[Data] life=1000 attack=100 defence=100 fall.defence_up=50 liedown.time=45 airjuggle=15 sparkno=-1 guard.sparkno=-1 volume=150 IntPersistIndex=0 FloatPersistIndex=0 echo=0 KO.echo = 0 [Size] xscale=1 yscale=1 z.width=1 ground.back=15 ground.front=13 air.back=12 air.front=12 height=60 attack.width=0 attack.dist=160 proj.attack.dist=90 proj.doscale=0 head.pos = -5, -90 mid.pos = -5, -60 vnshadowoffset = 0 draw.offset = 0,0 [Movement] airjump.num=0 airjump.height=35 yaccel=0.43 crouch.friction=0.82 stand.friction=0.85 [Velocity] walk.fwd=2.6 walk.back=-2.45 run.fwd=5.1,0 run.back=-4.5,-3.8 runjump.back=-2.55,-8.6 runjump.fwd=4,-8.6 jump.neu=0,-8.6 jump.back=-3.2,0 jump.fwd=3.2,0 airjump.neu=0,-8.6 airjump.back=-2.55,-8.6 airjump.fwd=2.5,-8.6 ;Stand [Statedef 0] type = S physics = S sprpriority = 0 [State 0, 1] type = ChangeAnim trigger1 = Anim != 0 && Anim != 5 && Anim != 1 && Anim != 2 trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over value = 0 [State 0, 2] type = VelSet trigger1 = Time = 0 y = 0 [State 0, 3] ;Stop moving if low velocity or 4 ticks pass type = VelSet trigger1 = abs(vel x) < 2 trigger2 = Time = 4 x = 0 [State 0, 4] type = changeanim triggerall = anim = 0 triggerall = stateno = 0 trigger1 = p1name = "Reptile" trigger2 = palno = 3 trigger3 = palno = 8 value = 1 [State 0, 4] type = changeanim triggerall = anim = 0 triggerall = stateno = 0 trigger1 = palno = 2 trigger2 = palno = 10 trigger3 = palno = 12 value = 2 [State 0, 5] type = Varset trigger1 = Var(13) != 0 trigger1 = time >= 8 v = 13 value = 0 [State 0, 6] type = PosSet trigger1 = 1 trigger1 = var(4) = 0 y = 0 ;--------------------------------------------------------------------------- ; Walk [Statedef 20] type = S physics = S sprpriority = 0 [State 20, 1] type = VelSet trigger1 = command = "holdfwd" x = const(velocity.walk.fwd.x) [State 20, 2] type = VelSet trigger1 = command = "holdback" x = const(velocity.walk.back.x) [State 20, 3] type = ChangeAnim triggerall = vel x > 0 trigger1 = Anim != 20 && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 value = 20 [State 20, 4] type = ChangeAnim triggerall = vel x < 0 trigger1 = Anim != 21 && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 value = 21 [State 20, 5] type = ChangeState value = 100 trigger1 = command = "ALTRUN" trigger1 = statetype = S trigger1 = Var(13) = 0 trigger1 = anim = 20 trigger1 = ctrl ;--------------------------------------------------------------------------- ; Jump Down (empty state for compatibility) [Statedef 51] type = A physics = A anim = 51 [State 51, 1] type = Null trigger1 = 1 ;--------------------------------------------------------------------------- ; RUN_FWD [Statedef 100] type = S physics = S anim = 100 sprpriority = 1 [State 100, sound] type = PlaySnd trigger1 = time = 0 value = 9000,3 [State 100, 1] type = VelSet trigger1 = 1 x = const(velocity.run.fwd.x) [State 100, 2] ;Prevent run from canceling into walk type = AssertSpecial trigger1 = 1 flag = NoWalk [State 100, 3] ;Prevent from turning type = AssertSpecial trigger1 = 1 flag = NoAutoTurn trigger1 = Var(13) != 0 [State 100, 4] type = Varset trigger1 = time >= 49 v = 13 value = 1 [State 100, 5-1] type = ChangeState triggerall = var(21) != 1 trigger1 = command != "holdfwdR" trigger2 = time >= 50 value = 0 [State 100, 5-2] type = ChangeState triggerall = var(21) = 1 trigger1 = p2BodyDist X <= 2 trigger2 = time >= 75 value = 0 ;--------------------------------------------------------------------------- ; RUN_FWD [Statedef 101] type = S physics = S anim = 100 sprpriority = 1 ctrl = 0 [State 101, sound] type = PlaySnd trigger1 = time = 0 value = 9000,3 [State 101, 1] type = VelSet trigger1 = 1 x = const(velocity.run.fwd.x) [State 101, 2] ;Prevent run from canceling into walk type = AssertSpecial trigger1 = 1 flag = NoWalk [State 101, 3] ;Prevent from turning type = AssertSpecial trigger1 = 1 flag = NoAutoTurn [State 101, 4] type = ChangeState trigger1 = p2BodyDist X <= 2 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; GUARD (start) [Statedef 120] type = U ;Leave state type unchanged physics = U ;Leave physics unchanged [State 120, 1] type = ChangeAnim trigger1 = Time = 0 value = 120 + (statetype = C) + (statetype = A)*2 [State 120, 2] type = StateTypeSet trigger1 = Time = 0 && statetype = S physics = S [State 120, 3] type = StateTypeSet trigger1 = Time = 0 && statetype = C physics = C [State 120, 4] type = StateTypeSet trigger1 = Time = 0 && statetype = A physics = A [State 120, Hi to Lo] type = StateTypeSet trigger1 = statetype = S && command = "holddown" statetype = C physics = C [State 120, Lo to Hi] type = StateTypeSet trigger1 = statetype = C && command != "holddown" statetype = S physics = S [State 120, 5] type = ChangeState trigger1 = AnimTime = 0 value = 130 + (statetype = C) + (statetype = A)*2 [State 120, Stop Guarding] type = ChangeState trigger1 = command != "Guard" ;trigger2 = !inguarddist value = 140 ;--------------------------------------------------------------------------- ; STAND GUARD (guarding) [Statedef 130] type = S physics = S [State 130, 1] type = ChangeAnim trigger1 = Anim != 130 value = 130 [State 130, Hi to Lo] type = ChangeState trigger1 = command = "holddown" value = 131 [State 130, Stop Guarding] type = ChangeState trigger1 = command != "Guard" ;trigger2 = !inguarddist value = 140 ;--------------------------------------------------------------------------- ; CROUCH GUARD (guarding) [Statedef 131] type = C physics = C [State 131, 1] type = ChangeAnim trigger1 = Anim != 131 value = 131 [State 131, Lo to Hi] type = ChangeState trigger1 = command != "holddown" value = 130 [State 131, Stop Guarding] type = ChangeState trigger1 = command != "Guard" ;trigger2 = !inguarddist value = 140 ;--------------------------------------------------------------------------- ; AIR GUARD (guarding) [Statedef 132] type = A physics = N [State 132, 1] type = ChangeAnim trigger1 = Anim != 132 value = 132 [State 132, 2] type = VelAdd trigger1 = 1 y = Const(movement.yaccel) [State 132, 3] type = VarSet trigger1 = 1 sysvar(0) = (pos y >= 0) && (vel y > 0) [State 132, 4] type = VelSet trigger1 = sysvar(0) y = 0 [State 132, 5] type = PosSet trigger1 = sysvar(0) y = 0 [State 132, 6] type = ChangeState trigger1 = sysvar(0) trigger1 = command != "Guard" ;trigger2 = !inguarddist value = 131 [State 132, 7] type = ChangeState trigger1 = sysvar(0) value = 52 [State 132, Stop Guarding] type = ChangeState trigger1 = command != "Guard" ;trigger2 = !inguarddist value = 140 ;--------------------------------------------------------------------------- ; GUARD (end) [Statedef 140] type = U ;Leave state type unchanged physics = U ;Leave physics unchanged ctrl = 1 [State 140, 1] type = ChangeAnim trigger1 = Time = 0 value = 140 + (statetype = C) + (statetype = A)*2 [State 140, 2] type = StateTypeSet trigger1 = Time = 0 && statetype = S physics = S [State 140, 3] type = StateTypeSet trigger1 = Time = 0 && statetype = C physics = C [State 140, 4] type = StateTypeSet trigger1 = Time = 0 && statetype = A physics = A [State 140, Hi to Lo] type = StateTypeSet trigger1 = statetype = S && command = "holddown" statetype = C physics = C [State 140, Lo to Hi] type = StateTypeSet trigger1 = statetype = C && command != "holddown" statetype = S physics = S ;[State 140, 5] ;Implemented within engine ;type = ChangeState ;trigger1 = AnimTime = 0 ;value = (statetype = C)*11 + (statetype = A)*51 ;--------------------------------------------------------------------------- ; Loser! [Statedef 170] type = S ctrl = 0 anim = 170 velset = 0,0,0 [State 170, 1] type = Playsnd trigger1 = Time = 0 value = 5,2 ;**********WIN POSE DEFINITION********** [Statedef 180] type = S ctrl = 0 anim = 181 velset = 0,0,0 [State 180, AltSetFatal] type = Varset trigger1 = time = 0 v = 9 value = 1 [State 180 , 1] type = NotHitBy trigger1 = Time >= 0 value = SCA time = 1 [State 180, ScorpWin] type = changeanim triggerall = time = 0 trigger1 = palno = 1 trigger2 = palno = 5 trigger3 = palno = 8 value = 192 [State 180, Wins] type = Playsnd trigger1 = Time = 0 value = 9005,1 [State 180, ReptileWin] type = changeanim triggerall = time = 0 trigger1 = palno = 3 trigger2 = palno = 7 trigger3 = palno = 12 value = 191 [State 180, ErmacWin] type = changeanim triggerall = time = 0 trigger1 = palno = 4 trigger2 = palno = 6 value = 190 [State 180, BaseWin] type = changeanim triggerall = time = 0 trigger1 = palno = 9 trigger2 = palno = 11 value = 193 [State 180, InfernoWin] type = changeanim triggerall = time = 0 trigger1 = palno = 10 value = 194 [State 180, SubZeroWin] type = changeanim trigger1 = time = 0 trigger1 = palno = 2 value = 195 [State 180, 3] type = Playsnd trigger1 = time = 110 trigger1 = life = 1000 value = 2100, 0 [State 180, 3.6] type = Playsnd trigger1 = time = 200 trigger1 = Var(4) = 1 value = 2000, 0 [State 180, 3.7] type = Playsnd trigger1 = time = 215 trigger1 = Var(4) = 5 value = 7621, 0 [State 180, 3.8] type = Playsnd trigger1 = time = 215 trigger1 = Var(4) = 9 value = 2600, 0 [State 180, 4] type = Explod trigger1 = time = 110 trigger1 = life = 1000 anim = 2999 name = "FlawlessVictory" id = 2999 pos = 160, 77 postype = left facing = 1 sprpriority = -1 ownpal = 0 ontop = 1 [State 180, 4.1] type = Explod trigger1 = Var(4) = 1 trigger1 = time = 200 trigger1 = life = 1000 anim = 7522 name = "Fatality" id = 7522 pos = 160, 83 postype = left HelperType = normal facing = 1 sprpriority = -1 ownpal = 0 ontop = 1 [State 180, 4.15] type = Explod trigger1 = Var(4) = 1 trigger1 = time = 200 trigger1 = life < 1000 anim = 7522 name = "Fatality" id = 7522 pos = 160, 