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noticer22

5B Problem

May 22nd, 2023
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  1. [Statedef 210]
  2. type = S ;State-type: S-stand, C-crouch, A-air, L-liedown
  3. movetype= A ;Move-type: A-attack, I-idle, H-gethit
  4. physics = S ;Physics: S-stand, C-crouch, A-air
  5. juggle = 1 ;Number of air juggle points move takes
  6. velset = 0,0 ;Set velocity (x,y) (Def: no change)
  7. ctrl = 0 ;Set ctrl (Def: no change)
  8. anim = 210 ;Change animation (Def: no change)
  9. poweradd = 65 ;Power to add (Def: 0)
  10. sprpriority = 2 ;Set p1's sprite layering priority to 2 (in front)
  11.  
  12. [State 1, ]
  13. type = PlaySnd
  14. triggerall = anim = 210
  15. trigger1 = animelem = 2
  16. value = 203, 0
  17. channel = 0
  18.  
  19. [State 1200, 6]
  20. type = explod
  21. triggerall = anim = 210
  22. trigger1 = AnimElem = 8
  23. trigger2 = AnimElem = 20
  24. anim = 6002
  25. id = 6203
  26. pos = 25,-30
  27. facing = 1
  28. vfacing = -1
  29. sprpriority = 3
  30. bindtime = -1
  31. ownpal = 1
  32. ignorehitpause = 1
  33. scale = 0.6,0.3
  34.  
  35. [State 1200, 6]
  36. type = explod
  37. triggerall = anim = 210
  38. trigger1 = AnimElem = 8
  39. trigger2 = AnimElem = 20
  40. anim = 6002
  41. id = 6203
  42. pos = 25,-30
  43. facing = 1
  44. vfacing = -1
  45. sprpriority = 3
  46. bindtime = -1
  47. ownpal = 1
  48. ignorehitpause = 1
  49. scale = 0.4,0.2
  50.  
  51. [State 1200, 6]
  52. type = explod
  53. triggerall = anim = 210
  54. trigger1 = AnimElem = 8
  55. trigger2 = AnimElem = 20
  56. anim = 6002
  57. id = 6203
  58. pos = 29,-30
  59. facing = 1
  60. vfacing = -1
  61. sprpriority = 3
  62. bindtime = -1
  63. ownpal = 1
  64. ignorehitpause = 1
  65. scale = 0.3,0.15
  66.  
  67. [State 1200, 6]
  68. type = explod
  69. triggerall = anim = 210
  70. trigger1 = AnimElem = 11
  71. trigger2 = AnimElem = 29
  72. anim = 6000
  73. id = 6203
  74. pos = 27,-35
  75. facing = 1
  76. vfacing = 1
  77. sprpriority = 3
  78. bindtime = -1
  79. ownpal = 1
  80. ignorehitpause = 1
  81. scale = 0.7,0.6
  82.  
  83. [State 1200, 6]
  84. type = explod
  85. triggerall = anim = 210
  86. trigger1 = AnimElem = 11
  87. trigger2 = AnimElem = 29
  88. anim = 6000
  89. id = 6203
  90. pos = 27,-35
  91. facing = 1
  92. vfacing = 1
  93. sprpriority = 3
  94. bindtime = -1
  95. ownpal = 1
  96. ignorehitpause = 1
  97. scale = 0.5,0.4
  98.  
  99. [State 1200, 6]
  100. type = explod
  101. triggerall = anim = 210
  102. trigger1 = AnimElem = 11
  103. trigger2 = AnimElem = 29
  104. anim = 6000
  105. id = 6203
  106. pos = 31,-35
  107. facing = 1
  108. vfacing = 1
  109. sprpriority = 3
  110. bindtime = -1
  111. ownpal = 1
  112. ignorehitpause = 1
  113. scale = 0.4,0.4
  114.  
  115. [State 1200, 6]
  116. type = explod
  117. triggerall = anim = 210
  118. trigger1 = AnimElem = 14
  119. anim = 6002
  120. id = 6203
  121. pos = 27,-35
  122. facing = 1
  123. vfacing = -1
  124. sprpriority = 3
  125. bindtime = -1
  126. ownpal = 1
  127. ignorehitpause = 1
  128. scale = 0.7,0.8
  129.  
  130. [State 1200, 6]
  131. type = explod
  132. triggerall = anim = 210
  133. trigger1 = AnimElem = 14
  134. anim = 6002
  135. id = 6203
  136. pos = 27,-35
  137. facing = 1
  138. vfacing = -1
  139. sprpriority = 3
  140. bindtime = -1
  141. ownpal = 1
  142. ignorehitpause = 1
  143. scale = 0.5,0.6
  144.  
