; VARIABLES: ;---------------------------------------------------- ; var(0) - Temp ; var(1) - Temp ; var(2) - Opponent's mid x ; var(3) - Opponent's mid y ; var(4) - Recovery roll var (1-short 2-med 3-long) ; var(5) - Screenpos Y at start of round ; var(6) - Flying Screen for Captain Sword ; var(7) - Combo Active? ; var(8) - Total hits of current combo ; var(9) - Hitcount of previous state ; var(10) - New hits this tick which must be accounted for ; var(11) - Helper hits to account for this tick ; var(12) - Facing at start of round ; var(13) - First attack counter ; var(14) - "Danger" counter ; var(15) - Holds Combo Count ; var(16) - Hyper Combo Finish: 1 = Cap Sword, 2 = Cap Storm ; var(17) - AI Active ; var(18) - Random number generated upon move hit ; var(19) - Air Combo Active (AI) ; var(20) - Air Combo Active (All) ; var(59) - AI was active ; ; fvar(0) - Temp ; fvar(1) - Current attack constant [Data] ;Amount of life to start with life = 1000 ;attack power (more is stronger) attack = 100 ;defensive power (more is stronger) defence = 90 ;Percentage to increase defense everytime player is knocked down fall.defence_up = 50 ;Time which player lies down for, before getting up liedown.time = 12 ;Number of points for juggling airjuggle = 15 ;Default hit spark number for HitDefs sparkno = 2 ;Default guard spark number guard.sparkno = 40 ;1 to enable echo on KO KO.echo = 0 ;Volume offset (negative for softer) volume = 100 ;Variables with this index and above will not have their values ;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. IntPersistIndex = 59 FloatPersistIndex = 40 [Size] xscale = 1 ;Horizontal scaling factor. yscale = 1 ;Vertical scaling factor. ground.back = 25 ;Player width (back, ground) ground.front = 17 ;Player width (front, ground) air.back = 15 ;Player width (back, air) air.front = 13 ;Player width (front, air) height = 85 ;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 = 3, -89 ;Approximate position of head mid.pos = -3, -57 ;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 = 2.9 ;Walk forward walk.back = -2.5 ;Walk backward run.fwd = 8.5, 0 ;Run forward (x, y) run.back = -7,-3.8 ;Hop backward (x, y) jump.neu = 0,-8.3 ;Neutral jumping velocity (x, y) jump.back = -2.45 ;Jump back Speed (x, y) jump.fwd = 2.55 ;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 = .39 ;Vertical acceleration stand.friction = .85 ;Friction coefficient when standing crouch.friction = .82 ;Friction coefficient when crouching ;--------------------------------------------------------------------------- ; 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 [State 170, 2] type = PlaySnd trigger1 = time = 0 value = 4, 13 ;--------------------------------------------------------------------------- ; Win state decider [Statedef 180] type = S [State 180, 1] type = VarRandom trigger1 = time = 0 v = 0 range = 0, 600 [State 180, 2] type = ChangeState trigger1 = time = 0 trigger1 = var(0) = [0,200] value = 181 [State 180, 3] type = ChangeState trigger1 = time = 0 trigger1 = var(0) = [201,400] value = 182 [State 180, 4] type = ChangeState trigger1 = time = 0 trigger1 = var(0) = [401,600] value = 183 ;--------------------------------------------------------------------------- ; Win pose 1 - Electric Speech! [Statedef 181] type = S ctrl = 0 anim = 181 velset = 0,0 sprpriority = 1 [State 181, 1] type = AssertSpecial trigger1 = time < 250 flag = RoundNotOver [State 181, 2] type = PlaySnd trigger1 = AnimElem = 7 value = 4, 25 [State 181, 3] type = Explod trigger1 = AnimElem = 7 ID = 454 anim = 182 postype = p1 pos = 0, 0 bindtime = -1 removetime = -1 ownpal = 1 sprpriority = 2 ;--------------------------------------------------------------------------- ; WinPose B - Group Pose A [Statedef 182] type = S movetype = I physics = S anim = 183 ctrl = 0 velset = 0, 0 sprpriority = 1 [State 182, 1] type = AssertSpecial trigger1 = time < 240 flag = RoundNotOver [State 182, 2] type = VarSet trigger1 = time = 0 v = 0 value = 210 ;floor(screenpos Y) [State 182, 3] type = PlaySnd trigger1 = time = 38 value = 4, 11 [State 182, Jennety] type = Explod trigger1 = AnimElem = 3 ID = 100 anim = 770 postype = p1 pos = -115, -(var(0)) bindtime = 1 removetime = 27 vel = 2.6, 4 accel = 0, .3 sprpriority = 0 ownpal = 1 shadow = -1, 0, 0 [State 182, Jennety] type = Explod trigger1 = time = 40 ID = 100 anim = 201 postype = p1 pos = 0, 0 bindtime = -1 removetime = -1 sprpriority = 1 ownpal = 1 shadow = -1, 0, 0 [State 182, Sho] type = Explod trigger1 = AnimElem = 3 ID = 101 anim = 751 postype = p1 pos = 135, -(var(0)) bindtime = 1 removetime = 27 vel = -3.4, 4 accel = 0, .3 sprpriority = 0 ownpal = 1 shadow = -1, 0, 0 [State 182, Sho] type = Explod trigger1 = time = 40 ID = 101 anim = 184 postype = p1 pos = 0, 0 bindtime = -1 removetime = -1 sprpriority = 1 ownpal = 1 shadow = -1, 0, 0 [State 182, Hoover] type = Explod trigger1 = AnimElem = 3 ID = 102 anim = 730 postype = p1 pos = 10, -(var(0)) bindtime = 1 removetime = 27 vel = -.3, 4 accel = 0, .3 sprpriority = 0 ownpal = 1 shadow = -1, 0, 0 [State 182, Hoover] type = Explod trigger1 = time = 40 ID = 102 anim = 186 postype = p1 pos = 0, 0 bindtime = -1 removetime = -1 sprpriority = 1 ownpal = 1 shadow = -1, 0, 0 ;--------------------------------------------------------------------------- ; WinPose B - Group Pose B [Statedef 183] type = S movetype = I physics = S anim = 187 ctrl = 0 velset = 0, 0 sprpriority = 1 [State 183, 1] type = AssertSpecial trigger1 = time < 220 flag = RoundNotOver [State 183, 2] type = VarSet trigger1 = time = 0 v = 0 value = 210 ;floor(screenpos Y) [State 183, 3] type = PlaySnd trigger1 = time = 38 value = 4, 8 [State 183, Jennety] type = Explod trigger1 = AnimElem = 2 ID = 100 anim = 770 postype = p1 pos = 115, -(var(0)) bindtime = 1 removetime = 27 vel = -2.6, 4 accel = 0, .3 sprpriority = 0 ownpal = 1 shadow = -1, 0, 0 [State 183, Jennety] type = Explod trigger1 = time = 33 ID = 100 anim = 188 postype = p1 pos = 40, -1 bindtime = -1 removetime = -1 sprpriority = 1 ownpal = 1 shadow = -1, 0, 0 [State 183, Sho] type = Explod trigger1 = AnimElem = 2 ID = 101 anim = 751 postype = p1 pos = -135, -(var(0)) bindtime = 1 removetime = 27 vel = 3.4, 4 accel = 0, .3 sprpriority = 0 ownpal = 1 shadow = -1, 0, 0 [State 183, Sho] type = Explod trigger1 = time = 33 ID = 101 anim = 189 postype = p1 pos = -31, 0 bindtime = -1 removetime = -1 sprpriority = 1 ownpal = 1 shadow = -1, 0, 0 [State 183, Hoover] type = Explod trigger1 = AnimElem = 2 ID = 102 anim = 730 postype = p1 pos = 10, -(var(0)) facing = -1 bindtime = 1 removetime = 27 vel = -.3, 4 accel = 0, .3 sprpriority = 0 ownpal = 1 shadow = -1, 0, 0 [State 183, Hoover] type = Explod trigger1 = time = 33 ID = 102 anim = 733 postype = p1 pos = 0, -12 facing = -1 bindtime = -1 removetime = -1 sprpriority = 1 ownpal = 1 shadow = -1, 0, 0 ;--------------------------------------------------------------------------- ; Introduction [Statedef 191] type = S ctrl = 0 anim = 190 velset = 0,0 sprpriority = 1 [State 191, 1] type = ChangeAnim trigger1 = time = 0 trigger1 = Random <= 200 value = 192 [State 191, 2] ;Assert this until you want "round 1, fight" to begin type = AssertSpecial trigger1 = 1 flag = Intro [State 191, 3] type = PlaySnd trigger1 = AnimElem = 2 value = 4, 21 [State 191, 4] type = PlaySnd trigger1 = AnimElem = 13 trigger2 = AnimElem = 20 trigger3 = AnimElem = 27 trigger4 = AnimElem = 42 value = 1, 4 [State 191, 5] type = Explod trigger1 = AnimElem = 57 ID = 147 anim = 191 postype = p1 pos = 0, 0 bindtime = -1 removetime = -2 sprpriority = 2 ownpal = 1 [State 191, 6] 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 = PlaySnd trigger1 = AnimElem = 8 value = 4, 20 [State 195, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Stand Light Punch [Statedef 200] type = S movetype= A physics = S juggle = 1 ctrl = 0 anim = 200 poweradd = 20 sprpriority = 2 [State 200, 1] type = HitDef trigger1 = AnimElem = 2 attr = S, NA damage = 24, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 9, 9 sparkno = 0 sparkxy = -10, -82 hitsound = S0, 9 guardsound = S0, 12 ground.type = High ground.slidetime = 7 ground.hittime = 7 ground.velocity = -6.5 air.velocity = -2.3,-2 air.hittime = 12 guard.slidetime = 10 guard.hittime = 10 guard.velocity = -6 givepower = 15 getpower = 25 [State 200, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 0 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Standing Medium punch [Statedef 210] type = S movetype= A physics = S juggle = 3 poweradd= 40 ctrl = 0 anim = 210 sprpriority = 1 [State 210, 1] type = PlaySnd trigger1 = Time = 0 value = 0, 1 [State 210, 2] type = PlaySnd trigger1 = AnimElem = 2 value = 4, 19 channel = 0 [State 210, 2] type = HitDef trigger1 = AnimElem = 2 attr = S, NA animtype = Medium damage = 36 hitflag = MAF guardflag = MA pausetime = 9,9 sparkno = 1 sparkxy = -10,-74 hitsound = S0,10 guardsound = S0,12 ground.type = High ground.slidetime = 13 ground.hittime = 14 ground.velocity = -7.6 air.velocity = -3,-5 guard.slidetime = 13 guard.hittime = 13 guard.velocity = -7 givepower = 30 getpower = 45 [State 210, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Standing Hard Punch [Statedef 220] type = S movetype = A physics = S ctrl = 0 anim = 220 poweradd = 60 juggle = 4 sprpriority = 1 [State 220, 1] type = PlaySnd trigger1 = AnimElem = 3 value = 0, 2 [State 220, 2] type = PlaySnd trigger1 = AnimElem = 4 value = 4, 0 channel = 0 [State 220, 2a] type = PlaySnd trigger1 = AnimElem = 4 value = 2, 6 [State 220, 3] type = Explod trigger1 = time = 0 ID = 458 anim = 225 postype = p1 pos = 0, 0 bindtime = 22 removetime = -2 sprpriority = 2 ownpal = 1 removeongethit = 1 [State 220, 4] type = PosAdd trigger1 = AnimElem = 6 x = 9 [State 220, 5] type = HitDef trigger1 = AnimElem = 4 attr = S, NA hitflag = MAF guardflag = MA pausetime = 9, 9 animtype = back damage = 75 sparkno = 3 sparkxy = -5, -80 hitsound = S0, 11 guardsound = S0, 12 ground.velocity = -7, -3 ground.hittime = 10 air.velocity = -7, -1 air.hittime = 12 guard.slidetime = 16 guard.hittime = 18 guard.velocity = -9 givepower = 60 getpower = 80 palfx.time = 40 palfx.add = 72,-19,-204 palfx.mul = 338,389,256 palfx.sinadd = 61,20,10,15 palfx.invertall = 1 palfx.color = 15 [State 220, 6] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Standing light kick [Statedef 230] type = S movetype= A physics = S juggle = 2 poweradd= 20 ctrl = 0 anim = 230 sprpriority = 1 [State 230, 1] type = PlaySnd trigger1 = Time = 0 value = 0, 0 [State 230, 2] type = HitDef trigger1 = AnimElem = 3 attr = S, NA animtype = Light damage = 23 hitflag = MAF guardflag = MA pausetime = 9,9 sparkno = 0 sparkxy = -10,-73 hitsound = S0,6 guardsound = S0,12 ground.type = Low ground.slidetime = 8 ground.hittime = 10 ground.velocity = -7 air.velocity = -4, -1 air.hittime = 12 guard.slidetime = 11 guard.hittime = 13 guard.velocity = -6 givepower = 15 getpower = 25 [State 230, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Standing medium kick [Statedef 240] type = S movetype= A physics = S juggle = 3 poweradd= 40 ctrl = 0 anim = 240 sprpriority = 1 [State 240, 1] type = PlaySnd trigger1 = Time = 0 value = 0, 1 [State 240, 2] type = PlaySnd trigger1 = AnimElem = 3 value = 4, 9 channel = 0 [State 240, 3] type = HitDef trigger1 = AnimElem = 4 attr = S, NA animtype = Medium damage = 34 hitflag = MAF guardflag = MA pausetime = 9,9 sparkno = 1 sparkxy = -10,-75 hitsound = S0,7 guardsound = S0,12 ground.type = Low ground.slidetime = 15 ground.hittime = 16 ground.velocity = -8.6 air.velocity = -4.5, -1.2 air.hittime = 15 guard.slidetime = 13 guard.hittime = 15 guard.velocity = -6.5 givepower = 35 getpower = 55 [State 240, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Stand Hard Kick [Statedef 250] type = S movetype = A physics = N ctrl = 0 anim = 250 juggle = 4 poweradd = 70 [State 250, a] type = VarSet trigger1 = time = 0 fv = 0 value = enemyNear, const(movement.yaccel) [State 250, 1] type = PlaySnd trigger1 = time = 0 value = 4, 22 channel = 0 [State 250, 2] type = PlaySnd trigger1 = AnimElem = 3 value = 0, 2 [State 250, 3] type = VelSet trigger1 = AnimElem = 2 x = 2 y = -4 [State 250, 4] type = StateTypeSet trigger1 = AnimElem = 2 statetype = A physics = A [State 250, 5] type = VelAdd trigger1 = time > 14 trigger1 = vel X > 0 x = -.15 [State 250, 6] type = VelSet trigger1 = Vel X < 0 x = 0 [State 250, 7] type = HitDef trigger1 = AnimElem = 4 attr = S, NA hitflag = MAF guardflag = MA pausetime = 9, 9 damage = 45 animtype = up sparkno = 2 sparkxy = -10, -94 hitsound = S0, 8 guardsound = S0, 12 ground.velocity = -.5, -11 air.velocity = -.5, -9 guard.slidetime = 17 guard.hittime = 20 guard.velocity = -10 yaccel = .39 ;fall = 1 ;air.fall = 1 ;fall.recovertime = 50 ;yaccel = .39 - (fvar(0) / 6) p2stateno = 256 givepower = 50 getpower = 60 ;-------------------------- ; Launcher Followup Jump [Statedef 255] type = S physics = S ctrl = 0 sprpriority = 1 anim = 40 [State 255, a] type = PosSet trigger1 = time = 0 y = 0 [State 255, b] type = PlaySnd trigger1 = time = 0 value = 1, 5 [State 255, Set Aircombo Var] type = VarSet trigger1 = time = 0 v = 20 value = 1 [State 255, 1] type = VarSet trigger1 = Time = 0 sysvar(1) = 0 [State 255, 2] type = VarSet trigger1 = command = "holdfwd" trigger2 = var(17) sysvar(1) = 1 [State 255, 3] type = VarSet trigger1 = command = "holdback" sysvar(1) = -1 [State 255, 4] type = VelSet trigger1 = AnimTime = 0 x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x))) ;x = ifelse(sysvar(1) = 0, 0, ifelse(sysvar(1)=1, 1.1, const(velocity.jump.back.x))) y = const(velocity.jump.y) -2 [State 255, 5] type = VelSet trigger1 = AnimTime = 0 trigger1 = prevstateno = 100 ;RUN_FWD trigger1 = sysvar(1) = 1 x = const(velocity.runjump.fwd.x) [State 255, 6] type = ChangeState trigger1 = AnimTime = 0 value = 50 ctrl = 1 ;------------------------------------------------------------------- ; Custom State - Launched [Statedef 256] type = A movetype = H physics = N ctrl = 0 facep2 = 1 velset = 0, 0 [State 256, 1] type = ChangeAnim trigger1 = Time < 9 value = IfElse(SelfAnimExist(5052),5052,(IfElse(SelfAnimExist(5051),5051,5050))) [State 256, 2] type = VelSet trigger1 = time = 11 x = -.1 y = -11 [State 256, 3] type = VelAdd trigger1 = time > 11 y = .39 [State 256, 4] type = VelSet trigger1 = !Alive x = -8 y = -15 [State 256, 5] type = SelfState trigger1 = !Alive value = 5050 [State 256, 6] type = SelfState trigger1 = Vel Y > 0 value = 5040 ctrl = 1 ;--------------------------------------------------------------------------- ;Crouching light punch [Statedef 400] type = C movetype= A physics = C juggle = 2 poweradd= 20 ctrl = 0 anim = 400 sprpriority = 2 [State 400, 1] type = PlaySnd trigger1 = Time = 0 value = 0, 0 [State 400, 2] type = HitDef trigger1 = AnimElem = 2 attr = C, NA damage = 20 priority = 3 animtype = Light hitflag = MAF guardflag = MA pausetime = 9,9 sparkno = 0 sparkxy = -10,-50 hitsound = S0,9 guardsound = S0,12 ground.type = Low ground.slidetime = 7 ground.hittime = 9 ground.velocity = -4 air.velocity = -3, -1 air.hittime = 10 guard.slidetime = 12 guard.hittime = 14 guard.velocity = -4.4 givepower = 15 getpower = 25 [State 400, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;Crouching medium punch [Statedef 410] type = C movetype= A physics = C juggle = 4 poweradd= 50 ctrl = 0 anim = 410 sprpriority = 2 [State 410, a] type = VarSet trigger1 = time = 0 fv = 0 value = enemyNear, const(movement.yaccel) [State 410, 1] type = PlaySnd trigger1 = Time = 0 value = 0, 1 [State 410, 2] type = PlaySnd trigger1 = AnimElem = 3 value = 4, 9 channel = 0 [State 410, 3] type = HitDef trigger1 = AnimElem = 3 attr = C, NA damage = 32 animtype = Up hitflag = MAF guardflag = M pausetime = 9,9 sparkno = 1 sparkxy = -10,-85 hitsound = S0,10 guardsound = S0,12 ground.velocity = -.5, -8 air.velocity = -.5, -7 guard.slidetime = 13 guard.hittime = 16 guard.velocity = -8.7 ;yaccel = .39 - (fvar(0) / 6) ;fall = 1 ;air.fall = 1 ;fall.recovertime = 45 givepower = 30 getpower = 50 p2stateno = 411 [State 410, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;------------------------------------------------------------------- ; Custom State - Launched [Statedef 411] type = A movetype = H physics = N ctrl = 0 facep2 = 1 velset = 0, 0 [State 411, 1] type = ChangeAnim trigger1 = Time < 9 value = IfElse(SelfAnimExist(5052),5052,(IfElse(SelfAnimExist(5051),5051,5050))) [State 411, 2] type = VelSet trigger1 = time = 9 x = -1.6 y = -7 [State 411, 3] type = VelAdd trigger1 = time > 11 y = .39 [State 411, 4] type = VelSet trigger1 = !Alive x = -8 y = -15 [State 411, 5] type = SelfState trigger1 = !Alive value = 5050 [State 411, 6] type = SelfState trigger1 = Vel Y > 0 value = 5040 ctrl = 1 ;--------------------------------------------------------------------------- ; Crouching Hard Punch [Statedef 420] type = C movetype = A physics = C ctrl = 0 anim = 420 juggle = 4 poweradd = 50 sprpriority = 1 [State 420, 1] type = PlaySnd trigger1 = time = 0 value = 4, 0 channel = 0 [State 420, 2] type = PlaySnd trigger1 = AnimElem = 3 value = 2, 3 [State 420, 3] type = Explod trigger1 = time = 0 ID = 4478 anim = 425 postype = p1 pos = 0, 0 bindtime = -1 removetime = -2 sprpriority = 2 ownpal = 1 removeongethit = 1 [State 420, 4] type = HitDef trigger1 = AnimElem = 3 attr = C, NA hitflag = MA guardflag = MA pausetime = 9, 9 damage = 73 animtype = hard sparkno = 2 sparkxy = -5, -38 hitsound = S0, 11 guardsound = S0, 12 ground.type = low ground.slidetime = 17 ground.hittime = 21 ground.velocity = -10 air.velocity = -5, -2 guard.slidetime = 18 guard.hittime = 20 guard.velocity = -11 forcestand = 1 palfx.time = 50 palfx.add = -255,-71,41 palfx.mul = 205,164,356 palfx.sinadd = 61,102,51,15 palfx.invertall = 1 palfx.color = 150 [State 420, 5] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;Crouching light kick [Statedef 430] type = C movetype= A physics = C juggle = 5 poweradd= 22 ctrl = 0 anim = 430 sprpriority = 2 [State 430, 1] type = PlaySnd trigger1 = Time = 0 value = 0, 0 [State 430, 2] type = HitDef trigger1 = AnimElem = 2 attr = C, NA damage = 23 animtype = Light hitflag = MAFD guardflag = L pausetime = 9,9 sparkno = 0 sparkxy = -10,-10 hitsound = S0,6 guardsound = S0,12 ground.type = Low ground.slidetime = 9 ground.hittime = 9 ground.velocity = -6.7 air.velocity = -3,-1 down.velocity = -3,-3 down.hittime = 20 guard.slidetime = 14 guard.hittime = 18 guard.velocity = -6 givepower = 15 getpower = 26 [State 430, 3] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;Crouch Medium Kick [Statedef 440] type = C movetype= A physics = C juggle = 7 poweradd= 40 ctrl = 0 anim = 440 sprpriority = 2 [State 440, 2] type = PlaySnd trigger1 = Time = 0 value = 0, 1 [State 440, 3] type = HitDef trigger1 = Time = 0 attr = C, NA damage = 37 animtype = medium hitflag = MAFD guardflag = L pausetime = 9,9 sparkno = 1 sparkxy = -5,-41 hitsound = S0,7 guardsound = S0,12 ground.type = low ground.slidetime = 15 ground.hittime = 16 ground.velocity = -9 air.velocity = -4, -4.5 guard.slidetime = 17 guard.hittime = 21 guard.velocity = -7 givepower = 30 getpower = 50 [State 440, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ; Crouching Hard Kick [Statedef 450] type = C movetype = A physics = C ctrl = 0 anim = 450 juggle = 5 poweradd = 60 [State 450, 1] type = PlaySnd trigger1 = time = 0 value = 0, 2 [State 450, 2] type = PlaySnd trigger1 = AnimElem = 2 value = 4, 22 channel = 0 [State 450, 3] type = HitDef trigger1 = AnimElem = 3 attr = C, NA hitflag = M guardflag = L pausetime = 9, 9 damage = 80 animtype = hard sparkno = 3 sparkxy = -5, -21 hitsound = S0, 8 guardsound = S0, 12 ground.type = trip ground.velocity = -2.5, -4 guard.slidetime = 11 guard.hittime = 24 guard.velocity = -10 fall = 1 fall.recover = 0 givepower = 70 getpower = 85 [State 450, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;Jump Light Punch [Statedef 600] type = A movetype= A physics = A juggle = 2 poweradd= 16 ctrl = 0 anim = 600 sprpriority = 2 [State 600, 1] type = PlaySnd trigger1 = Time = 0 value = 0, 0 [State 600, 2] type = HitDef trigger1 = AnimElem = 2 attr = A, NA damage = 22 guardflag = HA priority = 3 pausetime = 9,9 sparkno = 0 sparkxy = -10,-92 hitsound = S0,9 guardsound = S0,12 ground.type = High ground.slidetime = 10 ground.hittime = 10 ground.velocity = -6 air.velocity = -1.3,-4.8 air.hittime = 15 guard.slidetime = 6 guard.hittime = 6 guard.velocity = -4.5 givepower = 15 getpower = 25 [State 600, 2a] type = VarSet trigger1 = time = 0 v = 0 value = ifelse(PrevStateNo = 670 || var(20), 1, 0) [State 600, 3] type = ChangeState trigger1 = AnimTime = 0 value = ifelse(PrevStateNo = 670, 670, 50) ctrl = var(0) ;ifelse(PrevStateNo = 670, 1, 0) ;--------------------------------------------------------------------------- ;Jump Medium Punch [Statedef 610] type = A movetype= A physics = A juggle = 2 poweradd= 40 ctrl = 0 anim = 610 sprpriority = 2 [State 610, 1] type = PlaySnd trigger1 = AnimElem = 1 = 4 value = 4, 19 channel = 0 [State 610, 2] type = PlaySnd trigger1 = Time = 0 value = 0, 1 [State 610, 3] type = HitDef trigger1 = AnimElem = 2 attr = A, NA damage = 36 guardflag = HA priority = 4 pausetime = 9,9 sparkno = 1 sparkxy = -10,-25 hitsound = S0,10 guardsound = S0,12 animtype = Med ground.type = High ground.slidetime = 13 ground.hittime = 16 ground.velocity = -8 air.velocity = -1.3,-4.8 guard.slidetime = 7 guard.hittime = 7 guard.velocity = -6 givepower = 30 getpower = 50 [State 610, 3a] type = VarSet trigger1 = time = 0 v = 0 value = ifelse(PrevStateNo = 670 || var(20), 1, 0) [State 610, 4] type = ChangeState trigger1 = AnimTime = 0 value = ifelse(PrevStateNo = 670, 670, 50) ctrl = var(0) ;ifelse(PrevStateNo = 670, 1, 0) ;--------------------------------------------------------------------------- ; Jump Hard Punch [Statedef 620] type = A movetype = A physics = A ctrl = 0 anim = 620 juggle = 2 poweradd = 60 sprpriority = 1 [State 620, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 4,0 channel = 0 [State 620, 2] type = PlaySnd trigger1 = AnimElem = 3 value = 2, 3 [State 630, 3] type = Explod trigger1 = time = 0 ID = 4580 anim = 625 postype = p1 pos = 0, 0 bindtime = -1 removetime = -2 ownpal = 1 sprpriority = 2 removeongethit = 1 [State 630, 4] type = HitDef trigger1 = AnimElem = 3 attr = A, NA hitflag = MAF guardflag = HA pausetime = 9, 9 damage = 76 animtype = hard sparkno = 3 sparkxy = -5, -24 hitsound = S0, 11 guardsound = S0, 12 ground.type = high ground.slidetime = 13 ground.hittime = 15 ground.velocity = -8.5 air.velocity = -7, 10 guard.slidetime = 6 guard.hittime = 6 guard.velocity = -5.4 palfx.time = 50 palfx.add = -255,-71,41 palfx.mul = 205,164,356 palfx.sinadd = 61,102,51,15 palfx.invertall = 1 palfx.color = 150 givepower = 50 getpower = 70 air.fall = 1 fall.recover = 0 [State 620, 4a] type = VarSet trigger1 = time = 0 v = 0 value = ifelse(PrevStateNo = 670 || var(20), 1, 0) [State 620, 5] type = ChangeState trigger1 = AnimTime = 0 value = ifelse(PrevStateNo = 670, 670, 50) ctrl = var(0) ;ifelse(PrevStateNo = 670, 1, 0) ;--------------------------------------------------------------------------- ;Jump Light Kick [Statedef 630] type = A movetype= A physics = A juggle = 2 poweradd= 20 ctrl = 0 anim = 630 sprpriority = 2 [State 630, 1] type = PlaySnd trigger1 = Time = 0 value = 0, 0 [State 630, 2] type = HitDef trigger1 = AnimElem = 2 attr = A, NA damage = 23 hitflag = MAF guardflag = HA priority = 4 pausetime = 9,9 sparkno = 0 sparkxy = -5,-79 hitsound = S0,6 guardsound = S0,12 ground.type = High ground.slidetime = 10 ground.hittime = 10 ground.velocity = -7 air.velocity = -1.3, -4.8 air.hittime = 15 guard.slidetime = 5 guard.hittime = 5 guard.velocity = -4 givepower = 15 getpower = 25 [State 630, 2a] type = VarSet trigger1 = time = 0 v = 0 value = ifelse(PrevStateNo = 670 || var(20), 1, 0) [State 630, 3] type = ChangeState trigger1 = AnimTime = 0 value = ifelse(PrevStateNo = 670, 670, 50) ctrl = var(0) ;ifelse(PrevStateNo = 670, 1, 0) ;--------------------------------------------------------------------------- ;Jump Medium Kick [Statedef 640] type = A movetype= A physics = A juggle = 2 poweradd= 35 ctrl = 0 anim = 640 sprpriority = 2 [State 640, 2] type = PlaySnd trigger1 = Time = 0 value = 0, 1 [State 640, 3] type = HitDef trigger1 = AnimElem = 2 attr = A, NA damage = 35 guardflag = HA priority = 4 pausetime = 9,9 sparkno = 1 sparkxy = -10,-68 hitsound = S0,7 guardsound = S0,12 animtype = Med ground.type = High ground.slidetime = 16 ground.hittime = 16 ground.velocity = -9 air.velocity = -1.3,-4.8 air.hittime = 15 guard.slidetime = 5 guard.hittime = 5 guard.velocity = -4.6 givepower = 25 getpower = 40 [State 640, 3a] type = VarSet trigger1 = time = 0 v = 0 value = ifelse(PrevStateNo = 670 || var(20), 1, 0) [State 640, 4] type = ChangeState trigger1 = AnimTime = 0 value = ifelse(PrevStateNo = 670, 670, 50) ctrl = var(0) ;ifelse(PrevStateNo = 670, 1, 0) ;--------------------------------------------------------------------------- ; Jump Hard Kick [Statedef 650] type = A movetype = A physics = A ctrl = 0 anim = 650 juggle = 2 poweradd = 55 [State 650, 1] type = PlaySnd trigger1 = time = 0 value = 0, 2 [State 650, 2] type = PlaySnd trigger1 = AnimElem = 3 value = 4, 22 channel = 0 [State 650, 3] type = HitDef trigger1 = AnimElem = 3 attr = A, NA hitflag = MAF guardflag = HA pausetime = 9, 9 damage = 72 animtype = hard priority = 5, Miss sparkno = 3 sparkxy = -5, -18 hitsound = S0, 8 guardsound = S0, 12 ground.type = high ground.slidetime = 15 ground.hittime = 16 ground.velocity = -9.4 air.velocity = -5, 10 guard.slidetime = 5 guard.hittime = 5 guard.velocity = -4.4 air.fall = 1 fall.recover = 0 givepower = 50 getpower = 70 [State 650, 3a] type = VarSet trigger1 = time = 0 v = 0 value = ifelse(PrevStateNo = 670 || var(20), 1, 0) [State 650, 4] type = ChangeState trigger1 = AnimTime = 0 value = ifelse(PrevStateNo = 670, 670, 50) ctrl = var(0) ;ifelse(PrevStateNo = 670, 1, 0) ;--------------------------------------------------------------------------- ; Super Jump - Start [Statedef 660] type = S movetype = I physics = S anim = 40 velset = 0, 0 sprpriority = 1 ctrl = 0 [State 660, 1] type = VarSet trigger1 = time = 0 v = 0 value = ifelse(command = "holdfwd", 1, ifelse(command = "holdback", -1, 0)) [State 660, 2] type = Explod trigger1 = AnimTime = 0 ID = 474 anim = 6040 postype = p1 pos = 0, 15 bindtime = 1 removetime = -2 ownpal = 1 sprpriority = 2 [State 660, 3] type = PlaySnd trigger1 = AnimTime = 0 value = 1, 5 [State 660, 4] type = VelSet trigger1 = AnimTime = 0 x = 2.25 * var(0) y = -12.5 [State 660, 5] type = Helper trigger1 = AnimTime = 0 name = "Superjump FX Spawner" ID = 840 stateno = 680 postype = p1 pos = 0, 0 ownpal = 1 [State 660, 6] type = ChangeState trigger1 = AnimTime = 0 value = 670 ctrl = 1 ;--------------------------------------------------------------------------- ; Super Jump - Neutral [Statedef 670] type = A movetype = I physics = A [State 670, 1] type = ChangeAnim trigger1 = time = 0 trigger1 = PrevStateNo = 660 value = 42 [State 670, 2] type = ChangeAnim trigger1 = time = 0 trigger1 = PrevStateNo != 660 trigger2 = Anim = 42 && AnimTime = 0 value = 45 [State 670, 3] type = VelAdd trigger1 = command = "holdfwd" x = .1 [State 670, 4] type = VelAdd trigger1 = command = "holdback" x = -.1 ;--------------------------------------------------------------------------- ; Superjump FX Spawner [Statedef 680] type = A movetype = I physics = N anim = 9999 [State 680, 1] type = BindToParent trigger1 = time = 0 pos = 0, 0 time = 9999 [State 680, 2] type = Explod triggerall = time > 13 trigger1 = (time % 5) = 0 ID = 481 anim = ifelse(random <= 499, 6050, 6055) postype = p1 pos = 0, 0 random = 50, 0 bindtime = 1 removetime = 20 vel = 0, 0 ontop = 1 [State 680, 3] type = Explod trigger1 = (time % 10) = 0 ID = 482 anim = 6020 postype = p1 pos = -20, 0 bindtime = 1 removetime = -2 vel = 0, 0 ontop = 1 [State 680, 4] type = DestroySelf trigger1 = Parent, Vel Y >= -1 trigger2 = time = 1000 ;--------------------------------------------------------------------------- ; Recovery Roll - short [Statedef 690] type = S movetype = I physics = N anim = 660 velset = 0, 0 ctrl = 0 facep2 = 1 [State 690, 1] type = PosSet trigger1 = time = 0 y = 0 [State 690, 2] type = VelSet trigger1 = time = 0 x = 10 [State 690, 3] type = ChangeState trigger1 = time = 10 value = 12 ctrl = 1 ;--------------------------------------------------------------------------- ; Recovery Roll - med [Statedef 700] type = S movetype = I physics = N anim = 660 velset = 0, 0 ctrl = 0 facep2 = 1 [State 700, 1] type = PosSet trigger1 = time = 0 y = 0 [State 700, 2] type = VelSet trigger1 = time = 0 x = 10 [State 700, 3] type = ChangeState trigger1 = time = 16 value = 12 ctrl = 1 ;--------------------------------------------------------------------------- ; Recovery Roll - long [Statedef 710] type = S movetype = I physics = N anim = 660 velset = 0, 0 ctrl = 0 facep2 = 1 [State 710, 1] type = PosSet trigger1 = time = 0 y = 0 [State 710, 2] type = VelSet trigger1 = time = 0 x = 10 [State 710, 3] type = ChangeState trigger1 = time = 20 value = 12 ctrl = 1 ;--------------------------------------------------------------------------- ; Air Throw - Attempt [Statedef 720] type = A physics = A movetype = A ctrl = 0 anim = 830 [State 720, 1] type = HitDef Trigger1 = Time = 0 attr = A, NT ;Attributes: Standing, Normal Throw hitflag = A priority = 1, Miss ;Throw has low priority, must be miss or dodge type. sparkno = 1 sparkxy = -5, -67 hitsound = S0, 5 sprpriority = 1 ;Draw in front of p2 ;p1facing = ifelse (command = "holdfwd", -1, 1) ;Turn if holding forwards p2facing = -1 p1stateno = 730 p2stateno = 740 fall = 1 ;Force p2 into falling down [State 720, 2] type = ChangeState Trigger1 = time = 3 value = 50 ctrl = 1 ;--------------------------------------------------------------------------- ; Throwing Opponent [Statedef 730] type = A movetype = I physics = N anim = 840 sprpriority = 1 velset = 0, 0 poweradd = 80 [State 730, 1] type = TargetBind trigger1 = AnimElem = 1 time = 13 pos = -49, -64 [State 730, 2] type = TargetBind trigger1 = AnimElem = 2 time = 6 pos = -66, -101 [State 730, 3] type = TargetBind trigger1 = AnimElem = 3 time = 5 pos = -50, -113 [State 730, 4] type = TargetBind trigger1 = AnimElem = 4 time = 5 pos = 64, -43 [State 730, 5] type = TargetLifeAdd trigger1 = AnimElem = 4 = 2 value = -98 [State 730, 6] type = TargetState trigger1 = AnimElem = 4 = 2 value = 750 [State 730, 7] type = TargetDrop trigger1 = AnimElem = 4 = 2 [State 730, 8] type = ChangeState trigger1 = AnimTime = 0 value = 50 ;-------------------------------- ; Getting thrown [Statedef 740] type = A movetype = H physics = N ctrl = 0 velset = 0, 0 poweradd = 100 [State 740, 1] type = ScreenBound trigger1 = 1 value = 0 [State 740, 2] type = ChangeAnim2 trigger1 = time = 0 value = 850 ;--------------------------------- ; Thrown Into Ground [Statedef 750] type = A movetype = H physics = N velset = 6, 12 [State 750, 1] type = SelfState trigger1 = Pos Y >= -1 value = 5100 ;--------------------------------------------------------------------------- ;Commando Throw - Attempt [Statedef 800] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 700 sprpriority = 2 [State 800, 1] type = HitDef Trigger1 = Time = 0 attr = S, NT hitflag = M- priority = 1, Miss sparkno = 2 sparkxy = -5, -72 hitsound = S0, 5 sprpriority = 1 p1facing = ifelse (command = "holdfwd", 1, -1) p2facing = 1 p1stateno = 805 p2stateno = 806 guard.dist = 0 fall = 1 [State 800, 2] type = ChangeState Trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Commando Throw Decider [Statedef 805] type = S movetype = A physics = S ctrl = 0 [State 805, 1] type = VarRandom trigger1 = time = 0 v = 0 range = 0, 600 [State 805, 2] type = ChangeState triggerall = time = 0 trigger1 = var(0) = [0,200] value = 810 [State 805, 3] type = ChangeState triggerall = time = 0 trigger1 = var(0) = [201,400] value = 870 [State 805, 4] type = ChangeState triggerall = time = 0 trigger1 = var(0) = [401,600] value = 920 ;------------------- ; Neutral State for target [Statedef 806] type = S movetype = H physics = N ctrl = 0 [State 806, 1] type = ChangeAnim2 trigger1 = 1 value = 720 ;--------------------------------------------------------------------------- ; Commando Throw: Hoover [Statedef 810] type = S movetype = A physics = N ctrl = 0 anim = 710 poweradd = 90 sprpriority = 2 [State 810, 1] type = Width trigger1 = 1 value = 60, 0 [State 810, 1a] type = VarSet trigger1 = time = 0 v = 0 value = floor(ScreenPos Y) [State 810, 2] type = TargetState trigger1 = time = 0 value = 850 [State 810, 3] type = TargetBind trigger1 = AnimElem = 1 time = 12 pos = 45, 0 [State 810, 4] type = Explod trigger1 = AnimElem = 1 ID = 4858 anim = 711 postype = p1 pos = 0, 0 facing = ifelse(command = "holdback", -1, 1) bindtime = -1 removetime = -2 sprpriority = 0 ownpal = 1 [State 810, 5] type = PlaySnd trigger1 = AnimElem = 2 value = 4, 10 channel = 0 [State 810, 6] type = TargetBind trigger1 = AnimElem = 2 time = 15 pos = 47, -11 [State 810, 7] type = Helper trigger1 = AnimElem = 2 name = "Hoover" ID = 2001 postype = p1 pos = -140, -(var(0)) stateno = 820 ownpal = 1 [State 810, 8] type = TargetBind trigger1 = AnimElem = 3 time = 10 pos = 57, -40 [State 810, 9] type = Explod trigger1 = AnimElem = 4 anim = F3 postype = p1 pos = 52, -134 bindtime = -1 removetime = -2 sprpriority = 3 ownpal = 1 [State 810, 10] type = PlaySnd trigger1 = AnimElem = 4 value = 0, 11 [State 810, 11] type = TargetState trigger1 = AnimElem = 5 value = 860 [State 810, 12] type = TargetDrop trigger1 = AnimElem = 5 [State 810, 12] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Hoover's States [Statedef 820] type = A movetype = I physics = N anim = 730 sprpriority = 0 velset = 3, 7 [State 820, 1] type = VelAdd trigger1 = 1 y = .45 [State 820, 1] type = VarSet trigger1 = time = 0 v = 0 value = parent, var(0) [State 820, 3] type = ChangeState trigger1 = Pos Y >= 0 value = 825 ; Land [Statedef 825] type = S movetype = I physics = N anim = 731 velset = 0, 0 [State 825, 1] type = PosSet trigger1 = time = 0 y = 0 [State 825, 1a] type = PlaySnd trigger1 = time = 0 value = 3, 11 [State 825, 2] type = ChangeAnim trigger1 = time = 10 value = 732 [State 825, 3] type = PlaySnd trigger1 = time = 22 value = 2, 4 [State 825, 4] type = Explod trigger1 = time = 22 anim = 740 postype = p1 pos = 75, -143 bindtime = 1 removetime = -2 sprpriority = 1 [State 825, 5] type = Explod trigger1 = time = 22 anim = 745 postype = p1 pos = 140, -200 bindtime = 1 removetime = -2 ontop = 1 [State 825, 5a] type = EnvColor trigger1 = time = 22 time = 3 value = 255, 255, 255 [State 825, 6] type = ChangeAnim trigger1 = time = 50 value = 733 [State 825, 7] type = ChangeState trigger1 = time = 100 value = 830 ; Hoover - Jump Out [Statedef 830] type = A movetype = I physics = N anim = 730 velset = -2.8, -10 [State 830, 1] type = VelAdd trigger1 = 1 y = .15 [State 830, 2] type = DestroySelf trigger1 = Pos Y < -(var(0)) ;--------------------------------------------------------------------------- ; Getting hit by Hoover-type Commando Throw [Statedef 850] type = A movetype = H physics = N ctrl = 0 sprpriority = 1 poweradd = 100 [State 850, 1] type = ScreenBound trigger1 = 1 value = 0 [State 850, 2] type = ChangeAnim2 trigger1 = time = 0 value = 720 ; Launched Up [Statedef 860] type = A movetype = H physics = N velset = 0, -10 [State 860, 1] type = Screenbound trigger1 = 1 value = 0 [State 860, 2] type = NotHitBy trigger1 = 1 value = SCA time = 60 [State 860, 3] type = ChangeAnim2 trigger1 = time = 0 value = 721 [State 860, 4] type = VelAdd trigger1 = 1 y = .39 [State 860, 5] type = PosFreeze trigger1 = time = [20,24] value = 1 [State 860, 6] type = PalFX trigger1 = time = 25 time = 70 add = 72,-19,-204 mul = 338,389,256 sinadd = 61,20,10,15 invertall = 1 color = 15 [State 860, 6a] type = LifeAdd trigger1 = time = 25 value = -98 [State 860, 7] type = VelSet trigger1 = time = 25 x = -4 y = -8 [State 860, 8] type = SelfState trigger1 = time = 26 value = 5050 ;--------------------------------------------------------------------------- ; Commando Throw: Sho [Statedef 870] type = S movetype = A physics = N ctrl = 0 anim = 710 poweradd = 90 sprpriority = 2 [State 870, 1] type = Width trigger1 = 1 value = 60, 0 [State 870, 1a] type = VarSet trigger1 = time = 0 v = 0 value = floor(ScreenPos Y) [State 870, 1b] type = VarSet trigger1 = time = 0 v = 1 value = 0 [State 870, 2] type = TargetState trigger1 = time = 0 value = 900 [State 870, 3] type = TargetBind trigger1 = AnimElem = 1 time = 12 pos = 45, 0 [State 870, 4] type = Explod trigger1 = AnimElem = 1 ID = 4858 anim = 711 postype = p1 pos = 0, 0 facing = ifelse(command = "holdback", -1, 1) bindtime = -1 removetime = -2 sprpriority = 0 ownpal = 1 [State 870, 5] type = PlaySnd trigger1 = AnimElem = 2 value = 4, 17 channel = 0 [State 870, 6] type = TargetBind trigger1 = AnimElem = 2 time = 15 pos = 47, -11 [State 870, 7] type = Helper trigger1 = AnimElem = 2 name = "Sho" ID = 2002 postype = p1 pos = 100, 0 stateno = 880 ownpal = 1 [State 870, 8] type = TargetBind trigger1 = AnimElem = 3 time = 10 pos = 57, -40 [State 870, 9] type = Explod trigger1 = AnimElem = 4 anim = F3 postype = p1 pos = 52, -134 bindtime = -1 removetime = -2 sprpriority = 3 ownpal = 1 [State 870, 10] type = PlaySnd trigger1 = AnimElem = 4 value = 0, 11 [State 870, 11] type = TargetState trigger1 = AnimElem = 5 value = 910 [State 870, 12] type = TargetDrop trigger1 = AnimElem = 5 [State 870, 13] type = ChangeState trigger1 = AnimTime = 0 value = 875 [Statedef 875] type = S movetype = I physics = S anim = 0 [State 875, 1] type = VarAdd trigger1 = Anim = 0 v = 1 value = 1 [State 875, 1] type = ChangeState trigger1 = var(1) = 50 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Sho's States for Commando Throw [Statedef 880] type = A movetype = I physics = N anim = 9999 sprpriority = 1 [State 880, a] type = VarSet trigger1 = time = 0 v = 0 value = parent, Var(0) [State 880, 1] type = Explod trigger1 = time = 40 ID = 457 anim = 760 postype = p1 pos = -60, -185 bindtime = 1 removetime = -2 ontop = 1 ownpal = 1 [State 880, 2] type = PlaySnd trigger1 = time = 81 value = 0, 13 [State 880, 3] type = ChangeAnim trigger1 = time = 86 value = 750 [State 880, 3a] type = EnvColor trigger1 = time = 89 time = 3 value = 255, 255, 255 [State 880, 4] type = ChangeState trigger1 = time = 121 value = 890 ; Sho - Jump Out [Statedef 890] type = A movetype = I physics = N anim = 751 velset = -2.8, -10 [State 890, 1] type = VelAdd trigger1 = 1 y = .15 [State 890, 2] type = DestroySelf trigger1 = Pos Y < -(var(0)) ;--------------------------------------------------------------------------- ; Getting hit by Sho-type Commando Throw [Statedef 900] type = A movetype = H physics = N ctrl = 0 sprpriority = 1 poweradd = 100 [State 900, 1] type = ScreenBound trigger1 = 1 value = 0 [State 900, 2] type = ChangeAnim2 trigger1 = time = 0 value = 720 ; Launched Up [Statedef 910] type = A movetype = H physics = N velset = 0, -8.5 [State 910, 1] type = Screenbound trigger1 = 1 value = 0 [State 910, 2] type = NotHitBy trigger1 = 1 value = SCA time = 60 [State 910, 3] type = ChangeAnim2 trigger1 = time = 0 value = 721 [State 910, 4] type = VelAdd trigger1 = 1 y = .39 [State 910, 5] type = PosFreeze trigger1 = time = [20,79] value = 1 [State 910, 6] type = LifeAdd trigger1 = time = 80 value = -98 [State 910, 7] type = VelSet trigger1 = time = 80 x = -4 y = -8 [State 910, 8] type = SelfState trigger1 = time = 80 value = 5050 ;--------------------------------------------------------------------------- ; Commando Throw: Jennety [Statedef 920] type = S movetype = A physics = N ctrl = 0 anim = 710 poweradd = 90 sprpriority = 2 [State 920, 1] type = Width trigger1 = 1 value = 60, 0 [State 920, 1a] type = VarSet trigger1 = time = 0 v = 0 value = floor(ScreenPos Y) [State 920, 2] type = TargetState trigger1 = time = 0 value = 950 [State 920, 3] type = TargetBind trigger1 = AnimElem = 1 time = 12 pos = 45, 0 [State 920, 4] type = Explod trigger1 = AnimElem = 1 ID = 4858 anim = 711 postype = p1 pos = 0, 0 facing = ifelse(command = "holdback", -1, 1) bindtime = -1 removetime = -2 sprpriority = 0 ownpal = 1 [State 920, 5] type = PlaySnd trigger1 = AnimElem = 2 value = 4, 12 channel = 0 [State 920, 6] type = TargetBind trigger1 = AnimElem = 2 time = 15 pos = 47, -11 [State 920, 7] type = Helper trigger1 = AnimElem = 2 name = "Jennety" ID = 2003 postype = p1 pos = -90, -(var(0)) stateno = 930 ownpal = 1 [State 920, 8] type = TargetBind trigger1 = AnimElem = 3 time = 10 pos = 57, -40 [State 920, 9] type = Explod trigger1 = AnimElem = 4 anim = F3 postype = p1 pos = 52, -134 bindtime = -1 removetime = -2 sprpriority = 3 ownpal = 1 [State 920, 10] type = PlaySnd trigger1 = AnimElem = 4 value = 0, 11 [State 920, 11] type = TargetState trigger1 = AnimElem = 5 value = 960 [State 920, 12] type = TargetDrop trigger1 = AnimElem = 5 [State 920, 13] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Jennety's states for Commando Throw [Statedef 930] type = A movetype = I physics = N anim = 770 sprpriority = 0 velset = 3, 7 [State 930, 1] type = VelAdd trigger1 = 1 y = .45 [State 930, 1] type = VarSet trigger1 = time = 0 v = 0 value = parent, var(0) [State 930, 3] type = ChangeState trigger1 = Pos Y >= 0 value = 940 ; Land [Statedef 940] type = S movetype = A physics = N anim = 771 velset = 0, 0 [State 940, 1] type = PosSet trigger1 = time = 0 y = 0 [State 940, 2] type = PlaySnd trigger1 = time = 25 value = 3, 10 [State 940, 3] type = ChangeAnim trigger1 = time = 25 value = 780 [State 940, 4] type = VelSet trigger1 = time = 25 y = -7 [State 940, 4a] type = PosAdd trigger1 = time = 25 x = 30 [State 940, 5] type = HitDef triggerall = Anim = 780 triggerall = HitCount < 3 trigger1 = (time % 2) = 0 attr = A, NA hitflag = AF+ guardflag = pausetime = 9, 9 damage = 23 sparkno = 3 sparkxy = -10, -122 hitsound = S0, 13 guardsound = S0, 12 air.velocity = -1, -3 p2stateno = 970 fall = 1 air.fall = 1 fall.recovertime = 25 givepower = 20 getpower = 0 [State 940, 6] type = DestroySelf trigger1 = Pos Y < -(var(0)) ;--------------------------------------------------------------------------- ; Getting hit by Jennety-type Commando Throw [Statedef 950] type = A movetype = H physics = N ctrl = 0 sprpriority = 1 poweradd = 100 [State 950, 1] type = ScreenBound trigger1 = 1 value = 0 [State 950, 2] type = ChangeAnim2 trigger1 = time = 0 value = 720 ; Launched Up [Statedef 960] type = A movetype = H physics = N velset = 0, -10.5 [State 960, a] type = LifeAdd trigger1 = time = 0 value = -30 [State 960, 1] type = Screenbound trigger1 = 1 value = 0 [State 960, 3] type = ChangeAnim2 trigger1 = time = 0 value = 721 [State 960, 4] type = VelAdd trigger1 = 1 y = .39 [State 960, 8] type = SelfState trigger1 = time = 50 value = 5050 ; Get hit [Statedef 970] type = A movetype = H physics = N velset = -2, -6 [State 970, a] type = PosFreeze trigger1 = time = [0,9] value = 1 [State 970, b] type = NotHitBy trigger1 = time > 9 value = SCA time = 60 [State 970, c] type = EnvColor trigger1 = time = 0 time = 3 value = 255, 255, 255 [State 970, 1] type = ChangeAnim2 trigger1 = time = 0 value = 721 [State 970, 2] type = VelAdd trigger1 = 1 y = .39 [State 970, 8] type = SelfState trigger1 = time = 20 value = 5050 ;----------------------------------------------------------------- ; Electric Hold Throw - Attempt [Statedef 980] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 700 sprpriority = 2 [State 980, 1] type = HitDef Trigger1 = Time = 0 attr = S, NT hitflag = M- priority = 1, Miss sparkno = 2 sparkxy = -5, -72 hitsound = S0, 5 sprpriority = 1 p1facing = ifelse (command = "holdfwd", 1, -1) p2facing = 1 p1stateno = 985 p2stateno = 990 guard.dist = 0 fall = 1 [State 980, 2] type = ChangeState Trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;----------------------------------------------------------------- ; Electric Hold Throw - Throwing Opponent [Statedef 985] type = S movetype = I physics = N ctrl = 0 anim = 790 sprpriority = 1 poweradd = 80 [State 985, a] type = Width trigger1 = 1 value = 60, 0 [State 985, 1] type = TargetBind trigger1 = AnimElem = 1 time = 29 pos = 68, 0 [State 985, 2] type = VarSet trigger1 = time = 0 v = 0 value = 0 [State 985, 3] type = VarSet trigger1 = time = 0 v = 1 value = 0 [State 985, 3] type = Explod trigger1 = AnimElem = 3 ID = 14 anim = 810 postype = p1 pos = 0, 0 bindtime = -1 removetime = 15 ownpal = 1 sprpriority = 2 [State 985, 4] type = TargetBind trigger1 = AnimElem = 4 time = 26 pos = 91, 0 [State 985, 5] type = TargetState trigger1 = AnimElem = 4 value = 995 [State 985, 6] type = Explod trigger1 = AnimElem = 4 ID = 15 anim = 820 postype = p1 pos = 0, 0 bindtime = -1 removetime = 26 sprpriority = 3 ownpal = 1 [State 985, 7] type = Explod triggerall = NumExplod(112) = 0 trigger1 = AnimElemNo(0) = 4 ID = 112 anim = 6070 postype = p2 pos = var(2), var(3) bindtime = -1 removetime = -2 ontop = 1 ownpal = 1 [State 985, 8] type = PlaySnd trigger1 = AnimElem = 4 value = 2, 2 [State 985, 9] type = VarAdd trigger1 = AnimElemNo(0) = 4 v = 0 value = 1 [State 975, 10] type = PalFX trigger1 = AnimElem = 4 time = 26 add = 52,62,256 mul = 41,328,337 sinadd = 61,31,41,25 invertall = 0 color = 256 [State 985, 11] type = TargetLifeAdd triggerall = AnimElemNo(0) = 4 trigger1 = (var(0) % 2) = 0 value = -5 [State 985, 15] type = TargetState trigger1 = AnimElem = 5 value = 996 [State 985, 16] type = PlaySnd trigger1 = AnimElem = 5 value = 4, 22 [State 985, 17] type = PlaySnd trigger1 = AnimElem = 5 value = 0, 8 [State 985, 18] type = TargetLifeAdd trigger1 = AnimElem = 5 value = -30 [State 985, 19] type = Explod trigger1 = AnimElem = 5 anim = F3 postype = p1 pos = 66, -122 bindtime = 1 removetime = -2 sprpriority = 3 ownpal = 1 [State 985, 20] type = TargetDrop trigger1 = AnimElem = 5 [State 985, 21] type = ChangeState trigger1 = AnimTime = 0 value = 12 ctrl = 1 ;----------------------------------- ; Being Thrown [Statedef 990] type = S movetype = H physics = N ctrl = 0 sprpriority = 2 poweradd = 100 [State 990, 1] type = Screenbound trigger1 = 1 value = 0 [State 990, 2] type = ChangeAnim2 trigger1 = time = 0 value = 800 ; Zapped [Statedef 995] type = S movetype = H physics = N [State 995, 1] type = Screenbound trigger1 = 1 value = 0 [State 995, 2] type = ChangeAnim2 trigger1 = time = 0 value = 800 elem = 2 [State 995, 3] type = PalFX trigger1 = time = 0 time = 60 add = 52,62,256 mul = 41,328,337 sinadd = 61,31,41,25 invertall = 0 color = 256 ; Kicked [Statedef 996] type = A movetype = H physics = N velset = -4, -11 [State 996, 1] type = ChangeAnim trigger1 = time <= 4 value = 5061 [State 996, 2] type = PosFreeze trigger1 = time <= 4 value = 1 [State 996, 3] type = SelfState trigger1 = time = 5 value = 5050 ;=========================================================================== ; SPECIALS ;--------------------------------------------------------------------------- ; Captain Fire (Ground) [Statedef 1000] type = S movetype = A physics = S ctrl = 0 anim = 1000 poweradd = 70 sprpriority = 1 velset = 0, 0 [State 1000, 1] type = PosSet trigger1 = time = 0 y = 0 [State 1000, 2] type = RemoveExplod trigger1 = time = 0 ID = 458 [State 1000, 3] type = RemoveExplod trigger1 = time = 0 ID = 4478 [State 1000, 4] type = PlaySnd trigger1 = time = 0 value = 4, 2 channel = 0 [State 1000, 5] type = Explod trigger1 = time = 0 ID = 453 anim = 6080 postype = p1 pos = 38, 0 bindtime = 1 removetime = -2 ownpal = 1 sprpriority = 3 [State 1000, 6] type = Helper trigger1 = AnimElem = 4 ID = 111 name = "Flames" StateNo = 1005 postype = p1 pos = 13, -73 ownpal = 1 [State 1000, 7] type = ChangeState trigger1 = AnimTime = 0 value = 12 ctrl = 1 ;--------------------------------------------------------------------------- ; State for Flames [Statedef 1005] type = A movetype = A physics = N sprpriority = 2 juggle = 4 hitdefpersist = 1 [State 1005, a] type = VarAdd trigger1 = 1 v = 0 value = 1 [State 1005, b] type = ChangeAnim trigger1 = var(0) = 1 value = 1020 [State 1005, c] type = VarSet trigger1 = var(0) = 1 fv = 0 value = parent, fvar(1) [State 1005, d] type = AttackMulSet trigger1 = 1 value = fvar(0) [State 1005, 1] type = BindToParent trigger1 = 1 pos = 5, -71 [State 1005, 2] type = PlaySnd trigger1 = time = 0 value = 2, 5 [State 1005, 3] type = NotHitBy trigger1 = Time >= 0 time = 1 value = SCA, NA, SA, HA, NT, ST, HT ignorehitpause = 1 [State 1005, 4] type = HitOverride trigger1 = Time >= 0 slot = 1 time = 1 stateno = 1005 attr = SCA, NP, SP, HP ignorehitpause = 1 [State 1005, 5] type = HitBy trigger1 = Time >= 0 value = SCA, NP, SP, HP time = 1 ignorehitpause = 1 [State 1005, 6] type = AssertSpecial trigger1 = 1 flag = NoShadow [State 1005, 7] type = HitDef trigger1 = var(0) = 1 ;time = 0 attr = A, SA hitflag = MAF guardflag = MA pausetime = 2, 9 damage = 90, 2 animtype = Back sparkno = 3 sparkxy = -10, -3 hitsound = S0, 11 guardsound = S0, 12 ground.velocity = -8, -6 air.velocity = -8, -3.2 guard.slidetime = 18 guard.hittime = 26 guard.velocity = -12 sprpriority = 2 air.hittime = 20 ;fall = 1 air.fall = 1 fall.recover = 0 givepower = 50 getpower = 60 palfx.time = 40 palfx.add = 72,-19,-204 palfx.mul = 338,389,256 palfx.sinadd = 61,20,10,15 palfx.invertall = 1 palfx.color = 15 envshake.time = 10 envshake.freq = 180 envshake.ampl = 2 [State 1005, 7a] type = ParentVarSet trigger1 = MoveHit v = 11 value = 1 persistent = 0 [State 1005, 8] type = DestroySelf trigger1 = AnimTime = 0 trigger2 = Parent, MoveType = H ;--------------------------------------------------------------------------- ; Air Captain Fire [Statedef 1010] type = A movetype = A physics = N ctrl = 0 anim = 1010 poweradd = 60 sprpriority = 1 [State 1010, 1] type = VelMul trigger1 = time = 0 x = .15 y = .15 [State 1010, 1a] type = VelAdd trigger1 = time = 0 trigger1 = Vel Y = [-.1,.1] y = ifelse(Vel Y <= 0, .1, -.1) [State 1010, 2] type = PlaySnd trigger1 = time = 0 value = 4, 2 channel = 0 [State 1010, 3] type = Helper trigger1 = AnimElem = 4 ID = 111 name = "Flames" StateNo = 1015 postype = p1 pos = 19, -101 ownpal = 1 [State 1010, 3a] type = VelSet trigger1 = Pos Y >= 4 y = 0 [State 1010, 3b] type = VarSet trigger1 = time = 0 v = 0 value = ifelse(PrevStateNo = 670 || var(20), 1, 0) [State 1010, 4] type = ChangeState trigger1 = AnimTime = 0 value = ifelse(PrevStateNo = 670, 670, 50) ctrl = var(0) ;ifelse(PrevStateNo = 670, 1, 0) ;--------------------------------------------------------------------------- ; State for Flames (Air) [Statedef 1015] type = A movetype = A physics = N sprpriority = 2 juggle = 4 hitdefpersist = 1 [State 1015, a] type = VarAdd trigger1 = 1 v = 0 value = 1 [State 1015, b] type = ChangeAnim trigger1 = var(0) = 1 value = 1020 [State 1015, c] type = VarSet trigger1 = var(0) = 1 fv = 0 value = parent, fvar(1) [State 1015, d] type = AttackMulSet trigger1 = 1 value = fvar(0) [State 1015, 1] type = BindToParent trigger1 = 1 pos = 19, -101 [State 1015, 2] type = PlaySnd trigger1 = time = 0 value = 2, 5 [State 1015, 3] type = NotHitBy trigger1 = Time >= 0 time = 1 value = SCA, NA, SA, HA, NT, ST, HT ignorehitpause = 1 [State 1015, 4] type = HitOverride trigger1 = Time >= 0 slot = 1 time = 1 stateno = 1015 attr = SCA, NP, SP, HP ignorehitpause = 1 [State 1015, 5] type = HitBy trigger1 = Time >= 0 value = SCA, NP, SP, HP time = 1 ignorehitpause = 1 [State 1015, 6] type = AssertSpecial trigger1 = 1 flag = NoShadow [State 1015, 7] type = HitDef trigger1 = var(0) = 1 ;time = 0 attr = A, SA hitflag = MAF guardflag = MA pausetime = 2, 9 damage = 90, 2 animtype = Back sparkno = 3 sparkxy = -10, -3 hitsound = S0, 11 guardsound = S0, 12 ground.velocity = -4, -3 air.velocity = -5, -3.2 guard.slidetime = 18 guard.hittime = 26 guard.velocity = -12 sprpriority = 2 fall = 1 air.fall = 1 fall.recover = 0 givepower = 50 getpower = 60 palfx.time = 40 palfx.add = 72,-19,-204 palfx.mul = 338,389,256 palfx.sinadd = 61,20,10,15 palfx.invertall = 1 palfx.color = 15 envshake.time = 10 envshake.freq = 180 envshake.ampl = 2 [State 1015, 7a] type = ParentVarSet trigger1 = MoveHit v = 11 value = 1 persistent = 0 [State 1015, 8] type = DestroySelf trigger1 = AnimTime = 0 trigger2 = Parent, MoveType = H ;--------------------------------------------------------------------------- ; Captain Corridor (Light) [Statedef 1020] type = S movetype = A physics = S ctrl = 0 velset = 0, 0 anim = 1030 poweradd = 60 sprpriority = 1 [State 1020, 1] type = PosSet trigger1 = time = 0 y = 0 [State 1020, 2] type = RemoveExplod trigger1 = time = 0 ID = 458 [State 1020, 3] type = RemoveExplod trigger1 = time = 0 ID = 4478 [State 1020, 4] type = PlaySnd trigger1 = time = 0 value = 4, 1 channel = 0 [State 1020, 5] type = Explod trigger1 = time = 0 ID = 453 anim = 6080 postype = p1 pos = 0, 0 bindtime = 1 removetime = -2 ownpal = 1 sprpriority = 3 [State 1020, 6] type = Helper trigger1 = AnimElem = 6 ID = 222 name = "Energy Blast" StateNo = 1025 postype = p1 pos = 26, 9 ownpal = 1 [State 1020, 7] type = Explod trigger1 = AnimElem = 6 ID = 279 anim = 1050 postype = p1 pos = 0, 0 bindtime = -1 removetime = 46 sprpriority = 2 ownpal = 1 removeongethit = 1 [State 1020, 8] type = PalFX trigger1 = AnimElemNo(0) = 6 trigger1 = (time % 3) = 0 time = 2 add = 174,174,184 mul = 256,256,256 color = 200 [State 1020, 9] type = ChangeState trigger1 = AnimTime = 0 value = 12 ctrl = 1 ;--------------------------------------------------------------------------- ; Explosion State [Statedef 1025] type = A movetype = A physics = N sprpriority = 3 juggle = 15 hitdefpersist = 1 [State 1025, 1] type = VarAdd trigger1 = 1 v = 0 value = 1 [State 1025, 1a] type = VarSet trigger1 = var(0) = 1 fv = 0 value = parent, fvar(1) [State 1025, 1b] type = AttackMulSet trigger1 = 1 value = fvar(0) [State 1025, 2] type = ChangeAnim trigger1 = var(0) = 1 value = 1040 [State 1025, 3] type = NotHitBy trigger1 = Time >= 0 time = 1 value = SCA, NA, SA, HA, NT, ST, HT ignorehitpause = 1 [State 1025, 4] type = HitOverride trigger1 = Time >= 0 slot = 1 time = 1 stateno = 1025 attr = SCA, NP, SP, HP ignorehitpause = 1 [State 1025, 5] type = HitBy trigger1 = Time >= 0 value = SCA, NP, SP, HP time = 1 ignorehitpause = 1 [State 1025, 6] type = AssertSpecial trigger1 = 1 flag = NoShadow [State 1025, 7] type = PlaySnd trigger1 = var(0) = 1 value = 2, 1 [State 1025, 8] type = EnvShake trigger1 = var(0) = 1 time = 50 freq = 80 ampl = -5 [State 1025, 9] type = HitDef trigger1 = var(0) = 1 ;time = 0 attr = A, SA hitflag = MAFD guardflag = MA pausetime = 1, 9 damage = 100, 2 animtype = Up sparkno = 3 sparkxy = -5, floor(P2Dist Y) hitsound = S0, 11 guardsound = S0, 12 ground.velocity = -4, -15 air.velocity = -4, -15 down.velocity = -3, -6 guard.slidetime = 18 guard.hittime = 19 guard.velocity = -8.5 sprpriority = 3 air.hittime = 35 ground.hittime = 35 fall = 1 air.fall = 1 fall.recovertime = 75 p2stateno = 1026 palfx.time = 50 palfx.add = -255,-71,41 palfx.mul = 205,164,356 palfx.sinadd = 61,102,51,15 palfx.invertall = 1 palfx.color = 150 givepower = 90 getpower = 60 [State 1025, 9a] type = ParentVarSet trigger1 = MoveHit v = 11 value = 1 persistent = 0 [State 1025, 10] type = DestroySelf trigger1 = AnimTime = 0 ;------------------ ; Custom State for P2 getting hit by explosion [Statedef 1026] type = A movetype = H physics = N ctrl = 0 [State 1026, 1] type = HitVelSet trigger1 = time = 0 x = 1 y = 1 [State 1026, 2] type = ChangeAnim2 trigger1 = time = 0 value = 5061 [State 1026, 3] type = NotHitBy trigger1 = time > 50 value = SCA time = const(data.liedown.time) [State 1026, 4] type = Gravity trigger1 = 1 [State 1026, 5] type = SelfState trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 5100 ;--------------------------------------------------------------------------- ; Captain Corridor (Medium) [Statedef 1030] type = S movetype = A physics = S ctrl = 0 velset = 0, 0 anim = 1030 poweradd = 60 sprpriority = 1 [State 1030, 1] type = PosSet trigger1 = time = 0 y = 0 [State 1030, 2] type = RemoveExplod trigger1 = time = 0 ID = 458 [State 1030, 3] type = RemoveExplod trigger1 = time = 0 ID = 4478 [State 1030, 4] type = PlaySnd trigger1 = time = 0 value = 4, 1 channel = 0 [State 1030, 5] type = Explod trigger1 = time = 0 ID = 453 anim = 6080 postype = p1 pos = 0, 0 bindtime = 1 removetime = -2 ownpal = 1 sprpriority = 3 [State 1030, 6] type = Helper trigger1 = AnimElem = 6 ID = 222 name = "Energy Blast" StateNo = 1025 postype = p1 pos = 53, 9 ownpal = 1 [State 1030, 7] type = Explod trigger1 = AnimElem = 6 ID = 279 anim = 1050 postype = p1 pos = 0, 0 bindtime = -1 removetime = 46 sprpriority = 2 ownpal = 1 removeongethit = 1 [State 1030, 8] type = PalFX trigger1 = AnimElemNo(0) = 6 trigger1 = (time % 3) = 0 time = 2 add = 174,174,184 mul = 256,256,256 color = 200 [State 1030, 9] type = ChangeState trigger1 = AnimTime = 0 value = 12 ctrl = 1 ;--------------------------------------------------------------------------- ; Captain Corridor (Hard) [Statedef 1040] type = S movetype = A physics = S ctrl = 0 velset = 0, 0 anim = 1030 poweradd = 60 sprpriority = 1 [State 1040, 1] type = PosSet trigger1 = time = 0 y = 0 [State 1040, 2] type = RemoveExplod trigger1 = time = 0 ID = 458 [State 1040, 3] type = RemoveExplod trigger1 = time = 0 ID = 4478 [State 1040, 4] type = PlaySnd trigger1 = time = 0 value = 4, 1 channel = 0 [State 1040, 5] type = Explod trigger1 = time = 0 ID = 453 anim = 6080 postype = p1 pos = 0, 0 bindtime = 1 removetime = -2 ownpal = 1 sprpriority = 3 [State 1040, 6] type = Helper trigger1 = AnimElem = 6 ID = 222 name = "Energy Blast" StateNo = 1025 postype = p1 pos = 86, 9 ownpal = 1 [State 1040, 7] type = Explod trigger1 = AnimElem = 6 ID = 279 anim = 1050 postype = p1 pos = 0, 0 bindtime = -1 removetime = 46 sprpriority = 2 ownpal = 1 removeongethit = 1 [State 1040, 8] type = PalFX trigger1 = AnimElemNo(0) = 6 trigger1 = (time % 3) = 0 time = 2 add = 174,174,184 mul = 256,256,256 color = 200 [State 1040, 9] type = ChangeState trigger1 = AnimTime = 0 value = 12 ctrl = 1 ;--------------------------------------------------------------------------- ; Captain Kick (Light) [Statedef 1050] type = S movetype = A physics = S ctrl = 0 anim = 40 poweradd = 50 juggle = 4 sprpriority = 1 velset = 0, 0 [State 1050, a] type = PosSet trigger1 = time = 0 y = 0 [State 1050, b] type = RemoveExplod trigger1 = time = 0 ID = 458 [State 1050, c] type = RemoveExplod trigger1 = time = 0 ID = 4478 [State 1050, 1] type = Explod trigger1 = time = 0 ID = 453 anim = 6080 postype = p1 pos = 0, 0 bindtime = 1 removetime = -2 ownpal = 1 sprpriority = 3 [State 1050, 2] type = PlaySnd trigger1 = time = 0 value = 4, 3 channel = 0 [State 1050, 3] type = ChangeAnim trigger1 = Anim = 40 trigger1 = AnimTime = 0 value = 1060 [State 1050, 4] type = StateTypeSet trigger1 = Anim = 1060 StateType = A physics = N persistent = 0 [State 1050, 5] type = VelSet trigger1 = Anim = 1060 x = 6.5 y = -1.8 persistent = 0 [State 1050, 6] type = VelAdd trigger1 = Anim = 1060 trigger1 = AnimElemNo(0) = [2,4] x = -.6 [State 1050, 7] type = VelAdd trigger1 = Anim = 1060 trigger1 = AnimElemNo(0) = [5,6] trigger1 = Vel X <= 7.5 x = 1 [State 1050, 8] type = VelSet trigger1 = Anim = 1060 trigger1 = AnimElem = 5 y = -1.1 [State 1050, 9] type = Explod trigger1 = AnimElem = 6 ID = 806 anim = 1070 postype = p1 pos = 108, -67 bindtime = -1 removetime = -2 sprpriority = 3 ownpal = 1 removeongethit = 1 [State 1050, 10] type = PlaySnd trigger1 = AnimElem = 6 value = 2, 5 [State 1050, 11] type = HitDef trigger1 = AnimElem = 2 attr = A, SA hitflag = MAF guardflag = MA pausetime = 4, 4 damage = 35, 2 animtype = back sparkno = 2 sparkxy = -10, -85 hitsound = S0, 7 guardsound = S0, 12 ground.velocity = -4, -5 air.velocity = -4, -4 guard.slidetime = 13 guard.hittime = 13 guard.velocity = -7 fall = 1 air.fall = 1 fall.recovertime = 60 givepower = 40 getpower = 60 [State 1050, 12] type = HitDef trigger1 = AnimElem = 6 attr = A, SA hitflag = MAF guardflag = MA pausetime = 9, 9 damage = 65, 2 animtype = back sparkno = 3 sparkxy = -5, -64 hitsound = S0, 8 guardsound = S0, 12 ground.velocity = -7, -5 air.velocity = -7, -4 guard.slidetime = 15 guard.hittime = 11 guard.velocity = -9 fall = 1 air.fall = 1 fall.recover = 0 palfx.time = 40 palfx.add = 72,-19,-204 palfx.mul = 338,389,256 palfx.sinadd = 61,20,10,15 palfx.invertall = 1 palfx.color = 15 givepower = 70 getpower = 70 [State 1050, 13] type = ChangeState trigger1 = Anim = 1060 trigger1 = AnimTime = 0 value = 50 ;--------------------------------------------------------------------------- ; Captain Kick (Medium) [Statedef 1060] type = S movetype = A physics = S ctrl = 0 anim = 40 poweradd = 50 juggle = 4 sprpriority = 1 velset = 0, 0 [State 1060, a] type = PosSet trigger1 = time = 0 y = 0 [State 1060, b] type = RemoveExplod trigger1 = time = 0 ID = 458 [State 1060, c] type = RemoveExplod trigger1 = time = 0 ID = 4478 [State 1060, 1] type = Explod trigger1 = time = 0 ID = 453 anim = 6080 postype = p1 pos = 0, 0 bindtime = 1 removetime = -2 ownpal = 1 sprpriority = 3 [State 1060, 2] type = PlaySnd trigger1 = time = 0 value = 4, 3 channel = 0 [State 1060, 3] type = ChangeAnim trigger1 = Anim = 40 trigger1 = AnimTime = 0 value = 1080 [State 1060, 4] type = StateTypeSet trigger1 = Anim = 1080 StateType = A physics = N persistent = 0 [State 1060, 5] type = VelSet trigger1 = Anim = 1080 x = 6.5 y = -1.8 persistent = 0 [State 1060, 6] type = VelAdd trigger1 = Anim = 1080 trigger1 = AnimElemNo(0) = [2,4] x = -.6 [State 1060, 7] type = VelAdd trigger1 = Anim = 1080 trigger1 = AnimElemNo(0) = [5,6] trigger1 = Vel X <= 7.5 x = 1 [State 1060, 8] type = VelSet trigger1 = Anim = 1080 trigger1 = AnimElem = 5 y = -1.4 [State 1060, 9] type = Explod trigger1 = AnimElem = 6 ID = 806 anim = 1090 postype = p1 pos = 108, -67 bindtime = -1 removetime = -2 sprpriority = 3 ownpal = 1 removeongethit = 1 [State 1060, 10] type = PlaySnd trigger1 = AnimElem = 6 value = 2, 5 [State 1060, 11] type = HitDef trigger1 = AnimElem = 2 attr = A, SA hitflag = MAF guardflag = MA pausetime = 4, 4 damage = 35, 2 animtype = back sparkno = 2 sparkxy = -10, -85 hitsound = S0, 7 guardsound = S0, 12 ground.velocity = -4, -5.2 air.velocity = -4, -4.2 guard.slidetime = 13 guard.hittime = 13 guard.velocity = -7 fall = 1 air.fall = 1 fall.recovertime = 60 givepower = 40 getpower = 60 [State 1060, 12] type = HitDef trigger1 = AnimElem = 6 attr = A, SA hitflag = MAF guardflag = MA pausetime = 9, 9 damage = 65, 2 animtype = back sparkno = 3 sparkxy = -5, -64 hitsound = S0, 8 guardsound = S0, 12 ground.velocity = -7, -5 air.velocity = -7, -4 guard.slidetime = 15 guard.hittime = 11 guard.velocity = -9 fall = 1 air.fall = 1 fall.recover = 0 palfx.time = 40 palfx.add = 72,-19,-204 palfx.mul = 338,389,256 palfx.sinadd = 61,20,10,15 palfx.invertall = 1 palfx.color = 15 givepower = 70 getpower = 70 [State 1060, 13] type = ChangeState trigger1 = Anim = 1080 trigger1 = AnimTime = 0 value = 50 ;--------------------------------------------------------------------------- ; Captain Kick (Hard) [Statedef 1070] type = S movetype = A physics = S ctrl = 0 anim = 40 poweradd = 50 juggle = 4 sprpriority = 1 velset = 0, 0 [State 1070, a] type = PosSet trigger1 = time = 0 y = 0 [State 1070, b] type = RemoveExplod trigger1 = time = 0 ID = 458 [State 1070, c] type = RemoveExplod trigger1 = time = 0 ID = 4478 [State 1070, 1] type = Explod trigger1 = time = 0 ID = 453 anim = 6080 postype = p1 pos = 0, 0 bindtime = 1 removetime = -2 ownpal = 1 sprpriority = 3 [State 1070, 2] type = PlaySnd trigger1 = time = 0 value = 4, 3 channel = 0 [State 1070, 3] type = ChangeAnim trigger1 = Anim = 40 trigger1 = AnimTime = 0 value = 1100 [State 1070, 4] type = StateTypeSet trigger1 = Anim = 1100 StateType = A physics = N persistent = 0 [State 1070, 5] type = VelSet trigger1 = Anim = 1100 x = 6.5 y = -1.8 persistent = 0 [State 1070, 6] type = VelAdd trigger1 = Anim = 1100 trigger1 = AnimElemNo(0) = [2,4] x = -.6 [State 1070, 7] type = VelAdd trigger1 = Anim = 1100 trigger1 = AnimElemNo(0) = [5,6] trigger1 = Vel X <= 7.5 x = 1 [State 1070, 8] type = VelSet trigger1 = Anim = 1100 trigger1 = AnimElem = 5 y = -1.95 [State 1070, 9] type = Explod trigger1 = AnimElem = 6 ID = 806 anim = 1110 postype = p1 pos = 108, -67 bindtime = -1 removetime = -2 sprpriority = 3 ownpal = 1 removeongethit = 1 [State 1070, 10] type = PlaySnd trigger1 = AnimElem = 6 value = 2, 5 [State 1070, 11] type = HitDef trigger1 = AnimElem = 2 attr = A, SA hitflag = MAF guardflag = MA pausetime = 4, 4 damage = 35, 2 animtype = back sparkno = 2 sparkxy = -10, -85 hitsound = S0, 7 guardsound = S0, 12 ground.velocity = -4, -5.2 air.velocity = -4, -4.2 guard.slidetime = 13 guard.hittime = 13 guard.velocity = -7 fall = 1 air.fall = 1 fall.recovertime = 60 givepower = 40 getpower = 60 [State 1070, 12] type = HitDef trigger1 = AnimElem = 6 attr = A, SA hitflag = MAF guardflag = MA pausetime = 9, 9 damage = 65, 2 animtype = back sparkno = 3 sparkxy = -5, -64 hitsound = S0, 8 guardsound = S0, 12 ground.velocity = -7, -5 air.velocity = -7, -4 guard.slidetime = 15 guard.hittime = 11 guard.velocity = -9 fall = 1 air.fall = 1 fall.recover = 0 palfx.time = 40 palfx.add = 72,-19,-204 palfx.mul = 338,389,256 palfx.sinadd = 61,20,10,15 palfx.invertall = 1 palfx.color = 15 givepower = 70 getpower = 70 [State 1070, 13] type = ChangeState trigger1 = Anim = 1100 trigger1 = AnimTime = 0 value = 50 ;--------------------------------------------------------------------------- ; Commando Strike - Sho [Statedef 1080] type = S movetype = A physics = S ctrl = 0 velset = 0, 0 sprpriority = 1 anim = 1120 poweradd = 50 [State 1080, a] type = VarSet trigger1 = time = 0 v = 0 value = floor(ScreenPos Y) [State 1080, 1] type = PosSet trigger1 = time = 0 y = 0 [State 1080, 2] type = RemoveExplod trigger1 = time = 0 ID = 458 [State 1080, 3] type = RemoveExplod trigger1 = time = 0 ID = 4478 [State 1080, 4] type = PlaySnd trigger1 = time = 0 value = 4, 17 channel = 0 [State 1080, 5] type = Explod trigger1 = time = 0 ID = 286 anim = 6080 postype = p1 pos = 33, 0 bindtime = 1 removetime = -2 sprpriority = 2 ownpal = 1 [State 1080, 6] type = Helper trigger1 = time = 4 ID = 444 name = "Sho" StateNo = 1090 postype = p1 pos = 8, -120 ownpal = 1 [State 1080, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Sho Striker [Statedef 1090] type = A movetype = A physics = N anim = 1130 sprpriority = 3 [State 1090, 1] type = VarSet trigger1 = time = 0 v = 0 value = parent, var(5) [State 1090, 2] type = NotHitBy trigger1 = 1 time = 1 value = ,AT [State 1090, 3] type = HitOverride trigger1 = 1 attr = SCA, AA, AP time = -1 stateno = 1110 [State 1090, 4] type = PlaySnd trigger1 = AnimElem = 5 value = 3, 6 [State 1090, 5] type = PlaySnd trigger1 = AnimElem = 7 value = 0, 4 [State 1090, 6] type = VelSet trigger1 = AnimElem = 6 x = 3.8 [State 1090, 7] type = VelAdd trigger1 = time > 7 y = .39 [State 1090, 8] type = Explod trigger1 = AnimElem = 6 ID = 409 anim = 1150 postype = p1 pos = -15, -57 bindtime = 1 removetime = -2 vel = -1.8, -3 accel = 0, .35 sprpriority = 4 ownpal = 1 [State 1090, 9] type = HitDef triggerall = (HitCount < 3) && (var(1) < 3) trigger1 = (time % 3) = 0 trigger2 = AnimElem = 7 attr = A, SA hitflag = MAF guardflag = MA pausetime = 7, 7 damage = 15, 2 animtype = back priority = 5 sparkno = 2 sparkxy = -10, -61 hitsound = S0, 13 guardsound = S0, 12 ground.velocity = -4, -7 ground.hittime = 20 air.velocity = -3, -6 air.hittime = 15 guard.slidetime = 16 guard.hittime = 16 guard.velocity = -8 givepower = 20 getpower = 30 [State 1090, 10] type = VarAdd trigger1 = MoveGuarded v = 1 value = 1 [State 1090, 10a] type = ParentVarSet trigger1 = MoveHit v = 11 value = 1 [State 1090, 11] type = MoveHitReset trigger1 = MoveGuarded trigger2 = MoveHit [State 1090, 12] type = ChangeState trigger1 = Pos Y >= 0 value = 1100 ;---------------------------------- ; Sho - Land [Statedef 1100] type = S movetype = I physics = N anim = 1140 velset = 0, 0 [State 1100, 1] type = NotHitBy trigger1 = 1 time = 1 value = ,AT [State 1100, 2] type = HitOverride trigger1 = 1 attr = SCA, AA, AP time = -1 stateno = 1110 [State 1100, 3] type = PlaySnd trigger1 = time = 0 value = 1, 0 [State 1100, 4] type = PosSet trigger1 = time = 0 y = 0 [State 1100, 5] type = ChangeAnim trigger1 = Anim = 1140 trigger1 = AnimTime = 0 value = 1141 [State 1100, 6] type = VelSet trigger1 = Anim = 1141 x = 3 y = -15 persistent = 0 [State 1100, 7] type = VelAdd trigger1 = Anim = 1141 y = .35 [State 1100, 8] type = DestroySelf trigger1 = Anim = 1141 trigger1 = Pos Y < -(var(0)) ;-------------------------------- ; Sho - Get Hit [Statedef 1110] type = A movetype = H physics = N anim = 1141 [State 1110, 1] type = VelSet trigger1 = time = 0 x = 3 y = -15 [State 1110, 2] type = VelAdd trigger1 = 1 y = .35 [State 1110, 3] type = PlaySnd trigger1 = time = 0 value = 3, 7 [State 1110, 4] type = DestroySelf trigger1 = Pos Y < -(var(0)) ;--------------------------------------------------------------------------- ; Commando Strike - Jennety [Statedef 1120] type = S movetype = A physics = S ctrl = 0 velset = 0, 0 sprpriority = 1 anim = 1160 poweradd = 50 [State 1120, a] type = VarSet trigger1 = time = 0 v = 0 value = floor(ScreenPos Y) [State 1120, 1] type = PosSet trigger1 = time = 0 y = 0 [State 1120, 2] type = RemoveExplod trigger1 = time = 0 ID = 458 [State 1120, 3] type = RemoveExplod trigger1 = time = 0 ID = 4478 [State 1120, 4] type = PlaySnd trigger1 = time = 0 value = 4, 12 channel = 0 [State 1120, 5] type = Explod trigger1 = time = 0 ID = 286 anim = 6080 postype = p1 pos = 29, 0 bindtime = 1 removetime = -2 sprpriority = 2 ownpal = 1 [State 1120, 6] type = Helper trigger1 = time = 10 ID = 444 name = "Jennety" StateNo = 1130 postype = back pos = -100, -(var(5)) ownpal = 1 [State 1120, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Jennety Striker [Statedef 1130] type = A movetype = A physics = N anim = 1170 velset = 7, 8.3 sprpriority = 2 [State 1130, a] type = VarSet trigger1 = time = 0 v = 0 value = parent, var(5) [State 1130, 1] type = NotHitBy trigger1 = 1 time = 1 value = ,AT [State 1130, 2] type = HitOverride trigger1 = 1 attr = SCA, AA, AP time = -1 stateno = 1140 [State 1130, 3] type = PlaySnd trigger1 = AnimElem = 4 value = 0, 1 [State 1130, 4] type = VelAdd trigger1 = 1 y = -.192 [State 1130, 5] type = HitDef triggerall = (HitCount < 3) && (var(1) < 3) trigger1 = AnimElem = 2 trigger2 = AnimElem = 3 trigger3 = AnimElem = 4 trigger4 = AnimElem = 5 attr = A, SA hitflag = MAF guardflag = MA pausetime = 9, 9 damage = 20, 2 animtype = back priority = 5 sparkno = 2 sparkxy = -10, -121 hitsound = S0, 13 guardsound = S0, 12 ground.velocity = -4, -7 ground.hittime = 20 air.velocity = -3.5, -6 air.hittime = 15 guard.slidetime = 16 guard.hittime = 16 guard.velocity = -8 givepower = 20 getpower = 30 [State 1130, 6] type = VarAdd trigger1 = MoveGuarded v = 1 value = 1 [State 1130, 6a] type = ParentVarSet trigger1 = MoveHit v = 11 value = 1 [State 1130, 7] type = MoveHitReset trigger1 = MoveGuarded trigger2 = MoveHit [State 1130, 8] type = DestroySelf trigger1 = (facing = 1) && (ScreenPos X >= 370) trigger2 = (facing = -1) && (ScreenPos X <= -70) trigger3 = time = 600 ;------------------------------------------------ ; Jennety - Get Hit [Statedef 1140] type = A movetype = H physics = N anim = 770 velset = 3, -7 [State 1140, 1] type = PlaySnd trigger1 = time = 0 value = 3, 4 [State 1140, 2] type = DestroySelf trigger1 = Pos Y < -(var(0)) [State 1140, 3] type = NotHitBy trigger1 = 1 value = SCA ;--------------------------------------------------------------------------- ; Commando Strike - Hoover [Statedef 1150] type = S movetype = A physics = S ctrl = 0 velset = 0, 0 sprpriority = 1 anim = 1180 poweradd = 70 [State 1150, a] type = VarSet trigger1 = time = 0 v = 0 value = floor(ScreenPos Y) [State 1150, 1] type = PosSet trigger1 = time = 0 y = 0 [State 1150, 2] type = RemoveExplod trigger1 = time = 0 ID = 458 [State 1150, 3] type = RemoveExplod trigger1 = time = 0 ID = 4478 [State 1150, 4] type = PlaySnd trigger1 = time = 0 value = 4, 10 channel = 0 [State 1150, 5] type = Explod trigger1 = time = 0 ID = 286 anim = 6080 postype = p1 pos = 33, 0 bindtime = 1 removetime = -2 sprpriority = 2 ownpal = 1 [State 1150, 6] type = Helper trigger1 = time = 9 ID = 444 name = "Hoover" StateNo = 1160 postype = back pos = -98, -(var(5)) ownpal = 1 [State 1150, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Hoover Striker [Statedef 1160] type = A movetype = I physics = N anim = 730 velset = 6, 5 sprpriority = 2 [State 1160, 1] type = VarSet trigger1 = time = 0 v = 0 value = parent, var(5) [State 1160, 2] type = NotHitBy trigger1 = 1 time = 1 value = ,AT [State 1160, 3] type = HitOverride trigger1 = 1 attr = SCA, AA, AP time = -1 stateno = 1220 [State 1160, 4] type = VelAdd trigger1 = 1 y = .35 [State 1160, 5] type = ChangeState trigger1 = Pos Y >= 0 value = 1170 ;-------------------------------------- ; Hoover - Land and attack [Statedef 1170] type = S movetype = I physics = N anim = 1190 velset = 0, 0 [State 1170, 1] type = PosSet trigger1 = time = 0 y = 0 [State 1170, 2] type = PlaySnd trigger1 = time = 0 value = 1, 3 [State 1170, 3] type = PlaySnd trigger1 = time = 0 value = 3, 0 channel = 1 [State 1170, 4] type = NotHitBy trigger1 = 1 time = 1 value = ,AT [State 1170, 5] type = HitOverride trigger1 = 1 attr = SCA, AA, AP time = -1 stateno = 1220 [State 1170, 6] type = PlaySnd trigger1 = AnimElem = 3 value = 3, 2 [State 1170, 7] type = Helper trigger1 = AnimElem = 4 ID = 445 name = "Hoover Missile" StateNo = 1190 postype = p1 pos = 34, -66 ownpal = 1 [State 1170, 7a] type = Explod triggerall = NumExplod(111) = 0 trigger1 = var(4) = 1 ID = 111 anim = 6060 postype = p2 pos = parent, var(2), parent, var(3) bindtime = -1 removetime = -2 sprpriority = -4 ownpal = 1 persistent = 0 [State 1170, 7b] type = ParentVarSet trigger1 = var(4) = 1 v = 11 value = 1 persistent = 0 [State 1170, 8] type = ChangeState trigger1 = var(3) = 1 trigger1 = var(4) = 1 value = 1180 [State 1170, 8a] type = ChangeState trigger1 = var(3) = 1 trigger1 = var(4) = 0 value = 1185 [State 1170, 9] type = ChangeState trigger1 = time > 10 trigger1 = NumHelper(445) = 0 value = 1210 ;------------------------------- ; Hoover - Pose and Jump Out [Statedef 1180] type = S movetype = I physics = N anim = 1190 [State 1180, 1] type = ChangeAnim trigger1 = time < 15 value = 1190 [State 1180, 2] type = NotHitBy trigger1 = 1 time = 1 value = ,AT [State 1180, 3] type = HitOverride trigger1 = 1 attr = SCA, AA, AP time = -1 stateno = 1220 [State 1180, 4] type = ChangeAnim trigger1 = time = 15 value = 733 [State 1180, 5] type = ChangeState trigger1 = time = 50 value = 1185 ;------------------------------- ; Hoover - Jump Out [Statedef 1185] type = A movetype = I physics = N anim = 730 velset = 3, -15 [State 1185, 1] type = NotHitBy trigger1 = 1 value = SCA [State 1185, 2] type = VelAdd trigger1 = 1 y = .35 [State 1185, 3] type = DestroySelf trigger1 = Pos Y < -(var(0)) ;------------------------------- ; Hoover Missile [Statedef 1190] type = A movetype = A physics = N anim = 1200 velset = 5, 0 sprpriority = 3 [State 1190, Speed Up] type = VelAdd trigger1 = 1 x = .15 [State 1190, a] type = NotHitBy trigger1 = Time >= 0 time = 1 value = SCA, NA, SA, HA, NT, ST, HT ignorehitpause = 1 [State 1190, b] type = HitOverride trigger1 = Time >= 0 slot = 1 time = 1 stateno = 1200 attr = SCA, NP, SP, HP ignorehitpause = 1 [State 1190, c] type = HitBy trigger1 = Time >= 0 value = SCA, NP, SP, HP time = 1 ignorehitpause = 1 [State 1190, 1] type = Explod trigger1 = time = 0 ID = 7812 anim = 1210 postype = p1 pos = -54, 0 bindtime = -1 removetime = -1 ownpal = 1 sprpriority = 3 [State 1190, 2] type = HitDef trigger1 = time = 0 attr = A, SA hitflag = MAF guardflag = MA pausetime = 1, 3 damage = 120, 10 animtype = Up sparkno = 3 sparkxy = -10, 0 hitsound = S0, 11 guardsound = S0, 12 ground.velocity = -4.5, -8 air.velocity = -4.5, -8 guard.slidetime = 17 guard.hittime = 18 guard.velocity = -9 fall = 1 air.fall = 1 fall.recover = 0 palfx.time = 40 palfx.add = 72,-19,-204 palfx.mul = 338,389,256 palfx.sinadd = 61,20,10,15 palfx.invertall = 1 palfx.color = 15 givepower = 100 getpower = 50 [State 1190, 2a] type = ParentVarSet trigger1 = MoveHit v = 4 value = 1 [State 1190, 3] type = ChangeState trigger1 = MoveContact value = 1200 [State 1190, 3a] type = RemoveExplod trigger1 = (Facing = 1) && (ScreenPos X > 440) trigger2 = (Facing = -1) && (ScreenPos X < -150) trigger3 = time = 600 [State 1190, 4] type = DestroySelf trigger1 = (Facing = 1) && (ScreenPos X > 440) trigger2 = (Facing = -1) && (ScreenPos X < -150) trigger3 = time = 600 ;------------------------------------------------ ; Hoover - Hit Contacts [Statedef 1200] type = A movetype = I physics = N anim = 1220 sprpriority = 4 [State 1200, a] type = RemoveExplod trigger1 = time = 0 [State 1200, 1] type = PlaySnd trigger1 = time = 0 value = 2, 4 [State 1200, 2] type = Explod trigger1 = time = 0 ID = 486 anim = 745 postype = p1 pos = 53, 0 bindtime = 1 removetime = -2 sprpriority = 4 ownpal = 1 [State 1200, 3] type = VelSet trigger1 = time = 0 x = .1 * (parentDist X / 6) y = -12 [State 1200, 4] type = VelAdd trigger1 = 1 y = .4 [State 1200, 5] type = ParentVarSet trigger1 = ParentDist X >= -10 trigger1 = ParentDist Y <= 68 v = 3 value = 1 [State 1200, 6] type = DestroySelf trigger1 = ParentDist X >= -10 trigger1 = ParentDist Y <= 68 ;------------------------------------ ; Hoover - Empty Mech Jump Away [Statedef 1210] type = A movetype = I physics = N anim = 1230 velset = 3, -15 [State 1210, 1] type = NotHitBy trigger1 = 1 value = SCA [State 1210, 2] type = VelAdd trigger1 = 1 y = .35 [State 1210, 3] type = DestroySelf trigger1 = Pos Y < -(var(0)) ;------------------------------------------ ; Hoover - Get Hit [Statedef 1220] type = A movetype = H physics = N anim = 733 velset = 3, -15 [State 1220, a] type = PlaySnd trigger1 = time = 0 value = 3, 1 channel = 1 [State 1220, 1] type = NotHitBy trigger1 = 1 value = SCA [State 1220, 2] type = VelAdd trigger1 = 1 y = .35 [State 1220, 3] type = DestroySelf trigger1 = Pos Y < -(var(0)) ;--------------------------------------------------------------------------- ; Push Block (Stand) [Statedef 1230] type = S movetype= I physics = S velset = 0,0 anim = 1240 ctrl = 0 [State 1230, NotHitBy] Type = NotHitBy trigger1 = Time = 0 Value = SCA Time = 37 [State 1230, Push Block] type = Helper trigger1 = Time = 0 ID = 6600 name = "Push Block F" pos = 0,0 postype = p1 stateno = 1260 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 [State 1230, Push Block] type = Helper trigger1 = Time = 0 ID = 6601 name = "Push Block B" pos = 0,0 postype = p1 stateno = 1270 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 [State 1230, Spark] type = Explod trigger1 = Time = 0 pos = 61, -65 postype = p1 anim = 6230 sprpriority = 5 ownpal = 1 ignorehitpause = 1 [State 1230, SFX] type = PlaySnd trigger1 = Time = 0 value = 1, 1 ignorehitpause = 1 [State 1230, Speech] type = PlaySnd trigger1 = Time = 0 value = 4, 22 channel = 0 ignorehitpause = 1 [State 1230, Stop] type = Velset trigger1 = Time = [0,30] x = 0 y = 0 [State 1230, Done] type = ChangeState trigger1 = AnimTime = 0 value = 130 ctrl = 1 ;--------------------------------------------------------------------------- ; Push Block (Crouch) [Statedef 1240] type = C movetype= I physics = C velset = 0,0 anim = 1250 ctrl = 0 [State 1240, NotHitBy] Type = NotHitBy trigger1 = Time = 0 Value = SCA Time = 37 [State 1240, Push Block] type = Helper trigger1 = Time = 0 ID = 6600 name = "Push Block F" pos = 0,0 postype = p1 stateno = 1260 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 [State 1240, Push Block] type = Helper trigger1 = Time = 0 ID = 6601 name = "Push Block B" pos = 0,0 postype = p1 stateno = 1270 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 [State 1240, Spark] type = Explod trigger1 = Time = 0 pos = 70, -54 postype = p1 anim = 6230 sprpriority = 5 ownpal = 1 ignorehitpause = 1 [State 1240, SFX] type = PlaySnd trigger1 = Time = 0 value = 1, 1 ignorehitpause = 1 [State 1240, Speech] type = PlaySnd trigger1 = Time = 0 value = 4, 22 channel = 0 ignorehitpause = 1 [State 1240, Stop] type = Velset trigger1 = Time = [0,30] x = 0 y = 0 [State 1240, Done] type = ChangeState trigger1 = AnimTime = 0 value = 131 ctrl = 1 ;--------------------------------------------------------------------------- ; Push Block (Air) [Statedef 1250] type = A movetype= I physics = A velset = 0,0 anim = 1260 ctrl = 0 [State 1250, NotHitBy] Type = NotHitBy trigger1 = Time = 0 Value = SCA Time = 37 [State 1250, Push Block] type = Helper trigger1 = Time = 0 ID = 6600 name = "Push Block F" pos = 0,0 postype = p1 stateno = 1260 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 [State 1250, Push Block] type = Helper trigger1 = Time = 0 ID = 6601 name = "Push Block B" pos = 0,0 postype = p1 stateno = 1270 helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 [State 1250, Spark] type = Explod trigger1 = Time = 0 pos = 43, -101 postype = p1 anim = 6230 sprpriority = 5 ownpal = 1 ignorehitpause = 1 [State 1250, SFX] type = PlaySnd trigger1 = Time = 0 value = 1, 1 ignorehitpause = 1 [State 1250, Speech] type = PlaySnd trigger1 = Time = 0 value = 4, 22 channel = 0 ignorehitpause = 1 [State 1250, Stop] type = Velset trigger1 = Time = [0,30] x = 0 y = 0 [State 1250, Done] type = ChangeState trigger1 = AnimTime = 0 value = 132 ctrl = 1 ;--------------------------------------------------------------------------- ; Push Block Fwd [Statedef 1260] type = A movetype= I physics = N velset = 0,0 anim = 1270 [State 1260, Not Get Hit] type = NotHitBy Trigger1 = Time >= 0 value = , AA ,AP ,AT Time = 1 [State 1260, Push] type = PlayerPush trigger1 = Time >= 0 value = 1 [State 1260, Shove] type = VelSet trigger1 = Time >= 0 x = 15 [State 1260, Done] type = DestroySelf trigger1 = Time = 30 ;--------------------------------------------------------------------------- ; Push Block Back [Statedef 1270] type = A movetype= I physics = N velset = 0,0 anim = 1270 [State 1270, Not Get Hit] type = NotHitBy Trigger1 = Time >= 0 value = , AA ,AP ,AT Time = 1 [State 1270, Push] type = PlayerPush trigger1 = Time >= 0 value = 1 [State 1270, Shove] type = VelSet trigger1 = Time >= 0 x = -15 [State 1270, Done] type = DestroySelf trigger1 = Time = 30 ;=========================================================================== ; SUPERS ;--------------------------------------------------------------------------- ; Captain Sword [Statedef 1500] type = S movetype = A physics = S anim = 1500 ctrl = 0 velset = 0, 0 sprpriority = 1 [State 1500, a] type = PosSet trigger1 = time = 0 y = 0 [State 1500, b] type = RemoveExplod trigger1 = time = 0 ID = 458 [State 1500, c] type = RemoveExplod trigger1 = time = 0 ID = 4478 [State 1500, d] type = VarSet trigger1 = time = 0 v = 0 value = 0 [State 1500, 1] type = Explod trigger1 = time = 0 ID = 5648 anim = 6080 postype = p1 pos = 23, 0 supermovetime = 900 bindtime = 1 removetime = -2 sprpriority = 2 ownpal = 1 [State 1500, 1a] type = PlaySnd trigger1 = time = 0 value = 4, 5 channel = 0 [State 1500, 2] type = SuperPause trigger1 = time = 7 time = 2 sound = S2,7 anim = S6140 pos = 6, -119 movetime = 2 poweradd = -1000 [State 1500, 2a] type = SuperPause trigger1 = time = [8,40] time = 2 anim = -1 sound = -1 movetime = 2 p2defmul = 1 [State 1500, 3] type = PlaySnd trigger1 = time = 20 value = 2, 8 [State 1500, 4] type = Explod trigger1 = time = 7 ID = 483 anim = 6130 postype = back pos = -180, 15 bindtime = -1 removetime = 50 supermovetime = 90 sprpriority = -1 ownpal = 1 removeongethit = 1 [State 1500, 5] type = AssertSpecial triggerall = !var(16) trigger1 = time > 7 flag = NoBG flag2 = NoFG ignorehitpause = 1 [State 1500, 6] type = Explod trigger1 = time = 7 ID = 484 anim = 6090 postype = left pos = 0, 0 bindtime = -1 removetime = -2 supermovetime = 90 sprpriority = -4 ownpal = 1 [State 1500, 7] type = Helper trigger1 = time = 7 ID = 888 name = "Hoover" StateNo = 1520 postype = p1 pos = -140, -(var(5)) ownpal = 1 supermovetime = 900 [State 1500, 8] type = Helper trigger1 = time = 7 ID = 889 name = "Jennety" StateNo = 1550 postype = p1 pos = 6, -(var(5)) ownpal = 1 supermovetime = 900 [State 1500, 9] type = Helper trigger1 = time = 7 ID = 890 name = "Sho" StateNo = 1580 postype = p1 pos = 30, -(var(5)) ownpal = 1 supermovetime = 900 [State 1500, 10] type = PlaySnd trigger1 = time = 7 value = 3, 9 [State 1500, 11] type = Explod trigger1 = time = 44 ID = 640 anim = 6100 postype = left pos = -80, -40 bindtime = -1 removetime = -1 sprpriority = -4 removeongethit = 1 ownpal = 1 [State 1500, 12] type = Helper trigger1 = time = 44 ID = 999 name = "Sword Beam" StateNo = 1600 postype = p1 pos = 0, 0 ownpal = 1 [State 1500, 13] type = ChangeAnim triggerall = NumHelper(999) = 1 trigger1 = Helper(999), AnimElem = 13 value = 1511 [State 1500, 14] type = ChangeAnim triggerall = NumHelper(999) = 1 trigger1 = Helper(999), AnimElem = 19 value = 1512 [State 1500, 15] type = ChangeAnim triggerall = NumHelper(999) = 1 trigger1 = Helper(999), AnimElem = 22 value = 1513 [State 1500, 16] type = ChangeAnim triggerall = NumHelper(999) = 1 trigger1 = Helper(999), AnimElem = 30 value = 1514 [State 1500, 17] type = VarSet triggerall = NumHelper(999) = 1 trigger1 = Helper(999), AnimElem = 20 v = 0 value = 1 [State 1500, 18] type = VarSet triggerall = NumHelper(999) = 1 trigger1 = Helper(999), MoveHit trigger1 = Helper(999), AnimElemNo(0) = 24 v = 6 value = 1 [State 1500, 18a] type = VarSet trigger1 = WinKO v = 16 value = 1 [State 1500, 19] type = VarAdd trigger1 = Anim = 1514 trigger1 = NumHelper(999) = 0 v = 0 value = 1 [State 1500, 19a] type = RemoveExplod trigger1 = var(0) >= 20 ID = 640 [State 1500, 19b] type = ChangeState trigger1 = var(0) >= 20 trigger1 = var(6) = 1 value = 1510 [State 1500, 20] type = ChangeState trigger1 = var(0) >= 20 value = 12 ctrl = 1 [State 1500, 21] type = ScreenBound trigger1 = var(6) = 1 value = 0 ;----------------------------------------------------- ; Dash Back Onto Screen [Statedef 1510] type = S movetype = I physics = S anim = 0 [State 1510, 1] type = ChangeState trigger1 = BackEdgeDist <= 0 value = 1515 [State 1510, 2] type = VarSet trigger1 = BackEdgeDist > 0 v = 6 value = 0 [State 1510, 3] type = ChangeState trigger1 = BackEdgeDist > 0 value = 0 ctrl = 1 [State 1510, 4] type = ScreenBound trigger1 = 1 value = 0 ;---------------- [Statedef 1515] type = S movetype = I physics = S [State 1515, a] type = ScreenBound trigger1 = 1 value = 0 [State 1515, b] type = NotHitBy trigger1 = 1 value = SCA time = 3 [State 1515, 1] type = ChangeAnim trigger1 = time = 50 value = 100 [State 1515, 2] type = PlaySnd trigger1 = time = 50 value = 4, 22 [State 1515, 3] type = PosAdd trigger1 = BackEdgeDist < -100 x = -70 - BackEdgeDist [State 1515, 4] type = VelSet trigger1 = time = 50 x = 20 [State 1515, 5] type = VarSet trigger1 = Anim = 100 trigger1 = AnimTime = 0 v = 6 value = 0 [State 1515, 6] type = ChangeState trigger1 = Anim = 100 trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;----------------------------------------------------- ; Hoover - Captain Sword [Statedef 1520] type = A movetype = I physics = N anim = 730 velset = 4.4, 7 sprpriority = -1 [State 1520, a] type = VarSet trigger1 = time = 0 v = 0 value = parent, var(5) [State 1520, 1] type = VelAdd trigger1 = 1 y = .3 [State 1520, 2] type = ChangeState trigger1 = Pos Y >= 0 value = 1525 ;------------------------ ; Hoover - Land [Statedef 1525] type = S movetype = I physics = N anim = 1520 velset = 0, 0 [State 1525, 1] type = PosSet trigger1 = time = 0 y = 0 [State 1525, 1a] type = VarSet trigger1 = time = 0 v = 1 value = -(floor(ParentDist X)) [State 1525, 1b] type = VarSet trigger1 = time = 0 v = 2 value = -(floor(ParentDist Y)) [State 1525, 1c] type = BindToParent trigger1 = 1 time = 1 pos = var(1), var(2) [State 1525, 2] type = ChangeAnim trigger1 = parent, var(0) = 1 value = 1525 persistent = 0 [State 1525, 3] type = ChangeState trigger1 = parent, var(0) > 1 trigger2 = parent, MoveType = H value = 1530 ;----------------------------------------------------- ; Hoover - Jump Out [Statedef 1530] type = A movetype = I physics = N anim = 730 velset = 3, -14 [State 1530, 1] type = VelAdd trigger1 = 1 y = .3 [State 1530, 2] type = DestroySelf trigger1 = Pos Y < -(var(0)) ;----------------------------------------------------- ; Jennety - Captain Sword [Statedef 1550] type = A movetype = I physics = N anim = 770 velset = 1, 7 sprpriority = 0 [State 1550, a] type = VarSet trigger1 = time = 0 v = 0 value = parent, var(5) [State 1550, 1] type = VelAdd trigger1 = 1 y = .3 [State 1550, 2] type = ChangeState trigger1 = Pos Y >= 0 value = 1555 ;------------------------ ; Jennety - Land [Statedef 1555] type = S movetype = I physics = N anim = 1530 velset = 0, 0 [State 1555, 1] type = PosSet trigger1 = time = 0 y = 0 [State 1555, 1a] type = VarSet trigger1 = time = 0 v = 1 value = -(floor(ParentDist X)) [State 1555, 1b] type = VarSet trigger1 = time = 0 v = 2 value = -(floor(ParentDist Y)) [State 1555, 1c] type = BindToParent trigger1 = 1 time = 1 pos = var(1), var(2) [State 1555, 2] type = ChangeAnim trigger1 = parent, var(0) = 1 value = 1535 persistent = 0 [State 1555, 3] type = ChangeState trigger1 = parent, var(0) > 1 trigger2 = parent, MoveType = H value = 1560 ;----------------------------------------------------- ; Jennety - Jump Out [Statedef 1560] type = A movetype = I physics = N anim = 770 velset = -5, -14 [State 1560, 1] type = VelAdd trigger1 = 1 y = .3 [State 1560, 2] type = DestroySelf trigger1 = Pos Y < -(var(0)) ;----------------------------------------------------- ; Sho - Captain Sword [Statedef 1580] type = A movetype = I physics = N anim = 1141 velset = -4.4, 7 sprpriority = 2 [State 1580, a] type = VarSet trigger1 = time = 0 v = 0 value = parent, var(5) [State 1580, 1] type = VelAdd trigger1 = 1 y = .3 [State 1580, 2] type = ChangeState trigger1 = Pos Y >= 0 value = 1585 ;------------------------ ; Sho - Land [Statedef 1585] type = S movetype = I physics = N anim = 1540 velset = 0, 0 [State 1585, 1] type = PosSet trigger1 = time = 0 y = 0 [State 1585, 1a] type = VarSet trigger1 = time = 0 v = 1 value = -(floor(ParentDist X)) [State 1585, 1b] type = VarSet trigger1 = time = 0 v = 2 value = -(floor(ParentDist Y)) [State 1585, 1c] type = BindToParent trigger1 = 1 time = 1 pos = var(1), var(2) [State 1585, 2] type = ChangeAnim trigger1 = parent, var(0) = 1 value = 1545 persistent = 0 [State 1585, 3] type = ChangeState trigger1 = parent, var(0) > 1 trigger2 = parent, MoveType = H value = 1590 ;----------------------------------------------------- ; Sho - Jump Out [Statedef 1590] type = A movetype = I physics = N anim = 1141 velset = -4, -14 [State 1590, 1] type = VelAdd trigger1 = 1 y = .3 [State 1590, 2] type = DestroySelf trigger1 = Pos Y < -(var(0)) ;---------------------------------------- ; Sword Beam [Statedef 1600] type = A movetype = A physics = N sprpriority = 3 [State 1600, a] type = VarAdd trigger1 = 1 v = 0 value = 1 [State 1600, b] type = AssertSpecial trigger1 = 1 flag = NoShadow [State 1600, c] type = ChangeAnim trigger1 = var(0) = 1 value = 1550 [State 1600, 1] type = BindToParent trigger1 = time = 0 pos = 0, 0 time = 9999 [State 1600, 2] type = PlaySnd trigger1 = var(0) = 1 value = 2, 10 [State 1600, 3] type = NotHitBy trigger1 = Time >= 0 time = 1 value = SCA, NA, SA, HA, NT, ST, HT ignorehitpause = 1 [State 1600, 4] type = HitOverride trigger1 = Time >= 0 slot = 1 time = 1 stateno = 1600 attr = SCA, NP, SP, HP ignorehitpause = 1 [State 1600, 5] type = HitBy trigger1 = Time >= 0 value = SCA, NP, SP, HP time = 1 ignorehitpause = 1 [State 1600, 6] type = HitDef trigger1 = AnimElem = 13 trigger2 = AnimElem = 14 attr = A, HA hitflag = MAF guardflag = MA pausetime = 9, 3 damage = 20, 2 animtype = back sparkno = 3 sparkxy = -5, floor(P2Dist Y + parent, var(3)) hitsound = S2, 0 guardsound = S0, 12 ground.velocity = -5, 3 air.velocity = -.2, -2 guard.hittime = 20 guard.velocity = -10 airguard.velocity = -5, 4 sprpriority = 3 fall = 1 air.fall = 1 fall.recover = 0 givepower = 40 getpower = 0 p2stateno = 2000 [State 1600, 7] type = HitDef trigger1 = AnimElem = 18 attr = A, HA hitflag = MAF guardflag = MA pausetime = 9, 1 damage = 25, 2 animtype = back sparkno = 3 sparkxy = -5, floor(P2Dist Y + parent, var(3)) hitsound = S2, 0 guardsound = S0, 12 ground.velocity = -5, 0 air.velocity = -8, 0 ;fvar(0) ;3 guard.hittime = 20 guard.velocity = -10 airguard.velocity = -5, 4 sprpriority = 3 yaccel = .65 fall = 1 air.fall = 1 fall.recover = 0 givepower = 40 getpower = 0 p2stateno = 2000 [State 1600, 8] type = HitDef trigger1 = AnimElem = 19 attr = A, HA hitflag = MAF guardflag = MA pausetime = 9, 1 damage = 30, 2 animtype = back sparkno = 3 sparkxy = -5, floor(P2Dist Y + parent, var(3)) hitsound = S2, 0 guardsound = S0, 12 ground.velocity = -5, 0 air.velocity = -7, 0 ;fvar(0) ;7 yaccel = .8 guard.hittime = 20 guard.velocity = -10 airguard.velocity = -5, 4 sprpriority = 3 fall = 1 air.fall = 1 fall.recover = 0 givepower = 40 getpower = 0 p2stateno = 2000 [State 1600, 9] type = HitDef trigger1 = AnimElem = 20 attr = A, HA hitflag = MAF guardflag = MA pausetime = 9, 1 damage = 30, 2 animtype = back sparkno = 3 sparkxy = -5, floor(P2Dist Y + parent, var(3)) hitsound = S2, 0 guardsound = S0, 12 ground.velocity = -9, -5 air.velocity = -8, 0 ;fvar(0) ;6 guard.hittime = 20 guard.velocity = -10 yaccel = 1.1 airguard.velocity = -5, 4 sprpriority = 3 fall = 1 air.fall = 1 fall.recover = 0 givepower = 40 getpower = 0 p2stateno = 2000 [State 1600, 10] type = HitDef trigger1 = AnimElem = 21 attr = A, HA hitflag = MAF guardflag = MA pausetime = 9, 1 damage = 30, 2 animtype = back sparkno = 3 sparkxy = -5, floor(P2Dist Y + parent, var(3)) hitsound = S2, 0 guardsound = S0, 12 ground.velocity = -9, -5 air.velocity = -8, 0 ;fvar(0) ;9 yaccel = 1.2 guard.hittime = 20 guard.velocity = -10 airguard.velocity = -5, 4 sprpriority = 3 fall = 1 air.fall = 1 fall.recover = 0 givepower = 40 getpower = 0 p2stateno = 2000 [State 1600, 10] type = HitDef trigger1 = AnimElem = 22 attr = A, HA hitflag = MAF guardflag = MA pausetime = 9, 1 damage = 70, 2 animtype = back sparkno = 3 sparkxy = -5, floor(P2Dist Y + parent, var(3)) hitsound = S2, 0 guardsound = S0, 12 ground.velocity = -9, -8 air.velocity = -7, 0 ;fvar(0) ;6 guard.hittime = 20 guard.velocity = -10 airguard.velocity = -5, 4 yaccel = ifelse(HitCount < 2, .45, 1.3) sprpriority = 3 fall = 1 air.fall = 1 fall.recover = 0 givepower = 40 getpower = 0 p2stateno = 2000 [State 1600, 11] type = HitDef trigger1 = AnimElem = 23 attr = A, HA hitflag = MAF guardflag = MA pausetime = 9, 1 damage = 75, 2 animtype = back sparkno = 3 sparkxy = -5, floor(P2Dist Y + parent, var(3)) hitsound = S2, 0 guardsound = S0, 12 ground.velocity = -9, -1 air.velocity = -7, 0 ;fvar(0) ;5.4 guard.hittime = 20 guard.velocity = -10 airguard.velocity = -5, 4 yaccel = ifelse(HitCount < 2, .15, 1.4) sprpriority = 3 fall = 1 air.fall = 1 fall.recover = 0 givepower = 40 getpower = 0 p2stateno = 2000 [State 1600, 12] type = HitDef trigger1 = AnimElem = 24 attr = A, HA hitflag = MAFD guardflag = MA pausetime = 9, 9 damage = 150, 2 animtype = back sparkno = 3 sparkxy = -5, floor(P2Dist Y + parent, var(3)) hitsound = S2, 0 guardsound = S0, 12 ground.velocity = -12, -14 air.velocity = -11, -14 guard.hittime = 20 guard.velocity = -15 airguard.velocity = -5, 1 fall = 1 air.fall = 1 fall.recover = 0 sprpriority = 3 givepower = 40 getpower = 0 p2stateno = 2000 [State 1600, 12a] type = ParentVarSet trigger1 = MoveHit v = 11 value = 1 [State 1600, 12b] type = MoveHitReset trigger1 = MoveHit [State 1600, 13] type = Explod trigger1 = AnimElem = 30 ID = 471 anim = 6120 postype = p1 pos = 106, 0 bindtime = 1 removetime = -2 sprpriority = 4 ownpal = 1 [State 1600, 14] type = Explod trigger1 = AnimElem = 31 ID = 472 anim = 6121 postype = p1 pos = 176, 0 bindtime = 1 removetime = -2 sprpriority = 4 ownpal = 1 [State 1600, 15] type = Explod trigger1 = AnimElem = 32 ID = 471 anim = 6122 postype = p1 pos = 246, 0 bindtime = 1 removetime = -2 sprpriority = 4 ownpal = 1 [State 1600, 16] type = Explod trigger1 = AnimElem = 30 ID = 471 anim = 6123 postype = p1 pos = 316, 0 bindtime = 1 removetime = -2 sprpriority = 4 ownpal = 1 [State 1600, 17] type = Explod trigger1 = AnimElem = 30 ID = 473 anim = 6110 postype = p1 pos = 112, 0 bindtime = 1 removetime = -2 sprpriority = 3 ownpal = 1 [State 1600, 18] type = Explod trigger1 = AnimElem = 30 ID = 473 anim = 6110 postype = p1 pos = 152, 0 bindtime = 1 removetime = -2 sprpriority = 3 ownpal = 1 [State 1600, 19] type = Explod trigger1 = AnimElem = 30 ID = 473 anim = 6110 postype = p1 pos = 192, 0 bindtime = 1 removetime = -2 sprpriority = 3 ownpal = 1 [State 1600, 20] type = Explod trigger1 = AnimElem = 30 ID = 473 anim = 6110 postype = p1 pos = 232, 0 bindtime = 1 removetime = -2 sprpriority = 3 ownpal = 1 [State 1600, 21] type = Explod trigger1 = AnimElem = 30 ID = 473 anim = 6110 postype = p1 pos = 272, 0 bindtime = 1 removetime = -2 sprpriority = 3 ownpal = 1 [State 1600, 22] type = Explod trigger1 = AnimElem = 30 ID = 473 anim = 6110 postype = p1 pos = 312, 0 bindtime = 1 removetime = -2 sprpriority = 3 ownpal = 1 [State 1600, 23] type = ChangeAnim trigger1 = Anim = 1550 trigger1 = AnimTime = 0 value = 9999 [State 1600, 24] type = DestroySelf trigger1 = Anim = 9999 trigger1 = NumExplod = 0 trigger2 = parent, MoveType = H trigger3 = ScreenPos X <= -486 trigger4 = ScreenPos X >= 806 ;--------------------------------------------------------------------------- ; Captain Storm [Statedef 1610] type = S movetype = I physics = S anim = 1560 ctrl = 0 velset = 0, 0 sprpriority = 1 [State 1610, a] type = PosSet trigger1 = time = 0 y = 0 [State 1610, b] type = RemoveExplod trigger1 = time = 0 ID = 458 [State 1610, c] type = RemoveExplod trigger1 = time = 0 ID = 4478 [State 1610, d] type = VarSet trigger1 = time = 0 v = 0 value = 0 [State 1610, 1] type = Explod trigger1 = time = 0 ID = 5648 anim = 6080 postype = p1 pos = 32, 0 supermovetime = 900 bindtime = 1 removetime = -2 sprpriority = 2 ownpal = 1 [State 1610, 1a] type = PlaySnd trigger1 = time = 0 value = 4, 4 channel = 0 [State 1610, 2] type = SuperPause trigger1 = time = 7 time = 2 sound = S2,7 anim = S6140 pos = -3, -89 movetime = 2 poweradd = -1000 [State 1610, 2a] type = SuperPause trigger1 = time = [8,40] time = 2 anim = -1 sound = -1 movetime = 2 p2defmul = 1 [State 1610, 3] type = PlaySnd trigger1 = time = 20 value = 2, 8 [State 1610, 4] type = Explod trigger1 = time = 7 ID = 483 anim = 6130 postype = back pos = -180, 15 bindtime = -1 removetime = 50 supermovetime = 90 sprpriority = -1 ownpal = 1 removeongethit = 1 [State 1610, 4a] type = Explod trigger1 = AnimElem = 2 ID = 490 anim = 1565 postype = p1 pos = 0, 0 bindtime = -1 removetime = 45 sprpriority = 2 ownpal = 1 removeongethit = 1 supermovetime = 999 [State 1610, 5] type = AssertSpecial trigger1 = time > 7 flag = NoBG flag2 = NoFG ignorehitpause = 1 [State 1610, 6] type = Explod trigger1 = time = 7 ID = 484 anim = 6090 postype = left pos = 0, 0 bindtime = -1 removetime = -2 supermovetime = 90 sprpriority = -4 ownpal = 1 [State 1610, 7] type = Helper trigger1 = time = 7 ID = 888 name = "Hoover" StateNo = 1700 postype = p1 pos = -54, -(var(5)) ownpal = 1 supermovetime = 900 [State 1610, 8] type = Helper trigger1 = time = 7 ID = 889 name = "Jennety" StateNo = 1740 postype = p1 pos = -160, -(var(5)) ownpal = 1 supermovetime = 900 [State 1610, 9] type = Helper trigger1 = time = 7 ID = 890 name = "Sho" StateNo = 1780 postype = p1 pos = 40, -(var(5)) ownpal = 1 supermovetime = 900 [State 1610, 10] type = PlaySnd trigger1 = time = 7 value = 3, 9 [State 1610, 11] type = Explod trigger1 = time = 44 ID = 640 anim = 6100 postype = left pos = -80, -40 bindtime = -1 removetime = -1 sprpriority = -4 removeongethit = 1 ownpal = 1 [State 1610, 12] type = ChangeState trigger1 = time = 45 value = 1620 ;--------------------------------- ; Captain Storm - Dash at Opponent [Statedef 1620] type = S movetype = I physics = N anim = 1570 velset = 15, 0 [State 1620, a] type = AssertSpecial trigger1 = 1 flag = NoBG flag2 = NoFG ignorehitpause = 1 [State 1620, 1] type = ChangeState triggerall = AnimElemNo(0) != 1 trigger1 = P2BodyDist X <= 25 value = 1630 [State 1620, 2] type = StateTypeSet trigger1 = AnimElem = 6 physics = S [State 1620, 2a] type = NotHitBy trigger1 = 1 value = ,AP [State 1620, 3] type = Explod trigger1 = AnimElem = 6 trigger2 = AnimElem = 6 = 2 trigger3 = AnimElem = 6 = 3 trigger4 = AnimElem = 7 ID = 43 anim = 6000 postype = p1 pos = 15, 0 bindtime = 1 removetime = -2 vel = -.2, 0 ownpal = 1 sprpriority = 2 [State 1620, 3a] type = VarSet trigger1 = AnimTime = 0 v = 0 value = 2 [State 1620, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;---------------------------------- ; Captain Storm - Uppercut [Statedef 1630] type = S movetype = A physics = N anim = 1580 [State 1630, a] type = VelMul trigger1 = time = 0 x = .5 [State 1630, b] type = AssertSpecial trigger1 = 1 flag = NoBG flag2 = NoFG ignorehitpause = 1 [State 1630, 1] type = HitDef trigger1 = AnimElem = 2 trigger2 = HitCount = 1 trigger2 = AnimElem = 3 trigger3 = AnimElem = 4 trigger3 = HitCount = 2 trigger4 = AnimElem = 5 trigger4 = HitCount = 3 ;trigger5 = AnimElem = 6 ;trigger5 = HitCount = 4 attr = S, HA hitflag = MAF guardflag = MA pausetime = 6, 6 guard.pausetime = 9, 9 animtype = Up damage = 10, 2 priority = 7, Hit sparkno = 3 sparkxy = -5, -90 hitsound = S0, 11 guardsound = S0, 12 ground.velocity = -3, -4 ground.hittime = 50 ground.cornerpush.veloff = 0 air.velocity = -3, -4 air.hittime = 50 air.cornerpush.veloff = 0 guard.slidetime = 23 guard.hittime = 23 guard.velocity = -9 hitonce = 1 kill = 0 fall = 1 air.fall = 1 ;p2stateno = 1820 givepower = 20 getpower = 0 [State 1630, 1a] type = HitDef ;trigger1 = AnimElem = 2 ;trigger2 = HitCount = 1 ;trigger2 = AnimElem = 3 ;trigger3 = AnimElem = 4 ;trigger3 = HitCount = 2 ;trigger4 = AnimElem = 5 ;trigger4 = HitCount = 3 trigger1 = AnimElem = 6 trigger1 = HitCount = 4 attr = S, HA hitflag = MAF guardflag = MA pausetime = 5, 6 guard.pausetime = 9, 9 damage = 10, 2 priority = 7, Hit sparkno = 3 sparkxy = -5, -90 hitsound = S0, 11 guardsound = S0, 12 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 guard.slidetime = 23 guard.hittime = 23 guard.velocity = -9 hitonce = 1 kill = 0 fall = 1 air.fall = 1 p2stateno = 1820 givepower = 20 getpower = 0 [State 1630, 1b] type = Width trigger1 = MoveHit value = 30, 0 [State 1630, 2] type = VelSet trigger1 = AnimElem = 5 y = -6 [State 1630, 3] type = StateTypeSet trigger1 = AnimElem = 5 StateType = A [State 1630, 4] type = Gravity trigger1 = time > 12 [State 1630, 5] type = VarSet trigger1 = MoveHit v = 0 value = 1 [State 1630, 6] type = NotHitBy trigger1 = MoveHit value = SCA time = 10 [State 1630, 6] type = ChangeState triggerall = MoveHit trigger1 = HitCount = 5 trigger2 = AnimElemNo(0) = 7 value = 1640 [State 1630, 7] type = VarSet trigger1 = MoveGuarded v = 0 value = 2 [State 1630, 7a] type = VelMul trigger1 = MoveGuarded x = .5 [State 1630, 8] type = ChangeState trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 1635 ;----------------------- ; Captain Storm - Land from Uppercut [Statedef 1635] type = S movetype = I physics = S anim = 1590 [State 1635, a] type = AssertSpecial trigger1 = 1 flag = NoBG flag2 = NoFG ignorehitpause = 1 [State 1635, 1] type = VelSet trigger1 = time = 0 y = 0 [State 1635, 2] type = PosSet trigger1 = time = 0 y = 0 [State 1635, 3] type = PlaySnd trigger1 = time = 0 value = 1, 0 [State 1635, 3a] type = RemoveExplod trigger1 = AnimTime = 0 ID = 640 [State 1635, 3b] type = VarSet trigger1 = time = 0 ;AnimTime = 0 v = 0 value = 2 [State 1635, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;---------------------------- ; Captain Storm - Initial attack connected, launching followups [Statedef 1640] type = A movetype = I physics = N [State 1640, a] type = AssertSpecial trigger1 = 1 flag = NoBG flag2 = NoFG ignorehitpause = 1 [State 1640, b] type = ScreenBound trigger1 = 1 value = 0 [State 1640, c] type = TargetState trigger1 = time = 0 value = 1830 [State 1640, 1] type = NotHitBy trigger1 = 1 value = SCA time = 3 [State 1640, 2] type = VelSet trigger1 = time = 0 x = 0 y = 12 [State 1640, 3] type = VelAdd trigger1 = time > 0 trigger1 = ScreenPos Y < 350 y = .39 [State 1640, 3] type = VelSet trigger1 = ScreenPos Y >= 350 x = 0 y = 0 persistent = 0 [State 1640, 4] type = ChangeState trigger1 = ScreenPos Y >= 350 value = 1645 ;---------------------------- ; Captain Storm - Helper Attacks [Statedef 1645] type = A movetype = I physics = N anim = 0 velset = 0, 0 [State 1645, a] type = AssertSpecial trigger1 = 1 flag = NoBG flag2 = NoFG ignorehitpause = 1 [State 1645, b] type = ScreenBound trigger1 = 1 value = 0 [State 1645, c] type = NotHitBy trigger1 = 1 value = SCA time = 2 [State 1645, 1] type = Helper trigger1 = time = 6 trigger2 = time = 60 ID = 770 name = "Jennety" StateNo = 1691 postype = p1 pos = -20, 0 ownpal = 1 [State 1645, 2] type = Helper trigger1 = time = 22 ID = 771 name = "Sho" StateNo = 1692 postype = left pos = -60, 40 ownpal = 1 [State 1645, 3] type = Helper trigger1 = time = 44 ID = 772 name = "Hoover" StateNo = 1693 postype = right pos = 100, 90 ownpal = 1 facing = -1 [State 1645, 4] type = Helper trigger1 = time = 77 ID = 771 name = "Sho" StateNo = 1694 postype = right pos = 100, 90 ownpal = 1 facing = -1 [State 1645, 5] type = Helper trigger1 = time = 92 ID = 772 name = "Hoover" StateNo = 1695 postype = left pos = -60, 40 ownpal = 1 [State 1645, 6] type = TargetState trigger1 = time = 102 value = 1850 [State 1645, 7] type = Turn trigger1 = time = 150 [State 1645, 7a] type = PosAdd trigger1 = time = 151 x = -85 [State 1645, 8] type = VelSet trigger1 = time = 160 y = -14 [State 1645, 9] type = VelAdd trigger1 = time > 160 y = -.39 [State 1645, 10] type = ChangeAnim trigger1 = time = 148 value = 1030 [State 1645, 11] type = PlaySnd trigger1 = time = 148 value = 4, 0 [State 1645, 12] type = Helper trigger1 = Anim = 1030 trigger1 = AnimElem = 6 ID = 789 name = "Energy Blast" StateNo = 1696 postype = p1 pos = 53, 9 ownpal = 1 [State 1645, 13] type = PalFX trigger1 = Anim = 1030 trigger1 = AnimElemNo(0) = 6 trigger1 = (time % 3) = 0 time = 2 add = 174,174,184 mul = 256,256,256 color = 200 [State 1645, 13a] type = VarSet trigger1 = WinKO v = 16 value = 2 [State 1645, 14] type = ChangeState trigger1 = Pos Y <= 0 value = 1650 ;--------------------------- ; Captain Storm - Stop Moving [Statedef 1650] type = S movetype = I physics = N velset = 0, 0 sprpriority = 1 [State 1650, a] type = AssertSpecial trigger1 = !var(16) flag = NoBG flag2 = NoFG ignorehitpause = 1 [State 1650, b] type = Null ;ScreenBound trigger1 = (Anim != 183) value = 0 [State 1650, c] type = NotHitBy trigger1 = 1 value = SCA time = 2 [State 1650, d] type = VarSet trigger1 = time = 0 v = 1 value = 0 [State 1650, e] type = VarSet trigger1 = WinKO v = 16 value = 2 [State 1650, 1] type = PosSet trigger1 = time = 0 y = 0 [State 1650, 2] type = ChangeAnim trigger1 = Anim = 1030 trigger1 = AnimTime = 0 value = 12 [State 1650, 3] type = ChangeAnim trigger1 = Anim = 12 trigger1 = AnimTime = 0 value = 183 elem = 3 [State 1650, 4] type = Helper trigger1 = Anim = 183 trigger1 = AnimElem = 4 ID = 046 name = "Jennety" StateNo = 1660 postype = p1 pos = -115, -(var(5)) ownpal = 1 [State 1650, 5] type = Helper trigger1 = Anim = 183 trigger1 = AnimElem = 4 ID = 047 name = "Sho" StateNo = 1670 postype = p1 pos = 135, -(var(5)) ownpal = 1 [State 1650, 6] type = Helper trigger1 = Anim = 183 trigger1 = AnimElem = 4 ID = 048 name = "Hoover" StateNo = 1680 postype = p1 pos = 10, -(var(5)) ownpal = 1 [State 1650, 7] type = Explod triggerall = NumHelper(046) > 0 trigger1 = Helper(046), StateNo = 1665 ID = 789 anim = 1630 postype = p1 pos = 0, -76 bindtime = 1 removetime = -2 sprpriority = -1 ownpal = 1 persistent = 0 [State 1650, 8] type = PlaySnd trigger1 = NumExplod(789) = 1 value = 2, 4 persistent = 0 [State 1650, 9] type = VarAdd trigger1 = Anim = 183 v = 1 value = 1 [State 1650, 10] type = VarSet trigger1 = var(1) = 125 v = 0 value = 10 [State 1650, 11] type = RemoveExplod trigger1 = var(1) = 130 ID = 640 [State 1650, 12] type = ChangeState trigger1 = var(1) = 130 value = 0 ctrl = 1 ;------------------------------ ; Jennety - Storm End Pose [Statedef 1660] type = A movetype = I physics = N anim = 770 sprpriority = 0 velset = 2.6, 4 [State 1660, a] type = VarSet trigger1 = time = 0 v = 0 value = parent, var(5) [State 1660, 1] type = VelAdd trigger1 = 1 y = .3 [STate 1660, 2] type = ChangeState trigger1 = Pos Y >= 0 value = 1665 ; Land and Pose [Statedef 1665] type = S movetype = I physics = N anim = 201 velset = 0, 0 [State 1665, 1] type = BindToParent trigger1 = 1 time = 1 pos = 0, 0 [State 1665, 2] type = ChangeState trigger1 = parent, var(0) = 10 value = 1760 ;------------------------------ ; Sho - Storm End Pose [Statedef 1670] type = A movetype = I physics = N anim = 1141 sprpriority = 0 velset = -3.4, 4 [State 1670, a] type = VarSet trigger1 = time = 0 v = 0 value = parent, var(5) [State 1670, 1] type = VelAdd trigger1 = 1 y = .3 [STate 1670, 2] type = ChangeState trigger1 = Pos Y >= 0 value = 1675 ; Land and Pose [Statedef 1675] type = S movetype = I physics = N anim = 184 velset = 0, 0 [State 1675, 1] type = BindToParent trigger1 = 1 time = 1 pos = 0, 0 [State 1675, 2] type = ChangeState trigger1 = parent, var(0) = 10 value = 1800 ;------------------------------ ; Hoover - Storm End Pose [Statedef 1680] type = A movetype = I physics = N anim = 730 sprpriority = 0 velset = -.3, 4 [State 1680, a] type = VarSet trigger1 = time = 0 v = 0 value = parent, var(5) [State 1680, 1] type = VelAdd trigger1 = 1 y = .3 [STate 1680, 2] type = ChangeState trigger1 = Pos Y >= 0 value = 1685 ; Land and Pose [Statedef 1685] type = S movetype = I physics = N anim = 186 velset = 0, 0 [State 1685, 1] type = BindToParent trigger1 = 1 time = 1 pos = 0, 0 [State 1685, 2] type = ChangeState trigger1 = parent, var(0) = 10 value = 1720 ;------------------ ; Jennety Attack 1 [Statedef 1691] type = A movetype = A physics = N anim = 1170 velset = 1, -11 [State 1691, 1] type = VarSet trigger1 = time = 0 v = 0 value = parent, var(5) [State 1691, 1a] type = PlaySnd trigger1 = time = 0 value = 3, 5 [State 1691, 1b] type = NotHitBy trigger1 = 1 value = SCA [State 1691, 2] type = HitDef trigger1 = time = 0 attr = A, HA hitflag = MAF+ guardflag = pausetime = 9, 9 damage = 35 sparkno = 3 sparkxy = -5, -110 hitsound = S0, 13 kill = 0 fall = 1 air.fall = 1 p2stateno = 1840 givepower = 10 getpower = 0 [State 1691, 2a] type = ParentVarSet trigger1 = MoveHit v = 11 value = 1 persistent = 0 [State 1691, 3] type = DestroySelf trigger1 = Pos Y < -(var(0)) ;----------------- ; Sho Attack 1 [Statedef 1692] type = A movetype = A physics = N anim = 1625 [State 1692, b] type = PlaySnd trigger1 = time = 0 value = 3, 8 [State 1692, 1] type = VelSet trigger1 = time = 0 x = 17 y = (P2Dist Y) / 12 [State 1692, 2] type = HitDef trigger1 = time = 0 attr = A, HA hitflag = MAF+ guardflag = pausetime = 9, 9 damage = 35 sparkno = 3 sparkxy = -5, -60 hitsound = S0, 13 kill = 0 fall = 1 air.fall = 1 p2stateno = 1840 givepower = 10 getpower = 0 [State 1692, 2a] type = ParentVarSet trigger1 = MoveHit v = 11 value = 1 persistent = 0 [State 1692, 3] type = DestroySelf trigger1 = ScreenPos X > 500 ;---------------- ; Hoover Attack 1 [Statedef 1693] type = A movetype = A physics = N anim = 1605 [State 1693, 1] type = PlaySnd trigger1 = time = 0 value = 3, 3 [State 1693, 2] type = VelSet trigger1 = time = 0 x = 17 y = (P2Dist Y) / 18 [STate 1693, 3] type = HitDef trigger1 = time = 0 attr = A, HA hitflag = MAF+ guardflag = pausetime = 9, 9 damage = 35 sparkno = 3 sparkxy = -5, -60 hitsound = S0, 11 kill = 0 fall = 1 air.fall = 1 p2stateno = 1840 givepower = 10 getpower = 0 [State 1693, 3a] type = ParentVarSet trigger1 = MoveHit v = 11 value = 1 persistent = 0 [State 1693, 4] type = DestroySelf trigger1 = ScreenPos X < -100 ;---------------- ; Sho Attack 2 [Statedef 1694] type = A movetype = A physics = N anim = 1625 [State 1694, 1] type = PlaySnd trigger1 = time = 0 value = 3, 8 [State 1694, 2] type = VelSet trigger1 = time = 0 x = 17 y = (P2Dist Y) / 19 [STate 1694, 3] type = HitDef trigger1 = time = 0 attr = A, HA hitflag = MAF+ guardflag = pausetime = 9, 9 damage = 35 sparkno = 3 sparkxy = -5, -60 hitsound = S0, 13 kill = 0 fall = 1 air.fall = 1 p2stateno = 1840 givepower = 10 getpower = 0 [State 1694, 3a] type = ParentVarSet trigger1 = MoveHit v = 11 value = 1 persistent = 0 [State 1694, 4] type = DestroySelf trigger1 = ScreenPos X < -100 ;----------------- ; Hoover - Attack 2 [Statedef 1695] type = A movetype = A physics = N anim = 1605 [State 1695, b] type = PlaySnd trigger1 = time = 0 value = 3, 3 [State 1695, 1] type = VelSet trigger1 = time = 0 x = 17 y = (P2Dist Y) / 12 [State 1695, 2] type = HitDef trigger1 = time = 0 attr = A, HA hitflag = MAF+ guardflag = pausetime = 9, 9 damage = 40 sparkno = 3 sparkxy = -5, -60 hitsound = S0, 11 kill = 0 fall = 1 air.fall = 1 p2stateno = 1850 givepower = 10 getpower = 0 [State 1695, 2a] type = ParentVarSet trigger1 = MoveHit v = 11 value = 1 persistent = 0 [State 1695, 3] type = DestroySelf trigger1 = ScreenPos X > 500 ;--------------- ; Energy Blast [Statedef 1696] type = A movetype = A physics = N sprpriority = 3 juggle = 15 [State 1696, a] type = BindToParent trigger1 = 1 time = 2 pos = 53, 9 [State 1696, 1] type = VarAdd trigger1 = 1 v = 0 value = 1 [State 1696, 1a] type = VarSet trigger1 = var(0) = 1 fv = 0 value = parent, fvar(1) [State 1696, 2] type = ChangeAnim trigger1 = var(0) = 1 value = 1041 [State 1696, 3] type = NotHitBy trigger1 = Time >= 0 time = 1 value = SCA, NA, SA, HA, NT, ST, HT ignorehitpause = 1 [State 1696, 4] type = HitOverride trigger1 = Time >= 0 slot = 1 time = 1 stateno = 1025 attr = SCA, NP, SP, HP ignorehitpause = 1 [State 1696, 5] type = HitBy trigger1 = Time >= 0 value = SCA, NP, SP, HP time = 1 ignorehitpause = 1 [State 1696, 6] type = AssertSpecial trigger1 = 1 flag = NoShadow [State 1696, 7] type = PlaySnd trigger1 = var(0) = 1 value = 2, 1 [State 1696, 8] type = EnvShake trigger1 = var(0) = 1 time = 50 freq = 80 ampl = -5 [State 1696, 9] type = HitDef trigger1 = time = 0 attr = A, SA hitflag = MAFD+ guardflag = MA pausetime = 1, 9 damage = 105, 2 animtype = Up sparkno = 3 sparkxy = -5, floor(P2Dist Y) hitsound = S0, 11 ground.velocity = -4, -15 guardsound = S0, 12 air.velocity = -4, -15 down.velocity = -3, -6 guard.slidetime = 18 guard.hittime = 19 guard.velocity = -8.5 sprpriority = 3 fall = 1 air.fall = 1 fall.recovertime = 75 p2stateno = 1860 palfx.time = 50 palfx.add = -255,-71,41 palfx.mul = 205,164,356 palfx.sinadd = 61,102,51,15 palfx.invertall = 1 palfx.color = 150 givepower = 90 getpower = 60 [State 1696, 9a] type = ParentVarSet trigger1 = MoveHit v = 11 value = 1 persistent = 0 [State 1696, 10] type = DestroySelf trigger1 = AnimTime = 0 ;--------------------------------------------------------------------------- ; Captain Storm Hoover - Pose for startup [Statedef 1700] type = A movetype = I physics = N anim = 730 velset = 2.2, 7 sprpriority = -1 [State 1700, a] type = VarSet trigger1 = time = 0 v = 0 value = parent, var(5) [State 1700, 1] type = VelAdd trigger1 = 1 y = .3 [State 1700, 2] type = ChangeState trigger1 = Pos Y >= 0 value = 1710 ; Hoover - Land [Statedef 1710] type = S movetype = I physics = N anim = 1600 velset = 0, 0 [State 1710, 1] type = PosSet trigger1 = time = 0 y = 0 [State 1710, 2] type = ChangeState trigger1 = parent, var(0) = 1 value = 1730 [State 1710, 3] type = ChangeState trigger1 = parent, var(0) = 2 trigger2 = parent, MoveType = H value = 1720 ; Hoover - Leave when attack is blocked [Statedef 1720] type = A movetype = I physics = N anim = 730 velset = 3, -14 [State 1720, 1] type = VelAdd trigger1 = 1 y = .3 [State 1720, 2] type = DestroySelf trigger1 = Pos Y < -(var(0)) ; Hoover - Fly off for attack [Statedef 1730] type = A movetype = I physics = N anim = 1605 [State 1730, 1] type = Turn trigger1 = time = 0 [State 1730, 2] type = VelSet trigger1 = time = 0 x = 11 y = -5 [State 1730, 3] type = DestroySelf trigger1 = time = 70 ;--------------------------------------------------------------------------- ; Captain Storm Jennety - Pose for Startup [Statedef 1740] type = A movetype = I physics = N anim = 770 velset = 4.5, 7 sprpriority = 0 [State 1740, a] type = VarSet trigger1 = time = 0 v = 0 value = parent, var(5) [State 1740, 1] type = VelAdd trigger1 = 1 y = .3 [State 1740, 2] type = ChangeState trigger1 = Pos Y >= 0 value = 1750 ; Jennety - Land [Statedef 1750] type = S movetype = I physics = N anim = 1610 velset = 0, 0 [State 1750, 1] type = PosSet trigger1 = time = 0 y = 0 [State 1750, 2] type = ChangeState trigger1 = parent, var(0) = 1 value = 1770 [State 1750, 3] type = ChangeState trigger1 = parent, var(0) = 2 trigger2 = parent, MoveType = H value = 1760 ; Jennety - Leave when attack is blocked [Statedef 1760] type = A movetype = I physics = N anim = 770 velset = -5, -14 [State 1760, 1] type = VelAdd trigger1 = 1 y = .3 [State 1760, 2] type = DestroySelf trigger1 = Pos Y < -(var(0)) ; Jennety - Fly off for attack [Statedef 1770] type = A movetype = I physics = N anim = 1170 [State 1770, 2] type = VelSet trigger1 = time = 0 x = 1 y = -16 [State 1770, 3] type = DestroySelf trigger1 = time = 70 ;--------------------------------------------------------------------------- ; Captain Storm Sho - Pose for Startup [Statedef 1780] type = A movetype = I physics = N anim = 1141 velset = -7, 7 sprpriority = 2 [State 1780, a] type = VarSet trigger1 = time = 0 v = 0 value = parent, var(5) [State 1780, 1] type = VelAdd trigger1 = 1 y = .3 [State 1780, 2] type = ChangeState trigger1 = Pos Y >= 0 value = 1790 ; Sho - Land [Statedef 1790] type = S movetype = I physics = N anim = 1620 velset = 0, 0 [State 1790, 1] type = PosSet trigger1 = time = 0 y = 0 [State 1790, 2] type = ChangeState trigger1 = parent, var(0) = 1 value = 1810 [State 1790, 3] type = ChangeState trigger1 = parent, var(0) = 2 trigger2 = parent, MoveType = H value = 1800 ; Sho - Leave when attack is blocked [Statedef 1800] type = A movetype = I physics = N anim = 1141 velset = -4, -14 [State 1800, 1] type = VelAdd trigger1 = 1 y = .3 [State 1800, 2] type = DestroySelf trigger1 = Pos Y < -(var(0)) ; Jennety - Fly off for attack [Statedef 1810] type = A movetype = I physics = N anim = 1625 [State 1810, 1] type = NotHitBy trigger1 = 1 value = SCA [State 1810, 2] type = VelSet trigger1 = time = 0 x = 15 y = -6 [State 1810, 3] type = DestroySelf trigger1 = time = 70 ;--------------------------------------- ; Custom State for P2 hit by Captain Storm [Statedef 1820] type = A movetype = H physics = N ctrl = 0 velset = -5, -2 [State 1820, 1] type = ChangeAnim2 trigger1 = 1 value = 1640 [State 1820, 1a] type = PosFreeze trigger1 = time < 5 [State 1820, 2] type = SelfState trigger1 = time = 140 value = 5050 ; Part 2 [Statedef 1830] type = A movetype = H physics = N velset = 0, -.1 [State 1830, 1] type = ChangeAnim2 trigger1 = time = 0 value = 1640 [State 1830, 2] type = VelSet trigger1 = floor(ScreenPos Y) > floor(120 - const(size.mid.pos.y)) y = -1 [State 1830, 3] type = VelSet trigger1 = floor(ScreenPos Y) < floor(120 - const(size.mid.pos.y)) y = 1 [State 1830, 4] type = VelSet trigger1 = floor(ScreenPos Y) = floor(120 - const(size.mid.pos.y)) y = 0 [State 1830, 5] type = PlayerPush trigger1 = 1 value = 0 ; Part 3 [Statedef 1840] type = A movetype = H physics = N velset = 0, -.1 [State 1840, 1] type = ChangeAnim2 trigger1 = time < 9 value = 1640 [State 1840, 2] type = PosFreeze trigger1 = time < 9 [State 1840, 3] type = PlayerPush trigger1 = 1 value = 0 ; Part 4 [Statedef 1850] type = A movetype = H physics = N [State 1850, 1] type = ChangeAnim2 trigger1 = time < 9 value = 1640 [State 1850, Freeze] type = PosFreeze trigger1 = time < 9 [State 1850, 2] type = VelSet trigger1 = AnimElem = 1 y = -20 [State 1850, 2a] type = VelAdd trigger1 = time > 9 y = .90 [State 1850, 2b] type = ChangeAnim2 trigger1 = time > 9 trigger1 = Vel Y >= 0 value = 1650 persistent = 0 [State 1850, 3] type = PlayerPush trigger1 = 1 value = 0 [State 1850, 4] type = SelfState trigger1 = time = 300 value = 5050 ; Part 5 - Flying through Air [Statedef 1860] type = A movetype = H physics = N velset = -6, -17 [State 1860, 1] type = ChangeAnim2 trigger1 = time = 0 value = 5061 [State 1860, 2] type = VelAdd trigger1 = 1 y = .39 [State 1860, 3] type = ChangeState trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 1870 ; Part 6 - Hit Ground [Statedef 1870] type = L movetype = H physics = N velset = 0, 0 sprpriority = 1 [State 1860, a] type = ChangeAnim trigger1 = time = 0 value = 5110 [State 1860, 1] type = Explod trigger1 = time = 0 anim = F62 postype = p1 pos = 0, 0 bindtime = 1 removetime = -2 sprpriority = 2 [State 1860, 2] type = PlaySnd trigger1 = time = 0 value = F7, 2 [State 1860, 3] type = PosSet trigger1 = time = 0 y = 0 [State 1860, 4] type = SelfState trigger1 = time = 115 trigger1 = Alive value = 5120 [State 1860, 5] type = SelfState ;trigger1 = time = 115 trigger1 = !Alive value = 5150 ;--------------------------------------------------------------------------- ; Custom States for getting hit by Sword ; Decide statetype [Statedef 2000] type = U movetype = H physics = U ctrl = 0 [State 2000, 1] type = ChangeState trigger1 = StateType = S value = 2010 [State 2000, 2] type = ChangeState trigger1 = StateType = C value = 2020 [State 2000, 3] type = ChangeState trigger1 = StateType = A value = 2030 [State 2000, 4] type = ChangeState trigger1 = StateType = L value = 2040 ;------------------------------------------------- ; Stand gethits [Statedef 2010] type = S movetype= H physics = N velset = 0,0 [State 2010, 1] ;Anim for HIT_LIGHT to HIT_HARD type = ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) != [3,5] value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype) [State 2010, 2] ;Anim for HIT_BACK type = ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) = [3,5] value = 5030 [State 2010, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists) type = ChangeAnim trigger1 = Time = 0 trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype))) value = 5047 + GetHitVar(animtype) ;5051 - 4 + type [State 2010, 4] ;Freeze anim type = ChangeAnim trigger1 = Time > 0 value = anim [State 2010, 5] ;State type gets set to aerial if getting hit up type = StateTypeSet trigger1 = Time = 0 trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall) trigger2 = Pos Y != 0 type = a [State 2010, 6] type = Null ;ChangeState trigger1 = HitShakeOver trigger1 = GetHitVar(yvel) = 0 value = 5001 ;HITG_SLIDE [State 2010, 7] type = ChangeState trigger1 = HitShakeOver value = 2031 [State 2010, FFB Light] type = ForceFeedback trigger1 = anim = 5000 trigger2 = anim = 5010 persistent = 0 time = 6 waveform = square [State 2010, FFB Medium] type = ForceFeedback trigger1 = anim = 5001 trigger2 = anim = 5011 persistent = 0 time = 8 waveform = sinesquare ampl = 110,-1,-.3 [State 2010, FFB Hard] type = ForceFeedback trigger1 = anim = 5012 trigger2 = anim = 5002 trigger3 = anim = 5030 persistent = 0 time = 15 waveform = sinesquare ampl = 140 ; Crouching Gethit [Statedef 2020] type = C movetype= H physics = N velset = 0,0 [State 2020, 1] ;Anim for HIT_LIGHT to HIT_HARD type = ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) != [3,5] value = 5020 + GetHitVar(animtype) [State 2020, 2] ;Anim for HIT_BACK type = ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) = [3,5] value = 5030 [State 2020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists) type = ChangeAnim trigger1 = Time = 0 trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype))) value = 5047 + GetHitVar(animtype) ;5051 - 4 + type [State 2020, 4] ;Freeze anim type = ChangeAnim trigger1 = Time > 0 value = anim [State 2020, 5] type = Null ;ChangeState trigger1 = HitShakeOver trigger1 = GetHitVar(yvel) = 0 value = 5011 ;HITC_SLIDE [State 2020, 6] type = ChangeState trigger1 = HitShakeOver value = 2031 [State 2020, FFB Light] type = ForceFeedback trigger1 = anim = 5020 persistent = 0 time = 6 waveform = square [State 2020, FFB Medium] type = ForceFeedback trigger1 = anim = 5021 persistent = 0 time = 8 waveform = sinesquare ampl = 110,-1,-.3 [State 2020, FFB Hard] type = ForceFeedback trigger1 = anim = 5022 persistent = 0 time = 15 waveform = sinesquare ampl = 140 ; Air Gethit [Statedef 2030] type = A movetype= H physics = N velset = 0,0 [State 2030, 1] ;Anim for HIT_LIGHT to HIT_HARD type = ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) != [3,5] value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype) [State 2030, 2] ;Anim for HIT_BACK type = ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) = [3,5] value = 5030 [State 2030, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists) type = ChangeAnim trigger1 = Time = 0 trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype))) value = 5047 + GetHitVar(animtype) ;5051 - 4 + type [State 2030, 4] ;Freeze anim type = ChangeAnim trigger1 = Time > 0 value = anim [State 2030, 5] type = ChangeState trigger1 = HitShakeOver value = 2031 [State 2030, FFB Light] type = ForceFeedback trigger1 = anim = 5000 trigger2 = anim = 5010 persistent = 0 time = 6 waveform = square [State 2030, FFB Medium] type = ForceFeedback trigger1 = anim = 5001 trigger2 = anim = 5011 persistent = 0 time = 8 waveform = sinesquare ampl = 110,-1,-.3 [State 2030, FFB Hard] type = ForceFeedback trigger1 = anim = 5012 trigger2 = anim = 5002 trigger3 = anim = 5030 trigger4 = anim = [5051,5059] persistent = 0 time = 15 waveform = sinesquare ampl = 140 ; Fly through air [Statedef 2031] type = A movetype= H physics = N ctrl = 0 [State 2031, 1] type = VelAdd;Gravity trigger1 = 1 y = GetHitVar(yaccel) [State 2031, 2] type = HitVelSet trigger1 = Time = 0 x = 1 y = 1 [State 2031, 3] type = Null ;ChangeState triggerall = !HitFall trigger1 = HitOver trigger2 = Vel Y > 0 ;Hit ground trigger2 = Pos Y >= 10 ;. value = 5040 ;HITA_RECOV [State 2031, 4] type = ChangeState triggerall = HitFall trigger1 = HitOver trigger2 = Vel Y > 0 ;Hit ground trigger2 = Pos Y >= 10 ;. value = 2033 ;HITA_FALL [State 2031, 5] type = ChangeState trigger1 = AnimTime = 0 value = 2032 ;HITA_UP (transition) ; HitA_fall [Statedef 2032] type = A movetype= H physics = N [State 2032, 1] type = ChangeAnim trigger1 = Time = 0 trigger1 = SelfAnimExist(5035) trigger1 = Anim != [5051,5059] ;Not if in hit up anim trigger1 = Anim != 5090 ;Not if hit off ground anim value = 5035 [State 2032, 2] type = VelAdd trigger1 = 1 y = GetHitVar(yaccel) [State 2032, 3] type = Null ;ChangeState triggerall = !HitFall trigger1 = HitOver ;Hit is over trigger2 = AnimTime = 0 ;Animation over trigger3 = Vel Y > 0 ;Hit ground trigger3 = Pos Y >= 10 ;. trigger4 = Time = 0 ;No transition anim trigger4 = Anim != 5035 ;. value = 5040 ;HITA_RECOV [State 2032, 4] type = ChangeState triggerall = HitFall trigger1 = HitOver ;Hit is over trigger2 = AnimTime = 0 ;Anim is over trigger3 = Vel Y > 0 ;Hit ground trigger3 = Pos Y >= 10 ;. trigger4 = Time = 0 ;No transition anim trigger4 = Anim != 5035 ;. value = 2033 ;HITA_FALL ; Knocked up, falling [Statedef 2033] type = A movetype= H physics = N [State 2033, 1] ;Change anim when done with transition type = ChangeAnim trigger1 = AnimTime = 0 trigger1 = Anim = 5035 trigger2 = Time = 0 ;If no transition anim trigger2 = Anim != 5035 trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069]) trigger2 = Anim != 5090 ;Not if hit off ground anim value = 5050 [State 2033, 2] ;Coming down anim type = ChangeAnim trigger1 = anim = [5050,5059] trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2) trigger1 = SelfAnimExist(anim+10) value = anim+10 persistent = 0 [State 2033, 3] ;Gravity type = VelAdd trigger1 = 1 y = GetHitVar(yaccel) [State 2033, 4] ;Recover near ground type = Null ;ChangeState triggerall = Vel Y > 0 triggerall = Pos Y >= -20 triggerall = alive triggerall = CanRecover trigger1 = Command = "recovery" value = 5200 ;HITFALL_RECOVER [State 5050, 5]; Recover in mid air type = Null ;ChangeState triggerall = Vel Y > -1 triggerall = alive triggerall = CanRecover trigger1 = Command = "recovery" value = 5210 ;HITFALL_AIRRECOVER [State 2033, 6] type = ChangeState trigger1 = Vel Y > 0 trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25) value = 2050 ;HIT_BOUNCE ; Liedown Hit [Statedef 2040] type = L movetype= H physics = N velset = 0,0 [State 2040, 1] ;Set default anim type = VarSet trigger1 = time = 0 sysvar(2) = ifelse (GetHitVar(yvel) = 0, 5080, 5090) [State 2040, 2] type = VarAdd trigger1 = time = 0 trigger1 = (anim = [5081,5089]) || (anim = [5111,5119]) trigger1 = SelfAnimExist(sysvar(2) + (anim % 10)) sysvar(2) = anim % 10 [State 2040, 3] ;If 5090 doesn't exist, default to 5030 type = VarSet trigger1 = time = 0 trigger1 = sysvar(2) = 5090 trigger1 = !SelfAnimExist(5090) sysvar(2) = 5030 [State 2040, 3] ;Freeze type = ChangeAnim trigger1 = 1 value = 5050 ;sysvar(2) [State 2040, 4] type = Null ;ChangeState trigger1 = HitShakeOver trigger1 = GetHitVar(yvel) = 0 value = 5081 ;HITL_SLIDE [State 2040, 5] type = ChangeState trigger1 = HitShakeOver ;trigger1 = GetHitVar(yvel) != 0 value = 2031 ;HITA_UP ; Bounce off ground [Statedef 2050] type = L movetype= H physics = N [State 2050, 1] type = VelSet trigger1 = Time = 0 trigger1 = GetHitVar(fall.yvel) = 0 trigger1 = vel x > 1 x = 1 [State 2050, EnvShake] type = FallEnvShake trigger1 = Time = 0 [State 2050, Var] ;Save fall velocity type = VarSet trigger1 = Time = 0 ;trigger1 = GetHitVar(fall.yvel) = 0 sysvar(1) = floor(vel y) [State 2050, 2] ;Hit ground anim (normal) type = ChangeAnim triggerall = time = 0 trigger1 = (anim != [5051,5059]) && (anim != [5061,5069]) trigger2 = !SelfAnimExist(5100 + (anim % 10)) value = 5100 [State 2050, 3] ;Hit ground anim (for hit up) type = ChangeAnim trigger1 = time = 0 trigger1 = (anim = [5051,5059]) || (anim = [5061,5069]) trigger1 = SelfAnimExist(5100 + (anim % 10)) value = 5100 + (anim % 10) [State 2050, 4] type = PosSet trigger1 = Time = 0 y = 0 [State 2050, 5] type = VelSet trigger1 = Time = 0 y = 0 [State 2050, 6] ;Reduce speed type = VelMul trigger1 = Time = 0 x = 0.75 [State 2050, 7] type = ChangeState trigger1 = Time = 0 trigger1 = GetHitVar(fall.yvel) = 0 value = 2060 ;HIT_LIEDOWN [State 2050, 8] type = GameMakeAnim trigger1 = Time = 1 ;value = 61 ;pos = 0, 0 ;under = 1 value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14) pos = 0, 0 under = sysvar(1) <= 10 [State 2050, 9] type = HitFallDamage trigger1 = Time = 3 [State 2050, 10] type = PlaySnd trigger1 = Time = 1 ;value = F7, 0 ;Hit ground value = F7, (sysvar(1) > 5) + (sysvar(1) > 14) [State 2050, 11] type = PosFreeze trigger1 = 1 [State 2050, 12] type = ChangeState trigger1 = AnimTime = 0 value = 2051 [State 2050, 13] type = ForceFeedback trigger1 = Time = 0 waveform = sinesquare ampl = 128,-3,-.2,.005 time = 20 ; Bounce Up [Statedef 2051] type = L movetype= H physics = N [State 2051, 1] ;Coming hit ground anim (normal) type = ChangeAnim triggerall = time = 0 trigger1 = anim != [5101,5109] trigger2 = !SelfAnimExist(5160 + (anim % 10)) value = 5160 [State 2051, 2] ;Coming hit ground anim (for hit up) type = ChangeAnim triggerall = time = 0 trigger1 = anim = [5101,5109] trigger1 = SelfAnimExist(5160 + (anim % 10)) value = 5160 + (anim % 10) [State 2051, 3] type = HitFallVel trigger1 = Time = 0 [State 2051, 4] type = PosSet trigger1 = Time = 0 y = 20 [State 2051, 5] ;Acceleration type = VelAdd trigger1 = 1 y = .4 [State 2051, 6] ;Hit ground trigger1 = Vel Y > 0 trigger1 = Pos Y >= 12 type = ChangeState value = 2060 ; Liedown [Statedef 2060] type = L movetype= H physics = N [State 2060, EnvShake] type = FallEnvShake trigger1 = Time = 0 [State 2060, 1] ;For hit up/up-diag type (from state 5081) type = ChangeAnim persistent = 0 trigger1 = SelfAnimExist(5110 + (anim % 10)) trigger1 = anim = [5081,5089] value = 5110 + (anim % 10) [State 2060, 2] ;Hit ground anim (normal) type = ChangeAnim triggerall = time = 0 triggerall = anim != [5110,5119] ;Not already changed anim trigger1 = anim != [5161,5169] trigger2 = !SelfAnimExist(5170 + (anim % 10)) value = 5170 [State 2060, 3] ;Hit ground anim (for hit up) type = ChangeAnim triggerall = time = 0 triggerall = anim != [5110,5119] ;Not already changed anim trigger1 = anim = [5161,5169] trigger1 = SelfAnimExist(5170 + (anim % 10)) value = 5170 + (anim % 10) [State 2060, 4] type = HitFallDamage trigger1 = Time = 0 [State 2060, 5] type = PosSet trigger1 = Time = 0 y = 0 [State 2060, Var] ;Get fall velocity type = VarSet trigger1 = Time = 0 trigger1 = GetHitVar(fall.yvel) != 0 sysvar(1) = floor(vel y) [State 2060, 6] type = PlaySnd trigger1 = Time = 0 trigger1 = !SysVar(0) ;value = F7, 0 ;Hit ground value = F7, (sysvar(1) > 5) + (sysvar(1) > 14) [State 2060, 7] type = GameMakeAnim trigger1 = Time = 0 trigger1 = !SysVar(0) value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14) pos = 0, 0 under = sysvar(1) <= 10 [State 2060, 8] type = VelSet trigger1 = Time = 0 y = 0 [State 2060, 9] ;For hit up type type = ChangeAnim persistent = 0 triggerall = anim = [5171,5179] triggerall = SelfAnimExist(5110 + (anim % 10)) trigger1 = AnimTime = 0 trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim value = 5110 + (anim % 10) [State 2060, 10] ;For normal type = ChangeAnim persistent = 0 triggerall = Anim != [5111,5119] trigger1 = AnimTime = 0 trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame value = 5110 [State 2060, 11] ;If just died type = SelfState triggerall = !alive trigger1 = AnimTime = 0 trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame trigger3 = Anim = [5110,5119] value = 5150 [State 2060, 12] type = VarSet trigger1 = SysVar(0) trigger1 = Time = 0 sysvar(0) = 0 [State 2060, 13] ;Friction type = VelMul trigger1 = 1 x = 0.85 [State 2060, 14] type = ForceFeedback trigger1 = alive trigger1 = Time = 0 time = 8 ampl = 240 waveform = sine [State 2060, 15] type = ForceFeedback trigger1 = !alive trigger1 = Time = 0 ampl = 200, 7, -.467 time = 30 waveform = sine [State 2060, 16] type = SelfState trigger1 = time = 80 value = 5120 ;=========================================================================== ; REPORT HELPER STATES ;--------------------------------------------------------------------------- ; "Danger!" Helper [Statedef 9000] type = A movetype = I physics = N anim = 9999 [State 9000, 1] type = VarSet trigger1 = time = 0 v = 0 value = parent, var(12) [State 9000, 2] type = Explod triggerall = var(0) = 1 trigger1 = time = 0 ID = 547 anim = 6150 postype = left pos = 0, 50 bindtime = -1 removetime = -2 ontop = 1 ownpal = 1 [State 9000, 3] type = Explod triggerall = var(0) = -1 trigger1 = time = 0 ID = 547 anim = 6155 postype = right pos = 0, 50 bindtime = -1 removetime = -2 ontop = 1 ownpal = 1 [State 9000, 4] type = PlaySnd trigger1 = time = 0 value = 5, 0 volume = 200 [State 9000, 5] type = DestroySelf trigger1 = NumExplod(547) = 0 trigger2 = time = 500 ;--------------------------------------------------------------------------- ; "First Attack" Message [Statedef 9010] type = A movetype = I physics = N anim = 9999 [State 9010, 1] type = VarSet trigger1 = time = 0 v = 0 value = parent, var(12) [State 9010, 2] type = Explod triggerall = var(0) = 1 trigger1 = time = 0 ID = 548 anim = 6160 postype = left pos = 0, 50 bindtime = -1 removetime = -2 ontop = 1 ownpal = 1 [State 9010, 3] type = Explod triggerall = var(0) = -1 trigger1 = time = 0 ID = 548 anim = 6165 postype = right pos = 0, 50 bindtime = -1 removetime = -2 ontop = 1 ownpal = 1 [State 9010, 4] type = PlaySnd trigger1 = time = 0 value = 5, 2 volume = 200 [State 9010, 5] type = DestroySelf trigger1 = NumExplod(548) = 0 trigger2 = time = 500 ;--------------------------------------------------------------------------- ; Combo Report Helper [Statedef 9020] type = A movetype = I physics = N anim = 9999 [State 9020, 2] type = VarSet trigger1 = time = 0 v = 1 value = parent, var(15) [State 9020, 1] type = VarSet trigger1 = time = 0 v = 0 value = parent, var(12) [State 9020, 1a] type = VarSet trigger1 = time = 0 v = 2 value = parent, var(16) [State 9020, 3] type = Explod triggerall = var(0) = 1 triggerall = var(1) = [3,4] trigger1 = time = 0 ID = 548 anim = 6170 postype = left pos = 0, 70 bindtime = -1 removetime = -2 ontop = 1 ownpal = 1 [State 9020, 4] type = Explod triggerall = !var(2) triggerall = var(0) = -1 triggerall = var(1) = [3,4] trigger1 = time = 0 ID = 548 anim = 6175 postype = right pos = 0, 70 bindtime = -1 removetime = -2 ontop = 1 ownpal = 1 [State 9020, 5] type = Explod triggerall = !var(2) triggerall = var(0) = 1 triggerall = var(1) = [5,6] trigger1 = time = 0 ID = 548 anim = 6180 postype = left pos = 0, 70 bindtime = -1 removetime = -2 ontop = 1 ownpal = 1 [State 9020, 6] type = Explod triggerall = !var(2) triggerall = var(0) = -1 triggerall = var(1) = [5,6] trigger1 = time = 0 ID = 548 anim = 6185 postype = right pos = 0, 70 bindtime = -1 removetime = -2 ontop = 1 ownpal = 1 [State 9020, 7] type = Explod triggerall = !var(2) triggerall = var(0) = 1 triggerall = var(1) = [7,9] trigger1 = time = 0 ID = 548 anim = 6190 postype = left pos = 0, 70 bindtime = -1 removetime = -2 ontop = 1 ownpal = 1 [State 9020, 8] type = Explod triggerall = !var(2) triggerall = var(0) = -1 triggerall = var(1) = [7,9] trigger1 = time = 0 ID = 548 anim = 6195 postype = right pos = 0, 70 bindtime = -1 removetime = -2 ontop = 1 ownpal = 1 [State 9020, 9] type = Explod triggerall = !var(2) triggerall = var(0) = 1 triggerall = var(1) = [10,12] trigger1 = time = 0 ID = 548 anim = 6200 postype = left pos = 0, 70 bindtime = -1 removetime = -2 ontop = 1 ownpal = 1 [State 9020, 10] type = Explod triggerall = var(0) = -1 triggerall = var(1) = [10,12] trigger1 = time = 0 ID = 548 anim = 6205 postype = right pos = 0, 70 bindtime = -1 removetime = -2 ontop = 1 ownpal = 1 [State 9020, 11] type = Explod triggerall = var(0) = 1 triggerall = var(1) = [13,14] trigger1 = time = 0 ID = 548 anim = 6210 postype = left pos = 0, 70 bindtime = -1 removetime = -2 ontop = 1 ownpal = 1 [State 9020, 12] type = Explod triggerall = var(0) = -1 triggerall = var(1) = [13,14] trigger1 = time = 0 ID = 548 anim = 6215 postype = right pos = 0, 70 bindtime = -1 removetime = -2 ontop = 1 ownpal = 1 [State 9020, 13] type = Explod triggerall = var(0) = 1 triggerall = var(1) >= 15 trigger1 = time = 0 ID = 548 anim = 6220 postype = left pos = 0, 70 bindtime = -1 removetime = -2 ontop = 1 ownpal = 1 [State 9020, 14] type = Explod triggerall = var(0) = -1 triggerall = var(1) >= 15 trigger1 = time = 0 ID = 548 anim = 6225 postype = right pos = 0, 70 bindtime = -1 removetime = -2 ontop = 1 ownpal = 1 [State 9020, 15] type = PlaySnd triggerall = var(1) = [3,4] trigger1 = time = 0 value = 5, 3 [State 9020, 16] type = PlaySnd triggerall = var(1) = [5,6] trigger1 = time = 0 value = 5, 7 [State 9020, 17] type = PlaySnd triggerall = var(1) = [7,9] trigger1 = time = 0 value = 5, 4 [State 9020, 18] type = PlaySnd triggerall = var(1) = [10,12] trigger1 = time = 0 value = 5, 8 [State 9020, 19] type = PlaySnd triggerall = var(1) = [13,14] trigger1 = time = 0 value = 5, 6 [State 9020, 20] type = PlaySnd triggerall = var(1) >= 15 trigger1 = time = 0 value = 5, 1 [State 9020, 21] type = DestroySelf trigger1 = NumExplod(548) = 0 trigger2 = time = 500 ;--------------------------------------------------------------------------- ; Hyper Combo Finish! [Statedef 9030] type = A movetype = I physics = N anim = 9999 [State 9030, 1] type = VarSet trigger1 = time = 0 v = 0 value = parent, var(16) [State 9030, 2] type = Explod trigger1 = time = 0 ID = 666 anim = 6240 postype = left pos = 0, 0 bindtime = -1 removetime = -2 sprpriority = -4 ownpal = 1 [State 9030, 2] type = AssertSpecial trigger1 = NumExplod(666) = 1 flag = NoBG flag2 = NoFG flag3 = Nomusic [State 9030, 3] type = Explod triggerall = var(0) = 1 trigger1 = time = 23 ID = 667 anim = 6250 postype = left pos = 70, 70 bindtime = -1 removetime = -2 ontop = 1 ownpal = 1 [State 9030, 4] type = Explod triggerall = var(0) = 2 trigger1 = time = 23 ID = 667 anim = 6260 postype = left pos = 70, 70 bindtime = -1 removetime = -2 ontop = 1 ownpal = 1 [State 9030, 5] type = PlaySnd trigger1 = time = 0 value = 2, 9 [State 9030, 6] type = PlaySnd trigger1 = time = 30 value = 5, 5 ;--------------------------------------------------------------------------- ; Override common states (use same number to override) : ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; Stand [Statedef 0] type = S physics = S sprpriority = 0 [State 0, Random] type = VarRandom trigger1 = 1 v = 0 range = 0, 60 [State 0, Normal Anim] type = ChangeAnim trigger1 = Anim = 5 && AnimTime = 0 ;Turn anim over trigger2 = PrevStateNo != 20 trigger2 = time = 0 value = ifelse(var(0) <= 20, 175, ifelse(var(0) >= 40, 180, 185)) [State 0, Stop Walk Anim] type = ChangeAnim trigger1 = time = 0 trigger1 = PrevStateNo = 20 value = ifelse(var(1) = 1, 22, 23) [State 0, End Taunt Anim] type = ChangeAnim triggerall = time = 0 trigger1 = PrevStateNo = 195 trigger2 = PrevStateNo = 220 value = 22 [State 0, 1] type = ChangeAnim triggerall = var(0) = [0,20] trigger1 = ((Anim = 22) || (Anim = 23)) && AnimTime = 0 trigger2 = (Anim = 160) || (Anim = 165) || (Anim = 171) trigger2 = AnimTime = 0 value = 175 [State 0, 1a] type = ChangeAnim triggerall = var(0) = [21,40] trigger1 = ((Anim = 22) || (Anim = 23)) && AnimTime = 0 trigger2 = (Anim = 160) || (Anim = 165) || (Anim = 171) trigger2 = AnimTime = 0 value = 180 [State 0, 1b] type = ChangeAnim triggerall = var(0) = [41,60] trigger1 = ((Anim = 22) || (Anim = 23)) && AnimTime = 0 trigger2 = (Anim = 160) || (Anim = 165) || (Anim = 171) trigger2 = AnimTime = 0 value = 185 [State 0, Lean] type = ChangeAnim triggerall = Anim = 175 || Anim = 180 || Anim = 185 || Anim = 0 triggerall = var(0) = [0,20] triggerall = time > 0 trigger1 = (time % 110) = 0 value = 160 [State 0, Lean] type = ChangeAnim triggerall = Anim = 175 || Anim = 180 || Anim = 185 || Anim = 0 triggerall = var(0) = [21,40] triggerall = time > 0 trigger1 = (time % 110) = 0 value = 165 [State 0, Lean] type = ChangeAnim triggerall = Anim = 175 || Anim = 180 || Anim = 185 || Anim = 0 triggerall = var(0) = [41,60] triggerall = time > 0 trigger1 = (time % 110) = 0 value = 171 [State 0, 2] type = VelSet trigger1 = Time = 0 y = 0 [State 0, 3] ;Stop moving if low velocity or 4 ticks pass type = VelSet trigger1 = abs(vel x) < 2 trigger2 = Time = 4 x = 0 ;--------------------------------------------------------------------------- ; Walk [Statedef 20] type = S physics = S sprpriority = 0 [State 20, 1] type = VelSet trigger1 = command = "holdfwd" x = const(velocity.walk.fwd.x) [State 20, 2] type = VelSet trigger1 = command = "holdback" x = const(velocity.walk.back.x) [State 20, 2a] type = VarSet trigger1 = command = "holdfwd" v = 1 value = 1 [State 20, 2b] type = VarSet trigger1 = command = "holdback" v = 1 value = -1 [State 20, 3] type = ChangeAnim triggerall = vel x > 0 trigger1 = Anim != 20 && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 value = 20 [State 20, 4] type = ChangeAnim triggerall = vel x < 0 trigger1 = Anim != 21 && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 value = 21 ;--------------------------------------------------------------------------- ; Jump Land [Statedef 52] type = S physics = S ctrl = 0 anim = 47 [State 52, 1] type = VelSet trigger1 = Time = 0 y = 0 [State 52, 2] type = PosSet trigger1 = Time = 0 y = 0 [State 52, 3] type = CtrlSet trigger1 = Time = 3 value = 1 [State 52, Clear Aircombo Var] type = VarSet trigger1 = time = 0 v = 20 value = 0 [State 52, Landing Sound] type = PlaySnd trigger1 = time = 0 value = 1, 0 [State 52, Landing Wave] type = Explod trigger1 = time = 0 ID = 589 anim = 6010 postype = p1 pos = 0, 0 bindtime = 1 removetime = -2 ownpal = 1 sprpriority = -2 [State 52, Remove Explod] type = RemoveExplod trigger1 = time = 0 ID = 4580 [State 52, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; RUN_FWD [Statedef 100] type = S physics = N anim = 100 sprpriority = 1 ctrl = 1 [State 100, 1] type = VelSet trigger1 = time = 0 x = const(velocity.run.fwd.x) [State 100, 2] ;Prevent run from canceling into walk type = AssertSpecial trigger1 = 1 flag = NoWalk [State 100, 3] ;Prevent from turning type = AssertSpecial trigger1 = 1 flag = NoAutoTurn [State 100, 4] type = PlaySnd trigger1 = time = 0 value = 4, 22 [State 100, 5] type = Explod trigger1 = time < 13 trigger1 = (time % 4) = 1 ID = 41 anim = 6030 postype = p1 pos = -20, -40 bindtime = 1 removetime = -2 vel = -1, 0 ownpal = 1 random = 20, 60 sprpriority = 2 [State 100, 6] type = Explod trigger1 = time < 13 trigger1 = (time % 4) = 0 ID = 42 anim = 6035 postype = p1 pos = -20, -40 bindtime = 1 removetime = -2 vel = -.8, 0 ownpal = 1 random = 20, 60 sprpriority = 2 [State 100, 7] type = StateTypeSet trigger1 = AnimElem = 5 physics = S [State 100, 8] type = Explod trigger1 = time = [14,27] trigger1 = (time % 4) = 0 ID = 43 anim = 6000 postype = p1 pos = 15, 0 bindtime = 1 removetime = -2 vel = -.2, 0 ownpal = 1 sprpriority = 2 [State 100, 9] type = ChangeState trigger1 = AnimTime = 0 value = 0 ;--------------------------------------------------------------------------- ; RUN_BACK [Statedef 105] type = S physics = N ctrl = 1 anim = 105 sprpriority = 1 [State 105, a] type = AssertSpecial trigger1 = 1 flag = NoWalk [State 105, b] type = AssertSpecial trigger1 = 1 flag = NoAutoTurn [State 105, 1] type = VelSet trigger1 = Time = 0 x = -7.5 [State 105, 2] type = PlaySnd trigger1 = time = 5 value = 1, 2 [State 105, 3] type = StateTypeSet trigger1 = AnimElem = 6 physics = S [State 105, 4] type = Explod trigger1 = AnimElem = 6 = 1 trigger2 = AnimElem = 6 = 5 trigger3 = AnimElem = 6 = 9 trigger4 = AnimElem = 7 ID = 41 anim = 6000 postype = p1 pos = 0, 0 bindtime = 1 removetime = -2 ownpal = 1 sprpriority = 2 [State 105, 3] type = ChangeState trigger1 = AnimTime = 0 value = 12 ctrl = 1 ;--------------------------------------------------------------------------- ; HIT_BOUNCE (hit ground) [Statedef 5100] type = L movetype= H physics = N [State 5100, Clear Aircombo Var] type = VarSet trigger1 = time = 0 v = 20 value = 0 [State 5100, Roll] type = ChangeState triggerall = Alive trigger1 = var(4) > 0 value = ifelse(var(4) = 1, 690, ifelse(var(4) = 2, 700, 710)) [State 5100, 1] type = VelSet trigger1 = Time = 0 trigger1 = GetHitVar(fall.yvel) = 0 trigger1 = vel x > 1 x = 1 [State 5100, EnvShake] type = FallEnvShake trigger1 = Time = 0 [State 5100, Var] ;Save fall velocity type = VarSet trigger1 = Time = 0 ;trigger1 = GetHitVar(fall.yvel) = 0 sysvar(1) = floor(vel y) [State 5100, 2] ;Hit ground anim (normal) type = ChangeAnim triggerall = time = 0 trigger1 = (anim != [5051,5059]) && (anim != [5061,5069]) trigger2 = !SelfAnimExist(5100 + (anim % 10)) value = 5100 [State 5100, 3] ;Hit ground anim (for hit up) type = ChangeAnim trigger1 = time = 0 trigger1 = (anim = [5051,5059]) || (anim = [5061,5069]) trigger1 = SelfAnimExist(5100 + (anim % 10)) value = 5100 + (anim % 10) [State 5100, 4] type = PosSet trigger1 = Time = 0 y = 0 [State 5100, 5] type = VelSet trigger1 = Time = 0 y = 0 [State 5100, 6] ;Reduce speed type = VelMul trigger1 = Time = 0 x = 0.75 [State 5100, 7] type = ChangeState trigger1 = Time = 0 trigger1 = GetHitVar(fall.yvel) = 0 value = 5110 ;HIT_LIEDOWN [State 5100, 8] type = GameMakeAnim trigger1 = Time = 1 ;value = 61 ;pos = 0, 0 ;under = 1 value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14) pos = 0, 0 under = sysvar(1) <= 10 [State 5100, 9] type = HitFallDamage trigger1 = Time = 3 [State 5100, 10] type = PlaySnd trigger1 = Time = 1 ;value = F7, 0 ;Hit ground value = F7, (sysvar(1) > 5) + (sysvar(1) > 14) [State 5100, 11] type = PosFreeze trigger1 = 1 [State 5100, 12] type = ChangeState trigger1 = AnimTime = 0 value = 5101 [State 5100, 13] type = ForceFeedback trigger1 = Time = 0 waveform = sinesquare ampl = 128,-3,-.2,.005 time = 20 ;--------------------------------------------------------------------------- ; Initialize (at the start of the round) [Statedef 5900] type = S [State 5900, 1] ;Clear all int variables type = VarRangeSet trigger1 = roundno = 1 value = 0 [State 5900, 1a] type = VarSet trigger1 = time = 0 v = 5 value = floor(ScreenPos Y) [State 5900, Auto-Activate AI] type = VarSet trigger1 = var(59) trigger1 = time = 0 v = 17 value = 1 [State 5900, 2] ;Clear all float variables type = VarRangeSet trigger1 = roundno = 1 fvalue = 0 [State 5900, 3] ;Intro type = ChangeState trigger1 = roundno = 1 value = 190 ;--------------------------------------------------------------------------- ; States that are always executed (use statedef -2) ;--------------------------------------------------------------------------- [Statedef -2] ; Guard triggers for AI (from BB Hood) [State -2, Stand guard] type = ChangeState triggerall = var(17) > 0 triggerall = StateType != A triggerall = EnemyNear, StateType != C triggerall = EnemyNear, MoveType = A trigger1 = ctrl = 1 value = 130 [State -2, S-to-C guard] type = ChangeState triggerall = var(17) > 0 triggerall = StateType != A triggerall = EnemyNear, statetype = C triggerall = EnemyNear, Movetype = A trigger1 = stateno = 150 value = 152 [State -2, Crouch guard] type = ChangeState triggerall = var(17) > 0 triggerall = StateType != A triggerall = EnemyNear, statetype = C triggerall = EnemyNear, Movetype = A trigger1 = ctrl = 1 value = 131 [State -2, C-to-S guard] type = ChangeState triggerall = var(17) > 0 triggerall = StateType != A triggerall = EnemyNear, statetype != C triggerall = EnemyNear, Movetype = A trigger1 = stateno = 152 value = 150 [State -2, Air guard] type = ChangeState triggerall = var(17) > 0 triggerall = StateType = A triggerall = EnemyNear, Movetype = A trigger1 = ctrl = 1 value = 132 ; First Attack message (by M@ppy, cut and pasted from BB Hood, with mods by ME!) [State -2, Var] type = VarSet triggerall = Var(13) = 0 triggerall = p2movetype = H triggerall = p2StateNo != [150,155] triggerall = RoundState = 2 trigger1 = movecontact = 1 trigger2 = projcontact = 1 trigger3 = NumHelper(111) > 0 trigger3 = Helper(111), MoveHit trigger4 = NumHelper(222) > 0 trigger4 = Helper(222), MoveHit trigger5 = NumHelper(444) > 0 trigger5 = Helper(444), MoveHit trigger6 = NumHelper(999) > 0 trigger6 = Helper(999), MoveHit v = 13 value = 1 ignorehitpause = 1 [State -2, Message] type = Helper triggerall = NumHelper(9208) = 0 trigger1 = Var(13) = 1 ID = 9208 name = "First Attack!" facing = 1 postype = left stateno = 9010 ownpal = 1 [State -2, Var] type = VarSet trigger1 = Var(13) = 1 trigger2 = movetype = H trigger2 = StateNo != [150,155] v = 13 value = 2 ; Get opponent mid pos for positioning hit FX [State -2, Get Nearest Opponent Mid] type = VarSet trigger1 = 1 v = 2 value = floor(EnemyNear, const(size.mid.pos.x)) [State -2, Get Nearest Opponent Mid] type = VarSet trigger1 = 1 v = 3 value = floor(EnemyNear, const(size.mid.pos.y)) ; Combo Tracker [State -2, Start Count] type = VarSet triggerall = P2MoveType = H && !WinKO trigger1 = var(7) = 0 v = 7 value = 1 ignorehitpause = 1 [State -2, Set] type = VarSet triggerall = var(7) trigger1 = HitCount > var(9) v = 10 value = HitCount - var(9) [State -2, Set] type = VarSet triggerall = var(7) trigger1 = HitCount < var(9) trigger1 = HitCount != 0 v = 10 value = HitCount [State -2, Set] type = VarSet triggerall = var(7) trigger1 = HitCount = var(9) trigger2 = HitCount = 0 v = 10 value = 0 [State -2, Projectile Hits] type = VarAdd triggerall = var(7) trigger1 = ProjHit = 1 v = 10 value = 1 [State -2, Add new hits to combo] type = VarAdd triggerall = var(7) trigger1 = var(10) > 0 || var(11) > 0 v = 8 value = var(10) + var(11) ; Set Attack Ratio for Damage Dampening [State -2, First Decrease] type = VarSet triggerall = var(7) trigger1 = var(8) > 1 trigger1 = var(8) < 4 fv = 1 value = .8 ignorehitpause = 1 [State -2, Second Decrease] type = VarSet triggerall = var(7) trigger1 = var(8) = [4,8] fv = 1 value = .65 ignorehitpause = 1 [State -2, Third Decrease] type = VarSet triggerall = var(7) trigger1 = var(8) = [9,12] fv = 1 value = .5 ignorehitpause = 1 [State -2, Fourth Decrease] type = VarSet triggerall = var(7) trigger1 = var(8) = [13,16] fv = 1 value = .45 ignorehitpause = 1 [State -2, Final Decrease] type = VarSet triggerall = var(7) trigger1 = var(8) > 16 fv = 1 value = .4 ignorehitpause = 1 [State -2, Clear Helper Hits] type = VarSet trigger1 = var(7) v = 11 value = 0 [State -2, Spawn Combo Report Helper] type = Helper triggerall = var(7) triggerall = NumHelper(929) = 0 triggerall = (StateNo != 1500) && (StateNo != [1645,1650]) trigger1 = P2MoveType != H || WinKO trigger1 = NumHelper(930) = 0 ID = 930 name = "Combo Report" StateNo = 9020 postype = p1 pos = 0, 0 ownpal = 1 [State -2, Leave Combo Counting Mode] type = VarSet triggerall = var(7) trigger1 = P2MoveType != H || WinKO v = 15 value = var(8) ignorehitpause = 1 [State -2, Leave Combo Counting Mode] type = VarSet triggerall = var(7) trigger1 = P2MoveType != H || WinKO v = 8 value = 0 ignorehitpause = 1 [State -2, Leave Combo Counting Mode] type = VarSet triggerall = var(7) trigger1 = P2MoveType != H || WinKO v = 9 value = 0 ignorehitpause = 1 [State -2, Leave Combo Counting Mode] type = VarSet triggerall = var(7) trigger1 = P2MoveType != H || WinKO v = 7 value = 0 ignorehitpause = 1 ; Flames for fire-based attacks [State -2, Flaming Opponent] type = Explod triggerall = NumExplod(111) = 0 trigger1 = (StateNo = 220) && (MoveHit) trigger2 = NumHelper(2001) = 1 trigger2 = Helper(2001), StateNo = 825 trigger2 = Helper(2001), time = 22 trigger3 = NumHelper(111) = 1 trigger3 = Helper(111), MoveHit trigger4 = (StateNo = 1050) && MoveHit trigger5 = (StateNo = 1060) && MoveHit trigger6 = (StateNo = 1070) && MoveHit ID = 111 anim = 6060 postype = p2 pos = var(2), var(3) bindtime = -1 removetime = -2 sprpriority = -4 ownpal = 1 ; Energy Whatsits for energy attacks [State -2, Energized Opponent] type = Explod triggerall = NumExplod(112) = 0 trigger1 = (StateNo = 420) && (MoveHit) trigger2 = (StateNo = 620) && MoveHit trigger3 = NumHelper(222) = 1 trigger3 = Helper(222), MoveHit ID = 112 anim = 6070 postype = p2 pos = var(2), var(3) bindtime = -1 removetime = -2 ontop = 1 ownpal = 1 ; Recovery roll (from Sunboy's Psylocke) [State -2] type = VarSet triggerall = statetype = A triggerall = movetype = H trigger1 = command = "RecoveryRolla" trigger2 = var(17) = 1 trigger2 = Alive trigger2 = Random <= 50 var(4) = 1 [State -2] type = VarSet triggerall = statetype = A triggerall = movetype = H trigger1 = command = "RecoveryRollb" trigger2 = var(17) = 1 trigger2 = Alive trigger2 = Random <= 50 var(4) = 2 [State -2] type = VarSet triggerall = statetype = A triggerall = movetype = H trigger1 = command = "RecoveryRollc" trigger2 = var(17) = 1 trigger2 = Alive trigger2 = Random <= 50 var(4) = 3 [State -2] type = VarSet trigger1 = StateNo < 5000 trigger2 = StateNo > 5999 var(4) = 0 [State -2, Get ScreenPos] type = VarSet triggerall = var(5) = 0 trigger1 = RoundState = 2 v = 5 value = floor(ScreenPos Y) [State -2, Get Facing] type = VarSet triggerall = var(12) = 0 trigger1 = RoundState = 2 v = 12 value = Facing ; Display "Danger" Message [State -2, Create Helper] type = Helper triggerall = var(14) = 0 triggerall = Alive triggerall = NumHelper(929) = 0 trigger1 = Life <= 200 ID = 929 name = "Danger!" StateNo = 9000 postype = p1 pos = 0, 0 ownpal = 1 [State -2, Increment Var] type = VarSet triggerall = var(14) = 0 trigger1 = Life <= 200 v = 14 value = 1 ; Spawn Hyper Combo Finish Helper [State -2, Hyper Combo Finish] type = Helper triggerall = WinKO triggerall = NumHelper(536) = 0 trigger1 = var(16) > 0 ID = 536 name = "Hyper Combo Finish!" StateNo = 9030 postype = p1 pos = 0, 0 ownpal = 1 ; End-of-tick updates [State -2, Hit Count] type = VarSet trigger1 = var(7) v = 9 value = HitCount ;--------------------------------------------------------------------------- ; States that are executed when in self's state file (use statedef -3) ;--------------------------------------------------------------------------- [Statedef -3] ; Gethit sounds [State -3, 1] type = VarRandom trigger1 = StateNo = 5000 trigger1 = time = 1 v = 0 range = 0,600 ; Ow sound 1 [State -3, Owie 1] type = PlaySnd triggerall = alive triggerall = time = 1 triggerall = var(0) = [0,200] trigger1 = stateno = 5001 || stateno = 5011 trigger1 = (anim % 10) != 0 trigger2 = stateno = 5040 || stateno = 5050 trigger2 = random < 500 trigger3 = stateno = 5070 value = 4, 14 ; Ow sound 2 [State -3, Owie 2] type = Playsnd triggerall = alive triggerall = time = 1 triggerall = var(0) = [201,400] trigger1 = stateno = 5001 || stateno = 5011 trigger1 = (anim % 10) != 0 trigger2 = stateno = 5040 || stateno = 5050 trigger2 = random < 500 trigger3 = stateno = 5070 value = 4, 15 ; Ow sound 3 [State -3, Owie 3] type = Playsnd triggerall = alive triggerall = time = 1 triggerall = var(0) = [401,600] trigger1 = stateno = 5001 || stateno = 5011 trigger1 = (anim % 10) != 0 trigger2 = stateno = 5040 || stateno = 5050 trigger2 = random < 500 trigger3 = stateno = 5070 value = 4, 16 [State -3, Set Normal Attack Value] type = VarSet triggerall = !var(7) trigger1 = fvar(1) < 1 fv = 1 value = 1 [State -3, Set Attack] type = AttackMulSet trigger1 = 1 value = fvar(1) [State -3, Remove Hypercombo BG] type = RemoveExplod trigger1 = var(16) ID = 640 [State -3, Kill AI When Fight is Over] type = VarSet triggerall = var(17) trigger1 = Win v = 17 value = 0 [State -3, Record AI being active] type = VarSet triggerall = var(17) trigger1 = !var(59) v = 59 value = 1 ; Random Var for AI [State -3, Randomize] type = VarRandom triggerall = var(17) = 1 trigger1 = var(18) = 0 trigger1 = MoveContact v = 18 range = 1, 1000 ignorehitpause = 1 [State -3, Clear] type = VarSet triggerall = var(17) = 1 triggerall = var(18) > 0 trigger1 = MoveType != A trigger2 = MoveContact = 0 v = 18 value = 0 ignorehitpause = 1 ; Air Combo Var for AI [State -3, Set Var] type = VarSet triggerall = var(17) trigger1 = StateNo = 250 trigger1 = MoveHit trigger2 = StateNo = 410 trigger2 = MoveHit v = 19 value = 1 [State -3, Clear Air Combo Var] type = VarSet triggerall = var(17) triggerall = var(19) > 0 trigger1 = P2MoveType != H v = 19 value = 0