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DareWerewolf144

MUGEN- DTA Lobomon/Wolfmon

May 10th, 2017
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  1. [Data]
  2. life = 1244 ;Amount of life to start with
  3. attack = 100 ;attack power (more is stronger)
  4. defence = 100 ;defensive power (more is stronger)
  5. fall.defence_up = 50 ;Percentage to increase defense everytime player is knocked down
  6. liedown.time = 30 ;Time which player lies down for, before getting up
  7. airjuggle = 9999 ;Number of points for juggling
  8. sparkno = 2 ;Default hit spark number for HitDefs
  9. guard.sparkno = 40 ;Default guard spark number
  10. KO.echo = 0 ;1 to enable echo on KO
  11. volumescale = 255 ;Volume offset (negative for softer)
  12. IntPersistIndex = 60 ;Variables with this index and above will not have their values
  13. FloatPersistIndex = 40 ;reset to 0 between rounds or matches. There are 60 int variables,
  14. power=1000 ;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
  15. ;If omitted, then it defaults to 60 and 40 for integer and float
  16. ;variables repectively, meaning that none are persistent, i.e. all
  17. ;are reset. If you want your variables to persist between matches,
  18. ;you need to override state 5900 from common1.cns.
  19.  
  20.  
  21. [Size]
  22. xscale = 1.5 ;Horizontal scaling factor.
  23. yscale = 1.5 ;Vertical scaling factor.
  24. ground.back = 15 ;Player width (back, ground)
  25. ground.front = 16 ;Player width (front, ground)
  26. air.back = 12 ;Player width (back, air)
  27. air.front = 12 ;Player width (front, air)
  28. height = 60 ;Height of player (for opponent to jump over)
  29. attack.dist = 160 ;Default attack distance
  30. proj.attack.dist = 90 ;Default attack distance for projectiles
  31. proj.doscale = 0 ;Set to 1 to scale projectiles too
  32. head.pos = -5, -90 ;Approximate position of head
  33. mid.pos = -5, -60 ;Approximate position of midsection
  34. shadowoffset = 0 ;Number of pixels to vertically offset the shadow
  35. draw.offset = 0,0 ;Player drawing offset in pixels (x, y)
  36.  
  37. [Velocity]
  38. walk.fwd = 2.4 ;Walk forward
  39. walk.back = -2.2 ;Walk backward
  40. run.fwd = 4.6, 0 ;Run forward (x, y)
  41. run.back = -4.5,-3.8 ;Hop backward (x, y)
  42. jump.neu = 0,-8.4 ;Neutral jumping velocity (x, y)
  43. jump.back = -2.55 ;Jump back Speed (x, y)
  44. jump.fwd = 2.5 ;Jump forward Speed (x, y)
  45. runjump.back = -2.55,-8.1;Running jump speeds (opt)
  46. runjump.fwd = 4,-8.1 ;.
  47. airjump.neu = 0,-8.1 ;.
  48. airjump.back = -2.55 ;Air jump speeds (opt)
  49. airjump.fwd = 2.5 ;.
  50.  
  51. [Movement]
  52. airjump.num = 0 ;Number of air jumps allowed (opt)
  53. airjump.height = 35 ;Minimum distance from ground before you can air jump (opt)
  54. yaccel = .44 ;Vertical acceleration
  55. stand.friction = .85 ;Friction coefficient when standing
  56. crouch.friction = .82 ;Friction coefficient when crouching
  57.  
  58. ;Lose by Time Over
  59. [Statedef 170]
  60. type = S
  61. ctrl = 0
  62. anim = 170
  63. velset = 0,0
  64.  
  65. [State 170, 1]
  66. type = NotHitBy
  67. trigger1 = 1
  68. value = SCA
  69. time = 1
  70.  
  71. ;---------------------------------------------------------------------------
  72. ; Draw game (time over)
  73. [Statedef 175]
  74. type = S
  75. ctrl = 0
  76. velset = 0,0
  77.  
  78. [State 175, 1] ; If no anim, use go to lose state.
  79. type = ChangeState
  80. trigger1 = Time = 0
  81. trigger1 = !SelfAnimExist(175)
  82. value = 170
  83.  
  84. [State 175, 2]
  85. type = ChangeAnim
  86. trigger1 = Time = 0
  87. value = 175
  88.  
  89. [State 175, 3]
  90. type = NotHitBy
  91. trigger1 = 1
  92. value = SCA
  93. time = 1
  94.  
  95. [Statedef 180]
  96. type = S
  97.  
  98. [State 180, 1]
  99. type = ChangeState
  100. trigger1 = Time = 0
  101. value = 181
  102.  
  103. ;---------------------------------------------------------------------------
  104. ; Win pose 1
  105. ; CNS difficulty: basic
  106. [Statedef 181]
  107. type = S
  108. ctrl = 0
  109. anim = 180
  110. velset = 0,0
  111.  
  112. [State 0, AssertSpecial]
  113. type = AssertSpecial
  114. trigger1 = time >=180
  115. flag = roundnotover
  116.  
  117. [State 0, Display Message]
  118. type = Helper
  119. trigger1 = time=0
  120. stateno = 185
  121.  
  122.  
  123.  
  124. [State 181, 1]
  125. type = NotHitBy
  126. trigger1 = 1
  127. value = SCA
  128. time = 1
  129.  
  130. ;Message Helper
  131. [Statedef 185]
  132. type = U
  133. movetype=U
  134. Physics=N
  135. anim=9999
  136. velset=0,0
  137.  
  138.  
  139.  
  140. ;Messages---------------------
  141. ;F7200 (1P Win)
  142. ;F7201 (2P Win)
  143. ;F7202 (You Win)
  144. ;F7203 (You Lose)
  145.  
  146. [State 0, Explod]
  147. type = Explod
  148. triggerall =IsHomeTeam ;CPU Team in Arcade, 1P in other modes
  149. triggerall = TeamSide=1
  150. trigger1= time=0
  151. anim = F(ifelse(root,var(56),ifelse(enemy,var(56),7200,7203),ifelse(enemy,var(56),7202,7200))) ;
  152. postype=left
  153. pos = 160,80
  154. removetime = -2
  155. scale = .75,.75
  156. ontop = 1
  157. ownpal = 1
  158. removeongethit = 1
  159. facing=1
  160. bindtime=-1
  161.  
  162.  
  163. [State 0, Explod]
  164. type = Explod
  165. triggerall =!IsHomeTeam
  166. triggerall = TeamSide=1
  167. trigger1= time=0
  168. anim = F(ifelse(root,var(56),ifelse(enemy,var(56),7200,7200),ifelse(enemy,var(56),7202,7200))) ;
  169. postype=left
  170. pos = 160,80
  171. removetime = -2
  172. scale = .75,.75
  173. ontop = 1
  174. ownpal = 1
  175. removeongethit = 1
  176. facing=1
  177. bindtime=-1
  178.  
  179.  
  180.  
  181.  
  182. [State 0, Explod]
  183. type = Explod
  184. triggerall =IsHomeTeam ;CPU Team in Arcade, 1P in other modes
  185. triggerall = TeamSide=2
  186. trigger1= time=0
  187. anim = F(ifelse(root,var(56),ifelse(enemy,var(56),7201,7203),7201)) ;
  188. postype=left
  189. pos = 160,80
  190. removetime = -2
  191. scale = .75,.75
  192. ontop = 1
  193. ownpal = 1
  194. removeongethit = 1
  195. facing=1
  196. bindtime=-1
  197.  
  198.  
  199. [State 0, Explod]
  200. type = Explod
  201. triggerall =!IsHomeTeam
  202. triggerall = TeamSide=2
  203. trigger1= time=0
  204. anim = F(ifelse(root,var(56),ifelse(enemy,var(56),7201,7201),ifelse(enemy,var(56),7202,7201))) ;
  205. postype=left
  206. pos = 160,80
  207. removetime = -2
  208. scale = .75,.75
  209. ontop = 1
  210. ownpal = 1
  211. removeongethit = 1
  212. facing=1
  213. bindtime=-1
  214.  
  215.  
  216. ;Jump in Intro
  217. [Statedef 191]
  218. type = A
  219. ;movetype= I
  220. physics = N
  221. ;juggle = 5
  222. poweradd = 0
  223. ctrl = 0
  224. anim = 41
  225. sprpriority = 2
  226.  
  227. [State 0, ScreenBound]
  228. type = ScreenBound
  229. trigger1 = 1
  230. value = 0
  231. movecamera = 0,0
  232.  
  233. [State 0, AssertSpecial]
  234. type = AssertSpecial
  235. trigger1 = 1
  236. flag = intro
  237.  
  238. [State 10030, 1]
  239. type = VelSet
  240. trigger1 = 1
  241. x = 4
  242.  
  243. [State 10030, 1]
  244. type = VelAdd
  245. trigger1 = 1
  246. y = .45
  247.  
  248. [State 0, PosSet]
  249. type = PosSet
  250. trigger1 = time=0
  251. x =ifelse(teamside=1,floor(Pos X)-85,floor(Pos X)+85)
  252. y =-110
  253.  
  254. [State 10030, 7]
  255. type = Changestate
  256. trigger1 = pos Y >=0 && vel y >0
  257. value = 192
  258.  
  259. [Statedef 192]
  260. type = S
  261. ctrl = 0
  262. anim = 190
  263. velset = 0,0
  264.  
  265. [State 0, PosSet]
  266. type = PosSet
  267. trigger1 = time=0
  268. y = 0
  269. ;ignorehitpause =
  270. ;persistent =
  271.  
  272. [State 0, PlaySnd]
  273. type = PlaySnd
  274. trigger1 = time=0
  275. value = F0,0
  276.  
  277.  
  278. [State 190, 1] ;Freeze animation until PreIntro is over
  279. type = ChangeAnim
  280. trigger1 = RoundState = 0
  281. value = 190
  282.  
  283. [State 190, 2] ;Assert this until you want "round 1, fight" to begin
  284. type = AssertSpecial
  285. trigger1 = 1
  286. flag = Intro
  287.  
  288. [State 190, 4] ;Change to stand state
  289. type = ChangeState
  290. trigger1 = AnimTime = 0
  291. value = 0
  292.  
  293. [Statedef 200]
  294. type = S ;State-type: S-stand, C-crouch, A-air, L-liedown
  295. movetype= A ;Move-type: A-attack, I-idle, H-gethit
  296. physics = S ;Physics: S-stand, C-crouch, A-air
  297. ;juggle = 1 ;Number of air juggle points move takes
  298. ;Commonly-used controllers:
  299. velset = 0,0 ;Set velocity (x,y) (Def: no change)
  300. ctrl = 0 ;Set ctrl (Def: no change)
  301. anim = 200 ;Change animation (Def: no change)
  302. poweradd = 20 ;Power to add (Def: 0)
  303. sprpriority = 2 ;Set layering priority to 2 (in front)
  304.  
  305. [State 0, VelSet]
  306. type = VelSet
  307. trigger1 = animelem=2
  308. x = 4
  309. y = 0
  310.  
  311. [State 0, PlaySnd]
  312. type = PlaySnd
  313. trigger1 = animelem=2
  314. value = F1,0
  315.  
