OctoAori

Sash Lilac Vore Edit [Endo]

Jun 2nd, 2025
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  1. ; KFM's constants and state file.
  2. ; There are comments scattered through this file, so you may like to
  3. ; take a look if would like to learn more about the cns.
  4.  
  5. ; ‚±‚ê‚ÍKFM‚̒萔‚Əó‘Ԃ̃tƒ@ƒCƒ‹‚Å‚·B
  6. ; ‚±‚̃tƒ@ƒCƒ‹‚Ì’†‚ɂ͒Žß‚ªŽU‚炳‚ê‚Ä‚¢‚é‚̂ŁACNS‚ðK‚¢‚½‚¢‚¨•û‚Í
  7. ; “Ç‚ñ‚ł݂½‚ç‚¢‚¢‚Å‚·B
  8.  
  9. [Data]
  10. ;Amount of life to start with
  11. ;‘̗̓Q[ƒW‚̏‰Šú’l
  12. life = 1000
  13. ;attack power (more is stronger)
  14. ;UŒ‚ƒ_ƒ[ƒW
  15. attack = 100
  16. ;defensive power (more is stronger)
  17. ;‘̗̓pƒ[
  18. defence = 100
  19. ;Percentage to increase defense everytime player is knocked down
  20. fall.defence_up = 50
  21. ;Time which player lies down for, before getting up
  22. liedown.time = 60
  23. ;Number of points for juggling
  24. airjuggle = 15
  25. ;Default hit spark number for HitDefs
  26. sparkno = 2
  27. ;Default guard spark number
  28. guard.sparkno = 40
  29. ;1 to enable echo on KO
  30. KO.echo = 0
  31. ;Volume offset (negative for softer)
  32. volume = 0
  33. ;Variables with this index and above will not have their values
  34. ;reset to 0 between rounds or matches. There are 60 int variables,
  35. ;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
  36. ;If omitted, then it defaults to 60 and 40 for integer and float
  37. ;variables repectively, meaning that none are persistent, i.e. all
  38. ;are reset. If you want your variables to persist between matches,
  39. ;you need to override state 5900 from common1.cns.
  40. IntPersistIndex = 60
  41. FloatPersistIndex = 40
  42.  
  43. [Size]
  44. xscale = 1.7 ;Horizontal scaling factor.
  45. yscale = 1.7 ;Vertical scaling factor.
  46. ground.back = 15 ;Player width (back, ground)
  47. ground.front = 16 ;Player width (front, ground)
  48. air.back = 12 ;Player width (back, air)
  49. air.front = 12 ;Player width (front, air)
  50. height = 60 ;Height of player (for opponent to jump over)
  51. attack.dist = 160 ;Default attack distance
  52. proj.attack.dist = 90 ;Default attack distance for projectiles
  53. proj.doscale = 0 ;Set to 1 to scale projectiles too
  54. head.pos = -4, -42 ;Approximate position of head
  55. mid.pos = -1, -19 ;Approximate position of midsection
  56. shadowoffset = 0 ;Number of pixels to vertically offset the shadow
  57. draw.offset = 0,0 ;Player drawing offset in pixels (x, y)
  58.  
  59. [Velocity]
  60. walk.fwd = 2.8 ;Walk forward
  61. walk.back = -2.8 ;Walk backward
  62. run.fwd = 12.0, 0 ;Run forward (x, y)
  63. run.back = -6.5,-3.8 ;Hop backward (x, y)
  64. jump.neu = 0,-11 ;Neutral jumping velocity (x, y)
  65. jump.back = -3 ;Jump back Speed (x, y)
  66. jump.fwd = 3 ;Jump forward Speed (x, y)
  67. runjump.back = -5 ;Running jump speeds (opt)
  68. runjump.fwd = 5 ;.
  69. airjump.neu = 0,-8 ;.
  70. airjump.back = -3 ;Air jump speeds (opt)
  71. airjump.fwd = 3 ;.
  72. air.gethit.groundrecover = -.15,-3.5 ;Velocity for ground recovery state (x, y) **MUGEN 1.0**
  73. air.gethit.airrecover.mul = .5,.2 ;Multiplier for air recovery velocity (x, y) **MUGEN 1.0**
  74. air.gethit.airrecover.add = 0,-4.5 ;Velocity offset for air recovery (x, y) **MUGEN 1.0**
  75. air.gethit.airrecover.back = -1 ;Extra x-velocity for holding back during air recovery **MUGEN 1.0**
  76. air.gethit.airrecover.fwd = 0 ;Extra x-velocity for holding forward during air recovery **MUGEN 1.0**
  77. air.gethit.airrecover.up = -2 ;Extra y-velocity for holding up during air recovery **MUGEN 1.0**
  78. air.gethit.airrecover.down = 1.5 ;Extra y-velocity for holding down during air recovery **MUGEN 1.0**
  79.  
  80.  
  81. [Movement]
  82. airjump.num = 0 ;Number of air jumps allowed (opt)
  83. airjump.height = 35 ;Minimum distance from ground before you can air jump (opt)
  84. yaccel = .52 ;Vertical acceleration
  85. stand.friction = .85 ;Friction coefficient when standing
  86. crouch.friction = .82 ;Friction coefficient when crouching
  87. stand.friction.threshold = 2 ;If player's speed drops below this threshold while standing, stop his movement **MUGEN 1.0**
  88. crouch.friction.threshold = .05 ;If player's speed drops below this threshold while crouching, stop his movement **MUGEN 1.0**
  89. air.gethit.groundlevel = 25 ;Y-position at which a falling player is considered to hit the ground **MUGEN 1.0**
  90. air.gethit.groundrecover.ground.threshold = -20 ;Y-position below which falling player can use the recovery command **MUGEN 1.0**
  91. air.gethit.groundrecover.groundlevel = 10 ;Y-position at which player in the ground recovery state touches the ground **MUGEN 1.0**
  92. air.gethit.airrecover.threshold = -1 ;Y-velocity above which player may use the air recovery command **MUGEN 1.0**
  93. air.gethit.airrecover.yaccel = .35 ;Vertical acceleration for player in the air recovery state **MUGEN 1.0**
  94. air.gethit.trip.groundlevel = 15 ;Y-position at which player in the tripped state touches the ground **MUGEN 1.0**
  95. down.bounce.offset = 0, 20 ;Offset for player bouncing off the ground (x, y) **MUGEN 1.0**
  96. down.bounce.yaccel = .4 ;Vertical acceleration for player bouncing off the ground **MUGEN 1.0**
  97. down.bounce.groundlevel = 12 ;Y-position at which player bouncing off the ground touches the ground again **MUGEN 1.0**
  98. down.friction.threshold = .05 ;If the player's speed drops below this threshold while lying down, stop his movement **MUGEN 1.0**
  99.  
  100. ;Quotes were not used, because the character in its game plot didn't have any interesting sentence for mugen quote.
  101. [Quotes]
  102. ;Stock quotes
  103. victory1 = "Did you catch my Dragon boost?"
  104. victory2 = "Here's some advice! Don't mess with a dragon!"
  105. victory3 = "What's the matter? Am I too fast for you?"
  106. victory4 = "That's how it's done."
  107. ;Vore Quotes
  108. victory5 = "Woah! Settle down in there!"
  109. victory6 = "Please relax... I'll let you out after I take a break."
  110. victory7 = "Ahh, that really hit the spot."
  111. victory8 = "Mmm, it feels so good to have a belly this big!"
  112. victory9 = "This feels great! I got to tell Carol and Milla about this."
  113. victory10 = "Just wait until Carol and Milla get a load of this. They're going to be so jealous."
  114. ;Vore digestion Quotes
  115. victory11 = "Mmm, yes... That was a delicious meal."
  116. victory12 = "I've gotta say, I'm quite pleased with the results."
  117. victory13 = "Looks like you're going to be part of me now. Sorry, but I can't have any enemies hanging around."
  118. victory14 = "I'm sorry it had to end this way for you, but you left me no choice."
  119. victory15 = "My body's never felt so lush and voluptuous. Thank you for adding such lovely new assets to me."
  120. victory16 = "Whoa, that's...a lot more than I was expecting!"
  121. victory17 = "Mmm, looks like my little snack really did the trick. My girls are looking even juicier than before."
  122. ;Specific Vore Quotes
  123. victory20 = "You're staying in there until you settle down Carol." ;Vore Carol Endo
  124. victory21 = "Gotcha Milla! Don't worry, it's safe in there..." ;Vore Milla Endo
  125. victory22 = "You really did a number on my figure Carol. Guess you'll always be by my side now..." ;Vore Carol Digest
  126. victory23 = "Mmm, thank you Milla. You've done wonders for my figure." ;Vore Milla Digest
  127. ;Special quotes
  128. ;victory50 = "Did you have a change of heart?";vs. Carol
  129. ;victory51 = "For my friends, I'll do what ever it takes to keep them safe from freaks like you!";v.s Lord Brevon
  130. ;victory52 = "Kicking ass fast? You gotta be kidding!";vs. Sonic
  131.  
  132. ;---------------------------------------------------------------------------
  133. ; Variable usage:
  134. ; This is a record of the variables that KFM uses. Keeping a record of your
  135. ; variable usage helps you avoid careless mistakes later.
  136. ; var(1) - Used in kfm.cmd for combo condition (updated every tick)
  137. ; var(2) - Used in Kung Fu Throw (state 800) to remember if fwd was being
  138. ; held (remembered from state 800 through state 810).
  139.  
  140. ; Stand
  141. [Statedef 0]
  142. type = S
  143. physics = S
  144. sprpriority = 0
  145.  
  146. [state 1000]
  147. type = stopsnd
  148. trigger1 = time = 0
  149. channel = 5
  150.  
  151. [State 0, 1]
  152. type = ChangeAnim
  153. trigger1 = Anim != [0,5]
  154. trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
  155. trigger3 = Anim = [1,2]
  156. trigger3 = !animtime
  157. trigger4 = anim = 4
  158. trigger4 = !animtime
  159. value = 0
  160.  
  161. [State 0, 1]
  162. type = ChangeAnim
  163. trigger1 = Anim = 0
  164. trigger1 = !animtime
  165. value = random%3
  166.  
  167. [State 0, 1]
  168. type = ChangeAnim
  169. triggerall = anim != 3 && anim != 5
  170. trigger1 = enemynear,pos y <= -35
  171. trigger2 = enemynear,const(size.head.pos.y) <= -120
  172. trigger2 = enemynear,anim != [10,12]
  173. trigger2 = enemynear,statetype != L
  174. value = 3
  175.  
  176. [State 0, 1]
  177. type = ChangeAnim
  178. triggerall = anim = 3
  179. trigger1 = enemynear,pos y > -35
  180. trigger1 = enemynear,const(size.head.pos.y) > -120
  181. trigger2 = enemynear,anim = [10,12]
  182. trigger2 = enemynear,const(size.head.pos.y) <= -120
  183. trigger3 = enemynear,statetype = L
  184. trigger3 = enemynear,const(size.head.pos.y) <= -120
  185. value = 4
  186.  
  187. [State 0, 2]
  188. type = VelSet
  189. trigger1 = Time = 0
  190. y = 0
  191.  
  192. [State 0, 3] ;Stop moving if low velocity or 4 ticks pass
  193. type = VelSet
  194. trigger1 = abs(vel x) < Const(movement.stand.friction.threshold)
  195. trigger2 = Time = 4
  196. x = 0
  197.  
  198. [State 0, StopSnd]
  199. type = StopSnd
  200. trigger1 = time = 0
  201. trigger1 = prevstateno = 4000
  202. channel = 3
  203. ignorehitpause = 1
  204.  
  205. [State 0, 4] ;Are you dead?
  206. type = ChangeState
  207. trigger1 = !alive
  208. value = 5050
  209. ctrl = 0
  210.  
  211. ; Jump Start
  212. [Statedef 40]
  213. type = S
  214. physics = S
  215. anim = 40
  216. ctrl = 0
  217. sprpriority = 1
  218. facep2 = 1
  219.  
  220. [State 40, Dust]
  221. type = helper
  222. trigger1 = !animtime
  223. helpertype = normal
  224. stateno = 7100
  225. ID = 7100
  226. name = "Dust"
  227. postype = p1
  228. ownpal = 1
  229.  
  230. [State 40, 1]
  231. type = VarSet
  232. trigger1 = Time = 0
  233. sysvar(1) = 0
  234.  
  235. [State 40, 2]
  236. type = VarSet
  237. trigger1 = command = "holdfwd"
  238. sysvar(1) = 1
  239.  
  240. [State 40, 3]
  241. type = VarSet
  242. trigger1 = command = "holdback"
  243. sysvar(1) = -1
  244.  
  245. [State 40, 4]
  246. type = VelSet
  247. trigger1 = AnimTime = 0
  248. x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
  249. y = const(velocity.jump.y)
  250.  
  251. [State 40, 5]
  252. type = VelSet
  253. trigger1 = AnimTime = 0
  254. trigger1 = prevstateno = 100 ;RUN_FWD
  255. trigger1 = sysvar(1) = 1
  256. x = const(velocity.runjump.fwd.x)
  257.  
  258. [State 40, 6]
  259. type = ChangeState
  260. trigger1 = AnimTime = 0
  261. value = 50
  262. ctrl = 1
  263.  
  264. ; Jump Up
  265. [Statedef 50]
  266. type = A
  267. physics = A
  268.  
  269. [state 1000]
  270. type = playsnd
  271. trigger1 = time = 0
  272. value = S50,0
  273.  
  274. [State 50, 1]
  275. type = VarSet
  276. trigger1 = Time = 0
  277. sysvar(1) = 0
  278.  
  279. [State 50, 2]
  280. type = ChangeAnim
  281. trigger1 = Time = 0
  282. value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))
  283.  
  284. [State 50, 3]
  285. type = ChangeAnim
  286. trigger1 = Vel y > Const720p(-8)
  287. trigger1 = SelfAnimExist(anim + 3)
  288. trigger1 = anim >= 41 && anim <= 43
  289. persistent = 0
  290. value = Anim + 3
  291.  
  292. ; Jump Land
  293. [Statedef 52]
  294. type = S
  295. physics = S
  296. ctrl = 0
  297. anim = 47
  298.  
  299. [State 52, 1]
  300. type = VelSet
  301. trigger1 = Time = 0
  302. y = 0
  303.  
  304. [State 52, 2]
  305. type = PosSet
  306. trigger1 = Time = 0
  307. y = 0
  308.  
  309. [State 52, 3]
  310. type = CtrlSet
  311. trigger1 = Time = 3
  312. value = 1
  313.  
  314. [State 52, 4]
  315. type = VelSet
  316. trigger1 = abs(vel x) < Const(movement.stand.friction.threshold)
  317. x = 0
  318.  
  319. [State 52, Landing Dust Explod]
  320. type = Explod
  321. trigger1 = !Time
  322. anim = 8102
  323. sprPriority = -3
  324. posType = P1
  325. scale = 0.5,0.5
  326. pauseMoveTime = -1
  327. superMoveTime = -1
  328. ownPal = 1
  329.  
  330. [State 52, 5]
  331. type = ChangeState
  332. trigger1 = AnimTime = 0
  333. value = 0
  334. ctrl = 1
  335.  
  336. ; Run Forward
  337. [Statedef 100]
  338. type = S
  339. physics = S
  340. anim = 100
  341. sprpriority = 1
  342. ctrl = 0
  343.  
  344. [State 110, Dust Helper]
  345. type = Helper
  346. trigger1 = time = 0
  347. helperType = Normal
  348. stateNo = 8103
  349. ID = 8100
  350. name = "Dash Dust"
  351. posType = P1
  352. pauseMoveTime = 255
  353. superMoveTime = 255
  354. ownPal = 1
  355.  
  356. [State 100, 1b]
  357. type = VelSet
  358. trigger1 = time > 3
  359. x = const(velocity.run.fwd.x)
  360.  
  361. [State 100, 1a]
  362. type = playsnd
  363. trigger1 = time = 0
  364. value = S100,2
  365.  
  366. [State 100, 1a]
  367. type = playsnd
  368. trigger1 = AnimElem = 3
  369. trigger2 = AnimElem = 5
  370. value = S100,0
  371.  
  372. [State 100, 2] ;Prevent run from canceling into walk
  373. type = AssertSpecial
  374. trigger1 = 1
  375. flag = NoWalk
  376.  
  377. [State 100, 3] ;Prevent from turning
  378. type = AssertSpecial
  379. trigger1 = 1
  380. flag = NoAutoTurn
  381.  
  382. [State 100, Jump]
  383. type = changestate
  384. triggerall = time > 4
  385. trigger1 = command = "holdup"
  386. trigger1 = !var(59)
  387. value = 40
  388.  
  389. [State 100, 4]
  390. type = ChangeState
  391. triggerall = time > 3
  392. trigger1 = command != "holdfwd"
  393. trigger1 = !var(59)
  394. trigger2 = p2bodydist X <= 24 || p2movetype = A
  395. trigger2 = var(59)
  396. value = 101
  397.  
  398. [State 100, 4]
  399. type = ChangeState
  400. triggerall = time >= 3
  401. trigger1 = command = "x"
  402. trigger2 = var(59)
  403. trigger2 = random<var(50)*2.0
  404. trigger2 = p2bodydist X <= 24
  405. value = 1005
  406. ctrl = 0
  407. ;---------------------------------------------------------------------------
  408. ; Stop Run
  409. [Statedef 101]
  410. type = S
  411. movetype = I
  412. physics = S
  413. anim = 101
  414. ctrl = 0
  415. sprpriority = 1
  416.  
  417. [State 110, Dust]
  418. type = explod
  419. trigger1 = anim = 101 && animelem = 2
  420. anim = 8103
  421. ID = 8103
  422. sprpriority = 3
  423. postype = p1
  424. pos = 10, 0
  425. vel = 2, 0
  426. removetime = -2
  427. ownpal = 1
  428. pausemovetime = -1
  429. supermovetime = -1
  430.  
  431. [State 0, CtrlSet]
  432. type = CtrlSet
  433. trigger1 = time >= 6
  434. value = 1
  435.  
  436. [State 106, 1]
  437. type = playsnd
  438. trigger1 = Time = 0
  439. value = S100,1
  440.  
  441. [State 0, ChangeState]
  442. type = ChangeState
  443. trigger1 = !animtime
  444. value = 0
  445. ctrl = 1
  446.  
  447. ; Run Back
  448. [Statedef 105]
  449. type = S
  450. physics = S
  451. anim = 105
  452. sprpriority = 1
  453. ctrl = 0
  454.  
  455. [State 105, Dust Helper]
  456. type = Helper
  457. trigger1 = time = 3
  458. helperType = Normal
  459. stateNo = 8103
  460. ID = 8100
  461. name = "Dash Dust"
  462. posType = P1
  463. facing = -1
  464. pauseMoveTime = 255
  465. superMoveTime = 255
  466. ownPal = 1
  467.  
  468. [State 200, 2]
  469. type = PlaySnd
  470. trigger1 = time = 3
  471. value = 100,2
  472.  
  473. [State 200, 2]
  474. type = PlaySnd
  475. trigger1 = animelem = 3
  476. value = 1001,0
  477.  
  478. [State 100, 1b]
  479. type = VelSet
  480. trigger1 = time > 1 && time < 21
  481. x = const(velocity.run.back.x)
  482.  
  483. [State 100, 1a]
  484. type = NULL
  485. trigger1 = time = 2
  486. value = 105,0
  487. volumescale = 125
  488.  
  489. [State 0, VelSet]
  490. type = VelSet
  491. trigger1 = time >= 20
  492. x = 0
  493. y = 0
  494.  
  495. [State 100, 2] ;Prevent run from canceling into walk
  496. type = AssertSpecial
  497. trigger1 = 1
  498. flag = NoWalk
  499.  
  500. [State 100, 3] ;Prevent from turning
  501. type = AssertSpecial
  502. trigger1 = 1
  503. flag = NoAutoTurn
  504.  
  505. [State 0, ChangeState]
  506. type = ChangeState
  507. trigger1 = command = "holddown"
  508. trigger1 = !animtime
  509. value = 11
  510. ctrl = 1
  511.  
  512. [State 0, ChangeState]
  513. type = ChangeState
  514. trigger1 = command != "holddown"
  515. trigger1 = !animtime
  516. value = 0
  517. ctrl = 1
  518. ;---------------------------------------------------------------------------
  519. ; Lose by Time Over
  520. ; CNS difficulty: basic
  521. ; CNS ƒŒƒxƒ‹: Šî–{
  522. [Statedef 170]
  523. type = S
  524. ctrl = 0
  525. anim = 170
  526. velset = 0,0
  527.  
  528. [State 170, 1]
  529. type = NotHitBy
  530. trigger1 = 1
  531. value = SCA
  532. time = 1
  533.  
  534. ;---------------------------------------------------------------------------
  535. ; Win state decider
  536. ; CNS difficulty: basic
  537. ; CNS ƒŒƒxƒ‹: Šî–{
  538. [Statedef 180]
  539. type = S
  540.  
  541. ;[State 0, VictoryQuote]
  542. ;type = VictoryQuote
  543. ;trigger1 = time = 0
  544. ;trigger1 = enemy, name != "Carol Tea" && enemy, name != "Milla_Basset"
  545. ;value = 1 & (random%3)
  546.  
  547. ;[State 0, VictoryQuote]
  548. ;type = VictoryQuote
  549. ;trigger1 = time = 0
  550. ;trigger1 = prevstateno = 907
  551. ;value = 5+random%3
  552.  
  553. ;[State 0, CarolVore]
  554. ;type = ChangeState
  555. ;trigger1 = time = 0
  556. ;trigger1 = prevstateno = 907
  557. ;trigger1 = enemy, name = "Carol Tea"
  558. ;value = 186
  559.  
  560. [State 0, VoreBurp]
  561. type = ChangeState
  562. triggerall = time = 0
  563. triggerall = prevstateno = 907
  564. trigger1 = enemy, name = "Carol Tea"
  565. trigger2 = enemy, name = "Milla_Basset"
  566. trigger3 = enemy, name = "Sash Lilac"
  567. value = 188
  568.  
  569. [State 180, Vore]
  570. type = ChangeState
  571. trigger1 = time = 0
  572. trigger1 = prevstateno = 907
  573. value = 185+random%2
  574.  
  575. [State 180, Vore]
  576. type = ChangeState
  577. triggerall = time = 0
  578. ;trigger1 = prevstateno = 9003
  579. ;trigger2 = prevstateno = 9007
  580. trigger1 = var(29) = 1
  581. value = 1185
  582.  
  583. [State 180, 1]
  584. type = ChangeState
  585. trigger1 = Time = 0
  586. value = 181 +random%3
  587.  
  588. ;---------------------------------------------------------------------------
  589. ; Win pose 1 - Bow
  590. ; CNS difficulty: basic
  591. ; CNS ƒŒƒxƒ‹: Šî–{
  592. [Statedef 181]
  593. type = S
  594. ctrl = 0
  595. anim = 181
  596. velset = 0,0
  597.  
  598. [State 181, 1]
  599. type = NotHitBy
  600. trigger1 = 1
  601. value = SCA
  602. time = 1
  603.  
  604. [State 0, VictoryQuote]
  605. type = VictoryQuote
  606. trigger1 = time = 0
  607. value = 1+random%4
  608.  
  609. ;Win pose 2 - Yay
  610. [Statedef 182]
  611. type = S
  612. ctrl = 0
  613. anim = 182
  614. velset = 0,0
  615.  
  616. [state 1000]
  617. type = assertSpecial
  618. trigger1 = 1
  619. flag = nomusic
  620.  
  621. [State 0, AssertSpecial]
  622. type = AssertSpecial
  623. trigger1 = time <= 400
  624. flag = roundnotover
  625. ignorehitpause = 1
  626.  
  627. [state 1000]
  628. type = playsnd
  629. trigger1 = time = 0
  630. value = S181,0
  631.  
  632. [State 200, 2]
  633. type = PlaySnd
  634. trigger1 = animelem = 2
  635. value = 1005,0
  636.  
  637. [state 1000]
  638. type = stopsnd
  639. trigger1 = time = 0
  640. channel = 15
  641.  
  642. [State 200, 2]
  643. type = PlaySnd
  644. trigger1 = animelem = 10
  645. value = 1004,0 +random%4
  646.  
  647. [State 181, 1]
  648. type = NotHitBy
  649. trigger1 = 1
  650. value = SCA
  651. time = 1
  652.  
  653. [State 0, VictoryQuote]
  654. type = VictoryQuote
  655. trigger1 = time = 0
  656. value = 1+random%4
  657.  
