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- [Data]
- life = 1000
- power = 5000
- attack = 100
- defence = 100
- fall.defence_up = 50
- liedown.time = 60
- airjuggle = 30
- sparkno = 2
- guard.sparkno = 40
- KO.echo = 0
- volume = 255
- FloatPersistIndex = 40
- [Size]
- xscale = .6 ;Horizontal scaling factor.
- yscale = .7 ;Vertical scaling factor.
- ground.back = 15 ;Player width (back, ground)
- ground.front = 16 ;Player width (front, ground)
- air.back = 12 ;Player width (back, air)
- air.front = 12 ;Player width (front, air)
- height = 60 ;Height of player (for opponent to jump over)
- attack.dist = 160 ;Default attack distance
- proj.attack.dist = 90 ;Default attack distance for projectiles
- proj.doscale = 0 ;Set to 1 to scale projectiles too
- head.pos = 4, -60 ;Approximate position of head
- mid.pos = 5, -37 ;Approximate position of midsection
- shadowoffset = 0 ;Number of pixels to vertically offset the shadow
- draw.offset = 0,0 ;Player drawing offset in pixels (x, y). Recommended 0,0
- [Velocity]
- walk.fwd = 3.6 ;Walk forward
- walk.back = -2.7 ;Walk backward
- run.fwd = 7.2 ;Run forward (x, y)
- run.back = -7.2 ;Hop backward (x, y)
- jump.neu = 0,-10.6 ;Neutral jumping velocity (x, y)
- jump.back = -2.5 ;Jump back Speed (x, y)
- jump.fwd = 2.5 ;Jump forward Speed (x, y)
- runjump.back = -2.5,-10.6 ;Running jump speeds (opt)
- runjump.fwd = 2.5,-10.6
- airjump.back = -1.8
- airjump.fwd = 1.8
- air.gethit.groundrecover = -.15,-3.5 ;Velocity for ground recovery state (x, y) **MUGEN 1.0**
- air.gethit.airrecover.mul = .5,.2 ;Multiplier for air recovery velocity (x, y) **MUGEN 1.0**
- air.gethit.airrecover.add = 0,-4.5 ;Velocity offset for air recovery (x, y) **MUGEN 1.0**
- air.gethit.airrecover.back = -1 ;Extra x-velocity for holding back during air recovery **MUGEN 1.0**
- air.gethit.airrecover.fwd = 0 ;Extra x-velocity for holding forward during air recovery **MUGEN 1.0**
- air.gethit.airrecover.up = -2 ;Extra y-velocity for holding up during air recovery **MUGEN 1.0**
- air.gethit.airrecover.down = 1.5 ;Extra y-velocity for holding down during air recovery **MUGEN 1.0**
- [Movement]
- airjump.num = 1 ;Number of air jumps allowed (opt)
- airjump.height = 45 ;Minimum distance from ground before you can air jump (opt)
- yaccel = .44 ;Vertical acceleration
- stand.friction = .85 ;Friction coefficient when standing
- crouch.friction = .82 ;Friction coefficient when crouching
- stand.friction.threshold = 2 ;If player's speed drops below this threshold while standing, stop his movement **MUGEN 1.0**
- crouch.friction.threshold = .05 ;If player's speed drops below this threshold while crouching, stop his movement **MUGEN 1.0**
- air.gethit.groundlevel = 25 ;Y-position at which a falling player is considered to hit the ground **MUGEN 1.0**
- air.gethit.groundrecover.ground.threshold = -20 ;Y-position below which falling player can use the recovery command **MUGEN 1.0**
- air.gethit.groundrecover.groundlevel = 10 ;Y-position at which player in the ground recovery state touches the ground **MUGEN 1.0**
- air.gethit.airrecover.threshold = -1 ;Y-velocity above which player may use the air recovery command **MUGEN 1.0**
- air.gethit.airrecover.yaccel = .35 ;Vertical acceleration for player in the air recovery state **MUGEN 1.0**
- air.gethit.trip.groundlevel = 15 ;Y-position at which player in the tripped state touches the ground **MUGEN 1.0**
- down.bounce.offset = 0, 20 ;Offset for player bouncing off the ground (x, y) **MUGEN 1.0**
- down.bounce.yaccel = .4 ;Vertical acceleration for player bouncing off the ground **MUGEN 1.0**
- down.bounce.groundlevel = 12 ;Y-position at which player bouncing off the ground touches the ground again **MUGEN 1.0**
- down.friction.threshold = .05 ;If the player's speed drops below this threshold while lying down, stop his movement **MUGEN 1.0**
- [Quotes]
- victory1 = "I must go, for I have very important business to take care of."
- ;vs. Zetterburn
- victory2 = "Please, keep the Fire Capital strong. Don't let Loxodont take it over."
- ;vs. Wrastor
- victory3 = "That card game we played was pretty fun... but I won't let you win next time!"
- ;vs. Ranno
- victory4 = "I respect your beliefs, but not how you go about practicing said beliefs."
- ;---------------------------------------------------------------------------
- ; Variable usage:
- ; var(5) - checks if Tipper options have been turned on
- ; var(6) - checks for tipper hitboxes (connecting for extra damage) and
- ; prevents normal and tipper hitboxes from hitting again during the same move
- ; var(7) - checks if Clairen's passive buff is active
- ; var(8) - checks what passive buff type was selected in config.st
- ; var(9) - checks how many ticks are left for the buff to be active
- ;---------------------------------------------------------------------------
- ; Lose by Time Over
- [Statedef 170]
- type = S
- ctrl = 0
- anim = 170
- velset = 0,0
- [State 170, 1]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
- [State 181, 4]
- type = AssertSpecial
- trigger1 = time <= 150
- flag = roundnotover
- ;---------------------------------------------------------------------------
- ; Win state decider
- [Statedef 180]
- type = S
- [State 180, 1]
- type = ChangeState
- trigger1 = Time = 0
- value = 181
- ;---------------------------------------------------------------------------
- ; Win
- [Statedef 181]
- type = S
- ctrl = 0
- anim = 181
- velset = 0,0
- [State 0];take off the mask
- type = PlaySnd
- trigger1 = time = 1
- value = 195, 0
- [State 181,1];thumbs up!
- type = PlaySnd
- trigger1 = time = 87
- value = 181,0
- [State 181, 3]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
- [State 181, 4]
- type = AssertSpecial
- trigger1 = time <= 180
- flag = roundnotover
- ;---------------------------------------------------------------------------
- ; Pre-intro
- [Statedef 190]
- type = S
- ctrl = 0
- velset = 0,0
- [State 190, 1]
- type = ChangeAnim
- trigger1 = SelfAnimExist(190)
- value = 190
- [State 190, 2]
- type = ChangeState
- trigger1 = Time = 0
- value = 191
- ;---------------------------------------------------------------------------
- ;"Intro"
- [Statedef 191]
- type = S
- ctrl = 0
- [State 191, 1]
- type = ChangeState
- trigger1 = Time = 0
- value = 0
- ;---------------------------------------------------------------------------
- ; Taunt
- [Statedef 195]
- type = S
- ctrl = 0
- anim = 195
- velset = 0,0
- movetype = I
- physics = S
- sprpriority = 2
- [State 0];take off the mask
- type = PlaySnd
- trigger1 = time = 1
- value = 195, 0
- [State 0];brush brush
- type = PlaySnd
- trigger1 = time = 36
- value = 195, 1
- [State 0];ok put it back on now
- type = PlaySnd
- trigger1 = time = 64
- value = 195, 2
- [State 0];OUT COMES THE SWORD!
- type = PlaySnd
- trigger1 = time = 82
- value = 0,1
- [State 195, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- [State 0, CtrlSet]
- type = CtrlSet
- trigger1 = time >= 50
- value = 1
- ;---------------------------------------------------------------------------
- ; Stand Light
- [Statedef 200]
- type = S
- movetype= A
- physics = S
- juggle = 2
- velset = 0,0
- ctrl = 0
- anim = 200
- poweradd = 0
- sprpriority = 2
- [State 200, 0]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0, 0
- [State 200, 1];normal
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, NA
- damage = 19
- hitflag = MAF
- guardflag = MA
- priority = 3, Hit
- pausetime = 3,6
- sparkno = s8000
- sparkxy = -30,-48
- hitsound = s1,0
- guardsound = 6, 0
- ground.type = High
- guard.ctrltime = 9
- ground.slidetime = 5
- ground.hittime = 11
- ground.velocity = -2
- airguard.velocity = -1.9,-.8
- air.type = High
- air.velocity = -1.4,-3
- air.hittime = 15
- [State 200, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- ;---------------------------------------------------------------------------
- ; Stand Medium
- [Statedef 210]
- type = S
- movetype= A
- physics = S
- juggle = 2
- poweradd= 50
- ctrl = 0
- velset = 0,0
- anim = 210
- sprpriority = -1
- [State 210, Width]
- type = Width
- trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0)
- value = 15,0
- [State 210, 0]
- type = PlaySnd
- trigger1 = Time = 2
- value = 0, 1
- [State 210, 1];normal
- type = HitDef
- trigger1 = AnimElem = 3
- attr = S, NA
- damage = 32
- hitflag = MAF
- animtype = Medium
- guardflag = MA
- priority = 3, Hit
- pausetime = 8,8
- sparkno = s8010
- sparkxy = -40,-48
- hitsound = s1,1
- guardsound = 6, 0
- ground.type = High
- guard.ctrltime = 21
- ground.slidetime = 6
- ground.hittime = 26
- ground.velocity = -3
- airguard.velocity = -3.9,-.8
- air.type = High
- air.velocity = -3.4,-3
- air.hittime = 15
- [State 200, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- ;----------------------------------------------------------------
- ; Stand Heavy
- [Statedef 220]
- type = S
- movetype= A
- physics = S
- juggle = 3
- poweradd= 60
- ctrl = 0
- velset = 0,0
- anim = 220
- sprpriority = -1
- [State 200, 0]
- type = PlaySnd
- trigger1 = Time = 5
- value = s0, 2
- [State 200, 1];normal
- type = HitDef
- trigger1 = AnimElem = 6
- attr = S, NA
- damage = 47
- hitflag = MAF
- animtype = Hard
- guardflag = MA
- priority = 3, Hit
- pausetime = 10,10
- sparkno = s8020
- sparkxy = -40,-48
- hitsound = s1,2
- guardsound = 6, 0
- ground.type = High
- guard.ctrltime = 24
- ground.slidetime = 6
- ground.hittime = 34
- ground.velocity = -4
- airguard.velocity = -3.9,-1
- air.type = High
- air.velocity = -3.4
- air.hittime = 26
- [State 200, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- ;---------------------------------------------------------------------------
- ;Crouch Light
- [Statedef 400]
- type = C
- movetype= A
- physics = C
- juggle = 1
- poweradd= 0
- ctrl = 0
- anim = 400
- sprpriority = 2
- [State 400, 1]
- type = PlaySnd
- trigger1 = Time = 4
- value = 0, 0
- [State 400, 2];normal
- type = HitDef
- triggerall = var(6) = 0
- trigger1 = AnimElem = 4
- attr = S, NA
- damage = 17
- hitflag = MAFD
- guardflag = L
- priority = 3, Hit
- pausetime = 3,6
- sparkno = s8000
