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- [Statedef 1314]
- type = S
- movetype = A
- physics = S
- Anim = 1314
- sprpriority = 10
- [State 0, NotHitBy];Prevent Thanatos from Terumi's Venomous Bite
- type = NotHitBy
- trigger1 = 1
- value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
- time = 1000
- ignorehitpause = 1
- persistent = 1
- [State 1200, 6]
- type = explod
- triggerall = time < 10
- trigger1 = timemod = 2,0
- anim = 1316
- id = 1316
- pos = -20+random%60,-40-random%80
- facing = -1
- sprpriority = 12
- vel = 0,-1-random%2
- bindtime = 4
- ownpal = 1
- ignorehitpause = 1
- scale = 0.4,1
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = !time
- value = S500,2
- [State -2, Explod]
- type = Explod
- triggerall = roundstate = 2
- triggerall = numenemy
- triggerall = root,var(56) = 1 && numexplod(13000) = 0 && teamside = 1
- triggerall = enemy, movetype = h
- trigger1 = movehit
- anim = 9888
- pos = 5,75
- postype = left
- removetime = -2
- supermove = 1
- scale = 0.25,0.25
- sprpriority = 0
- id = 13000
- bindtime = -1
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- pausemovetime = -1
- persistent = 0
- [State -2, Explod]
- type = Explod
- triggerall = roundstate = 2
- triggerall = numenemy
- triggerall = root,var(56) = 1 && numexplod(13000) = 0 && teamside = 2
- triggerall = enemy, movetype = h
- trigger1 = movehit
- anim = 9888
- pos = -65,75
- postype = right
- removetime = -2
- supermove = 1
- scale = 0.25,0.25
- sprpriority = 0
- id = 13000
- bindtime = -1
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- pausemovetime = -1
- persistent = 0
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem = 3
- value = S0,5
- [State 1200, 6]
- type = explod
- trigger1 = animelem = 3
- anim = 6010
- id = 6010
- pos = -40,-80
- facing = -1
- sprpriority = 20
- vfacing = -1
- bindtime = 4
- ownpal = 1
- ignorehitpause = 1
- scale = 1.25,1.25
- [State 1200, 6]
- type = explod
- trigger1 = animelem = 3
- anim = 6010
- id = 6010
- pos = 0,-80
- facing = 1
- sprpriority = 20
- vfacing = -1
- bindtime = 4
- ownpal = 1
- ignorehitpause = 1
- scale = 1.5,1.25
- [State 0, Trans]
- type = Trans
- trigger1 = 1
- trans = addalpha
- alpha = 0+time*26,256-time*26
- ignorehitpause = 1
- persistent = 1
- [State 0, VarAdd]
- type = VarAdd
- triggerall = MoveHit = 1
- trigger1 = P2StateType = A
- var(19) = 7
- persistent = 0
- [State 0, VelSet]
- type = VelSet
- trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(11) <= 0
- x = 1.6
- [State 210, 2]
- type = HitDef
- triggerall = Var(19) <= 55
- trigger1 = AnimElemTime(3) = 0 || AnimElemTime(7) = 0 || AnimElemTime(11) = 0
- attr = A, SA
- animtype = Hard
- air.animtype = Back
- ground.type = High
- guardflag = MA
- hitflag = MAF
- damage = ceil(40)
- pausetime = 6,9
- guard.pausetime = 6,7
- sparkno = s8001
- guard.sparkno = s8003
- sparkxy = -36,-70
- hitsound = s5,4
- guardsound = s6,0
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 20
- guard.hittime = 19
- ground.velocity = -8.1796875,-8.1796875
- guard.velocity = -7.90625
- air.type = High
- air.velocity = -8.1796875,-8.1796875
- air.hittime = 20
- getpower = 0,0
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- yaccel = .5
- air.fall = 1
- fall.recover = 1
- fall.recovertime = 120
- envshake.time = 8
- envshake.ampl = 6
- fall = 1
- id = 623
- p2facing = 1
- [State 1150, Squashed]
- type = TargetState
- triggerall = numtarget