73 postype = left HelperType = normal facing = 1 sprpriority = -1 ownpal = 0 ontop = 1 [State 180, 4.2] type = Explod trigger1 = Var(4) = 5 trigger1 = time = 215 trigger1 = life = 1000 anim = 667 name = "Buffality" id = 667 pos = 160, 97 postype = left HelperType = normal facing = 1 sprpriority = -1 ownpal = 0 ontop = 1 [State 180, 4.25] type = Explod trigger1 = Var(4) = 5 trigger1 = time = 215 trigger1 = life < 1000 anim = 7621 name = "Brutality" id = 7621 pos = 160, 84 postype = left HelperType = normal facing = 1 sprpriority = -1 ownpal = 0 ontop = 1 [State 180, 4.2] type = Explod trigger1 = Var(4) = 9 trigger1 = time = 215 trigger1 = life = 1000 anim = 7878 name = "Friendship" id = 7878 pos = 160, 97 postype = left HelperType = normal facing = 1 sprpriority = -1 ownpal = 0 ontop = 1 [State 180, 4.3] type = Explod trigger1 = Var(4) = 9 trigger1 = time = 215 trigger1 = life < 1000 anim = 7878 name = "Friendship" id = 7878 pos = 160, 84 postype = left HelperType = normal facing = 1 sprpriority = -1 ownpal = 0 ontop = 1 [State 180, 2.2] ;Don't End Round type = AssertSpecial trigger1 = time < 370 flag = roundnotover [Statedef 191] type = S ctrl = 0 anim = 0 velset = 0,0,0 [State 191, No1stFatal] type = Varset trigger1 = time = 0 v = 9 value = 0 [State 191, Reptile] type = changeanim triggerall = time = 0 trigger1 = palno = 3 trigger2 = palno = 8 trigger3 = palno = 11 value = 1 [State 191, Sub-Zero] type = changeanim triggerall = time = 0 trigger1 = palno = 2 trigger2 = palno = 10 trigger3 = palno = 12 value = 2 [State 191 , 1] type = AssertSpecial trigger1 = Time = [0,70] flag = Intro [State 191 , 1] type = AssertSpecial trigger1 = Time = [0,110] trigger1 = palno = 9 flag = Intro ; Uppercut------------------------------------------------------------------------------- [Statedef 1100] type = S ;State-type: S-stand, C-crouch, A-air, L-liedown movetype= A ;Move-type: A-attack, I-idle, H-gethit physics = S ;Physics: S-stand, C-crouch, A-air juggle = 12 ;Number of air juggle points move takes velset = 0,0 ;Set velocity (x,y) (Def: no change) ctrl = 0 ;Set ctrl (Def: no change) anim = 1100 ;Change animation (Def: no change) ;poweradd = 100 ;Power to add (Def: 0) [State 1100, 1-1] type = HitDef trigger1 = AnimElem = 5 attr = S, NA ;Attribute: Standing, Normal Attack damage = 215,43 ;Damage that move inflicts animtype = Heavy ;Animation type: Light, Medium, Heavy, Back (def: Light) getpower = 75,150 ;Power to get on hit, on guard givepower = 15,8 ;Power to give opponent on hit, on guard guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default pausetime = 0,0 ;Time attacker pauses, time victim shakes ;numhits = 1 ;Number of hits to count as (Def: 1) sparkno = -1 ;Spark image group and no (Def: set above) sparkxy = -10,-70 ;X-offset for the "hit spark" rel. to p2, hitsound = S5,7 ;Sound to play on hit guardsound = 6,0 ;Sound to play on guard ground.type = High ;Type: High, Low, Trip (def: Normal) ground.slidetime = 5 ;Time that the victim slides back ground.hittime = 11 ;Time victim is in hit state ground.velocity = -2.5, -9.5 ;Velocity at which victim is pushed airguard.velocity = -1, -1.3 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.velocity = -2.5,-9.5 ;X-velocity at which victim is pushed, fall = 1 air.fall = 1 fall.recover = 0 kill = (var(9) = 0) fall.kill = (var(9) = 0) guard.kill = (var(9) = 0) [State 1100, No Cam Move] type = ScreenBound trigger1 = 1 value = 1 ;MoveCamera= 1, 0 [State 1100, 2] type = PlaySnd trigger1 = Time = 1 value = 9000, 7 [State 1100, 3] type = Helper ;trigger1 = Time = 6 ;trigger1 = movehit = 1 trigger1 = movehit && !numhelper(1100) && time < 12 stateno = 6040 id = 1100 name = "UPPERCUT" pos = 21,-99 postype = P1 helpertype = normal sprpriority = -1 keyctrl = 1 ownpal = 1 under = 1 [State 1100, 3-2] type = ChangeAnim ;trigger1 = Time = 6 trigger1 = movehit = 1 trigger1 = anim = 1100 value = 1101 [State 1100, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [State 1100, 5] type = VarRandom trigger1 = movehit = 1 v = 11 range = 1, 200 [State 1100, 6] type = Varset trigger1 = moveguarded = 1 v = 11 value = 0 [State 1100, 7] type = Playsnd trigger1 = movehit = 1 ;trigger1 = p2movetype = H trigger1 = Var(11) = [1, 24] ;trigger1 = time = 12 value = 9001, 0 [State 1100, 8] type = Playsnd trigger1 = movehit = 1 ;trigger1 = p2movetype = H trigger1 = Var(11) = [25, 49] ;trigger1 = time = 12 value = 9001, 1 [State 1100, 9] type = Playsnd trigger1 = movehit = 1 ;trigger1 = p2movetype = H trigger1 = Var(11) = [50, 74] ;trigger1 = time = 12 value = 9001,2 [State 1100, 10] type = Playsnd trigger1 = movehit = 1 ;trigger1 = p2movetype = H trigger1 = Var(11) = [75, 99] ;trigger1 = time = 12 value = 9001,3 [State 1100, 11] type = Playsnd trigger1 = movehit = 1 ;trigger1 = p2movetype = H trigger1 = Var(11) = [100, 124] ;trigger1 = time = 12 value = 9001,4 [State 1100, 12] type = Playsnd trigger1 = movehit = 1 ;trigger1 = p2movetype = H trigger1 = Var(11) = [125, 149] ;trigger1 = time = 12 value = 9001,5 [State 1100, 13] type = Playsnd trigger1 = movehit = 1 ;trigger1 = p2movetype = H trigger1 = Var(11) = [150, 174] ;trigger1 = time = 12 value = 9001,6 ; Roundhouse Kick----------------------------------------------------------------- [Statedef 1301] type = S ;State-type: S-stand, C-crouch, A-air, L-liedown movetype= A ;Move-type: A-attack, I-idle, H-gethit physics = S ;Physics: S-stand, C-crouch, A-air juggle = 1 ;Number of air juggle points move takes velset = 0,0 ;Set velocity (x,y) (Def: no change) ctrl = 0 ;Set ctrl (Def: no change) anim = 1300 ;Change animation (Def: no change) ;poweradd = 100 ;Power to add (Def: 0) [State 1301, NoTurn] ;Prevent from turning type = AssertSpecial trigger1 = 1 flag = NoAutoTurn [State 1301, Alt] type = ChangeAnim trigger1 = time = 0 trigger1 = p2stateno = 6666 trigger1 = anim = 1300 value = 1301 [State 1301, 1-1] type = HitDef trigger1 = AnimElem = 4 trigger2 = AnimElem = 5 trigger3 = AnimElem = 6 attr = S, NA ;Attribute: Standing, Normal Attack damage = 84,17 ;Damage that move inflicts animtype = up ;Animation type: Light, Medium, Heavy, Back (def: Light) getpower = 75,150 ;Power to get on hit, on guard givepower = 15,8 ;Power to give opponent on hit, on guard guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default pausetime = 0,0 ;Time attacker pauses, time victim shakes numhits = 1 ;Number of hits to count as (Def: 1) sparkno = -1 ;Spark image group and no (Def: set above) sparkxy = -10,-70 ;X-offset for the "hit spark" rel. to p2, hitsound = S5,7 ;Sound to play on hit guardsound = 6,0 ;Sound to play on guard ground.type = high ;Type: High, Low, Trip (def: Normal) ground.slidetime = 5 ;Time that the victim slides back ground.hittime = 11 ;Time victim is in hit state ground.velocity = -7, -9 ;Velocity at which victim is pushed airguard.velocity = -1.9 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.velocity = -1.3,-3 ;X-velocity at which victim is pushed, p2stateno = 6666 fall = 1 air.fall = 1 fall.recover = 0 kill = (var(9) = 0) fall.kill = (var(9) = 0) guard.kill = (var(9) = 0) [State 1301, 3] type = Helper ;trigger1 = Time = 20 ;trigger1 = movehit = 1 trigger1 = movehit && !numhelper(1301) && time < 24 stateno = 6040 name = "Roundhouse" id = 1301 pos = 70,-92 postype = P1 helpertype = normal sprpriority = 0 keyctrl = 1 ownpal = 1 [State 1301, 4] type = PlaySnd trigger1 = Time = 1 value = 9000, 2 [State 1301, No Cam Move] type = ScreenBound trigger1 = 1 value = 1 MoveCamera= 1, 0 [State 1301, 5] type = Turn ;trigger1 = time = 23 ;trigger1 = movecontact = 1 trigger1 = p2stateno = 6666 trigger1 = time = 18 [State 1301, 6] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ; Standing LP Right-------------------------------------------------------------- [Statedef 1010] type = S ;State-type: S-stand, C-crouch, A-air, L-liedown movetype= A ;Move-type: A-attack, I-idle, H-gethit physics = S ;Physics: S-stand, C-crouch, A-air juggle = 1 ;Number of air juggle points move takes velset = 0,0 ;Set velocity (x,y) (Def: no change) ctrl = 0 ;Set ctrl (Def: no change) anim = 1010 ;Change animation (Def: no change) poweradd = 20 ;Power to add (Def: 0) [State 1010, 1-1] type = HitDef trigger1 = AnimElem = 3 attr = S, NA ;Attribute: Standing, Normal Attack damage = 43,8 ;Damage that move inflicts animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light) getpower = 75,150 ;Power to get on hit, on guard givepower = 15,8 ;Power to give opponent on hit, on guard guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default pausetime = 0,0 ;Time attacker pauses, time victim shakes numhits = 0 ;Number of hits to count as (Def: 1) sparkno = -1 ;Spark image group and no (Def: set above) sparkxy = -10,-70 ;X-offset for the "hit spark" rel. to p2, hitsound = S5,9 ;Sound to play on hit guardsound = 6,0 ;Sound to play on guard ground.type = Low ;Type: High, Low, Trip (def: Normal) ground.slidetime = 5 ;Time that the victim slides back ground.hittime = 11 ;Time victim is in hit state ground.velocity = -2 ;Velocity at which victim is pushed airguard.velocity = -1.9 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.velocity = -1.3,-3 ;X-velocity at which victim is pushed, kill = (var(9) = 0) fall.kill = (var(9) = 0) guard.kill = (var(9) = 0) [State 1010, 2] type = PlaySnd trigger1 = Time = 1 value = 9000, 1 [State 1010, 3] type = Helper ;trigger1 = Time = 7 ;trigger1 = movehit = 1 trigger1 = movehit && !numhelper(1010) && time < 12 stateno = 6015 id = 1010 name = "HP Blood" pos = 70,-79 postype = P1 helpertype = normal sprpriority = 0 keyctrl = 1 ownpal = 1 [State 