Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- [Statedef 210]
- type = S ;State-type: S-stand, C-crouch, A-air, L-liedown
- movetype= A ;Move-type: A-attack, I-idle, H-gethit
- physics = S ;Physics: S-stand, C-crouch, A-air
- juggle = 1 ;Number of air juggle points move takes
- velset = 0,0 ;Set velocity (x,y) (Def: no change)
- ctrl = 0 ;Set ctrl (Def: no change)
- anim = 210 ;Change animation (Def: no change)
- poweradd = 65 ;Power to add (Def: 0)
- sprpriority = 2 ;Set p1's sprite layering priority to 2 (in front)
- [State 1, ]
- type = PlaySnd
- triggerall = anim = 210
- trigger1 = animelem = 2
- value = 203, 0
- channel = 0
- [State 1200, 6]
- type = explod
- triggerall = anim = 210
- trigger1 = AnimElem = 8
- trigger2 = AnimElem = 20
- anim = 6002
- id = 6203
- pos = 25,-30
- facing = 1
- vfacing = -1
- sprpriority = 3
- bindtime = -1
- ownpal = 1
- ignorehitpause = 1
- scale = 0.6,0.3
- [State 1200, 6]
- type = explod
- triggerall = anim = 210
- trigger1 = AnimElem = 8
- trigger2 = AnimElem = 20
- anim = 6002
- id = 6203
- pos = 25,-30
- facing = 1
- vfacing = -1
- sprpriority = 3
- bindtime = -1
- ownpal = 1
- ignorehitpause = 1
- scale = 0.4,0.2
- [State 1200, 6]
- type = explod
- triggerall = anim = 210
- trigger1 = AnimElem = 8
- trigger2 = AnimElem = 20
- anim = 6002
- id = 6203
- pos = 29,-30
- facing = 1
- vfacing = -1
- sprpriority = 3
- bindtime = -1
- ownpal = 1
- ignorehitpause = 1
- scale = 0.3,0.15
- [State 1200, 6]
- type = explod
- triggerall = anim = 210
- trigger1 = AnimElem = 11
- trigger2 = AnimElem = 29
- anim = 6000
- id = 6203
- pos = 27,-35
- facing = 1
- vfacing = 1
- sprpriority = 3
- bindtime = -1
- ownpal = 1
- ignorehitpause = 1
- scale = 0.7,0.6
- [State 1200, 6]
- type = explod
- triggerall = anim = 210
- trigger1 = AnimElem = 11
- trigger2 = AnimElem = 29
- anim = 6000
- id = 6203
- pos = 27,-35
- facing = 1
- vfacing = 1
- sprpriority = 3
- bindtime = -1
- ownpal = 1
- ignorehitpause = 1
- scale = 0.5,0.4
- [State 1200, 6]
- type = explod
- triggerall = anim = 210
- trigger1 = AnimElem = 11
- trigger2 = AnimElem = 29
- anim = 6000
- id = 6203
- pos = 31,-35
- facing = 1
- vfacing = 1
- sprpriority = 3
- bindtime = -1
- ownpal = 1
- ignorehitpause = 1
- scale = 0.4,0.4
- [State 1200, 6]
- type = explod
- triggerall = anim = 210
- trigger1 = AnimElem = 14
- anim = 6002
- id = 6203
- pos = 27,-35
- facing = 1
- vfacing = -1
- sprpriority = 3
- bindtime = -1
- ownpal = 1
- ignorehitpause = 1
- scale = 0.7,0.8
- [State 1200, 6]
- type = explod
- triggerall = anim = 210
- trigger1 = AnimElem = 14
- anim = 6002
- id = 6203
- pos = 27,-35
- facing = 1
- vfacing = -1
- sprpriority = 3
- bindtime = -1
- ownpal = 1
- ignorehitpause = 1
- scale = 0.5,0.6
- [State 1200, 6]
- type = explod
- triggerall = anim = 210
- trigger1 = AnimElem = 14
- anim = 6002
- id = 6203
- pos = 31,-35
- facing = 1
- vfacing = -1
- sprpriority = 3
- bindtime = -1
- ownpal = 1
- ignorehitpause = 1
- scale = 0.4,0.45
- [State 1200, 6]
- type = explod
- triggerall = anim = 210
- trigger1 = AnimElem = 17
- anim = 6001
- id = 6203
- pos = 27,-35
- facing = -1
- vfacing = -1
- sprpriority = 3
- bindtime = -1
- ownpal = 1
- ignorehitpause = 1
- scale = 0.9,0.4
- [State 1200, 6]
- type = explod
- triggerall = anim = 210
- trigger1 = AnimElem = 17
- anim = 6001
- id = 6203
- pos = 27,-35
- facing = -1
- vfacing = -1
- sprpriority = 3
- bindtime = -1
- ownpal = 1
- ignorehitpause = 1
- scale = 0.7,0.3
- [State 1200, 6]
- type = explod
- triggerall = anim = 210
- trigger1 = AnimElem = 17
- anim = 6001
- id = 6203
- pos = 31,-35
- facing = -1
- vfacing = -1
- sprpriority = 3
- bindtime = -1
- ownpal = 1
- ignorehitpause = 1
- scale = 0.5,0.25
- [State 1200, 6]
- type = explod
