;--------------------------------------- ; Constants and states for MegaMan X. ;--------------------------------------- ; Var(0) Used for Mega Buster Hits ; Var(1) Used for Mega Buster Charge ;--------------------------------------- [Data] life = 1000 ;Amount of life to start with attack = 100 ;attack power (more is stronger) defence = 100 ;defensive power (more is stronger) fall.defence_up = 50 ;Percentage to increase defense everytime player is knocked down liedown.time = 60 ;Time which player lies down for, before getting up airjuggle = 50 ;Number of points for juggling sparkno = 2 ;Default hit spark number for HitDefs guard.sparkno = 40 ;Default guard spark number KO.echo = 0 ;1 to enable echo on KO volume = 0 ;Volume offset (negative for softer) IntPersistIndex = 60 ;Variables with this index and above will not have their values FloatPersistIndex = 40 ;reset to 0 between rounds or matches. There are 60 int variables, ;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39. ;If omitted, then it defaults to 60 and 40 for integer and float ;variables repectively, meaning that none are persistent, i.e. all ;are reset. If you want your variables to persist between matches, ;you need to override state 5900 from common1.cns. [Size] xscale = 1 ;Horizontal scaling factor. yscale = 1 ;Vertical scaling factor. ground.back = 10 ;Player width (back, ground) ground.front = 10 ;Player width (front, ground) air.back = 10 ;Player width (back, air) air.front = 10 ;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 = -5, -20 ;Approximate position of head mid.pos = -5, -10 ;Approximate position of midsection shadowoffset = 0 ;Number of pixels to vertically offset the shadow draw.offset = 0,0 ;Player drawing offset in pixels (x, y) [Velocity] walk.fwd = 2.5 ;Walk forward walk.back = -2.5 ;Walk backward run.fwd = 6, 0 ;Run forward (x, y) run.back = -6,-3 ;Hop backward (x, y) jump.neu = 0,-8.4 ;Neutral jumping velocity (x, y) jump.back = -2.55 ;Jump back Speed (x, y) jump.fwd = 2.5 ;Jump forward Speed (x, y) runjump.back = -2.55,-8.1;Running jump speeds (opt) runjump.fwd = 4,-8.1 ;. airjump.neu = 0,-8.1 ;. airjump.back = -2.55 ;Air jump speeds (opt) airjump.fwd = 2.5 ;. [Movement] airjump.num = 0 ;Number of air jumps allowed (opt) airjump.height = 35 ;Minimum distance from ground before you can air jump (opt) yaccel = .44 ;Vertical acceleration stand.friction = .85 ;Friction coefficient when standing crouch.friction = .82 ;Friction coefficient when crouching ;--------------------------------------------------------------------------- ; 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 = ? ; ... ;--------------------------------------------------------------------------- ; Wall Jump [Statedef 60] type = A physics = A anim = 50 ctrl = 0 [State 60, 0] type = Turn trigger1 = FrontEdgeBodyDist <= 0 && time = 0 [State 60, 1] type = VelSet trigger1 = 1 x = 0 y = 0 [State 60, 1] type = VelSet trigger1 = Time >= 10 x = const(velocity.jump.fwd.x) y = const(velocity.jump.y) [State 60, 2] type = ChangeState trigger1 = animtime = 0 value = 50 ctrl = 1 ;--------------------------------------------------------------------------- ; Lose by Time Over [Statedef 170] type = S ctrl = 0 anim = 170 velset = 0,0 [State 170, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;--------------------------------------------------------------------------- ; Win state decider [Statedef 180] type = S [State 180, 1] type = ChangeState trigger1 = Time = 0 value = 181 ;--------------------------------------------------------------------------- ; Win pose 1 [Statedef 181] type = S ctrl = 0 anim = 180 velset = 0,0 [State 181, 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 181, 1] type = Explod trigger1 = Time = 50 anim = 181 id = 180 pos = 4,-32 bindtime = -1 ontop = 5 ownpal = 1 [State 181, 2] type = Playsnd trigger1 = time = 50 value = 180,0 ;--------------------------------------------------------------------------- ; Introduction - Teleporting from the Sky [Statedef 190] type = S ctrl = 0 velset = 0,0 [State 190, 1] ;Freeze animation until PreIntro is over type = ChangeAnim trigger1 = RoundState = 0 value = 190 [State 190, 1] ;Assert this until you want "round 1, fight" to begin type = AssertSpecial trigger1 = 1 flag = Intro [State 190, 2] type = ScreenBound Trigger1 = 1 value = 0 [State 190, 2] type = AssertSpecial trigger1 = Time <= 20 flag = invisible [State 190, 3] type = Playsnd trigger1 = Time = 20 value = 190,0 [State 190, 4] type = PosSet trigger1 = Time = 0 y = -220 [State 190, 5] type = VelSet triggerall = Anim = 190 trigger1 = Time >= 20 y = 10 [State 190, 6] type = ChangeAnim triggerall = Anim = 190 trigger1 = pos y >= 0 value = 191 [State 190, 7] type = VelSet triggerall = Anim = 191 trigger1 = pos y >= 0 y = 0 [State 190, 8] 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 = Time = 20 anim = 181 id = 180 pos = 4,-32 bindtime = -1 ontop = 5 ownpal = 1 [State 195, 1] type = Playsnd trigger1 = time = 20 value = 180,0 [State 195, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Fireball x [Statedef 1000] type = S movetype = A physics = S ctrl = 0 anim = 1000 velset = 0,0 poweradd = 100 [State 1000, 0] type = Playsnd trigger1 = AnimElem = 2 value = 1000,0 channel = 0 [State 1000, 1] type = Projectile trigger1 = AnimElem = 3 projid = 1000 projanim = 1005 projhitanim = 821 projhits = 1 offset = 20,-20 velocity = 3, 0 accel = 0,0 ; HitDef attr = S, SP animtype = Hard damage = 50,10 hitflag = MAFD guardflag = MA pausetime = 3,6 sparkno = 2 sparkxy = 0, 0 hitsound = 5,4 guardsound = 6,0 ground.type = High ground.slidetime = 3 ground.hittime = 10 ground.velocity = -5 airguard.velocity = -5 air.velocity = -5,-2 air.juggle = 9 air.fall = 1 [State 1000, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Fireball y [Statedef 1005] type = S movetype = A physics = S ctrl = 0 anim = 1000 velset = 0,0 poweradd = 100 [State 1005, 0] type = Playsnd trigger1 = AnimElem = 2 value = 1000,0 channel = 0 [State 1005, 1] type = Projectile trigger1 = AnimElem = 3 projid = 1000 projanim = 1005 projhitanim = 821 projhits = 1 offset = 20,-20 velocity = 6, 0 accel = 0,0 ; HitDef attr = S, SP animtype = Hard damage = 50,10 hitflag = MAFD guardflag = MA pausetime = 3,6 sparkno = 2 sparkxy = 0, 0 hitsound = 5,4 guardsound = 6,0 ground.type = High ground.slidetime = 3 ground.hittime = 10 ground.velocity = -5 airguard.velocity = -5 air.velocity = -5,-2 air.juggle = 9 air.fall = 1 [State 1005, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Dragon Punch x [Statedef 1010] type = S movetype = A physics = S ctrl = 0 anim = 1010 velset = 0,0 poweradd = 100 [State 1010, 0] type = Playsnd trigger1 = AnimElem = 3 value = 1010,0 channel = 0 [State 1010, 1] type = HitDef trigger1 = AnimElem = 3 attr = S, SA damage = 50, 10 animtype = Heavy guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 