  316. [State 200, 1]
  317. type = HitDef
  318. trigger1 = Time = 0
  319. attr = S, NA ;Attribute: Standing, Normal Attack
  320. damage = 23,6 ;Damage that move inflicts, guard damage
  321. animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light)
  322. guardflag = MA ;Flags on how move is to be guarded against
  323. hitflag = MAF ;Flags of conditions that move can hit
  324. priority = 2, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
  325. ;Hit/Miss/Dodge type (Def: Hit)
  326. pausetime = 7, 8 ;Time attacker pauses, time opponent shakes
  327. guard.pausetime=7,10
  328. sparkno = 0 ;Spark anim no (Def: set above)
  329. sparkxy = -10, -25*const(size.yscale) ;X-offset for the "hit spark" rel. to p2,
  330. ;Y-offset for the spark rel. to p1
  331. hitsound=F2,0
  332. guardsound=F3,0
  333. ground.type = High ;Type: High, Low, Trip (def: Normal)
  334. ground.slidetime = 5 ;Time that the opponent slides back
  335. ground.hittime = 12 ;Time opponent is in hit state
  336. ground.velocity = -4 ;Velocity at which opponent is pushed
  337. airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
  338. air.type = High ;Type: High, Low, Trip (def: same as ground.type)
  339. air.velocity = -4,-3 ;X-velocity at which opponent is pushed,
  340. ;Y-velocity at which opponent is pushed
  341. air.hittime = 12 ;Time before opponent regains control in air
  342. getpower = 10,3
  343. givepower = 5,1
  344.  
  345. [State 200, 5]
  346. type = ChangeState
  347. trigger1 = AnimTime = 0
  348. value = 0
  349. ctrl = 1
  350.  
  351. [Statedef 210]
  352. type = S ;State-type: S-stand, C-crouch, A-air, L-liedown
  353. movetype= A ;Move-type: A-attack, I-idle, H-gethit
  354. physics = S ;Physics: S-stand, C-crouch, A-air
  355. ;juggle = 1 ;Number of air juggle points move takes
  356. ;Commonly-used controllers:
  357. velset = 0,0 ;Set velocity (x,y) (Def: no change)
  358. ctrl = 0 ;Set ctrl (Def: no change)
  359. anim = 210 ;Change animation (Def: no change)
  360. poweradd = 30 ;Power to add (Def: 0)
  361. sprpriority = 2 ;Set layering priority to 2 (in front)
  362.  
  363. [State 0, VelSet]
  364. type = VelSet
  365. trigger1 = animelem=2
  366. x = 4
  367. y = 0
  368.  
  369. [State 0, PlaySnd]
  370. type = PlaySnd
  371. trigger1 = animelem=2
  372. value = F1,1
  373.  
  374.  
  375.  
  376. [State 200, 1]
  377. type = HitDef
  378. trigger1 = Time = 0
  379. attr = S, NA ;Attribute: Standing, Normal Attack
  380. damage = 28, 8 ;Damage that move inflicts, guard damage
  381. animtype = Medium ;Animation type: Light, Medium, Heavy, Back (def: Light)
  382. guardflag = MA ;Flags on how move is to be guarded against
  383. hitflag = MAF ;Flags of conditions that move can hit
  384. priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
  385. ;Hit/Miss/Dodge type (Def: Hit)
  386. pausetime = 7, 8 ;Time attacker pauses, time opponent shakes
  387. guard.pausetime=7,10
  388. sparkno = 1 ;Spark anim no (Def: set above)
  389. sparkxy = -10, -25*const(size.yscale) ;X-offset for the "hit spark" rel. to p2,
  390. ;Y-offset for the spark rel. to p1
  391. hitsound=F2,1
  392. guardsound=F3,0
  393. ground.type = High ;Type: High, Low, Trip (def: Normal)
  394. ground.slidetime = 5 ;Time that the opponent slides back
  395. ground.hittime = 16 ;Time opponent is in hit state
  396. ground.velocity = -5 ;Velocity at which opponent is pushed
  397. airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
  398. air.type = High ;Type: High, Low, Trip (def: same as ground.type)
  399. air.velocity = -5,-3 ;X-velocity at which opponent is pushed,
  400. ;Y-velocity at which opponent is pushed
  401. air.hittime = 16 ;Time before opponent regains control in air
  402. getpower = 15,5
  403. givepower = 8,3
  404.  
  405. [State 200, 5]
  406. type = ChangeState
  407. trigger1 = AnimTime = 0
  408. value = 0
  409. ctrl = 1
  410.  
  411.  
  412. [Statedef 220]
  413. type = S ;State-type: S-stand, C-crouch, A-air, L-liedown
  414. movetype= A ;Move-type: A-attack, I-idle, H-gethit
  415. physics = S ;Physics: S-stand, C-crouch, A-air
  416. ;Commonly-used controllers:
  417. velset = 0,0 ;Set velocity (x,y) (Def: no change)
  418. ctrl = 0 ;Set ctrl (Def: no change)
  419. anim = 220 ;Change animation (Def: no change)
  420. poweradd = 45 ;Power to add (Def: 0)
  421. sprpriority = 2 ;Set layering priority to 2 (in front)
  422.  
  423. [State 0, VelSet]
  424. type = VelSet
  425. trigger1 = animelem=3
  426. x = 7.5
  427. y = 0
  428.  
  429. [State 0, PlaySnd]
  430. type = PlaySnd
  431. trigger1 = animelem=3
  432. value = F1,2
  433.  
  434.  
  435.  
  436. [State 200, 1]
  437. type = HitDef
  438. trigger1 = Time = 0
  439. attr = S, NA ;Attribute: Standing, Normal Attack
  440. damage = 33, 10 ;Damage that move inflicts, guard damage
  441. animtype = Hard ;Animation type: Light, Medium, Heavy, Back (def: Light)
  442. guardflag = MA ;Flags on how move is to be guarded against
  443. hitflag = MAF ;Flags of conditions that move can hit
  444. priority = 4, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
  445. ;Hit/Miss/Dodge type (Def: Hit)
  446. pausetime = 9, 10 ;Time attacker pauses, time opponent shakes
  447. sparkno = 2 ;Spark anim no (Def: set above)
  448. sparkxy = -10, -25*const(size.yscale) ;X-offset for the "hit spark" rel. to p2,
  449. ;Y-offset for the spark rel. to p1
  450. hitsound=F2,2
  451. guardsound=F3,0
  452. ground.type = High ;Type: High, Low, Trip (def: Normal)
  453. ground.slidetime = 10 ;Time that the opponent slides back
  454. ground.hittime = 22 ;Time opponent is in hit state
  455. ground.velocity = -9,-6 ;Velocity at which opponent is pushed
  456. guard.velocity=-6
  457. guard.hittime = 20
  458. airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
  459. air.type = High ;Type: High, Low, Trip (def: same as ground.type)
  460. air.velocity = -9,-6 ;X-velocity at which opponent is pushed,
  461. ;Y-velocity at which opponent is pushed
  462. air.hittime = 22 ;Time before opponent regains control in air
  463. getpower = 25,8
  464. givepower = 12,5
  465. yaccel = .53
  466.  
  467. [State 200, 5]
  468. type = ChangeState
  469. trigger1 = AnimTime = 0
  470. value = 0
  471. ctrl = 1
  472.  
  473. [Statedef 600]
  474. type =A
  475. movetype= A
  476. physics = A
  477. ;juggle = 1 ;Number of air juggle points move takes
  478. ;Commonly-used controllers:
  479. ctrl = 0 ;Set ctrl (Def: no change)
  480. anim = 600 ;Change animation (Def: no change)
  481. poweradd = 45 ;Power to add (Def: 0)
  482. sprpriority = 2 ;Set layering priority to 2 (in front)
  483.  
  484. [State 0, PlaySnd]
  485. type = PlaySnd
  486. trigger1 = animelem=2
  487. value = F1,2
  488.  
  489. [State 200, 1]
  490. type = HitDef
  491. trigger1 = Time = 0
  492. attr = A, NA ;Attribute: Standing, Normal Attack
  493. damage = 36, 11 ;Damage that move inflicts, guard damage
  494. animtype = Hard ;Animation type: Light, Medium, Heavy, Back (def: Light)
  495. guardflag = HA ;Flags on how move is to be guarded against
  496. hitflag = MAF ;Flags of conditions that move can hit
  497. priority = 4, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
  498. ;Hit/Miss/Dodge type (Def: Hit)
  499. pausetime = 9,10 ;Time attacker pauses, time opponent shakes
  500. hitsound=F2,2
  501. guardsound=F3,0
  502. sparkno = 2 ;Spark anim no (Def: set above)
  503. sparkxy = -10, -10*const(size.yscale) ;X-offset for the "hit spark" rel. to p2,
  504. ;Y-offset for the spark rel. to p1
  505. ground.type = High ;Type: High, Low, Trip (def: Normal)
  506. ground.slidetime = 8 ;Time that the opponent slides back
  507. ground.hittime = 12 ;Time opponent is in hit state
  508. ground.velocity = -7 ;Velocity at which opponent is pushed
  509. airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
  510. air.type = High ;Type: High, Low, Trip (def: same as ground.type)
  511. air.velocity = -4, 4 ;X-velocity at which opponent is pushed,
  512. ;Y-velocity at which opponent is pushed
  513. air.hittime = 12 ;Time before opponent regains control in air
  514. getpower = 25,8
  515. givepower = 15,4
  516. yaccel = .53
  517. air.fall = 1
  518.  
  519. [State 200, 5]
  520. type = Ctrlset
  521. trigger1 = Animelem = 9
  522. value = 1
  523.  
  524.  
  525. [Statedef 700]
  526. type = S
  527. movetype= I
  528. physics = N
  529. ;juggle = 4
  530. velset = 0,0
  531. anim = 0
  532. ctrl = 0
  533. sprpriority = 2
  534.  
  535.  
  536.  
  537. [State 0, NotHitBy]
  538. type = NotHitBy
  539. trigger1 = 1
  540. value = SCA
  541. ignorehitpause=1
  542.  
  543.  
  544. [State 0, VelSet]
  545. type = VelSet
  546. trigger1 = time = 0
  547. x = cond(backedgedist > 40,-6,6)
  548. y = const(velocity.jump.y)
  549.  
  550.  
  551. [State 0, Gravity]
  552. type = veladd
  553. trigger1 = time >=1
  554. y = .628
  555.  
  556. [State 0, ChangeAnim]
  557. type = ChangeAnim
  558. trigger1 = vel X > 0 && anim !=42
  559. value = 42
  560.  
  561. [State 0, ChangeAnim]
  562. type = ChangeAnim
  563. trigger1 = vel X < 0 && anim !=43
  564. value = 43
  565.  
  566. [State 50, 3]
  567. type = ChangeAnim
  568. trigger1 = time > 5 && Vel y > 0
  569. persistent = 0
  570. value = 44
  571.  
  572.  
  573. [State 0, PalFXWiz]
  574. type = PalFX
  575. trigger1 = time=0
  576. time = 27
  577. add = 0,0,0
  578. mul = 256,256,256
  579. sinadd = 256,256,256,4
  580. invertall = 0
  581. color = 256
  582.  
  583. [State 0, ChangeState]
  584. type = ChangeState
  585. trigger1 = Vel Y > 0 && Pos Y >=0
  586. value =52
  587.  
  588. [Statedef 1000]
  589. type = S
  590. movetype= A
  591. physics = S
  592. velset = 0,0
  593. ctrl = 0
  594. anim = 1000
  595. poweradd = 50
  596. sprpriority = 2
  597.  
  598. [State 0, PlaySnd]
  599. type = PlaySnd
  600. trigger1 = animelem=5
  601. value = F1,2
  602.  
  603.  
  604. [State 0, HitDef]
  605. type = HitDef
  606. trigger1 = Animelem=5
  607. attr = S,SA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
  608. hitflag = MAF ;HLAFD+-
  609. guardflag = MA ;HLA
  610. animtype = medium ;light,medium,hard,back,up,diagup
  611. priority = 5,Hit
  612. damage = 27,7
  613. pausetime = 7,8
  614. sparkno = 1
  615. sparkxy = -10,-25*const(size.yscale)
  616. hitsound = F2,1
  617. guardsound = F3,0
  618. ground.type = Low ;Low,Trip,None
  619. ground.slidetime = 5
  620. ground.hittime = 30
  621. air.hittime = 10
  622. yaccel = 0.21
  623. ground.velocity = -4
  624. air.velocity = -1,-2
  625. airguard.velocity = -4,-3
  626. getpower = 10,5
  627. givepower = 5,2
  628.  