- triggerall = anim = 210
- trigger1 = AnimElem = 23
- anim = 6000
- id = 6203
- pos = 25,-30
- facing = 1
- vfacing = 1
- sprpriority = 3
- bindtime = -1
- ownpal = 1
- ignorehitpause = 1
- scale = 0.6,0.5
- [State 1200, 6]
- type = explod
- triggerall = anim = 210
- trigger1 = AnimElem = 23
- anim = 6000
- id = 6203
- pos = 25,-30
- facing = 1
- vfacing = 1
- sprpriority = 3
- bindtime = -1
- ownpal = 1
- ignorehitpause = 1
- scale = 0.4,0.3
- [State 1200, 6]
- type = explod
- triggerall = anim = 210
- trigger1 = AnimElem = 23
- anim = 6000
- id = 6203
- pos = 29,-30
- facing = 1
- vfacing = 1
- sprpriority = 3
- bindtime = -1
- ownpal = 1
- ignorehitpause = 1
- scale = 0.3,0.25
- [State 1200, 6]
- type = explod
- triggerall = anim = 210
- trigger1 = AnimElem = 26
- anim = 6002
- id = 6203
- pos = 25,-30
- facing = 1
- vfacing = 1
- sprpriority = 3
- bindtime = -1
- ownpal = 1
- ignorehitpause = 1
- scale = 0.6,0.3
- [State 1200, 6]
- type = explod
- triggerall = anim = 210
- trigger1 = AnimElem = 26
- anim = 6002
- id = 6203
- pos = 25,-30
- facing = 1
- vfacing = 1
- sprpriority = 3
- bindtime = -1
- ownpal = 1
- ignorehitpause = 1
- scale = 0.4,0.2
- [State 1200, 6]
- type = explod
- triggerall = anim = 210
- trigger1 = AnimElem = 26
- anim = 6002
- id = 6203
- pos = 29,-30
- facing = 1
- vfacing = 1
- sprpriority = 3
- bindtime = -1
- ownpal = 1
- ignorehitpause = 1
- scale = 0.3,0.15
- [State 1200, 6]
- type = explod
- triggerall = anim = 210
- trigger1 = AnimElem = 32
- anim = 6002
- id = 6203
- pos = 20,-50
- facing = 1
- vfacing = 1
- sprpriority = 3
- bindtime = -1
- ownpal = 1
- ignorehitpause = 1
- scale = 0.8,0.9
- [State 1200, 6]
- type = explod
- triggerall = anim = 210
- trigger1 = AnimElem = 32
- anim = 6002
- id = 6203
- pos = 20,-50
- facing = 1
- vfacing = 1
- sprpriority = 3
- bindtime = -1
- ownpal = 1
- ignorehitpause = 1
- scale = 0.55,0.6
- [State 1200, 6]
- type = explod
- triggerall = anim = 210
- trigger1 = AnimElem = 32
- anim = 6002
- id = 6203
- pos = 24,-50
- facing = 1
- vfacing = 1
- sprpriority = 3
- bindtime = -1
- ownpal = 1
- ignorehitpause = 1
- scale = 0.3,0.35
- [State 201, 1]
- type = HitDef
- triggerall = anim = 210
- trigger1 = enemynear,movetype != A
- trigger1 = animelemtime(30) < 0
- attr = S, NA ;Attribute: Standing, Normal Attack
- damage = ceil(3), 0 ;Damage that move inflicts, guard damage
- animtype = Medium ;Animation type: Light, Medium, Heavy, Back (def: Light)
- guardflag = MA ;Flags on how move is to be guarded against
- hitflag = MAFD ;Flags of conditions that move can hit
- priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
- ;Hit/Miss/Dodge type (Def: Hit)
- pausetime = 2, 8 ;Time attacker pauses, time opponent shakes
- sparkno = 2 ;Spark anim no (Def: set above)
- sparkxy = -10, ceil(p2dist y*.75)-10-random%65 ;X-offset for the "hit spark" rel. to p2,
- ;Y-offset for the spark rel. to p1
- hitsound = S5, 5 ;Sound to play on hit
- guardsound = S6, 0 ;Sound to play on guard
- ground.type = High ;Type: High, Low, Trip (def: Normal)
- ground.slidetime = 5 ;Time that the opponent slides back
- ground.hittime = 25 ;Time opponent is in hit state
- ground.velocity = .5,-1 ;Velocity at which opponent is pushed
- airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
- air.type = High ;Type: High, Low, Trip (def: same as ground.type)
- air.velocity = .5,-1 ;X-velocity at which opponent is pushed,
- ;Y-velocity at which opponent is pushed
- air.hittime = 15 ;Time before opponent regains control in air
- fall = 1
- fall.recovertime = 45
- guard.ctrltime = 18
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- nochainID = 8000
- [State 201, 1]
- type = HitDef
- triggerall = anim = 210
- trigger1 = enemynear,movetype = A