  658. ;Win pose 3 - Dance
  659. [Statedef 183]
  660. type = S
  661. ctrl = 0
  662. velset = 0,0
  663.  
  664. [state 1000]
  665. type = changestate
  666. trigger1 = p3name = "Sash Lilac" && time = 0
  667. trigger2 = p3name = "Carol Tea" && time = 0
  668. value = 182
  669.  
  670. [State 0, ChangeAnim]
  671. type = ChangeAnim
  672. trigger1 = anim != [183,184]
  673. value = 183 +random%2
  674.  
  675. [State 181, 1]
  676. type = NotHitBy
  677. trigger1 = 1
  678. value = SCA
  679. time = 1
  680.  
  681. [State 0, AssertSpecial]
  682. type = AssertSpecial
  683. trigger1 = time <= 400
  684. flag = roundnotover
  685. ignorehitpause = 1
  686.  
  687. [State 0, AssertSpecial]
  688. type = AssertSpecial
  689. trigger1 = 1
  690. flag = nomusic
  691. ignorehitpause = 1
  692.  
  693. [State 0, VictoryQuote]
  694. type = VictoryQuote
  695. trigger1 = time = 0
  696. value = 1+random%4
  697.  
  698. [State 0, PlaySnd]
  699. type = PlaySnd
  700. trigger1 = time = 0
  701. value = S182,0+random%3
  702. volumescale = 200
  703. channel = 15
  704. ;---------------------------------------------------------------------------
  705. ;Win Vore
  706. [Statedef 185]
  707. type = S
  708. ctrl = 0
  709. anim = 916
  710. velset = 0,0
  711.  
  712. [State 200, 2]
  713. type = PlaySnd
  714. trigger1 = animelem = 4
  715. value = 1005,0
  716.  
  717. [State 200, 2]
  718. type = PlaySnd
  719. trigger1 = animelem = 12
  720. value = 1004,0 +random%4
  721.  
  722. [State 185, PSND]
  723. type = playsnd
  724. trigger1 = animelem = 9
  725. value = 185,0
  726. channel = 0
  727.  
  728. [State 185, PSND]
  729. type = playsnd
  730. trigger1 = animelem = 2 && animelem = 6 && animelem = 12
  731. value = 2500,4
  732. channel = 0
  733.  
  734. [State 0, VictoryQuote]
  735. type = VictoryQuote
  736. trigger1 = time = 0
  737. value = 5+random%6
  738.  
  739. ;[State 0, VictoryQuote]
  740. ;type = VictoryQuote
  741. ;trigger1 = time = 0
  742. ;value = 4+(random%3)
  743.  
  744. [state 184, fadelater]
  745. type = assertspecial
  746. trigger1 = time <= 200
  747. flag = roundnotover
  748.  
  749. [State 185, 1]
  750. type = NotHitBy
  751. trigger1 = 1
  752. value = SCA
  753. time = 1
  754.  
  755. [State 0, AssertSpecial]
  756. type = AssertSpecial
  757. trigger1 = 1
  758. flag = nomusic
  759. ignorehitpause = 1
  760.  
  761. ;---------------------------------------------------------------------------
  762. ;Win BellyDance
  763. [Statedef 186]
  764. type = S
  765. ctrl = 0
  766. anim = 906
  767. velset = 0,0
  768.  
  769. [State 181, 1]
  770. type = NotHitBy
  771. trigger1 = 1
  772. value = SCA
  773. time = 1
  774.  
  775. [State 0, AssertSpecial]
  776. type = AssertSpecial
  777. trigger1 = time <= 400
  778. flag = roundnotover
  779. ignorehitpause = 1
  780.  
  781. [State 0, AssertSpecial]
  782. type = AssertSpecial
  783. trigger1 = 1
  784. flag = nomusic
  785. ignorehitpause = 1
  786.  
  787. [State 0, PlaySnd]
  788. type = PlaySnd
  789. trigger1 = time = 30
  790. value = S182,0+random%3
  791. volumescale = 200
  792. channel = 15
  793.  
  794. [State 0, VictoryQuote]
  795. type = VictoryQuote
  796. trigger1 = time = 0
  797. value = 5+random%6
  798.  
  799. [State 901, sound]
  800. type = playSnd
  801. triggerall = Anim = 906
  802. trigger1 = animelem = 10
  803. trigger2 = animelem = 17
  804. trigger3 = animelem = 24
  805. value = 80,10 + (random%15)
  806.  
  807. ;---------------------------------------------------------------------------
  808. ;Win Vore-Burp Item
  809. [Statedef 188]
  810. type = S
  811. ctrl = 0
  812. anim = 916
  813. velset = 0,0
  814.  
  815. [state 901, ChangeState]
  816. type = ChangeAnim
  817. Trigger1 = Time = 140
  818. ;value = 919
  819. value = 928
  820.  
  821. [State 200, 2]
  822. type = PlaySnd
  823. trigger1 = time = 140
  824. value = 1050,7
  825.  
  826. [State 200, 2]
  827. type = PlaySnd
  828. ;trigger1 = animelem = 4
  829. trigger1 = time = 16
  830. value = 1005,0
  831.  
  832. [State 200, 2]
  833. type = PlaySnd
  834. ;trigger1 = animelem = 12
  835. trigger1 = time = 64
  836. value = 1004,0 +random%4
  837.  
  838. [State 185, PSND]
  839. type = playsnd
  840. trigger1 = animelem = 9
  841. value = 185,0
  842. channel = 0
  843.  
  844. [State 185, PSND]
  845. type = playsnd
  846. trigger1 = animelem = 2 && animelem = 6 && animelem = 12
  847. value = 2500,4
  848. channel = 0
  849.  
  850. ;[State 0, Helper]
  851. ;type = Helper
  852. ;trigger1 = time = 348
  853. ;helpertype = normal ;player
  854. ;name = "MillaBlast"
  855. ;ID = 189
  856. ;stateno = 189
  857. ;pos = 0,-50
  858. ;postype = p1 ;p2,front,back,left,right
  859. ;facing = 1
  860. ;keyctrl = 0
  861. ;ownpal = 1
  862. ;supermovetime = 0
  863. ;pausemovetime = 0
  864. ;size.xscale = 1.5
  865. ;size.yscale = 1.5
  866.  
  867. [State 0, Helper]
  868. type = Helper
  869. triggerall = time = 294
  870. trigger1 = enemy, name = "Carol Tea"
  871. trigger1 = enemy, prevstateno = 4020
  872. trigger2 = p4name = "Carol Tea"
  873. trigger2 = enemy, prevstateno != 4020
  874. helpertype = normal ;player
  875. name = "CarolScarf"
  876. ID = 1801
  877. stateno = 1801
  878. pos = 0,-40
  879. postype = p1 ;p2,front,back,left,right
  880. facing = 1
  881. keyctrl = 0
  882. ownpal = 1
  883. supermovetime = 0
  884. pausemovetime = 0
  885. size.xscale = 1.7
  886. size.yscale = 1.7
  887.  
  888. [State 0, Helper]
  889. type = Helper
  890. triggerall = time = 294
  891. trigger1 = enemy, name = "Milla_Basset"
  892. trigger1 = enemy, prevstateno = 4020
  893. trigger2 = p4name = "Milla_Basset"
  894. trigger2 = enemy, prevstateno != 4020
  895. helpertype = normal ;player
  896. name = "MillaBracelet"
  897. ID = 1802
  898. stateno = 1802
  899. pos = 0,-40
  900. postype = p1 ;p2,front,back,left,right
  901. facing = 1
  902. keyctrl = 0
  903. ownpal = 1
  904. supermovetime = 0
  905. pausemovetime = 0
  906. size.xscale = 1.7
  907. size.yscale = 1.7
  908.  
  909. [State 0, Helper]
  910. type = Helper
  911. triggerall = time = 294
  912. trigger1 = enemy, name = "Sash Lilac"
  913. trigger1 = enemy, prevstateno = 4020
  914. trigger2 = p4name = "Sash Lilac"
  915. trigger2 = enemy, prevstateno != 4020
  916. helpertype = normal ;player
  917. name = "LilacBoot"
  918. ID = 1803
  919. stateno = 1803
  920. pos = 0,-40
  921. postype = p1 ;p2,front,back,left,right
  922. facing = 1
  923. keyctrl = 0
  924. ownpal = 1
  925. supermovetime = 0
  926. pausemovetime = 0
  927. size.xscale = 1.7
  928. size.yscale = 1.7
  929.  
  930. [state 903, sound]
  931. type = playsnd
  932. trigger1 = time = 294
  933. value = 81,0 + (random%6)
  934.  
  935. [state 903, sound]
  936. type = playsnd
  937. trigger1 = time = 344
  938. value = 82,5 + (random%4)
  939.  
  940. [State 0, EnvShake]
  941. type = EnvShake
  942. trigger1 = time = 294
  943. ;trigger1 = time = 348
  944. time = 40
  945. freq = 120
  946. ampl = -4
  947. phase = 90
  948. ;ignorehitpause =
  949. ;persistent =
  950.  
  951. ;[State 0, VictoryQuote]
  952. ;type = VictoryQuote
  953. ;trigger1 = time = 0
  954. ;value = 4+(random%3)
  955.  
  956. [State 0, VictoryQuote] ;Endo
  957. type = VictoryQuote
  958. trigger1 = time = 0
  959. trigger1 = enemy, name = "Carol Tea"
  960. value = 20
  961.  
  962. [State 0, VictoryQuote]
  963. type = VictoryQuote
  964. trigger1 = time = 0
  965. trigger1 = enemy, name = "Milla_Basset"
  966. value = 21
  967.  
  968. [state 184, fadelater]
  969. type = assertspecial
  970. trigger1 = time <= 450
  971. flag = roundnotover
  972.  
  973. [State 185, 1]
  974. type = NotHitBy
  975. trigger1 = 1
  976. value = SCA
  977. time = 1
  978.  
  979. [State 0, AssertSpecial]
  980. type = AssertSpecial
  981. trigger1 = 1
  982. flag = nomusic
  983. ignorehitpause = 1
  984.  
  985. ;--------------------------------------------------------------------------------------------
  986. ;MillaBlast Helper
  987. [Statedef 189]
  988. type = S
  989. movetype= I
  990. physics = N
  991. ctrl = 0
  992. anim = 920
  993. sprpriority = 2
  994.  
  995. [State 0, DestroySelf]
  996. type = DestroySelf
  997. trigger1 = time >= 24
  998.  
  999. ;--------------------------------------------------------------------------------------------
  1000. ;CarolScarf Helper
  1001. [Statedef 1801]
  1002. type = S
  1003. movetype= I
  1004. physics = N
  1005. ctrl = 0
  1006. velset = 1+random%5,-4-random%2
  1007. anim = 918
  1008. sprpriority = 2
  1009.  
  1010. [State 0, Varset] ;ScarfGrow Speed
  1011. type = Varadd
  1012. trigger1 = fvar(5) < 1
  1013. fv = 5
  1014. value = 0.15
  1015.  
  1016. [State 0, VarSet]
  1017. type = VarSet
  1018. trigger1 = vel y != 0
  1019. v = 3
  1020. value = -(time*5)
  1021.  
  1022. [State 0, AngleDraw]
  1023. type = AngleDraw
  1024. trigger1 = 1
  1025. value = var(3)
  1026. scale = fvar(5),fvar(5)
  1027.  
  1028. [State 0, VelAdd]
  1029. type = VelAdd
  1030. trigger1 = 1
  1031. y = 0.2
  1032.  
  1033. [State 0, VelSet]
  1034. type = VelSet
  1035. trigger1 = vel y >= 0 && pos y >= -15
  1036. x = 0
  1037. y = 0
  1038.  
  1039. [State 0, PosSet]
  1040. type = PosSet
  1041. trigger1 = vel y >= 0 && pos y >= -15
  1042. y = 0
  1043.  
  1044. ;MillaBracelet Helper
  1045. [Statedef 1802]
  1046. type = S
  1047. movetype= I
  1048. physics = N
  1049. ctrl = 0
  1050. velset = 1+random%3,-4-random%2
  1051. anim = 921
  1052. sprpriority = 4
  1053.  
  1054. [State 0, VarSet]
  1055. type = VarSet
  1056. trigger1 = vel y != 0
  1057. v = 3
  1058. value = -(time*5)
  1059.  
  1060. [State 0, AngleDraw]
  1061. type = AngleDraw
  1062. trigger1 = 1
  1063. value = var(3)
  1064.  
  1065. [State 0, VelAdd]
  1066. type = VelAdd
  1067. trigger1 = 1
  1068. y = 0.2
  1069.  
  1070. [State 0, VelSet]
  1071. type = VelSet
  1072. trigger1 = vel y >= 0 && pos y >= -15
  1073. x = 0
  1074. y = 0
  1075.  
  1076. [State 0, PosSet]
  1077. type = PosSet
  1078. trigger1 = vel y >= 0 && pos y >= -15
  1079. y = 0
  1080.  
  1081. ;[State 0, DestroySelf]
  1082. ;type = DestroySelf
  1083. ;trigger1 = time >= 60
  1084.  
  1085. ;LilacBoot Helper
  1086. [Statedef 1803]
  1087. type = S
  1088. movetype= I
  1089. physics = N
  1090. ctrl = 0
  1091. velset = 1+random%3,-4-random%2
  1092. anim = 1803
  1093. sprpriority = 4
  1094.  
  1095. [State 0, Varset] ;BootGrow Speed
  1096. type = Varadd
  1097. trigger1 = fvar(5) < 1
  1098. fv = 5
  1099. value = 0.15
  1100.  
  1101. [State 0, VarSet]
  1102. type = VarSet
  1103. trigger1 = vel y != 0
  1104. v = 3
  1105. value = -(time*5)
  1106.  
  1107. [State 0, AngleDraw]
  1108. type = AngleDraw
  1109. trigger1 = 1
  1110. value = var(3)
  1111. scale = fvar(5),fvar(5)
  1112.  
  1113. [State 0, VelAdd]
  1114. type = VelAdd
  1115. trigger1 = 1
  1116. y = 0.2
  1117.  
  1118. [State 0, VelSet]
  1119. type = VelSet
  1120. trigger1 = vel y >= 0 && pos y >= -15
  1121. x = 0
  1122. y = 0
  1123.  
  1124. [State 0, PosSet]
  1125. type = PosSet
  1126. trigger1 = vel y >= 0 && pos y >= -15
  1127. y = 0
  1128.  
  1129. ;[State 0, DestroySelf]
  1130. ;type = DestroySelf
  1131. ;trigger1 = time >= 60
  1132.  
  1133. ;---------------------------------------------------------------------------
  1134. ;Win Vore Digest
  1135. [Statedef 1185]
  1136. type = S
  1137. ctrl = 0
  1138. anim = 80187
  1139. velset = 0,0
  1140.  
  1141. [State 200, 2]
  1142. type = PlaySnd
  1143. trigger1 = animelem = 4
  1144. value = 80,25
  1145.  
  1146. ;[State 200, 2]
  1147. ;type = PlaySnd
  1148. ;trigger1 = animelem = 12
  1149. ;value = 1004,0 +random%4
  1150.  
  1151. ;[State 185, PSND]
  1152. ;type = playsnd
  1153. ;trigger1 = animelem = 9
  1154. ;value = 185,0
  1155. ;channel = 0
  1156.  
  1157. ;[State 185, PSND]
  1158. ;type = playsnd
  1159. ;trigger1 = animelem = 2 && animelem = 6 && animelem = 12
  1160. ;value = 2500,4
  1161. ;channel = 0
  1162.  
  1163. ;[State 0, VictoryQuote]
  1164. ;type = VictoryQuote
  1165. ;trigger1 = time = 0
  1166. ;value = 4+(random%3)
  1167.  
  1168. [State 0, VictoryQuote]
  1169. type = VictoryQuote
  1170. trigger1 = time = 0
  1171. trigger1 = enemy, name != "Milla_Basset"
  1172. value = ifelse(enemy, name = "Carol Tea",22,11+random%7)
  1173.  
  1174. [State 0, VictoryQuote]
  1175. type = VictoryQuote
  1176. trigger1 = time = 0
  1177. trigger1 = enemy, name != "Carol Tea"
  1178. value = ifelse(enemy, name = "Milla_Basset",23,11+random%7)
  1179.  
  1180. ;[State 0, VictoryQuote]
  1181. ;type = VictoryQuote
  1182. ;trigger1 = time = 0
  1183. ;trigger1 = enemy, name = "Milla_Basset"
  1184. ;value = 11
  1185.  
  1186. ;[State 0, VictoryQuote]
  1187. ;type = VictoryQuote
  1188. ;trigger1 = time = 1
  1189. ;value = 5+random%3
  1190.  
  1191. [state 184, fadelater]
  1192. type = assertspecial
  1193. trigger1 = time <= 200
  1194. flag = roundnotover
  1195.  
  1196. [State 185, 1]
  1197. type = NotHitBy
  1198. trigger1 = 1
  1199. value = SCA
  1200. time = 1
  1201.  
  1202. [State 0, AssertSpecial]
  1203. type = AssertSpecial
  1204. trigger1 = 1
  1205. flag = nomusic
  1206. ignorehitpause = 1
  1207.  
  1208. ;---------------------------------------------------------------------------
  1209. ;Intro decider
  1210. [Statedef 190]
  1211. type = S
  1212. ctrl = 0
  1213. velset = 0,0
  1214.  
  1215. [State 0, AssertSpecial]
  1216. type = AssertSpecial
  1217. trigger1 = 1
  1218. flag = intro
  1219.  
  1220. [State 0, ChangeState]
  1221. type = ChangeState
  1222. trigger1 = p2name = "Carol Tea"
  1223. trigger2 = p4name = "Carol Tea"
  1224. value = 192
  1225. ctrl = 0
  1226.  
  1227. [State 0, ChangeState]
  1228. type = null
  1229. trigger1 = p2name = "Sash Lilac"
  1230. value = 1949+Teamside
  1231. ctrl = 0
  1232.  
  1233. [State 0, ChangeState]
  1234. type = ChangeState
  1235. trigger1 = time = 0
  1236. value = 193
  1237. ctrl = 0
  1238.  
  1239. ;---------------------------------------------------------------------------
  1240. ; Introduction
  1241. ; CNS difficulty: basic
  1242. ; CNS ƒŒƒxƒ‹: Šî–{
  1243. [Statedef 191]
  1244. type = S
  1245. ctrl = 0
  1246. anim = 190
  1247. velset = 0,0
  1248.  
  1249. [State 191, 2] ;Assert this until you want "round 1, fight" to begin
  1250. type = AssertSpecial
  1251. trigger1 = 1
  1252. flag = Intro
  1253.  
  1254. [state 1000]
  1255. type = playsnd
  1256. trigger1 = animelem = 2
  1257. value = S1000,0
  1258. ;channel = 5
  1259.  
  1260. ;[state 1000]
  1261. ;type = stopsnd
  1262. ;trigger1 = anim != 190
  1263. ;channel = 5
  1264.  
  1265. [State 191, 3] ;Change to stand state when done
  1266. type = ChangeState
  1267. trigger1 = animtime = 0
  1268. value = 0
  1269.  
  1270. ;VS. Carol
  1271. [Statedef 192]
  1272. type = S
  1273. ctrl = 0
  1274. anim = 192
  1275. velset = 0,0
  1276.  
  1277. [State 191, 2] ;Assert this until you want "round 1, fight" to begin
  1278. type = AssertSpecial
  1279. trigger1 = 1
  1280. flag = Intro
  1281.  
  1282. [State 0, ROFBEOTS]
  1283. type = Helper
  1284. trigger1 = time = 0
  1285. name = "Running out from back edge of the screen"
  1286. ID = 1992
  1287. stateno = 1992
  1288. pos = -390,0
  1289. postype = p1 ;p2,front,back,left,right
  1290. facing = 1
  1291. keyctrl = 0
  1292. ownpal = 0
  1293.  
  1294. [state 1000]
  1295. type = playsnd
  1296. trigger1 = animelem = 2
  1297. value = S1006,0
  1298. channel = 5
  1299.  
  1300. [State 191, 3] ;Change to stand state when done
  1301. type = ChangeState
  1302. trigger1 = animtime = 0
  1303. value = 0
  1304.  
  1305. ;Helper for intro
  1306. [Statedef 1992]
  1307. type = S
  1308. ctrl = 0
  1309. anim = 191
  1310. velset = 0,0
  1311.  
  1312. [State 100, 1a]
  1313. type = playsnd
  1314. trigger1 = AnimElem = 3
  1315. trigger2 = AnimElem = 7
  1316. value = S100,0
  1317.  
  1318. [state 1000]
  1319. type = velset
  1320. trigger1 = 1
  1321. x = 5
  1322.  
  1323. [state 1000]
  1324. type = NULL
  1325. trigger1 = stateno = 1992 && time = 0
  1326. anim = 10021
  1327. pos = 0,0
  1328. bindtime = -1
  1329. ID = 10021
  1330. removeongethit = 1
  1331. ignorehitpause = 1
  1332. under = 1
  1333.  
  1334. [State 0, Hair]
  1335. type = Helper
  1336. trigger1 = !numhelper(1994)
  1337. name = "Hair"
  1338. ID = 1994
  1339. stateno = 1994
  1340. pos = 0,0
  1341. postype = p1 ;p2,front,back,left,right
  1342. facing = 1
  1343. keyctrl = 0
  1344. ownpal = 0
  1345.  
  1346. [state 1000]
  1347. type = changestate
  1348. trigger1 = time = 70
  1349. value = 1993
  1350.  
  1351. ;Helper for intro
  1352. [Statedef 1993]
  1353. type = S
  1354. physics = N
  1355. ctrl = 0
  1356. anim = 101
  1357. velset = 3,0
  1358.  
  1359. [State 110, Dust]
  1360. type = explod
  1361. trigger1 = anim = 101 && animelem = 2
  1362. anim = 8103
  1363. ID = 8103
  1364. sprpriority = 3
  1365. postype = p1
  1366. pos = 10, 0
  1367. vel = 2, 0
  1368. removetime = -2
  1369. ownpal = 1
  1370. pausemovetime = -1
  1371. supermovetime = -1
  1372.  
  1373. [State 0, Hair]
  1374. type = Helper
  1375. trigger1 = !numhelper(1995)
  1376. name = "Hair"
  1377. ID = 1995
  1378. stateno = 1995
  1379. pos = 0,0
  1380. postype = p1 ;p2,front,back,left,right
  1381. facing = 1
  1382. keyctrl = 0
  1383. ownpal = 0
  1384.  
  1385. [State 106, 1]
  1386. type = playsnd
  1387. trigger1 = Time = 0
  1388. value = S100,1
  1389.  
  1390. [State 0, destroyself]
  1391. type = destroyself
  1392. trigger1 = !animtime
  1393.  
  1394. ;Hair for special intro
  1395. [Statedef 1994]
  1396. type = S
  1397. movetype= I
  1398. physics = N
  1399. ctrl = 0
  1400. sprpriority = 0
  1401.  
  1402. [State 0, BindToRoot]
  1403. type = bindtoparent
  1404. trigger1 = 1
  1405. time = 1
  1406. pos = 0,0
  1407. ignorehitpause = 1
  1408.  
  1409. [State 0, ChangeAnim]
  1410. type = ChangeAnim
  1411. trigger1 = parent,anim != 191
  1412. value = 19999
  1413. ignorehitpause = 1
  1414.  
  1415. [State 0, Turn]
  1416. type = turn
  1417. trigger1 = facing = -1
  1418. trigger1 = parent,facing = 1
  1419. trigger2 = facing = 1
  1420. trigger2 = parent,facing = -1
  1421. ignorehitpause = 1
  1422.  
  1423. [State 0, ChangeAnim]
  1424. type = ChangeAnim
  1425. triggerall = anim != 10021
  1426. trigger1 = parent,anim = 191
  1427. ;trigger1 = root,animelem = 15
  1428. value = 10021
  1429. ignorehitpause = 1
  1430.  
  1431. [state 1000]
  1432. type = destroyself
  1433. trigger1 = time = 70
  1434.  
  1435. ;Hair for special intro
  1436. [Statedef 1995]
  1437. type = S
  1438. movetype= I
  1439. physics = N
  1440. ctrl = 0
  1441. sprpriority = 0
  1442.  
  1443. [State 0, BindToRoot]
  1444. type = bindtoparent
  1445. trigger1 = 1
  1446. time = 1
  1447. pos = 0,0
  1448. ignorehitpause = 1
  1449.  
  1450. [State 0, ChangeAnim]
  1451. type = ChangeAnim
  1452. trigger1 = parent,anim != 101
  1453. value = 19999
  1454. ignorehitpause = 1
  1455.  
