;--------------------------------------------------------------------------- ; MEGAMAN's constants and state file. by Jin Kazama ;--------------------------------------------------------------------------- ;Var(01) = Used for Charging Fierce punch ;Var(02) = Win Pose Selector ;Var(03) = Used to Determine Leaf Shield's Behavior ;Var(04) = Used to Determine which weapon is Activated ;Var(05) = Rush Drill Timer ;Var(06) = Super Jump ;Var(07) = Projectile Hit ;Var(08) = Move Contact ;Var(09) = Screen Bound = 0 when this variable is true ;Var(10) = Recovery Roll ;Var(11) = Another Camera Variable ;--------------------------------------------------------------------------- [Data] life = 1000 attack = 50 defence = 90 power = 3000 fall.defence_up = 100 liedown.time = 30 airjuggle = 3 sparkno = 2 guard.sparkno = S449 KO.echo = 0 volume = 0 IntPersistIndex = 60 FloatPersistIndex = 40 [Size] xscale = 1 ;Horizontal scaling factor. yscale = 1 ;Vertical scaling factor. ground.back = 25 ;Player width (back, ground) ground.front = 23 ;Player width (front, ground) air.back = 12 ;Player width (back, air) air.front = 12 ;Player width (front, air) height = 60 ;Height of player (for opponent to jump over) attack.dist = 160 ;Default attack distance proj.attack.dist = 90 ;Default attack distance for projectiles proj.doscale = 0 ;Set to 1 to scale projectiles too head.pos = 0, -57 ;Approximate position of head mid.pos = 0, -38 ;Approximate position of midsection shadowoffset = -2 ;Number of pixels to vertically offset the shadow draw.offset = 0,0 ;Player drawing offset in pixels (x, y) front.width = 20 [Velocity] walk.fwd = 4.0 ;Walk forward walk.back = -3.0 ;Walk backward run.fwd = 7.0, -3 ;Run forward (x, y) run.back = -7, -2.5 ;Hop backward (x, y) jump.neu = 0,-10.96 ;Neutral jumping velocity (x, y) jump.back = -3.0 ;Jump back Speed (x, y) jump.fwd = 3.0 ;Jump forward Speed (x, y) runjump.back = -2.55,-8.1 ;Running jump speeds (opt) runjump.fwd = 4,-8.1 ; airjump.neu = 0,-9.4 ; airjump.back = -2.55 ;Air jump speeds (opt) airjump.fwd = 2.5 ; [Movement] airjump.num = 0 ;Number of air jumps allowed (opt) airjump.height = 25 ;Minimum distance from ground before you can air jump (opt) yaccel = .548 ;Vertical acceleration stand.friction = .82 ;Friction coefficient when standing crouch.friction = .82 ;Friction coefficient when crouching ;--------------------------------------------------------------------------- ; Format: ; [Statedef STATENO] ; type = ? S/C/A/L stand/crouch/air/liedown ; movetype = ? I/A/H idle/attack/gethit ; physics = ? S/C/A/N stand/crouch/air/none ; juggle = ? air juggle points move requires ; ; [State STATENO, ?] ? - any number you choose ; type = ? ; ... ;--------------------------------------------------------------------------- ; Crouching [Statedef 11] type = C physics = C anim = 11 sprpriority = 0 [State 11, 1] ;Change from turning animation type = ChangeAnim trigger1 = Anim = 6 && AnimTime = 0 value = 11 [state 11,2] type = changestate trigger1 = prevstateno = 10 && time < 4 && command = "holdup" value = 90 ;--------------------------------------------------------------------------- ; Jump Start [Statedef 40] type = S physics = S anim = 40 ctrl = 0 sprpriority = 1 [state 40,0] type = varset trigger1 = 1 v = 6 value = 0 [State 40, 1] type = VarSet trigger1 = Time = 0 sysvar(1) = 0 [State 40, 2] type = VarSet trigger1 = command = "holdfwd" sysvar(1) = 1 [State 40, 3] type = VarSet trigger1 = command = "holdback" sysvar(1) = -1 [State 40, 4] type = VelSet trigger1 = AnimTime = 0 x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x))) y = const(velocity.jump.y) [State 40, 5] type = VelSet trigger1 = AnimTime = 0 trigger1 = prevstateno = 100 ;RUN_FWD trigger1 = sysvar(1) = 1 x = const(velocity.runjump.fwd.x) [state 40,6] type = posset trigger1 = time = 0 y = 0 [State 40,7] type = ChangeState trigger1 = AnimTime = 0 value = 50 ctrl = 1 ;--------------------------------------------------------------------------- ; Jump Up [Statedef 50] type = A physics = A [State 50,1] type = VelSet trigger1 = time = 1 && prevstateno = 448 x = const(velocity.jump.fwd.x) y = const(velocity.jump.y) [state 50,2] type = veladd trigger1 = var(6) = 1 y = -0.208 [State 50,3] type = VarSet trigger1 = Time = 0 sysvar(1) = 0 [state 50,4] type = changeanim triggerall = time = 0 trigger1 = prevstateno = [400,575] trigger2 = prevstateno = [1000, 1050] value = 88 [State 50,5] type = ChangeAnim trigger1 = Time = 0 && prevstateno != [400,575] trigger1 = prevstateno != [1000, 1050] value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43)) [State 50,6] type = ChangeAnim triggerall = prevstateno != [400,575] triggerall = prevstateno != [1000,1050] trigger1 = Vel y > -2 trigger1 = SelfAnimExist(anim + 3) persistent = 0 value = Anim + 3 [state 50,7] type = changestate triggerall = time = [17, 23] triggerall = command = "holdfwd" && prevstateno = 40 trigger1 = facing = 1 && screenpos x = [0,25] trigger2 = facing = -1 && screenpos x = [295,320] value = 448 [state 50,8] type = ChangeState trigger1 = (screenpos x != [-1000,320]) && var(6) = 1 && facing = -1 trigger2 = (screenpos x != [0,1320]) && var(6) = 1 && facing = 1 value = 710 ;--------------------------------------------------------------------------- ; Super Jump Start [Statedef 90] type = S physics = S anim = 40 ctrl = 0 sprpriority = 1 [State 90,1] type = VarSet trigger1 = Time = 0 sysvar(1) = 0 [State 90,2] type = VelSet trigger1 = AnimTime = 0 y = -15 [State 90,3] type = VelSet trigger1 = AnimTime = 0 && sysvar(1) = 1 x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x))) [State 90,4] type = VelSet trigger1 = AnimTime = 0 && sysvar(1) = -1 x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x))) [State 90,5] type = Explod trigger1 = Time = 2 anim = 467 id = 467 postype = p1 pos = 0,0 ownpal = 1 bindtime = 1 sprpriority = 5 persistent = 0 removeongethit = 1 [state 90,6] type = varset trigger1 = 1 v = 6 value = 1 [State 90,7] type = ChangeState trigger1 = AnimTime = 0 value = 91 ctrl = 1 ;--------------------------------------------------------------------------- ; Super Jump Up [Statedef 91] type = A physics = A anim = 90 [State 91,1] type = Explod trigger1 = prevstateno = 90 trigger1 = Time = 5 anim = 466 id = 466 postype = p1 pos = -14,25 ownpal = 1 bindtime = 1 sprpriority = 5 persistent = 0 removeongethit = 1 [State 91,2] type = Explod trigger1 = prevstateno = 90 trigger1 = Time = 7 anim = 466 id = 466 postype = p1 pos = -32,32 ownpal = 1 bindtime = 1 sprpriority = 5 persistent = 0 removeongethit = 1 [State 91,3] type = Explod trigger1 = prevstateno = 90 trigger1 = Time = 9 anim = 466 id = 466 postype = p1 pos = -47,19 ownpal = 1 bindtime = 1 sprpriority = 5 persistent = 0 removeongethit = 1 [State 91,4] type = Explod trigger1 = prevstateno = 90 trigger1 = Time = 11 anim = 466 id = 466 postype = p1 pos = 10,18 ownpal = 1 bindtime = 1 sprpriority = 5 persistent = 0 removeongethit = 1 [State 91,5] type = Explod trigger1 = prevstateno = 90 trigger1 = Time = 15 anim = 466 id = 466 postype = p1 pos = -14,25 ownpal = 1 bindtime = 1 sprpriority = 5 persistent = 0 removeongethit = 1 [State 91,6] type = Explod trigger1 = prevstateno = 90 trigger1 = Time = 17 anim = 466 id = 466 postype = p1 pos = -14,40 ownpal = 1 bindtime = 1 sprpriority = 5 persistent = 0 removeongethit = 1 [State 91,7] type = Explod trigger1 = prevstateno = 90 trigger1 = Time = 20 anim = 466 id = 466 postype = p1 pos = -28,25 ownpal = 1 bindtime = 1 sprpriority = 5 persistent = 0 removeongethit = 1 [State 91,8] type = Explod trigger1 = prevstateno = 90 trigger1 = Time = 16 anim = 464 id = 465 postype = p1 pos = 8,-21 ownpal = 1 bindtime = 1 sprpriority = 5 persistent = 0 removeongethit = 1 [State 91,9] type = Explod trigger1 = prevstateno = 90 trigger1 = Time = 19 anim = 465 id = 465 postype = p1 pos = -15,-21 ownpal = 1 bindtime = 1 sprpriority = 5 persistent = 0 removeongethit = 1 [State 91,10] type = Explod trigger1 = prevstateno = 90 trigger1 = Time = 22 anim = 464 id = 465 postype = p1 pos = 21,-24 ownpal = 1 bindtime = 1 sprpriority = 5 persistent = 0 removeongethit = 1 [State 91,11] type = Explod trigger1 = prevstateno = 90 trigger1 = Time = 24 anim = 465 id = 465 postype = p1 pos = -24,-18 ownpal = 1 bindtime = 1 sprpriority = 5 persistent = 0 removeongethit = 1 [State 91,12] type = Explod trigger1 = prevstateno = 90 trigger1 = Time = 27 anim = 464 id = 465 postype = p1 pos = 33,-32 ownpal = 1 bindtime = 1 sprpriority = 5 persistent = 0 removeongethit = 1 [State 91,13] type = Explod trigger1 = prevstateno = 90 trigger1 = Time = 29 anim = 465 id = 465 postype = p1 pos = -33,-36 ownpal = 1 bindtime = 1 sprpriority = 5 persistent = 0 removeongethit = 1 [State 91,14] type = Explod trigger1 = prevstateno = 90 trigger1 = Time = 32 anim = 464 id = 465 postype = p1 pos = 44,-29 ownpal = 1 bindtime = 1 sprpriority = 5 persistent = 0 removeongethit = 1 [state 91,15] type = changeanim trigger1 = time = 0 && prevstateno = [400,425] value = 88 [state 91,16] type = veladd trigger1 = time > 1 y = -0.208 [State 91,17] type = veladd trigger1 = time >= 5 && command = "holdback" && vel x > -1.3875 x = -0.126 [State 91,18] type = veladd trigger1 = time >= 5 && command = "holdfwd" && vel x < 3.3 x = 0.3 [state 91,19] type = playsnd trigger1 = time = 3 value = 5,0 [State 91,20] type = VarSet trigger1 = Time = 0 sysvar(1) = 0 [state 50,7] type = changestate triggerall = time = [25, 75] triggerall = command = "holdfwd" && prevstateno = 90 trigger1 = facing = 1 && screenpos x = [0,25] trigger2 = facing = -1 && screenpos x = [295,320] value = 448 ;--------------------------------------------------------------------------- ; Cling to Wall [Statedef 448] type = A physics = N anim = 448 [state 448,1] type = velset trigger1 = 1 x = 0 y = 0 [state 448,2] type = posset trigger1 = facing = 1 x = -145 [state 448,3] type = posset trigger1 = facing = -1 x = 145 [state 448,4] type = varset trigger1 = 1 v = 6 value = 0 [state 448,5] type = playsnd trigger1 = time = 1 value = 16,0 [state 448,6] type = changestate trigger1 = animtime = 0 value = 50 ctrl = 1 ;--------------------------------------------------------------------------- ; RUN_FWD [Statedef 100] type = A physics = N anim = 100 ctrl = 0 sprpriority = 1 [State 100,1] type = Explod trigger1 = Time = 1 anim = 102 id = 102 postype = p1 pos = 0,0 ownpal = 1 bindtime = 1 sprpriority = 5 persistent = 0 removeongethit = 1 [State 100,2] type = VelSet trigger1 = Time = 0 x = const(velocity.run.fwd.x) y = const(velocity.run.fwd.y) [state 100,3] type = veladd trigger1 = time >= 1 y = 0.27 [State 100,4] type = AssertSpecial trigger1 = 1 flag = NoWalk [State 100,5] type = AssertSpecial trigger1 = 1 flag = NoAutoTurn [State 100,6] type = changestate trigger1 = command = "holdup" && prevstateno != 710 value = 40 [state 12,12] type = ctrlset trigger1 = prevstateno = 710 && screenpos x != [15,305] value = 0 [state 12,12] type = ctrlset trigger1 = prevstateno = 710 && screenpos x = [15,305] value = 1 [State -3, 3] type = ScreenBound trigger1 = prevstateno = 710 value = 0 movecamera = 0,0 [State 100,7] type = ChangeState triggerall = prevstateno != 710 trigger1 = Vel Y > 0 && Pos Y >= 0 trigger2 = animtime = 0 value = 101 [State 100,7] type = ChangeState triggerall = prevstateno = 710 trigger1 = Vel Y > 0 && Pos Y >= 0 trigger2 = animtime = 0 value = 102 ;--------------------------------------------------------------------------- ; RUN_FWD LAND [Statedef 101] type = S physics = S anim = 101 sprpriority = 1 [state 101,1] type = posset trigger1 = time = 0 y = 0 [state 101,2] type = velset trigger1 = time >= 0 x = 4 y = 0 [State 101,3] type = ChangeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; RUN_FWD LAND 2 [Statedef 102] type = S physics = S anim = 101 sprpriority = 1 [state 102,1] type = posset trigger1 = time = 0 y = 0 [state 102,2] type = velset trigger1 = time >= 0 x = 4 y = 0 [State 102,3] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 102,4] type = ChangeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; RUN_Back Start [Statedef 105] type = S physics = S anim = 40 ctrl = 0 sprpriority = 1 [State 105,1] type = ChangeState trigger1 = animtime = 0 value = 106 ctrl = 0 ;--------------------------------------------------------------------------- ; RUN_BACK [Statedef 106] type = A physics = N anim = 106 ctrl = 0 sprpriority = 1 [State 106, 1] type = VelSet trigger1 = Time = 0 x = const(velocity.run.back.x) y = const(velocity.run.back.y) [state 106,2] type = veladd trigger1 = time >= 1 y = 0.27 [State 106,3] type = AssertSpecial trigger1 = 1 flag = NoWalk [State 106,4] type = AssertSpecial trigger1 = 1 flag = NoAutoTurn [State 100,5] type = changestate trigger1 = command = "holdup" value = 40 [State 106,6] type = ChangeState trigger1 = Vel Y > 0 && Pos Y >= 0 trigger2 = animtime = 0 value = 107 ctrl = 0 ;--------------------------------------------------------------------------- ; RUN_BACK LAND [Statedef 107] type = S physics = S anim = 107 sprpriority = 1 [state 107,1] type = posset trigger1 = time >= 0 y = 0 [state 107,2] type = velset trigger1 = time >= 0 x = -4 y = 0 [State 107,3] type = ChangeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; SGUARDHIT (shaking) [Statedef 150] type = S movetype= H physics = N velset = 0,0 [State 150,1] type = ChangeAnim trigger1 = 1 value = 150 [State 150,2] type = ChangeState trigger1 = HitShakeOver value = 151 [state 150,3] type = changestate trigger1 = command = "counter" && command = "z" && power >= 1000 value = 1800 [State 150,4] type = ForceFeedback trigger1 = time = 0 waveform = square time = 3 ;--------------------------------------------------------------------------- ; SGUARDHIT2 (knocked back) [Statedef 151] type = S movetype= H physics = S anim = 150 [State 151,1] type = HitVelSet trigger1 = Time = 0 x = 1 [State 151,2] type = VelSet trigger1 = Time = GetHitVar(slidetime) trigger2 = Time >= GetHitVar(hittime) x = 0 [State 151,3] type = CtrlSet trigger1 = Time = GetHitVar(ctrltime) value = 1 [state 151,4] type = changestate trigger1 = command = "counter" && command = "z" && power >= 1000 value = 1800 [State 151,5] type = ChangeState trigger1 = Time >= GetHitVar(hittime) value = 130 ctrl = 1 ;--------------------------------------------------------------------------- ; CGUARDHIT (shaking) [Statedef 152] type = C movetype= H physics = N velset = 0,0 [State 152,1] type = ChangeAnim trigger1 = 1 value = 151 [State 152,2] type = ChangeState trigger1 = HitShakeOver value = 153 [state 152,3] type = changestate trigger1 = command = "counter" && command = "z" && power >= 1000 value = 1800 [State 152,4] type = ForceFeedback trigger1 = time = 0 waveform = square time = 4 ;--------------------------------------------------------------------------- ; CGUARDHIT2 (knocked back) [Statedef 153] type = C movetype= H physics = C anim = 151 [State 153,1] type = HitVelSet trigger1 = Time = 0 x = 1 [State 153,2] type = VelSet trigger1 = Time = GetHitVar(slidetime) trigger2 = Time >= GetHitVar(hittime) x = 0 [State 153,3] type = CtrlSet trigger1 = Time = GetHitVar(ctrltime) value = 1 [State 153,4] type = ChangeState trigger1 = Time >= GetHitVar(hittime) value = 131 ctrl = 1 [state 153,5] type = changestate trigger1 = command = "counter" && command = "z" && power >= 1000 value = 1800 ;--------------------------------------------------------------------------- ; Lose by Time Over [Statedef 170] type = S ctrl = 0 anim = 170 velset = 0,0 [state 170,1] type = palfx trigger1 = time = [10,12] add = 50,50,50 time = 1 [state 170,2] type = palfx trigger1 = time = [13,15] add = 100,100,100 time = 1 [state 170,3] type = palfx trigger1 = time = [16,18] add = 150,150,150 time = 1 [state 170,4] type = palfx trigger1 = time = [19,21] add = 200,200,200 time = 1 [state 170,5] type = palfx trigger1 = time = [22,24] add = 250,250,250 time = 1 [state 170,6] type = assertspecial trigger1 = time > 24 flag = invisible [State 170,7] type = Explod trigger1 = Time = 24 anim = 444 id = 444 postype = p1 pos = 0,-45 ownpal = 1 bindtime = 1 sprpriority = -3 persistent = 0 velocity = 0, -2 