1010, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ; Standing LP Left -------------------------------------------------------------- [Statedef 1011] type = S ;State-type: S-stand, C-crouch, A-air, L-liedown movetype= A ;Move-type: A-attack, I-idle, H-gethit physics = S ;Physics: S-stand, C-crouch, A-air juggle = 1 ;Number of air juggle points move takes velset = 0,0 ;Set velocity (x,y) (Def: no change) ctrl = 0 ;Set ctrl (Def: no change) anim = 1011 ;Change animation (Def: no change) ;poweradd = 20 ;Power to add (Def: 0) [State 1011, 1-1] type = HitDef trigger1 = AnimElem = 3 attr = S, NA ;Attribute: Standing, Normal Attack damage = 43,8 ;Damage that move inflicts animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light) getpower = 75,150 ;Power to get on hit, on guard givepower = 15,8 ;Power to give opponent on hit, on guard guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default pausetime = 0,0 ;Time attacker pauses, time victim shakes numhits = 0 ;Number of hits to count as (Def: 1) sparkno = -1 ;Spark image group and no (Def: set above) sparkxy = -10,-70 ;X-offset for the "hit spark" rel. to p2, hitsound = S5,9 ;Sound to play on hit guardsound = 6,0 ;Sound to play on guard ground.type = Low ;Type: High, Low, Trip (def: Normal) ground.slidetime = 5 ;Time that the victim slides back ground.hittime = 11 ;Time victim is in hit state ground.velocity = -2 ;Velocity at which victim is pushed airguard.velocity = -1.9 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.velocity = -1.3,-3 ;X-velocity at which victim is pushed, kill = (var(9) = 0) fall.kill = (var(9) = 0) guard.kill = (var(9) = 0) [State 1011, 2] type = PlaySnd trigger1 = Time = 1 value = 9000, 1 [State 1011, 3] type = Helper ;trigger1 = Time = 7 ;trigger1 = movehit = 1 trigger1 = movehit && !numhelper(1011) && time < 12 stateno = 6015 id = 1011 name = "HP Blood" pos = 70,-79 postype = P1 helpertype = normal sprpriority = 0 keyctrl = 1 ownpal = 1 [State 1011, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ; Standing Low Kick-------------------------------------------------------------- [Statedef 1030] type = S ;State-type: S-stand, C-crouch, A-air, L-liedown movetype= A ;Move-type: A-attack, I-idle, H-gethit physics = S ;Physics: S-stand, C-crouch, A-air juggle = 1 ;Number of air juggle points move takes velset = 0,0 ;Set velocity (x,y) (Def: no change) ctrl = 0 ;Set ctrl (Def: no change) anim = 1030 ;Change animation (Def: no change) ;poweradd = 20 ;Power to add (Def: 0) [State 1030, 1-1] type = HitDef trigger1 = AnimElem = 5 attr = S, NA ;Attribute: Standing, Normal Attack damage = 124,25 ;Damage that move inflicts animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light) getpower = 75,150 ;Power to get on hit, on guard givepower = 15,8 ;Power to give opponent on hit, on guard guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default pausetime = 0,0 ;Time attacker pauses, time victim shakes numhits = 1 ;Number of hits to count as (Def: 1) sparkno = -1 ;Spark image group and no (Def: set above) sparkxy = -10,-70 ;X-offset for the "hit spark" rel. to p2, hitsound = S5,9 ;Sound to play on hit guardsound = 6,0 ;Sound to play on guard ground.type = Low ;Type: High, Low, Trip (def: Normal) ground.slidetime = 5 ;Time that the victim slides back ground.hittime = 11 ;Time victim is in hit state ground.velocity = -4 ;Velocity at which victim is pushed airguard.velocity = -1.9 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.velocity = -1.3,-3 ;X-velocity at which victim is pushed, kill = (var(9) = 0) fall.kill = (var(9) = 0) guard.kill = (var(9) = 0) [State 1030, 2] type = PlaySnd trigger1 = Time = 1 value = 9000, 1 [State 1030, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ; Elbow----------------------------------------------------------------------- [Statedef 1320] type = S ;State-type: S-stand, C-crouch, A-air, L-liedown movetype= A ;Move-type: A-attack, I-idle, H-gethit physics = S ;Physics: S-stand, C-crouch, A-air juggle = 1 ;Number of air juggle points move takes velset = 0,0 ;Set velocity (x,y) (Def: no change) ctrl = 0 ;Set ctrl (Def: no change) anim = 1320 ;Change animation (Def: no change) ;poweradd = 20 ;Power to add (Def: 0) [State 1320, AltAnim] type = ChangeAnim triggerall = Time = 0 triggerall = Anim = 1320 triggerall = p1name = "BaseMO" trigger1 = palno = 3 trigger2 = palno = 7 trigger3 = palno = 8 trigger4 = palno = 10 value = 1321 [State 1320, 1-1] type = HitDef trigger1 = AnimElem = 2 attr = S, NA ;Attribute: Standing, Normal Attack damage = 93,18 ;Damage that move inflicts animtype = Heavy ;Animation type: Light, Medium, Heavy, Back (def: Light) getpower = 75,150 ;Power to get on hit, on guard givepower = 15,8 ;Power to give opponent on hit, on guard guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default pausetime = 0,0 ;Time attacker pauses, time victim shakes numhits = 1 ;Number of hits to count as (Def: 1) sparkno = -1 ;Spark image group and no (Def: set above) sparkxy = -10,-70 ;X-offset for the "hit spark" rel. to p2, hitsound = S5,9 ;Sound to play on hit guardsound = 6,0 ;Sound to play on guard ground.type = High ;Type: High, Low, Trip (def: Normal) ground.slidetime = 5 ;Time that the victim slides back ground.hittime = 22 ;Time victim is in hit state ground.velocity = -4 ;Velocity at which victim is pushed airguard.velocity = -1.9 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.velocity = -1.3,-3 ;X-velocity at which victim is pushed, kill = (var(9) = 0) fall.kill = (var(9) = 0) guard.kill = (var(9) = 0) [State 1320, 2] type = Helper ;trigger1 = Time = 5 ;trigger1 = movehit = 1 trigger1 = movehit && !numhelper(1320) && time < 12 stateno = 6020 name = "Backfist" id = 1320 pos = 70,-92 postype = P1 helpertype = normal sprpriority = 0 keyctrl = 1 ownpal = 1 under = 1 [State 1320, 3] type = PlaySnd trigger1 = Time = 1 value = 0, 0 [State 1320, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ; Knee---------------------------------------------------------------- [Statedef 1330] type = S ;State-type: S-stand, C-crouch, A-air, L-liedown movetype= A ;Move-type: A-attack, I-idle, H-gethit physics = S ;Physics: S-stand, C-crouch, A-air juggle = 1 ;Number of air juggle points move takes velset = 0,0 ;Set velocity (x,y) (Def: no change) ctrl = 0 ;Set ctrl (Def: no change) anim = 1330 ;Change animation (Def: no change) ;poweradd = 20 ;Power to add (Def: 0) [State 1330, 1-1] type = HitDef trigger1 = AnimElem = 3 attr = S, NA ;Attribute: Standing, Normal Attack damage = 120,24 ;Damage that move inflicts animtype = Heavy ;Animation type: Light, Medium, Heavy, Back (def: Light) getpower = 75,150 ;Power to get on hit, on guard givepower = 15,8 ;Power to give opponent on hit, on guard guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default pausetime = 10,0 ;Time attacker pauses, time victim shakes numhits = 1 ;Number of hits to count as (Def: 1) sparkno = -1 ;Spark image group and no (Def: set above) sparkxy = -10,-70 ;X-offset for the "hit spark" rel. to p2, hitsound = S5,9 ;Sound to play on hit guardsound = 6,0 ;Sound to play on guard ground.type = Low ;Type: High, Low, Trip (def: Normal) ground.slidetime = 5 ;Time that the victim slides back ground.hittime = 25 ;Time victim is in hit state ground.velocity = -5.5 ;Velocity at which victim is pushed airguard.velocity = -1.9 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.velocity = -1.3,-3 ;X-velocity at which victim is pushed, kill = (var(9) = 0) fall.kill = (var(9) = 0) guard.kill = (var(9) = 0) [State 1330, 2] type = Helper ;trigger1 = Time = 7 ;trigger1 = movehit = 1 trigger1 = movehit && !numhelper(1330) && time < 12 stateno = 6020 name = "High Kick Blood" id = 1330 pos = 70,-92 postype = P1 helpertype = normal sprpriority = 0 keyctrl = 1 ownpal = 1 under = 1 [State 1330, 3] type = PlaySnd trigger1 = Time = 1 value = 9000, 0 [State 1330, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ; Standing High Kick------------------------------------------------------------- [Statedef 1020] type = S ;State-type: S-stand, C-crouch, A-air, L-liedown movetype= A ;Move-type: A-attack, I-idle, H-gethit physics = S ;Physics: S-stand, C-crouch, A-air juggle = 1 ;Number of air juggle points move takes velset = 0,0 ;Set velocity (x,y) (Def: no change) ctrl = 0 ;Set ctrl (Def: no change) anim = 1020 ;Change animation (Def: no change) ;poweradd = 20 ;Power to add (Def: 0) [State 1020, 1-1] type = HitDef trigger1 = AnimElem = 5 attr = S, NA ;Attribute: Standing, Normal Attack damage = 145,29 ;Damage that move inflicts animtype = Heavy ;Animation type: Light, Medium, Heavy, Back (def: Light) getpower = 75,150 ;Power to get on hit, on guard givepower = 15,8 ;Power to give opponent on hit, on guard guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default pausetime = 0,0 ;Time attacker pauses, time victim shakes numhits = 1 ;Number of hits to count as (Def: 1) sparkno = -1 ;Spark image group and no (Def: set above) sparkxy = -10,-70 ;X-offset for the "hit spark" rel. to p2, hitsound = S5,7 ;Sound to play on hit guardsound = 6,0 ;Sound to play on guard ground.type = High ;Type: High, Low, Trip (def: Normal) ground.slidetime = 5 ;Time that the victim slides back ground.hittime = 11 ;Time victim is in hit state ground.velocity = -4 ;Velocity at which victim is pushed airguard.velocity = -1.9 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.velocity = -1.3,-3 ;X-velocity at which victim is pushed, kill = (var(9) = 0) fall.kill = (var(9) = 0) guard.kill = (var(9) = 0) [State 1020, 2] type = Helper ;trigger1 = Time = 13 ;trigger1 = movehit = 1 