  1456. [State 0, Turn]
  1457. type = turn
  1458. trigger1 = facing = -1
  1459. trigger1 = parent,facing = 1
  1460. trigger2 = facing = 1
  1461. trigger2 = parent,facing = -1
  1462. ignorehitpause = 1
  1463.  
  1464. [State 0, ChangeAnim]
  1465. type = ChangeAnim
  1466. triggerall = anim != 10005
  1467. trigger1 = parent,anim = 101
  1468. value = 10005
  1469. ignorehitpause = 1
  1470.  
  1471. [state 1000]
  1472. type = destroyself
  1473. trigger1 = time = 12
  1474.  
  1475.  
  1476. ;Vore Tease
  1477. [Statedef 193]
  1478. type = S
  1479. ctrl = 0
  1480. anim = 193
  1481. velset = 0,0
  1482.  
  1483. [State 191, 2] ;Assert this until you want "round 1, fight" to begin
  1484. type = AssertSpecial
  1485. trigger1 = 1
  1486. flag = Intro
  1487.  
  1488. [State 0, ROFBEOTS]
  1489. type = Helper
  1490. trigger1 = time = 0
  1491. name = "Running out from back edge of the screen"
  1492. ID = 1932
  1493. stateno = 1932
  1494. pos = -1000,0
  1495. postype = p1 ;p2,front,back,left,right
  1496. facing = 1
  1497. keyctrl = 0
  1498. ownpal = 0
  1499.  
  1500. ;[state 1000]
  1501. ;type = playsnd
  1502. ;trigger1 = animelem = 2
  1503. ;value = S1006,0
  1504. ;channel = 5
  1505.  
  1506. [State 200, 2]
  1507. type = PlaySnd
  1508. trigger1 = animelem = 4
  1509. value = 80,25
  1510.  
  1511. [State 191, 3] ;Change to stand state when done
  1512. type = ChangeState
  1513. trigger1 = animtime = 0
  1514. value = 0
  1515.  
  1516. ;Helper for VT
  1517. [Statedef 1932]
  1518. type = S
  1519. ctrl = 0
  1520. anim = 100
  1521. velset = 0,0
  1522.  
  1523. [State 100, 1a]
  1524. type = playsnd
  1525. trigger1 = AnimElem = 3
  1526. trigger2 = AnimElem = 7
  1527. value = S100,0
  1528.  
  1529. [state 1000]
  1530. type = velset
  1531. trigger1 = 1
  1532. x = 13
  1533.  
  1534. [state 1000]
  1535. type = NULL
  1536. trigger1 = stateno = 1992 && time = 0
  1537. anim = 10021
  1538. pos = 0,0
  1539. bindtime = -1
  1540. ID = 10021
  1541. removeongethit = 1
  1542. ignorehitpause = 1
  1543. under = 1
  1544.  
  1545. [State 0, Hair]
  1546. type = Helper
  1547. trigger1 = !numhelper(1994)
  1548. name = "Hair"
  1549. ID = 1994
  1550. stateno = 1994
  1551. pos = 0,0
  1552. postype = p1 ;p2,front,back,left,right
  1553. facing = 1
  1554. keyctrl = 0
  1555. ownpal = 0
  1556.  
  1557. [state 1000]
  1558. type = changestate
  1559. trigger1 = time = 70
  1560. value = 1933
  1561.  
  1562. ;Helper for VT2
  1563. [Statedef 1933]
  1564. type = S
  1565. physics = N
  1566. ctrl = 0
  1567. anim = 101
  1568. velset = 3,0
  1569.  
  1570. [State 110, Dust]
  1571. type = explod
  1572. trigger1 = anim = 101 && animelem = 2
  1573. anim = 8103
  1574. ID = 8103
  1575. sprpriority = 3
  1576. postype = p1
  1577. pos = 10, 0
  1578. vel = 2, 0
  1579. removetime = -2
  1580. ownpal = 1
  1581. pausemovetime = -1
  1582. supermovetime = -1
  1583.  
  1584. [State 0, Hair]
  1585. type = Helper
  1586. trigger1 = !numhelper(1995)
  1587. name = "Hair"
  1588. ID = 1995
  1589. stateno = 1995
  1590. pos = 0,0
  1591. postype = p1 ;p2,front,back,left,right
  1592. facing = 1
  1593. keyctrl = 0
  1594. ownpal = 0
  1595.  
  1596. [State 106, 1]
  1597. type = playsnd
  1598. trigger1 = Time = 0
  1599. value = S100,1
  1600.  
  1601. [State 0, destroyself]
  1602. type = destroyself
  1603. trigger1 = !animtime
  1604.  
  1605. ;---------------------------------------------------------------------------
  1606. ; Taunt
  1607. ; CNS difficulty: easy
  1608. [Statedef 195]
  1609. type = S
  1610. ctrl = 0
  1611. anim = 195
  1612. ;anim = 999
  1613. anim = 0
  1614. velset = 0,0
  1615. movetype = I
  1616. physics = S
  1617. sprpriority = 2
  1618.  
  1619. [State 195, 1]
  1620. type = CtrlSet
  1621. trigger1 = Time = 55
  1622. value = 1
  1623.  
  1624. [state 1000]
  1625. type = playsnd
  1626. trigger1 = animelem = 2
  1627. value = S1000,3
  1628. ;value = 81,0 + (random%6)
  1629.  
  1630. [State 195, 2]
  1631. type = ChangeState
  1632. trigger1 = AnimTime = 0
  1633. value = 0
  1634. ctrl = 1
  1635.  
  1636.  
  1637. ;---------------------------------------------------------------------------
  1638. ; Stand Light Punch
  1639. ; CNS difficulty: easy
  1640. [Statedef 200]
  1641. type = S ;State-type: S-stand, C-crouch, A-air, L-liedown
  1642. movetype= A ;Move-type: A-attack, I-idle, H-gethit
  1643. physics = S ;Physics: S-stand, C-crouch, A-air
  1644. juggle = 1 ;Number of air juggle points move takes
  1645. ;Commonly-used controllers:
  1646. velset = 0,0 ;Set velocity (x,y) (Def: no change)
  1647. ctrl = 0 ;Set ctrl (Def: no change)
  1648. anim = 200 ;Change animation (Def: no change)
  1649. poweradd = 0 ;Power to add (Def: 0)
  1650. sprpriority = 2 ;Set p1's sprite layering priority to 2 (in front)
  1651.  
  1652. [state 1000]
  1653. type = NULL
  1654. trigger1 = animelem = 2
  1655. pos = 0,0
  1656. anim = 201
  1657. ontop = 1
  1658. postype = p1
  1659. removeongethit = 1
  1660. ignorehitpause = 1
  1661. scale = 1.3,1.3
  1662.  
  1663. [State 200, 1]
  1664. type = HitDef
  1665. trigger1 = time = 0
  1666. attr = S, NA
  1667. damage = 14,0
  1668. getpower = 72,36
  1669. givepower = 36,36
  1670. animtype = Light
  1671. guardflag = M
  1672. hitflag = MAF
  1673. pausetime = 6, 6
  1674. sparkNo = -1 + 0 * (var(33) := 8010)
  1675. guard.sparkNo = -1 + 0 * (var(34) := 8000)
  1676. sparkXY = -10 + 0 * (var(35) := 58), var(36):=-35
  1677. hitsound = S2,1
  1678. guardsound = -1
  1679. ground.type = High
  1680. ground.slidetime = 10
  1681. ground.hittime = 13
  1682. ground.velocity = -2
  1683. air.type = low
  1684. air.velocity = -2,-2
  1685. air.hittime = 15
  1686. yaccel = 0.5
  1687. ID = 200
  1688.  
  1689. [State 0, ChangeState]
  1690. type = ChangeState
  1691. triggerall = movecontact
  1692. trigger1 = command = "x"
  1693. trigger1 = command != "holddown"
  1694. trigger2 = var(59)
  1695. trigger2 = random<var(50)*2.0
  1696. value = 210
  1697. ctrl = 0
  1698.  
  1699. [State 0, ChangeState]
  1700. type = ChangeState
  1701. triggerall = !var(59)
  1702. triggerall = movecontact
  1703. triggerall = power > 850
  1704. trigger1 = command = "y"
  1705. trigger1 = command = "holdup"
  1706. value = 1023
  1707. ctrl = 0
  1708.  
  1709. [State 0, ChangeState]
  1710. type = ChangeState
  1711. triggerall = movecontact
  1712. triggerall = power > 850
  1713. trigger1 = command = "y"
  1714. trigger1 = command != "holddown"
  1715. trigger2 = var(59)
  1716. trigger2 = random<var(50)*2.0
  1717. value = 1020
  1718. ctrl = 0
  1719.  
  1720. [State 200, 2]
  1721. type = PlaySnd
  1722. trigger1 = animelem = 3
  1723. value = 1001,0 +random%3
  1724.  
  1725. [State 200, 1]
  1726. type = PlaySnd
  1727. trigger1 = animelem = 3
  1728. value = 0, 0
  1729.  
  1730. [State 200, 7]
  1731. type = ChangeState
  1732. trigger1 = AnimTime = 0
  1733. value = 0
  1734. ctrl = 1
  1735.  
  1736. ;---------------------------------------------------------------------------
  1737. ; Standing strong punch
  1738. ; CNS difficulty: easy
  1739. ; Note the width controller. It makes KFM's push box larger, so he doesn't
  1740. ; stand so close to the opponent. Hit Ctrl-C and look at the red bar at his
  1741. ; feet.
  1742. ; The sprpriority for this state is at -1, instead of the usual 2 for
  1743. ; attacks. This makes KFM appear behind the opponent initially.
  1744. ; The SprPriority controller in [State 210, 4] brings KFM to the front when
  1745. ; his arm has swung over.
  1746. ; To stop KFM from pausing in his swing frame, there is a ChangeAnim in
  1747. ; [State 210, 3] that detects if the hit has come in contact with the
  1748. ; opponent during that frame, and switches to the next animation element
  1749. ; (notice the elem=6 parameter). If you don't see what I mean, try commenting
  1750. ; out that controller, then hit someone with this attack.
  1751. [Statedef 210]
  1752. type = S
  1753. movetype= A
  1754. physics = S
  1755. juggle = 4
  1756. poweradd= 0
  1757. ctrl = 0
  1758. velset = 0,0
  1759. anim = 210
  1760. sprpriority = 2
  1761.  
  1762. [State 210, 1]
  1763. type = PlaySnd
  1764. trigger1 = animelem = 2
  1765. value = 0, 1
  1766.  
  1767. [State 200, 2]
  1768. type = PlaySnd
  1769. trigger1 = animelem = 2
  1770. value = 1001,0 +random%3
  1771.  
  1772. [State 200, 1]
  1773. type = HitDef
  1774. trigger1 = time = 0
  1775. attr = S, NA
  1776. damage = 56,0
  1777. getpower = 72,36
  1778. givepower = 36,36
  1779. animtype = Hard
  1780. guardflag = M
  1781. hitflag = MAF
  1782. pausetime = 12, 12
  1783. sparkNo = -1 + 0 * (var(33) := 8011)
  1784. guard.sparkNo = -1 + 0 * (var(34) := 8000)
  1785. sparkXY = -10 + 0 * (var(35) := 58), var(36):=-35
  1786. hitsound = S2,2
  1787. guardsound = -1
  1788. ground.type = High
  1789. ground.slidetime = 20
  1790. ground.hittime = 25
  1791. ground.velocity = -3.5
  1792. air.type = low
  1793. air.velocity = -4,-3
  1794. air.hittime = 25
  1795. Air.fall = 1
  1796. fall.recover = 0
  1797. yaccel = 0.5
  1798. ID = 210
  1799.  
  1800. [State 0, ChangeState]
  1801. type = ChangeState
  1802. triggerall = !var(59)
  1803. triggerall = movecontact
  1804. triggerall = power > 850
  1805. trigger1 = command = "y"
  1806. trigger1 = command = "holdup"
  1807. value = 1023
  1808. ctrl = 0
  1809.  
  1810. [State 0, ChangeState]
  1811. type = ChangeState
  1812. triggerall = movecontact
  1813. triggerall = power > 850
  1814. trigger1 = command = "y"
  1815. trigger1 = command != "holddown"
  1816. trigger2 = var(59)
  1817. trigger2 = random<var(50)*2.0
  1818. value = 1020
  1819. ctrl = 0
  1820.  
  1821. [State 210, 5]
  1822. type = ChangeState
  1823. trigger1 = AnimTime = 0
  1824. value = 0
  1825. ctrl = 1
  1826.  
  1827. ;---------------------------------------------------------------------------
  1828.  
  1829. ;---------------------------------------------------------------------------
  1830. ;Crouching light punch
  1831. ; CNS difficulty: easy
  1832. ; Description: Simple crouching attack. The HitDef's guardflag parameter
  1833. ; is set to "L", meaning that the move can only be guarded low
  1834. ; (crouching), and not by standing or jumping opponents.
  1835. ; Like for all light attacks, it's a good idea to keep the slidetime
  1836. ; and hittime parameters at a smaller number, so the opponent isn't
  1837. ; stunned for too long. For all crouching attacks you have to
  1838. ; remember to set the attr parameter to indicate that it is crouching
  1839. ; attack. In this case, "C, NA" stands for "crouching, normal attack".
  1840. ; The HitDef's priority is set at 3, instead of the default of 4,
  1841. ; so this attack has a lower priority than most others, meaning
  1842. ; KFM will get hit instead of trading hits with his opponent if
  1843. ; their attack collision boxes (Clsn1) intersect each other's Clsn2
  1844. ; boxes at the same time.
  1845. [Statedef 400]
  1846. type = C
  1847. movetype= A
  1848. physics = C
  1849. juggle = 5
  1850. poweradd= 0
  1851. ctrl = 0
  1852. anim = 400
  1853. sprpriority = 2
  1854.  
  1855. [State 400, 1]
  1856. type = PlaySnd
  1857. trigger1 = animelem = 1
  1858. value = 0, 1
  1859.  
  1860. [State 200, 2]
  1861. type = PlaySnd
  1862. trigger1 = animelem = 1
  1863. value = 1001,0 +random%3
  1864.  
  1865. [State 400, 2]
  1866. type = HitDef
  1867. trigger1 = Time = 0
  1868. attr = C, NA
  1869. damage = 41,0
  1870. priority = 4
  1871. getpower = 72,36
  1872. givepower = 36,36
  1873. animtype = Hard
  1874. hitflag = MAFD
  1875. guardflag = L
  1876. pausetime = 8,8
  1877. sparkNo = -1 + 0 * (var(33) := 8011)
  1878. guard.sparkNo = -1 + 0 * (var(34) := 8000)
  1879. sparkXY = -5 + 0 * (var(35) := 28), var(36):=-12
  1880. hitsound = S2,5
  1881. guardsound = -1
  1882. ground.type = High
  1883. ground.slidetime = 18
  1884. ground.hittime = 18
  1885. ground.velocity = -1,-4.5
  1886. air.velocity = -1,-4.5
  1887. fall = 1
  1888. fall.recover = 0
  1889. yaccel = 0.5
  1890. id = 400
  1891.  
  1892. [State 400, 4]
  1893. type = ChangeState
  1894. trigger1 = AnimTime = 0
  1895. value = 11
  1896. ctrl = 1
  1897.  
  1898. ;---------------------------------------------------------------------------
  1899.  
  1900. ;---------------------------------------------------------------------------
  1901. ;Jump Light Punch
  1902. ; CNS difficulty: easy
  1903. [Statedef 600]
  1904. type = A
  1905. movetype= A
  1906. physics = A
  1907. juggle = 2
  1908. poweradd= 11
  1909. ctrl = 0
  1910. anim = 600
  1911. sprpriority = 2
  1912.  
  1913. [State 600, 1]
  1914. type = PlaySnd
  1915. trigger1 = animelem = 3
  1916. value = 0, 0
  1917.  
  1918. [State 200, 2]
  1919. type = PlaySnd
  1920. trigger1 = animelem = 3
  1921. value = 1001,0 +random%3
  1922.  
  1923. [State 200, 1]
  1924. type = HitDef
  1925. trigger1 = time = 0
  1926. attr = A, NA
  1927. damage = 56,0
  1928. getpower = 72,36
  1929. givepower = 36,36
  1930. animtype = Hard
  1931. guardflag = HA
  1932. hitflag = MAF
  1933. pausetime = 5, 7
  1934. sparkNo = -1 + 0 * (var(33) := 8010)
  1935. guard.sparkNo = -1 + 0 * (var(34) := 8000)
  1936. sparkXY = -10 + 0 * (var(35) := 58), var(36):=-30
  1937. hitsound = S2,1
  1938. guardsound = -1
  1939. ground.type = High
  1940. ground.slidetime = 20
  1941. ground.hittime = 25
  1942. ground.velocity = -4
  1943. air.type = High
  1944. air.velocity = -4,-2
  1945. air.hittime = 25
  1946. fall = 0
  1947. fall.recover = 0
  1948. yaccel = 0.8
  1949. ID = 620
  1950.  
  1951. [Statedef 800]
  1952. type = S
  1953. movetype= A
  1954. physics = S
  1955. juggle = 0
  1956. velset = 0,0
  1957. ctrl = 0
  1958. anim = 800
  1959. sprpriority = 2
  1960.  
  1961. ; Notes: The '-' symbol in the hitflag field means that it only affects
  1962. ; players who are not in a hit state. This prevents KFM from combo-ing
  1963. ; into the throw. The priority should be set to a low number, such as
  1964. ; 1 or 2, so that the throw does not take precedence over normal attacks.
  1965. ; The type of priority must always be set to "Miss" or "Dodge" for throws,
  1966. ; otherwise strange behavior can result.
  1967. [State 800, 1]
  1968. type = HitDef
  1969. Trigger1 = Time = 0
  1970. attr = S, NT ;Attributes: Standing, Normal Throw
  1971. hitflag = M- ;Affect only ground people who are not being hit
  1972. priority = 1, Miss ;Throw has low priority, must be miss or dodge type.
  1973. sparkno = -1 ;No spark
  1974. p1sprpriority = 1 ;Draw p1's sprite in front of p2
  1975. ;p2's sprite priority is set to 0 by default
  1976. p1facing = 1
  1977. p2facing = 1 ;Force p2 to face KFM
  1978. p1stateno = 810 ;On success, KFM changes to state 810
  1979. p2stateno = 820 ;If hit, p2 changes to state 820 in KFM's cns
  1980. guard.dist = 0 ;This prevents p2 from going into a guard state if close
  1981. fall = 1 ;Force p2 into falling down
  1982. ID = 820
  1983. guardflag =
  1984.  
  1985. [State 0, PlaySnd]
  1986. type = PlaySnd
  1987. trigger1 = animelem = 3
  1988. value = S0,7
  1989. channel = -1
  1990. volumescale = 125
  1991.  
  1992. [State 800, 2]
  1993. type = ChangeState
  1994. Trigger1 = AnimTime = 0
  1995. value = 0
  1996. ctrl = 1
  1997.  
  1998. [Statedef 810]
  1999. type = S
  2000. movetype= A
  2001. physics = N
  2002. anim = 810
  2003. poweradd = 0
  2004.  
  2005. [State 850, 0]
  2006. type = Width
  2007. trigger1 = AnimElem = 1, >= 0
  2008. edge = 30,30
  2009.  
  2010. [State 810, Grab Sound]
  2011. type = PlaySnd
  2012. trigger1 = time = 0
  2013. value = 1, 0
  2014.  
  2015. [state 1000]
  2016. type = turn
  2017. trigger1 = animelem = 2
  2018.  
  2019. [State 810, Throw Sound]
  2020. type = PlaySnd
  2021. trigger1 = Animelem = 3
  2022. value = 0, 6
  2023.  
  2024. [State 200, 2]
  2025. type = PlaySnd
  2026. trigger1 = animelem = 2
  2027. value = 1001,0 +random%3
  2028.  
  2029. [State 0, TargetBind]
  2030. type = TargetBind
  2031. trigger1 = animelem = 1
  2032. time = 10
  2033. pos = 12,0
  2034.  
  2035. [State 0, TargetBind]
  2036. type = TargetBind
  2037. trigger1 = animelem = 2
  2038. time = 4
  2039. pos = -2,0
  2040.  
  2041. [State 810, State End]
  2042. type = ChangeState
  2043. trigger1 = AnimTime = 0
  2044. value = 0
  2045. ctrl = 1
  2046.  
  2047. ;hit by throw
  2048. [Statedef 820]
  2049. type = A
  2050. movetype= H
  2051. physics = N
  2052.  
  2053. [State 2101, 3]
  2054. type = PosFreeze
  2055. trigger1 = time = 0
  2056.  
  2057. [state 1000]
  2058. type = nothitby
  2059. trigger1 = time = 0
  2060. value = SCA
  2061. time = 15
  2062.  
  2063. [state 1000]
  2064. type = playerpush
  2065. trigger1 = 1
  2066. value = 0
  2067.  
  2068. [State 2101, 1]
  2069. type = ChangeAnim2
  2070. trigger1 = time = 0
  2071. value = 820
  2072.  
  2073. [state 1000]
  2074. type = velset
  2075. trigger1 = time = 14
  2076. x = 5
  2077. y = -5
  2078.  
  2079. [state 1000]
  2080. type = lifeadd
  2081. trigger1 = time = 14
  2082. value = -60
  2083.  
  2084. [State 2101, 1]
  2085. type = NULL
  2086. trigger1 = time = 14
  2087. value = 5050
  2088.  
  2089. [State 2101, 1]
  2090. type = changestate
  2091. trigger1 = time = 14
  2092. value = 830
  2093.  
  2094. [State 2101, 3]
  2095. type = sprpriority
  2096. trigger1 = time = 0
  2097. value = -1
  2098.  
  2099. [Statedef 830]
  2100. type = A
  2101. movetype= H
  2102. physics = N
  2103.  
  2104. [state 1000]
  2105. type = velset
  2106. trigger1 = time = 0
  2107. x = 5
  2108. y = -5
  2109.  
  2110. [state 1000]
  2111. type = veladd
  2112. trigger1 = 1
  2113. y = .42
  2114.  
  2115. [State 2101, 1]
  2116. type = ChangeAnim2
  2117. trigger1 = time = 0
  2118. value = 821
  2119.  
  2120. [state 1000]
  2121. type = selfstate
  2122. trigger1 = Vel Y > 0 && Pos Y >= 0
  2123. value = 5100
  2124.  
  2125. [State 2101, 3]
  2126. type = sprpriority
  2127. trigger1 = time = 0
  2128. value = -1
  2129.  
  2130. ;Dragon boost (Vore)
  2131. [Statedef 890]
  2132. type = A
  2133. movetype= A
  2134. physics = N
  2135. juggle = 4
  2136. ctrl = 0
  2137. velset = 0,0
  2138. sprpriority = 2
  2139. poweradd = 0
  2140. anim = 1015
  2141.  
  2142. [State 890, Better Dragon Boost]
  2143. type = ChangeState
  2144. trigger1 = AnimTime = 0 ; Wait for animation to finish
  2145. ; trigger1 = Time >= 30 ; Replace the simple timer
  2146. value = 900
  2147.  
  2148. [State 890, Simple Hit]
  2149. type = HitDef
  2150. trigger1 = Time = 0
  2151. damage = 0, 0 ; No damage from the start
  2152. p1stateno = 900 ; Go to swallow
  2153. p2stateno = 909 ; Send opponent to trapped state
  2154.  
  2155. [State 890, Better Transition]
  2156. type = ChangeState
  2157. trigger1 = AnimTime = 0 ; Wait for attack animation to finish
  2158. value = 900
  2159.  
  2160. [State 890, 2]
  2161. type = HitDef
  2162. trigger1 = animelem = 1
  2163. attr = A, SA
  2164. damage = 41,0
  2165. priority = 4
  2166. getpower = 25,2
  2167. ;givepower = 36,36
  2168. animtype = Heavy
  2169. hitflag = MAFD
  2170. guardflag = M
  2171. pausetime = 8,8
  2172. sparkNo = -1 + 0 * (var(33) := 8011)
  2173. guard.sparkNo = -1 + 0 * (var(34) := 8000)
  2174. sparkXY = -5 + 0 * (var(35) := 28), var(36):=-12
  2175. hitsound = S2,5
  2176. guardsound = -1
  2177. ground.type = High
  2178. ground.slidetime = 18
  2179. ground.hittime = 18
  2180. ground.velocity = -1,-8.5
  2181. air.velocity = -1,-8.5
  2182. fall = 1
  2183. fall.recover = 0
  2184. yaccel = 0.5
  2185. id = 400
  2186. kill = 0
  2187.  