removetime = 100 removeongethit = 1 [State 170,8] type = Explod trigger1 = Time = 24 anim = 444 id = 444 postype = p1 pos = -3,-43 ownpal = 1 bindtime = 1 sprpriority = -3 persistent = 0 velocity = -1.5, -1.5 removetime = 100 removeongethit = 1 [State 170,9] type = Explod trigger1 = Time = 24 anim = 444 id = 444 postype = p1 pos = -5,-40 ownpal = 1 bindtime = 1 sprpriority = -3 persistent = 0 velocity = -2, 0 removetime = 100 removeongethit = 1 [State 170,10] type = Explod trigger1 = Time = 24 anim = 444 id = 444 postype = p1 pos = -3,-37 ownpal = 1 bindtime = 1 sprpriority = -3 persistent = 0 velocity = -1.5, 1.5 removetime = 100 removeongethit = 1 [State 170,11] type = Explod trigger1 = Time = 24 anim = 444 id = 444 postype = p1 pos = 0,-35 ownpal = 1 bindtime = 1 sprpriority = -3 persistent = 0 velocity = 0, 2 removetime = 100 removeongethit = 1 [State 170,12] type = Explod trigger1 = Time = 24 anim = 444 id = 444 postype = p1 pos = 3,-37 ownpal = 1 bindtime = 1 sprpriority = -3 persistent = 0 velocity = 1.5, 1.5 removetime = 100 removeongethit = 1 [State 170,13] type = Explod trigger1 = Time = 24 anim = 444 id = 444 postype = p1 pos = 5,-40 ownpal = 1 bindtime = 1 sprpriority = -3 persistent = 0 velocity = 2, 0 removetime = 100 removeongethit = 1 [State 170,14] type = Explod trigger1 = Time = 24 anim = 444 id = 444 postype = p1 pos = 3,-43 ownpal = 1 bindtime = 1 sprpriority = -3 persistent = 0 velocity = 1.5, -1.5 removetime = 100 removeongethit = 1 [State 170,15] type = Explod trigger1 = Time = 24 anim = 444 id = 444 postype = p1 pos = 0,-40 ownpal = 1 bindtime = 1 sprpriority = -3 persistent = 0 velocity = -0.5, -1 removetime = 100 removeongethit = 1 [State 170,16] type = Explod trigger1 = Time = 24 anim = 444 id = 444 postype = p1 pos = 0,-40 ownpal = 1 bindtime = 1 sprpriority = -3 persistent = 0 velocity = -1, -0.5 removetime = 100 removeongethit = 1 [State 170,17] type = Explod trigger1 = Time = 24 anim = 444 id = 444 postype = p1 pos = 0,-40 ownpal = 1 bindtime = 1 sprpriority = -3 persistent = 0 velocity = -0.5, 1 removetime = 100 removeongethit = 1 [State 170,18] type = Explod trigger1 = Time = 24 anim = 444 id = 444 postype = p1 pos = 0,-40 ownpal = 1 bindtime = 1 sprpriority = -3 persistent = 0 velocity = -1, 0.5 removetime = 100 removeongethit = 1 [State 170,19] type = Explod trigger1 = Time = 24 anim = 444 id = 444 postype = p1 pos = 0,-40 ownpal = 1 bindtime = 1 sprpriority = -3 persistent = 0 velocity = 0.5, 1 removetime = 100 removeongethit = 1 [State 170,20] type = Explod trigger1 = Time = 24 anim = 444 id = 444 postype = p1 pos = 0,-40 ownpal = 1 bindtime = 1 sprpriority = -3 persistent = 0 velocity = 1, 0.5 removetime = 100 removeongethit = 1 [State 170,21] type = Explod trigger1 = Time = 24 anim = 444 id = 444 postype = p1 pos = 0,-40 ownpal = 1 bindtime = 1 sprpriority = -3 persistent = 0 velocity = 0.5, -1 removetime = 100 removeongethit = 1 [State 170,22] type = Explod trigger1 = Time = 24 anim = 444 id = 444 postype = p1 pos = 0,-40 ownpal = 1 bindtime = 1 sprpriority = -3 persistent = 0 velocity = 1, -0.5 removetime = 100 removeongethit = 1 [state 170,23] type = playsnd trigger1 = time = 0 value = 11,1 [state 170,24] type = playsnd trigger1 = time = 26 value = 11,2 [State 170,25] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;--------------------------------------------------------------------------- ; Win state decider [Statedef 180] type = S [state 180,1] type = varrandom trigger1 = time = 0 v = 2 range = 1,6 [state 180,2] type = varset trigger1 = command = "hold_x" v = 2 value = 1 [state 180,3] type = varset trigger1 = command = "hold_y" v = 2 value = 2 [state 180,4] type = varset trigger1 = command = "hold_z" v = 2 value = 3 [state 180,5] type = varset trigger1 = command = "hold_a" v = 2 value = 4 [state 180,6] type = varset trigger1 = command = "hold_b" v = 2 value = 5 [state 180,7] type = varset trigger1 = command = "hold_c" v = 2 value = 6 [State 180,8] type = ChangeState trigger1 = var(2) = 1 value = 184 [State 180,9] type = ChangeState trigger1 = var(2) = 2 value = 181 [State 180,10] type = ChangeState trigger1 = var(2) = 3 value = 182 [State 180,11] type = ChangeState trigger1 = var(2) = 4 value = 186 [State 180,12] type = ChangeState trigger1 = var(2) = 5 value = 185 [State 180,13] type = ChangeState trigger1 = var(2) = 6 value = 183 ;--------------------------------------------------------------------------- ; Win pose 1 - Hold Rush [Statedef 181] type = S ctrl = 0 anim = 0 velset = 0,0 [state 181,1] type = changeanim trigger1 = anim != 181 && helper(1100), anim = 1126 value = 181 [state 181,2] type = playsnd trigger1 = animelem = 12 value = 19,0 [State 181,3] type = assertspecial trigger1 = Time = [0,300] flag = roundnotover ;--------------------------------------------------------------------------- ; Win pose 2 - Peace Sign [Statedef 182] type = S ctrl = 0 anim = 182 velset = 0,0 [state 182,1] type = playsnd trigger1 = animelem = 1 value = 20,0 [state 182,2] type = playsnd trigger1 = animelem = 9 value = 20,1 [State 182,3] type = assertspecial trigger1 = Time = [0,180] flag = roundnotover ;--------------------------------------------------------------------------- ; Win pose 3 - Roll [Statedef 183] type = S ctrl = 0 anim = 183 velset = 0,0 [State 183,1] type = Explod trigger1 = time = 1 anim = 435 id = 435 postype = p1 pos = 320,0 ownpal = 1 bindtime = 1 sprpriority = 5 persistent = 0 velocity = -4,0 removetime = 65 removeongethit = 1 [State 183,2] type = Explod trigger1 = time = 65 anim = 436 id = 436 postype = p1 pos = 60,0 ownpal = 1 bindtime = -1 sprpriority = 5 removetime = 500 removeongethit = 1 [state 183,3] type = playsnd trigger1 = animelem = 7 value = 21,0 [State 183,4] type = assertspecial trigger1 = Time = [0,180] flag = roundnotover ;-------------------------------------------------------------------------- ; Win pose 4 - Helmet [Statedef 184] type = S ctrl = 0 anim = 184 velset = 0,0 [state 184,1] type = playsnd trigger1 = animelem = 6 value = 18,0 [State 184,2] type = assertspecial trigger1 = Time = [0,300] flag = roundnotover ;--------------------------------------------------------------------------- ; Win pose 5 - BirthDay [Statedef 185] type = S ctrl = 0 anim = 185 velset = 0,0 [State 185,1] type = Explod trigger1 = time = 1 anim = 433 id = 433 postype = p1 pos = 320,0 ownpal = 1 bindtime = 1 sprpriority = 5 persistent = 0 velocity = -4,0 removetime = 65 removeongethit = 1 [State 185,2] type = Explod trigger1 = time = 65 anim = 434 id = 434 postype = p1 pos = 60,0 ownpal = 1 bindtime = -1 sprpriority = 5 removetime = 500 removeongethit = 1 [state 185,3] type = playsnd trigger1 = animelem = 2 value = 20,0 [state 185,4] type = playsnd trigger1 = animelem = 9 value = 20,3 [State 185,5] type = assertspecial trigger1 = Time = [0,300] flag = roundnotover ;--------------------------------------------------------------------------- ; Win pose 6 - Five [Statedef 186] type = S ctrl = 0 anim = 186 velset = 0,0 [state 186,1] type = playsnd trigger1 = time = 0 value = 20,0 [state 186,2] type = playsnd trigger1 = animelem = 7 value = 20,2 [State 186,3] type = assertspecial trigger1 = Time = [0,300] flag = roundnotover ;--------------------------------------------------------------------------- Introduction Select [Statedef 191] type = S ctrl = 0 velset = 0,0 [State 191,1] type = ChangeState trigger1 = 1 value = 192 ;--------------------------------------------------------------------------- ; Introduction [Statedef 192] type = S ctrl = 0 anim = 192 velset = 0,0 [state 192,1] type = Helper trigger1 = numhelper(1100) = 0 && time = 30 type = normal name = "Rush" ID = 1100 pos = -50, -245 postype = p1 stateno = 1100 size.shadowoffset = -7 supermovetime = 9999 ownpal = 1 [State 192,2] type = ChangeAnim trigger1 = RoundState = 0 value = 192 [State 192,3] type = AssertSpecial trigger1 = 1 flag = Intro [state 192,4] type = AssertSpecial trigger1 = time < 84 flag = NoShadow [state 192,5] type = palfx trigger1 = time = [84,87] add = 160,160,160 time = 1 [state 192,6] type = palfx trigger1 = time = [88,91] add = 120,120,120 time = 1 [state 192,7] type = palfx trigger1 = time = [92,95] add = 80,80,80 time = 1 [state 192,8] type = palfx trigger1 = time = [96,99] add = 40,40,40 time = 1 [state 192,9] type = playsnd trigger1 = time = 20 value = 12,0 [state 192,10] type = playsnd trigger1 = time = 100 value = 12,1 [State 192,11] type = ChangeState trigger1 = AnimTime = 0 value = 0 ;--------------------------------------------------------------------------- ; Taunt [Statedef 195] type = S ctrl = 0 anim = 195 velset = 0,0 movetype = I physics = S sprpriority = 2 [State 195,1] type = Explod trigger1 = animelem = 11 && facing = 1 anim = 196 id = 196 postype = p1 pos = 60,0 ownpal = 1 bindtime = -1 sprpriority = 5 persistent = 0 removeongethit = 1 [State 195,2] type = Explod trigger1 = animelem = 11 && facing = -1 anim = 197 id = 196 postype = p1 pos = 60,0 ownpal = 1 bindtime = -1 sprpriority = 5 persistent = 0 removeongethit = 1 [state 195,3] type = playsnd trigger1 = animelem = 3 value = 7,0 channel = 0 [State 195,4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Standing Jab [Statedef 200] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 200 poweradd = 20 sprpriority = 2 [state 200,1] type = posset trigger1 = time = 0 y = 0 [state 200,2] type = velset trigger1 = time = 0 && prevstateno = 100 x = 4 y = 0 [State 200,3] type = HitDef trigger1 = time = 2 attr = S, NA damage = 30 , 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 9, 9 sparkno = S450 sparkxy = 0, -45 hitsound = S1, 1 guardsound = S1, 0 guard.sparkno = S449 ground.type = High ground.slidetime = 9 ground.hittime = 8 ground.velocity = -5 guard.velocity = -6 airguard.velocity = -5,-1 air.type = High air.velocity = -3.3,-4.4 air.hittime = 8 ground.cornerpush.veloff = -7 guard.cornerpush.veloff = -5 air.cornerpush.veloff = -10 airguard.cornerpush.veloff = -5 [state 200,4] type = changestate trigger1 = movecontact = 1 && var(1) >= 90 && command != "holddown" trigger1 = command != "hold_z" value = 211 persistent = 1 ignorehitpause = 1 [state 200,5] type = changestate trigger1 = movecontact = 1 && var(1) >= 90 && command = "holddown" trigger1 = command != "hold_z" value = 311 persistent = 1 ignorehitpause = 1 [state 200,6] type = varset trigger1 = command != "hold_z" && movecontact = 0 v = 1 value = 0 [state 200,7] type = playsnd trigger1 = time = 2 value = 0,0 [State 200,8] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Standing Strong [Statedef 205] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 205 poweradd = 35 sprpriority = 2 [state 205,0] type = changeanim trigger1 = time = 0 && prevstateno = [200,425] value = 206 [state 205,1] type = posset trigger1 = time = 0 y = 0 [State 205,3] type = HitDef trigger1 = time = 6 attr = S, NA damage = 45 , 0 animtype = med guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 6, 10 guard.sparkno = S449 sparkno = S451 sparkxy = 0, -76 hitsound = S1, 2 guardsound = S1, 0 ground.type = High ground.slidetime = 17 ground.hittime = 13 ground.velocity = -9 guard.velocity = -9 airguard.velocity = -5,-1 air.type = High air.velocity = -4.3,-4.4 air.hittime = 13 ground.cornerpush.veloff = -11 guard.cornerpush.veloff = -5.5 air.cornerpush.veloff = -11 airguard.cornerpush.veloff = -5.5 [state 205,5] type = playsnd trigger1 = time = 4 value = 0,1 [state 205,6] type = playsnd trigger1 = time = 7 value = 10,1 channel = 0 [state 207,8] type = posadd trigger1 = time = 14 || time = 16 || time = 18 || time = 20 persistent = 1 x = 1 [state 207,8] type = posadd trigger1 = time = [10, 13] persistent = 1 x = 2 [state 207,8] type = posadd trigger1 = time = 7 || time = 8 || time = 15 persistent = 1 x = 3 [state 207,8] type = posadd trigger1 = time = 9 x = 5 [state 205,7] type = changestate trigger1 = movecontact = 1 && var(1) >= 90 && command != "holddown" trigger1 = command != "hold_z" value = 211 persistent = 1 ignorehitpause = 1 [state 205,8] type = changestate trigger1 = movecontact = 1 && var(1) >= 90 && command = "holddown" trigger1 = command != "hold_z" value = 311 persistent = 1 ignorehitpause = 1 [state 205,9] type = varset trigger1 = command != "hold_z" && movecontact = 0 v = 1 value = 0 [State 205,10] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Standing Fierce [Statedef 210] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 210 poweradd = 50 sprpriority = 2 [state 210,1] type = posset trigger1 = time = 0 y = 0 [State 210,2] type = Explod trigger1 = Time = 9 anim = 211 id = 211 postype = p1 pos = 0,0 ownpal = 1 bindtime = 1 sprpriority = 5 persistent = 0 removeongethit = 1 [State 210,3] type = Projectile trigger1 = time = 11 offset = 50, -44 projid = 1234 projanim = 212 projhitanim = 213 projsprpriority = 3 velocity = 6,0 projheightbound = -480, 0 projedgebound = 4000 projscreenbound = 4000 projstagebound = 200 accel = 0, 0 attr = A, NA damage = 40 hitflag = MAFP guardflag = MA priority = 3 pausetime = 9,9 sparkno = S452 sparkxy = 0,0 hitsound = S1,3 guardsound = S1,0 ground.type = low ground.slidetime = 18 guard.sparkno = S449 ground.hittime = 15 ground.velocity = -12 airguard.velocity = -5, -1 yaccel = 0.5 air.juggle = 0 air.velocity = -5,-1 air.fall = 0 p2stateno = 700 [state 210,4] type = velset trigger1 = time = 0 && prevstateno = 100 x = 4 y = 0 [state 210,5] type = varset trigger1 = time = 0 v = 1 value = 0 [state 210,6] type = palfx trigger1 = time = [6,8] add = 160,160,160 time = 1 [state 210,7] type = palfx trigger1 = time = [9,11] add = 120,120,120 time = 1 [state 210,8] type = palfx trigger1 = time = [12,14] add = 80,80,80 time = 1 [state 210,9] type = palfx trigger1 = time = [15,18] add = 40,40,40 time = 1 [State 210,10] type = Helper trigger1 = Time = 11 helpertype = Normal name = "Projectile Dust" postype = p1 pos = -50,0 stateno = 235 ownpal = 1 persistent = 0 [state 210,11] type = playsnd trigger1 = animelem = 3 value = 4,0 [state 210,12] type = playsnd trigger1 = time = 2 value = 10,0 channel = 0 [State 210,13] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Standing Fierce Power Shot [Statedef 211] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 210 poweradd = 50 sprpriority = 2 [state 211,1] type = posset trigger1 = time = 0 y = 0 [state 211,2] type = stopsnd trigger1 = 1 channel = 2 [State 211,3] type = Projectile trigger1 = time = 11 offset = 50, -44 projID = 1234 projanim = 226 projhitanim = 227 projhits = (var(1)/90) + 3 projsprpriority = 3 velocity = 6,0 projheightbound = -480, 0 projedgebound = 4000 projscreenbound = 4000 projstagebound = 200 projmisstime = 1 accel = 0, 0 attr = A, NA damage = 10 hitflag = MAFP guardflag = MA priority = 3 pausetime = 5,6 sparkno = S454 sparkxy = 0,0 hitsound = S1,7 guardsound = S1,0 ground.type = low ground.slidetime = 25 guard.sparkno = S449 ground.hittime = 25 ground.velocity = -10 air.juggle = 0 air.velocity = -5,-2 air.fall = 1 [state 211,4] type = velset trigger1 = time = 0 && prevstateno = 100 x = 4 y = 0 [state 211,5] type = varset trigger1 = time = 12 v = 1 value = 0 [State 211,6] type = Explod trigger1 = time = 2 anim = 460 pos = 0, 0 postype = p1 removetime = -2 ignorehitpause = 1 bindtime = 1 persistent = 0 sprpriority = 4 ownpal = 1 [State 211,7] type = Helper trigger1 = Time = 11 helpertype = Normal name = "Projectile Dust" postype = p1 pos = -50,0 stateno = 235 ownpal = 1 persistent = 0 [state 211,8] type = playsnd trigger1 = time = 2 value = 4,3 channel = 0 [state 211,9] type = playsnd trigger1 = time = 11 value = 4,1 [State 211,10] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Standing Short [Statedef 215] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 215 poweradd = 20 sprpriority = 2 [state 215,1] type = posset trigger1 = time = 0 y = 0 [state 215,2] type = velset trigger1 = time = 0 && prevstateno = 100 x = 4 y = 0 [State 215,3] type = HitDef trigger1 = time = 2 attr = S, NA damage = 30 , 0 animtype = Light guardflag = MA hitflag = MAFD priority = 3, Hit pausetime = 9, 9 sparkno = S450 sparkxy = 0, -40 hitsound = S1, 4 guardsound = S1, 0 guard.sparkno = S449 ground.type = low ground.slidetime = 12 ground.hittime = 9 ground.velocity = -6 guard.velocity = -4 airguard.velocity = -5,-1 air.type = High air.velocity = -3,-4.4 air.hittime = 9 ground.cornerpush.veloff = -10 guard.cornerpush.veloff = -5 air.cornerpush.veloff = -10 airguard.cornerpush.veloff = -5 down.velocity = -3, -5 [state 215,4] type = varset trigger1 = command != "hold_z" && movecontact = 0 v = 1 value = 0 [state 215,5] type = playsnd trigger1 = time = 2 value = 0,0 [state 215,6] type = changestate trigger1 = movecontact = 1 && var(1) >= 90 && command != "holddown" trigger1 = command != "hold_z" value = 211 persistent = 1 ignorehitpause = 1 [state 215,7] type = changestate trigger1 = movecontact = 1 && var(1) >= 90 && command = "holddown" trigger1 = command != "hold_z" value = 311 persistent = 1 ignorehitpause = 1 [State 215,8] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Standing Forward [Statedef 220] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 220 poweradd = 35 sprpriority = 2 [state 220,1] type = posset trigger1 = time = 0 y = 0 [state 220,2] type = velset trigger1 = time = 0 && prevstateno = 100 x = 4 y = 0 [State 220,3] type = HitDef trigger1 = time = 10 attr = S, NA damage = 45 , 0 animtype = med guardflag = MA hitflag = MAFD priority = 3, Hit pausetime = 9, 10 guard.sparkno = S449 sparkno = S451 sparkxy = 0, -50 hitsound = S1, 5 guardsound = S1, 0 ground.type = low ground.slidetime = 17 ground.hittime = 14 ground.velocity = -6 guard.velocity = -6 airguard.velocity = -5,-1 air.type = High air.velocity = -4.3,-4.4 air.hittime = 14 ground.cornerpush.veloff = -11 guard.cornerpush.veloff = -5.5 air.cornerpush.veloff = -11 airguard.cornerpush.veloff = -5.5 down.velocity = -3, -5 [state 220,4] type = posadd trigger1 = animelem = 2 x = 15 [state 220,5] type = posadd trigger1 = animelem = 3 x = 12 [state 220,6] type = posadd trigger1 = animelem = 4 x = 5 [state 220,7] type = playsnd trigger1 = time = 2 value = 0,1 [state 220,8] type = playsnd trigger1 = time = 12 value = 10,2 [state 220,9] type = varset trigger1 = command != "hold_z" && movecontact = 0 v = 1 value = 0 [state 220,10] type = varset trigger1 = command != "hold_z" && movecontact = 0 v = 1 value = 0 [state 220,11] type = changestate trigger1 = movecontact = 1 && var(1) >= 90 && command != "holddown" trigger1 = command != "hold_z" value = 211 persistent = 1 ignorehitpause = 1 [state 220,12] type = changestate trigger1 = movecontact = 1 && var(1) >= 90 && command = "holddown" trigger1 = command != "hold_z" value = 311 persistent = 1 ignorehitpause = 1 [State 220,13] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Standing Roundhouse [Statedef 225] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 225 poweradd = 50 sprpriority = 2 [state 225,1] type = posset trigger1 = time = 0 y = 0 [state 225,2] type = velset trigger1 = time = 0 && prevstateno = 100 x = 4 y = 0 [State 225,3] type = HitDef trigger1 = time = 8 attr = S, NA animtype = up guard.sparkno = S449 damage = 60 hitflag = MAFD guardflag = MA pausetime = 6,9 sparkno = S453 sparkxy = -5,-80 hitsound = S1,6 guardsound = S1,0 ground.type = High ground.slidetime = 20 yaccel = 0.40 ground.hittime = 75 air.hittime = 15 ground.velocity = 0, -14.2 guard.velocity = -9 air.velocity = 0,-13.5 airguard.velocity = -5,-1 p2stateno = 230 down.velocity = -3, -5 [state 225,4] type = varset trigger1 = command != "hold_z" v = 1 value = 0 [state 225,5] type = playsnd trigger1 = animelem = 3 value = 0,1 [state 225,6] type = playsnd trigger1 = time = 10 value = 10,0 [state 225,7] type = changestate triggerall = movehit = 1 && command = "holdup" && time > 16 trigger1 = animelem = 6 || animelem = 7 || animelem = 8 ignorehitpause = 1 value = 90 [State 225,8] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Projectile Dust [Statedef 235] type = S movetype = I ctrl = 0 anim = 431 sprpriority = 5 [State 1, t] type = VelSet trigger1 = 1;root, StateNo = [200,425] x = 6 [State 1020, ChangeState] type = ChangeState triggerall = time > 3 trigger1 = root, var(7) = 1 value = 236 ;--------------------------------------------------------------------------- ; Projectile Dust (End) [Statedef 236] type = S movetype = I ctrl = 0 anim = 432 velset = 2,0 sprpriority = 5 [State 236, 1] type = DestroySelf trigger1 = AnimTime = 0 ;--------------------------------------------------------------------------- ;Throw Attempt [Statedef 249] type = S movetype = A physics = S velset = 0,0 anim = 249 ctrl = 0 [state 249,1] type = varset trigger1 = 1 v = 1 value = 0 [State 249,2] type = HitDef trigger1 = AnimElem = 1 attr = S, NT priority = 5, hit hitsound = S8,0 sparkno = S1445 sparkxy = 0, -55 p1facing = ifelse(Command = "holdfwd",-1,1) p2facing = 1 p1stateno = 250 p2stateno = 251 [State 249,3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;Throw Success [Statedef 250] type = S movetype = A physics = S anim = 250 velset = 0,0 [state 250,1] type = explod trigger1 = time = 1 persistent = 0 anim = 445 pos = 55,-55 postype = p1 sprpriority = 5 velocity = 0, 0 bindtime = 1 ownpal = 1 [state 250,2] type = varset trigger1 = 1 v = 1 value = 0 [State 250,3] type = TargetBind trigger1 = AnimElem = 1, >= 0 && AnimElem = 3, < 0 postype = p1 pos = 35,0 [State 250,4] type = TargetBind trigger1 = AnimElem = 3, >= 0 && AnimElem = 4, < 0 postype = p1 pos = 36,-61 [State 250,5] type = TargetBind trigger1 = AnimElem = 4, >= 0 && AnimElem = 5, < 0 postype = p1 pos = 25,-69 [State 250,6] type = TargetBind trigger1 = AnimElem = 5, >= 0 && AnimElem = 6, < 0 postype = p1 pos = -10,-61 [State 250,7] type = TargetBind trigger1 = AnimElem = 6, >= 0 && AnimElem = 7, < 0 postype = p1 pos = -40,0 [state 250,8] type = varset trigger1 = facing = 1 && time = 1 v = 1 value = 1 [state 250,9] type = varset trigger1 = facing = -1 && time = 1 v = 1 value = 2 [state 250,10] type = turn trigger1 = animtime = 0 [state 250,11] type = explod trigger1 = time = 29 persistent = 0 anim = 446 pos = -55,-5 postype = p2 sprpriority = 5 velocity = 0, 0 bindtime = 1 ownpal = 1 [state 250,12] type = explod trigger1 = time = 29 persistent = 0 anim = 447 pos = -55,-5 postype = p2 sprpriority = -5 velocity = 0, 0 bindtime = 1 ownpal = 1 [State 250,13] type = Envshake trigger1 = time = 27 persistent = 0 time = 15 freq = 70 ampl = -4 [state 250,14] type = playsnd trigger1 = time = 10 value = 10,0 [state 250,15] type = playsnd trigger1 = time = 27 value = 8,1 [State 250,16] type = ChangeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;Spark Effect [Statedef 255] type = A physics = N anim = 255 velset = 0,0 sprpriority = 5 [state 255,1] type = bindtoroot trigger1 = root, statetype != C && root, facing = 1 pos = 4, -36 persistent = 1 time = 2 [state 255,2] type = bindtoroot trigger1 = root, statetype = C && root, facing = 1 pos = 4, -20 persistent = 1 time = 2 [state 255,3] type = bindtoroot trigger1 = root, statetype != C && root, facing = -1 pos = 4, -36 time = 2 [state 255,4] type = bindtoroot trigger1 = root, statetype = C && root, facing = -1 pos = 4, -20 time = 2 [state 255,5] type = changeanim trigger1 = root, var(1) >= 76 && anim != 256 value = 256 [State 255,6] type = DestroySelf trigger1 = root, var(1) = 0 || root, stateno = 411 || root, stateno = 311 || root, stateno = 211 ;-------------------------------------------------------------------------- ;Crouching light punch [Statedef 300] type = C movetype= A physics = C juggle = 1 poweradd= 20 ctrl = 0 anim = 300 sprpriority = 2 [state 300,1] type = posset trigger1 = time = 0 y = 0 [state 300,2] type = velset trigger1 = time = 0 && prevstateno = 100 x = 4 y = 0 [State 300,3] type = HitDef trigger1 = time = 2 attr = S, NA damage = 30 , 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 9, 9 sparkno = S450 sparkxy = 0, -31 hitsound = S1, 1 guardsound = S1, 0 guard.sparkno = S449 ground.type = low ground.slidetime = 9 ground.hittime = 9 ground.velocity = -7 guard.velocity = -6 airguard.velocity = -5,-1 air.type = High air.velocity = -3.3,-4.4 air.hittime = 9 ground.cornerpush.veloff = -8 guard.cornerpush.veloff = -4 air.cornerpush.veloff = -8 airguard.cornerpush.veloff = -4 [state 300,4] type = varset trigger1 = command != "hold_z" && movecontact = 0 v = 1 value = 0 [state 300,5] type = playsnd trigger1 = time = 2 value = 0,0 [state 300,6] type = changestate trigger1 = movecontact = 1 && var(1) >= 90 && command != "holddown" trigger1 = command != "hold_z" value = 211 persistent = 1 ignorehitpause = 1 [state 300,7] type = changestate trigger1 = movecontact = 1 && var(1) >= 90 && command = "holddown" trigger1 = command != "hold_z" value = 311 persistent = 1 ignorehitpause = 1 [State 300,8] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;Crouching Strong [Statedef 305] type = C movetype= A physics = C juggle = 1 poweradd= 35 ctrl = 0 anim = 305 sprpriority = 2 [state 305,0] type = changeanim trigger1 = time = 0 && prevstateno = [200,425] value = 306 [state 305,1] type = posset trigger1 = time = 0 y = 0 [State 305,3] type = HitDef trigger1 = time = 5 attr = S, NA damage = 45 , 0 animtype = med guardflag = MA hitflag = MAFD priority = 3, Hit pausetime = 6, 10 guard.sparkno = S449 sparkno = S451 sparkxy = 0, -30 hitsound = S1, 2 guardsound = S1, 0 ground.type = High ground.slidetime = 13 ground.hittime = 13 ground.velocity = -11 guard.velocity = -8 airguard.velocity = -5,-1 air.type = High air.velocity = -4.3,-4.4 air.hittime = 13 ground.cornerpush.veloff = -9 guard.cornerpush.veloff = -4.5 air.cornerpush.veloff = -9 airguard.cornerpush.veloff = -4.5 down.velocity = -3, -5 [state 305,5] type = varset trigger1 = command != "hold_z" && movecontact = 0 v = 1 value = 0 [state 305,6] type = playsnd trigger1 = time = 1 value = 0,1 [state 305,7] type = playsnd trigger1 = time = 3 value = 10,1 channel = 0 [state 207,8] type = posadd trigger1 = time = 14 || time = 16 || time = 18 || time = 20 persistent = 1 x = 1 [state 207,8] type = posadd trigger1 = time = [10, 13] persistent = 1 x = 2 [state 207,8] type = posadd trigger1 = time = 7 || time = 8 || time = 15 persistent = 1 x = 3 [state 207,8] type = posadd trigger1 = time = 9 x = 5 [state 305,8] type = changestate trigger1 = movecontact = 1 && var(1) >= 90 && command != "holddown" trigger1 = command != "hold_z" value = 211 persistent = 1 ignorehitpause = 1 [state 305,9] type = changestate trigger1 = movecontact = 1 && var(1) >= 90 && command = "holddown" trigger1 = command != "hold_z" value = 311 persistent = 1 ignorehitpause = 1 [State 305,10] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;Crouching Fierce [Statedef 310] type = C movetype= A physics = C juggle = 1 poweradd= 50 ctrl = 0 anim = 310 sprpriority = 2 [state 310,1] type = posset trigger1 = time = 0 y = 0 [state 310,2] type = velset trigger1 = time = 0 && prevstateno = 100 x = 4 y = 0 [State 310,3] type = Explod trigger1 = Time = 9 anim = 311 id = 311 postype = p1 pos = 0,0 ownpal = 1 bindtime = 1 sprpriority = 5 persistent = 0 removeongethit = 1 [State 310,4] type = Projectile trigger1 = time = 11 offset = 61, -32 projid = 1234 projanim = 212 projhitanim = 213 projsprpriority = 3 velocity = 6,0 projheightbound = -480, 0 projedgebound = 4000 projstagebound = 200 projscreenbound = 4000 accel = 0, 0 attr = A, NA damage = 40 hitflag = MAFP guardflag = MA priority = 3 pausetime = 9,9 sparkno = S452 sparkxy = 0,0 hitsound = S1,3 guardsound = S1,0 ground.type = low ground.slidetime = 15 guard.sparkno = S449 ground.hittime = 15 ground.velocity = -10 airguard.velocity = -7, -1 yaccel = 0.5 air.juggle = 0 air.velocity = -5,-1 air.fall = 0 p2stateno = 700 [state 12,12] type = varset trigger1 = time = 0 v = 1 value = 0 [state 310,4] type = palfx trigger1 = time = [7,9] add = 160,160,160 time = 1 [state 310,5] type = palfx trigger1 = time = [10,12] add = 120,120,120 time = 1 [state 310,6] type = palfx trigger1 = time = [13,15] add = 80,80,80 time = 1 [state 310,7] type = palfx trigger1 = time = [16,19] add = 40,40,40 time = 1 [State 310,8] type = Helper trigger1 = Time = 11 helpertype = Normal name = "Projectile Dust" postype = p1 pos = -50,0 stateno = 235 ownpal = 1 persistent = 0 [state 310,9] type = playsnd trigger1 = time = 9 value = 4,0 [state 310,10] type = playsnd trigger1 = time = 2 value = 10,0 channel = 0 [State 310,11] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;Crouching Fierce Power Shot [Statedef 311] type = C movetype= A physics = C juggle = 5 poweradd= 50 ctrl = 0 anim = 310 sprpriority = 2 [state 311,1] type = posset trigger1 = time = 0 y = 0 [state 311,2] type = stopsnd trigger1 = 1 channel = 2 [state 311,3] type = velset trigger1 = time = 0 && prevstateno = 100 x = 4 y = 0 [State 311,4] type = Projectile trigger1 = time = 11 offset = 61, -32 projID = 1234 projanim = 226 projhitanim = 227 projhits = (var(1)/90) + 3 projsprpriority = 3 velocity = 6,0 projheightbound = -480, 0 projedgebound = 4000 projscreenbound = 4000 projstagebound = 200 projmisstime = 1 accel = 0, 0 attr = A, NA damage = 10 hitflag = MAFP guardflag = MA priority = 3 pausetime = 5,6 sparkno = S454 sparkxy = 0,0 hitsound = S1,7 guardsound = S1,0 ground.type = low ground.slidetime = 25 guard.sparkno = S449 ground.hittime = 25 ground.velocity = -10 air.juggle = 0 air.velocity = -5,-2 air.fall = 1 [state 311,5] type = varset trigger1 = time = 12 v = 1 value = 0 [State 311,6] type = Explod trigger1 = time = 2 anim = 460 pos = 0, 0 postype = p1 removetime = -2 ignorehitpause = 1 bindtime = 1 persistent = 0 sprpriority = 4 ownpal = 1 [State 311,7] type = Helper trigger1 = Time = 11 helpertype = Normal name = "Projectile Dust" postype = p1 pos = -50,0 stateno = 235 ownpal = 1 persistent = 0 [state 311,8] type = playsnd trigger1 = time = 2 value = 4,3 channel = 0 [state 311,9] type = playsnd trigger1 = time = 11 value = 4,1 [State 311,10] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;Crouching Short [Statedef 315] type = C movetype= A physics = C juggle = 1 poweradd= 20 ctrl = 0 anim = 315 sprpriority = 2 [state 315,1] type = posset trigger1 = time = 0 y = 0 [state 315,2] type = velset trigger1 = time = 0 && prevstateno = 100 x = 4 y = 0 [State 315,3] type = HitDef trigger1 = time = 5 attr = S, NA damage = 30 , 0 animtype = Light guardflag = L hitflag = MAFD priority = 3, Hit pausetime = 9, 9 sparkno = S450 sparkxy = 0, -5 hitsound = S1, 4 guardsound = S1, 0 guard.sparkno = S449 ground.type = low ground.slidetime = 9 ground.hittime = 9 ground.velocity = -5 guard.velocity = -6 airguard.velocity = -5,-1 air.type = High air.velocity = -3.3,-4.4 air.hittime = 9 ground.cornerpush.veloff = -8 guard.cornerpush.veloff = -4 air.cornerpush.veloff = -8 airguard.cornerpush.veloff = -4 [state 315,4] type = varset trigger1 = command != "hold_z" && movecontact = 0 v = 1 value = 0 [state 315,5] type = playsnd trigger1 = time = 2 value = 0,0 [state 315,6] type = changestate trigger1 = movecontact = 1 && var(1) >= 90 && command != "holddown" trigger1 = command != "hold_z" value = 211 persistent = 1 ignorehitpause = 1 [state 315,7] type = changestate trigger1 = movecontact = 1 && var(1) >= 90 && command = "holddown" trigger1 = command != "hold_z" value = 311 persistent = 1 ignorehitpause = 1 [State 315,8] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;Crouching forward [Statedef 320] type = C movetype= A physics = C juggle = 1 poweradd= 35 ctrl = 0 anim = 320 sprpriority = 2 [state 320,1] type = posset trigger1 = time = 0 y = 0 [state 320,2] type = velset trigger1 = time = 0 && prevstateno = 100 x = 4 y = 0 [State 320,3] type = HitDef trigger1 = time = 6 attr = S, NA damage = 45 , 0 animtype = med guardflag = L hitflag = MAFD priority = 3, Hit pausetime = 8, 11 guard.sparkno = S449 sparkno = S451 sparkxy = 0, -5 hitsound = S1, 5 guardsound = S1, 0 ground.type = low ground.slidetime = 17 ground.hittime = 15 ground.velocity = -7 guard.velocity = -8 airguard.velocity = -5,-1 air.type = High air.velocity = -4.3,-4.4 air.hittime = 15 ground.cornerpush.veloff = -9 guard.cornerpush.veloff = -4.5 air.cornerpush.veloff = -9 airguard.cornerpush.veloff = -4.5 [state 320,4] type = varset trigger1 = command != "hold_z" && movecontact = 0 v = 1 value = 0 [state 320,5] type = playsnd trigger1 = time = 2 value = 0,1 [state 320,6] type = changestate trigger1 = movecontact = 1 && var(1) >= 90 && command != "holddown" trigger1 = command != "hold_z" value = 211 persistent = 1 ignorehitpause = 1 [state 320,7] type = changestate trigger1 = movecontact = 1 && var(1) >= 90 && command = "holddown" trigger1 = command != "hold_z" value = 311 persistent = 1 ignorehitpause = 1 [State 320,9] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;Crouching roundhouse [Statedef 325] type = C movetype= A physics = N juggle = 1 poweradd= 50 ctrl = 0 anim = 325 sprpriority = 2 [state 325,1] type = posset trigger1 = 1 y = 0 [state 325,3] type = velset trigger1 = time < 8 x = 0 [state 325,3] type = velset trigger1 = time = 8 x = 9 [state 325,4] type = veladd trigger1 = time > 8 x = - 0.3 [state 1,2] type = velset trigger1 = time > 36 x = 0 [State 325,5] type = HitDef trigger1 = Time = 9 attr = C, NA damage = 60 hitflag = MAFD guardflag = L pausetime = 10,10 sparkno = S452 sparkxy = 0,-5 hitsound = S1,6 guardsound = S1,0 ground.type = Trip ground.slidetime = 18 ground.hittime = 18 ground.velocity = 0,-5 guard.velocity = -9 guard.sparkno = S449 air.velocity = -3,-5 guard.velocity = -5 air.fall = 0 fall = 0 yaccel = 0.555 ground.cornerpush.veloff = -10 guard.cornerpush.veloff = -5 air.cornerpush.veloff = -10 airguard.cornerpush.veloff = -5 down.velocity = -3, -5 p2stateno = 326 [state 325,6] type = varset trigger1 = command != "hold_z" v = 1 value = 0 [state 325,7] type = playsnd trigger1 = time = 2 value = 0,1 [state 325,8] type = playsnd trigger1 = time = 8 value = 10,0 channel = 0 [State 325,10] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;Jump Jab [Statedef 400] type = A movetype= A physics = A juggle = 0 poweradd= 20 ctrl = 0 anim = 400 sprpriority = 2 [State 400,1] type = HitDef trigger1 = Time = 3 attr = A, NA damage = 30 guardflag = MA priority = 3 pausetime = 8,8 sparkno = S450 sparkxy = 0,-50 hitsound = S1,1 guardsound = S1,0 ground.type = High ground.slidetime = 12 ground.hittime = 35 air.hittime = 35 guard.velocity = -6 guard.sparkno = S449 ground.velocity = -6 air.fall = 0 air.velocity = 0, ((vel y/2) - 2) [state 400,2] type = varset trigger1 = command != "hold_z" && movecontact = 0 v = 1 value = 0 [state 400,3] type = veladd trigger1 = var(6) = 1 y = -0.208 [state 400,4] type = playsnd trigger1 = time = 2 value = 0,0 [state 220,12] type = changestate trigger1 = movecontact = 1 && var(1) >= 90 && command != "hold_z" value = 411 persistent = 1 ignorehitpause = 1 [state 400,4] type = changestate trigger1 = animtime = 0 value = 50 ctrl = 1 ;--------------------------------------------------------------------------- ;Jump Strong [Statedef 405] type = A movetype= A physics = A juggle = 0 poweradd= 35 ctrl = 0 anim = 405 sprpriority = 2 [State 405,1] type = HitDef trigger1 = Time = 5 attr = A, NA damage = 45 guardflag = MA priority = 3 pausetime = 9,9 sparkno = S451 sparkxy = 0,-55 hitsound = S1,2 guardsound = S1,0 ground.type = High ground.slidetime = 15 guard.sparkno = S449 guard.velocity = -8 ground.hittime = 20 ground.velocity = -8 air.hittime = 75 air.fall = 0 air.velocity = 0, ((vel y/2) - 4) [state 405,2] type = varset trigger1 = command != "hold_z" && movecontact = 0 v = 1 value = 0 [state 405,3] type = veladd trigger1 = var(6) = 1 y = -0.208 [state 405,4] type = playsnd trigger1 = time = 1 value = 0,1 [state 405,5] type = playsnd trigger1 = time = 8 value = 10,0 [state 220,12] type = changestate trigger1 = movecontact = 1 && var(1) >= 90 && command != "hold_z" value = 411 persistent = 1 ignorehitpause = 1 [state 405,6] type = changestate trigger1 = animtime = 0 value = 50 ctrl = 1 ;--------------------------------------------------------------------------- ;Jump Fierce [Statedef 410] type = A movetype= A physics = A juggle = 0 poweradd= 50 ctrl = 0 anim = 410 sprpriority = 2 [State 410,1] type = Explod trigger1 = Time = 9 anim = 411 id = 411 postype = p1 pos = 0,0 ownpal = 1 bindtime = -1 sprpriority = 5 persistent = 0 removeongethit = 1 [State 410,2] type = Projectile trigger1 = time = 11 && prevstateno != [400,425] offset = 77, -50 projanim = 212 projhitanim = 213 projsprpriority = 3 velocity = 6,0 projheightbound = -480, 0 projedgebound = 4000 projscreenbound = 4000 accel = 0, 0 attr = A, NA damage = 40 hitflag = MAFP guardflag = MA priority = 3 pausetime = 4,4 sparkno = S452 sparkxy = 0,0 hitsound = S1,3 guardsound = S1,0 ground.type = High ground.slidetime = 18 guard.sparkno = S449 ground.hittime = 25 airguard.velocity = -7, -1 ground.velocity = -10 yaccel = 0.5 air.juggle = 0 air.velocity = -8,4 air.fall = 0 p2stateno = 700 [State 410,2] type = Projectile trigger1 = time = 11 && (prevstateno = [400,425]) && var(6) = 1 offset = 77, -50 projanim = 212 projhitanim = 213 projsprpriority = 3 velocity = 6,0 projheightbound = -480, 0 projedgebound = 4000 projscreenbound = 4000 accel = 0, 0 attr = A, NA damage = 40 hitflag = MAFP guardflag = MA priority = 3 pausetime = 4,4 sparkno = S452 sparkxy = 0,0 hitsound = S1,3 guardsound = S1,0 ground.type = High ground.slidetime = 18 guard.sparkno = S449 ground.hittime = 25 airguard.velocity = -7, -1 ground.velocity = -10 yaccel = 0.5 air.juggle = 0 air.velocity = -16,8 air.fall = 0 p2stateno = 715 [State 410,2] type = Projectile trigger1 = time = 11 && (prevstateno = [400,425]) && var(6) = 0 offset = 77, -50 projanim = 212 projhitanim = 213 projsprpriority = 3 velocity = 6,0 projheightbound = -480, 0 projedgebound = 4000 projscreenbound = 4000 accel = 0, 0 attr = A, NA damage = 40 hitflag = MAFP guardflag = MA priority = 3 pausetime = 4,4 sparkno = S452 sparkxy = 0,0 hitsound = S1,3 guardsound = S1,0 ground.type = High ground.slidetime = 18 guard.sparkno = S449 ground.hittime = 25 airguard.velocity = -7, -1 ground.velocity = -10 yaccel = 0.5 air.juggle = 0 air.velocity = -8,4 air.fall = 0 p2stateno = 700 [State 410, 3] type = varset trigger1 = (prevstateno = [400,425]) && var(6) = 1 && projhit = 1 v = 9 value = 1 persistent = 0 [State 706, 5] type = Helper trigger1 = numhelper(708) = 0 && (prevstateno = [400,425]) && var(6) = 1 && projhit = 1 name = "Scroll Screen" id = 708 stateno = 708 postype = p1 pos = 50, 0 bindtime = -1 [state 410,3] type = varset trigger1 = time = 0 v = 1 value = 0 [state 410,4] type = palfx trigger1 = time = [10,12] add = 160,160,160 time = 1 [state 410,5] type = palfx trigger1 = time = [13,15] add = 120,120,120 time = 1 [state 410,6] type = palfx trigger1 = time = [16,18] add = 80,80,80 time = 1 [state 410,7] type = palfx trigger1 = time = [19,22] add = 40,40,40 time = 1 [state 410,8] type = veladd trigger1 = var(6) = 1 y = -0.208 [state 410,9] type = playsnd trigger1 = time = 11 value = 4,0 [state 410,10] type = playsnd trigger1 = time = 2 value = 10,1 [state 410,11] type = changestate trigger1 = animtime = 0 value = 50 ctrl = 1 ;--------------------------------------------------------------------------- ;Jump Fierce Power Shot [Statedef 411] type = A movetype= A physics = N juggle = 0 poweradd= 50 ctrl = 0 anim = 412 sprpriority = 2 [state 411,1] type = velset trigger1 = time >= 0 && pos y < -5 x = 0 y = 0.5 [state 411,2] type = stopsnd trigger1 = 1 channel = 2 [state 411,3] type = velset trigger1 = time >= 0 && pos y >= -5 y = 0 [State 411,4] type = Projectile trigger1 = time = 11 offset = 50, -44 projID = 1234 projanim = 226 projhitanim = 227 projhits = (var(1)/90) + 3 projsprpriority = 3 velocity = 6,0 projheightbound = -480, 0 projedgebound = 4000 projscreenbound = 4000 projmisstime = 1 attr = A, NA damage = 10 guardflag = MA hitflag = MAFP priority = 6 pausetime = 3,3 sparkno = S454 sparkxy = 0,0 hitsound = S1,7 guardsound = S1,0 ground.type = low ground.slidetime = 18 guard.sparkno = S449 ground.hittime = 25 ground.velocity = -3 air.juggle = 0 air.velocity = -5,-2 air.fall = 1 [state 411,5] type = varset trigger1 = time = 12 v = 1 value = 0 [state 411,6] type = playsnd trigger1 = time = 2 value = 4,3 channel = 0 [state 411,7] type = playsnd trigger1 = time = 11 value = 4,1 [state 411,9] type = changestate trigger1 = animtime = 0 value = 50 ctrl = 1 ;--------------------------------------------------------------------------- ;Jump Short [Statedef 415] type = A movetype= A physics = A juggle = 0 poweradd= 20 ctrl = 0 anim = 415 sprpriority = 2 [State 415,1] type = HitDef trigger1 = Time = 4 attr = A, NA damage = 30 guardflag = MA priority = 3 pausetime = 8,8 sparkno = S450 sparkxy = 0,-25 hitsound = S1,4 guardsound = S1,0 ground.type = High ground.slidetime = 12 guard.sparkno = S449 guard.velocity = -6 ground.hittime = 15 ground.velocity = -6 air.hittime = 35 air.fall = 0 air.velocity = 0, ((vel y/2) - 2) [state 415,2] type = varset trigger1 = command != "hold_z" && movecontact = 0 v = 1 value = 0 [state 415,3] type = veladd trigger1 = var(6) = 1 y = -0.208 [state 415,4] type = playsnd trigger1 = time = 2 value = 0,0 [state 220,12] type = changestate trigger1 = movecontact = 1 && var(1) >= 90 && command != "hold_z" value = 411 persistent = 1 ignorehitpause = 1 [state 415,5] type = changestate trigger1 = animtime = 0 value = 50 ctrl = 1 ;--------------------------------------------------------------------------- ;Jump Forward [Statedef 420] type = A movetype= A physics = A juggle = 0 poweradd= 35 ctrl = 0 anim = 420 sprpriority = 2 [State 420,1] type = HitDef trigger1 = Time = 5 attr = A, NA damage = 45 guardflag = MA priority = 3 pausetime = 9,9 sparkno = S451 sparkxy = 0,-35 hitsound = S1,5 guardsound = S1,0 ground.type = High ground.slidetime = 15 guard.sparkno = S449 guard.velocity = -8 ground.hittime = 20 ground.velocity = -8 air.hittime = 75 air.fall = 0 air.velocity = -2, ((vel y/2) - 3) [state 420,2] type = varset trigger1 = command != "hold_z" && movecontact = 0 v = 1 value = 0 [state 420,3] type = veladd trigger1 = var(6) = 1 y = -0.208 [state 420,4] type = playsnd trigger1 = time = 1 value = 0,1 [state 420,5] type = playsnd trigger1 = time = 4 value = 10,3 channel = 0 [state 220,12] type = changestate trigger1 = movecontact = 1 && var(1) >= 90 && command != "hold_z" value = 411 persistent = 1 ignorehitpause = 1 [state 420,6] type = changestate trigger1 = animtime = 0 value = 50 ctrl = 1 ;--------------------------------------------------------------------------- ;Jump Roundhouse [Statedef 425] type = A movetype= A physics = A juggle = 0 poweradd= 50 ctrl = 0 anim = 425 sprpriority = 2 [State 425,1] type = HitDef trigger1 = Time = 7 && prevstateno != [400,425] attr = A, NA damage = 60 guardflag = MA priority = 3 pausetime = 9,9 sparkno = S452 sparkxy = 0,-25 hitsound = S1,6 guardsound = S1,0 ground.type = High guard.velocity = -9 ground.slidetime = 18 guard.sparkno = S449 ground.hittime = 25 ground.velocity = -10 air.hittime = 75 air.velocity = -8,4 air.fall = 1 p2stateno = 700 [State 425,1] type = HitDef trigger1 = Time = 7 && (prevstateno = [400,425]) && var(6) = 1 attr = A, NA damage = 60 guardflag = MA priority = 3 pausetime = 9,9 sparkno = S452 sparkxy = 0,-25 hitsound = S1,6 guardsound = S1,0 ground.type = High guard.velocity = -9 ground.slidetime = 18 guard.sparkno = S449 ground.hittime = 25 ground.velocity = -10 air.hittime = 75 air.velocity = -16,8 air.fall = 1 p2stateno = 715 [State 425,1] type = HitDef trigger1 = Time = 7 && (prevstateno = [400,425]) && var(6) = 0 attr = A, NA damage = 60 guardflag = MA priority = 3 pausetime = 9,9 sparkno = S452 sparkxy = 0,-25 hitsound = S1,6 guardsound = S1,0 ground.type = High guard.velocity = -9 ground.slidetime = 18 guard.sparkno = S449 ground.hittime = 25 ground.velocity = -10 air.hittime = 75 air.velocity = -8,4 air.fall = 1 p2stateno = 700 [State 706, 5] type = Helper trigger1 = numhelper(708) = 0 && (prevstateno = [400,425]) && var(6) = 1 && movehit = 1 name = "Scroll Screen" id = 708 stateno = 708 postype = p1 pos = 50, 0 bindtime = -1 [State 425, 3] type = varset trigger1 = (prevstateno = [400,425]) && var(6) = 1 && movehit = 1 v = 9 value = 1 persistent = 0 [state 425,2] type = varset trigger1 = command != "hold_z" v = 1 value = 0 [state 425,3] type = veladd trigger1 = var(6) = 1 y = -0.208 [state 425,4] type = playsnd trigger1 = time = 2 value = 10,2 channel = 0 [state 425,5] type = playsnd trigger1 = animelem = 3 value = 0,2 [state 425,6] type = changestate trigger1 = animtime = 0 value = 50 ctrl = 1 ;--------------------------------------------------------------------------- ; Recovery Roll [Statedef 430] type = C movetype= I physics = N poweradd= 0 velset = 8,0 ctrl = 0 anim = 430 sprpriority = -1 [State 430,1] type = PlayerPush trigger1 = Time >= 0 value = 0 [State 430,2] type = VelSet trigger1 = Time = 23 x = 0 [State 430,3] type = PosSet trigger1 = Time >= 0 y = 0 [State 430,4] type = MakeDust trigger1 = Time >= 0 pos = -16,0 spacing = 6 [State 430,5] type = NotHitBy trigger1 = Time = 0 value = SCA time = 15 [State 430,6] type = ChangeState trigger1 = Time = 24 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ; Weak Mega Upper (start) [Statedef 530] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 530 poweradd = 100 sprpriority = 2 [State 530,1] type = Explod trigger1 = time = 2 anim = 460 pos = 0, 0 postype = p1 removetime = -2 ignorehitpause = 1 bindtime = 1 persistent = 0 sprpriority = 4 ownpal = 1 [State 530,2] type = ChangeState trigger1 = AnimTime = 0 value = 531 ;--------------------------------------------------------------------------- ; Weak Mega Upper (rising) [Statedef 531] type = A movetype= A physics = N juggle = 0 velset = 0,0 ctrl = 0 anim = 531 poweradd = 0 sprpriority = 2 [state 531,1] type = veladd trigger1 = var(6) = 1 y = -0.108 [State 531,2] type = Explod trigger1 = time = 0 anim = 534 id = 534 pos = 0, 0 postype = p1 removetime = -2 ignorehitpause = 0 bindtime = -1 persistent = 0 sprpriority = 3 removeongethit = 1 ownpal = 1 [state 531,3] type = removeexplod trigger1 = animelem = 2 id = 534 [state 531,4] type = velset trigger1 = time = 0 x = 4 y = -9 [state 531,5] type = veladd trigger1 = time = 2 || time = 4 || time = 6 || time = 8 persistent = 1 x = -1 [state 531,6] type = velmul trigger1 = time = 2 y = 2 [state 531,7] type = velmul trigger1 = time = 3 y = 0.5 [state 531,8] type = veladd trigger1 = 1 y = 0.64 [State 531,9] type = Envcolor trigger1 = movehit = 1 persistent = 0 ignorehitpause = 1 value = 255, 255, 255 time = 1 under = 0 [State 531,10] type = HitDef trigger1 = time = 1 attr = A, SA animtype = up damage = 120,10 guardflag = M hitflag = MAF pausetime = 10,10 sparkno = S454 sparkxy = 0,-70 priority = 7, Hit hitsound = S1,7 guardsound = S1,0 ground.type = Low ground.slidetime = 150 ground.hittime = 150 ground.velocity = -7, -13 air.velocity = -7, -7 yaccel = 0.5 [state 531,11] type = playsnd trigger1 = time = 0 value = 3, 1 [State 531,12] type = ChangeState trigger1 = Vel Y > 0 && Pos Y >= 0 value = 532 ;--------------------------------------------------------------------------- ; Mega Upper (landing) [Statedef 532] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 47 poweradd = 0 sprpriority = 2 [state 532,1] type = posset trigger1 = 1 y = 0 [State 532,2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Medium Mega Upper (start) [Statedef 533] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 530 poweradd = 100 sprpriority = 2 [State 533,1] type = Explod trigger1 = time = 2 anim = 460 pos = 0, 0 postype = p1 removetime = -2 ignorehitpause = 1 bindtime = 1 persistent = 0 sprpriority = 4 ownpal = 1 [State 533,2] type = ChangeState trigger1 = AnimTime = 0 value = 534 ;--------------------------------------------------------------------------- ; Medium Mega Upper (rising) [Statedef 534] type = A movetype= A physics = N juggle = 0 velset = 0,0 ctrl = 0 anim = 532 poweradd = 0 sprpriority = 2 [state 534,1] type = veladd trigger1 = var(6) = 1 y = -0.108 [State 534,2] type = Explod trigger1 = time = 0 anim = 534 id = 534 pos = 0, 0 postype = p1 removetime = -2 ignorehitpause = 0 bindtime = -1 persistent = 0 sprpriority = 3 removeongethit = 1 ownpal = 1 [state 534,3] type = removeexplod trigger1 = animelem = 2 id = 534 [state 534,4] type = velset