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STANLEY69

Clarien.CNS

Sep 10th, 2020
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  1. [Data]
  2. life = 1000
  3. power = 5000
  4. attack = 100
  5. defence = 100
  6. fall.defence_up = 50
  7. liedown.time = 60
  8. airjuggle = 30
  9. sparkno = 2
  10. guard.sparkno = 40
  11. KO.echo = 0
  12. volume = 255
  13. FloatPersistIndex = 40
  14.  
  15. [Size]
  16. xscale = .6 ;Horizontal scaling factor.
  17. yscale = .7 ;Vertical scaling factor.
  18. ground.back = 15 ;Player width (back, ground)
  19. ground.front = 16 ;Player width (front, ground)
  20. air.back = 12 ;Player width (back, air)
  21. air.front = 12 ;Player width (front, air)
  22. height = 60 ;Height of player (for opponent to jump over)
  23. attack.dist = 160 ;Default attack distance
  24. proj.attack.dist = 90 ;Default attack distance for projectiles
  25. proj.doscale = 0 ;Set to 1 to scale projectiles too
  26. head.pos = 4, -60 ;Approximate position of head
  27. mid.pos = 5, -37 ;Approximate position of midsection
  28. shadowoffset = 0 ;Number of pixels to vertically offset the shadow
  29. draw.offset = 0,0 ;Player drawing offset in pixels (x, y). Recommended 0,0
  30.  
  31. [Velocity]
  32. walk.fwd = 3.6 ;Walk forward
  33. walk.back = -2.7 ;Walk backward
  34. run.fwd = 7.2 ;Run forward (x, y)
  35. run.back = -7.2 ;Hop backward (x, y)
  36. jump.neu = 0,-10.6 ;Neutral jumping velocity (x, y)
  37. jump.back = -2.5 ;Jump back Speed (x, y)
  38. jump.fwd = 2.5 ;Jump forward Speed (x, y)
  39. runjump.back = -2.5,-10.6 ;Running jump speeds (opt)
  40. runjump.fwd = 2.5,-10.6
  41. airjump.back = -1.8
  42. airjump.fwd = 1.8
  43. air.gethit.groundrecover = -.15,-3.5 ;Velocity for ground recovery state (x, y) **MUGEN 1.0**
  44. air.gethit.airrecover.mul = .5,.2 ;Multiplier for air recovery velocity (x, y) **MUGEN 1.0**
  45. air.gethit.airrecover.add = 0,-4.5 ;Velocity offset for air recovery (x, y) **MUGEN 1.0**
  46. air.gethit.airrecover.back = -1 ;Extra x-velocity for holding back during air recovery **MUGEN 1.0**
  47. air.gethit.airrecover.fwd = 0 ;Extra x-velocity for holding forward during air recovery **MUGEN 1.0**
  48. air.gethit.airrecover.up = -2 ;Extra y-velocity for holding up during air recovery **MUGEN 1.0**
  49. air.gethit.airrecover.down = 1.5 ;Extra y-velocity for holding down during air recovery **MUGEN 1.0**
  50.  
  51. [Movement]
  52. airjump.num = 1 ;Number of air jumps allowed (opt)
  53. airjump.height = 45 ;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. stand.friction.threshold = 2 ;If player's speed drops below this threshold while standing, stop his movement **MUGEN 1.0**
  58. crouch.friction.threshold = .05 ;If player's speed drops below this threshold while crouching, stop his movement **MUGEN 1.0**
  59. air.gethit.groundlevel = 25 ;Y-position at which a falling player is considered to hit the ground **MUGEN 1.0**
  60. air.gethit.groundrecover.ground.threshold = -20 ;Y-position below which falling player can use the recovery command **MUGEN 1.0**
  61. air.gethit.groundrecover.groundlevel = 10 ;Y-position at which player in the ground recovery state touches the ground **MUGEN 1.0**
  62. air.gethit.airrecover.threshold = -1 ;Y-velocity above which player may use the air recovery command **MUGEN 1.0**
  63. air.gethit.airrecover.yaccel = .35 ;Vertical acceleration for player in the air recovery state **MUGEN 1.0**
  64. air.gethit.trip.groundlevel = 15 ;Y-position at which player in the tripped state touches the ground **MUGEN 1.0**
  65. down.bounce.offset = 0, 20 ;Offset for player bouncing off the ground (x, y) **MUGEN 1.0**
  66. down.bounce.yaccel = .4 ;Vertical acceleration for player bouncing off the ground **MUGEN 1.0**
  67. down.bounce.groundlevel = 12 ;Y-position at which player bouncing off the ground touches the ground again **MUGEN 1.0**
  68. down.friction.threshold = .05 ;If the player's speed drops below this threshold while lying down, stop his movement **MUGEN 1.0**
  69.  
  70. [Quotes]
  71. victory1 = "I must go, for I have very important business to take care of."
  72. ;vs. Zetterburn
  73. victory2 = "Please, keep the Fire Capital strong. Don't let Loxodont take it over."
  74. ;vs. Wrastor
  75. victory3 = "That card game we played was pretty fun... but I won't let you win next time!"
  76. ;vs. Ranno
  77. victory4 = "I respect your beliefs, but not how you go about practicing said beliefs."
  78.  
  79. ;---------------------------------------------------------------------------
  80. ; Variable usage:
  81. ; var(5) - checks if Tipper options have been turned on
  82.  
  83. ; var(6) - checks for tipper hitboxes (connecting for extra damage) and
  84. ; prevents normal and tipper hitboxes from hitting again during the same move
  85.  
  86. ; var(7) - checks if Clairen's passive buff is active
  87. ; var(8) - checks what passive buff type was selected in config.st
  88. ; var(9) - checks how many ticks are left for the buff to be active
  89. ;---------------------------------------------------------------------------
  90. ; Lose by Time Over
  91. [Statedef 170]
  92. type = S
  93. ctrl = 0
  94. anim = 170
  95. velset = 0,0
  96.  
  97. [State 170, 1]
  98. type = NotHitBy
  99. trigger1 = 1
  100. value = SCA
  101. time = 1
  102.  
  103. [State 181, 4]
  104. type = AssertSpecial
  105. trigger1 = time <= 150
  106. flag = roundnotover
  107.  
  108. ;---------------------------------------------------------------------------
  109. ; Win state decider
  110. [Statedef 180]
  111. type = S
  112.  
  113. [State 180, 1]
  114. type = ChangeState
  115. trigger1 = Time = 0
  116. value = 181
  117.  
  118. ;---------------------------------------------------------------------------
  119. ; Win
  120. [Statedef 181]
  121. type = S
  122. ctrl = 0
  123. anim = 181
  124. velset = 0,0
  125.  
  126. [State 0];take off the mask
  127. type = PlaySnd
  128. trigger1 = time = 1
  129. value = 195, 0
  130.  
  131. [State 181,1];thumbs up!
  132. type = PlaySnd
  133. trigger1 = time = 87
  134. value = 181,0
  135.  
  136. [State 181, 3]
  137. type = NotHitBy
  138. trigger1 = 1
  139. value = SCA
  140. time = 1
  141.  
  142. [State 181, 4]
  143. type = AssertSpecial
  144. trigger1 = time <= 180
  145. flag = roundnotover
  146.  
  147. ;---------------------------------------------------------------------------
  148. ; Pre-intro
  149. [Statedef 190]
  150. type = S
  151. ctrl = 0
  152. velset = 0,0
  153.  
  154. [State 190, 1]
  155. type = ChangeAnim
  156. trigger1 = SelfAnimExist(190)
  157. value = 190
  158.  
  159. [State 190, 2]
  160. type = ChangeState
  161. trigger1 = Time = 0
  162. value = 191
  163.  
  164. ;---------------------------------------------------------------------------
  165. ;"Intro"
  166. [Statedef 191]
  167. type = S
  168. ctrl = 0
  169.  
  170. [State 191, 1]
  171. type = ChangeState
  172. trigger1 = Time = 0
  173. value = 0
  174.  
  175. ;---------------------------------------------------------------------------
  176. ; Taunt
  177. [Statedef 195]
  178. type = S
  179. ctrl = 0
  180. anim = 195
  181. velset = 0,0
  182. movetype = I
  183. physics = S
  184. sprpriority = 2
  185.  
  186. [State 0];take off the mask
  187. type = PlaySnd
  188. trigger1 = time = 1
  189. value = 195, 0
  190.  
  191. [State 0];brush brush
  192. type = PlaySnd
  193. trigger1 = time = 36
  194. value = 195, 1
  195.  
  196. [State 0];ok put it back on now
  197. type = PlaySnd
  198. trigger1 = time = 64
  199. value = 195, 2
  200.  
  201. [State 0];OUT COMES THE SWORD!
  202. type = PlaySnd
  203. trigger1 = time = 82
  204. value = 0,1
  205.  
  206. [State 195, 2]
  207. type = ChangeState
  208. trigger1 = AnimTime = 0
  209. value = 0
  210. ctrl = 1
  211.  
  212. [State 0, CtrlSet]
  213. type = CtrlSet
  214. trigger1 = time >= 50
  215. value = 1
  216.  
  217. ;---------------------------------------------------------------------------
  218. ; Stand Light
  219. [Statedef 200]
  220. type = S
  221. movetype= A
  222. physics = S
  223. juggle = 2
  224. velset = 0,0
  225. ctrl = 0
  226. anim = 200
  227. poweradd = 0
  228. sprpriority = 2
  229.  
  230. [State 200, 0]
  231. type = PlaySnd
  232. trigger1 = Time = 1
  233. value = 0, 0
  234.  
  235. [State 200, 1];normal
  236. type = HitDef
  237. trigger1 = AnimElem = 3
  238. attr = S, NA
  239. damage = 19
  240. hitflag = MAF
  241. guardflag = MA
  242. priority = 3, Hit
  243. pausetime = 3,6
  244. sparkno = s8000
  245. sparkxy = -30,-48
  246. hitsound = s1,0
  247. guardsound = 6, 0
  248. ground.type = High
  249. guard.ctrltime = 9
  250. ground.slidetime = 5
  251. ground.hittime = 11
  252. ground.velocity = -2
  253. airguard.velocity = -1.9,-.8
  254. air.type = High
  255. air.velocity = -1.4,-3
  256. air.hittime = 15
  257.  
  258.  
  259. [State 200, 3]
  260. type = ChangeState
  261. trigger1 = AnimTime = 0
  262. value = 0
  263. ctrl = 1
  264.  
  265. ;---------------------------------------------------------------------------
  266. ; Stand Medium
  267. [Statedef 210]
  268. type = S
  269. movetype= A
  270. physics = S
  271. juggle = 2
  272. poweradd= 50
  273. ctrl = 0
  274. velset = 0,0
  275. anim = 210
  276. sprpriority = -1
  277.  
  278. [State 210, Width]
  279. type = Width
  280. trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0)
  281. value = 15,0
  282.  
  283. [State 210, 0]
  284. type = PlaySnd
  285. trigger1 = Time = 2
  286. value = 0, 1
  287.  
  288. [State 210, 1];normal
  289. type = HitDef
  290. trigger1 = AnimElem = 3
  291. attr = S, NA
  292. damage = 32
  293. hitflag = MAF
  294. animtype = Medium
  295. guardflag = MA
  296. priority = 3, Hit
  297. pausetime = 8,8
  298. sparkno = s8010
  299. sparkxy = -40,-48
  300. hitsound = s1,1
  301. guardsound = 6, 0
  302. ground.type = High
  303. guard.ctrltime = 21
  304. ground.slidetime = 6
  305. ground.hittime = 26
  306. ground.velocity = -3
  307. airguard.velocity = -3.9,-.8
  308. air.type = High
  309. air.velocity = -3.4,-3
  310. air.hittime = 15
  311.  
  312. [State 200, 3]
  313. type = ChangeState
  314. trigger1 = AnimTime = 0
  315. value = 0
  316. ctrl = 1
  317.  
  318. ;----------------------------------------------------------------
  319. ; Stand Heavy
  320. [Statedef 220]
  321. type = S
  322. movetype= A
  323. physics = S
  324. juggle = 3
  325. poweradd= 60
  326. ctrl = 0
  327. velset = 0,0
  328. anim = 220
  329. sprpriority = -1
  330.  
  331. [State 200, 0]
  332. type = PlaySnd
  333. trigger1 = Time = 5
  334. value = s0, 2
  335.  
  336. [State 200, 1];normal
  337. type = HitDef
  338. trigger1 = AnimElem = 6
  339. attr = S, NA
  340. damage = 47
  341. hitflag = MAF
  342. animtype = Hard
  343. guardflag = MA
  344. priority = 3, Hit
  345. pausetime = 10,10
  346. sparkno = s8020
  347. sparkxy = -40,-48
  348. hitsound = s1,2
  349. guardsound = 6, 0
  350. ground.type = High
  351. guard.ctrltime = 24
  352. ground.slidetime = 6
  353. ground.hittime = 34
  354. ground.velocity = -4
  355. airguard.velocity = -3.9,-1
  356. air.type = High
  357. air.velocity = -3.4
  358. air.hittime = 26
  359.  
  360.  
  361. [State 200, 3]
  362. type = ChangeState
  363. trigger1 = AnimTime = 0
  364. value = 0
  365. ctrl = 1
  366.  
  367. ;---------------------------------------------------------------------------
  368. ;Crouch Light
  369. [Statedef 400]
  370. type = C
  371. movetype= A
  372. physics = C
  373. juggle = 1
  374. poweradd= 0
  375. ctrl = 0
  376. anim = 400
  377. sprpriority = 2
  378.  
  379. [State 400, 1]
  380. type = PlaySnd
  381. trigger1 = Time = 4
  382. value = 0, 0
  383.  
  384. [State 400, 2];normal
  385. type = HitDef
  386. triggerall = var(6) = 0
  387. trigger1 = AnimElem = 4
  388. attr = S, NA
  389. damage = 17
  390. hitflag = MAFD
  391. guardflag = L
  392. priority = 3, Hit
  393. pausetime = 3,6
  394. sparkno = s8000
  395. sparkxy = -5,-20
  396. hitsound = s1,0
  397. guardsound = 6, 0
  398. ground.type = Low
  399. guard.ctrltime = 10
  400. ground.slidetime = 5
  401. ground.hittime = 13
  402. ground.velocity = -2
  403. airguard.velocity = -1.9,-.8
  404. air.type = Low
  405. air.velocity = -1.4,-3
  406. air.hittime = 15
  407.  
  408. [State 400, 4]
  409. type = ChangeState
  410. trigger1 = AnimTime = 0
  411. value = 11
  412. ctrl = 1
  413.  