- trigger1 = movehit = 1
- value = 1031
- ignorehitpause = 1
- id = 623
- [State 210, 2]
- type = HitDef
- triggerall = Var(19) <= 55
- trigger1 = AnimElemTime(15) = 0
- attr = A, SA
- animtype = Hard
- air.animtype = Back
- ground.type = High
- guardflag = MA
- hitflag = MAF
- damage = ceil(40)
- pausetime = 10,15
- guard.pausetime = 10,10
- sparkno = s8001
- guard.sparkno = s8003
- sparkxy = -36,-70
- hitsound = s5,4
- guardsound = s6,0
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 20
- guard.hittime = 19
- ground.velocity = -18.1796875,-8.1796875
- guard.velocity = -17.90625
- air.type = High
- air.velocity = -7.1796875,-8.1796875
- air.hittime = 20
- getpower = 0,0
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- yaccel = .5
- air.fall = 1
- fall.recover = 1
- fall.recovertime = 120
- envshake.time = 8
- envshake.ampl = 6
- fall = 1
- id = 624
- p2facing = 1
- [State 600, 2]
- type = null;HitDef
- trigger1 = enemynear,movetype = A
- trigger1 = !movecontact && !movereversed
- attr = A, NA
- damage = ceil(60)
- hitflag = MAFD
- guardflag = MA
- priority = 3
- pausetime = 10,12
- sparkno = 3
- sparkxy = -10,-71
- hitsound = S5,4
- guardsound = S6,0
- animtype = Med
- ground.type = High
- ground.slidetime = 5
- ground.hittime = 30
- guard.ctrltime = 25
- ground.velocity = -2,-4
- air.velocity = -2,-4
- air.hittime = 16
- fall = 1
- fall.recovertime = 60
- p2facing = 1
- nochainID = 8000
- [State 600, 2]
- type = null;HitDef
- trigger1 = enemynear,movetype = A
- trigger1 = !movecontact && !movereversed
- attr = A, NA
- damage = ceil(60)
- hitflag = MAFD
- guardflag = MA
- priority = 3
- pausetime = 10,12
- sparkno = 3
- sparkxy = -10,-71
- hitsound = S5,4
- guardsound = S6,0
- animtype = Med
- ground.type = High
- ground.slidetime = 5
- ground.hittime = 30
- guard.ctrltime = 25
- ground.velocity = -2,-4
- air.velocity = -2,-4
- air.hittime = 16
- fall = 1
- fall.recovertime = 60
- p2facing = 1
- nochainID = 8000
- [State 202, 1]
- type = null;HitDef
- trigger1 = !movecontact && !movereversed
- trigger1 = enemynear,movetype != A
- attr = S, SP ;Attribute: Standing, Normal Attack
- damage = ceil(80), 5 ;Damage that move inflicts, guard damage
- animtype = Heavy ;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 = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
- ;Hit/Miss/Dodge type (Def: Hit)
- pausetime = 10, 12 ;Time attacker pauses, time opponent shakes
- sparkno = 2 ;Spark anim no (Def: set above)
- sparkxy = -15,ceil(p2dist y)-75 ;X-offset for the "hit spark" rel. to p2,
- ;Y-offset for the spark rel. to p1
- hitsound = S5, 4 ;Sound to play on hit
- guardsound = S6, 0 ;Sound to play on guard
- ground.type = High ;Type: High, Low, Trip (def: Normal)
- ground.slidetime = 14 ;Time that the opponent slides back
- ground.hittime = 30 ;Time opponent is in hit state
- ground.velocity = -6,-6 ;Velocity at which opponent is pushed
- airguard.velocity = -6,-2 ;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 = -6,-4 ;X-velocity at which opponent is pushed,
- ;Y-velocity at which opponent is pushed
- air.hittime = 30 ;Time before opponent regains control in air
- air.fall = 1
- fall = 1
- getpower = ifelse(prevstateno=1006,50,0)
- fall.recovertime = 50
- fall.recover = ifelse(prevstateno=1007,var(31),1)
- p2facing = 1
- guard.ctrltime = 16
- ground.cornerpush.veloff = -.5
- air.cornerpush.veloff = -.5
- nochainID = 8000
- [State 202, 1]
- type = null;HitDef