- sparkxy = -5,-20
- hitsound = s1,0
- guardsound = 6, 0
- ground.type = Low
- guard.ctrltime = 10
- ground.slidetime = 5
- ground.hittime = 13
- ground.velocity = -2
- airguard.velocity = -1.9,-.8
- air.type = Low
- air.velocity = -1.4,-3
- air.hittime = 15
- [State 400, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
- ;---------------------------------------------------------------------------
- ;Crouch Medium
- [Statedef 410]
- type = C
- movetype= A
- physics = C
- juggle = 2
- poweradd= 40
- ctrl = 0
- anim = 410
- sprpriority = 2
- [State 210, Width]
- type = Width
- trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0)
- value = 15,0
- [State 200, 0]
- type = PlaySnd
- trigger1 = Time = 2
- value = 0, 1
- [State 200, 1];normal
- type = HitDef
- trigger1 = AnimElem = 4
- attr = S, NA
- damage = 31
- hitflag = MAFD
- animtype = Medium
- guardflag = L
- priority = 3, Hit
- pausetime = 8,8
- sparkno = s8010
- sparkxy = -25,-20
- hitsound = s1,1
- guardsound = 6, 0
- ground.type = Low
- guard.ctrltime = 14
- ground.slidetime = 6
- ground.hittime = 21
- ground.velocity = -3
- airguard.velocity = -3.9,-.8
- air.type = Low
- air.velocity = -3.4,-3
- air.hittime = 15
- [State 410, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
- ;---------------------------------------------------------------------------
- ; Crouch Heavy
- [Statedef 420]
- type = C
- movetype= A
- physics = C
- juggle = 8
- poweradd= 60
- ctrl = 0
- anim = 420
- sprpriority = 2
- [State 420, 2]
- type = PlaySnd
- trigger1 = time = 6
- value = 0,1
- [State 420, 3]
- type = HitDef
- trigger1 = animelem >= 5
- attr = S, NA
- damage = 43
- hitflag = MAFD
- animtype = Up
- guardflag = MA
- priority = 3, Hit
- pausetime = 10,10
- sparkno = s8020
- sparkxy = 0,-60
- hitsound = s1,2
- guardsound = 6, 0
- ground.type = High
- ground.slidetime = 6
- ground.hittime = 16
- ground.velocity = -.5, -11
- airguard.velocity = -3.9,-6
- air.type = High
- air.velocity = -.5,-11
- air.hittime = 15
- fall = 1
- [State 420, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
- ;---------------------------------------------------------------------------
- ;Jumping Light
- [Statedef 600]
- type = A
- movetype= A
- physics = A
- juggle = 2
- poweradd= 0
- ctrl = 0
- anim = 600
- sprpriority = 2
- [State 600, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0, 0
- [State 600, 2]
- type = HitDef
- triggerall = var(6) = 0
- trigger1 = AnimElem = 2
- attr = A, NA
- damage = 17
- guardflag = HA
- priority = 3
- pausetime = 4,4
- sparkno = s8000
- hitsound = s1,0
- guardsound = 6,0
- sparkxy = -10,-58
- ground.type = High
- ground.slidetime = 5
- ground.hittime = 8
- ground.velocity = -4
- air.velocity = -0.7,-5
- air.hittime = 9
- [State -3, veladd];additional gravity
- type = Veladd
- trigger1 = time >= 5
- y = .2
- [State 600, 6];nudge self above opponent to help combo into Jump Medium
- type = VelAdd
- trigger1 = movehit && animelem = 2
- y = -3
- ;---------------------------------------------------------------------------
- ;Jumping Medium
- [Statedef 610]
- type = A
- movetype= A
- physics = A
- juggle = 2
- poweradd= 30
- ctrl = 0
- anim = 610
- sprpriority = 2
- [State 600, 1]
- type = PlaySnd
- trigger1 = AnimElem = 2
- trigger2 = AnimElem = 5
- value = 0, 1
- [State 610, 3]
- type = HitDef
- trigger1 = AnimElem = 3
- attr = A, NA
- damage = 16
- guardflag = HA
- priority = 4
- pausetime = 6,3
- sparkno = s8010
- sparkxy = -10,-55
- hitsound = s1,1
- guardsound = 6,0
- animtype = Med
- ground.type = High
- ground.slidetime = 12
- ground.hittime = 14
- ground.velocity = -4
- air.velocity = -1.4,-3
- [State 610, 4]
- type = HitDef
- trigger1 = AnimElem = 6
- attr = A, NA
- damage = 20
- guardflag = HA
- priority = 4
- pausetime = 6,6
- sparkno = s8010
- sparkxy = -10,-55
- hitsound = s1,1
- guardsound = 6,0
- animtype = Med
- ground.type = High
- ground.slidetime = 12
- ground.hittime = 14
- ground.velocity = -6
- air.velocity = -1.4,-5
- [State -3, veladd];additional gravity
- type = Veladd
- trigger1 = time >= 5
- y = .2
- [State 610, 5];nudge self towards opponent to help combo into Jump Heavy
- type = VelAdd
- triggerall = Vel Y >= -4
- trigger1 = movehit && animelem = 4
- trigger2 = movehit && animelem = 6
- y = -3
- ;---------------------------------------------------------------------------
- ;Jumping Heavy
- [Statedef 620]
- type = A
- movetype= A
- physics = A
- juggle = 3
- poweradd= 50
- ctrl = 0
- anim = 620
- sprpriority = 4
- [State 620, 1]
- type = PlaySnd
- trigger1 = AnimElem = 2
- value = 0, 2
- [State 620, 2]
- type = HitDef
- triggerall = var(6) = 0
- trigger1 = animelem >= 4
- attr = A, NA
- damage = 46
- hitflag = MAF
- animtype = Hard
- guardflag = MA
- pausetime = 10,10
- sparkno = s8020
- sparkxy = 0,-10
- hitsound = s1,2
- guardsound = 6, 0
- ground.type = High
- ground.slidetime = 6
- ground.hittime = 21
- ground.velocity = -2
- airguard.velocity = -2,7
- air.type = High
- air.velocity = -2,7
- air.hittime = 15
- [State -3, veladd];additional gravity
- type = Veladd
- trigger1 = time >= 5
- y = .2
- ;---------------------------------------------------------------------------
- ;Parry Attempt
- [Statedef 700]
- type = S
- movetype= A
- physics = S
- juggle = 0
- velset = 0,0
- ctrl = 0
- anim = 700
- sprpriority = 6
- [State 700, 0]
- type = PlaySnd
- trigger1 = Animelem = 1
- value = 700,0
- [State 720, 0]
- type = PalFX
- trigger1 = time >= 5
- trigger1 = time <= 12
- add = -100,-100,-100
- time = stateno = 720
- [State 700, 1]
- type = ReversalDef
- trigger1 = AnimTime <= 10
- pausetime = 0,22
- sparkno = -1
- sparkxy = 0,0
- hitsound = S700,1
- p1sprpriority = 2
- p2sprpriority = 1
- p1stateno = 710
- p2stateno = cond(p2statetype = A, 721,720)
- reversal.attr = SCA,NA,SA,HA
- [State 700, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- ;---------------------------------------------------------------------------
- ;Parry Success
- [Statedef 710]
- type = S
- movetype= A
- physics = S
- juggle = 0
- velset = 0,0
- poweradd = 70
- ctrl = 0
- anim = 710
- sprpriority = -2
- [State 700, 2];prevents helper jank
- type= HitDef
- trigger1= target,ishelper
- sparkno = -1
- pausetime = 0,22
- numhits = 0
- sparkxy = 0,0
- hitsound = S700,1
- numhits = 0
- attr= SCA, AA
- ignorehitpause=1
- [State 710, 0]
- type = Explod
- trigger1 = time = 1
- anim = 705
- postype = p1
- scale = .5,.5
- ownpal = 1
- sprpriority = -3
- removetime = 20
- ignorehitpause = 1
- [State 710, 1]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- ;---------------------------------------------------------------------------
- ;P2 Parry Stun (grounded)
- [Statedef 720]
- type = S
- movetype= H
- physics = S
- juggle = 0
- velset = 0,0
- ctrl = 0
- anim = 5300
- sprpriority = 0
- [State 720, 0]
- type = PalFX
- trigger1 = 1
- add = -100,-100,-100
- time = stateno = 720
- [State 720, 1]
- type = SelfState
- trigger1 = time = 120
- value = 0
- ctrl = 1
- ;---------------------------------------------------------------------------
- ;P2 Parry Stun (air)
- [Statedef 721]
- type = A
- movetype= H
- physics = N
- juggle = 0
- velset = 0,0
- ctrl = 0
- anim = 5030
- sprpriority = 0
- [State 721, 0]
- type = PalFX
- trigger1 = 1
- add = -100,-100,-100
- time = stateno = 721
- [State 721, 1]
- type = Gravity
- trigger1 = pos y < 0
- [State 721, 2]
- type = ChangeState
- trigger1 = Vel Y >= 0 && pos y >= 0
- value = 720
- ;---------------------------------------------------------------------------
- ; Forward Roll
- [Statedef 730]
- type = S
- physics = N
- ctrl = 0
- anim = 730
- velset = 0,0
- sprpriority = -1
- [State 0]
- type = PlaySnd
- trigger1 = Animelem = 1
- value = 730,0
- [State 730, 0]
- type = PalFX
- trigger1 = animelem = 3
- add = 100,100,100
- time = 18
- [State 0, NotHitBy]
- type = NotHitBy
- trigger1 = time >= 4
- value = ,NA,SA,HA,NP,SP,HP
- time = 18
- [State 0, PlayerPush]
- type = PlayerPush
- trigger1 = time >= 4
- trigger2 = time >= 23
- value = 0
- [State 730, 1]
- type = VelAdd
- trigger1 = animelem = 3
- x = 10
- [State 730, 1]
- type = VelSet
- trigger1 = animelem = 5
- x = 0
- [State 730, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- ;---------------------------------------------------------------------------
- ; Back Roll
- [Statedef 731]
- type = S
- physics = N
- ctrl = 0
- anim = 735
- velset = 0,0
- sprpriority = -1
- [State 0]
- type = PlaySnd
- trigger1 = Animelem = 1
- value = 730,0
- [State 731, 0]
- type = PalFX
- trigger1 = animelem = 3
- add = 100,100,100
- time = 18
- [State 0, NotHitBy]
- type = NotHitBy
- trigger1 = time >= 4
- value = ,NA,SA,HA,NP,SP,HP
- time = 18
- [State 0, PlayerPush]
- type = PlayerPush
- trigger1 = time >= 4
- trigger2 = time >= 23
- value = 0
- [State 730, 1]
- type = VelAdd
- trigger1 = animelem = 3
- x = -10
- [State 731, 1]
- type = VelSet
- trigger1 = animelem = 5
- x = 0
- [State 731, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- ;---------------------------------------------------------------------------
- ; Air Dodge
- [Statedef 740]
- type = A
- physics = N
- ctrl = 0
- anim = 740
- velset = 0,0
- sprpriority = -1
- [State 0]
- type = PlaySnd
- trigger1 = Animelem = 1
- value = 740,0
- [State 740, 0]
- type = PalFX
- trigger1 = animelem = 3
- add = 100,100,100
- time = 20
- [State 740, 1];no input
- type = VelAdd
- trigger1 = animelem = 2
- x = 0
- [State 740, 1];up
- type = VelAdd
- trigger1 = animelem = 2 && command = "holdup"
- y = -6
- [State 740, 1];down
- type = VelAdd
- trigger1 = animelem = 2 && command = "holddown"
- y = 6
- [State 740, 1];back
- type = VelAdd
- trigger1 = animelem = 2 && command = "holdback"
- x = -6
- [State 740, 1];forward
- type = VelAdd
- trigger1 = animelem = 2 && command = "holdfwd"
- x = 6
- [State 0, NotHitBy]
- type = NotHitBy
- trigger1 = time >= 4
- value = ,NA,SA,HA,NP,SP,HP
- time = 18
- [State 0, PlayerPush]
- type = PlayerPush
- trigger1 = time >= 4
- trigger2 = time >= 23
- value = 0
- [State 740, 1]
- type = VelSet
- trigger1 = animelem = 6
- x = 0
- y = 0
- [State 740, 1];don't float away!
