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- [Data]
- life = 1244 ;Amount of life to start with
- attack = 100 ;attack power (more is stronger)
- defence = 100 ;defensive power (more is stronger)
- fall.defence_up = 50 ;Percentage to increase defense everytime player is knocked down
- liedown.time = 30 ;Time which player lies down for, before getting up
- airjuggle = 9999 ;Number of points for juggling
- sparkno = 2 ;Default hit spark number for HitDefs
- guard.sparkno = 40 ;Default guard spark number
- KO.echo = 0 ;1 to enable echo on KO
- volumescale = 255 ;Volume offset (negative for softer)
- IntPersistIndex = 60 ;Variables with this index and above will not have their values
- FloatPersistIndex = 40 ;reset to 0 between rounds or matches. There are 60 int variables,
- power=1000 ;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
- ;If omitted, then it defaults to 60 and 40 for integer and float
- ;variables repectively, meaning that none are persistent, i.e. all
- ;are reset. If you want your variables to persist between matches,
- ;you need to override state 5900 from common1.cns.
- [Size]
- xscale = 1.5 ;Horizontal scaling factor.
- yscale = 1.5 ;Vertical scaling factor.
- ground.back = 15 ;Player width (back, ground)
- ground.front = 16 ;Player width (front, ground)
- air.back = 12 ;Player width (back, air)
- air.front = 12 ;Player width (front, air)
- height = 60 ;Height of player (for opponent to jump over)
- attack.dist = 160 ;Default attack distance
- proj.attack.dist = 90 ;Default attack distance for projectiles
- proj.doscale = 0 ;Set to 1 to scale projectiles too
- head.pos = -5, -90 ;Approximate position of head
- mid.pos = -5, -60 ;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 = 2.4 ;Walk forward
- walk.back = -2.2 ;Walk backward
- run.fwd = 4.6, 0 ;Run forward (x, y)
- run.back = -4.5,-3.8 ;Hop backward (x, y)
- jump.neu = 0,-8.4 ;Neutral jumping velocity (x, y)
- jump.back = -2.55 ;Jump back Speed (x, y)
- jump.fwd = 2.5 ;Jump forward Speed (x, y)
- runjump.back = -2.55,-8.1;Running jump speeds (opt)
- runjump.fwd = 4,-8.1 ;.
- airjump.neu = 0,-8.1 ;.
- airjump.back = -2.55 ;Air jump speeds (opt)
- airjump.fwd = 2.5 ;.
- [Movement]
- airjump.num = 0 ;Number of air jumps allowed (opt)
- airjump.height = 35 ;Minimum distance from ground before you can air jump (opt)
- yaccel = .44 ;Vertical acceleration
- stand.friction = .85 ;Friction coefficient when standing
- crouch.friction = .82 ;Friction coefficient when crouching
- ;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
- ;---------------------------------------------------------------------------
- ; Draw game (time over)
- [Statedef 175]
- type = S
- ctrl = 0
- velset = 0,0
- [State 175, 1] ; If no anim, use go to lose state.
- type = ChangeState
- trigger1 = Time = 0
- trigger1 = !SelfAnimExist(175)
- value = 170
- [State 175, 2]
- type = ChangeAnim
- trigger1 = Time = 0
- value = 175
- [State 175, 3]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
- [Statedef 180]
- type = S
- [State 180, 1]
- type = ChangeState
- trigger1 = Time = 0
- value = 181
- ;---------------------------------------------------------------------------
- ; Win pose 1
- ; CNS difficulty: basic
- [Statedef 181]
- type = S
- ctrl = 0
- anim = 180
- velset = 0,0
- [State 0, AssertSpecial]
- type = AssertSpecial
- trigger1 = time >=180
- flag = roundnotover
- [State 0, Display Message]
- type = Helper
- trigger1 = time=0
- stateno = 185
- [State 181, 1]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
- ;Message Helper
- [Statedef 185]
- type = U
- movetype=U
- Physics=N
- anim=9999
- velset=0,0
- ;Messages---------------------
- ;F7200 (1P Win)
- ;F7201 (2P Win)
- ;F7202 (You Win)
- ;F7203 (You Lose)
- [State 0, Explod]
- type = Explod
- triggerall =IsHomeTeam ;CPU Team in Arcade, 1P in other modes
- triggerall = TeamSide=1
- trigger1= time=0
- anim = F(ifelse(root,var(56),ifelse(enemy,var(56),7200,7203),ifelse(enemy,var(56),7202,7200))) ;
- postype=left
- pos = 160,80
- removetime = -2
- scale = .75,.75
- ontop = 1
- ownpal = 1
- removeongethit = 1
- facing=1
- bindtime=-1
- [State 0, Explod]
- type = Explod
- triggerall =!IsHomeTeam
- triggerall = TeamSide=1
- trigger1= time=0
- anim = F(ifelse(root,var(56),ifelse(enemy,var(56),7200,7200),ifelse(enemy,var(56),7202,7200))) ;
- postype=left
- pos = 160,80
- removetime = -2
- scale = .75,.75
- ontop = 1
- ownpal = 1
- removeongethit = 1
- facing=1
- bindtime=-1
- [State 0, Explod]
- type = Explod
- triggerall =IsHomeTeam ;CPU Team in Arcade, 1P in other modes
- triggerall = TeamSide=2
- trigger1= time=0
- anim = F(ifelse(root,var(56),ifelse(enemy,var(56),7201,7203),7201)) ;
- postype=left
- pos = 160,80
- removetime = -2
- scale = .75,.75
- ontop = 1
- ownpal = 1
- removeongethit = 1
- facing=1
- bindtime=-1
- [State 0, Explod]
- type = Explod
- triggerall =!IsHomeTeam
- triggerall = TeamSide=2
- trigger1= time=0
- anim = F(ifelse(root,var(56),ifelse(enemy,var(56),7201,7201),ifelse(enemy,var(56),7202,7201))) ;
- postype=left
- pos = 160,80
- removetime = -2
- scale = .75,.75
- ontop = 1
- ownpal = 1
- removeongethit = 1
- facing=1
- bindtime=-1
- ;Jump in Intro
- [Statedef 191]
- type = A
- ;movetype= I
- physics = N
- ;juggle = 5
- poweradd = 0
- ctrl = 0
- anim = 41
- sprpriority = 2
- [State 0, ScreenBound]
- type = ScreenBound
- trigger1 = 1
- value = 0
- movecamera = 0,0
- [State 0, AssertSpecial]
- type = AssertSpecial
- trigger1 = 1
- flag = intro
- [State 10030, 1]
- type = VelSet
- trigger1 = 1
- x = 4
- [State 10030, 1]
- type = VelAdd
- trigger1 = 1
- y = .45
- [State 0, PosSet]
- type = PosSet
- trigger1 = time=0
- x =ifelse(teamside=1,floor(Pos X)-85,floor(Pos X)+85)
- y =-110
- [State 10030, 7]
- type = Changestate
- trigger1 = pos Y >=0 && vel y >0
- value = 192
- [Statedef 192]
- type = S
- ctrl = 0
- anim = 190
- velset = 0,0
- [State 0, PosSet]
- type = PosSet
- trigger1 = time=0
- y = 0
- ;ignorehitpause =
- ;persistent =
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = time=0
- value = F0,0
- [State 190, 1] ;Freeze animation until PreIntro is over
- type = ChangeAnim
- trigger1 = RoundState = 0
- value = 190
- [State 190, 2] ;Assert this until you want "round 1, fight" to begin
- type = AssertSpecial
- trigger1 = 1
- flag = Intro
- [State 190, 4] ;Change to stand state
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- [Statedef 200]
- type = S ;State-type: S-stand, C-crouch, A-air, L-liedown
- movetype= A ;Move-type: A-attack, I-idle, H-gethit
- physics = S ;Physics: S-stand, C-crouch, A-air
- ;juggle = 1 ;Number of air juggle points move takes
- ;Commonly-used controllers:
- velset = 0,0 ;Set velocity (x,y) (Def: no change)
- ctrl = 0 ;Set ctrl (Def: no change)
- anim = 200 ;Change animation (Def: no change)
- poweradd = 20 ;Power to add (Def: 0)
- sprpriority = 2 ;Set layering priority to 2 (in front)
- [State 0, VelSet]
- type = VelSet
- trigger1 = animelem=2
- x = 4
- y = 0
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem=2
- value = F1,0
- [State 200, 1]
- type = HitDef
- trigger1 = Time = 0
- attr = S, NA ;Attribute: Standing, Normal Attack
- damage = 23,6 ;Damage that move inflicts, guard damage
- animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light)
- guardflag = MA ;Flags on how move is to be guarded against
- hitflag = MAF ;Flags of conditions that move can hit
- priority = 2, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
- ;Hit/Miss/Dodge type (Def: Hit)
- pausetime = 7, 8 ;Time attacker pauses, time opponent shakes
- guard.pausetime=7,10
- sparkno = 0 ;Spark anim no (Def: set above)
- sparkxy = -10, -25*const(size.yscale) ;X-offset for the "hit spark" rel. to p2,