- trigger1 = !movecontact && !movereversed
- trigger1 = enemynear,movetype = A
- attr = S, SP ;Attribute: Standing, Normal Attack
- damage = ceil(100), 5 ;Damage that move inflicts, guard damage
- animtype = Heavy ;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 = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
- ;Hit/Miss/Dodge type (Def: Hit)
- pausetime = 10, 12 ;Time attacker pauses, time opponent shakes
- sparkno = 2 ;Spark anim no (Def: set above)
- sparkxy = -15,ceil(p2dist y)-75 ;X-offset for the "hit spark" rel. to p2,
- ;Y-offset for the spark rel. to p1
- hitsound = S5, 4 ;Sound to play on hit
- guardsound = S6, 0 ;Sound to play on guard
- ground.type = High ;Type: High, Low, Trip (def: Normal)
- ground.slidetime = 16 ;Time that the opponent slides back
- ground.hittime = 30 ;Time opponent is in hit state
- ground.velocity = -6,-6 ;Velocity at which opponent is pushed
- airguard.velocity = -6,-2 ;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 = -6,-4 ;X-velocity at which opponent is pushed,
- ;Y-velocity at which opponent is pushed
- air.hittime = 60 ;Time before opponent regains control in air
- air.fall = 1
- fall = 1
- fall.recovertime = 60
- guard.ctrltime = 16
- getpower= ifelse(prevstateno=1006,50,0)
- fall.recover = ifelse(prevstateno=1007,var(31),1)
- p2facing = 1
- ground.cornerpush.veloff = -.5
- air.cornerpush.veloff = -.5
- nochainID = 8000
- [State 161, ]
- type = NotHitBy
- trigger1 = 1
- value = SCA,AA,AT,AP
- time = 9999
- [State 0, PosSet]
- type = Posadd
- trigger1 = !time
- x = parentdist x + 15
- [State 0, PosSet]
- type = PosSet
- trigger1 = !time
- y = 0
- [State 0, VelSet]
- type = VelSet
- trigger1 = time = 10
- y = -2
- ;Custom Fall States
- [State -2, Custom Fall State]
- type = targetstate
- triggerall = numtarget
- trigger1 = target,stateno = 5050
- value = 6050
- ignorehitpause = 1
- [State -2, Custom Fall State]
- type = targetstate
- triggerall = numtarget
- trigger1 = target,stateno = 5070
- value = 6070
- ignorehitpause = 1
- [State -2, Custom Fall State]
- type = targetstate
- triggerall = numtarget
- trigger1 = target,stateno = 5071
- value = 6071
- ignorehitpause = 1
- [State -2, Custom Fall State]
- type = targetstate
- triggerall = numtarget
- trigger1 = target,stateno = 5080
- value = 6080
- ignorehitpause = 1
- [State -2, Custom Fall State]
- type = targetstate
- triggerall = numtarget
- trigger1 = target,stateno = 5081
- value = 6081
- ignorehitpause = 1
- ;Custom Fall States
- [State -2, Custom Fall State]
- type = targetstate
- triggerall = numtarget
- trigger1 = target,stateno = 5050
- value = 6050
- ignorehitpause = 1
- [State -2, Custom Fall State]
- type = targetstate
- triggerall = numtarget
- trigger1 = target,stateno = 5070
- value = 6070
- ignorehitpause = 1
- [State -2, Custom Fall State]
- type = targetstate
- triggerall = numtarget
- trigger1 = target,stateno = 5071
- value = 6071
- ignorehitpause = 1
- [State -2, Custom Fall State]
- type = targetstate
- triggerall = numtarget
- trigger1 = target,stateno = 5080
- value = 6080
- ignorehitpause = 1
- [State -2, Custom Fall State]
- type = targetstate
- triggerall = numtarget
- trigger1 = target,stateno = 5081
- value = 6081
- ignorehitpause = 1
- [State 0, changestate]
- type = changestate
- trigger1 = time = 50
- trigger2 = root,stateno!=[1304,1316]
- trigger2 = time > 45
- value = 2990
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