  629. [State 0, StateTypeSet]
  630. type = StateTypeSet
  631. trigger1 = animelem=9
  632. physics = N
  633.  
  634. [State 0, VelMul]
  635. type = VelSet
  636. trigger1 = animelem=9
  637. x = 6.5
  638.  
  639. [State 0, HitDef]
  640. type = HitDef
  641. trigger1 = Animelem=9||animelem=10
  642. attr = S,SA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
  643. hitflag = MAF ;HLAFD+-
  644. guardflag = MA ;HLA
  645. animtype = hard ;light,medium,hard,back,up,diagup
  646. priority = 5,Hit
  647. damage = 27,7
  648. pausetime = 7,8
  649. sparkno = 2
  650. sparkxy = -10,-25*const(size.yscale)
  651. hitsound = F2,2
  652. guardsound = F3,0
  653. ground.type = Low ;Low,Trip,None
  654. ground.slidetime = 5
  655. ground.hittime = 30
  656. air.hittime = 10
  657. ground.velocity = -2,-6
  658. air.velocity = -2,-6
  659. airguard.velocity = -4,-3
  660. getpower = 10,5
  661. givepower = 5,2
  662.  
  663. [State 0, StateTypeSet]
  664. type = StateTypeSet
  665. trigger1 = animelem=11
  666. statetype = A
  667.  
  668. [State 0, VelSet]
  669. type = VelSet
  670. trigger1 = animelem=11
  671. x = 4.5
  672. y = -6
  673.  
  674. [State 0, VelAdd]
  675. type = gravity
  676. trigger1 = animelem=12,>0
  677.  
  678.  
  679. [State 0, HitDef]
  680. type = HitDef
  681. trigger1 = Animelem=11||animelem=12
  682. attr = A,SA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
  683. hitflag = MAF ;HLAFD+-
  684. guardflag = MA ;HLA
  685. animtype = hard ;light,medium,hard,back,up,diagup
  686. priority = 5,Hit
  687. damage = 27,7
  688. pausetime = 7,8
  689. sparkno = 2
  690. sparkxy = -10,-35*const(size.yscale)
  691. hitsound = F2,2
  692. guardsound = F3,0
  693. ground.type = Low ;Low,Trip,None
  694. ground.slidetime = 5
  695. ground.hittime = 30
  696. air.hittime = 10
  697. ground.velocity = -4,-6
  698. air.velocity = -4,-6
  699. airguard.velocity = -4,-3
  700. getpower = 10,5
  701. givepower = 5,2
  702. air.fall = 1
  703. fall.recover = 1
  704. fall.recovertime = 20
  705. yaccel = .53
  706.  
  707. [State 0, ChangeState]
  708. type = ChangeState
  709. trigger1 = animelem=11,>0 && vel Y > 0 && pos Y >=0
  710. value =1001
  711.  
  712. [Statedef 1001]
  713. type = S
  714. physics = S
  715. ctrl = 0
  716. anim = 47
  717.  
  718. [State 52, 1]
  719. type = VelSet
  720. trigger1 = Time = 0
  721. y = 0
  722.  
  723. [State 52, 2]
  724. type = PosSet
  725. trigger1 = Time = 0
  726. y = 0
  727.  
  728. [State 52, 4]
  729. type = VelSet
  730. trigger1 = abs(vel x) < Const(movement.stand.friction.threshold)
  731. x = 0
  732.  
  733.  
  734. [State -3, Landing Sound]
  735. type = PlaySnd
  736. trigger1= Time = 0
  737. value = F0, 0
  738.  
  739. [State 52, 5]
  740. type = ChangeState
  741. trigger1 = AnimTime = 0
  742. value = 0
  743. ctrl = 1
  744.  
  745. [Statedef 1100]
  746. type = S
  747. movetype= A
  748. physics = S
  749. velset = 0,0
  750. ctrl = 0
  751. anim = 1100
  752. poweradd = 50
  753. sprpriority = 2
  754.  
  755. [State 0, VarSet]
  756. type = VarSet
  757. trigger1 = animelem=8
  758. var(6)=180
  759.  
  760. [State 0, Helper]
  761. type = Helper
  762. trigger1 = !numhelper(1150)&&animelem=8&&var(6)
  763. name = "Delay"
  764. stateno = 1101
  765. id=1150
  766.  
  767.  
  768. [State 0, PlaySnd]
  769. type = PlaySnd
  770. trigger1 = animelem=8
  771. value = F8,0
  772.  
  773. [State 0, Projectile]
  774. type = Projectile
  775. trigger1 = animelem=8
  776. ProjID =1101
  777. projanim =1101
  778. projhitanim =1102
  779. projcancelanim =1102
  780. projscale = 2,2
  781. projremove = 1
  782. projremovetime = 90
  783. velocity = 7,0
  784. remvelocity = 1.5,0
  785. projhits = 1
  786. projpriority = 5
  787. projsprpriority = 3
  788. projedgebound = 40
  789. projstagebound = 40
  790. projheightbound = -240
  791. offset = -15,-22*const(size.yscale)
  792. postype = p1 ;p2,front,back,left,right
  793. attr = S,SP ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
  794. hitflag = MAFP ;HLAFD+-
  795. guardflag = MA ;HLA
  796. getpower = 20,9
  797. givepower = 10,4
  798. animtype = hard ;light,medium,hard,back,up,diagup
  799. damage = 54,14
  800. pausetime = 0,1
  801. sparkno = 2
  802. sparkxy = 0,-10
  803. hitsound = F2,2
  804. guardsound = F3,0
  805. ground.type = High ;Low,Trip,None
  806. air.type = High
  807. ground.slidetime = 8
  808. guard.slidetime = 4
  809. ground.hittime = 15
  810. guard.hittime = 15
  811. air.hittime = 20
  812. yaccel = 0.53
  813. ground.velocity = -5
  814. guard.velocity = -3
  815. air.velocity = -4,-3
  816. airguard.velocity = -5,-3
  817.  
  818. [State 52, 5]
  819. type = ChangeState
  820. trigger1 = AnimTime = 0
  821. value = 0
  822. ctrl = 1
  823.  
  824. [Statedef 1150]
  825. type = A
  826. movetype= A
  827. physics = N
  828. velset = 0,0
  829. ctrl = 0
  830. anim = 1150
  831. poweradd = 50
  832. sprpriority = 2
  833.  
  834. [State 0, Helper]
  835. type = Helper
  836. trigger1 = !numhelper(1150)&&animelem=7&&var(6)
  837. name = "Delay"
  838. stateno = 1101
  839. id=1150
  840.  
  841.  
  842.  
  843. [State 0, PlaySnd]
  844. type = PlaySnd
  845. trigger1 = animelem=7
  846. value = F8,0
  847.  
  848. [State 0, VelSet]
  849. type = VelSet
  850. trigger1 = vel Y < 0
  851. y = -.5
  852.  
  853. [State 0, VelSet]
  854. type = VelSet
  855. trigger1 = vel Y > 0
  856. y = .5
  857.  
  858. [State 0, VelSet]
  859. type = VelSet
  860. trigger1 = vel X < 0
  861. x = -.2
  862.  
  863. [State 0, VelSet]
  864. type = VelSet
  865. trigger1 = vel X > 0
  866. x = .2
  867.  
  868. [State 0, VelSet]
  869. type = VelSet
  870. trigger1 = vel Y > 0 && Pos Y >= -5 && animelemtime(9)<=0
  871. y = 0
  872.  
  873. [State 0, Gravity]
  874. type = Gravity
  875. trigger1 = animelemtime(9)>0
  876. ;ignorehitpause =
  877. ;persistent =
  878.  
  879.  
  880.  
  881. [State 0, Projectile]
  882. type = Projectile
  883. trigger1 = animelem=7
  884. ProjID =1101
  885. projanim =1101
  886. projhitanim =1102
  887. projcancelanim =1102
  888. projscale = 2,2
  889. projremove = 1
  890. projremovetime = 90
  891. velocity = 7,0
  892. remvelocity = 1.5,0
  893. projhits = 1
  894. projpriority = 5
  895. projsprpriority = 3
  896. projedgebound = 40
  897. projstagebound = 40
  898. projheightbound = -240
  899. offset = -15,-22*const(size.yscale)
  900. postype = p1 ;p2,front,back,left,right
  901. attr = A,SP ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
  902. hitflag = MAFP ;HLAFD+-
  903. guardflag = MA ;HLA
  904. getpower = 20,9
  905. givepower = 10,4
  906. animtype = hard ;light,medium,hard,back,up,diagup
  907. damage = 54,14
  908. pausetime = 0,1
  909. sparkno = 2
  910. sparkxy = 0,-10
  911. hitsound = F2,2
  912. guardsound = F3,0
  913. ground.type = High ;Low,Trip,None
  914. air.type = High
  915. ground.slidetime = 8
  916. guard.slidetime = 4
  917. ground.hittime = 15
  918. guard.hittime = 15
  919. air.hittime = 20
  920. yaccel = 0.53
  921. ground.velocity = -5
  922. guard.velocity = -3
  923. air.velocity = -4,-3
  924. airguard.velocity = -5,-3
  925.  
  926. [State 52, 5]
  927. type = ChangeState
  928. trigger1 = AnimTime = 0
  929. value = 51
  930. anim= 44
  931. ctrl = 1
  932.  
  933. [Statedef 1101]
  934. type = A
  935. anim=9999
  936. ctrl = 0
  937.  
  938. [State 0, ParentVarAdd]
  939. type = ParentVarAdd
  940. trigger1 = 1
  941. var(6)=-1
  942.  
  943. [State 0, DestroySelf]
  944. type = DestroySelf
  945. trigger1 = root,var(6)=0
  946.  
  947.  
  948.  
  949. [Statedef 3000]
  950. type = S
  951. movetype= A
  952. physics = N
  953. ;juggle = 4
  954. velset = 0,0
  955. anim = 3000
  956. ctrl = 0
  957. sprpriority = 2
  958.  
  959. [State 0, PlaySnd]
  960. type = PlaySnd
  961. trigger1 = animelem=5
  962. trigger2 = time > 21 && time%3
  963. value = F1,3
  964. channel = 5
  965.  
  966. [State 3000, VarSet]
  967. type = VarSet
  968. trigger1 = time=0
  969. var(7) = 1
  970.  
  971.  
  972. [State 3000, Helper]
  973. type = Helper
  974. trigger1 = time=0
  975. stateno = 8500
  976. supermovetime = 99999999
  977. pos = ceil(0*const(size.xscale)),ceil(-20*const(size.yscale))
  978. ownpal = 1
  979. id = 8500
  980.  
  981. [State 3000, SuperPause]
  982. type = SuperPause
  983. trigger1 = time=0
  984. time = 50
  985. movetime = 11
  986. darken = 1
  987. anim = -1
  988. p2defmul = 1
  989. poweradd = -1000
  990.  
  991. [State 3000, Super B]
  992. type = AfterImage
  993. trigger1 = AnimElem = 5, 1
  994. time = 2
  995.  
  996. [State 3000, Super C]
  997. type = AfterImageTime
  998. trigger1 = AnimElemTime(5) >= 1
  999. time = 2
  1000.  
  1001. [State 0, StateTypeSet]
  1002. type = StateTypeSet
  1003. trigger1 =animelem=7
  1004. statetype = A ;S,A,C,L
  1005.  
  1006.  
  1007.  
  1008. [State 3000, Super D]
  1009. type = NotHitBy
  1010. trigger1 = AnimElem = 8,<0
  1011. value = SCA
  1012.  
  1013. [State 0, VelSet]
  1014. type = VelSet
  1015. trigger1 = animelem=7
  1016. x = 5
  1017. y = -3
  1018.  