trigger1 = movehit && !numhelper(1020) && time < 16 stateno = 6020 id = 1020 name = "High Kick Blood" pos = 70,-92 postype = P1 helpertype = normal sprpriority = 0 keyctrl = 1 ownpal = 1 under = 1 [State 1020, 3] type = PlaySnd trigger1 = Time = 1 value = 9000, 0 [State 1020, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ; Standing High Punch Left------------------------------------------------------- [Statedef 1000] type = S ;State-type: S-stand, C-crouch, A-air, L-liedown movetype= A ;Move-type: A-attack, I-idle, H-gethit physics = S ;Physics: S-stand, C-crouch, A-air juggle = 1 ;Number of air juggle points move takes velset = 0,0 ;Set velocity (x,y) (Def: no change) ctrl = 0 ;Set ctrl (Def: no change) anim = 1000 ;Change animation (Def: no change) ;poweradd = 20 ;Power to add (Def: 0) [State 1000, 1-1] type = HitDef trigger1 = AnimElem = 3 attr = S, NA ;Attribute: Standing, Normal Attack damage = 43,8 ;Damage that move inflicts animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light) getpower = 75,150 ;Power to get on hit, on guard givepower = 15,8 ;Power to give opponent on hit, on guard guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default pausetime = 0,0 ;Time attacker pauses, time victim shakes numhits = 0 ;Number of hits to count as (Def: 1) sparkno = -1 ;Spark image group and no (Def: set above) sparkxy = -10,-70 ;X-offset for the "hit spark" rel. to p2, hitsound = S5,9 ;Sound to play on hit guardsound = 6,0 ;Sound to play on guard ground.type = High ;Type: High, Low, Trip (def: Normal) ground.slidetime = 5 ;Time that the victim slides back ground.hittime = 11 ;Time victim is in hit state ground.velocity = -2 ;Velocity at which victim is pushed airguard.velocity = -1.9 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.velocity = -1.3,-3 ;X-velocity at which victim is pushed, kill = (var(9) = 0) fall.kill = (var(9) = 0) guard.kill = (var(9) = 0) [State 1000, 2] type = Helper ;trigger1 = Time = 7 ;trigger1 = movehit = 1 trigger1 = movehit && !numhelper(1000) && time < 12 stateno = 6015 id = 1000 name = "HP Blood" pos = 70,-92 postype = P1 helpertype = normal sprpriority = 0 keyctrl = 1 ownpal = 1 [State 1000, 3] type = PlaySnd trigger1 = Time = 1 value = 9000, 0 [State 1000, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ; Standing High Punch Right------------------------------------------------------ [Statedef 1001] type = S ;State-type: S-stand, C-crouch, A-air, L-liedown movetype= A ;Move-type: A-attack, I-idle, H-gethit physics = S ;Physics: S-stand, C-crouch, A-air juggle = 1 ;Number of air juggle points move takes velset = 0,0 ;Set velocity (x,y) (Def: no change) ctrl = 0 ;Set ctrl (Def: no change) anim = 1001 ;Change animation (Def: no change) poweradd = 20 ;Power to add (Def: 0) [State 1001, 1-1] type = HitDef trigger1 = AnimElem = 3 attr = S, NA ;Attribute: Standing, Normal Attack damage = 43,8 ;Damage that move inflicts animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light) getpower = 75,150 ;Power to get on hit, on guard givepower = 15,8 ;Power to give opponent on hit, on guard guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default pausetime = 0,0 ;Time attacker pauses, time victim shakes numhits = 0 ;Number of hits to count as (Def: 1) sparkno = -1 ;Spark image group and no (Def: set above) sparkxy = -10,-70 ;X-offset for the "hit spark" rel. to p2, hitsound = S5,9 ;Sound to play on hit guardsound = 6,0 ;Sound to play on guard ground.type = High ;Type: High, Low, Trip (def: Normal) ground.slidetime = 5 ;Time that the victim slides back ground.hittime = 11 ;Time victim is in hit state ground.velocity = -2 ;Velocity at which victim is pushed airguard.velocity = -1.9 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.velocity = -1.3,-3 ;X-velocity at which victim is pushed, kill = (var(9) = 0) fall.kill = (var(9) = 0) guard.kill = (var(9) = 0) [State 1001, 2] type = Helper ;trigger1 = Time = 12 ;trigger1 = movehit = 1 trigger1 = movehit && !numhelper(1001) && time < 12 stateno = 6015 id = 1001 name = "HP Blood" pos = 70,-92 postype = P1 helpertype = normal sprpriority = 0 keyctrl = 1 ownpal = 1 [State 1001, 3] type = PlaySnd trigger1 = Time = 1 value = 9000, 0 [State 1001 , 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;RoundHouse [Statedef 1300] type = S ;State-type: S-stand, C-crouch, A-air, L-liedown movetype= A ;Move-type: A-attack, I-idle, H-gethit physics = S ;Physics: S-stand, C-crouch, A-air juggle = 9 ;Number of air juggle points move takes velset = 0,0 ;Set velocity (x,y) (Def: no change) ctrl = 0 ;Set ctrl (Def: no change) anim = 1300 ;Change animation (Def: no change) ;poweradd = 20 ;Power to add (Def: 0) [State 1300, 1-1] type = HitDef ;trigger1 = AnimElem = 5 trigger1 = MoveContact = 0 attr = S, NA ;Attribute: Standing, Normal Attack damage = 168,34 ;Damage that move inflicts animtype = Heavy ;Animation type: Light, Medium, Heavy, Back (def: Light) getpower = 75,150 ;Power to get on hit, on guard givepower = 15,8 ;Power to give opponent on hit, on guard guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default pausetime = 0,0 ;Time attacker pauses, time victim shakes numhits = 1 ;Number of hits to count as (Def: 1) sparkno = -1 ;Spark image group and no (Def: set above) sparkxy = -10,-70 ;X-offset for the "hit spark" rel. to p2, hitsound = S5,7 ;Sound to play on hit guardsound = 6,0 ;Sound to play on guard ground.type = High ;Type: High, Low, Trip (def: Normal) ground.slidetime = 5 ;Time that the victim slides back ground.hittime = 11 ;Time victim is in hit state ground.velocity = -4, -6 ;Velocity at which victim is pushed airguard.velocity = -1.9 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.velocity = -3,-6 ;X-velocity at which victim is pushed, fall = 1 air.fall = 1 fall.recover = 0 kill = (var(9) = 0) fall.kill = (var(9) = 0) guard.kill = (var(9) = 0) [State 1300, 2] type = Helper ;trigger1 = Time = 16 ;trigger1 = movehit = 1 trigger1 = movehit && !numhelper(1300) && time < 24 stateno = 6040 id = 1300 name = "Roundhouse" pos = 70,-92 postype = P1 helpertype = normal sprpriority = 0 keyctrl = 1 ownpal = 1 [State 1300, 3] type = PlaySnd trigger1 = Time = 1 value = 9000, 2 [State 1300, No Cam Move] type = screenbound trigger1 = time = 0 movecamera = 0, 0 value = 0 [State 1300, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ; Sweep---------------------------------------------------------------- [Statedef 1310] type = C movetype= A physics = C juggle = 4 ;poweradd= 60 ctrl = 0 velset = 0,0,0 anim = 1310 [State 1310, 1] type = PlaySnd trigger1 = Time = 2 value = 1,6 [State 1310, 2-1] type = HitDef ;trigger1 = AnimElem = 5 trigger1 = MoveContact = 0 trigger1 = P2StateNo != 5110 trigger1 = P2StateNo != 5075 trigger1 = P2StateNo != 5071 attr = S, NA animtype = Back damage = 57,11 getpower = 75,150 guardflag = L hitflag = M pausetime = 0,0 sparkxy = -10,-70 sparkno = -1 hitsound = S5,9 guardsound = 6,0 ground.type = Trip ground.slidetime = 17 ground.hittime = 17 ground.velocity = 0 air.velocity = -1,-2.4 air.hittime = 17 fall = 1 fall.recover = 0 kill = (var(9) = 0) fall.kill = (var(9) = 0) guard.kill = (var(9) = 0) [State 1310, 2-3] type = HitDef ;trigger1 = AnimElem = 5 trigger1 = MoveContact = 0 trigger1 = P2StateNo = 5110 trigger2 = P2StateNo = 5075 trigger3 = P2StateNo = 5071 attr = S, NA animtype = Back damage = 57,11 getpower = 75,150 guardflag = L hitflag = MAFD pausetime = 0,0 sparkxy = -10,-70 sparkno = -1 hitsound = S5,9 guardsound = 6,0 ground.type = Low ground.slidetime = 0 ground.hittime = 17 ground.velocity = 0 air.velocity = 0,0 air.hittime = 17 fall = 1 fall.recover = 0 p2stateno = 1311 kill = (var(9) = 0) fall.kill = (var(9) = 0) guard.kill = (var(9) = 0) [State 1310, 3] type = PlaySnd trigger1 = Time = 1 value = 9000, 2 [State 1310, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 :Tripped P2 hit repeatly [Statedef 1311] type = S movetype= H physics = N ;poweradd= 60 ctrl = 0 velset = 0,0,0 anim = 5070 [State 1311, 1] type = ChangeAnim trigger1 = Time = 0 value = 5070 [State 1311, 2] type = SelfState trigger1 = Time = 1 value = 5071 ;Ducking Low Punch------------------------------------------------ [Statedef 1110] type = C movetype= A physics = C juggle = 6 ;poweradd= 15 ctrl = 0 anim = 1110 [State 1110, 1] type = PlaySnd trigger1 = Time = 1 value = 9000, 1 [State 1110, 2-1] type = HitDef trigger1 = AnimElem = 3 attr = C, NA damage = 36,8 animtype = Light getpower = 75,150 givepower = 8 hitflag = MAFD guardflag = L pausetime = 0,0 sparkno = -1 sparkxy = -2,-41 hitsound = S5,9 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 15 ground.velocity = -4 air.velocity = -1.3,-3 down.velocity = -4,0 down.hittime = 20 kill = (var(9) = 0) fall.kill = (var(9) = 0) guard.kill = (var(9) = 0) [State 1110 , 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;Ducking Low Kick------------------------------------------------ [Statedef 1130] type = C movetype= A physics = C juggle = 6 ;poweradd= 15 ctrl = 0 anim = 1130 [State 1130 , 1] type = PlaySnd trigger1 = Time = 1 value = 9000, 1 [State 1130, 2-1] type = HitDef trigger1 = AnimElem = 3 attr = C, NA damage = 36,8 animtype = Light getpower = 75,150 givepower = 8 hitflag = MAFD guardflag = L pausetime = 0,0 sparkno = -1 sparkxy = -2,-41 hitsound = S5,9 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 15 ground.velocity = -4 air.velocity = -1.3,-3 down.velocity = -4,0 down.hittime = 20 kill = (var(9) = 0) fall.kill = (var(9) = 0) guard.kill = (var(9) = 0) [State 1130, 3] type = CtrlSet trigger1 = Time = 4 value = 1 [State 1130, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ;Crouching