  2188. [State 3000, Super A]
  2189. type = SuperPause
  2190. trigger1 = AnimElem = 1
  2191. pos = -15, -30
  2192. anim = -1
  2193. sound = -1
  2194. time = 0
  2195. movetime = 0
  2196. poweradd = -1000
  2197. p2defmul = 1
  2198. darken = 0
  2199.  
  2200. [State 3000, SuperPause FX]
  2201. type = Helper
  2202. trigger1 = Time = 0
  2203. helperType = Normal
  2204. stateNo = 8500
  2205. ID = 8500
  2206. name = "Superpause FX"
  2207. posType = P1
  2208. pos = 5,-28
  2209. superMoveTime = 255
  2210. size.xScale = 1
  2211. size.yScale = 1
  2212. ownPal = 1
  2213. persistent = 0
  2214.  
  2215. [state 1000]
  2216. type = playsnd
  2217. trigger1 = time = 0
  2218. value = S3000,3
  2219.  
  2220. [State 3050, hitvar]
  2221. type=varset
  2222. trigger1 = time = 0
  2223. ;trigger2= anim = 1015 && animtime = 0
  2224. ;trigger2 = anim = 1015 && hitcount <= 5
  2225. ;trigger2 = anim =1015 && animelemtime(15)<0
  2226. var(14)=0
  2227.  
  2228. [state 100x,atc efe];?????????
  2229. type = Explod
  2230. trigger1 = time = 0
  2231. anim =8150
  2232. ID = 100
  2233. postype = p1
  2234. pos = 0,-30
  2235. sprpriority = 5
  2236. ontop = 1
  2237. bindtime = 1
  2238. removetime = -2
  2239. ownpal=1
  2240. persistent =0
  2241. scale = 1.30,1.30
  2242.  
  2243. [state 100x,atc efe];????????? ?
  2244. type = Explod
  2245. trigger1 = numexplod(101) <= 15
  2246. trigger1 = 1
  2247. anim =8150
  2248. ID = 101
  2249. postype = p1
  2250. pos = 0,-30
  2251. random = 50,40
  2252. sprpriority = 5
  2253. ontop = 1
  2254. bindtime = 1
  2255. removetime = 12
  2256. ownpal=1
  2257. scale = 1.30,1.30;0.1 + (random % 3 * 0.1), 0.1 + (random % 3 * 0.1)
  2258. ;accel = -0.2 - (random % 4 * 0.1),0
  2259.  
  2260. [state 1000]
  2261. type = nothitby
  2262. trigger1 = 1
  2263. value = SCA
  2264. ignorehitpause = 1
  2265.  
  2266. [State 750, 2]
  2267. type = AfterImage
  2268. trigger1 = time = 0
  2269. time = 28
  2270. trans = add1
  2271. timegap = 1
  2272. framegap = 3
  2273. length = 8
  2274. PalBright = 0, 0, 0
  2275. PalContrast = 128,128,128
  2276. PalAdd = 0, 0, 0
  2277. PalMul = 1,1,1
  2278.  
  2279. [state 1000]
  2280. type = palfx
  2281. trigger1 = animelem = 2
  2282. trigger2 = animelem = 4
  2283. trigger3 = animelem = 6
  2284. trigger4 = animelem = 8
  2285. trigger5 = animelem = 10
  2286. trigger6 = animelem = 12
  2287. trigger7 = animelem = 14
  2288. time = 2
  2289. add = 256,256,256
  2290.  
  2291. [state 1000]
  2292. type = poweradd
  2293. trigger1 = animelem = 1
  2294. trigger2 = animelem = 2
  2295. trigger3 = animelem = 3
  2296. trigger4 = animelem = 4
  2297. trigger5 = animelem = 5
  2298. trigger6 = animelem = 6
  2299. trigger7 = animelem = 7
  2300. trigger8 = animelem = 8
  2301. trigger10 = animelem = 10
  2302. trigger11 = animelem = 11
  2303. trigger12 = animelem = 12
  2304. trigger13 = animelem = 13
  2305. trigger14 = animelem = 14
  2306. value = 0 ;-60
  2307.  
  2308. [state 1000]
  2309. type = poweradd
  2310. trigger1 = animelem = 15
  2311. value = 0 ;-10
  2312.  
  2313. [state 1000]
  2314. type = varSet
  2315. trigger1 = animelem = 1
  2316. v = 5
  2317. value = 1
  2318.  
  2319. [state 1000]
  2320. type = varSet
  2321. trigger1 = animelem = 15
  2322. v = 5
  2323. value = 0
  2324.  
  2325. [state 1000]
  2326. type = velset
  2327. trigger1 = 1
  2328. x = 0
  2329. y = 0
  2330.  
  2331. [state 1000]
  2332. type = playsnd
  2333. trigger1 = animelem = 1
  2334. value = S0,5
  2335.  
  2336. [State 8881, varset(35)]
  2337. type = varset
  2338. trigger1 = time = 0
  2339. var(35) = 0
  2340.  
  2341. [state 1000]
  2342. type = changestate
  2343. trigger1 = animelem = 15
  2344. value = 891
  2345. ctrl = 0
  2346.  
  2347. [state 1000]
  2348. type = NULL
  2349. triggerall = command = "holdup"
  2350. triggerall = command = "y"
  2351. trigger1 = animelem = 15
  2352. value = 1023
  2353. ctrl = 0
  2354.  
  2355. ;Dragon boost - Horizontal (Vore)
  2356. [Statedef 891]
  2357. type = A
  2358. movetype= A
  2359. physics = N
  2360. juggle = 4
  2361. ctrl = 0
  2362. velset = 0,0
  2363. sprpriority = 2
  2364. poweradd = 0
  2365.  
  2366. [state 100x,atc efe];?????????
  2367. type = Explod
  2368. trigger1 = time = 0
  2369. anim =8150
  2370. ID = 100
  2371. postype = p1
  2372. pos = 20,-34
  2373. sprpriority = 5
  2374. ontop = 1
  2375. bindtime = 1
  2376. removetime = -2
  2377. ownpal=1
  2378. persistent =0
  2379. scale = 1.30,1.30
  2380.  
  2381. [state 100x,atc efe];????????? ?
  2382. type = Explod
  2383. trigger1 = numexplod(101) <= 15
  2384. trigger1 = 1
  2385. anim =8150
  2386. ID = 101
  2387. postype = p1
  2388. pos = 20,-34
  2389. random = 40,35
  2390. sprpriority = 5
  2391. ontop = 1
  2392. bindtime = 1
  2393. removetime = 14
  2394. ownpal=1
  2395. scale = 1.30,1.30;0.1 + (random % 3 * 0.1), 0.1 + (random % 3 * 0.1)
  2396. accel = -0.2 - (random % 4 * 0.1),0
  2397.  
  2398. [state 1000]
  2399. type = nothitby
  2400. trigger1 = 1
  2401. value = SCA
  2402. ignorehitpause = 1
  2403.  
  2404. [state 1000]
  2405. type = width
  2406. trigger1 = 1
  2407. value = 0,0
  2408.  
  2409. [State 3000, Super C]
  2410. type = AfterImageTime
  2411. trigger1 = AnimElemTime(2) >= 1 && Time < 60
  2412. time = 2
  2413.  
  2414. [state 1000]
  2415. type = playerpush
  2416. trigger1 = 1
  2417. value = 0
  2418.  
  2419. [state 1000]
  2420. type = velset
  2421. trigger1 = 1
  2422. y = 0
  2423. x = 12
  2424.  
  2425. [State 3050, hitvar]
  2426. type=varset
  2427. trigger1 = anim!=1015
  2428. var(14)=0
  2429.  
  2430. [State 3050, hitvar]
  2431. type=varadd
  2432. trigger1=anim=1015&&(movehit=1||moveguarded=1||movereversed=1)
  2433. var(14)=1
  2434.  
  2435. [State 3050, hit]
  2436. type=hitdef
  2437. trigger1=anim=1015 && animelemtime(15)>=0
  2438. trigger1= timemod = 2,0 && var(14)<5
  2439. attr = S,NT
  2440. hitflag = MAF
  2441. priority = 1,Miss
  2442. sparkno = -1
  2443. p1sprpriority = 1
  2444. p1facing = 1
  2445. p2facing = 1
  2446. p1stateno = 892
  2447. p2stateno = 2000
  2448. guard.dist = 0
  2449. fall = 1
  2450.  
  2451. [state 1000]
  2452. type = changestate
  2453. trigger1 = time = 40
  2454. value = 1022
  2455. ctrl = 0
  2456.  
  2457. ;vore succesu
  2458. [Statedef 892]
  2459. type = S
  2460. movetype= A
  2461. physics = S
  2462. juggle = 1
  2463. velset = 0,0 ;??????????????????(0,0?????)
  2464. ctrl = 0 ;?????????????????????(1??????)
  2465. anim = 900 ;??????????????????????(0?????)
  2466. poweradd = 0 ;??????????????????(0?????)
  2467. sprpriority = 0 ;???????????(2??? 0?? -1?)
  2468.  
  2469. [State 700, NotHitBy]
  2470. type = NotHitBy
  2471. trigger1 = 1
  2472. value = SCA
  2473. persistent = 1
  2474.  
  2475. [State 1021, 10]
  2476. type = TargetState
  2477. trigger1 = time = 0
  2478. value = 2000
  2479.  
  2480. [State 901, Ontop of the prey]
  2481. type = Explod
  2482. trigger1 = Animelem = 1
  2483. anim = 9001
  2484. ID = 9001
  2485. pos = 0,0
  2486. postype = p1
  2487. facing = 1
  2488. bindtime = -1
  2489. removetime = -2
  2490. scale = 1.7,1.7
  2491. sprpriority = 2
  2492. ontop = 0
  2493. ownpal = 0
  2494. removeongethit = 1
  2495.  
  2496. [State 0, TargetBind]
  2497. type = TargetBind
  2498. trigger1 = AnimElem = 1
  2499. pos = 21,10
  2500.  
  2501. [State 0, TargetBind]
  2502. type = TargetBind
  2503. trigger1 = AnimElem = 2 || AnimElem = 3 || AnimElem = 4 || AnimElem = 5 || AnimElem = 6
  2504. pos = 20,10
  2505.  
  2506. [State 0, TargetBind]
  2507. type = TargetBind
  2508. trigger1 = AnimElem = 7
  2509. pos = 6, 10
  2510.  
  2511. [State 0, TargetBind]
  2512. type = TargetBind
  2513. trigger1 = AnimElem = 8
  2514. pos = 5, 10
  2515.  
  2516. [State 0, TargetBind]
  2517. type = TargetBind
  2518. trigger1 = AnimElem = 9
  2519. pos = 5, 10
  2520.  
  2521. [State 0, ]
  2522. type = TargetBind
  2523. trigger1 = animelem = 10
  2524. pos = 5, -10
  2525.  
  2526. [State 0, ]
  2527. type = TargetBind
  2528. trigger1 = animelem = 12
  2529. pos = 3, -20
  2530.  
  2531. [State 0, ]
  2532. type = TargetBind
  2533. trigger1 = animelem = 14
  2534. pos= 0, -33
  2535.  
  2536. [State 901, playsnd]
  2537. type = PlaySnd
  2538. trigger1 = animelem = 15
  2539. value = 5, 2
  2540.  
  2541. [State 901, playsnd]
  2542. type = PlaySnd
  2543. trigger1 = animelem = 10 || animelem = 12 || animelem = 14
  2544. value = 9000, 6
  2545.  
  2546.  
  2547. [State 6100, TargetState]
  2548. type = TargetState
  2549. triggerall = NumTarget
  2550. trigger1 = Time = 200
  2551. value = 904
  2552. ID = -1
  2553.  
  2554. [state 901, ChangeState]
  2555. type = ChangeState
  2556. Trigger1 = Animtime = 0
  2557. value = 900
  2558. ctrl = 0
  2559.  
  2560. ;Swallow State
  2561. [statedef 900]
  2562. type = S
  2563. movetype = A
  2564. physics = N
  2565. Velset = 0,0
  2566. anim = 8676
  2567. ctrl = 0
  2568. sprpriority = 2
  2569.  
  2570. [State 900, PlaySnd 2]
  2571. type = PlaySnd
  2572. trigger1 = AnimElem = 3
  2573. value = 9000,7
  2574.  
  2575. [State 900, PlaySnd 3]
  2576. type = PlaySnd
  2577. trigger1 = AnimElem = 9
  2578. value = 9000,2
  2579.  
  2580. [State 900, PlaySnd 4]
  2581. type = PlaySnd
  2582. trigger1 = AnimElem = 20
  2583. value = 80,2
  2584.  
  2585. [state 900, ChangeState]
  2586. type = ChangeState
  2587. Trigger1 = Animtime = 0
  2588. value = 901
  2589. ctrl = 0
  2590.  
  2591.  
  2592. ;---------------------------------------------------------------------------------
  2593. ; Clean Swallow
  2594. [Statedef 900, Clean Swallow]
  2595. type = S
  2596. movetype = A
  2597. physics = S
  2598. Velset = 0,0
  2599. anim = 8676
  2600. ctrl = 0
  2601. sprpriority = 2
  2602.  
  2603. [State 900, Play Sound]
  2604. type = PlaySnd
  2605. trigger1 = Time = 0
  2606. value = 80, 5
  2607.  
  2608. [State 900, playsnd]
  2609. type = PlaySnd
  2610. trigger1 = animelem = 15
  2611. value = 5, 2
  2612.  
  2613. [State 900, playsnd]
  2614. type = PlaySnd
  2615. trigger1 = animelem = 10 || animelem = 12 || animelem = 14
  2616. value = 9000, 6
  2617.  
  2618. [State 900, Struggle Punishment]
  2619. type = LifeAdd
  2620. triggerall = Anim = 90113
  2621. trigger1 = target,command = "holdup"
  2622. trigger2 = target,command = "holddown"
  2623. trigger3 = target,command = "holdfwd"
  2624. trigger4 = target,command = "holdback"
  2625. value = -10
  2626.  
  2627. [state 900, targetbind]
  2628. type = TargetBind
  2629. trigger1 = animelem = 1
  2630. time = 10
  2631. pos = 0,700
  2632.  
  2633. [state 900, targetbind]
  2634. type = TargetBind
  2635. Trigger1 = animelem = 2
  2636. time = 10
  2637. pos = 0,700
  2638.  
  2639. [state 900, target]
  2640. type = TargetBind
  2641. trigger1 = animelem = 3
  2642. time = 10
  2643. pos = 0,700
  2644.  
  2645. [State 900, sound]
  2646. type = playSnd
  2647. trigger1 = animelem = 11|| animelem = 31 || animelem = 40 || animelem = 48
  2648. value = S80, 4
  2649.  
  2650. [State 900, sound]
  2651. type = playSnd
  2652. trigger1 = animelem = 19 || animelem = 44 || animelem = 52
  2653. value = S80, 3
  2654.  
  2655. [State 900, sound]
  2656. type = playSnd
  2657. trigger1 = animelem = 63
  2658. value = S9000, 2
  2659.  
  2660. [State 900, sound]
  2661. type = playSnd
  2662. triggerall = Anim = 90001
  2663. trigger1 = target,command = "holdup"
  2664. trigger2 = target,command = "holddown"
  2665. trigger3 = target,command = "holdfwd"
  2666. trigger4 = target,command = "holdback"
  2667. value = 80,10 + (random%15)
  2668.  
  2669. [State 900, damage]
  2670. type = TargetLifeAdd
  2671. triggerall = Anim = 90001
  2672. trigger1 = target,command = "holdup"
  2673. trigger2 = target,command = "holddown"
  2674. trigger3 = target,command = "holdfwd"
  2675. trigger4 = target,command = "holdback"
  2676. value = -2
  2677.  
  2678. [State 890]
  2679. type = lifeadd
  2680. value = -5
  2681. triggerall = Anim = 90001
  2682. trigger1 = target,command = "holdup"
  2683. trigger2 = target,command = "holddown"
  2684. trigger2 = Target, life >10
  2685. trigger3 = target,command = "holdfwd"
  2686. trigger4 = target,command = "holdback"
  2687.  
  2688. [State 900, Prey's Left struggle]
  2689. type = ChangeAnim
  2690. triggerall = Anim = 90001
  2691. trigger1 = Target, Command = "holdfwd"
  2692. value = 923
  2693.  
  2694. [State 900, Prey's Down struggle]
  2695. type = ChangeAnim
  2696. triggerall = Anim = 90001
  2697. trigger1 = Target, Command = "holddown"
  2698. trigger1 = Target, life >10
  2699. value = 925
  2700.  
  2701. [State 900, Prey's Up struggle]
  2702. type = ChangeAnim
  2703. triggerall = Anim = 90001
  2704. trigger1 = Target, Command = "holdup"
  2705. value = 924
  2706.  
  2707. [State 900, Prey's Right struggle]
  2708. type = ChangeAnim
  2709. triggerall = Anim = 90001
  2710. trigger1 = Target, Command = "holdback"
  2711. value = 922
  2712.  
  2713. [State 900, PlaySnd 2]
  2714. type = PlaySnd
  2715. trigger1 = AnimElem = 3
  2716. value = 9000,7
  2717.  
  2718. [State 900, PlaySnd 3]
  2719. type = PlaySnd
  2720. trigger1 = AnimElem = 9
  2721. value = 9000,2
  2722.  
  2723. [State 900, PlaySnd 4]
  2724. type = PlaySnd
  2725. trigger1 = AnimElem = 20
  2726. value = 80,2
  2727.  
  2728. [state 900, ChangeState]
  2729. type = ChangeState
  2730. Trigger1 = Animtime = 0
  2731. value = 901
  2732. ctrl = 0
  2733.  
  2734. ;---------------------------------------------------------------------------------
  2735. ;belly-hold
  2736. [statedef 901]
  2737. type = S
  2738. movetype = A
  2739. physics = N
  2740. Velset = 0,0
  2741. anim = 90001
  2742. ctrl = 0
  2743. sprpriority = 0
  2744.  
  2745. [State 901, Play Sound]
  2746. type = PlaySnd
  2747. trigger1 = Time = 0
  2748. value = 80, 5
  2749.  
  2750. [State 901, Struggle Punishment]
  2751. type = LifeAdd
  2752. triggerall = Anim = 90113
  2753. trigger1 = target,command = "holdup"
  2754. trigger2 = target,command = "holddown"
  2755. trigger3 = target,command = "holdfwd"
  2756. trigger4 = target,command = "holdback"
  2757. value = -10
  2758.  
  2759.  
  2760. [state 901, targetbind]
  2761. type = TargetBind
  2762. trigger1 = animelem = 1
  2763. time = 10
  2764. pos = 0,700
  2765.  
  2766. [state 901, targetbind]
  2767. type = TargetBind
  2768. Trigger1 = animelem = 2
  2769. time = 10
  2770. pos = 0,700
  2771.  
  2772. [state 901, target]
  2773. type = TargetBind
  2774. trigger1 = animelem = 3
  2775. time = 10
  2776. pos = 0,700
  2777.  
  2778. [state 4002, bind5]
  2779. type = targetbind
  2780. trigger1 = animelem = 4
  2781. trigger2 = animelem = 5
  2782. trigger3 = animelem = 6
  2783. trigger4 = animelem = 7
  2784. trigger5 = animelem = 8
  2785. trigger6 = animelem = 9
  2786. trigger7 = animelem = 10
  2787. trigger8 = animelem = 11
  2788. trigger9 = animelem = 12
  2789. trigger10 = animelem = 13
  2790. trigger11 = animelem = 14
  2791. trigger12 = animelem = 15
  2792. trigger13 = animelem = 16
  2793. trigger14 = animelem = 17
  2794. trigger15 = animelem = 18
  2795. trigger16 = animelem = 19
  2796. trigger17 = animelem = 20
  2797. trigger18 = animelem = 21
  2798. trigger19 = animelem = 22
  2799. trigger20 = animelem = 23
  2800. trigger21 = animelem = 24
  2801. trigger22 = animelem = 25
  2802. trigger23 = animelem = 26
  2803. trigger24 = animelem = 27
  2804. trigger25 = animelem = 28
  2805. trigger26 = animelem = 29
  2806. trigger27 = animelem = 30
  2807. trigger28 = animelem = 31
  2808. trigger29 = animelem = 32
  2809. trigger30 = animelem = 33
  2810. trigger31 = animelem = 34
  2811. trigger32 = animelem = 35
  2812. trigger33 = animelem = 36
  2813. trigger34 = animelem = 37
  2814. trigger35 = animelem = 38
  2815. trigger36 = animelem = 39
  2816. trigger37 = animelem = 40
  2817. trigger38 = animelem = 41
  2818. trigger39 = animelem = 42
  2819. trigger40 = animelem = 43
  2820. trigger41 = animelem = 44
  2821. trigger42 = animelem = 45
  2822. trigger43 = animelem = 46
  2823. trigger44 = animelem = 47
  2824. trigger45 = animelem = 48
  2825. trigger46 = animelem = 49
  2826. trigger47 = animelem = 50
  2827. trigger48 = animelem = 51
  2828. trigger49 = animelem = 52
  2829. trigger50 = animelem = 53
  2830. trigger51 = animelem = 54
  2831. trigger52 = animelem = 55
  2832. trigger53 = animelem = 56
  2833. trigger54 = animelem = 57
  2834. trigger55 = animelem = 58
  2835. trigger56 = animelem = 59
  2836. trigger57 = animelem = 60
  2837. pos = 0,700
  2838. time = -1
  2839.  
  2840. [State 901, sound]
  2841. type = playSnd
  2842. trigger1 = animelem = 11|| animelem = 31 || animelem = 40 || animelem = 48
  2843. value = S80, 4
  2844.  
  2845. [State 901, sound]
  2846. type = playSnd
  2847. trigger1 = animelem = 19 || animelem = 44 || animelem = 52
  2848. value = S80, 3
  2849.  
  2850. [State 901, sound]
  2851. type = playSnd
  2852. trigger1 = animelem = 63
  2853. value = S9000, 2
  2854.  
  2855. [State 901, sound]
  2856. type = playSnd
  2857. triggerall = Anim = 90001
  2858. trigger1 = target,command = "holdup"
  2859. trigger2 = target,command = "holddown"
  2860. trigger3 = target,command = "holdfwd"
  2861. trigger4 = target,command = "holdback"
  2862. value = 80,10 + (random%15)
  2863.  
  2864. [State 901, damage]
  2865. type = TargetLifeAdd
  2866. triggerall = Anim = 90001
  2867. trigger1 = target,command = "holdup"
  2868. trigger2 = target,command = "holddown"
  2869. trigger3 = target,command = "holdfwd"
  2870. trigger4 = target,command = "holdback"
  2871. value = -2
  2872.  
  2873. [State 890]
  2874. type = lifeadd
  2875. value = -5
  2876. triggerall = Anim = 90001
  2877. trigger1 = target,command = "holdup"
  2878. trigger2 = target,command = "holddown"
  2879. trigger2 = Target, life >10
  2880. trigger3 = target,command = "holdfwd"
  2881. trigger4 = target,command = "holdback"
  2882.  
  2883. [State 901, Prey's Left struggle]
  2884. type = ChangeAnim
  2885. triggerall = Anim = 90001
  2886. trigger1 = Target, Command = "holdfwd"
  2887. value = 923
  2888.  
  2889. [State 901, Prey's Down struggle]
  2890. type = ChangeAnim
  2891. triggerall = Anim = 90001
  2892. trigger1 = Target, Command = "holddown"
  2893. trigger1 = Target, life >10
  2894. value = 925
  2895.  
  2896. [State 901, Prey's Up struggle]
  2897. type = ChangeAnim
  2898. triggerall = Anim = 90001
  2899. trigger1 = Target, Command = "holdup"
  2900. value = 924
  2901.  
  2902. [State 901, Prey's Right struggle]
  2903. type = ChangeAnim
  2904. triggerall = Anim = 90001
  2905. trigger1 = Target, Command = "holdback"
  2906. value = 922
  2907.  
  2908. [state 901, Multi-victory]
  2909. type = changestate
  2910. trigger1 = target,life <= 0
  2911. value = 90102
  2912.  
  2913. [state 901, EAT HEALTH]
  2914. type = targetlifeadd
  2915. trigger1 = gametime%9 = 0
  2916. value = -3
  2917. kill = 1
  2918.  
  2919. [state 901, EAT HEALTH]
  2920. type = lifeadd
  2921. trigger1 = gametime%8 = 0
  2922. value = 2
  2923. kill = 1
  2924.  
  2925. [State 901, nopower4u]
  2926. type = TargetpowerAdd
  2927. trigger1 = gametime%1 = 0
  2928. value = -2
  2929.  