  1019.  
  1020. [State 200, 1]
  1021. type = HitDef
  1022. trigger1 = animelem = 5
  1023. attr = S, HA
  1024. damage = 18, 5 ;Damage that move inflicts, guard damage
  1025. animtype = Hard ;Animation type: Light, Medium, Heavy, Back (def: Light)
  1026. guardflag = MA ;Flags on how move is to be guarded against
  1027. hitflag = MAF ;Flags of conditions that move can hit
  1028. priority = 7, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
  1029. ;Hit/Miss/Dodge type (Def: Hit)
  1030. pausetime = 7,8 ;Time attacker pauses, time opponent shakes
  1031. sparkno = 3 ;Spark anim no (Def: set above)
  1032. sparkxy = -10, -20*const(size.yscale) ;X-offset for the "hit spark" rel. to p2,
  1033. ;Y-offset for the spark rel. to p1
  1034. hitsound=F2,2
  1035. guardsound=F3,0
  1036. ground.type = High ;Type: High, Low, Trip (def: Normal)
  1037. ground.slidetime = 5 ;Time that the opponent slides back
  1038. ground.hittime = 12 ;Time opponent is in hit state
  1039. ground.velocity = 0,-7 ;Velocity at which opponent is pushed
  1040. airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
  1041. air.type = High ;Type: High, Low, Trip (def: same as ground.type)
  1042. air.velocity = 0,-7 ;X-velocity at which opponent is pushed,
  1043. ;Y-velocity at which opponent is pushed
  1044. air.hittime = 12 ;Time before opponent regains control in air
  1045. getpower = 0,0
  1046. givepower = 0,0
  1047. fall=1
  1048. fall.recover=0
  1049. air.fall=1
  1050. yaccel = .53
  1051. ground.cornerpush.veloff = 0
  1052. air.cornerpush.veloff = 0
  1053. down.cornerpush.veloff = 0
  1054. guard.cornerpush.veloff = 0
  1055. airguard.cornerpush.veloff = 0
  1056.  
  1057. [State 200, 1]
  1058. type = HitDef
  1059. trigger1 = Time %4= 0 && time >21
  1060. attr = A, HA
  1061. damage = 13, 4 ;Damage that move inflicts, guard damage
  1062. animtype = Hard ;Animation type: Light, Medium, Heavy, Back (def: Light)
  1063. guardflag = MA ;Flags on how move is to be guarded against
  1064. hitflag = MAF ;Flags of conditions that move can hit
  1065. priority = 7, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
  1066. ;Hit/Miss/Dodge type (Def: Hit)
  1067. pausetime = 0, 1 ;Time attacker pauses, time opponent shakes
  1068. sparkno =3 ;Spark anim no (Def: set above)
  1069. sparkxy = -10, -20*const(size.yscale) ;X-offset for the "hit spark" rel. to p2,
  1070. ;Y-offset for the spark rel. to p1
  1071. hitsound=F2,8
  1072. guardsound=F3,0
  1073. ground.type = High ;Type: High, Low, Trip (def: Normal)
  1074. ground.slidetime = 5 ;Time that the opponent slides back
  1075. ground.hittime = 12 ;Time opponent is in hit state
  1076. ground.velocity = -4,-4 ;Velocity at which opponent is pushed
  1077. airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
  1078. air.type = High ;Type: High, Low, Trip (def: same as ground.type)
  1079. air.velocity = -4,-4 ;X-velocity at which opponent is pushed,
  1080. ;Y-velocity at which opponent is pushed
  1081. air.hittime = 12 ;Time before opponent regains control in air
  1082. getpower = 0,0
  1083. givepower = 0,0
  1084. fall=1
  1085. fall.recover=0
  1086. air.fall=1
  1087. ground.cornerpush.veloff = 0
  1088. air.cornerpush.veloff = 0
  1089. down.cornerpush.veloff = 0
  1090. guard.cornerpush.veloff = 0
  1091. airguard.cornerpush.veloff = 0
  1092. yaccel = .53
  1093.  
  1094. [State 200, 5]
  1095. type = ChangeState
  1096. trigger1 = time=83
  1097. value = 3001
  1098.  
  1099. [Statedef 3001]
  1100. type = A
  1101. movetype = I
  1102. physics = A
  1103. sprpriority=2
  1104. ctrl=0
  1105. anim = 3001
  1106.  
  1107. [State 3000, Super C]
  1108. type = AfterImageTime
  1109. trigger1 =time=0
  1110. time = 2
  1111.  
  1112. [State 0, VarSet]
  1113. type = VarSet
  1114. trigger1 =1
  1115. var(7)=0
  1116.  
  1117. [State 51, 1]
  1118. type = changestate
  1119. trigger1 = pos Y >= 0 && vel y >0
  1120. value = 1001
  1121.  
  1122.  
  1123. [Statedef 3100]
  1124. type = S
  1125. movetype= A
  1126. physics = N
  1127. ;juggle = 4
  1128. velset = 0,0
  1129. anim = 3100
  1130. ctrl = 0
  1131. sprpriority = 2
  1132.  
  1133. [State 0, PlaySnd]
  1134. type = PlaySnd
  1135. trigger1 = animelem=6
  1136. value = F1,3
  1137.  
  1138.  
  1139. [State 3000, VarSet]
  1140. type = VarSet
  1141. trigger1 = time=0
  1142. var(7) = 1
  1143.  
  1144.  
  1145. [State 3000, Helper]
  1146. type = Helper
  1147. trigger1 = time=0
  1148. stateno = 8500
  1149. supermovetime = 99999999
  1150. pos = ceil(0*const(size.xscale)),ceil(-20*const(size.yscale))
  1151. ownpal = 1
  1152. id = 8500
  1153.  
  1154. [State 0, VelSet]
  1155. type = VelSet
  1156. trigger1 = animelem=2
  1157. x = 3
  1158.  
  1159. [State 0, VelSet]
  1160. type = VelSet
  1161. trigger1 = animelem=6
  1162. x = 7
  1163.  
  1164. [State 0, VelSet]
  1165. type = VelSet
  1166. trigger1 = animelem=6
  1167. x = 11
  1168.  
  1169.  
  1170.  
  1171. [State 3000, SuperPause]
  1172. type = SuperPause
  1173. trigger1 = time=0
  1174. time = 50
  1175. movetime=1
  1176. darken = 1
  1177. anim = -1
  1178. p2defmul = 1
  1179. poweradd = -1000
  1180.  
  1181.  
  1182.  
  1183. [State 3000, Super C]
  1184. type = AfterImageTime
  1185. trigger1 = AnimElemTime(1) >= 1
  1186. time = 2
  1187.  
  1188. [State 0, VarSet]
  1189. type = VarSet
  1190. trigger1 =time=0
  1191. var(8)=17
  1192.  
  1193. [State 0, VarSet]
  1194. type = VarAdd
  1195. trigger1 = hitpausetime=1
  1196. var(8)=-1
  1197. ignorehitpause=1
  1198.  
  1199.  
  1200. [State 200, 1]
  1201. type = HitDef
  1202. trigger1 = animelem = 5
  1203. trigger2 = animelem=6
  1204. trigger3 = animelem=7
  1205. trigger4 = animelem=8
  1206. trigger5 = animelem=9
  1207. trigger6 = animelem=9,>0&&var(8)>0&&Time %3= 0
  1208. attr = S, HA
  1209. damage = 14,5 ;Damage that move inflicts, guard damage
  1210. animtype = Hard ;Animation type: Light, Medium, Heavy, Back (def: Light)
  1211. guardflag = MA ;Flags on how move is to be guarded against
  1212. hitflag = MAF ;Flags of conditions that move can hit
  1213. priority = 7, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
  1214. ;Hit/Miss/Dodge type (Def: Hit)
  1215. pausetime = 3, 4 ;Time attacker pauses, time opponent shakes
  1216. sparkno =3 ;Spark anim no (Def: set above)
  1217. sparkxy = -10, -20*const(size.yscale) ;X-offset for the "hit spark" rel. to p2,
  1218. ;Y-offset for the spark rel. to p1
  1219. hitsound=F2,2
  1220. guardsound=F3,0
  1221. ground.type = High ;Type: High, Low, Trip (def: Normal)
  1222. ground.slidetime = 5 ;Time that the opponent slides back
  1223. ground.hittime = 12 ;Time opponent is in hit state
  1224. ground.velocity = -4,-.5 ;Velocity at which opponent is pushed
  1225. airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
  1226. air.type = High ;Type: High, Low, Trip (def: same as ground.type)
  1227. air.velocity = -4,-.5 ;X-velocity at which opponent is pushed,
  1228. ;Y-velocity at which opponent is pushed
  1229. air.hittime = 12 ;Time before opponent regains control in air
  1230. getpower = 0,0
  1231. givepower = 0,0
  1232. fall=1
  1233. fall.recover=0
  1234. air.fall=1
  1235. ground.cornerpush.veloff = 0
  1236. air.cornerpush.veloff = 0
  1237. down.cornerpush.veloff = 0
  1238. guard.cornerpush.veloff = 0
  1239. airguard.cornerpush.veloff = 0
  1240. yaccel = .53
  1241. guard.kill=0
  1242. kill=0
  1243.  
  1244. [State 200, 5]
  1245. type = ChangeState
  1246. trigger1 = var(8)=0
  1247. trigger2 = time = 87
  1248. value = 3101
  1249.  
  1250. [Statedef 3101]
  1251. type = S
  1252. movetype= A
  1253. physics = S
  1254. ;juggle = 4
  1255. velset = 14,0
  1256. anim = 3101
  1257. ctrl = 0
  1258. sprpriority = 2
  1259.  
  1260. [State 0, PlaySnd]
  1261. type = PlaySnd
  1262. trigger1 = animelem=2
  1263. value = F1,3
  1264.  
  1265.  
  1266.  
  1267.  
  1268. [State 3000, VarSet]
  1269. type = VarSet
  1270. trigger1 = animelemtime(5)=35
  1271. var(7) =0
  1272.  
  1273.  
  1274. [State 3000, Super C]
  1275. type = AfterImageTime
  1276. trigger1 = AnimElemTime(5) <0
  1277. time = 2
  1278.  
  1279. [State 200, 1]
  1280. type = HitDef
  1281. trigger1 = time=0
  1282. attr = S, HA
  1283. damage = 35, 9 ;Damage that move inflicts, guard damage
  1284. animtype = Hard ;Animation type: Light, Medium, Heavy, Back (def: Light)
  1285. guardflag = MA ;Flags on how move is to be guarded against
  1286. hitflag = MAFD ;Flags of conditions that move can hit
  1287. priority = 7, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
  1288. ;Hit/Miss/Dodge type (Def: Hit)
  1289. pausetime = 7, 8 ;Time attacker pauses, time opponent shakes
  1290. sparkno =3 ;Spark anim no (Def: set above)
  1291. sparkxy = -10, -20*const(size.yscale) ;X-offset for the "hit spark" rel. to p2,
  1292. ;Y-offset for the spark rel. to p1
  1293. hitsound=F2,2
  1294. guardsound=F3,0
  1295. ground.type = High ;Type: High, Low, Trip (def: Normal)
  1296. ground.slidetime = 5 ;Time that the opponent slides back
  1297. ground.hittime = 12 ;Time opponent is in hit state
  1298. ground.velocity = 2,-30 ;Velocity at which opponent is pushed
  1299. airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
  1300. air.type = High ;Type: High, Low, Trip (def: same as ground.type)
  1301. air.velocity = 2,-30 ;X-velocity at which opponent is pushed,
  1302. ;Y-velocity at which opponent is pushed
  1303. air.hittime = 12 ;Time before opponent regains control in air
  1304. getpower = 0,0
  1305. givepower = 0,0
  1306. fall=1
  1307. fall.recover=0
  1308. air.fall=1
  1309. ground.cornerpush.veloff = 0
  1310. air.cornerpush.veloff = 0
  1311. down.cornerpush.veloff = 0
  1312. guard.cornerpush.veloff = 0
  1313. airguard.cornerpush.veloff = 0
  1314. yaccel = .82
  1315. ID=3110
  1316.  