High Kick-------------------------------------------------------- [Statedef 1120] type = C movetype= A physics = C juggle = 6 ;poweradd= 15 ctrl = 0 anim = 1120 [State 1120, 1] type = PlaySnd trigger1 = Time = 1 value = 9000, 1 [State 1120, 2-1] type = HitDef trigger1 = AnimElem = 4 attr = C, NA damage = 72,15 animtype = Medium getpower = 75,150 givepower = 8 hitflag = MAFD guardflag = L pausetime = 0,0 sparkno = -1 sparkxy = -2,-41 hitsound = S5,9 guardsound = 6,0 ground.type = High ground.slidetime = 4 ground.hittime = 15 ground.velocity = -4 air.velocity = -1.3,-3 down.velocity = -4,0 down.hittime = 20 kill = (var(9) = 0) fall.kill = (var(9) = 0) guard.kill = (var(9) = 0) [State 1120 , 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ; Jumping Punch-------------------------------------------------- [Statedef 1200] type = A movetype= A physics = A juggle = 2 ;poweradd= 11 ctrl = 0 anim = 1200 [State 1200, 1] type = PlaySnd trigger1 = Time = 1 value = 9000, 0 [State 1200, 2-1] type = HitDef trigger1 = AnimElem = 3 attr = A, NA numhits = 1 damage = 94,19 getpower = 75,150 givepower = 10 guardflag = HA priority = 3 pausetime = 0,0 sparkno = -1 sparkxy = -10,-58 hitsound = S5,9 guardsound = 6,0 ground.type = High ground.slidetime = 5 ground.hittime = 5 ground.velocity = -4 air.velocity = -1.3,-3 kill = (var(9) = 0) fall.kill = (var(9) = 0) guard.kill = (var(9) = 0) [State 1200, 3] type = Helper ;trigger1 = Time >= 7 ;trigger1 = movehit = 1 ;trigger1 = NumHelper(1200) = 0 trigger1 = movehit && !numhelper(1200) && time < 12 id = 1200 stateno = 6015 name = "JP Blood" pos = 70,-12 postype = P1 helpertype = normal sprpriority = 0 keyctrl = 1 ownpal = 1 [State 1200 , 4] type = ChangeState trigger1 = AnimTime = 0 value = 50 [State 1200 , 5] type = velset trigger1 = Time >= 0 trigger1 = movecontact = 1 X = 0 ; JUMP KICK----------------------------------------------------------------- [Statedef 1220] type = A movetype= A physics = A juggle = 2 poweradd= 11 ctrl = 0 anim = 1220 [State 1220, 1] type = PlaySnd trigger1 = Time = 1 value = 9000, 1 [State 1220, 2-1] type = HitDef trigger1 = AnimElem = 3 attr = A, NA damage = 114,23 getpower = 75,150 givepower = 10 guardflag = HA priority = 3 pausetime = 0,0 sparkno = -1 sparkxy = -10,-58 hitsound = S5,9 guardsound = 6,0 ground.type = High ground.slidetime = 5 ground.hittime = 5 ground.velocity = -3 air.velocity = -1.3,-3 fall = 0 air.fall = 1 fall.recover = 0 kill = (var(9) = 0) fall.kill = (var(9) = 0) guard.kill = (var(9) = 0) [State 1220, 3] type = Helper ;trigger1 = Time >= 7 ;trigger1 = movehit = 1 ;trigger1 = NumHelper(1220) = 0 trigger1 = movehit && !numhelper(1220) && time < 12 id = 1220 stateno = 6015 name = "High Kick Blood" pos = 70,-12 postype = P1 helpertype = normal sprpriority = 0 keyctrl = 1 ownpal = 1 under = 1 [State 1220, 4] type = ChangeState trigger1 = AnimTime = 0 value = 50 [State 1220 , 5] type = velset trigger1 = Time >= 0 trigger1 = movecontact = 1 X = 0 ; Drop Kick----------------------------------------------------------------- [Statedef 1210] type = A movetype= A physics = A juggle = 12 ;poweradd= 11 ctrl = 0 anim = 1210 [State 1210, AdjustKick] type = PosAdd trigger1 = Time = 0 Y = -16 [State 1210, 1] type = PlaySnd trigger1 = Time = 1 value = 9000, 0 [State 1210, 2-1] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 168,34 getpower = 75,150 givepower = 10 guardflag = HA priority = 3 pausetime = 0,2 sparkno = -1 sparkxy = -10,-58 hitsound = S5,9 guardsound = 6,0 ground.type = High guard.ctrltime = 20 ground.slidetime = 20 ground.hittime = 20 ground.velocity = -3, -10 air.velocity = -3,-10 yaccel = 0.58 p2facing = 1 fall = 1 air.fall = 1 fall.recover = 0 kill = (var(9) = 0) fall.kill = (var(9) = 0) guard.kill = (var(9) = 0) [State 1210, 4] type = Helper trigger1 = Time >= 7 trigger1 = movehit = 1 trigger1 = NumHelper(1210) = 0 id = 1210 stateno = 6020 name = "High Kick Blood" pos = 70,-12 postype = P1 helpertype = normal sprpriority = 0 keyctrl = 1 ownpal = 1 under = 1 [State 1210, 5] type = ChangeState trigger1 = AnimTime = 0 value = 50 [State 1210 , 6] type = velset trigger1 = Time >= 0 trigger1 = movecontact = 1 X = 0 [Statedef 3000] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 3001 [State 3000, 1] type = HitDef Trigger1 = Time = 0 attr = S, NT hitflag = M priority = 1, Miss sparkno = -1 sprpriority = 1 p1facing = 1 ;ifelse (command = "holdfwd", -1, 1) p2facing = 1 p1stateno = 3010 p2stateno = 3020 fall = 1 [State 3000, 2] type = ChangeState Trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;---------------------------------------------------------------------- [Statedef 3010] type = S movetype= A physics = N anim = 3000 poweradd = 60 [State 3010, SprPriority] type = SprPriority trigger1 = AnimElem =1 value = 1 [State 3010, Bind 1] type = TargetBind trigger1 = AnimElem = 1 pos = 12, -72 [State 3010, SprPriority] type = SprPriority trigger1 = AnimElem =2 value = 1 [State 3010, Bind 2] type = TargetBind trigger1 = AnimElem = 2 pos = 27, -89 [State 3010, SprPriority] type = SprPriority trigger1 = AnimElem =3 value = 1 [State 3010, Bind 3] type = TargetBind trigger1 = AnimElem = 3 pos = 14, -72 [State 3010, SprPriority] type = SprPriority trigger1 = AnimElem =4 value = 1 [State 3010, Bind 4] type = TargetBind trigger1 = AnimElem = 4 pos = 15, -63 [State 3010, SprPriority] type = SprPriority trigger1 = AnimElem =5 value = 1 [State 3010, Bind 5] type = TargetBind trigger1 = AnimElem = 5 pos = 4, -49 [State 3010, SprPriority] type = SprPriority trigger1 = AnimElem =6 value = 1 [State 3010, Bind 6] type = TargetBind trigger1 = AnimElem = 6 pos = -14, -46 [State 3010, SprPriority] type = SprPriority trigger1 = AnimElem =7 value = 1 [State 3010, Bind 7] type = TargetBind trigger1 = AnimElem = 7 pos = -58, -37 [State 3010, Hurt] type = TargetLifeAdd trigger1 = AnimElem = 7 value = -168 kill = (var(9) = 0) fall.kill = (var(9) = 0) guard.kill = (var(9) = 0) [State 3010, Throw] type = TargetState trigger1 = AnimElem = 7 value = 3021 [State 3010, State End1] type = Changestate trigger1 = animtime = 0 trigger1 = Pos Y >= 0 value = 0 ctrl = 1 [State 3010, State End2] type = Changestate trigger1 = animtime = 0 trigger1 = Pos Y <= -1 value = 41 ;ctrl = 1 [State 3010, AirThrowGravtiy] type = Veladd trigger1 = time > 0 trigger1 = Pos Y < 0 Y = .43 [State 3010, GroundShutOffAnyGravity] type = Velset trigger1 = Pos Y > 0 Y = 0 [State 3010, NoGoThoughGround] type = Posset trigger1 = Pos Y > 0 trigger1 = Vel Y = 0 Y = 0 ;---------------------------------------------------------------------- [Statedef 3020] type = A movetype = H physics = N velset = 0,0 [State 3020, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 3010 ;---------------------------------------------------------------------- [Statedef 3021] type = A movetype = H physics = N velset = 2,-5 poweradd = 40 [State 3021, 1] ;Gravity type = VelAdd Trigger1 = 1 y = .4 [State 3021, 2] type = Playsnd trigger1 = Vel Y != 0 trigger1 = Pos Y >= 0 value = F5, 1 [State 3021, 2-1] type = makedust trigger1 = Vel Y != 0 trigger1 = Pos Y >= 0 pos = 0,0 spacing = 3 [State 3021, 3] ;Hit ground type = SelfState trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 5100 ;Hit ground ;---------------------------------------------------------------------------- ;Femninja GROUND/AIR THROW [Statedef 13001] type = S movetype= A physics = N ctrl = 0 anim = 3000 [State 13001, ThrowSound] type = Playsnd trigger1 = time = 0 value = 900,0 [State 13001, Bind 1] type = TargetBind trigger1 = time = 1 pos = 35, 0 [State 13001, Bind 2-4] type = TargetBind trigger1 = AnimElem = 1 pos = 40, 0 [State 13001, Bind 2-4] type = TargetBind trigger1 = AnimElem = 2 pos = 27, -25 [State 13001, Bind 2-4] type = TargetBind trigger1 = AnimElem = 3 pos = -2, -70 [State 13001, Bind 2-4] type = TargetBind trigger1 = AnimElem = 4 pos = -20, -45 [State 13001, Bind 2-4] type = TargetBind trigger1 = AnimElem = 5 pos = -70, -10 [State 13001, Bind 2-4] type = TargetBind trigger1 = AnimElem = 6 pos = -70, 0 [State 13001, Throw 11] type = TargetState trigger1 = AnimElem = 6 value = 13015 [State 13015, hurtmebaby] type = TargetLifeadd ;;trigger1 = time = 10 ;;trigger1 = AnimTime = 0 trigger1 = AnimElem = 6 ;trigger1 = Roundno != 1 value = -168 kill = (var(9) = 0) fall.kill = (var(9) = 0) guard.kill = (var(9) = 0) ;[State 13015, hurtmenkillmyass] ;type = TargetLifeadd ;;trigger1 = time = 10 ;;trigger1 = AnimTime = 0 ;trigger1 = AnimElem = 6 ;trigger1 = Roundno = 1 ;value = -168 [State 13001, State End] type = ChangeState trigger1 = AnimTime = 0 trigger1 = Pos Y >= 0 value = 0 ctrl = 1 [State 13001, State End2] type = ChangeState trigger1 = AnimTime = 0 trigger1 = Pos Y < 0 value = 41 ctrl = 1 [State 13001, 3] type = Veladd trigger1 = time > 0 trigger1 = Pos Y < 0 Y = .43 [State 13001, 4] type = Velset trigger1 = Pos Y > 0 Y = 0 [State 13001, 5] type = Posset trigger1 = Pos Y > 0 trigger1 = Vel Y = 0 Y = 0 ;------------------------------------------------------------------------ ;Femninja Throw THROWEE part1 [Statedef 13010] type = A movetype= H physics = N velset = 0,0 [State 13010, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 3010 ;------------------------------------------------------------------------ ;Femninja THROWEE part 2 [Statedef 13015] type = A movetype= H physics = N velset = 3,4 poweradd = 40 [State 13015, 1] ;Gravity type = VelAdd Trigger1 = 1 y = .4 [State 13015, 2] ; Recover near ground (use ChangeState) type = ChangeState triggerall = Vel Y > 0 triggerall = Pos Y >= -20 triggerall = alive triggerall = CanRecover trigger1 = Command = "recovery" value = 5200 ;HITFALL_RECOVER [State 13015, 3] ; Recover in mid air (use SelfState) type = SelfState triggerall = Vel Y > 0 triggerall = alive triggerall = CanRecover trigger1 = Command = "recovery" value = 5210 ;HITFALL_AIRRECOVER [State 13015, 4] ;Hit ground type = SelfState trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 5100 ;Hit ground [State 13015, 2] type = Playsnd trigger1 = animelem = 6 value = F5, 1 [State 13015, 2.5] type = makedust trigger1 = animelem = 6 pos = 0,0 spacing = 3 ;--------------------------------------------------------------------------- ; HIT_LIEDOWN [Statedef 5110] type = L movetype= H physics = N [State 5110, TripSound] type = Playsnd trigger1 = time = 0 trigger1 = anim = 5070 value = 5,8 [State 5110, EnvShake] type = FallEnvShake trigger1 = Time = 0 [State 5110, 1] ;Hit ground anim (normal) type = ChangeAnim triggerall = time = 0 triggerall = anim != [5070,5071] ;Not already changed anim trigger1 = anim != [5161,5169] trigger2 = !SelfAnimExist(5170 + (anim % 10)) value = 5170 [State 5110, 2] type = HitFallDamage trigger1 = Time = 0 [State 5110, 3] type = PosSet trigger1 = Time = 0 y = 0 [State 5110, Var] ;Get fall velocity type = VarSet trigger1 = Time = 0 trigger1 = GetHitVar(fall.yvel) != 0 sysvar(1) = floor(vel y) [State 5110, 4] type = PlaySnd trigger1 = Time = 0 trigger1 = !SysVar(0) ;value = F7, 0 ;Hit ground value = F7, (sysvar(1) > 5) + (sysvar(1) > 14) [State 5110, 5] type = GameMakeAnim trigger1 = Time = 0 trigger1 = !SysVar(0) value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14) pos = 0, 0 under = sysvar(1) <= 10 [State 5110, 6] type = VelSet trigger1 = Time = 0 y = 0 [State 5110, 7] ;For normal type = ChangeAnim persistent = 0 triggerall = Anim != [5070,5072] trigger1 = AnimTime = 0 trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame value = 5110 [State 5110, 7] ;For normal type = ChangeAnim persistent = 0 triggerall = Anim = 5070 trigger1 = AnimTime = 0 trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame value = 5071 [State 5110, 8] ;If just died type = ChangeState triggerall = !alive trigger1 = AnimTime = 0 trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame value = 5150 [State 5110, 9] type = VarSet trigger1 = SysVar(0) trigger1 = Time = 0 sysvar(0) = 0 [State 5110, 10] ;Friction type = VelMul trigger1 = 1 x = 0.85 [State 5110, 11] type = ForceFeedback trigger1 = alive trigger1 = Time = 0 time = 8 ampl = 240 waveform = sine [State 5110, 12] type = ForceFeedback trigger1 = !alive trigger1 = Time = 0 ampl = 200, 7, -.467 time = 30 waveform = sine [State 5110, 13] type = ChangeState trigger1 = AnimTime = 0 trigger1 = Anim = 5071 value = 5075 ;--------------------------------------------------------------------------- ; HIT_GETUP [Statedef 5075] type = L movetype= I physics = N [State 5075, 1a] ;Get up anim (trip) type = ChangeAnim trigger1 = time = 0 value = 5072 [State 5075, 2] type = VelSet trigger1 = Time = 0 x = 0 [State 5075, 4] type = HitFallSet trigger1 = AnimTime = 0 value = 1 [State 5075, 5] ;Can't be thrown right after getting up type = NotHitBy trigger1 = AnimTime = 0 value = , NT,ST,HT time = 12 [State 5075, 6] ;Can't be hit right after getting up (short time) type = NotHitBy trigger1 = AnimTime = 0 value2 = SCA time = 3 [State 5075, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [Statedef 5120] type = L movetype= I physics = N [State 5120, 1a] ;Get up anim (trip) type = ChangeAnim triggerall = time = 0 trigger1 = anim = 5070 trigger2 = anim = 5071 value = 5072 [State 5120, 1a] ;Get up anim (normal) type = ChangeAnim triggerall = time = 0 trigger1 = anim != 5070 trigger2 = anim != 5071 trigger3 = anim != 5072 value = 5120 ;[State 5120, 1a] ;Get up anim (normal) ;type = ChangeAnim ;triggerall = time = 0 ;trigger1 = anim != [5111,5119] ;trigger2 = !SelfAnimExist(5120 + (anim % 10)) ;value = 5120 ;[State 5120, 1b] ;Get up anim (for hit up/diag-up) ;type = ChangeAnim ;triggerall = time = 0 ;trigger1 = anim = [5111,5119] ;trigger1 = SelfAnimExist(5120 + (anim % 10)) ;value = 5120 + (anim % 10) [State 5120, 2] type = VelSet trigger1 = Time = 0 x = 0 [State 5120, 3] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 5120, 4] type = HitFallSet trigger1 = AnimTime = 0 value = 1 [State 5120, 5] ;Can't be thrown right after getting up type = NotHitBy trigger1 = AnimTime = 0 value = , NT,ST,HT time = 12 [State 5120, 6] ;Can't be hit right after getting up (short time) type = NotHitBy trigger1 = AnimTime = 0 value2 = SCA time = 3 [State 5120, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; HIT_GETUP [Statedef 5121] type = L movetype= I physics = N [State 5121, 1a] ;Get up anim (trip) type = ChangeAnim triggerall = time = 0 trigger1 = anim = 5070 trigger2 = anim = 5071 value = 5072 [State 5121, 1a] ;Get up anim (normal) type = ChangeAnim triggerall = time = 0 trigger1 = anim != 5070 trigger2 = anim != 5071 trigger3 = anim != 5072 value = 5120 [State 5121, 2] type = VelSet trigger1 = Time = 0 x = 0 [State 5121, 3] type = NotHitBy trigger1 = 1 trigger1 = anim != 5072 value = SCA time = 1 [State 5121, 4] type = HitFallSet trigger1 = AnimTime = 0 value = 1 [State 5121, 5] ;Can't be thrown right after getting up type = NotHitBy trigger1 = AnimTime = 0 value = , NT,ST,HT time = 12 [State 5121, 6] ;Can't be hit right after getting up (short time) type = NotHitBy trigger1 = AnimTime = 0 value2 = SCA time = 3 [State 5121, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;[State 5121, wakeup1] ;type = ChangeState ;trigger1 = command = "holddown" ;value = 11 ;ctrl = 1 ;[State 5121, wakeup2] ;type = ChangeState ;trigger1 = command = "holdup" ;value = 40 ;ctrl = 1 ;========================================================================================== ; MTO's Wake-Up Game: Stay down state ;========================================================================================== [Statedef 5127] type = S ;movetype= H physics = N anim = 5110 [State 5120, 1] type = PosSet trigger1 = Time = 0 y = 0 [State 5120, 2] type = VelSet trigger1 = Time = 0 y = 0 x = 0 [State 5120, 3] type = ChangeState trigger1 = command = "holddown" trigger2 = command = "holdup" trigger3 = command = "holdfwd" trigger4 = command = "holdback" trigger5 = p2life <= 0 trigger6 = p2stateno = 5150 ;trigger5 = command = 1 value = 5121 ctrl = 1 [State 5120, 4] type = HitOverride trigger1 = 1 time = 1 attr = SCA, AA, AT, AP slot = 0 stateno = 5122 ;[State 5120, 5] ;type = NotHitBy ;trigger1 = 1 ;value = , AP ;SCA ;time = 1 [State 5120, dead] type = ChangeState trigger1 = life <= 0 value = 5150 ctrl = 0 ;---------------------------------------- ;---------------------------------------- [Statedef 5122] type = S movetype= H physics = N anim = 5080 [State 5122, 1] type = PosSet trigger1 = Time = 0 y = 0 [State 5122, 2] type = VelSet trigger1 = Time = 0 y = 0 [State 5122, 3] type = ChangeState trigger1 = animtime = 0 trigger2 = time >= 24 value = 5120 ctrl = 0 ;--------------------------------------------------------------------------- ; HIT_LIEDEAD [Statedef 5150] type = L movetype= H physics = N sprpriority = -3 [State 5150, 5] ;Switch to 5110 if liedead anim does not exist type = ChangeAnim trigger1 = Time = 0 trigger1 = Anim != [5070,5072] value = 5110 [State 5150, 5] ;Switch to 5110 if liedead anim does not exist type = ChangeAnim triggerall = Time = 0 trigger1 = Anim = 5070 trigger2 = Anim = 5072 value = 5071 [State 5150, 6] ;Friction type = VelMul trigger1 = 1 x = 0.85 [State 5150, 7] ;Friction type = VelSet trigger1 = Vel x < .05 persistent = 0 x = 0 [State 5150, 8] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;--------------------------------------------------------------------------- ; Initialize (at the start of the round) [Statedef 5900] type = S anim = 2 [State 5900, 1] ;Clear all int variables type = VarRangeSet trigger1 = roundno = 1 value = 0 [State 5900, 2] ;Clear all float variables type = VarRangeSet trigger1 = roundno = 1 fvalue = 0 [State 5900, NoFatalsInSimul] ;Does Not Work Yet. Disables fatals in Simul Mode, where they can be horribly glitchy. type = VarSet trigger1 = TeamMode = simul v = 9 value = 0 [State 5900, OverrideFix] type = VarSet trigger1 = time = 0 v = 7 value = 0 [State 5900, NoFatalsEvent] type = VarSet trigger1 = TeamMode = Simul trigger2 = TeamMode != Turns trigger2 = roundno = 1 v = 9 value = 0 [State 5900, TurnOffFatalMessage] type = VarSet trigger1 = 1 v = 4 value = 0 [State 5900, 3] ;Intro type = ChangeState trigger1 = roundno = 1 value = 190 ;[State 5900, 4] ;type = changeanim ;trigger1 = time = 0 ;trigger1 = palno < 7 ;value = 2 ;[State 5900, 5] ;type = changeanim ;trigger1 = time = 0 ;trigger1 = palno >= 7 ;value = 0 ;--------------------------------------------------------------------------- ; Aggressor Mode (hyper) [Statedef 1999] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 1999 ctrl = 0 sprpriority = 2 [State 1999, Super A] type = SuperPause trigger1 = time = 6 pos = 0, -75 anim = 100 sound = 20, 0 poweradd = -2000 [State 1999, 1] type = PlaySnd trigger1 = time = 7 value = 2000,1 ; This invisible "explosion" tells ai.cns aggressor mode is on. It shuts off when this explod ; goes away. [State 1999, 2] type = Explod trigger1 = time = 7 anim = 1998 name = "Aggressor" id = 1998 pos = 0,0 postype = left facing = 1 sprpriority = -1 ownpal = 0 removetime = 270 [State 1999, 3] type = AfterImage trigger1 = Time = 7 length = 15 TimeGap = 2 FrameGap = 2 trans = add1 time = 270 PalBright = 0, 0, 0 PalContrast = 128,128,128 PalAdd = 0, 0, 0 PalMul = 1,1,1 [State 1999, EndState] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------------------------- ;*******************Friendship************************ ;**************BUY A DOLL!************************ ;DUM DUM DUM... [Statedef 4010] type = S movetype= A juggle = 1 anim = 4012 velset = 0, 0 ctrl = 0 [State 4010, Var] type = Varset trigger1 = time = 3 V = 4 value = 9 [State 4010, 0.5] type = Playsnd trigger1 = Time = 0 value = 2800,0 [State 4010, 1] type = SuperPause trigger1 = Time = 0 anim = -1 movetime = 10 time = 28 [State 4010, 1.5] type = BGPalFX trigger1 = time = 2 time = 9999 add = -130, -130, -130 ignorehitpause [State 4010, 2] type = Changestate trigger1 = time = 64 value = 4011 ;------------------------------------------------------------------------ ;Offers up a doll... [Statedef 4011] type = S movetype= A physics = N velset = 0,0 anim = 4010 ctrl = 0 [State 4011, 1] type = Playsnd trigger1 = time = 0 value = 2700,0 [State 4011, 2] type = Explod trigger1 = time = 32 anim = 4013 name = "BuyADoll" pos = 200, 100 id = 4013 postype = left HelperType = normal facing = 1 sprpriority = -1 ownpal = 0 ontop = 1 [State 4011, 3] type = Changestate trigger1 = animtime = 0 value = 4012 ;------------------------------------------------------------------------ ; Makes Helper in the hold up doll pose [Statedef 4012] type = S movetype= A physics = N velset = 0,0 anim = 4011 ctrl = 0 [State 4012, 1] type = Helper trigger1 = time = 0 stateno = 4013 name = "Doll Holder" id = 4013 pos = 0,0 postype = p1 helpertype = normal sprpriority = 2 keyctrl = 0 ownpal = 0 under = 1 [State 4012, 2] type = Explod trigger1 = time = 0 anim = 4011 name = "The Doll" id = 4011 pos = 0,0 postype = p1 bindtime = 1 sprpriority = 2 ownpal = 0 [State 4012, 3] type = Posset trigger1 = time = 3 Y = 900 [State 4012, 4] type = AssertSpecial trigger1 = time = [0, 5000] flag = nokoslow [State 4012, 5] type = AssertSpecial trigger1 = time = [0, 5000] flag = nokosnd [State 4012, 6] type = AssertSpecial trigger1 = time = [0, 5000] flag = nomusic [State 4012, 7] type = Changestate trigger1 = win = 1 value = 0 ctrl = 1 ;---------------------------------------------------------------------------- [Statedef 4013] type = S movetype= A physics = N anim = 9000 ctrl = 0 [State 4013, 1] type = HitDef trigger1 = time = 0 attr = S, HA ;Nothing = 0 numhits = 0 priority = 7 sparkno = -1 p2stateno = 4014 kill = 0 [State 4013, 2] type = Destroyself trigger1 = p2stateno = 4014 ;------------------------------------ [Statedef 4014] type = S movetype= H physics = N velset = 0,0 ctrl = 0 [State 4014, 1] type = Explod trigger1 = time = 80 trigger1 = selfanimexist(180) anim = 180 id = 4014 pos = 0,0 postype = p1 bindtime = 1 removetime = -1 sprpriority = 2 ownpal = 0 [State 4014, 1-1] type = Explod trigger1 = time = 80 trigger1 = selfanimexist(181) trigger1 = Numexplod(4014) = 0 anim = 181 id = 4014 pos = 0,0 postype = p1 bindtime = 1 removetime = -1 sprpriority = 2 ownpal = 0 [State 4014, 1-2] type = Explod trigger1 = time = 80 trigger1 = selfanimexist(190) trigger1 = Numexplod(4014) = 0 anim = 190 id = 4014 pos = 0,0 postype = p1 bindtime = 1 removetime = -1 sprpriority = 2 ownpal = 0 [State 4014, 2] type = Explod trigger1 = time = 80 trigger1 = animexist(170) trigger1 = Numexplod(4014) = 0 anim = 170 id = 4014 pos = 0,0 postype = p1 bindtime = 1 sprpriority = 2 ownpal = 0 removetime = -1 [State 4014, 3] type = Explod trigger1 = time = 80 trigger1 = Numexplod(4014) = 0 anim = 0 id = 4014 pos = 0,0 postype = p1 bindtime = 1 sprpriority = 2 ownpal = 0 removetime = -1 [State 4014, 4] type = Changeanim2 trigger1 = time = 80 value = 1998 [State 4014, 5] type = Posset trigger1 = time = 85 Y = 900 [State 4014, 6] type = Lifeadd trigger1 = time = 90 Value = -3000 [State 4014, 7] type = AssertSpecial trigger1 = time = [0, 5000] flag = nokoslow [State 4014, 8] type = AssertSpecial trigger1 = time = [0, 5000] flag = nokosnd [State 4014, 9] type = AssertSpecial trigger1 = time = [0, 5000] flag = nomusic [State 4014, 10] type = Selfstate trigger1 = time = 100 value = 5150 ctrl = 0 ;***************P2 ROUNDHOUSE STATE************ [Statedef 6666] type = A movetype = A physics = N [State 6666, defense] type = defencemulset trigger1 = time >= 10 value = .33 [State 6666, Anim] type = changeanim trigger1 = time = 0 value = 5050 [State 6666, 1.1] type = posset trigger = Facing = 1 trigger1 = backedgedist < 10 X = -320 [State 6666, 1.11] type = posset trigger = Facing = -1 trigger1 = backedgedist < 10 X = 319 [State 6666 , 1.55] type = HitDef trigger1 = TIME = 0 attr = S, NA ;Attribute: Standing, Normal Attack damage = 125 ;Damage that move inflicts animtype = up ;Animation type: Light, Medium, Heavy, Back (def: Light) getpower = 30,15 ;Power to get on hit, on guard givepower = 15,8 ;Power to give opponent on hit, on guard guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default pausetime = 7,8 ;Time attacker pauses, time victim shakes numhits = 1 ;Number of hits to count as (Def: 1) sparkno = -1 ;Spark image group and no (Def: set above) sparkxy = -10,-70 ;X-offset for the "hit spark" rel. to p2, hitsound = 5,0 ;Sound to play on hit guardsound = 6,0 ;Sound to play on guard ground.type = high ;Type: High, Low, Trip (def: Normal) ground.slidetime = 5 ;Time that the victim slides back ground.hittime = 11 ;Time victim is in hit state ground.velocity = -7, -9 ;Velocity at which victim is pushed airguard.velocity = -1.9 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.velocity = -1.3,-3 ;X-velocity at which victim is pushed, ;p2stateno = 6666 fall = 1 air.fall = 1 fall.recover = 0 [State 6666, 1.2] type = velset trigger1 = time = 0 trigger1 = Pos Y >= -250 X = -8.3 Y = -4.4 [State 6666, 1.3] type = velset trigger1 = time = 0 trigger1 = Pos Y <= -250 X = -8.3 [State 6666, Gravity] type = VelAdd trigger1 = time = 20 trigger1 = Pos Y >= -250 y = 8 [State 6666, Damage] Type = lifeadd Trigger1 = Time = 0 trigger1 = var(9) = 1 value = -125 kill = 0 [State 6666, Damage] type = lifeadd trigger1 = time = 0 trigger1 = var(9) = 0 value = -125 kill = 1 [State 6666, Hit Ground] type = SelfState trigger1 = time = 35 ;trigger1 = Vel Y > 0 ;trigger1 = Pos Y >= 0 value = 5100 ;Hit ground ;TO UNDERSTAND HOW THE FATALITY WORKS, I WILL BE ADDING THESE NOTES. IT'S BEST TO START IN Baraka.cns With [Statedef -2]. ;--------------------------------------------- ;Ohhhh Fatality time begins ;THIS IS THE HELPER WHO HITS THE GUY, YOU STARTS FATALITY. HE HITS THE ENTIRE SCREEN... [Statedef 9000] type = S movetype= A physics = S juggle = 1 velset = 0,0 anim = 9000 ctrl = 0 [State 9000, 1] type = Explod trigger1 = time = 0 trigger1 = P2Life > 0 trigger1 = NumExplod(6412) = 0 trigger1 = p2stateno != 4503 anim = 6412 name = "Finish Him" id = 6412 pos = 160,90 postype = left bindtime = -1 facing = 1 sprpriority = 2 ontop = 1 ownpal = 0 [State 9000, 5] type = HitDef ;I bumped it up to five for the Mark of the Wolves T.O.P. guys.... trigger1 = p2movetype != H trigger1 = p2statetype != A trigger1 = p2stateno != 9010 trigger1 = p2stateno != 4503 attr = S, HA ;Nothing = 0 numhits = 0 priority = 7 sparkno = -1 hitsound = S2200,0 p2stateno = 9010 kill = 0 [State 9000, 5.5] type = ParentVarset trigger1 = time = 0 V = 13 value = 400 [State 9000, 6] type = Destroyself trigger1 = p2stateno = 9010 ;--------------------------------------------------------------------------- ;Fatality time [Statedef 9010] type = S movetype= H physics = N juggle = 1 velset = 0,0 ctrl = 0 [State 9010, 1] type = Changeanim trigger1 = animexist(5300) trigger1 = anim != 5300 value = 5300 [State 9010, 2] type = Changeanim2 trigger1 = !animexist(5300) trigger1 = anim != 9010 value = 9010 [State 9010, 3] type = PosSet trigger1 = time = 0 Y = 0 ;Throw time [Statedef 9012] type = S movetype= H physics = N juggle = 1 velset = 0,0 ctrl = 0 [State 9012, 0.1] type = Changeanim trigger1 = animexist(5300) trigger1 = anim != 5300 value = 5300 [State 9012, 1] type = Changeanim2 trigger1 = !animexist(5300) trigger1 = anim != 9010 value = 9010 ;------------------------------------------------------------------------------- ;Fatality time ends [Statedef 9011] type = S movetype= H physics = S juggle = 1 [State 9010, NoSlow] type = AssertSpecial trigger1 = time = [0, 5000] flag = nokoslow [State 9010, 2] type = Lifeadd trigger1 = time = 1 value = -9999 [State 9010, 3] type = Selfstate trigger1 = time = 1 value = 5070 ctrl = 0 ;---------------------------------------------------------------------- ;Yawn, you killed with something boring [Statedef 9020] type = S movetype= A juggle = 1 anim = 9000 ctrl = 0 [State 9020, 5] type = HitDef trigger1 = time = 0 attr = S, HA ;Nothing = 0 numhits = 0 priority = 7 sparkno = -1 p2stateno = 9011 [State 9020, 6] type = Destroyself trigger1 = time = 1 ;-------------------------------- ; Measure Player Two [StateDef 9200] type = S movetype= A physics = N velset = 0,0 anim = 1015 ctrl = 0 [State 9200, 5] type = HitDef trigger1 = Time = 0 trigger1 = p2name != "Omake: Mr. Wood" attr = S, HA ;Nothing = 0 numhits = 0 priority = 7 sparkno = -1 guard.sparkno = -1 p2stateno = 9125 kill = 0 [State 9210, head] type = BindtoTarget trigger1 = time = 1 trigger1 = p2name != "Omake: Mr. Wood" pos = 0,0,head time = 1 [State 9210, Where] type = ParentVarSet trigger1 = time = 1 trigger1 = p2name != "Omake: Mr. Wood" v = 24 value = Pos Y [State 9210, mid] type = BindtoTarget trigger1 = time = 2 trigger1 = p2name != "Omake: Mr. Wood" pos = 0,0,mid time = 0 [State 9200, start] type = changestate trigger1 = time = 2 trigger1 = p2name != "Omake: Mr. Wood" value = 9201 ; Blow chunks [StateDef 