trigger1 = time = 0 x = 6 y = -11.35 [state 534,5] type = veladd trigger1 = time = 3 || time = 6 persistent = 1 x = -2 [state 534,6] type = veladd trigger1 = time = 9 || time = 12 persistent = 1 x = -1 [state 534,7] type = velmul trigger1 = time = 2 y = 2 [state 534,8] type = velmul trigger1 = time = 3 y = 0.5 [state 534,9] type = veladd trigger1 = 1 y = 0.64 [State 534,10] type = Envcolor trigger1 = movehit = 1 persistent = 0 ignorehitpause = 1 value = 255, 255, 255 time = 1 under = 0 [State 534,11] type = HitDef trigger1 = time = 1 attr = A, SA animtype = up damage = 120,10 guardflag = M hitflag = MAF pausetime = 12,12 sparkno = S454 sparkxy = 0,-70 priority = 7, Hit hitsound = S1,7 guardsound = S1,0 ground.type = Low ground.slidetime = 150 ground.hittime = 150 ground.velocity = -8, -15 air.velocity = -8, -9 yaccel = 0.5 [state 534,12] type = playsnd trigger1 = time = 0 value = 3, 1 [State 534,13] type = ChangeState trigger1 = Vel Y > 0 && Pos Y >= 0 value = 532 ;--------------------------------------------------------------------------- ; Hard Mega Upper (start) [Statedef 535] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 530 poweradd = 100 sprpriority = 2 [State 535,1] type = Explod trigger1 = time = 2 anim = 460 pos = 0, 0 postype = p1 removetime = -2 ignorehitpause = 1 bindtime = 1 persistent = 0 sprpriority = 4 ownpal = 1 [State 535,2] type = ChangeState trigger1 = AnimTime = 0 value = 536 ;--------------------------------------------------------------------------- ; Hard Mega Upper (rising) [Statedef 536] type = A movetype= A physics = N juggle = 0 velset = 0,0 ctrl = 0 anim = 532 poweradd = 0 sprpriority = 2 [state 536,1] type = veladd trigger1 = var(6) = 1 y = -0.108 [State 536,2] type = Envcolor trigger1 = movehit = 1 persistent = 0 ignorehitpause = 1 value = 255, 255, 255 time = 1 under = 0 [State 536,3] type = Explod trigger1 = time = 0 anim = 534 id = 534 pos = 0, 0 postype = p1 removetime = -2 ignorehitpause = 0 bindtime = -1 persistent = 0 sprpriority = 3 removeongethit = 1 ownpal = 1 [state 536,4] type = removeexplod trigger1 = animelem = 2 id = 534 [state 536,5] type = velset trigger1 = time = 0 x = 8 y = - 13.7 [state 536,6] type = veladd trigger1 = time != 0 && time % 2 = 0 && time < 17 persistent = 1 x = -1 [state 536,7] type = velmul trigger1 = time = 2 y = 2 [state 536,8] type = velmul trigger1 = time = 3 y = 0.5 [state 536,9] type = veladd trigger1 = 1 y = 0.61 [State 536,10] type = HitDef trigger1 = time = 1 attr = A, SA animtype = up damage = 130,10 guardflag = M hitflag = MAF pausetime = 12,12 sparkno = S454 sparkxy = 0,-70 priority = 7, Hit hitsound = S1,7 guardsound = S1,0 ground.type = Low ground.slidetime = 150 ground.hittime = 150 ground.velocity = -9, -17 air.velocity = -9, -11 yaccel = 0.5 [state 536,11] type = playsnd trigger1 = time = 0 value = 3, 1 [State 536,12] type = ChangeState trigger1 = Vel Y > 0 && Pos Y >= 0 value = 532 ;--------------------------------------------------------------------------- ; Weak Mega Upper (start) air [Statedef 560] type = A movetype= A physics = N juggle = 0 velset = 0,0 ctrl = 0 anim = 530 poweradd = 100 sprpriority = 2 [State 560,1] type = ChangeState trigger1 = AnimTime = 0 value = 531 ;--------------------------------------------------------------------------- ; Medium Mega Upper (start) air [Statedef 561] type = A movetype= A physics = N juggle = 0 velset = 0,0 ctrl = 0 anim = 530 poweradd = 100 sprpriority = 2 [State 561,1] type = ChangeState trigger1 = AnimTime = 0 value = 534 ;--------------------------------------------------------------------------- ; Hard Mega Upper (start) air [Statedef 562] type = A movetype= A physics = N juggle = 0 velset = 0,0 ctrl = 0 anim = 530 poweradd = 100 sprpriority = 2 [State 562,1] type = ChangeState trigger1 = AnimTime = 0 value = 536 ;--------------------------------------------------------------------------- ; Hyper Megaman [Statedef 1000] type = A movetype= A physics = N juggle = 0 velset = 0,0 ctrl = 0 anim = 1000 poweradd = -1000 sprpriority = 2 [State 1000,1] type = Explod trigger1 = time = 2 && pos y = 0 anim = 460 pos = 0, 0 postype = p1 removetime = -2 ignorehitpause = 1 bindtime = 1 persistent = 0 supermovetime = 999 sprpriority = 4 ownpal = 1 [state 1000,2] type = playerpush trigger1 = 1 value = 0 [state 1000,3] type = explod trigger1 = animelem = 5 persistent = 0 anim = 440 id = 440 pos = 0,-8 postype = back supermove = 1 sprpriority = 1 ontop = 1 removeonhit = 1 bindtime = -1 ownpal = 1 [state 1000,4] type = explod trigger1 = animelem = 5 persistent = 0 anim = 441 id = 440 pos = 0,-45 postype = p1 supermove = 1 sprpriority = 2 bindtime = -1 removeonhit = 1 ontop = 1 ownpal = 1 [state 1000,5] type = explod trigger1 = animelem = 5 persistent = 0 anim = 442 id = 440 pos = 0,240 postype = back supermove = 1 sprpriority = -5 removeonhit = 1 bindtime = -1 ownpal = 1 [State 1000,6] type = SuperPause trigger1 = animelem = 5 time = 45 movetime = 40 sound = S24,1 anim = -1 [state 1000,7] type = playsnd trigger1 = animelem = 5 value = 13,0 channel = 0 [state 1000,8] type = playsnd trigger1 = animelem = 6 value = 23,0 channel = 4 [state 1000,9] type = palfx trigger1 = time = [26,30] add = 50,50,50 time = 1 [state 1000,10] type = palfx trigger1 = time = [31,35] add = 100,100,100 time = 1 [state 1000,11] type = palfx trigger1 = time = [36,40] add = 150,150,150 time = 1 [state 1000,12] type = palfx trigger1 = time = [41,57] add = 200,200,200 time = 1 [state 1000,13] type = palfx triggerall = Time = [60,160] trigger1 = Time % 10 = 6 sinadd = 100,100,100, 17 persistent = 1 time = 8 [state 1000,14] type = playsnd trigger1 = animelem = 37 value = 23,1 channel = 4 [State 1000,15] type = Explod trigger1 = animelem = 37 anim = 1001 id = 1000 postype = p1 pos = 112,-116 ownpal = 1 bindtime = -1 sprpriority = 2 persistent = 0 removeongethit = 1 [State 1000,16] type = Projectile trigger1 = animelem = 37 offset = 125, -116 projid = 1002 projanim = 1002 projhits = 20 projsprpriority = -1 projremovetime = 70 velocity = 0,0 projheightbound = -480, 0 projedgebound = 4000 projscreenbound = 4000 projmisstime = 5 accel = 0, 0 attr = A, NA damage = 20,5 hitflag = MAFP guardflag = MA priority = 3 pausetime = 0,5 sparkno = -1 hitsound = S1,17 guardsound = S1,0 ground.type = low ground.slidetime = 18 guard.sparkno = S449 ground.hittime = 25 ground.velocity = -4, -6 air.juggle = 0 air.velocity = -4,-6 air.fall = 1 fall = 1 p2stateno = 705 [state 1000,17] type = playsnd trigger1 = animelem = 37 value = 13,1 channel = 0 [state 1000,18] type = nothitby trigger1 = animelem = 36, >= 0 && animelem = 41, < 0 value = SCA, AA, AP, AT, NA, NP, NT, SA, SP, ST, HA, HP, HT time = 2 ignorehitpause = 1 [State 1000,19] type = Envcolor trigger1 = projhit = 1 persistent = 1 ignorehitpause = 1 value = 255, 255, 255 time = 1 under = 0 [State 1000,20] type = Explod trigger1 = projhit(1002) = 1 && animelem = 41, < 0 anim = 443 id = 443 postype = p2 pos = 0,-60 ownpal = 1 bindtime = 1 sprpriority = 5 persistent = 1 ignorhitpause = 1 removeongethit = 1 [state 1000,21] type = playsnd trigger1 = projhit1002 = 1 value = 1,7 channel = 1 [State 1000,22] type = HitDef trigger1 = time = 0 attr = S, NA animtype = up guard.sparkno = S449 damage = 30,5 guardflag = MA pausetime = 15,15 sparkno = S454 sparkxy = 0,-50 hitsound = S1,7 guardsound = S1,0 ground.type = High ground.slidetime = 20 ground.hittime = 25 air.hittime = 20 ground.velocity = -3, -14 guard.velocity = -20 yaccel = 0.57 air.velocity = -3,-14 airguard.velocity = -20,-2 fall = 1 [State 1000,23] type = Projectile trigger1 = time = 112 || time = 135 offset = 0, -93 projanim = 1003 projsprpriority = 5 velocity = 9,0 accel = 0, 0 attr = A, NA damage = 7,3 hitflag = MAFP guardflag = MA priority = 3 pausetime = 0,5 sparkno = S457 sparkxy = 0,0 hitsound = S1,31 guardsound = S1,0 ground.type = High ground.slidetime = 18 guard.sparkno = S449 ground.hittime = 25 ground.velocity = -4, -4 air.juggle = 0 air.velocity = -4,-4 air.fall = 1 fall = 1 p2stateno = 705 [State 1000,24] type = Projectile trigger1 = time = 106 || time = 127 offset = 53, -47 projanim = 1004 projsprpriority = 5 velocity = 9,0 accel = 0, 0 attr = A, NA damage = 7,3 hitflag = MAFP guardflag = MA priority = 3 pausetime = 6,5 sparkno = S458 sparkxy = 0,0 hitsound = S1,3 guardsound = S1,0 ground.type = High ground.slidetime = 18 guard.sparkno = S449 ground.hittime = 25 ground.velocity = -4, -4 air.juggle = 0 air.velocity = -4,-4 air.fall = 1 fall = 1 p2stateno = 705 [State 1000,25] type = Projectile trigger1 = time = 118 || time = 144 offset = -35, -40 projanim = 1005 projsprpriority = 5 projremovevelocity = 6 projremoveaccel = 0 velocity = 9,0 attr = A, NA damage = 7,3 hitflag = MAFP guardflag = MA priority = 3 pausetime = 0,5 sparkno = S454 sparkxy = 0,0 hitsound = S1,3 guardsound = S1,0 ground.type = High ground.slidetime = 18 guard.sparkno = S449 ground.hittime = 25 ground.velocity = -4, -4 air.juggle = 0 air.velocity = -4,-4 air.fall = 1 fall = 1 p2stateno = 705 [State 1000,26] type = Projectile trigger1 = time = 92 || time = 122 offset = -25, -117 projanim = 1006 projsprpriority = 5 projheightbound = -1000,1 velocity = 9,-9 attr = A, NA damage = 7,3 hitflag = MAFP guardflag = MA priority = 3 pausetime = 6,5 sparkno = S457 sparkxy = 0,0 hitsound = S1,7 guardsound = S1,0 ground.type = High ground.slidetime = 18 guard.sparkno = S449 ground.hittime = 25 ground.velocity = -4, -4 air.juggle = 0 air.velocity = -4,-4 air.fall = 1 fall = 1 p2stateno = 705 [State 1000,27] type = Projectile trigger1 = time = 92 || time = 122 offset = 25, -131 projanim = 1007 projsprpriority = 5 projheightbound = -1000,1 velocity = 9,-3 attr = A, NA damage = 7,3 hitflag = MAFP guardflag = MA priority = 3 pausetime = 0,5 sparkno = S458 sparkxy = 0,0 hitsound = S1,7 guardsound = S5,0 ground.type = High ground.slidetime = 18 guard.sparkno = S449 ground.hittime = 25 ground.velocity = -4, -4 air.juggle = 0 air.velocity = -4,-4 air.fall = 1 fall = 1 p2stateno = 705 [State 1000,28] type = Projectile trigger1 = time = 92 || time = 122 offset = -25, -131 projanim = 1008 projsprpriority = 5 projheightbound = -1000,1 velocity = 9,1.5 attr = A, NA damage = 7,3 hitflag = MAFP guardflag = MA priority = 3 pausetime = 6,5 sparkno = S454 sparkxy = 0,0 hitsound = S1,7 guardsound = S1,0 ground.type = High ground.slidetime = 18 guard.sparkno = S449 ground.hittime = 25 ground.velocity = -4, -4 air.juggle = 0 air.velocity = -4,-4 air.fall = 1 fall = 1 p2stateno = 705 [State 1000,29] type = Projectile trigger1 = time = 92 || time = 122 offset = 25, -117 projanim = 1009 projsprpriority = 5 projheightbound = -1000,1 velocity = 9,0 attr = A, NA damage = 7,3 hitflag = MAFP guardflag = MA priority = 3 pausetime = 0,5 sparkno = S457 sparkxy = 0,0 hitsound = S1,7 guardsound = S1,0 ground.type = High ground.slidetime = 18 guard.sparkno = S449 ground.hittime = 25 ground.velocity = -4, -4 air.juggle = 0 air.velocity = -4,-4 air.fall = 1 fall = 1 p2stateno = 705 [state 1000,30] type = Helper trigger1 = animelem = 5 type = normal name = "Beat" ID = 1110 pos = -20, -270 postype = back stateno = 1110 supermovetime = 9999 ownpal = 1 [state 1000,31] type = Helper trigger1 = animelem = 5 type = normal name = "Flip Top" ID = 1111 pos = 20, -260 postype = front stateno = 1115 supermovetime = 9999 facing = -1 ownpal = 1 [state 1000,32] type = Helper trigger1 = numhelper(1750) = 0 && winko = 1 && p2life = 0 && movehit = 1 trigger2 = numhelper(1750) = 0 && winko = 1 && p2life = 0 && projhit = 1 type = normal name = "Super Finish" ID = 1750 pos = 0, -1000 postype = p1 stateno = 1750 supermovetime = 9999 facing = 1 ownpal = 1 [State 1000,33] type = ChangeState trigger1 = AnimTime = 0 value = 50 ctrl = 1 ;--------------------------------------------------------------------------- ; Beat (for supers 1) [Statedef 1110] type = A ctrl = 0 anim = 1110 velset = 0,0 physics = N sprpriority = 4 [state 1110,1] type = velset trigger1 = 1 x = (rootdist x) / 15 y = (rootdist y - 50) / 7 [state 1110,2] type = palfx trigger1 = time = [8,9] add = 100,100,100 time = 1 [state 1110,3] type = palfx trigger1 = time = [10,11] add = 150,150,150 time = 1 [state 1110,4] type = palfx trigger1 = time = [12,13] add = 200,200,200 time = 1 [state 1110,5] type = palfx trigger1 = time = [14,15] add = 255,255,255 time = 1 [State 1110,6] type = ChangeState trigger1 = Time = 15 value = 1111 ;--------------------------------------------------------------------------- ; Beat (Super Move 2) [Statedef 1111] type = A ctrl = 0 anim = 1110 physics = N sprpriority = -4 [state 1111,1] type = assertspecial trigger1 = 1 flag = invisible [state 1111,2] type = bindtoroot trigger1 = 1 time = 1 pos = 0, -50 [state 1111,3] type = changestate trigger1 = root, stateno != [1000, 1099] trigger2 = root, stateno = 1000 && root, time = 180 trigger3 = root, stateno = 1032 value = 1112 ;--------------------------------------------------------------------------- ; Beat (Super Move 3) [Statedef 1112] type = A ctrl = 0 anim = 1110 physics = N sprpriority = -4 [state 1112,1] type = velset trigger1 = time = 0 x = -7 y = -7 [state 1112,2] type = palfx trigger1 = time = [0,2] add = 255,255,255 time = 1 [state 1112,3] type = palfx trigger1 = time = [3,4] add = 200,200,200 time = 1 [state 1112,4] type = palfx trigger1 = time = [5,6] add = 150,150,150 time = 1 [state 1112,5] type = palfx trigger1 = time = [7,8] add = 100,100,100 time = 1 [state 1112,6] type = DestroySelf trigger1 = time = 35 ;--------------------------------------------------------------------------- ; Fliptop (for supers 1) [Statedef 1115] type = A ctrl = 0 anim = 1111 velset = 0,0 physics = N sprpriority = 4 [state 1115,1] type = velset trigger1 = 1 x = rootdist x / 15 y = (rootdist y - 50)/ 7 [state 1115,2] type = palfx trigger1 = time = [8,9] add = 100,100,100 time = 1 [state 1115,3] type = palfx trigger1 = time = [10,11] add = 150,150,150 time = 1 [state 1115,4] type = palfx trigger1 = time = [12,13] add = 200,200,200 time = 1 [state 1115,5] type = palfx trigger1 = time = [14,15] add = 255,255,255 time = 1 [State 1115,6] type = ChangeState trigger1 = Time = 15 value = 1116 ;--------------------------------------------------------------------------- ; Flip Top (Super Move 2) [Statedef 1116] type = A ctrl = 0 anim = 1111 physics = N sprpriority = -4 [state 1116,1] type = assertspecial trigger1 = 1 flag = invisible [state 1116,2] type = bindtoroot trigger1 = 1 time = 1 pos = 0, -50 [state 1116,3] type = changestate trigger1 = root, stateno != [1000, 1099] trigger2 = root, stateno = 1000 && root, time = 180 value = 1117 ;--------------------------------------------------------------------------- ; Flip Top (Super Move 3) [Statedef 1117] type = A ctrl = 0 anim = 1111 physics = N sprpriority = -4 [state 1117,1] type = velset trigger1 = time = 0 x = -7 y = -7 [state 1117,2] type = palfx trigger1 = time = [0,2] add = 255,255,255 time = 1 [state 1117,3] type = palfx trigger1 = time = [3,4] add = 200,200,200 time = 1 [state 1117,4] type = palfx trigger1 = time = [5,6] add = 150,150,150 time = 1 [state 1117,5] type = palfx trigger1 = time = [7,8] add = 100,100,100 time = 1 [state 1117,6] type = DestroySelf trigger1 = time = 35 ;--------------------------------------------------------------------------- ; Beat Plane [Statedef 1030] type = A movetype= A physics = N juggle = 0 velset = 0,0 ctrl = 0 anim = 1030 poweradd = -1000 sprpriority = 2 [State 1030,0] type = Explod trigger1 = time = 2 && pos y = 0 anim = 460 pos = 0, 0 postype = p1 removetime = -2 ignorehitpause = 1 bindtime = 1 persistent = 0 supermovetime = 999 sprpriority = 4 ownpal = 1 [state 1030,1] type = explod trigger1 = animelem = 5 persistent = 0 anim = 440 id = 440 pos = 0,-8 postype = back supermove = 1 sprpriority = 1 ontop = 1 removeonhit = 1 bindtime = -1 ownpal = 1 [state 1030,2] type = explod trigger1 = animelem = 5 persistent = 0 anim = 441 id = 440 pos = 0,-45 postype = p1 supermove = 1 sprpriority = 2 bindtime = -1 removeonhit = 1 ontop = 1 ownpal = 1 [state 1030,3] type = explod trigger1 = animelem = 5 persistent = 0 anim = 442 id = 