  1317. [State 0, TargetState]
  1318. type = TargetState
  1319. triggerall = NumTarget
  1320. trigger1 =movehit=1
  1321. value =3110
  1322. ID = 3110
  1323. ;ignorehitpause =
  1324. ;persistent =
  1325.  
  1326.  
  1327. [State 200, 5]
  1328. type = ChangeState
  1329. trigger1 = animtime=0
  1330. value = 0
  1331. ctrl=1
  1332.  
  1333. [Statedef 3110]
  1334. type = A
  1335. movetype= H
  1336. physics = N
  1337. velset = 4,-20
  1338.  
  1339. [State 0, ScreenBound]
  1340. type = ScreenBound
  1341. trigger1 = 1
  1342. value = 1
  1343. movecamera = 1,0
  1344.  
  1345.  
  1346.  
  1347. [State 5050, 1] ;Change anim when done with transition
  1348. type = ChangeAnim
  1349. trigger1 = AnimTime = 0
  1350. trigger1 = Anim = 5035
  1351. trigger2 = Time = 0 ;If no transition anim
  1352. trigger2 = Anim != 5035
  1353. trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
  1354. trigger2 = Anim != 5090 ;Not if hit off ground anim
  1355. value = 5050
  1356.  
  1357. [State 5050, 2] ;Coming down anim
  1358. type = ChangeAnim
  1359. trigger1 = anim = [5050,5059]
  1360. trigger1 = Vel Y >= ifelse(anim = 5050, Const720p(4), Const720p(-8))
  1361. trigger1 = SelfAnimExist(anim+10)
  1362. value = anim+10
  1363. persistent = 0
  1364.  
  1365. [State 5050, 3] ;Gravity
  1366. type = VelAdd
  1367. trigger1 = 1
  1368. y = .82
  1369.  
  1370. [State 5050, 6]
  1371. type = ChangeState
  1372. trigger1 = Vel Y > 0
  1373. trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, Const(movement.air.gethit.groundlevel))
  1374. value = 5100 ;Downed get-hit (hit ground from fall)
  1375.  
  1376.  
  1377. ;================================DIGIMON: TAG ARENA SYSTEM (DO NOT REMOVE)=======================================
  1378. [Statedef 8580]
  1379. type = A
  1380. movetype = I
  1381. physics = N
  1382. anim = 9999
  1383. velset = 0,0
  1384. ctrl = 0
  1385.  
  1386. [State 8580, Name]
  1387. type = Explod
  1388. trigger1 = teamside = 1
  1389. anim = 8000
  1390. scale = .5,.5
  1391. ontop = 1
  1392. ownpal = 1
  1393. postype = left
  1394. pos = 20,32.5
  1395. pausemovetime = 99999999
  1396. supermovetime = 99999999
  1397. ignorehitpause=1
  1398.  
  1399. [State 8580, Health Bar]
  1400. type = Explod
  1401. trigger1 = teamside = 1
  1402. trigger1 = root,var(10) > 0
  1403. anim = 8001
  1404. scale = (root,var(10)/1244.0)*.5,.5
  1405. ;ontop = 1
  1406. ownpal = 1
  1407. postype = left
  1408. pos = 23,24
  1409. pausemovetime = 99999999
  1410. supermovetime = 99999999
  1411. sprpriority=9
  1412.  
  1413. [State 8580, Damage Bar]
  1414. type = Explod
  1415. trigger1 = teamside = 1
  1416. trigger1 = root,var(11) > 0
  1417. anim = 8002
  1418. scale = (root,var(11)/1244.0)*.5,.5
  1419. ;ontop = 1
  1420. ownpal = 1
  1421. postype = left
  1422. pos = 23,24
  1423. pausemovetime = 99999999
  1424. supermovetime = 99999999
  1425. sprpriority=8
  1426.  
  1427.  
  1428.  
  1429. ;-Player 2--------------------------------------------------
  1430. [State 8580, Name]
  1431. type = Explod
  1432. trigger1 = teamside = 2
  1433. anim = 8100
  1434. scale = .5,.5
  1435. ontop = 1
  1436. ownpal = 1
  1437. postype = right
  1438. pos = -20,32.5
  1439. pausemovetime = 99999999
  1440. supermovetime = 99999999
  1441. ignorehitpause=1
  1442.  
  1443. [State 8580, Health Bar]
  1444. type = Explod
  1445. trigger1 = teamside = 2
  1446. trigger1 = root,var(10) > 0
  1447. anim = 8101
  1448. scale = (root,var(10)/1244.0)*.5,.5
  1449. ;ontop = 1
  1450. ownpal = 1
  1451. postype = right
  1452. pos = -23,24
  1453. pausemovetime = 99999999
  1454. supermovetime = 99999999
  1455. sprpriority=9
  1456.  
  1457. [State 8580, Damage Bar]
  1458. type = Explod
  1459. trigger1 = teamside = 2
  1460. trigger1 = root,var(11) > 0
  1461. anim = 8102
  1462. scale = (root,var(11)/1244.0)*.5,.5
  1463. ;ontop = 1
  1464. ownpal = 1
  1465. postype = right
  1466. pos = -23,24
  1467. pausemovetime = 99999999
  1468. supermovetime = 99999999
  1469. sprpriority=8
  1470.  
  1471. [State 8580, DestroySelf]
  1472. type = removeexplod
  1473. trigger1 = root,var(20) = 1
  1474. trigger2 = root,stateno=[4500,4599]
  1475. trigger3 = roundstate=3
  1476.  
  1477.  
  1478. [State 8580, DestroySelf]
  1479. type = DestroySelf
  1480. trigger1 = root,var(20) = 1
  1481. trigger2 = root,stateno=[4500,4599]
  1482. trigger3 = roundstate=3
  1483.  
  1484. ;Battle Messages for Intro
  1485. [Statedef 9500]
  1486. type = A
  1487. movetype = I
  1488. physics = N
  1489. anim = 9999
  1490. velset = 0,0
  1491. ctrl = 0
  1492.  
  1493. [State 0, PlaySnd]
  1494. type = PlaySnd
  1495. trigger1 =time=0
  1496. value = F5,cond(roundno=1,0+matchno,0)
  1497. persistent=0
  1498.  
  1499. [State 0, pt1]
  1500. type = Explod
  1501. triggerall = IsHomeTeam
  1502. trigger1 = time=0
  1503. anim = F7500+matchno
  1504. id=9510
  1505. pos = cond(Matchno=8,75,130),120
  1506. postype =left
  1507. bindtime = -1
  1508. removetime = -2
  1509. scale = .5,.5
  1510. ontop = 1
  1511. ownpal = 1
  1512.  
  1513. [State 0, pt1]
  1514. type = Explod
  1515. triggerall = ishometeam
  1516. trigger1 = time=0
  1517. anim = F7510+matchno
  1518. id=9520
  1519. pos = cond(Matchno=8,235,250),120
  1520. postype =left
  1521. bindtime = -1
  1522. removetime = -2
  1523. scale = .5,.5
  1524. ontop = 1
  1525. ownpal = 1
  1526.  
  1527. [State 0, RemoveExplod]
  1528. type = RemoveExplod
  1529. trigger1 = roundstate!=1
  1530.  
  1531. [State 0, DestroySelf]
  1532. type = DestroySelf
  1533. trigger1 = roundstate!=1
  1534.  
  1535.  
  1536. ;==================================================================================================================================================
  1537. ; Scoring System by RajaaBoy (HP Counter for the Fighters)
  1538. ;==================================================================================================================================================
  1539. [Statedef 10000]
  1540. type = A
  1541. movetype = I
  1542. physics = N
  1543. ctrl = 0
  1544. velset = 0, 0
  1545. sprpriority = -65536
  1546.  
  1547. ;========================< Essential State Controllers >========================
  1548.  
  1549. ; Blank Animations
  1550. [state 10000, Change Animation]
  1551. type = changeanim
  1552. trigger1 = anim != 9999
  1553. value = 9999
  1554.  
  1555. ; Bind to Parent (Optional)
  1556. [state 10000, Parent Bind]
  1557. type = bindtoparent
  1558. trigger1 = 1
  1559. pos = 0, -16
  1560.  
  1561. ; Prevent Getting Hit
  1562. [state 10000, Vulnerability]
  1563. type = nothitby
  1564. trigger1 = 1
  1565. value = SCA
  1566. time = -1
  1567.  
  1568. ; Return to This State if Miraculously Hit
  1569. [state 10000, Hit Override]
  1570. type = hitoverride
  1571. trigger1 = 1
  1572. attr = SCA,AA,AP,AT
  1573. stateno = stateno
  1574. slot = 0
  1575. time = -1
  1576. forceair = 0
  1577.  
  1578. ;========================< Calculate Score >========================
  1579. ; 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 --
  1580. ; 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)."
  1581. ; 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.
  1582.  
  1583. ; 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.
  1584. ; 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.
  1585. ; Then you could just increase your root's variable from your root's states and the score would follow seamlessly.
  1586.  
  1587. ; Reset Score at Beginning of Match
  1588. [state 10000, Reset Score]
  1589. type = varset
  1590. trigger1 = 1 ;&& !roundsexisted
  1591. var(0) = root,var(10) + 0 * (var(50) := 0)
  1592.  
  1593. ; Increase Score on Movehit (Change Triggers and Parameters Accordingly)
  1594. ;[state 10000, Increase Score]
  1595. ;type = varadd
  1596. ;trigger1 = root,movehit = 1 && var(50) = 0
  1597. ;var(0) = 152
  1598. ;
  1599. ; Decrease Score on Gethit (Change Triggers and Parameters Accordingly)
  1600. [state 10000, Decrease Score]
  1601. type = varadd
  1602. trigger1 = root,movetype = H && !root,hitover && root,stateno = [5000, 5199]
  1603. trigger1 = root,gethitvar(hitshaketime) && root,time <= 1 && var(50) = 0
  1604. var(0) = -floor(root,gethitvar(damage))
  1605.  
  1606. ; Allow the above state controllers to be activated again
  1607. [state 10000, Reset Controller Limiter]
  1608. type = varset
  1609. trigger1 = 1
  1610. var(50) = 0
  1611.  
  1612. ; This limits the state controllers above to activating only during the tick that the score is changed.
  1613. ; This state controller should contain the same triggers used to increase AND decrease var(0).
  1614. [state 10000, Controller Limiter]
  1615. type = varset
  1616. trigger1 = root,movehit = 1 && var(50) = 0
  1617. trigger2 = root,movetype = H && !root,hitover && root,stateno = [5000, 5199]
  1618. trigger2 = root,gethitvar(hitshaketime) && root,time <= 1 && var(59) = 0
  1619. var(50) = 1
  1620.  
  1621. ;========================< Incrementally Calculate Score >========================
  1622.  
  1623. ; Speed of Incrementation
  1624. [state 10000, Speed to Reach Actual Score]
  1625. type = varset
  1626. trigger1 = 1
  1627. fvar(0) = (var(0) - var(1)) / 96.0 ; change the divisor accordingly
  1628.  
  1629. ; Optional:
  1630. ; Use this variable in the Place Value section below.
  1631. ; Replace var(0) with var(1) in the Place Value section below to have score increase incrementally instead of instantly.
  1632. [state 10000, Incrementally Increase Score]
  1633. type = varadd
  1634. trigger1 = var(0) != var(1)
  1635. var(1) = cond(var(0) > var(1), ceil(fvar(0)), floor(fvar(0)))
  1636.  
  1637. ;========================< Prevent Score from Going out of Bounds >========================
  1638.  
  1639. ; Keep Score bewteen 0 and 999,999,999
  1640. [state 10000, Limit Score]
  1641. type = varset
  1642. trigger1 = var(0) != [0, 9999]
  1643. var(0) = cond(var(0) > 9999, 9999, 0)
  1644.  
  1645. [state 10000, Limit Score]
  1646. type = varset
  1647. trigger1 = var(1) != [0, 9999]
  1648. var(1) = cond(var(1) > 9999, 9999, 0)
  1649.  
  1650. ;========================< Detect Place Values >========================
  1651.  
  1652. [state 10000, Score For Ones Place]
  1653. type = varset
  1654. trigger1 = 1
  1655. var(2) = floor(var(0) / 1) % 10 ; * 1 ; uncomment to get exact amount of ones
  1656. ; var(2) = floor(var(1) / 1) % 10 ; incrementally increase score
  1657.  
  1658. [state 10000, Score For Tens Place]
  1659. type = varset
  1660. trigger1 = 1
  1661. var(3) = floor(var(0) / 10) % 10 ; * 10 ; uncomment to get exact amount of tens
  1662. ; var(3) = floor(var(1) / 10) % 10 ; incrementally increase score
  1663.  
  1664. [state 10000, Score For Hundreds Place]
  1665. type = varset
  1666. trigger1 = 1
  1667. var(4) = floor(var(0) / 100) % 10 ; * 100 ; uncomment to get exact amount of hundreds
  1668. ; var(4) = floor(var(1) / 100) % 10 ; incrementally increase score
  1669.  
  1670. [state 10000, Score For Thousands Place]
  1671. type = varset
  1672. trigger1 = 1
  1673. var(5) = floor(var(0) / 1000) % 10 ; * 1000 ; uncomment to get exact amount of thousands
  1674. ;var(5) = floor(var(1) / 1000) % 10 ; incrementally increase score
  1675.  
  1676. ;[state 10000, Score For Ten Thousands Place]
  1677. ;type = varset
  1678. ;trigger1 = 1
  1679. ;var(6) = floor(var(0) / 10000) % 10 ; * 10000 ; uncomment to get exact amount of ten thousands
  1680. ; var(6) = floor(var(1) / 10000) % 10 ; incrementally increase score
  1681.  
  1682. ;[state 10000, Score For Hundred Thousands Place]
  1683. ;type = varset
  1684. ;trigger1 = 1
  1685. ;var(7) = floor(var(0) / 100000) % 10 ; * 100000 ; uncomment to get exact amount of hundred thousands
  1686. ; var(7) = floor(var(1) / 100000) % 10 ; incrementally increase score
  1687.  
  1688. ;[state 10000, Score For Millions Place]
  1689. ;type = varset
  1690. ;trigger1 = 1
  1691. ;var(8) = floor(var(0) / 1000000) % 10 ; * 1000000 ; uncomment to get exact amount of millions
  1692. ; var(8) = floor(var(1) / 1000000) % 10 ; incrementally increase score
  1693.  
  1694. ;[state 10000, Score For Ten Millions Place]
  1695. ;type = varset
  1696. ;trigger1 = 1
  1697. ;var(9) = floor(var(0) / 10000000) % 10 ; * 10000000 ; uncomment to get exact amount of ten millions
  1698. ; var(9) = floor(var(1) / 10000000) % 10 ; incrementally increase score
  1699.  
  1700. ;[state 10000, Score For Hundred Millions Place]
  1701. ;type = varset
  1702. ;trigger1 = 1
  1703. ;var(10) = floor(var(0) / 100000000) % 10 ; * 100000000 ; uncomment to get exact amount of hundred millions
  1704. ; var(10) = floor(var(1) / 100000000) % 10 ; incrementally increase score
  1705.  
  1706. ;[state 10000, Score For Billions Place]
  1707. ;type = varset
  1708. ;trigger1 = 1
  1709. ;var(11) = floor(var(0) / 1000000000) % 10 ; * 1000000000 ; uncomment to get exact amount of billions
  1710. ; var(11) = floor(var(1) / 1000000000) % 10 ; incrementally increase score
  1711.  
  1712. ;========================< Display Score on Screen >========================
  1713. ; The following code assumes your number fonts have dimensions of 8x8 and are aligned at 0,0 on the axis
  1714. ; Your air file should have 10 animations that represent numbers 0 - 9 respectively.
  1715. ; The animations in the air files should be numbered logically. Meaning, they must all have the same basic multiple, like this:
  1716. ; Sequence A: 10000, 10001, 10002, 10003, 10004, etc
  1717. ; Sequence B: 10000, 10005, 10010, 10015, 10020, etc
  1718.  
  1719. ; 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:
  1720. ; anim = 10000 + var(2) ; ones place
  1721. ; If var(2) is 1, then it will add 1 to 10000 and the animation that represents the number 1 will be played.
  1722.  
  1723. ; 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:
  1724. ; anim = 10000 + 5 * var(2) ; ones place
  1725. ; If var(2) is 1, then it will add 5 to 10000 and the animation that represents the number 1 will be played.
  1726.  
  1727. ; For this code snippet, we will use Sequence A from above.
  1728.  
  1729. ; Constantly destroys explods so that their animations can change.
  1730. ; For Some Reason, modifyexplod doesn't allow the changing of explods' animations
  1731. [state 10000, Reset]
  1732. type = removeexplod
  1733. trigger1 = 1
  1734.  
  1735. [state 10000, Ones]
  1736. type = explod
  1737. trigger1 = !numexplod(0)
  1738. anim = 7000 + var(2)
  1739. ID = 0
  1740. postype = left
  1741. 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
  1742. bindtime = 1
  1743. facing = 1
  1744. ownpal = 1
  1745. scale=.5,.5
  1746. sprpriority = -65536
  1747. pausemovetime = -1
  1748. supermovetime = -1
  1749.  
  1750. [state 10000, Tens]
  1751. type = explod
  1752. trigger1 = !numexplod(1)
  1753. anim = 7000 + var(3)
  1754. ID = 1
  1755. postype = left
  1756. 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
  1757. bindtime = -1
  1758. facing = 1
  1759. ownpal = 1
  1760. scale=.5,.5
  1761. sprpriority = -65536
  1762. pausemovetime = -1
  1763. supermovetime = -1
  1764.  
  1765. [state 10000, Hundreds]
  1766. type = explod
  1767. trigger1 = !numexplod(2)
  1768. anim = 7000 + var(4)
  1769. ID = 2
  1770. postype = left
  1771. 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
  1772. bindtime = -1
  1773. facing = 1
  1774. ownpal = 1
  1775. scale=.5,.5
  1776. sprpriority = -65536
  1777. pausemovetime = -1
  1778. supermovetime = -1
  1779.  
  1780. [state 10000, Thousands]
  1781. type = explod
  1782. trigger1 = !numexplod(3)
  1783. anim = 7000 + var(5)
  1784. ID = 3
  1785. postype = left
  1786. 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
  1787. bindtime = -1
  1788. facing = 1
  1789. ownpal = 1
  1790. scale=.5,.5
  1791. sprpriority = -65536
  1792. pausemovetime = -1
  1793. supermovetime = -1
  1794. ;
  1795. ;[state 10000, Ten Thousands]
  1796. ;type = explod
  1797. ;trigger1 = !numexplod(4)
  1798. ;anim = 10000 + var(6)
  1799. ;ID = 4
  1800. ;postype = left
  1801. ;pos = cond(teamside = 1, 40, 280), ceil((1.33 * gameheight / gamewidth) * 0) ; top left of screen for player 1, top right for player 2
  1802. ;bindtime = -1
  1803. ;facing = 1
  1804. ;ownpal = 0
  1805. ;sprpriority = -65536
  1806. ;pausemovetime = -1
  1807. ;supermovetime = -1
  1808. ;
  1809. ;[state 10000, Hundred Thousands]
  1810. ;type = explod
  1811. ;trigger1 = !numexplod(5)
  1812. ;anim = 10000 + var(7)
  1813. ;ID = 5
  1814. ;postype = left
  1815. ;pos = cond(teamside = 1, 32, 272), ceil((1.33 * gameheight / gamewidth) * 0) ; top left of screen for player 1, top right for player 2
  1816. ;bindtime = -1
  1817. ;facing = 1
  1818. ;ownpal = 0
  1819. ;sprpriority = -65536
  1820. ;pausemovetime = -1
  1821. ;supermovetime = -1
  1822. ;
  1823. ;[state 10000, Millions]
  1824. ;type = explod
  1825. ;trigger1 = !numexplod(6)
  1826. ;anim = 10000 + var(8)
  1827. ;ID = 6
  1828. ;postype = left
  1829. ;pos = cond(teamside = 1, 24, 264), ceil((1.33 * gameheight / gamewidth) * 0) ; top left of screen for player 1, top right for player 2
  1830. ;bindtime = -1
  1831. ;facing = 1
  1832. ;ownpal = 0
  1833. ;sprpriority = -65536
  1834. ;pausemovetime = -1
  1835. ;supermovetime = -1
  1836. ;
  1837. ;[state 10000, Ten Millions]
  1838. ;type = explod
  1839. ;trigger1 = !numexplod(7)
  1840. ;anim = 10000 + var(9)
  1841. ;ID = 7
  1842. ;postype = left
  1843. ;pos = cond(teamside = 1, 16, 256), ceil((1.33 * gameheight / gamewidth) * 0) ; top left of screen for player 1, top right for player 2
  1844. ;bindtime = -1
  1845. ;facing = 1
  1846. ;ownpal = 0
  1847. ;sprpriority = -65536
  1848. ;pausemovetime = -1
  1849. ;supermovetime = -1
  1850. ;
  1851. ;[state 10000, Hundred Millions]
  1852. ;type = explod
  1853. ;trigger1 = !numexplod(8)
  1854. ;anim = 10000 + var(10)
  1855. ;ID = 8
  1856. ;postype = left
  1857. ;pos = cond(teamside = 1, 8, 248), ceil((1.33 * gameheight / gamewidth) * 0) ; top left of screen for player 1, top right for player 2
  1858. ;bindtime = -1
  1859. ;facing = 1
  1860. ;ownpal = 0
  1861. ;sprpriority = -65536
  1862. ;pausemovetime = -1
  1863. ;supermovetime = -1
  1864. ;
  1865. ;[state 10000, Billions]
  1866. ;type = explod
  1867. ;trigger1 = !numexplod(9)
  1868. ;anim = 10000 + var(11)
  1869. ;ID = 9
  1870. ;postype = left
  1871. ;pos = cond(teamside = 1, 0, 240), ceil((1.33 * gameheight / gamewidth) * 0) ; top left of screen for player 1, top right for player 2
  1872. ;bindtime = -1
  1873. ;facing = 1
  1874. ;ownpal = 0
  1875. ;sprpriority = -65536
  1876. ;pausemovetime = -1
  1877. ;supermovetime = -1
  1878.  
  1879. ;========================< Reset Score System >========================
  1880.  
  1881. [state 10000, Destroy Explod]
  1882. type = removeexplod
  1883. trigger1 = time >= 65535
  1884.  
  1885. [state 10000, Destroy Helper]
  1886. type = destroyself
  1887. trigger1 = time >= 65535
  1888. trigger2 = root,stateno =[4500,4599]
  1889. trigger3 = root,alive=0
  1890. trigger4 = roundstate=[3,4]
  1891.  
  1892. ;========================< Debug Information >========================
  1893.  
  1894. ;[state 10000, Display System]
  1895. ;type = displaytoclipboard
  1896. ;trigger1 = 1
  1897. ;text = "Score = %d / %d / %f || RajaaBoy \n"
  1898. ;params = var(0), var(1), fvar(0)
  1899.  