- ;Y-offset for the spark rel. to p1
- hitsound=F2,0
- guardsound=F3,0
- ground.type = High ;Type: High, Low, Trip (def: Normal)
- ground.slidetime = 5 ;Time that the opponent slides back
- ground.hittime = 12 ;Time opponent is in hit state
- ground.velocity = -4 ;Velocity at which opponent is pushed
- airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
- air.type = High ;Type: High, Low, Trip (def: same as ground.type)
- air.velocity = -4,-3 ;X-velocity at which opponent is pushed,
- ;Y-velocity at which opponent is pushed
- air.hittime = 12 ;Time before opponent regains control in air
- getpower = 10,3
- givepower = 5,1
- [State 200, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- [Statedef 210]
- type = S ;State-type: S-stand, C-crouch, A-air, L-liedown
- movetype= A ;Move-type: A-attack, I-idle, H-gethit
- physics = S ;Physics: S-stand, C-crouch, A-air
- ;juggle = 1 ;Number of air juggle points move takes
- ;Commonly-used controllers:
- velset = 0,0 ;Set velocity (x,y) (Def: no change)
- ctrl = 0 ;Set ctrl (Def: no change)
- anim = 210 ;Change animation (Def: no change)
- poweradd = 30 ;Power to add (Def: 0)
- sprpriority = 2 ;Set layering priority to 2 (in front)
- [State 0, VelSet]
- type = VelSet
- trigger1 = animelem=2
- x = 4
- y = 0
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem=2
- value = F1,1
- [State 200, 1]
- type = HitDef
- trigger1 = Time = 0
- attr = S, NA ;Attribute: Standing, Normal Attack
- damage = 28, 8 ;Damage that move inflicts, guard damage
- animtype = Medium ;Animation type: Light, Medium, Heavy, Back (def: Light)
- guardflag = MA ;Flags on how move is to be guarded against
- hitflag = MAF ;Flags of conditions that move can hit
- priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
- ;Hit/Miss/Dodge type (Def: Hit)
- pausetime = 7, 8 ;Time attacker pauses, time opponent shakes
- guard.pausetime=7,10
- sparkno = 1 ;Spark anim no (Def: set above)
- sparkxy = -10, -25*const(size.yscale) ;X-offset for the "hit spark" rel. to p2,
- ;Y-offset for the spark rel. to p1
- hitsound=F2,1
- guardsound=F3,0
- ground.type = High ;Type: High, Low, Trip (def: Normal)
- ground.slidetime = 5 ;Time that the opponent slides back
- ground.hittime = 16 ;Time opponent is in hit state
- ground.velocity = -5 ;Velocity at which opponent is pushed
- airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
- air.type = High ;Type: High, Low, Trip (def: same as ground.type)
- air.velocity = -5,-3 ;X-velocity at which opponent is pushed,
- ;Y-velocity at which opponent is pushed
- air.hittime = 16 ;Time before opponent regains control in air
- getpower = 15,5
- givepower = 8,3
- [State 200, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- [Statedef 220]
- type = S ;State-type: S-stand, C-crouch, A-air, L-liedown
- movetype= A ;Move-type: A-attack, I-idle, H-gethit
- physics = S ;Physics: S-stand, C-crouch, A-air
- ;Commonly-used controllers:
- velset = 0,0 ;Set velocity (x,y) (Def: no change)
- ctrl = 0 ;Set ctrl (Def: no change)
- anim = 220 ;Change animation (Def: no change)
- poweradd = 45 ;Power to add (Def: 0)
- sprpriority = 2 ;Set layering priority to 2 (in front)
- [State 0, VelSet]
- type = VelSet
- trigger1 = animelem=3
- x = 7.5
- y = 0
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem=3
- value = F1,2
- [State 200, 1]
- type = HitDef
- trigger1 = Time = 0
- attr = S, NA ;Attribute: Standing, Normal Attack
- damage = 33, 10 ;Damage that move inflicts, guard damage
- animtype = Hard ;Animation type: Light, Medium, Heavy, Back (def: Light)
- guardflag = MA ;Flags on how move is to be guarded against
- hitflag = MAF ;Flags of conditions that move can hit
- priority = 4, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
- ;Hit/Miss/Dodge type (Def: Hit)
- pausetime = 9, 10 ;Time attacker pauses, time opponent shakes
- sparkno = 2 ;Spark anim no (Def: set above)
- sparkxy = -10, -25*const(size.yscale) ;X-offset for the "hit spark" rel. to p2,
- ;Y-offset for the spark rel. to p1
- hitsound=F2,2
- guardsound=F3,0
- ground.type = High ;Type: High, Low, Trip (def: Normal)
- ground.slidetime = 10 ;Time that the opponent slides back
- ground.hittime = 22 ;Time opponent is in hit state
- ground.velocity = -9,-6 ;Velocity at which opponent is pushed
- guard.velocity=-6
- guard.hittime = 20
- airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
- air.type = High ;Type: High, Low, Trip (def: same as ground.type)
- air.velocity = -9,-6 ;X-velocity at which opponent is pushed,
- ;Y-velocity at which opponent is pushed
- air.hittime = 22 ;Time before opponent regains control in air
- getpower = 25,8
- givepower = 12,5
- yaccel = .53
- [State 200, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- [Statedef 600]
- type =A
- movetype= A
- physics = A
- ;juggle = 1 ;Number of air juggle points move takes
- ;Commonly-used controllers:
- ctrl = 0 ;Set ctrl (Def: no change)
- anim = 600 ;Change animation (Def: no change)
- poweradd = 45 ;Power to add (Def: 0)
- sprpriority = 2 ;Set layering priority to 2 (in front)
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem=2
- value = F1,2
- [State 200, 1]
- type = HitDef
- trigger1 = Time = 0
- attr = A, NA ;Attribute: Standing, Normal Attack
- damage = 36, 11 ;Damage that move inflicts, guard damage
- animtype = Hard ;Animation type: Light, Medium, Heavy, Back (def: Light)
- guardflag = HA ;Flags on how move is to be guarded against
- hitflag = MAF ;Flags of conditions that move can hit
- priority = 4, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
- ;Hit/Miss/Dodge type (Def: Hit)
- pausetime = 9,10 ;Time attacker pauses, time opponent shakes
- hitsound=F2,2
- guardsound=F3,0
- sparkno = 2 ;Spark anim no (Def: set above)
- sparkxy = -10, -10*const(size.yscale) ;X-offset for the "hit spark" rel. to p2,
- ;Y-offset for the spark rel. to p1
- ground.type = High ;Type: High, Low, Trip (def: Normal)
- ground.slidetime = 8 ;Time that the opponent slides back
- ground.hittime = 12 ;Time opponent is in hit state
- ground.velocity = -7 ;Velocity at which opponent is pushed
- airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
- air.type = High ;Type: High, Low, Trip (def: same as ground.type)
- air.velocity = -4, 4 ;X-velocity at which opponent is pushed,
- ;Y-velocity at which opponent is pushed
- air.hittime = 12 ;Time before opponent regains control in air
- getpower = 25,8
- givepower = 15,4
- yaccel = .53
- air.fall = 1
- [State 200, 5]
- type = Ctrlset
- trigger1 = Animelem = 9
- value = 1
- [Statedef 700]
- type = S
- movetype= I
- physics = N
- ;juggle = 4
- velset = 0,0
- anim = 0
- ctrl = 0
- sprpriority = 2
- [State 0, NotHitBy]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- ignorehitpause=1
- [State 0, VelSet]
- type = VelSet
- trigger1 = time = 0
- x = cond(backedgedist > 40,-6,6)
- y = const(velocity.jump.y)
- [State 0, Gravity]
- type = veladd
- trigger1 = time >=1
- y = .628
- [State 0, ChangeAnim]
- type = ChangeAnim
- trigger1 = vel X > 0 && anim !=42
- value = 42
- [State 0, ChangeAnim]
- type = ChangeAnim
- trigger1 = vel X < 0 && anim !=43
- value = 43
- [State 50, 3]
- type = ChangeAnim
- trigger1 = time > 5 && Vel y > 0
- persistent = 0
- value = 44
- [State 0, PalFXWiz]
- type = PalFX
- trigger1 = time=0
- time = 27
- add = 0,0,0
- mul = 256,256,256
- sinadd = 256,256,256,4
- invertall = 0
- color = 256
- [State 0, ChangeState]
- type = ChangeState
- trigger1 = Vel Y > 0 && Pos Y >=0
- value =52
- [Statedef 1000]
- type = S
- movetype= A
- physics = S
- velset = 0,0
- ctrl = 0
- anim = 1000
- poweradd = 50
- sprpriority = 2
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem=5
- value = F1,2
- [State 0, HitDef]
- type = HitDef
- trigger1 = Animelem=5
- attr = S,SA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
- hitflag = MAF ;HLAFD+-
- guardflag = MA ;HLA
- animtype = medium ;light,medium,hard,back,up,diagup
- priority = 5,Hit
- damage = 27,7
- pausetime = 7,8
- sparkno = 1
- sparkxy = -10,-25*const(size.yscale)
- hitsound = F2,1
- guardsound = F3,0
- ground.type = Low ;Low,Trip,None
- ground.slidetime = 5
- ground.hittime = 30
- air.hittime = 10
- yaccel = 0.21
- ground.velocity = -4
- air.velocity = -1,-2
- airguard.velocity = -4,-3
- getpower = 10,5
- givepower = 5,2
- [State 0, StateTypeSet]
- type = StateTypeSet
- trigger1 = animelem=9
- physics = N
- [State 0, VelMul]
- type = VelSet
- trigger1 = animelem=9
- x = 6.5
- [State 0, HitDef]
- type = HitDef
- trigger1 = Animelem=9||animelem=10
- attr = S,SA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
- hitflag = MAF ;HLAFD+-
- guardflag = MA ;HLA
- animtype = hard ;light,medium,hard,back,up,diagup
- priority = 5,Hit
- damage = 27,7
- pausetime = 7,8
- sparkno = 2
- sparkxy = -10,-25*const(size.yscale)
- hitsound = F2,2
- guardsound = F3,0
- ground.type = Low ;Low,Trip,None
- ground.slidetime = 5
- ground.hittime = 30
- air.hittime = 10
- ground.velocity = -2,-6
- air.velocity = -2,-6
- airguard.velocity = -4,-3
- getpower = 10,5
- givepower = 5,2
- [State 0, StateTypeSet]
- type = StateTypeSet
- trigger1 = animelem=11
- statetype = A
- [State 0, VelSet]
- type = VelSet
- trigger1 = animelem=11
- x = 4.5
- y = -6
- [State 0, VelAdd]
- type = gravity
- trigger1 = animelem=12,>0
- [State 0, HitDef]
- type = HitDef
- trigger1 = Animelem=11||animelem=12
- attr = A,SA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
- hitflag = MAF ;HLAFD+-
- guardflag = MA ;HLA
- animtype = hard ;light,medium,hard,back,up,diagup
- priority = 5,Hit
- damage = 27,7
- pausetime = 7,8
- sparkno = 2
- sparkxy = -10,-35*const(size.yscale)
- hitsound = F2,2
- guardsound = F3,0
- ground.type = Low ;Low,Trip,None
- ground.slidetime = 5
- ground.hittime = 30
- air.hittime = 10
- ground.velocity = -4,-6
- air.velocity = -4,-6
- airguard.velocity = -4,-3
- getpower = 10,5
- givepower = 5,2
- air.fall = 1
- fall.recover = 1
- fall.recovertime = 20
- yaccel = .53
- [State 0, ChangeState]
- type = ChangeState
- trigger1 = animelem=11,>0 && vel Y > 0 && pos Y >=0
- value =1001
- [Statedef 1001]
- 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, 4]
- type = VelSet
- trigger1 = abs(vel x) < Const(movement.stand.friction.threshold)
- x = 0
- [State -3, Landing Sound]
- type = PlaySnd
- trigger1= Time = 0
- value = F0, 0
- [State 52, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- [Statedef 1100]
- type = S
- movetype= A
- physics = S
- velset = 0,0
- ctrl = 0
- anim = 1100
- poweradd = 50
- sprpriority = 2
- [State 0, VarSet]
- type = VarSet
- trigger1 = animelem=8
- var(6)=180
- [State 0, Helper]
- type = Helper
- trigger1 = !numhelper(1150)&&animelem=8&&var(6)
- name = "Delay"
- stateno = 1101
- id=1150
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem=8
- value = F8,0
- [State 0, Projectile]
- type = Projectile
- trigger1 = animelem=8
- ProjID =1101
- projanim =1101
- projhitanim =1102
- projcancelanim =1102
- projscale = 2,2
- projremove = 1
- projremovetime = 90
- velocity = 7,0
- remvelocity = 1.5,0
- projhits = 1
- projpriority = 5
- projsprpriority = 3
- projedgebound = 40
- projstagebound = 40
- projheightbound = -240
- offset = -15,-22*const(size.yscale)
- postype = p1 ;p2,front,back,left,right
- attr = S,SP ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
- hitflag = MAFP ;HLAFD+-
- guardflag = MA ;HLA
- getpower = 20,9
- givepower = 10,4
- animtype = hard ;light,medium,hard,back,up,diagup
- damage = 54,14
- pausetime = 0,1
- sparkno = 2
- sparkxy = 0,-10
- hitsound = F2,2
- guardsound = F3,0
- ground.type = High ;Low,Trip,None
- air.type = High
- ground.slidetime = 8
- guard.slidetime = 4
- ground.hittime = 15
- guard.hittime = 15
- air.hittime = 20
- yaccel = 0.53
- ground.velocity = -5
- guard.velocity = -3
- air.velocity = -4,-3
- airguard.velocity = -5,-3
- [State 52, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- [Statedef 1150]
- type = A
- movetype= A
- physics = N
- velset = 0,0
- ctrl = 0
- anim = 1150
- poweradd = 50
- sprpriority = 2
- [State 0, Helper]
- type = Helper
- trigger1 = !numhelper(1150)&&animelem=7&&var(6)
- name = "Delay"
- stateno = 1101
- id=1150
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem=7
- value = F8,0
- [State 0, VelSet]
- type = VelSet
- trigger1 = vel Y < 0
- y = -.5
- [State 0, VelSet]
- type = VelSet
- trigger1 = vel Y > 0
- y = .5
- [State 0, VelSet]
- type = VelSet
- trigger1 = vel X < 0
- x = -.2
- [State 0, VelSet]
- type = VelSet
- trigger1 = vel X > 0
- x = .2
- [State 0, VelSet]
- type = VelSet
- trigger1 = vel Y > 0 && Pos Y >= -5 && animelemtime(9)<=0
- y = 0
- [State 0, Gravity]
- type = Gravity
- trigger1 = animelemtime(9)>0
- ;ignorehitpause =
- ;persistent =
- [State 0, Projectile]
- type = Projectile
- trigger1 = animelem=7
- ProjID =1101
- projanim =1101
- projhitanim =1102
- projcancelanim =1102
- projscale = 2,2
- projremove = 1
- projremovetime = 90
- velocity = 7,0
- remvelocity = 1.5,0
- projhits = 1
- projpriority = 5
- projsprpriority = 3
- projedgebound = 40
- projstagebound = 40
- projheightbound = -240
- offset = -15,-22*const(size.yscale)
- postype = p1 ;p2,front,back,left,right
- attr = A,SP ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
- hitflag = MAFP ;HLAFD+-
- guardflag = MA ;HLA
- getpower = 20,9
- givepower = 10,4
- animtype = hard ;light,medium,hard,back,up,diagup
- damage = 54,14
- pausetime = 0,1
- sparkno = 2
- sparkxy = 0,-10
- hitsound = F2,2
- guardsound = F3,0
- ground.type = High ;Low,Trip,None
- air.type = High
- ground.slidetime = 8
- guard.slidetime = 4
- ground.hittime = 15
- guard.hittime = 15
- air.hittime = 20
- yaccel = 0.53
- ground.velocity = -5
- guard.velocity = -3
- air.velocity = -4,-3
- airguard.velocity = -5,-3
- [State 52, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 51
- anim= 44
- ctrl = 1
- [Statedef 1101]
- type = A
- anim=9999
- ctrl = 0
- [State 0, ParentVarAdd]
- type = ParentVarAdd
- trigger1 = 1
- var(6)=-1
- [State 0, DestroySelf]
- type = DestroySelf
- trigger1 = root,var(6)=0
- [Statedef 3000]
- type = S
- movetype= A
- physics = N
- ;juggle = 4
- velset = 0,0
- anim = 3000
- ctrl = 0
- sprpriority = 2
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem=5
- trigger2 = time > 21 && time%3
- value = F1,3
- channel = 5
- [State 3000, VarSet]
- type = VarSet
- trigger1 = time=0
- var(7) = 1
- [State 3000, Helper]
- type = Helper
- trigger1 = time=0
- stateno = 8500
- supermovetime = 99999999
- pos = ceil(0*const(size.xscale)),ceil(-20*const(size.yscale))
- ownpal = 1
- id = 8500
- [State 3000, SuperPause]
- type = SuperPause
- trigger1 = time=0
- time = 50
- movetime = 11
- darken = 1
- anim = -1
- p2defmul = 1
- poweradd = -1000
- [State 3000, Super B]
- type = AfterImage
- trigger1 = AnimElem = 5, 1
- time = 2
- [State 3000, Super C]
- type = AfterImageTime
- trigger1 = AnimElemTime(5) >= 1
- time = 2
- [State 0, StateTypeSet]
- type = StateTypeSet
- trigger1 =animelem=7
- statetype = A ;S,A,C,L
- [State 3000, Super D]
- type = NotHitBy
- trigger1 = AnimElem = 8,<0
- value = SCA
- [State 0, VelSet]
- type = VelSet
- trigger1 = animelem=7
- x = 5
- y = -3
- [State 200, 1]
- type = HitDef
- trigger1 = animelem = 5
- attr = S, HA
- damage = 18, 5 ;Damage that move inflicts, guard damage
- animtype = Hard ;Animation type: Light, Medium, Heavy, Back (def: Light)
- guardflag = MA ;Flags on how move is to be guarded against
- hitflag = MAF ;Flags of conditions that move can hit
- priority = 7, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
- ;Hit/Miss/Dodge type (Def: Hit)
- pausetime = 7,8 ;Time attacker pauses, time opponent shakes
- sparkno = 3 ;Spark anim no (Def: set above)
- sparkxy = -10, -20*const(size.yscale) ;X-offset for the "hit spark" rel. to p2,
- ;Y-offset for the spark rel. to p1
- hitsound=F2,2
- guardsound=F3,0
- ground.type = High ;Type: High, Low, Trip (def: Normal)
- ground.slidetime = 5 ;Time that the opponent slides back
- ground.hittime = 12 ;Time opponent is in hit state
- ground.velocity = 0,-7 ;Velocity at which opponent is pushed
- airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
- air.type = High ;Type: High, Low, Trip (def: same as ground.type)
- air.velocity = 0,-7 ;X-velocity at which opponent is pushed,
- ;Y-velocity at which opponent is pushed
- air.hittime = 12 ;Time before opponent regains control in air
- getpower = 0,0
- givepower = 0,0
- fall=1
- fall.recover=0
- air.fall=1
- yaccel = .53
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- down.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- airguard.cornerpush.veloff = 0
- [State 200, 1]
- type = HitDef
- trigger1 = Time %4= 0 && time >21
- attr = A, HA
- damage = 13, 4 ;Damage that move inflicts, guard damage
- animtype = Hard ;Animation type: Light, Medium, Heavy, Back (def: Light)
- guardflag = MA ;Flags on how move is to be guarded against
- hitflag = MAF ;Flags of conditions that move can hit
- priority = 7, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
- ;Hit/Miss/Dodge type (Def: Hit)
- pausetime = 0, 1 ;Time attacker pauses, time opponent shakes
- sparkno =3 ;Spark anim no (Def: set above)
- sparkxy = -10, -20*const(size.yscale) ;X-offset for the "hit spark" rel. to p2,
- ;Y-offset for the spark rel. to p1
- hitsound=F2,8
- guardsound=F3,0
- ground.type = High ;Type: High, Low, Trip (def: Normal)
- ground.slidetime = 5 ;Time that the opponent slides back
- ground.hittime = 12 ;Time opponent is in hit state
- ground.velocity = -4,-4 ;Velocity at which opponent is pushed
- airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
- air.type = High ;Type: High, Low, Trip (def: same as ground.type)
- air.velocity = -4,-4 ;X-velocity at which opponent is pushed,
- ;Y-velocity at which opponent is pushed
- air.hittime = 12 ;Time before opponent regains control in air
- getpower = 0,0
- givepower = 0,0
- fall=1
- fall.recover=0
- air.fall=1
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- down.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- airguard.cornerpush.veloff = 0
- yaccel = .53
- [State 200, 5]
- type = ChangeState
- trigger1 = time=83
- value = 3001
- [Statedef 3001]
- type = A
- movetype = I
- physics = A
- sprpriority=2
- ctrl=0
- anim = 3001
- [State 3000, Super C]
- type = AfterImageTime
- trigger1 =time=0
- time = 2
- [State 0, VarSet]
- type = VarSet
- trigger1 =1
- var(7)=0
- [State 51, 1]
- type = changestate
- trigger1 = pos Y >= 0 && vel y >0
- value = 1001
- [Statedef 3100]
- type = S
- movetype= A
- physics = N
- ;juggle = 4
- velset = 0,0
- anim = 3100
- ctrl = 0
- sprpriority = 2
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem=6
- value = F1,3
- [State 3000, VarSet]
- type = VarSet
- trigger1 = time=0
- var(7) = 1
- [State 3000, Helper]
- type = Helper
- trigger1 = time=0
- stateno = 8500
- supermovetime = 99999999
- pos = ceil(0*const(size.xscale)),ceil(-20*const(size.yscale))
- ownpal = 1
- id = 8500
- [State 0, VelSet]
- type = VelSet
- trigger1 = animelem=2
- x = 3
- [State 0, VelSet]
- type = VelSet
- trigger1 = animelem=6
- x = 7
- [State 0, VelSet]
- type = VelSet
- trigger1 = animelem=6
- x = 11
- [State 3000, SuperPause]
- type = SuperPause
- trigger1 = time=0
- time = 50
- movetime=1
- darken = 1
- anim = -1
- p2defmul = 1
- poweradd = -1000
- [State 3000, Super C]
- type = AfterImageTime
- trigger1 = AnimElemTime(1) >= 1
- time = 2
- [State 0, VarSet]
- type = VarSet
- trigger1 =time=0
- var(8)=17
- [State 0, VarSet]
- type = VarAdd
- trigger1 = hitpausetime=1
- var(8)=-1
- ignorehitpause=1
- [State 200, 1]
- type = HitDef
- trigger1 = animelem = 5
- trigger2 = animelem=6
- trigger3 = animelem=7
- trigger4 = animelem=8
- trigger5 = animelem=9
- trigger6 = animelem=9,>0&&var(8)>0&&Time %3= 0
- attr = S, HA
- damage = 14,5 ;Damage that move inflicts, guard damage
- animtype = Hard ;Animation type: Light, Medium, Heavy, Back (def: Light)
- guardflag = MA ;Flags on how move is to be guarded against
- hitflag = MAF ;Flags of conditions that move can hit
- priority = 7, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
- ;Hit/Miss/Dodge type (Def: Hit)
- pausetime = 3, 4 ;Time attacker pauses, time opponent shakes
- sparkno =3 ;Spark anim no (Def: set above)
- sparkxy = -10, -20*const(size.yscale) ;X-offset for the "hit spark" rel. to p2,
- ;Y-offset for the spark rel. to p1
- hitsound=F2,2
- guardsound=F3,0
- ground.type = High ;Type: High, Low, Trip (def: Normal)
- ground.slidetime = 5 ;Time that the opponent slides back
- ground.hittime = 12 ;Time opponent is in hit state
- ground.velocity = -4,-.5 ;Velocity at which opponent is pushed
- airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
- air.type = High ;Type: High, Low, Trip (def: same as ground.type)
- air.velocity = -4,-.5 ;X-velocity at which opponent is pushed,
- ;Y-velocity at which opponent is pushed
- air.hittime = 12 ;Time before opponent regains control in air
- getpower = 0,0
- givepower = 0,0
- fall=1
- fall.recover=0
- air.fall=1
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- down.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- airguard.cornerpush.veloff = 0
- yaccel = .53
- guard.kill=0
- kill=0
- [State 200, 5]
- type = ChangeState
- trigger1 = var(8)=0
- trigger2 = time = 87
- value = 3101
- [Statedef 3101]
- type = S
- movetype= A
- physics = S
- ;juggle = 4
- velset = 14,0
- anim = 3101
- ctrl = 0
- sprpriority = 2
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem=2
- value = F1,3
- [State 3000, VarSet]
- type = VarSet
- trigger1 = animelemtime(5)=35
- var(7) =0
- [State 3000, Super C]
- type = AfterImageTime
- trigger1 = AnimElemTime(5) <0
- time = 2
- [State 200, 1]
- type = HitDef
- trigger1 = time=0
- attr = S, HA
- damage = 35, 9 ;Damage that move inflicts, guard damage
- animtype = Hard ;Animation type: Light, Medium, Heavy, Back (def: Light)
- guardflag = MA ;Flags on how move is to be guarded against
- hitflag = MAFD ;Flags of conditions that move can hit
- priority = 7, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
- ;Hit/Miss/Dodge type (Def: Hit)
- pausetime = 7, 8 ;Time attacker pauses, time opponent shakes
- sparkno =3 ;Spark anim no (Def: set above)
- sparkxy = -10, -20*const(size.yscale) ;X-offset for the "hit spark" rel. to p2,
- ;Y-offset for the spark rel. to p1
- hitsound=F2,2
- guardsound=F3,0
- ground.type = High ;Type: High, Low, Trip (def: Normal)
- ground.slidetime = 5 ;Time that the opponent slides back
- ground.hittime = 12 ;Time opponent is in hit state
- ground.velocity = 2,-30 ;Velocity at which opponent is pushed
- airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
- air.type = High ;Type: High, Low, Trip (def: same as ground.type)
- air.velocity = 2,-30 ;X-velocity at which opponent is pushed,
- ;Y-velocity at which opponent is pushed
- air.hittime = 12 ;Time before opponent regains control in air
- getpower = 0,0
- givepower = 0,0
- fall=1
- fall.recover=0
- air.fall=1
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- down.cornerpush.veloff = 0
- guard.cornerpush.veloff = 0
- airguard.cornerpush.veloff = 0
- yaccel = .82
- ID=3110
- [State 0, TargetState]
- type = TargetState
- triggerall = NumTarget
- trigger1 =movehit=1
- value =3110
- ID = 3110
- ;ignorehitpause =
- ;persistent =
- [State 200, 5]
- type = ChangeState
- trigger1 = animtime=0
- value = 0
- ctrl=1
- [Statedef 3110]
- type = A
- movetype= H
- physics = N
- velset = 4,-20
- [State 0, ScreenBound]
- type = ScreenBound
- trigger1 = 1
- value = 1
- movecamera = 1,0
- [State 5050, 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 5050, 2] ;Coming down anim
- type = ChangeAnim
- trigger1 = anim = [5050,5059]
- trigger1 = Vel Y >= ifelse(anim = 5050, Const720p(4), Const720p(-8))
- trigger1 = SelfAnimExist(anim+10)
- value = anim+10
- persistent = 0
- [State 5050, 3] ;Gravity
- type = VelAdd
- trigger1 = 1
- y = .82
- [State 5050, 6]
- type = ChangeState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, Const(movement.air.gethit.groundlevel))
- value = 5100 ;Downed get-hit (hit ground from fall)
- ;================================DIGIMON: TAG ARENA SYSTEM (DO NOT REMOVE)=======================================
- [Statedef 8580]
- type = A
- movetype = I
- physics = N
- anim = 9999
- velset = 0,0
- ctrl = 0
- [State 8580, Name]
- type = Explod
- trigger1 = teamside = 1
- anim = 8000
- scale = .5,.5
- ontop = 1
- ownpal = 1
- postype = left
- pos = 20,32.5
- pausemovetime = 99999999
- supermovetime = 99999999
- ignorehitpause=1
- [State 8580, Health Bar]
- type = Explod
- trigger1 = teamside = 1
- trigger1 = root,var(10) > 0
- anim = 8001
- scale = (root,var(10)/1244.0)*.5,.5
- ;ontop = 1
- ownpal = 1
- postype = left
- pos = 23,24
- pausemovetime = 99999999
- supermovetime = 99999999
- sprpriority=9
- [State 8580, Damage Bar]
- type = Explod
- trigger1 = teamside = 1
- trigger1 = root,var(11) > 0
- anim = 8002
- scale = (root,var(11)/1244.0)*.5,.5
- ;ontop = 1
- ownpal = 1
- postype = left
- pos = 23,24
- pausemovetime = 99999999
- supermovetime = 99999999
- sprpriority=8
- ;-Player 2--------------------------------------------------
- [State 8580, Name]
- type = Explod
- trigger1 = teamside = 2
- anim = 8100
- scale = .5,.5
- ontop = 1
- ownpal = 1
- postype = right
- pos = -20,32.5
- pausemovetime = 99999999
- supermovetime = 99999999
- ignorehitpause=1
- [State 8580, Health Bar]
- type = Explod
- trigger1 = teamside = 2
- trigger1 = root,var(10) > 0
- anim = 8101
- scale = (root,var(10)/1244.0)*.5,.5
- ;ontop = 1
- ownpal = 1
- postype = right
- pos = -23,24
- pausemovetime = 99999999
- supermovetime = 99999999
- sprpriority=9
- [State 8580, Damage Bar]
- type = Explod
- trigger1 = teamside = 2
- trigger1 = root,var(11) > 0
- anim = 8102
- scale = (root,var(11)/1244.0)*.5,.5
- ;ontop = 1
- ownpal = 1
- postype = right
- pos = -23,24
- pausemovetime = 99999999
- supermovetime = 99999999
- sprpriority=8
- [State 8580, DestroySelf]
- type = removeexplod
- trigger1 = root,var(20) = 1
- trigger2 = root,stateno=[4500,4599]
- trigger3 = roundstate=3
- [State 8580, DestroySelf]
- type = DestroySelf
- trigger1 = root,var(20) = 1
- trigger2 = root,stateno=[4500,4599]
- trigger3 = roundstate=3
- ;Battle Messages for Intro
- [Statedef 9500]
- type = A
- movetype = I
- physics = N
- anim = 9999
- velset = 0,0
- ctrl = 0
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 =time=0
- value = F5,cond(roundno=1,0+matchno,0)
- persistent=0
- [State 0, pt1]
- type = Explod
- triggerall = IsHomeTeam
- trigger1 = time=0
- anim = F7500+matchno
- id=9510
- pos = cond(Matchno=8,75,130),120
- postype =left
- bindtime = -1
- removetime = -2
- scale = .5,.5
- ontop = 1
- ownpal = 1
- [State 0, pt1]
- type = Explod
- triggerall = ishometeam
- trigger1 = time=0
- anim = F7510+matchno
- id=9520
- pos = cond(Matchno=8,235,250),120
- postype =left
- bindtime = -1
- removetime = -2
- scale = .5,.5
- ontop = 1
- ownpal = 1
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 = roundstate!=1
- [State 0, DestroySelf]
- type = DestroySelf
- trigger1 = roundstate!=1
- ;==================================================================================================================================================
- ; Scoring System by RajaaBoy (HP Counter for the Fighters)
- ;==================================================================================================================================================
- [Statedef 10000]
- type = A
- movetype = I
- physics = N
- ctrl = 0
- velset = 0, 0
- sprpriority = -65536
- ;========================< Essential State Controllers >========================
- ; Blank Animations
- [state 10000, Change Animation]
- type = changeanim
- trigger1 = anim != 9999
- value = 9999
- ; Bind to Parent (Optional)
- [state 10000, Parent Bind]
- type = bindtoparent
- trigger1 = 1
- pos = 0, -16
- ; Prevent Getting Hit
- [state 10000, Vulnerability]
- type = nothitby
- trigger1 = 1
- value = SCA
- time = -1
- ; Return to This State if Miraculously Hit
- [state 10000, Hit Override]
- type = hitoverride
- trigger1 = 1
- attr = SCA,AA,AP,AT
- stateno = stateno
- slot = 0
- time = -1
- forceair = 0
- ;========================< Calculate Score >========================
- ; If you want the score to transfer between rounds, just change the varsets and varadds of var(0) and var(1) to parentvarsets and parentvaradds respectively --
- ; the variable triggers would need to be adjusted to be redirection triggers. "Var(0)" would become "parent,var(0)" and "var(1)" would become "parent,var(1)."
- ; The only variables that would need to changed to be root variables would be var(0) and var(1), everything else can remain the same.
- ; Alternatively, you can even leave var(0) and var(1) the same, and, instead, have var(0) constantly set to a value of its root variable.
- ; That way you wouldn't need to change the state controllers much, besides adding a "trigger1 = 1" to a varset that sets var(0) to your root's variable.
- ; Then you could just increase your root's variable from your root's states and the score would follow seamlessly.
- ; Reset Score at Beginning of Match
- [state 10000, Reset Score]
- type = varset
- trigger1 = 1 ;&& !roundsexisted
- var(0) = root,var(10) + 0 * (var(50) := 0)
- ; Increase Score on Movehit (Change Triggers and Parameters Accordingly)
- ;[state 10000, Increase Score]
- ;type = varadd
- ;trigger1 = root,movehit = 1 && var(50) = 0
- ;var(0) = 152
- ;
- ; Decrease Score on Gethit (Change Triggers and Parameters Accordingly)
- [state 10000, Decrease Score]
- type = varadd
- trigger1 = root,movetype = H && !root,hitover && root,stateno = [5000, 5199]
- trigger1 = root,gethitvar(hitshaketime) && root,time <= 1 && var(50) = 0
- var(0) = -floor(root,gethitvar(damage))
- ; Allow the above state controllers to be activated again
- [state 10000, Reset Controller Limiter]
- type = varset
- trigger1 = 1
- var(50) = 0
- ; This limits the state controllers above to activating only during the tick that the score is changed.
- ; This state controller should contain the same triggers used to increase AND decrease var(0).
- [state 10000, Controller Limiter]
- type = varset
- trigger1 = root,movehit = 1 && var(50) = 0
- trigger2 = root,movetype = H && !root,hitover && root,stateno = [5000, 5199]
- trigger2 = root,gethitvar(hitshaketime) && root,time <= 1 && var(59) = 0
- var(50) = 1
- ;========================< Incrementally Calculate Score >========================
- ; Speed of Incrementation
- [state 10000, Speed to Reach Actual Score]
- type = varset
- trigger1 = 1
- fvar(0) = (var(0) - var(1)) / 96.0 ; change the divisor accordingly
- ; Optional:
- ; Use this variable in the Place Value section below.
- ; Replace var(0) with var(1) in the Place Value section below to have score increase incrementally instead of instantly.
- [state 10000, Incrementally Increase Score]
- type = varadd
- trigger1 = var(0) != var(1)
- var(1) = cond(var(0) > var(1), ceil(fvar(0)), floor(fvar(0)))
- ;========================< Prevent Score from Going out of Bounds >========================
- ; Keep Score bewteen 0 and 999,999,999
- [state 10000, Limit Score]
- type = varset
- trigger1 = var(0) != [0, 9999]
- var(0) = cond(var(0) > 9999, 9999, 0)
- [state 10000, Limit Score]
- type = varset
- trigger1 = var(1) != [0, 9999]
- var(1) = cond(var(1) > 9999, 9999, 0)
- ;========================< Detect Place Values >========================
- [state 10000, Score For Ones Place]
- type = varset
- trigger1 = 1
- var(2) = floor(var(0) / 1) % 10 ; * 1 ; uncomment to get exact amount of ones
- ; var(2) = floor(var(1) / 1) % 10 ; incrementally increase score
- [state 10000, Score For Tens Place]
- type = varset
- trigger1 = 1
- var(3) = floor(var(0) / 10) % 10 ; * 10 ; uncomment to get exact amount of tens
- ; var(3) = floor(var(1) / 10) % 10 ; incrementally increase score
- [state 10000, Score For Hundreds Place]
- type = varset
- trigger1 = 1
- var(4) = floor(var(0) / 100) % 10 ; * 100 ; uncomment to get exact amount of hundreds
- ; var(4) = floor(var(1) / 100) % 10 ; incrementally increase score
- [state 10000, Score For Thousands Place]
- type = varset
- trigger1 = 1
- var(5) = floor(var(0) / 1000) % 10 ; * 1000 ; uncomment to get exact amount of thousands
- ;var(5) = floor(var(1) / 1000) % 10 ; incrementally increase score
- ;[state 10000, Score For Ten Thousands Place]
- ;type = varset
- ;trigger1 = 1
- ;var(6) = floor(var(0) / 10000) % 10 ; * 10000 ; uncomment to get exact amount of ten thousands
- ; var(6) = floor(var(1) / 10000) % 10 ; incrementally increase score
- ;[state 10000, Score For Hundred Thousands Place]
- ;type = varset
- ;trigger1 = 1
- ;var(7) = floor(var(0) / 100000) % 10 ; * 100000 ; uncomment to get exact amount of hundred thousands
- ; var(7) = floor(var(1) / 100000) % 10 ; incrementally increase score
- ;[state 10000, Score For Millions Place]
- ;type = varset
- ;trigger1 = 1
- ;var(8) = floor(var(0) / 1000000) % 10 ; * 1000000 ; uncomment to get exact amount of millions
- ; var(8) = floor(var(1) / 1000000) % 10 ; incrementally increase score
- ;[state 10000, Score For Ten Millions Place]
- ;type = varset
- ;trigger1 = 1
- ;var(9) = floor(var(0) / 10000000) % 10 ; * 10000000 ; uncomment to get exact amount of ten millions
- ; var(9) = floor(var(1) / 10000000) % 10 ; incrementally increase score
- ;[state 10000, Score For Hundred Millions Place]
- ;type = varset
- ;trigger1 = 1
- ;var(10) = floor(var(0) / 100000000) % 10 ; * 100000000 ; uncomment to get exact amount of hundred millions
- ; var(10) = floor(var(1) / 100000000) % 10 ; incrementally increase score
- ;[state 10000, Score For Billions Place]
- ;type = varset
- ;trigger1 = 1
- ;var(11) = floor(var(0) / 1000000000) % 10 ; * 1000000000 ; uncomment to get exact amount of billions
- ; var(11) = floor(var(1) / 1000000000) % 10 ; incrementally increase score
- ;========================< Display Score on Screen >========================
- ; The following code assumes your number fonts have dimensions of 8x8 and are aligned at 0,0 on the axis
- ; Your air file should have 10 animations that represent numbers 0 - 9 respectively.
- ; The animations in the air files should be numbered logically. Meaning, they must all have the same basic multiple, like this:
- ; Sequence A: 10000, 10001, 10002, 10003, 10004, etc
- ; Sequence B: 10000, 10005, 10010, 10015, 10020, etc
- ; If you chose Sequence A, then you would simply add the variable that corresponds to the place value for your explod to 10000, like so:
- ; anim = 10000 + var(2) ; ones place
- ; If var(2) is 1, then it will add 1 to 10000 and the animation that represents the number 1 will be played.
- ; If you chose Sequence B, then you would simply multiply the variable that corresponds to the place value for your explod by 5, and then you would add it to 10000, like so:
- ; anim = 10000 + 5 * var(2) ; ones place
- ; If var(2) is 1, then it will add 5 to 10000 and the animation that represents the number 1 will be played.
- ; For this code snippet, we will use Sequence A from above.
- ; Constantly destroys explods so that their animations can change.
- ; For Some Reason, modifyexplod doesn't allow the changing of explods' animations
- [state 10000, Reset]
- type = removeexplod
- trigger1 = 1
- [state 10000, Ones]
- type = explod
- trigger1 = !numexplod(0)
- anim = 7000 + var(2)
- ID = 0
- postype = left
- pos = cond(teamside = 1, 111, 211.5), ceil((1.33 * gameheight / gamewidth) * 0)+15 ; top left of screen for player 1, top right for player 2
- bindtime = 1
- facing = 1
- ownpal = 1
- scale=.5,.5
- sprpriority = -65536
- pausemovetime = -1
- supermovetime = -1
- [state 10000, Tens]
- type = explod
- trigger1 = !numexplod(1)
- anim = 7000 + var(3)
- ID = 1
- postype = left
- pos = cond(teamside = 1, 105.5, 206), ceil((1.33 * gameheight / gamewidth) * 0)+15 ; top left of screen for player 1, top right for player 2
- bindtime = -1
- facing = 1
- ownpal = 1
- scale=.5,.5
- sprpriority = -65536
- pausemovetime = -1
- supermovetime = -1
- [state 10000, Hundreds]
- type = explod
- trigger1 = !numexplod(2)
- anim = 7000 + var(4)
- ID = 2
- postype = left
- pos = cond(teamside = 1, 100, 200.5), ceil((1.33 * gameheight / gamewidth) * 0)+15 ; top left of screen for player 1, top right for player 2
- bindtime = -1
- facing = 1
- ownpal = 1
- scale=.5,.5
- sprpriority = -65536
- pausemovetime = -1
- supermovetime = -1
- [state 10000, Thousands]
- type = explod
- trigger1 = !numexplod(3)
- anim = 7000 + var(5)
- ID = 3
- postype = left
- pos = cond(teamside = 1, 94.5, 195), ceil((1.33 * gameheight / gamewidth) * 0)+15; top left of screen for player 1, top right for player 2
- bindtime = -1
- facing = 1
- ownpal = 1
- scale=.5,.5
- sprpriority = -65536
- pausemovetime = -1
- supermovetime = -1
- ;
- ;[state 10000, Ten Thousands]
- ;type = explod
- ;trigger1 = !numexplod(4)
- ;anim = 10000 + var(6)
- ;ID = 4
- ;postype = left
- ;pos = cond(teamside = 1, 40, 280), ceil((1.33 * gameheight / gamewidth) * 0) ; top left of screen for player 1, top right for player 2
- ;bindtime = -1
- ;facing = 1
- ;ownpal = 0
- ;sprpriority = -65536
- ;pausemovetime = -1
- ;supermovetime = -1
- ;
- ;[state 10000, Hundred Thousands]
- ;type = explod
- ;trigger1 = !numexplod(5)
- ;anim = 10000 + var(7)
- ;ID = 5
- ;postype = left
- ;pos = cond(teamside = 1, 32, 272), ceil((1.33 * gameheight / gamewidth) * 0) ; top left of screen for player 1, top right for player 2
- ;bindtime = -1
- ;facing = 1
- ;ownpal = 0
- ;sprpriority = -65536
- ;pausemovetime = -1
- ;supermovetime = -1
- ;
- ;[state 10000, Millions]
- ;type = explod
- ;trigger1 = !numexplod(6)
- ;anim = 10000 + var(8)
- ;ID = 6
- ;postype = left
- ;pos = cond(teamside = 1, 24, 264), ceil((1.33 * gameheight / gamewidth) * 0) ; top left of screen for player 1, top right for player 2
- ;bindtime = -1
- ;facing = 1
- ;ownpal = 0
- ;sprpriority = -65536
- ;pausemovetime = -1
- ;supermovetime = -1
- ;
- ;[state 10000, Ten Millions]
- ;type = explod
- ;trigger1 = !numexplod(7)
- ;anim = 10000 + var(9)
- ;ID = 7
- ;postype = left
- ;pos = cond(teamside = 1, 16, 256), ceil((1.33 * gameheight / gamewidth) * 0) ; top left of screen for player 1, top right for player 2
- ;bindtime = -1
- ;facing = 1
- ;ownpal = 0
- ;sprpriority = -65536
- ;pausemovetime = -1
- ;supermovetime = -1
- ;
- ;[state 10000, Hundred Millions]
- ;type = explod
- ;trigger1 = !numexplod(8)
- ;anim = 10000 + var(10)
- ;ID = 8
- ;postype = left
- ;pos = cond(teamside = 1, 8, 248), ceil((1.33 * gameheight / gamewidth) * 0) ; top left of screen for player 1, top right for player 2
- ;bindtime = -1
- ;facing = 1
- ;ownpal = 0
- ;sprpriority = -65536
- ;pausemovetime = -1
- ;supermovetime = -1
- ;
- ;[state 10000, Billions]
- ;type = explod
- ;trigger1 = !numexplod(9)
- ;anim = 10000 + var(11)
- ;ID = 9
- ;postype = left
- ;pos = cond(teamside = 1, 0, 240), ceil((1.33 * gameheight / gamewidth) * 0) ; top left of screen for player 1, top right for player 2
- ;bindtime = -1
- ;facing = 1
- ;ownpal = 0
- ;sprpriority = -65536
- ;pausemovetime = -1
- ;supermovetime = -1
- ;========================< Reset Score System >========================
- [state 10000, Destroy Explod]
- type = removeexplod
- trigger1 = time >= 65535
- [state 10000, Destroy Helper]
- type = destroyself
- trigger1 = time >= 65535
- trigger2 = root,stateno =[4500,4599]
- trigger3 = root,alive=0
- trigger4 = roundstate=[3,4]
- ;========================< Debug Information >========================
- ;[state 10000, Display System]
- ;type = displaytoclipboard
- ;trigger1 = 1
- ;text = "Score = %d / %d / %f || RajaaBoy \n"
- ;params = var(0), var(1), fvar(0)
- ;[state 10000, Display System]
- ;type = appendtoclipboard
- ;trigger1 = 1
- ;text = "Place Values = %d,%d,%d,%d,%d,%d,"
- ;params = var(11), var(10), var(9), var(8), var(7), var(6)
- ;[state 10000, Display System]
- ;type = appendtoclipboard
- ;trigger1 = 1
- ;text = "%d,%d,%d,%d"
- ;params = var(5), var(4), var(3), var(2)
- [Statedef -2]
- [State 190, VarSet]
- type = VarSet
- trigger1 = numpartner
- trigger1 = id > partner,id
- var(49) = 1
- ;-----------------------------
- [State 0, VarSet]
- type = VarSet
- trigger1 = movetype=H
- var(7)=0
- [state 10000, Score For Ones Place]
- type = varset
- trigger1 = 1
- var(42) = floor(gethitvar(damage) / 1) % 10
- [state 10000, Score For Tens Place]
- type = varset
- trigger1 = 1
- var(43) = floor(gethitvar(damage) / 10) % 10
- [state 10000, Score For Hundreds Place]
- type = varset
- trigger1 = 1
- var(44) = floor(gethitvar(damage) / 100) % 10
- [State 0, Damage changer]
- type = VarRandom
- trigger1 = 1
- v = 45
- range = 1,3
- ignorehitpause = 1
- ;[State 0, AttackMulSet]
- ;type = Varset
- ;trigger1 = var(45)=1
- ;fvar(1) = 0.9
- ;ignorehitpause = 1
- ;
- ;[State 0, AttackMulSet]
- ;type = varset
- ;trigger1 = var(45)=2
- ;fvar(1) = 1.0
- ;ignorehitpause = 1
- ;
- ;[State 0, AttackMulSet]
- ;type = Varset
- ;trigger1 = var(45)=3
- ;fvar(1) = 1.1
- ;ignorehitpause = 1
- ;[State 0, AttackMulSet]
- ;type = AttackMulSet
- ;trigger1 = 1
- ;value = fvar(1)
- ;ignorehitpause = 1
- ;Message Helper Changer
- [State 0, VarSet]
- type = VarSet
- trigger1 = AILevel
- var(56)=1
- [State 0, VarSet]
- type = VarSet
- trigger1 = !AILevel
- var(56)=0
- [state -2, Scoring System by RajaaBoy]
- type = helper
- trigger1 = !numhelper(10000)
- trigger1 = roundstate=2
- trigger1 = alive
- trigger1 = stateno !=[4500,4599]
- name = "Scoring System by RajaaBoy"
- ID = 10000
- stateno = 10000
- postype = p1
- ownpal = 1
- keyctrl = 0
- size.xscale = 1
- size.yscale = 1
- supermovetime = 9999999
- pausemovetime = 9999999
- ignorehitpause = 1
- [State 0, AssertSpecial]
- type = AssertSpecial
- trigger1 = roundstate!=2
- flag = nobardisplay
- ignorehitpause=1
- [State -3]
- type = Helper
- triggerall = !alive
- trigger1 = roundstate = 2
- trigger1 = roundstate != [3,4]
- trigger1 = NumHelper(19999997) = 0
- stateno = 19999997
- id = 19999997
- ignorehitpause=1
- [State 0, Can't be hit in assist states]
- type = NotHitBy
- trigger1 = stateno=[4500,4999]
- value = SCA
- ignorehitpause=1
- [State 0, VarSet]
- type = VarSet
- trigger1 = alive
- var(20)=0
- [State 0, System Pos X]
- type = VarSet
- trigger1 = 1
- var(12)=4
- [State 0, System Pos Y]
- type = VarSet
- trigger1 = 1
- var(13)=20
- [State -2, Deactivate Tag]
- type = VarSet
- triggerall = var(33) ; Partner TAG mode activated
- trigger1 = roundstate > 2
- trigger1 = Win || Lose
- var(33) = 0
- ; NEW !! Tag active ctrl
- [State -2, ctrl]
- type = ChangeState
- triggerall = var(33) ; Partner TAG mode activated
- triggerall = NumPartner
- triggerall = ID > Partner,ID
- trigger1 = var(33) != [3, 5]
- trigger1 = partner, var(33) != [3, 5]
- trigger1 = RoundState = 2
- trigger1 = Life && Partner, Life ; Team is alive
- trigger1 = (stateno != [1000,4000]) && (stateno != [4500,4599])
- trigger1 = (partner, stateno != [1000,4000]) && (partner, stateno != [4500,4599])
- trigger1 = (stateno != 5500) && (stateno != 5500)
- trigger1 = (partner, stateno != 5500) && (partner, stateno != 5500)
- value = 4511
- ; No AR Finisher for the following Chars
- ; --------------------------------------
- [State -2, Special Cases for AR]
- type = VarSet
- trigger1 = p2name != "Apocalypse"
- trigger2 = p4name != "Apocalypse"
- trigger3 = p2name != "Onslaught"
- trigger4 = p4name != "Onslaught"
- trigger5 = P2name != "Abyss Form 1"
- trigger6 = P4name != "Abyss Form 1"
- trigger7 = P2name != "Abyss Form 2"
- trigger8 = P4name != "Abyss Form 2"
- trigger9 = P2name != "Abyss Form 3"
- trigger10 = P4name != "Abyss Form 3"
- trigger11 = P2name != "Abyss"
- trigger12 = P4name != "Abyss"
- var(34) = 1
- [State -2, Special Cases for AR]
- type = VarSet
- trigger1 = p2name = "Apocalypse"
- trigger2 = p4name = "Apocalypse"
- trigger3 = p2name = "Onslaught"
- trigger4 = p4name = "Onslaught"
- trigger5 = P2name = "Abyss Form 1"
- trigger6 = P4name = "Abyss Form 1"
- trigger7 = P2name = "Abyss Form 2"
- trigger8 = P4name = "Abyss Form 2"
- trigger9 = P2name = "Abyss Form 3"
- trigger10 = P4name = "Abyss Form 3"
- trigger11 = P2name = "Abyss"
- trigger12 = P4name = "Abyss"
- var(34) = 0
- ;=========================LIFEBARS=============================================
- [State 0, Digimon Tag Arena System]
- type = Helper
- trigger1 = var(10)
- trigger1 = !numhelper(8580)
- ID = 8580
- stateno = 8580
- supermovetime=9999999
- pausemovetime=9999999
- [State 0, Set Yellow Bar]
- type = VarSet
- trigger1 = roundstate=2
- var(10)=life
- [State 0, Kill Yellow Bar]
- type = VarSet
- trigger1 = roundstate!=2
- trigger2 = stateno=[4500,4599]
- var(10)=0
- [State 0, Red Bar to decrement]
- type = VarAdd
- trigger1 = var(11) >var(10) && time >=0
- var(11)=-2
- ignorehitpause = 1
- ;persistent =
- [State 0, Stop Red bar from moving if it passes the yellow]
- type = VarSet
- trigger1 = var(11) <= var(10)
- var(11)=var(10)
- [State 0, Kill Red bar]
- type = VarSet
- trigger1 = !alive
- var(11)=0
- ;===============Portraits============================================
- [State 8580, Portrait]
- type = Explod
- trigger1 = teamside = 1
- trigger1 = alive
- trigger1 = roundstate=2
- anim = 8003
- id=8003
- scale = .7,.7
- ontop = 1
- ownpal = 0
- postype = left
- pos = 2,11.1
- pausemovetime = 99999999
- supermovetime = 99999999
- ignorehitpause=1
- [State 8580, Portrait]
- type = Explod
- trigger1 = teamside = 2
- trigger1 = alive
- trigger1 = roundstate=2
- anim = 8103
- id=8103
- scale = .7,.7
- ontop = 1
- ownpal = 0
- postype = right
- pos = -2,11.1
- pausemovetime = 99999999
- supermovetime = 99999999
- ignorehitpause=1
- [State 8580, Dead Portrait]
- type = Explod
- trigger1 = teamside = 1
- trigger1 = !alive
- trigger1 = roundstate=2
- trigger1 = time%4=0
- anim = 8004
- id=8004
- scale = .7,.7
- ontop = 1
- ownpal = 0
- postype = left
- pos = 2,11.1
- pausemovetime = 99999999
- supermovetime = 99999999
- ignorehitpause=1
- removetime=-2
- [State 8580, Dead Portrait]
- type = Explod
- trigger1 = teamside = 2
- trigger1 = !alive
- trigger1 = roundstate=2
- trigger1 = time%4=0
- anim = 8104
- id=8104
- scale = .7,.7
- ontop = 1
- ownpal = 0
- postype = right
- pos = -2,11.1
- pausemovetime = 99999999
- supermovetime = 99999999
- ignorehitpause=1
- removetime=-2
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 = roundstate = 2 && stateno=[4500,4599]
- trigger2 = !alive
- id = 8003
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 = roundstate = 2 && stateno=[4500,4599]
- trigger2 = !alive
- id = 8103
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 = roundstate = 2 && !alive && var(20)=1
- trigger2 = roundstate !=2
- id = 8004
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 = roundstate = 2 && !alive && var(20)=1
- trigger2 = roundstate !=2
- id = 8104
- ;====================POWERBAR====================================
- [State 0, PalFXWiz]
- type = PalFX
- trigger1 = gametime%14=0 && power=1000 && alive
- time = 14
- add = 128,128,128
- mul = 256,256,256
- sinadd = 128,128,128,14
- invertall = 0
- color = 256
- ignorehitpause=1
- ;======MESSAGES==================================================
- [State -2, FIRST ATTACK P1]
- type = Explod
- triggerall = !(var(14)&1) && teamside = 1
- trigger1 = movehit
- trigger2 = projhittime(0) > 0
- anim = F7104
- ownpal = 1
- ontop = 1
- postype = left
- bindtime = -1
- pos = 0,65+var(51)*20
- scale = 1,1
- supermove = 1
- pausemovetime = 99999999
- ignorehitpause = 1
- id = 8571
- [State -2, FIRST ATTACK P2]
- type = Explod
- triggerall = !(var(14)&1) && teamside = 2
- trigger1 = movehit
- trigger2 = projhittime(0) > 0
- anim = F7114
- ownpal = 1
- ontop = 1
- postype = right
- bindtime = -1
- pos = 0,65+var(51)*20
- scale = 1,1
- supermove = 1
- pausemovetime = 99999999
- ignorehitpause = 1
- id = 8571
- [State -2, ƒVƒXƒeƒ€ƒƒbƒZ[ƒW]
- type = PlaySnd
- triggerall = !(var(14)&1)
- trigger1 = movehit
- trigger2 = projhittime(0) > 0
- value = F5,10
- ignorehitpause = 1
- channel=3
- [State -2, ƒVƒXƒeƒ€ƒƒbƒZ[ƒW]
- type = VarSet
- triggerall = !(var(14)&1)
- trigger1 = movehit
- trigger2 = projhittime(0) > 0
- trigger3 = movetype = H && stateno != [120,155]
- trigger4 = numpartner
- trigger4 = partner,movetype = H && partner,stateno != [120,155]
- trigger5 = numpartner
- trigger5 = partner,movehit || partner,projhittime(0) > 0
- trigger6 = numhelper
- trigger6 = helper,movehit || helper,projhittime(0)>0
- trigger7 = var(15)
- var(14) = var(14) | 1
- ignorehitpause = 1
- [State -2, ƒVƒXƒeƒ€ƒƒbƒZ[ƒW]
- type = Explod
- triggerall = !(var(14)&2) && teamside = 1
- trigger1 = life < lifemax * .25
- anim = F7102
- ownpal = 1
- ontop = 1
- postype = left
- bindtime = -1
- pos = 0,65+var(51)*20
- scale = 1,1
- supermove = 1
- pausemovetime = 99999999
- ignorehitpause = 1
- id = 8570
- [State -2, ƒVƒXƒeƒ€ƒƒbƒZ[ƒW]
- type = Explod
- triggerall = !(var(14)&2) && teamside = 2 && alive
- trigger1 = life < lifemax * .25
- anim = F7112
- ownpal = 1
- ontop = 1
- postype = right
- bindtime = -1
- pos = 0,65+var(51)*20
- scale = 1,1
- supermove = 1
- pausemovetime = 99999999
- ignorehitpause = 1
- id = 8570
- [State -2, ƒVƒXƒeƒ€ƒƒbƒZ[ƒW]
- type = PlaySnd
- triggerall = !(var(14)&2) && alive
- trigger1 = life < lifemax * .25
- value = F5,11
- ignorehitpause = 1
- channel=3
- [State -2, ƒVƒXƒeƒ€ƒƒbƒZ[ƒW]
- type = VarSet
- triggerall = !(var(14)&2)
- trigger1 = life < lifemax * .25
- var(14) = var(14) | 2
- ignorehitpause = 1
- [State -2, ƒVƒXƒeƒ€ƒƒbƒZ[ƒW]
- type = VarSet
- triggerall = (var(14)&2)
- trigger1 = life >= lifemax * .25
- var(14) = var(14) ^ 2
- ignorehitpause = 1
- [State -2, ƒVƒXƒeƒ€ƒƒbƒZ[ƒW]
- type = RemoveExplod
- trigger1 = numexplod(8570) && numexplod(8550)
- id = 8550
- ignorehitpause = 1
- [State -2, ƒVƒXƒeƒ€ƒƒbƒZ[ƒW]
- type = RemoveExplod
- trigger1 = numexplod(8570) && numexplod(8571)
- id = 8571
- ignorehitpause = 1
- [State -2, Remember the last Position (X)]
- type = VarSet
- triggerall = RoundState < 2
- trigger1 = stateno = [0, 21] ;Enable after Intro
- fvar(5) = Pos X
- [State -2, Set the actual Position when match begins]
- type = PosSet
- trigger1 = RoundState = 2
- trigger1 = fvar(5) != 0
- trigger1 = prevstateno != [191,194]
- x = fvar(5)
- [State -2, Reset PlaceHolder Var]
- type = VarSet
- trigger1 = RoundState = 2
- fvar(5) = 0
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 = roundstate!=2
- id = 8550
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 = roundstate!=2
- id = 8570
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 = roundstate!=2
- id = 8571
- [State 0, Helper]
- type = Helper
- triggerall = !numpartner
- trigger1 = roundstate=1&&!numhelper(9500)&&roundno=1
- trigger1 = enemy,stateno=0 && stateno =0
- stateno = 9500
- id= 9500
- ownpal=1
- [State 0, Helper]
- type = Helper
- triggerall = numpartner
- triggerall = var(49)=1
- trigger1 = roundstate=1&&!numhelper(9500)&&roundno=1
- trigger1 = enemy,stateno=0 && stateno =0 && partner,stateno =0
- stateno = 9500
- id= 9500
- ownpal=1
- ;--------------------------------------------------------------
- [Statedef -3]
- [State 1120, ƒ_ƒ[ƒWƒ{ƒCƒX]
- type = PlaySnd
- triggerall = alive && movetype = H
- triggerall = random % 10 < 5
- trigger1 = stateno = 5000 && time = 1
- trigger2 = stateno = 5010 && time = 1
- trigger3 = stateno = 5020 && time = 1
- trigger4 = stateno = 5070 && time = 1
- trigger5 = stateno = 5080 && time = 1
- value = s12,random%2
- channel = 2
- [State 0, StopSnd]
- type = StopSnd
- trigger1 = !alive
- channel = 2
- [State -3, Landing Sound]
- type = PlaySnd
- triggerall = Time = 1
- trigger1 = stateno = 52 ;Jump land
- trigger2 = stateno = 106 ;Run-back land
- value = F0, 0
- ; ============================ (TAG SYSTEM) =============================
- ; Run into the screen (tagged in)
- [State -3, enter the screen]
- type = ChangeState
- triggerall = var(33) ; Partner TAG mode activated
- triggerall = NumPartner
- triggerall = stateno = 4512 ; Player waiting outside the screen
- trigger1 = partner, stateno = 4510 ; Partner leaving the screen
- trigger1 = Life ; And you're alive
- value = 4720
- ; Enter and help partner
- [State -3, enter the screen]
- type = ChangeState
- triggerall = var(33) ; Partner TAG mode activated
- triggerall = NumPartner
- triggerall = stateno = 4512 ; Player waiting outside the screen
- triggerall = Life ; And you're alive
- trigger1 = partner, stateno =4700 ; Partner doing his taunt
- trigger2 = (partner, MoveType = A) && (partner, statetype != A)
- trigger2 = (command = "y") && (command = "b") ; Assist command performed
- trigger2 = partner, stateno = [200, 399] ; During standing attacks
- trigger3 = (partner, MoveType = A) && (partner, statetype != A)
- trigger3 = (command = "y") && (command = "b") ; Assist command performed
- trigger3 = partner, stateno = [400, 599] ; During crouching attacks
- value = 4530
- ignorehitpause = 1
- ; Jump into the screen (partner was KOed)
- [State -3, enter the screen]
- type = ChangeState
- triggerall = var(33) ; Partner TAG mode activated
- triggerall = NumPartner
- triggerall = StateNo = 4512 ; Player waiting outside the screen
- trigger1 = !(Partner, Life) ; Partner dead
- trigger1 = (partner, stateno = 5150)
- trigger1 = partner,var(20)=1
- trigger1 = Life ; And you're alive
- trigger2 = roundstate >= 3 ; the match is over
- trigger2 = Win || LoseTime || WinTime || DrawGame
- value = 4720
- [State -3, wait out of the stage]
- type = ChangeState
- triggerall = NumPartner
- trigger1 = var(33) = 3 ; just performed assist attack
- trigger1 = RoundState = 2 ; currently fighting
- trigger1 = Life && Partner, Life ; And you're alive
- trigger1 = (stateno != [1000,4000]) && (stateno != [4500,4599])
- trigger1 = stateno != [5000, 5899]
- value = 4511
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