9201] type = S movetype= A physics = N velset = 0,0 anim = 9150 ctrl = 0 [State 9200, 10] type = Helper trigger1 = Random < 300 stateno = 9211 name = "Skull" pos = 0,0 postype = p1 helpertype = normal sprpriority = 1 keyctrl = 1 ownpal = 1 under = 1 [State 9200, 10] type = Helper trigger1 = 1 ;trigger1 = Var(12) = 0 stateno = 9210 name = "MeatBit" id = 9210 pos = 0,0 postype = p1 bindtime = -1 helpertype = normal sprpriority = 1 keyctrl = 1 ownpal = 1 under = 1 [State 9200, 20] type = Helper trigger1 = 1 ;trigger1 = Var(12) = 0 stateno = 9210 name = "MeatBit" id = 9210 pos = 0,0 postype = p1 bindtime = -1 helpertype = normal sprpriority = 1 keyctrl = 1 ownpal = 1 under = 1 [State 9200, 30] type = Helper trigger1 = 1 ;trigger1 = Var(12) = 0 stateno = 9210 name = "MeatBit" id = 9210 pos = 0,0 postype = p1 helpertype = normal sprpriority = 1 keyctrl = 1 ownpal = 1 under = 1 [State 9200, 10] type = Helper trigger1 = 1 ;trigger1 = Var(12) = 0 stateno = 9210 name = "MeatBit" id = 9210 pos = 0,0 postype = p1 bindtime = -1 helpertype = normal sprpriority = 1 keyctrl = 1 ownpal = 1 under = 1 [State 9200, 20] type = Helper trigger1 = 1 ;trigger1 = Var(12) = 0 stateno = 9210 name = "MeatBit" id = 9210 pos = 0,0 postype = p1 bindtime = -1 helpertype = normal sprpriority = 1 keyctrl = 1 ownpal = 1 under = 1 [State 9200, 10] type = Helper trigger1 = 1 ;trigger1 = Var(12) = 0 stateno = 9210 name = "MeatBit" id = 9210 pos = 0,0 postype = p1 bindtime = -1 helpertype = normal sprpriority = 1 keyctrl = 1 ownpal = 1 under = 1 [State 9200, 20] type = Helper trigger1 = 1 ;trigger1 = Var(12) = 0 stateno = 9210 name = "MeatBit" id = 9210 pos = 0,0 postype = p1 bindtime = -1 helpertype = normal sprpriority = 1 keyctrl = 1 ownpal = 1 under = 1 [State 9200, 30] type = Helper trigger1 = 1 ;trigger1 = Var(12) = 0 stateno = 9210 name = "MeatBit" id = 9210 pos = 0,0 postype = p1 helpertype = normal sprpriority = 1 keyctrl = 1 ownpal = 1 under = 1 [State 9200, 10] type = Helper trigger1 = 1 ;trigger1 = Var(12) = 0 stateno = 9210 name = "MeatBit" pos = 0,0 id = 9210 postype = p1 bindtime = -1 helpertype = normal sprpriority = 1 keyctrl = 1 ownpal = 1 under = 1 [State 9200, 20] type = Helper trigger1 = 1 ;trigger1 = Var(12) = 0 stateno = 9210 name = "MeatBit" id = 9210 pos = 0,0 postype = p1 bindtime = -1 helpertype = normal sprpriority = 1 keyctrl = 1 ownpal = 1 under = 1 [State 9200, 30] type = Helper trigger1 = 1 ;trigger1 = Var(12) = 0 stateno = 9210 name = "MeatBit" id = 9210 pos = 0,0 postype = p1 helpertype = normal sprpriority = 1 keyctrl = 1 ownpal = 1 under = 1 [State 9200, 10] type = Helper trigger1 = 1 ;trigger1 = Var(12) = 0 stateno = 9210 name = "MeatBit" id = 9210 pos = 0,0 postype = p1 bindtime = -1 helpertype = normal sprpriority = 1 keyctrl = 1 ownpal = 1 under = 1 [State 9200, 20] type = Helper trigger1 = 1 ;trigger1 = Var(12) = 0 stateno = 9210 name = "MeatBit" id = 9210 pos = 0,0 postype = p1 bindtime = -1 helpertype = normal sprpriority = 1 keyctrl = 1 ownpal = 1 under = 1 [State 9200, 30] type = Helper trigger1 = 1 ;trigger1 = Var(12) = 0 stateno = 9210 name = "MeatBit" pos = 0,0 postype = p1 id = 9210 helpertype = normal sprpriority = 1 keyctrl = 1 ownpal = 1 under = 1 [State 9200, 40] type = Helper trigger1 = 1 ;trigger1 = Var(12) = 0 stateno = 9210 name = "MeatBit" id = 9210 pos = 0,0 postype = p1 helpertype = normal sprpriority = 1 keyctrl = 1 ownpal = 1 under = 1 [State 9200, 50] type = Helper trigger1 = 1 ;trigger1 = Var(12) = 0 stateno = 9210 id = 9210 name = "MeatBit" pos = 0,0 postype = p1 helpertype = normal sprpriority = 1 keyctrl = 1 ownpal = 1 under = 1 [State 9200, 60] type = Helper trigger1 = 1 ;trigger1 = Var(12) = 0 stateno = 9210 name = "MeatBit" id = 9210 pos = 0,0 postype = p1 helpertype = normal sprpriority = 1 keyctrl = 1 ownpal = 1 under = 1 [State 9200, 70] type = Helper trigger1 = 1 ;trigger1 = Var(12) = 0 stateno = 9210 name = "MeatBit" id = 9210 pos = 0,0 postype = p1 helpertype = normal sprpriority = 1 keyctrl = 1 ownpal = 1 under = 1 [State 9200, 80] type = Helper trigger1 = 1 ;trigger1 = Var(12) = 0 stateno = 9210 name = "MeatBit" id = 9210 pos = 0,0 postype = p1 helpertype = normal sprpriority = 1 keyctrl = 1 ownpal = 1 under = 1 [State 9200, done] type = DestroySelf trigger1 = time = 4 ;-------------------------------- ; Measure Player Two Less [StateDef 9202] type = S movetype= A physics = N velset = 0,0 anim = 1015 ctrl = 0 [State 9202, 5] type = HitDef trigger1 = Time = 0 trigger1 = p2name != "Omake: Mr. Wood" attr = S, HA ;Nothing = 0 numhits = 0 priority = 7 sparkno = -1 guard.sparkno = -1 p2stateno = 9125 kill = 0 [State 9202, head] type = BindtoTarget trigger1 = time = 1 trigger1 = p2name != "Omake: Mr. Wood" pos = 0,0,head time = 1 [State 9202, Where] type = ParentVarSet trigger1 = time = 1 trigger1 = p2name != "Omake: Mr. Wood" v = 24 value = Pos Y [State 9202, mid] type = BindtoTarget trigger1 = time = 2 trigger1 = p2name != "Omake: Mr. Wood" pos = 0,0,mid time = 0 [State 9202, start] type = changestate trigger1 = time = 2 trigger1 = p2name != "Omake: Mr. Wood" value = 9203 ; Blow chunks [StateDef 9203] type = S movetype= A physics = N velset = 0,0 anim = 9150 ctrl = 0 [State 9203, 10] type = Helper trigger1 = Random < 300 stateno = 9211 name = "Skull" pos = 0,0 postype = p1 helpertype = normal sprpriority = 1 keyctrl = 1 ownpal = 1 under = 1 [State 9203, 10] type = Helper trigger1 = 1 ;trigger1 = Var(12) = 0 stateno = 9210 name = "MeatBit" id = 9210 pos = 0,0 postype = p1 bindtime = -1 helpertype = normal sprpriority = 1 keyctrl = 1 ownpal = 1 under = 1 [State 9203, 20] type = Helper trigger1 = 1 ;trigger1 = Var(12) = 0 stateno = 9210 name = "MeatBit" id = 9210 pos = 0,0 postype = p1 bindtime = -1 helpertype = normal sprpriority = 1 keyctrl = 1 ownpal = 1 under = 1 [State 9203, 30] type = Helper trigger1 = 1 ;trigger1 = Var(12) = 0 stateno = 9210 name = "MeatBit" id = 9210 pos = 0,0 postype = p1 helpertype = normal sprpriority = 1 keyctrl = 1 ownpal = 1 under = 1 [State 9203, 40] type = Helper trigger1 = 1 ;trigger1 = Var(12) = 0 stateno = 9210 name = "MeatBit" id = 9210 pos = 0,0 postype = p1 bindtime = -1 helpertype = normal sprpriority = 1 keyctrl = 1 ownpal = 1 under = 1 [State 9203, 50] type = Helper trigger1 = 1 ;trigger1 = Var(12) = 0 stateno = 9210 name = "MeatBit" id = 9210 pos = 0,0 postype = p1 bindtime = -1 helpertype = normal sprpriority = 1 keyctrl = 1 ownpal = 1 under = 1 [State 9203, 60] type = Helper trigger1 = 1 ;trigger1 = Var(12) = 0 stateno = 9210 name = "MeatBit" id = 9210 pos = 0,0 postype = p1 bindtime = -1 helpertype = normal sprpriority = 1 keyctrl = 1 ownpal = 1 under = 1 [State 9203, 70] type = Helper trigger1 = 1 ;trigger1 = Var(12) = 0 stateno = 9210 name = "MeatBit" id = 9210 pos = 0,0 postype = p1 bindtime = -1 helpertype = normal sprpriority = 1 keyctrl = 1 ownpal = 1 under = 1 [State 9203, 80] type = Helper trigger1 = 1 ;trigger1 = Var(12) = 0 stateno = 9210 name = "MeatBit" id = 9210 pos = 0,0 postype = p1 helpertype = normal sprpriority = 1 keyctrl = 1 ownpal = 1 under = 1 [State 9203, 90] type = Helper trigger1 = 1 ;trigger1 = Var(12) = 0 stateno = 9210 name = "MeatBit" id = 9210 pos = 0,0 postype = p1 bindtime = -1 helpertype = normal sprpriority = 1 keyctrl = 1 ownpal = 1 under = 1 [State 9200, done] type = DestroySelf trigger1 = time = 4 ;----------------------------------- ;Meat Bits [StateDef 9210] type = S movetype= H physics = N velset = 0,0 ctrl = 0 [State 9210, Select] type = VarRandom trigger1 = Time = 0 v = 11 Range = 9555, 9560 [State 9210, Draw] type = ChangeAnim trigger1 = Time = 0 ;value = 9100 + (Random/150) value = Var(11) [State 9210, GO] type = VelSet trigger1 = Time = 0 X = 3.4-(Random/144) Y = -4-(Random/99) [State 9210, Gravity] trigger1 = Time >= 0 trigger1 = Pos Y <= -7 ;trigger1 = Vel Y != 0 type = VelAdd y = .4 [State 9210, .2] type = AngleAdd trigger1 = Time >= 1 trigger1 = Pos Y <= -7 ;trigger1 = Vel Y < 0 value = -14 [State 9210, 0.5] type = AngleDraw trigger1 = Time >= 1 ;trigger1 = Pos Y <= -7 ;trigger1 = Vel Y < 0 [State 9210, HitGroundSound] type = PlaySnd trigger1 = Pos Y > -7 trigger1 = Vel Y > 0 value = 1, 4 [State 9210, Halt] type = VelSet trigger1 = Pos Y > -7 trigger1 = Vel Y > 0 X = 0 Y = 0 ;----------------------------------- ;Meat Bits [StateDef 9211] type = S movetype= H physics = N velset = 0,0 ctrl = 0 [State 9211, Draw] type = ChangeAnim trigger1 = Time = 0 value = 9558 ;[State 9210, Selectx] ;type = VarRandom ;trigger1 = Time = 0 ;v = 21 ;value = [-10, 10] ;[State 9210, Selecty] ;type = VarRandom ;trigger1 = Time = 0 ;v = 22 ;value = [-4, -13] [State 9210, GO] type = VelSet trigger1 = Time = 0 X = 5-(Random/88) Y = -4-(Random/99) [State 9211, Gravity] trigger1 = Time >= 0 trigger1 = Pos Y <= -7 ;trigger1 = Vel Y != 0 type = VelAdd y = .4 [State 9210, .2] type = AngleAdd trigger1 = Time >= 1 trigger1 = Pos Y <= -7 ;trigger1 = Vel Y < 0 value = -14 [State 9210, 0.5] type = AngleDraw trigger1 = Time >= 1 ;trigger1 = Pos Y <= -7 ;trigger1 = Vel Y < 0 [State 9211, HitGroundSound] type = PlaySnd trigger1 = Pos Y > -7 trigger1 = Vel Y > 0 value = 1, 4 [State 9211, Halt] type = VelSet trigger1 = Pos Y > -7 trigger1 = Vel Y > 0 X = 0 Y = 0 ;HIT OVERRIDE ENEMY TRICK SET UP [Statedef 28001] type = S physics = S sprpriority = 0 ctrl = 1 [State 28001, 1] type = Varset trigger1 = Var(7) != 1 v = 7 value = 1 [State 28001, 2] type = ChangeState trigger1 = Var(7) = 1 value = 0 crtl = 1 [Statedef 28002] type = S physics = S sprpriority = 0 ctrl = 1 [State 28002, 2] type = SelfState trigger1 = time = 1 value = 0 crtl = 1