440 pos = 0,240 postype = back supermove = 1 sprpriority = -5 removeonhit = 1 bindtime = -1 ownpal = 1 [State 1030,4] type = SuperPause trigger1 = animelem = 5 time = 45 movetime = 40 sound = S24,1 anim = -1 [state 1030,5] type = playsnd trigger1 = animelem = 5 value = 14,0 channel = 0 [state 1030,6] type = palfx trigger1 = time = [26,30] add = 50,50,50 time = 1 [state 1030,7] type = palfx trigger1 = time = [31,35] add = 100,100,100 time = 1 [state 1030,8] type = palfx trigger1 = time = [36,40] add = 150,150,150 time = 1 [state 1030,8] type = palfx trigger1 = time = [41,45] add = 200,200,200 time = 1 [state 1030,8] type = palfx trigger1 = time = [46,63] add = 255,255,255 time = 1 [state 1030,10] type = Helper trigger1 = animelem = 5 type = normal name = "Beat" ID = 1110 pos = -20, -270 postype = back stateno = 1110 supermovetime = 9999 ownpal = 1 [State 1030,11] type = ChangeState trigger1 = AnimTime = 0 value = 1031 ctrl = 0 ;--------------------------------------------------------------------------- ; Beat Plane (flight) [Statedef 1031] type = A movetype= A physics = N juggle = 0 velset = 0,0 ctrl = 0 anim = 1031 poweradd = 0 sprpriority = 2 [state 1031,1] type = playsnd trigger1 = time = 5 && prevstateno = 1030 value = 14,1 channel = 0 [state 1031,2] type = palfx trigger1 = time = [0,4] trigger2 = time = [166, 170] add = 255,255,255 time = 1 persistent = 1 [state 1031,3] type = velset trigger1 = command != "holdback" && command != "holdfwd" x = 0 [state 1031,4] type = velset trigger1 = command != "holdup" && command != "holddown" trigger2 = pos Y >= 0 && vel y > 0 trigger3 = screenpos y != [80,240] y = 0 [state 1031,5] type = velset trigger1 = command = "holdfwd" x = 6 [state 1031,6] type = velset trigger1 = command = "holdback" x = -6 [state 1031,7] type = velset trigger1 = command = "holdup" && screenpos y = [80,240] y = -6 [state 1031,8] type = velset trigger1 = command = "holddown" && Pos Y < 0 y = 6 [state 1031,9] type = turn trigger1 = p2dist x <= -5 [State 1031,10] type = Explod trigger1 = numexplod(1032) = 0 && facing = 1 anim = 1032 id = 1032 postype = p1 pos = -35,-53 ownpal = 0 bindtime = -1 sprpriority = 2 removeongethit = 1 [State 1031,11] type = Explod trigger1 = numexplod(11032) = 0 && facing = -1 anim = 1032 id = 11032 postype = p1 pos = -35,-53 ownpal = 0 bindtime = -1 sprpriority = 2 removeongethit = 1 [state 1031,12] type = removeexplod trigger1 = facing = -1 id = 1032 [state 1031,13] type = removeexplod trigger1 = facing = 1 id = 11032 [State 1031,14] type = Explod trigger1 = numexplod(1037) = 0 && facing = 1 anim = 1037 id = 1037 postype = p1 pos = 0,0 ownpal = 0 bindtime = -1 sprpriority = 1 removeongethit = 1 [State 1031,15] type = Explod trigger1 = numexplod(11037) = 0 && facing = -1 anim = 1037 id = 11037 postype = p1 pos = 0,0 ownpal = 0 bindtime = -1 sprpriority = 1 removeongethit = 1 [state 1031,16] type = removeexplod trigger1 = facing = -1 id = 1037 [state 1031,17] type = removeexplod trigger1 = facing = 1 id = 11037 [State 1031,18] type = Explod trigger1 = numexplod(1034) = 0 && facing = 1 anim = 1034 id = 1034 postype = p1 pos = 0,0 ownpal = 0 bindtime = -1 sprpriority = 3 removeongethit = 1 [State 1031,19] type = Explod trigger1 = numexplod(11034) = 0 && facing = -1 anim = 1034 id = 11034 postype = p1 pos = 0,0 ownpal = 0 bindtime = -1 sprpriority = 3 removeongethit = 1 [state 1031,20] type = removeexplod trigger1 = facing = -1 id = 1034 [state 1031,21] type = removeexplod trigger1 = facing = 1 id = 11034 [State 1031,22] type = Explod trigger1 = numexplod(1033) = 0 && facing = 1 anim = 1033 id = 1033 postype = p1 pos = 0,0 ownpal = 0 bindtime = -1 sprpriority = 5 removeongethit = 1 [State 1031,23] type = Explod trigger1 = numexplod(11033) = 0 && facing = -1 anim = 1033 id = 11033 postype = p1 pos = 0,0 ownpal = 0 bindtime = -1 sprpriority = 5 removeongethit = 1 [state 1031,24] type = removeexplod trigger1 = facing = -1 id = 1033 [state 1031,25] type = removeexplod trigger1 = facing = 1 id = 11033 [State 1031,26] type = Explod triggerall = numexplod(1038) = 0 && facing = 1 trigger1 = command = "a" || command = "b" || command = "c" anim = 1038 id = 1038 postype = p1 pos = 0,0 ownpal = 0 bindtime = -1 sprpriority = 4 removetime = -2 removeongethit = 1 [State 1031,27] type = Explod triggerall = numexplod(11038) = 0 && facing = -1 trigger1 = command = "a" || command = "b" || command = "c" anim = 1038 id = 11038 postype = p1 pos = 0,0 ownpal = 0 bindtime = -1 sprpriority = 4 removetime = -2 removeongethit = 1 [state 1031,28] type = removeexplod trigger1 = facing = -1 id = 1038 [state 1031,29] type = removeexplod trigger1 = facing = 1 id = 11038 [State 1031,30] type = Envcolor trigger1 = projhit = 1 persistent = 1 ignorehitpause = 1 value = 255, 255, 255 time = 1 ontop = 1 [state 1031,31] type = playsnd triggerall = numexplod(4038) = 0 trigger1 = command = "x" || command = "y" || command = "z" value = 4,0 [State 1031,32] type = Explod triggerall = numexplod(4038) = 0 trigger1 = command = "x" || command = "y" || command = "z" anim = 4038 id = 4038 postype = p1 pos = 0,0 ownpal = 0 bindtime = -1 sprpriority = 4 removetime = -2 removeongethit = 1 [State 1031,33] type = Projectile trigger1 = numexplod(4038) = 1 && time % 5 = 0 projanim = 1035 projhitanim = -1 offset = 55, -29 velocity = 7 projsprpriority = 2 numhits = 1 attr = S, SA damage = 7,1 guardflag = MA animtype = Medium pausetime = 0,12 sparkno = S(454 + (Time % 2)) sparkxy = 0,0 guard.sparkno = S449 hitsound = s1,3 guardsound = s1,0 ground.type = Low ground.slidetime = 14 ground.hittime = 15 guard.velocity = -8 ground.velocity = -8 air.animtype = back air.velocity = -3,-1 airguard.velocity = -0.5 [State 1031,34] type = Width trigger1 = Time = [0, 180] value = 40, 40 [State 1031,35] type = Projectile trigger1 = (numexplod(1038) = 1 || numexplod(11038) = 1) && time % 7 = 0 projanim = 1036 projhitanim = 517 projshadow = 68,68,68 offset = 0, -18 velocity = 4, 0 accel = 0,0.6 projsprpriority = 5 numhits = 1 attr = S, SA damage = 10,1 guardflag = MA animtype = Medium pausetime = 0,12 sparkno = S(454 + (Time % 2)) sparkxy = 0,0 hitsound = s1,7 guardsound = s1,0 ground.type = Low ground.slidetime = 14 ground.hittime = 15 guard.velocity = -8 ground.velocity = -8 air.animtype = back air.velocity = -3,-1 airguard.velocity = -0.5 [state 1031,36] type = Helper trigger1 = numhelper(1750) = 0 && winko = 1 && p2life = 0 type = normal name = "Super Finish" ID = 1750 pos = 0, 0 postype = p1 stateno = 1750 supermovetime = 9999 facing = 1 ownpal = 1 [State 1031,37] type = ChangeState trigger1 = AnimTime = 0 trigger2 = numhelper(1750) = 1 && winko = 1 && p2life = 0 value = 1032 ctrl = 0 ;--------------------------------------------------------------------------- ; Beat Plane (end) [Statedef 1032] type = A movetype= A physics = N juggle = 0 velset = -1,-6 ctrl = 0 anim = 88 poweradd = 0 sprpriority = -1 [state 1032,1] type = removeexplod trigger1 = 1 id = 1033 [state 1032,2] type = removeexplod trigger1 = 1 id = 1034 [state 1032,3] type = removeexplod trigger1 = 1 id = 1032 [state 1032,4] type = removeexplod trigger1 = 1 id = 1037 [state 1032,5] type = removeexplod trigger1 = 1 id = 1038 [state 1032,6] type = removeexplod trigger1 = 1 id = 11038 [state 1032,7] type = removeexplod trigger1 = 1 id = 11037 [state 1032,8] type = removeexplod trigger1 = 1 id = 11033 [state 1032,9] type = removeexplod trigger1 = 1 id = 11034 [state 1032,10] type = removeexplod trigger1 = 1 id = 11032 [state 1032,11] type = removeexplod trigger1 = 1 id = 1046 [state 1032,12] type = removeexplod trigger1 = 1 id = 1047 [state 1032,13] type = removeexplod trigger1 = 1 id = 1048 [state 1032,14] type = removeexplod trigger1 = 1 id = 1049 [state 1032,15] type = removeexplod trigger1 = 1 id = 11046 [state 1032,16] type = removeexplod trigger1 = 1 id = 11047 [state 1032,17] type = removeexplod trigger1 = 1 id = 11048 [state 1032,18] type = removeexplod trigger1 = 1 id = 11049 [state 1032,19] type = gravity trigger1 = 1 [state 1032,20] type = palfx trigger1 = time = [0,4] add = 250,250,250 time = 1 [state 1032,21] type = palfx trigger1 = time = [5,9] add = 200,200,200 time = 1 [state 1032,22] type = palfx trigger1 = time = [10,14] add = 150,150,150 time = 1 [state 1032,23] type = palfx trigger1 = time = [15,19] add = 100,100,100 time = 1 [state 1032,24] type = palfx trigger1 = time = [20,24] add = 50,50,50 time = 1 [state 1031,25] type = Helper trigger1 = numhelper(1750) = 0 && winko = 1 && p2life = 0 type = normal name = "Super Finish" ID = 1750 pos = 0, 0 postype = p1 stateno = 1750 supermovetime = 9999 facing = 1 ownpal = 1 [state 250,11] type = explod trigger1 = p2stateno = 328 && p2movetype = H persistent = 0 anim = 446 pos = -55,-5 postype = p2 sprpriority = 5 velocity = 0, 0 bindtime = 1 ownpal = 1 [state 250,12] type = explod trigger1 = p2stateno = 328 && p2movetype = H persistent = 0 anim = 447 pos = -55,-5 postype = p2 sprpriority = -5 velocity = 0, 0 bindtime = 1 ownpal = 1 [State 1032,26] type = ChangeState trigger1 = Vel Y > 0 && Pos Y >= 0 value = 52 ;--------------------------------------------------------------------------- ; Rush Drill (start) [Statedef 1040] type = S movetype= A physics = N juggle = 0 velset = 0,0 ctrl = 0 anim = 1030 poweradd = -1000 sprpriority = 2 [State 1040,1] type = Explod trigger1 = time = 2 && pos y = 0 anim = 460 pos = 0, 0 postype = p1 removetime = -2 ignorehitpause = 1 bindtime = 1 persistent = 0 supermovetime = 999 sprpriority = 4 ownpal = 1 [state 1040,2] type = explod trigger1 = animelem = 5 persistent = 0 anim = 440 id = 440 pos = 0,-8 postype = back supermove = 1 sprpriority = 1 ontop = 1 removeonhit = 1 bindtime = -1 ownpal = 1 [state 1040,3] type = explod trigger1 = animelem = 5 persistent = 0 anim = 441 id = 440 pos = 0,-45 postype = p1 supermove = 1 sprpriority = 2 bindtime = -1 removeonhit = 1 ontop = 1 ownpal = 1 [state 1040,4] type = explod trigger1 = animelem = 5 persistent = 0 anim = 442 id = 440 pos = 0,240 postype = back supermove = 1 sprpriority = -5 removeonhit = 1 bindtime = -1 ownpal = 1 [State 1040,5] type = SuperPause trigger1 = animelem = 5 time = 40 movetime = 40 sound = S24,1 anim = -1 [state 1040,6] type = palfx trigger1 = time = [26,30] add = 50,50,50 time = 1 [state 1040,7] type = palfx trigger1 = time = [31,35] add = 100,100,100 time = 1 [state 1040,8] type = palfx trigger1 = time = [36,40] add = 150,150,150 time = 1 [state 1040,9] type = palfx trigger1 = time = [41,57] add = 200,200,200 time = 1 [state 1040,10] type = playsnd trigger1 = animelem = 5 value = 15,0 [State 1040,11] type = ChangeState trigger1 = AnimTime = 0 value = 1041 ctrl = 0 ;--------------------------------------------------------------------------- ; Rush Drill (drilling) [Statedef 1041] type = S movetype= A physics = N juggle = 0 velset = 0,0 ctrl = 0 anim = 1040 poweradd = 0 sprpriority = 2 [state 1041,1] type = playsnd trigger1 = time = 1 && prevstateno = 1040 value = 15,1 channel = 0 [state 1041,2] type = playsnd trigger1 = time = 3 && prevstateno = 1040 value = 15,2 channel = 5 [state 1041,3] type = varset trigger1 = time = 0 && prevstateno = 1040 v = 5 value = 170 [state 1041,4] type = varadd trigger1 = 1 v = 5 value = -1 [state 1041,5] type = posset trigger1 = pos y > 0 y = 0 [state 1041,6] type = palfx trigger1 = var(5) > 165 trigger2 = var(5) < 5 add = 255,255,255 time = 1 persistent = 1 [state 1041,7] type = turn trigger1 = p2dist x <= -5 [State 1041,8] type = Explod triggerall = numexplod(1041) = 0 && facing = 1 trigger1 = 1 anim = 1041 id = 1041 postype = p1 pos = 0,0 ownpal = 0 bindtime = -1 sprpriority = 3 removeongethit = 1 [State 1041,9] type = Explod triggerall = numexplod(11041) = 0 && facing = -1 trigger1 = 1 anim = 1041 id = 11041 postype = p1 pos = 0,0 ownpal = 0 bindtime = -1 sprpriority = 3 removeongethit = 1 [State 1041,10] type = Explod triggerall = numexplod(1042) = 0 && facing = 1 trigger1 = 1 anim = 1042 id = 1042 postype = p1 pos = 0,0 ownpal = 0 bindtime = -1 sprpriority = 3 removeongethit = 1 [State 1041,11] type = Explod triggerall = numexplod(11042) = 0 && facing = -1 trigger1 = 1 anim = 1042 id = 11042 postype = p1 pos = 0,0 ownpal = 0 bindtime = -1 sprpriority = 3 removeongethit = 1 [State 1041,12] type = Explod triggerall = numexplod(1043) = 0 && facing = 1 trigger1 = 1 anim = 1043 id = 1043 postype = p1 pos = 0,0 ownpal = 0 bindtime = -1 sprpriority = 3 removeongethit = 1 [State 1041,13] type = Explod triggerall = numexplod(11043) = 0 && facing = -1 trigger1 = 1 anim = 1043 id = 11043 postype = p1 pos = 0,0 ownpal = 0 bindtime = -1 sprpriority = 3 removeongethit = 1 [state 1041,14] type = removeexplod trigger1 = facing = -1 trigger2 = vel x <= 0 trigger3 = vel x >= 4 id = 1041 [state 1041,15] type = removeexplod trigger1 = facing = 1 trigger2 = vel x <= 0 trigger3 = vel x >= 4 id = 11041 [state 1041,16] type = removeexplod trigger1 = facing = -1 trigger2 = vel x >= 0 id = 1042 [state 1041,17] type = removeexplod trigger1 = facing = 1 trigger2 = vel x >= 0 id = 11042 [state 1041,18] type = removeexplod trigger1 = facing = -1 trigger2 = vel x < 4 id = 1043 [state 1041,19] type = removeexplod trigger1 = facing = 1 trigger2 = vel x < 4 id = 11043 [State 1041,20] type = Explod triggerall = numexplod(1046) = 0 && facing = 1 trigger1 = command = "x" || command = "y" || command = "z" trigger2 = command = "a" || command = "b" || command = "c" anim = 1046 id = 1046 postype = p1 pos = 0,0 ownpal = 0 bindtime = -1 sprpriority = 3 removeongethit = 1 [State 1041,21] type = Explod triggerall = numexplod(11046) = 0 && facing = -1 trigger1 = command = "x" || command = "y" || command = "z" trigger2 = command = "a" || command = "b" || command = "c" anim = 1046 id = 11046 postype = p1 pos = 0,0 ownpal = 0 bindtime = -1 sprpriority = 3 removeongethit = 1 [State 1041,22] type = Width trigger1 = 1 value = 11, 29 [state 1041,23] type = velset trigger1 = command != "holdfwd" && command != "holdback" && vel x < 3 x = 0 [state 1041,24] type = velset trigger1 = command = "holdfwd" && vel x < 3.25 x = 3.25 [state 1041,25] type = velmul triggerall = command = "holdback" && vel x < 0 trigger1 = command = "x" || command = "y" || command = "z" trigger2 = command = "a" || command = "b" || command = "c" x = -1 [state 1041,26] type = velset trigger1 = Command = "holdback" && vel x < 0.1;3.25 x = -2.5 [state 1041,27] type = velset trigger1 = vel x > 8 x = 8 [state 1041,28] type = veladd trigger1 = command = "x" || command = "y" || command = "z" trigger2 = command = "a" || command = "b" || command = "c" x = (8 - vel x) [state 1041,29] type = veladd trigger1 = vel x > 0 x = -0.25 [State 1041,30] type = Envcolor trigger1 = movehit = 1 && time % 7 = 0 && p2movetype = H ignorehitpause = 1 value = 255, 255, 255 time = 1 under = 0 [state 1041,31] type = hitdef trigger1 = var(5) > 14 && time % 7 = 0 && p2statetype != A attr = A, NA damage = 20,1 hitflag = MAFPD guardflag = MA priority = 3 pausetime = 0,0 sparkno = S(454 + (Time % 2)) sparkxy = 0,-16 hitsound = S1,7 guardsound = S1,0 ground.type = low ground.slidetime = 18 guard.sparkno = S449 ground.hittime = 13 ground.velocity = -6 air.juggle = 0 air.velocity = -4,-5 air.fall = 1 ground.cornerpush.veloff = -6 guard.cornerpush.veloff = -6 air.cornerpush.veloff = -6 airguard.cornerpush.veloff = -6 [state 1041,32] type = hitdef trigger1 = var(5) <= 14 && time % 7 = 0 attr = A, NA animtype = up damage = 20,1 hitflag = MAFPD guardflag = MA priority = 3 pausetime = 0,0 sparkno = S(454 + (Time % 2)) sparkxy = 0,-16 hitsound = S1,7 guardsound = S1,0 ground.type = low ground.slidetime = 18 guard.sparkno = S449 ground.hittime = 60 ground.velocity = -3, -20 air.juggle = 0 air.velocity = -3,-20 air.fall = 1 fall = 1 yaccel = 0.66 ground.cornerpush.veloff = -6 guard.cornerpush.veloff = -6 air.cornerpush.veloff = -6 airguard.cornerpush.veloff = -6 p2stateno = 720 [state 1000,33] type = Helper trigger1 = numhelper(1750) = 0 && winko = 1 && p2life = 0 && movehit = 1 type = normal name = "Super Finish" ID = 1750 pos = 0, 0 postype = p1 stateno = 1750 supermovetime = 9999 facing = 1 ownpal = 1 [state 1041,34] type = nothitby trigger1 = 1 value = SCA, AA, AP, AT, NA, NP, NT, SA, SP, ST, HA, HP, HT time = 2 ignorehitpause = 1 [state 1041,35] type = changestate trigger1 = command = "holdup" && command != "holdfwd" && command != "holdback" value = 1042 [state 1041,36] type = changestate trigger1 = command = "holdup" && command = "holdfwd" && command != "holdback" value = 1043 [state 1041,47] type = changestate trigger1 = command = "holdup" && command != "holdfwd" && command = "holdback" value = 1044 [State 1041,38] type = ChangeState trigger1 = var(5) <= -1 && pos y < 0 trigger2 = numhelper(1750) = 1 && winko = 1 && p2life = 0 && pos y < 0 value = 1032 ctrl = 0 [State 1041,39] type = ChangeState trigger1 = var(5) <= -1 && pos y >= 0 trigger2 = numhelper(1750) = 1 && winko = 1 && p2life = 0 && pos y >= 0 value = 1045 ctrl = 0 ;--------------------------------------------------------------------------- ; Rush Drill (jump up) [Statedef 1042] type = A movetype= A physics = N juggle = 0 velset = 0,0 ctrl = 0 anim = 1040 poweradd = 0 sprpriority = 2 [State 1042,1] type = Explod triggerall = numexplod(1047) = 0 && facing = 1 trigger1 = time = 1 anim = 1047 id = 1047 postype = p1 pos = 0,0 ownpal = 0 bindtime = -1 sprpriority = 3 removeongethit = 1 [State 1042,2] type = Explod triggerall = numexplod(11047) = 0 && facing = -1 trigger1 = time = 1 anim = 1047 id = 11047 postype = p1 pos = 0,0 ownpal = 0 bindtime = -1 sprpriority = 3 removeongethit = 1 [state 1042,3] type = removeexplod trigger1 = 1 id = 1041 [state 1042,4] type = removeexplod trigger1 = 1 id = 11041 [state 1042,5] type = removeexplod trigger1 = 1 id = 1042 [state 1042,6] type = removeexplod trigger1 = 1 id = 11042 [state 1042,7] type = removeexplod trigger1 = 1 id = 1043 [state 1042,8] type = removeexplod trigger1 = 1 id = 11043 [state 1042,9] type = varadd trigger1 = 1 v = 5 value = -1 [state 1042,10] type = turn trigger1 = p2dist x <= -5 [State 1042,11] type = Width trigger1 = 1 value = 11, 29 [state 1042,12] type = veladd trigger1 = time = 0 y = -7 [state 1042,13] type = veladd trigger1 = time > 1 y = 0.35 [State 1042,14] type = Envcolor trigger1 = movehit = 1 && time % 7 = 0 && p2movetype = H ignorehitpause = 1 value = 255, 255, 255 time = 1 under = 0 [state 1042,15] type = hitdef trigger1 = var(5) > 14 && time % 7 = 0 attr = A, NA damage = 20,1 hitflag = MAFPD guardflag = MA priority = 3 pausetime = 0,0 sparkno = S(454 + (Time % 2)) sparkxy = 0,-16 hitsound = S1,7 guardsound = S1,0 ground.type = low ground.slidetime = 18 guard.sparkno = S449 ground.hittime = 13 ground.velocity = -6 air.juggle = 0 air.velocity = -4,-5 air.fall = 1 ground.cornerpush.veloff = -6 guard.cornerpush.veloff = -6 air.cornerpush.veloff = -6 airguard.cornerpush.veloff = -6 [state 1042,16] type = hitdef trigger1 = var(5) <= 14 && time % 7 = 0 attr = A, NA animtype = up damage = 20,1 hitflag = MAFPD guardflag = MA priority = 3 pausetime = 0,0 sparkno = S(454 + (Time % 2)) sparkxy = 0,-16 hitsound = S1,7 guardsound = S1,0 ground.type = low ground.slidetime = 18 guard.sparkno = S449 ground.hittime = 60 ground.velocity = -3, -20 air.juggle = 0 air.velocity = -3,-20 air.fall = 1 fall = 1 yaccel = 0.66 ground.cornerpush.veloff = -6 guard.cornerpush.veloff = -6 air.cornerpush.veloff = -6 airguard.cornerpush.veloff = -6 p2stateno = 720 [state 1000,17] type = Helper trigger1 = numhelper(1750) = 0 && winko = 1 && p2life = 0 && movehit = 1 type = normal name = "Super Finish" ID = 1750 pos = 0, 0 postype = p1 stateno = 1750 supermovetime = 9999 facing = 1 ownpal = 1 [state 1042,18] type = nothitby trigger1 = 1 value = SCA, AA, AP, AT, NA, NP, NT, SA, SP, ST, HA, HP, HT time = 2 ignorehitpause = 1 [state 1042,19] type = changestate trigger1 = Pos Y >= 0 && vel y > 0 && time > 1 value = 1041 [State 1042,20] type = ChangeState trigger1 = var(5) <= -1 && pos y < 0 trigger2 = numhelper(1750) = 1 && winko = 1 && p2life = 0 && pos y < 0 value = 1032 ctrl = 0 [State 1042,21] type = ChangeState trigger1 = var(5) <= -1 && pos y >= 0 trigger2 = numhelper(1750) = 1 && winko = 1 && p2life = 0 && pos y >= 0 value = 1045 ctrl = 0 ;--------------------------------------------------------------------------- ; Rush Drill (jump fwd) [Statedef 1043] type = A movetype= A physics = N juggle = 0 velset = 0,0 ctrl = 0 anim = 1040 poweradd = 0 sprpriority = 2 [State 1043,1] type = Explod triggerall = numexplod(1048) = 0 && facing = 1 trigger1 = time = 1 anim = 1048 id = 1048 postype = p1 pos = 0,0 ownpal = 0 bindtime = -1 sprpriority = 3 removeongethit = 1 [State 1043,2] type = Explod triggerall = numexplod(11048) = 0 && facing = -1 trigger1 = time = 1 anim = 1048 id = 11048 postype = p1 pos = 0,0 ownpal = 0 bindtime = -1 sprpriority = 3 removeongethit = 1 [state 1043,3] type = removeexplod trigger1 = 1 id = 1046 [state 1043,4] type = removeexplod trigger1 = 1 id = 11046 [state 1043,5] type = removeexplod trigger1 = 1 id = 1041 [state 1043,6] type = removeexplod trigger1 = 1 id = 11041 [state 1043,7] type = removeexplod trigger1 = 1 id = 1042 [state 1043,8] type = removeexplod trigger1 = 1 id = 11042 [state 1043,9] type = removeexplod trigger1 = 1 id = 1043 [state 1043,10] type = removeexplod trigger1 = 1 id = 11043 [state 1043,11] type = varadd trigger1 = 1 v = 5 value = -1 [state 1043,12] type = turn trigger1 = p2dist x <= -5 [State 1043,13] type = Width trigger1 = 1 value = 11, 29 [state 1043,14] type = veladd trigger1 = time = 0 x = 3 y = -7 [state 1043,15] type = veladd trigger1 = time > 1 y = 0.35 [State 1043,16] type = Envcolor trigger1 = movehit = 1 && time % 7 = 0 && p2movetype = H ignorehitpause = 1 value = 255, 255, 255 time = 1 under = 0 [state 1043,17] type = hitdef trigger1 = var(5) > 14 && time % 7 = 0 attr = A, NA damage = 20,1 hitflag = MAFPD guardflag = MA priority = 3 pausetime = 0,0 sparkno = S(454 + (Time % 2)) sparkxy = 0,-16 hitsound = S1,7 guardsound = S1,0 ground.type = low ground.slidetime = 18 guard.sparkno = S449 ground.hittime = 13 ground.velocity = -6 air.juggle = 0 air.velocity = -4,-5 air.fall = 1 ground.cornerpush.veloff = -6 guard.cornerpush.veloff = -6 air.cornerpush.veloff = -6 airguard.cornerpush.veloff = -6 [state 1043,18] type = hitdef trigger1 = var(5) <= 14 && time % 7 = 0 attr = A, NA animtype = up damage = 20,1 hitflag = MAFPD guardflag = MA priority = 3 pausetime = 0,0 sparkno = S(454 + (Time % 2)) sparkxy = 0,-16 hitsound = S1,7 guardsound = S1,0 ground.type = low ground.slidetime = 18 guard.sparkno = S449 ground.hittime = 60 ground.velocity = -3, -20 air.juggle = 0 air.velocity = -3,-20 air.fall = 1 fall = 1 yaccel = 0.66 ground.cornerpush.veloff = -6 guard.cornerpush.veloff = -6 air.cornerpush.veloff = -6 airguard.cornerpush.veloff = -6 p2stateno = 720 [state 1000,19] type = Helper trigger1 = numhelper(1750) = 0 && winko = 1 && p2life = 0 && movehit = 1 type = normal name = "Super Finish" ID = 1750 pos = 0, 0 postype = p1 stateno = 1750 supermovetime = 9999 facing = 1 ownpal = 1 [state 1043,20] type = nothitby trigger1 = 1 value = SCA, AA, AP, AT, NA, NP, NT, SA, SP, ST, HA, HP, HT time = 2 ignorehitpause = 1 [state 1043,21] type = changestate trigger1 = Pos Y >= 0 && vel y > 0 && time > 1 value = 1041 [State 1043,22] type = ChangeState trigger1 = var(5) <= -1 && pos y < 0 trigger2 = numhelper(1750) = 1 && winko = 1 && p2life = 0 && pos y < 0 value = 1032 ctrl = 0 [State 1043,23] type = ChangeState trigger1 = var(5) <= -1 && pos y >= 0 trigger2 = numhelper(1750) = 1 && winko = 1 && p2life = 0 && pos y >= 0 value = 1045 ctrl = 0 ;--------------------------------------------------------------------------- ; Rush Drill (jump back) [Statedef 1044] type = A movetype= A physics = N juggle = 0 velset = 0,0 ctrl = 0 anim = 1040 poweradd = 0 sprpriority = 2 [State 1044,1] type = Explod triggerall = numexplod(1049) = 0 && facing = 1 trigger1 = time = 1 anim = 1049 id = 1049 postype = p1 pos = 0,0 ownpal = 0 bindtime = -1 sprpriority = 3 removeongethit = 1 [State 1044,2] type = Explod triggerall = numexplod(11049) = 0 && facing = -1 trigger1 = time = 1 anim = 1049 id = 11049 postype = p1 pos = 0,0 ownpal = 0 bindtime = -1 sprpriority = 3 removeongethit = 1 [state 1044,3] type = removeexplod trigger1 = 1 id = 1046 [state 1044,4] type = removeexplod trigger1 = 1 id = 11046 [state 1044,5] type = removeexplod trigger1 = 1 id = 1041 [state 1044,6] type = removeexplod trigger1 = 1 id = 11041 [state 1044,7] type = removeexplod trigger1 = 1 id = 1042 [state 1044,8] type = removeexplod trigger1 = 1 id = 11042 [state 1044,9] type = removeexplod trigger1 = 1 id = 1043 [state 1044,10] type = removeexplod trigger1 = 1 id = 11043 [state 1044,11] type = varadd trigger1 = 1 v = 5 value = -1 [state 1044,12] type = turn trigger1 = p2dist x <= -5 [State 1044,13] type = Width trigger1 = 1 value = 11, 29 [state 1044,14] type = veladd trigger1 = time = 0 x = -2.5 y = -7 [state 1044,15] type = veladd trigger1 = time > 1 y = 0.35 [State 1044,16] type = Envcolor trigger1 = movehit = 1 && time % 7 = 0 && p2movetype = H ignorehitpause = 1 value = 255, 255, 255 time = 1 under = 0 [state 1044,17] type = hitdef trigger1 = var(5) > 14 && time % 7 = 0 attr = A, NA damage = 20,1 hitflag = MAFPD guardflag = MA priority = 3 pausetime = 0,0 sparkno = S(454 + (Time % 2)) sparkxy = 0,-16 hitsound = S1,7 guardsound = S1,0 ground.type = low ground.slidetime = 18 guard.sparkno = S449 ground.hittime = 13 ground.velocity = -6 air.juggle = 0 air.velocity = -4,-5 air.fall = 1 ground.cornerpush.veloff = -6 guard.cornerpush.veloff = -6 air.cornerpush.veloff = -6 airguard.cornerpush.veloff = -6 [state 1044,18] type = hitdef trigger1 = var(5) <= 14 && time % 7 = 0 attr = A, NA animtype = up damage = 20,1 hitflag = MAFPD guardflag = MA priority = 3 pausetime = 0,0 sparkno = S(454 + (Time % 2)) sparkxy = 0,-16 hitsound = S1,7 guardsound = S1,0 ground.type = low ground.slidetime = 18 guard.sparkno = S449 ground.hittime = 60 ground.velocity = -3, -20 air.juggle = 0 air.velocity = -3,-20 air.fall = 1 fall = 1 yaccel = 0.66 ground.cornerpush.veloff = -6 guard.cornerpush.veloff = -6 air.cornerpush.veloff = -6 airguard.cornerpush.veloff = -6 p2stateno = 720 [state 1000,19] type = Helper trigger1 = numhelper(1750) = 0 && winko = 1 && p2life = 0 && movehit = 1 type = normal name = "Super Finish" ID = 1750 pos = 0, 0 postype = p1 stateno = 1750 supermovetime = 9999 facing = 1 ownpal = 1 [state 1044,20] type = nothitby trigger1 = 1 value = SCA, AA, AP, AT, NA, NP, NT, SA, SP, ST, HA, HP, HT time = 2 ignorehitpause = 1 [state 1044,21] type = changestate trigger1 = Pos Y >= 0 && vel y > 0 && time > 1 value = 1041 [State 1044,22] type = ChangeState trigger1 = var(5) <= -1 && pos y < 0 trigger2 = numhelper(1750) = 1 && winko = 1 && p2life = 0 && pos y < 0 value = 1032 ctrl = 0 [State 1044,23] type = ChangeState trigger1 = var(5) <= -1 && pos y >= 0 trigger2 = numhelper(1750) = 1 && winko = 1 && p2life = 0 && pos y >= 0 value = 1045 ctrl = 0 ;--------------------------------------------------------------------------- ; Rush Drill (revert) [Statedef 1045] type = S movetype= A physics = N juggle = 0 velset = 0,0 ctrl = 0 anim = 1045 poweradd = 0 sprpriority = 2 [state 1045,1] type = palfx trigger1 = time = [0,30] add = 250,250,250 time = 1 [state 1045,2] type = palfx trigger1 = time = [31,33] add = 200,200,200 time = 1 [state 1045,3] type = palfx trigger1 = time = [34,36] add = 150,150,150 time = 1 [state 1045,4] type = palfx trigger1 = time = [37,39] add = 100,100,100 time = 1 [state 1045,5] type = palfx trigger1 = time = [40,42] add = 50,50,50 time = 1 [state 1045,6] type = removeexplod trigger1 = 1 id = 1046 [state 1045,7] type = removeexplod trigger1 = 1 id = 1047 [state 1045,8] type = removeexplod trigger1 = 1 id = 1048 [state 1045,9] type = removeexplod trigger1 = 1 id = 1049 [state 1045,10] type = removeexplod trigger1 = 1 id = 11046 [state 1045,11] type = removeexplod trigger1 = 1 id = 11047 [state 1045,12] type = removeexplod trigger1 = 1 id = 11048 [state 1045,13] type = removeexplod trigger1 = 1 id = 11049 [state 250,11] type = explod trigger1 = p2stateno = 328 && p2movetype = H persistent = 0 anim = 446 pos = -55,-5 postype = p2 sprpriority = 5 velocity = 0, 0 bindtime = 1 ownpal = 1 [state 250,12] type = explod trigger1 = p2stateno = 328 && p2movetype = H persistent = 0 anim = 447 pos = -55,-5 postype = p2 sprpriority = -5 velocity = 0, 0 bindtime = 1 ownpal = 1 [State 1045,14] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; HIT_LIEDEAD [Statedef 5150] type = L movetype= H physics = N sprpriority = -3 [State 5150, 1] type = ChangeAnim triggerall = Time = 0 triggerall = SelfAnimExist(5140) trigger1 = (anim != [5111,5119]) && (anim != [5171,5179]) trigger2 = !SelfAnimExist(5140 + (anim % 10)) value = 5140 [State 5150, 2] type = ChangeAnim trigger1 = Time = 0 trigger1 = (anim = [5111,5119]) || (anim = [5171,5179]) trigger1 = SelfAnimExist(5140 + (anim % 10)) value = 5140 + (anim % 10) [State 5150, 3] type = ChangeAnim persistent = 0 ;trigger1 = Time = 0 trigger1 = MatchOver = 1 trigger1 = Anim = [5140,5149] trigger1 = SelfAnimExist(anim+10) value = anim+10 [State 5150, 4] type = ChangeAnim trigger1 = Time = 0 trigger1 = Anim != [5140,5159] trigger1 = Anim != [5110,5119] value = 5110 [State 5150, 5] ;Friction type = VelMul trigger1 = 1 x = 0.85 [State 5150, 6] ;Friction type = VelSet trigger1 = Vel x < .05 persistent = 0 x = 0 [state 5150,7] type = palfx trigger1 = time = [60,62] add = 50,50,50 time = 1 [state 5150,8] type = palfx trigger1 = time = [63,65] add = 100,100,100 time = 1 [state 5150,9] type = palfx trigger1 = time = [66,68] add = 150,150,150 time = 1 [state 5150,10] type = palfx trigger1 = time = [69,71] add = 200,200,200 time = 1 [state 5150,11] type = palfx trigger1 = time = [72,74] add = 250,250,250 time = 1 [state 5150,12] type = assertspecial trigger1 = time > 74 flag = invisible [State 5150,13] type = Explod trigger1 = Time = 74 anim = 444 id = 444 postype = p1 pos = 0,-5 ownpal = 1 bindtime = 1 sprpriority = -3 persistent = 0 velocity = 0, -2 removetime = 100 removeongethit = 1 [State 5150,14] type = Explod trigger1 = Time = 74 anim = 444 id = 444 postype = p1 pos = -3,-3 ownpal = 1 bindtime = 1 sprpriority = -3 persistent = 0 velocity = -1.5, -1.5 removetime = 100 removeongethit = 1 [State 5150,15] type = Explod trigger1 = Time = 74 anim = 444 id = 444 postype = p1 pos = -5,0 ownpal = 1 bindtime = 1 sprpriority = -3 persistent = 0 velocity = -2, 0 removetime = 100 removeongethit = 1 [State 5150,16] type = Explod trigger1 = Time = 74 anim = 444 id = 444 postype = p1 pos = -3,3 ownpal = 1 bindtime = 1 sprpriority = -3 persistent = 0 velocity = -1.5, 1.5 removetime = 100 removeongethit = 1 [State 5150,17] type = Explod trigger1 = Time = 74 anim = 444 id = 444 postype = p1 pos = 0,5 ownpal = 1 bindtime = 1 sprpriority = -3 persistent = 0 velocity = 0, 2 removetime = 100 removeongethit = 1 [State 5150,18] type = Explod trigger1 = Time = 74 anim = 444 id = 444 postype = p1 pos = 3,3 ownpal = 1 bindtime = 1 sprpriority = -3 persistent = 0 velocity = 1.5, 1.5 removetime = 100 removeongethit = 1 [State 5150,19] type = Explod trigger1 = Time = 74 anim = 444 id = 444 postype = p1 pos = 5,0 ownpal = 1 bindtime = 1 sprpriority = -3 persistent = 0 velocity = 2, 0 removetime = 100 removeongethit = 1 [State 5150,20] type = Explod trigger1 = Time = 74 anim = 444 id = 444 postype = p1 pos = 3,-3 ownpal = 1 bindtime = 1 sprpriority = -3 persistent = 0 velocity = 1.5, -1.5 removetime = 100 removeongethit = 1 [State 5150,21] type = Explod trigger1 = Time = 74 anim = 444 id = 444 postype = p1 pos = 0,0 ownpal = 1 bindtime = 1 sprpriority = -3 persistent = 0 velocity = -0.5, -1 removetime = 100 removeongethit = 1 [State 5150,22] type = Explod trigger1 = Time = 74 anim = 444 id = 444 postype = p1 pos = 0,0 ownpal = 1 bindtime = 1 sprpriority = -3 persistent = 0 velocity = -1, -0.5 removetime = 100 removeongethit = 1 [State 5150,23] type = Explod trigger1 = Time = 74 anim = 444 id = 444 postype = p1 pos = 0,0 ownpal = 1 bindtime = 1 sprpriority = -3 persistent = 0 velocity = -0.5, 1 removetime = 100 removeongethit = 1 [State 5150,24] type = Explod trigger1 = Time = 74 anim = 444 id = 444 postype = p1 pos = 0,0 ownpal = 1 bindtime = 1 sprpriority = -3 persistent = 0 velocity = -1, 0.5 removetime = 100 removeongethit = 1 [State 5150,25] type = Explod trigger1 = Time = 74 anim = 444 id = 444 postype = p1 pos = 0,0 ownpal = 1 bindtime = 1 sprpriority = -3 persistent = 0 velocity = 0.5, 1 removetime = 100 removeongethit = 1 [State 5150,26] type = Explod trigger1 = Time = 74 anim = 444 id = 444 postype = p1 pos = 0,0 ownpal = 1 bindtime = 1 sprpriority = -3 persistent = 0 velocity = 1, 0.5 removetime = 100 removeongethit = 1 [State 5150,27] type = Explod trigger1 = Time = 74 anim = 444 id = 444 postype = p1 pos = 0,0 ownpal = 1 bindtime = 1 sprpriority = -3 persistent = 0 velocity = 0.5, -1 removetime = 100 removeongethit = 1 [State 5150,28] type = Explod trigger1 = Time = 74 anim = 444 id = 444 postype = p1 pos = 0,0 ownpal = 1 bindtime = 1 sprpriority = -3 persistent = 0 velocity = 1, -0.5 removetime = 100 removeongethit = 1 [state 5150,29] type = playsnd trigger1 = time = 74 value = 11,2 [State 5150,30] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;--------------------------------------------------------------------------- ; Initialize (at the start of the round) [Statedef 5900] type = S [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 Rush] type = Helper trigger1 = numhelper(1100) = 0 type = normal name = "Rush" ID = 1100 pos = -50, -5 postype = p1 stateno = 1102 size.shadowoffset = -7 supermovetime = 9999 ownpal = 1 [State 5900, 3] ;Intro type = ChangeState trigger1 = roundno = 1 value = 190 ;--------------------------------------------------------------------------- ; Variable Assist [Statedef 1700] type = S ctrl = 0 anim = 1700 velset = 0,0 movetype = I physics = S sprpriority = 1 [State 1700,1] type = helper trigger1 = animelem = 3 ID = (1700) pos = -50,-120 postype = back stateno = 1701 helpertype = normal name = "Protoman" ownpal = 1 keyctrl = 0 [state 1700,2] type = playsnd trigger1 = animelem = 2 value = 25,0 [State 1700,3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Protoman (jumping in) [Statedef 1701] type = A movetype= H anim = 1701 physics = N ctrl = 0 sprpriority = 2 [State 1701, 1] type = HitOverride trigger1 = 1 attr = SCA, AA, AT, AP stateno = 1704 time = -1 forceair = 1 [state 1701,2] type = velset trigger1 = time = 1 x = 6 y = 9 [State 1701,3] type = ChangeState trigger1 = Vel Y > 0 && Pos Y >= 0 value = 1702 ;--------------------------------------------------------------------------- ; Protoman Shoot [Statedef 1702] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 1702 poweradd = 0 sprpriority = 2 [state 1702,1] type = playsnd trigger1 = time = 0 value = 25,1 [State 1700,2] type = Explod trigger1 = Time = 25 anim = 1706 id = 1706 postype = p1 pos = 0,0 ownpal = 1 bindtime = 1 sprpriority = 4 persistent = 0 removeongethit = 1 [State 1702,3] type = Explod trigger1 = time = 19 anim = 460 pos = 0, 0 postype = p1 removetime = -2 ignorehitpause = 1 bindtime = 1 persistent = 0 sprpriority = 5 ownpal = 1 [state 1702,4] type = posset trigger1 = time = 1 y = 0 [State 1702, 5] type = HitOverride trigger1 = 1 attr = SCA, AA, AT, AP stateno = 1704 time = -1 forceair = 1 [State 1702,6] type = Projectile trigger1 = time = 27 offset = 50, -44 projid = 1234 projanim = 1704 projhitanim = 1705 projsprpriority = 3 velocity = 6,0 projheightbound = -480, 0 projedgebound = 4000 projscreenbound = 4000 projstagebound = 200 accel = 0, 0 attr = A, NA damage = 40 hitflag = MAFP guardflag = MA priority = 3 pausetime = 0,10 sparkno = S457 sparkxy = 0,0 hitsound = S1,3 guardsound = S1,0 ground.type = low ground.slidetime = 18 guard.sparkno = S449 ground.hittime = 25 ground.velocity = -12 airguard.velocity = -7, -1 air.juggle = 0 air.velocity = -4,-4 air.fall = 1 p2stateno = 700 [state 1702,7] type = palfx trigger1 = time = [22,24] add = 160,160,160 time = 1 [state 1702,8] type = palfx trigger1 = time = [25,27] add = 120,120,120 time = 1 [state 1702,9] type = palfx trigger1 = time = [28,30] add = 80,80,80 time = 1 [state 1702,10] type = palfx trigger1 = time = [31,33] add = 40,40,40 time = 1 [State 1702,11] type = Helper trigger1 = Time = 27 helpertype = Normal name = "Projectile Dust" postype = p1 pos = -60,0 stateno = 235 ownpal = 1 persistent = 0 [state 1702,12] type = playsnd trigger1 = time = 27 value = 4,0 [State 1702,13] type = ChangeState trigger1 = AnimTime = 0 value = 1703 ;--------------------------------------------------------------------------- ; Protoman (jumping out) [Statedef 1703] type = A movetype= H anim = 1703 physics = N ctrl = 0 sprpriority = 4 [state 1703,1] type = NotHitBy trigger1 = Time >= 0 value = SCA, AA, AP, AT, NA, NP, NT, SA, SP, ST, HA, HP, HT time = 2 ignorehitpause = 1 [state 1703,2] type = velset trigger1 = time = 1 x = -10 y = -7 [state 1703,3] type = veladd trigger1 = time > 1 y = 0.4 [State 1703,4] type = Destroyself trigger1 = time = 22 ;--------------------------------------------------------------------------- ; Protoman (knocked out) [Statedef 1704] type = A movetype= H anim = 1707 physics = N ctrl = 0 sprpriority = 4 [state 1704,1] type = nothitby trigger1 = Time >= 0 value = SCA, AA, AP, AT, NA, NP, NT, SA, SP, ST, HA, HP, HT time = 2 ignorehitpause = 1 [state 1704,2] type = velset trigger1 = time = 1 x = -9 y = -7.5 [state 1704,3] type = gravity trigger1 = time > 1 [state 1704,4] type = playsnd trigger1 = animelem = 1 value = 1800,0 [State 1704,5] type = Destroyself trigger1 = time = 44 ;--------------------------------------------------------------------------- ; Variable Counter [Statedef 1800] type = S ctrl = 0 anim = 1800 velset = 0,0 movetype = I physics = S sprpriority = 2 poweradd = -1000 [State 1800,1] type = SuperPause trigger1 = time = 2 supermovetime = 14 time = 15 anim = -1 [State 1800,2] type = Explod trigger1 = Time = 1 && TeamSide = 1 anim = 1801 id = 1801 postype = left pos = 50,70 ownpal = 1 bindtime = -1 sprpriority = 5 persistent = 0 [State 1800,3] type = Explod trigger1 = Time = 1 && TeamSide = 2 anim = 1801 id = 1801 postype = right pos = -50,70 ownpal = 1 bindtime = -1 sprpriority = 5 persistent = 0 [state 1800,4] type = playsnd trigger1 = time = 0 value = 22,0 [state 1800,5] type = playsnd trigger1 = time = 1 value = 22,1 [State 1800,6] type = ChangeState trigger1 = AnimTime = 0 value = 533 ;--------------------------------------------------------------------------- ;Super Finish [Statedef 1750] type = S ctrl = 0 anim = 1750 velset = 0,0 movetype = I physics = N sprpriority = 0 [state 1750,1] type = playsnd trigger1 = time = 1 value = 24,0 [State 1750,2] type = explod trigger1 = time = 1 && root, stateno = [1000,1099] anim = 2000 id = 2000 ignorehitpause = 1 removetime = -1 bindtime = -1 scale = 1.01, 1.01 postype = left persistent = 0 pos = 161,121 sprpriority = -5 [State 1750,3] type = explod trigger1 = time = 1 && root, stateno = [1000,1099] anim = 2000 id = 2001 ignorehitpause = 1 removetime = -1 bindtime = -1 scale = 1.01, 1.01 postype = left facing = -1 persistent = 0 pos = 160,121 sprpriority = -5 [State 1750,4] type = explod trigger1 = time = 1 && root, stateno = [1000,1099] anim = 2000 id = 2002 ignorehitpause = 1 removetime = -1 bindtime = -1 scale = 1.01, 1.01 postype = left vfacing = -1 persistent = 0 pos = 161,120 sprpriority = -5 [State 1750,5] type = explod trigger1 = time = 1 && root, stateno = [1000,1099] anim = 2000 id = 2003 ignorehitpause = 1 removetime = -1 bindtime = -1 scale = 1.01, 1.01 postype = left vfacing = -1 facing = -1 persistent = 0 pos = 160,120 sprpriority = -5 [State 1750, 6] type = RemoveExplod trigger1 = RoundState = 4 ID = 2000 [State 1750, 7] type = RemoveExplod trigger1 = RoundState = 4 ID = 2001 [State 1750, 8] type = RemoveExplod trigger1 = RoundState = 4 ID = 2002 [State 1750, 9] type = RemoveExplod trigger1 = RoundState = 4 ID = 2003 [state 1750,10] type = nothitby trigger1 = time > 0 value = SCA, AA, AP, AT, NA, NP, NT, SA, SP, ST, HA, HP, HT time = 2 ignorehitpause = 1 [State 1750, 11] type = AssertSpecial trigger1 = (NumExplod(2000) != 0) && (RoundState = 3) flag = noBG flag2 = noFG flag3 = NoBarDisplay ignorehitpause = 1 [state 1750,12] type = assertspecial trigger1 = 1 flag = invisible [state 1750,13] type = destroyself trigger1 = time = 1800 ;--------------------------------------------------------------------------- ; Waiting off screen after aerial rave [Statedef 710] type = S physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 0 poweradd = 0 sprpriority = 2 [state 710,1] type = nothitby trigger1 = 1 value = SCA, AA, AP, AT, NA, NP, NT, SA, SP, ST, HA, HP, HT time = 2 ignorehitpause = 1 [state 710,2] type = assertspecial trigger1 = 1 flag = invisible [state 710,3] type = posset trigger1 = facing = 1 x = -200 y = 0 [state 710,4] type = posset trigger1 = facing = -1 x = 200 y = 0 [State 710,5] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 710,6] type = ChangeState trigger1 = Time = 20 value = 100 ;--------------------------------------------------------------------------- ; Override common states (use same number to override) : ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; States that are always executed (use statedef -2) ;--------------------------------------------------------------------------- [Statedef -2] ;[State -2, 0] ;type = DisplayToClipboard ;trigger1 = 1 ;text = "Charge = %d Weapon = %d PosY = %d" ;params = Var(1), Var(4), Pos Y [State -2, Charge1] type = VarAdd triggerall = command = "hold_z" && var(1) < 2250 trigger1 = stateno != 211 && stateno != 311 && stateno != 411 trigger1 = stateno != 210 && stateno != 310 && stateno != 410 v = 1 value = 1 [State -2, Charge2] type = VarSet triggerall = stateno != 211 && stateno != 311 && stateno != 411 trigger1 = command = "release_z" && stateno != [200,420] trigger1 = ctrl = 0 trigger2 = stateno = [180,189] trigger3 = stateno = [1000,1050] v = 1 value = 0 [State -2, Charge3] type = Varset triggerall = stateno != 211 && stateno != 311 && stateno != 411 trigger1 = command = "z" || life = 0 || win = 1 v = 1 value = 0 [state -2,Charge4] type = playsnd trigger1 = var(1) = 74 value = 4,2 channel = 2 [state -2,Charge5] type = stopsnd trigger1 = var(1) = 0 channel = 2 [state -2, Slow ChargeFX1] type = palfx triggerall = var(1) = [20, 76] trigger1 = time % 56 = [12,15] add = 160,160,160 time = 1 [state -2, Slow ChargeFX2] type = palfx triggerall = var(1) = [20, 76] trigger1 = time % 56 = [8,11] trigger2 = time % 56 = [16,19] add = 120,120,120 time = 1 [state -2, Slow ChargeFX3] type = palfx triggerall = var(1) = [20, 76] trigger1 = time % 56 = [4,7] trigger2 = time % 56 = [20,23] add = 80,80,80 time = 1 [state -2, Slow ChargeFX4] type = palfx triggerall = var(1) = [20, 76] trigger1 = time % 56 = [0,3] trigger2 = time % 56 = [24,27] add = 40,40,40 time = 1 [state -2, Slow ChargeFX5] type = palfx triggerall = var(1) = [20, 76] trigger1 = time % 56 = [32,35] trigger2 = time % 56 = [48,51] add = -40,-40,-40 time = 1 [state -2, Slow ChargeFX6] type = palfx triggerall = var(1) = [20, 76] trigger1 = time % 56 = [36,39] trigger2 = time % 56 = [44,47] add = -80,-80,-80 time = 1 [state -2, Slow ChargeFX7] type = palfx triggerall = var(1) = [20, 76] trigger1 = time % 56 = [40,43] add = -120,-120,-120 time = 1 [state -2, Leaf Shield Invincibility] type = nothitby triggerall = NumHelper(505) = 1 trigger1 = Helper(505), stateno = [506, 507] value = SCA, AA, AP, AT, NA, NP, NT, SA, SP, ST, HA, HP, HT time = 2 ignorehitpause = 1 [state -2, Leaf Shield?] type = varset triggerall = NumHelper(505) = 1 trigger1 = helper(505), stateno = [507,509] v = 3 value = 1 [state -2, Leaf Shield?] type = varset triggerall = NumHelper(505) = 1 trigger1 = helper(505), stateno != [507,509] v = 3 value = 0 [State -2, Rockball Active] type = VarSet triggerall = NumHelper(490) = 1 trigger1 = helper(490), stateno = 492 v = 4 value = 1 [State -2, Tornado Hold Active] type = VarSet triggerall = NumHelper(490) = 1 trigger1 = helper(490), stateno = 495 v = 4 value = 0 [State -2, Leaf Shield Active] type = VarSet triggerall = NumHelper(490) = 1 trigger1 = helper(490), stateno = 498 v = 4 value = 2 [State -2,1] type = Explod triggerall = time = 1 trigger1 = stateno = 52 || stateno = 532 anim = 456 postype = p1 pos = -5, 0 bindtime = 1 removetime = -2 sprpriority = -5 [State -2,2] type = playsnd triggerall = random < 350 && time = 1 && alive = 1 trigger1 = stateno = 5000 && GetHitVar(animtype) = [0,1] trigger2 = stateno = 5010 && GetHitVar(animtype) = [0,1] trigger3 = stateno = 5020 && GetHitVar(animtype) = [0,1] value = 17,1 channel = 0 [State -2,3] type = playsnd triggerall = random < 350 && time = 1 && alive = 1 trigger1 = stateno = 5000 && GetHitVar(animtype) = [2,5] trigger2 = stateno = 5010 && GetHitVar(animtype) = [2,5] trigger3 = stateno = 5020 && GetHitVar(animtype) = [2,5] trigger4 = stateno = 5100 value = 17,2 channel = 0 [state -2,4] type = playsnd triggerall = time = 1 trigger1 = stateno = 532 || stateno = 101 || stateno = 107 || stateno = 52 value = 16,0 [State Create Rush if Intro is skipped] type = Helper trigger1 = numhelper(1100) = 0 && RoundState != 0 trigger1 = stateno != [190,192] type = normal name = "Rush" ID = 1100 pos = -50, -5 postype = p1 stateno = 1102 size.shadowoffset = -7 supermovetime = 9999 ownpal = 1 [state 2, OrangeFX1] type = palfx triggerall = var(1) > 76 trigger1 = time % 28 = [0,1] add = 70,-8,-74 time = 1 color = 0 ignorehitpause = 1 [state 2, OrangeFX2] type = palfx triggerall = var(1) > 76 trigger1 = time % 28 = [2,3] trigger2 = time % 28 = [26,27] add = 102,24,-74 time = 1 color = 0 ignorehitpause = 1 [state 2, OrangeFX3] type = palfx triggerall = var(1) > 76 trigger1 = time % 28 = [4,5] trigger2 = time % 28 = [24,25] add = 134,56,-74 time = 1 color = 0 ignorehitpause = 1 [state 2, OrangeFX4] type = palfx triggerall = var(1) > 76 trigger1 = time % 28 = [6,7] trigger2 = time % 28 = [22,23] add = 166,88,-74 time = 1 color = 0 ignorehitpause = 1 [state 2, OrangeFX5] type = palfx triggerall = var(1) > 76 trigger1 = time % 28 = [8,9] trigger2 = time % 28 = [20,21] add = 166,104,-58 time = 1 color = 0 ignorehitpause = 1 [state 2, OrangeFX6] type = palfx triggerall = var(1) > 76 trigger1 = time % 28 = [10,11] trigger2 = time % 28 = [18,19] add = 166,120,-42 time = 1 ignorehitpause = 1 color = 0 [state 2, OrangeFX7] type = palfx triggerall = var(1) > 76 trigger1 = time % 28 = [12,13] trigger2 = time % 28 = [16,17] add = 166,136,-26 time = 1 ignorehitpause = 1 color = 0 [state 2, OrangeFX8] type = palfx triggerall = var(1) > 76 trigger1 = time % 28 = [14,15] add = 166,152,-10 ignorehitpause = 1 color = 0 time = 1 [State Screen Flash for Charged Fireball] type = Envcolor trigger1 = projhit1234 = 1 persistent = 1 ignorehitpause = 1 value = 255, 255, 255 time = 1 under = 0 [State Spark Helper] type = Helper trigger1 = numhelper(255) = 0 && var(1) >= 20 type = normal name = "Charging Spark Effect" ID = 255 pos = 0, -40 postype = p1 stateno = 255 supermovetime = 9999 ownpal = 1 [State -2,5] type = VarSet trigger1 = StateNo != 5050 && StateNo != 5071 v = 10 value = 0 [State -2, FireBall Dust Trail Start] type = VarSet trigger1 = 1 v = 7 value = 0 [State -2, FireBall Dust Trail End] type = VarSet trigger1 = ProjContact1234 = 1 || NumProjID(1234) = 0 v = 7 value = 1 ;--------------------------------------------------------------------------- ; States that are executed when in self's state file (use statedef -3) ;--------------------------------------------------------------------------- [Statedef -3] [state -3, 1] type = varset trigger1 = statetype != A && ctrl v = 6 value = 0 [state -3, 2] type = varset trigger1 = statetype != A && ctrl && stateno != 100 v = 9 value = 0 [state -3, 2] type = varset trigger1 = statetype != A && ctrl v = 11 value = 0 [State -3, 3] type = ScreenBound trigger1 = Var(9) = 1 && var(11) < 32 && stateno != 100 value = 0 movecamera = 0,0 [State -3, 4] type = ScreenBound trigger1 = Var(9) = 0 || (statetype = A && var(11) = 32 && stateno != 100) value = 1 movecamera = 1,1 [state -3, 5] type = varadd trigger1 = var(9) = 1 v = 11 value = 1