Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- ; KFM's constants and state file.
- ; There are comments scattered through this file, so you may like to
- ; take a look if would like to learn more about the cns.
- ; ‚±‚ê‚ÍKFM‚̒蔂Æó‘Ԃ̃tƒ@ƒCƒ‹‚Å‚·B
- ; ‚±‚̃tƒ@ƒCƒ‹‚Ì’†‚ɂ͒Žß‚ªŽU‚炳‚ê‚Ä‚¢‚é‚Ì‚ÅACNS‚ðK‚¢‚½‚¢‚¨•û‚Í
- ; “Ç‚ñ‚ł݂½‚ç‚¢‚¢‚Å‚·B
- [Data]
- ;Amount of life to start with
- ;‘̗̓Q[ƒW‚̉Šú’l
- life = 1000
- ;attack power (more is stronger)
- ;UŒ‚ƒ_ƒ[ƒW
- attack = 100
- ;defensive power (more is stronger)
- ;‘̗̓pƒ[
- defence = 100
- ;Percentage to increase defense everytime player is knocked down
- fall.defence_up = 50
- ;Time which player lies down for, before getting up
- liedown.time = 60
- ;Number of points for juggling
- airjuggle = 15
- ;Default hit spark number for HitDefs
- sparkno = 2
- ;Default guard spark number
- guard.sparkno = 40
- ;1 to enable echo on KO
- KO.echo = 0
- ;Volume offset (negative for softer)
- volume = 0
- ;Variables with this index and above will not have their values
- ;reset to 0 between rounds or matches. There are 60 int variables,
- ;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
- ;If omitted, then it defaults to 60 and 40 for integer and float
- ;variables repectively, meaning that none are persistent, i.e. all
- ;are reset. If you want your variables to persist between matches,
- ;you need to override state 5900 from common1.cns.
- IntPersistIndex = 60
- FloatPersistIndex = 40
- [Size]
- xscale = 1.7 ;Horizontal scaling factor.
- yscale = 1.7 ;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, -42 ;Approximate position of head
- mid.pos = -1, -19 ;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)
- [Velocity]
- walk.fwd = 2.8 ;Walk forward
- walk.back = -2.8 ;Walk backward
- run.fwd = 12.0, 0 ;Run forward (x, y)
- run.back = -6.5,-3.8 ;Hop backward (x, y)
- jump.neu = 0,-11 ;Neutral jumping velocity (x, y)
- jump.back = -3 ;Jump back Speed (x, y)
- jump.fwd = 3 ;Jump forward Speed (x, y)
- runjump.back = -5 ;Running jump speeds (opt)
- runjump.fwd = 5 ;.
- airjump.neu = 0,-8 ;.
- airjump.back = -3 ;Air jump speeds (opt)
- airjump.fwd = 3 ;.
- 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 = 0 ;Number of air jumps allowed (opt)
- airjump.height = 35 ;Minimum distance from ground before you can air jump (opt)
- yaccel = .52 ;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 were not used, because the character in its game plot didn't have any interesting sentence for mugen quote.
- [Quotes]
- ;Stock quotes
- victory1 = "Did you catch my Dragon boost?"
- victory2 = "Here's some advice! Don't mess with a dragon!"
- victory3 = "What's the matter? Am I too fast for you?"
- victory4 = "That's how it's done."
- ;Vore Quotes
- victory5 = "Woah! Settle down in there!"
- victory6 = "Please relax... I'll let you out after I take a break."
- victory7 = "Ahh, that really hit the spot."
- victory8 = "Mmm, it feels so good to have a belly this big!"
- victory9 = "This feels great! I got to tell Carol and Milla about this."
- victory10 = "Just wait until Carol and Milla get a load of this. They're going to be so jealous."
- ;Vore digestion Quotes
- victory11 = "Mmm, yes... That was a delicious meal."
- victory12 = "I've gotta say, I'm quite pleased with the results."
- victory13 = "Looks like you're going to be part of me now. Sorry, but I can't have any enemies hanging around."
- victory14 = "I'm sorry it had to end this way for you, but you left me no choice."
- victory15 = "My body's never felt so lush and voluptuous. Thank you for adding such lovely new assets to me."
- victory16 = "Whoa, that's...a lot more than I was expecting!"
- victory17 = "Mmm, looks like my little snack really did the trick. My girls are looking even juicier than before."
- ;Specific Vore Quotes
- victory20 = "You're staying in there until you settle down Carol." ;Vore Carol Endo
- victory21 = "Gotcha Milla! Don't worry, it's safe in there..." ;Vore Milla Endo
- victory22 = "You really did a number on my figure Carol. Guess you'll always be by my side now..." ;Vore Carol Digest
- victory23 = "Mmm, thank you Milla. You've done wonders for my figure." ;Vore Milla Digest
- ;Special quotes
- ;victory50 = "Did you have a change of heart?";vs. Carol
- ;victory51 = "For my friends, I'll do what ever it takes to keep them safe from freaks like you!";v.s Lord Brevon
- ;victory52 = "Kicking ass fast? You gotta be kidding!";vs. Sonic
- ;---------------------------------------------------------------------------
- ; Variable usage:
- ; This is a record of the variables that KFM uses. Keeping a record of your
- ; variable usage helps you avoid careless mistakes later.
- ; var(1) - Used in kfm.cmd for combo condition (updated every tick)
- ; var(2) - Used in Kung Fu Throw (state 800) to remember if fwd was being
- ; held (remembered from state 800 through state 810).
- ; Stand
- [Statedef 0]
- type = S
- physics = S
- sprpriority = 0
- [state 1000]
- type = stopsnd
- trigger1 = time = 0
- channel = 5
- [State 0, 1]
- type = ChangeAnim
- trigger1 = Anim != [0,5]
- trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
- trigger3 = Anim = [1,2]
- trigger3 = !animtime
- trigger4 = anim = 4
- trigger4 = !animtime
- value = 0
- [State 0, 1]
- type = ChangeAnim
- trigger1 = Anim = 0
- trigger1 = !animtime
- value = random%3
- [State 0, 1]
- type = ChangeAnim
- triggerall = anim != 3 && anim != 5
- trigger1 = enemynear,pos y <= -35
- trigger2 = enemynear,const(size.head.pos.y) <= -120
- trigger2 = enemynear,anim != [10,12]
- trigger2 = enemynear,statetype != L
- value = 3
- [State 0, 1]
- type = ChangeAnim
- triggerall = anim = 3
- trigger1 = enemynear,pos y > -35
- trigger1 = enemynear,const(size.head.pos.y) > -120
- trigger2 = enemynear,anim = [10,12]
- trigger2 = enemynear,const(size.head.pos.y) <= -120
- trigger3 = enemynear,statetype = L
- trigger3 = enemynear,const(size.head.pos.y) <= -120
- value = 4
- [State 0, 2]
- type = VelSet
- trigger1 = Time = 0
- y = 0
- [State 0, 3] ;Stop moving if low velocity or 4 ticks pass
- type = VelSet
- trigger1 = abs(vel x) < Const(movement.stand.friction.threshold)
- trigger2 = Time = 4
- x = 0
- [State 0, StopSnd]
- type = StopSnd
- trigger1 = time = 0
- trigger1 = prevstateno = 4000
- channel = 3
- ignorehitpause = 1
- [State 0, 4] ;Are you dead?
- type = ChangeState
- trigger1 = !alive
- value = 5050
- ctrl = 0
- ; Jump Start
- [Statedef 40]
- type = S
- physics = S
- anim = 40
- ctrl = 0
- sprpriority = 1
- facep2 = 1
- [State 40, Dust]
- type = helper
- trigger1 = !animtime
- helpertype = normal
- stateno = 7100
- ID = 7100
- name = "Dust"
- postype = p1
- ownpal = 1
- [State 40, 1]
- type = VarSet
- trigger1 = Time = 0
- sysvar(1) = 0
- [State 40, 2]
- type = VarSet
- trigger1 = command = "holdfwd"
- sysvar(1) = 1
- [State 40, 3]
- type = VarSet
- trigger1 = command = "holdback"
- sysvar(1) = -1
- [State 40, 4]
- type = VelSet
- trigger1 = AnimTime = 0
- x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
- y = const(velocity.jump.y)
- [State 40, 5]
- type = VelSet
- trigger1 = AnimTime = 0
- trigger1 = prevstateno = 100 ;RUN_FWD
- trigger1 = sysvar(1) = 1
- x = const(velocity.runjump.fwd.x)
- [State 40, 6]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
- ctrl = 1
- ; Jump Up
- [Statedef 50]
- type = A
- physics = A
- [state 1000]
- type = playsnd
- trigger1 = time = 0
- value = S50,0
- [State 50, 1]
- type = VarSet
- trigger1 = Time = 0
- sysvar(1) = 0
- [State 50, 2]
- type = ChangeAnim
- trigger1 = Time = 0
- value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))
- [State 50, 3]
- type = ChangeAnim
- trigger1 = Vel y > Const720p(-8)
- trigger1 = SelfAnimExist(anim + 3)
- trigger1 = anim >= 41 && anim <= 43
- persistent = 0
- value = Anim + 3
- ; Jump Land
- [Statedef 52]
- type = S
- physics = S
- ctrl = 0
- anim = 47
- [State 52, 1]
- type = VelSet
- trigger1 = Time = 0
- y = 0
- [State 52, 2]
- type = PosSet
- trigger1 = Time = 0
- y = 0
- [State 52, 3]
- type = CtrlSet
- trigger1 = Time = 3
- value = 1
- [State 52, 4]
- type = VelSet
- trigger1 = abs(vel x) < Const(movement.stand.friction.threshold)
- x = 0
- [State 52, Landing Dust Explod]
- type = Explod
- trigger1 = !Time
- anim = 8102
- sprPriority = -3
- posType = P1
- scale = 0.5,0.5
- pauseMoveTime = -1
- superMoveTime = -1
- ownPal = 1
- [State 52, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- ; Run Forward
- [Statedef 100]
- type = S
- physics = S
- anim = 100
- sprpriority = 1
- ctrl = 0
- [State 110, Dust Helper]
- type = Helper
- trigger1 = time = 0
- helperType = Normal
- stateNo = 8103
- ID = 8100
- name = "Dash Dust"
- posType = P1
- pauseMoveTime = 255
- superMoveTime = 255
- ownPal = 1
- [State 100, 1b]
- type = VelSet
- trigger1 = time > 3
- x = const(velocity.run.fwd.x)
- [State 100, 1a]
- type = playsnd
- trigger1 = time = 0
- value = S100,2
- [State 100, 1a]
- type = playsnd
- trigger1 = AnimElem = 3
- trigger2 = AnimElem = 5
- value = S100,0
- [State 100, 2] ;Prevent run from canceling into walk
- type = AssertSpecial
- trigger1 = 1
- flag = NoWalk
- [State 100, 3] ;Prevent from turning
- type = AssertSpecial
- trigger1 = 1
- flag = NoAutoTurn
- [State 100, Jump]
- type = changestate
- triggerall = time > 4
- trigger1 = command = "holdup"
- trigger1 = !var(59)
- value = 40
- [State 100, 4]
- type = ChangeState
- triggerall = time > 3
- trigger1 = command != "holdfwd"
- trigger1 = !var(59)
- trigger2 = p2bodydist X <= 24 || p2movetype = A
- trigger2 = var(59)
- value = 101
- [State 100, 4]
- type = ChangeState
- triggerall = time >= 3
- trigger1 = command = "x"
- trigger2 = var(59)
- trigger2 = random<var(50)*2.0
- trigger2 = p2bodydist X <= 24
- value = 1005
- ctrl = 0
- ;---------------------------------------------------------------------------
- ; Stop Run
- [Statedef 101]
- type = S
- movetype = I
- physics = S
- anim = 101
- ctrl = 0
- sprpriority = 1
- [State 110, Dust]
- type = explod
- trigger1 = anim = 101 && animelem = 2
- anim = 8103
- ID = 8103
- sprpriority = 3
- postype = p1
- pos = 10, 0
- vel = 2, 0
- removetime = -2
- ownpal = 1
- pausemovetime = -1
- supermovetime = -1
- [State 0, CtrlSet]
- type = CtrlSet
- trigger1 = time >= 6
- value = 1
- [State 106, 1]
- type = playsnd
- trigger1 = Time = 0
- value = S100,1
- [State 0, ChangeState]
- type = ChangeState
- trigger1 = !animtime
- value = 0
- ctrl = 1
- ; Run Back
- [Statedef 105]
- type = S
- physics = S
- anim = 105
- sprpriority = 1
- ctrl = 0
- [State 105, Dust Helper]
- type = Helper
- trigger1 = time = 3
- helperType = Normal
- stateNo = 8103
- ID = 8100
- name = "Dash Dust"
- posType = P1
- facing = -1
- pauseMoveTime = 255
- superMoveTime = 255
- ownPal = 1
- [State 200, 2]
- type = PlaySnd
- trigger1 = time = 3
- value = 100,2
- [State 200, 2]
- type = PlaySnd
- trigger1 = animelem = 3
- value = 1001,0
- [State 100, 1b]
- type = VelSet
- trigger1 = time > 1 && time < 21
- x = const(velocity.run.back.x)
- [State 100, 1a]
- type = NULL
- trigger1 = time = 2
- value = 105,0
- volumescale = 125
- [State 0, VelSet]
- type = VelSet
- trigger1 = time >= 20
- x = 0
- y = 0
- [State 100, 2] ;Prevent run from canceling into walk
- type = AssertSpecial
- trigger1 = 1
- flag = NoWalk
- [State 100, 3] ;Prevent from turning
- type = AssertSpecial
- trigger1 = 1
- flag = NoAutoTurn
- [State 0, ChangeState]
- type = ChangeState
- trigger1 = command = "holddown"
- trigger1 = !animtime
- value = 11
- ctrl = 1
- [State 0, ChangeState]
- type = ChangeState
- trigger1 = command != "holddown"
- trigger1 = !animtime
- value = 0
- ctrl = 1
- ;---------------------------------------------------------------------------
- ; Lose by Time Over
- ; CNS difficulty: basic
- ; CNS ƒŒƒxƒ‹: Šî–{
- [Statedef 170]
- type = S
- ctrl = 0
- anim = 170
- velset = 0,0
- [State 170, 1]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
- ;---------------------------------------------------------------------------
- ; Win state decider
- ; CNS difficulty: basic
- ; CNS ƒŒƒxƒ‹: Šî–{
- [Statedef 180]
- type = S
- ;[State 0, VictoryQuote]
- ;type = VictoryQuote
- ;trigger1 = time = 0
- ;trigger1 = enemy, name != "Carol Tea" && enemy, name != "Milla_Basset"
- ;value = 1 & (random%3)
- ;[State 0, VictoryQuote]
- ;type = VictoryQuote
- ;trigger1 = time = 0
- ;trigger1 = prevstateno = 907
- ;value = 5+random%3
- ;[State 0, CarolVore]
- ;type = ChangeState
- ;trigger1 = time = 0
- ;trigger1 = prevstateno = 907
- ;trigger1 = enemy, name = "Carol Tea"
- ;value = 186
- [State 0, VoreBurp]
- type = ChangeState
- triggerall = time = 0
- triggerall = prevstateno = 907
- trigger1 = enemy, name = "Carol Tea"
- trigger2 = enemy, name = "Milla_Basset"
- trigger3 = enemy, name = "Sash Lilac"
- value = 188
- [State 180, Vore]
- type = ChangeState
- trigger1 = time = 0
- trigger1 = prevstateno = 907
- value = 185+random%2
- [State 180, Vore]
- type = ChangeState
- triggerall = time = 0
- ;trigger1 = prevstateno = 9003
- ;trigger2 = prevstateno = 9007
- trigger1 = var(29) = 1
- value = 1185
- [State 180, 1]
- type = ChangeState
- trigger1 = Time = 0
- value = 181 +random%3
- ;---------------------------------------------------------------------------
- ; Win pose 1 - Bow
- ; CNS difficulty: basic
- ; CNS ƒŒƒxƒ‹: Šî–{
- [Statedef 181]
- type = S
- ctrl = 0
- anim = 181
- velset = 0,0
- [State 181, 1]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
- [State 0, VictoryQuote]
- type = VictoryQuote
- trigger1 = time = 0
- value = 1+random%4
- ;Win pose 2 - Yay
- [Statedef 182]
- type = S
- ctrl = 0
- anim = 182
- velset = 0,0
- [state 1000]
- type = assertSpecial
- trigger1 = 1
- flag = nomusic
- [State 0, AssertSpecial]
- type = AssertSpecial
- trigger1 = time <= 400
- flag = roundnotover
- ignorehitpause = 1
- [state 1000]
- type = playsnd
- trigger1 = time = 0
- value = S181,0
- [State 200, 2]
- type = PlaySnd
- trigger1 = animelem = 2
- value = 1005,0
- [state 1000]
- type = stopsnd
- trigger1 = time = 0
- channel = 15
- [State 200, 2]
- type = PlaySnd
- trigger1 = animelem = 10
- value = 1004,0 +random%4
- [State 181, 1]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
- [State 0, VictoryQuote]
- type = VictoryQuote
- trigger1 = time = 0
- value = 1+random%4
- ;Win pose 3 - Dance
- [Statedef 183]
- type = S
- ctrl = 0
- velset = 0,0
- [state 1000]
- type = changestate
- trigger1 = p3name = "Sash Lilac" && time = 0
- trigger2 = p3name = "Carol Tea" && time = 0
- value = 182
- [State 0, ChangeAnim]
- type = ChangeAnim
- trigger1 = anim != [183,184]
- value = 183 +random%2
- [State 181, 1]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
- [State 0, AssertSpecial]
- type = AssertSpecial
- trigger1 = time <= 400
- flag = roundnotover
- ignorehitpause = 1
- [State 0, AssertSpecial]
- type = AssertSpecial
- trigger1 = 1
- flag = nomusic
- ignorehitpause = 1
- [State 0, VictoryQuote]
- type = VictoryQuote
- trigger1 = time = 0
- value = 1+random%4
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = time = 0
- value = S182,0+random%3
- volumescale = 200
- channel = 15
- ;---------------------------------------------------------------------------
- ;Win Vore
- [Statedef 185]
- type = S
- ctrl = 0
- anim = 916
- velset = 0,0
- [State 200, 2]
- type = PlaySnd
- trigger1 = animelem = 4
- value = 1005,0
- [State 200, 2]
- type = PlaySnd
- trigger1 = animelem = 12
- value = 1004,0 +random%4
- [State 185, PSND]
- type = playsnd
- trigger1 = animelem = 9
- value = 185,0
- channel = 0
- [State 185, PSND]
- type = playsnd
- trigger1 = animelem = 2 && animelem = 6 && animelem = 12
- value = 2500,4
- channel = 0
- [State 0, VictoryQuote]
- type = VictoryQuote
- trigger1 = time = 0
- value = 5+random%6
- ;[State 0, VictoryQuote]
- ;type = VictoryQuote
- ;trigger1 = time = 0
- ;value = 4+(random%3)
- [state 184, fadelater]
- type = assertspecial
- trigger1 = time <= 200
- flag = roundnotover
- [State 185, 1]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
- [State 0, AssertSpecial]
- type = AssertSpecial
- trigger1 = 1
- flag = nomusic
- ignorehitpause = 1
- ;---------------------------------------------------------------------------
- ;Win BellyDance
- [Statedef 186]
- type = S
- ctrl = 0
- anim = 906
- velset = 0,0
- [State 181, 1]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
- [State 0, AssertSpecial]
- type = AssertSpecial
- trigger1 = time <= 400
- flag = roundnotover
- ignorehitpause = 1
- [State 0, AssertSpecial]
- type = AssertSpecial
- trigger1 = 1
- flag = nomusic
- ignorehitpause = 1
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = time = 30
- value = S182,0+random%3
- volumescale = 200
- channel = 15
- [State 0, VictoryQuote]
- type = VictoryQuote
- trigger1 = time = 0
- value = 5+random%6
- [State 901, sound]
- type = playSnd
- triggerall = Anim = 906
- trigger1 = animelem = 10
- trigger2 = animelem = 17
- trigger3 = animelem = 24
- value = 80,10 + (random%15)
- ;---------------------------------------------------------------------------
- ;Win Vore-Burp Item
- [Statedef 188]
- type = S
- ctrl = 0
- anim = 916
- velset = 0,0
- [state 901, ChangeState]
- type = ChangeAnim
- Trigger1 = Time = 140
- ;value = 919
- value = 928
- [State 200, 2]
- type = PlaySnd
- trigger1 = time = 140
- value = 1050,7
- [State 200, 2]
- type = PlaySnd
- ;trigger1 = animelem = 4
- trigger1 = time = 16
- value = 1005,0
- [State 200, 2]
- type = PlaySnd
- ;trigger1 = animelem = 12
- trigger1 = time = 64
- value = 1004,0 +random%4
- [State 185, PSND]
- type = playsnd
- trigger1 = animelem = 9
- value = 185,0
- channel = 0
- [State 185, PSND]
- type = playsnd
- trigger1 = animelem = 2 && animelem = 6 && animelem = 12
- value = 2500,4
- channel = 0
- ;[State 0, Helper]
- ;type = Helper
- ;trigger1 = time = 348
- ;helpertype = normal ;player
- ;name = "MillaBlast"
- ;ID = 189
- ;stateno = 189
- ;pos = 0,-50
- ;postype = p1 ;p2,front,back,left,right
- ;facing = 1
- ;keyctrl = 0
- ;ownpal = 1
- ;supermovetime = 0
- ;pausemovetime = 0
- ;size.xscale = 1.5
- ;size.yscale = 1.5
- [State 0, Helper]
- type = Helper
- triggerall = time = 294
- trigger1 = enemy, name = "Carol Tea"
- trigger1 = enemy, prevstateno = 4020
- trigger2 = p4name = "Carol Tea"
- trigger2 = enemy, prevstateno != 4020
- helpertype = normal ;player
- name = "CarolScarf"
- ID = 1801
- stateno = 1801
- pos = 0,-40
- postype = p1 ;p2,front,back,left,right
- facing = 1
- keyctrl = 0
- ownpal = 1
- supermovetime = 0
- pausemovetime = 0
- size.xscale = 1.7
- size.yscale = 1.7
- [State 0, Helper]
- type = Helper
- triggerall = time = 294
- trigger1 = enemy, name = "Milla_Basset"
- trigger1 = enemy, prevstateno = 4020
- trigger2 = p4name = "Milla_Basset"
- trigger2 = enemy, prevstateno != 4020
- helpertype = normal ;player
- name = "MillaBracelet"
- ID = 1802
- stateno = 1802
- pos = 0,-40
- postype = p1 ;p2,front,back,left,right
- facing = 1
- keyctrl = 0
- ownpal = 1
- supermovetime = 0
- pausemovetime = 0
- size.xscale = 1.7
- size.yscale = 1.7
- [State 0, Helper]
- type = Helper
- triggerall = time = 294
- trigger1 = enemy, name = "Sash Lilac"
- trigger1 = enemy, prevstateno = 4020
- trigger2 = p4name = "Sash Lilac"
- trigger2 = enemy, prevstateno != 4020
- helpertype = normal ;player
- name = "LilacBoot"
- ID = 1803
- stateno = 1803
- pos = 0,-40
- postype = p1 ;p2,front,back,left,right
- facing = 1
- keyctrl = 0
- ownpal = 1
- supermovetime = 0
- pausemovetime = 0
- size.xscale = 1.7
- size.yscale = 1.7
- [state 903, sound]
- type = playsnd
- trigger1 = time = 294
- value = 81,0 + (random%6)
- [state 903, sound]
- type = playsnd
- trigger1 = time = 344
- value = 82,5 + (random%4)
- [State 0, EnvShake]
- type = EnvShake
- trigger1 = time = 294
- ;trigger1 = time = 348
- time = 40
- freq = 120
- ampl = -4
- phase = 90
- ;ignorehitpause =
- ;persistent =
- ;[State 0, VictoryQuote]
- ;type = VictoryQuote
- ;trigger1 = time = 0
- ;value = 4+(random%3)
- [State 0, VictoryQuote] ;Endo
- type = VictoryQuote
- trigger1 = time = 0
- trigger1 = enemy, name = "Carol Tea"
- value = 20
- [State 0, VictoryQuote]
- type = VictoryQuote
- trigger1 = time = 0
- trigger1 = enemy, name = "Milla_Basset"
- value = 21
- [state 184, fadelater]
- type = assertspecial
- trigger1 = time <= 450
- flag = roundnotover
- [State 185, 1]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
- [State 0, AssertSpecial]
- type = AssertSpecial
- trigger1 = 1
- flag = nomusic
- ignorehitpause = 1
- ;--------------------------------------------------------------------------------------------
- ;MillaBlast Helper
- [Statedef 189]
- type = S
- movetype= I
- physics = N
- ctrl = 0
- anim = 920
- sprpriority = 2
- [State 0, DestroySelf]
- type = DestroySelf
- trigger1 = time >= 24
- ;--------------------------------------------------------------------------------------------
- ;CarolScarf Helper
- [Statedef 1801]
- type = S
- movetype= I
- physics = N
- ctrl = 0
- velset = 1+random%5,-4-random%2
- anim = 918
- sprpriority = 2
- [State 0, Varset] ;ScarfGrow Speed
- type = Varadd
- trigger1 = fvar(5) < 1
- fv = 5
- value = 0.15
- [State 0, VarSet]
- type = VarSet
- trigger1 = vel y != 0
- v = 3
- value = -(time*5)
- [State 0, AngleDraw]
- type = AngleDraw
- trigger1 = 1
- value = var(3)
- scale = fvar(5),fvar(5)
- [State 0, VelAdd]
- type = VelAdd
- trigger1 = 1
- y = 0.2
- [State 0, VelSet]
- type = VelSet
- trigger1 = vel y >= 0 && pos y >= -15
- x = 0
- y = 0
- [State 0, PosSet]
- type = PosSet
- trigger1 = vel y >= 0 && pos y >= -15
- y = 0
- ;MillaBracelet Helper
- [Statedef 1802]
- type = S
- movetype= I
- physics = N
- ctrl = 0
- velset = 1+random%3,-4-random%2
- anim = 921
- sprpriority = 4
- [State 0, VarSet]
- type = VarSet
- trigger1 = vel y != 0
- v = 3
- value = -(time*5)
- [State 0, AngleDraw]
- type = AngleDraw
- trigger1 = 1
- value = var(3)
- [State 0, VelAdd]
- type = VelAdd
- trigger1 = 1
- y = 0.2
- [State 0, VelSet]
- type = VelSet
- trigger1 = vel y >= 0 && pos y >= -15
- x = 0
- y = 0
- [State 0, PosSet]
- type = PosSet
- trigger1 = vel y >= 0 && pos y >= -15
- y = 0
- ;[State 0, DestroySelf]
- ;type = DestroySelf
- ;trigger1 = time >= 60
- ;LilacBoot Helper
- [Statedef 1803]
- type = S
- movetype= I
- physics = N
- ctrl = 0
- velset = 1+random%3,-4-random%2
- anim = 1803
- sprpriority = 4
- [State 0, Varset] ;BootGrow Speed
- type = Varadd
- trigger1 = fvar(5) < 1
- fv = 5
- value = 0.15
- [State 0, VarSet]
- type = VarSet
- trigger1 = vel y != 0
- v = 3
- value = -(time*5)
- [State 0, AngleDraw]
- type = AngleDraw
- trigger1 = 1
- value = var(3)
- scale = fvar(5),fvar(5)
- [State 0, VelAdd]
- type = VelAdd
- trigger1 = 1
- y = 0.2
- [State 0, VelSet]
- type = VelSet
- trigger1 = vel y >= 0 && pos y >= -15
- x = 0
- y = 0
- [State 0, PosSet]
- type = PosSet
- trigger1 = vel y >= 0 && pos y >= -15
- y = 0
- ;[State 0, DestroySelf]
- ;type = DestroySelf
- ;trigger1 = time >= 60
- ;---------------------------------------------------------------------------
- ;Win Vore Digest
- [Statedef 1185]
- type = S
- ctrl = 0
- anim = 80187
- velset = 0,0
- [State 200, 2]
- type = PlaySnd
- trigger1 = animelem = 4
- value = 80,25
- ;[State 200, 2]
- ;type = PlaySnd
- ;trigger1 = animelem = 12
- ;value = 1004,0 +random%4
- ;[State 185, PSND]
- ;type = playsnd
- ;trigger1 = animelem = 9
- ;value = 185,0
- ;channel = 0
- ;[State 185, PSND]
- ;type = playsnd
- ;trigger1 = animelem = 2 && animelem = 6 && animelem = 12
- ;value = 2500,4
- ;channel = 0
- ;[State 0, VictoryQuote]
- ;type = VictoryQuote
- ;trigger1 = time = 0
- ;value = 4+(random%3)
- [State 0, VictoryQuote]
- type = VictoryQuote
- trigger1 = time = 0
- trigger1 = enemy, name != "Milla_Basset"
- value = ifelse(enemy, name = "Carol Tea",22,11+random%7)
- [State 0, VictoryQuote]
- type = VictoryQuote
- trigger1 = time = 0
- trigger1 = enemy, name != "Carol Tea"
- value = ifelse(enemy, name = "Milla_Basset",23,11+random%7)
- ;[State 0, VictoryQuote]
- ;type = VictoryQuote
- ;trigger1 = time = 0
- ;trigger1 = enemy, name = "Milla_Basset"
- ;value = 11
- ;[State 0, VictoryQuote]
- ;type = VictoryQuote
- ;trigger1 = time = 1
- ;value = 5+random%3
- [state 184, fadelater]
- type = assertspecial
- trigger1 = time <= 200
- flag = roundnotover
- [State 185, 1]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
- [State 0, AssertSpecial]
- type = AssertSpecial
- trigger1 = 1
- flag = nomusic
- ignorehitpause = 1
- ;---------------------------------------------------------------------------
- ;Intro decider
- [Statedef 190]
- type = S
- ctrl = 0
- velset = 0,0
- [State 0, AssertSpecial]
- type = AssertSpecial
- trigger1 = 1
- flag = intro
- [State 0, ChangeState]
- type = ChangeState
- trigger1 = p2name = "Carol Tea"
- trigger2 = p4name = "Carol Tea"
- value = 192
- ctrl = 0
- [State 0, ChangeState]
- type = null
- trigger1 = p2name = "Sash Lilac"
- value = 1949+Teamside
- ctrl = 0
- [State 0, ChangeState]
- type = ChangeState
- trigger1 = time = 0
- value = 193
- ctrl = 0
- ;---------------------------------------------------------------------------
- ; Introduction
- ; CNS difficulty: basic
- ; CNS ƒŒƒxƒ‹: Šî–{
- [Statedef 191]
- type = S
- ctrl = 0
- anim = 190
- velset = 0,0
- [State 191, 2] ;Assert this until you want "round 1, fight" to begin
- type = AssertSpecial
- trigger1 = 1
- flag = Intro
- [state 1000]
- type = playsnd
- trigger1 = animelem = 2
- value = S1000,0
- ;channel = 5
- ;[state 1000]
- ;type = stopsnd
- ;trigger1 = anim != 190
- ;channel = 5
- [State 191, 3] ;Change to stand state when done
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ;VS. Carol
- [Statedef 192]
- type = S
- ctrl = 0
- anim = 192
- velset = 0,0
- [State 191, 2] ;Assert this until you want "round 1, fight" to begin
- type = AssertSpecial
- trigger1 = 1
- flag = Intro
- [State 0, ROFBEOTS]
- type = Helper
- trigger1 = time = 0
- name = "Running out from back edge of the screen"
- ID = 1992
- stateno = 1992
- pos = -390,0
- postype = p1 ;p2,front,back,left,right
- facing = 1
- keyctrl = 0
- ownpal = 0
- [state 1000]
- type = playsnd
- trigger1 = animelem = 2
- value = S1006,0
- channel = 5
- [State 191, 3] ;Change to stand state when done
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ;Helper for intro
- [Statedef 1992]
- type = S
- ctrl = 0
- anim = 191
- velset = 0,0
- [State 100, 1a]
- type = playsnd
- trigger1 = AnimElem = 3
- trigger2 = AnimElem = 7
- value = S100,0
- [state 1000]
- type = velset
- trigger1 = 1
- x = 5
- [state 1000]
- type = NULL
- trigger1 = stateno = 1992 && time = 0
- anim = 10021
- pos = 0,0
- bindtime = -1
- ID = 10021
- removeongethit = 1
- ignorehitpause = 1
- under = 1
- [State 0, Hair]
- type = Helper
- trigger1 = !numhelper(1994)
- name = "Hair"
- ID = 1994
- stateno = 1994
- pos = 0,0
- postype = p1 ;p2,front,back,left,right
- facing = 1
- keyctrl = 0
- ownpal = 0
- [state 1000]
- type = changestate
- trigger1 = time = 70
- value = 1993
- ;Helper for intro
- [Statedef 1993]
- type = S
- physics = N
- ctrl = 0
- anim = 101
- velset = 3,0
- [State 110, Dust]
- type = explod
- trigger1 = anim = 101 && animelem = 2
- anim = 8103
- ID = 8103
- sprpriority = 3
- postype = p1
- pos = 10, 0
- vel = 2, 0
- removetime = -2
- ownpal = 1
- pausemovetime = -1
- supermovetime = -1
- [State 0, Hair]
- type = Helper
- trigger1 = !numhelper(1995)
- name = "Hair"
- ID = 1995
- stateno = 1995
- pos = 0,0
- postype = p1 ;p2,front,back,left,right
- facing = 1
- keyctrl = 0
- ownpal = 0
- [State 106, 1]
- type = playsnd
- trigger1 = Time = 0
- value = S100,1
- [State 0, destroyself]
- type = destroyself
- trigger1 = !animtime
- ;Hair for special intro
- [Statedef 1994]
- type = S
- movetype= I
- physics = N
- ctrl = 0
- sprpriority = 0
- [State 0, BindToRoot]
- type = bindtoparent
- trigger1 = 1
- time = 1
- pos = 0,0
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- trigger1 = parent,anim != 191
- value = 19999
- ignorehitpause = 1
- [State 0, Turn]
- type = turn
- trigger1 = facing = -1
- trigger1 = parent,facing = 1
- trigger2 = facing = 1
- trigger2 = parent,facing = -1
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- triggerall = anim != 10021
- trigger1 = parent,anim = 191
- ;trigger1 = root,animelem = 15
- value = 10021
- ignorehitpause = 1
- [state 1000]
- type = destroyself
- trigger1 = time = 70
- ;Hair for special intro
- [Statedef 1995]
- type = S
- movetype= I
- physics = N
- ctrl = 0
- sprpriority = 0
- [State 0, BindToRoot]
- type = bindtoparent
- trigger1 = 1
- time = 1
- pos = 0,0
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- trigger1 = parent,anim != 101
- value = 19999
- ignorehitpause = 1
- [State 0, Turn]
- type = turn
- trigger1 = facing = -1
- trigger1 = parent,facing = 1
- trigger2 = facing = 1
- trigger2 = parent,facing = -1
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- triggerall = anim != 10005
- trigger1 = parent,anim = 101
- value = 10005
- ignorehitpause = 1
- [state 1000]
- type = destroyself
- trigger1 = time = 12
- ;Vore Tease
- [Statedef 193]
- type = S
- ctrl = 0
- anim = 193
- velset = 0,0
- [State 191, 2] ;Assert this until you want "round 1, fight" to begin
- type = AssertSpecial
- trigger1 = 1
- flag = Intro
- [State 0, ROFBEOTS]
- type = Helper
- trigger1 = time = 0
- name = "Running out from back edge of the screen"
- ID = 1932
- stateno = 1932
- pos = -1000,0
- postype = p1 ;p2,front,back,left,right
- facing = 1
- keyctrl = 0
- ownpal = 0
- ;[state 1000]
- ;type = playsnd
- ;trigger1 = animelem = 2
- ;value = S1006,0
- ;channel = 5
- [State 200, 2]
- type = PlaySnd
- trigger1 = animelem = 4
- value = 80,25
- [State 191, 3] ;Change to stand state when done
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ;Helper for VT
- [Statedef 1932]
- type = S
- ctrl = 0
- anim = 100
- velset = 0,0
- [State 100, 1a]
- type = playsnd
- trigger1 = AnimElem = 3
- trigger2 = AnimElem = 7
- value = S100,0
- [state 1000]
- type = velset
- trigger1 = 1
- x = 13
- [state 1000]
- type = NULL
- trigger1 = stateno = 1992 && time = 0
- anim = 10021
- pos = 0,0
- bindtime = -1
- ID = 10021
- removeongethit = 1
- ignorehitpause = 1
- under = 1
- [State 0, Hair]
- type = Helper
- trigger1 = !numhelper(1994)
- name = "Hair"
- ID = 1994
- stateno = 1994
- pos = 0,0
- postype = p1 ;p2,front,back,left,right
- facing = 1
- keyctrl = 0
- ownpal = 0
- [state 1000]
- type = changestate
- trigger1 = time = 70
- value = 1933
- ;Helper for VT2
- [Statedef 1933]
- type = S
- physics = N
- ctrl = 0
- anim = 101
- velset = 3,0
- [State 110, Dust]
- type = explod
- trigger1 = anim = 101 && animelem = 2
- anim = 8103
- ID = 8103
- sprpriority = 3
- postype = p1
- pos = 10, 0
- vel = 2, 0
- removetime = -2
- ownpal = 1
- pausemovetime = -1
- supermovetime = -1
- [State 0, Hair]
- type = Helper
- trigger1 = !numhelper(1995)
- name = "Hair"
- ID = 1995
- stateno = 1995
- pos = 0,0
- postype = p1 ;p2,front,back,left,right
- facing = 1
- keyctrl = 0
- ownpal = 0
- [State 106, 1]
- type = playsnd
- trigger1 = Time = 0
- value = S100,1
- [State 0, destroyself]
- type = destroyself
- trigger1 = !animtime
- ;---------------------------------------------------------------------------
- ; Taunt
- ; CNS difficulty: easy
- [Statedef 195]
- type = S
- ctrl = 0
- anim = 195
- ;anim = 999
- anim = 0
- velset = 0,0
- movetype = I
- physics = S
- sprpriority = 2
- [State 195, 1]
- type = CtrlSet
- trigger1 = Time = 55
- value = 1
- [state 1000]
- type = playsnd
- trigger1 = animelem = 2
- value = S1000,3
- ;value = 81,0 + (random%6)
- [State 195, 2]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- ;---------------------------------------------------------------------------
- ; Stand Light Punch
- ; CNS difficulty: easy
- [Statedef 200]
- 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
- ;Commonly-used controllers:
- velset = 0,0 ;Set velocity (x,y) (Def: no change)
- ctrl = 0 ;Set ctrl (Def: no change)
- anim = 200 ;Change animation (Def: no change)
- poweradd = 0 ;Power to add (Def: 0)
- sprpriority = 2 ;Set p1's sprite layering priority to 2 (in front)
- [state 1000]
- type = NULL
- trigger1 = animelem = 2
- pos = 0,0
- anim = 201
- ontop = 1
- postype = p1
- removeongethit = 1
- ignorehitpause = 1
- scale = 1.3,1.3
- [State 200, 1]
- type = HitDef
- trigger1 = time = 0
- attr = S, NA
- damage = 14,0
- getpower = 72,36
- givepower = 36,36
- animtype = Light
- guardflag = M
- hitflag = MAF
- pausetime = 6, 6
- sparkNo = -1 + 0 * (var(33) := 8010)
- guard.sparkNo = -1 + 0 * (var(34) := 8000)
- sparkXY = -10 + 0 * (var(35) := 58), var(36):=-35
- hitsound = S2,1
- guardsound = -1
- ground.type = High
- ground.slidetime = 10
- ground.hittime = 13
- ground.velocity = -2
- air.type = low
- air.velocity = -2,-2
- air.hittime = 15
- yaccel = 0.5
- ID = 200
- [State 0, ChangeState]
- type = ChangeState
- triggerall = movecontact
- trigger1 = command = "x"
- trigger1 = command != "holddown"
- trigger2 = var(59)
- trigger2 = random<var(50)*2.0
- value = 210
- ctrl = 0
- [State 0, ChangeState]
- type = ChangeState
- triggerall = !var(59)
- triggerall = movecontact
- triggerall = power > 850
- trigger1 = command = "y"
- trigger1 = command = "holdup"
- value = 1023
- ctrl = 0
- [State 0, ChangeState]
- type = ChangeState
- triggerall = movecontact
- triggerall = power > 850
- trigger1 = command = "y"
- trigger1 = command != "holddown"
- trigger2 = var(59)
- trigger2 = random<var(50)*2.0
- value = 1020
- ctrl = 0
- [State 200, 2]
- type = PlaySnd
- trigger1 = animelem = 3
- value = 1001,0 +random%3
- [State 200, 1]
- type = PlaySnd
- trigger1 = animelem = 3
- value = 0, 0
- [State 200, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- ;---------------------------------------------------------------------------
- ; Standing strong punch
- ; CNS difficulty: easy
- ; Note the width controller. It makes KFM's push box larger, so he doesn't
- ; stand so close to the opponent. Hit Ctrl-C and look at the red bar at his
- ; feet.
- ; The sprpriority for this state is at -1, instead of the usual 2 for
- ; attacks. This makes KFM appear behind the opponent initially.
- ; The SprPriority controller in [State 210, 4] brings KFM to the front when
- ; his arm has swung over.
- ; To stop KFM from pausing in his swing frame, there is a ChangeAnim in
- ; [State 210, 3] that detects if the hit has come in contact with the
- ; opponent during that frame, and switches to the next animation element
- ; (notice the elem=6 parameter). If you don't see what I mean, try commenting
- ; out that controller, then hit someone with this attack.
- [Statedef 210]
- type = S
- movetype= A
- physics = S
- juggle = 4
- poweradd= 0
- ctrl = 0
- velset = 0,0
- anim = 210
- sprpriority = 2
- [State 210, 1]
- type = PlaySnd
- trigger1 = animelem = 2
- value = 0, 1
- [State 200, 2]
- type = PlaySnd
- trigger1 = animelem = 2
- value = 1001,0 +random%3
- [State 200, 1]
- type = HitDef
- trigger1 = time = 0
- attr = S, NA
- damage = 56,0
- getpower = 72,36
- givepower = 36,36
- animtype = Hard
- guardflag = M
- hitflag = MAF
- pausetime = 12, 12
- sparkNo = -1 + 0 * (var(33) := 8011)
- guard.sparkNo = -1 + 0 * (var(34) := 8000)
- sparkXY = -10 + 0 * (var(35) := 58), var(36):=-35
- hitsound = S2,2
- guardsound = -1
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 25
- ground.velocity = -3.5
- air.type = low
- air.velocity = -4,-3
- air.hittime = 25
- Air.fall = 1
- fall.recover = 0
- yaccel = 0.5
- ID = 210
- [State 0, ChangeState]
- type = ChangeState
- triggerall = !var(59)
- triggerall = movecontact
- triggerall = power > 850
- trigger1 = command = "y"
- trigger1 = command = "holdup"
- value = 1023
- ctrl = 0
- [State 0, ChangeState]
- type = ChangeState
- triggerall = movecontact
- triggerall = power > 850
- trigger1 = command = "y"
- trigger1 = command != "holddown"
- trigger2 = var(59)
- trigger2 = random<var(50)*2.0
- value = 1020
- ctrl = 0
- [State 210, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- ;---------------------------------------------------------------------------
- ;---------------------------------------------------------------------------
- ;Crouching light punch
- ; CNS difficulty: easy
- ; Description: Simple crouching attack. The HitDef's guardflag parameter
- ; is set to "L", meaning that the move can only be guarded low
- ; (crouching), and not by standing or jumping opponents.
- ; Like for all light attacks, it's a good idea to keep the slidetime
- ; and hittime parameters at a smaller number, so the opponent isn't
- ; stunned for too long. For all crouching attacks you have to
- ; remember to set the attr parameter to indicate that it is crouching
- ; attack. In this case, "C, NA" stands for "crouching, normal attack".
- ; The HitDef's priority is set at 3, instead of the default of 4,
- ; so this attack has a lower priority than most others, meaning
- ; KFM will get hit instead of trading hits with his opponent if
- ; their attack collision boxes (Clsn1) intersect each other's Clsn2
- ; boxes at the same time.
- [Statedef 400]
- type = C
- movetype= A
- physics = C
- juggle = 5
- poweradd= 0
- ctrl = 0
- anim = 400
- sprpriority = 2
- [State 400, 1]
- type = PlaySnd
- trigger1 = animelem = 1
- value = 0, 1
- [State 200, 2]
- type = PlaySnd
- trigger1 = animelem = 1
- value = 1001,0 +random%3
- [State 400, 2]
- type = HitDef
- trigger1 = Time = 0
- attr = C, NA
- damage = 41,0
- priority = 4
- getpower = 72,36
- givepower = 36,36
- animtype = Hard
- hitflag = MAFD
- guardflag = L
- pausetime = 8,8
- sparkNo = -1 + 0 * (var(33) := 8011)
- guard.sparkNo = -1 + 0 * (var(34) := 8000)
- sparkXY = -5 + 0 * (var(35) := 28), var(36):=-12
- hitsound = S2,5
- guardsound = -1
- ground.type = High
- ground.slidetime = 18
- ground.hittime = 18
- ground.velocity = -1,-4.5
- air.velocity = -1,-4.5
- fall = 1
- fall.recover = 0
- yaccel = 0.5
- id = 400
- [State 400, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
- ;---------------------------------------------------------------------------
- ;---------------------------------------------------------------------------
- ;Jump Light Punch
- ; CNS difficulty: easy
- [Statedef 600]
- type = A
- movetype= A
- physics = A
- juggle = 2
- poweradd= 11
- ctrl = 0
- anim = 600
- sprpriority = 2
- [State 600, 1]
- type = PlaySnd
- trigger1 = animelem = 3
- value = 0, 0
- [State 200, 2]
- type = PlaySnd
- trigger1 = animelem = 3
- value = 1001,0 +random%3
- [State 200, 1]
- type = HitDef
- trigger1 = time = 0
- attr = A, NA
- damage = 56,0
- getpower = 72,36
- givepower = 36,36
- animtype = Hard
- guardflag = HA
- hitflag = MAF
- pausetime = 5, 7
- sparkNo = -1 + 0 * (var(33) := 8010)
- guard.sparkNo = -1 + 0 * (var(34) := 8000)
- sparkXY = -10 + 0 * (var(35) := 58), var(36):=-30
- hitsound = S2,1
- guardsound = -1
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 25
- ground.velocity = -4
- air.type = High
- air.velocity = -4,-2
- air.hittime = 25
- fall = 0
- fall.recover = 0
- yaccel = 0.8
- ID = 620
- [Statedef 800]
- type = S
- movetype= A
- physics = S
- juggle = 0
- velset = 0,0
- ctrl = 0
- anim = 800
- sprpriority = 2
- ; Notes: The '-' symbol in the hitflag field means that it only affects
- ; players who are not in a hit state. This prevents KFM from combo-ing
- ; into the throw. The priority should be set to a low number, such as
- ; 1 or 2, so that the throw does not take precedence over normal attacks.
- ; The type of priority must always be set to "Miss" or "Dodge" for throws,
- ; otherwise strange behavior can result.
- [State 800, 1]
- type = HitDef
- Trigger1 = Time = 0
- attr = S, NT ;Attributes: Standing, Normal Throw
- hitflag = M- ;Affect only ground people who are not being hit
- priority = 1, Miss ;Throw has low priority, must be miss or dodge type.
- sparkno = -1 ;No spark
- p1sprpriority = 1 ;Draw p1's sprite in front of p2
- ;p2's sprite priority is set to 0 by default
- p1facing = 1
- p2facing = 1 ;Force p2 to face KFM
- p1stateno = 810 ;On success, KFM changes to state 810
- p2stateno = 820 ;If hit, p2 changes to state 820 in KFM's cns
- guard.dist = 0 ;This prevents p2 from going into a guard state if close
- fall = 1 ;Force p2 into falling down
- ID = 820
- guardflag =
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem = 3
- value = S0,7
- channel = -1
- volumescale = 125
- [State 800, 2]
- type = ChangeState
- Trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- [Statedef 810]
- type = S
- movetype= A
- physics = N
- anim = 810
- poweradd = 0
- [State 850, 0]
- type = Width
- trigger1 = AnimElem = 1, >= 0
- edge = 30,30
- [State 810, Grab Sound]
- type = PlaySnd
- trigger1 = time = 0
- value = 1, 0
- [state 1000]
- type = turn
- trigger1 = animelem = 2
- [State 810, Throw Sound]
- type = PlaySnd
- trigger1 = Animelem = 3
- value = 0, 6
- [State 200, 2]
- type = PlaySnd
- trigger1 = animelem = 2
- value = 1001,0 +random%3
- [State 0, TargetBind]
- type = TargetBind
- trigger1 = animelem = 1
- time = 10
- pos = 12,0
- [State 0, TargetBind]
- type = TargetBind
- trigger1 = animelem = 2
- time = 4
- pos = -2,0
- [State 810, State End]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- ;hit by throw
- [Statedef 820]
- type = A
- movetype= H
- physics = N
- [State 2101, 3]
- type = PosFreeze
- trigger1 = time = 0
- [state 1000]
- type = nothitby
- trigger1 = time = 0
- value = SCA
- time = 15
- [state 1000]
- type = playerpush
- trigger1 = 1
- value = 0
- [State 2101, 1]
- type = ChangeAnim2
- trigger1 = time = 0
- value = 820
- [state 1000]
- type = velset
- trigger1 = time = 14
- x = 5
- y = -5
- [state 1000]
- type = lifeadd
- trigger1 = time = 14
- value = -60
- [State 2101, 1]
- type = NULL
- trigger1 = time = 14
- value = 5050
- [State 2101, 1]
- type = changestate
- trigger1 = time = 14
- value = 830
- [State 2101, 3]
- type = sprpriority
- trigger1 = time = 0
- value = -1
- [Statedef 830]
- type = A
- movetype= H
- physics = N
- [state 1000]
- type = velset
- trigger1 = time = 0
- x = 5
- y = -5
- [state 1000]
- type = veladd
- trigger1 = 1
- y = .42
- [State 2101, 1]
- type = ChangeAnim2
- trigger1 = time = 0
- value = 821
- [state 1000]
- type = selfstate
- trigger1 = Vel Y > 0 && Pos Y >= 0
- value = 5100
- [State 2101, 3]
- type = sprpriority
- trigger1 = time = 0
- value = -1
- ;Dragon boost (Vore)
- [Statedef 890]
- type = A
- movetype= A
- physics = N
- juggle = 4
- ctrl = 0
- velset = 0,0
- sprpriority = 2
- poweradd = 0
- anim = 1015
- [State 890, Better Dragon Boost]
- type = ChangeState
- trigger1 = AnimTime = 0 ; Wait for animation to finish
- ; trigger1 = Time >= 30 ; Replace the simple timer
- value = 900
- [State 890, Simple Hit]
- type = HitDef
- trigger1 = Time = 0
- damage = 0, 0 ; No damage from the start
- p1stateno = 900 ; Go to swallow
- p2stateno = 909 ; Send opponent to trapped state
- [State 890, Better Transition]
- type = ChangeState
- trigger1 = AnimTime = 0 ; Wait for attack animation to finish
- value = 900
- [State 890, 2]
- type = HitDef
- trigger1 = animelem = 1
- attr = A, SA
- damage = 41,0
- priority = 4
- getpower = 25,2
- ;givepower = 36,36
- animtype = Heavy
- hitflag = MAFD
- guardflag = M
- pausetime = 8,8
- sparkNo = -1 + 0 * (var(33) := 8011)
- guard.sparkNo = -1 + 0 * (var(34) := 8000)
- sparkXY = -5 + 0 * (var(35) := 28), var(36):=-12
- hitsound = S2,5
- guardsound = -1
- ground.type = High
- ground.slidetime = 18
- ground.hittime = 18
- ground.velocity = -1,-8.5
- air.velocity = -1,-8.5
- fall = 1
- fall.recover = 0
- yaccel = 0.5
- id = 400
- kill = 0
- [State 3000, Super A]
- type = SuperPause
- trigger1 = AnimElem = 1
- pos = -15, -30
- anim = -1
- sound = -1
- time = 0
- movetime = 0
- poweradd = -1000
- p2defmul = 1
- darken = 0
- [State 3000, SuperPause FX]
- type = Helper
- trigger1 = Time = 0
- helperType = Normal
- stateNo = 8500
- ID = 8500
- name = "Superpause FX"
- posType = P1
- pos = 5,-28
- superMoveTime = 255
- size.xScale = 1
- size.yScale = 1
- ownPal = 1
- persistent = 0
- [state 1000]
- type = playsnd
- trigger1 = time = 0
- value = S3000,3
- [State 3050, hitvar]
- type=varset
- trigger1 = time = 0
- ;trigger2= anim = 1015 && animtime = 0
- ;trigger2 = anim = 1015 && hitcount <= 5
- ;trigger2 = anim =1015 && animelemtime(15)<0
- var(14)=0
- [state 100x,atc efe];?????????
- type = Explod
- trigger1 = time = 0
- anim =8150
- ID = 100
- postype = p1
- pos = 0,-30
- sprpriority = 5
- ontop = 1
- bindtime = 1
- removetime = -2
- ownpal=1
- persistent =0
- scale = 1.30,1.30
- [state 100x,atc efe];????????? ?
- type = Explod
- trigger1 = numexplod(101) <= 15
- trigger1 = 1
- anim =8150
- ID = 101
- postype = p1
- pos = 0,-30
- random = 50,40
- sprpriority = 5
- ontop = 1
- bindtime = 1
- removetime = 12
- ownpal=1
- scale = 1.30,1.30;0.1 + (random % 3 * 0.1), 0.1 + (random % 3 * 0.1)
- ;accel = -0.2 - (random % 4 * 0.1),0
- [state 1000]
- type = nothitby
- trigger1 = 1
- value = SCA
- ignorehitpause = 1
- [State 750, 2]
- type = AfterImage
- trigger1 = time = 0
- time = 28
- trans = add1
- timegap = 1
- framegap = 3
- length = 8
- PalBright = 0, 0, 0
- PalContrast = 128,128,128
- PalAdd = 0, 0, 0
- PalMul = 1,1,1
- [state 1000]
- type = palfx
- trigger1 = animelem = 2
- trigger2 = animelem = 4
- trigger3 = animelem = 6
- trigger4 = animelem = 8
- trigger5 = animelem = 10
- trigger6 = animelem = 12
- trigger7 = animelem = 14
- time = 2
- add = 256,256,256
- [state 1000]
- type = poweradd
- trigger1 = animelem = 1
- trigger2 = animelem = 2
- trigger3 = animelem = 3
- trigger4 = animelem = 4
- trigger5 = animelem = 5
- trigger6 = animelem = 6
- trigger7 = animelem = 7
- trigger8 = animelem = 8
- trigger10 = animelem = 10
- trigger11 = animelem = 11
- trigger12 = animelem = 12
- trigger13 = animelem = 13
- trigger14 = animelem = 14
- value = 0 ;-60
- [state 1000]
- type = poweradd
- trigger1 = animelem = 15
- value = 0 ;-10
- [state 1000]
- type = varSet
- trigger1 = animelem = 1
- v = 5
- value = 1
- [state 1000]
- type = varSet
- trigger1 = animelem = 15
- v = 5
- value = 0
- [state 1000]
- type = velset
- trigger1 = 1
- x = 0
- y = 0
- [state 1000]
- type = playsnd
- trigger1 = animelem = 1
- value = S0,5
- [State 8881, varset(35)]
- type = varset
- trigger1 = time = 0
- var(35) = 0
- [state 1000]
- type = changestate
- trigger1 = animelem = 15
- value = 891
- ctrl = 0
- [state 1000]
- type = NULL
- triggerall = command = "holdup"
- triggerall = command = "y"
- trigger1 = animelem = 15
- value = 1023
- ctrl = 0
- ;Dragon boost - Horizontal (Vore)
- [Statedef 891]
- type = A
- movetype= A
- physics = N
- juggle = 4
- ctrl = 0
- velset = 0,0
- sprpriority = 2
- poweradd = 0
- [state 100x,atc efe];?????????
- type = Explod
- trigger1 = time = 0
- anim =8150
- ID = 100
- postype = p1
- pos = 20,-34
- sprpriority = 5
- ontop = 1
- bindtime = 1
- removetime = -2
- ownpal=1
- persistent =0
- scale = 1.30,1.30
- [state 100x,atc efe];????????? ?
- type = Explod
- trigger1 = numexplod(101) <= 15
- trigger1 = 1
- anim =8150
- ID = 101
- postype = p1
- pos = 20,-34
- random = 40,35
- sprpriority = 5
- ontop = 1
- bindtime = 1
- removetime = 14
- ownpal=1
- scale = 1.30,1.30;0.1 + (random % 3 * 0.1), 0.1 + (random % 3 * 0.1)
- accel = -0.2 - (random % 4 * 0.1),0
- [state 1000]
- type = nothitby
- trigger1 = 1
- value = SCA
- ignorehitpause = 1
- [state 1000]
- type = width
- trigger1 = 1
- value = 0,0
- [State 3000, Super C]
- type = AfterImageTime
- trigger1 = AnimElemTime(2) >= 1 && Time < 60
- time = 2
- [state 1000]
- type = playerpush
- trigger1 = 1
- value = 0
- [state 1000]
- type = velset
- trigger1 = 1
- y = 0
- x = 12
- [State 3050, hitvar]
- type=varset
- trigger1 = anim!=1015
- var(14)=0
- [State 3050, hitvar]
- type=varadd
- trigger1=anim=1015&&(movehit=1||moveguarded=1||movereversed=1)
- var(14)=1
- [State 3050, hit]
- type=hitdef
- trigger1=anim=1015 && animelemtime(15)>=0
- trigger1= timemod = 2,0 && var(14)<5
- attr = S,NT
- hitflag = MAF
- priority = 1,Miss
- sparkno = -1
- p1sprpriority = 1
- p1facing = 1
- p2facing = 1
- p1stateno = 892
- p2stateno = 2000
- guard.dist = 0
- fall = 1
- [state 1000]
- type = changestate
- trigger1 = time = 40
- value = 1022
- ctrl = 0
- ;vore succesu
- [Statedef 892]
- type = S
- movetype= A
- physics = S
- juggle = 1
- velset = 0,0 ;??????????????????(0,0?????)
- ctrl = 0 ;?????????????????????(1??????)
- anim = 900 ;??????????????????????(0?????)
- poweradd = 0 ;??????????????????(0?????)
- sprpriority = 0 ;???????????(2??? 0?? -1?)
- [State 700, NotHitBy]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- persistent = 1
- [State 1021, 10]
- type = TargetState
- trigger1 = time = 0
- value = 2000
- [State 901, Ontop of the prey]
- type = Explod
- trigger1 = Animelem = 1
- anim = 9001
- ID = 9001
- pos = 0,0
- postype = p1
- facing = 1
- bindtime = -1
- removetime = -2
- scale = 1.7,1.7
- sprpriority = 2
- ontop = 0
- ownpal = 0
- removeongethit = 1
- [State 0, TargetBind]
- type = TargetBind
- trigger1 = AnimElem = 1
- pos = 21,10
- [State 0, TargetBind]
- type = TargetBind
- trigger1 = AnimElem = 2 || AnimElem = 3 || AnimElem = 4 || AnimElem = 5 || AnimElem = 6
- pos = 20,10
- [State 0, TargetBind]
- type = TargetBind
- trigger1 = AnimElem = 7
- pos = 6, 10
- [State 0, TargetBind]
- type = TargetBind
- trigger1 = AnimElem = 8
- pos = 5, 10
- [State 0, TargetBind]
- type = TargetBind
- trigger1 = AnimElem = 9
- pos = 5, 10
- [State 0, ]
- type = TargetBind
- trigger1 = animelem = 10
- pos = 5, -10
- [State 0, ]
- type = TargetBind
- trigger1 = animelem = 12
- pos = 3, -20
- [State 0, ]
- type = TargetBind
- trigger1 = animelem = 14
- pos= 0, -33
- [State 901, playsnd]
- type = PlaySnd
- trigger1 = animelem = 15
- value = 5, 2
- [State 901, playsnd]
- type = PlaySnd
- trigger1 = animelem = 10 || animelem = 12 || animelem = 14
- value = 9000, 6
- [State 6100, TargetState]
- type = TargetState
- triggerall = NumTarget
- trigger1 = Time = 200
- value = 904
- ID = -1
- [state 901, ChangeState]
- type = ChangeState
- Trigger1 = Animtime = 0
- value = 900
- ctrl = 0
- ;Swallow State
- [statedef 900]
- type = S
- movetype = A
- physics = N
- Velset = 0,0
- anim = 8676
- ctrl = 0
- sprpriority = 2
- [State 900, PlaySnd 2]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 9000,7
- [State 900, PlaySnd 3]
- type = PlaySnd
- trigger1 = AnimElem = 9
- value = 9000,2
- [State 900, PlaySnd 4]
- type = PlaySnd
- trigger1 = AnimElem = 20
- value = 80,2
- [state 900, ChangeState]
- type = ChangeState
- Trigger1 = Animtime = 0
- value = 901
- ctrl = 0
- ;---------------------------------------------------------------------------------
- ; Clean Swallow
- [Statedef 900, Clean Swallow]
- type = S
- movetype = A
- physics = S
- Velset = 0,0
- anim = 8676
- ctrl = 0
- sprpriority = 2
- [State 900, Play Sound]
- type = PlaySnd
- trigger1 = Time = 0
- value = 80, 5
- [State 900, playsnd]
- type = PlaySnd
- trigger1 = animelem = 15
- value = 5, 2
- [State 900, playsnd]
- type = PlaySnd
- trigger1 = animelem = 10 || animelem = 12 || animelem = 14
- value = 9000, 6
- [State 900, Struggle Punishment]
- type = LifeAdd
- triggerall = Anim = 90113
- trigger1 = target,command = "holdup"
- trigger2 = target,command = "holddown"
- trigger3 = target,command = "holdfwd"
- trigger4 = target,command = "holdback"
- value = -10
- [state 900, targetbind]
- type = TargetBind
- trigger1 = animelem = 1
- time = 10
- pos = 0,700
- [state 900, targetbind]
- type = TargetBind
- Trigger1 = animelem = 2
- time = 10
- pos = 0,700
- [state 900, target]
- type = TargetBind
- trigger1 = animelem = 3
- time = 10
- pos = 0,700
- [State 900, sound]
- type = playSnd
- trigger1 = animelem = 11|| animelem = 31 || animelem = 40 || animelem = 48
- value = S80, 4
- [State 900, sound]
- type = playSnd
- trigger1 = animelem = 19 || animelem = 44 || animelem = 52
- value = S80, 3
- [State 900, sound]
- type = playSnd
- trigger1 = animelem = 63
- value = S9000, 2
- [State 900, sound]
- type = playSnd
- triggerall = Anim = 90001
- trigger1 = target,command = "holdup"
- trigger2 = target,command = "holddown"
- trigger3 = target,command = "holdfwd"
- trigger4 = target,command = "holdback"
- value = 80,10 + (random%15)
- [State 900, damage]
- type = TargetLifeAdd
- triggerall = Anim = 90001
- trigger1 = target,command = "holdup"
- trigger2 = target,command = "holddown"
- trigger3 = target,command = "holdfwd"
- trigger4 = target,command = "holdback"
- value = -2
- [State 890]
- type = lifeadd
- value = -5
- triggerall = Anim = 90001
- trigger1 = target,command = "holdup"
- trigger2 = target,command = "holddown"
- trigger2 = Target, life >10
- trigger3 = target,command = "holdfwd"
- trigger4 = target,command = "holdback"
- [State 900, Prey's Left struggle]
- type = ChangeAnim
- triggerall = Anim = 90001
- trigger1 = Target, Command = "holdfwd"
- value = 923
- [State 900, Prey's Down struggle]
- type = ChangeAnim
- triggerall = Anim = 90001
- trigger1 = Target, Command = "holddown"
- trigger1 = Target, life >10
- value = 925
- [State 900, Prey's Up struggle]
- type = ChangeAnim
- triggerall = Anim = 90001
- trigger1 = Target, Command = "holdup"
- value = 924
- [State 900, Prey's Right struggle]
- type = ChangeAnim
- triggerall = Anim = 90001
- trigger1 = Target, Command = "holdback"
- value = 922
- [State 900, PlaySnd 2]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 9000,7
- [State 900, PlaySnd 3]
- type = PlaySnd
- trigger1 = AnimElem = 9
- value = 9000,2
- [State 900, PlaySnd 4]
- type = PlaySnd
- trigger1 = AnimElem = 20
- value = 80,2
- [state 900, ChangeState]
- type = ChangeState
- Trigger1 = Animtime = 0
- value = 901
- ctrl = 0
- ;---------------------------------------------------------------------------------
- ;belly-hold
- [statedef 901]
- type = S
- movetype = A
- physics = N
- Velset = 0,0
- anim = 90001
- ctrl = 0
- sprpriority = 0
- [State 901, Play Sound]
- type = PlaySnd
- trigger1 = Time = 0
- value = 80, 5
- [State 901, Struggle Punishment]
- type = LifeAdd
- triggerall = Anim = 90113
- trigger1 = target,command = "holdup"
- trigger2 = target,command = "holddown"
- trigger3 = target,command = "holdfwd"
- trigger4 = target,command = "holdback"
- value = -10
- [state 901, targetbind]
- type = TargetBind
- trigger1 = animelem = 1
- time = 10
- pos = 0,700
- [state 901, targetbind]
- type = TargetBind
- Trigger1 = animelem = 2
- time = 10
- pos = 0,700
- [state 901, target]
- type = TargetBind
- trigger1 = animelem = 3
- time = 10
- pos = 0,700
- [state 4002, bind5]
- type = targetbind
- trigger1 = animelem = 4
- trigger2 = animelem = 5
- trigger3 = animelem = 6
- trigger4 = animelem = 7
- trigger5 = animelem = 8
- trigger6 = animelem = 9
- trigger7 = animelem = 10
- trigger8 = animelem = 11
- trigger9 = animelem = 12
- trigger10 = animelem = 13
- trigger11 = animelem = 14
- trigger12 = animelem = 15
- trigger13 = animelem = 16
- trigger14 = animelem = 17
- trigger15 = animelem = 18
- trigger16 = animelem = 19
- trigger17 = animelem = 20
- trigger18 = animelem = 21
- trigger19 = animelem = 22
- trigger20 = animelem = 23
- trigger21 = animelem = 24
- trigger22 = animelem = 25
- trigger23 = animelem = 26
- trigger24 = animelem = 27
- trigger25 = animelem = 28
- trigger26 = animelem = 29
- trigger27 = animelem = 30
- trigger28 = animelem = 31
- trigger29 = animelem = 32
- trigger30 = animelem = 33
- trigger31 = animelem = 34
- trigger32 = animelem = 35
- trigger33 = animelem = 36
- trigger34 = animelem = 37
- trigger35 = animelem = 38
- trigger36 = animelem = 39
- trigger37 = animelem = 40
- trigger38 = animelem = 41
- trigger39 = animelem = 42
- trigger40 = animelem = 43
- trigger41 = animelem = 44
- trigger42 = animelem = 45
- trigger43 = animelem = 46
- trigger44 = animelem = 47
- trigger45 = animelem = 48
- trigger46 = animelem = 49
- trigger47 = animelem = 50
- trigger48 = animelem = 51
- trigger49 = animelem = 52
- trigger50 = animelem = 53
- trigger51 = animelem = 54
- trigger52 = animelem = 55
- trigger53 = animelem = 56
- trigger54 = animelem = 57
- trigger55 = animelem = 58
- trigger56 = animelem = 59
- trigger57 = animelem = 60
- pos = 0,700
- time = -1
- [State 901, sound]
- type = playSnd
- trigger1 = animelem = 11|| animelem = 31 || animelem = 40 || animelem = 48
- value = S80, 4
- [State 901, sound]
- type = playSnd
- trigger1 = animelem = 19 || animelem = 44 || animelem = 52
- value = S80, 3
- [State 901, sound]
- type = playSnd
- trigger1 = animelem = 63
- value = S9000, 2
- [State 901, sound]
- type = playSnd
- triggerall = Anim = 90001
- trigger1 = target,command = "holdup"
- trigger2 = target,command = "holddown"
- trigger3 = target,command = "holdfwd"
- trigger4 = target,command = "holdback"
- value = 80,10 + (random%15)
- [State 901, damage]
- type = TargetLifeAdd
- triggerall = Anim = 90001
- trigger1 = target,command = "holdup"
- trigger2 = target,command = "holddown"
- trigger3 = target,command = "holdfwd"
- trigger4 = target,command = "holdback"
- value = -2
- [State 890]
- type = lifeadd
- value = -5
- triggerall = Anim = 90001
- trigger1 = target,command = "holdup"
- trigger2 = target,command = "holddown"
- trigger2 = Target, life >10
- trigger3 = target,command = "holdfwd"
- trigger4 = target,command = "holdback"
- [State 901, Prey's Left struggle]
- type = ChangeAnim
- triggerall = Anim = 90001
- trigger1 = Target, Command = "holdfwd"
- value = 923
- [State 901, Prey's Down struggle]
- type = ChangeAnim
- triggerall = Anim = 90001
- trigger1 = Target, Command = "holddown"
- trigger1 = Target, life >10
- value = 925
- [State 901, Prey's Up struggle]
- type = ChangeAnim
- triggerall = Anim = 90001
- trigger1 = Target, Command = "holdup"
- value = 924
- [State 901, Prey's Right struggle]
- type = ChangeAnim
- triggerall = Anim = 90001
- trigger1 = Target, Command = "holdback"
- value = 922
- [state 901, Multi-victory]
- type = changestate
- trigger1 = target,life <= 0
- value = 90102
- [state 901, EAT HEALTH]
- type = targetlifeadd
- trigger1 = gametime%9 = 0
- value = -3
- kill = 1
- [state 901, EAT HEALTH]
- type = lifeadd
- trigger1 = gametime%8 = 0
- value = 2
- kill = 1
- [State 901, nopower4u]
- type = TargetpowerAdd
- trigger1 = gametime%1 = 0
- value = -2
- ;-----------------------------------------------------------
- ;Belly Hold Win Decider
- [Statedef 90102]
- type = S
- movetype = A
- physics = S
- ;anim = 700
- sprpriority = 0
- velset = 0,0
- [State 403, Go back to normal anim after a struggle]
- type = ChangeAnim
- triggerall = Anim != 90001
- trigger1 = AnimTime = 0
- value = 90001
- [state 901, victory] ;Endo
- type = changestate
- triggerall = Anim = 90001
- trigger1 = target,life <= 0
- trigger1 = Win
- trigger1 = time >= 7
- trigger1 = command != "holddown"
- value = 906
- [state 901, victory] ;Digest Simul/NoWG
- type = changestate
- triggerall = Anim = 90001
- triggerall = target,life <= 0
- triggerall = !Win
- triggerall = time >= 7
- triggerall = var(59) = 0
- trigger1 = command = "holddown"
- trigger2 = enemy,command = "holddown" ;EnemyForceDigest
- value = 903
- [state 901, victory] ;DigestWG
- type = changestate
- triggerall = target,life <= 0
- triggerall = Win
- trigger1 = time >= 7
- trigger1 = Anim = 90001
- triggerall = var(59) = 0
- trigger1 = command = "holddown"
- trigger2 = Target, command = "holddown" ;EnemyForceDigest
- value = 903
- ;----------------------------------------------------------------------------------------------------------
- ;Digest
- [Statedef 903]
- type = S
- movetype = A
- physics = S
- anim = 903
- [state 903, win]
- type = changeanim
- trigger1 = time = 0
- value = 903
- [state 903, sound]
- type = playsnd
- trigger1 = AnimElem = 1
- value = S9000, 2
- [state 903, sound]
- type = playsnd
- trigger1 = AnimElem = 22
- value = S80, 8
- [state 903, sound]
- type = playsnd
- trigger1 = AnimElem = 31
- value = S80, 7
- [state 903, sound]
- type = playsnd
- trigger1 = AnimElem = 43
- value = S9000, 3
- [State 0, EnvShake]
- type = EnvShake
- trigger1 = animelem = 55
- time = 40
- freq = 120
- ampl = -4
- phase = 90
- [State 0, Helper]
- type = Helper
- trigger1 = animelem = 55
- trigger1 = enemy, name = "Milla_Basset"
- helpertype = normal ;player
- name = "MillaBracelet"
- ID = 1889
- stateno = 1889
- pos = 0,-40
- postype = p1 ;p2,front,back,left,right
- facing = 1
- keyctrl = 0
- ownpal = 1
- supermovetime = 0
- pausemovetime = 0
- size.xscale = 1.7
- size.yscale = 1.7
- [State 0, Helper]
- type = Helper
- trigger1 = animelem = 55
- trigger1 = enemy, name = "Carol Tea"
- helpertype = normal ;player
- name = "CarolScarf"
- ID = 1801
- stateno = 1801
- pos = 0,-40
- postype = p1 ;p2,front,back,left,right
- facing = 1
- keyctrl = 0
- ownpal = 1
- supermovetime = 0
- pausemovetime = 0
- size.xscale = 1.7
- size.yscale = 1.7
- [State 0, Helper]
- type = Helper
- trigger1 = animelem = 55
- trigger1 = enemy, name = "Sash Lilac"
- helpertype = normal ;player
- name = "Sash Lilac"
- ID = 1803
- stateno = 1803
- pos = 0,-40
- postype = p1 ;p2,front,back,left,right
- facing = 1
- keyctrl = 0
- ownpal = 1
- supermovetime = 0
- pausemovetime = 0
- size.xscale = 1.7
- size.yscale = 1.7
- [state 903, sound]
- type = playsnd
- trigger1 = AnimElem = 55
- value = 81,0 + (random%6)
- [State 903, LifeAdd]
- type = LifeAdd
- trigger1 = animelem = 1
- value = 500
- [State 903, BindToTarget]
- type = BindToTarget
- trigger1 = time = 0
- time = 320
- [state 903, death]
- type = targetLifeadd
- trigger1 = AnimElem = 1
- value = -90000
- kill = 1
- ;---------------------------------------------------------------------------------
- ;Digest WG
- [Statedef 9003]
- type = S
- movetype = A
- physics = S
- anim = 90003
- [state 903, win]
- type = changeanim
- trigger1 = time = 0
- value = 90003
- [state 903, sound]
- type = playsnd
- trigger1 = AnimElem = 1
- value = S9000, 2
- [state 903, sound]
- type = playsnd
- trigger1 = AnimElem = 22
- value = S80, 8
- [state 903, sound]
- type = playsnd
- trigger1 = AnimElem = 31
- value = S80, 7
- [state 903, sound]
- type = playsnd
- trigger1 = AnimElem = 43
- value = S9000, 3
- [state 903, sound]
- type = playsnd
- trigger1 = AnimElem = 51
- value = S82, 0
- [state 903, sound]
- type = playsnd
- trigger1 = AnimElem = 73
- value = S82, 2 + (random%3)
- [State 0, EnvShake]
- type = EnvShake
- trigger1 = animelem = 61
- time = 40
- freq = 120
- ampl = -4
- phase = 90
- [State 0, Helper]
- type = Helper
- trigger1 = animelem = 61
- trigger1 = enemy, name = "Carol Tea"
- helpertype = normal ;player
- name = "CarolScarf"
- ID = 1801
- stateno = 1801
- pos = 0,-40
- postype = p1 ;p2,front,back,left,right
- facing = 1
- keyctrl = 0
- ownpal = 1
- supermovetime = 0
- pausemovetime = 0
- size.xscale = 1.7
- size.yscale = 1.7
- [State 0, Helper]
- type = Helper
- trigger1 = animelem = 61
- trigger1 = enemy, name = "Milla_Basset"
- helpertype = normal ;player
- name = "MillaBracelet"
- ID = 1802
- stateno = 1802
- pos = 0,-40
- postype = p1 ;p2,front,back,left,right
- facing = 1
- keyctrl = 0
- ownpal = 1
- supermovetime = 0
- pausemovetime = 0
- size.xscale = 1.7
- size.yscale = 1.7
- [State 0, Helper]
- type = Helper
- trigger1 = animelem = 61
- trigger1 = enemy, name = "Sash Lilac"
- helpertype = normal ;player
- name = "Sash Lilac"
- ID = 1803
- stateno = 1803
- pos = 0,-40
- postype = p1 ;p2,front,back,left,right
- facing = 1
- keyctrl = 0
- ownpal = 1
- supermovetime = 0
- pausemovetime = 0
- size.xscale = 1.7
- size.yscale = 1.7
- [state 903, sound]
- type = playsnd
- trigger1 = AnimElem = 61
- value = 81,0 + (random%6)
- [State 903, LifeAdd]
- type = LifeAdd
- trigger1 = animelem = 1
- value = 500
- [State 903, BindToTarget]
- type = BindToTarget
- trigger1 = time = 0
- time = 320
- [state 903, death]
- type = targetLifeadd
- trigger1 = AnimElem = 1
- value = -90000
- kill = 1
- ;--------------------------------------------------
- ;Digest Inbetween
- [statedef 9007]
- type = S
- movetype = I
- physics = S
- anim = 82186
- ;anim = 907
- ;anim = 926
- ctrl = 1
- velset = 0,0
- [state 903, sound]
- type = playsnd
- trigger1 = AnimElem = 6
- value = S82, 1
- ;-------------------------------------------------------------------------------
- ;inside the belly
- [statedef 904]
- type = A
- movetype = H
- physics = N
- velset = 0,0
- ctrl = 0
- sprpriority = -1
- [State 904, ChangeAnim2]
- type = ChangeAnim2
- trigger1 = p2stateno = 901
- value = 901
- persistent = 0
- ;-------------------------------------------------------------------------------
- [Statedef 906, Endosama]
- type = S
- movetype = I
- physics = N
- velset = 0,0
- ctrl = 0
- sprpriority = -1
- [State 906, Endosama Animation]
- type = ChangeAnim
- trigger1 = time = 0
- value = 90001
- [State 906, Permanent Lock]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = -1
- [State 906, Play Sound]
- type = PlaySnd
- trigger1 = Time = 0
- value = 80, 5
- [State 906, playsnd]
- type = PlaySnd
- trigger1 = animelem = 15
- value = 5, 2
- [State 906, playsnd]
- type = PlaySnd
- trigger1 = animelem = 10 || animelem = 12 || animelem = 14
- value = 9000, 6
- [State 906, Struggle Punishment]
- type = LifeAdd
- triggerall = Anim = 90113
- trigger1 = target,command = "holdup"
- trigger2 = target,command = "holddown"
- trigger3 = target,command = "holdfwd"
- trigger4 = target,command = "holdback"
- value = -10
- [state 906, targetbind]
- type = TargetBind
- trigger1 = animelem = 1
- time = 10
- pos = 0,700
- [state 906, targetbind]
- type = TargetBind
- Trigger1 = animelem = 2
- time = 10
- pos = 0,700
- [state 906, target]
- type = TargetBind
- trigger1 = animelem = 3
- time = 10
- pos = 0,700
- [State 906, sound]
- type = playSnd
- trigger1 = animelem = 11|| animelem = 31 || animelem = 40 || animelem = 48
- value = S80, 4
- [State 906, sound]
- type = playSnd
- trigger1 = animelem = 19 || animelem = 44 || animelem = 52
- value = S80, 3
- [State 906, sound]
- type = playSnd
- trigger1 = animelem = 63
- value = S9000, 2
- [State 906, sound]
- type = playSnd
- triggerall = Anim = 90001
- trigger1 = target,command = "holdup"
- trigger2 = target,command = "holddown"
- trigger3 = target,command = "holdfwd"
- trigger4 = target,command = "holdback"
- value = 80,10 + (random%15)
- [State 906, damage]
- type = TargetLifeAdd
- triggerall = Anim = 90001
- trigger1 = target,command = "holdup"
- trigger2 = target,command = "holddown"
- trigger3 = target,command = "holdfwd"
- trigger4 = target,command = "holdback"
- value = -2
- [State 890]
- type = lifeadd
- value = -5
- triggerall = Anim = 90001
- trigger1 = target,command = "holdup"
- trigger2 = target,command = "holddown"
- trigger2 = Target, life >10
- trigger3 = target,command = "holdfwd"
- trigger4 = target,command = "holdback"
- [State 906, Prey's Left struggle]
- type = ChangeAnim
- triggerall = Anim = 90001
- trigger1 = Target, Command = "holdfwd"
- value = 923
- [State 906, Prey's Down struggle]
- type = ChangeAnim
- triggerall = Anim = 90001
- trigger1 = Target, Command = "holddown"
- trigger1 = Target, life >10
- value = 925
- [State 906, Prey's Up struggle]
- type = ChangeAnim
- triggerall = Anim = 90001
- trigger1 = Target, Command = "holdup"
- value = 924
- [State 906, Prey's Right struggle]
- type = ChangeAnim
- triggerall = Anim = 90001
- trigger1 = Target, Command = "holdback"
- value = 922
- [State 906, PlaySnd 2]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = 9000,7
- [State 906, PlaySnd 3]
- type = PlaySnd
- trigger1 = AnimElem = 9
- value = 9000,2
- [State 906, PlaySnd 4]
- type = PlaySnd
- trigger1 = AnimElem = 20
- value = 80,2
- [state 906, ChangeState]
- type = ChangeState
- Trigger1 = Animtime = 0
- value = 901
- ctrl = 0
- ;-------------------------------------------------------------------------------
- ;Endo Inbetween
- [statedef 907]
- type = S
- movetype = I
- physics = S
- anim = 90114
- ctrl = 1
- velset = 0,0
- [state 0, var]
- type = varset
- trigger1 = enemy,name = "Carol Tea"
- trigger2 = enemy,name = "Milla_Basset"
- v = 32
- value = 2
- ;P2 vore Hit
- [Statedef 2000]
- type = L
- movetype = H
- physics = S
- velset = 0,0
- sprpriority = 1
- ctrl = 0
- ;??????????
- [State 2000, changeanim2]
- type = ChangeAnim2
- Trigger1 = Time = 0
- value = 904
- ;????????????
- [State 2000, ScreenBound]
- type = ScreenBound
- trigger1 = 1
- value = 0
- movecamera = 1,0
- [State 2000, AngleDraw]
- type = AngleDraw
- trigger1 = Time >= 90 && Time <= 100
- value = 0
- scale = 0.9,0.9
- [State 2000, AngleDraw]
- type = AngleDraw
- trigger1 = Time >= 100 && Time <= 104
- value = 0
- scale = 0.8,0.8
- [State 2000, AngleDraw]
- type = AngleDraw
- trigger1 = Time >= 105 && Time <= 134
- value = 0
- scale = 0.6,0.6
- [State 2000, AngleDraw]
- type = AngleDraw
- trigger1 = Time >= 135 && Time <= 169
- value = 0
- scale = 0.5,0.5
- [State 2000, AngleDraw]
- type = AngleDraw
- trigger1 = Time >= 170 && Time <= 205
- value = 0
- scale = 0.3,0.3
- ;---------------------------------------------------------------------------
- ;Rising slash part 1
- [Statedef 1000]
- type = S
- movetype= A
- physics = S
- juggle = 6
- poweradd= 0
- ctrl = 0
- velset = 0,0
- anim = 1000
- sprpriority = 2
- [State 40, Dust]
- type = helper
- trigger1 = animelem = 3
- helpertype = normal
- stateno = 7100
- ID = 7100
- name = "Dust"
- postype = p1
- ownpal = 1
- [state 1000]
- type = changestate
- trigger1 = animelem = 3
- value = 1001
- ctrl = 0
- ;Rising slash part 2
- [Statedef 1001]
- type = A
- movetype= A
- physics = N
- juggle = 6
- ctrl = 0
- poweradd = 72
- velset = 0.8,-9.5
- sprpriority = 2
- [state 1000]
- type = playsnd
- triggerall = anim = 1000
- trigger1 = animelem = 3
- value = 1002,0+random%3
- [state 1000]
- type = playsnd
- triggerall = anim = 1000
- trigger1 = animelem = 3
- value = 0,2
- [state 1000]
- type= veladd
- trigger1 = 1
- y = .42
- [State 200, 1]
- type = HitDef
- triggerall = anim = 1000
- trigger1 = time = 0
- attr = A, SA
- damage = 75,9
- animtype = diagup
- getpower = 72,36
- givepower = 36,36
- guardflag = MAF
- hitflag = MAF
- pausetime = 7, 7
- sparkNo = -1 + 0 * (var(33) := 8012)
- guard.sparkNo = -1 + 0 * (var(34) := 8000)
- sparkXY = -8 + 0 * (var(35) := 58), var(36):=-55
- hitsound = S2,3
- guardsound = -1
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 25
- ground.velocity = -1,-11.0
- air.type = high
- air.velocity = -1,-12.0
- air.hittime = 25
- Air.fall = 1
- fall.recover = 0
- fall = 1
- yaccel = 0.5
- ID = 1001
- [State 0, ChangeState]
- type = null ; For some reason this combo attack doesn't work well in AI mode
- triggerall = time >= 14 && movecontact
- trigger1 = command = "QCB_x"
- trigger2 = var(59)
- trigger2 = random<var(50)*2.0
- value = 1060
- ctrl = 0
- [state 1000]
- type = changeanim
- triggerall = anim = 1000
- trigger1 = animtime = 0
- value = 1016
- [State 1100, 5]
- type = ChangeState
- trigger1 = Vel Y > 0 && Pos Y >= 0
- value = 52
- ctrl = 1
- ;---------------------------------------------------------------------------
- ;Dash Slash
- [Statedef 1005]
- type = S
- movetype= A
- physics = N
- juggle = 4
- poweradd= 0
- ctrl = 0
- velset = 0,0
- anim = 1005
- sprpriority = 2
- [state 1000]
- type = playsnd
- trigger1 = animelem = 2
- value = 1001,0+random%3
- [state 1000]
- type = playsnd
- trigger1 = animelem = 2
- value = 0,2
- [State 0, ChangeState]
- type = ChangeState
- triggerall = movecontact
- trigger1 = command = "x"
- trigger1 = command != "holddown"
- trigger2 = var(59)
- trigger2 = random<var(50)*2.0
- value = 200
- ctrl = 0
- [State 0, ChangeState]
- type = ChangeState
- triggerall = movecontact
- trigger1 = command = "upper_x"
- trigger2 = var(59)
- trigger2 = random<var(50)*2.0
- value = 1000
- ctrl = 0
- [State 0, ChangeState]
- type = ChangeState
- triggerall = movecontact
- trigger1 = command = "QCB_x"
- trigger2 = var(59)
- trigger2 = random<var(50)*2.0
- value = 1025
- ctrl = 0
- [state 1000]
- type = velset
- trigger1 = animelem = 1
- x = 4.5
- [State 200, 1]
- type = HitDef
- trigger1 = time = 0
- attr = S, SA
- damage = 30,0
- getpower = 72,36
- givepower = 36,36
- animtype = Hard
- guardflag = M
- hitflag = MAF
- pausetime = 5, 5
- sparkNo = -1 + 0 * (var(33) := 8011)
- guard.sparkNo = -1 + 0 * (var(34) := 8000)
- sparkXY = -10 + 0 * (var(35) := 58), var(36):=-35
- hitsound = S2,2
- guardsound = -1
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 25
- ground.velocity = -4.0
- air.type = low
- air.velocity = -5,-3
- air.hittime = 25
- Air.fall = 1
- fall.recover = 0
- yaccel = 0.5
- ID = 1005
- [state 1000]
- type = changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
- ;---------------------------------------------------------------------------
- ;Dive kick - From ground to air
- [Statedef 1010]
- type = S
- movetype= A
- physics = S
- juggle = 4
- poweradd= 50
- ctrl = 0
- velset = 0,0
- anim = 1010
- sprpriority = 2
- [state 1000]
- type = changestate
- trigger1 = animelem = 2
- value = 1011
- ctrl = 0
- [Statedef 1011]
- type = A
- movetype= A
- physics = N
- juggle = 4
- ctrl = 0
- poweradd = 50
- velset = 4,-12
- sprpriority = 2
- [state 1000]
- type = playsnd
- trigger1 = time = 0
- value = S50,0
- [state 1000]
- type = changestate
- trigger1 = time = 10
- value = 1012
- ctrl = 0
- [Statedef 1012]
- type = A
- movetype= A
- physics = N
- juggle = 4
- ctrl = 0
- poweradd = 72
- anim = 1011
- sprpriority = 2
- [state 1000]
- type = velset
- trigger1 = 1
- y = -2.50
- [state 1000]
- type = playsnd
- trigger1 = animelem = 1
- value = S0,3
- [state 1000]
- type = playsnd
- trigger1 = animelem = 8
- value = 1002,0+random%3
- [state 1000]
- type = changestate
- trigger1 = animelem = 9
- value = 1013
- ctrl = 0
- [Statedef 1013]
- type = A
- movetype= A
- physics = N
- juggle = 4
- ctrl = 0
- poweradd = 0
- velset = 2,5
- sprpriority = 2
- [state 1000]
- type = veladd
- trigger1 = 1
- y = 0.9
- [State 1000, 5] ;Opponent near
- type = hitdef
- trigger1 = time = 0
- attr = A, SA
- animtype = Hard;core
- damage = 75, 9
- guardflag = MA
- getpower = 72,36
- givepower = 36,36
- pausetime = 12,15
- sparkNo = -1 + 0 * (var(33) := 8012)
- guard.sparkNo = -1 + 0 * (var(34) := 8000)
- sparkXY = -25 + 0 * (var(35) := 20), var(36):=-6
- hitsound = S2,3
- guardsound = -1
- ground.type = high
- ground.slidetime = 20
- ground.hittime = 20
- ground.velocity = -5,-4
- air.velocity = -5,-4
- fall = 1
- air.fall = 1
- fall.recovertime = 20
- [state 1000]
- type = changestate
- trigger1 = Vel Y > 0 && Pos Y >= 0
- value = 52
- ctrl = 1
- ;---------------------------------------------------------------------------
- ;Dragon boost
- [Statedef 1020]
- type = A
- movetype= A
- physics = N
- juggle = 4
- ctrl = 0
- velset = 0,0
- sprpriority = 2
- poweradd = 0
- anim = 1015
- [State 3050, hitvar]
- type=varset
- trigger1 = time = 0
- ;trigger2= anim = 1015 && animtime = 0
- ;trigger2 = anim = 1015 && hitcount <= 5
- ;trigger2 = anim =1015 && animelemtime(15)<0
- var(14)=0
- [State 1020, 2]
- type = HitDef
- trigger1 = animelem = 1
- attr = A, SA
- damage = 41,0
- priority = 4
- getpower = 25,2
- ;givepower = 36,36
- animtype = Heavy
- hitflag = MAFD
- guardflag = M
- pausetime = 8,8
- sparkNo = -1 + 0 * (var(33) := 8011)
- guard.sparkNo = -1 + 0 * (var(34) := 8000)
- sparkXY = -5 + 0 * (var(35) := 28), var(36):=-12
- hitsound = S2,5
- guardsound = -1
- ground.type = High
- ground.slidetime = 18
- ground.hittime = 18
- ground.velocity = -1,-8.5
- air.velocity = -1,-8.5
- fall = 1
- fall.recover = 0
- yaccel = 0.5
- id = 400
- kill = 0
- [state 100x,atc efe];?????????
- type = Explod
- trigger1 = time = 0
- anim =8150
- ID = 100
- postype = p1
- pos = 0,-30
- sprpriority = 5
- ontop = 1
- bindtime = 1
- removetime = -2
- ownpal=1
- persistent =0
- scale = 1.30,1.30
- [state 100x,atc efe];????????? ?
- type = Explod
- trigger1 = numexplod(101) <= 15
- trigger1 = 1
- anim =8150
- ID = 101
- postype = p1
- pos = 0,-30
- random = 50,40
- sprpriority = 5
- ontop = 1
- bindtime = 1
- removetime = 12
- ownpal=1
- scale = 1.30,1.30;0.1 + (random % 3 * 0.1), 0.1 + (random % 3 * 0.1)
- ;accel = -0.2 - (random % 4 * 0.1),0
- [state 1000]
- type = nothitby
- trigger1 = 1
- value = SCA
- ignorehitpause = 1
- [State 750, 2]
- type = AfterImage
- trigger1 = time = 0
- time = 28
- trans = add1
- timegap = 1
- framegap = 3
- length = 8
- PalBright = 0, 0, 0
- PalContrast = 128,128,128
- PalAdd = 0, 0, 0
- PalMul = 1,1,1
- [state 1000]
- type = palfx
- trigger1 = animelem = 2
- trigger2 = animelem = 4
- trigger3 = animelem = 6
- trigger4 = animelem = 8
- trigger5 = animelem = 10
- trigger6 = animelem = 12
- trigger7 = animelem = 14
- time = 2
- add = 256,256,256
- ;[state 1000]
- ;type = poweradd
- ;trigger1 = animelem = 1
- ;trigger2 = animelem = 2
- ;trigger3 = animelem = 3
- ;trigger4 = animelem = 4
- ;trigger5 = animelem = 5
- ;trigger6 = animelem = 6
- ;trigger7 = animelem = 7
- ;trigger8 = animelem = 8
- ;trigger10 = animelem = 10
- ;trigger11 = animelem = 11
- ;trigger12 = animelem = 12
- ;trigger13 = animelem = 13
- ;trigger14 = animelem = 14
- ;value = -60
- ;[state 1000]
- ;type = poweradd
- ;trigger1 = animelem = 15
- ;value = -10
- [state 1000]
- type = varSet
- trigger1 = animelem = 1
- v = 5
- value = 1
- [state 1000]
- type = varSet
- trigger1 = animelem = 15
- v = 5
- value = 0
- [state 1000]
- type = velset
- trigger1 = 1
- x = 0
- y = 0
- [state 1000]
- type = playsnd
- trigger1 = animelem = 1
- value = S0,5
- [state 1000]
- type = changestate
- trigger1 = animelem = 15
- value = 1021
- ctrl = 0
- [state 1000]
- type = NULL
- triggerall = command = "holdup"
- triggerall = command = "y"
- trigger1 = animelem = 15
- value = 1023
- ctrl = 0
- ;Dragon boost - Horizontal
- [Statedef 1021]
- type = A
- movetype= A
- physics = N
- juggle = 4
- ctrl = 0
- velset = 0,0
- sprpriority = 2
- poweradd = 0
- [state 100x,atc efe];?????????
- type = Explod
- trigger1 = time = 0
- anim =8150
- ID = 100
- postype = p1
- pos = 20,-34
- sprpriority = 5
- ontop = 1
- bindtime = 1
- removetime = -2
- ownpal=1
- persistent =0
- scale = 1.30,1.30
- [state 100x,atc efe];????????? ?
- type = Explod
- trigger1 = numexplod(101) <= 15
- trigger1 = 1
- anim =8150
- ID = 101
- postype = p1
- pos = 20,-34
- random = 40,35
- sprpriority = 5
- ontop = 1
- bindtime = 1
- removetime = 14
- ownpal=1
- scale = 1.30,1.30;0.1 + (random % 3 * 0.1), 0.1 + (random % 3 * 0.1)
- accel = -0.2 - (random % 4 * 0.1),0
- [state 1000]
- type = nothitby
- trigger1 = 1
- value = SCA
- ignorehitpause = 1
- [state 1000]
- type = width
- trigger1 = 1
- value = 0,0
- [State 3000, Super C]
- type = AfterImageTime
- trigger1 = AnimElemTime(2) >= 1 && Time < 60
- time = 2
- [state 1000]
- type = playerpush
- trigger1 = 1
- value = 0
- [state 1000]
- type = velset
- trigger1 = 1
- y = 0
- x = 12
- [State 3050, hitvar]
- type=varset
- trigger1 = anim!=1015
- ;trigger2= anim = 1015 && animtime = 0
- ;trigger2 = anim = 1015 && hitcount <= 5
- ;trigger2 = anim =1015 && animelemtime(15)<0
- var(14)=0
- [State 3050, hitvar]
- type=varadd
- trigger1=anim=1015&&(movehit=1||moveguarded=1||movereversed=1)
- var(14)=1
- [State 3050, hit]
- type=hitdef
- trigger1=anim=1015 && animelemtime(15)>=0
- trigger1= timemod = 2,0 && var(14)<5
- ;trigger1 = hitcount <= 4
- attr = A, SA
- damage = 25,2
- animtype = heavy;fucking metal
- guardflag = M
- hitflag = MAF
- getpower = 0
- ;givepower = 5,5
- pausetime = 3, 0
- sparkNo = -1 + 0 * (var(33) := 8011)
- guard.sparkNo = -1 + 0 * (var(34) := 8000)
- sparkXY = -10 + 0 * (var(35) := 60), var(36):=-35
- hitsound = S2,2
- guardsound = -1
- ground.type = High
- guard.velocity = -5
- airguard.velocity = 0,-1
- ground.slidetime = 20
- ground.hittime = 25
- ground.velocity = -2.5,-1.0
- air.type = high
- air.velocity = -2.5,-1.0
- air.cornerpush.veloff = 0
- ground.cornerpush.veloff = 0
- air.hittime = 25
- Air.fall = 1
- fall.recover = 0
- fall = 1
- ID = 1021
- [state 1000]
- type = changestate
- trigger1 = time = 40
- value = 1022
- ctrl = 0
- ;Dragon boost - First state for vertical
- [Statedef 1023]
- type = A
- movetype= A
- physics = N
- juggle = 4
- ctrl = 0
- velset = 0,0
- sprpriority = 2
- anim = 1025
- poweradd = 0
- [state 100x,atc efe];?????????
- type = Explod
- trigger1 = time = 0
- anim =8150
- ID = 100
- postype = p1
- pos = 0,-30
- sprpriority = 5
- ontop = 1
- bindtime = 1
- removetime = -2
- ownpal=1
- persistent =0
- scale = 1.30,1.30
- [state 100x,atc efe];????????? ?
- type = Explod
- trigger1 = numexplod(101) <= 15
- trigger1 = 1
- anim =8150
- ID = 101
- postype = p1
- pos = 0,-30
- random = 50,40
- sprpriority = 5
- ontop = 1
- bindtime = 1
- removetime = 12
- ownpal=1
- scale = 1.30,1.30;0.1 + (random % 3 * 0.1), 0.1 + (random % 3 * 0.1)
- ;accel = -0.2 - (random % 4 * 0.1),0
- [State 3050, hitvar]
- type=varset
- trigger1 = time = 0
- ;trigger2= anim = 1015 && animtime = 0
- ;trigger2 = anim = 1015 && hitcount <= 5
- ;trigger2 = anim =1015 && animelemtime(15)<0
- var(14)=0
- [state 1000]
- type = nothitby
- trigger1 = 1
- value = SCA
- ignorehitpause = 1
- [State 750, 2]
- type = AfterImage
- trigger1 = time = 0
- time = 28
- trans = add1
- timegap = 1
- framegap = 3
- length = 8
- PalBright = 0, 0, 0
- PalContrast = 128,128,128
- PalAdd = 0, 0, 0
- PalMul = 1,1,1
- [state 1000]
- type = palfx
- trigger1 = animelem = 2
- trigger2 = animelem = 4
- trigger3 = animelem = 6
- trigger4 = animelem = 8
- trigger5 = animelem = 10
- trigger6 = animelem = 12
- trigger7 = animelem = 14
- time = 2
- add = 256,256,256
- ;[state 1000]
- ;type = poweradd
- ;trigger1 = animelem = 1
- ;trigger2 = animelem = 2
- ;trigger3 = animelem = 3
- ;trigger4 = animelem = 4
- ;trigger5 = animelem = 5
- ;trigger6 = animelem = 6
- ;trigger7 = animelem = 7
- ;trigger8 = animelem = 8
- ;trigger10 = animelem = 10
- ;trigger11 = animelem = 11
- ;trigger12 = animelem = 12
- ;trigger13 = animelem = 13
- ;trigger14 = animelem = 14
- ;value = -60
- ;[state 1000]
- ;type = poweradd
- ;trigger1 = animelem = 15
- ;value = -10
- [state 1000]
- type = varSet
- trigger1 = animelem = 1
- v = 5
- value = 1
- [state 1000]
- type = varSet
- trigger1 = animelem = 15
- v = 5
- value = 0
- [state 1000]
- type = velset
- trigger1 = 1
- x = 0
- y = 0
- [state 1000]
- type = playsnd
- trigger1 = animelem = 1
- value = S0,5
- [state 1000]
- type = changestate
- trigger1 = animelem = 15
- value = 1024
- ctrl = 0
- ;Dragon boost - Vertical
- [Statedef 1024]
- type = A
- movetype= A
- physics = N
- juggle = 4
- ctrl = 0
- velset = 0,0
- sprpriority = 2
- poweradd = 0
- [state 100x,atc efe];?????????
- type = Explod
- trigger1 = time = 0
- anim =8150
- ID = 100
- postype = p1
- pos = -8,-44
- sprpriority = 5
- ontop = 1
- bindtime = 1
- removetime = -2
- ownpal=1
- persistent =0
- scale = 1.30,1.30
- [state 100x,atc efe];????????? ?
- type = Explod
- trigger1 = numexplod(101) <= 15
- trigger1 = 1
- anim =8150
- ID = 101
- postype = p1
- pos = -8,-44
- random = 40,35
- sprpriority = 5
- ontop = 1
- bindtime = 1
- removetime = 14
- ownpal=1
- scale = 1.30,1.30;0.1 + (random % 3 * 0.1), 0.1 + (random % 3 * 0.1)
- accel = -0.2 - (random % 4 * 0.1),0.2 - (random % 4 * 0.1)
- [state 1000]
- type = width
- trigger1 = 1
- value = 0,0
- [state 1000]
- type = nothitby
- trigger1 = 1
- value = SCA
- ignorehitpause = 1
- [State 0, Hair]
- type = Helper
- trigger1 = !numhelper(1028)
- name = "Hair"
- ID = 1028
- stateno = 1028
- pos = 0,0
- postype = p1 ;p2,front,back,left,right
- facing = 1
- keyctrl = 0
- ownpal = 0
- [state 1000]
- type = angledraw
- trigger1 = 1
- value = 40
- ignorehitpause = 1
- [State 3000, Super C]
- type = AfterImageTime
- trigger1 = AnimElemTime(2) >= 1 && Time < 60
- time = 2
- [state 1000]
- type = playerpush
- trigger1 = 1
- value = 0
- [state 1000]
- type = velset
- trigger1 = 1
- y = -12
- x = 8
- [State 3050, hitvar]
- type=varset
- trigger1 = anim!=1025
- ;trigger2= anim = 1015 && animtime = 0
- ;trigger2 = anim = 1015 && hitcount <= 5
- ;trigger2 = anim =1015 && animelemtime(15)<0
- var(14)=0
- [State 3050, hitvar]
- type=varadd
- trigger1=anim=1025&&(movehit=1||moveguarded=1||movereversed=1)
- var(14)=1
- [State 3050, hit]
- type=hitdef
- trigger1=anim=1025 && animelemtime(15)>=0
- trigger1= timemod = 2,0 && var(14)<5
- attr = A, SA
- damage = 25,2
- animtype = heavy;fucking metal
- guardflag = M
- hitflag = MAF
- getpower = 0
- ;givepower = 5,5
- pausetime = 3, 0
- sparkNo = -1 + 0 * (var(33) := 8011)
- guard.sparkNo = -1 + 0 * (var(34) := 8000)
- sparkXY = -10 + 0 * (var(35) := 20), var(36):=-55
- hitsound = S2,2
- guardsound = -1
- ground.type = High
- guard.velocity = -5
- airguard.velocity = 0,-1
- ground.slidetime = 20
- ground.hittime = 25
- ground.velocity = -2.5,-5.0
- air.type = high
- air.velocity = -2.5,-5.0
- air.cornerpush.veloff = 0
- ground.cornerpush.veloff = 0
- air.hittime = 25
- Air.fall = 1
- fall.recover = 0
- fall = 1
- ID = 1021
- [state 1000]
- type = changestate
- trigger1 = time = 30
- value = 1022
- ctrl = 0
- ;Dragon boost - State over
- [Statedef 1022]
- type = A
- movetype= A
- physics = N
- juggle = 4
- ctrl = 0
- anim = 1016
- sprpriority = 2
- poweradd = 0
- [state 1000]
- type = veladd
- trigger1 = 1
- y = .42
- [State 1100, 5]
- type = ChangeState
- trigger1 = Vel Y > 0 && Pos Y >= 0
- value = 52
- ctrl = 1
- ;Hair for vertical DB
- [Statedef 1028]
- type = S
- movetype= I
- physics = N
- ctrl = 0
- sprpriority = 0
- poweradd = 0
- [State 0, BindToRoot]
- type = BindToRoot
- trigger1 = 1
- time = 1
- pos = 0,0
- ignorehitpause = 1
- [state 1000]
- type = angledraw
- triggerall = root,anim = 1025
- trigger1 = 1
- value = 40
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- trigger1 = root,anim != 1025
- value = 19999
- ignorehitpause = 1
- [State 0, Turn]
- type = turn
- trigger1 = facing = -1
- trigger1 = root,facing = 1
- trigger2 = facing = 1
- trigger2 = root,facing = -1
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- triggerall = anim != 10015
- trigger1 = root,anim = 1025
- trigger1 = root,animelem = 15
- value = 10015
- ignorehitpause = 1
- ;----------------------------------------------------------------------------
- ;Dragon boost - First state for downward DB
- [Statedef 1050]
- type = A
- movetype= A
- physics = N
- juggle = 4
- ctrl = 0
- velset = 0,0
- sprpriority = 2
- anim = 1026
- [state 100x,atc efe];?????????
- type = Explod
- trigger1 = time = 0
- anim =8150
- ID = 100
- postype = p1
- pos = 0,-30
- sprpriority = 5
- ontop = 1
- bindtime = 1
- removetime = -2
- ownpal=1
- persistent =0
- scale = 1.30,1.30
- [state 100x,atc efe];????????? ?
- type = Explod
- trigger1 = numexplod(101) <= 15
- trigger1 = 1
- anim =8150
- ID = 101
- postype = p1
- pos = 0,-30
- random = 50,40
- sprpriority = 5
- ontop = 1
- bindtime = 1
- removetime = 12
- ownpal=1
- scale = 1.30,1.30;0.1 + (random % 3 * 0.1), 0.1 + (random % 3 * 0.1)
- ;accel = -0.2 - (random % 4 * 0.1),0
- [State 3050, hitvar]
- type=varset
- trigger1 = time = 0
- ;trigger2= anim = 1015 && animtime = 0
- ;trigger2 = anim = 1015 && hitcount <= 5
- ;trigger2 = anim =1015 && animelemtime(15)<0
- var(14)=0
- [state 1000]
- type = nothitby
- trigger1 = 1
- value = SCA
- ignorehitpause = 1
- [State 750, 2]
- type = AfterImage
- trigger1 = time = 0
- time = 28
- trans = add1
- timegap = 1
- framegap = 3
- length = 8
- PalBright = 0, 0, 0
- PalContrast = 128,128,128
- PalAdd = 0, 0, 0
- PalMul = 1,1,1
- [state 1000]
- type = palfx
- trigger1 = animelem = 2
- trigger2 = animelem = 4
- trigger3 = animelem = 6
- trigger4 = animelem = 8
- trigger5 = animelem = 10
- trigger6 = animelem = 12
- trigger7 = animelem = 14
- time = 2
- add = 256,256,256
- ;[state 1000]
- ;type = poweradd
- ;trigger1 = animelem = 1
- ;trigger2 = animelem = 2
- ;trigger3 = animelem = 3
- ;trigger4 = animelem = 4
- ;trigger5 = animelem = 5
- ;trigger6 = animelem = 6
- ;trigger7 = animelem = 7
- ;trigger8 = animelem = 8
- ;trigger10 = animelem = 10
- ;trigger11 = animelem = 11
- ;trigger12 = animelem = 12
- ;trigger13 = animelem = 13
- ;trigger14 = animelem = 14
- ;value = -60
- ;[state 1000]
- ;type = poweradd
- ;trigger1 = animelem = 15
- ;value = -10
- [state 1000]
- type = varSet
- trigger1 = animelem = 1
- v = 5
- value = 1
- [state 1000]
- type = varSet
- trigger1 = animelem = 15
- v = 5
- value = 0
- [state 1000]
- type = velset
- trigger1 = 1
- x = 0
- y = 0
- [state 1000]
- type = playsnd
- trigger1 = animelem = 1
- value = S0,5
- [state 1000]
- type = changestate
- trigger1 = animelem = 15
- value = 1051
- ctrl = 0
- ;Dragon boost - Downward DB
- [Statedef 1051]
- type = A
- movetype= A
- physics = N
- juggle = 4
- ctrl = 0
- velset = 0,0
- sprpriority = 2
- [state 100x,atc efe];?????????
- type = Explod
- trigger1 = time = 0
- anim =8150
- ID = 100
- postype = p1
- pos = 32,-8
- sprpriority = 5
- ontop = 1
- bindtime = 1
- removetime = -2
- ownpal=1
- persistent =0
- scale = 1.30,1.30
- [state 100x,atc efe];????????? ?
- type = Explod
- trigger1 = numexplod(101) <= 15
- trigger1 = 1
- anim =8150
- ID = 101
- postype = p1
- pos = 32,-8
- random = 40,35
- sprpriority = 5
- ontop = 1
- bindtime = 1
- removetime = 14
- ownpal=1
- scale = 1.30,1.30;0.1 + (random % 3 * 0.1), 0.1 + (random % 3 * 0.1)
- accel = -0.2 - (random % 4 * 0.1),-0.2 - (random % 4 * 0.1)
- [state 1000]
- type = nothitby
- trigger1 = 1
- value = SCA
- ignorehitpause = 1
- [state 1000]
- type = width
- trigger1 = 1
- value = 0,0
- [State 0, Hair]
- type = Helper
- trigger1 = !numhelper(1052)
- name = "Hair"
- ID = 1052
- stateno = 1052
- pos = 0,0
- postype = p1 ;p2,front,back,left,right
- facing = 1
- keyctrl = 0
- ownpal = 0
- [state 1000]
- type = angledraw
- trigger1 = 1
- value = -40
- ignorehitpause = 1
- [State 3000, Super C]
- type = AfterImageTime
- trigger1 = AnimElemTime(2) >= 1 && Time < 60
- time = 2
- [state 1000]
- type = playerpush
- trigger1 = 1
- value = 0
- [state 1000]
- type = velset
- trigger1 = 1
- y = 10
- x = 8
- [State 3050, hitvar]
- type=varset
- trigger1 = anim!=1026
- ;trigger2= anim = 1015 && animtime = 0
- ;trigger2 = anim = 1015 && hitcount <= 5
- ;trigger2 = anim =1015 && animelemtime(15)<0
- var(14)=0
- [State 3050, hitvar]
- type=varadd
- trigger1=anim=1026&&(movehit=1||moveguarded=1||movereversed=1)
- var(14)=1
- [State 3050, hit]
- type=hitdef
- trigger1=anim=1026 && animelemtime(15)>=0
- trigger1= timemod = 2,0 && var(14)<5
- attr = A, SA
- damage = 25,2
- animtype = heavy;fucking metal
- guardflag = M
- hitflag = MAFD
- getpower = 0
- ;givepower = 5,5
- pausetime = 3, 0
- sparkNo = -1 + 0 * (var(33) := 8011)
- guard.sparkNo = -1 + 0 * (var(34) := 8000)
- sparkXY = -10 + 0 * (var(35) := 20), var(36):=-15
- hitsound = S2,2
- guardsound = -1
- ground.type = High
- guard.velocity = -5
- airguard.velocity = 0,-1
- ground.slidetime = 20
- ground.hittime = 25
- ground.velocity = -2.0,-1
- air.type = high
- air.velocity = -2.5,-1
- air.cornerpush.veloff = 0
- ground.cornerpush.veloff = 0
- air.hittime = 25
- Air.fall = 1
- fall.recover = 0
- fall = 1
- ID = 1021
- [State 1100, 5]
- type = ChangeState
- trigger1 = Vel Y > 0 && Pos Y >= 0
- value = 52
- ctrl = 1
- ;----------------------------------------------------------------------------
- ;Hair for downward DB
- [Statedef 1052]
- type = S
- movetype= I
- physics = N
- ctrl = 0
- sprpriority = 0
- [State 0, BindToRoot]
- type = BindToRoot
- trigger1 = 1
- time = 1
- pos = 0,0
- ignorehitpause = 1
- [state 1000]
- type = angledraw
- triggerall = root, anim = 1026
- trigger1 = 1
- value = -40
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- trigger1 = root,anim != 1026
- value = 19999
- ignorehitpause = 1
- [State 0, Turn]
- type = Turn
- trigger1 = facing = -1
- trigger1 = root,facing = 1
- trigger2 = facing = 1
- trigger2 = root,facing = -1
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- triggerall = anim != 10015
- trigger1 = root,anim = 1026
- trigger1 = root,animelem = 15
- value = 10015
- ignorehitpause = 1
- ;Air Dragon cyclone (different version)
- [Statedef 1069]
- type = A
- movetype= A
- physics = N
- juggle = 4
- ctrl = 0
- poweradd = 72
- ;velset = 5.1,-4
- anim = 1020
- sprpriority = 2
- [state 100x,atc efe];?????????
- type = Explod
- trigger1 = time = 0
- anim =8150
- ID = 100
- postype = p1
- pos = 10,-35
- sprpriority = 5
- ontop = 1
- bindtime = 1
- removetime = -2
- ownpal=1
- persistent =0
- scale = 1.30,1.30
- [state 100x,atc efe];????????? ?
- type = Explod
- trigger1 = numexplod(101) <= 15
- trigger1 = 1
- anim =8150
- ID = 101
- postype = p1
- pos = 20,-35
- random = 50,40
- sprpriority = 5
- ontop = 1
- bindtime = 1
- removetime = 12
- ownpal=1
- scale = 1.30,1.30;0.1 + (random % 3 * 0.1), 0.1 + (random % 3 * 0.1)
- accel = -0.2 - (random % 4 * 0.1),0
- [state 100x,atc efe];????????? ?
- type = Explod
- trigger1 = numexplod(101) <= 15
- trigger1 = 1
- anim =8150
- ID = 101
- postype = p1
- pos = -20,-35
- random = 50,40
- sprpriority = 5
- ontop = 1
- bindtime = 1
- removetime = 12
- ownpal=1
- scale = 1.30,1.30;0.1 + (random % 3 * 0.1), 0.1 + (random % 3 * 0.1)
- accel = -0.2 - (random % 4 * 0.1),0
- [state 1000]
- type = velset
- trigger1 = time = 0
- y = -2.80
- [state 1000]
- type = veladd
- trigger1 = 1
- y = .22
- [state 1000]
- type = playsnd
- trigger1 = animelem = 1
- value = S0,4
- [state 1000]
- type = playsnd
- trigger1 = animelem = 1
- value = S1003,0 + random%(2)
- [State 200, 1]
- type = hitdef
- trigger1 = animelem = 2
- trigger2 = animelem = 5
- attr = A, SA
- damage = 12,1
- animtype = medium
- guardflag = MAF
- getpower = 10,5
- givepower = 5,5
- hitflag = MAF
- pausetime = 3, 3
- sparkNo = -1 + 0 * (var(33) := 8015)
- guard.sparkNo = -1 + 0 * (var(34) := 8000)
- sparkXY = -10 + 0 * (var(35) := 50), var(36):=-35
- hitsound = S2,2
- guardsound = -1
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 35
- ground.velocity = -4,-2.0
- air.type = high
- air.velocity = -4.0,-1.0
- air.hittime = 25
- Air.fall = 1
- fall.recover = 0
- fall = 1
- yaccel = 0.5
- ;ID = 1060
- [State 200, 1]
- type = HitDef
- trigger1 = animelem = 1 ;&& movehit = 0
- trigger2 = animelem = 4 ;&& movehit = 0
- attr = A, SA
- damage = 12,1
- animtype = medium
- guardflag = MAF
- hitflag = MAF
- pausetime = 3, 3
- getpower = 10,5
- givepower = 5,5
- sparkNo = -1 + 0 * (var(33) := 8015)
- guard.sparkNo = -1 + 0 * (var(34) := 8000)
- sparkXY = -10 + 0 * (var(35) := 15), var(36):=-35
- hitsound = S2,2
- guardsound = -1
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 35
- ground.velocity = -4,-2.0
- air.type = high
- air.velocity = -4.0,-1.0
- air.hittime = 25
- Air.fall = 1
- fall.recover = 0
- fall = 1
- yaccel = 0.5
- ;ID = 1060
- [state 1000]
- type = explod
- trigger1 = time = 0
- removetime = -1
- anim = 1021
- postype = p1
- pos = 0,0
- scale = 1.5,1.5
- removeongethit = 1
- ignorehitpause = 0
- bindtime = -1
- ID = 1588
- ownpal = 0
- [state 1000]
- type = removeexplod
- trigger1 = anim != 1020
- trigger2 = Vel Y > 0 && Pos Y >= 0
- trigger3 = anim = [120,123]
- trigger4 = anim = [130,133]
- trigger5 = anim = [140,143]
- trigger6 = anim = [150,153]
- trigger7 = anim = 47
- trigger8 = anim = [5000,5999]
- trigger9 = stateno = [5000,5999]
- ID = 1588
- [State 0, Hair]
- type = null
- trigger1 = time = 0
- name = "DCHair"
- ID = 1026
- stateno = 1026
- pos = 0,0
- postype = p1
- facing = 1
- keyctrl = 0
- ownpal = 0
- ignorehitpause = 0
- [State 1100, 5]
- type = ChangeState
- trigger1 = Vel Y > 0 && Pos Y >= 0
- value = 52
- ctrl = 1
- ;----------------------------------------------------------------------------
- ;Dragon cyclone air
- [Statedef 1030]
- type = A
- movetype= A
- physics = N
- juggle = 4
- ctrl = 0
- anim = 1020
- sprpriority = 2
- [state 1000]
- type = velset
- trigger1 = time = 0
- y = -2.80
- [state 1000]
- type = veladd
- trigger1 = 1
- y = .22
- [State 750, 2]
- type = AfterImage
- trigger1 = Time = 0
- time = 21
- trans = add1
- timegap = 1
- framegap = 3
- length = 8
- PalBright = 0, 0, 0
- PalContrast = 128,128,128
- PalAdd = 0, 0, 0
- PalMul = 1,1,1
- [state 1000]
- type = playsnd
- trigger1 = animelem = 1
- value = S0,4
- [state 1000]
- type = playsnd
- trigger1 = animelem = 1
- value = S1003,0 + random%(2)
- [State 3000, Super C]
- type = AfterImageTime
- trigger1 = AnimElemTime(2) >= 1 && Time < 60
- time = 2
- [state 1000]
- type = playerpush
- trigger1 = 1
- value = 0
- ignorehitpause = 1
- [State 200, 1]
- type = HitDef
- trigger1 = animelem = 2
- trigger2 = animelem = 5
- attr = A, SA
- damage = 12,1
- animtype = medium
- guardflag = MAF
- hitflag = MAF
- getpower = 10,5
- givepower = 5,5
- pausetime = 3, 3
- sparkNo = -1 + 0 * (var(33) := 8011)
- guard.sparkNo = -1 + 0 * (var(34) := 8000)
- sparkXY = -10 + 0 * (var(35) := 90), var(36):=-35
- hitsound = S2,2
- guardsound = -1
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 35
- ground.velocity = -4,-2.0
- air.type = high
- air.velocity = -4.0,-1.0
- air.hittime = 25
- Air.fall = 1
- fall.recover = 0
- fall = 1
- yaccel = 0.5
- ID = 1025
- [state 1000]
- type = explod
- trigger1 = time = 0
- removetime = -1
- anim = 1021
- postype = p1
- pos = 0,0
- scale = 1.5,1.5
- removeongethit = 1
- ignorehitpause = 0
- bindtime = -1
- ID = 1568
- ownpal = 0
- [state 1000]
- type = removeexplod
- trigger1 = anim != 1020
- trigger2 = Vel Y > 0 && Pos Y >= 0
- trigger3 = anim = [120,123]
- trigger4 = anim = [130,133]
- trigger5 = anim = [140,143]
- trigger6 = anim = [150,153]
- trigger7 = anim = 47
- trigger8 = anim = [5000,5999]
- trigger9 = stateno = [5000,5999]
- ID = 1568
- [State 0, Hair]
- type = null
- trigger1 = time = 0
- name = "DCHair"
- ID = 1026
- stateno = 1026
- pos = 0,0
- postype = p1
- facing = 1
- keyctrl = 0
- ownpal = 0
- ignorehitpause = 0
- [State 1100, 5]
- type = ChangeState
- trigger1 = Vel Y > 0 && Pos Y >= 0
- value = 52
- ctrl = 1
- [Statedef 1026]
- type = S
- movetype= I
- physics = N
- ctrl = 0
- sprpriority = -1
- [State 0, ChangeAnim]
- type = ChangeAnim
- triggerall = anim != 1021
- trigger1 = root,anim = 1020
- value = 1021
- ignorehitpause = 0
- [State 0, BindToRoot]
- type = BindToRoot
- trigger1 = 1
- time = 1
- pos = 0,0
- ignorehitpause = 1
- [state 1000]
- type = destroyself
- trigger1 = Vel Y > 0 && Pos Y >= 0
- trigger2 = root,anim != 1020
- ;Dragon cyclone
- [Statedef 1025]
- type = A
- movetype= A
- physics = N
- juggle = 4
- ctrl = 0
- poweradd = 72
- velset = 5.1,-4
- anim = 1020
- sprpriority = 2
- [State 40, Dust]
- type = helper
- trigger1 = time = 0
- helpertype = normal
- stateno = 7100
- ID = 7100
- name = "Dust"
- postype = p1
- ownpal = 1
- [state 100x,atc efe];?????????
- type = Explod
- trigger1 = time = 0
- anim =8150
- ID = 100
- postype = p1
- pos = 10,-35
- sprpriority = 5
- ontop = 1
- bindtime = 1
- removetime = -2
- ownpal=1
- persistent =0
- scale = 1.30,1.30
- [state 100x,atc efe];????????? ?
- type = Explod
- trigger1 = numexplod(101) <= 15
- trigger1 = 1
- anim =8150
- ID = 101
- postype = p1
- pos = 25,-35
- random = 50,40
- sprpriority = 5
- ontop = 1
- bindtime = 1
- removetime = 12
- ownpal=1
- scale = 1.30,1.30;0.1 + (random % 3 * 0.1), 0.1 + (random % 3 * 0.1)
- accel = -0.2 - (random % 4 * 0.1),0
- [state 100x,atc efe];????????? ?
- type = Explod
- trigger1 = numexplod(101) <= 15
- trigger1 = 1
- anim =8150
- ID = 101
- postype = p1
- pos = -20,-35
- random = 50,40
- sprpriority = 5
- ontop = 1
- bindtime = 1
- removetime = 12
- ownpal=1
- scale = 1.30,1.30;0.1 + (random % 3 * 0.1), 0.1 + (random % 3 * 0.1)
- accel = -0.2 - (random % 4 * 0.1),0
- [state 1000]
- type = veladd
- trigger1 = 1
- y = .22
- [state 1000]
- type = playsnd
- trigger1 = animelem = 1
- value = S0,4
- [state 1000]
- type = playsnd
- trigger1 = animelem = 1
- value = S1003,0 + random%(2)
- [State 200, 1]
- type = HitDef
- trigger1 = animelem = 2
- trigger2 = animelem = 5
- attr = A, SA
- damage = 12,1
- animtype = medium
- guardflag = MAF
- hitflag = MAF
- getpower = 20,5
- givepower = 5,5
- pausetime = 3, 3
- sparkNo = -1 + 0 * (var(33) := 8011)
- guard.sparkNo = -1 + 0 * (var(34) := 8000)
- sparkXY = -1 + 0 * (var(35) := 50), var(36):=-35
- hitsound = S2,2
- guardsound = -1
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 35
- ground.velocity = -4,-2.0
- air.type = high
- air.velocity = -4.0,-1.0
- air.hittime = 25
- Air.fall = 1
- fall.recover = 0
- fall = 1
- yaccel = 0.5
- ID = 1025
- [State 200, 1]
- type = HitDef
- trigger1 = animelem = 1
- trigger2 = animelem = 4
- attr = A, SA
- damage = 12,1
- animtype = medium
- guardflag = MAF
- hitflag = MAF
- pausetime = 3, 3
- getpower = 20,5
- givepower = 5,5
- sparkNo = -1 + 0 * (var(33) := 8011)
- guard.sparkNo = -1 + 0 * (var(34) := 8000)
- sparkXY = 10 + 0 * (var(35) := -50), var(36):=-35
- hitsound = S2,2
- guardsound = -1
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 35
- ground.velocity = -4,-2.0
- air.type = high
- air.velocity = -4.0,-1.0
- air.hittime = 25
- Air.fall = 1
- fall.recover = 0
- fall = 1
- yaccel = 0.5
- ID = 1025
- [state 1000]
- type = explod
- trigger1 = time = 0
- removetime = -1
- anim = 1021
- postype = p1
- pos = 0,0
- scale = 1.5,1.5
- removeongethit = 1
- ignorehitpause = 0
- bindtime = -1
- ID = 1567
- ownpal = 0
- [state 1000]
- type = removeexplod
- trigger1 = anim != 1020
- trigger2 = Vel Y > 0 && Pos Y >= 0
- trigger3 = anim = [120,123]
- trigger4 = anim = [130,133]
- trigger5 = anim = [140,143]
- trigger6 = anim = [150,153]
- trigger7 = anim = 47
- trigger8 = anim = [5000,5999]
- trigger9 = stateno = [5000,5999]
- ID = 1567
- [State 0, Hair]
- type = null
- trigger1 = time = 0
- name = "DCHair"
- ID = 1026
- stateno = 1026
- pos = 0,0
- postype = p1
- facing = 1
- keyctrl = 0
- ownpal = 0
- ignorehitpause = 0
- [State 1100, 5]
- type = ChangeState
- trigger1 = Vel Y > 0 && Pos Y >= 0
- value = 52
- ctrl = 1
- ;---------------------------------------------------------------------------
- [Statedef 1040]
- type = A
- movetype= A
- physics = N
- juggle = 4
- ctrl = 0
- anim = 1011
- sprpriority = 2
- [state 1000]
- type = palfx
- trigger1 = time = 0
- add = 256,256,256
- time = 2
- [State 750, 2]
- type = NULL
- trigger1 = Time = 0
- time = 5
- trans = add1
- timegap = 1
- framegap = 3
- length = 8
- PalBright = 0, 0, 0
- PalContrast = 128,128,128
- PalAdd = 0, 0, 0
- PalMul = 1,1,1
- [State 3000, Super C]
- type = NULL
- trigger1 = AnimElemTime(9) >= 1 && Time < 60
- time = 2
- [state 1000]
- type = velset
- trigger1 = 1
- y = -2.50
- [state 1000]
- type = playsnd
- trigger1 = animelem = 1
- value = S0,3
- [state 1000]
- type = playsnd
- trigger1 = animelem = 8
- value = 1002,0+random%3
- [state 1000]
- type = changestate
- trigger1 = animelem = 9
- value = 1041
- ctrl = 0
- [Statedef 1041]
- type = A
- movetype= A
- physics = N
- juggle = 4
- ctrl = 0
- velset = 4,11
- sprpriority = 2
- [State 750, 2]
- type = NULL
- trigger1 = Time = 0
- time = 5
- trans = add1
- timegap = 1
- framegap = 3
- length = 8
- PalBright = 0, 0, 0
- PalContrast = 128,128,128
- PalAdd = 0, 0, 0
- PalMul = 1,1,1
- [State 3000, Super C]
- type = NULL
- trigger1 = AnimElemTime(9) >= 1 && Time < 60
- time = 2
- [state 1000]
- type = veladd
- trigger1 = 1
- y = 0.9
- [State 1000, 5] ;Opponent near
- type = hitdef
- trigger1 = time = 0
- attr = A, SA
- animtype = Hard;core
- damage = 65, 1
- guardflag = MA
- pausetime = 12,15
- sparkno = 2
- sparkxy = -12,-10
- hitsound = 5,3
- guardsound = S6,0
- ground.type = high
- ground.slidetime = 20
- ground.hittime = 20
- ground.velocity = -5,-4
- air.velocity = -5,-4
- fall = 1
- air.fall = 1
- fall.recovertime = 20
- [state 1000]
- type = changestate
- trigger1 = Vel Y > 0 && Pos Y >= 0
- value = 52
- ctrl = 1
- ;Dragon cyclone
- [Statedef 1060]
- type = A
- movetype= A
- physics = N
- juggle = 6
- ctrl = 0
- poweradd = 100
- velset = 5.1,-4
- anim = 1020
- sprpriority = 2
- [state 1000]
- type = veladd
- trigger1 = 1
- y = .22
- [State 750, 2]
- type = AfterImage
- trigger1 = Time = 0
- time = 21
- trans = add1
- timegap = 1
- framegap = 3
- length = 8
- PalBright = 0, 0, 0
- PalContrast = 128,128,128
- PalAdd = 0, 0, 0
- PalMul = 1,1,1
- [state 1000]
- type = playsnd
- trigger1 = animelem = 1
- value = S0,4
- [state 1000]
- type = playsnd
- trigger1 = animelem = 1
- value = S1003,0 + random%(2)
- [State 3000, Super C]
- type = AfterImageTime
- trigger1 = AnimElemTime(2) >= 1 && Time < 60
- time = 2
- [State 200, 1]
- type = HitDef
- trigger1 = animelem = 2
- trigger2 = animelem = 5
- attr = A, SA
- damage = 10,1
- animtype = medium
- guardflag = MAF
- hitflag = MAF
- pausetime = 3, 3
- sparkno = 2
- sparkxy = -10, -35
- hitsound = 5, 3
- guardsound = S6, 0
- guard.sparkno = 40
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 35
- ground.velocity = -4,-2.0
- air.type = high
- air.velocity = -4.0,-1.0
- air.hittime = 25
- Air.fall = 1
- fall.recover = 0
- fall = 1
- yaccel = 0.5
- [State 200, 1]
- type = HitDef
- trigger1 = animelem = 1 && movehit = 0
- trigger2 = animelem = 3 && movehit = 0
- attr = A, SA
- damage = 12,1
- animtype = medium
- guardflag = MAF
- hitflag = MAF
- pausetime = 3, 3
- sparkNo = -1 + 0 * (var(33) := 8011)
- guard.sparkNo = -1 + 0 * (var(34) := 8000)
- sparkXY = 10 + 0 * (var(35) := -40), var(36):=-35
- hitsound = S2,2
- guardsound = -1
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 35
- ground.velocity = -4,-2.0
- air.type = high
- air.velocity = -4.0,-1.0
- air.hittime = 25
- Air.fall = 1
- fall.recover = 0
- fall = 1
- yaccel = 0.5
- p2facing = 1
- [state 1000]
- type = explod
- trigger1 = time = 0
- removetime = -1
- anim = 1021
- postype = p1
- pos = 0,0
- scale = 1.5,1.5
- removeongethit = 1
- ignorehitpause = 0
- bindtime = -1
- ID = 1568
- ownpal = 0
- [state 1000]
- type = removeexplod
- trigger1 = anim != 1020
- trigger2 = Vel Y > 0 && Pos Y >= 0
- trigger3 = anim = [120,123]
- trigger4 = anim = [130,133]
- trigger5 = anim = [140,143]
- trigger6 = anim = [150,153]
- trigger7 = anim = 47
- trigger8 = anim = [5000,5999]
- trigger9 = stateno = [5000,5999]
- ID = 1568
- [State 0, Hair]
- type = null
- trigger1 = time = 0
- name = "DCHair"
- ID = 1026
- stateno = 1026
- pos = 0,0
- postype = p1
- facing = 1
- keyctrl = 0
- ownpal = 0
- ignorehitpause = 0
- [State 1100, 5]
- type = ChangeState
- trigger1 = Vel Y > 0 && Pos Y >= 0
- value = 52
- ctrl = 1
- ;---------------------------------------------------------------------------
- ;LvL 1 Super Rising Slash
- [Statedef 3000]
- type = S
- movetype= A
- physics = S
- juggle = 4
- velset = 0,0
- anim = 3000
- ctrl = 0
- sprpriority = 2
- [state 1000]
- type = null
- trigger1 = 1
- flag = nobardisplay
- ignorehitpause = 1
- [State 3000, ECreset]
- type = palfx
- trigger1 = !time
- ;trigger1 = !(var(20) := 0)
- time = 1
- [State 3000, Super A]
- type = SuperPause
- trigger1 = AnimElem = 1
- pos = -15, -30
- anim = -1
- sound = -1
- time = 52
- movetime = 52
- poweradd = -1000
- p2defmul = 1
- darken = 0
- [state 1000]
- type = nothitby
- trigger1 = animelem = 8
- value = SCA
- time = 13
- ignorehitpause = 1
- [State 3000, SuperPause FX]
- type = NULL;Helper
- trigger1 = Time = 0
- helperType = Normal
- stateNo = 8888
- ID = 8888
- name = "Superpause FX"
- posType = back
- pos = -150,-20
- superMoveTime = 255
- size.xScale = 0.50
- size.yScale = 0.50
- ownPal = 1
- [State 3000, SuperPause FX]
- type = Helper
- trigger1 = Time = 0
- helperType = Normal
- stateNo = 8500
- ID = 8500
- name = "Superpause FX"
- posType = P1
- pos = 5,-28
- superMoveTime = 255
- size.xScale = 1
- size.yScale = 1
- ownPal = 1
- persistent = 0
- [state 1000]
- type = playsnd
- trigger1 = time = 0
- value = S3000,3
- [state 1000]
- type = playsnd
- trigger1 = animelem = 1
- value = S3000,0
- channel = -1
- [state 1000]
- type = playsnd
- trigger1 = animelem = 10
- value = S1002,1
- channel = -1
- [state 1000]
- type = velset
- trigger1 = animelem = 10
- x = 8
- [state 1000]
- type = playsnd
- trigger1 = animelem = 10
- value = 0,2
- [State 200, 1]
- type = HitDef
- trigger1 = time = 0
- attr = A, SA
- damage = 70,6
- animtype = diagup
- guardflag = M
- getpower = 0
- hitflag = MAF
- pausetime = 5, 5
- sparkNo = -1 + 0 * (var(33) := 8014)
- guard.sparkNo = -1 + 0 * (var(34) := 8000)
- sparkXY = -8 + 0 * (var(35) := 58), var(36):=-55
- hitsound = S2,3
- guardsound = -1
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 25
- ground.velocity = -0.5,-8
- air.type = high
- air.velocity = -0.5,-9.0
- air.hittime = 25
- Air.fall = 1
- fall.recover = 0
- fall = 1
- yaccel = 0.5
- ID = 3000
- envshake.time = 6
- envshake.freq = 120
- envshake.ampl = 6
- [state 1000]
- type = changestate
- trigger1 = animelem = 17
- value = 3001
- ctrl = 0
- [Statedef 3001]
- type = A
- movetype= A
- physics = N
- juggle = 4
- ctrl = 0
- velset = 1.5,-12.5
- sprpriority = 2
- [State 40, Dust]
- type = helper
- trigger1 = time = 0
- helpertype = normal
- stateno = 7100
- ID = 7100
- name = "Dust"
- postype = p1
- ownpal = 1
- [state 1000]
- type = null
- trigger1 = 1
- flag = nobardisplay
- ignorehitpause = 1
- [state 1000]
- type = playsnd
- trigger1 = animelem = 17
- value = 1002,2
- [state 1000]
- type = playsnd
- trigger1 = animelem = 17
- value = 0,2
- [state 1000]
- type= veladd
- trigger1 = 1
- y = .42
- [State 200, 1]
- type = HitDef
- trigger1 = animelem = 18
- trigger2 = animelem = 19
- attr = A, SA
- damage = 50,6
- animtype = diagup
- getpower = 0
- guardflag = M
- hitflag = MAF
- pausetime = 7, 7
- sparkNo = -1 + 0 * (var(33) := 8014)
- guard.sparkNo = -1 + 0 * (var(34) := 8000)
- sparkXY = -8 + 0 * (var(35) := 58), var(36):=-55
- hitsound = S2,3
- guardsound = -1
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 25
- ground.velocity = -3.5,-8
- air.type = high
- air.velocity = -3.5,-7.5
- air.hittime = 25
- Air.fall = 1
- fall.recover = 0
- fall = 1
- yaccel = 0.5
- ID = 3001
- envshake.time = 7
- envshake.freq = 120
- envshake.ampl = 6
- [State 1100, 5]
- type = ChangeState
- trigger1 = animtime = 0
- value = 1022
- ctrl = 0
- ;---------------------------------------------------------------------------
- ;LvL 1 Super Dragon Cyclone
- [Statedef 3005]
- type = S
- movetype= A
- physics = S
- juggle = 4
- velset = 0,0
- anim = 3005
- ctrl = 0
- sprpriority = 2
- [state 1000]
- type = null
- trigger1 = 1
- flag = nobardisplay
- ignorehitpause = 1
- [State 3000, Super A]
- type = SuperPause
- trigger1 = AnimElem = 1
- pos = -15, -30
- anim = -1
- sound = -1
- time = 32
- movetime = 32
- poweradd = -1000
- p2defmul = 1
- darken = 0
- [state 1000]
- type = playsnd
- trigger1 = time = 15
- value = S1003,1
- [State 3000, SuperPause FX]
- type = Helper
- trigger1 = Time = 0
- helperType = Normal
- stateNo = 8501
- ID = 8500
- name = "Superpause FX"
- posType = P1
- pos = 5,-28
- superMoveTime = 255
- size.xScale = 1
- size.yScale = 1
- ownPal = 1
- persistent = 0
- [state 1000]
- type = nothitby
- trigger1 = 1
- value = SCA
- ignorehitpause = 1
- [state 1000]
- type = playsnd
- trigger1 = time = 0
- value = S3000,3
- [State 40, Dust]
- type = helper
- trigger1 = animelem = 2
- helpertype = normal
- stateno = 7100
- ID = 7100
- name = "Dust"
- postype = p1
- ownpal = 1
- [state 1000]
- type = changestate
- trigger1 = animelem = 2
- value = 3006
- ctrl = 0
- [Statedef 3006]
- type = A
- movetype= A
- physics = N
- juggle = 4
- ctrl = 0
- velset = 0,-5.0
- sprpriority = 2
- [state 1000]
- type = null
- trigger1 = 1
- flag = nobardisplay
- ignorehitpause = 1
- [state 1000]
- type = nothitby
- trigger1 = 1
- value = SCA
- time = 1
- ignorehitpause = 1
- [state 1000]
- type = changestate
- trigger1 = animelem = 3
- value = 3007
- ctrl = 0
- [Statedef 3007]
- type = A
- movetype= A
- physics = N
- juggle = 4
- ctrl = 0
- velset = 0,0
- sprpriority = 2
- [State 3200, pullhelper]
- type = helper
- trigger1 = (anim = 3005) && !numhelper(3206)
- helpertype = normal
- stateno = 3206
- ID = 3206
- name = "Vaccum"
- postype = p2
- pos = enemynear, const(size.ground.back) -25, -ceil(enemy, pos y)
- persistent = 0
- size.ground.back = 5
- size.ground.front = 5
- size.height = 240
- [state 1000]
- type = null
- trigger1 = 1
- flag = nobardisplay
- ignorehitpause = 1
- [State 3000, SuperPause FX]
- type = Helper
- trigger1 = Time = 0
- helperType = Normal
- stateNo = 9500
- ID = 9500
- name = "Tornado Duh"
- posType = p1
- pos = 0,0
- superMoveTime = 255
- size.xScale = 1
- size.yScale = 0.35
- ownPal = 1
- [state 1000]
- type = playsnd
- trigger1 = time = 0
- value = S3000,4
- [state 1000]
- type = playsnd
- trigger1 = time = 0
- value = S1003,0
- [state 1000]
- type = playsnd
- trigger1 = time = 0
- value = S0,4
- [State 850, 0]
- type = Width
- trigger1 = AnimElem = 3, >= 0
- edge = 30,30
- [state 1000]
- type = playerpush
- trigger1 = 1
- value = 0
- [state 1000]
- type = velset
- trigger1 = 1
- y = 0
- x = 0
- [state 1000]
- type = explod
- trigger1 = time = 0
- removetime = -1
- anim = 1021
- postype = p1
- pos = 0,0
- scale = 1.5,1.5
- removeongethit = 1
- ignorehitpause = 0
- bindtime = -1
- ID = 1569
- ownpal = 0
- [State 3200, Dust]
- type = explod
- trigger1 = anim = 3005 && (animelem = 4 || animelem = 10 || animelem = 16 || animelem = 22)
- anim = 3006
- sprpriority = 2
- postype = p1
- pos = -5, -ceil(pos y)
- vel = -3, 0
- ownpal = 1
- [State 3200, Dust]
- type = explod
- trigger1 = anim = 3005 && (animelem = 6 || animelem = 12 || animelem = 18 || animelem = 24)
- anim = 3006
- sprpriority = 2
- postype = p1
- facing = -1
- pos = 5, -ceil(pos y)
- vel = 3, 0
- ownpal = 1
- [State 3200, Dust]
- type = explod
- trigger1 = (anim = 3005) && !numexplod(3210)
- anim = 3007
- ID = 3210
- sprpriority = -3
- postype = p1
- pos = 0, -ceil(pos y)
- removetime = -1
- ownpal = 1
- removeongethit = 1
- scale = 0.45, 0.45
- [State 3200, Dust]
- type = modifyexplod
- trigger1 = numexplod(3210)
- ID = 3210
- postype = p1
- pos = 0, -ceil(pos y)
- [state 1000]
- type = removeexplod
- trigger1 = animtime = 0
- trigger2 = Vel Y > 0 && Pos Y >= 0
- ID = 1569
- [State 1028, HitDef - Frente]
- type = HitDef
- trigger1 = AnimElem = 4 || AnimElem = 10 || AnimElem = 16
- persistent = 1
- attr = A, HP
- getpower = 0
- animtype = Light
- damage = 10,2
- pausetime = 2,2
- guardflag = MA
- hitflag = MAF
- sparkNo = -1 + 0 * (var(33) := 8014)
- guard.sparkNo = -1 + 0 * (var(34) := 8000)
- sparkXY = -1 + 0 * (var(35) := 58), var(36):=-35
- hitsound = S2,3
- guardsound = -1
- ground.type = high
- ground.slidetime = 12
- ground.hittime = 12
- guard.velocity = -12
- airguard.velocity = -12,-1
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- ground.velocity = 12,0
- air.velocity = 12,-0.5
- maxdist = 4
- fall.recover = 0
- envshake.time = 4
- envshake.freq = 120
- envshake.ampl = 6
- [State 1028, HitDef - Tras]
- type = HitDef
- trigger1 = AnimElem = 6 || AnimElem = 12 || AnimElem = 18
- persistent = 1
- attr = A, HP
- getpower = 0
- animtype = Light
- damage = 10,2
- pausetime = 2,2
- guardflag = MA
- hitflag = MAF
- sparkNo = -1 + 0 * (var(33) := 8014)
- guard.sparkNo = -1 + 0 * (var(34) := 8000)
- sparkXY = -1 + 0 * (var(35) := 58), var(36):=-35
- hitsound = S2,3
- guardsound = -1
- ground.type = high
- ground.slidetime = 12
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- ground.hittime = 12
- guard.velocity = 12
- airguard.velocity = 12,-1
- ground.velocity = -12,0
- air.velocity = -12,-0.5
- maxdist = -4
- fall.recover = 0
- envshake.time = 4
- envshake.freq = 120
- envshake.ampl = 6
- [State 1028, HitDef - Final]
- type = HitDef
- trigger1 = animelem = 22
- attr = A, HP
- animtype = Heavy
- getpower = 0
- damage = 110,2
- pausetime = 2,2
- guardflag = MA
- hitflag = MAF
- sparkNo = -1 + 0 * (var(33) := 8014)
- guard.sparkNo = -1 + 0 * (var(34) := 8000)
- sparkXY = -1 + 0 * (var(35) := 58), var(36):=-35
- hitsound = S2,3
- guardsound = -1
- ground.type = high
- ground.slidetime = 2
- ground.hittime = 4
- ground.velocity = -8,-5
- guard.velocity = -12
- airguard.velocity = -12,-5
- air.velocity = -8,-5
- fall = 1
- air.fall = 1
- fall.recover = 0
- ;envshake.time = 5
- envshake.time = 6
- envshake.freq = 120
- envshake.ampl = 6
- [state 1000]
- type = changestate
- trigger1 = animtime = 0
- value = 1022
- ctrl = 0
- ;---------------------------------------------------------------------------
- ;LvL 2 Super Rising Slash
- [Statedef 3010]
- type = S
- movetype= A
- physics = S
- juggle = 4
- velset = 0,0
- anim = 4000
- ctrl = 0
- sprpriority = 2
- [state 1000]
- type = null
- trigger1 = 1
- flag = nobardisplay
- ignorehitpause = 1
- [State 3000, Super A]
- type = SuperPause
- trigger1 = AnimElem = 1
- pos = -15, -30
- anim = -1
- sound = -1
- time = 52
- movetime = 52
- poweradd = -2000
- p2defmul = 1
- darken = 0
- [State 3000, SuperPause FX]
- type = Helper
- trigger1 = Time = 0
- helperType = Normal
- stateNo = 8502
- ID = 8500
- name = "Superpause FX"
- posType = P1
- pos = 5,-28
- superMoveTime = 255
- size.xScale = 1
- size.yScale = 1
- ownPal = 1
- persistent = 0
- [State 3000, Slash Animation]
- type = Helper
- trigger1 = animelem = 11
- helperType = Normal
- stateNo = 7110
- ID = 7110
- name = "Slash animation"
- posType = P1
- pos = 0,0
- size.xScale = 0.75
- size.yScale = 0.75
- ownPal = 1
- [state 1000]
- type = playsnd
- trigger1 = time = 0
- value = S3000,3
- [state 1000]
- type = nothitby
- trigger1 = animelem = 8
- value = SCA
- time = 13
- ignorehitpause = 1
- [state 1000]
- type = playsnd
- trigger1 = animelem = 1
- value = S3000,0
- channel = -1
- [state 1000]
- type = playsnd
- trigger1 = animelem = 10
- value = S1002,1
- channel = -1
- [state 1000]
- type = velset
- trigger1 = animelem = 10
- x = 10
- [state 1000]
- type = playsnd
- trigger1 = animelem = 10
- value = 0,2
- [state 1000]
- type = playsnd
- trigger1 = animelem = 10
- value = 0,8
- [State 200, 1]
- type = HitDef
- trigger1 = animelem = 11
- attr = A, SA
- damage = 75,6
- animtype = diagup
- guardflag = M
- getpower = 0
- hitflag = MAF
- pausetime = 5, 5
- sparkNo = -1 + 0 * (var(33) := 8014)
- guard.sparkNo = -1 + 0 * (var(34) := 8000)
- sparkXY = -8 + 0 * (var(35) := 58), var(36):=-55
- hitsound = S2,3
- guardsound = -1
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 25
- ground.velocity = -0.5,-8
- air.type = high
- air.velocity = -0.5,-9
- air.hittime = 25
- Air.fall = 1
- fall.recover = 0
- fall = 1
- yaccel = 0.5
- ID = 3000
- envshake.time = 6
- envshake.freq = 120
- envshake.ampl = 6
- [state 1000]
- type = changestate
- trigger1 = animelem = 17
- value = 3011
- ctrl = 0
- [Statedef 3011]
- type = A
- movetype= A
- physics = N
- juggle = 4
- ctrl = 0
- velset = 1.5,-12.5
- sprpriority = 2
- [State 3000, Slash Animation]
- type = Helper
- trigger1 = animelem = 18
- helperType = Normal
- stateNo = 7111
- ID = 7111
- name = "Slash animation"
- posType = P1
- pos = 0,0
- size.xScale = 0.75
- size.yScale = 0.75
- ownPal = 1
- [State 40, Dust]
- type = helper
- trigger1 = time = 0
- helpertype = normal
- stateno = 7100
- ID = 7100
- name = "Dust"
- postype = p1
- ownpal = 1
- [state 1000]
- type = null
- trigger1 = 1
- flag = nobardisplay
- ignorehitpause = 1
- [state 1000]
- type = playsnd
- trigger1 = animelem = 17
- value = 1002,2
- [state 1000]
- type = playsnd
- trigger1 = animelem = 17
- value = 0,2
- [state 1000]
- type = playsnd
- trigger1 = animelem = 17
- value = 0,8
- [state 1000]
- type= veladd
- trigger1 = 1
- y = .42
- [State 200, 1]
- type = HitDef
- trigger1 = animelem = 18
- trigger2 = animelem = 19
- trigger3 = animelem = 20
- attr = A, SA
- damage = 55,6
- animtype = diagup
- getpower = 0
- guardflag = M
- hitflag = MAF
- pausetime = 6, 6
- sparkNo = -1 + 0 * (var(33) := 8014)
- guard.sparkNo = -1 + 0 * (var(34) := 8000)
- sparkXY = -8 + 0 * (var(35) := 58), var(36):=-55
- hitsound = S2,3
- guardsound = -1
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 25
- ground.velocity = -3.5,-8
- air.type = high
- air.velocity = -3.5,-7.5
- air.hittime = 25
- Air.fall = 1
- fall.recover = 0
- fall = 1
- yaccel = 0.5
- ID = 3001
- envshake.time = 6
- envshake.freq = 120
- envshake.ampl = 6
- [State 1100, 5]
- type = ChangeState
- trigger1 = animtime = 0
- value = 1022
- ctrl = 0
- ;---------------------------------------------------------------------------
- ;LvL 2 Super Dragon Cyclone
- [Statedef 3015]
- type = S
- movetype= A
- physics = S
- juggle = 4
- velset = 0,0
- anim = 4005
- ctrl = 0
- sprpriority = 2
- [State 3000, Super A]
- type = SuperPause
- trigger1 = AnimElem = 1
- pos = -15, -30
- anim = -1
- sound = -1
- time = 32
- movetime = 32
- poweradd = -2000
- p2defmul = 1
- darken = 0
- [state 1000]
- type = playsnd
- trigger1 = time = 15
- value = S1003,1
- [State 3000, SuperPause FX]
- type = Helper
- trigger1 = Time = 0
- helperType = Normal
- stateNo = 8503
- ID = 8500
- name = "Superpause FX"
- posType = P1
- pos = 5,-28
- superMoveTime = 255
- size.xScale = 1
- size.yScale = 1
- ownPal = 1
- persistent = 0
- [state 1000]
- type = nothitby
- trigger1 = 1
- value = SCA
- ignorehitpause = 1
- [state 1000]
- type = playsnd
- trigger1 = time = 0
- value = S3000,3
- [state 1000]
- type = changestate
- trigger1 = animelem = 2
- value = 3016
- ctrl = 0
- [Statedef 3016]
- type = A
- movetype= A
- physics = N
- juggle = 4
- ctrl = 0
- velset = 0,-5.0
- sprpriority = 2
- [state 1000]
- type = nothitby
- trigger1 = 1
- value = SCA
- time = 1
- ignorehitpause = 1
- [state 1000]
- type = changestate
- trigger1 = animelem = 3
- value = 3017
- ctrl = 0
- [Statedef 3017]
- type = A
- movetype= A
- physics = N
- juggle = 4
- ctrl = 0
- velset = 0,0
- sprpriority = 2
- [State 3200, pullhelper]
- type = helper
- trigger1 = (anim = 4005) && !numhelper(3205)
- helpertype = normal
- stateno = 3205
- ID = 3205
- name = "Vaccum"
- postype = p2
- pos = enemynear, const(size.ground.back) -25, -ceil(enemy, pos y)
- persistent = 0
- size.ground.back = 5
- size.ground.front = 5
- size.height = 240
- [state 1000]
- type = playsnd
- trigger1 = time = 0
- value = S1003,0
- [state 1000]
- type = playsnd
- trigger1 = time = 0
- value = S3000,5
- [State 850, 0]
- type = Width
- trigger1 = AnimElem = 3, >= 0
- edge = 30,30
- [state 1000]
- type = playsnd
- trigger1 = time = 0
- value = S0,4
- [state 1000]
- type = playerpush
- trigger1 = 1
- value = 0
- [state 1000]
- type = velset
- trigger1 = 1
- y = -0.2
- x = 0
- [state 1000]
- type = explod
- trigger1 = time = 0
- removetime = -1
- anim = 1021
- postype = p1
- pos = 0,0
- scale = 1.5,1.5
- removeongethit = 1
- ignorehitpause = 0
- bindtime = -1
- ID = 1570
- [state 1000]
- type = removeexplod
- trigger1 = time = 60
- trigger2 = Vel Y > 0 && Pos Y >= 0
- ID = 1570
- [State 3300, Tornadoh]
- type = Helper
- trigger1 = time = 0
- helperType = Normal
- stateNo = 3305
- ID = 3305
- name = "Tornadoh"
- posType = P1
- pos = 0,0
- size.xScale = .75
- size.yScale = .75
- ownPal = 1
- [State 3200, Dust]
- type = explod
- trigger1 = anim = 4005 && animelem = 4 || animelem = 10 || animelem = 16 || animelem = 22
- anim = 3006
- sprpriority = 2
- postype = p1
- pos = -5, -ceil(pos y)
- vel = -3, 0
- ownpal = 1
- scale = 1.10, 1.10
- [State 3200, Dust]
- type = explod
- trigger1 = anim = 4005 && animelem = 6 || animelem = 12 || animelem = 18 || animelem = 24
- anim = 3006
- sprpriority = 2
- postype = p1
- facing = -1
- pos = 5, -ceil(pos y)
- vel = 3, 0
- ownpal = 1
- scale = 1.10, 1.10
- [State 3200, Dust]
- type = explod
- trigger1 = (anim = 4005) && !numexplod(3211)
- anim = 3007
- ID = 3211
- sprpriority = -3
- postype = p1
- pos = 0, -ceil(pos y)
- removetime = -1
- ownpal = 1
- removeongethit = 1
- scale = 0.60, 0.60
- [State 3200, Dust]
- type = modifyexplod
- trigger1 = numexplod(3211)
- ID = 3211
- postype = p1
- pos = 0, -ceil(pos y)
- [State 3300, VarSet]
- type = VarSet
- triggerAll = NumHelper(3305) && NumHelper(3306)
- trigger1 = (Helper(3305), var(13)) + (Helper(3306), var(13)) >= 12
- var(16) = 1
- [state 1000]
- type = changestate
- trigger1 = animtime = 0
- value = 1022
- ctrl = 0
- ;---------------------------------------------------------------------------
- ;LvL 3 Dragon crusher (Rip off of M.Bison's hyper move "Psycho crusher")
- [Statedef 3020]
- type = S
- movetype= A
- physics = S
- juggle = 4
- velset = 0,0
- anim = 3008
- ctrl = 0
- sprpriority = 2
- [state 1000]
- type = nothitby
- trigger1 = 1
- value = SCA
- ignorehitpause = 1
- [State 3000, Super A]
- type = SuperPause
- triggerall = anim = 3008
- trigger1 = AnimElem = 1
- pos = -15, -30
- anim = -1
- sound = -1
- time = 99
- movetime = 99
- poweradd = -3000
- p2defmul = 1
- darken = 0
- [state 1000]
- type = playsnd
- trigger1 = time = 5
- value = S1000,2
- [State 3000, SuperPause FX]
- type = Helper
- trigger1 = Time = 0
- helperType = Normal
- stateNo = 8504
- ID = 8504
- name = "Superpause FX"
- posType = P1
- pos = -2,-28
- superMoveTime = 255
- size.xScale = 1
- size.yScale = 1
- ownPal = 1
- persistent = 0
- [state 1000]
- type = playsnd
- trigger1 = time = 0
- value = S3000,3
- [state 1000]
- type = changestate
- trigger1 = animelem = 12
- value = 3021
- ctrl = 0
- ;---------------------------------------------------------------------------
- ;Getting off the screen
- [Statedef 3021]
- type = A
- movetype= A
- physics = N
- juggle = 4
- velset = 0,0
- ctrl = 0
- sprpriority = 2
- [state 1000]
- type = screenbound
- trigger1 = 1
- value = 0
- [state 100x,atc efe];?????????
- type = Explod
- trigger1 = time = 0
- anim =8150
- ID = 100
- postype = p1
- pos = 0,-30
- sprpriority = 5
- ontop = 1
- bindtime = 1
- removetime = -2
- ownpal=1
- persistent =0
- scale = 1.30,1.30
- supermovetime = 26
- pausemovetime = 26
- [state 100x,atc efe];????????? ?
- type = Explod
- trigger1 = numexplod(101) <= 15
- trigger1 = 1
- anim =8150
- ID = 101
- postype = p1
- pos = 0,-30
- random = 50,40
- sprpriority = 5
- ontop = 1
- bindtime = 1
- removetime = 12
- ownpal=1
- scale = 1.30,1.30;0.1 + (random % 3 * 0.1), 0.1 + (random % 3 * 0.1)
- accel = 0.2 - (random % 4 * 0.1),0
- supermovetime = 26
- pausemovetime = 26
- [state 1000]
- type = playerPush
- trigger1 = 1
- value = 0
- [state 1000]
- type = velset
- trigger1 = 1
- y = -1.5
- x = -14.5
- [State 3050, hitvar]
- type=varset
- trigger1 = time = 0
- ;trigger2= anim = 1015 && animtime = 0
- ;trigger2 = anim = 1015 && hitcount <= 5
- ;trigger2 = anim =1015 && animelemtime(15)<0
- var(14)=0
- [State 3050, Movement AfterImage]
- type = AfterImage
- trigger1 = time = 0
- time = 1
- timeGap = 1
- frameGap = 10
- length = 21
- palBright = 0,0,0
- palContrast = 128,128,128
- palPostBright = 0,0,0
- palAdd = 0,0,0
- palMul = 0.75,0.75,0.75
- trans = Add1
- ignorehitpause = 1
- [state 1000]
- type = palfx
- trigger1 = animelem = 13
- trigger2 = animelem = 15
- trigger3 = animelem = 17
- trigger4 = animelem = 19
- trigger5 = animelem = 21
- trigger6 = animelem = 23
- trigger7 = animelem = 25
- time = 2
- add = 256,256,256
- [state 1000]
- type = playsnd
- trigger1 = animelem = 12
- value = S0,5
- [state 1000]
- type = changestate
- trigger1 = animtime = 0
- value = 3022
- ctrl = 0
- ;BLAST!
- [Statedef 3022]
- type = A
- movetype= A
- physics = N
- juggle = 4
- anim = 3009
- ctrl = 0
- sprpriority = 2
- [State 0, Hair]
- type = helper
- trigger1 = !numhelper(3024)
- name = "Hair"
- ID = 3024
- stateno = 3024
- pos = 0,0
- postype = p1 ;p2,front,back,left,right
- facing = 1
- keyctrl = 0
- ownpal = 0
- [state 1000]
- type = screenbound
- trigger1 = 1
- value = 0
- [state 1000]
- type = playsnd
- trigger1 = time = 0
- value = S999,0
- [state 1000]
- type = nothitby
- trigger1 = 1
- value = SCA
- ignorehitpause = 1
- [state 1000]
- type = playerPush
- trigger1 = 1
- value = 0
- [state 1000]
- type = envcolor
- ;trigger1 = anim = 3009 && hitcount < 10
- trigger1 = movehit && hitcount <= 9
- value = 255,255,255
- time = 1
- ignorehitpause = 0
- [State 3050, hitvar]
- type=varset
- trigger1 = anim!=3009
- ;trigger2= anim = 1015 && animtime = 0
- ;trigger2 = anim = 1015 && hitcount <= 5
- ;trigger2 = anim =1015 && animelemtime(15)<0
- var(14)=0
- [State 3050, hitvar]
- type=varadd
- trigger1=anim=3009&&(movehit=1||moveguarded=1||movereversed=1)
- var(14)=1
- [State 3050, hit]
- type=hitdef
- trigger1=anim=3009 && animelemtime(15)>=0
- trigger1= timemod = 2,0 && var(14)<10
- attr = A, HA
- damage = 45,8
- animtype = heavy;fucking metal
- guardflag = MAF
- hitflag = MAF
- getpower = 0
- pausetime = 5, 0
- sparkNo = -1 + 0 * (var(33) := 8014)
- guard.sparkNo = -1 + 0 * (var(34) := 8000)
- sparkXY = -10 + 0 * (var(35) := 60), var(36):=-35
- hitsound = S2,3
- guardsound = -1
- ground.type = High
- guard.velocity = -5
- airguard.velocity = 0,-1
- ground.slidetime = 20
- ground.hittime = 25
- ground.velocity = -2.5,-1.5
- air.type = high
- air.velocity = -2.5,-1.5
- air.cornerpush.veloff = 0
- ground.cornerpush.veloff = 0
- air.hittime = 25
- Air.fall = 1
- fall.recover = 0
- fall = 1
- envshake.time = 16
- envshake.freq = 60
- envshake.ampl = 8
- [state 1000]
- type = explod
- trigger1 = time = 0
- anim = 3015
- pos = 30,-32
- postype = p1
- removeongethit = 1
- removetime = -1
- bindtime = -1
- under = 1
- scale = 0.50,0.50
- ID = 3022
- ignorehitpause = 1
- [state 1000]
- type = velset
- trigger1 = 1
- x = 20
- y = 0
- [state 1000]
- type = changestate
- trigger1 = frontedgedist < -550 || Time > 100
- ;trigger1 = abs(Pos x) > floor(gamewidth/2 + 550) ;(Gamewidth/2) + 550
- value = 3023
- ;State over
- [Statedef 3023]
- type = A
- movetype= A
- physics = N
- juggle = 4
- anim = 45
- ctrl = 0
- sprpriority = 2
- [state 1000]
- type = removeexplod
- trigger1 = time = 0
- ID = 1588
- [state 1000]
- type = removeexplod
- trigger1 = time = 0
- ID = 3022
- [state 1000]
- type = screenbound
- trigger1 = 1
- value = 0
- [State 4002, pos]
- type = posset
- trigger1 = time = 0
- x = ifelse (pos x > 0, - ((gamewidth/2)+30), ((gamewidth/2) + 30))
- y =-150
- [state 1000]
- type = veladd
- trigger1 = 1
- y = .42
- [state 1000]
- type = velset
- trigger1 = time = 0
- x = 3.5
- [state 1000]
- type = changestate
- trigger1 = Vel Y > 0 && Pos Y >= 0
- value = 52
- ctrl = 1
- ;Hair for Dragon crusher
- [Statedef 3024]
- type = S
- movetype= I
- physics = N
- ctrl = 0
- sprpriority = 5
- [state 1000]
- type = sprpriority
- trigger1 = 1
- value = 5
- [State 0, BindToRoot]
- type = BindToRoot
- trigger1 = 1
- time = 1
- pos = 0,0
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- trigger1 = root,anim != 3009
- value = 19999
- ignorehitpause = 1
- [State 0, Turn]
- type = turn
- trigger1 = facing = -1
- trigger1 = root,facing = 1
- trigger2 = facing = 1
- trigger2 = root,facing = -1
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- triggerall = anim != 10022
- trigger1 = root,anim = 3009
- value = 10022
- ignorehitpause = 1
- ;---------------------------------------------------------------------------
- ;Hair Helper
- [Statedef 6000]
- type = S
- movetype= I
- physics = N
- ctrl = 0
- sprpriority = 0
- [State 0, BindToRoot]
- type = BindToRoot
- triggerall = 1
- trigger1 = root,anim != 925
- trigger1 = root,anim != 922
- time = 1
- pos = 0,0
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- trigger1 = root,anim != 0
- trigger1 = root,anim != 1
- trigger1 = root,anim != 2
- trigger1 = root,anim != 3
- trigger1 = root,anim != 4
- trigger1 = root,anim != 5
- trigger1 = root,anim != 6
- trigger1 = root,anim != 10
- trigger1 = root,anim != 11
- trigger1 = root,anim != 12
- trigger1 = root,anim != 20
- trigger1 = root,anim != 21
- trigger1 = root,anim != 40
- trigger1 = root,anim != 41
- trigger1 = root,anim != 42
- trigger1 = root,anim != 43
- trigger1 = root,anim != 44
- trigger1 = root,anim != 45
- trigger1 = root,anim != 46
- trigger1 = root,anim != 47
- trigger1 = root,anim != 100
- trigger1 = root,anim != 101
- trigger1 = root,anim != 105
- trigger1 = root,anim != 110
- trigger1 = root,anim != 111
- trigger1 = root,anim != 115
- trigger1 = root,anim != 116
- trigger1 = root,anim != [170,175]
- trigger1 = root,anim != 191 && root,anim != 194 && root,anim != [1910,1911]
- trigger1 = root,anim != 195 && root,anim != [1950,1951]
- trigger1 = root,anim != 240
- trigger1 = root,anim != 241
- trigger1 = root,anim != 400
- trigger1 = root,anim != 410
- trigger1 = root,anim != 411
- trigger1 = root,anim != 600
- trigger1 = root,anim != 640
- trigger1 = root,anim != 1011
- trigger1 = root,anim != 1015
- trigger1 = root,anim != 1016
- trigger1 = root,anim != 3001
- trigger1 = root,anim != 3010
- trigger1 = root,anim != 3300
- trigger1 = root,anim != 1100
- trigger1 = root,anim != 3011
- trigger1 = root,anim != 3310
- trigger1 = root,anim != 3311
- trigger1 = root,anim != 3312
- trigger1 = root,anim != 5120
- trigger1 = root,anim != 1920
- trigger1 = root,anim != 5120
- trigger1 = root,anim != 5040
- trigger1 = root,anim != 5200
- trigger1 = root,anim != 5210
- trigger1 = root,anim != 5300 && root,anim != 5500
- trigger1 = root,anim != 8676
- trigger1 = root,anim != 900
- trigger1 = root,anim != 922
- trigger1 = root,anim != 923
- trigger1 = root,anim != 924
- trigger1 = root,anim != 925
- trigger1 = root,anim != 90001
- trigger6 = root,anim != 90002
- trigger2 = root,anim = 1100
- trigger2 = root,time > 3
- trigger3 = root,anim = 3011
- trigger3 = root,time > 40
- trigger4 = root,anim = 400
- trigger4 = root,time > 3
- trigger5 = root,anim = 105
- trigger5 = root,time > 2 && root,time <= 20
- ;trigger6 = root,anim = 8676 && root,time > 31
- value = 19999
- ignorehitpause = 1
- [State 0, Turn]
- type = Turn
- trigger1 = facing = -1
- trigger1 = root,facing = 1
- trigger2 = facing = 1
- trigger2 = root,facing = -1
- ignorehitpause = 1
- [State 1000, ChangeAnim]
- type = ChangeAnim
- triggerall = anim != 9992
- trigger1 = root,anim = 1
- value = 9992
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- triggerall = anim != 10016
- trigger1 = root,anim = 2
- value = 10016
- ignorehitpause = 1
- [State 1000, ChangeAnim]
- type = ChangeAnim
- triggerall = anim != 10017
- trigger1 = root,anim = 3
- value = 10017
- ignorehitpause = 1
- [State 1000, ChangeAnim]
- type = ChangeAnim
- triggerall = anim != 10018
- trigger1 = root,anim = 4
- value = 10018
- ignorehitpause = 1
- [State 1000, ChangeAnim]
- type = ChangeAnim
- triggerall = anim != 10019
- trigger1 = root,anim = 6
- value = 10019
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- triggerall = anim != 9991
- trigger1 = root,anim = 0
- value = 9991
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- triggerall = anim != 9991
- trigger1 = root,anim = 195
- value = 9991
- ignorehitpause = 1
- ;Vore Hair
- ;--------------------------------------
- [State 0, ChangeAnim]
- type = ChangeAnim
- triggerall = anim != 9991
- trigger1 = root,anim = 900
- trigger2 = root,anim = 922
- ;trigger3 = root,anim = 923
- trigger3 = root,anim = 924
- trigger4 = root,anim = 925
- trigger5 = root,anim = 90001
- trigger6 = root,anim = 90002
- trigger7 = root,anim = 8676
- trigger8 = root,anim = 906 && root,time < 25
- value = 9991
- ignorehitpause = 1
- [State 0, BindToRoot]
- type = BindToRoot
- trigger1 = anim = 9991
- trigger1 = root,anim = 922
- trigger1 = root,animelem = 2
- time = 1
- pos = 1,0
- ignorehitpause = 1
- [State 0, BindToRoot]
- type = BindToRoot
- trigger1 = anim = 9991
- trigger1 = root,anim = 922
- trigger1 = root,animelem = 3
- time = 1
- pos = 4,0
- ignorehitpause = 1
- [State 0, BindToRoot]
- type = BindToRoot
- trigger1 = anim = 9991
- trigger1 = root,anim = 922
- trigger1 = root,animelem = 4
- time = 1
- pos = 2,0
- ignorehitpause = 1
- [State 0, BindToRoot]
- type = BindToRoot
- trigger1 = anim = 9991
- trigger1 = root,anim = 922
- trigger1 = root,animelem = 5
- time = 1
- pos = 1,0
- ignorehitpause = 1
- [State 0, BindToRoot]
- type = BindToRoot
- trigger1 = anim = 9991
- trigger1 = root,anim = 925
- trigger1 = root,animelem = 2
- time = 1
- pos = 1,0
- ignorehitpause = 1
- [State 0, BindToRoot]
- type = BindToRoot
- trigger1 = anim = 9991
- trigger1 = root,anim = 925
- trigger1 = root,animelem = 3
- time = 14
- pos = 3,1
- ignorehitpause = 1
- [State 0, BindToRoot]
- type = BindToRoot
- trigger1 = anim = 9991
- trigger1 = root,anim = 925
- trigger1 = root,animelem = 5
- time = 7
- pos = 1,0
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- triggerall = anim != 10014
- trigger1 = root,anim = 923
- value = 10014
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- triggerall = anim != 9991
- trigger1 = root,anim = 901 && root,time < 50
- value = 9991
- ignorehitpause = 1
- ;[State 0, ChangeAnim]
- ;type = ChangeAnim
- ;triggerall = anim != 9991
- ;trigger1 = root,anim = 8676
- ;value = 9991
- ;ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- triggerall = anim != 9991
- trigger1 = root,anim = 901 && root,time > 50
- value = 9991
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- triggerall = anim != 9991
- trigger1 = root,anim = 903 && root,time > 456
- value = 9991
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- triggerall = anim != 9991
- trigger1 = root,anim = 90003 && root,time > 506
- value = 9991
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- ;triggerall = anim != 9991
- trigger1 = root,anim = 82186 && root,time < 15
- value = 9991
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = NULL
- triggerall = anim != 9991
- trigger1 = root,anim = 170
- value = 9991
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- triggerall = anim != 9993
- trigger1 = root,anim = 10
- value = 9993
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- triggerall = anim != 9994
- trigger1 = root,anim = 11
- value = 9994
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- triggerall = anim != 9995
- trigger1 = root,anim = 12
- value = 9995
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- triggerall = anim != 9996
- trigger1 = root,anim = 20
- value = 9996
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- triggerall = anim != 9997
- trigger1 = root,anim = 21
- value = 9997
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- triggerall = anim != 9998
- trigger1 = root,anim = 41
- value = 9998
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- triggerall = anim != 9998
- trigger1 = root,anim = 42
- value = 9998
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- triggerall = anim != 10000
- trigger1 = root,anim = 43
- value = 10000
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- triggerall = anim != 10003
- trigger1 = root,anim = 600
- value = 10003
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- triggerall = anim != 9999
- trigger1 = root,anim = 44
- value = 9999
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- triggerall = anim != 9999
- trigger1 = root,anim = 45
- value = 9999
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- triggerall = anim != 10001
- trigger1 = root,anim = 46
- value = 10001
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- triggerall = anim != 10002
- trigger1 = root,anim = 47
- value = 10002
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- triggerall = anim != 10004
- trigger1 = root,anim = 100
- value = 10004
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- triggerall = anim != 10005
- trigger1 = root,anim = 101
- value = 10005
- ignorehitpause = 1
- [State 1000, ChangeAnim]
- type = ChangeAnim
- triggerall = anim != 10020
- trigger1 = root,anim = 170
- value = 10020
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- triggerall = anim != 9991
- trigger1 = root,anim = 175
- value = 9991
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- triggerall = anim != 10006
- trigger1 = root,anim = 5
- value = 10006
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- triggerall = anim != 10008
- trigger1 = root,anim = 1011
- value = 10008
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- triggerall = anim != 10010
- trigger1 = root,anim = 1015
- value = 10010
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- triggerall = anim != 9994
- trigger1 = root,anim = 6
- value = 9994
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- triggerall = anim != 10011
- trigger1 = root,anim = 5120
- value = 10011
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- triggerall = anim != 10009
- trigger1 = root,anim = 1016
- value = 10009
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- triggerall = anim != 10012
- trigger1 = root,anim = 5040
- value = 10012
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- triggerall = anim != 10012
- trigger1 = root,anim = 5200
- value = 10012
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- triggerall = anim != 10012
- trigger1 = root,anim = 5210
- value = 10012
- ignorehitpause = 1
- ;Hyper BG Horizontal
- [Statedef 6031]
- physics=N
- anim=8777
- Sprpriority=-99999
- [State 0, ScreenBound]
- type = ScreenBound
- trigger1 =1
- value = 1
- [State 0, PosSet]
- type = PosSet
- trigger1 =1
- x =ceil(pos x-screenpos x+160)
- y =ceil(pos y-screenpos y+120)
- ignorehitpause=1
- [State 6031, end]
- type=changestate
- trigger1 = root,MoveType = H
- trigger2 = Root,StateNo != [3000,4999]
- ignorehitpause=1
- value = 6032
- ;Hyper BG Horizontal
- [Statedef 6033]
- physics=N
- anim=8778
- Sprpriority=-99999
- [State 0, ScreenBound]
- type = ScreenBound
- trigger1 =1
- value = 1
- [State 0, PosSet]
- type = PosSet
- trigger1 =1
- x =ceil(pos x-screenpos x+160)
- y =ceil(pos y-screenpos y+120)
- ignorehitpause=1
- [State 6031, end]
- type=changestate
- trigger1 = root,MoveType = H
- trigger2 = Root,StateNo != [3000,4999]
- ;trigger3 = winko
- ignorehitpause=1
- value = 6032
- ;Hyper BG Horizontal
- [Statedef 6034]
- physics=N
- anim=8779
- Sprpriority=-99999
- [State 0, ScreenBound]
- type = ScreenBound
- trigger1 =1
- value = 1
- [State 0, PosSet]
- type = PosSet
- trigger1 =1
- x =ceil(pos x-screenpos x+160)
- y =ceil(pos y-screenpos y+120)
- ignorehitpause=1
- [State 6031, end]
- type=changestate
- trigger1 = root,MoveType = H
- trigger2 = Root,StateNo != [3000,3022]
- ignorehitpause=1
- value = 6032
- ;Disappear
- [Statedef 6032]
- physics=N
- Sprpriority=-99999
- [State 0, ScreenBound]
- type = ScreenBound
- trigger1 =1
- value = 1
- [State 1005, Transparency]
- type = Trans
- trigger1 = time = 0
- trigger2 = time = 1
- trans = AddAlpha
- alpha = 220, 80
- ignoreHitPause = 1
- [State 1005, Transparency]
- type = Trans
- trigger1 = time = 2
- trigger2 = time = 3
- trans = AddAlpha
- alpha = 180, 180
- ignoreHitPause = 1
- [State 1005, Transparency]
- type = Trans
- trigger1 = time = 4
- trigger2 = time = 5
- trans = AddAlpha
- alpha = 120, 240
- ignoreHitPause = 1
- [State 1005, Transparency]
- type = Trans
- trigger1 = time = 6
- trigger2 = time = 7
- trans = AddAlpha
- alpha = 70, 256
- ignoreHitPause = 1
- [State 1005, Transparency]
- type = Trans
- trigger1 = time = 8
- trigger2 = time = 9
- trans = AddAlpha
- alpha = 40, 256
- ignoreHitPause = 1
- [State 0, PosSet]
- type = PosSet
- trigger1 =1
- x =ceil(pos x-screenpos x+160)
- y =ceil(pos y-screenpos y+120)
- ignorehitpause=1
- [State 6031, end]
- type=destroyself
- trigger1 = time = 10
- ignorehitpause=1
- ;Hyper MvC FX
- [StateDef 8888]
- type = A
- physics = N
- velSet = 0,0
- anim = 8888
- sprpriority = 2
- [state 1000]
- type = velset
- trigger1 = 1
- x = 10
- [state 1000]
- type = trans
- trigger1 = 1
- trans = addalpha
- alpha = 256,0
- ignorehitpause = 1
- [state 1000]
- type = changestate
- trigger1 = time = 22
- value = 8889
- [StateDef 8889]
- type = A
- physics = N
- velSet = 0,0
- anim = 19999
- sprpriority = 2
- [State 8290, "Counter!" Text Explod]
- type = Explod
- trigger1 = !NumExplod(8888)
- anim = 8888
- ID = 8888
- sprPriority = -1
- posType = P1
- ;facing = Facing
- removeTime = 32
- pauseMoveTime = -1
- superMoveTime = -1
- ownPal = 1
- vel = 0.9,0
- [State 8290, Scale]
- type = ModifyExplod
- trigger1 = Time < 10
- ID = 8888
- scale = 0.5, .5
- trans = AddAlpha
- alpha = 256,0
- [State 8290, Scale]
- type = ModifyExplod
- trigger1 = Time >= 10
- ID = 8888
- scale = 0.5 + 0.0625 * (Time - 8), 0.5 + 0.0625 * (Time - 8)
- trans = AddAlpha
- alpha = 256 - 32 * (Time - 8), 32 * (Time - 8)
- [State 8290, Safety]
- type = RemoveExplod
- trigger1 = Time >= 18
- [State 8290, End]
- type = DestroySelf
- trigger1 = Time >= 18
- [Statedef 4020]
- type = S
- movetype= H
- physics = N
- ctrl = 0
- [State 6, 2]
- type = PlayerPush
- trigger1 = 1
- value = 0
- [State 5610, 8]
- type = AssertSpecial
- trigger1 = 0
- flag = NoBarDisplay
- [State 5610, 8]
- type = AssertSpecial
- trigger1 = 0
- flag = nokosnd
- [State 49999, 1]
- type = LifeSet
- trigger1 = 1
- value = 0
- [State 49999, 1]
- type = POSSet
- trigger1 = 1
- y = 9000
- [State 49999, 5]
- type = ChangeAnim2
- trigger1 = !time
- value = 1610
- [State 444, 0]
- type = Changestate
- trigger1 = 1
- value = 5150
- ;---------------------------------------------------------------------------
- [statedef -2]
- ;---------------------------------------------------------------------------
- ;AI code
- ;---------------------------------------------------------------------------
- ;[State 0, VictoryQuote]
- ;type = VictoryQuote
- ;trigger1 = enemy,name = "Carol Tea"
- ;value = 4
- [State -1, AI ON] ; Turn the AI on when
- Type = VarSet
- TriggerAll = Var(59) < 1 ; it is not on yet and
- TriggerAll = RoundState=2 ; the fight has started and is not over yet and
- Trigger1 = AILevel>0 ; the computer is playing the character
- v = 59
- value= 1 ; value of 1 will mean the AI is on
- Ignorehitpause=1
- [State -1, AI OFF] ; Turn the AI off when
- Type=VarSet
- Triggerall=var(59)>0 ; it is on and
- Trigger1=RoundState!=2 ; the round is not started yet or is already over or
- Trigger2=AILevel=0 ; the computer is not in control
- v=59
- value=0 ; value of 0 will mean the AI is off. values other than 0 and 1 are not used in this example, we have only one AI mode, the normal one.
- Ignorehitpause=1
- [State 0, Hair]
- type = Helper
- trigger1 = !numhelper(6000)
- name = "Hair"
- ID = 6000
- stateno = 6000
- pos = 0,0
- postype = p1 ;p2,front,back,left,right
- facing = 1
- keyctrl = 0
- ownpal = 0
- [State -2, 2a]
- type = PlaySnd
- triggerall = alive
- triggerall = Random < 500
- trigger1 = stateno = 5120
- trigger1 = time = 1
- value = 1050, 0+random%7
- channel = 0
- Volumescale = 150
- [State -2, 2a]
- type = PlaySnd
- triggerall = alive
- triggerall = Random < 500
- trigger1 = (stateno = 5000) || (stateno = 5010) || (stateno = 5020) || (stateno = 5070) || (stateno = 45000)
- trigger1 = time = 0
- trigger2 = (stateno != 5000) && (stateno != 5010) && (stateno != 5020) && (stateno != 5070) && (stateno != 45000)
- trigger2 = stateno != [120,160]
- trigger2 = gethitvar(damage)
- value = 5000, 0+random%4
- channel = 0
- Volumescale = 125
- [State -2, Hit Detection]
- type = VarSet
- trigger1 = MoveContact = 1
- var(30) = HitPauseTime
- ignoreHitPause = 1
- [State -2, Hit Sparks]
- type = Helper
- triggerAll = MoveContact = 1
- trigger1 = MoveHit = 1 && NumEnemy
- trigger1 = var(33) = 8010 || var(33) = 8011 || var(33) = 8012 || var(33) = 8013 || var(33) = 8014
- trigger2 = MoveGuarded = 1 && NumEnemy
- trigger2 = var(34) = 8000 || var(34) = 8001
- trigger3 = MoveHit = 1 && NumEnemy
- trigger3 = var(33) = 8015 || var(33) = 8016 || var(33) = 8017;slash fx
- helperType = Normal
- stateNo = ifElse(MoveGuarded, var(34), var(33))
- ID = 8000
- name = "Spark"
- postype = P1
- pos = ifElse(P2Dist x < 0, 0, ifElse(P2Dist x < var(35), ceil(P2Dist x), var(35))), var(36)
- facing = -1
- ownPal = 1
- pauseMoveTime = 65535
- superMoveTime = 65535
- ignoreHitPause = 1
- size.xscale = 0.75
- size.yscale = 0.75
- [State -2, Hit Detection]
- type = VarRangeSet
- trigger1 = MoveType = I
- trigger2 = MoveType = H && Time
- first = 30
- last = 36
- value = -1
- ignoreHitPause = 1
- [State -2, Hit Count]
- type = VarAdd
- trigger1 = MoveHit = 1
- trigger1 = !(HitDefAttr = SCA, AT)
- var(13) = 1
- [State -2, Hit Count Reset]
- type = VarSet
- trigger1 = NumEnemy && var(13)
- trigger1 = (EnemyNear, MoveType != H) && (EnemyNear, StateNo != 5300)
- var(13) = 0
- ignoreHitPause = 1
- [State -2, Juggle Count]
- type = VarAdd
- trigger1 = MoveHit = 1
- trigger1 = !(HitDefAttr = SCA,AT)
- var(15) = 1
- [State -2, Juggle Reset Single]
- type = VarSet
- triggerAll = NumEnemy = 1 && var(15)
- trigger1 = (Enemy, StateType != A) && (Enemy, StateNo != [5100,5109]) && (Enemy, Time >= 1)
- trigger2 = (Enemy, MoveType != H) || (Enemy, StateNo = [120,155]) || (Enemy, Ctrl)
- var(15) = 0
- ignoreHitPause = 1
- [State -2, Juggle Reset Simul]
- type = VarSet
- triggerAll = NumEnemy >= 2 && var(15)
- trigger1 = (EnemyNear(0), StateType != A) && (EnemyNear(0), Time >= 1)
- trigger2 = (EnemyNear(0), MoveType != H) || (EnemyNear(0), StateNo = [120,155]) || (EnemyNear(0), Ctrl)
- trigger3 = (EnemyNear(1), StateType != A) && (EnemyNear(0), Time >= 1)
- trigger4 = (EnemyNear(1), MoveType != H) || (EnemyNear(0), StateNo = [120,155]) || (EnemyNear(0), Ctrl)
- var(15) = 0
- ignoreHitPause = 1
- [State -2, Free Juggling]
- type = VarSet
- trigger1 = RoundState != 2
- var(15) = 0
- ignoreHitPause = 1
- [State -2, Juggle Flag]
- type = VarSet
- trigger1 = NumEnemy && !var(16)
- trigger1 = (EnemyNear, StateNo = 5040) && !(EnemyNear, Ctrl)
- var(16) = 1
- ignorehitpause = 1
- [State -2, Juggle Flag Reset Single]
- type = VarSet
- triggerAll = NumEnemy = 1 && var(16)
- trigger1 = (Enemy, MoveType != H) && (Enemy, StateNo != 5040)
- trigger2 = !(Enemy, HitShakeOver) || (Enemy, StateType = L) || (Enemy, Ctrl)
- var(16) = 0
- ignoreHitPause = 1
- [State -2, Juggle Flag Reset Simul]
- type = VarSet
- triggerAll = NumEnemy >= 2 && var(16)
- trigger1 = (EnemyNear(0), MoveType != H) && (EnemyNear(0), StateNo != 5040)
- trigger2 = !(EnemyNear(0), HitShakeOver) || (EnemyNear(0), StateType = L) || (EnemyNear(0), Ctrl)
- trigger3 = (EnemyNear(1), MoveType != H) && (EnemyNear(1), StateNo != 5040)
- trigger4 = !(EnemyNear(1), HitShakeOver) || (EnemyNear(1), StateType = L) || (EnemyNear(1), Ctrl)
- var(16) = 0
- ignoreHitPause = 1
- [State -2, SpecialMeter]
- type = Explod
- trigger1 = teamside = 1
- trigger1 = numexplod(16000) = 0
- anim = 16000
- ID = 16000
- pos = 5,gameheight - 10
- postype = left
- facing = 1
- vfacing = 1
- bindtime = -1
- vel = 0,0
- accel = 0,0
- random = 0,0
- removetime = -1
- pausemovetime = 0
- scale = 1,1
- sprpriority = 500
- ontop = 0
- shadow = 0,0,0
- ownpal = 1
- removeongethit = 0
- [State -2, SpecialMeter P2]
- type = Explod
- trigger1 = teamside = 2
- trigger1 = numexplod(16000) = 0
- anim = 16000
- ID = 16000
- pos = gamewidth - 120,gameheight - 10
- postype = left
- facing = 1
- vfacing = 1
- bindtime = -1
- vel = 0,0
- accel = 0,0
- random = 0,0
- removetime = -1
- pausemovetime = 0
- scale = 1,1
- sprpriority = 500
- ontop = 0
- shadow = 0,0,0
- ownpal = 1
- removeongethit = 0
- [State -2, SpecialMeter Over]
- type = Explod
- trigger1 = teamside = 1
- trigger1 = numexplod(16002) = 0
- anim = 16002
- ID = 16002
- pos = 5,gameheight - 10
- postype = left
- facing = 1
- vfacing = 1
- bindtime = -1
- vel = 0,0
- accel = 0,0
- random = 0,0
- removetime = -1
- pausemovetime = 0
- scale = 1,1
- sprpriority = 1000
- ontop = 0
- shadow = 0,0,0
- ownpal = 1
- removeongethit = 0
- [State -2, SpecialMeter Over P2]
- type = Explod
- trigger1 = teamside = 2
- trigger1 = numexplod(16002) = 0
- anim = 16002
- ID = 16002
- pos = gamewidth - 120,gameheight - 10
- postype = left
- facing = 1
- vfacing = 1
- bindtime = -1
- vel = 0,0
- accel = 0,0
- random = 0,0
- removetime = -1
- pausemovetime = 0
- scale = 1,1
- sprpriority = 1000
- ontop = 0
- shadow = 0,0,0
- ownpal = 1
- removeongethit = 0
- [State -2, SpecialMeterBlue]
- type = Explod
- trigger1 = teamside = 1
- trigger1 = numexplod(16001) = 0
- anim = 16001
- ID = 16001
- pos = 5,gameheight - 10
- postype = left
- facing = 1
- vfacing = 1
- bindtime = -1
- vel = 0,0
- accel = 0,0
- random = 0,0
- removetime = -1
- pausemovetime = 0
- scale = fvar(3),1
- sprpriority = 501
- ontop = 0
- shadow = 0,0,0
- ownpal = 1
- removeongethit = 0
- [State -2, SpecialMeterBlue P2]
- type = Explod
- trigger1 = teamside = 2
- trigger1 = numexplod(16001) = 0
- anim = 16001
- ID = 16001
- pos = gamewidth - 120,gameheight - 10
- postype = left
- facing = 1
- vfacing = 1
- bindtime = -1
- vel = 0,0
- accel = 0,0
- random = 0,0
- removetime = -1
- pausemovetime = 0
- scale = fvar(3),1
- sprpriority = 501
- ontop = 0
- shadow = 0,0,0
- ownpal = 1
- removeongethit = 0
- [State -2, SpecialMeterFlash]
- type = Explod
- trigger1 = teamside = 1
- trigger1 = numexplod(16003) = 0
- trigger1 = fvar(3) = 1
- anim = 16003
- ID = 16003
- pos = 5,gameheight - 10
- postype = left
- facing = 1
- vfacing = 1
- bindtime = -1
- vel = 0,0
- accel = 0,0
- random = 0,0
- removetime = -1
- pausemovetime = 0
- scale = 1,1
- sprpriority = 502
- ontop = 0
- shadow = 0,0,0
- ownpal = 1
- removeongethit = 0
- [State -2, SpecialMeterFlash P2]
- type = Explod
- trigger1 = teamside = 2
- trigger1 = numexplod(16003) = 0
- trigger1 = fvar(3) = 1
- anim = 16003
- ID = 16003
- pos = gamewidth - 120,gameheight - 10
- postype = left
- facing = 1
- vfacing = 1
- bindtime = -1
- vel = 0,0
- accel = 0,0
- random = 0,0
- removetime = -1
- pausemovetime = 0
- scale = 1,1
- sprpriority = 502
- ontop = 0
- shadow = 0,0,0
- ownpal = 1
- removeongethit = 0
- [State -2, RemoveExplod]
- type = RemoveExplod
- trigger1 = fvar(3) != 1
- id = 16003
- [State -2, ModifyExplod]
- type = ModifyExplod
- trigger1 = numexplod(16001)
- trigger1 = teamside = 1
- ;trigger1 = fvar(3) < 0.22
- ID = 16001
- pos = fvar(4),gameheight - 10
- postype = left
- [State -2, ModifyExplod]
- type = ModifyExplod
- trigger1 = numexplod(16001)
- trigger1 = teamside = 2
- ;trigger1 = fvar(3) < 0.22
- ID = 16001
- pos = fvar(4) + gamewidth - 125,gameheight - 10
- postype = left
- ;[State 0, ModifyExplod]
- ;type = ModifyExplod
- ;trigger1 = numexplod(16001)
- ;trigger1 = teamside = 1
- ;trigger1 = fvar(3) > 0.22
- ;ID = 16001
- ;pos = fvar(4),gameheight - 10
- ;postype = left
- [State -2, ModifyExplod] ;Remove Flashy Full meter upon spending meter
- type = ModifyExplod
- trigger1 = numexplod(16001)
- ID = 16001
- scale = fvar(3),1
- [State -2, VarSet] ;Round Start PosMeter Set
- type = VarSet
- trigger1 = alive
- trigger1 = fvar(4) < 1
- trigger1 = var(5) = 0
- fv = 4
- value = 10
- [State -2, VarSet] ;Set PosMeter when below 5 BUT not round start
- type = VarSet
- trigger1 = alive
- trigger1 = fvar(4) < 5 && fvar(4) > 2
- trigger1 = var(5) = 0
- fv = 4
- value = 5
- [State -2, VarAdd] ;Offset PosMeter over time for RegMeter
- type = VarAdd
- trigger1 = alive
- trigger1 = fvar(4) <= 10 && fvar(4) > 5
- trigger1 = var(5) = 0
- fv = 4
- value = -0.07
- [State -2, VarAdd] ;Offset PosMeter when RegMeter is used
- type = VarAdd
- trigger1 = alive
- trigger1 = fvar(4) < 10
- trigger1 = var(5) = 1
- fv = 4
- value = 0.5
- [State -2, VarAdd] ;MeterBuildUp Speed
- type = VarAdd
- trigger1 = alive
- trigger1 = fvar(3) < 1
- trigger1 = var(5) = 0
- fv = 3
- value = 0.005
- [State -2, VarAdd] ;MeterSpend Speed
- type = VarAdd
- trigger1 = alive
- trigger1 = fvar(3) > 0
- trigger1 = var(5) = 1
- fv = 3
- value = -0.07
- [State -2, Varset] ;Meter = 0 when below 0
- type = Varset
- trigger1 = alive
- trigger1 = fvar(3) < 0
- trigger1 = var(5) = 1
- fv = 3
- value = 0
- [State -2, Varset] ;Meter = 1 when overflow 1
- type = Varset
- trigger1 = alive
- trigger1 = fvar(3) > 1
- trigger1 = var(5) = 0
- fv = 3
- value = 1
- ;[State -2, DisplayToClipboard]
- ;type = DisplayToClipboard
- ;trigger1 = 1
- ;text = "var(5) = %d"
- ;params = var(5)
- [State -2, DisplayToClipboard]
- type = DisplayToClipboard
- trigger1 = 1
- text = "fvar(4) = %d"
- params = fvar(4)
- ;---------------------------------------------------------------------------
- ; Override common states (use same number to override) :
- ;---------------------------------------------------------------------------
- ;---------------------------------------------------------------------------
- ; States that are always executed (use statedef -2)
- ;---------------------------------------------------------------------------
- ;---------------------------------------------------------------------------
- ; States that are executed when in self's state file (use statedef -3)
- ;---------------------------------------------------------------------------
- [Statedef -3]
- ;This controller plays a sound everytime KFM lands from a jump, or
- ;from his back-dash.
- [State -3, Landing Sound]
- type = PlaySnd
- triggerall = Time = 1
- trigger1 = stateno = 52 ;Jump land
- trigger2 = stateno = 106 ;Run-back land
- value = 40, 0
- [state -3]
- type = removeexplod
- trigger1 = time = 1 && stateno != 1025
- ID = 1567
- ignorehitpause = 1
- [state -3]
- type = removeexplod
- trigger1 = time = 1 && stateno != 1030
- ID = 1568
- ignorehitpause = 1
- [state -3]
- type = removeexplod
- trigger1 = time = 1 && stateno != 1069
- ID = 1588
- ignorehitpause = 1
- [state -3]
- type = removeexplod
- trigger1 = time = 1 && stateno != 3007
- ID = 1569
- ignorehitpause = 1
- [state -3]
- type = removeexplod
- trigger1 = time = 1 && stateno != 3017
- ID = 1570
- ignorehitpause = 1
- [State -3, Level 1 Super AfterImage]
- type = AfterImage
- trigger1 = StateNo = 3000 && Time = 52
- trigger2 = stateno = 3006 && Time = 1
- trigger3 = StateNo = 3010 && Time = 52
- trigger4 = stateno = 3016 && Time = 1
- time = 2
- timeGap = 1
- frameGap = 10
- length = 21
- palBright = 0,0,0
- palContrast = 128,128,128
- palPostBright = 0,0,0
- palAdd = 0,0,0
- palMul = 0.75,0.75,0.75
- trans = Add1
- ignorehitpause = 1
- [State -3, Level 2 Super AfterImage]
- type = null
- trigger1 = StateNo = 3010 && Time = 52
- trigger2 = stateno = 3016 && Time = 1
- time = 2
- timeGap = 1
- frameGap = 10
- length = 21
- palBright = 0,0,0
- palContrast = 32,32,160
- palPostBright = 0,0,0
- palAdd = 0,0,0
- palMul = 0.75,0.75,0.75
- trans = Add1
- ignorehitpause = 1
- [State -3, AfterImage Persist]
- type = AfterImageTime
- ;trigger1 = StateNo = 50 || (StateNo = [600,699])
- ;trigger1 = (var(3) = 2 || var(3) = 3) && vel y < -1
- ;trigger2 = var(20)
- ;trigger3 = StateNo = [700,715]
- trigger1 = StateNo = [3000,4999]
- time = 2
- ignorehitpause = 1
- [State -3, AfterImage Off]
- type = AfterImageTime
- triggerAll = Time <= 1
- trigger1 = StateNo = 3000 || StateNo = 3001 || Stateno = 3006 || stateno = 3007 || stateno = 3010 || stateno = 3011 || stateno = 3016 || stateno = 3017; || StateNo = 3100 || StateNo = 3150 || StateNo = 300
- ;trigger2 = StateNo = 3300
- time = 0
- ignorehitpause = 1
- [State 3200, Dust]
- type = removeexplod
- trigger1 = anim != 3005 && numexplod(3210)
- ID = 3210
- [State 3200, Dust]
- type = removeexplod
- trigger1 = anim != 4005 && numexplod(3211)
- ID = 3211
Add Comment
Please, Sign In to add comment