  1900. ;[state 10000, Display System]
  1901. ;type = appendtoclipboard
  1902. ;trigger1 = 1
  1903. ;text = "Place Values = %d,%d,%d,%d,%d,%d,"
  1904. ;params = var(11), var(10), var(9), var(8), var(7), var(6)
  1905.  
  1906. ;[state 10000, Display System]
  1907. ;type = appendtoclipboard
  1908. ;trigger1 = 1
  1909. ;text = "%d,%d,%d,%d"
  1910. ;params = var(5), var(4), var(3), var(2)
  1911.  
  1912.  
  1913. [Statedef -2]
  1914.  
  1915. [State 190, VarSet]
  1916. type = VarSet
  1917. trigger1 = numpartner
  1918. trigger1 = id > partner,id
  1919. var(49) = 1
  1920.  
  1921.  
  1922. ;-----------------------------
  1923.  
  1924. [State 0, VarSet]
  1925. type = VarSet
  1926. trigger1 = movetype=H
  1927. var(7)=0
  1928.  
  1929.  
  1930. [state 10000, Score For Ones Place]
  1931. type = varset
  1932. trigger1 = 1
  1933. var(42) = floor(gethitvar(damage) / 1) % 10
  1934.  
  1935. [state 10000, Score For Tens Place]
  1936. type = varset
  1937. trigger1 = 1
  1938. var(43) = floor(gethitvar(damage) / 10) % 10
  1939.  
  1940. [state 10000, Score For Hundreds Place]
  1941. type = varset
  1942. trigger1 = 1
  1943. var(44) = floor(gethitvar(damage) / 100) % 10
  1944.  
  1945. [State 0, Damage changer]
  1946. type = VarRandom
  1947. trigger1 = 1
  1948. v = 45
  1949. range = 1,3
  1950. ignorehitpause = 1
  1951.  
  1952. ;[State 0, AttackMulSet]
  1953. ;type = Varset
  1954. ;trigger1 = var(45)=1
  1955. ;fvar(1) = 0.9
  1956. ;ignorehitpause = 1
  1957. ;
  1958. ;[State 0, AttackMulSet]
  1959. ;type = varset
  1960. ;trigger1 = var(45)=2
  1961. ;fvar(1) = 1.0
  1962. ;ignorehitpause = 1
  1963. ;
  1964. ;[State 0, AttackMulSet]
  1965. ;type = Varset
  1966. ;trigger1 = var(45)=3
  1967. ;fvar(1) = 1.1
  1968. ;ignorehitpause = 1
  1969.  
  1970. ;[State 0, AttackMulSet]
  1971. ;type = AttackMulSet
  1972. ;trigger1 = 1
  1973. ;value = fvar(1)
  1974. ;ignorehitpause = 1
  1975.  
  1976.  
  1977. ;Message Helper Changer
  1978. [State 0, VarSet]
  1979. type = VarSet
  1980. trigger1 = AILevel
  1981. var(56)=1
  1982.  
  1983. [State 0, VarSet]
  1984. type = VarSet
  1985. trigger1 = !AILevel
  1986. var(56)=0
  1987.  
  1988.  
  1989. [state -2, Scoring System by RajaaBoy]
  1990. type = helper
  1991. trigger1 = !numhelper(10000)
  1992. trigger1 = roundstate=2
  1993. trigger1 = alive
  1994. trigger1 = stateno !=[4500,4599]
  1995. name = "Scoring System by RajaaBoy"
  1996. ID = 10000
  1997. stateno = 10000
  1998. postype = p1
  1999. ownpal = 1
  2000. keyctrl = 0
  2001. size.xscale = 1
  2002. size.yscale = 1
  2003. supermovetime = 9999999
  2004. pausemovetime = 9999999
  2005. ignorehitpause = 1
  2006.  
  2007. [State 0, AssertSpecial]
  2008. type = AssertSpecial
  2009. trigger1 = roundstate!=2
  2010. flag = nobardisplay
  2011. ignorehitpause=1
  2012.  
  2013. [State -3]
  2014. type = Helper
  2015. triggerall = !alive
  2016. trigger1 = roundstate = 2
  2017. trigger1 = roundstate != [3,4]
  2018. trigger1 = NumHelper(19999997) = 0
  2019. stateno = 19999997
  2020. id = 19999997
  2021. ignorehitpause=1
  2022.  
  2023.  
  2024. [State 0, Can't be hit in assist states]
  2025. type = NotHitBy
  2026. trigger1 = stateno=[4500,4999]
  2027. value = SCA
  2028. ignorehitpause=1
  2029.  
  2030. [State 0, VarSet]
  2031. type = VarSet
  2032. trigger1 = alive
  2033. var(20)=0
  2034.  
  2035.  
  2036. [State 0, System Pos X]
  2037. type = VarSet
  2038. trigger1 = 1
  2039. var(12)=4
  2040.  
  2041. [State 0, System Pos Y]
  2042. type = VarSet
  2043. trigger1 = 1
  2044. var(13)=20
  2045.  
  2046.  
  2047. [State -2, Deactivate Tag]
  2048. type = VarSet
  2049. triggerall = var(33) ; Partner TAG mode activated
  2050. trigger1 = roundstate > 2
  2051. trigger1 = Win || Lose
  2052. var(33) = 0
  2053.  
  2054. ; NEW !! Tag active ctrl
  2055. [State -2, ctrl]
  2056. type = ChangeState
  2057. triggerall = var(33) ; Partner TAG mode activated
  2058. triggerall = NumPartner
  2059. triggerall = ID > Partner,ID
  2060. trigger1 = var(33) != [3, 5]
  2061. trigger1 = partner, var(33) != [3, 5]
  2062. trigger1 = RoundState = 2
  2063. trigger1 = Life && Partner, Life ; Team is alive
  2064. trigger1 = (stateno != [1000,4000]) && (stateno != [4500,4599])
  2065. trigger1 = (partner, stateno != [1000,4000]) && (partner, stateno != [4500,4599])
  2066. trigger1 = (stateno != 5500) && (stateno != 5500)
  2067. trigger1 = (partner, stateno != 5500) && (partner, stateno != 5500)
  2068. value = 4511
  2069.  
  2070. ; No AR Finisher for the following Chars
  2071. ; --------------------------------------
  2072. [State -2, Special Cases for AR]
  2073. type = VarSet
  2074. trigger1 = p2name != "Apocalypse"
  2075. trigger2 = p4name != "Apocalypse"
  2076. trigger3 = p2name != "Onslaught"
  2077. trigger4 = p4name != "Onslaught"
  2078. trigger5 = P2name != "Abyss Form 1"
  2079. trigger6 = P4name != "Abyss Form 1"
  2080. trigger7 = P2name != "Abyss Form 2"
  2081. trigger8 = P4name != "Abyss Form 2"
  2082. trigger9 = P2name != "Abyss Form 3"
  2083. trigger10 = P4name != "Abyss Form 3"
  2084. trigger11 = P2name != "Abyss"
  2085. trigger12 = P4name != "Abyss"
  2086. var(34) = 1
  2087.  
  2088. [State -2, Special Cases for AR]
  2089. type = VarSet
  2090. trigger1 = p2name = "Apocalypse"
  2091. trigger2 = p4name = "Apocalypse"
  2092. trigger3 = p2name = "Onslaught"
  2093. trigger4 = p4name = "Onslaught"
  2094. trigger5 = P2name = "Abyss Form 1"
  2095. trigger6 = P4name = "Abyss Form 1"
  2096. trigger7 = P2name = "Abyss Form 2"
  2097. trigger8 = P4name = "Abyss Form 2"
  2098. trigger9 = P2name = "Abyss Form 3"
  2099. trigger10 = P4name = "Abyss Form 3"
  2100. trigger11 = P2name = "Abyss"
  2101. trigger12 = P4name = "Abyss"
  2102. var(34) = 0
  2103.  
  2104.  
  2105. ;=========================LIFEBARS=============================================
  2106. [State 0, Digimon Tag Arena System]
  2107. type = Helper
  2108. trigger1 = var(10)
  2109. trigger1 = !numhelper(8580)
  2110. ID = 8580
  2111. stateno = 8580
  2112. supermovetime=9999999
  2113. pausemovetime=9999999
  2114.  
  2115. [State 0, Set Yellow Bar]
  2116. type = VarSet
  2117. trigger1 = roundstate=2
  2118. var(10)=life
  2119.  
  2120. [State 0, Kill Yellow Bar]
  2121. type = VarSet
  2122. trigger1 = roundstate!=2
  2123. trigger2 = stateno=[4500,4599]
  2124. var(10)=0
  2125.  
  2126.  
  2127. [State 0, Red Bar to decrement]
  2128. type = VarAdd
  2129. trigger1 = var(11) >var(10) && time >=0
  2130. var(11)=-2
  2131. ignorehitpause = 1
  2132. ;persistent =
  2133.  
  2134. [State 0, Stop Red bar from moving if it passes the yellow]
  2135. type = VarSet
  2136. trigger1 = var(11) <= var(10)
  2137. var(11)=var(10)
  2138.  
  2139. [State 0, Kill Red bar]
  2140. type = VarSet
  2141. trigger1 = !alive
  2142. var(11)=0
  2143.  
  2144.  
  2145. ;===============Portraits============================================
  2146. [State 8580, Portrait]
  2147. type = Explod
  2148. trigger1 = teamside = 1
  2149. trigger1 = alive
  2150. trigger1 = roundstate=2
  2151. anim = 8003
  2152. id=8003
  2153. scale = .7,.7
  2154. ontop = 1
  2155. ownpal = 0
  2156. postype = left
  2157. pos = 2,11.1
  2158. pausemovetime = 99999999
  2159. supermovetime = 99999999
  2160. ignorehitpause=1
  2161.  
  2162.  
  2163. [State 8580, Portrait]
  2164. type = Explod
  2165. trigger1 = teamside = 2
  2166. trigger1 = alive
  2167. trigger1 = roundstate=2
  2168. anim = 8103
  2169. id=8103
  2170. scale = .7,.7
  2171. ontop = 1
  2172. ownpal = 0
  2173. postype = right
  2174. pos = -2,11.1
  2175. pausemovetime = 99999999
  2176. supermovetime = 99999999
  2177. ignorehitpause=1
  2178.  
  2179.  
  2180. [State 8580, Dead Portrait]
  2181. type = Explod
  2182. trigger1 = teamside = 1
  2183. trigger1 = !alive
  2184. trigger1 = roundstate=2
  2185. trigger1 = time%4=0
  2186. anim = 8004
  2187. id=8004
  2188. scale = .7,.7
  2189. ontop = 1
  2190. ownpal = 0
  2191. postype = left
  2192. pos = 2,11.1
  2193. pausemovetime = 99999999
  2194. supermovetime = 99999999
  2195. ignorehitpause=1
  2196. removetime=-2
  2197.  
  2198. [State 8580, Dead Portrait]
  2199. type = Explod
  2200. trigger1 = teamside = 2
  2201. trigger1 = !alive
  2202. trigger1 = roundstate=2
  2203. trigger1 = time%4=0
  2204. anim = 8104
  2205. id=8104
  2206. scale = .7,.7
  2207. ontop = 1
  2208. ownpal = 0
  2209. postype = right
  2210. pos = -2,11.1
  2211. pausemovetime = 99999999
  2212. supermovetime = 99999999
  2213. ignorehitpause=1
  2214. removetime=-2
  2215.  
  2216. [State 0, RemoveExplod]
  2217. type = RemoveExplod
  2218. trigger1 = roundstate = 2 && stateno=[4500,4599]
  2219. trigger2 = !alive
  2220. id = 8003
  2221.  
  2222. [State 0, RemoveExplod]
  2223. type = RemoveExplod
  2224. trigger1 = roundstate = 2 && stateno=[4500,4599]
  2225. trigger2 = !alive
  2226. id = 8103
  2227.  
  2228. [State 0, RemoveExplod]
  2229. type = RemoveExplod
  2230. trigger1 = roundstate = 2 && !alive && var(20)=1
  2231. trigger2 = roundstate !=2
  2232. id = 8004
  2233.  
  2234. [State 0, RemoveExplod]
  2235. type = RemoveExplod
  2236. trigger1 = roundstate = 2 && !alive && var(20)=1
  2237. trigger2 = roundstate !=2
  2238. id = 8104
  2239.  
  2240. ;====================POWERBAR====================================
  2241.  
  2242. [State 0, PalFXWiz]
  2243. type = PalFX
  2244. trigger1 = gametime%14=0 && power=1000 && alive
  2245. time = 14
  2246. add = 128,128,128
  2247. mul = 256,256,256
  2248. sinadd = 128,128,128,14
  2249. invertall = 0
  2250. color = 256
  2251. ignorehitpause=1
  2252.  
  2253. ;======MESSAGES==================================================
  2254. [State -2, FIRST ATTACK P1]
  2255. type = Explod
  2256. triggerall = !(var(14)&1) && teamside = 1
  2257. trigger1 = movehit
  2258. trigger2 = projhittime(0) > 0
  2259. anim = F7104
  2260. ownpal = 1
  2261. ontop = 1
  2262. postype = left
  2263. bindtime = -1
  2264. pos = 0,65+var(51)*20
  2265. scale = 1,1
  2266. supermove = 1
  2267. pausemovetime = 99999999
  2268. ignorehitpause = 1
  2269. id = 8571
  2270.  
  2271. [State -2, FIRST ATTACK P2]
  2272. type = Explod
  2273. triggerall = !(var(14)&1) && teamside = 2
  2274. trigger1 = movehit
  2275. trigger2 = projhittime(0) > 0
  2276. anim = F7114
  2277. ownpal = 1
  2278. ontop = 1
  2279. postype = right
  2280. bindtime = -1
  2281. pos = 0,65+var(51)*20
  2282. scale = 1,1
  2283. supermove = 1
  2284. pausemovetime = 99999999
  2285. ignorehitpause = 1
  2286. id = 8571
  2287.  
  2288. [State -2, ƒVƒXƒeƒ€ƒƒbƒZ[ƒW]
  2289. type = PlaySnd
  2290. triggerall = !(var(14)&1)
  2291. trigger1 = movehit
  2292. trigger2 = projhittime(0) > 0
  2293. value = F5,10
  2294. ignorehitpause = 1
  2295. channel=3
  2296.  
  2297. [State -2, ƒVƒXƒeƒ€ƒƒbƒZ[ƒW]
  2298. type = VarSet
  2299. triggerall = !(var(14)&1)
  2300. trigger1 = movehit
  2301. trigger2 = projhittime(0) > 0
  2302. trigger3 = movetype = H && stateno != [120,155]
  2303. trigger4 = numpartner
  2304. trigger4 = partner,movetype = H && partner,stateno != [120,155]
  2305. trigger5 = numpartner
  2306. trigger5 = partner,movehit || partner,projhittime(0) > 0
  2307. trigger6 = numhelper
  2308. trigger6 = helper,movehit || helper,projhittime(0)>0
  2309. trigger7 = var(15)
  2310. var(14) = var(14) | 1
  2311. ignorehitpause = 1
  2312.  
  2313. [State -2, ƒVƒXƒeƒ€ƒƒbƒZ[ƒW]
  2314. type = Explod
  2315. triggerall = !(var(14)&2) && teamside = 1
  2316. trigger1 = life < lifemax * .25
  2317. anim = F7102
  2318. ownpal = 1
  2319. ontop = 1
  2320. postype = left
  2321. bindtime = -1
  2322. pos = 0,65+var(51)*20
  2323. scale = 1,1
  2324. supermove = 1
  2325. pausemovetime = 99999999
  2326. ignorehitpause = 1
  2327. id = 8570
  2328.  
  2329. [State -2, ƒVƒXƒeƒ€ƒƒbƒZ[ƒW]
  2330. type = Explod
  2331. triggerall = !(var(14)&2) && teamside = 2 && alive
  2332. trigger1 = life < lifemax * .25
  2333. anim = F7112
  2334. ownpal = 1
  2335. ontop = 1
  2336. postype = right
  2337. bindtime = -1
  2338. pos = 0,65+var(51)*20
  2339. scale = 1,1
  2340. supermove = 1
  2341. pausemovetime = 99999999
  2342. ignorehitpause = 1
  2343. id = 8570
  2344.  
  2345. [State -2, ƒVƒXƒeƒ€ƒƒbƒZ[ƒW]
  2346. type = PlaySnd
  2347. triggerall = !(var(14)&2) && alive
  2348. trigger1 = life < lifemax * .25
  2349. value = F5,11
  2350. ignorehitpause = 1
  2351. channel=3
  2352.  
  2353. [State -2, ƒVƒXƒeƒ€ƒƒbƒZ[ƒW]
  2354. type = VarSet
  2355. triggerall = !(var(14)&2)
  2356. trigger1 = life < lifemax * .25
  2357. var(14) = var(14) | 2
  2358. ignorehitpause = 1
  2359.  
  2360. [State -2, ƒVƒXƒeƒ€ƒƒbƒZ[ƒW]
  2361. type = VarSet
  2362. triggerall = (var(14)&2)
  2363. trigger1 = life >= lifemax * .25
  2364. var(14) = var(14) ^ 2
  2365. ignorehitpause = 1
  2366.  
  2367. [State -2, ƒVƒXƒeƒ€ƒƒbƒZ[ƒW]
  2368. type = RemoveExplod
  2369. trigger1 = numexplod(8570) && numexplod(8550)
  2370. id = 8550
  2371. ignorehitpause = 1
  2372.  
  2373. [State -2, ƒVƒXƒeƒ€ƒƒbƒZ[ƒW]
  2374. type = RemoveExplod
  2375. trigger1 = numexplod(8570) && numexplod(8571)
  2376. id = 8571
  2377. ignorehitpause = 1
  2378.  
  2379.  
  2380. [State -2, Remember the last Position (X)]
  2381. type = VarSet
  2382. triggerall = RoundState < 2
  2383. trigger1 = stateno = [0, 21] ;Enable after Intro
  2384. fvar(5) = Pos X
  2385.  
  2386. [State -2, Set the actual Position when match begins]
  2387. type = PosSet
  2388. trigger1 = RoundState = 2
  2389. trigger1 = fvar(5) != 0
  2390. trigger1 = prevstateno != [191,194]
  2391. x = fvar(5)
  2392.  
  2393. [State -2, Reset PlaceHolder Var]
  2394. type = VarSet
  2395. trigger1 = RoundState = 2
  2396. fvar(5) = 0
  2397.  
  2398. [State 0, RemoveExplod]
  2399. type = RemoveExplod
  2400. trigger1 = roundstate!=2
  2401. id = 8550
  2402.  
  2403. [State 0, RemoveExplod]
  2404. type = RemoveExplod
  2405. trigger1 = roundstate!=2
  2406. id = 8570
  2407.  
  2408. [State 0, RemoveExplod]
  2409. type = RemoveExplod
  2410. trigger1 = roundstate!=2
  2411. id = 8571
  2412.  
  2413. [State 0, Helper]
  2414. type = Helper
  2415. triggerall = !numpartner
  2416. trigger1 = roundstate=1&&!numhelper(9500)&&roundno=1
  2417. trigger1 = enemy,stateno=0 && stateno =0
  2418. stateno = 9500
  2419. id= 9500
  2420. ownpal=1
  2421.  
  2422. [State 0, Helper]
  2423. type = Helper
  2424. triggerall = numpartner
  2425. triggerall = var(49)=1
  2426. trigger1 = roundstate=1&&!numhelper(9500)&&roundno=1
  2427. trigger1 = enemy,stateno=0 && stateno =0 && partner,stateno =0
  2428. stateno = 9500
  2429. id= 9500
  2430. ownpal=1
  2431.  
  2432.  
  2433. ;--------------------------------------------------------------
  2434.  
  2435. [Statedef -3]
  2436.  
  2437. [State 1120, ƒ_ƒ[ƒWƒ{ƒCƒX]
  2438. type = PlaySnd
  2439. triggerall = alive && movetype = H
  2440. triggerall = random % 10 < 5
  2441. trigger1 = stateno = 5000 && time = 1
  2442. trigger2 = stateno = 5010 && time = 1
  2443. trigger3 = stateno = 5020 && time = 1
  2444. trigger4 = stateno = 5070 && time = 1
  2445. trigger5 = stateno = 5080 && time = 1
  2446. value = s12,random%2
  2447. channel = 2
  2448.  
  2449. [State 0, StopSnd]
  2450. type = StopSnd
  2451. trigger1 = !alive
  2452. channel = 2
  2453.  
  2454.  
  2455. [State -3, Landing Sound]
  2456. type = PlaySnd
  2457. triggerall = Time = 1
  2458. trigger1 = stateno = 52 ;Jump land
  2459. trigger2 = stateno = 106 ;Run-back land
  2460. value = F0, 0
  2461.  
  2462. ; ============================ (TAG SYSTEM) =============================
  2463. ; Run into the screen (tagged in)
  2464. [State -3, enter the screen]
  2465. type = ChangeState
  2466. triggerall = var(33) ; Partner TAG mode activated
  2467. triggerall = NumPartner
  2468. triggerall = stateno = 4512 ; Player waiting outside the screen
  2469. trigger1 = partner, stateno = 4510 ; Partner leaving the screen
  2470. trigger1 = Life ; And you're alive
  2471. value = 4720
  2472.  
  2473. ; Enter and help partner
  2474. [State -3, enter the screen]
  2475. type = ChangeState
  2476. triggerall = var(33) ; Partner TAG mode activated
  2477. triggerall = NumPartner
  2478. triggerall = stateno = 4512 ; Player waiting outside the screen
  2479. triggerall = Life ; And you're alive
  2480. trigger1 = partner, stateno =4700 ; Partner doing his taunt
  2481. trigger2 = (partner, MoveType = A) && (partner, statetype != A)
  2482. trigger2 = (command = "y") && (command = "b") ; Assist command performed
  2483. trigger2 = partner, stateno = [200, 399] ; During standing attacks
  2484. trigger3 = (partner, MoveType = A) && (partner, statetype != A)
  2485. trigger3 = (command = "y") && (command = "b") ; Assist command performed
  2486. trigger3 = partner, stateno = [400, 599] ; During crouching attacks
  2487. value = 4530
  2488. ignorehitpause = 1
  2489.  
  2490.  
  2491. ; Jump into the screen (partner was KOed)
  2492. [State -3, enter the screen]
  2493. type = ChangeState
  2494. triggerall = var(33) ; Partner TAG mode activated
  2495. triggerall = NumPartner
  2496. triggerall = StateNo = 4512 ; Player waiting outside the screen
  2497. trigger1 = !(Partner, Life) ; Partner dead
  2498. trigger1 = (partner, stateno = 5150)
  2499. trigger1 = partner,var(20)=1
  2500. trigger1 = Life ; And you're alive
  2501. trigger2 = roundstate >= 3 ; the match is over
  2502. trigger2 = Win || LoseTime || WinTime || DrawGame
  2503. value = 4720
  2504.  
  2505.  
  2506.  
  2507. [State -3, wait out of the stage]
  2508. type = ChangeState
  2509. triggerall = NumPartner
  2510. trigger1 = var(33) = 3 ; just performed assist attack
  2511. trigger1 = RoundState = 2 ; currently fighting
  2512. trigger1 = Life && Partner, Life ; And you're alive
  2513. trigger1 = (stateno != [1000,4000]) && (stateno != [4500,4599])
  2514. trigger1 = stateno != [5000, 5899]
  2515. value = 4511
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