  145. [State 1200, 6]
  146. type = explod
  147. triggerall = anim = 210
  148. trigger1 = AnimElem = 14
  149. anim = 6002
  150. id = 6203
  151. pos = 31,-35
  152. facing = 1
  153. vfacing = -1
  154. sprpriority = 3
  155. bindtime = -1
  156. ownpal = 1
  157. ignorehitpause = 1
  158. scale = 0.4,0.45
  159.  
  160. [State 1200, 6]
  161. type = explod
  162. triggerall = anim = 210
  163. trigger1 = AnimElem = 17
  164. anim = 6001
  165. id = 6203
  166. pos = 27,-35
  167. facing = -1
  168. vfacing = -1
  169. sprpriority = 3
  170. bindtime = -1
  171. ownpal = 1
  172. ignorehitpause = 1
  173. scale = 0.9,0.4
  174.  
  175. [State 1200, 6]
  176. type = explod
  177. triggerall = anim = 210
  178. trigger1 = AnimElem = 17
  179. anim = 6001
  180. id = 6203
  181. pos = 27,-35
  182. facing = -1
  183. vfacing = -1
  184. sprpriority = 3
  185. bindtime = -1
  186. ownpal = 1
  187. ignorehitpause = 1
  188. scale = 0.7,0.3
  189.  
  190. [State 1200, 6]
  191. type = explod
  192. triggerall = anim = 210
  193. trigger1 = AnimElem = 17
  194. anim = 6001
  195. id = 6203
  196. pos = 31,-35
  197. facing = -1
  198. vfacing = -1
  199. sprpriority = 3
  200. bindtime = -1
  201. ownpal = 1
  202. ignorehitpause = 1
  203. scale = 0.5,0.25
  204.  
  205. [State 1200, 6]
  206. type = explod
  207. triggerall = anim = 210
  208. trigger1 = AnimElem = 23
  209. anim = 6000
  210. id = 6203
  211. pos = 25,-30
  212. facing = 1
  213. vfacing = 1
  214. sprpriority = 3
  215. bindtime = -1
  216. ownpal = 1
  217. ignorehitpause = 1
  218. scale = 0.6,0.5
  219.  
  220. [State 1200, 6]
  221. type = explod
  222. triggerall = anim = 210
  223. trigger1 = AnimElem = 23
  224. anim = 6000
  225. id = 6203
  226. pos = 25,-30
  227. facing = 1
  228. vfacing = 1
  229. sprpriority = 3
  230. bindtime = -1
  231. ownpal = 1
  232. ignorehitpause = 1
  233. scale = 0.4,0.3
  234.  
  235. [State 1200, 6]
  236. type = explod
  237. triggerall = anim = 210
  238. trigger1 = AnimElem = 23
  239. anim = 6000
  240. id = 6203
  241. pos = 29,-30
  242. facing = 1
  243. vfacing = 1
  244. sprpriority = 3
  245. bindtime = -1
  246. ownpal = 1
  247. ignorehitpause = 1
  248. scale = 0.3,0.25
  249.  
  250. [State 1200, 6]
  251. type = explod
  252. triggerall = anim = 210
  253. trigger1 = AnimElem = 26
  254. anim = 6002
  255. id = 6203
  256. pos = 25,-30
  257. facing = 1
  258. vfacing = 1
  259. sprpriority = 3
  260. bindtime = -1
  261. ownpal = 1
  262. ignorehitpause = 1
  263. scale = 0.6,0.3
  264.  
  265. [State 1200, 6]
  266. type = explod
  267. triggerall = anim = 210
  268. trigger1 = AnimElem = 26
  269. anim = 6002
  270. id = 6203
  271. pos = 25,-30
  272. facing = 1
  273. vfacing = 1
  274. sprpriority = 3
  275. bindtime = -1
  276. ownpal = 1
  277. ignorehitpause = 1
  278. scale = 0.4,0.2
  279.  
  280. [State 1200, 6]
  281. type = explod
  282. triggerall = anim = 210
  283. trigger1 = AnimElem = 26
  284. anim = 6002
  285. id = 6203
  286. pos = 29,-30
  287. facing = 1
  288. vfacing = 1
  289. sprpriority = 3
  290. bindtime = -1
  291. ownpal = 1
  292. ignorehitpause = 1
  293. scale = 0.3,0.15
  294.  
  295. [State 1200, 6]
  296. type = explod
  297. triggerall = anim = 210
  298. trigger1 = AnimElem = 32
  299. anim = 6002
  300. id = 6203
  301. pos = 20,-50
  302. facing = 1
  303. vfacing = 1
  304. sprpriority = 3
  305. bindtime = -1
  306. ownpal = 1
  307. ignorehitpause = 1
  308. scale = 0.8,0.9
  309.  
  310. [State 1200, 6]
  311. type = explod
  312. triggerall = anim = 210
  313. trigger1 = AnimElem = 32
  314. anim = 6002
  315. id = 6203
  316. pos = 20,-50
  317. facing = 1
  318. vfacing = 1
  319. sprpriority = 3
  320. bindtime = -1
  321. ownpal = 1
  322. ignorehitpause = 1
  323. scale = 0.55,0.6
  324.  
  325. [State 1200, 6]
  326. type = explod
  327. triggerall = anim = 210
  328. trigger1 = AnimElem = 32
  329. anim = 6002
  330. id = 6203
  331. pos = 24,-50
  332. facing = 1
  333. vfacing = 1
  334. sprpriority = 3
  335. bindtime = -1
  336. ownpal = 1
  337. ignorehitpause = 1
  338. scale = 0.3,0.35
  339.  
  340. [State 201, 1]
  341. type = HitDef
  342. triggerall = anim = 210
  343. trigger1 = enemynear,movetype != A
  344. trigger1 = animelemtime(30) < 0
  345. attr = S, NA ;Attribute: Standing, Normal Attack
  346. damage = ceil(3), 0 ;Damage that move inflicts, guard damage
  347. animtype = Medium ;Animation type: Light, Medium, Heavy, Back (def: Light)
  348. guardflag = MA ;Flags on how move is to be guarded against
  349. hitflag = MAFD ;Flags of conditions that move can hit
  350. priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
  351. ;Hit/Miss/Dodge type (Def: Hit)
  352. pausetime = 2, 8 ;Time attacker pauses, time opponent shakes
  353. sparkno = 2 ;Spark anim no (Def: set above)
  354. sparkxy = -10, ceil(p2dist y*.75)-10-random%65 ;X-offset for the "hit spark" rel. to p2,
  355. ;Y-offset for the spark rel. to p1
  356. hitsound = S5, 5 ;Sound to play on hit
  357. guardsound = S6, 0 ;Sound to play on guard
  358. ground.type = High ;Type: High, Low, Trip (def: Normal)
  359. ground.slidetime = 5 ;Time that the opponent slides back
  360. ground.hittime = 25 ;Time opponent is in hit state
  361. ground.velocity = .5,-1 ;Velocity at which opponent is pushed
  362. airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
  363. air.type = High ;Type: High, Low, Trip (def: same as ground.type)
  364. air.velocity = .5,-1 ;X-velocity at which opponent is pushed,
  365. ;Y-velocity at which opponent is pushed
  366. air.hittime = 15 ;Time before opponent regains control in air
  367. fall = 1
  368. fall.recovertime = 45
  369. guard.ctrltime = 18
  370. ground.cornerpush.veloff = 0
  371. air.cornerpush.veloff = 0
  372. nochainID = 8000
  373.  
  374. [State 201, 1]
  375. type = HitDef
  376. triggerall = anim = 210
  377. trigger1 = enemynear,movetype = A
  378. trigger1 = animelemtime(30) < 0
  379. attr = S, NA ;Attribute: Standing, Normal Attack
  380. damage = ceil(6), 0 ;Damage that move inflicts, guard damage
  381. animtype = Medium ;Animation type: Light, Medium, Heavy, Back (def: Light)
  382. guardflag = MA ;Flags on how move is to be guarded against
  383. hitflag = MAFD ;Flags of conditions that move can hit
  384. priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
  385. ;Hit/Miss/Dodge type (Def: Hit)
  386. pausetime = 2, 8 ;Time attacker pauses, time opponent shakes
  387. sparkno = 2 ;Spark anim no (Def: set above)
  388. sparkxy = -10, ceil(p2dist y*.75)-10-random%65 ;X-offset for the "hit spark" rel. to p2,
  389. ;Y-offset for the spark rel. to p1
  390. hitsound = S5, 5 ;Sound to play on hit
  391. guardsound = S6, 0 ;Sound to play on guard
  392. ground.type = High ;Type: High, Low, Trip (def: Normal)
  393. ground.slidetime = 5 ;Time that the opponent slides back
  394. ground.hittime = 25 ;Time opponent is in hit state
  395. ground.velocity = .5,-1 ;Velocity at which opponent is pushed
  396. airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
  397. air.type = High ;Type: High, Low, Trip (def: same as ground.type)
  398. air.velocity = .5,-1 ;X-velocity at which opponent is pushed,
  399. ;Y-velocity at which opponent is pushed
  400. air.hittime = 15 ;Time before opponent regains control in air
  401. fall = 1
  402. fall.recovertime = 45
  403. guard.ctrltime = 18
  404. ground.cornerpush.veloff = 0
  405. air.cornerpush.veloff = 0
  406. nochainID = 8000
  407.  
  408. [State 201, 1]
  409. type = HitDef
  410. triggerall = anim = 210
  411. trigger1 = enemynear,movetype != A
  412. trigger1 = animelem = 32
  413. attr = S, NA ;Attribute: Standing, Normal Attack
  414. damage = ceil(30), 0 ;Damage that move inflicts, guard damage
  415. animtype = Medium ;Animation type: Light, Medium, Heavy, Back (def: Light)
  416. guardflag = MA ;Flags on how move is to be guarded against
  417. hitflag = MAFD ;Flags of conditions that move can hit
  418. priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
  419. ;Hit/Miss/Dodge type (Def: Hit)
  420. pausetime = 9, 9 ;Time attacker pauses, time opponent shakes
  421. sparkno = 3 ;Spark anim no (Def: set above)
  422. sparkxy = -10, -82 ;X-offset for the "hit spark" rel. to p2,
  423. ;Y-offset for the spark rel. to p1
  424. hitsound = S5, 7 ;Sound to play on hit
  425. guardsound = S6, 0 ;Sound to play on guard
  426. ground.type = High ;Type: High, Low, Trip (def: Normal)
  427. ground.slidetime = 5 ;Time that the opponent slides back
  428. ground.hittime = 30 ;Time opponent is in hit state
  429. ground.velocity = -3,-7 ;Velocity at which opponent is pushed
  430. airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
  431. air.type = High ;Type: High, Low, Trip (def: same as ground.type)
  432. air.velocity = -3,-7 ;X-velocity at which opponent is pushed,
  433. ;Y-velocity at which opponent is pushed
  434. air.hittime = 15 ;Time before opponent regains control in air
  435. fall = 1
  436. fall.recovertime = 40
  437. guard.ctrltime = 30
  438. ground.cornerpush.veloff = -15
  439. air.cornerpush.veloff = -15
  440. nochainID = 8000
  441.  
  442. [State 201, 1]
  443. type = HitDef
  444. triggerall = anim = 210
  445. trigger1 = enemynear,movetype != A
  446. trigger1 = animelem = 32
  447. attr = S, NA ;Attribute: Standing, Normal Attack
  448. damage = ceil(42), 0 ;Damage that move inflicts, guard damage
  449. animtype = Medium ;Animation type: Light, Medium, Heavy, Back (def: Light)
  450. guardflag = MA ;Flags on how move is to be guarded against
  451. hitflag = MAFD ;Flags of conditions that move can hit
  452. priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
  453. ;Hit/Miss/Dodge type (Def: Hit)
  454. pausetime = 9, 9 ;Time attacker pauses, time opponent shakes
  455. sparkno = 3 ;Spark anim no (Def: set above)
  456. sparkxy = -10, -82 ;X-offset for the "hit spark" rel. to p2,
  457. ;Y-offset for the spark rel. to p1
  458. hitsound = S5, 7 ;Sound to play on hit
  459. guardsound = S6, 0 ;Sound to play on guard
  460. ground.type = High ;Type: High, Low, Trip (def: Normal)
  461. ground.slidetime = 5 ;Time that the opponent slides back
  462. ground.hittime = 30 ;Time opponent is in hit state
  463. ground.velocity = -3,-7 ;Velocity at which opponent is pushed
  464. airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
  465. air.type = High ;Type: High, Low, Trip (def: same as ground.type)
  466. air.velocity = -3,-7 ;X-velocity at which opponent is pushed,
  467. ;Y-velocity at which opponent is pushed
  468. air.hittime = 15 ;Time before opponent regains control in air
  469. fall = 1
  470. fall.recovertime = 45
  471. guard.ctrltime = 30
  472. ground.cornerpush.veloff = -15
  473. air.cornerpush.veloff = -15
  474. nochainID = 8000
  475.  
  476. [State 200, Damage Scaling]
  477. type = varset
  478. triggerall = anim = 210
  479. trigger1 = movehit
  480. trigger1 = !moveguarded
  481. fvar(4) = fvar(4)*0.91
  482. ignorehitpause = 1
  483. persistent = 0
  484.  