- trigger1 = animelemtime(30) < 0
- attr = S, NA ;Attribute: Standing, Normal Attack
- damage = ceil(6), 0 ;Damage that move inflicts, guard damage
- animtype = Medium ;Animation type: Light, Medium, Heavy, Back (def: Light)
- guardflag = MA ;Flags on how move is to be guarded against
- hitflag = MAFD ;Flags of conditions that move can hit
- priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
- ;Hit/Miss/Dodge type (Def: Hit)
- pausetime = 2, 8 ;Time attacker pauses, time opponent shakes
- sparkno = 2 ;Spark anim no (Def: set above)
- sparkxy = -10, ceil(p2dist y*.75)-10-random%65 ;X-offset for the "hit spark" rel. to p2,
- ;Y-offset for the spark rel. to p1
- hitsound = S5, 5 ;Sound to play on hit
- guardsound = S6, 0 ;Sound to play on guard
- ground.type = High ;Type: High, Low, Trip (def: Normal)
- ground.slidetime = 5 ;Time that the opponent slides back
- ground.hittime = 25 ;Time opponent is in hit state
- ground.velocity = .5,-1 ;Velocity at which opponent is pushed
- airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
- air.type = High ;Type: High, Low, Trip (def: same as ground.type)
- air.velocity = .5,-1 ;X-velocity at which opponent is pushed,
- ;Y-velocity at which opponent is pushed
- air.hittime = 15 ;Time before opponent regains control in air
- fall = 1
- fall.recovertime = 45
- guard.ctrltime = 18
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- nochainID = 8000
- [State 201, 1]
- type = HitDef
- triggerall = anim = 210
- trigger1 = enemynear,movetype != A
- trigger1 = animelem = 32
- attr = S, NA ;Attribute: Standing, Normal Attack
- damage = ceil(30), 0 ;Damage that move inflicts, guard damage
- animtype = Medium ;Animation type: Light, Medium, Heavy, Back (def: Light)
- guardflag = MA ;Flags on how move is to be guarded against
- hitflag = MAFD ;Flags of conditions that move can hit
- priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
- ;Hit/Miss/Dodge type (Def: Hit)
- pausetime = 9, 9 ;Time attacker pauses, time opponent shakes
- sparkno = 3 ;Spark anim no (Def: set above)
- sparkxy = -10, -82 ;X-offset for the "hit spark" rel. to p2,
- ;Y-offset for the spark rel. to p1
- hitsound = S5, 7 ;Sound to play on hit
- guardsound = S6, 0 ;Sound to play on guard
- ground.type = High ;Type: High, Low, Trip (def: Normal)
- ground.slidetime = 5 ;Time that the opponent slides back
- ground.hittime = 30 ;Time opponent is in hit state
- ground.velocity = -3,-7 ;Velocity at which opponent is pushed
- airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
- air.type = High ;Type: High, Low, Trip (def: same as ground.type)
- air.velocity = -3,-7 ;X-velocity at which opponent is pushed,
- ;Y-velocity at which opponent is pushed
- air.hittime = 15 ;Time before opponent regains control in air
- fall = 1
- fall.recovertime = 40
- guard.ctrltime = 30
- ground.cornerpush.veloff = -15
- air.cornerpush.veloff = -15
- nochainID = 8000
- [State 201, 1]
- type = HitDef
- triggerall = anim = 210
- trigger1 = enemynear,movetype != A
- trigger1 = animelem = 32
- attr = S, NA ;Attribute: Standing, Normal Attack
- damage = ceil(42), 0 ;Damage that move inflicts, guard damage
- animtype = Medium ;Animation type: Light, Medium, Heavy, Back (def: Light)
- guardflag = MA ;Flags on how move is to be guarded against
- hitflag = MAFD ;Flags of conditions that move can hit
- priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
- ;Hit/Miss/Dodge type (Def: Hit)
- pausetime = 9, 9 ;Time attacker pauses, time opponent shakes
- sparkno = 3 ;Spark anim no (Def: set above)
- sparkxy = -10, -82 ;X-offset for the "hit spark" rel. to p2,
- ;Y-offset for the spark rel. to p1
- hitsound = S5, 7 ;Sound to play on hit
- guardsound = S6, 0 ;Sound to play on guard