- type = StateTypeSet
- trigger1 = animelem = 6
- physics = A
- [State -3, veladd];additional gravity
- type = Veladd
- trigger1 = time >= 23
- y = .2
- [State 721, 2]
- type = ChangeState
- trigger1 = Vel Y >= 0 && pos y >= 0
- value = 741
- ;---------------------------------------------------------------------------
- ; Waveland / Wavedash
- [Statedef 741]
- type = S
- physics = S
- ctrl = 0
- anim = 47
- [State 52, 1]
- type = VelSet
- trigger1 = Time = 0
- y = 0
- [State 0, PalFX]
- type = PalFX
- trigger1 = 1
- time = 1
- add = 0,0,0
- mul = 256,256,256
- invertall = 0
- color = 256
- ignorehitpause = 1
- [State 52, 1];wavedash forward
- type = VelSet
- trigger1 = Time = 0 && vel X > 3.5
- x = 17
- [State 52, 1];wavedash back
- type = VelSet
- trigger1 = Time = 0 && vel X < -3.5
- x = -17
- [State 52, 2]
- type = PosSet
- trigger1 = Time = 0
- y = 0
- [State 52, 4]
- type = VelSet
- trigger1 = abs(vel x) < Const(movement.stand.friction.threshold)
- x = 0
- [State 200, 2]
- type = PlaySnd
- trigger1 = Time = 1
- value = 40, 1
- [State 52, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- ;---------------------------------------------------------------------------
- ;Throw Attempt
- [Statedef 800]
- type = S
- movetype= A
- physics = S
- juggle = 4
- velset = 0,0
- ctrl = 0
- anim = 800
- sprpriority = 2
- [State 800, Grab Sound]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 800, 0
- [State 800, 1]
- type = HitDef
- triggerall = p2statetype != C
- Trigger1 = !time
- attr = S, NT
- hitflag = MA
- priority = 1, Miss
- sparkno = -1
- p1sprpriority = 1
- p1facing = 1
- p2facing = 1
- p1stateno = 810
- p2stateno = 820
- guard.dist = 0
- fall = 1
- [State 800, 2]
- type = ChangeState
- Trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- ;---------------------------------------------------------------------------
- ;Air Throw Attempt
- [Statedef 805]
- type = A
- movetype= A
- physics = A
- juggle = 4
- ctrl = 0
- anim = 805
- sprpriority = 2
- [State 800, Grab Sound]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 800, 0
- [State 0, VelAdd]
- type = VelAdd
- trigger1 = time = 1
- y = -.4
- ignorehitpause = 1
- [State 800, 1]
- type = HitDef
- Trigger1 = !time
- attr = S, NT
- hitflag = MAF
- priority = 1, Miss
- sparkno = -1
- p1sprpriority = 1
- p1facing = 1
- p2facing = 1
- p1stateno = 811
- p2stateno = 820
- guard.dist = 0
- fall = 1
- [State 800, 2]
- type = StateTypeSet
- trigger1 = time >= 10
- trigger1 = stateno != 811
- physics = A
- [State -3, veladd];additional gravity
- type = Veladd
- trigger1 = time >= 10
- y = .2
- ;---------------------------------------------------------------------------
- ;Throw Success (grace period, standing)
- [Statedef 810]
- type = S
- movetype= A
- physics = S
- anim = 810
- poweradd = 0
- [State 810, Grab Sound]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 800, 1
- [State 810, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(1) >= 0
- pos = 35,-40
- [State 810, State End];forward throw
- type = ChangeState
- triggerall = AnimTime >= 10
- trigger1 = command = "holdfwd"
- trigger2 = time = 30
- value = 812
- ctrl = 0
- [State 810, State End];back throw
- type = ChangeState
- triggerall = AnimTime >= 10
- trigger1 = command = "holdback"
- value = 814
- ctrl = 0
- ;---------------------------------------------------------------------------
- ;Throw Success (grace period, air)
- [Statedef 811]
- type = A
- movetype= A
- physics = N
- anim = 810
- poweradd = 0
- [State 811, VelSet]
- type = VelSet
- trigger1 = 1
- x = 0
- y = 0
- ignorehitpause = 1
- [State 810, Grab Sound]
- type = PlaySnd
- trigger1 = AnimElem = 1
- value = 800, 1
- [State 810, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(1) >= 0
- pos = 35,-40
- [State 810, State End];forward throw
- type = ChangeState
- triggerall = AnimTime >= 10
- trigger1 = command = "holdfwd"
- trigger2 = time = 30
- value = 813
- [State 810, State End];forward throw
- type = ChangeState
- triggerall = AnimTime >= 10
- trigger1 = command = "holdback"
- value = 815
- ;---------------------------------------------------------------------------
- ;Forward Throw (ground)
- [Statedef 812]
- type = S
- movetype= A
- physics = S
- anim = 811
- velset = 0,0
- poweradd = 80
- [State 810, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(3) <= 0
- pos = 35,-40
- [State 810, Hit Sound]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 1, 1
- [State 810, Damage]
- type = TargetLifeAdd
- trigger1 = AnimElem = 4
- value = -74
- [State 810, Throw]
- type = TargetState
- trigger1 = AnimElem = 4
- value = 821
- [State 810, EndState]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- ;---------------------------------------------------------------------------
- ;Forward Throw (air)
- [Statedef 813]
- type = A
- movetype= A
- physics = N
- anim = 812
- velset = 0,0
- poweradd = 80
- [State 810, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(3) <= 0
- pos = 35,-40
- [State 810, Hit Sound]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 1, 1
- [State 810, Damage]
- type = TargetLifeAdd
- trigger1 = AnimElem = 4
- value = -74
- [State 810, Throw]
- type = TargetState
- trigger1 = AnimElem = 4
- value = 821
- [State 810, ground check];Falling through floors? I think NOT!
- type = velset
- trigger1 = (Pos y >= 0) && (Vel y >= 0)
- y = 0
- [State 810, EndState]
- type = StateTypeSet
- trigger1 = AnimElem = 9
- physics = A
- [State -3, veladd];additional gravity
- type = Veladd
- trigger1 = animelem = 9
- y = .2
- ;---------------------------------------------------------------------------
- ;Back Throw (ground)
- [Statedef 814]
- type = S
- movetype= A
- physics = S
- anim = 813
- velset = 0,0
- poweradd = 80
- [State 810, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(2) <= 0
- pos = 35,-40
- [State 810, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(2) > 0
- trigger1 = AnimElemTime(4) <= 0
- pos = -35,-40
- [State 810, Hit Sound]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 1, 1
- [State 810, Damage]
- type = TargetLifeAdd
- trigger1 = AnimElem = 4
- value = -74
- [State 810, Throw]
- type = TargetState
- trigger1 = AnimElem = 4
- value = 822
- [State 810, Turn]
- type = Turn
- trigger1 = AnimTime = 0
- [State 810, EndState]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- ;---------------------------------------------------------------------------
- ;Back Throw (air)
- [Statedef 815]
- type = A
- movetype= A
- physics = N
- anim = 814
- velset = 0,0
- poweradd = 80
- [State 810, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(2) <= 0
- pos = 35,-40
- [State 810, Bind]
- type = TargetBind
- trigger1 = AnimElemTime(2) > 0
- trigger1 = AnimElemTime(4) <= 0
- pos = -35,-40
- [State 810, Hit Sound]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 1, 1
- [State 810, Damage]
- type = TargetLifeAdd
- trigger1 = AnimElem = 4
- value = -74
- [State 810, Throw]
- type = TargetState
- trigger1 = AnimElem = 4
- value = 822
- [State 810, Turn]
- type = Turn
- trigger1 = AnimTime = 0
- [State 810, ground check];Falling through floors? I think NOT!