  414. ;---------------------------------------------------------------------------
  415. ;Crouch Medium
  416. [Statedef 410]
  417. type = C
  418. movetype= A
  419. physics = C
  420. juggle = 2
  421. poweradd= 40
  422. ctrl = 0
  423. anim = 410
  424. sprpriority = 2
  425.  
  426. [State 210, Width]
  427. type = Width
  428. trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0)
  429. value = 15,0
  430.  
  431. [State 200, 0]
  432. type = PlaySnd
  433. trigger1 = Time = 2
  434. value = 0, 1
  435.  
  436. [State 200, 1];normal
  437. type = HitDef
  438. trigger1 = AnimElem = 4
  439. attr = S, NA
  440. damage = 31
  441. hitflag = MAFD
  442. animtype = Medium
  443. guardflag = L
  444. priority = 3, Hit
  445. pausetime = 8,8
  446. sparkno = s8010
  447. sparkxy = -25,-20
  448. hitsound = s1,1
  449. guardsound = 6, 0
  450. ground.type = Low
  451. guard.ctrltime = 14
  452. ground.slidetime = 6
  453. ground.hittime = 21
  454. ground.velocity = -3
  455. airguard.velocity = -3.9,-.8
  456. air.type = Low
  457. air.velocity = -3.4,-3
  458. air.hittime = 15
  459.  
  460. [State 410, 4]
  461. type = ChangeState
  462. trigger1 = AnimTime = 0
  463. value = 11
  464. ctrl = 1
  465.  
  466. ;---------------------------------------------------------------------------
  467. ; Crouch Heavy
  468. [Statedef 420]
  469. type = C
  470. movetype= A
  471. physics = C
  472. juggle = 8
  473. poweradd= 60
  474. ctrl = 0
  475. anim = 420
  476. sprpriority = 2
  477.  
  478. [State 420, 2]
  479. type = PlaySnd
  480. trigger1 = time = 6
  481. value = 0,1
  482.  
  483. [State 420, 3]
  484. type = HitDef
  485. trigger1 = animelem >= 5
  486. attr = S, NA
  487. damage = 43
  488. hitflag = MAFD
  489. animtype = Up
  490. guardflag = MA
  491. priority = 3, Hit
  492. pausetime = 10,10
  493. sparkno = s8020
  494. sparkxy = 0,-60
  495. hitsound = s1,2
  496. guardsound = 6, 0
  497. ground.type = High
  498. ground.slidetime = 6
  499. ground.hittime = 16
  500. ground.velocity = -.5, -11
  501. airguard.velocity = -3.9,-6
  502. air.type = High
  503. air.velocity = -.5,-11
  504. air.hittime = 15
  505. fall = 1
  506.  
  507. [State 420, 4]
  508. type = ChangeState
  509. trigger1 = AnimTime = 0
  510. value = 11
  511. ctrl = 1
  512.  
  513. ;---------------------------------------------------------------------------
  514. ;Jumping Light
  515. [Statedef 600]
  516. type = A
  517. movetype= A
  518. physics = A
  519. juggle = 2
  520. poweradd= 0
  521. ctrl = 0
  522. anim = 600
  523. sprpriority = 2
  524.  
  525. [State 600, 1]
  526. type = PlaySnd
  527. trigger1 = Time = 1
  528. value = 0, 0
  529.  
  530. [State 600, 2]
  531. type = HitDef
  532. triggerall = var(6) = 0
  533. trigger1 = AnimElem = 2
  534. attr = A, NA
  535. damage = 17
  536. guardflag = HA
  537. priority = 3
  538. pausetime = 4,4
  539. sparkno = s8000
  540. hitsound = s1,0
  541. guardsound = 6,0
  542. sparkxy = -10,-58
  543. ground.type = High
  544. ground.slidetime = 5
  545. ground.hittime = 8
  546. ground.velocity = -4
  547. air.velocity = -0.7,-5
  548. air.hittime = 9
  549.  
  550. [State -3, veladd];additional gravity
  551. type = Veladd
  552. trigger1 = time >= 5
  553. y = .2
  554.  
  555. [State 600, 6];nudge self above opponent to help combo into Jump Medium
  556. type = VelAdd
  557. trigger1 = movehit && animelem = 2
  558. y = -3
  559.  
  560. ;---------------------------------------------------------------------------
  561. ;Jumping Medium
  562. [Statedef 610]
  563. type = A
  564. movetype= A
  565. physics = A
  566. juggle = 2
  567. poweradd= 30
  568. ctrl = 0
  569. anim = 610
  570. sprpriority = 2
  571.  
  572. [State 600, 1]
  573. type = PlaySnd
  574. trigger1 = AnimElem = 2
  575. trigger2 = AnimElem = 5
  576. value = 0, 1
  577.  
  578. [State 610, 3]
  579. type = HitDef
  580. trigger1 = AnimElem = 3
  581. attr = A, NA
  582. damage = 16
  583. guardflag = HA
  584. priority = 4
  585. pausetime = 6,3
  586. sparkno = s8010
  587. sparkxy = -10,-55
  588. hitsound = s1,1
  589. guardsound = 6,0
  590. animtype = Med
  591. ground.type = High
  592. ground.slidetime = 12
  593. ground.hittime = 14
  594. ground.velocity = -4
  595. air.velocity = -1.4,-3
  596.  
  597. [State 610, 4]
  598. type = HitDef
  599. trigger1 = AnimElem = 6
  600. attr = A, NA
  601. damage = 20
  602. guardflag = HA
  603. priority = 4
  604. pausetime = 6,6
  605. sparkno = s8010
  606. sparkxy = -10,-55
  607. hitsound = s1,1
  608. guardsound = 6,0
  609. animtype = Med
  610. ground.type = High
  611. ground.slidetime = 12
  612. ground.hittime = 14
  613. ground.velocity = -6
  614. air.velocity = -1.4,-5
  615.  
  616. [State -3, veladd];additional gravity
  617. type = Veladd
  618. trigger1 = time >= 5
  619. y = .2
  620.  
  621. [State 610, 5];nudge self towards opponent to help combo into Jump Heavy
  622. type = VelAdd
  623. triggerall = Vel Y >= -4
  624. trigger1 = movehit && animelem = 4
  625. trigger2 = movehit && animelem = 6
  626. y = -3
  627.  
  628. ;---------------------------------------------------------------------------
  629. ;Jumping Heavy
  630. [Statedef 620]
  631. type = A
  632. movetype= A
  633. physics = A
  634. juggle = 3
  635. poweradd= 50
  636. ctrl = 0
  637. anim = 620
  638. sprpriority = 4
  639.  
  640. [State 620, 1]
  641. type = PlaySnd
  642. trigger1 = AnimElem = 2
  643. value = 0, 2
  644.  
  645. [State 620, 2]
  646. type = HitDef
  647. triggerall = var(6) = 0
  648. trigger1 = animelem >= 4
  649. attr = A, NA
  650. damage = 46
  651. hitflag = MAF
  652. animtype = Hard
  653. guardflag = MA
  654. pausetime = 10,10
  655. sparkno = s8020
  656. sparkxy = 0,-10
  657. hitsound = s1,2
  658. guardsound = 6, 0
  659. ground.type = High
  660. ground.slidetime = 6
  661. ground.hittime = 21
  662. ground.velocity = -2
  663. airguard.velocity = -2,7
  664. air.type = High
  665. air.velocity = -2,7
  666. air.hittime = 15
  667.  
  668. [State -3, veladd];additional gravity
  669. type = Veladd
  670. trigger1 = time >= 5
  671. y = .2
  672.  
  673. ;---------------------------------------------------------------------------
  674. ;Parry Attempt
  675. [Statedef 700]
  676. type = S
  677. movetype= A
  678. physics = S
  679. juggle = 0
  680. velset = 0,0
  681. ctrl = 0
  682. anim = 700
  683. sprpriority = 6
  684.  
  685. [State 700, 0]
  686. type = PlaySnd
  687. trigger1 = Animelem = 1
  688. value = 700,0
  689.  
  690. [State 720, 0]
  691. type = PalFX
  692. trigger1 = time >= 5
  693. trigger1 = time <= 12
  694. add = -100,-100,-100
  695. time = stateno = 720
  696.  
  697. [State 700, 1]
  698. type = ReversalDef
  699. trigger1 = AnimTime <= 10
  700. pausetime = 0,22
  701. sparkno = -1
  702. sparkxy = 0,0
  703. hitsound = S700,1
  704. p1sprpriority = 2
  705. p2sprpriority = 1
  706. p1stateno = 710
  707. p2stateno = cond(p2statetype = A, 721,720)
  708. reversal.attr = SCA,NA,SA,HA
  709.  
  710. [State 700, 3]
  711. type = ChangeState
  712. trigger1 = AnimTime = 0
  713. value = 0
  714. ctrl = 1
  715.  
  716. ;---------------------------------------------------------------------------
  717. ;Parry Success
  718. [Statedef 710]
  719. type = S
  720. movetype= A
  721. physics = S
  722. juggle = 0
  723. velset = 0,0
  724. poweradd = 70
  725. ctrl = 0
  726. anim = 710
  727. sprpriority = -2
  728.  
  729. [State 700, 2];prevents helper jank
  730. type= HitDef
  731. trigger1= target,ishelper
  732. sparkno = -1
  733. pausetime = 0,22
  734. numhits = 0
  735. sparkxy = 0,0
  736. hitsound = S700,1
  737. numhits = 0
  738. attr= SCA, AA
  739. ignorehitpause=1
  740.  
  741. [State 710, 0]
  742. type = Explod
  743. trigger1 = time = 1
  744. anim = 705
  745. postype = p1
  746. scale = .5,.5
  747. ownpal = 1
  748. sprpriority = -3
  749. removetime = 20
  750. ignorehitpause = 1
  751.  
  752. [State 710, 1]
  753. type = ChangeState
  754. trigger1 = AnimTime = 0
  755. value = 0
  756. ctrl = 1
  757.  
  758. ;---------------------------------------------------------------------------
  759. ;P2 Parry Stun (grounded)
  760. [Statedef 720]
  761. type = S
  762. movetype= H
  763. physics = S
  764. juggle = 0
  765. velset = 0,0
  766. ctrl = 0
  767. anim = 5300
  768. sprpriority = 0
  769.  
  770. [State 720, 0]
  771. type = PalFX
  772. trigger1 = 1
  773. add = -100,-100,-100
  774. time = stateno = 720
  775.  
  776. [State 720, 1]
  777. type = SelfState
  778. trigger1 = time = 120
  779. value = 0
  780. ctrl = 1
  781.  
  782. ;---------------------------------------------------------------------------
  783. ;P2 Parry Stun (air)
  784. [Statedef 721]
  785. type = A
  786. movetype= H
  787. physics = N
  788. juggle = 0
  789. velset = 0,0
  790. ctrl = 0
  791. anim = 5030
  792. sprpriority = 0
  793.  
  794. [State 721, 0]
  795. type = PalFX
  796. trigger1 = 1
  797. add = -100,-100,-100
  798. time = stateno = 721
  799.  
  800. [State 721, 1]
  801. type = Gravity
  802. trigger1 = pos y < 0
  803.  
  804. [State 721, 2]
  805. type = ChangeState
  806. trigger1 = Vel Y >= 0 && pos y >= 0
  807. value = 720
  808.  
  809.  
  810. ;---------------------------------------------------------------------------
  811. ; Forward Roll
  812. [Statedef 730]
  813. type = S
  814. physics = N
  815. ctrl = 0
  816. anim = 730
  817. velset = 0,0
  818. sprpriority = -1
  819.  
  820. [State 0]
  821. type = PlaySnd
  822. trigger1 = Animelem = 1
  823. value = 730,0
  824.  
  825. [State 730, 0]
  826. type = PalFX
  827. trigger1 = animelem = 3
  828. add = 100,100,100
  829. time = 18
  830.  
  831. [State 0, NotHitBy]
  832. type = NotHitBy
  833. trigger1 = time >= 4
  834. value = ,NA,SA,HA,NP,SP,HP
  835. time = 18
  836.  
  837. [State 0, PlayerPush]
  838. type = PlayerPush
  839. trigger1 = time >= 4
  840. trigger2 = time >= 23
  841. value = 0
  842.  
  843. [State 730, 1]
  844. type = VelAdd
  845. trigger1 = animelem = 3
  846. x = 10
  847.  
  848. [State 730, 1]
  849. type = VelSet
  850. trigger1 = animelem = 5
  851. x = 0
  852.  
  853. [State 730, 3]
  854. type = ChangeState
  855. trigger1 = AnimTime = 0
  856. value = 0
  857. ctrl = 1
  858.  
  859. ;---------------------------------------------------------------------------
  860. ; Back Roll
  861. [Statedef 731]
  862. type = S
  863. physics = N
  864. ctrl = 0
  865. anim = 735
  866. velset = 0,0
  867. sprpriority = -1
  868.  
  869. [State 0]
  870. type = PlaySnd
  871. trigger1 = Animelem = 1
  872. value = 730,0
  873.  
  874. [State 731, 0]
  875. type = PalFX
  876. trigger1 = animelem = 3
  877. add = 100,100,100
  878. time = 18
  879.  
  880. [State 0, NotHitBy]
  881. type = NotHitBy
  882. trigger1 = time >= 4
  883. value = ,NA,SA,HA,NP,SP,HP
  884. time = 18
  885.  
  886. [State 0, PlayerPush]
  887. type = PlayerPush
  888. trigger1 = time >= 4
  889. trigger2 = time >= 23
  890. value = 0
  891.  
  892. [State 730, 1]
  893. type = VelAdd
  894. trigger1 = animelem = 3
  895. x = -10
  896.  
  897. [State 731, 1]
  898. type = VelSet
  899. trigger1 = animelem = 5
  900. x = 0
  901.  
  902. [State 731, 3]
  903. type = ChangeState
  904. trigger1 = AnimTime = 0
  905. value = 0
  906. ctrl = 1
  907.  
  908. ;---------------------------------------------------------------------------
  909. ; Air Dodge
  910. [Statedef 740]
  911. type = A
  912. physics = N
  913. ctrl = 0
  914. anim = 740
  915. velset = 0,0
  916. sprpriority = -1
  917.  
  918. [State 0]
  919. type = PlaySnd
  920. trigger1 = Animelem = 1
  921. value = 740,0
  922.  
  923. [State 740, 0]
  924. type = PalFX
  925. trigger1 = animelem = 3
  926. add = 100,100,100
  927. time = 20
  928.  
  929. [State 740, 1];no input
  930. type = VelAdd
  931. trigger1 = animelem = 2
  932. x = 0
  933.  
  934. [State 740, 1];up
  935. type = VelAdd
  936. trigger1 = animelem = 2 && command = "holdup"
  937. y = -6
  938.  
  939. [State 740, 1];down
  940. type = VelAdd
  941. trigger1 = animelem = 2 && command = "holddown"
  942. y = 6
  943.  
  944. [State 740, 1];back
  945. type = VelAdd
  946. trigger1 = animelem = 2 && command = "holdback"
  947. x = -6
  948.  
  949. [State 740, 1];forward
  950. type = VelAdd
  951. trigger1 = animelem = 2 && command = "holdfwd"
  952. x = 6
  953.  
  954. [State 0, NotHitBy]
  955. type = NotHitBy
  956. trigger1 = time >= 4
  957. value = ,NA,SA,HA,NP,SP,HP
  958. time = 18
  959.  
  960. [State 0, PlayerPush]
  961. type = PlayerPush
  962. trigger1 = time >= 4
  963. trigger2 = time >= 23
  964. value = 0
  965.  
  966. [State 740, 1]
  967. type = VelSet
  968. trigger1 = animelem = 6
  969. x = 0
  970. y = 0
  971.  
  972. [State 740, 1];don't float away!
  973. type = StateTypeSet
  974. trigger1 = animelem = 6
  975. physics = A
  976.  
  977. [State -3, veladd];additional gravity
  978. type = Veladd
  979. trigger1 = time >= 23
  980. y = .2
  981.  
  982. [State 721, 2]
  983. type = ChangeState
  984. trigger1 = Vel Y >= 0 && pos y >= 0
  985. value = 741
  986.  
  987. ;---------------------------------------------------------------------------
  988. ; Waveland / Wavedash
  989. [Statedef 741]
  990. type = S
  991. physics = S
  992. ctrl = 0
  993. anim = 47
  994.  
  995. [State 52, 1]
  996. type = VelSet
  997. trigger1 = Time = 0
  998. y = 0
  999.  
  1000. [State 0, PalFX]
  1001. type = PalFX
  1002. trigger1 = 1
  1003. time = 1
  1004. add = 0,0,0
  1005. mul = 256,256,256
  1006. invertall = 0
  1007. color = 256
  1008. ignorehitpause = 1
  1009.  
  1010. [State 52, 1];wavedash forward
  1011. type = VelSet
  1012. trigger1 = Time = 0 && vel X > 3.5
  1013. x = 17
  1014.  
  1015. [State 52, 1];wavedash back
  1016. type = VelSet
  1017. trigger1 = Time = 0 && vel X < -3.5
  1018. x = -17
  1019.  
  1020. [State 52, 2]
  1021. type = PosSet
  1022. trigger1 = Time = 0
  1023. y = 0
  1024.  
  1025. [State 52, 4]
  1026. type = VelSet
  1027. trigger1 = abs(vel x) < Const(movement.stand.friction.threshold)
  1028. x = 0
  1029.  
  1030. [State 200, 2]
  1031. type = PlaySnd
  1032. trigger1 = Time = 1
  1033. value = 40, 1
  1034.  
  1035. [State 52, 5]
  1036. type = ChangeState
  1037. trigger1 = AnimTime = 0
  1038. value = 0
  1039. ctrl = 1
  1040.  
  1041. ;---------------------------------------------------------------------------
  1042. ;Throw Attempt
  1043. [Statedef 800]
  1044. type = S
  1045. movetype= A
  1046. physics = S
  1047. juggle = 4
  1048. velset = 0,0
  1049. ctrl = 0
  1050. anim = 800
  1051. sprpriority = 2
  1052.  
  1053. [State 800, Grab Sound]
  1054. type = PlaySnd
  1055. trigger1 = AnimElem = 1
  1056. value = 800, 0
  1057.  
  1058. [State 800, 1]
  1059. type = HitDef
  1060. triggerall = p2statetype != C
  1061. Trigger1 = !time
  1062. attr = S, NT
  1063. hitflag = MA
  1064. priority = 1, Miss
  1065. sparkno = -1
  1066. p1sprpriority = 1
  1067. p1facing = 1
  1068. p2facing = 1
  1069. p1stateno = 810
  1070. p2stateno = 820
  1071. guard.dist = 0
  1072. fall = 1
  1073.  
  1074. [State 800, 2]
  1075. type = ChangeState
  1076. Trigger1 = AnimTime = 0
  1077. value = 0
  1078. ctrl = 1
  1079.  
  1080. ;---------------------------------------------------------------------------
  1081. ;Air Throw Attempt
  1082. [Statedef 805]
  1083. type = A
  1084. movetype= A
  1085. physics = A
  1086. juggle = 4
  1087. ctrl = 0
  1088. anim = 805
  1089. sprpriority = 2
  1090.  
  1091. [State 800, Grab Sound]
  1092. type = PlaySnd
  1093. trigger1 = AnimElem = 1
  1094. value = 800, 0
  1095.  
  1096. [State 0, VelAdd]
  1097. type = VelAdd
  1098. trigger1 = time = 1
  1099. y = -.4
  1100. ignorehitpause = 1
  1101.  
  1102. [State 800, 1]
  1103. type = HitDef
  1104. Trigger1 = !time
  1105. attr = S, NT
  1106. hitflag = MAF
  1107. priority = 1, Miss
  1108. sparkno = -1
  1109. p1sprpriority = 1
  1110. p1facing = 1
  1111. p2facing = 1
  1112. p1stateno = 811
  1113. p2stateno = 820
  1114. guard.dist = 0
  1115. fall = 1
  1116.  
  1117. [State 800, 2]
  1118. type = StateTypeSet
  1119. trigger1 = time >= 10
  1120. trigger1 = stateno != 811
  1121. physics = A
  1122.  
  1123. [State -3, veladd];additional gravity
  1124. type = Veladd
  1125. trigger1 = time >= 10
  1126. y = .2
  1127.  
  1128. ;---------------------------------------------------------------------------
  1129. ;Throw Success (grace period, standing)
  1130. [Statedef 810]
  1131. type = S
  1132. movetype= A
  1133. physics = S
  1134. anim = 810
  1135. poweradd = 0
  1136.  
  1137. [State 810, Grab Sound]
  1138. type = PlaySnd
  1139. trigger1 = AnimElem = 1
  1140. value = 800, 1
  1141.  
  1142. [State 810, Bind]
  1143. type = TargetBind
  1144. trigger1 = AnimElemTime(1) >= 0
  1145. pos = 35,-40
  1146.  
  1147. [State 810, State End];forward throw
  1148. type = ChangeState
  1149. triggerall = AnimTime >= 10
  1150. trigger1 = command = "holdfwd"
  1151. trigger2 = time = 30
  1152. value = 812
  1153. ctrl = 0
  1154.  
  1155. [State 810, State End];back throw
  1156. type = ChangeState
  1157. triggerall = AnimTime >= 10
  1158. trigger1 = command = "holdback"
  1159. value = 814
  1160. ctrl = 0
  1161.  
  1162. ;---------------------------------------------------------------------------
  1163. ;Throw Success (grace period, air)
  1164. [Statedef 811]
  1165. type = A
  1166. movetype= A
  1167. physics = N
  1168. anim = 810
  1169. poweradd = 0
  1170.  
  1171. [State 811, VelSet]
  1172. type = VelSet
  1173. trigger1 = 1
  1174. x = 0
  1175. y = 0
  1176. ignorehitpause = 1
  1177.  
  1178. [State 810, Grab Sound]
  1179. type = PlaySnd
  1180. trigger1 = AnimElem = 1
  1181. value = 800, 1
  1182.  
  1183. [State 810, Bind]
  1184. type = TargetBind
  1185. trigger1 = AnimElemTime(1) >= 0
  1186. pos = 35,-40
  1187.  
  1188. [State 810, State End];forward throw
  1189. type = ChangeState
  1190. triggerall = AnimTime >= 10
  1191. trigger1 = command = "holdfwd"
  1192. trigger2 = time = 30
  1193. value = 813
  1194.  
  1195. [State 810, State End];forward throw
  1196. type = ChangeState
  1197. triggerall = AnimTime >= 10
  1198. trigger1 = command = "holdback"
  1199. value = 815
  1200.  
  1201. ;---------------------------------------------------------------------------
  1202. ;Forward Throw (ground)
  1203. [Statedef 812]
  1204. type = S
  1205. movetype= A
  1206. physics = S
  1207. anim = 811
  1208. velset = 0,0
  1209. poweradd = 80
  1210.  
  1211. [State 810, Bind]
  1212. type = TargetBind
  1213. trigger1 = AnimElemTime(3) <= 0
  1214. pos = 35,-40
  1215.  
  1216. [State 810, Hit Sound]
  1217. type = PlaySnd
  1218. trigger1 = AnimElem = 3
  1219. value = 1, 1
  1220.  
  1221. [State 810, Damage]
  1222. type = TargetLifeAdd
  1223. trigger1 = AnimElem = 4
  1224. value = -74
  1225.  
  1226. [State 810, Throw]
  1227. type = TargetState
  1228. trigger1 = AnimElem = 4
  1229. value = 821
  1230.  
  1231. [State 810, EndState]
  1232. type = ChangeState
  1233. trigger1 = AnimTime = 0
  1234. value = 0
  1235. ctrl = 1
  1236.  
  1237. ;---------------------------------------------------------------------------
  1238. ;Forward Throw (air)
  1239. [Statedef 813]
  1240. type = A
  1241. movetype= A
  1242. physics = N
  1243. anim = 812
  1244. velset = 0,0
  1245. poweradd = 80
  1246.  
  1247. [State 810, Bind]
  1248. type = TargetBind
  1249. trigger1 = AnimElemTime(3) <= 0
  1250. pos = 35,-40
  1251.  
  1252. [State 810, Hit Sound]
  1253. type = PlaySnd
  1254. trigger1 = AnimElem = 3
  1255. value = 1, 1
  1256.  
  1257. [State 810, Damage]
  1258. type = TargetLifeAdd
  1259. trigger1 = AnimElem = 4
  1260. value = -74
  1261.  
  1262. [State 810, Throw]
  1263. type = TargetState
  1264. trigger1 = AnimElem = 4
  1265. value = 821
  1266.  
  1267. [State 810, ground check];Falling through floors? I think NOT!
  1268. type = velset
  1269. trigger1 = (Pos y >= 0) && (Vel y >= 0)
  1270. y = 0
  1271.  
  1272. [State 810, EndState]
  1273. type = StateTypeSet
  1274. trigger1 = AnimElem = 9
  1275. physics = A
  1276.  
  1277. [State -3, veladd];additional gravity
  1278. type = Veladd
  1279. trigger1 = animelem = 9
  1280. y = .2
  1281.  
  1282. ;---------------------------------------------------------------------------
  1283. ;Back Throw (ground)
  1284. [Statedef 814]
  1285. type = S
  1286. movetype= A
  1287. physics = S
  1288. anim = 813
  1289. velset = 0,0
  1290. poweradd = 80
  1291.  
  1292. [State 810, Bind]
  1293. type = TargetBind
  1294. trigger1 = AnimElemTime(2) <= 0
  1295. pos = 35,-40
  1296.  
  1297. [State 810, Bind]
  1298. type = TargetBind
  1299. trigger1 = AnimElemTime(2) > 0
  1300. trigger1 = AnimElemTime(4) <= 0
  1301. pos = -35,-40
  1302.  
  1303. [State 810, Hit Sound]
  1304. type = PlaySnd
  1305. trigger1 = AnimElem = 3
  1306. value = 1, 1
  1307.  
  1308. [State 810, Damage]
  1309. type = TargetLifeAdd
  1310. trigger1 = AnimElem = 4
  1311. value = -74
  1312.  
  1313. [State 810, Throw]
  1314. type = TargetState
  1315. trigger1 = AnimElem = 4
  1316. value = 822
  1317.  
  1318. [State 810, Turn]
  1319. type = Turn
  1320. trigger1 = AnimTime = 0
  1321.  
  1322. [State 810, EndState]
  1323. type = ChangeState
  1324. trigger1 = AnimTime = 0
  1325. value = 0
  1326. ctrl = 1
  1327.  
  1328. ;---------------------------------------------------------------------------
  1329. ;Back Throw (air)
  1330. [Statedef 815]
  1331. type = A
  1332. movetype= A
  1333. physics = N
  1334. anim = 814
  1335. velset = 0,0
  1336. poweradd = 80
  1337.  
  1338. [State 810, Bind]
  1339. type = TargetBind
  1340. trigger1 = AnimElemTime(2) <= 0
  1341. pos = 35,-40
  1342.  
  1343. [State 810, Bind]
  1344. type = TargetBind
  1345. trigger1 = AnimElemTime(2) > 0
  1346. trigger1 = AnimElemTime(4) <= 0
  1347. pos = -35,-40
  1348.  
  1349. [State 810, Hit Sound]
  1350. type = PlaySnd
  1351. trigger1 = AnimElem = 3
  1352. value = 1, 1
  1353.  
  1354. [State 810, Damage]
  1355. type = TargetLifeAdd
  1356. trigger1 = AnimElem = 4
  1357. value = -74
  1358.  
  1359. [State 810, Throw]
  1360. type = TargetState
  1361. trigger1 = AnimElem = 4
  1362. value = 822
  1363.  
  1364. [State 810, Turn]
  1365. type = Turn
  1366. trigger1 = AnimTime = 0
  1367.  
  1368. [State 810, ground check];Falling through floors? I think NOT!
  1369. type = velset
  1370. trigger1 = (Pos y >= 0) && (Vel y >= 0)
  1371. y = 0
  1372.  
  1373. [State 810, EndState]
  1374. type = StateTypeSet
  1375. trigger1 = AnimElem = 10
  1376. physics = A
  1377.  
  1378. [State -3, veladd];additional gravity
  1379. type = Veladd
  1380. trigger1 = animelem = 10
  1381. y = .2
  1382.  
  1383. ;---------------------------------------------------------------------------
  1384. ;P2 Grabbed
  1385. [Statedef 820]
  1386. type = A
  1387. movetype= H
  1388. physics = N
  1389. velset = 0,0
  1390.  
  1391. [State 820, 1]
  1392. type = ChangeAnim2
  1393. Trigger1 = Time = 0
  1394. value = 820
  1395.  
  1396. [State 820, 2]
  1397. type = SelfState
  1398. trigger1 = !gethitvar(isbound)
  1399. value = 5050
  1400.  
  1401. ;---------------------------------------------------------------------------
  1402. ;P2 Falling (Fwd Version)
  1403. [Statedef 821]
  1404. type = A
  1405. movetype= H
  1406. physics = N
  1407. velset = -4,-4.5
  1408. poweradd = 40
  1409. anim = 5030
  1410.  
  1411. [State 821, 1] ;Gravity
  1412. type = VelAdd
  1413. Trigger1 = 1
  1414. y = .4
  1415.  
  1416. [State 821, 4] ;Hit ground
  1417. type = SelfState
  1418. trigger1 = Vel Y > 0
  1419. trigger1 = Pos Y >= 0
  1420. value = 5100 ;Hit ground
  1421.  
  1422. ;---------------------------------------------------------------------------
  1423. ;P2 Falling (Back Version)
  1424. [Statedef 822]
  1425. type = A
  1426. movetype= H
  1427. physics = N
  1428. velset = 4,-4.5
  1429. poweradd = 40
  1430. anim = 5030
  1431.  
  1432. [State 821, 1] ;Gravity
  1433. type = VelAdd
  1434. Trigger1 = 1
  1435. y = .4
  1436.  
  1437. [State 821, 4] ;Hit ground
  1438. type = SelfState
  1439. trigger1 = Vel Y > 0
  1440. trigger1 = Pos Y >= 0
  1441. value = 5100 ;Hit ground
  1442.  
  1443. ;---------------------------------------------------------------------------
  1444. ; Timesplitter (Light, Startup)
  1445. [Statedef 1000]
  1446. type = S
  1447. movetype= A
  1448. physics = S
  1449. juggle = 2
  1450. poweradd= 69 ;nice
  1451. ctrl = 0
  1452. velset = 0,0
  1453. anim = 1000
  1454. sprpriority = 2
  1455.  
  1456. [State 1000, PlaySnd]
  1457. type = PlaySnd
  1458. trigger1 = Animelem = 1
  1459. value = S40,0
  1460.  
  1461. [State 1000, PlaySnd]
  1462. type = PlaySnd
  1463. trigger1 = Animelem = 3
  1464. value = S0,1
  1465.  
  1466. [State 1000, VelSet]
  1467. type = VelSet
  1468. trigger1 = Animelem = 1
  1469. x = 9
  1470.  
  1471. [State 1000, 4];normal
  1472. type = HitDef
  1473. trigger1 = AnimElem = 6
  1474. attr = S, NA
  1475. damage = 32,4
  1476. hitflag = MA
  1477. animtype = Medium
  1478. guardflag = MA
  1479. priority = 3, Hit
  1480. pausetime = 10,10
  1481. hitsound = s1,1
  1482. sparkno = s8010
  1483. sparkxy = -20,-50
  1484. guardsound = 6, 0
  1485. ground.type = High
  1486. ground.slidetime = 6
  1487. ground.hittime = 16
  1488. ground.velocity = -2.7
  1489. airguard.velocity = -4.8
  1490. air.type = High
  1491. air.velocity = -2.7
  1492. air.hittime = 15
  1493.  
  1494. [State 1000, 5]
  1495. type = ChangeState
  1496. trigger1 = AnimTime = 0
  1497. value = 0
  1498. ctrl = 1
  1499.  
  1500. ;---------------------------------------------------------------------------
  1501. ; Timesplitter (Medium, Startup)
  1502. [Statedef 1001]
  1503. type = S
  1504. movetype= A
  1505. physics = S
  1506. juggle = 2
  1507. poweradd= 69 ;nice
  1508. ctrl = 0
  1509. velset = 0,0
  1510. anim = 1001
  1511. sprpriority = 2
  1512.  
  1513. [State 1000, PlaySnd]
  1514. type = PlaySnd
  1515. trigger1 = Animelem = 1
  1516. value = S40,0
  1517.  
  1518. [State 1000, PlaySnd]
  1519. type = PlaySnd
  1520. trigger1 = Animelem = 4
  1521. value = S0,1
  1522.  
  1523. [State 1000, VelSet]
  1524. type = VelSet
  1525. trigger1 = Animelem = 1
  1526. trigger2 = Animelem = 2
  1527. x = 9
  1528.  
  1529. [State 1000, 4];normal
  1530. type = HitDef
  1531. triggerall = var(6) = 0
  1532. trigger1 = AnimElem = 6
  1533. attr = S, NA
  1534. damage = 44,6
  1535. hitflag = MA
  1536. animtype = Medium
  1537. guardflag = MA
  1538. priority = 3, Hit
  1539. pausetime = 10,10
  1540. hitsound = s1,1
  1541. sparkno = s8010
  1542. sparkxy = -20,-50
  1543. guardsound = 6, 0
  1544. ground.type = High
  1545. ground.slidetime = 6
  1546. ground.hittime = 16
  1547. ground.velocity = -2.7
  1548. airguard.velocity = -4.8
  1549. air.type = High
  1550. air.velocity = -2.7
  1551. air.hittime = 15
  1552.  
  1553. [State 1000, 5]
  1554. type = ChangeState
  1555. trigger1 = AnimTime = 0
  1556. value = 0
  1557. ctrl = 1
  1558.  
  1559. ;---------------------------------------------------------------------------
  1560. ; Timesplitter (Heavy, Startup)
  1561. [Statedef 1002]
  1562. type = S
  1563. movetype= A
  1564. physics = S
  1565. juggle = 3
  1566. poweradd= 86
  1567. ctrl = 0
  1568. velset = 0,0
  1569. anim = 1002
  1570. sprpriority = 2
  1571.  
  1572. [State 1000, PlaySnd]
  1573. type = PlaySnd
  1574. trigger1 = Animelem = 1
  1575. value = S40,0
  1576.  
  1577. [State 1000, PlaySnd]
  1578. type = PlaySnd
  1579. trigger1 = Animelem = 4
  1580. value = S0,1
  1581.  
  1582. [State 1000, VelSet]
  1583. type = VelSet
  1584. trigger1 = Animelem = 1
  1585. trigger2 = Animelem = 2
  1586. trigger2 = Animelem = 3
  1587. x = 15
  1588.  
  1589. [State 1000, 4];normal
  1590. type = HitDef
  1591. triggerall = var(6) = 0
  1592. trigger1 = AnimElem = 6
  1593. attr = S, NA
  1594. damage = 58,7
  1595. hitflag = MA
  1596. animtype = Medium
  1597. guardflag = MA
  1598. priority = 3, Hit
  1599. pausetime = 12,12
  1600. hitsound = s1,1
  1601. sparkno = s8010
  1602. sparkxy = -20,-50
  1603. guardsound = 6, 0
  1604. ground.type = High
  1605. ground.slidetime = 6
  1606. ground.hittime = 22
  1607. ground.velocity = -2.7
  1608. airguard.velocity = -4.8
  1609. air.type = High
  1610. air.velocity = -2.7
  1611. air.hittime = 15
  1612.  
  1613. [State 1000, 5]
  1614. type = ChangeState
  1615. trigger1 = AnimTime = 0
  1616. value = 0
  1617. ctrl = 1
  1618.  
  1619. ;---------------------------------------------------------------------------
  1620. ;Follow-up (Low)
  1621. [Statedef 1003]
  1622. type = S
  1623. movetype= A
  1624. physics = S
  1625. juggle = 2
  1626. poweradd= 50
  1627. ctrl = 0
  1628. anim = 1003
  1629. sprpriority = 2
  1630.  
  1631. [State 200, 0]
  1632. type = PlaySnd
  1633. trigger1 = Time = 2
  1634. value = 0, 1
  1635.  
  1636. [State 200, 1];normal
  1637. type = HitDef
  1638. triggerall = var(6) = 0
  1639. trigger1 = AnimElem = 3
  1640. attr = S, NA
  1641. damage = 67,9
  1642. hitflag = MAFD
  1643. guardflag = L
  1644. priority = 3, Hit
  1645. pausetime = 10,10
  1646. hitsound = s1,1
  1647. sparkno = s8010
  1648. sparkxy = 10,-20
  1649. guardsound = 6, 0
  1650. ground.type = Trip
  1651. ground.slidetime = 6
  1652. ground.hittime = 8
  1653. ground.velocity = -3,-3
  1654. air.type = Low
  1655. fall = 1
  1656.  
  1657. [State 410, 4]
  1658. type = ChangeState
  1659. trigger1 = AnimTime = 0
  1660. value = 0
  1661. ctrl = 1
  1662.  
  1663. ;---------------------------------------------------------------------------
  1664. ;Follow-up (Middle)
  1665. [Statedef 1004]
  1666. type = S
  1667. movetype= A
  1668. physics = S
  1669. juggle = 2
  1670. poweradd= 60
  1671. ctrl = 0
  1672. anim = 1004
  1673. sprpriority = 2
  1674.  
  1675. [State 200, 0]
  1676. type = PlaySnd
  1677. trigger1 = Time = 2
  1678. value = 0, 2
  1679.  
  1680. [State 1000, VelSet]
  1681. type = VelSet
  1682. trigger1 = Animelem = 1
  1683. x = 9
  1684.  
  1685. [State 200, 1];normal
  1686. type = HitDef
  1687. triggerall = var(6) = 0
  1688. trigger1 = AnimElem = 6
  1689. attr = S, NA
  1690. damage = 73,10
  1691. hitflag = MA
  1692. guardflag = MA
  1693. priority = 3, Hit
  1694. pausetime = 10,10
  1695. hitsound = s1,2
  1696. sparkno = s8010
  1697. sparkxy = -10,-60
  1698. guardsound = 6, 0
  1699. ground.type = High
  1700. ground.slidetime = 6
  1701. ground.hittime = 8
  1702. ground.velocity = -5,-4
  1703. air.velocity = -5,-4
  1704. air.type = High
  1705. fall = 1
  1706.  
  1707. [State 410, 4]
  1708. type = ChangeState
  1709. trigger1 = AnimTime = 0
  1710. value = 0
  1711. ctrl = 1
  1712.  
  1713. ;---------------------------------------------------------------------------
  1714. ;Follow-up (High)
  1715. [Statedef 1005]
  1716. type = S
  1717. movetype= A
  1718. physics = S
  1719. juggle = 4
  1720. poweradd= 60
  1721. ctrl = 0
  1722. anim = 1005
  1723. sprpriority = 2
  1724.  
  1725. [State 200, 0]
  1726. type = PlaySnd
  1727. trigger1 = time = 1
  1728. value = 0,2
  1729.  
  1730. [State 200, 0]
  1731. type = PlaySnd
  1732. trigger1 = time = 15
  1733. trigger2 = time = 22
  1734. value = 0, 1
  1735.  
  1736. [State 40, Jump Dust]
  1737. type = Explod
  1738. trigger1 = time = 3
  1739. anim = 9040
  1740. pos = 0,12
  1741. scale = .6,.6
  1742. postype = p1
  1743. ownpal = 1
  1744. removetime = 12
  1745.  
  1746. [State 1005, StateTypeSet]
  1747. type = StateTypeSet
  1748. trigger1 = time = 4
  1749. statetype = A ;S,A,C,L
  1750. physics = A ;A,C,S,N
  1751. ignorehitpause = 1
  1752.  
  1753. [State 1000, VelSet]
  1754. type = VelSet
  1755. trigger1 = time = 4
  1756. x = 8
  1757. y = -7
  1758.  
  1759. [State 200, 1];multi-hits
  1760. type = HitDef
  1761. triggerall = var(6) = 0
  1762. trigger1 = time <= 22
  1763. attr = S, NA
  1764. damage = 12,1
  1765. hitflag = MAFD
  1766. guardflag = MA
  1767. priority = 3, Hit
  1768. pausetime = 5,5
  1769. sparkno = s8000
  1770. sparkxy = -10,-50
  1771. hitsound = s1,0
  1772. guardsound = 6, 0
  1773. ground.type = High
  1774. ground.slidetime = 6
  1775. ground.hittime = 8
  1776. ground.velocity = -1,-1
  1777. air.velocity = -1,-1
  1778. air.type = High
  1779. fall = 0
  1780.  
  1781. [State 200, 1];final hit
  1782. type = HitDef
  1783. triggerall = var(6) = 0
  1784. trigger1 = animelem = 11
  1785. attr = S, NA
  1786. damage = 30,5
  1787. hitflag = MAFD
  1788. guardflag = MA
  1789. priority = 3, Hit
  1790. pausetime = 10,10
  1791. sparkno = s8010
  1792. sparkxy = -10,-50
  1793. hitsound = s1,1
  1794. guardsound = 6, 0
  1795. ground.type = High
  1796. ground.slidetime = 10
  1797. ground.hittime = 12
  1798. ground.velocity = -3,-3
  1799. air.velocity = -3,-3
  1800. air.type = High
  1801. fall = 1
  1802.  
  1803. [State 200, VarSet];tipper move hitcheck
  1804. type = VarSet
  1805. trigger1 = movehit && var(5) >= 1
  1806. v = 6
  1807. value = 1
  1808. ignorehitpause = 1
  1809.  
  1810. [State -3, veladd];additional gravity
  1811. type = Veladd
  1812. trigger1 = time >= 5
  1813. y = .2
  1814.  
  1815. ;---------------------------------------------------------------------------
  1816. ;Timesplitter (Air)
  1817. [Statedef 1006]
  1818. type = A
  1819. movetype= A
  1820. physics = A
  1821. juggle = 4
  1822. poweradd= 60
  1823. ctrl = 0
  1824. anim = 1006
  1825. sprpriority = 2
  1826.  
  1827. [State 200, 0]
  1828. type = PlaySnd
  1829. trigger1 = time = 1
  1830. value = 0,2
  1831.  
  1832. [State 200, 0]
  1833. type = PlaySnd
  1834. trigger1 = time = 4
  1835. trigger2 = time = 13
  1836. value = 0, 1
  1837.  
  1838. [State 200, 1];multi-hits
  1839. type = HitDef
  1840. trigger1 = time <= 13
  1841. attr = S, NA
  1842. damage = 12,1
  1843. hitflag = MAFD
  1844. guardflag = MA
  1845. priority = 3, Hit
  1846. pausetime = 5,5
  1847. sparkno = s8000
  1848. sparkxy = -10,-50
  1849. hitsound = s1,0
  1850. guardsound = 6, 0
  1851. ground.type = High
  1852. ground.slidetime = 6
  1853. ground.hittime = 8
  1854. ground.velocity = -1,-1
  1855. air.velocity = -1,-1
  1856. air.type = High
  1857. fall = 0
  1858.  