- ground.type = High ;Type: High, Low, Trip (def: Normal)
- ground.slidetime = 5 ;Time that the opponent slides back
- ground.hittime = 30 ;Time opponent is in hit state
- ground.velocity = -3,-7 ;Velocity at which opponent is pushed
- airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
- air.type = High ;Type: High, Low, Trip (def: same as ground.type)
- air.velocity = -3,-7 ;X-velocity at which opponent is pushed,
- ;Y-velocity at which opponent is pushed
- air.hittime = 15 ;Time before opponent regains control in air
- fall = 1
- fall.recovertime = 45
- guard.ctrltime = 30
- ground.cornerpush.veloff = -15
- air.cornerpush.veloff = -15
- nochainID = 8000
- [State 200, Damage Scaling]
- type = varset
- triggerall = anim = 210
- trigger1 = movehit
- trigger1 = !moveguarded
- fvar(4) = fvar(4)*0.91
- ignorehitpause = 1
- persistent = 0
- [State 200, 2]
- type = PlaySnd
- triggerall = anim = 210
- trigger1 = animelem = 7
- trigger2 = animelem = 11
- trigger3 = animelem = 13
- trigger4 = animelem = 16
- trigger5 = animelem = 19
- trigger6 = animelem = 22
- trigger7 = animelem = 25
- trigger8 = animelem = 28
- value = 0, 6
- [State 200, 2]
- type = PlaySnd
- triggerall = anim = 210
- trigger1 = animelem = 31
- value = 0, 9
- [State 200, 2]
- type = velset
- triggerall = anim = 210
- trigger1 = animelem = 32
- y = -3
- x = 1
- [State 200, 2]
- type = statetypeset
- triggerall = anim = 210
- trigger1 = animelem = 32
- statetype = A
- physics = N
- [State 200, 2]
- type = veladd
- triggerall = anim = 210
- trigger1 = animelemtime(38) > 0
- y = .5
- [State 200, 2]
- type = changeanim
- triggerall = anim = 210
- trigger1 = animelemtime(40) > 0
- trigger1 = pos Y >= 0
- value = 211
- [State 200, 2]
- type = playsnd
- trigger1 = anim = 211
- value = 40,0
- persistent = 0
- [State 200, 2]
- type = posset
- trigger1 = anim = 211
- y = 0
- [State 200, 2]
- type = velset
- trigger1 = anim = 211
- y = 0
- x = 0
- [State 200, 3]
- type = ChangeState
- trigger1 = anim = 211
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- ;---------------------------------------------------------------------------
- [Statedef 211]
- type = A
- movetype= A
- physics = N
- juggle = 2
- poweradd= 30
- ctrl = 0
- anim = 211
- sprpriority = 2
- [State 230, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 50, 0
- [State 600, 1]
- type = PlaySnd
- trigger1 = Time = 2
- value = 0, 4
- [State 600, 1]
- type = velset
- trigger1 = !time
- x = 1
- y = -6.5
- [State 600, 1]
- type = statetypeset
- trigger1 = animelem = 2
- physics = A
- [State 600, 2]
- type = HitDef
- trigger1 = enemynear,movetype != A
- trigger1 = !movecontact && !movereversed
- attr = A, NA
- damage = ceil(29)
- hitflag = MAF
- guardflag = HA
- priority = 3
- pausetime = 10,11
- sparkno = 2
- sparkxy = -10,-71
- hitsound = S5,3
- guardsound = S6,0
- animtype = Med
- ground.type = High
- ground.slidetime = 5
- ground.hittime = ceil(15*(fvar(11)))
- ground.velocity = -2
- air.velocity = -.6,-6
- air.hittime = 16
- fall.recovertime = 30
- nochainID = 8000
- [State 600, 2]
- type = HitDef
- trigger1 = enemynear,movetype = A
- trigger1 = !movecontact && !movereversed
- attr = A, NA
- damage = ceil(39)
- hitflag = MAF
- guardflag = HA
- priority = 3
- pausetime = 10,12
- sparkno = 2
- sparkxy = -10,-71
- hitsound = S5,3
- guardsound = S6,0
- animtype = Med
- ground.type = High
- ground.slidetime = 5
- ground.hittime = ceil(15*(fvar(11)))
- ground.velocity = -2
- air.velocity = -.6,-6
- air.hittime = 16
- fall.recovertime = 60
- nochainID = 8000
- [State 200, Damage Scaling]
- type = varset
- trigger1 = movehit
- trigger1 = !moveguarded
- fvar(4) = fvar(4)*0.91
- ignorehitpause = 1
- persistent = 0
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement