type = HitDef trigger1 = time = 0 attr = S, SP damage = 0 animtype = Back guardflag = M hitflag = MAF priority = 3, Hit pausetime = 0,8 ;sparkno = 8 ;sparkxy = 0,0 hitsound = S4000,6 guardsound = 6,0 ground.type = Low ground.slidetime = 5 ground.hittime = 20 ground.velocity = 0 air.velocity = -1,-3 air.fall = 1 fall.recover = 0 p1stateno = 6041 [State 4102] type = Destroyself trigger1 = time = 80 ;trigger2 = movehit = 1 ;--------------------------------- ; kill Helper for spikeshot [Statedef 4103] type = S movetype= A physics = N velset = 6,0 anim = 4102 ctrl = 0 [State 4103] type = HitDef trigger1 = time = 0 attr = S, SP damage = 9999 animtype = Back guardflag = M hitflag = MAF priority = 3, Hit pausetime = 0,0 ;sparkno = 8 ;sparkxy = 0,0 hitsound = S4000,6 guardsound = 6,0 ground.type = Low ground.slidetime = 5 ground.hittime = 20 ground.velocity = 0 air.velocity = -1,-3 air.fall = 1 fall.recover = 0 p1stateno = 4104 p2stateno = 4105 [State 4103] type = Destroyself trigger1 = time = 80 ;trigger2 = movehit = 1 [Statedef 4104] type = S movetype= A physics = N velset = 0,0 anim = 6041 ctrl = 0 [State BloodVar] type = VarSet trigger1 = 1 v = 16 value = 1 [State BloodColorFix] type = palFX trigger1 = time = 0 time = 1 [State 4104, BloodSplat1] type = Helper ;trigger1 = p2stateno = 4106 ;trigger1 = numhelper(4107) = 0 trigger1 = time = 0 stateno = 6041 name = "Blood1" id = 4107 pos = 0,-55 postype = p2 helpertype = normal sprpriority = 6 keyctrl = 1 ownpal = 1 [State 4104, BloodSplat2] type = Helper trigger1 = time = 0 stateno = 6041 name = "Blood2" id = 4108 pos = 0,-80 postype = p2 helpertype = normal sprpriority = 7 keyctrl = 1 ownpal = 1 [State 4104, BloodSplat3] type = Helper trigger1 = time = 0 stateno = 6041 name = "Blood3" id = 4109 pos = 0,-30 ;pos = 0,0 ;31, -73 postype = p2 helpertype = normal sprpriority = 5 keyctrl = 1 ownpal = 1 [State 4104, 1] type = Helper trigger1 = time = 0 stateno = 9202 name = "Guts" id = 9202 pos = 0,-55 ;pos = 0,0 ;31, -73 postype = p2 helpertype = normal sprpriority = 7 keyctrl = 1 ownpal = 1 [State 4104, 2] type= DestroySelf trigger1 = animtime = 0 ;Hide player two if Splatter TeleDeath Used [Statedef 4105] type = S movetype= H physics = N velset = 0,0 ctrl = 0 anim = 1015 [State 4105, 1] type = BGPalFX trigger1 = time = 0 time = 2 add = 255, 255, 255 mul = 255, 255, 255 ignorehitpause [State 4105, 2] type = Changeanim2 trigger1 = time = 0 value = 1015 [State 4105, 3] type = Posset trigger1 = time = 1 Y = 900 [State 4105, 4] type = Selfstate trigger1 = time = 50 ctrl = 1 value = 5150 ;**********MK2 NOOB'S SPEAR********** ;HARPOON [Statedef 21540] type = S movetype= A physics = S juggle = 4 poweradd= 110 velset = 0,0 anim = 21540 ctrl = 0 [State 21540, PUNCH] type = Varset trigger1 = Var(19) != 1 V = 19 value = 1 [State 21540, 1] type = Posset trigger1 = Pos Y != 0 trigger1 = time = 0 Y = 0 [State 21540, 2] type = Helper trigger1 = animelem = 4 stateno = 21542 name = "Harpoon" id = 21541 postype = p1 pos = 65, -82 helpertype = normal sprpriority = -1 keyctrl = 0 ownpal = 1 under = 1 [State 21540, 3] type = ChangeState triggerall = Time >= 100 trigger1 = p2stateno != 21546 trigger1 = p2stateno != 21547 value = 0 ctrl = 1 [State 21540, 4] type = Changestate trigger1 = p2stateno = 21546 trigger1 = time = 85 trigger2 = p2stateno = 21547 value = 21541 ;--------------------------------------------------------------------------- ;PULL EM IN [Statedef 21541] type = S movetype= A physics = S velset = 0,0 anim = 21548 ctrl = 0 [State 21541, 1] type = VarRandom trigger1 = time = 0 v = 11 range = 0, 100 [State 21541, 2] type = Playsnd trigger1 = Var(11) = [0, 49] trigger1 = time = 1 value = 9999,0 [State 21541, 3] type = Playsnd trigger1 = Var(11) = [50, 100] trigger1 = time = 1 value = 9999,1 [State 21541, 4] type = ChangeState trigger1 = p2stateno = 21547 trigger1 = time > 12 value = 0 ctrl = 1 [State 21541, 5] type = Changestate trigger1 = time > 50 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;HARPOON ITSELF [Statedef 21542] type = S movetype= A physics = N juggle = 4 velset = 5,0 anim = 21542 ctrl = 0 [State 21542, 1] type = Playsnd trigger1 = time = 0 value = 9999,2 [State 21542, 2-1] type = Helper trigger1 = time = 0 stateno = 21543 name = "Rope" pos = -22, 0 helpertype = normal sprpriority = -2 keyctrl = 0 ownpal = 0 under = 1 [State 21542, 2-2] type = Helper trigger1 = time = 0 stateno = 21543 name = "Rope" pos = -34, 0 helpertype = normal sprpriority = -2 keyctrl = 0 ownpal = 0 under = 1 [State 21542, 3] type = Helper trigger1 = timemod = 4,0 trigger1 = time = [0, 60] trigger1 = Pos X > -190 trigger1 = Pos X < 190 stateno = 21543 name = "Rope" pos = 0, 0 helpertype = normal sprpriority = -2 keyctrl = 0 ownpal = 0 under = 1 [State 21542, 4-1] type = HitDef trigger1 = time > 0 trigger1 = p2stateno != 9010 trigger1 = Parent,Var(9) = 1 attr = S, HA damage = 50,5 ;Nothing = 0 priority = 6 guardflag = MA sparkxy = -5, 0 hitsound = S9999,3 guardsound = 6,0 kill = 0 guard.slidetime = 20 ;Values for guarded attack (def: ground.slidetime) guard.ctrltime = 10 ;Time to regain control after guard (def: guard.slidetime) p1stateno = 21548 p2stateno = 21546 kill = 0 [State 21542, 4-2] type = HitDef triggerall = time > 0 trigger1 = p2stateno = 9010 trigger2 = Parent,Var(9) = 0 attr = S, HA damage = 75,75 ;Nothing = 0 priority = 6 guardflag = MA sparkxy = -5, 0 hitsound = S9999,3 guardsound = 6,0 guard.slidetime = 20 ;Values for guarded attack (def: ground.slidetime) guard.ctrltime = 10 ;Time to regain control after guard (def: guard.slidetime) p1stateno = 21548 p2stateno = 21546 [State 21542, 5] type = Changestate trigger1 = MoveGuarded = 1 value = 21545 [State 21542, 6] type = destroyself trigger1 = time = 128 ;Attach a Spinng Spear Head... [State 21542, 7] type = Explod trigger1 = time = 0 anim = 22021 id = 22021 name = "Spear Head" postype = p1 pos = 0,0 helpertype = normal sprpriority = 3 keyctrl = 0 ownpal = 0 removetime = 128 bindtime = 256 ;--------------------------------------------------------------------------- ;The Rope Animating the hidden Rope [Statedef 21543] type = S movetype= I physics = N anim = 1015 ctrl = 0 [State 21543, 1] type = Changestate trigger1 = p2stateno = 21546 value = 21544 [State 21543, 2] type = Destroyself trigger1 = root, stateno != [21540,21541] trigger2 = parent, stateno != [21540,21549] ;------------------------------------------------------------------------ ;The Rope Becomes visible [Statedef 21544] type = S movetype= I physics = N anim = 21546 ctrl = 0 [State 21544, 1] type = Destroyself trigger1 = p2stateno = 21547 trigger2 = Parentdist X = [-10, 10] trigger2 = Parent, Vel X = -8 trigger3 = parent, stateno != [21540,21549] ;------------------------------------------------------------------------ ;MAKING THE HARPOON LESS CHEAP, IF HARPOON BLOCKED [Statedef 21545] type = S movetype= I physics = N anim = 21013 Velset = 0,0 ctrl = 0 [State 21545, 1] type = RemoveExplod ;trigger1 = animtime = 0 trigger1 = time >= 26 id = 22021 [State 21545, 2] type = Destroyself trigger1 = animtime = 0 trigger2 = parent, stateno != [21540,21549] ;--------------------------------------------------------------------------- ;PLAYER 2 is HIT BY HARPOON [Statedef 21546] type = S movetype= H physics = N ctrl = 0 [State 21546, 1] type = Changeanim2 trigger1 = time = 0 value = 21544 [State 21546, 2] type = PlayerPush trigger1 = time >= 0 value = 0 [State 21546, 3] type = PosAdd trigger1 = timemod = 10,0 trigger1 = time = [0, 50] X = -1 [State 21546, 4] type = Posadd trigger1 = timemod = 10,4 trigger1 = time = [0, 50] X = 1 [State 21546, 5] type = Changestate trigger1 = P2dist X = [-60, 60] value = 21547 [State 21546, 6] type = Selfstate trigger1 = time = 400 value = 0 ctrl = 1 [State 21546, 7] type = ChangeState trigger1 = p2stateno != [21540,21549] trigger1 = p2name = "NoobMO" value = 21503 ;------------------------------------------------------------------------------- ;PLAYER 2 is Stun by harpoon [Statedef 21547] type = S movetype= I physics = N velset = 0,0 ctrl = 0 [State 21547, 1] type = Changeanim trigger1 = animexist(5300) trigger1 = anim != 5300 value = 5300 [State 21547, 2] type = Changeanim2 trigger1 = !animexist(5300) trigger1 = anim != 9010 value = 9010 [State 21547, 3] type = PosSet trigger1 = time = 0 Y = 0 [State 21547, 4] type = Selfstate trigger1 = time = 70 trigger1 = life > 0 value = 0 ctrl = 1 [State 21547, 5] type = ChangeState trigger1 = time = 70 trigger1 = life <= 0 value = 21503 ;-------------------------------------------------------------------------- ;Harpoon latching onto target [Statedef 21548] type = S movetype= A physics = N juggle = 1 anim = 21549 Velset = 0, 0 ctrl = 0 [State 21548, 1] type = targetbind trigger1 = p2stateno = 21546 pos = 0,76 [State 21548, 2] type = Helper trigger1 = time = 0 stateno = 6030 name = "HARPOON BLOOD" pos = 10,0 helpertype = normal sprpriority = 2 keyctrl = 1 ownpal = 1 under = 1 [State 21548, 3] type = Velset trigger1 = time = 50 X = -8 [State 21548, 4] type = Velset trigger1 = ParentDist X = [-60, 60] X = 0 [State 21548, 5] type = Destroyself trigger1 = p2stateno != 21546 trigger2 = parent, stateno != [21540,21549] [State 21548, 6] type = RemoveExplod trigger1 = time >= 0 id = 22021 ;----------------------------------------------- ;P2 dies after spear [Statedef 21503] type = S movetype= H physics = N velset = 0,4 ctrl = 0 anim = 5070 [State 21503, 1] type = Veladd trigger1 = Pos Y < 0 Y = .75 [State 21503, 2] type = Velset trigger1 = Pos Y > 0 Y = 0 [State 21503, 3] type = Posset trigger1 = Pos Y > 0 trigger1 = Vel Y = 0 Y = 0 [State 21503, 4] type = SelfState trigger1 = vel Y = 0 trigger1 = Pos Y = 0 value = 5100 ;Hit ground ;---------------------------------------------------------------------------- ;**********NOOB'S DUCKING SPEAR********** ;HARPOON [Statedef 22000] type = S movetype= A physics = S juggle = 4 poweradd= 110 velset = 0,0 anim = 22000 ctrl = 0 [State 22000, PUNCH] type = Varset trigger1 = Var(19) != 1 V = 19 value = 1 [State 22000, 1] type = Posset trigger1 = Pos Y != 0 trigger1 = time = 0 Y = 0 [State 22000, 2] type = Helper trigger1 = animelem = 4 stateno = 22002 name = "Harpoon" id = 22001 postype = p1 pos = 65, -58 helpertype = normal sprpriority = -1 keyctrl = 0 ownpal = 1 under = 1 [State 22000, 3] type = ChangeState triggerall = Time >= 100 trigger1 = p2stateno != 22006 trigger1 = p2stateno != 22007 value = 0 ctrl = 1 [State 22000, 4] type = Changestate trigger1 = p2stateno = 22006 trigger1 = time = 85 trigger2 = p2stateno = 22007 value = 22001 ;--------------------------------------------------------------------------- ;PULL EM IN [Statedef 22001] type = S movetype= A physics = S velset = 0,0 anim = 22002 ctrl = 0 [State 22001, 1] type = VarRandom trigger1 = time = 0 v = 11 range = 0, 100 [State 22001, 2] type = Playsnd trigger1 = Var(11) = [0, 49] trigger1 = time = 1 value = 9999,0 [State 22001, 3] type = Playsnd trigger1 = Var(11) = [50, 100] trigger1 = time = 1 value = 9999,1 [State 22001, 4] type = ChangeState trigger1 = p2stateno = 22007 trigger1 = time > 12 value = 0 ctrl = 1 [State 22001, 5] type = Changestate trigger1 = time > 50 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;HARPOON ITSELF [Statedef 22002] type = S movetype= A physics = N juggle = 4 velset = 5,0 anim = 21542 ctrl = 0 [State 22002, 1] type = Playsnd trigger1 = time = 0 value = 9999,2 [State 22002, 2-1] type = Helper trigger1 = time = 0 stateno = 22003 name = "Rope" pos = -22, 0 helpertype = normal sprpriority = -2 keyctrl = 0 ownpal = 0 under = 1 [State 22002, 2-2] type = Helper trigger1 = time = 0 stateno = 22003 name = "Rope" pos = -34, 0 helpertype = normal sprpriority = -2 keyctrl = 0 ownpal = 0 under = 1 [State 22002, 3] type = Helper trigger1 = timemod = 4,0 trigger1 = time = [0, 60] trigger1 = Pos X > -190 trigger1 = Pos X < 190 stateno = 22003 name = "Rope" pos = 0, 0 helpertype = normal sprpriority = -2 keyctrl = 0 ownpal = 0 under = 1 [State 22002, 4-1] type = HitDef trigger1 = time > 0 trigger1 = p2stateno != 9010 trigger1 = Parent,Var(9) = 1 attr = S, HA damage = 50,5 ;Nothing = 0 priority = 6 guardflag = L sparkxy = -5, 0 hitsound = S9999,3 guardsound = 6,0 kill = 0 guard.slidetime = 20 ;Values for guarded attack (def: ground.slidetime) guard.ctrltime = 10 ;Time to regain control after guard (def: guard.slidetime) p1stateno = 22008 p2stateno = 22006 kill = 0 [State 22002, 4-2] type = HitDef triggerall = time > 0 trigger1 = p2stateno = 9010 trigger2 = Parent,Var(9) = 0 attr = S, HA damage = 75,75 ;Nothing = 0 priority = 6 guardflag = L sparkxy = -5, 0 hitsound = S9999,3 guardsound = 6,0 guard.slidetime = 20 ;Values for guarded attack (def: ground.slidetime) guard.ctrltime = 10 ;Time to regain control after guard (def: guard.slidetime) p1stateno = 22008 p2stateno = 22006 [State 22002, 5] type = Changestate trigger1 = MoveGuarded = 1 value = 22005 ;Attach a Spinng Spear Head... [State 22002, 6] type = Explod trigger1 = time = 0 anim = 22021 id = 22021 name = "Spear Head" postype = p1 pos = 0,0 helpertype = normal sprpriority = 3 keyctrl = 0 ownpal = 0 removetime = 128 bindtime = 256 [State 22002, 7] type = destroyself trigger1 = time = 128 ;--------------------------------------------------------------------------- ;The Rope Animating the hidden Rope [Statedef 22003] type = S movetype= I physics = N anim = 1015 ctrl = 0 [State 22003, 1] type = Changestate trigger1 = p2stateno = 22006 value = 22004 [State 22003, 2] type = Destroyself trigger1 = root, stateno != [22000,22001] trigger2 = parent, stateno != [22000,22009] ;------------------------------------------------------------------------ ;The Rope Becomes visible [Statedef 22004] type = S movetype= I physics = N anim = 21546 ctrl = 0 [State 22004, 1] type = Destroyself trigger1 = p2stateno = 22007 trigger2 = Parentdist X = [-10, 10] trigger2 = Parent, Vel X = -8 trigger3 = parent, stateno != [22000,22009] ;------------------------------------------------------------------------ ;MAKING THE HARPOON LESS CHEAP, IF HARPOON BLOCKED [Statedef 22005] type = S movetype= I physics = N anim = 21013 Velset = 0,0 ctrl = 0 [State 22005, 1] type = RemoveExplod ;trigger1 = animtime = 0 trigger1 = time >= 26 id = 22021 [State 22005, 2] type = Destroyself trigger1 = animtime = 0 trigger2 = parent, stateno != [22000,22009] ;--------------------------------------------------------------------------- ;PLAYER 2 is HIT BY HARPOON [Statedef 22006] type = S movetype= H physics = N ctrl = 0 [State 22006, 1] type = Changeanim2 trigger1 = time = 0 value = 22001 [State 22006, 2] type = PlayerPush trigger1 = time >= 0 value = 0 [State 22006, 3] type = PosAdd trigger1 = timemod = 10,0 trigger1 = time = [0, 50] X = -1 [State 22006, 4] type = Posadd trigger1 = timemod = 10,4 trigger1 = time = [0, 50] X = 1 [State 22006, 5] type = Changestate trigger1 = P2dist X = [-60, 60] value = 22007 [State 22006, 6] type = Selfstate trigger1 = time = 400 value = 0 ctrl = 1 [State 22006, 7] type = ChangeState trigger1 = p2stateno != [22000,22009] trigger1 = p2name = "NoobMO" value = 21503 ;------------------------------------------------------------------------------- ;PLAYER 2 is Stun by duck harpoon [Statedef 22007] type = S movetype= I physics = N velset = 0,0 ctrl = 0 [State 22007, 1] type = Changeanim trigger1 = animexist(5300) trigger1 = anim != 5300 value = 5300 [State 22007, 2] type = Changeanim2 trigger1 = !animexist(5300) trigger1 = anim != 9010 value = 9010 [State 22007, 3] type = PosSet trigger1 = time = 0 Y = 0 [State 22007, 4] type = Selfstate trigger1 = time = 70 trigger1 = life > 0 value = 0 ctrl = 1 [State 22007, 5] type = ChangeState trigger1 = time = 70 trigger1 = life <= 0 value = 21503 ;-------------------------------------------------------------------------- ;Harpoon latching onto target [Statedef 22008] type = S movetype= A physics = N juggle = 1 anim = 21549 Velset = 0, 0 ctrl = 0 [State 22008, 1] type = targetbind trigger1 = p2stateno = 22006 pos = 0,60 ;76 [State 22008, 2] type = Helper trigger1 = time = 0 stateno = 6030 name = "HARPOON BLOOD" pos = 10,0 helpertype = normal sprpriority = 2 keyctrl = 1 ownpal = 1 under = 1 [State 22008, 3] type = Velset trigger1 = time = 50 X = -8 [State 22008, 4] type = Velset trigger1 = ParentDist X = [-60, 60] X = 0 [State 22008, 5] type = Destroyself trigger1 = p2stateno != 22006 trigger2 = parent, stateno != [22000,22009] [State 22008, 6] type = RemoveExplod trigger1 = time >= 0 id = 22021