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- ;===========================================================================
- ; <<<<< SEOI NAGE A LA GOKU >>>>>
- ; Grab state : 800
- ; Goku throws : 801
- ; P2 thrown state : 802
- ; P2 hits ground : 803
- ; P2 hits ground from dash collision : 804
- ;===========================================================================
- ; Grab attempt -back
- [Statedef 800]
- type = S
- movetype = A
- physics = S
- juggle = 15
- velset = 0,0
- ctrl = 0
- anim = 800
- sprpriority = 1
- facep2 = 1
- ;poweradd = 20
- [State 800, Don't Guard]
- type = attackdist
- trigger1 = 1
- value = 0
- [State 800, hit]
- type = hitdef
- trigger1 = animelem=4 && !var(38)
- trigger1 = Var(0)=0 || enemy, AuthorName != "Team Z2";NEW
- attr = S,NT
- hitflag = M-
- priority = 1,Miss
- sparkno = -1
- p1facing = 1
- p2facing = 1
- ;p1stateno = 821
- guard.dist = 0
- fall = 1
- fall.recover = 0
- hitsound = s800,1
- [State 800, hit]
- type = hitdef
- trigger1 = animelem=4 && !var(38)
- trigger1 = Var(0)>0 ;NEW
- attr = S,NT
- hitflag = M-
- priority = 1,Miss
- sparkno = -1
- p1facing = 1
- p2facing = 1
- ;p1stateno = 821
- guard.dist = 0
- fall = 1
- fall.recover = 0
- hitsound = s800,1
- id = Cond((enemynear, NumExplod(98000000)),800,801);NEW
- [State 0, TargetState]
- type = TargetState
- trigger1 = MoveHit =1
- trigger1 = NumTarget(800)
- trigger1 = target, StateNo != [800,899]
- trigger1 = target, AuthorName = "Team Z2"
- value = 899
- ignorehitpause = 1
- [State 0, ChangeState]
- type = ChangeState
- trigger1 = Var(0)=2
- trigger1 = NumTarget(800)
- trigger1 = target, time<=5
- trigger1 = target, StateNo = 5949
- value = 5940
- ignorehitpause = 1
- persistent = 0
- [State 0, ChangeState]
- type = ChangeState
- trigger1 = Var(0)=1
- trigger1 = enemynear, StateNo = 950
- value = 950
- ignorehitpause = 1
- persistent = 0
- [State 0, ChangeState]
- type = ChangeState
- trigger1 = NumTarget(800)
- trigger1 = target, time>=6
- trigger1 = target, StateNo = 899
- trigger2 = !NumTarget(800)
- trigger2 = MoveHit=1
- value = 801
- ignorehitpause = 1
- persistent = 0
- [State 200, throw sound]
- type = PlaySnd
- trigger1 = animelemtime(5)=0
- value = 0,1
- [State 200, 1]
- type = PlaySnd
- triggerall = var(55)=0 ;Voice=Japan
- trigger1 = animelem = 5
- value = 5000,0
- channel = 0
- [State 200, 1]
- type = PlaySnd
- triggerall = var(55)=1 ;Voice=English
- trigger1 = animelem = 5
- value = 5000,10
- channel = 0
- [State Idle]
- type = statetypeset
- trigger1 = animelemtime(5)>=0
- movetype = I
- [State 800, end]
- type = changestate
- trigger1 = !animtime
- value = 0
- ctrl = 1
- ;----------------------------
- ;Goku's Backward throw
- [Statedef 801]
- type = S
- movetype = A
- physics = S
- anim = 803
- ctrl = 0
- sprpriority = 1
- [State 200, Tyah voice]
- type = PlaySnd
- triggerall = var(55)=0 ;Voice=Japan
- trigger1 = !time
- value = 3,9
- channel = 0
- [State 200, Tyah voice]
- type = PlaySnd
- triggerall = var(55)=1 ;Voice=English
- trigger1 = !time
- value = 3,109
- channel = 0
- [State 200, Grab sound]
- type = PlaySnd
- trigger1 = animelemtime(1) = 0
- value = 6,2
- channel = 1
- [State 200, push enemy away sound]
- type = PlaySnd
- trigger1 = animelemtime(6) = 0
- value = 0,5
- channel = 2
- [State 1000]
- type = width
- trigger1 = anim = 803
- value = 45,30
- [State Throw]
- type = PosAdd
- trigger1 = animelemtime(3)=0
- X = -20
- [State Throw]
- type = PosAdd
- trigger1 = animelemtime(7)=0
- X = -30
- [State Throw]
- type = targetstate
- trigger1 = !time
- value = 802
- [State 182, 1]
- type = screenbound
- trigger1 = 1
- movecamera = 1,0
- value = 1
- [State 810, bind 1]
- type=targetbind
- trigger1= animelemtime(1)>=0 && animelemtime(2)<0
- pos=35,0
- [State 810, bind 2]
- type=targetbind
- trigger1= animelemtime(2)>=0 && animelemtime(3)<0
- pos=15,-60
- [State 810, bind 3]
- type=targetbind
- trigger1= animelemtime(3)>=0 && animelemtime(4)<0
- pos=0,-55
- [State 810, bind 4]
- type=targetbind
- trigger1= animelemtime(4)>=0 && animelemtime(5)<0
- pos=-45,-55
- [State 810, bind 4]
- type=targetbind
- trigger1= animelem = 5
- pos=-80,-90
- [State 810, Throw 11]
- type = TargetState
- trigger1 = AnimElem = 5
- trigger1 = prevstateno = 800
- value = 803
- [State 810, Throw 11]
- type = TargetState
- trigger1 = AnimElem = 5
- trigger1 = prevstateno = 951
- value = 804
- [State 200, throw sound]
- type = PlaySnd
- trigger1 = animelem = 5
- value = 20,2
- volume = 150
- ;[State 810, Hurt 11]
- ;type = TargetLifeAdd
- ;trigger1 = prevstateno = 800
- ;trigger1 = AnimElem = 5
- ;value = -ceil(50*fvar(15))
- ;[State 810, Hurt 11];from dash collision
- ;type = TargetLifeAdd
- ;trigger1 = prevstateno = 951
- ;trigger1 = AnimElem = 5
- ;value = -ceil(70*fvar(15))
- [State 810, hurt]
- type = poweradd
- trigger1 = animelem = 5
- value = 180
- [State 810, Throw 11]
- type = VelSet
- trigger1 = AnimElemtime(8)=0
- x = -7
- y = -6
- [State 810, Throw 11]
- type = StateTypeSet
- trigger1 = AnimElemtime(8)=0
- statetype = A
- [State 4001, Fall]
- type = VelAdd
- trigger1 = Animelemtime(8)>0 && (vel Y < 0)
- Y = .55
- [State 4001, Fall]
- type = VelAdd
- trigger1 = (Vel Y > 0)
- Y = .4
- [State 4001, Fall]
- type = VelSet
- trigger1 = (Vel Y > 0) && AnimElemtime(8)>0
- X = -4
- [State 4001, Stop]
- type = VelSet
- trigger1 = Vel Y > abs(Pos Y)
- trigger1 = animelemtime(9)>0
- Y = 0
- [State 4001, Replace]
- type = PosSet
- trigger1 = Vel Y = 0
- trigger1 = animelemtime(9)>0
- Y = 0
- [State 1400, EndState]
- type = ChangeState
- trigger1 = Vel Y = 0 && pos Y = 0
- trigger1 = animelemtime(10)>0
- value = 52
- ctrl = 0
- ;----------------------------
- ;Enemy Thrown State
- [Statedef 802]
- type = S
- movetype = H
- physics = N
- velset = 0,0
- sprpriority = 0
- [State 182, 1]
- type = screenbound
- trigger1 = 1
- movecamera = 1,0
- value = 1
- [State 802, anim]
- type = changeanim2
- trigger1 = !time
- value = 804
- [State 820, 2]
- type = SelfState
- trigger1 = !gethitvar(isbound)
- value = 5050
- [State 801, end]
- type = selfstate
- trigger1 = !animtime
- value = 5100
- ctrl = 0
- ;----------------------------
- ;Enemy Thrown State 2 - in air
- [Statedef 803]
- type = A
- movetype= H
- physics = N
- velset = 6,-5
- poweradd = 40
- [State 821, 1] ;Gravity
- type = VelAdd
- Trigger1 = 1
- y = .4
- [State 810, Hurt 11]
- type = LifeAdd
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= -20
- value = -65
- [State 810, hurt]
- type = targetpoweradd
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= -20
- value = 35
- [State 810, hurt]
- type = poweradd
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= -20
- value = 180
- [State 821, 4] ;Hit ground
- type = SelfState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= -20
- value = 5100 ;Hit ground
- ;----------------------------
- CREATE NEW ANIMATIONS WITH THESE VALUES IF NOT ALREADY PRESENT
- ; Punch Throw - NEW VERSION
- [Begin Action 803]
- 803,0, 0,0, 3
- 803,1, 0,0, 3
- 803,2, 0,0, 4
- 803,3, 0,0, 6
- 803,4, 0,0, 1
- 803,5, 0,0, 3
- 803,6, 0,0, 3
- 803,7, 0,0, 3
- 41,5, 0,0, 3
- 41,4, 0,0, 3
- 41,3, 0,0, -1
- ; Thrown by punch throw - NEW VERSION
- [Begin Action 804]
- 5010,0, 0,0, 3
- 5071,10, 0,0, 3
- 5071,20, 0,0, 10
- Clsn2Default: 1
- Clsn2[0] = -29, -22, 30, 22
- 5011,20, 0,0, 4,VH
- 5071,0, 0,0, 3,VH
- 5071,10, 0,0, 3,VH
- 5071,20, 0,0, -1,VH
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