3 sparkxy = 0, -20 hitsound = 5,4 guardsound = 6,0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -3,-6 air.type = High air.velocity = -3,-6 air.hittime = 12 fall = 1 air.fall = 1 [State 1010, 2] type = ChangeState trigger1 = AnimElem = 4 value = 1011 ;--------------------------------------------------------------------------- ; Dragon Punch x - Air [Statedef 1011] type = A movetype = A physics = N ctrl = 0 velset = 6,-8 [State 1010, Gravity] type = VelAdd trigger1 = 1 y = .4 [State 1010, 0] type = VelMul trigger1 = 1 x = .9 [State 1010, 0] type = VelSet trigger1 = Vel Y > 0 x = 0 [State 1010, 1] type = HitDef trigger1 = AnimElem = 4 attr = A, SA damage = 50, 10 animtype = Heavy guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 3 sparkxy = 0, -30 hitsound = 5,4 guardsound = 6,0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -3,-6 air.type = High air.velocity = -3,-6 air.hittime = 12 fall = 1 air.fall = 1 [State 1010, 2] type = ChangeAnim triggerall = Anim = 1010 trigger1 = Vel y >= 0 value = 1014 [State 1010, 3] type = PosSet trigger1 = Vel y > 0 trigger1 = Pos y >= 0 y = 0 [State 1010, 4] type = ChangeState trigger1 = Vel y > 0 trigger1 = Pos y >= 0 value = 1020 ;--------------------------------------------------------------------------- ; Dragon Punch y [Statedef 1015] type = S movetype = A physics = S ctrl = 0 anim = 1011 velset = 0,0 poweradd = 100 [State 1015, 0] type = Playsnd trigger1 = AnimElem = 3 value = 1010,0 channel = 0 [State 1015, 1] type = HitDef trigger1 = AnimElem = 3 attr = S, SA damage = 50, 10 animtype = Heavy guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 3 sparkxy = 0, -20 hitsound = 5,4 guardsound = 6,0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4,-8 air.type = High air.velocity = -4,-8 air.hittime = 12 fall = 1 air.fall = 1 [State 1015, 2] type = ChangeState trigger1 = AnimElem = 4 value = 1016 ;--------------------------------------------------------------------------- ; Dragon Punch y - Air [Statedef 1016] type = A movetype = A physics = N ctrl = 0 velset = 8,-10 [State 1015, Gravity] type = VelAdd trigger1 = 1 y = .4 [State 1015, 0] type = VelMul trigger1 = 1 x = .9 [State 1015, 0] type = VelSet trigger1 = Vel Y > 0 x = 0 [State 1015, 1] type = HitDef trigger1 = AnimElem = 4 attr = A, SA damage = 50, 10 animtype = Heavy guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 3 sparkxy = 0, -30 hitsound = 5,4 guardsound = 6,0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4,-8 air.type = High air.velocity = -4,-8 air.hittime = 12 fall = 1 air.fall = 1 palfx.time = 50 palfx.add = 30,0,0 palfx.mul = 300,150,150 palfx.sinadd = 50, 10, 10, 10 [State 1015, 2] type = ChangeAnim triggerall = Anim = 1011 trigger1 = Vel y >= 0 value = 1014 [State 1015, 3] type = PosSet trigger1 = Vel y > 0 trigger1 = Pos y >= 0 y = 0 [State 1015, 4] type = ChangeState trigger1 = Vel y > 0 trigger1 = Pos y >= 0 value = 1020 ;--------------------------------------------------------------------------- ; Dragon Punch - Land [Statedef 1020] type = S movetype = I physics = S ctrl = 0 anim = 1015 velset = 0,0 [State 1020, 0] type = PosSet trigger1 = 1 y = 0 [State 1020, 1] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Shin Dragon Punch - Land [Statedef 1025] type = S movetype = I physics = S ctrl = 0 anim = 1025 velset = 0,0 [State 1025, 0] type = PosSet trigger1 = 1 y = 0 [State 1025, 1] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Hurricane Kick a - Rise [Statedef 1030] type = A movetype = A physics = A ctrl = 0 anim = 1031 velset = 2,-3 poweradd = 100 [State 1030, 0] type = Playsnd trigger1 = AnimElem = 1 value = 1020,0 channel = 0 [State 1030, 1] type = ChangeState trigger1 = AnimTime = 0 value = 1031 ;--------------------------------------------------------------------------- ; Hurricane Kick a - Spin [Statedef 1031] type = A movetype = A physics = N ctrl = 0 anim = 1032 velset = 2,0 [State 1030, 1] type = HitDef trigger1 = Time = 0 trigger2 = Time = 10 attr = A, SA damage = 50, 10 animtype = Hard guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 3 sparkxy = 0, -20 hitsound = 5,4 guardsound = 6,0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -2,-2.5 airguard.velocity = -2,-1.5 air.type = High air.velocity = -2,-2.5 air.hittime = 12 fall = 1 air.fall = 1 [State 1030, 2] type = ChangeState trigger1 = Time = 20 value = 50 ;--------------------------------------------------------------------------- ; Hurricane Kick b - Rise [Statedef 1035] type = A movetype = A physics = A ctrl = 0 anim = 1031 velset = 2,-3 poweradd = 100 [State 1035, 0] type = Playsnd trigger1 = AnimElem = 1 value = 1020,0 channel = 0 [State 1035, 1] type = ChangeState trigger1 = AnimTime = 0 value = 1036 ;--------------------------------------------------------------------------- ; Hurricane Kick b - Spin [Statedef 1036] type = A movetype = A physics = N ctrl = 0 anim = 1032 velset = 2,0 [State 1035, 1] type = HitDef trigger1 = Time = 0 trigger2 = Time = 10 trigger3 = Time = 20 trigger4 = Time = 30 attr = A, SA damage = 50, 10 animtype = Hard guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 3 sparkxy = 0, -20 hitsound = 5,4 guardsound = 6,0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -2,-2.5 airguard.velocity = -2,-1.5 air.type = High air.velocity = -2,-2.5 air.hittime = 12 fall = 1 air.fall = 1 [State 1035, 2] type = ChangeState trigger1 = Time = 40 value = 50 ;--------------------------------------------------------------------------- ; Sabre Attack [Statedef 1040] type = S movetype = A physics = S ctrl = 0 anim = 1040 velset = 0,0 [State 1040, 1] type = Playsnd trigger1 = AnimElem = 6 value = 200,0 [State 1040, 2] type = Projectile trigger1 = AnimElem = 8 projid = 1040 projanim = 1041 projhitanim = 1042 projhits = 1 offset = 40,-20 velocity = 10, 0 accel = 0,0 ; HitDef attr = S, SP animtype = Hard damage = 50,10 hitflag = MAFD guardflag = MA pausetime = 3,6 sparkno = 2 sparkxy = 0, 0 hitsound = 5,4 guardsound = 6,0 ground.type = High ground.slidetime = 3 ground.hittime = 10 ground.velocity = -5,-2 airguard.velocity = -5,-1 air.velocity = -5,-2 air.juggle = 9 air.fall = 1 fall = 1 [State 1040, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Sabre Attack - Air [Statedef 1045] type = A movetype = A physics = A ctrl = 0 anim = 1045 [State 1045, 1] type = Playsnd trigger1 = AnimElem = 6 value = 200,0 [State 1045, 2] type = Projectile trigger1 = AnimElem = 8 projid = 1040 projanim = 1041 projhitanim = 1042 projhits = 1 offset = 40,-20 velocity = 10, 0 accel = 0,0 ; HitDef attr = S, SP animtype = Hard damage = 50,10 hitflag = MAFD guardflag = MA pausetime = 3,6 sparkno = 2 sparkxy = 0, 0 hitsound = 5,4 guardsound = 6,0 ground.type = High ground.slidetime = 3 ground.hittime = 10 ground.velocity = -5,-2 airguard.velocity = -5,-1 air.velocity = -5,-2 air.juggle = 9 air.fall = 1 fall = 1 ;--------------------------------------------------------------------------- ; Ground Pound [Statedef 1050] type = C movetype = A physics = C ctrl = 0 anim = 1050 velset = 0,0 [State 1050, 0] type = SuperPause trigger1 = AnimElem = 4 pos = -15, -30 anim = 100 sound = s20, 1 poweradd = -1000 time = 30 [State 1050, 1] type = AfterImage trigger1 = AnimElem = 4 time = 1 length = 15 PalBright = 0,0,0 PalContrast = 200,200,200 PalMul = 1,1,1 [State 1050, 2] type = AfterImageTime trigger1 = 1 time = 2 [State 1050, 3] type = GameMakeAnim trigger1 = AnimElem = 7 value = 2 pos = 5, 0 [State 1050, 3] type = Playsnd trigger1 = AnimElem = 7 value = 900,1 [State 1050, 3] type = EnvShake trigger1 = AnimElem = 7 time = 50 freq = 100 ampl = -5 phase = 5 [State 1050, 4] type = HitDef trigger1 = AnimElem = 7 attr = SC, HA damage = 100, 10 animtype = Heavy guardflag = M hitflag = MFD priority = 3, Hit pausetime = 5, 5 guard.pausetime = 10, 10 sparkno = 60 sparkxy = 0, 0 hitsound = S900,0 ;5,3 guardsound = S2,0 ground.type = Trip ground.slidetime = 5 ground.hittime = 12 ground.velocity = 0,-5 air.type = Trip air.velocity = 0,-5 air.hittime = 12 envshake.time = 50 envshake.freq = 100 envshake.ampl = -5 envshake.phase = 5 fall = 1 [State 1050, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Ground Pound [Statedef 1055] type = C movetype = A physics = C ctrl = 0 anim = 1050 velset = 0,0 [State 1055, 0] type = SuperPause trigger1 = AnimElem = 4 pos = -15, -30 anim = 101 sound = s20, 1 poweradd = -2000 time = 30 [State 1055, 1] type = AfterImage trigger1 = AnimElem = 4 time = 1 length = 15 PalBright = 0,0,0 PalContrast = 200,200,200 PalMul = 1,1,1 [State 1055, 2] type = AfterImageTime trigger1 = 1 time = 2 [State 1055, 3] type = GameMakeAnim trigger1 = AnimElem = 7 value = 3 pos = 5, 0 [State 1055, 3] type = Playsnd trigger1 = AnimElem = 7 value = 900,1 [State 1055, 3] type = EnvShake trigger1 = AnimElem = 7 time = 50 freq = 100 ampl = -5 phase = 5 [State 1055, 4] type = HitDef trigger1 = AnimElem = 7 attr = SC, HA damage = 200, 10 animtype = Heavy guardflag = M hitflag = MFD priority = 3, Hit pausetime = 5, 5 guard.pausetime = 10, 10 sparkno = 61 sparkxy = 0, 0 hitsound = S900,0 ;5,3 guardsound = S2,0 ground.type = Trip ground.slidetime = 5 ground.hittime = 12 ground.velocity = 0,-10 air.type = Trip air.velocity = 0,-10 air.hittime = 12 envshake.time = 50 envshake.freq = 100 envshake.ampl = -5 envshake.phase = 5 fall = 1 [State 1055, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Super Fireball x [Statedef 3000] type = S movetype = A physics = S ctrl = 0 anim = 1000 velset = 0,0 [State 3000, 0] type = SuperPause trigger1 = AnimElem = 2 pos = -5, -15 anim = 100 sound = s20, 0 poweradd = -1000 time = 30 [State 3000, 0] type = AfterImage trigger1 = AnimElem = 2 time = 1 length = 15 PalBright = 0,0,0 PalContrast = 200,200,200 PalMul = 1,1,1 [State 3000, 0] type = AfterImageTime trigger1 = 1 time = 2 [State 3000, 1] type = Playsnd trigger1 = AnimElem = 3 value = 1000,0 [State 3000, 1] type = Projectile trigger1 = AnimElem = 3 projid = 1000 projanim = 820 ;1005 projhitanim = 821 projhits = 3 offset = 20,-20 velocity = 6, 0 accel = 0,0 ; HitDef attr = S, HP animtype = Hard damage = 50,10 hitflag = MAFD guardflag = MA pausetime = 3,6 sparkno = 2 sparkxy = 0, 0 hitsound = 5,4 guardsound = 6,0 ground.type = High ground.slidetime = 3 ground.hittime = 10 ground.velocity = -5,-2 airguard.velocity = -5,-1 air.velocity = -5,-2 air.juggle = 9 air.fall = 1 fall = 1 [State 3000, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Super Fireball y [Statedef 3005] type = S movetype = A physics = S ctrl = 0 anim = 1000 velset = 0,0 [State 3005, 0] type = SuperPause trigger1 = AnimElem = 2 pos = -5, -15 anim = 101 sound = s20, 0 poweradd = -2000 time = 30 [State 3005, 0] type = AfterImage trigger1 = AnimElem = 2 time = 1 length = 15 PalBright = 0,0,0 PalContrast = 200,200,200 PalMul = 1,1,1 [State 3005, 0] type = AfterImageTime trigger1 = 1 time = 2 [State 3005, 1] type = Playsnd trigger1 = AnimElem = 3 value = 1000,0 [State 3005, 1] type = Projectile trigger1 = AnimElem = 3 projid = 1000 projanim = 820 ;1005 projhitanim = 821 projhits = 6 offset = 20,-20 velocity = 8, 0 accel = 0,0 ; HitDef attr = S, HP animtype = Hard damage = 50,10 hitflag = MAFD guardflag = MA pausetime = 3,6 sparkno = 2 sparkxy = 0, 0 hitsound = 5,4 guardsound = 6,0 ground.type = High ground.slidetime = 3 ground.hittime = 10 ground.velocity = -5,-2 airguard.velocity = -5,-1 air.velocity = -5,-2 air.juggle = 9 air.fall = 1 fall = 1 [State 3005, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Super Dragon Punch a [Statedef 3010] type = S movetype = A physics = S ctrl = 0 anim = 1012 velset = 0,0 [State 3010, 0] type = SuperPause trigger1 = Anim = 1012 trigger1 = AnimElem = 2 pos = -10, -20 anim = 100 sound = s20, 2 poweradd = -1000 time = 30 [State 3010, 1] type = AfterImage trigger1 = Anim = 1012 trigger1 = AnimElem = 2 time = 1 length = 15 PalBright = 0,0,0 PalContrast = 200,200,200 PalMul = 1,1,1 [State 3010, 1] type = AfterImageTime trigger1 = 1 time = 20 [State 3010, 2] type = VelSet trigger1 = Anim = 1012 trigger1 = AnimElem = 3,1 trigger2 = Anim = 1011 trigger2 = AnimElem = 1,1 x = 8 [State 3010, 3] type = HitDef trigger1 = Anim = 1012 trigger1 = AnimElem = 5 trigger2 = Anim = 1011 trigger2 = AnimElem = 3 attr = S, HA damage = 50, 10 animtype = Medium guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 5, 10 sparkno = 3 sparkxy = 0, -20 hitsound = 5,4 guardsound = 6,0 ground.type = Low ground.slidetime = 5 ground.hittime = 12 ground.velocity = -2 air.type = Low air.velocity = -2 air.hittime = 12 [State 3010, 3] type = HitDef trigger1 = Anim = 1012 trigger1 = AnimElem = 6 attr = S, HA damage = 50, 10 animtype = Heavy guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 5, 10 sparkno = 3 sparkxy = 0, -30 hitsound = 5,4 guardsound = 6,0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -2 air.type = High air.velocity = -2 air.hittime = 12 [State 3010, 5] type = ChangeAnim trigger1 = Time = 22 value = 1011 [State 3010, 4] type = Playsnd trigger1 = Anim = 1011 trigger1 = AnimElem = 3 value = 1010,0 channel = 0 [State 3010, 5] type = ChangeState trigger1 = Anim = 1011 trigger1 = AnimElem = 4 value = 3011 ;--------------------------------------------------------------------------- ; Super Dragon Punch - Air [Statedef 3011] type = A movetype = A physics = N ctrl = 0 velset = 6,-10 [State 3010, Gravity] type = VelAdd trigger1 = 1 y = .4 [State 3010, 0] type = VelMul trigger1 = 1 x = .9 [State 3010, 0] type = VelSet trigger1 = Vel Y > 0 x = 0 [State 3010, 1] type = HitDef trigger1 = Anim = 1011 trigger1 = AnimElem = 4 attr = A, HA damage = 50, 10 animtype = Heavy guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 3 sparkxy = 0, -30 hitsound = 5,4 guardsound = 6,0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4,-8 air.type = High air.velocity = -4,-8 air.hittime = 12 fall = 1 air.fall = 1 palfx.time = 50 palfx.add = 30,0,0 palfx.mul = 300,150,150 palfx.sinadd = 50, 10, 10, 10 [State 3010, 2] type = ChangeAnim triggerall = Anim = 1011 trigger1 = Vel Y >= 0 value = 1014 [State 3010, 3] type = PosSet trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 y = 0 [State 3010, 4] type = ChangeState trigger1 = Vel y > 0 trigger1 = Pos y >= 0 value = 1020 ;--------------------------------------------------------------------------- ; Super Dragon Punch b [Statedef 3015] type = S movetype = A physics = S ctrl = 0 anim = 1012 velset = 0,0 [State 3015, 0] type = SuperPause trigger1 = Anim = 1012 trigger1 = AnimElem = 2 pos = -10, -20 anim = 101 sound = s20, 2 poweradd = -2000 time = 30 [State 3015, 1] type = AfterImage trigger1 = Anim = 1012 trigger1 = AnimElem = 2 time = 1 length = 15 PalBright = 0,0,0 PalContrast = 200,200,200 PalMul = 1,1,1 [State 3015, 1] type = AfterImageTime trigger1 = 1 time = 20 [State 3015, 2] type = VelSet trigger1 = Anim = 1012 trigger1 = AnimElem = 3,1 trigger2 = Anim = 1011 trigger2 = AnimElem = 1,1 x = 8 [State 3015, 3] type = HitDef trigger1 = Anim = 1012 trigger1 = AnimElem = 5 trigger2 = Anim = 1011 trigger2 = AnimElem = 3 attr = S, HA damage = 50, 10 animtype = Medium guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 5, 10 sparkno = 3 sparkxy = 0, -20 hitsound = 5,4 guardsound = 6,0 ground.type = Low ground.slidetime = 5 ground.hittime = 12 ground.velocity = -2 air.type = Low air.velocity = -2 air.hittime = 12 [State 3015, 3] type = HitDef trigger1 = Anim = 1012 trigger1 = AnimElem = 6 attr = S, HA damage = 50, 10 animtype = Heavy guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 5, 10 sparkno = 3 sparkxy = 0, -30 hitsound = 5,4 guardsound = 6,0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -2 air.type = High air.velocity = -2 air.hittime = 12 [State 3015, 5] type = ChangeAnim trigger1 = Time = 40 value = 1011 [State 3015, 4] type = Playsnd trigger1 = Anim = 1011 trigger1 = AnimElem = 3 value = 1010,0 channel = 0 [State 3015, 5] type = ChangeState trigger1 = Anim = 1011 trigger1 = AnimElem = 4 value = 3011 ;--------------------------------------------------------------------------- ; Shin Dragon Punch a [Statedef 3020] type = S movetype = A physics = S ctrl = 0 anim = 1020 velset = 0,0 [State 3020, 0] type = SuperPause trigger1 = Anim = 1020 trigger1 = AnimElem = 1 pos = -5, -15 anim = 100 sound = s20, 2 poweradd = -1000 time = 30 [State 3020, 1] type = AfterImage trigger1 = Time = 0 time = 1 length = 15 PalBright = 0,0,0 PalContrast = 200,200,200 PalMul = 1,1,1 [State 3020, 1] type = AfterImageTime trigger1 = 1 time = 20 [State 3020, 4] type = HitDef triggerall = Anim = 1020 trigger1 = AnimElem = 4 attr = S, HA damage = 100, 10 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 30, 34 guard.pausetime = 20, 20 sparkno = 3 sparkxy = 0, -20 hitsound = S900,1 ;5,3 guardsound = 6,0 ground.type = Low ground.slidetime = 5 ground.hittime = 12 ground.velocity = 2,0 air.type = Low air.velocity = 2,0 air.hittime = 12 envshake.time = 20 envshake.freq = 100 envshake.ampl = -2 envshake.phase = 2 kill = 0 [State 3020, 4] type = HitDef triggerall = Anim = 1022 trigger1 = AnimElem = 4 attr = S, HA damage = 50, 10 animtype = Medium guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 30, 34 guard.pausetime = 20, 20 sparkno = 3 sparkxy = 0, -20 hitsound = S900,1 ;5,3 guardsound = S2,0 ground.type = Low ground.slidetime = 5 ground.hittime = 12 ground.velocity = 2,-5 air.type = Low air.velocity = 2,-5 air.hittime = 12 envshake.time = 20 envshake.freq = 100 envshake.ampl = -3 envshake.phase = 3 kill = 0 [State 3020, 5] type = ChangeAnim triggerall = MoveHit trigger1 = Anim = 1020 trigger1 = AnimElem = 5 value = 1022 [State 3020, 5] type = ChangeState triggerall = MoveHit = 0 trigger1 = Anim = 1020 trigger1 = AnimElem = 5 value = 3021 [State 3020, 5] type = ChangeState triggerall = MoveHit trigger1 = Anim = 1022 trigger1 = AnimElem = 7 value = 3022 ;--------------------------------------------------------------------------- ; Shin Dragon Punch a - Miss [Statedef 3021] type = A movetype = A physics = N ctrl = 0 velset = 6,-10 [State 3021, Gravity] type = VelAdd trigger1 = 1 y = .4 [State 3021, 0] type = VelMul trigger1 = 1 x = .9 [State 3021, 0] type = VelSet trigger1 = Vel Y > 0 x = 0 [State 3021, 1] type = Playsnd trigger1 = AnimElem = 5 value = 1010,0 channel = 0 [State 3021, 1] type = HitDef triggerall = Time < 15 triggerall = Anim = 1020 trigger1 = TimeMod = 4,0 attr = A, HA damage = 40, 10 animtype = Heavy guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 5, 5 sparkno = 2 sparkxy = 0, -30 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -1,-8 air.type = High air.velocity = -1,-8 air.hittime = 12 fall = 1 air.fall = 1 [State 3021, 1] type = HitDef triggerall = Anim = 1020 trigger1 = Time = 15 attr = A, HA damage = 50, 10 animtype = Heavy guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 3 sparkxy = 0, -30 hitsound = 5,4 guardsound = 6,0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -3,-6 air.type = High air.velocity = -3,-6 air.hittime = 12 fall = 1 air.fall = 1 [State 3021, 2] type = ChangeAnim triggerall = Anim = 1020 trigger1 = Vel y >= 0 value = 1014 [State 3021, 3] type = PosSet trigger1 = Vel y > 0 trigger1 = Pos y >= 0 y = 0 [State 3021, 4] type = ChangeState trigger1 = Vel y > 0 trigger1 = Pos y >= 0 value = 1020 ;--------------------------------------------------------------------------- ; Shin Dragon Punch a - air [Statedef 3022] type = A movetype = A physics = N ctrl = 0 velset = 2,-12 [State 3022, Gravity] type = VelAdd trigger1 = 1 y = .4 [State 3022, 0] type = VelMul trigger1 = 1 x = .9 [State 3022, 0] type = VelSet trigger1 = Vel Y > 0 x = 0 [State 3022, 1] type = Playsnd trigger1 = Anim = 1022 trigger1 = AnimElem = 7 value = 1010,0 channel = 0 [State 3020, 4] type = HitDef triggerall = Anim = 1022 trigger1 = AnimElem = 7 attr = S, HA damage = 50, 10 animtype = Heavy guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 3 sparkxy = 0, -20 hitsound = S900,1 ;5,3 guardsound = 6,0 ground.type = Low ground.slidetime = 5 ground.hittime = 12 ground.velocity = 2,-10 air.type = Low air.velocity = 2,-10 air.hittime = 12 envshake.time = 20 envshake.freq = 100 envshake.ampl = -4 envshake.phase = 4 kill = 0 [State 3020, 4] type = HitDef triggerall = Anim = 1022 trigger1 = AnimElem = 8 attr = S, HA damage = 100, 10 animtype = Up guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 20, 20 sparkno = 3 sparkxy = 0, -30 hitsound = S900,1 ;5,4 guardsound = 6,0 ground.type = Low ground.slidetime = 5 ground.hittime = 12 ground.velocity = -2,-20 air.type = Low air.velocity = -2,-20 air.hittime = 12 envshake.time = 20 envshake.freq = 100 envshake.ampl = -5 envshake.phase = 5 fall.recover = 0 yaccel = .4 air.fall = 1 fall = 1 [State 3022, 2] type = ChangeAnim triggerall = Anim = 1022 trigger1 = Time = 20 value = 1024 [State 3022, 3] type = PosSet trigger1 = Vel y > 0 trigger1 = Pos y >= 0 y = 0 [State 3022, 4] type = ChangeState trigger1 = Vel y > 0 trigger1 = Pos y >= 0 value = 1025 ;--------------------------------------------------------------------------- ; Shin Dragon Punch b [Statedef 3025] type = S movetype = A physics = S ctrl = 0 anim = 1021 velset = 0,0 [State 3025, 0] type = SuperPause trigger1 = Anim = 1021 trigger1 = AnimElem = 1 pos = -5, -15 anim = 101 sound = s20, 2 poweradd = -2000 time = 30 [State 3025, 1] type = AfterImage trigger1 = Time = 0 time = 1 length = 15 PalBright = 0,0,0 PalContrast = 200,200,200 PalMul = 1,1,1 [State 3025, 1] type = AfterImageTime trigger1 = 1 time = 20 [State 3020, 4] type = HitDef triggerall = Anim = 1021 trigger1 = AnimElem = 4 attr = S, HA damage = 100, 10 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 30, 36 guard.pausetime = 20, 20 sparkno = 3 sparkxy = 0, -20 hitsound = S900,1 ;5,3 guardsound = 6,0 ground.type = Low ground.slidetime = 5 ground.hittime = 12 ground.velocity = 2,0 air.type = Low air.velocity = 2,0 air.hittime = 12 envshake.time = 20 envshake.freq = 100 envshake.ampl = -2 envshake.phase = 2 kill = 0 [State 3020, 4] type = HitDef triggerall = Anim = 1023 trigger1 = AnimElem = 4 trigger2 = AnimElem = 7 attr = S, HA damage = 50, 10 animtype = Medium guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 30, 34 guard.pausetime = 20, 20 sparkno = 3 sparkxy = 0, -20 hitsound = S900,0 ;5,3 guardsound = 6,0 ground.type = Low ground.slidetime = 5 ground.hittime = 12 ground.velocity = 2,0 air.type = Low air.velocity = 2,0 air.hittime = 12 envshake.time = 20 envshake.freq = 100 envshake.ampl = -4 envshake.phase = 4 kill = 0 [State 3020, 4] type = HitDef triggerall = Anim = 1023 trigger1 = AnimElem = 11 attr = S, HA damage = 50, 10 animtype = Heavy guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 30, 34 guard.pausetime = 20, 20 sparkno = 3 sparkxy = 0, -20 hitsound = S900,1 ;5,3 guardsound = 6,0 ground.type = Low ground.slidetime = 5 ground.hittime = 12 ground.velocity = 2,-5 air.type = Low air.velocity = 2,-5 air.hittime = 12 envshake.time = 20 envshake.freq = 100 envshake.ampl = -4 envshake.phase = 4 kill = 0 [State 3020, 5] type = ChangeAnim triggerall = MoveHit trigger1 = Anim = 1021 trigger1 = AnimElem = 5 value = 1023 [State 3020, 5] type = ChangeState triggerall = MoveHit = 0 trigger1 = Anim = 1021 trigger1 = AnimElem = 5 value = 3026 [State 3020, 5] type = ChangeState triggerall = MoveHit trigger1 = Anim = 1023 trigger1 = AnimElem = 14 value = 3027 ;--------------------------------------------------------------------------- ; Shin Dragon Punch b - Miss [Statedef 3026] type = A movetype = A physics = N ctrl = 0 velset = 6,-10 [State 3026, Gravity] type = VelAdd trigger1 = 1 y = .4 [State 3026, 0] type = VelMul trigger1 = 1 x = .9 [State 3026, 0] type = VelSet trigger1 = Vel Y > 0 x = 0 [State 3026, 1] type = Playsnd trigger1 = AnimElem = 5 value = 1010,0 channel = 0 [State 3026, 1] type = HitDef triggerall = Time < 20 triggerall = Anim = 1021 trigger1 = TimeMod = 3,0 attr = A, HA damage = 40, 10 animtype = Heavy guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 5, 5 sparkno = 2 sparkxy = 0, -30 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -1,-8 air.type = High air.velocity = -1,-8 air.hittime = 12 fall = 1 air.fall = 1 [State 3026, 1] type = HitDef triggerall = Anim = 1021 trigger1 = Time = 20 attr = A, HA damage = 50, 10 animtype = Heavy guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 3 sparkxy = 0, -30 hitsound = 5,4 guardsound = 6,0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -3,-6 air.type = High air.velocity = -3,-6 air.hittime = 12 fall = 1 air.fall = 1 [State 3026, 2] type = ChangeAnim triggerall = Anim = 1021 trigger1 = Vel y >= 0 value = 1014 [State 3026, 3] type = PosSet trigger1 = Vel y > 0 trigger1 = Pos y >= 0 y = 0 [State 3026, 4] type = ChangeState trigger1 = Vel y > 0 trigger1 = Pos y >= 0 value = 1020 ;--------------------------------------------------------------------------- ; Shin Dragon Punch b - air [Statedef 3027] type = A movetype = A physics = N ctrl = 0 velset = 2,-12 [State 3027, Gravity] type = VelAdd trigger1 = 1 y = .4 [State 3027, 0] type = VelMul trigger1 = 1 x = .9 [State 3027, 0] type = VelSet trigger1 = Vel Y > 0 x = 0 [State 3027, 1] type = Playsnd trigger1 = Anim = 1023 trigger1 = AnimElem = 14 value = 1010,0 channel = 0 [State 3027, 4] type = HitDef triggerall = Anim = 1023 trigger1 = AnimElem = 14 attr = S, HA damage = 50, 10 animtype = Heavy guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 3 sparkxy = 0, -20 hitsound = S900,1 ;5,3 guardsound = 6,0 ground.type = Low ground.slidetime = 5 ground.hittime = 12 ground.velocity = 2,-10 air.type = Low air.velocity = 2,-10 air.hittime = 12 envshake.time = 20 envshake.freq = 100 envshake.ampl = -4 envshake.phase = 4 kill = 0 [State 3027, 4] type = HitDef triggerall = Anim = 1023 trigger1 = AnimElem = 15 attr = S, HA damage = 100, 10 animtype = Up guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 20, 20 sparkno = 3 sparkxy = 0, -30 hitsound = S900,1 ;5,4 guardsound = 6,0 ground.type = Low ground.slidetime = 5 ground.hittime = 12 ground.velocity = -2,-20 air.type = Low air.velocity = -2,-20 air.hittime = 12 envshake.time = 20 envshake.freq = 100 envshake.ampl = -5 envshake.phase = 5 fall.recover = 0 yaccel = .4 air.fall = 1 fall = 1 [State 3027, 2] type = ChangeAnim triggerall = Anim = 1023 trigger1 = Time = 20 value = 1024 [State 3027, 3] type = PosSet trigger1 = Vel y > 0 trigger1 = Pos y >= 0 y = 0 [State 3027, 4] type = ChangeState trigger1 = Vel y > 0 trigger1 = Pos y >= 0 value = 1025 ;--------------------------------------------------------------------------- ; Super Hurricane Kick a - Start [Statedef 3030] type = S movetype = A physics = S ctrl = 0 anim = 1030 velset = 0,0 [State 3030, 0] type = SuperPause trigger1 = AnimElem = 2 pos = -10, -5 anim = 100 sound = s20, 1 poweradd = -1000 time = 30 [State 3030, 1] type = AfterImage trigger1 = AnimElem = 2 time = 1 length = 15 PalBright = 0,0,0 PalContrast = 200,200,200 PalMul = 1,1,1 [State 3030, 1] type = AfterImageTime trigger1 = 1 time = 50 [State 3030, 2] type = ChangeState trigger1 = AnimTime = 0 value = 3031 ;--------------------------------------------------------------------------- ; Super Hurricane Kick a - Rise [Statedef 3031] type = A movetype = A physics = A ctrl = 0 anim = 1031 velset = 0,-3 [State 3030, 0] type = Playsnd trigger1 = AnimElem = 1 value = 1020,0 channel = 0 [State 3030, 1] type = ChangeState trigger1 = AnimTime = 0 value = 3032 ;--------------------------------------------------------------------------- ; Super Hurricane Kick a - Spin [Statedef 3032] type = A movetype = A physics = N ctrl = 0 anim = 1033 velset = 0,0 [State 3030, 0] type = PlayerPush trigger1 = 1 value = 0 [State 3030, 1] type = HitDef trigger1 = Time = 0 trigger2 = Time = 10 trigger3 = Time = 20 trigger4 = Time = 30 attr = A, HA damage = 30, 10 animtype = Hard guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 1, 1 sparkno = 3 sparkxy = 0, -20 hitsound = 5,4 guardsound = 6,0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = 10 airguard.velocity = -2 air.type = High air.velocity = 5,-1 air.hittime = 12 air.fall = 1 [State 3030, 1] type = HitDef trigger1 = Time = 5 trigger2 = Time = 15 trigger3 = Time = 25 attr = A, HA damage = 30, 10 animtype = Hard guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 1, 1 sparkno = 3 sparkxy = 0, -20 hitsound = 5,4 guardsound = 6,0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -10 airguard.velocity = 2 air.type = High air.velocity = -5,-1 air.hittime = 12 air.fall = 1 [State 3030, 1] type = HitDef trigger1 = Time = 35 attr = A, HA damage = 30, 10 animtype = Hard guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 1, 1 sparkno = 3 sparkxy = 0, -20 hitsound = 5,4 guardsound = 6,0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -10, -2 airguard.velocity = 2,-1 air.type = High air.velocity = -5,-1 air.hittime = 12 air.fall = 1 fall = 1 [State 3030, 2] type = ChangeState trigger1 = Time = 40 value = 50 ;--------------------------------------------------------------------------- ; Super Hurricane Kick b - Start [Statedef 3035] type = S movetype = A physics = S ctrl = 0 anim = 1030 velset = 0,0 [State 3035, 0] type = SuperPause trigger1 = AnimElem = 2 pos = -10, -5 anim = 101 sound = s20, 1 poweradd = -2000 time = 30 [State 3035, 1] type = AfterImage trigger1 = AnimElem = 2 time = 1 length = 15 PalBright = 0,0,0 PalContrast = 200,200,200 PalMul = 1,1,1 [State 3035, 1] type = AfterImageTime trigger1 = 1 time = 60 [State 3035, 2] type = ChangeState trigger1 = AnimTime = 0 value = 3036 ;--------------------------------------------------------------------------- ; Super Hurricane Kick b - Rise [Statedef 3036] type = A movetype = A physics = A ctrl = 0 anim = 1031 velset = 0,-3 [State 3035, 0] type = Playsnd trigger1 = AnimElem = 1 value = 1020,0 channel = 0 [State 3035, 1] type = ChangeState trigger1 = AnimTime = 0 value = 3037 ;--------------------------------------------------------------------------- ; Super Hurricane Kick b - Spin [Statedef 3037] type = A movetype = A physics = N ctrl = 0 anim = 1033 velset = 0,0 [State 3035, 0] type = PlayerPush trigger1 = 1 value = 0 [State 3035, 1] type = HitDef trigger1 = Time = 0 trigger2 = Time = 10 trigger3 = Time = 20 trigger4 = Time = 30 trigger5 = Time = 40 attr = A, HA damage = 30, 10 animtype = Hard guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 1, 1 sparkno = 3 sparkxy = 0, -20 hitsound = 5,4 guardsound = 6,0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = 10 airguard.velocity = -2 air.type = High air.velocity = 5,-1 air.hittime = 12 air.fall = 1 [State 3035, 1] type = HitDef trigger1 = Time = 5 trigger2 = Time = 15 trigger3 = Time = 25 trigger4 = Time = 35 attr = A, HA damage = 30, 10 animtype = Hard guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 1, 1 sparkno = 3 sparkxy = 0, -20 hitsound = 5,4 guardsound = 6,0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -10 airguard.velocity = 2 air.type = High air.velocity = -5,-1 air.hittime = 12 air.fall = 1 [State 3035, 1] type = HitDef trigger1 = Time = 45 attr = A, HA damage = 30, 10 animtype = Hard guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 1, 1 sparkno = 3 sparkxy = 0, -20 hitsound = 5,4 guardsound = 6,0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -10, -2 airguard.velocity = 2,-1 air.type = High air.velocity = -5,-1 air.hittime = 12 air.fall = 1 fall = 1 [State 3035, 2] type = ChangeState trigger1 = Time = 50 value = 50 ;=========================================================================== ;--------------------------------------------------------------------------- ; X-Buster ;--------------------------------------------------------------------------- ; Standing Shoot [Statedef 220] type = S movetype= A physics = S juggle = 4 poweradd= 65 ctrl = 0 velset = 0,0 anim = 220 [State 220, 0] type = ChangeState value = 220 triggerall = Time > 5 triggerall = NumProj < 3 triggerall = command = "z" triggerall = command != "holddown" trigger1 = statetype = S [State 220, 0] ;Buster Sound type = Playsnd triggerall = var(1) < 30 trigger1 = time = 0 value = 800,0 [State 220, 1] ;L1 Buster Sound type = Playsnd triggerall = var(1) >= 30 triggerall = var(1) < 100 trigger1 = time = 0 value = 800,1 [State 220, 2] ;L2 Buster Sound type = Playsnd triggerall = var(1) >= 100 triggerall = var(1) < 200 trigger1 = time = 0 value = 800,2 [State 220, 3] ;L3 Buster Sound type = Playsnd triggerall = var(1) >= 200 trigger1 = time = 0 value = 800,3 [State 220, 4] ;Buster Shot type = Projectile triggerall = var(1) < 30 trigger1 = Time = 0 projid = 800 projanim = 800 projhitanim = 801 offset = 10,-18 velocity = 5, 0 ; HitDef attr = S, SP animtype = Light damage = 20 getpower = 60 givepower = 40 hitflag = MAFD guardflag = MAF pausetime = 4,8 sparkno = 0 sparkxy = 0, 0 hitsound = 5,1 guardsound = 6,0 ground.type = High ground.slidetime = 3 ground.hittime = 20 ground.velocity = -5 airguard.velocity = -5 air.velocity = -5 air.juggle = 9 air.fall = 1 [State 220, 4] ;Plasma Shot type = Projectile triggerall = var(1) >= 30 triggerall = var(1) < 100 trigger1 = Time = 0 projid = 810 projanim = 810 projhitanim = 811 projhits = var(0) offset = 40,-18 velocity = 1, 0 accel = .50,0 ; HitDef attr = S, SP animtype = Medium damage = 20,10 hitflag = MAFD guardflag = MAF pausetime = 3,6 sparkno = 1 sparkxy = 0, 0 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 3 ground.hittime = 20 ground.velocity = -5 airguard.velocity = -5 air.velocity = -5 air.juggle = 9 air.fall = 1 [State 220, 4] ;X1 Mega Shot type = Projectile triggerall = var(1) >= 100 triggerall = var(1) < 200 trigger1 = Time = 0 projid = 820 projanim = 820 projhitanim = 821 projhits = var(0) offset = 20,-18 velocity = 1, 0 accel = .50,0 ; HitDef attr = S, SP animtype = Hard damage = 20,10 hitflag = MAFD guardflag = MAF pausetime = 3,6 sparkno = 2 sparkxy = 0, 0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 3 ground.hittime = 20 ground.velocity = -5,-5 airguard.velocity = -5 air.velocity = -5,-5 air.juggle = 9 air.fall = 1 [State 220, 4] ;X2 Mega Shot type = Projectile triggerall = var(1) >= 200 triggerall = var(1) < 300 trigger1 = Time = 0 projid = 830 projanim = 830 projhitanim = 821 projhits = var(0) offset = 20,-18 velocity = 1, 0 accel = .50,0 ; HitDef attr = S, SP animtype = Hard damage = 20,10 hitflag = MAFD guardflag = MAF pausetime = 3,6 sparkno = 2 sparkxy = 0, 0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 3 ground.hittime = 20 ground.velocity = -5,-5 airguard.velocity = -5 air.velocity = -5,-5 air.juggle = 9 air.fall = 1 [State 220, 4] ;X3 Mega Shot type = Projectile triggerall = var(1) >= 300 trigger1 = Time = 0 projid = 840 projanim = 840 projhitanim = 821 projhits = var(0) offset = 20,-18 velocity = 1, 0 accel = .50,0 ; HitDef attr = S, SP animtype = Hard damage = 20,10 hitflag = MAFD guardflag = MAF pausetime = 3,6 sparkno = 2 sparkxy = 0, 0 hitsound = 5,4 guardsound = 6,0 ground.type = High ground.slidetime = 3 ground.hittime = 20 ground.velocity = -5,-5 airguard.velocity = -5 air.velocity = -5,-5 air.juggle = 9 air.fall = 1 fall = 1 [State 220, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Crouching Shoot [Statedef 420] type = C movetype= A physics = C juggle = 6 poweradd= 50 ctrl = 0 [State 420, 0] type = ChangeState value = 420 triggerall = Time > 5 triggerall = NumProj < 3 triggerall = command = "z" triggerall = command = "holddown" trigger1 = statetype = C [State 420, 0] type = ChangeAnim triggerall = var(1) < 30 trigger1 = Time = 0 value = 420 [State 420, 0] type = ChangeAnim triggerall = var(1) >= 30 trigger1 = Time = 0 value = 421 [State 420, 0] ;Buster Sound type = Playsnd triggerall = var(1) < 30 trigger1 = time = 0 value = 800,0 [State 420, 1] ;L1 Buster Sound type = Playsnd triggerall = var(1) >= 30 triggerall = var(1) < 100 trigger1 = time = 0 value = 800,1 [State 420, 2] ;L2 Buster Sound type = Playsnd triggerall = var(1) >= 100 triggerall = var(1) < 200 trigger1 = time = 0 value = 800,2 [State 420, 3] ;L3 Buster Sound type = Playsnd triggerall = var(1) >= 200 trigger1 = time = 0 value = 800,3 [State 420, 4] ;Buster Shot type = Projectile triggerall = var(1) < 30 trigger1 = Time = 0 projid = 800 projanim = 800 projhitanim = 801 offset = 20,-15 velocity = 5, 0 ; HitDef attr = S, SP animtype = Light damage = 20 getpower = 60 givepower = 40 hitflag = MAFD guardflag = MAF pausetime = 4,8 sparkno = 0 sparkxy = 0, 0 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 3 ground.hittime = 20 ground.velocity = -5 airguard.velocity = -5 air.velocity = -5 air.juggle = 9 air.fall = 1 [State 420, 4] ;Plasma Shot type = Projectile triggerall = var(1) >= 30 triggerall = var(1) < 100 trigger1 = Time = 0 projid = 810 projanim = 810 projhitanim = 811 projhits = var(0) offset = 40,-15 velocity = 1, 0 accel = .50,0 ; HitDef attr = S, SP animtype = Medium damage = 20,10 hitflag = MAFD guardflag = MAF pausetime = 3,6 sparkno = 1 sparkxy = 0, 0 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 3 ground.hittime = 20 ground.velocity = -5 airguard.velocity = -5 air.velocity = -5 air.juggle = 9 air.fall = 1 [State 420, 4] ;X1 Mega Shot type = Projectile triggerall = var(1) >= 100 triggerall = var(1) < 200 trigger1 = Time = 0 projid = 820 projanim = 820 projhitanim = 821 projhits = var(0) offset = 20,-15 velocity = 1, 0 accel = .50,0 ; HitDef attr = S, SP animtype = Hard damage = 20,10 hitflag = MAFD guardflag = MAF pausetime = 3,6 sparkno = 2 sparkxy = 0, 0 hitsound = 5,3 guardsound = 6,0 ground.type = Low ground.slidetime = 3 ground.hittime = 20 ground.velocity = -5,-5 airguard.velocity = -5 air.velocity = -5,-5 air.juggle = 9 air.fall = 1 [State 420, 4] ;X2 Mega Shot type = Projectile triggerall = var(1) >= 200 triggerall = var(1) < 300 trigger1 = Time = 0 projid = 830 projanim = 830 projhitanim = 821 projhits = var(0) offset = 20,-15 velocity = 1, 0 accel = .50,0 ; HitDef attr = S, SP animtype = Hard damage = 20,10 hitflag = MAFD guardflag = MAF pausetime = 3,6 sparkno = 2 sparkxy = 0, 0 hitsound = 5,3 guardsound = 6,0 ground.type = Low ground.slidetime = 3 ground.hittime = 20 ground.velocity = -5,-5 airguard.velocity = -5 air.velocity = -5,-5 air.juggle = 9 air.fall = 1 [State 420, 4] ;X3 Mega Shot type = Projectile triggerall = var(1) >= 300 trigger1 = Time = 0 projid = 840 projanim = 840 projhitanim = 821 projhits = var(0) offset = 20,-15 velocity = 1, 0 accel = .50,0 ; HitDef attr = S, SP animtype = Hard damage = 20,10 hitflag = MAFD guardflag = MAF pausetime = 3,6 sparkno = 2 sparkxy = 0, 0 hitsound = 5,4 guardsound = 6,0 ground.type = Low ground.slidetime = 3 ground.hittime = 20 ground.velocity = -5,-5 airguard.velocity = -5 air.velocity = -5,-5 air.juggle = 9 air.fall = 1 fall = 1 [State 420, 5] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ; Jump Shoot [Statedef 620] type = A movetype= A physics = A juggle = 4 poweradd= 70 ctrl = 0 [State 620, 0] type = ChangeState value = 620 triggerall = Time > 5 triggerall = NumProj < 3 triggerall = command = "z" trigger1 = statetype = A [State 620, 0] type = ChangeAnim trigger1 = Vel y <= 0 value = 620 [State 620, 0] type = ChangeAnim trigger1 = Vel y >= 0 value = 621 [State 620, 0] ;Buster Sound type = Playsnd triggerall = var(1) < 30 trigger1 = time = 0 value = 800,0 [State 620, 1] ;L1 Buster Sound type = Playsnd triggerall = var(1) >= 30 triggerall = var(1) < 100 trigger1 = time = 0 value = 800,1 [State 620, 2] ;L2 Buster Sound type = Playsnd triggerall = var(1) >= 100 triggerall = var(1) < 200 trigger1 = time = 0 value = 800,2 [State 620, 3] ;L3 Buster Sound type = Playsnd triggerall = var(1) >= 200 trigger1 = time = 0 value = 800,3 [State 620, 4] ;Buster Shot type = Projectile triggerall = var(1) < 30 trigger1 = Time = 0 projid = 800 projanim = 800 projhitanim = 801 offset = 10,-30 velocity = 5, 0 ; HitDef attr = S, SP animtype = Light damage = 20 getpower = 60 givepower = 40 hitflag = MAFD guardflag = MAF pausetime = 4,8 sparkno = 0 sparkxy = 0, 0 hitsound = 5,1 guardsound = 6,0 ground.type = High ground.slidetime = 3 ground.hittime = 20 ground.velocity = -5 airguard.velocity = -5 air.velocity = -5 air.juggle = 9 air.fall = 1 [State 620, 4] ;Plasma Shot type = Projectile triggerall = var(1) >= 30 triggerall = var(1) < 100 trigger1 = Time = 0 projid = 810 projanim = 810 projhitanim = 811 projhits = var(0) offset = 40,-30 velocity = 1, 0 accel = .50,0 ; HitDef attr = S, SP animtype = Medium damage = 20,10 hitflag = MAFD guardflag = MAF pausetime = 3,6 sparkno = 1 sparkxy = 0, 0 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 3 ground.hittime = 20 ground.velocity = -5 airguard.velocity = -5 air.velocity = -5 air.juggle = 9 air.fall = 1 [State 620, 4] ;X1 Mega Shot type = Projectile triggerall = var(1) >= 100 triggerall = var(1) < 200 trigger1 = Time = 0 projid = 820 projanim = 820 projhitanim = 821 projhits = var(0) offset = 20,-30 velocity = 1, 0 accel = .50,0 ; HitDef attr = S, SP animtype = Hard damage = 20,10 hitflag = MAFD guardflag = MAF pausetime = 3,6 sparkno = 2 sparkxy = 0, 0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 3 ground.hittime = 20 ground.velocity = -5,-5 airguard.velocity = -5 air.velocity = -5,-5 air.juggle = 9 air.fall = 1 [State 620, 4] ;X2 Mega Shot type = Projectile triggerall = var(1) >= 200 triggerall = var(1) < 300 trigger1 = Time = 0 projid = 830 projanim = 830 projhitanim = 821 projhits = var(0) offset = 20,-30 velocity = 1, 0 accel = .50,0 ; HitDef attr = S, SP animtype = Hard damage = 20,10 hitflag = MAFD guardflag = MAF pausetime = 3,6 sparkno = 2 sparkxy = 0, 0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 3 ground.hittime = 20 ground.velocity = -5,-5 airguard.velocity = -5 air.velocity = -5,-5 air.juggle = 9 air.fall = 1 [State 620, 4] ;X3 Mega Shot type = Projectile triggerall = var(1) >= 300 trigger1 = Time = 0 projid = 840 projanim = 840 projhitanim = 821 projhits = var(0) offset = 20,-30 velocity = 1, 0 accel = .50,0 ; HitDef attr = S, SP animtype = Hard damage = 20,10 hitflag = MAFD guardflag = MAF pausetime = 3,6 sparkno = 2 sparkxy = 0, 0 hitsound = 5,4 guardsound = 6,0 ground.type = High ground.slidetime = 3 ground.hittime = 20 ground.velocity = -5,-5 airguard.velocity = -5 air.velocity = -5,-5 air.juggle = 9 air.fall = 1 fall = 1 [State 620, 2] type = CtrlSet trigger1 = Time = 10 value = 1 ;--------------------------------------------------------------------------- ; Ultra Mega Shoot [Statedef 820] type = A movetype= A physics = N juggle = 4 ctrl = 0 velset = 0,0 anim = 620 [State 820, PlayerPush] type = PlayerPush trigger1 = Time >= 0 value = 0 [State 820, NotHitBy] type = NotHitBy trigger1 = Time >= 0 value = SCA time = 1 [State 820, Flash] type = PalFX trigger1 = Time = 0 time = 1 add = 250,250,250 [State 820, PlaySnd] type = PlaySnd trigger1 = time = 2 value = S20, 1 channel = 1 [State 820, SuperPause] type = SuperPause trigger1 = time = 2 pos = 15, -25 anim = 100 poweradd = -1000 time = 40 darken = 0 [State 820, SuperPause] type = SuperPause trigger1 = time = 2 pos = 15, -25 anim = 101 poweradd = -1000 time = 40 darken = 0 [State 820, SuperPause] type = SuperPause trigger1 = time = 2 pos = 15, -25 anim = 102 poweradd = -1000 time = 40 darken = 0 [State 820, Anim] type = ChangeAnim trigger1 = time = 3 trigger2 = numexplod(180) = 1 trigger3 = numprojid(850) = 1 value = 621 [State 820, Explod] type = Explod trigger1 = time = 3 pos = 18, -24 anim = 181 id = 180 bindtime = -1 ontop = 5 ownpal = 1 [State 820, PlaySnd] type = Playsnd trigger1 = time = 5 value = 800,3 [State 820, Flash] type = PalFX triggerall = Time >= 5 trigger1 = TimeMod = 4,0 time = 2 add = 100,0,200 [State 820, 4] ;Mega Beam type = Projectile trigger1 = Time = 5 projid = 850 projanim = 850 projhitanim = 851 projremovetime = 120 projhits = 20 projmisstime = 4 offset = 15,-24 velocity = 0, 0 accel = 0,0 ; HitDef attr = A, HA animtype = Hard damage = 20, 10 hitflag = MAFD guardflag = MAF pausetime = 0,5 sparkno = -1 guard.sparkno = -1 sparkxy = 0, 0 hitsound = S900,0 ;5,4 guardsound = 6,0 ground.type = High ground.slidetime = 3 ground.hittime = 20 ground.velocity = -10,-5 airguard.velocity = -10 air.velocity = -10,-5 envshake.time = 20 envshake.freq = 100 envshake.ampl = -2 envshake.phase = 2 air.juggle = 10 air.fall = 1 fall = 1 [State 820, VarSet] type = VarSet trigger1 = Time = 10 var(1) = 0 [State 820, State] type = ChangeState trigger1 = AnimTime = 0 value = 50 ctrl = 1 ;=========================================================================== ;--------------------------------------------------------------------------- ; Override common states (use same number to override) : ;--------------------------------------------------------------------------- [Statedef -2] ;--------------------------------------------------------------------------- ; X-Buster Charge ;--------------------------------------------------------------------------- [State -2, Reset Hits] type = VarSet triggerall = Command != "hold_z" trigger1 = numproj != 0 trigger2 = Var(2) > 0 var(0) = 0 [State -2, Charge X-Buster Hits] type = VarAdd triggerall = timemod = 50,10 trigger1 = Command = "hold_z" trigger1 = Var(2) = 0 trigger1 = ctrl var(0) = 1 [State -2, Charge Reset] type = VarSet triggerall = Command != "hold_z" trigger1 = numproj != 0 trigger2 = Var(2) > 0 var(1) = 0 [State -2, Max Charge] type = VarSet trigger1 = Var(1) >= 400 var(1) = 400 [State -2, Charge X-Buster] type = VarAdd trigger1 = Command = "hold_z" trigger1 = Var(2) = 0 trigger1 = ctrl var(1) = 1 [State -2, X-Buster] type = Playsnd trigger1 = Var(1) = 30 value = 810,0 channel = 1 [State -2, X-Buster Loop] type = Playsnd trigger1 = Var(1) = 100 value = 810,1 channel = 1 loop = 1 [State -2, Stop Loop] type = Stopsnd triggerall = Command != "hold_z" trigger1 = numproj != 0 channel = 1 [State -2, Remove Charge] type = RemoveExplod trigger1 = Command != "hold_z" id = 900 [State -2, Remove Charge] type = RemoveExplod trigger1 = Command != "hold_z" id = 901 [State -2, Remove Charge] type = RemoveExplod trigger1 = Command != "hold_z" id = 902 ; -| Charge Level 1 |---------- [State -2, 1st Blue] type = PalFX triggerall = var(1) >= 30 triggerall = var(1) <= 100 trigger1 = TimeMod = 4,0 time = 2 add = 0,0,250 [State -2, 1st Charge] type = Explod triggerall = var(1) >= 30 triggerall = var(1) <= 100 triggerall = numexplod = 0 trigger1 = TimeMod = 1,0 anim = 900 id = 900 pos = 0,-18 bindtime = -1 ownpal = 1 ontop = 5 [State -2, Remove Charge] type = RemoveExplod trigger1 = command != "hold_z" trigger2 = var(1) = 100 id = 900 ; -| Charge Level 2 |---------- [State -2, 2nd Flash] type = PalFX triggerall = var(1) >= 100 triggerall = var(1) <= 300 trigger1 = TimeMod = 4,0 time = 2 add = 0,0,250 [State -2, 2nd Charge] type = Explod triggerall = var(1) >= 100 triggerall = var(1) <= 300 triggerall = numexplod = 0 trigger1 = TimeMod = 1,0 anim = 901 id = 901 pos = 0,-18 bindtime = -1 ownpal = 1 ontop = 5 [State -2, Remove Charge] type = RemoveExplod trigger1 = command != "hold_z" trigger2 = var(1) = 300 id = 901 ; -| Charge Level 3 |---------- [State -2, 3rd Flash] type = PalFX triggerall = var(1) >= 300 trigger1 = TimeMod = 4,0 time = 2 add = 100,0,200 [State -2, 3rd Charge] type = Explod triggerall = var(1) >= 300 triggerall = numexplod = 0 trigger1 = TimeMod = 1,0 anim = 902 id = 902 pos = 0,-18 bindtime = -1 ownpal = 1 ontop = 5 [State -2, Final Flash] type = PalFX triggerall = power >= 3000 triggerall = var(1) >= 400 trigger1 = TimeMod = 4,0 time = 2 add = 250,250,250 [State -2, Remove Charge] type = RemoveExplod trigger1 = command != "hold_z" id = 902 ;--------------------------------------------------------------------------- ; States that are executed when in self's state file (use statedef -3) ;--------------------------------------------------------------------------- [Statedef -3] [State -3, Variables] type = DisplayToClipboard trigger1 = 1 text = "X-Buster Charge:%d X-Buster Hits:%d" params = Var(1),Var(0) ;This controller plays a sound everytime the player lands from a jump, or ;from a back-dash. [State -3, Landing Sound] type = PlaySnd triggerall = Time = 1 trigger1 = stateno = 52 ;Jump land trigger2 = stateno = 106 ;Run-back land value = 40, 0