  1859. [State 200, 1];final hit
  1860. type = HitDef
  1861. trigger1 = animelem = 9
  1862. attr = S, NA
  1863. damage = 30,5
  1864. hitflag = MAFD
  1865. guardflag = MA
  1866. priority = 3, Hit
  1867. pausetime = 10,10
  1868. sparkno = s8010
  1869. sparkxy = -10,-50
  1870. hitsound = s1,1
  1871. guardsound = 6, 0
  1872. ground.type = High
  1873. ground.slidetime = 10
  1874. ground.hittime = 12
  1875. ground.velocity = -3,7
  1876. air.velocity = -3,7
  1877. air.type = High
  1878. fall = 1
  1879.  
  1880. [State 200, VarSet];tipper move hitcheck
  1881. type = VarSet
  1882. trigger1 = movehit && var(5) >= 1
  1883. v = 6
  1884. value = 1
  1885. ignorehitpause = 1
  1886.  
  1887. [State -3, veladd];additional gravity
  1888. type = Veladd
  1889. trigger1 = time >= 5
  1890. y = .2
  1891.  
  1892. [State 610, 5];nudge self towards opponent to better have the hits connect
  1893. type = VelAdd
  1894. triggerall = Vel Y >= -4
  1895. trigger1 = movehit && animelem = 4
  1896. trigger2 = movehit && animelem = 5
  1897. trigger3 = movehit && animelem = 6
  1898. trigger4 = movehit && animelem = 7
  1899. trigger5 = movehit && animelem = 8
  1900. y = -2
  1901.  
  1902. ;---------------------------------------------------------------------------
  1903. ;Neo Slash (Light)
  1904. [Statedef 1010]
  1905. type = S
  1906. movetype= A
  1907. physics = S
  1908. juggle = 4
  1909. poweradd= 60
  1910. ctrl = 0
  1911. anim = 1010
  1912. sprpriority = 2
  1913.  
  1914. [State 200, 0]
  1915. type = PlaySnd
  1916. trigger1 = time = 1
  1917. value = 40,0
  1918.  
  1919. [State 200, 0]
  1920. type = PlaySnd
  1921. trigger1 = time = 4
  1922. value = 0, 2
  1923.  
  1924. [State 40, Jump Dust]
  1925. type = Explod
  1926. trigger1 = time = 3
  1927. anim = 9040
  1928. pos = 0,12
  1929. scale = .6,.6
  1930. postype = p1
  1931. ownpal = 1
  1932. removetime = 12
  1933.  
  1934. [State 1005, StateTypeSet]
  1935. type = StateTypeSet
  1936. trigger1 = time = 4
  1937. statetype = A ;S,A,C,L
  1938. physics = A ;A,C,S,N
  1939. ignorehitpause = 1
  1940.  
  1941. [State 1000, VelSet]
  1942. type = VelSet
  1943. trigger1 = time = 4
  1944. x = 2
  1945. y = -7
  1946.  
  1947. [State 200, 1]
  1948. type = HitDef
  1949. triggerall = var(6) = 0
  1950. trigger1 = animelem = 5
  1951. attr = S, NA
  1952. damage = 74,9
  1953. hitflag = MAFD
  1954. guardflag = MA
  1955. priority = 3, Hit
  1956. pausetime = 10,10
  1957. sparkno = s8010
  1958. sparkxy = -10,-50
  1959. hitsound = s1,1
  1960. guardsound = 6, 0
  1961. ground.type = High
  1962. ground.slidetime = 10
  1963. ground.hittime = 12
  1964. ground.velocity = -5,-3
  1965. air.velocity = -5,-3
  1966. air.type = High
  1967. fall = 1
  1968.  
  1969. [State 200, VarSet];tipper move hitcheck
  1970. type = VarSet
  1971. trigger1 = movehit && var(5) >= 1
  1972. v = 6
  1973. value = 1
  1974. ignorehitpause = 1
  1975.  
  1976. [State -3, veladd];additional gravity
  1977. type = Veladd
  1978. trigger1 = time >= 5
  1979. y = .2
  1980.  
  1981. ;---------------------------------------------------------------------------
  1982. ;Neo Slash (Medium)
  1983. [Statedef 1011]
  1984. type = S
  1985. movetype= A
  1986. physics = S
  1987. juggle = 4
  1988. poweradd= 70
  1989. ctrl = 0
  1990. anim = 1011
  1991. sprpriority = 2
  1992.  
  1993. [State 200, 0]
  1994. type = PlaySnd
  1995. trigger1 = time = 1
  1996. value = 40,0
  1997.  
  1998. [State 200, 0]
  1999. type = PlaySnd
  2000. trigger1 = time = 5
  2001. value = 0, 2
  2002.  
  2003. [State 40, Jump Dust]
  2004. type = Explod
  2005. trigger1 = time = 3
  2006. anim = 9040
  2007. pos = 0,12
  2008. scale = .6,.6
  2009. postype = p1
  2010. ownpal = 1
  2011. removetime = 12
  2012.  
  2013. [State 1005, StateTypeSet]
  2014. type = StateTypeSet
  2015. trigger1 = time = 5
  2016. statetype = A ;S,A,C,L
  2017. physics = A ;A,C,S,N
  2018. ignorehitpause = 1
  2019.  
  2020. [State 1000, VelSet]
  2021. type = VelSet
  2022. trigger1 = time = 5
  2023. x = 2.5
  2024. y = -8
  2025.  
  2026. [State 200, 1]
  2027. type = HitDef
  2028. triggerall = var(6) = 0
  2029. trigger1 = animelem = 5
  2030. attr = S, NA
  2031. damage = 81,10
  2032. hitflag = MAFD
  2033. guardflag = MA
  2034. priority = 3, Hit
  2035. pausetime = 10,10
  2036. sparkno = s8010
  2037. sparkxy = -10,-50
  2038. hitsound = s1,1
  2039. guardsound = 6, 0
  2040. ground.type = High
  2041. ground.slidetime = 10
  2042. ground.hittime = 12
  2043. ground.velocity = -5,-3
  2044. air.velocity = -5,-3
  2045. air.type = High
  2046. fall = 1
  2047.  
  2048. [State 200, VarSet];tipper move hitcheck
  2049. type = VarSet
  2050. trigger1 = movehit && var(5) >= 1
  2051. v = 6
  2052. value = 1
  2053. ignorehitpause = 1
  2054.  
  2055. [State -3, veladd];additional gravity
  2056. type = Veladd
  2057. trigger1 = time >= 5
  2058. y = .2
  2059.  
  2060. ;---------------------------------------------------------------------------
  2061. ;Neo Slash (Heavy)
  2062. [Statedef 1012]
  2063. type = S
  2064. movetype= A
  2065. physics = S
  2066. juggle = 5
  2067. poweradd= 80
  2068. ctrl = 0
  2069. anim = 1012
  2070. sprpriority = 2
  2071.  
  2072. [State 200, 0]
  2073. type = PlaySnd
  2074. trigger1 = time = 3
  2075. value = 40,0
  2076.  
  2077. [State 200, 0]
  2078. type = PlaySnd
  2079. trigger1 = time = 7
  2080. value = 0, 2
  2081.  
  2082. [State 40, Jump Dust]
  2083. type = Explod
  2084. trigger1 = time = 5
  2085. anim = 9040
  2086. pos = 0,12
  2087. scale = .6,.6
  2088. postype = p1
  2089. ownpal = 1
  2090. removetime = 12
  2091.  
  2092. [State 1005, StateTypeSet]
  2093. type = StateTypeSet
  2094. trigger1 = time = 5
  2095. statetype = A ;S,A,C,L
  2096. physics = A ;A,C,S,N
  2097. ignorehitpause = 1
  2098.  
  2099. [State 1000, VelSet]
  2100. type = VelSet
  2101. trigger1 = time = 5
  2102. x = 3
  2103. y = -9
  2104.  
  2105. [State 200, 1]
  2106. type = HitDef
  2107. triggerall = var(6) = 0
  2108. trigger1 = animelem = 5
  2109. attr = S, NA
  2110. damage = 89,11
  2111. hitflag = MAFD
  2112. guardflag = MA
  2113. priority = 3, Hit
  2114. pausetime = 10,10
  2115. sparkno = s8010
  2116. sparkxy = -10,-50
  2117. hitsound = s1,1
  2118. guardsound = 6, 0
  2119. ground.type = High
  2120. ground.slidetime = 10
  2121. ground.hittime = 12
  2122. ground.velocity = -5,-3
  2123. air.velocity = -5,-3
  2124. air.type = High
  2125. fall = 1
  2126.  
  2127. [State 200, VarSet];tipper move hitcheck
  2128. type = VarSet
  2129. trigger1 = movehit && var(5) >= 1
  2130. v = 6
  2131. value = 1
  2132. ignorehitpause = 1
  2133.  
  2134. [State -3, veladd];additional gravity
  2135. type = Veladd
  2136. trigger1 = time >= 5
  2137. y = .2
  2138.  
  2139. ;---------------------------------------------------------------------------
  2140. ;Retribution (Attempt)
  2141. [Statedef 3000]
  2142. type = S
  2143. movetype= A
  2144. physics = S
  2145. juggle = 0
  2146. poweradd= -1000
  2147. ctrl = 0
  2148. sprpriority = -1
  2149. anim = 3000
  2150.  
  2151. [State 3000, 0];no slide check
  2152. type = VelSet
  2153. trigger1 = time = 1
  2154. x = 0
  2155. y = 0
  2156.  
  2157. [State 3000, 1]
  2158. type = PlaySnd
  2159. trigger1 = time = 7
  2160. value = 3000,0
  2161.  
  2162. [State 3000, 2]
  2163. type = ReversalDef
  2164. trigger1 = time <= 18
  2165. p1stateno = 3001
  2166. p1sprpriority = 1
  2167. p2sprpriority = 2
  2168. hitsound = S3001,1
  2169. reversal.attr = SCA,NA,SA,HA,AP
  2170.  
  2171. [State 3000, 3]
  2172. type = Changestate
  2173. trigger1 = animtime = 0
  2174. value = 0
  2175. ctrl = 1
  2176.  
  2177. ;---------------------------------------------------------------------------
  2178. ;Retribution (Success)
  2179. [Statedef 3001]
  2180. type = S
  2181. movetype= A
  2182. physics = S
  2183. juggle = 0
  2184. poweradd= 0
  2185. ctrl = 0
  2186. sprpriority = -3
  2187. anim = 3001
  2188.  
  2189. [State 3001, 0];no slide check
  2190. type = VelSet
  2191. trigger1 = time = 1
  2192. x = 0
  2193. y = 0
  2194.  
  2195. [State 3001, 1]
  2196. type = SuperPause
  2197. trigger1 = time = 1
  2198. pos = 0,-35
  2199. time = 30
  2200. anim = 100
  2201. sound = 20, 0
  2202.  
  2203. [State 3100, 3]
  2204. type = AfterImage
  2205. trigger1 = AnimElem = 4
  2206. time = 2
  2207.  
  2208. [State 3100, 4]
  2209. type = AfterImageTime
  2210. trigger1 = AnimElemTime(1) >= 0
  2211. time = 2
  2212.  
  2213. [State 3001, 4];multi hits
  2214. type = HitDef
  2215. trigger1 = time <= 14
  2216. attr = S, NA
  2217. damage = 17
  2218. hitflag = MAF
  2219. guardflag = MA
  2220. priority = 0, Hit
  2221. pausetime = 5,5
  2222. getpower = 0
  2223. sparkno = s8000
  2224. sparkxy = -5,-60
  2225. hitsound = s1,0
  2226. guardsound = 6, 0
  2227. ground.type = High
  2228. ground.slidetime = 5
  2229. ground.hittime = 15
  2230. ground.velocity = -2,-2
  2231. airguard.velocity = -1,-2
  2232. air.type = High
  2233. air.velocity = -2,-2
  2234. air.hittime = 15
  2235. fall = 0
  2236.  
  2237. [State 3001, 4];final hit
  2238. type = HitDef
  2239. trigger1 = Animelem >= 6
  2240. attr = S, NA
  2241. damage = 68
  2242. hitflag = MAF
  2243. guardflag = MA
  2244. priority = 0, Hit
  2245. pausetime = 10,15
  2246. getpower = 0
  2247. sparkno = s8020
  2248. sparkxy = -5,-60
  2249. hitsound = s1,1
  2250. guardsound = 6, 0
  2251. ground.type = High
  2252. ground.slidetime = 5
  2253. ground.hittime = 15
  2254. ground.velocity = -2,-4
  2255. airguard.velocity = -3,-6
  2256. air.type = High
  2257. air.velocity = -5,-6
  2258. air.hittime = 15
  2259. envshake.time = 14
  2260. envshake.ampl = 7
  2261. envshake.freq = 125
  2262. fall = 1
  2263. persistent = 0
  2264.  
  2265. [State 3001, 4]
  2266. type = PlaySnd
  2267. trigger1 = time = 1
  2268. value = 3000,1
  2269.  
  2270. [State 3001, 5]
  2271. type = NotHitBy
  2272. trigger1 = 1
  2273. value = , NA, SA, AT
  2274. time = 1
  2275.  
  2276. [State 0, Explod];shrinking force field
  2277. type = Explod
  2278. trigger1 = time = 19
  2279. anim = 3002
  2280. ID = 3002
  2281. pos = 0,0
  2282. postype = P1
  2283. facing = 1
  2284. bindtime = 1
  2285. removetime = -2
  2286. scale = .6,.7
  2287. sprpriority = 3
  2288. ignorehitpause = 1
  2289. persistent = 0
  2290.  
  2291. [State 0, ChangeState]
  2292. type = ChangeState
  2293. trigger1 = animtime = 0
  2294. value = 0
  2295. ctrl = 1
  2296.  
  2297. ;---------------------------------------------------------------------------
  2298. ;Passive Buff activation
  2299. [Statedef 3100]
  2300. type = S
  2301. movetype= A
  2302. physics = S
  2303. juggle = 0
  2304. poweradd= 0
  2305. ctrl = 0
  2306. sprpriority = -1
  2307. anim = 3100
  2308.  
  2309. [State 3100, 0];no slide check
  2310. type = VelSet
  2311. trigger1 = time = 1
  2312. x = 0
  2313. y = 0
  2314.  
  2315. [State 3100, NotHitBy]
  2316. type = NotHitBy
  2317. trigger1 = time >= 11
  2318. value = ,NA,SA,HA,NP,SP,HP,NT,ST,HT
  2319. time = 5
  2320.  
  2321. [State 0, PowerAdd]
  2322. type = PowerAdd
  2323. trigger1 = time = 12
  2324. value = -1000
  2325. ignorehitpause = 1
  2326.  
  2327. [State 3100, 1]
  2328. type = SuperPause
  2329. trigger1 = time = 11
  2330. pos = 0,-35
  2331. time = 15
  2332. anim = 100
  2333. sound = 20, 0
  2334.  
  2335. [State 0, VarSet];buff type
  2336. type = VarSet
  2337. trigger1 = time = 11
  2338. v = 7
  2339. value = 1
  2340. ignorehitpause = 1
  2341.  
  2342. [State 0, VarSet];timer
  2343. type = VarSet
  2344. trigger1 = var(7) = 1
  2345. v = 9
  2346. value = 300
  2347. ignorehitpause = 1
  2348.  
  2349. [State 0, ChangeState]
  2350. type = ChangeState
  2351. trigger1 = animtime = 0
  2352. value = 0
  2353. ctrl = 1
  2354.  
  2355. ;---------------------------------------------------------------------------
  2356. ;Neo Slash EX
  2357. [Statedef 3200]
  2358. type = S
  2359. movetype= A
  2360. physics = N
  2361. juggle = 0
  2362. poweradd= -1000
  2363. ctrl = 0
  2364. sprpriority = -3
  2365. anim = 3200
  2366.  
  2367. [State 3200, 0];no slide check
  2368. type = VelSet
  2369. trigger1 = time = 1
  2370. x = 0
  2371. y = 0
  2372.  
  2373. [State 3200, 1]
  2374. type = SuperPause
  2375. trigger1 = time = 1
  2376. pos = 20,-55
  2377. time = 30
  2378. anim = 100
  2379. sound = 20, 0
  2380.  
  2381. [State 3100, 3]
  2382. type = AfterImage
  2383. trigger1 = AnimElem = 4
  2384. time = 2
  2385.  
  2386. [State 3100, 4]
  2387. type = AfterImageTime
  2388. trigger1 = AnimElemTime(1) >= 0
  2389. time = 2
  2390.  
  2391. [State 3200, StateTypeSet]
  2392. type = StateTypeSet
  2393. trigger1 = time = 16
  2394. statetype = A ;S,A,C,L
  2395. physics = A ;A,C,S,N
  2396. ignorehitpause = 1
  2397.  
  2398. [State 3200, 0]
  2399. type = PlaySnd
  2400. trigger1 = time = 12
  2401. value = 3200,0
  2402.  
  2403. [State 3200, 0];time to flyyyyy!!!
  2404. type = VelSet
  2405. trigger1 = animelem = 6
  2406. trigger2 = animelem = 7
  2407. trigger3 = animelem = 8
  2408. trigger4 = animelem = 12
  2409. x = 2.5
  2410. y = -8
  2411. ignorehitpause = 1
  2412.  
  2413.  
  2414. [State 3001, 4];multi hits
  2415. type = HitDef
  2416. trigger1 = time <= 29
  2417. attr = S, HA
  2418. damage = 29,2
  2419. hitflag = MAF
  2420. guardflag = MA
  2421. priority = 0, Hit
  2422. pausetime = 5,5
  2423. getpower = 0
  2424. sparkno = s8010
  2425. sparkxy = -15,-60
  2426. hitsound = s1,0
  2427. guardsound = 6, 0
  2428. ground.type = High
  2429. ground.slidetime = 5
  2430. ground.hittime = 15
  2431. ground.velocity = -3,-4
  2432. airguard.velocity = -6,-4
  2433. air.type = High
  2434. air.velocity = -2,-4
  2435. air.hittime = 15
  2436. envshake.time = 6
  2437. envshake.ampl = 1
  2438. envshake.freq = 75
  2439. fall = 1
  2440.  
  2441. [State 3200, 0]
  2442. type = PlaySnd
  2443. trigger1 = time = 38
  2444. value = 3200,1
  2445.  
  2446. [State 200, 1];final hit
  2447. type = HitDef
  2448. trigger1 = animelem = 12
  2449. attr = S, NA
  2450. damage = 49,7
  2451. hitflag = MAFD
  2452. guardflag = MA
  2453. priority = 3, Hit
  2454. pausetime = 10,10
  2455. sparkno = s8020
  2456. sparkxy = -20,-60
  2457. hitsound = s1,3
  2458. guardsound = 6, 0
  2459. ground.type = High
  2460. ground.slidetime = 10
  2461. ground.hittime = 12
  2462. ground.velocity = -5,-4
  2463. air.velocity = -5,-6
  2464. envshake.time = 12
  2465. envshake.ampl = 7
  2466. envshake.freq = 175
  2467. air.type = High
  2468. fall = 1
  2469.  
  2470. [State -3, veladd];additional gravity
  2471. type = Veladd
  2472. trigger1 = time >= 17
  2473. y = .2
  2474.  
  2475. ;---------------------------------------------------------------------------
  2476. ;Time Paradox
  2477. [Statedef 3300]
  2478. type = S
  2479. movetype= A
  2480. physics = S
  2481. juggle = 0
  2482. anim = 3300
  2483. poweradd = -3000
  2484. ctrl = 0
  2485. sprpriority = -1
  2486.  
  2487. [State 3100, 3]
  2488. type = AfterImage
  2489. trigger1 = AnimElem = 4
  2490. time = 2
  2491. palcolor = 256
  2492. palinvertall = 0
  2493. palbright = 60,0,0
  2494. palcontrast = 240,0,0
  2495.  
  2496. [State 3100, 4]
  2497. type = AfterImageTime
  2498. trigger1 = AnimElemTime(1) >= 0
  2499. time = 2
  2500.  
  2501. [State 3300, SuperPause]
  2502. type = SuperPause
  2503. trigger1 = time = 0
  2504. time = 60
  2505. movetime = 60
  2506. anim = 101
  2507. sound = s9301,0
  2508. pos = -14,-54
  2509. darken = 1
  2510. unhittable = 1
  2511. ignorehitpause = 1
  2512.  
  2513. [State 0, PlaySnd]
  2514. type = PlaySnd
  2515. trigger1 = time = 72
  2516. value = S3300,0
  2517. channel = 2
  2518. ignorehitpause = 1
  2519.  
  2520. [State 3300]
  2521. type = HitDef
  2522. Trigger1 = !time
  2523. attr = S, HA
  2524. hitflag = MAF
  2525. priority = 1, Miss
  2526. sparkno = -1
  2527. p1sprpriority = 1
  2528. p1facing = 1
  2529. p2facing = 1
  2530. p1stateno = 3301
  2531. p2stateno = 3302
  2532. guard.dist = 0
  2533. fall = 1
  2534.  
  2535. [State 0, VelSet]
  2536. type = VelSet
  2537. trigger1 = animelem = 6
  2538. x = 29
  2539. ignorehitpause = 1
  2540.  
  2541. [State 0, PlayerPush]
  2542. type = PlayerPush
  2543. trigger1 = animelem = 6
  2544. value = 0
  2545. ignorehitpause = 1
  2546.  
  2547. [State 3000, 6]
  2548. type = ChangeState
  2549. trigger1 = AnimTime = 0
  2550. value = 0
  2551. ctrl = 1
  2552.  
  2553. ;---------------------------------------------------------------------------
  2554. ;Time Paradox (Success!)
  2555. [Statedef 3301]
  2556. type = S
  2557. movetype= A
  2558. physics = S
  2559. juggle = 0
  2560. anim = 3302
  2561. velset = 0,0
  2562. poweradd = 0
  2563. ctrl = 0
  2564. sprpriority = -1
  2565.  
  2566. [State 0, BindToTarget];try matching up with where the enemy was lel
  2567. type = BindToTarget
  2568. trigger1 = time = 0
  2569. time = 1
  2570.  
  2571. [State 0, PosSet];move forward a bit
  2572. type = PosAdd
  2573. trigger1 = time = 1
  2574. x = 100
  2575.  
  2576. [State 3302, AssertSpecial]
  2577. type = AssertSpecial
  2578. trigger1 = time <= 60
  2579. flag = NoMusic
  2580. flag2 = NoBarDisplay
  2581.  
  2582. [State 0, EnvColor];it's dark now
  2583. type = EnvColor
  2584. trigger1 = time <= 60
  2585. value = 0,0,0
  2586. time = 1
  2587. ignorehitpause = 1
  2588.  
  2589. [State 0, EnvColor];HOT PINK!
  2590. type = EnvColor
  2591. trigger1 = time >= 61
  2592. trigger1 = time <= 126
  2593. value = 202,0,31
  2594. time = 2
  2595. under = 1
  2596. ignorehitpause = 1
  2597.  
  2598. [State 3302]
  2599. type = TargetBind
  2600. trigger1 = time <= 135
  2601. pos = -100,0
  2602.  
  2603. [State 0, PlaySnd]
  2604. type = PlaySnd
  2605. trigger1 = time = 61
  2606. value = S3300,1
  2607. channel = 2
  2608. ignorehitpause = 1
  2609.  
  2610. [State 0, PlaySnd]
  2611. type = PlaySnd
  2612. trigger1 = time = 61
  2613. value = S1,3
  2614. channel = 3
  2615. ignorehitpause = 1
  2616.  
  2617. [State 3300]
  2618. type = TargetLifeAdd
  2619. trigger1 = time = 61
  2620. value = -520
  2621.  
  2622. ;super finish SFX
  2623. [State -3, kill sound fx]
  2624. type = PlaySnd
  2625. triggerAll = WinKO
  2626. trigger1 = stateno = 3301
  2627. value = s9300,0
  2628. volume = 255
  2629. ignorehitpause = 0
  2630. persistent = -1
  2631.  
  2632. [State 3000, Helper]
  2633. type = Explod
  2634. trigger1 = time = 61
  2635. anim = 3301
  2636. sprpriority = 5
  2637. pos = -3,-50
  2638. postype = P2
  2639.  
  2640. [State 0, PalFX]
  2641. type = PalFX
  2642. trigger1 = time = 60
  2643. time = 65
  2644. add = -256,-256,-256
  2645. mul = 0,0,0
  2646. invertall = 0
  2647. color = 256
  2648.  
  2649. [State 0, PlayerPush]
  2650. type = PlayerPush
  2651. trigger1 = animelem = 6
  2652. value = 0
  2653. ignorehitpause = 1
  2654.  
  2655. [State 3000, 6]
  2656. type = ChangeState
  2657. trigger1 = AnimTime = 0
  2658. value = 0
  2659. ctrl = 1
  2660.  
  2661. ;---------------------------------------------------------------------------
  2662. ;P2 GetHit
  2663. [Statedef 3302]
  2664. type = S
  2665. movetype= H
  2666. physics = N
  2667. velset = 0,0
  2668.  
  2669. [State 0, PalFX]
  2670. type = PalFX
  2671. trigger1 = time = 60
  2672. time = 65
  2673. add = -256,-256,-256
  2674. mul = 0,0,0
  2675. invertall = 0
  2676. color = 256
  2677.  
  2678. [State 820, 1]
  2679. type = ChangeAnim2
  2680. Trigger1 = Time = 0
  2681. value = 3303
  2682.  
  2683. [State 0, AssertSpecial]
  2684. type = AssertSpecial
  2685. trigger1 = time >= 60 && !alive
  2686. flag = NoKOSnd
  2687.  
  2688. [State 820, 2]
  2689. type = SelfState
  2690. trigger1 = !gethitvar(isbound)
  2691. trigger2 = !alive && time >= 131
  2692. value = 5110
  2693.  
  2694. [State 0, PosSet];prevents P2 from suddenly floating for a sec
  2695. type = PosSet
  2696. trigger1 = !gethitvar(isbound)
  2697. y = 0
  2698. ignorehitpause = 1
  2699.  
  2700. ;===========================================================================
  2701. [Statedef -2]
  2702.  
  2703. Add.Basic[Start]
  2704. ;//==========================
  2705. ;// add004-sctrls-start
  2706. ;//==========================
  2707. ;sys::-2::partners_standby ; パートナー待機
  2708. [state 0]
  2709. type=selfstate
  2710. value=190190
  2711. ctrl=0
  2712. ;;---
  2713. triggerall=!ishelper && numpartner && roundstate=2 && alive && sysfvar(0)>0 && playeridexist(floor(sysfvar(0)))
  2714. triggerall=(stateno!=[190190,190199]) && playerid(floor(sysfvar(0))),var(0)=90900 && playerid(floor(sysfvar(0))),var(22)=4
  2715. ;;---// switch / change ;(交替)
  2716. trigger1=sysfvar(4)<1 && ( ctrl || (time<2 && stateno<600) ) && playerid(floor(sysfvar(0))),var(48)=11
  2717. trigger1=(pos y>=0) && movetype!=h && gethitvar(isbound)=0 && (stateno!=5120) && (stateno!=[5200,5210])
  2718. ;;---// assist ;(協力)
  2719. trigger2=sysfvar(4)=1 && ( ctrl || (stateno-playerid(floor(sysfvar(0))),var(53+id-playerid(floor(sysfvar(0))),sysvar(0))!=[0,999]) )
  2720. trigger2=(pos y>=0) && movetype!=h && gethitvar(isbound)=0 && (stateno!=5120) && (stateno!=[5200,5210])
  2721. ;;---// switch-canceling ;(割り込み交替)
  2722. trigger3=sysfvar(4)=2 && ( ctrl || stateno<160 )
  2723. trigger3=(pos y>=0) && movetype!=h && gethitvar(isbound)=0 && (stateno!=5120) && (stateno!=[5200,5210])
  2724. ;;---// player-priority ;(順位)
  2725. trigger4=sysfvar(4)<1 && playerid(floor(sysfvar(0))),var(15)!=id
  2726. ;;---
  2727. ignorehitpause=1
  2728.  
  2729. ;sys::-2::partners_change_interrupted ; 割り込み交替
  2730. [state 0]
  2731. type=varset
  2732. trigger1=!ishelper && numpartner && roundstate=2 && alive && sysfvar(0)>0 && playeridexist(floor(sysfvar(0)))
  2733. trigger1=playerid(floor(sysfvar(0))),var(0)=90900 && playerid(floor(sysfvar(0))),var(48)=21 && sysfvar(4)<1
  2734. sysfvar(4)=2 ;; (0:main / 1:assist / 2:switch-canceling)
  2735.  
  2736. ;sys::-2::helper::bar004 ; ライフバー
  2737. [state 0]
  2738. type=helper
  2739. triggerall=!ishelper && !numhelper(90900)
  2740. trigger1=numpartner
  2741. trigger1=id<(partner,id) && partner,numhelper(90900)=0
  2742. trigger2=!numpartner
  2743. id=90900
  2744. stateno=90900
  2745. helpertype=normal
  2746. ownpal=1
  2747. size.air.front=1903252 ;; <<-version
  2748. size.height=0
  2749. ignorehitpause=1
  2750. supermovetime=88888
  2751. pausemovetime=88888
  2752. pos=0,88888
  2753.  
  2754. ;sys::-2::get_helper::bar004_id ; ID取得
  2755. [state 0]
  2756. type=varset
  2757. trigger1=!ishelper && numhelper(90900)
  2758. trigger1=(helper(90900),var(0)=90900) && (sysfvar(0)!=helper(90900),id)
  2759. sysfvar(0)=(helper(90900),id)
  2760. ;sys::-2::get_players_id2
  2761. [state 0]
  2762. type=varset
  2763. trigger1=!ishelper && numpartner
  2764. trigger1=!numhelper(90900) && (partner,numhelper(90900)) && (sysfvar(0)!=(partner,sysfvar(0)))
  2765. sysfvar(0)=(partner,sysfvar(0))
  2766.  
  2767. ;sys::-2::bk/jd_system ; ブロキング/ジャストD
  2768. [state 0]
  2769. type=hitoverride
  2770. triggerall=!ishelper && roundstate=2 && alive && (ctrl || stateno=52)
  2771. trigger1=numprojid(195502)||numprojid(195503)
  2772. trigger2=numpartner
  2773. trigger2=partner,numprojid(195502)||partner,numprojid(195503)
  2774. attr=sca,na,sa,ha,np,sp,hp
  2775. stateno=195500
  2776. time=1
  2777. ignorehitpause=1
  2778.  
  2779. ;//==========================
  2780. ;;>>@Config.Face>>
  2781. ;sys::-2::face_d_mod
  2782. [state 0]
  2783. type=removeexplod
  2784. trigger1=roundstate!=2 || (stateno=5150 && time=5 && !alive)
  2785. trigger2=(sysfvar(0)>0) && playeridexist(floor(sysfvar(0)))
  2786. trigger2=(playerid(floor(sysfvar(0))),var(0)=90900)
  2787. trigger2=!(playerid(floor(sysfvar(0))),var(9)&4) || (playerid(floor(sysfvar(0))),var(9)&262144)
  2788. id=490600
  2789. ignorehitpause=1
  2790.  
  2791. ;sys::-2::face_d_main ; portrait (顔)
  2792. [state 0]
  2793. type=explod
  2794. trigger1=!ishelper && alive && !numexplod(490600) && selfanimexist(909002)
  2795. trigger1=(sysfvar(0)>0) && playeridexist(floor(sysfvar(0))) && roundstate=2
  2796. trigger1=playerid(floor(sysfvar(0))),var(0)=90900 && playerid(floor(sysfvar(0))),numexplod(490600)
  2797. trigger1=id=playerid(floor(sysfvar(0))),var(15)
  2798. trigger1=movetype!=h || (stateno=[120,159]) || (stateno=[5000,5199]) || (stateno=[190190,190196])
  2799. id=490600
  2800. anim=909002
  2801. space=screen
  2802. postype=left
  2803. facing=ifelse(teamside=1,1,-1)
  2804. ownpal=1
  2805. bindtime=-1
  2806. removetime=-1
  2807. pos=floor(const240p(playerid(floor(sysfvar(0))),fvar(20))), floor(const240p(playerid(floor(sysfvar(0))),fvar(22)))
  2808. scale=playerid(floor(sysfvar(0))),fvar(24), playerid(floor(sysfvar(0))),fvar(26)
  2809. sprpriority=floor(playerid(floor(sysfvar(0))),fvar(32))
  2810. trans=addalpha
  2811. alpha=floor(playerid(floor(sysfvar(0))),fvar(28))/1000, floor(playerid(floor(sysfvar(0))),fvar(28))%1000
  2812. ignorehitpause=1
  2813. supermovetime=-1
  2814. pausemovetime=-1
  2815.  
  2816. ;;sys::-2::face_d_partner_#+option
  2817. [state 0]
  2818. type=explod
  2819. trigger1=numpartner
  2820. trigger1=!ishelper && alive && !numexplod(490600) && selfanimexist(909001)
  2821. trigger1=(sysfvar(0)>0) && playeridexist(floor(sysfvar(0))) && roundstate=2
  2822. trigger1=playerid(floor(sysfvar(0))),var(0)=90900 && playerid(floor(sysfvar(0))),numexplod(490601+(gametime%numpartner))
  2823. trigger1=(id+numpartner+1-playerid(floor(sysfvar(0))),var(15))%(numpartner+1)=(gametime%numpartner)+1
  2824. trigger1=movetype!=h || (stateno=[120,159]) || (stateno=[5000,5199]) || (stateno=[190190,190196])
  2825. id=490600
  2826. anim=909001
  2827. space=screen
  2828. postype=left
  2829. facing=ifelse(teamside=1,1,-1)
  2830. ownpal=1
  2831. bindtime=-1
  2832. removetime=-1
  2833. pos=floor(const240p(playerid(floor(sysfvar(0))),fvar(21) +playerid(floor(sysfvar(0))),fvar(34)*(gametime%numpartner) )), floor(const240p(playerid(floor(sysfvar(0))),fvar(23) +playerid(floor(sysfvar(0))),fvar(35)*(gametime%numpartner) ))
  2834. scale=playerid(floor(sysfvar(0))),fvar(25) +playerid(floor(sysfvar(0))),fvar(36)*(gametime%numpartner), playerid(floor(sysfvar(0))),fvar(27) +playerid(floor(sysfvar(0))),fvar(36)*(gametime%numpartner)
  2835. sprpriority=floor(playerid(floor(sysfvar(0))),fvar(33))+(gametime%numpartner)*10
  2836. trans=addalpha
  2837. alpha=floor(playerid(floor(sysfvar(0))),fvar(29))/1000, floor(playerid(floor(sysfvar(0))),fvar(29))%1000
  2838. ignorehitpause=1
  2839. supermovetime=-1
  2840. pausemovetime=-1
  2841.  
  2842. ;#Options_Char_Name
  2843. ;sys::-2::name_d_main_left&right
  2844. [state 0]
  2845. type=explod
  2846. trigger1=numexplod(490600)=1 && selfanimexist(909010+teamside)
  2847. trigger1=(sysfvar(0)>0) && playeridexist(floor(sysfvar(0)))
  2848. trigger1=playerid(floor(sysfvar(0))),var(0)=90900 && id=playerid(floor(sysfvar(0))),var(15)
  2849. trigger1=movetype!=h || (stateno=[120,159]) || (stateno=[5000,5199]) || (stateno=[190190,190196])
  2850. id=490600
  2851. anim=909010+teamside
  2852. space=screen
  2853. postype=left
  2854. facing=1
  2855. ownpal=1
  2856. bindtime=-1
  2857. removetime=-1
  2858. pos=floor(const240p(playerid(floor(sysfvar(0))),fvar(10))), floor(const240p(playerid(floor(sysfvar(0))),fvar(12)))
  2859. scale=playerid(floor(sysfvar(0))),fvar(14), playerid(floor(sysfvar(0))),fvar(16)
  2860. sprpriority=floor(playerid(floor(sysfvar(0))),fvar(32))+2
  2861. trans=addalpha
  2862. alpha=floor(playerid(floor(sysfvar(0))),fvar(18))/1000, floor(playerid(floor(sysfvar(0))),fvar(18))%1000
  2863. ignorehitpause=1
  2864. supermovetime=-1
  2865. pausemovetime=-1
  2866.  
  2867. ;;sys::-2::name_d_partner_#left&right
  2868. [state 0]
  2869. type=explod
  2870. trigger1=numpartner
  2871. trigger1=numexplod(490600)=1 && selfanimexist(909010+teamside)
  2872. trigger1=(sysfvar(0)>0) && playeridexist(floor(sysfvar(0)))
  2873. trigger1=playerid(floor(sysfvar(0))),var(0)=90900 && playerid(floor(sysfvar(0))),numexplod(490601+(gametime%numpartner))
  2874. trigger1=(id+numpartner+1-playerid(floor(sysfvar(0))),var(15))%(numpartner+1)=(gametime%numpartner)+1
  2875. trigger1=movetype!=h || (stateno=[120,159]) || (stateno=[5000,5199]) || (stateno=[190190,190196])
  2876. id=490600
  2877. anim=909010+teamside
  2878. space=screen
  2879. postype=left
  2880. facing=1
  2881. ownpal=1
  2882. bindtime=-1
  2883. removetime=-1
  2884. pos=floor(const240p(playerid(floor(sysfvar(0))),fvar(11) +playerid(floor(sysfvar(0))),fvar(34)*(gametime%numpartner) )), floor(const240p(playerid(floor(sysfvar(0))),fvar(13) +playerid(floor(sysfvar(0))),fvar(35)*(gametime%numpartner) ))
  2885. scale=playerid(floor(sysfvar(0))),fvar(15) +playerid(floor(sysfvar(0))),fvar(36)*(gametime%numpartner), playerid(floor(sysfvar(0))),fvar(17) +playerid(floor(sysfvar(0))),fvar(36)*(gametime%numpartner)
  2886. sprpriority=floor(playerid(floor(sysfvar(0))),fvar(33))+(gametime%numpartner)*10+3
  2887. trans=addalpha
  2888. alpha=floor(playerid(floor(sysfvar(0))),fvar(19))/1000, floor(playerid(floor(sysfvar(0))),fvar(19))%1000
  2889. ignorehitpause=1
  2890. supermovetime=-1
  2891. pausemovetime=-1
  2892.  
  2893. ;//==========================
  2894. ;;>>@Config.Camera>>
  2895. ;sys::-2::camera_nc ; 焦点変更
  2896. [state 0]
  2897. type=screenbound
  2898. trigger1=!ishelper && (sysfvar(0)>0) && playeridexist(floor(sysfvar(0)))
  2899. trigger1=playerid(floor(sysfvar(0))),var(0)=90900 && numpartner && (sysfvar(4)>0 || stateno=5150)
  2900. value=0
  2901. movecamera=0,0
  2902. ignorehitpause=1
  2903. ;sys::-2::camera_np
  2904. [state 0]
  2905. type=playerpush
  2906. trigger1=!ishelper && (sysfvar(0)>0) && playeridexist(floor(sysfvar(0)))
  2907. trigger1=playerid(floor(sysfvar(0))),var(0)=90900 && numpartner && (sysfvar(4)>0 || stateno=5150)
  2908. value=0
  2909. ignorehitpause=1
  2910. ;sys::-2::camera_nc2
  2911. [state 0]
  2912. type=screenbound
  2913. trigger1=!ishelper && (sysfvar(0)>0) && playeridexist(floor(sysfvar(0)))
  2914. trigger1=playerid(floor(sysfvar(0))),var(0)=90900 && (playerid(floor(sysfvar(0))),var(7)&65536) ;; system_switch
  2915. value= ((numpartner && sysfvar(4)<1) || !numpartner) ;; [def=0]
  2916. movecamera=0,0 ;; [x,y]
  2917. ignorehitpause=1
  2918.  
  2919. ;//==========================
  2920. ;sys::-2::add.option2-noko
  2921. [state 0] ;; opt-noko
  2922. type=assertspecial
  2923. trigger1=!ishelper && (sysfvar(0)>0) && playeridexist(floor(sysfvar(0)))
  2924. trigger1=playerid(floor(sysfvar(0))),var(0)=90900
  2925. trigger1=id=playerid(floor(sysfvar(0))),var(15) && (playerid(floor(sysfvar(0))),var(9)&65536) ;; opt-noko
  2926. flag=noko
  2927. ignorehitpause=1
  2928. ;sys::-2::add.option3-life-mod
  2929. [state 0] ;; opt-life-mod
  2930. type=lifeadd
  2931. trigger1=!ishelper && (sysfvar(0)>0) && playeridexist(floor(sysfvar(0)))
  2932. trigger1=playerid(floor(sysfvar(0))),var(0)=90900
  2933. trigger1=id=playerid(floor(sysfvar(0))),var(15) && playerid(floor(sysfvar(0))),var(23)!=0 ;; opt-mod-life
  2934. value=playerid(floor(sysfvar(0))),var(23)
  2935. kill=0
  2936. ignorehitpause=1
  2937.  
  2938. ;//==========================
  2939. ;// optional settings
  2940. ;sys::-2::guard_crush_fx ; ガードクラッシュ
  2941. [state 0]
  2942. type=palfx
  2943. trigger1=(stateno=150 || stateno=152) && alive && !ishelper && (gametime%5=0) && (sysfvar(0)>0) && playeridexist(floor(sysfvar(0)))
  2944. trigger1=playerid(floor(sysfvar(0))),var(0)=90900 && playerid(floor(sysfvar(0))),var(36)>=800
  2945. time=2
  2946. add=200,0,0
  2947. ;sys::-2::guard_crush_cs
  2948. [state 0]
  2949. type=changestate
  2950. trigger1=(stateno=150 || stateno=152) && alive && !ishelper && (sysfvar(0)>0) && playeridexist(floor(sysfvar(0)))
  2951. trigger1=playerid(floor(sysfvar(0))),var(0)=90900 && playerid(floor(sysfvar(0))),var(36)>=1000
  2952. value=190010
  2953. ignorehitpause=1
  2954. ;;--- dizzy
  2955. ;sys::-2::goto-dizzy_s/c
  2956. [state 0] ;[.03-2d1]
  2957. type=selfstate
  2958. trigger1=(stateno=5001 || stateno=5011) && hitover && alive && !ishelper && life>1 && roundstate=2 && (sysfvar(0)>0) && playeridexist(floor(sysfvar(0)))
  2959. trigger1=playerid(floor(sysfvar(0))),var(0)=90900 && playerid(floor(sysfvar(0))),var(50)>=1000
  2960. value=195201 ;; (goto-dizzy:190116)
  2961. ;sys::-2::goto-dizzy_a/l
  2962. [state 0] ;[.03-2d2]
  2963. type=selfstate
  2964. trigger1=(stateno=5030 || stateno=5071) && hitshakeover && alive && !ishelper && life>1 && roundstate=2 && (sysfvar(0)>0) && playeridexist(floor(sysfvar(0)))
  2965. trigger1=playerid(floor(sysfvar(0))),var(0)=90900 && playerid(floor(sysfvar(0))),var(50)>=1000
  2966. value=195050
  2967. ;;--- fadeout when KOed ; KO後消える
  2968. ;sys::-2::st5150-1
  2969. [state 0]
  2970. type=varset
  2971. trigger1=stateno=5150 && time=1 && alive=0 && !ishelper && numpartner
  2972. sysvar(1)=(roundstate<=2)
  2973. ;sys::-2::st5150-2
  2974. [state 0]
  2975. type=assertspecial
  2976. trigger1=stateno=5150 && alive=0 && !ishelper && numpartner && sysvar(1) && (((time=[80,150]) && time%10<5) || time>150)
  2977. flag=invisible
  2978. flag2=noshadow
  2979. ;;--- intro-pos-reset ;IKEMENには不要
  2980. ;sys::-2::st5900-p3
  2981. [state 0]
  2982. type=turn
  2983. trigger1=stateno=5900 && time=0
  2984. trigger1=!ishelper && numpartner>1 && facing=ifelse(teamside=1,-1,1)
  2985. ;sys::-2::st5900-p4
  2986. [state 0]
  2987. type=posset
  2988. trigger1=stateno=5900 && time=0
  2989. trigger1=!ishelper && numpartner>1 && playeridexist(id-2)
  2990. trigger1=playerid(id-2),ishelper=0 && playerid(id-2),teamside=teamside
  2991. x=const240p(120)*ifelse(teamside=1,-1,1)
  2992. ;sys::-2::st5900-p5
  2993. [state 0]
  2994. type=posset
  2995. trigger1=stateno=5900 && time=0
  2996. trigger1=!ishelper && numpartner>2 && playeridexist(id-3)
  2997. trigger1=playerid(id-3),ishelper=0 && playerid(id-3),teamside=teamside
  2998. x=const240p(144)*ifelse(teamside=1,-1,1)
  2999.  
  3000. ;//==========================
  3001. ;// add004-sctrls-end
  3002. ;//==========================
  3003. Add.Basic[End]
  3004.  
  3005. ;Winquotes
  3006. [State -2, Win Quote Set]
  3007. type = VictoryQuote
  3008. trigger1 = time = 0
  3009. value = 1 + (random%1)
  3010.  
  3011. [State -2, WinQuoteSet]
  3012. type = VictoryQuote
  3013. trigger1 = enemy,name = "Zetterburn"
  3014. value = 2
  3015.  
  3016. [State -2, WinQuoteSet]
  3017. type = VictoryQuote
  3018. trigger1 = enemy,name = "Wrastor"
  3019. value = 3
  3020.  
  3021. [State -2, WinQuoteSet]
  3022. type = VictoryQuote
  3023. trigger1 = enemy,name = "Ranno"
  3024. value = 4
  3025. ;---------------------------------------------------------------------------
  3026. ;Damage Dampener (finally!)
  3027. [State -2, Damage based on hits]
  3028. type=varset
  3029. trigger1= numenemy
  3030. fvar(12)= enemynear(0),gethitvar(hitcount)
  3031. ignorehitpause=1
  3032.  
  3033. [State -2, Damage based on hits]
  3034. type=varset
  3035. trigger1= numenemy
  3036. fvar(12)= enemynear(0),gethitvar(hitcount)-1
  3037. ignorehitpause=1
  3038.  
  3039. [State -2, Reset var when the opponent recovers]
  3040. type=varset
  3041. trigger1= numenemy
  3042. trigger1= (enemynear(0),movetype!=H)
  3043. trigger2= !numenemy
  3044. fvar(12)=0
  3045.  
  3046. [State -2, Dampener]
  3047. type=varset
  3048. trigger1= stateno != 3001;don't dampen for Retribution
  3049. trigger2= stateno != 3301;or Time Paradox, her level 3
  3050. trigger3 = var(7) != 1;disable if Reverse Dampener buff is active
  3051. trigger3 = var(8) != 2
  3052. fvar(10)= cond(fvar(12)<11,cond(fvar(12)=0, 1, cond(fvar(12)=1, .9, .9**fvar(12))),.5)
  3053. ignorehitpause=1
  3054.  
  3055. [State -2, Dampener]
  3056. type=varset
  3057. trigger1= stateno != 3200;make dampener weaker for Neo Slash EX
  3058. trigger2 = var(7) != 1;disable if Reverse Dampener buff is active
  3059. trigger2 = var(8) != 2
  3060. fvar(10)= cond(fvar(12)<11,cond(fvar(12)=0, 1, cond(fvar(12)=1, .95, .95**fvar(12))),.5)
  3061. ignorehitpause=1
  3062.  
  3063. [State -2, Reverse Dampener]
  3064. type=varset
  3065. triggerall = var(7) = 1
  3066. triggerall = var(8) = 2
  3067. trigger1= stateno != 3001;don't reverse dampen for Retribution
  3068. fvar(10)= cond(fvar(12)<11,cond(fvar(12)=0, 1, cond(fvar(12)=1, 1.1, 1.1**fvar(12))),3)
  3069. ignorehitpause=1
  3070.  
  3071. [State -3, Attack Scale]
  3072. type = AttackMulSet
  3073. trigger1 = 1
  3074. value = fvar(10)
  3075. ignorehitpause = 1
  3076.  
  3077. ;---------------------------------------------------------------------------
  3078. ;Buff Stuff
  3079. [State 0, PalFX];attack
  3080. type = PalFX
  3081. triggerall = stateno != 3301
  3082. triggerall = var(8) = 0
  3083. trigger1 = var(7) = 1
  3084. time = time
  3085. add = 100,0,0
  3086. mul = 256,256,256
  3087. invertall = 0
  3088. color = 256
  3089. ignorehitpause = 0
  3090.  
  3091. [State 0, AttackMulSet]
  3092. type = AttackMulSet
  3093. trigger1 = var(8) = 0
  3094. trigger1 = var(7) = 1
  3095. value = fvar(10)*1.25
  3096. ignorehitpause = 1
  3097.  
  3098. [State 0, PalFX];defense
  3099. type = PalFX
  3100. triggerall = stateno != 3301
  3101. triggerall = var(8) = 1
  3102. trigger1 = var(7) = 1
  3103. time = -1
  3104. add = 0,0,100
  3105. mul = 256,256,256
  3106. invertall = 0
  3107. color = 256
  3108. ignorehitpause = 0
  3109.  
  3110. [State 0, DefenceMulSet]
  3111. type = DefenceMulSet
  3112. trigger1 = var(8) = 1
  3113. trigger1 = var(7) = 1
  3114. value = .75
  3115. ignorehitpause = 1
  3116.  
  3117. [State 0, PalFX];R.D.D.
  3118. type = PalFX
  3119. triggerall = stateno != 3301
  3120. triggerall = var(8) = 2
  3121. trigger1 = var(7) = 1
  3122. time = -1
  3123. add = 100,100,0
  3124. mul = 256,256,256
  3125. invertall = 0
  3126. color = 256
  3127. ignorehitpause = 0
  3128.  
  3129. [State 0, VarAdd]
  3130. type = VarAdd
  3131. trigger1 = var(9) > 0
  3132. v = 9
  3133. value = -1
  3134. ignorehitpause = 0
  3135. persistent = 0
  3136.  
  3137. [State 0, PalFX];low timer
  3138. type = PalFX
  3139. triggerall = stateno != 3301
  3140. triggerall = var(8) = 0
  3141. trigger1 = var(7) = 1
  3142. trigger1 = var(9) <= 150
  3143. trigger1 = var(9) >= 0
  3144. time = (time%4)
  3145. add = 100,33,33
  3146. mul = 256,256,256
  3147. invertall = 0
  3148. color = 256
  3149. [State 0, PalFX]
  3150. type = PalFX
  3151. triggerall = stateno != 3301
  3152. triggerall = var(8) = 1
  3153. trigger1 = var(7) = 1
  3154. trigger1 = var(9) <= 150
  3155. trigger1 = var(9) >= 0
  3156. time = (time%4)
  3157. add = 33,33,100
  3158. mul = 256,256,256
  3159. invertall = 0
  3160. color = 256
  3161. [State 0, PalFX]
  3162. type = PalFX
  3163. triggerall = stateno != 3301
  3164. triggerall = var(8) = 2
  3165. trigger1 = var(7) = 1
  3166. trigger1 = var(9) <= 150
  3167. trigger1 = var(9) >= 0
  3168. time = (time%4)
  3169. add = 100,100,33
  3170. mul = 256,256,256
  3171. invertall = 0
  3172. color = 256
  3173.  
  3174. [State 0, VarSet];outta time, no buff for you :)
  3175. type = VarSet
  3176. trigger1 = var(9) = 0
  3177. v = 7
  3178. value = 0
  3179. ignorehitpause = 1
  3180.  
  3181. [State 0, PalFX];reset your palette too
  3182. type = PalFX
  3183. triggerall = time = 1
  3184. trigger1 = var(9) = 0
  3185. time = 1
  3186. add = 0,0,0
  3187. mul = 256,256,256
  3188. invertall = 0
  3189. color = 256
  3190. ignorehitpause = 1
  3191.  
  3192. ;---------------------------------------------------------------------------
  3193. ;super finish parameters
  3194. [State -3, super finish]
  3195. type = Explod
  3196. triggerAll = WinKO && NumExplod(93000) <= 1
  3197. trigger1 = movehit = 1 && stateno = [3000,3200]
  3198. anim = 93000
  3199. ID = 93000
  3200. posType = left
  3201. pos = 0,0
  3202. ownpal = 1
  3203. scale = .4,.4
  3204. removetime = 999999
  3205. ignorehitpause = 1
  3206.  
  3207. [State -3, super finish];Retribution
  3208. type = Explod
  3209. triggerAll = WinKO && NumExplod(93000) <= 1
  3210. trigger1 = movehit = 1 && stateno = 3001
  3211. anim = 93001
  3212. ID = 93001
  3213. sprpriority = 9
  3214. ownPal = 1
  3215. posType = left
  3216. pos = 160, floor((1.3333333 * GameHeight / GameWidth) * 120)
  3217. bindtime = -1
  3218. scale = .3,.3
  3219. removetime = 999999
  3220. ignorehitpause = 1
  3221.  
  3222. [State -3, super finish];Neo Slash EX
  3223. type = Explod
  3224. triggerAll = WinKO && NumExplod(93000) <= 1
  3225. trigger1 = movehit = 1 && stateno = 3200
  3226. anim = 93002
  3227. ID = 93002
  3228. sprpriority = 9
  3229. ownPal = 1
  3230. posType = left
  3231. pos = 160, floor((1.3333333 * GameHeight / GameWidth) * 120)
  3232. bindtime = -1
  3233. scale = .3,.3
  3234. removetime = 999999
  3235. ignorehitpause = 1
  3236. persistent = 1
  3237.  
  3238. [State -3, super finish];Time Paradox
  3239. type = Explod
  3240. triggerall = WinKO && NumExplod(93003) = 0
  3241. trigger1 = stateno = 3301
  3242. anim = 93003
  3243. ID = 93003
  3244. sprpriority = 9
  3245. ontop = 1
  3246. ownPal = 1
  3247. posType = left
  3248. pos = 160, floor((1.3333333 * GameHeight / GameWidth) * 120)
  3249. bindtime = -1
  3250. scale = .3,.3
  3251. removetime = 999999
  3252. ignorehitpause = 1
  3253. persistent = 0
  3254.  
  3255. [State -3, nomusic]
  3256. type = AssertSpecial
  3257. triggerAll = WinKO
  3258. trigger1 = stateno = 3000 || prevstateno = 3000
  3259. trigger2 = stateno = 3200 || prevstateno = 3200
  3260. trigger3 = stateno = 3201 || prevstateno = 3201
  3261. trigger4 = stateno = 3202 || prevstateno = 3202
  3262. trigger5 = stateno = [3300,3302]
  3263. trigger5 = prevstateno = [3300,3302]
  3264. ignorehitpause = 1
  3265. flag = NoMusic
  3266. flag2 = NoFG
  3267.  
  3268. ;super finish SFX
  3269. [State -3, kill sound fx]
  3270. type = PlaySnd
  3271. triggerAll = WinKO && NumExplod(93000) <= 1
  3272. trigger1 = movehit = 1 && stateno = [3000,3200]
  3273. value = s9300,0
  3274. volume = 255
  3275. ignorehitpause = 1
  3276. persistent = -1
  3277.  
  3278. [State -3, Landing Sound]
  3279. type = PlaySnd
  3280. triggerall = Time = 1
  3281. trigger1 = stateno = 52 ;Jump land
  3282. trigger2 = stateno = 1007 ;land from Timesplitter followup High
  3283. value = 40, 1
  3284.  
  3285. ;---------------------------------------------------------------------------
  3286. ;other
  3287. [State -3, Land Dust]
  3288. type = Explod
  3289. triggerall = Time = 1
  3290. trigger1 = stateno = 52
  3291. trigger2 = stateno = 741
  3292. trigger3 = stateno = 1007
  3293. anim = 9049
  3294. pos = 0,0
  3295. scale = .6,.6
  3296. postype = p1
  3297. ownpal = 1
  3298. sprpriority = 3
  3299. removetime = 20
  3300.  
  3301. [State -3, Run Dust]
  3302. type = Explod
  3303. triggerall = Time = 1
  3304. trigger1 = stateno = 100
  3305. trigger2 = stateno = 105
  3306. trigger3 = stateno = 1000 & prevstateno != 100
  3307. trigger4 = stateno = 1001 & prevstateno != 100
  3308. trigger5 = stateno = 1002 & prevstateno != 100
  3309. anim = 9100
  3310. pos = cond(stateno = 105, 25, -25),0
  3311. facing = cond(stateno = 105, -1, 1)
  3312. scale = .6,.6
  3313. postype = p1
  3314. ownpal = 1
  3315. sprpriority = 3
  3316. removetime = 18
  3317.  
  3318. ;rolls
  3319. [State -3, Roll Dust]
  3320. type = Explod
  3321. triggerall = Time = 1
  3322. trigger1 = stateno = 730
  3323. trigger2 = stateno = 731
  3324. anim = 9100
  3325. pos = cond(stateno = 731, 35, -35),0
  3326. facing = cond(stateno = 731, -1, 1)
  3327. scale = .6,.6
  3328. postype = p1
  3329. ownpal = 1
  3330. sprpriority = 3
  3331. removetime = 18
  3332.  
  3333. [State -3, PalFX];not in your dodge states for any reason? reset your palette!
  3334. type = PalFX
  3335. triggerall = movetype = H
  3336. triggerall = var(7) = 0
  3337. trigger1 = stateno != 730
  3338. trigger2 = stateno != 731
  3339. trigger3 = stateno != 740
  3340. time = 1
  3341. add = 0,0,0
  3342. invertall = 0
  3343. color = 256
  3344.  
  3345. ;---------------------------------------------------------------------------
  3346. ;poopy mayonnaise
  3347.  
  3348. [State 0, AssertSpecial]
  3349. type = AssertSpecial
  3350. trigger1 = 1
  3351. flag = noairguard
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