- type = velset
- trigger1 = (Pos y >= 0) && (Vel y >= 0)
- y = 0
- [State 810, EndState]
- type = StateTypeSet
- trigger1 = AnimElem = 10
- physics = A
- [State -3, veladd];additional gravity
- type = Veladd
- trigger1 = animelem = 10
- y = .2
- ;---------------------------------------------------------------------------
- ;P2 Grabbed
- [Statedef 820]
- type = A
- movetype= H
- physics = N
- velset = 0,0
- [State 820, 1]
- type = ChangeAnim2
- Trigger1 = Time = 0
- value = 820
- [State 820, 2]
- type = SelfState
- trigger1 = !gethitvar(isbound)
- value = 5050
- ;---------------------------------------------------------------------------
- ;P2 Falling (Fwd Version)
- [Statedef 821]
- type = A
- movetype= H
- physics = N
- velset = -4,-4.5
- poweradd = 40
- anim = 5030
- [State 821, 1] ;Gravity
- type = VelAdd
- Trigger1 = 1
- y = .4
- [State 821, 4] ;Hit ground
- type = SelfState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 0
- value = 5100 ;Hit ground
- ;---------------------------------------------------------------------------
- ;P2 Falling (Back Version)
- [Statedef 822]
- type = A
- movetype= H
- physics = N
- velset = 4,-4.5
- poweradd = 40
- anim = 5030
- [State 821, 1] ;Gravity
- type = VelAdd
- Trigger1 = 1
- y = .4
- [State 821, 4] ;Hit ground
- type = SelfState
- trigger1 = Vel Y > 0
- trigger1 = Pos Y >= 0
- value = 5100 ;Hit ground
- ;---------------------------------------------------------------------------
- ; Timesplitter (Light, Startup)
- [Statedef 1000]
- type = S
- movetype= A
- physics = S
- juggle = 2
- poweradd= 69 ;nice
- ctrl = 0
- velset = 0,0
- anim = 1000
- sprpriority = 2
- [State 1000, PlaySnd]
- type = PlaySnd
- trigger1 = Animelem = 1
- value = S40,0
- [State 1000, PlaySnd]
- type = PlaySnd
- trigger1 = Animelem = 3
- value = S0,1
- [State 1000, VelSet]
- type = VelSet
- trigger1 = Animelem = 1
- x = 9
- [State 1000, 4];normal
- type = HitDef
- trigger1 = AnimElem = 6
- attr = S, NA
- damage = 32,4
- hitflag = MA
- animtype = Medium
- guardflag = MA
- priority = 3, Hit
- pausetime = 10,10
- hitsound = s1,1
- sparkno = s8010
- sparkxy = -20,-50
- guardsound = 6, 0
- ground.type = High
- ground.slidetime = 6
- ground.hittime = 16
- ground.velocity = -2.7
- airguard.velocity = -4.8
- air.type = High
- air.velocity = -2.7
- air.hittime = 15
- [State 1000, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- ;---------------------------------------------------------------------------
- ; Timesplitter (Medium, Startup)
- [Statedef 1001]
- type = S
- movetype= A
- physics = S
- juggle = 2
- poweradd= 69 ;nice
- ctrl = 0
- velset = 0,0
- anim = 1001
- sprpriority = 2
- [State 1000, PlaySnd]
- type = PlaySnd
- trigger1 = Animelem = 1
- value = S40,0
- [State 1000, PlaySnd]
- type = PlaySnd
- trigger1 = Animelem = 4
- value = S0,1
- [State 1000, VelSet]
- type = VelSet
- trigger1 = Animelem = 1
- trigger2 = Animelem = 2
- x = 9
- [State 1000, 4];normal
- type = HitDef
- triggerall = var(6) = 0
- trigger1 = AnimElem = 6
- attr = S, NA
- damage = 44,6
- hitflag = MA
- animtype = Medium
- guardflag = MA
- priority = 3, Hit
- pausetime = 10,10
- hitsound = s1,1
- sparkno = s8010
- sparkxy = -20,-50
- guardsound = 6, 0
- ground.type = High
- ground.slidetime = 6
- ground.hittime = 16
- ground.velocity = -2.7
- airguard.velocity = -4.8
- air.type = High
- air.velocity = -2.7
- air.hittime = 15
- [State 1000, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- ;---------------------------------------------------------------------------
- ; Timesplitter (Heavy, Startup)
- [Statedef 1002]
- type = S
- movetype= A
- physics = S
- juggle = 3
- poweradd= 86
- ctrl = 0
- velset = 0,0
- anim = 1002
- sprpriority = 2
- [State 1000, PlaySnd]
- type = PlaySnd
- trigger1 = Animelem = 1
- value = S40,0
- [State 1000, PlaySnd]
- type = PlaySnd
- trigger1 = Animelem = 4
- value = S0,1
- [State 1000, VelSet]
- type = VelSet
- trigger1 = Animelem = 1
- trigger2 = Animelem = 2
- trigger2 = Animelem = 3
- x = 15
- [State 1000, 4];normal
- type = HitDef
- triggerall = var(6) = 0
- trigger1 = AnimElem = 6
- attr = S, NA
- damage = 58,7
- hitflag = MA
- animtype = Medium
- guardflag = MA
- priority = 3, Hit
- pausetime = 12,12
- hitsound = s1,1
- sparkno = s8010
- sparkxy = -20,-50
- guardsound = 6, 0
- ground.type = High
- ground.slidetime = 6
- ground.hittime = 22
- ground.velocity = -2.7
- airguard.velocity = -4.8
- air.type = High
- air.velocity = -2.7
- air.hittime = 15
- [State 1000, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- ;---------------------------------------------------------------------------
- ;Follow-up (Low)
- [Statedef 1003]
- type = S
- movetype= A
- physics = S
- juggle = 2
- poweradd= 50
- ctrl = 0
- anim = 1003
- sprpriority = 2
- [State 200, 0]
- type = PlaySnd
- trigger1 = Time = 2
- value = 0, 1
- [State 200, 1];normal
- type = HitDef
- triggerall = var(6) = 0
- trigger1 = AnimElem = 3
- attr = S, NA
- damage = 67,9
- hitflag = MAFD
- guardflag = L
- priority = 3, Hit
- pausetime = 10,10
- hitsound = s1,1
- sparkno = s8010
- sparkxy = 10,-20
- guardsound = 6, 0
- ground.type = Trip
- ground.slidetime = 6
- ground.hittime = 8
- ground.velocity = -3,-3
- air.type = Low
- fall = 1
- [State 410, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- ;---------------------------------------------------------------------------
- ;Follow-up (Middle)
- [Statedef 1004]
- type = S
- movetype= A
- physics = S
- juggle = 2
- poweradd= 60
- ctrl = 0
- anim = 1004
- sprpriority = 2
- [State 200, 0]
- type = PlaySnd
- trigger1 = Time = 2
- value = 0, 2
- [State 1000, VelSet]
- type = VelSet
- trigger1 = Animelem = 1
- x = 9
- [State 200, 1];normal
- type = HitDef
- triggerall = var(6) = 0
- trigger1 = AnimElem = 6
- attr = S, NA
- damage = 73,10
- hitflag = MA
- guardflag = MA
- priority = 3, Hit
- pausetime = 10,10
- hitsound = s1,2
- sparkno = s8010
- sparkxy = -10,-60
- guardsound = 6, 0
- ground.type = High
- ground.slidetime = 6
- ground.hittime = 8
- ground.velocity = -5,-4
- air.velocity = -5,-4
- air.type = High
- fall = 1
- [State 410, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- ;---------------------------------------------------------------------------
- ;Follow-up (High)
- [Statedef 1005]
- type = S
- movetype= A
- physics = S
- juggle = 4
- poweradd= 60
- ctrl = 0
- anim = 1005
- sprpriority = 2
- [State 200, 0]
- type = PlaySnd
- trigger1 = time = 1
- value = 0,2
- [State 200, 0]
- type = PlaySnd
- trigger1 = time = 15
- trigger2 = time = 22
- value = 0, 1
- [State 40, Jump Dust]
- type = Explod
- trigger1 = time = 3
- anim = 9040
- pos = 0,12
- scale = .6,.6
- postype = p1
- ownpal = 1
- removetime = 12
- [State 1005, StateTypeSet]
- type = StateTypeSet
- trigger1 = time = 4
- statetype = A ;S,A,C,L
- physics = A ;A,C,S,N
- ignorehitpause = 1
- [State 1000, VelSet]
- type = VelSet
- trigger1 = time = 4
- x = 8
- y = -7
- [State 200, 1];multi-hits
- type = HitDef
- triggerall = var(6) = 0
- trigger1 = time <= 22
- attr = S, NA
- damage = 12,1
- hitflag = MAFD
- guardflag = MA
- priority = 3, Hit
- pausetime = 5,5
- sparkno = s8000
- sparkxy = -10,-50
- hitsound = s1,0
- guardsound = 6, 0
- ground.type = High
- ground.slidetime = 6
- ground.hittime = 8
- ground.velocity = -1,-1
- air.velocity = -1,-1
- air.type = High
- fall = 0
- [State 200, 1];final hit
- type = HitDef
- triggerall = var(6) = 0
- trigger1 = animelem = 11
- attr = S, NA
- damage = 30,5
- hitflag = MAFD
- guardflag = MA
- priority = 3, Hit
- pausetime = 10,10
- sparkno = s8010
- sparkxy = -10,-50
- hitsound = s1,1
- guardsound = 6, 0
- ground.type = High
- ground.slidetime = 10
- ground.hittime = 12
- ground.velocity = -3,-3
- air.velocity = -3,-3
- air.type = High
- fall = 1
- [State 200, VarSet];tipper move hitcheck
- type = VarSet
- trigger1 = movehit && var(5) >= 1
- v = 6
- value = 1
- ignorehitpause = 1
- [State -3, veladd];additional gravity
- type = Veladd
- trigger1 = time >= 5
- y = .2
- ;---------------------------------------------------------------------------
- ;Timesplitter (Air)
- [Statedef 1006]
- type = A
- movetype= A
- physics = A
- juggle = 4
- poweradd= 60
- ctrl = 0
- anim = 1006
- sprpriority = 2
- [State 200, 0]
- type = PlaySnd
- trigger1 = time = 1
- value = 0,2
- [State 200, 0]
- type = PlaySnd
- trigger1 = time = 4
- trigger2 = time = 13
- value = 0, 1
- [State 200, 1];multi-hits
- type = HitDef
- trigger1 = time <= 13
- attr = S, NA
- damage = 12,1
- hitflag = MAFD
- guardflag = MA
- priority = 3, Hit
- pausetime = 5,5
- sparkno = s8000
- sparkxy = -10,-50
- hitsound = s1,0
- guardsound = 6, 0
- ground.type = High
- ground.slidetime = 6
- ground.hittime = 8
- ground.velocity = -1,-1
- air.velocity = -1,-1
- air.type = High
- fall = 0
- [State 200, 1];final hit
- type = HitDef
- trigger1 = animelem = 9
- attr = S, NA
- damage = 30,5
- hitflag = MAFD
- guardflag = MA
- priority = 3, Hit
- pausetime = 10,10
- sparkno = s8010
- sparkxy = -10,-50
- hitsound = s1,1
- guardsound = 6, 0
- ground.type = High
- ground.slidetime = 10
- ground.hittime = 12
- ground.velocity = -3,7
- air.velocity = -3,7
- air.type = High
- fall = 1
- [State 200, VarSet];tipper move hitcheck
- type = VarSet
- trigger1 = movehit && var(5) >= 1
- v = 6
- value = 1
- ignorehitpause = 1
- [State -3, veladd];additional gravity
- type = Veladd
- trigger1 = time >= 5
- y = .2
- [State 610, 5];nudge self towards opponent to better have the hits connect
- type = VelAdd
- triggerall = Vel Y >= -4
- trigger1 = movehit && animelem = 4
- trigger2 = movehit && animelem = 5
- trigger3 = movehit && animelem = 6
- trigger4 = movehit && animelem = 7
- trigger5 = movehit && animelem = 8
- y = -2
- ;---------------------------------------------------------------------------
- ;Neo Slash (Light)
- [Statedef 1010]
- type = S
- movetype= A
- physics = S
- juggle = 4
- poweradd= 60
- ctrl = 0
- anim = 1010
- sprpriority = 2
- [State 200, 0]
- type = PlaySnd
- trigger1 = time = 1
- value = 40,0
- [State 200, 0]
- type = PlaySnd
- trigger1 = time = 4
- value = 0, 2
- [State 40, Jump Dust]
- type = Explod
- trigger1 = time = 3
- anim = 9040
- pos = 0,12
- scale = .6,.6
- postype = p1
- ownpal = 1
- removetime = 12
- [State 1005, StateTypeSet]
- type = StateTypeSet
- trigger1 = time = 4
- statetype = A ;S,A,C,L
- physics = A ;A,C,S,N
- ignorehitpause = 1
- [State 1000, VelSet]
- type = VelSet
- trigger1 = time = 4
- x = 2
- y = -7
- [State 200, 1]
- type = HitDef
- triggerall = var(6) = 0
- trigger1 = animelem = 5
- attr = S, NA
- damage = 74,9
- hitflag = MAFD
- guardflag = MA
- priority = 3, Hit
- pausetime = 10,10
- sparkno = s8010
- sparkxy = -10,-50
- hitsound = s1,1
- guardsound = 6, 0
- ground.type = High
- ground.slidetime = 10
- ground.hittime = 12
- ground.velocity = -5,-3
- air.velocity = -5,-3
- air.type = High
- fall = 1
- [State 200, VarSet];tipper move hitcheck
- type = VarSet
- trigger1 = movehit && var(5) >= 1
- v = 6
- value = 1
- ignorehitpause = 1
- [State -3, veladd];additional gravity
- type = Veladd
- trigger1 = time >= 5
- y = .2
- ;---------------------------------------------------------------------------
- ;Neo Slash (Medium)
- [Statedef 1011]
- type = S
- movetype= A
- physics = S
- juggle = 4
- poweradd= 70
- ctrl = 0
- anim = 1011
- sprpriority = 2
- [State 200, 0]
- type = PlaySnd
- trigger1 = time = 1
- value = 40,0
- [State 200, 0]
- type = PlaySnd
- trigger1 = time = 5
- value = 0, 2
- [State 40, Jump Dust]
- type = Explod
- trigger1 = time = 3
- anim = 9040
- pos = 0,12
- scale = .6,.6
- postype = p1
- ownpal = 1
- removetime = 12
- [State 1005, StateTypeSet]
- type = StateTypeSet
- trigger1 = time = 5
- statetype = A ;S,A,C,L
- physics = A ;A,C,S,N
- ignorehitpause = 1
- [State 1000, VelSet]
- type = VelSet
- trigger1 = time = 5
- x = 2.5
- y = -8
- [State 200, 1]
- type = HitDef
- triggerall = var(6) = 0
- trigger1 = animelem = 5
- attr = S, NA
- damage = 81,10
- hitflag = MAFD
- guardflag = MA
- priority = 3, Hit
- pausetime = 10,10
- sparkno = s8010
- sparkxy = -10,-50
- hitsound = s1,1
- guardsound = 6, 0
- ground.type = High
- ground.slidetime = 10
- ground.hittime = 12
- ground.velocity = -5,-3
- air.velocity = -5,-3
- air.type = High
- fall = 1
- [State 200, VarSet];tipper move hitcheck
- type = VarSet
- trigger1 = movehit && var(5) >= 1
- v = 6
- value = 1
- ignorehitpause = 1
- [State -3, veladd];additional gravity
- type = Veladd
- trigger1 = time >= 5
- y = .2
- ;---------------------------------------------------------------------------
- ;Neo Slash (Heavy)
- [Statedef 1012]
- type = S
- movetype= A
- physics = S
- juggle = 5
- poweradd= 80
- ctrl = 0
- anim = 1012
- sprpriority = 2
- [State 200, 0]
- type = PlaySnd
- trigger1 = time = 3
- value = 40,0
- [State 200, 0]
- type = PlaySnd
- trigger1 = time = 7
- value = 0, 2
- [State 40, Jump Dust]
- type = Explod
- trigger1 = time = 5
- anim = 9040
- pos = 0,12
- scale = .6,.6
- postype = p1
- ownpal = 1
- removetime = 12
- [State 1005, StateTypeSet]
- type = StateTypeSet
- trigger1 = time = 5
- statetype = A ;S,A,C,L
- physics = A ;A,C,S,N
- ignorehitpause = 1
- [State 1000, VelSet]
- type = VelSet
- trigger1 = time = 5
- x = 3
- y = -9
- [State 200, 1]
- type = HitDef
- triggerall = var(6) = 0
- trigger1 = animelem = 5
- attr = S, NA
- damage = 89,11
- hitflag = MAFD
- guardflag = MA
- priority = 3, Hit
- pausetime = 10,10
- sparkno = s8010
- sparkxy = -10,-50
- hitsound = s1,1
- guardsound = 6, 0
- ground.type = High
- ground.slidetime = 10
- ground.hittime = 12
- ground.velocity = -5,-3
- air.velocity = -5,-3
- air.type = High
- fall = 1
- [State 200, VarSet];tipper move hitcheck
- type = VarSet
- trigger1 = movehit && var(5) >= 1
- v = 6
- value = 1
- ignorehitpause = 1
- [State -3, veladd];additional gravity
- type = Veladd
- trigger1 = time >= 5
- y = .2
- ;---------------------------------------------------------------------------
- ;Retribution (Attempt)
- [Statedef 3000]
- type = S
- movetype= A
- physics = S
- juggle = 0
- poweradd= -1000
- ctrl = 0
- sprpriority = -1
- anim = 3000
- [State 3000, 0];no slide check
- type = VelSet
- trigger1 = time = 1
- x = 0
- y = 0
- [State 3000, 1]
- type = PlaySnd
- trigger1 = time = 7
- value = 3000,0
- [State 3000, 2]
- type = ReversalDef
- trigger1 = time <= 18
- p1stateno = 3001
- p1sprpriority = 1
- p2sprpriority = 2
- hitsound = S3001,1
- reversal.attr = SCA,NA,SA,HA,AP
- [State 3000, 3]
- type = Changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
- ;---------------------------------------------------------------------------
- ;Retribution (Success)
- [Statedef 3001]
- type = S
- movetype= A
- physics = S
- juggle = 0
- poweradd= 0
- ctrl = 0
- sprpriority = -3
- anim = 3001
- [State 3001, 0];no slide check
- type = VelSet
- trigger1 = time = 1
- x = 0
- y = 0
- [State 3001, 1]
- type = SuperPause
- trigger1 = time = 1
- pos = 0,-35
- time = 30
- anim = 100
- sound = 20, 0
- [State 3100, 3]
- type = AfterImage
- trigger1 = AnimElem = 4
- time = 2
- [State 3100, 4]
- type = AfterImageTime
- trigger1 = AnimElemTime(1) >= 0
- time = 2
- [State 3001, 4];multi hits
- type = HitDef
- trigger1 = time <= 14
- attr = S, NA
- damage = 17
- hitflag = MAF
- guardflag = MA
- priority = 0, Hit
- pausetime = 5,5
- getpower = 0
- sparkno = s8000
- sparkxy = -5,-60
- hitsound = s1,0
- guardsound = 6, 0
- ground.type = High
- ground.slidetime = 5
- ground.hittime = 15
- ground.velocity = -2,-2
- airguard.velocity = -1,-2
- air.type = High
- air.velocity = -2,-2
- air.hittime = 15
- fall = 0
- [State 3001, 4];final hit
- type = HitDef
- trigger1 = Animelem >= 6
- attr = S, NA
- damage = 68
- hitflag = MAF
- guardflag = MA
- priority = 0, Hit
- pausetime = 10,15
- getpower = 0
- sparkno = s8020
- sparkxy = -5,-60
- hitsound = s1,1
- guardsound = 6, 0
- ground.type = High
- ground.slidetime = 5
- ground.hittime = 15
- ground.velocity = -2,-4
- airguard.velocity = -3,-6
- air.type = High
- air.velocity = -5,-6
- air.hittime = 15
- envshake.time = 14
- envshake.ampl = 7
- envshake.freq = 125
- fall = 1
- persistent = 0
- [State 3001, 4]
- type = PlaySnd
- trigger1 = time = 1
- value = 3000,1
- [State 3001, 5]
- type = NotHitBy
- trigger1 = 1
- value = , NA, SA, AT
- time = 1
- [State 0, Explod];shrinking force field
- type = Explod
- trigger1 = time = 19
- anim = 3002
- ID = 3002
- pos = 0,0
- postype = P1
- facing = 1
- bindtime = 1
- removetime = -2
- scale = .6,.7
- sprpriority = 3
- ignorehitpause = 1
- persistent = 0
- [State 0, ChangeState]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
- ;---------------------------------------------------------------------------
- ;Passive Buff activation
- [Statedef 3100]
- type = S
- movetype= A
- physics = S
- juggle = 0
- poweradd= 0
- ctrl = 0
- sprpriority = -1
- anim = 3100
- [State 3100, 0];no slide check
- type = VelSet
- trigger1 = time = 1
- x = 0
- y = 0
- [State 3100, NotHitBy]
- type = NotHitBy
- trigger1 = time >= 11
- value = ,NA,SA,HA,NP,SP,HP,NT,ST,HT
- time = 5
- [State 0, PowerAdd]
- type = PowerAdd
- trigger1 = time = 12
- value = -1000
- ignorehitpause = 1
- [State 3100, 1]
- type = SuperPause
- trigger1 = time = 11
- pos = 0,-35
- time = 15
- anim = 100
- sound = 20, 0
- [State 0, VarSet];buff type
- type = VarSet
- trigger1 = time = 11
- v = 7
- value = 1
- ignorehitpause = 1
- [State 0, VarSet];timer
- type = VarSet
- trigger1 = var(7) = 1
- v = 9
- value = 300
- ignorehitpause = 1
- [State 0, ChangeState]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
- ;---------------------------------------------------------------------------
- ;Neo Slash EX
- [Statedef 3200]
- type = S
- movetype= A
- physics = N
- juggle = 0
- poweradd= -1000
- ctrl = 0
- sprpriority = -3
- anim = 3200
- [State 3200, 0];no slide check
- type = VelSet
- trigger1 = time = 1
- x = 0
- y = 0
- [State 3200, 1]
- type = SuperPause
- trigger1 = time = 1
- pos = 20,-55
- time = 30
- anim = 100
- sound = 20, 0
- [State 3100, 3]
- type = AfterImage
- trigger1 = AnimElem = 4
- time = 2
- [State 3100, 4]
- type = AfterImageTime
- trigger1 = AnimElemTime(1) >= 0
- time = 2
- [State 3200, StateTypeSet]
- type = StateTypeSet
- trigger1 = time = 16
- statetype = A ;S,A,C,L
- physics = A ;A,C,S,N
- ignorehitpause = 1
- [State 3200, 0]
- type = PlaySnd
- trigger1 = time = 12
- value = 3200,0
- [State 3200, 0];time to flyyyyy!!!
- type = VelSet
- trigger1 = animelem = 6
- trigger2 = animelem = 7
- trigger3 = animelem = 8
- trigger4 = animelem = 12
- x = 2.5
- y = -8
- ignorehitpause = 1
- [State 3001, 4];multi hits
- type = HitDef
- trigger1 = time <= 29
- attr = S, HA
- damage = 29,2
- hitflag = MAF
- guardflag = MA
- priority = 0, Hit
- pausetime = 5,5
- getpower = 0
- sparkno = s8010
- sparkxy = -15,-60
- hitsound = s1,0
- guardsound = 6, 0
- ground.type = High
- ground.slidetime = 5
- ground.hittime = 15
- ground.velocity = -3,-4
- airguard.velocity = -6,-4
- air.type = High
- air.velocity = -2,-4
- air.hittime = 15
- envshake.time = 6
- envshake.ampl = 1
- envshake.freq = 75
- fall = 1
- [State 3200, 0]
- type = PlaySnd
- trigger1 = time = 38
- value = 3200,1
- [State 200, 1];final hit
- type = HitDef
- trigger1 = animelem = 12
- attr = S, NA
- damage = 49,7
- hitflag = MAFD
- guardflag = MA
- priority = 3, Hit
- pausetime = 10,10
- sparkno = s8020
- sparkxy = -20,-60
- hitsound = s1,3
- guardsound = 6, 0
- ground.type = High
- ground.slidetime = 10
- ground.hittime = 12
- ground.velocity = -5,-4
- air.velocity = -5,-6
- envshake.time = 12
- envshake.ampl = 7
- envshake.freq = 175
- air.type = High
- fall = 1
- [State -3, veladd];additional gravity
- type = Veladd
- trigger1 = time >= 17
- y = .2
- ;---------------------------------------------------------------------------
- ;Time Paradox
- [Statedef 3300]
- type = S
- movetype= A
- physics = S
- juggle = 0
- anim = 3300
- poweradd = -3000
- ctrl = 0
- sprpriority = -1
- [State 3100, 3]
- type = AfterImage
- trigger1 = AnimElem = 4
- time = 2
- palcolor = 256
- palinvertall = 0
- palbright = 60,0,0
- palcontrast = 240,0,0
- [State 3100, 4]
- type = AfterImageTime
- trigger1 = AnimElemTime(1) >= 0
- time = 2
- [State 3300, SuperPause]
- type = SuperPause
- trigger1 = time = 0
- time = 60
- movetime = 60
- anim = 101
- sound = s9301,0
- pos = -14,-54
- darken = 1
- unhittable = 1
- ignorehitpause = 1
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = time = 72
- value = S3300,0
- channel = 2
- ignorehitpause = 1
- [State 3300]
- type = HitDef
- Trigger1 = !time
- attr = S, HA
- hitflag = MAF
- priority = 1, Miss
- sparkno = -1
- p1sprpriority = 1
- p1facing = 1
- p2facing = 1
- p1stateno = 3301
- p2stateno = 3302
- guard.dist = 0
- fall = 1
- [State 0, VelSet]
- type = VelSet
- trigger1 = animelem = 6
- x = 29
- ignorehitpause = 1
- [State 0, PlayerPush]
- type = PlayerPush
- trigger1 = animelem = 6
- value = 0
- ignorehitpause = 1
- [State 3000, 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- ;---------------------------------------------------------------------------
- ;Time Paradox (Success!)
- [Statedef 3301]
- type = S
- movetype= A
- physics = S
- juggle = 0
- anim = 3302
- velset = 0,0
- poweradd = 0
- ctrl = 0
- sprpriority = -1
- [State 0, BindToTarget];try matching up with where the enemy was lel
- type = BindToTarget
- trigger1 = time = 0
- time = 1
- [State 0, PosSet];move forward a bit
- type = PosAdd
- trigger1 = time = 1
- x = 100
- [State 3302, AssertSpecial]
- type = AssertSpecial
- trigger1 = time <= 60
- flag = NoMusic
- flag2 = NoBarDisplay
- [State 0, EnvColor];it's dark now
- type = EnvColor
- trigger1 = time <= 60
- value = 0,0,0
- time = 1
- ignorehitpause = 1
- [State 0, EnvColor];HOT PINK!
- type = EnvColor
- trigger1 = time >= 61
- trigger1 = time <= 126
- value = 202,0,31
- time = 2
- under = 1
- ignorehitpause = 1
- [State 3302]
- type = TargetBind
- trigger1 = time <= 135
- pos = -100,0
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = time = 61
- value = S3300,1
- channel = 2
- ignorehitpause = 1
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = time = 61
- value = S1,3
- channel = 3
- ignorehitpause = 1
- [State 3300]
- type = TargetLifeAdd
- trigger1 = time = 61
- value = -520
- ;super finish SFX
- [State -3, kill sound fx]
- type = PlaySnd
- triggerAll = WinKO
- trigger1 = stateno = 3301
- value = s9300,0
- volume = 255
- ignorehitpause = 0
- persistent = -1
- [State 3000, Helper]
- type = Explod
- trigger1 = time = 61
- anim = 3301
- sprpriority = 5
- pos = -3,-50
- postype = P2
- [State 0, PalFX]
- type = PalFX
- trigger1 = time = 60
- time = 65
- add = -256,-256,-256
- mul = 0,0,0
- invertall = 0
- color = 256
- [State 0, PlayerPush]
- type = PlayerPush
- trigger1 = animelem = 6
- value = 0
- ignorehitpause = 1
- [State 3000, 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- ;---------------------------------------------------------------------------
- ;P2 GetHit
- [Statedef 3302]
- type = S
- movetype= H
- physics = N
- velset = 0,0
- [State 0, PalFX]
- type = PalFX
- trigger1 = time = 60
- time = 65
- add = -256,-256,-256
- mul = 0,0,0
- invertall = 0
- color = 256
- [State 820, 1]
- type = ChangeAnim2
- Trigger1 = Time = 0
- value = 3303
- [State 0, AssertSpecial]
- type = AssertSpecial
- trigger1 = time >= 60 && !alive
- flag = NoKOSnd
- [State 820, 2]
- type = SelfState
- trigger1 = !gethitvar(isbound)
- trigger2 = !alive && time >= 131
- value = 5110
- [State 0, PosSet];prevents P2 from suddenly floating for a sec
- type = PosSet
- trigger1 = !gethitvar(isbound)
- y = 0
- ignorehitpause = 1
- ;===========================================================================
- [Statedef -2]
- Add.Basic[Start]
- ;//==========================
- ;// add004-sctrls-start
- ;//==========================
- ;sys::-2::partners_standby ; パートナー待機
- [state 0]
- type=selfstate
- value=190190
- ctrl=0
- ;;---
- triggerall=!ishelper && numpartner && roundstate=2 && alive && sysfvar(0)>0 && playeridexist(floor(sysfvar(0)))
- triggerall=(stateno!=[190190,190199]) && playerid(floor(sysfvar(0))),var(0)=90900 && playerid(floor(sysfvar(0))),var(22)=4
- ;;---// switch / change ;(交替)
- trigger1=sysfvar(4)<1 && ( ctrl || (time<2 && stateno<600) ) && playerid(floor(sysfvar(0))),var(48)=11
- trigger1=(pos y>=0) && movetype!=h && gethitvar(isbound)=0 && (stateno!=5120) && (stateno!=[5200,5210])
- ;;---// assist ;(協力)
- trigger2=sysfvar(4)=1 && ( ctrl || (stateno-playerid(floor(sysfvar(0))),var(53+id-playerid(floor(sysfvar(0))),sysvar(0))!=[0,999]) )
- trigger2=(pos y>=0) && movetype!=h && gethitvar(isbound)=0 && (stateno!=5120) && (stateno!=[5200,5210])
- ;;---// switch-canceling ;(割り込み交替)
- trigger3=sysfvar(4)=2 && ( ctrl || stateno<160 )
- trigger3=(pos y>=0) && movetype!=h && gethitvar(isbound)=0 && (stateno!=5120) && (stateno!=[5200,5210])
- ;;---// player-priority ;(順位)
- trigger4=sysfvar(4)<1 && playerid(floor(sysfvar(0))),var(15)!=id
- ;;---
- ignorehitpause=1
- ;sys::-2::partners_change_interrupted ; 割り込み交替
- [state 0]
- type=varset
- trigger1=!ishelper && numpartner && roundstate=2 && alive && sysfvar(0)>0 && playeridexist(floor(sysfvar(0)))
- trigger1=playerid(floor(sysfvar(0))),var(0)=90900 && playerid(floor(sysfvar(0))),var(48)=21 && sysfvar(4)<1
- sysfvar(4)=2 ;; (0:main / 1:assist / 2:switch-canceling)
- ;sys::-2::helper::bar004 ; ライフバー
- [state 0]
- type=helper
- triggerall=!ishelper && !numhelper(90900)
- trigger1=numpartner
- trigger1=id<(partner,id) && partner,numhelper(90900)=0
- trigger2=!numpartner
- id=90900
- stateno=90900
- helpertype=normal
- ownpal=1
- size.air.front=1903252 ;; <<-version
- size.height=0
- ignorehitpause=1
- supermovetime=88888
- pausemovetime=88888
- pos=0,88888
- ;sys::-2::get_helper::bar004_id ; ID取得
- [state 0]
- type=varset
- trigger1=!ishelper && numhelper(90900)
- trigger1=(helper(90900),var(0)=90900) && (sysfvar(0)!=helper(90900),id)
- sysfvar(0)=(helper(90900),id)
- ;sys::-2::get_players_id2
- [state 0]
- type=varset
- trigger1=!ishelper && numpartner
- trigger1=!numhelper(90900) && (partner,numhelper(90900)) && (sysfvar(0)!=(partner,sysfvar(0)))
- sysfvar(0)=(partner,sysfvar(0))
- ;sys::-2::bk/jd_system ; ブロキング/ジャストD
- [state 0]
- type=hitoverride
- triggerall=!ishelper && roundstate=2 && alive && (ctrl || stateno=52)
- trigger1=numprojid(195502)||numprojid(195503)
- trigger2=numpartner
- trigger2=partner,numprojid(195502)||partner,numprojid(195503)
- attr=sca,na,sa,ha,np,sp,hp
- stateno=195500
- time=1
- ignorehitpause=1
- ;//==========================
- ;;>>@Config.Face>>
- ;sys::-2::face_d_mod
- [state 0]
- type=removeexplod
- trigger1=roundstate!=2 || (stateno=5150 && time=5 && !alive)
- trigger2=(sysfvar(0)>0) && playeridexist(floor(sysfvar(0)))
- trigger2=(playerid(floor(sysfvar(0))),var(0)=90900)
- trigger2=!(playerid(floor(sysfvar(0))),var(9)&4) || (playerid(floor(sysfvar(0))),var(9)&262144)
- id=490600
- ignorehitpause=1
- ;sys::-2::face_d_main ; portrait (顔)
- [state 0]
- type=explod
- trigger1=!ishelper && alive && !numexplod(490600) && selfanimexist(909002)
- trigger1=(sysfvar(0)>0) && playeridexist(floor(sysfvar(0))) && roundstate=2
- trigger1=playerid(floor(sysfvar(0))),var(0)=90900 && playerid(floor(sysfvar(0))),numexplod(490600)
- trigger1=id=playerid(floor(sysfvar(0))),var(15)
- trigger1=movetype!=h || (stateno=[120,159]) || (stateno=[5000,5199]) || (stateno=[190190,190196])
- id=490600
- anim=909002
- space=screen
- postype=left
- facing=ifelse(teamside=1,1,-1)
- ownpal=1
- bindtime=-1
- removetime=-1
- pos=floor(const240p(playerid(floor(sysfvar(0))),fvar(20))), floor(const240p(playerid(floor(sysfvar(0))),fvar(22)))
- scale=playerid(floor(sysfvar(0))),fvar(24), playerid(floor(sysfvar(0))),fvar(26)
- sprpriority=floor(playerid(floor(sysfvar(0))),fvar(32))
- trans=addalpha
- alpha=floor(playerid(floor(sysfvar(0))),fvar(28))/1000, floor(playerid(floor(sysfvar(0))),fvar(28))%1000
- ignorehitpause=1
- supermovetime=-1
- pausemovetime=-1
- ;;sys::-2::face_d_partner_#+option
- [state 0]
- type=explod
- trigger1=numpartner
- trigger1=!ishelper && alive && !numexplod(490600) && selfanimexist(909001)
- trigger1=(sysfvar(0)>0) && playeridexist(floor(sysfvar(0))) && roundstate=2
- trigger1=playerid(floor(sysfvar(0))),var(0)=90900 && playerid(floor(sysfvar(0))),numexplod(490601+(gametime%numpartner))
- trigger1=(id+numpartner+1-playerid(floor(sysfvar(0))),var(15))%(numpartner+1)=(gametime%numpartner)+1
- trigger1=movetype!=h || (stateno=[120,159]) || (stateno=[5000,5199]) || (stateno=[190190,190196])
- id=490600
- anim=909001
- space=screen
- postype=left
- facing=ifelse(teamside=1,1,-1)
- ownpal=1
- bindtime=-1
- removetime=-1
- 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) ))
- 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)
- sprpriority=floor(playerid(floor(sysfvar(0))),fvar(33))+(gametime%numpartner)*10
- trans=addalpha
- alpha=floor(playerid(floor(sysfvar(0))),fvar(29))/1000, floor(playerid(floor(sysfvar(0))),fvar(29))%1000
- ignorehitpause=1
- supermovetime=-1
- pausemovetime=-1
- ;#Options_Char_Name
- ;sys::-2::name_d_main_left&right
- [state 0]
- type=explod
- trigger1=numexplod(490600)=1 && selfanimexist(909010+teamside)
- trigger1=(sysfvar(0)>0) && playeridexist(floor(sysfvar(0)))
- trigger1=playerid(floor(sysfvar(0))),var(0)=90900 && id=playerid(floor(sysfvar(0))),var(15)
- trigger1=movetype!=h || (stateno=[120,159]) || (stateno=[5000,5199]) || (stateno=[190190,190196])
- id=490600
- anim=909010+teamside
- space=screen
- postype=left
- facing=1
- ownpal=1
- bindtime=-1
- removetime=-1
- pos=floor(const240p(playerid(floor(sysfvar(0))),fvar(10))), floor(const240p(playerid(floor(sysfvar(0))),fvar(12)))
- scale=playerid(floor(sysfvar(0))),fvar(14), playerid(floor(sysfvar(0))),fvar(16)
- sprpriority=floor(playerid(floor(sysfvar(0))),fvar(32))+2
- trans=addalpha
- alpha=floor(playerid(floor(sysfvar(0))),fvar(18))/1000, floor(playerid(floor(sysfvar(0))),fvar(18))%1000
- ignorehitpause=1
- supermovetime=-1
- pausemovetime=-1
- ;;sys::-2::name_d_partner_#left&right
- [state 0]
- type=explod
- trigger1=numpartner
- trigger1=numexplod(490600)=1 && selfanimexist(909010+teamside)
- trigger1=(sysfvar(0)>0) && playeridexist(floor(sysfvar(0)))
- trigger1=playerid(floor(sysfvar(0))),var(0)=90900 && playerid(floor(sysfvar(0))),numexplod(490601+(gametime%numpartner))
- trigger1=(id+numpartner+1-playerid(floor(sysfvar(0))),var(15))%(numpartner+1)=(gametime%numpartner)+1
- trigger1=movetype!=h || (stateno=[120,159]) || (stateno=[5000,5199]) || (stateno=[190190,190196])
- id=490600
- anim=909010+teamside
- space=screen
- postype=left
- facing=1
- ownpal=1
- bindtime=-1
- removetime=-1
- 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) ))
- 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)
- sprpriority=floor(playerid(floor(sysfvar(0))),fvar(33))+(gametime%numpartner)*10+3
- trans=addalpha
- alpha=floor(playerid(floor(sysfvar(0))),fvar(19))/1000, floor(playerid(floor(sysfvar(0))),fvar(19))%1000
- ignorehitpause=1
- supermovetime=-1
- pausemovetime=-1
- ;//==========================
- ;;>>@Config.Camera>>
- ;sys::-2::camera_nc ; 焦点変更
- [state 0]
- type=screenbound
- trigger1=!ishelper && (sysfvar(0)>0) && playeridexist(floor(sysfvar(0)))
- trigger1=playerid(floor(sysfvar(0))),var(0)=90900 && numpartner && (sysfvar(4)>0 || stateno=5150)
- value=0
- movecamera=0,0
- ignorehitpause=1
- ;sys::-2::camera_np
- [state 0]
- type=playerpush
- trigger1=!ishelper && (sysfvar(0)>0) && playeridexist(floor(sysfvar(0)))
- trigger1=playerid(floor(sysfvar(0))),var(0)=90900 && numpartner && (sysfvar(4)>0 || stateno=5150)
- value=0
- ignorehitpause=1
- ;sys::-2::camera_nc2
- [state 0]
- type=screenbound
- trigger1=!ishelper && (sysfvar(0)>0) && playeridexist(floor(sysfvar(0)))
- trigger1=playerid(floor(sysfvar(0))),var(0)=90900 && (playerid(floor(sysfvar(0))),var(7)&65536) ;; system_switch
- value= ((numpartner && sysfvar(4)<1) || !numpartner) ;; [def=0]
- movecamera=0,0 ;; [x,y]
- ignorehitpause=1
- ;//==========================
- ;sys::-2::add.option2-noko
- [state 0] ;; opt-noko
- type=assertspecial
- trigger1=!ishelper && (sysfvar(0)>0) && playeridexist(floor(sysfvar(0)))
- trigger1=playerid(floor(sysfvar(0))),var(0)=90900
- trigger1=id=playerid(floor(sysfvar(0))),var(15) && (playerid(floor(sysfvar(0))),var(9)&65536) ;; opt-noko
- flag=noko
- ignorehitpause=1
- ;sys::-2::add.option3-life-mod
- [state 0] ;; opt-life-mod
- type=lifeadd
- trigger1=!ishelper && (sysfvar(0)>0) && playeridexist(floor(sysfvar(0)))
- trigger1=playerid(floor(sysfvar(0))),var(0)=90900
- trigger1=id=playerid(floor(sysfvar(0))),var(15) && playerid(floor(sysfvar(0))),var(23)!=0 ;; opt-mod-life
- value=playerid(floor(sysfvar(0))),var(23)
- kill=0
- ignorehitpause=1
- ;//==========================
- ;// optional settings
- ;sys::-2::guard_crush_fx ; ガードクラッシュ
- [state 0]
- type=palfx
- trigger1=(stateno=150 || stateno=152) && alive && !ishelper && (gametime%5=0) && (sysfvar(0)>0) && playeridexist(floor(sysfvar(0)))
- trigger1=playerid(floor(sysfvar(0))),var(0)=90900 && playerid(floor(sysfvar(0))),var(36)>=800
- time=2
- add=200,0,0
- ;sys::-2::guard_crush_cs
- [state 0]
- type=changestate
- trigger1=(stateno=150 || stateno=152) && alive && !ishelper && (sysfvar(0)>0) && playeridexist(floor(sysfvar(0)))
- trigger1=playerid(floor(sysfvar(0))),var(0)=90900 && playerid(floor(sysfvar(0))),var(36)>=1000
- value=190010
- ignorehitpause=1
- ;;--- dizzy
- ;sys::-2::goto-dizzy_s/c
- [state 0] ;[.03-2d1]
- type=selfstate
- trigger1=(stateno=5001 || stateno=5011) && hitover && alive && !ishelper && life>1 && roundstate=2 && (sysfvar(0)>0) && playeridexist(floor(sysfvar(0)))
- trigger1=playerid(floor(sysfvar(0))),var(0)=90900 && playerid(floor(sysfvar(0))),var(50)>=1000
- value=195201 ;; (goto-dizzy:190116)
- ;sys::-2::goto-dizzy_a/l
- [state 0] ;[.03-2d2]
- type=selfstate
- trigger1=(stateno=5030 || stateno=5071) && hitshakeover && alive && !ishelper && life>1 && roundstate=2 && (sysfvar(0)>0) && playeridexist(floor(sysfvar(0)))
- trigger1=playerid(floor(sysfvar(0))),var(0)=90900 && playerid(floor(sysfvar(0))),var(50)>=1000
- value=195050
- ;;--- fadeout when KOed ; KO後消える
- ;sys::-2::st5150-1
- [state 0]
- type=varset
- trigger1=stateno=5150 && time=1 && alive=0 && !ishelper && numpartner
- sysvar(1)=(roundstate<=2)
- ;sys::-2::st5150-2
- [state 0]
- type=assertspecial
- trigger1=stateno=5150 && alive=0 && !ishelper && numpartner && sysvar(1) && (((time=[80,150]) && time%10<5) || time>150)
- flag=invisible
- flag2=noshadow
- ;;--- intro-pos-reset ;IKEMENには不要
- ;sys::-2::st5900-p3
- [state 0]
- type=turn
- trigger1=stateno=5900 && time=0
- trigger1=!ishelper && numpartner>1 && facing=ifelse(teamside=1,-1,1)
- ;sys::-2::st5900-p4
- [state 0]
- type=posset
- trigger1=stateno=5900 && time=0
- trigger1=!ishelper && numpartner>1 && playeridexist(id-2)
- trigger1=playerid(id-2),ishelper=0 && playerid(id-2),teamside=teamside
- x=const240p(120)*ifelse(teamside=1,-1,1)
- ;sys::-2::st5900-p5
- [state 0]
- type=posset
- trigger1=stateno=5900 && time=0
- trigger1=!ishelper && numpartner>2 && playeridexist(id-3)
- trigger1=playerid(id-3),ishelper=0 && playerid(id-3),teamside=teamside
- x=const240p(144)*ifelse(teamside=1,-1,1)
- ;//==========================
- ;// add004-sctrls-end
- ;//==========================
- Add.Basic[End]
- ;Winquotes
- [State -2, Win Quote Set]
- type = VictoryQuote
- trigger1 = time = 0
- value = 1 + (random%1)
- [State -2, WinQuoteSet]
- type = VictoryQuote
- trigger1 = enemy,name = "Zetterburn"
- value = 2
- [State -2, WinQuoteSet]
- type = VictoryQuote
- trigger1 = enemy,name = "Wrastor"
- value = 3
- [State -2, WinQuoteSet]
- type = VictoryQuote
- trigger1 = enemy,name = "Ranno"
- value = 4
- ;---------------------------------------------------------------------------
- ;Damage Dampener (finally!)
- [State -2, Damage based on hits]
- type=varset
- trigger1= numenemy
- fvar(12)= enemynear(0),gethitvar(hitcount)
- ignorehitpause=1
- [State -2, Damage based on hits]
- type=varset
- trigger1= numenemy
- fvar(12)= enemynear(0),gethitvar(hitcount)-1
- ignorehitpause=1
- [State -2, Reset var when the opponent recovers]
- type=varset
- trigger1= numenemy
- trigger1= (enemynear(0),movetype!=H)
- trigger2= !numenemy
- fvar(12)=0
- [State -2, Dampener]
- type=varset
- trigger1= stateno != 3001;don't dampen for Retribution
- trigger2= stateno != 3301;or Time Paradox, her level 3
- trigger3 = var(7) != 1;disable if Reverse Dampener buff is active
- trigger3 = var(8) != 2
- fvar(10)= cond(fvar(12)<11,cond(fvar(12)=0, 1, cond(fvar(12)=1, .9, .9**fvar(12))),.5)
- ignorehitpause=1
- [State -2, Dampener]
- type=varset
- trigger1= stateno != 3200;make dampener weaker for Neo Slash EX
- trigger2 = var(7) != 1;disable if Reverse Dampener buff is active
- trigger2 = var(8) != 2
- fvar(10)= cond(fvar(12)<11,cond(fvar(12)=0, 1, cond(fvar(12)=1, .95, .95**fvar(12))),.5)
- ignorehitpause=1
- [State -2, Reverse Dampener]
- type=varset
- triggerall = var(7) = 1
- triggerall = var(8) = 2
- trigger1= stateno != 3001;don't reverse dampen for Retribution
- fvar(10)= cond(fvar(12)<11,cond(fvar(12)=0, 1, cond(fvar(12)=1, 1.1, 1.1**fvar(12))),3)
- ignorehitpause=1
- [State -3, Attack Scale]
- type = AttackMulSet
- trigger1 = 1
- value = fvar(10)
- ignorehitpause = 1
- ;---------------------------------------------------------------------------
- ;Buff Stuff
- [State 0, PalFX];attack
- type = PalFX
- triggerall = stateno != 3301
- triggerall = var(8) = 0
- trigger1 = var(7) = 1
- time = time
- add = 100,0,0
- mul = 256,256,256
- invertall = 0
- color = 256
- ignorehitpause = 0
- [State 0, AttackMulSet]
- type = AttackMulSet
- trigger1 = var(8) = 0
- trigger1 = var(7) = 1
- value = fvar(10)*1.25
- ignorehitpause = 1
- [State 0, PalFX];defense
- type = PalFX
- triggerall = stateno != 3301
- triggerall = var(8) = 1
- trigger1 = var(7) = 1
- time = -1
- add = 0,0,100
- mul = 256,256,256
- invertall = 0
- color = 256
- ignorehitpause = 0
- [State 0, DefenceMulSet]
- type = DefenceMulSet
- trigger1 = var(8) = 1
- trigger1 = var(7) = 1
- value = .75
- ignorehitpause = 1
- [State 0, PalFX];R.D.D.
- type = PalFX
- triggerall = stateno != 3301
- triggerall = var(8) = 2
- trigger1 = var(7) = 1
- time = -1
- add = 100,100,0
- mul = 256,256,256
- invertall = 0
- color = 256
- ignorehitpause = 0
- [State 0, VarAdd]
- type = VarAdd
- trigger1 = var(9) > 0
- v = 9
- value = -1
- ignorehitpause = 0
- persistent = 0
- [State 0, PalFX];low timer
- type = PalFX
- triggerall = stateno != 3301
- triggerall = var(8) = 0
- trigger1 = var(7) = 1
- trigger1 = var(9) <= 150
- trigger1 = var(9) >= 0
- time = (time%4)
- add = 100,33,33
- mul = 256,256,256
- invertall = 0
- color = 256
- [State 0, PalFX]
- type = PalFX
- triggerall = stateno != 3301
- triggerall = var(8) = 1
- trigger1 = var(7) = 1
- trigger1 = var(9) <= 150
- trigger1 = var(9) >= 0
- time = (time%4)
- add = 33,33,100
- mul = 256,256,256
- invertall = 0
- color = 256
- [State 0, PalFX]
- type = PalFX
- triggerall = stateno != 3301
- triggerall = var(8) = 2
- trigger1 = var(7) = 1
- trigger1 = var(9) <= 150
- trigger1 = var(9) >= 0
- time = (time%4)
- add = 100,100,33
- mul = 256,256,256
- invertall = 0
- color = 256
- [State 0, VarSet];outta time, no buff for you :)
- type = VarSet
- trigger1 = var(9) = 0
- v = 7
- value = 0
- ignorehitpause = 1
- [State 0, PalFX];reset your palette too
- type = PalFX
- triggerall = time = 1
- trigger1 = var(9) = 0
- time = 1
- add = 0,0,0
- mul = 256,256,256
- invertall = 0
- color = 256
- ignorehitpause = 1
- ;---------------------------------------------------------------------------
- ;super finish parameters
- [State -3, super finish]
- type = Explod
- triggerAll = WinKO && NumExplod(93000) <= 1
- trigger1 = movehit = 1 && stateno = [3000,3200]
- anim = 93000
- ID = 93000
- posType = left
- pos = 0,0
- ownpal = 1
- scale = .4,.4
- removetime = 999999
- ignorehitpause = 1
- [State -3, super finish];Retribution
- type = Explod
- triggerAll = WinKO && NumExplod(93000) <= 1
- trigger1 = movehit = 1 && stateno = 3001
- anim = 93001
- ID = 93001
- sprpriority = 9
- ownPal = 1
- posType = left
- pos = 160, floor((1.3333333 * GameHeight / GameWidth) * 120)
- bindtime = -1
- scale = .3,.3
- removetime = 999999
- ignorehitpause = 1
- [State -3, super finish];Neo Slash EX
- type = Explod
- triggerAll = WinKO && NumExplod(93000) <= 1
- trigger1 = movehit = 1 && stateno = 3200
- anim = 93002
- ID = 93002
- sprpriority = 9
- ownPal = 1
- posType = left
- pos = 160, floor((1.3333333 * GameHeight / GameWidth) * 120)
- bindtime = -1
- scale = .3,.3
- removetime = 999999
- ignorehitpause = 1
- persistent = 1
- [State -3, super finish];Time Paradox
- type = Explod
- triggerall = WinKO && NumExplod(93003) = 0
- trigger1 = stateno = 3301
- anim = 93003
- ID = 93003
- sprpriority = 9
- ontop = 1
- ownPal = 1
- posType = left
- pos = 160, floor((1.3333333 * GameHeight / GameWidth) * 120)
- bindtime = -1
- scale = .3,.3
- removetime = 999999
- ignorehitpause = 1
- persistent = 0
- [State -3, nomusic]
- type = AssertSpecial
- triggerAll = WinKO
- trigger1 = stateno = 3000 || prevstateno = 3000
- trigger2 = stateno = 3200 || prevstateno = 3200
- trigger3 = stateno = 3201 || prevstateno = 3201
- trigger4 = stateno = 3202 || prevstateno = 3202
- trigger5 = stateno = [3300,3302]
- trigger5 = prevstateno = [3300,3302]
- ignorehitpause = 1
- flag = NoMusic
- flag2 = NoFG
- ;super finish SFX
- [State -3, kill sound fx]
- type = PlaySnd
- triggerAll = WinKO && NumExplod(93000) <= 1
- trigger1 = movehit = 1 && stateno = [3000,3200]
- value = s9300,0
- volume = 255
- ignorehitpause = 1
- persistent = -1
- [State -3, Landing Sound]
- type = PlaySnd
- triggerall = Time = 1
- trigger1 = stateno = 52 ;Jump land
- trigger2 = stateno = 1007 ;land from Timesplitter followup High
- value = 40, 1
- ;---------------------------------------------------------------------------
- ;other
- [State -3, Land Dust]
- type = Explod
- triggerall = Time = 1
- trigger1 = stateno = 52
- trigger2 = stateno = 741
- trigger3 = stateno = 1007
- anim = 9049
- pos = 0,0
- scale = .6,.6
- postype = p1
- ownpal = 1
- sprpriority = 3
- removetime = 20
- [State -3, Run Dust]
- type = Explod
- triggerall = Time = 1
- trigger1 = stateno = 100
- trigger2 = stateno = 105
- trigger3 = stateno = 1000 & prevstateno != 100
- trigger4 = stateno = 1001 & prevstateno != 100
- trigger5 = stateno = 1002 & prevstateno != 100
- anim = 9100
- pos = cond(stateno = 105, 25, -25),0
- facing = cond(stateno = 105, -1, 1)
- scale = .6,.6
- postype = p1
- ownpal = 1
- sprpriority = 3
- removetime = 18
- ;rolls
- [State -3, Roll Dust]
- type = Explod
- triggerall = Time = 1
- trigger1 = stateno = 730
- trigger2 = stateno = 731
- anim = 9100
- pos = cond(stateno = 731, 35, -35),0
- facing = cond(stateno = 731, -1, 1)
- scale = .6,.6
- postype = p1
- ownpal = 1
- sprpriority = 3
- removetime = 18
- [State -3, PalFX];not in your dodge states for any reason? reset your palette!
- type = PalFX
- triggerall = movetype = H
- triggerall = var(7) = 0
- trigger1 = stateno != 730
- trigger2 = stateno != 731
- trigger3 = stateno != 740
- time = 1
- add = 0,0,0
- invertall = 0
- color = 256
- ;---------------------------------------------------------------------------
- ;poopy mayonnaise
- [State 0, AssertSpecial]
- type = AssertSpecial
- trigger1 = 1
- flag = noairguard
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