  485. [State 200, 2]
  486. type = PlaySnd
  487. triggerall = anim = 210
  488. trigger1 = animelem = 7
  489. trigger2 = animelem = 11
  490. trigger3 = animelem = 13
  491. trigger4 = animelem = 16
  492. trigger5 = animelem = 19
  493. trigger6 = animelem = 22
  494. trigger7 = animelem = 25
  495. trigger8 = animelem = 28
  496. value = 0, 6
  497.  
  498. [State 200, 2]
  499. type = PlaySnd
  500. triggerall = anim = 210
  501. trigger1 = animelem = 31
  502. value = 0, 9
  503.  
  504. [State 200, 2]
  505. type = velset
  506. triggerall = anim = 210
  507. trigger1 = animelem = 32
  508. y = -3
  509. x = 1
  510.  
  511. [State 200, 2]
  512. type = statetypeset
  513. triggerall = anim = 210
  514. trigger1 = animelem = 32
  515. statetype = A
  516. physics = N
  517.  
  518. [State 200, 2]
  519. type = veladd
  520. triggerall = anim = 210
  521. trigger1 = animelemtime(38) > 0
  522. y = .5
  523.  
  524. [State 200, 2]
  525. type = changeanim
  526. triggerall = anim = 210
  527. trigger1 = animelemtime(40) > 0
  528. trigger1 = pos Y >= 0
  529. value = 211
  530.  
  531. [State 200, 2]
  532. type = playsnd
  533. trigger1 = anim = 211
  534. value = 40,0
  535. persistent = 0
  536.  
  537. [State 200, 2]
  538. type = posset
  539. trigger1 = anim = 211
  540. y = 0
  541.  
  542. [State 200, 2]
  543. type = velset
  544. trigger1 = anim = 211
  545. y = 0
  546. x = 0
  547.  
  548. [State 200, 3]
  549. type = ChangeState
  550. trigger1 = anim = 211
  551. trigger1 = AnimTime = 0
  552. value = 0
  553. ctrl = 1
  554.  
  555. ;---------------------------------------------------------------------------
  556. [Statedef 211]
  557. type = A
  558. movetype= A
  559. physics = N
  560. juggle = 2
  561. poweradd= 30
  562. ctrl = 0
  563. anim = 211
  564. sprpriority = 2
  565.  
  566. [State 230, 1]
  567. type = PlaySnd
  568. trigger1 = Time = 0
  569. value = 50, 0
  570.  
  571. [State 600, 1]
  572. type = PlaySnd
  573. trigger1 = Time = 2
  574. value = 0, 4
  575.  
  576. [State 600, 1]
  577. type = velset
  578. trigger1 = !time
  579. x = 1
  580. y = -6.5
  581.  
  582. [State 600, 1]
  583. type = statetypeset
  584. trigger1 = animelem = 2
  585. physics = A
  586.  
  587. [State 600, 2]
  588. type = HitDef
  589. trigger1 = enemynear,movetype != A
  590. trigger1 = !movecontact && !movereversed
  591. attr = A, NA
  592. damage = ceil(29)
  593. hitflag = MAF
  594. guardflag = HA
  595. priority = 3
  596. pausetime = 10,11
  597. sparkno = 2
  598. sparkxy = -10,-71
  599. hitsound = S5,3
  600. guardsound = S6,0
  601. animtype = Med
  602. ground.type = High
  603. ground.slidetime = 5
  604. ground.hittime = ceil(15*(fvar(11)))
  605. ground.velocity = -2
  606. air.velocity = -.6,-6
  607. air.hittime = 16
  608. fall.recovertime = 30
  609. nochainID = 8000
  610.  
  611. [State 600, 2]
  612. type = HitDef
  613. trigger1 = enemynear,movetype = A
  614. trigger1 = !movecontact && !movereversed
  615. attr = A, NA
  616. damage = ceil(39)
  617. hitflag = MAF
  618. guardflag = HA
  619. priority = 3
  620. pausetime = 10,12
  621. sparkno = 2
  622. sparkxy = -10,-71
  623. hitsound = S5,3
  624. guardsound = S6,0
  625. animtype = Med
  626. ground.type = High
  627. ground.slidetime = 5
  628. ground.hittime = ceil(15*(fvar(11)))
  629. ground.velocity = -2
  630. air.velocity = -.6,-6
  631. air.hittime = 16
  632. fall.recovertime = 60
  633. nochainID = 8000
  634.  
  635. [State 200, Damage Scaling]
  636. type = varset
  637. trigger1 = movehit
  638. trigger1 = !moveguarded
  639. fvar(4) = fvar(4)*0.91
  640. ignorehitpause = 1
  641. persistent = 0
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