; Super Moves ;--------------------------------------------------------------------------- ; 7-Slash Sabre Dash [Statedef 2000] type = A movetype = A physics = N ctrl = 0 [State 2000, Anim] type = ChangeAnim trigger1 = Time <= 0 trigger1 = Anim != 2000 value = 2000 [State 2000, VarSet] type = VelSet trigger1 = Time <= 0 trigger1 = Anim = 2000 trigger1 = AnimElem = 1 x = 8 [State 2000, VarSet] type = VelSet trigger1 = Time <= 0 trigger1 = Anim = 2000 trigger1 = AnimElem = 1 y = -3 [State 2000, VarSet] type = VarSet trigger1 = 1 var(1) = 0 [State 2000, AfterImage] type = AfterImage trigger1 = Time <= 0 trigger1 = PrevStateNo != 5000 time = 1 length = 12 framegap = 3 palcolor = 0 [State 2000, AfterImage] type = AfterImageTime trigger1 = 1 ignorehitpause = 1 time = 2 [State 2000, 3] type = VelAdd trigger1 = 1 y = 0.25 [State 2000, 4] type = HitDef trigger1 = EnemyNear, MoveType != H attr = A, SA hitflag = MA- priority = 1, Miss sparkno = -1 sprpriority = 1 ground.hittime = 10 air.hittime = 10 forcestand = 1 numhits = 0 [State 2000, 5] type = ChangeState trigger1 = MoveContact ignorehitpause = 1 value = 2001 [State 2000, 5] type = ChangeState trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 52 ;--------------------------------------------------------------------------- ; 7-Slash Sabre Combo [Statedef 2001] type = S movetype = A physics = S velset = 0,0 ctrl = 0 [State 2000, NotHitBy] type = NotHitBy trigger1 = 1 ignorehitpause = 1 value = SCA time = 1 [State 2000, Anim] type = ChangeAnim trigger1 = Time <= 0 trigger1 = Anim != 200 value = 200 [State 2000, PosSet] type = PosSet trigger1 = Time <= 0 y = 0 [State 2000, Bind] type = TargetBind triggerall = NumTarget > 0 triggerall = Target, StateType != A triggerall = Target, StateType != L trigger1 = StateType != A trigger1 = Anim != 250 ignorehitpause = 1 pos = ceil(25 * const(size.xscale)), 0 [State 2000, PlayerPush] type = PlayerPush trigger1 = NumTarget > 0 ignorehitpause = 1 value = 0 [State 2000, Helper] type = Helper trigger1 = NumHelper(10000) = 0 helpertype = normal pausemovetime = 100000000 supermovetime = 100000000 name = "Sabre" id = 10000 pos = 0, 0 postype = P1 stateno = 10000 keyctrl = 0 [State 3000, State] type = null ;ChangeState triggerall = Var(20) >= 0 triggerall = Var(55) > 0 triggerall = Power > 2000 triggerall = NumTarget > 0 triggerall = Target, Alive ;triggerall = Target, Life <= (Target, Const(Data.Life) / 2) triggerall = Command = "omegasabre" trigger1 = StateType != A ignorehitpause = 1 value = 2100 ;-------------------- ; Anim Attack Combo [State 2000, VarSet] type = VarSet trigger1 = Time <= 0 var(1) = 0 [State 2000, Anim] type = ChangeAnim trigger1 = Anim = 200 trigger1 = AnimElem = 8 persistent = 0 value = 210 [State 2000, Anim] type = ChangeAnim trigger1 = Anim = 210 trigger1 = AnimElem = 6 persistent = 0 value = 230 [State 2000, Anim] type = ChangeAnim trigger1 = Anim = 230 trigger1 = AnimElem = 8 persistent = 0 value = 240 [State 2000, Anim] type = ChangeAnim trigger1 = Anim = 240 trigger1 = AnimElem = 8 persistent = 0 value = 220 elem = 2 [State 2000, Anim] type = ChangeAnim trigger1 = Anim = 220 trigger1 = AnimElem = 10 persistent = 0 value = 230 [State 2000, Anim] type = ChangeAnim trigger1 = Anim = 230 trigger1 = AnimElem = 8 persistent = 0 value = 250 [State 2000, VarAdd] type = VarAdd trigger1 = AnimElem = 2 var(1) = 1 ;-------------------- ;-------------------- ; Anim Attack Sounds [State 2000, PlaySnd] type = PlaySnd trigger1 = Anim = 200 trigger1 = AnimElem = 2 value = 10, 1 channel = 1 [State 2000, PlaySnd] type = PlaySnd trigger1 = Anim = 210 trigger1 = AnimElem = 2 trigger2 = Anim = 240 trigger2 = AnimElem = 3 value = 10, 2 channel = 1 [State 2000, PlaySnd] type = PlaySnd trigger1 = Anim = 220 trigger1 = AnimElem = 5 value = 10, 3 channel = 1 [State 2000, PlaySnd] type = PlaySnd trigger1 = Anim = 230 trigger1 = AnimElem = 3 value = 10, 4 channel = 1 [State 2000, PlaySnd] type = PlaySnd trigger1 = Anim = 250 trigger1 = AnimElem = 4 value = 10, 6 channel = 1 ;-------------------- ;-------------------- ; Attack HitDefs [State 2000, HitDef] type = HitDef triggerall = NumHelper(10000) > 0 trigger1 = Anim = 200 trigger1 = AnimElem = 2 attr = S, SA damage = 30, 0 animtype = Light hitflag = MA priority = 3, Hit pausetime = 1, 100 sparkno = 0 sparkxy = ceil(-10 * Const(size.xscale)), ceil(-20 * Const(size.yscale)) ground.type = High ground.slidetime = 20 ground.hittime = 20 ground.velocity = 0 airguard.velocity = 0,0 air.type = High air.velocity = 0,0 air.hittime = 20 forcestand = 1 kill = 0 [State 2000, HitDef] type = HitDef triggerall = NumHelper(10000) > 0 trigger1 = Anim = 210 trigger1 = AnimElem = 2 trigger2 = Anim = 240 trigger2 = AnimElem = 3 attr = S, SA damage = 30, 0 animtype = Medium hitflag = MA priority = 3, Hit pausetime = 1, 100 sparkno = 1 sparkxy = ceil(-10 * Const(size.xscale)), ceil(-20 * Const(size.yscale)) ground.type = Low ground.slidetime = 20 ground.hittime = 20 ground.velocity = 0 airguard.velocity = 0,0 air.type = Low air.velocity = 0,0 air.hittime = 20 forcestand = 1 kill = 0 [State 2000, HitDef] type = HitDef triggerall = NumHelper(10000) > 0 trigger1 = Anim = 220 trigger1 = AnimElem = 5 trigger2 = Anim = 230 trigger2 = AnimElem = 3 attr = S, SA damage = 30, 0 animtype = Heavy hitflag = MA priority = 3, Hit pausetime = 1, 100 sparkno = 2 sparkxy = ceil(-10 * Const(size.xscale)), ceil(-20 * Const(size.yscale)) ground.type = High ground.slidetime = 20 ground.hittime = 20 ground.velocity = 0 airguard.velocity = 0,0 air.type = High air.velocity = 0,0 air.hittime = 20 forcestand = 1 kill = 0 [State 2000, HitDef] type = HitDef triggerall = NumHelper(10000) > 0 trigger1 = Anim = 250 trigger1 = AnimElem = 4 attr = S, SA damage = 90, 0 animtype = Heavy hitflag = MA priority = 3, Hit pausetime = 5, 5 sparkno = 2 sparkxy = ceil(-10 * Const(size.xscale)), ceil(-40 * Const(size.yscale)) ground.type = High ground.slidetime = 20 ground.hittime = 20 ground.velocity = -4,-8 airguard.velocity = -2,-4 air.type = High air.velocity = -4,-8 air.hittime = 40 fall.recover = 0 forcestand = 1 air.fall = 1 fall = 1 ;-------------------- ;----- Hit Impact ----- [State 2000, Hit] type = PlaySnd triggerall = MoveHit trigger1 = Anim = 200 ignorehitpause = 1 value = 2, 10 channel = 2 [State 2000, Hit] type = PlaySnd triggerall = MoveHit trigger1 = Anim = 210 trigger2 = Anim = 220 trigger3 = Anim = 230 trigger4 = Anim = 240 ignorehitpause = 1 value = 2, 11 channel = 2 [State 2000, Hit] type = PlaySnd triggerall = MoveHit trigger1 = Anim = 250 ignorehitpause = 1 value = 2, 12 channel = 2 [State 2000, Guard] type = PlaySnd trigger1 = MoveGuarded ignorehitpause = 1 value = 2, 0 channel = 3 [State 2000, Reset] type = MoveHitReset trigger1 = MoveContact ignorehitpause = 1 ;-------------------- [State 2000, Explod] type = Explod trigger1 = Anim = 250 trigger1 = AnimElem = 1 sprpriority = 10 persistent = 0 scale = const(size.xscale), const(size.yscale) trans = addalpha alpha = 200,200 postype = P1 ownpal = 1 ontop = 1 anim = 110 pos = 0,0 ID = 110 [State 2000, VelSet] type = VelSet trigger1 = Anim = 250 trigger1 = AnimElem = 4, >= 0 x = 1.25 * const(size.xscale) y = const(velocity.jump.y) - const(size.yscale) [State 2000, 5] type = ChangeState trigger1 = Anim = 250 trigger1 = AnimElem = 4, >= 0 value = 2002 ;--------------------------------------------------------------------------- ; 7-Slash Sabre Combo Rising Sabre Jumping Air [Statedef 2002] type = A movetype = A physics = A juggle = 10 ctrl = 0 [State 2000, HitDef] type = HitDef triggerall = NumHelper(10000) > 0 trigger1 = Anim = 250 trigger1 = AnimElem = 4 attr = A, SA damage = 90, 0 animtype = Heavy hitflag = MA priority = 3, Hit pausetime = 5, 5 sparkno = 2 sparkxy = ceil(-10 * Const(size.xscale)), ceil(-40 * Const(size.yscale)) ground.type = High ground.slidetime = 20 ground.hittime = 20 ground.velocity = -4,-8 airguard.velocity = -2,-4 air.type = Low air.velocity = -4,-8 air.hittime = 40 fall.recover = 0 air.fall = 1 fall = 1 ;----- Hit Impact ----- [State 2000, Hit] type = PlaySnd triggerall = MoveHit trigger1 = Anim = 250 ignorehitpause = 1 value = 2, 12 channel = 2 [State 2000, Guard] type = PlaySnd trigger1 = MoveGuarded ignorehitpause = 1 value = 2, 0 channel = 3 [State 2000, Reset] type = MoveHitReset trigger1 = MoveContact ignorehitpause = 1 ;-------------------- [State 2000, Anim] type = ChangeAnim trigger1 = Anim = 250 trigger1 = AnimElem = 4, > 0 trigger1 = Vel Y >= 0 value = 251 [State 2000, Anim] type = ChangeAnim trigger1 = Anim = 251 trigger1 = AnimTime = 0 value = 44 elem = 2 [State 2000, StateType] type = StateTypeSet triggerall = Var(20) < 0 trigger1 = Anim != 250 statetype = A movetype = I physics = A ;--------------------------------------------------------------------------- ; Reverse Ultimate Raging Omega Slash Combo [Statedef 2100] type = S movetype = A physics = N velset = 0,0 ctrl = 0 [State 2100, NotHitBy] type = NotHitBy trigger1 = 1 ignorehitpause = 1 value = SCA time = 1 [State 2100, PosSet] type = PosSet trigger1 = Time <= 0 y = 0 [State 2100, Anim] type = ChangeAnim trigger1 = Time <= 0 value = 240 [State 2100, EnvColor] type = EnvColor trigger1 = Time <= 0 value = 250,250,250 ignorehitpause = 1 persistent = 0 under = 0 time = 2 [State 2100, PlaySnd] type = PlaySnd trigger1 = Time <= 0 value = 10, 10 channel = 1 [State 2100, AfterImage] type = AfterImage trigger1 = Time <= 0 time = 0 framegap = 4 length = 20 PalBright = 250,0,0 PalContrast = 250,0,0 [State 2100, AfterImage] type = AfterImageTime trigger1 = 1 ignorehitpause = 1 time = 2 ;-------------------- ; Flash Animation ;-------------------- [State 2100, Left] type = Explod trigger1 = Time <= 0 trigger1 = Facing = 1 pausemovetime = -1 supermovetime = -1 ignorehitpause = 1 sprpriority = 50 removetime = 40 postype = left bindtime = -1 anim = 9900 id = 9900 facing = 1 pos = 0,0 ontop = 1 ownpal = 1 [State 2100, Left] type = Explod trigger1 = Time <= 0 trigger1 = Facing = 1 pausemovetime = -1 supermovetime = -1 ignorehitpause = 1 sprpriority = 50 removetime = 40 postype = left bindtime = -1 anim = 9900 id = 9900 facing = 1 pos = 256,0 ontop = 1 ownpal = 1 [State 2100, Left] type = Explod trigger1 = Time <= 0 trigger1 = Facing = 1 pausemovetime = -1 supermovetime = -1 ignorehitpause = 1 sprpriority = 50 removetime = 40 postype = left bindtime = -1 anim = 9900 id = 9900 facing = 1 pos = 512,0 ontop = 1 ownpal = 1 [State 2100, Right] type = Explod trigger1 = Time <= 0 trigger1 = Facing = -1 pausemovetime = -1 supermovetime = -1 ignorehitpause = 1 sprpriority = 50 removetime = 40 postype = right bindtime = -1 anim = 9900 id = 9900 facing = -1 pos = 0,0 ontop = 1 ownpal = 1 [State 2100, Right] type = Explod trigger1 = Time <= 0 trigger1 = Facing = -1 pausemovetime = -1 supermovetime = -1 ignorehitpause = 1 sprpriority = 50 removetime = 40 postype = right bindtime = -1 anim = 9900 id = 9900 facing = -1 pos = -256,0 ontop = 1 ownpal = 1 [State 2100, Right] type = Explod trigger1 = Time <= 0 trigger1 = Facing = -1 pausemovetime = -1 supermovetime = -1 ignorehitpause = 1 sprpriority = 50 removetime = 40 postype = right bindtime = -1 anim = 9900 id = 9900 facing = -1 pos = -512,0 ontop = 1 ownpal = 1 ;-------------------- ;-------------------- ; Super Portrait ;-------------------- [State 2100, Left] type = Explod trigger1 = Time <= 0 trigger1 = Facing = 1 pausemovetime = -1 supermovetime = -1 ignorehitpause = 1 sprpriority = 50 removetime = 40 postype = left bindtime = -1 scale = 2,2 anim = 9000 id = 9000 facing = 1 pos = 100,0 ontop = 1 ownpal = 1 [State 2100, Right] type = Explod trigger1 = Time <= 0 trigger1 = Facing = -1 pausemovetime = -1 supermovetime = -1 ignorehitpause = 1 sprpriority = 50 removetime = 40 postype = right bindtime = -1 scale = 2,2 anim = 9000 id = 9000 facing = -1 pos = -100,0 ontop = 1 ownpal = 1 ;-------------------- [State 2100, Super] type = Explod trigger1 = Time <= 0 pausemovetime = -1 supermovetime = -1 ignorehitpause = 1 sprpriority = -50 postype = P1 bindtime = -1 anim = F102 id = 102 pos = 0,ceil(-20 * const(size.yscale)) ontop = 0 ownpal = 1 under = 1 [State 2100, SuperPause] type = SuperPause trigger1 = Time <= 0 pos = 0, 0 anim = -1 time = 40 movetime = 0 sound = S3, 0 poweradd = -1500 [State 2100, 5] type = ChangeState trigger1 = Time > 0 value = 2101 ;--------------------------------------------------------------------------- ; Reverse Ultimate Raging Omega Slash Combo of Insanity [Statedef 2101] type = S movetype = A physics = N velset = 0,0 ctrl = 0 [State 2100, NotHitBy] type = NotHitBy trigger1 = 1 ignorehitpause = 1 value = SCA time = 1 [State 2100, AfterImage] type = AfterImageTime trigger1 = 1 ignorehitpause = 1 time = 2 [State 2100, Bind] type = TargetBind triggerall = MoveContact triggerall = NumTarget > 0 ;triggerall = Target, StateType != A triggerall = Target, StateType != L trigger1 = StateType != A ignorehitpause = 1 pos = ceil(25 * const(size.xscale)), 0 [State 2100, PosSet] type = PosSet trigger1 = Time <= 0 y = 0 [State 2100, Anim] type = ChangeAnim trigger1 = Time <= 0 trigger1 = Anim != 240 value = 240 [State 2100, VarSet] type = VarSet triggerall = Var(55) <= 0 trigger1 = AnimElemNo(0) < Var(10) var(10) = AnimElemNo(0) - 1 [State 2100, VarAdd] type = VarAdd triggerall = Var(55) <= 0 trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0 var(10) = 1 [State 2100, Speed] type = ChangeAnim triggerall = Var(55) <= 0 trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0 value = Anim elem = Var(10) [State 2100, Helper] type = Helper trigger1 = NumHelper(10000) = 0 helpertype = normal pausemovetime = 100000000 supermovetime = 100000000 name = "Sabre" id = 10000 pos = 0, 0 postype = P1 stateno = 10000 keyctrl = 0 [State 2100, VelSet] type = VelSet trigger1 = Time > 0 x = 0.75 * const(size.xscale) ;-------------------- ; Anim Attack Combo [State 2100, VarSet] type = VarSet trigger1 = Time <= 0 var(1) = 0 [State 2100, Anim] type = ChangeAnim trigger1 = Anim = 240 trigger1 = AnimElem = 10, >= 0 persistent = 0 value = 200 [State 2100, Anim] type = ChangeAnim trigger1 = Anim = 200 trigger1 = AnimElem = 8, >= 0 persistent = 0 value = 210 [State 2100, Anim] type = ChangeAnim trigger1 = Anim = 210 trigger1 = AnimElem = 6, >= 0 persistent = 0 value = 220 [State 2100, Anim] type = ChangeAnim trigger1 = Anim = 220 trigger1 = AnimElem = 10, >= 0 persistent = 0 value = 230 [State 2100, Anim] type = ChangeAnim trigger1 = Anim = 230 trigger1 = AnimElem = 10, >= 0 persistent = 0 value = 250 [State 2100, Anim] type = ChangeAnim trigger1 = Anim = 250 trigger1 = AnimElem = 10, >= 0 persistent = 0 value = 600 [State 2100, Anim] type = ChangeAnim trigger1 = Anim = 600 trigger1 = AnimElem = 10, >= 0 persistent = 0 value = 610 [State 2100, Anim] type = ChangeAnim triggerall = Anim = 610 triggerall = AnimElem = 10, >= 0 trigger1 = Var(1) < 12 value = 610 elem = 2 [State 2100, Anim] type = ChangeAnim trigger1 = Anim = 610 trigger1 = AnimElem = 11, >= 0 persistent = 0 value = 700 elem = 2 [State 2100, Anim] type = ChangeAnim trigger1 = Anim = 700 trigger1 = AnimElem = 7, >= 0 persistent = 0 value = 720 [State 2100, Anim] type = ChangeAnim trigger1 = Anim = 230 trigger1 = AnimElem = 10, >= 0 trigger2 = Anim = 720 trigger2 = AnimElem = 6, >= 0 persistent = 0 value = 240 [State 2100, Anim] type = ChangeAnim trigger1 = Anim = 240 trigger1 = AnimElem = 10, >= 0 persistent = 0 value = 200 [State 2100, Anim] type = ChangeAnim trigger1 = Anim = 200 trigger1 = AnimElem = 8, >= 0 persistent = 0 value = 210 [State 2100, Anim] type = ChangeAnim trigger1 = Anim = 210 trigger1 = AnimElem = 6, >= 0 persistent = 0 value = 220 [State 2100, VarAdd] type = VarAdd trigger1 = AnimElem = 2 var(1) = 1 ;-------------------- ;-------------------- ; Anim Attack Sounds [State 2100, PlaySnd] type = PlaySnd trigger1 = Anim = 200 trigger1 = AnimElem = 2 trigger2 = Anim = 600 trigger2 = AnimElem = 2 trigger3 = Anim = 700 trigger3 = AnimElem = 2 value = 10, 1 channel = 1 [State 2100, PlaySnd] type = PlaySnd trigger1 = Anim = 210 trigger1 = AnimElem = 2 trigger2 = Anim = 240 trigger2 = AnimElem = 3 value = 10, 2 channel = 1 [State 2100, PlaySnd] type = PlaySnd trigger1 = Anim = 220 trigger1 = AnimElem = 5 trigger2 = Anim = 720 trigger2 = AnimElem = 2 value = 10, 3 channel = 1 [State 2100, PlaySnd] type = PlaySnd trigger1 = Anim = 230 trigger1 = AnimElem = 3 trigger2 = Anim = 610 trigger2 = AnimElem = 2 value = 10, 4 channel = 1 [State 2100, PlaySnd] type = PlaySnd trigger1 = Anim = 250 trigger1 = AnimElem = 4 value = 10, 6 channel = 1 ;-------------------- ;-------------------- ; Attack HitDefs [State 2100, HitDef] type = HitDef triggerall = NumHelper(10000) > 0 trigger1 = Anim = 200 trigger1 = AnimElem = 2 trigger2 = Anim = 600 trigger2 = AnimElem = 2 trigger3 = Anim = 700 trigger3 = AnimElem = 2 attr = S, SA damage = 30, 0 getpower = 0,0 animtype = Light hitflag = MAF guardflag = MA priority = 3, Hit pausetime = 2, 200 sparkno = 0 sparkxy = ceil(-10 * Const(size.xscale)), ceil(-20 * Const(size.yscale)) ground.type = High ground.slidetime = 50 ground.hittime = 50 ground.velocity = 0 airguard.velocity = 0,0 air.type = High air.velocity = 0,0 air.hittime = 50 forcestand = 1 kill = 0 [State 2100, HitDef] type = HitDef triggerall = NumHelper(10000) > 0 trigger1 = Anim = 210 trigger1 = AnimElem = 2 trigger2 = Anim = 240 trigger2 = AnimElem = 3 trigger3 = Anim = 610 trigger3 = AnimElem = 3 trigger4 = Anim = 720 trigger4 = AnimElem = 2 attr = S, SA damage = 30, 0 getpower = 0,0 animtype = Medium hitflag = MAF guardflag = MA priority = 3, Hit pausetime = 2, 200 sparkno = 1 sparkxy = ceil(-10 * Const(size.xscale)), ceil(-20 * Const(size.yscale)) ground.type = Low ground.slidetime = 50 ground.hittime = 50 ground.velocity = 0 airguard.velocity = 0,0 air.type = Low air.velocity = 0,0 air.hittime = 50 forcestand = 1 kill = 0 [State 2100, HitDef] type = HitDef triggerall = NumHelper(10000) > 0 trigger1 = Anim = 220 trigger1 = AnimElem = 5 trigger2 = Anim = 230 trigger2 = AnimElem = 3 trigger3 = Anim = 250 trigger3 = AnimElem = 4 attr = S, SA damage = 30, 0 getpower = 0,0 animtype = Heavy hitflag = MAF guardflag = MA priority = 3, Hit pausetime = 2, 200 sparkno = 2 sparkxy = ceil(-10 * Const(size.xscale)), ceil(-20 * Const(size.yscale)) ground.type = High ground.slidetime = 50 ground.hittime = 50 ground.velocity = 0 airguard.velocity = 0,0 air.type = High air.velocity = 0,0 air.hittime = 50 forcestand = 1 kill = 0 ;-------------------- ;----- Hit Impact ----- [State 2100, Hit] type = PlaySnd triggerall = MoveHit trigger1 = Anim = 200 trigger2 = Anim = 600 trigger3 = Anim = 700 ignorehitpause = 1 value = 2, 10 channel = 2 [State 2100, Hit] type = PlaySnd triggerall = MoveHit trigger1 = Anim = 210 trigger2 = Anim = 220 trigger3 = Anim = 230 trigger4 = Anim = 240 trigger5 = Anim = 610 trigger6 = Anim = 720 ignorehitpause = 1 value = 2, 11 channel = 2 [State 2100, Hit] type = PlaySnd triggerall = MoveHit trigger1 = Anim = 250 ignorehitpause = 1 value = 2, 12 channel = 2 [State 2100, Guard] type = PlaySnd trigger1 = MoveGuarded ignorehitpause = 1 value = 2, 0 channel = 3 [State 2100, Reset] type = MoveHitReset trigger1 = MoveContact ignorehitpause = 1 ;-------------------- [State 2100, State] type = ChangeState trigger1 = Time > 100 trigger1 = Anim = 220 trigger1 = AnimElem = 10, >= 0 value = 2102 ;--------------------------------------------------------------------------- ; Reverse Ultimate Raging Omega Slash Finishing Blow [Statedef 2102] type = S movetype = A physics = N velset = 0,0 ctrl = 0 [State 2100, NotHitBy] type = NotHitBy trigger1 = 1 ignorehitpause = 1 value = SCA time = 1 [State 2100, AfterImage] type = AfterImageTime trigger1 = 1 ignorehitpause = 1 time = 2 [State 2100, PosSet] type = PosSet trigger1 = Time <= 0 y = 0 [State 2100, Explod] type = Explod trigger1 = Time < 20 trigger1 = NumExplod(266) <= 0 ignorehitpause = 1 sprpriority = 10 supermovetime = -1 pausemovetime = -1 removeongethit = 1 scale = const(size.xscale), const(size.yscale) trans = addalpha alpha = 200,200 bindtime = -1 postype = P1 ownpal = 1 ontop = 1 anim = 266 pos = ceil(-35 * const(size.xscale)),0 id = 266 [State 2100, Anim] type = ChangeAnim trigger1 = Time <= 0 trigger1 = Anim != 230 value = 230 [State 2100, Helper] type = Helper trigger1 = NumHelper(10000) = 0 helpertype = normal pausemovetime = 100000000 supermovetime = 100000000 name = "Sabre" id = 10000 pos = 0, 0 postype = P1 stateno = 10000 keyctrl = 0 [State 2100, PlaySnd] type = PlaySnd trigger1 = Anim = 230 trigger1 = AnimElem = 2 persistent = 0 value = 1, 0 channel = 1 [State 2100, Anim] type = ChangeAnim trigger1 = Time < 20 trigger1 = Anim = 230 trigger1 = AnimElem = 2, >= 0 ignorehitpause = 1 value = 230 elem = 2 [State 2100, PalFX] type = PalFX trigger1 = Time < 20 trigger1 = Anim = 230 trigger1 = AnimElem = 2, >= 0 trigger1 = TimeMod = 2,0 time = 1 add = 250,250,250 ignorehitpause = 1 [State 2100, PlaySnd] type = PlaySnd trigger1 = Anim = 230 trigger1 = AnimElem = 3 value = 10, 4 channel = 1 [State 2100, HitDef] type = HitDef triggerall = NumHelper(10000) > 0 trigger1 = Anim = 230 trigger1 = AnimElem = 4 attr = S, HA animtype = Up damage = 90, 0 getpower = 0,0 priority = 5 guardflag = MA pausetime = 30,30 sparkno = 3 hitsound = S2, 11 sparkxy = ceil(-10 * const(size.xscale)), ceil(-40 * const(size.yscale)) ground.type = Low ground.slidetime = 26 ground.hittime = 26 ground.velocity = -1.3,-20 guard.velocity = -11 air.velocity = -1.3,-25 airguard.velocity = -4.5,-5 envshake.time = 25 envshake.ampl = 7 envshake.freq = 176 p2facing = 1 fall.recover = 0 fall.damage = 30 fall.envshake.ampl = 6 fall.envshake.freq = 178 fall.envshake.time = 15 mindist = ceil(25 * const(size.xscale)), ceil(-50 * const(size.yscale)) maxdist = ceil(50 * const(size.xscale)), ceil(-5 * const(size.yscale)) forcestand = 1 air.fall = 1 ;yaccel = 0.5 fall = 1 kill = 0 ;----- Hit Impact ----- [State 2100, EnvColor] type = EnvColor triggerall = MoveHit trigger1 = Anim = 230 value = 250,250,250 ignorehitpause = 1 persistent = 0 under = 1 time = 2 [State 2100, Hit] type = PlaySnd triggerall = MoveHit trigger1 = Anim = 230 ignorehitpause = 1 persistent = 0 value = 2, 12 channel = 2 [State 2100, Guard] type = PlaySnd trigger1 = MoveGuarded ignorehitpause = 1 persistent = 0 value = 2, 0 channel = 3 ;-------------------- [State 2100, Anim] type = ChangeAnim triggerall = MoveContact trigger1 = Anim = 230 trigger1 = AnimElem = 4, >= 0 trigger1 = AnimElem = 6, < 0 ignorehitpause = 1 persistent = 0 value = Anim elem = 6 [State 2100, State] type = ChangeState trigger1 = MoveHit trigger1 = NumTarget > 0 ignorehitpause = 1 value = 2103 [State 2100, Reset] type = MoveHitReset trigger1 = MoveContact ignorehitpause = 1 [State 2100, State] type = ChangeState trigger1 = Anim = 230 trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Grand Finale Command Input [Statedef 2103] type = S movetype = A physics = N velset = 0,0 ctrl = 0 [State 2100, Reset] type = MoveHitReset trigger1 = 1 ignorehitpause = 1 [State 2100, NotHitBy] type = NotHitBy trigger1 = 1 ignorehitpause = 1 value = SCA time = 1 [State 2100, AfterImage] type = AfterImageTime trigger1 = 1 ignorehitpause = 1 time = 2 [State 2100, PosSet] type = PosSet trigger1 = Time <= 0 y = 0 ;-------------------- ; Grand Finale Input Command [State 2100, VarSet] type = VarSet trigger1 = Time <= 0 trigger2 = Var(1) > 0 trigger2 = Var(2) >= 25 trigger3 = NumTarget > 0 trigger3 = Target, Pos Y >= 0 || Target, Alive = 0 trigger4 = NumTarget <= 0 ignorehitpause = 1 var(1) = 0 [State 2100, VarSet] type = VarSet trigger1 = Time <= 0 trigger2 = Var(1) > 0 trigger2 = Var(2) >= 25 trigger3 = NumTarget > 0 trigger3 = Target, Pos Y >= 0 || Target, Alive = 0 trigger4 = NumTarget <= 0 ignorehitpause = 1 var(2) = 0 [State 2100, !] type = Explod triggerall = Time > 0 triggerall = NumExplod(900) <= 0 triggerall = NumTarget > 0 triggerall = Target, Alive trigger1 = TimeMod = 2,0 trigger1 = Var(1) <= 0 pausemovetime = -1 supermovetime = -1 removeongethit = 1 ignorehitpause = 1 sprpriority = 50 postype = P1 bindtime = -1 scale = const(size.xscale), const(size.yscale) anim = 900 id = 900 pos = 0,0 ontop = 0 ownpal = 1 [State 2100, VarSet] type = VarSet triggerall = Time > 0 trigger1 = Command = "holddown" trigger1 = Var(1) <= 0 trigger2 = Command = "holddownfwd" trigger2 = Var(1) = 1 trigger3 = Command = "holdfwd" trigger3 = Var(1) = 2 trigger4 = Command = "holdback" trigger4 = Var(1) = 3 trigger5 = Command = "holddownback" trigger5 = Var(1) = 4 trigger6 = Command = "holddown" trigger6 = Var(1) = 5 trigger7 = Command = "holddownfwd" trigger7 = Var(1) = 6 trigger8 = Command = "holdfwd" trigger8 = Var(1) = 7 trigger9 = Command = "x" trigger9 = Var(1) = 8 trigger10 = Command = "y" trigger10 = Var(1) = 9 trigger11 = Command = "x" && Command = "y" trigger11 = Var(1) = 10 ignorehitpause = 1 var(2) = -1 [State 2100, VarAdd] type = VarAdd trigger1 = Time > 0 ignorehitpause = 1 var(2) = 1 [State 2100, Varadd] type = VarAdd triggerall = Time > 0 trigger1 = Command = "holddown" trigger1 = Var(1) <= 0 trigger2 = Command = "holddownfwd" trigger2 = Var(1) = 1 trigger3 = Command = "holdfwd" trigger3 = Var(1) = 2 trigger4 = Command = "holdback" trigger4 = Var(1) = 3 trigger5 = Command = "holddownback" trigger5 = Var(1) = 4 trigger6 = Command = "holddown" trigger6 = Var(1) = 5 trigger7 = Command = "holddownfwd" trigger7 = Var(1) = 6 trigger8 = Command = "holdfwd" trigger8 = Var(1) = 7 trigger9 = Command = "x" trigger9 = Var(1) = 8 trigger10 = Command = "y" trigger10 = Var(1) = 9 trigger11 = Command = "x" && Command = "y" trigger11 = Var(1) = 10 ignorehitpause = 1 var(1) = 1 [State 2100, Explod] type = Explod trigger1 = Var(1) > 0 trigger1 = NumExplod(266) <= 0 ignorehitpause = 1 sprpriority = 10 supermovetime = -1 pausemovetime = -1 removeongethit = 1 removetime = -1 scale = const(size.xscale), const(size.yscale) trans = addalpha alpha = 200,200 bindtime = -1 postype = P1 ownpal = 1 ontop = 1 anim = 266 pos = ceil(-35 * const(size.xscale)),0 id = 266 [State 2100, Explod] type = RemoveExplod triggerall = NumExplod(266) > 0 trigger1 = Var(1) <= 0 trigger2 = Var(1) > 10 ignorehitpause = 1 id = 266 [State 2100, PalFX] type = PalFX triggerall = Time > 0 triggerall = Var(2) <= 0 trigger1 = Var(1) > 0 ignorehitpause = 1 time = 1 add = 250,0,0 [State 2100, PlaySnd] type = PlaySnd triggerall = Time > 0 triggerall = Var(2) <= 0 trigger1 = Var(1) > 0 ignorehitpause = 1 value = 2, 0 channel = 2 ;-------------------- ;-------------------- ; Grand Finale Input Success [State 2100, EnvColor] type = EnvColor triggerall = Time > 0 triggerall = Var(2) <= 0 trigger1 = Var(1) > 10 value = 250,250,250 ignorehitpause = 1 under = 1 time = 2 [State 2100, PlaySnd] type = PlaySnd triggerall = Time > 0 triggerall = Var(2) <= 0 trigger1 = Var(1) > 10 value = 8, 0 channel = 2 [State 2100, State] type = ChangeState triggerall = Time > 0 triggerall = NumTarget > 0 triggerall = Target, Alive trigger1 = Var(1) > 10 ignorehitpause = 1 value = 2200 ;-------------------- [State 2100, State] type = ChangeState triggerall = Time > 0 triggerall = AnimTime = 0 trigger1 = NumTarget > 0 trigger1 = Target, Pos Y >= 0 || Target, Alive = 0 trigger2 = NumTarget <= 0 value = 2104 [State 2100, Anim] type = ChangeAnim trigger1 = Anim = 230 trigger1 = AnimTime = 0 trigger1 = NumTarget > 0 trigger1 = Target, Pos Y < 0 value = Anim elem = 10 ;--------------------------------------------------------------------------- ; Finishing Taunt [Statedef 2104] type = S movetype = I physics = N velset = 0,0 ctrl = 0 [State 2100, Anim] type = ChangeAnim trigger1 = Time <= 0 trigger1 = Anim != 182 value = 182 [State 2100, PlaySnd] type = PlaySnd trigger1 = Anim = 182 trigger1 = AnimElem = 5 value = 10, 10 channel = 1 [State 2100, Anim] type = ChangeAnim triggerall = RoundState > 2 trigger1 = Anim = 182 trigger1 = AnimElem = 7, >= 0 ignorehitpause = 1 value = Anim elem = 7 [State 2100, CtrlSet] type = CtrlSet trigger1 = RoundState > 2 trigger1 = TimeMod = 50,0 ignorehitpause = 1 value = 1 [State 2100, CtrlSet] type = CtrlSet trigger1 = RoundState > 2 trigger1 = TimeMod = 2,1 trigger1 = Ctrl = 1 ignorehitpause = 1 value = 0 [State 2100, State] type = ChangeState trigger1 = Anim = 182 trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Grand Finale Jump Backwards [Statedef 2200] type = A movetype = A physics = N velset = 0,0 ctrl = 0 [State 2200, NotHitBy] type = NotHitBy trigger1 = 1 ignorehitpause = 1 value = SCA time = 1 [State 2200, AfterImage] type = AfterImageTime trigger1 = 1 ignorehitpause = 1 time = 2 [State 2200, PlayerPush] type = PlayerPush trigger1 = 1 ignorehitpause = 1 value = 0 [State 2200, 3] type = ChangeAnim trigger1 = Time <= 0 trigger1 = Anim != 44 value = 44 [State 2200, Pause] type = Pause trigger1 = 1 ignorehitpause = 1 movetime = 2 time = 2 [State 2200, VelSet] type = VelSet trigger1 = Time <= 0 x = (-BackEdgeDist / 4 + const(velocity.run.back.x)) / 2 [State 2200, State] type = ChangeState triggerall = Time > 0 trigger1 = (BackEdgeBodyDist <= 50 / const(size.xscale)) value = 2201 ;--------------------------------------------------------------------------- ; Omega Beam Hell Buster Shot Grand Finale [Statedef 2201] type = S movetype = A physics = N velset = 0,0 ctrl = 0 [State 2200, NotHitBy] type = NotHitBy trigger1 = 1 ignorehitpause = 1 value = SCA time = 1 [State 2200, AfterImage] type = AfterImageTime trigger1 = Anim = 300 ignorehitpause = 1 time = 2 [State 2200, Anim] type = ChangeAnim trigger1 = Time <= 0 trigger1 = Anim != 300 trigger2 = Anim = 300 trigger2 = Time < 50 trigger3 = NumTarget > 0 trigger3 = Target, Pos Y < -200 value = 300 [State 2200, EnvColor] type = EnvColor trigger1 = Time <= 0 value = 250,250,250 ignorehitpause = 1 persistent = 0 under = 0 time = 2 [State 2200, PlaySnd] type = PlaySnd trigger1 = Time <= 0 value = 10, 10 channel = 1 [State 2200, SuperPause] type = SuperPause trigger1 = Time <= 0 pos = ceil(25 * const(size.xscale)), ceil(-25 * const(size.yscale)) anim = 102 time = 50 movetime = 50 sound = S3, 0 poweradd = -1500 darken = 0 ;-------------------- ; Flash Animation ;-------------------- [State 2200, Left] type = Explod trigger1 = Time <= 0 trigger1 = Facing = 1 pausemovetime = -1 supermovetime = -1 ignorehitpause = 1 sprpriority = 50 removetime = 40 postype = left bindtime = -1 anim = 9900 id = 9900 facing = 1 pos = 0,0 ontop = 1 ownpal = 1 [State 2200, Left] type = Explod trigger1 = Time <= 0 trigger1 = Facing = 1 pausemovetime = -1 supermovetime = -1 ignorehitpause = 1 sprpriority = 50 removetime = 40 postype = left bindtime = -1 anim = 9900 id = 9900 facing = 1 pos = 256,0 ontop = 1 ownpal = 1 [State 2200, Left] type = Explod trigger1 = Time <= 0 trigger1 = Facing = 1 pausemovetime = -1 supermovetime = -1 ignorehitpause = 1 sprpriority = 50 removetime = 40 postype = left bindtime = -1 anim = 9900 id = 9900 facing = 1 pos = 512,0 ontop = 1 ownpal = 1 [State 2200, Right] type = Explod trigger1 = Time <= 0 trigger1 = Facing = -1 pausemovetime = -1 supermovetime = -1 ignorehitpause = 1 sprpriority = 50 removetime = 40 postype = right bindtime = -1 anim = 9900 id = 9900 facing = -1 pos = 0,0 ontop = 1 ownpal = 1 [State 2200, Right] type = Explod trigger1 = Time <= 0 trigger1 = Facing = -1 pausemovetime = -1 supermovetime = -1 ignorehitpause = 1 sprpriority = 50 removetime = 40 postype = right bindtime = -1 anim = 9900 id = 9900 facing = -1 pos = -256,0 ontop = 1 ownpal = 1 [State 2200, Right] type = Explod trigger1 = Time <= 0 trigger1 = Facing = -1 pausemovetime = -1 supermovetime = -1 ignorehitpause = 1 sprpriority = 50 removetime = 40 postype = right bindtime = -1 anim = 9900 id = 9900 facing = -1 pos = -512,0 ontop = 1 ownpal = 1 ;-------------------- ;-------------------- ; Super Portrait ;-------------------- [State 2200, Left] type = Explod trigger1 = Time <= 0 trigger1 = Facing = 1 pausemovetime = -1 supermovetime = -1 ignorehitpause = 1 sprpriority = 50 removetime = 40 postype = left bindtime = -1 scale = 2,2 anim = 9000 id = 9000 facing = 1 pos = 100,0 ontop = 1 ownpal = 1 [State 2200, Right] type = Explod trigger1 = Time <= 0 trigger1 = Facing = -1 pausemovetime = -1 supermovetime = -1 ignorehitpause = 1 sprpriority = 50 removetime = 40 postype = right bindtime = -1 scale = 2,2 anim = 9000 id = 9000 facing = -1 pos = -100,0 ontop = 1 ownpal = 1 ;-------------------- [State 2200, PlaySnd] type = PlaySnd triggerall = Anim = 300 triggerall = AnimElem = 2, < 0 trigger1 = Time = 30 trigger2 = Time = 80 value = 3, 10 channel = 2 [State 2200, Helper] type = Helper triggerall = Anim = 300 triggerall = AnimElem = 2, < 0 trigger1 = Time = 30 trigger2 = Time = 80 helpertype = normal pausemovetime = 100000000 supermovetime = 100000000 name = "Charge Spark" size.ground.back = 0 size.ground.front = 0 size.air.back = 0 size.air.front = 0 id = 1011 pos = ceil(25 * const(size.xscale)), ceil(-25 * const(size.yscale)) postype = P1 stateno = 1011 keyctrl = 0 [State 2200, 2] type = Helper triggerall = NumHelper(500) = 0 trigger1 = Anim = 300 trigger1 = AnimElem = 2 helpertype = normal pausemovetime = 100000000 supermovetime = 100000000 ignorehitpause = 1 size.ground.back = 0 size.ground.front = 0 size.air.back = 0 size.air.front = 0 name = "Beam" id = 500 facing = 1 pos = ceil(40 * const(size.xscale)), ceil(-25 * const(size.yscale)) postype = P1 stateno = 500 keyctrl = 0 ownpal = 1 [State 2200, 1] type = BGPalFX triggerall = NumHelper(500) > 0 trigger1 = Anim = 300 trigger1 = TimeMod = 2,0 add = 50, 50, 50 time = 1 ignorehitpause = 1 [State 2200, PlaySnd] type = PlaySnd trigger1 = Anim = 300 trigger1 = AnimElem = 2 persistent = 0 value = 3, 11 channel = 2 [State 2200, EnvShake] type = EnvShake triggerall = NumHelper(500) > 0 trigger1 = Anim = 300 trigger1 = TimeMod = 2,0 time = 10 freq = 50 ampl = -15 phase = 15 [State 2200, Anim] type = ChangeAnim trigger1 = NumHelper(500) > 0 trigger1 = Anim = 300 trigger1 = AnimElem = 4, >= 0 value = Anim elem = 2 [State 2200, State] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; The Ultimate Move [Statedef 2500] type = A movetype = A physics = N sprpriority = 20 ctrl = 0 [State 2500, ScreenBound] type = ScreenBound trigger1 = 1 ignorehitpause = 1 movecamera = 0,0 value = 0 [State 2500, NotHitBy] type = NotHitBy trigger1 = 1 ignorehitpause = 1 value = SCA time = 1 [State 2500, SprPriority] type = SprPriority trigger1 = 1 ignorehitpause = 1 value = 20 [State 2500, Anim] type = ChangeAnim trigger1 = Time <= 0 trigger1 = Anim != 41 value = 41 [State 2500, VarSet] type = VelSet trigger1 = Time <= 0 trigger1 = Anim = 41 trigger1 = AnimElem = 1 y = -10 [State 2500, 5] type = ChangeState trigger1 = Time > 0 trigger1 = Pos Y < -250 value = 2501 ;--------------------------------------------------------------------------- ; The Ultimate Move [Statedef 2501] type = A movetype = A physics = N velset = 0,0 sprpriority = 20 ctrl = 0 [State 2500, ScreenBound] type = ScreenBound trigger1 = 1 ignorehitpause = 1 movecamera = 0,0 value = 0 [State 2500, NotHitBy] type = NotHitBy trigger1 = 1 ignorehitpause = 1 value = SCA time = 1 [State 2500, SprPriority] type = SprPriority trigger1 = 1 ignorehitpause = 1 value = 20 [State 2500, Anim] type = ChangeAnim trigger1 = Time <= 0 trigger1 = Anim != 1000 value = 1000 [State 2500, PosSet] type = PosSet trigger1 = Time <= 0 y = -300 [State 2500, EnvColor] type = EnvColor trigger1 = Time <= 0 value = 250,250,250 ignorehitpause = 1 persistent = 0 under = 0 time = 2 [State 2500, PlaySnd] type = PlaySnd trigger1 = Time <= 0 value = 10, 100 channel = 1 ;-------------------- ; Flash Animation ;-------------------- [State 2500, Left] type = Explod trigger1 = Time <= 0 trigger1 = Facing = 1 pausemovetime = -1 supermovetime = -1 ignorehitpause = 1 sprpriority = 50 removetime = 40 postype = left bindtime = -1 anim = 9900 id = 9900 facing = 1 pos = 0,0 ontop = 1 ownpal = 1 [State 2500, Left] type = Explod trigger1 = Time <= 0 trigger1 = Facing = 1 pausemovetime = -1 supermovetime = -1 ignorehitpause = 1 sprpriority = 50 removetime = 40 postype = left bindtime = -1 anim = 9900 id = 9900 facing = 1 pos = 256,0 ontop = 1 ownpal = 1 [State 2500, Left] type = Explod trigger1 = Time <= 0 trigger1 = Facing = 1 pausemovetime = -1 supermovetime = -1 ignorehitpause = 1 sprpriority = 50 removetime = 40 postype = left bindtime = -1 anim = 9900 id = 9900 facing = 1 pos = 512,0 ontop = 1 ownpal = 1 [State 2500, Right] type = Explod trigger1 = Time <= 0 trigger1 = Facing = -1 pausemovetime = -1 supermovetime = -1 ignorehitpause = 1 sprpriority = 50 removetime = 40 postype = right bindtime = -1 anim = 9900 id = 9900 facing = -1 pos = 0,0 ontop = 1 ownpal = 1 [State 2500, Right] type = Explod trigger1 = Time <= 0 trigger1 = Facing = -1 pausemovetime = -1 supermovetime = -1 ignorehitpause = 1 sprpriority = 50 removetime = 40 postype = right bindtime = -1 anim = 9900 id = 9900 facing = -1 pos = -256,0 ontop = 1 ownpal = 1 [State 2500, Right] type = Explod trigger1 = Time <= 0 trigger1 = Facing = -1 pausemovetime = -1 supermovetime = -1 ignorehitpause = 1 sprpriority = 50 removetime = 40 postype = right bindtime = -1 anim = 9900 id = 9900 facing = -1 pos = -512,0 ontop = 1 ownpal = 1 ;-------------------- ;-------------------- ; Super Portrait ;-------------------- [State 2500, Left] type = Explod trigger1 = Time <= 0 trigger1 = Facing = 1 pausemovetime = -1 supermovetime = -1 ignorehitpause = 1 sprpriority = 50 removetime = 40 postype = left bindtime = -1 scale = 2,2 anim = 9000 id = 9000 facing = 1 pos = 100,0 ontop = 1 ownpal = 1 [State 2500, Right] type = Explod trigger1 = Time <= 0 trigger1 = Facing = -1 pausemovetime = -1 supermovetime = -1 ignorehitpause = 1 sprpriority = 50 removetime = 40 postype = right bindtime = -1 scale = 2,2 anim = 9000 id = 9000 facing = -1 pos = -100,0 ontop = 1 ownpal = 1 ;-------------------- [State 2500, Super] type = Explod trigger1 = Time <= 0 pausemovetime = -1 supermovetime = -1 ignorehitpause = 1 sprpriority = -50 postype = P1 bindtime = -1 anim = F102 id = 102 pos = ceil(-10 * const(size.yscale)),ceil(-35 * const(size.yscale)) ontop = 0 ownpal = 1 under = 1 [State 2500, PosAdd] type = PosAdd trigger1 = Time <= 0 x = P2Dist X [State 2500, Helper] type = Helper trigger1 = NumHelper(2510) = 0 trigger1 = Time <= 0 helpertype = normal name = "Giant Mettaur" size.xscale = const(size.xscale) / 1.3 size.yscale = const(size.yscale) / 1.3 size.ground.back = ceil(30 * const(size.xscale)) size.ground.front = ceil(30 * const(size.xscale)) size.air.back = ceil(30 * const(size.xscale)) size.air.front = ceil(30 * const(size.xscale)) id = 2510 pos = 0, 0 postype = P1 stateno = 2510 keyctrl = 0 [State 2500, SuperPause] type = SuperPause trigger1 = Time <= 0 pos = 0, 0 anim = -1 time = 40 movetime = 0 sound = S3, 0 poweradd = -3000 [State 2500, Anim] type = ChangeAnim trigger1 = Time = 2 value = 1000 elem = 3 [State 2500, PosSet] type = PosSet trigger1 = NumHelper(2510) > 0 trigger1 = Helper(2510), StateType = S x = Helper(2510), Pos X y = Helper(2510), Pos Y - (80 * const(size.yscale)) ; 160 [State 2500, PosSet] type = PosSet trigger1 = NumHelper(2510) > 0 trigger1 = Helper(2510), StateType = A x = Helper(2510), Pos X y = Helper(2510), Pos Y - (85 * const(size.yscale)) ; 170 [State 2500, Anim] type = ChangeAnim trigger1 = Anim = 1000 trigger1 = NumHelper(2510) > 0 trigger1 = Helper(2510), StateType = S trigger1 = Time > 50 value = 1001 [State 2500, Anim] type = ChangeAnim trigger1 = Anim = 1001 trigger1 = AnimTime = 0 value = 181 [State 2500, PlaySnd] type = PlaySnd trigger1 = Anim = 181 trigger1 = AnimElem = 4 value = 10, 10 persistent = 0 channel = 1 [State 2500, 5] type = ChangeState trigger1 = Time > 50 trigger1 = RoundState > 2 value = 2505 [State 2500, 5] type = ChangeState trigger1 = NumHelper(2510) > 0 trigger1 = Helper(2510), StateNo = 2515 value = 2502 ;--------------------------------------------------------------------------- ; Jump Off [Statedef 2502] type = A movetype = I physics = A velset = 0,0 ctrl = 0 [State 2500, Anim] type = ChangeAnim trigger1 = Time <= 0 trigger1 = Anim != 41 value = 41 [State 2500, VelSet] type = VelSet trigger1 = Time <= 0 trigger2 = Anim = 41 trigger2 = AnimElem = 1 x = -3 y = -6 [State 2500, Anim] type = ChangeAnim trigger1 = Time > 0 trigger1 = Vel Y >= 0 trigger1 = SelfAnimExist(Anim + 3) trigger1 = Anim != Anim + 3 persistent = 0 value = Anim + 3 [State 60, State] type = ChangeState trigger1 = Time > 0 trigger1 = Vel Y > 0 value = 61 ;--------------------------------------------------------------------------- ; The Ultimate Move Winning Taunt [Statedef 2505] type = S movetype = I physics = S velset = 0,0 sprpriority = 20 ctrl = 0 [State 2500, NotHitBy] type = NotHitBy trigger1 = 1 ignorehitpause = 1 value = SCA time = 1 [State 2500, SprPriority] type = SprPriority trigger1 = 1 ignorehitpause = 1 value = 20 [State 2500, Anim] type = ChangeAnim triggerall = Time <= 0 trigger1 = Anim != 1001 value = 1001 [State 2500, Anim] type = ChangeAnim trigger1 = Anim = 1001 trigger1 = AnimTime = 0 value = 181 [State 2500, PlaySnd] type = PlaySnd trigger1 = Anim = 181 trigger1 = AnimElem = 4 value = 10, 101 persistent = 0 channel = 1 [State 2500, CtrlSet] type = CtrlSet trigger1 = TimeMod = 50,0 ignorehitpause = 1 value = 1 [State 2500, CtrlSet] type = CtrlSet trigger1 = TimeMod = 2,1 trigger1 = Ctrl = 1 ignorehitpause = 1 value = 0 ;---------------------------------------------------------------------------