  2930. ;-----------------------------------------------------------
  2931. ;Belly Hold Win Decider
  2932. [Statedef 90102]
  2933. type = S
  2934. movetype = A
  2935. physics = S
  2936. ;anim = 700
  2937. sprpriority = 0
  2938. velset = 0,0
  2939.  
  2940. [State 403, Go back to normal anim after a struggle]
  2941. type = ChangeAnim
  2942. triggerall = Anim != 90001
  2943. trigger1 = AnimTime = 0
  2944. value = 90001
  2945.  
  2946. [state 901, victory] ;Endo
  2947. type = changestate
  2948. triggerall = Anim = 90001
  2949. trigger1 = target,life <= 0
  2950. trigger1 = Win
  2951. trigger1 = time >= 7
  2952. trigger1 = command != "holddown"
  2953. value = 906
  2954.  
  2955. [state 901, victory] ;Digest Simul/NoWG
  2956. type = changestate
  2957. triggerall = Anim = 90001
  2958. triggerall = target,life <= 0
  2959. triggerall = !Win
  2960. triggerall = time >= 7
  2961. triggerall = var(59) = 0
  2962. trigger1 = command = "holddown"
  2963. trigger2 = enemy,command = "holddown" ;EnemyForceDigest
  2964. value = 903
  2965.  
  2966. [state 901, victory] ;DigestWG
  2967. type = changestate
  2968. triggerall = target,life <= 0
  2969. triggerall = Win
  2970. trigger1 = time >= 7
  2971. trigger1 = Anim = 90001
  2972. triggerall = var(59) = 0
  2973. trigger1 = command = "holddown"
  2974. trigger2 = Target, command = "holddown" ;EnemyForceDigest
  2975. value = 903
  2976.  
  2977. ;----------------------------------------------------------------------------------------------------------
  2978.  
  2979. ;Digest
  2980. [Statedef 903]
  2981. type = S
  2982. movetype = A
  2983. physics = S
  2984. anim = 903
  2985.  
  2986. [state 903, win]
  2987. type = changeanim
  2988. trigger1 = time = 0
  2989. value = 903
  2990.  
  2991. [state 903, sound]
  2992. type = playsnd
  2993. trigger1 = AnimElem = 1
  2994. value = S9000, 2
  2995.  
  2996. [state 903, sound]
  2997. type = playsnd
  2998. trigger1 = AnimElem = 22
  2999. value = S80, 8
  3000.  
  3001. [state 903, sound]
  3002. type = playsnd
  3003. trigger1 = AnimElem = 31
  3004. value = S80, 7
  3005.  
  3006. [state 903, sound]
  3007. type = playsnd
  3008. trigger1 = AnimElem = 43
  3009. value = S9000, 3
  3010.  
  3011. [State 0, EnvShake]
  3012. type = EnvShake
  3013. trigger1 = animelem = 55
  3014. time = 40
  3015. freq = 120
  3016. ampl = -4
  3017. phase = 90
  3018.  
  3019. [State 0, Helper]
  3020. type = Helper
  3021. trigger1 = animelem = 55
  3022. trigger1 = enemy, name = "Milla_Basset"
  3023. helpertype = normal ;player
  3024. name = "MillaBracelet"
  3025. ID = 1889
  3026. stateno = 1889
  3027. pos = 0,-40
  3028. postype = p1 ;p2,front,back,left,right
  3029. facing = 1
  3030. keyctrl = 0
  3031. ownpal = 1
  3032. supermovetime = 0
  3033. pausemovetime = 0
  3034. size.xscale = 1.7
  3035. size.yscale = 1.7
  3036.  
  3037. [State 0, Helper]
  3038. type = Helper
  3039. trigger1 = animelem = 55
  3040. trigger1 = enemy, name = "Carol Tea"
  3041. helpertype = normal ;player
  3042. name = "CarolScarf"
  3043. ID = 1801
  3044. stateno = 1801
  3045. pos = 0,-40
  3046. postype = p1 ;p2,front,back,left,right
  3047. facing = 1
  3048. keyctrl = 0
  3049. ownpal = 1
  3050. supermovetime = 0
  3051. pausemovetime = 0
  3052. size.xscale = 1.7
  3053. size.yscale = 1.7
  3054.  
  3055. [State 0, Helper]
  3056. type = Helper
  3057. trigger1 = animelem = 55
  3058. trigger1 = enemy, name = "Sash Lilac"
  3059. helpertype = normal ;player
  3060. name = "Sash Lilac"
  3061. ID = 1803
  3062. stateno = 1803
  3063. pos = 0,-40
  3064. postype = p1 ;p2,front,back,left,right
  3065. facing = 1
  3066. keyctrl = 0
  3067. ownpal = 1
  3068. supermovetime = 0
  3069. pausemovetime = 0
  3070. size.xscale = 1.7
  3071. size.yscale = 1.7
  3072.  
  3073. [state 903, sound]
  3074. type = playsnd
  3075. trigger1 = AnimElem = 55
  3076. value = 81,0 + (random%6)
  3077.  
  3078. [State 903, LifeAdd]
  3079. type = LifeAdd
  3080. trigger1 = animelem = 1
  3081. value = 500
  3082.  
  3083. [State 903, BindToTarget]
  3084. type = BindToTarget
  3085. trigger1 = time = 0
  3086. time = 320
  3087.  
  3088. [state 903, death]
  3089. type = targetLifeadd
  3090. trigger1 = AnimElem = 1
  3091. value = -90000
  3092. kill = 1
  3093.  
  3094. ;---------------------------------------------------------------------------------
  3095. ;Digest WG
  3096. [Statedef 9003]
  3097. type = S
  3098. movetype = A
  3099. physics = S
  3100. anim = 90003
  3101.  
  3102. [state 903, win]
  3103. type = changeanim
  3104. trigger1 = time = 0
  3105. value = 90003
  3106.  
  3107. [state 903, sound]
  3108. type = playsnd
  3109. trigger1 = AnimElem = 1
  3110. value = S9000, 2
  3111.  
  3112. [state 903, sound]
  3113. type = playsnd
  3114. trigger1 = AnimElem = 22
  3115. value = S80, 8
  3116.  
  3117. [state 903, sound]
  3118. type = playsnd
  3119. trigger1 = AnimElem = 31
  3120. value = S80, 7
  3121.  
  3122. [state 903, sound]
  3123. type = playsnd
  3124. trigger1 = AnimElem = 43
  3125. value = S9000, 3
  3126.  
  3127. [state 903, sound]
  3128. type = playsnd
  3129. trigger1 = AnimElem = 51
  3130. value = S82, 0
  3131.  
  3132. [state 903, sound]
  3133. type = playsnd
  3134. trigger1 = AnimElem = 73
  3135. value = S82, 2 + (random%3)
  3136.  
  3137. [State 0, EnvShake]
  3138. type = EnvShake
  3139. trigger1 = animelem = 61
  3140. time = 40
  3141. freq = 120
  3142. ampl = -4
  3143. phase = 90
  3144.  
  3145. [State 0, Helper]
  3146. type = Helper
  3147. trigger1 = animelem = 61
  3148. trigger1 = enemy, name = "Carol Tea"
  3149. helpertype = normal ;player
  3150. name = "CarolScarf"
  3151. ID = 1801
  3152. stateno = 1801
  3153. pos = 0,-40
  3154. postype = p1 ;p2,front,back,left,right
  3155. facing = 1
  3156. keyctrl = 0
  3157. ownpal = 1
  3158. supermovetime = 0
  3159. pausemovetime = 0
  3160. size.xscale = 1.7
  3161. size.yscale = 1.7
  3162.  
  3163. [State 0, Helper]
  3164. type = Helper
  3165. trigger1 = animelem = 61
  3166. trigger1 = enemy, name = "Milla_Basset"
  3167. helpertype = normal ;player
  3168. name = "MillaBracelet"
  3169. ID = 1802
  3170. stateno = 1802
  3171. pos = 0,-40
  3172. postype = p1 ;p2,front,back,left,right
  3173. facing = 1
  3174. keyctrl = 0
  3175. ownpal = 1
  3176. supermovetime = 0
  3177. pausemovetime = 0
  3178. size.xscale = 1.7
  3179. size.yscale = 1.7
  3180.  
  3181. [State 0, Helper]
  3182. type = Helper
  3183. trigger1 = animelem = 61
  3184. trigger1 = enemy, name = "Sash Lilac"
  3185. helpertype = normal ;player
  3186. name = "Sash Lilac"
  3187. ID = 1803
  3188. stateno = 1803
  3189. pos = 0,-40
  3190. postype = p1 ;p2,front,back,left,right
  3191. facing = 1
  3192. keyctrl = 0
  3193. ownpal = 1
  3194. supermovetime = 0
  3195. pausemovetime = 0
  3196. size.xscale = 1.7
  3197. size.yscale = 1.7
  3198.  
  3199. [state 903, sound]
  3200. type = playsnd
  3201. trigger1 = AnimElem = 61
  3202. value = 81,0 + (random%6)
  3203.  
  3204. [State 903, LifeAdd]
  3205. type = LifeAdd
  3206. trigger1 = animelem = 1
  3207. value = 500
  3208.  
  3209. [State 903, BindToTarget]
  3210. type = BindToTarget
  3211. trigger1 = time = 0
  3212. time = 320
  3213.  
  3214. [state 903, death]
  3215. type = targetLifeadd
  3216. trigger1 = AnimElem = 1
  3217. value = -90000
  3218. kill = 1
  3219.  
  3220. ;--------------------------------------------------
  3221. ;Digest Inbetween
  3222. [statedef 9007]
  3223. type = S
  3224. movetype = I
  3225. physics = S
  3226. anim = 82186
  3227. ;anim = 907
  3228. ;anim = 926
  3229. ctrl = 1
  3230. velset = 0,0
  3231.  
  3232. [state 903, sound]
  3233. type = playsnd
  3234. trigger1 = AnimElem = 6
  3235. value = S82, 1
  3236.  
  3237. ;-------------------------------------------------------------------------------
  3238. ;inside the belly
  3239. [statedef 904]
  3240. type = A
  3241. movetype = H
  3242. physics = N
  3243. velset = 0,0
  3244. ctrl = 0
  3245. sprpriority = -1
  3246.  
  3247. [State 904, ChangeAnim2]
  3248. type = ChangeAnim2
  3249. trigger1 = p2stateno = 901
  3250. value = 901
  3251. persistent = 0
  3252. ;-------------------------------------------------------------------------------
  3253.  
  3254. [Statedef 906, Endosama]
  3255. type = S
  3256. movetype = I
  3257. physics = N
  3258. velset = 0,0
  3259. ctrl = 0
  3260. sprpriority = -1
  3261.  
  3262. [State 906, Endosama Animation]
  3263. type = ChangeAnim
  3264. trigger1 = time = 0
  3265. value = 90001
  3266.  
  3267. [State 906, Permanent Lock]
  3268. type = NotHitBy
  3269. trigger1 = 1
  3270. value = SCA
  3271. time = -1
  3272.  
  3273. [State 906, Play Sound]
  3274. type = PlaySnd
  3275. trigger1 = Time = 0
  3276. value = 80, 5
  3277.  
  3278. [State 906, playsnd]
  3279. type = PlaySnd
  3280. trigger1 = animelem = 15
  3281. value = 5, 2
  3282.  
  3283. [State 906, playsnd]
  3284. type = PlaySnd
  3285. trigger1 = animelem = 10 || animelem = 12 || animelem = 14
  3286. value = 9000, 6
  3287.  
  3288. [State 906, Struggle Punishment]
  3289. type = LifeAdd
  3290. triggerall = Anim = 90113
  3291. trigger1 = target,command = "holdup"
  3292. trigger2 = target,command = "holddown"
  3293. trigger3 = target,command = "holdfwd"
  3294. trigger4 = target,command = "holdback"
  3295. value = -10
  3296.  
  3297. [state 906, targetbind]
  3298. type = TargetBind
  3299. trigger1 = animelem = 1
  3300. time = 10
  3301. pos = 0,700
  3302.  
  3303. [state 906, targetbind]
  3304. type = TargetBind
  3305. Trigger1 = animelem = 2
  3306. time = 10
  3307. pos = 0,700
  3308.  
  3309. [state 906, target]
  3310. type = TargetBind
  3311. trigger1 = animelem = 3
  3312. time = 10
  3313. pos = 0,700
  3314.  
  3315. [State 906, sound]
  3316. type = playSnd
  3317. trigger1 = animelem = 11|| animelem = 31 || animelem = 40 || animelem = 48
  3318. value = S80, 4
  3319.  
  3320. [State 906, sound]
  3321. type = playSnd
  3322. trigger1 = animelem = 19 || animelem = 44 || animelem = 52
  3323. value = S80, 3
  3324.  
  3325. [State 906, sound]
  3326. type = playSnd
  3327. trigger1 = animelem = 63
  3328. value = S9000, 2
  3329.  
  3330. [State 906, sound]
  3331. type = playSnd
  3332. triggerall = Anim = 90001
  3333. trigger1 = target,command = "holdup"
  3334. trigger2 = target,command = "holddown"
  3335. trigger3 = target,command = "holdfwd"
  3336. trigger4 = target,command = "holdback"
  3337. value = 80,10 + (random%15)
  3338.  
  3339. [State 906, damage]
  3340. type = TargetLifeAdd
  3341. triggerall = Anim = 90001
  3342. trigger1 = target,command = "holdup"
  3343. trigger2 = target,command = "holddown"
  3344. trigger3 = target,command = "holdfwd"
  3345. trigger4 = target,command = "holdback"
  3346. value = -2
  3347.  
  3348. [State 890]
  3349. type = lifeadd
  3350. value = -5
  3351. triggerall = Anim = 90001
  3352. trigger1 = target,command = "holdup"
  3353. trigger2 = target,command = "holddown"
  3354. trigger2 = Target, life >10
  3355. trigger3 = target,command = "holdfwd"
  3356. trigger4 = target,command = "holdback"
  3357.  
  3358. [State 906, Prey's Left struggle]
  3359. type = ChangeAnim
  3360. triggerall = Anim = 90001
  3361. trigger1 = Target, Command = "holdfwd"
  3362. value = 923
  3363.  
  3364. [State 906, Prey's Down struggle]
  3365. type = ChangeAnim
  3366. triggerall = Anim = 90001
  3367. trigger1 = Target, Command = "holddown"
  3368. trigger1 = Target, life >10
  3369. value = 925
  3370.  
  3371. [State 906, Prey's Up struggle]
  3372. type = ChangeAnim
  3373. triggerall = Anim = 90001
  3374. trigger1 = Target, Command = "holdup"
  3375. value = 924
  3376.  
  3377. [State 906, Prey's Right struggle]
  3378. type = ChangeAnim
  3379. triggerall = Anim = 90001
  3380. trigger1 = Target, Command = "holdback"
  3381. value = 922
  3382.  
  3383. [State 906, PlaySnd 2]
  3384. type = PlaySnd
  3385. trigger1 = AnimElem = 3
  3386. value = 9000,7
  3387.  
  3388. [State 906, PlaySnd 3]
  3389. type = PlaySnd
  3390. trigger1 = AnimElem = 9
  3391. value = 9000,2
  3392.  
  3393. [State 906, PlaySnd 4]
  3394. type = PlaySnd
  3395. trigger1 = AnimElem = 20
  3396. value = 80,2
  3397.  
  3398. [state 906, ChangeState]
  3399. type = ChangeState
  3400. Trigger1 = Animtime = 0
  3401. value = 901
  3402. ctrl = 0
  3403.  
  3404. ;-------------------------------------------------------------------------------
  3405. ;Endo Inbetween
  3406. [statedef 907]
  3407. type = S
  3408. movetype = I
  3409. physics = S
  3410. anim = 90114
  3411. ctrl = 1
  3412. velset = 0,0
  3413.  
  3414. [state 0, var]
  3415. type = varset
  3416. trigger1 = enemy,name = "Carol Tea"
  3417. trigger2 = enemy,name = "Milla_Basset"
  3418. v = 32
  3419. value = 2
  3420.  
  3421. ;P2 vore Hit
  3422. [Statedef 2000]
  3423. type = L
  3424. movetype = H
  3425. physics = S
  3426. velset = 0,0
  3427. sprpriority = 1
  3428. ctrl = 0
  3429.  
  3430. ;??????????
  3431. [State 2000, changeanim2]
  3432. type = ChangeAnim2
  3433. Trigger1 = Time = 0
  3434. value = 904
  3435.  
  3436. ;????????????
  3437. [State 2000, ScreenBound]
  3438. type = ScreenBound
  3439. trigger1 = 1
  3440. value = 0
  3441. movecamera = 1,0
  3442.  
  3443. [State 2000, AngleDraw]
  3444. type = AngleDraw
  3445. trigger1 = Time >= 90 && Time <= 100
  3446. value = 0
  3447. scale = 0.9,0.9
  3448.  
  3449. [State 2000, AngleDraw]
  3450. type = AngleDraw
  3451. trigger1 = Time >= 100 && Time <= 104
  3452. value = 0
  3453. scale = 0.8,0.8
  3454.  
  3455. [State 2000, AngleDraw]
  3456. type = AngleDraw
  3457. trigger1 = Time >= 105 && Time <= 134
  3458. value = 0
  3459. scale = 0.6,0.6
  3460.  
  3461. [State 2000, AngleDraw]
  3462. type = AngleDraw
  3463. trigger1 = Time >= 135 && Time <= 169
  3464. value = 0
  3465. scale = 0.5,0.5
  3466.  
  3467. [State 2000, AngleDraw]
  3468. type = AngleDraw
  3469. trigger1 = Time >= 170 && Time <= 205
  3470. value = 0
  3471. scale = 0.3,0.3
  3472. ;---------------------------------------------------------------------------
  3473. ;Rising slash part 1
  3474. [Statedef 1000]
  3475. type = S
  3476. movetype= A
  3477. physics = S
  3478. juggle = 6
  3479. poweradd= 0
  3480. ctrl = 0
  3481. velset = 0,0
  3482. anim = 1000
  3483. sprpriority = 2
  3484.  
  3485. [State 40, Dust]
  3486. type = helper
  3487. trigger1 = animelem = 3
  3488. helpertype = normal
  3489. stateno = 7100
  3490. ID = 7100
  3491. name = "Dust"
  3492. postype = p1
  3493. ownpal = 1
  3494.  
  3495. [state 1000]
  3496. type = changestate
  3497. trigger1 = animelem = 3
  3498. value = 1001
  3499. ctrl = 0
  3500.  
  3501. ;Rising slash part 2
  3502. [Statedef 1001]
  3503. type = A
  3504. movetype= A
  3505. physics = N
  3506. juggle = 6
  3507. ctrl = 0
  3508. poweradd = 72
  3509. velset = 0.8,-9.5
  3510. sprpriority = 2
  3511.  
  3512. [state 1000]
  3513. type = playsnd
  3514. triggerall = anim = 1000
  3515. trigger1 = animelem = 3
  3516. value = 1002,0+random%3
  3517.  
  3518. [state 1000]
  3519. type = playsnd
  3520. triggerall = anim = 1000
  3521. trigger1 = animelem = 3
  3522. value = 0,2
  3523.  
  3524. [state 1000]
  3525. type= veladd
  3526. trigger1 = 1
  3527. y = .42
  3528.  
  3529. [State 200, 1]
  3530. type = HitDef
  3531. triggerall = anim = 1000
  3532. trigger1 = time = 0
  3533. attr = A, SA
  3534. damage = 75,9
  3535. animtype = diagup
  3536. getpower = 72,36
  3537. givepower = 36,36
  3538. guardflag = MAF
  3539. hitflag = MAF
  3540. pausetime = 7, 7
  3541. sparkNo = -1 + 0 * (var(33) := 8012)
  3542. guard.sparkNo = -1 + 0 * (var(34) := 8000)
  3543. sparkXY = -8 + 0 * (var(35) := 58), var(36):=-55
  3544. hitsound = S2,3
  3545. guardsound = -1
  3546. ground.type = High
  3547. ground.slidetime = 20
  3548. ground.hittime = 25
  3549. ground.velocity = -1,-11.0
  3550. air.type = high
  3551. air.velocity = -1,-12.0
  3552. air.hittime = 25
  3553. Air.fall = 1
  3554. fall.recover = 0
  3555. fall = 1
  3556. yaccel = 0.5
  3557. ID = 1001
  3558.  
  3559. [State 0, ChangeState]
  3560. type = null ; For some reason this combo attack doesn't work well in AI mode
  3561. triggerall = time >= 14 && movecontact
  3562. trigger1 = command = "QCB_x"
  3563. trigger2 = var(59)
  3564. trigger2 = random<var(50)*2.0
  3565. value = 1060
  3566. ctrl = 0
  3567.  
  3568. [state 1000]
  3569. type = changeanim
  3570. triggerall = anim = 1000
  3571. trigger1 = animtime = 0
  3572. value = 1016
  3573.  
  3574. [State 1100, 5]
  3575. type = ChangeState
  3576. trigger1 = Vel Y > 0 && Pos Y >= 0
  3577. value = 52
  3578. ctrl = 1
  3579. ;---------------------------------------------------------------------------
  3580. ;Dash Slash
  3581. [Statedef 1005]
  3582. type = S
  3583. movetype= A
  3584. physics = N
  3585. juggle = 4
  3586. poweradd= 0
  3587. ctrl = 0
  3588. velset = 0,0
  3589. anim = 1005
  3590. sprpriority = 2
  3591.  
  3592. [state 1000]
  3593. type = playsnd
  3594. trigger1 = animelem = 2
  3595. value = 1001,0+random%3
  3596.  
  3597. [state 1000]
  3598. type = playsnd
  3599. trigger1 = animelem = 2
  3600. value = 0,2
  3601.  
  3602. [State 0, ChangeState]
  3603. type = ChangeState
  3604. triggerall = movecontact
  3605. trigger1 = command = "x"
  3606. trigger1 = command != "holddown"
  3607. trigger2 = var(59)
  3608. trigger2 = random<var(50)*2.0
  3609. value = 200
  3610. ctrl = 0
  3611.  
  3612. [State 0, ChangeState]
  3613. type = ChangeState
  3614. triggerall = movecontact
  3615. trigger1 = command = "upper_x"
  3616. trigger2 = var(59)
  3617. trigger2 = random<var(50)*2.0
  3618. value = 1000
  3619. ctrl = 0
  3620.  
  3621. [State 0, ChangeState]
  3622. type = ChangeState
  3623. triggerall = movecontact
  3624. trigger1 = command = "QCB_x"
  3625. trigger2 = var(59)
  3626. trigger2 = random<var(50)*2.0
  3627. value = 1025
  3628. ctrl = 0
  3629.  
  3630. [state 1000]
  3631. type = velset
  3632. trigger1 = animelem = 1
  3633. x = 4.5
  3634.  
  3635. [State 200, 1]
  3636. type = HitDef
  3637. trigger1 = time = 0
  3638. attr = S, SA
  3639. damage = 30,0
  3640. getpower = 72,36
  3641. givepower = 36,36
  3642. animtype = Hard
  3643. guardflag = M
  3644. hitflag = MAF
  3645. pausetime = 5, 5
  3646. sparkNo = -1 + 0 * (var(33) := 8011)
  3647. guard.sparkNo = -1 + 0 * (var(34) := 8000)
  3648. sparkXY = -10 + 0 * (var(35) := 58), var(36):=-35
  3649. hitsound = S2,2
  3650. guardsound = -1
  3651. ground.type = High
  3652. ground.slidetime = 20
  3653. ground.hittime = 25
  3654. ground.velocity = -4.0
  3655. air.type = low
  3656. air.velocity = -5,-3
  3657. air.hittime = 25
  3658. Air.fall = 1
  3659. fall.recover = 0
  3660. yaccel = 0.5
  3661. ID = 1005
  3662.  
  3663. [state 1000]
  3664. type = changestate
  3665. trigger1 = animtime = 0
  3666. value = 0
  3667. ctrl = 1
  3668. ;---------------------------------------------------------------------------
  3669. ;Dive kick - From ground to air
  3670. [Statedef 1010]
  3671. type = S
  3672. movetype= A
  3673. physics = S
  3674. juggle = 4
  3675. poweradd= 50
  3676. ctrl = 0
  3677. velset = 0,0
  3678. anim = 1010
  3679. sprpriority = 2
  3680.  
  3681. [state 1000]
  3682. type = changestate
  3683. trigger1 = animelem = 2
  3684. value = 1011
  3685. ctrl = 0
  3686.  
  3687. [Statedef 1011]
  3688. type = A
  3689. movetype= A
  3690. physics = N
  3691. juggle = 4
  3692. ctrl = 0
  3693. poweradd = 50
  3694. velset = 4,-12
  3695. sprpriority = 2
  3696.  
  3697. [state 1000]
  3698. type = playsnd
  3699. trigger1 = time = 0
  3700. value = S50,0
  3701.  
  3702. [state 1000]
  3703. type = changestate
  3704. trigger1 = time = 10
  3705. value = 1012
  3706. ctrl = 0
  3707.  
  3708. [Statedef 1012]
  3709. type = A
  3710. movetype= A
  3711. physics = N
  3712. juggle = 4
  3713. ctrl = 0
  3714. poweradd = 72
  3715. anim = 1011
  3716. sprpriority = 2
  3717.  
  3718. [state 1000]
  3719. type = velset
  3720. trigger1 = 1
  3721. y = -2.50
  3722.  
  3723. [state 1000]
  3724. type = playsnd
  3725. trigger1 = animelem = 1
  3726. value = S0,3
  3727.  
  3728. [state 1000]
  3729. type = playsnd
  3730. trigger1 = animelem = 8
  3731. value = 1002,0+random%3
  3732.  
  3733. [state 1000]
  3734. type = changestate
  3735. trigger1 = animelem = 9
  3736. value = 1013
  3737. ctrl = 0
  3738.  
  3739. [Statedef 1013]
  3740. type = A
  3741. movetype= A
  3742. physics = N
  3743. juggle = 4
  3744. ctrl = 0
  3745. poweradd = 0
  3746. velset = 2,5
  3747. sprpriority = 2
  3748.  
  3749. [state 1000]
  3750. type = veladd
  3751. trigger1 = 1
  3752. y = 0.9
  3753.  
  3754. [State 1000, 5] ;Opponent near
  3755. type = hitdef
  3756. trigger1 = time = 0
  3757. attr = A, SA
  3758. animtype = Hard;core
  3759. damage = 75, 9
  3760. guardflag = MA
  3761. getpower = 72,36
  3762. givepower = 36,36
  3763. pausetime = 12,15
  3764. sparkNo = -1 + 0 * (var(33) := 8012)
  3765. guard.sparkNo = -1 + 0 * (var(34) := 8000)
  3766. sparkXY = -25 + 0 * (var(35) := 20), var(36):=-6
  3767. hitsound = S2,3
  3768. guardsound = -1
  3769. ground.type = high
  3770. ground.slidetime = 20
  3771. ground.hittime = 20
  3772. ground.velocity = -5,-4
  3773. air.velocity = -5,-4
  3774. fall = 1
  3775. air.fall = 1
  3776. fall.recovertime = 20
  3777.  
  3778. [state 1000]
  3779. type = changestate
  3780. trigger1 = Vel Y > 0 && Pos Y >= 0
  3781. value = 52
  3782. ctrl = 1
  3783. ;---------------------------------------------------------------------------
  3784. ;Dragon boost
  3785. [Statedef 1020]
  3786. type = A
  3787. movetype= A
  3788. physics = N
  3789. juggle = 4
  3790. ctrl = 0
  3791. velset = 0,0
  3792. sprpriority = 2
  3793. poweradd = 0
  3794. anim = 1015
  3795.  
  3796. [State 3050, hitvar]
  3797. type=varset
  3798. trigger1 = time = 0
  3799. ;trigger2= anim = 1015 && animtime = 0
  3800. ;trigger2 = anim = 1015 && hitcount <= 5
  3801. ;trigger2 = anim =1015 && animelemtime(15)<0
  3802. var(14)=0
  3803.  
  3804. [State 1020, 2]
  3805. type = HitDef
  3806. trigger1 = animelem = 1
  3807. attr = A, SA
  3808. damage = 41,0
  3809. priority = 4
  3810. getpower = 25,2
  3811. ;givepower = 36,36
  3812. animtype = Heavy
  3813. hitflag = MAFD
  3814. guardflag = M
  3815. pausetime = 8,8
  3816. sparkNo = -1 + 0 * (var(33) := 8011)
  3817. guard.sparkNo = -1 + 0 * (var(34) := 8000)
  3818. sparkXY = -5 + 0 * (var(35) := 28), var(36):=-12
  3819. hitsound = S2,5
  3820. guardsound = -1
  3821. ground.type = High
  3822. ground.slidetime = 18
  3823. ground.hittime = 18
  3824. ground.velocity = -1,-8.5
  3825. air.velocity = -1,-8.5
  3826. fall = 1
  3827. fall.recover = 0
  3828. yaccel = 0.5
  3829. id = 400
  3830. kill = 0
  3831.  
  3832. [state 100x,atc efe];?????????
  3833. type = Explod
  3834. trigger1 = time = 0
  3835. anim =8150
  3836. ID = 100
  3837. postype = p1
  3838. pos = 0,-30
  3839. sprpriority = 5
  3840. ontop = 1
  3841. bindtime = 1
  3842. removetime = -2
  3843. ownpal=1
  3844. persistent =0
  3845. scale = 1.30,1.30
  3846.  
  3847. [state 100x,atc efe];????????? ?
  3848. type = Explod
  3849. trigger1 = numexplod(101) <= 15
  3850. trigger1 = 1
  3851. anim =8150
  3852. ID = 101
  3853. postype = p1
  3854. pos = 0,-30
  3855. random = 50,40
  3856. sprpriority = 5
  3857. ontop = 1
  3858. bindtime = 1
  3859. removetime = 12
  3860. ownpal=1
  3861. scale = 1.30,1.30;0.1 + (random % 3 * 0.1), 0.1 + (random % 3 * 0.1)
  3862. ;accel = -0.2 - (random % 4 * 0.1),0
  3863.  
  3864. [state 1000]
  3865. type = nothitby
  3866. trigger1 = 1
  3867. value = SCA
  3868. ignorehitpause = 1
  3869.  
  3870. [State 750, 2]
  3871. type = AfterImage
  3872. trigger1 = time = 0
  3873. time = 28
  3874. trans = add1
  3875. timegap = 1
  3876. framegap = 3
  3877. length = 8
  3878. PalBright = 0, 0, 0
  3879. PalContrast = 128,128,128
  3880. PalAdd = 0, 0, 0
  3881. PalMul = 1,1,1
  3882.  
  3883. [state 1000]
  3884. type = palfx
  3885. trigger1 = animelem = 2
  3886. trigger2 = animelem = 4
  3887. trigger3 = animelem = 6
  3888. trigger4 = animelem = 8
  3889. trigger5 = animelem = 10
  3890. trigger6 = animelem = 12
  3891. trigger7 = animelem = 14
  3892. time = 2
  3893. add = 256,256,256
  3894.  
  3895. ;[state 1000]
  3896. ;type = poweradd
  3897. ;trigger1 = animelem = 1
  3898. ;trigger2 = animelem = 2
  3899. ;trigger3 = animelem = 3
  3900. ;trigger4 = animelem = 4
  3901. ;trigger5 = animelem = 5
  3902. ;trigger6 = animelem = 6
  3903. ;trigger7 = animelem = 7
  3904. ;trigger8 = animelem = 8
  3905. ;trigger10 = animelem = 10
  3906. ;trigger11 = animelem = 11
  3907. ;trigger12 = animelem = 12
  3908. ;trigger13 = animelem = 13
  3909. ;trigger14 = animelem = 14
  3910. ;value = -60
  3911.  
  3912. ;[state 1000]
  3913. ;type = poweradd
  3914. ;trigger1 = animelem = 15
  3915. ;value = -10
  3916.  
  3917. [state 1000]
  3918. type = varSet
  3919. trigger1 = animelem = 1
  3920. v = 5
  3921. value = 1
  3922.  
  3923. [state 1000]
  3924. type = varSet
  3925. trigger1 = animelem = 15
  3926. v = 5
  3927. value = 0
  3928.  
  3929. [state 1000]
  3930. type = velset
  3931. trigger1 = 1
  3932. x = 0
  3933. y = 0
  3934.  
  3935. [state 1000]
  3936. type = playsnd
  3937. trigger1 = animelem = 1
  3938. value = S0,5
  3939.  
  3940. [state 1000]
  3941. type = changestate
  3942. trigger1 = animelem = 15
  3943. value = 1021
  3944. ctrl = 0
  3945.  
  3946. [state 1000]
  3947. type = NULL
  3948. triggerall = command = "holdup"
  3949. triggerall = command = "y"
  3950. trigger1 = animelem = 15
  3951. value = 1023
  3952. ctrl = 0
  3953.  
  3954. ;Dragon boost - Horizontal
  3955. [Statedef 1021]
  3956. type = A
  3957. movetype= A
  3958. physics = N
  3959. juggle = 4
  3960. ctrl = 0
  3961. velset = 0,0
  3962. sprpriority = 2
  3963. poweradd = 0
  3964.  
  3965. [state 100x,atc efe];?????????
  3966. type = Explod
  3967. trigger1 = time = 0
  3968. anim =8150
  3969. ID = 100
  3970. postype = p1
  3971. pos = 20,-34
  3972. sprpriority = 5
  3973. ontop = 1
  3974. bindtime = 1
  3975. removetime = -2
  3976. ownpal=1
  3977. persistent =0
  3978. scale = 1.30,1.30
  3979.  
  3980. [state 100x,atc efe];????????? ?
  3981. type = Explod
  3982. trigger1 = numexplod(101) <= 15
  3983. trigger1 = 1
  3984. anim =8150
  3985. ID = 101
  3986. postype = p1
  3987. pos = 20,-34
  3988. random = 40,35
  3989. sprpriority = 5
  3990. ontop = 1
  3991. bindtime = 1
  3992. removetime = 14
  3993. ownpal=1
  3994. scale = 1.30,1.30;0.1 + (random % 3 * 0.1), 0.1 + (random % 3 * 0.1)
  3995. accel = -0.2 - (random % 4 * 0.1),0
  3996.  
  3997. [state 1000]
  3998. type = nothitby
  3999. trigger1 = 1
  4000. value = SCA
  4001. ignorehitpause = 1
  4002.  
  4003. [state 1000]
  4004. type = width
  4005. trigger1 = 1
  4006. value = 0,0
  4007.  
  4008. [State 3000, Super C]
  4009. type = AfterImageTime
  4010. trigger1 = AnimElemTime(2) >= 1 && Time < 60
  4011. time = 2
  4012.  
  4013. [state 1000]
  4014. type = playerpush
  4015. trigger1 = 1
  4016. value = 0
  4017.  
  4018. [state 1000]
  4019. type = velset
  4020. trigger1 = 1
  4021. y = 0
  4022. x = 12
  4023.  
  4024. [State 3050, hitvar]
  4025. type=varset
  4026. trigger1 = anim!=1015
  4027. ;trigger2= anim = 1015 && animtime = 0
  4028. ;trigger2 = anim = 1015 && hitcount <= 5
  4029. ;trigger2 = anim =1015 && animelemtime(15)<0
  4030. var(14)=0
  4031.  
  4032. [State 3050, hitvar]
  4033. type=varadd
  4034. trigger1=anim=1015&&(movehit=1||moveguarded=1||movereversed=1)
  4035. var(14)=1
  4036.  
  4037. [State 3050, hit]
  4038. type=hitdef
  4039. trigger1=anim=1015 && animelemtime(15)>=0
  4040. trigger1= timemod = 2,0 && var(14)<5
  4041. ;trigger1 = hitcount <= 4
  4042. attr = A, SA
  4043. damage = 25,2
  4044. animtype = heavy;fucking metal
  4045. guardflag = M
  4046. hitflag = MAF
  4047. getpower = 0
  4048. ;givepower = 5,5
  4049. pausetime = 3, 0
  4050. sparkNo = -1 + 0 * (var(33) := 8011)
  4051. guard.sparkNo = -1 + 0 * (var(34) := 8000)
  4052. sparkXY = -10 + 0 * (var(35) := 60), var(36):=-35
  4053. hitsound = S2,2
  4054. guardsound = -1
  4055. ground.type = High
  4056. guard.velocity = -5
  4057. airguard.velocity = 0,-1
  4058. ground.slidetime = 20
  4059. ground.hittime = 25
  4060. ground.velocity = -2.5,-1.0
  4061. air.type = high
  4062. air.velocity = -2.5,-1.0
  4063. air.cornerpush.veloff = 0
  4064. ground.cornerpush.veloff = 0
  4065. air.hittime = 25
  4066. Air.fall = 1
  4067. fall.recover = 0
  4068. fall = 1
  4069. ID = 1021
  4070.  
  4071. [state 1000]
  4072. type = changestate
  4073. trigger1 = time = 40
  4074. value = 1022
  4075. ctrl = 0
  4076.  
  4077. ;Dragon boost - First state for vertical
  4078. [Statedef 1023]
  4079. type = A
  4080. movetype= A
  4081. physics = N
  4082. juggle = 4
  4083. ctrl = 0
  4084. velset = 0,0
  4085. sprpriority = 2
  4086. anim = 1025
  4087. poweradd = 0
  4088.  
  4089. [state 100x,atc efe];?????????
  4090. type = Explod
  4091. trigger1 = time = 0
  4092. anim =8150
  4093. ID = 100
  4094. postype = p1
  4095. pos = 0,-30
  4096. sprpriority = 5
  4097. ontop = 1
  4098. bindtime = 1
  4099. removetime = -2
  4100. ownpal=1
  4101. persistent =0
  4102. scale = 1.30,1.30
  4103.  
  4104. [state 100x,atc efe];????????? ?
  4105. type = Explod
  4106. trigger1 = numexplod(101) <= 15
  4107. trigger1 = 1
  4108. anim =8150
  4109. ID = 101
  4110. postype = p1
  4111. pos = 0,-30
  4112. random = 50,40
  4113. sprpriority = 5
  4114. ontop = 1
  4115. bindtime = 1
  4116. removetime = 12
  4117. ownpal=1
  4118. scale = 1.30,1.30;0.1 + (random % 3 * 0.1), 0.1 + (random % 3 * 0.1)
  4119. ;accel = -0.2 - (random % 4 * 0.1),0
  4120.  
  4121. [State 3050, hitvar]
  4122. type=varset
  4123. trigger1 = time = 0
  4124. ;trigger2= anim = 1015 && animtime = 0
  4125. ;trigger2 = anim = 1015 && hitcount <= 5
  4126. ;trigger2 = anim =1015 && animelemtime(15)<0
  4127. var(14)=0
  4128.  
  4129. [state 1000]
  4130. type = nothitby
  4131. trigger1 = 1
  4132. value = SCA
  4133. ignorehitpause = 1
  4134.  
  4135. [State 750, 2]
  4136. type = AfterImage
  4137. trigger1 = time = 0
  4138. time = 28
  4139. trans = add1
  4140. timegap = 1
  4141. framegap = 3
  4142. length = 8
  4143. PalBright = 0, 0, 0
  4144. PalContrast = 128,128,128
  4145. PalAdd = 0, 0, 0
  4146. PalMul = 1,1,1
  4147.  
  4148. [state 1000]
  4149. type = palfx
  4150. trigger1 = animelem = 2
  4151. trigger2 = animelem = 4
  4152. trigger3 = animelem = 6
  4153. trigger4 = animelem = 8
  4154. trigger5 = animelem = 10
  4155. trigger6 = animelem = 12
  4156. trigger7 = animelem = 14
  4157. time = 2
  4158. add = 256,256,256
  4159.  
  4160. ;[state 1000]
  4161. ;type = poweradd
  4162. ;trigger1 = animelem = 1
  4163. ;trigger2 = animelem = 2
  4164. ;trigger3 = animelem = 3
  4165. ;trigger4 = animelem = 4
  4166. ;trigger5 = animelem = 5
  4167. ;trigger6 = animelem = 6
  4168. ;trigger7 = animelem = 7
  4169. ;trigger8 = animelem = 8
  4170. ;trigger10 = animelem = 10
  4171. ;trigger11 = animelem = 11
  4172. ;trigger12 = animelem = 12
  4173. ;trigger13 = animelem = 13
  4174. ;trigger14 = animelem = 14
  4175. ;value = -60
  4176.  
  4177. ;[state 1000]
  4178. ;type = poweradd
  4179. ;trigger1 = animelem = 15
  4180. ;value = -10
  4181.  
  4182. [state 1000]
  4183. type = varSet
  4184. trigger1 = animelem = 1
  4185. v = 5
  4186. value = 1
  4187.  
  4188. [state 1000]
  4189. type = varSet
  4190. trigger1 = animelem = 15
  4191. v = 5
  4192. value = 0
  4193.  
  4194. [state 1000]
  4195. type = velset
  4196. trigger1 = 1
  4197. x = 0
  4198. y = 0
  4199.  
  4200. [state 1000]
  4201. type = playsnd
  4202. trigger1 = animelem = 1
  4203. value = S0,5
  4204.  
  4205. [state 1000]
  4206. type = changestate
  4207. trigger1 = animelem = 15
  4208. value = 1024
  4209. ctrl = 0
  4210.  
  4211. ;Dragon boost - Vertical
  4212. [Statedef 1024]
  4213. type = A
  4214. movetype= A
  4215. physics = N
  4216. juggle = 4
  4217. ctrl = 0
  4218. velset = 0,0
  4219. sprpriority = 2
  4220. poweradd = 0
  4221.  
  4222. [state 100x,atc efe];?????????
  4223. type = Explod
  4224. trigger1 = time = 0
  4225. anim =8150
  4226. ID = 100
  4227. postype = p1
  4228. pos = -8,-44
  4229. sprpriority = 5
  4230. ontop = 1
  4231. bindtime = 1
  4232. removetime = -2
  4233. ownpal=1
  4234. persistent =0
  4235. scale = 1.30,1.30
  4236.  
  4237. [state 100x,atc efe];????????? ?
  4238. type = Explod
  4239. trigger1 = numexplod(101) <= 15
  4240. trigger1 = 1
  4241. anim =8150
  4242. ID = 101
  4243. postype = p1
  4244. pos = -8,-44
  4245. random = 40,35
  4246. sprpriority = 5
  4247. ontop = 1
  4248. bindtime = 1
  4249. removetime = 14
  4250. ownpal=1
  4251. scale = 1.30,1.30;0.1 + (random % 3 * 0.1), 0.1 + (random % 3 * 0.1)
  4252. accel = -0.2 - (random % 4 * 0.1),0.2 - (random % 4 * 0.1)
  4253.  
  4254. [state 1000]
  4255. type = width
  4256. trigger1 = 1
  4257. value = 0,0
  4258.  
  4259. [state 1000]
  4260. type = nothitby
  4261. trigger1 = 1
  4262. value = SCA
  4263. ignorehitpause = 1
  4264.  
  4265. [State 0, Hair]
  4266. type = Helper
  4267. trigger1 = !numhelper(1028)
  4268. name = "Hair"
  4269. ID = 1028
  4270. stateno = 1028
  4271. pos = 0,0
  4272. postype = p1 ;p2,front,back,left,right
  4273. facing = 1
  4274. keyctrl = 0
  4275. ownpal = 0
  4276.  
  4277. [state 1000]
  4278. type = angledraw
  4279. trigger1 = 1
  4280. value = 40
  4281. ignorehitpause = 1
  4282.  
  4283. [State 3000, Super C]
  4284. type = AfterImageTime
  4285. trigger1 = AnimElemTime(2) >= 1 && Time < 60
  4286. time = 2
  4287.  
  4288. [state 1000]
  4289. type = playerpush
  4290. trigger1 = 1
  4291. value = 0
  4292.  
  4293. [state 1000]
  4294. type = velset
  4295. trigger1 = 1
  4296. y = -12
  4297. x = 8
  4298.  
  4299. [State 3050, hitvar]
  4300. type=varset
  4301. trigger1 = anim!=1025
  4302. ;trigger2= anim = 1015 && animtime = 0
  4303. ;trigger2 = anim = 1015 && hitcount <= 5
  4304. ;trigger2 = anim =1015 && animelemtime(15)<0
  4305. var(14)=0
  4306.  
  4307. [State 3050, hitvar]
  4308. type=varadd
  4309. trigger1=anim=1025&&(movehit=1||moveguarded=1||movereversed=1)
  4310. var(14)=1
  4311.  
  4312. [State 3050, hit]
  4313. type=hitdef
  4314. trigger1=anim=1025 && animelemtime(15)>=0
  4315. trigger1= timemod = 2,0 && var(14)<5
  4316. attr = A, SA
  4317. damage = 25,2
  4318. animtype = heavy;fucking metal
  4319. guardflag = M
  4320. hitflag = MAF
  4321. getpower = 0
  4322. ;givepower = 5,5
  4323. pausetime = 3, 0
  4324. sparkNo = -1 + 0 * (var(33) := 8011)
  4325. guard.sparkNo = -1 + 0 * (var(34) := 8000)
  4326. sparkXY = -10 + 0 * (var(35) := 20), var(36):=-55
  4327. hitsound = S2,2
  4328. guardsound = -1
  4329. ground.type = High
  4330. guard.velocity = -5
  4331. airguard.velocity = 0,-1
  4332. ground.slidetime = 20
  4333. ground.hittime = 25
  4334. ground.velocity = -2.5,-5.0
  4335. air.type = high
  4336. air.velocity = -2.5,-5.0
  4337. air.cornerpush.veloff = 0
  4338. ground.cornerpush.veloff = 0
  4339. air.hittime = 25
  4340. Air.fall = 1
  4341. fall.recover = 0
  4342. fall = 1
  4343. ID = 1021
  4344.  
  4345. [state 1000]
  4346. type = changestate
  4347. trigger1 = time = 30
  4348. value = 1022
  4349. ctrl = 0
  4350.  
  4351. ;Dragon boost - State over
  4352. [Statedef 1022]
  4353. type = A
  4354. movetype= A
  4355. physics = N
  4356. juggle = 4
  4357. ctrl = 0
  4358. anim = 1016
  4359. sprpriority = 2
  4360. poweradd = 0
  4361.  
  4362. [state 1000]
  4363. type = veladd
  4364. trigger1 = 1
  4365. y = .42
  4366.  
  4367. [State 1100, 5]
  4368. type = ChangeState
  4369. trigger1 = Vel Y > 0 && Pos Y >= 0
  4370. value = 52
  4371. ctrl = 1
  4372.  
  4373. ;Hair for vertical DB
  4374. [Statedef 1028]
  4375. type = S
  4376. movetype= I
  4377. physics = N
  4378. ctrl = 0
  4379. sprpriority = 0
  4380. poweradd = 0
  4381.  
  4382. [State 0, BindToRoot]
  4383. type = BindToRoot
  4384. trigger1 = 1
  4385. time = 1
  4386. pos = 0,0
  4387. ignorehitpause = 1
  4388.  
  4389. [state 1000]
  4390. type = angledraw
  4391. triggerall = root,anim = 1025
  4392. trigger1 = 1
  4393. value = 40
  4394. ignorehitpause = 1
  4395.  
  4396. [State 0, ChangeAnim]
  4397. type = ChangeAnim
  4398. trigger1 = root,anim != 1025
  4399. value = 19999
  4400. ignorehitpause = 1
  4401.  
  4402. [State 0, Turn]
  4403. type = turn
  4404. trigger1 = facing = -1
  4405. trigger1 = root,facing = 1
  4406. trigger2 = facing = 1
  4407. trigger2 = root,facing = -1
  4408. ignorehitpause = 1
  4409.  
  4410. [State 0, ChangeAnim]
  4411. type = ChangeAnim
  4412. triggerall = anim != 10015
  4413. trigger1 = root,anim = 1025
  4414. trigger1 = root,animelem = 15
  4415. value = 10015
  4416. ignorehitpause = 1
  4417. ;----------------------------------------------------------------------------
  4418. ;Dragon boost - First state for downward DB
  4419. [Statedef 1050]
  4420. type = A
  4421. movetype= A
  4422. physics = N
  4423. juggle = 4
  4424. ctrl = 0
  4425. velset = 0,0
  4426. sprpriority = 2
  4427. anim = 1026
  4428.  
  4429. [state 100x,atc efe];?????????
  4430. type = Explod
  4431. trigger1 = time = 0
  4432. anim =8150
  4433. ID = 100
  4434. postype = p1
  4435. pos = 0,-30
  4436. sprpriority = 5
  4437. ontop = 1
  4438. bindtime = 1
  4439. removetime = -2
  4440. ownpal=1
  4441. persistent =0
  4442. scale = 1.30,1.30
  4443.  
  4444. [state 100x,atc efe];????????? ?
  4445. type = Explod
  4446. trigger1 = numexplod(101) <= 15
  4447. trigger1 = 1
  4448. anim =8150
  4449. ID = 101
  4450. postype = p1
  4451. pos = 0,-30
  4452. random = 50,40
  4453. sprpriority = 5
  4454. ontop = 1
  4455. bindtime = 1
  4456. removetime = 12
  4457. ownpal=1
  4458. scale = 1.30,1.30;0.1 + (random % 3 * 0.1), 0.1 + (random % 3 * 0.1)
  4459. ;accel = -0.2 - (random % 4 * 0.1),0
  4460.  
  4461. [State 3050, hitvar]
  4462. type=varset
  4463. trigger1 = time = 0
  4464. ;trigger2= anim = 1015 && animtime = 0
  4465. ;trigger2 = anim = 1015 && hitcount <= 5
  4466. ;trigger2 = anim =1015 && animelemtime(15)<0
  4467. var(14)=0
  4468.  
  4469. [state 1000]
  4470. type = nothitby
  4471. trigger1 = 1
  4472. value = SCA
  4473. ignorehitpause = 1
  4474.  
  4475. [State 750, 2]
  4476. type = AfterImage
  4477. trigger1 = time = 0
  4478. time = 28
  4479. trans = add1
  4480. timegap = 1
  4481. framegap = 3
  4482. length = 8
  4483. PalBright = 0, 0, 0
  4484. PalContrast = 128,128,128
  4485. PalAdd = 0, 0, 0
  4486. PalMul = 1,1,1
  4487.  
  4488. [state 1000]
  4489. type = palfx
  4490. trigger1 = animelem = 2
  4491. trigger2 = animelem = 4
  4492. trigger3 = animelem = 6
  4493. trigger4 = animelem = 8
  4494. trigger5 = animelem = 10
  4495. trigger6 = animelem = 12
  4496. trigger7 = animelem = 14
  4497. time = 2
  4498. add = 256,256,256
  4499.  
  4500. ;[state 1000]
  4501. ;type = poweradd
  4502. ;trigger1 = animelem = 1
  4503. ;trigger2 = animelem = 2
  4504. ;trigger3 = animelem = 3
  4505. ;trigger4 = animelem = 4
  4506. ;trigger5 = animelem = 5
  4507. ;trigger6 = animelem = 6
  4508. ;trigger7 = animelem = 7
  4509. ;trigger8 = animelem = 8
  4510. ;trigger10 = animelem = 10
  4511. ;trigger11 = animelem = 11
  4512. ;trigger12 = animelem = 12
  4513. ;trigger13 = animelem = 13
  4514. ;trigger14 = animelem = 14
  4515. ;value = -60
  4516.  
  4517. ;[state 1000]
  4518. ;type = poweradd
  4519. ;trigger1 = animelem = 15
  4520. ;value = -10
  4521.  
  4522. [state 1000]
  4523. type = varSet
  4524. trigger1 = animelem = 1
  4525. v = 5
  4526. value = 1
  4527.  
  4528. [state 1000]
  4529. type = varSet
  4530. trigger1 = animelem = 15
  4531. v = 5
  4532. value = 0
  4533.  
  4534. [state 1000]
  4535. type = velset
  4536. trigger1 = 1
  4537. x = 0
  4538. y = 0
  4539.  
  4540. [state 1000]
  4541. type = playsnd
  4542. trigger1 = animelem = 1
  4543. value = S0,5
  4544.  
  4545. [state 1000]
  4546. type = changestate
  4547. trigger1 = animelem = 15
  4548. value = 1051
  4549. ctrl = 0
  4550.  
  4551. ;Dragon boost - Downward DB
  4552. [Statedef 1051]
  4553. type = A
  4554. movetype= A
  4555. physics = N
  4556. juggle = 4
  4557. ctrl = 0
  4558. velset = 0,0
  4559. sprpriority = 2
  4560.  
  4561. [state 100x,atc efe];?????????
  4562. type = Explod
  4563. trigger1 = time = 0
  4564. anim =8150
  4565. ID = 100
  4566. postype = p1
  4567. pos = 32,-8
  4568. sprpriority = 5
  4569. ontop = 1
  4570. bindtime = 1
  4571. removetime = -2
  4572. ownpal=1
  4573. persistent =0
  4574. scale = 1.30,1.30
  4575.  
  4576. [state 100x,atc efe];????????? ?
  4577. type = Explod
  4578. trigger1 = numexplod(101) <= 15
  4579. trigger1 = 1
  4580. anim =8150
  4581. ID = 101
  4582. postype = p1
  4583. pos = 32,-8
  4584. random = 40,35
  4585. sprpriority = 5
  4586. ontop = 1
  4587. bindtime = 1
  4588. removetime = 14
  4589. ownpal=1
  4590. scale = 1.30,1.30;0.1 + (random % 3 * 0.1), 0.1 + (random % 3 * 0.1)
  4591. accel = -0.2 - (random % 4 * 0.1),-0.2 - (random % 4 * 0.1)
  4592.  
  4593. [state 1000]
  4594. type = nothitby
  4595. trigger1 = 1
  4596. value = SCA
  4597. ignorehitpause = 1
  4598.  
  4599. [state 1000]
  4600. type = width
  4601. trigger1 = 1
  4602. value = 0,0
  4603.  
  4604. [State 0, Hair]
  4605. type = Helper
  4606. trigger1 = !numhelper(1052)
  4607. name = "Hair"
  4608. ID = 1052
  4609. stateno = 1052
  4610. pos = 0,0
  4611. postype = p1 ;p2,front,back,left,right
  4612. facing = 1
  4613. keyctrl = 0
  4614. ownpal = 0
  4615.  
  4616. [state 1000]
  4617. type = angledraw
  4618. trigger1 = 1
  4619. value = -40
  4620. ignorehitpause = 1
  4621.  
  4622. [State 3000, Super C]
  4623. type = AfterImageTime
  4624. trigger1 = AnimElemTime(2) >= 1 && Time < 60
  4625. time = 2
  4626.  
  4627. [state 1000]
  4628. type = playerpush
  4629. trigger1 = 1
  4630. value = 0
  4631.  
  4632. [state 1000]
  4633. type = velset
  4634. trigger1 = 1
  4635. y = 10
  4636. x = 8
  4637.  
  4638. [State 3050, hitvar]
  4639. type=varset
  4640. trigger1 = anim!=1026
  4641. ;trigger2= anim = 1015 && animtime = 0
  4642. ;trigger2 = anim = 1015 && hitcount <= 5
  4643. ;trigger2 = anim =1015 && animelemtime(15)<0
  4644. var(14)=0
  4645.  
  4646. [State 3050, hitvar]
  4647. type=varadd
  4648. trigger1=anim=1026&&(movehit=1||moveguarded=1||movereversed=1)
  4649. var(14)=1
  4650.  
  4651. [State 3050, hit]
  4652. type=hitdef
  4653. trigger1=anim=1026 && animelemtime(15)>=0
  4654. trigger1= timemod = 2,0 && var(14)<5
  4655. attr = A, SA
  4656. damage = 25,2
  4657. animtype = heavy;fucking metal
  4658. guardflag = M
  4659. hitflag = MAFD
  4660. getpower = 0
  4661. ;givepower = 5,5
  4662. pausetime = 3, 0
  4663. sparkNo = -1 + 0 * (var(33) := 8011)
  4664. guard.sparkNo = -1 + 0 * (var(34) := 8000)
  4665. sparkXY = -10 + 0 * (var(35) := 20), var(36):=-15
  4666. hitsound = S2,2
  4667. guardsound = -1
  4668. ground.type = High
  4669. guard.velocity = -5
  4670. airguard.velocity = 0,-1
  4671. ground.slidetime = 20
  4672. ground.hittime = 25
  4673. ground.velocity = -2.0,-1
  4674. air.type = high
  4675. air.velocity = -2.5,-1
  4676. air.cornerpush.veloff = 0
  4677. ground.cornerpush.veloff = 0
  4678. air.hittime = 25
  4679. Air.fall = 1
  4680. fall.recover = 0
  4681. fall = 1
  4682. ID = 1021
  4683.  
  4684. [State 1100, 5]
  4685. type = ChangeState
  4686. trigger1 = Vel Y > 0 && Pos Y >= 0
  4687. value = 52
  4688. ctrl = 1
  4689. ;----------------------------------------------------------------------------
  4690. ;Hair for downward DB
  4691. [Statedef 1052]
  4692. type = S
  4693. movetype= I
  4694. physics = N
  4695. ctrl = 0
  4696. sprpriority = 0
  4697.  
  4698. [State 0, BindToRoot]
  4699. type = BindToRoot
  4700. trigger1 = 1
  4701. time = 1
  4702. pos = 0,0
  4703. ignorehitpause = 1
  4704.  
  4705. [state 1000]
  4706. type = angledraw
  4707. triggerall = root, anim = 1026
  4708. trigger1 = 1
  4709. value = -40
  4710. ignorehitpause = 1
  4711.  
  4712. [State 0, ChangeAnim]
  4713. type = ChangeAnim
  4714. trigger1 = root,anim != 1026
  4715. value = 19999
  4716. ignorehitpause = 1
  4717.  
  4718. [State 0, Turn]
  4719. type = Turn
  4720. trigger1 = facing = -1
  4721. trigger1 = root,facing = 1
  4722. trigger2 = facing = 1
  4723. trigger2 = root,facing = -1
  4724. ignorehitpause = 1
  4725.  
  4726. [State 0, ChangeAnim]
  4727. type = ChangeAnim
  4728. triggerall = anim != 10015
  4729. trigger1 = root,anim = 1026
  4730. trigger1 = root,animelem = 15
  4731. value = 10015
  4732. ignorehitpause = 1
  4733.  
  4734. ;Air Dragon cyclone (different version)
  4735. [Statedef 1069]
  4736. type = A
  4737. movetype= A
  4738. physics = N
  4739. juggle = 4
  4740. ctrl = 0
  4741. poweradd = 72
  4742. ;velset = 5.1,-4
  4743. anim = 1020
  4744. sprpriority = 2
  4745.  
  4746. [state 100x,atc efe];?????????
  4747. type = Explod
  4748. trigger1 = time = 0
  4749. anim =8150
  4750. ID = 100
  4751. postype = p1
  4752. pos = 10,-35
  4753. sprpriority = 5
  4754. ontop = 1
  4755. bindtime = 1
  4756. removetime = -2
  4757. ownpal=1
  4758. persistent =0
  4759. scale = 1.30,1.30
  4760.  
  4761. [state 100x,atc efe];????????? ?
  4762. type = Explod
  4763. trigger1 = numexplod(101) <= 15
  4764. trigger1 = 1
  4765. anim =8150
  4766. ID = 101
  4767. postype = p1
  4768. pos = 20,-35
  4769. random = 50,40
  4770. sprpriority = 5
  4771. ontop = 1
  4772. bindtime = 1
  4773. removetime = 12
  4774. ownpal=1
  4775. scale = 1.30,1.30;0.1 + (random % 3 * 0.1), 0.1 + (random % 3 * 0.1)
  4776. accel = -0.2 - (random % 4 * 0.1),0
  4777.  
  4778. [state 100x,atc efe];????????? ?
  4779. type = Explod
  4780. trigger1 = numexplod(101) <= 15
  4781. trigger1 = 1
  4782. anim =8150
  4783. ID = 101
  4784. postype = p1
  4785. pos = -20,-35
  4786. random = 50,40
  4787. sprpriority = 5
  4788. ontop = 1
  4789. bindtime = 1
  4790. removetime = 12
  4791. ownpal=1
  4792. scale = 1.30,1.30;0.1 + (random % 3 * 0.1), 0.1 + (random % 3 * 0.1)
  4793. accel = -0.2 - (random % 4 * 0.1),0
  4794.  
  4795. [state 1000]
  4796. type = velset
  4797. trigger1 = time = 0
  4798. y = -2.80
  4799.  
  4800. [state 1000]
  4801. type = veladd
  4802. trigger1 = 1
  4803. y = .22
  4804.  
  4805. [state 1000]
  4806. type = playsnd
  4807. trigger1 = animelem = 1
  4808. value = S0,4
  4809.  
  4810. [state 1000]
  4811. type = playsnd
  4812. trigger1 = animelem = 1
  4813. value = S1003,0 + random%(2)
  4814.  
  4815. [State 200, 1]
  4816. type = hitdef
  4817. trigger1 = animelem = 2
  4818. trigger2 = animelem = 5
  4819. attr = A, SA
  4820. damage = 12,1
  4821. animtype = medium
  4822. guardflag = MAF
  4823. getpower = 10,5
  4824. givepower = 5,5
  4825. hitflag = MAF
  4826. pausetime = 3, 3
  4827. sparkNo = -1 + 0 * (var(33) := 8015)
  4828. guard.sparkNo = -1 + 0 * (var(34) := 8000)
  4829. sparkXY = -10 + 0 * (var(35) := 50), var(36):=-35
  4830. hitsound = S2,2
  4831. guardsound = -1
  4832. ground.type = High
  4833. ground.slidetime = 20
  4834. ground.hittime = 35
  4835. ground.velocity = -4,-2.0
  4836. air.type = high
  4837. air.velocity = -4.0,-1.0
  4838. air.hittime = 25
  4839. Air.fall = 1
  4840. fall.recover = 0
  4841. fall = 1
  4842. yaccel = 0.5
  4843. ;ID = 1060
  4844.  
  4845. [State 200, 1]
  4846. type = HitDef
  4847. trigger1 = animelem = 1 ;&& movehit = 0
  4848. trigger2 = animelem = 4 ;&& movehit = 0
  4849. attr = A, SA
  4850. damage = 12,1
  4851. animtype = medium
  4852. guardflag = MAF
  4853. hitflag = MAF
  4854. pausetime = 3, 3
  4855. getpower = 10,5
  4856. givepower = 5,5
  4857. sparkNo = -1 + 0 * (var(33) := 8015)
  4858. guard.sparkNo = -1 + 0 * (var(34) := 8000)
  4859. sparkXY = -10 + 0 * (var(35) := 15), var(36):=-35
  4860. hitsound = S2,2
  4861. guardsound = -1
  4862. ground.type = High
  4863. ground.slidetime = 20
  4864. ground.hittime = 35
  4865. ground.velocity = -4,-2.0
  4866. air.type = high
  4867. air.velocity = -4.0,-1.0
  4868. air.hittime = 25
  4869. Air.fall = 1
  4870. fall.recover = 0
  4871. fall = 1
  4872. yaccel = 0.5
  4873. ;ID = 1060
  4874.  
  4875. [state 1000]
  4876. type = explod
  4877. trigger1 = time = 0
  4878. removetime = -1
  4879. anim = 1021
  4880. postype = p1
  4881. pos = 0,0
  4882. scale = 1.5,1.5
  4883. removeongethit = 1
  4884. ignorehitpause = 0
  4885. bindtime = -1
  4886. ID = 1588
  4887. ownpal = 0
  4888.  
  4889. [state 1000]
  4890. type = removeexplod
  4891. trigger1 = anim != 1020
  4892. trigger2 = Vel Y > 0 && Pos Y >= 0
  4893. trigger3 = anim = [120,123]
  4894. trigger4 = anim = [130,133]
  4895. trigger5 = anim = [140,143]
  4896. trigger6 = anim = [150,153]
  4897. trigger7 = anim = 47
  4898. trigger8 = anim = [5000,5999]
  4899. trigger9 = stateno = [5000,5999]
  4900. ID = 1588
  4901.  
  4902. [State 0, Hair]
  4903. type = null
  4904. trigger1 = time = 0
  4905. name = "DCHair"
  4906. ID = 1026
  4907. stateno = 1026
  4908. pos = 0,0
  4909. postype = p1
  4910. facing = 1
  4911. keyctrl = 0
  4912. ownpal = 0
  4913. ignorehitpause = 0
  4914.  
  4915. [State 1100, 5]
  4916. type = ChangeState
  4917. trigger1 = Vel Y > 0 && Pos Y >= 0
  4918. value = 52
  4919. ctrl = 1
  4920.  
  4921. ;----------------------------------------------------------------------------
  4922. ;Dragon cyclone air
  4923. [Statedef 1030]
  4924. type = A
  4925. movetype= A
  4926. physics = N
  4927. juggle = 4
  4928. ctrl = 0
  4929. anim = 1020
  4930. sprpriority = 2
  4931.  
  4932. [state 1000]
  4933. type = velset
  4934. trigger1 = time = 0
  4935. y = -2.80
  4936.  
  4937. [state 1000]
  4938. type = veladd
  4939. trigger1 = 1
  4940. y = .22
  4941.  
  4942. [State 750, 2]
  4943. type = AfterImage
  4944. trigger1 = Time = 0
  4945. time = 21
  4946. trans = add1
  4947. timegap = 1
  4948. framegap = 3
  4949. length = 8
  4950. PalBright = 0, 0, 0
  4951. PalContrast = 128,128,128
  4952. PalAdd = 0, 0, 0
  4953. PalMul = 1,1,1
  4954.  
  4955. [state 1000]
  4956. type = playsnd
  4957. trigger1 = animelem = 1
  4958. value = S0,4
  4959.  
  4960. [state 1000]
  4961. type = playsnd
  4962. trigger1 = animelem = 1
  4963. value = S1003,0 + random%(2)
  4964.  
  4965. [State 3000, Super C]
  4966. type = AfterImageTime
  4967. trigger1 = AnimElemTime(2) >= 1 && Time < 60
  4968. time = 2
  4969.  
  4970. [state 1000]
  4971. type = playerpush
  4972. trigger1 = 1
  4973. value = 0
  4974. ignorehitpause = 1
  4975.  
  4976. [State 200, 1]
  4977. type = HitDef
  4978. trigger1 = animelem = 2
  4979. trigger2 = animelem = 5
  4980. attr = A, SA
  4981. damage = 12,1
  4982. animtype = medium
  4983. guardflag = MAF
  4984. hitflag = MAF
  4985. getpower = 10,5
  4986. givepower = 5,5
  4987. pausetime = 3, 3
  4988. sparkNo = -1 + 0 * (var(33) := 8011)
  4989. guard.sparkNo = -1 + 0 * (var(34) := 8000)
  4990. sparkXY = -10 + 0 * (var(35) := 90), var(36):=-35
  4991. hitsound = S2,2
  4992. guardsound = -1
  4993. ground.type = High
  4994. ground.slidetime = 20
  4995. ground.hittime = 35
  4996. ground.velocity = -4,-2.0
  4997. air.type = high
  4998. air.velocity = -4.0,-1.0
  4999. air.hittime = 25
  5000. Air.fall = 1
  5001. fall.recover = 0
  5002. fall = 1
  5003. yaccel = 0.5
  5004. ID = 1025
  5005.  
  5006. [state 1000]
  5007. type = explod
  5008. trigger1 = time = 0
  5009. removetime = -1
  5010. anim = 1021
  5011. postype = p1
  5012. pos = 0,0
  5013. scale = 1.5,1.5
  5014. removeongethit = 1
  5015. ignorehitpause = 0
  5016. bindtime = -1
  5017. ID = 1568
  5018. ownpal = 0
  5019.  
  5020. [state 1000]
  5021. type = removeexplod
  5022. trigger1 = anim != 1020
  5023. trigger2 = Vel Y > 0 && Pos Y >= 0
  5024. trigger3 = anim = [120,123]
  5025. trigger4 = anim = [130,133]
  5026. trigger5 = anim = [140,143]
  5027. trigger6 = anim = [150,153]
  5028. trigger7 = anim = 47
  5029. trigger8 = anim = [5000,5999]
  5030. trigger9 = stateno = [5000,5999]
  5031. ID = 1568
  5032.  
  5033. [State 0, Hair]
  5034. type = null
  5035. trigger1 = time = 0
  5036. name = "DCHair"
  5037. ID = 1026
  5038. stateno = 1026
  5039. pos = 0,0
  5040. postype = p1
  5041. facing = 1
  5042. keyctrl = 0
  5043. ownpal = 0
  5044. ignorehitpause = 0
  5045.  
  5046. [State 1100, 5]
  5047. type = ChangeState
  5048. trigger1 = Vel Y > 0 && Pos Y >= 0
  5049. value = 52
  5050. ctrl = 1
  5051.  
  5052. [Statedef 1026]
  5053. type = S
  5054. movetype= I
  5055. physics = N
  5056. ctrl = 0
  5057. sprpriority = -1
  5058.  
  5059. [State 0, ChangeAnim]
  5060. type = ChangeAnim
  5061. triggerall = anim != 1021
  5062. trigger1 = root,anim = 1020
  5063. value = 1021
  5064. ignorehitpause = 0
  5065.  
  5066. [State 0, BindToRoot]
  5067. type = BindToRoot
  5068. trigger1 = 1
  5069. time = 1
  5070. pos = 0,0
  5071. ignorehitpause = 1
  5072.  
  5073. [state 1000]
  5074. type = destroyself
  5075. trigger1 = Vel Y > 0 && Pos Y >= 0
  5076. trigger2 = root,anim != 1020
  5077.  
  5078. ;Dragon cyclone
  5079. [Statedef 1025]
  5080. type = A
  5081. movetype= A
  5082. physics = N
  5083. juggle = 4
  5084. ctrl = 0
  5085. poweradd = 72
  5086. velset = 5.1,-4
  5087. anim = 1020
  5088. sprpriority = 2
  5089.  
  5090. [State 40, Dust]
  5091. type = helper
  5092. trigger1 = time = 0
  5093. helpertype = normal
  5094. stateno = 7100
  5095. ID = 7100
  5096. name = "Dust"
  5097. postype = p1
  5098. ownpal = 1
  5099.  
  5100. [state 100x,atc efe];?????????
  5101. type = Explod
  5102. trigger1 = time = 0
  5103. anim =8150
  5104. ID = 100
  5105. postype = p1
  5106. pos = 10,-35
  5107. sprpriority = 5
  5108. ontop = 1
  5109. bindtime = 1
  5110. removetime = -2
  5111. ownpal=1
  5112. persistent =0
  5113. scale = 1.30,1.30
  5114.  
  5115. [state 100x,atc efe];????????? ?
  5116. type = Explod
  5117. trigger1 = numexplod(101) <= 15
  5118. trigger1 = 1
  5119. anim =8150
  5120. ID = 101
  5121. postype = p1
  5122. pos = 25,-35
  5123. random = 50,40
  5124. sprpriority = 5
  5125. ontop = 1
  5126. bindtime = 1
  5127. removetime = 12
  5128. ownpal=1
  5129. scale = 1.30,1.30;0.1 + (random % 3 * 0.1), 0.1 + (random % 3 * 0.1)
  5130. accel = -0.2 - (random % 4 * 0.1),0
  5131.  
  5132. [state 100x,atc efe];????????? ?
  5133. type = Explod
  5134. trigger1 = numexplod(101) <= 15
  5135. trigger1 = 1
  5136. anim =8150
  5137. ID = 101
  5138. postype = p1
  5139. pos = -20,-35
  5140. random = 50,40
  5141. sprpriority = 5
  5142. ontop = 1
  5143. bindtime = 1
  5144. removetime = 12
  5145. ownpal=1
  5146. scale = 1.30,1.30;0.1 + (random % 3 * 0.1), 0.1 + (random % 3 * 0.1)
  5147. accel = -0.2 - (random % 4 * 0.1),0
  5148.  
  5149. [state 1000]
  5150. type = veladd
  5151. trigger1 = 1
  5152. y = .22
  5153.  
  5154. [state 1000]
  5155. type = playsnd
  5156. trigger1 = animelem = 1
  5157. value = S0,4
  5158.  
  5159. [state 1000]
  5160. type = playsnd
  5161. trigger1 = animelem = 1
  5162. value = S1003,0 + random%(2)
  5163.  
  5164. [State 200, 1]
  5165. type = HitDef
  5166. trigger1 = animelem = 2
  5167. trigger2 = animelem = 5
  5168. attr = A, SA
  5169. damage = 12,1
  5170. animtype = medium
  5171. guardflag = MAF
  5172. hitflag = MAF
  5173. getpower = 20,5
  5174. givepower = 5,5
  5175. pausetime = 3, 3
  5176. sparkNo = -1 + 0 * (var(33) := 8011)
  5177. guard.sparkNo = -1 + 0 * (var(34) := 8000)
  5178. sparkXY = -1 + 0 * (var(35) := 50), var(36):=-35
  5179. hitsound = S2,2
  5180. guardsound = -1
  5181. ground.type = High
  5182. ground.slidetime = 20
  5183. ground.hittime = 35
  5184. ground.velocity = -4,-2.0
  5185. air.type = high
  5186. air.velocity = -4.0,-1.0
  5187. air.hittime = 25
  5188. Air.fall = 1
  5189. fall.recover = 0
  5190. fall = 1
  5191. yaccel = 0.5
  5192. ID = 1025
  5193.  
  5194. [State 200, 1]
  5195. type = HitDef
  5196. trigger1 = animelem = 1
  5197. trigger2 = animelem = 4
  5198. attr = A, SA
  5199. damage = 12,1
  5200. animtype = medium
  5201. guardflag = MAF
  5202. hitflag = MAF
  5203. pausetime = 3, 3
  5204. getpower = 20,5
  5205. givepower = 5,5
  5206. sparkNo = -1 + 0 * (var(33) := 8011)
  5207. guard.sparkNo = -1 + 0 * (var(34) := 8000)
  5208. sparkXY = 10 + 0 * (var(35) := -50), var(36):=-35
  5209. hitsound = S2,2
  5210. guardsound = -1
  5211. ground.type = High
  5212. ground.slidetime = 20
  5213. ground.hittime = 35
  5214. ground.velocity = -4,-2.0
  5215. air.type = high
  5216. air.velocity = -4.0,-1.0
  5217. air.hittime = 25
  5218. Air.fall = 1
  5219. fall.recover = 0
  5220. fall = 1
  5221. yaccel = 0.5
  5222. ID = 1025
  5223.  
  5224. [state 1000]
  5225. type = explod
  5226. trigger1 = time = 0
  5227. removetime = -1
  5228. anim = 1021
  5229. postype = p1
  5230. pos = 0,0
  5231. scale = 1.5,1.5
  5232. removeongethit = 1
  5233. ignorehitpause = 0
  5234. bindtime = -1
  5235. ID = 1567
  5236. ownpal = 0
  5237.  
  5238. [state 1000]
  5239. type = removeexplod
  5240. trigger1 = anim != 1020
  5241. trigger2 = Vel Y > 0 && Pos Y >= 0
  5242. trigger3 = anim = [120,123]
  5243. trigger4 = anim = [130,133]
  5244. trigger5 = anim = [140,143]
  5245. trigger6 = anim = [150,153]
  5246. trigger7 = anim = 47
  5247. trigger8 = anim = [5000,5999]
  5248. trigger9 = stateno = [5000,5999]
  5249. ID = 1567
  5250.  
  5251. [State 0, Hair]
  5252. type = null
  5253. trigger1 = time = 0
  5254. name = "DCHair"
  5255. ID = 1026
  5256. stateno = 1026
  5257. pos = 0,0
  5258. postype = p1
  5259. facing = 1
  5260. keyctrl = 0
  5261. ownpal = 0
  5262. ignorehitpause = 0
  5263.  
  5264. [State 1100, 5]
  5265. type = ChangeState
  5266. trigger1 = Vel Y > 0 && Pos Y >= 0
  5267. value = 52
  5268. ctrl = 1
  5269. ;---------------------------------------------------------------------------
  5270. [Statedef 1040]
  5271. type = A
  5272. movetype= A
  5273. physics = N
  5274. juggle = 4
  5275. ctrl = 0
  5276. anim = 1011
  5277. sprpriority = 2
  5278.  
  5279. [state 1000]
  5280. type = palfx
  5281. trigger1 = time = 0
  5282. add = 256,256,256
  5283. time = 2
  5284.  
  5285. [State 750, 2]
  5286. type = NULL
  5287. trigger1 = Time = 0
  5288. time = 5
  5289. trans = add1
  5290. timegap = 1
  5291. framegap = 3
  5292. length = 8
  5293. PalBright = 0, 0, 0
  5294. PalContrast = 128,128,128
  5295. PalAdd = 0, 0, 0
  5296. PalMul = 1,1,1
  5297.  
  5298. [State 3000, Super C]
  5299. type = NULL
  5300. trigger1 = AnimElemTime(9) >= 1 && Time < 60
  5301. time = 2
  5302.  
  5303. [state 1000]
  5304. type = velset
  5305. trigger1 = 1
  5306. y = -2.50
  5307.  
  5308. [state 1000]
  5309. type = playsnd
  5310. trigger1 = animelem = 1
  5311. value = S0,3
  5312.  
  5313. [state 1000]
  5314. type = playsnd
  5315. trigger1 = animelem = 8
  5316. value = 1002,0+random%3
  5317.  
  5318. [state 1000]
  5319. type = changestate
  5320. trigger1 = animelem = 9
  5321. value = 1041
  5322. ctrl = 0
  5323.  
  5324. [Statedef 1041]
  5325. type = A
  5326. movetype= A
  5327. physics = N
  5328. juggle = 4
  5329. ctrl = 0
  5330. velset = 4,11
  5331. sprpriority = 2
  5332.  
  5333. [State 750, 2]
  5334. type = NULL
  5335. trigger1 = Time = 0
  5336. time = 5
  5337. trans = add1
  5338. timegap = 1
  5339. framegap = 3
  5340. length = 8
  5341. PalBright = 0, 0, 0
  5342. PalContrast = 128,128,128
  5343. PalAdd = 0, 0, 0
  5344. PalMul = 1,1,1
  5345.  
  5346. [State 3000, Super C]
  5347. type = NULL
  5348. trigger1 = AnimElemTime(9) >= 1 && Time < 60
  5349. time = 2
  5350.  
  5351. [state 1000]
  5352. type = veladd
  5353. trigger1 = 1
  5354. y = 0.9
  5355.  
  5356. [State 1000, 5] ;Opponent near
  5357. type = hitdef
  5358. trigger1 = time = 0
  5359. attr = A, SA
  5360. animtype = Hard;core
  5361. damage = 65, 1
  5362. guardflag = MA
  5363. pausetime = 12,15
  5364. sparkno = 2
  5365. sparkxy = -12,-10
  5366. hitsound = 5,3
  5367. guardsound = S6,0
  5368. ground.type = high
  5369. ground.slidetime = 20
  5370. ground.hittime = 20
  5371. ground.velocity = -5,-4
  5372. air.velocity = -5,-4
  5373. fall = 1
  5374. air.fall = 1
  5375. fall.recovertime = 20
  5376.  
  5377. [state 1000]
  5378. type = changestate
  5379. trigger1 = Vel Y > 0 && Pos Y >= 0
  5380. value = 52
  5381. ctrl = 1
  5382.  
  5383. ;Dragon cyclone
  5384. [Statedef 1060]
  5385. type = A
  5386. movetype= A
  5387. physics = N
  5388. juggle = 6
  5389. ctrl = 0
  5390. poweradd = 100
  5391. velset = 5.1,-4
  5392. anim = 1020
  5393. sprpriority = 2
  5394.  
  5395. [state 1000]
  5396. type = veladd
  5397. trigger1 = 1
  5398. y = .22
  5399.  
  5400. [State 750, 2]
  5401. type = AfterImage
  5402. trigger1 = Time = 0
  5403. time = 21
  5404. trans = add1
  5405. timegap = 1
  5406. framegap = 3
  5407. length = 8
  5408. PalBright = 0, 0, 0
  5409. PalContrast = 128,128,128
  5410. PalAdd = 0, 0, 0
  5411. PalMul = 1,1,1
  5412.  
  5413. [state 1000]
  5414. type = playsnd
  5415. trigger1 = animelem = 1
  5416. value = S0,4
  5417.  
  5418. [state 1000]
  5419. type = playsnd
  5420. trigger1 = animelem = 1
  5421. value = S1003,0 + random%(2)
  5422.  
  5423. [State 3000, Super C]
  5424. type = AfterImageTime
  5425. trigger1 = AnimElemTime(2) >= 1 && Time < 60
  5426. time = 2
  5427.  
  5428. [State 200, 1]
  5429. type = HitDef
  5430. trigger1 = animelem = 2
  5431. trigger2 = animelem = 5
  5432. attr = A, SA
  5433. damage = 10,1
  5434. animtype = medium
  5435. guardflag = MAF
  5436. hitflag = MAF
  5437. pausetime = 3, 3
  5438. sparkno = 2
  5439. sparkxy = -10, -35
  5440. hitsound = 5, 3
  5441. guardsound = S6, 0
  5442. guard.sparkno = 40
  5443. ground.type = High
  5444. ground.slidetime = 20
  5445. ground.hittime = 35
  5446. ground.velocity = -4,-2.0
  5447. air.type = high
  5448. air.velocity = -4.0,-1.0
  5449. air.hittime = 25
  5450. Air.fall = 1
  5451. fall.recover = 0
  5452. fall = 1
  5453. yaccel = 0.5
  5454.  
  5455. [State 200, 1]
  5456. type = HitDef
  5457. trigger1 = animelem = 1 && movehit = 0
  5458. trigger2 = animelem = 3 && movehit = 0
  5459. attr = A, SA
  5460. damage = 12,1
  5461. animtype = medium
  5462. guardflag = MAF
  5463. hitflag = MAF
  5464. pausetime = 3, 3
  5465. sparkNo = -1 + 0 * (var(33) := 8011)
  5466. guard.sparkNo = -1 + 0 * (var(34) := 8000)
  5467. sparkXY = 10 + 0 * (var(35) := -40), var(36):=-35
  5468. hitsound = S2,2
  5469. guardsound = -1
  5470. ground.type = High
  5471. ground.slidetime = 20
  5472. ground.hittime = 35
  5473. ground.velocity = -4,-2.0
  5474. air.type = high
  5475. air.velocity = -4.0,-1.0
  5476. air.hittime = 25
  5477. Air.fall = 1
  5478. fall.recover = 0
  5479. fall = 1
  5480. yaccel = 0.5
  5481. p2facing = 1
  5482.  
  5483. [state 1000]
  5484. type = explod
  5485. trigger1 = time = 0
  5486. removetime = -1
  5487. anim = 1021
  5488. postype = p1
  5489. pos = 0,0
  5490. scale = 1.5,1.5
  5491. removeongethit = 1
  5492. ignorehitpause = 0
  5493. bindtime = -1
  5494. ID = 1568
  5495. ownpal = 0
  5496.  
  5497. [state 1000]
  5498. type = removeexplod
  5499. trigger1 = anim != 1020
  5500. trigger2 = Vel Y > 0 && Pos Y >= 0
  5501. trigger3 = anim = [120,123]
  5502. trigger4 = anim = [130,133]
  5503. trigger5 = anim = [140,143]
  5504. trigger6 = anim = [150,153]
  5505. trigger7 = anim = 47
  5506. trigger8 = anim = [5000,5999]
  5507. trigger9 = stateno = [5000,5999]
  5508. ID = 1568
  5509.  
  5510. [State 0, Hair]
  5511. type = null
  5512. trigger1 = time = 0
  5513. name = "DCHair"
  5514. ID = 1026
  5515. stateno = 1026
  5516. pos = 0,0
  5517. postype = p1
  5518. facing = 1
  5519. keyctrl = 0
  5520. ownpal = 0
  5521. ignorehitpause = 0
  5522.  
  5523. [State 1100, 5]
  5524. type = ChangeState
  5525. trigger1 = Vel Y > 0 && Pos Y >= 0
  5526. value = 52
  5527. ctrl = 1
  5528. ;---------------------------------------------------------------------------
  5529. ;LvL 1 Super Rising Slash
  5530. [Statedef 3000]
  5531. type = S
  5532. movetype= A
  5533. physics = S
  5534. juggle = 4
  5535. velset = 0,0
  5536. anim = 3000
  5537. ctrl = 0
  5538. sprpriority = 2
  5539.  
  5540. [state 1000]
  5541. type = null
  5542. trigger1 = 1
  5543. flag = nobardisplay
  5544. ignorehitpause = 1
  5545.  
  5546. [State 3000, ECreset]
  5547. type = palfx
  5548. trigger1 = !time
  5549. ;trigger1 = !(var(20) := 0)
  5550. time = 1
  5551.  
  5552. [State 3000, Super A]
  5553. type = SuperPause
  5554. trigger1 = AnimElem = 1
  5555. pos = -15, -30
  5556. anim = -1
  5557. sound = -1
  5558. time = 52
  5559. movetime = 52
  5560. poweradd = -1000
  5561. p2defmul = 1
  5562. darken = 0
  5563.  
  5564. [state 1000]
  5565. type = nothitby
  5566. trigger1 = animelem = 8
  5567. value = SCA
  5568. time = 13
  5569. ignorehitpause = 1
  5570.  
  5571. [State 3000, SuperPause FX]
  5572. type = NULL;Helper
  5573. trigger1 = Time = 0
  5574. helperType = Normal
  5575. stateNo = 8888
  5576. ID = 8888
  5577. name = "Superpause FX"
  5578. posType = back
  5579. pos = -150,-20
  5580. superMoveTime = 255
  5581. size.xScale = 0.50
  5582. size.yScale = 0.50
  5583. ownPal = 1
  5584.  
  5585. [State 3000, SuperPause FX]
  5586. type = Helper
  5587. trigger1 = Time = 0
  5588. helperType = Normal
  5589. stateNo = 8500
  5590. ID = 8500
  5591. name = "Superpause FX"
  5592. posType = P1
  5593. pos = 5,-28
  5594. superMoveTime = 255
  5595. size.xScale = 1
  5596. size.yScale = 1
  5597. ownPal = 1
  5598. persistent = 0
  5599.  
  5600. [state 1000]
  5601. type = playsnd
  5602. trigger1 = time = 0
  5603. value = S3000,3
  5604.  
  5605. [state 1000]
  5606. type = playsnd
  5607. trigger1 = animelem = 1
  5608. value = S3000,0
  5609. channel = -1
  5610.  
  5611. [state 1000]
  5612. type = playsnd
  5613. trigger1 = animelem = 10
  5614. value = S1002,1
  5615. channel = -1
  5616.  
  5617. [state 1000]
  5618. type = velset
  5619. trigger1 = animelem = 10
  5620. x = 8
  5621.  
  5622. [state 1000]
  5623. type = playsnd
  5624. trigger1 = animelem = 10
  5625. value = 0,2
  5626.  
  5627. [State 200, 1]
  5628. type = HitDef
  5629. trigger1 = time = 0
  5630. attr = A, SA
  5631. damage = 70,6
  5632. animtype = diagup
  5633. guardflag = M
  5634. getpower = 0
  5635. hitflag = MAF
  5636. pausetime = 5, 5
  5637. sparkNo = -1 + 0 * (var(33) := 8014)
  5638. guard.sparkNo = -1 + 0 * (var(34) := 8000)
  5639. sparkXY = -8 + 0 * (var(35) := 58), var(36):=-55
  5640. hitsound = S2,3
  5641. guardsound = -1
  5642. ground.type = High
  5643. ground.slidetime = 20
  5644. ground.hittime = 25
  5645. ground.velocity = -0.5,-8
  5646. air.type = high
  5647. air.velocity = -0.5,-9.0
  5648. air.hittime = 25
  5649. Air.fall = 1
  5650. fall.recover = 0
  5651. fall = 1
  5652. yaccel = 0.5
  5653. ID = 3000
  5654. envshake.time = 6
  5655. envshake.freq = 120
  5656. envshake.ampl = 6
  5657.  
  5658. [state 1000]
  5659. type = changestate
  5660. trigger1 = animelem = 17
  5661. value = 3001
  5662. ctrl = 0
  5663.  
  5664. [Statedef 3001]
  5665. type = A
  5666. movetype= A
  5667. physics = N
  5668. juggle = 4
  5669. ctrl = 0
  5670. velset = 1.5,-12.5
  5671. sprpriority = 2
  5672.  
  5673. [State 40, Dust]
  5674. type = helper
  5675. trigger1 = time = 0
  5676. helpertype = normal
  5677. stateno = 7100
  5678. ID = 7100
  5679. name = "Dust"
  5680. postype = p1
  5681. ownpal = 1
  5682.  
  5683. [state 1000]
  5684. type = null
  5685. trigger1 = 1
  5686. flag = nobardisplay
  5687. ignorehitpause = 1
  5688.  
  5689. [state 1000]
  5690. type = playsnd
  5691. trigger1 = animelem = 17
  5692. value = 1002,2
  5693.  
  5694. [state 1000]
  5695. type = playsnd
  5696. trigger1 = animelem = 17
  5697. value = 0,2
  5698.  
  5699. [state 1000]
  5700. type= veladd
  5701. trigger1 = 1
  5702. y = .42
  5703.  
  5704. [State 200, 1]
  5705. type = HitDef
  5706. trigger1 = animelem = 18
  5707. trigger2 = animelem = 19
  5708. attr = A, SA
  5709. damage = 50,6
  5710. animtype = diagup
  5711. getpower = 0
  5712. guardflag = M
  5713. hitflag = MAF
  5714. pausetime = 7, 7
  5715. sparkNo = -1 + 0 * (var(33) := 8014)
  5716. guard.sparkNo = -1 + 0 * (var(34) := 8000)
  5717. sparkXY = -8 + 0 * (var(35) := 58), var(36):=-55
  5718. hitsound = S2,3
  5719. guardsound = -1
  5720. ground.type = High
  5721. ground.slidetime = 20
  5722. ground.hittime = 25
  5723. ground.velocity = -3.5,-8
  5724. air.type = high
  5725. air.velocity = -3.5,-7.5
  5726. air.hittime = 25
  5727. Air.fall = 1
  5728. fall.recover = 0
  5729. fall = 1
  5730. yaccel = 0.5
  5731. ID = 3001
  5732. envshake.time = 7
  5733. envshake.freq = 120
  5734. envshake.ampl = 6
  5735.  
  5736. [State 1100, 5]
  5737. type = ChangeState
  5738. trigger1 = animtime = 0
  5739. value = 1022
  5740. ctrl = 0
  5741.  
  5742. ;---------------------------------------------------------------------------
  5743. ;LvL 1 Super Dragon Cyclone
  5744. [Statedef 3005]
  5745. type = S
  5746. movetype= A
  5747. physics = S
  5748. juggle = 4
  5749. velset = 0,0
  5750. anim = 3005
  5751. ctrl = 0
  5752. sprpriority = 2
  5753.  
  5754. [state 1000]
  5755. type = null
  5756. trigger1 = 1
  5757. flag = nobardisplay
  5758. ignorehitpause = 1
  5759.  
  5760. [State 3000, Super A]
  5761. type = SuperPause
  5762. trigger1 = AnimElem = 1
  5763. pos = -15, -30
  5764. anim = -1
  5765. sound = -1
  5766. time = 32
  5767. movetime = 32
  5768. poweradd = -1000
  5769. p2defmul = 1
  5770. darken = 0
  5771.  
  5772. [state 1000]
  5773. type = playsnd
  5774. trigger1 = time = 15
  5775. value = S1003,1
  5776.  
  5777. [State 3000, SuperPause FX]
  5778. type = Helper
  5779. trigger1 = Time = 0
  5780. helperType = Normal
  5781. stateNo = 8501
  5782. ID = 8500
  5783. name = "Superpause FX"
  5784. posType = P1
  5785. pos = 5,-28
  5786. superMoveTime = 255
  5787. size.xScale = 1
  5788. size.yScale = 1
  5789. ownPal = 1
  5790. persistent = 0
  5791.  
  5792. [state 1000]
  5793. type = nothitby
  5794. trigger1 = 1
  5795. value = SCA
  5796. ignorehitpause = 1
  5797.  
  5798. [state 1000]
  5799. type = playsnd
  5800. trigger1 = time = 0
  5801. value = S3000,3
  5802.  
  5803. [State 40, Dust]
  5804. type = helper
  5805. trigger1 = animelem = 2
  5806. helpertype = normal
  5807. stateno = 7100
  5808. ID = 7100
  5809. name = "Dust"
  5810. postype = p1
  5811. ownpal = 1
  5812.  
  5813. [state 1000]
  5814. type = changestate
  5815. trigger1 = animelem = 2
  5816. value = 3006
  5817. ctrl = 0
  5818.  
  5819. [Statedef 3006]
  5820. type = A
  5821. movetype= A
  5822. physics = N
  5823. juggle = 4
  5824. ctrl = 0
  5825. velset = 0,-5.0
  5826. sprpriority = 2
  5827.  
  5828. [state 1000]
  5829. type = null
  5830. trigger1 = 1
  5831. flag = nobardisplay
  5832. ignorehitpause = 1
  5833.  
  5834. [state 1000]
  5835. type = nothitby
  5836. trigger1 = 1
  5837. value = SCA
  5838. time = 1
  5839. ignorehitpause = 1
  5840.  
  5841. [state 1000]
  5842. type = changestate
  5843. trigger1 = animelem = 3
  5844. value = 3007
  5845. ctrl = 0
  5846.  
  5847. [Statedef 3007]
  5848. type = A
  5849. movetype= A
  5850. physics = N
  5851. juggle = 4
  5852. ctrl = 0
  5853. velset = 0,0
  5854. sprpriority = 2
  5855.  
  5856. [State 3200, pullhelper]
  5857. type = helper
  5858. trigger1 = (anim = 3005) && !numhelper(3206)
  5859. helpertype = normal
  5860. stateno = 3206
  5861. ID = 3206
  5862. name = "Vaccum"
  5863. postype = p2
  5864. pos = enemynear, const(size.ground.back) -25, -ceil(enemy, pos y)
  5865. persistent = 0
  5866. size.ground.back = 5
  5867. size.ground.front = 5
  5868. size.height = 240
  5869.  
  5870. [state 1000]
  5871. type = null
  5872. trigger1 = 1
  5873. flag = nobardisplay
  5874. ignorehitpause = 1
  5875.  
  5876. [State 3000, SuperPause FX]
  5877. type = Helper
  5878. trigger1 = Time = 0
  5879. helperType = Normal
  5880. stateNo = 9500
  5881. ID = 9500
  5882. name = "Tornado Duh"
  5883. posType = p1
  5884. pos = 0,0
  5885. superMoveTime = 255
  5886. size.xScale = 1
  5887. size.yScale = 0.35
  5888. ownPal = 1
  5889.  
  5890. [state 1000]
  5891. type = playsnd
  5892. trigger1 = time = 0
  5893. value = S3000,4
  5894.  
  5895. [state 1000]
  5896. type = playsnd
  5897. trigger1 = time = 0
  5898. value = S1003,0
  5899.  
  5900. [state 1000]
  5901. type = playsnd
  5902. trigger1 = time = 0
  5903. value = S0,4
  5904.  
  5905. [State 850, 0]
  5906. type = Width
  5907. trigger1 = AnimElem = 3, >= 0
  5908. edge = 30,30
  5909.  
  5910. [state 1000]
  5911. type = playerpush
  5912. trigger1 = 1
  5913. value = 0
  5914.  
  5915. [state 1000]
  5916. type = velset
  5917. trigger1 = 1
  5918. y = 0
  5919. x = 0
  5920.  
  5921. [state 1000]
  5922. type = explod
  5923. trigger1 = time = 0
  5924. removetime = -1
  5925. anim = 1021
  5926. postype = p1
  5927. pos = 0,0
  5928. scale = 1.5,1.5
  5929. removeongethit = 1
  5930. ignorehitpause = 0
  5931. bindtime = -1
  5932. ID = 1569
  5933. ownpal = 0
  5934.  
  5935. [State 3200, Dust]
  5936. type = explod
  5937. trigger1 = anim = 3005 && (animelem = 4 || animelem = 10 || animelem = 16 || animelem = 22)
  5938. anim = 3006
  5939. sprpriority = 2
  5940. postype = p1
  5941. pos = -5, -ceil(pos y)
  5942. vel = -3, 0
  5943. ownpal = 1
  5944.  
  5945. [State 3200, Dust]
  5946. type = explod
  5947. trigger1 = anim = 3005 && (animelem = 6 || animelem = 12 || animelem = 18 || animelem = 24)
  5948. anim = 3006
  5949. sprpriority = 2
  5950. postype = p1
  5951. facing = -1
  5952. pos = 5, -ceil(pos y)
  5953. vel = 3, 0
  5954. ownpal = 1
  5955.  
  5956. [State 3200, Dust]
  5957. type = explod
  5958. trigger1 = (anim = 3005) && !numexplod(3210)
  5959. anim = 3007
  5960. ID = 3210
  5961. sprpriority = -3
  5962. postype = p1
  5963. pos = 0, -ceil(pos y)
  5964. removetime = -1
  5965. ownpal = 1
  5966. removeongethit = 1
  5967. scale = 0.45, 0.45
  5968.  
  5969. [State 3200, Dust]
  5970. type = modifyexplod
  5971. trigger1 = numexplod(3210)
  5972. ID = 3210
  5973. postype = p1
  5974. pos = 0, -ceil(pos y)
  5975.  
  5976. [state 1000]
  5977. type = removeexplod
  5978. trigger1 = animtime = 0
  5979. trigger2 = Vel Y > 0 && Pos Y >= 0
  5980. ID = 1569
  5981.  
  5982. [State 1028, HitDef - Frente]
  5983. type = HitDef
  5984. trigger1 = AnimElem = 4 || AnimElem = 10 || AnimElem = 16
  5985. persistent = 1
  5986. attr = A, HP
  5987. getpower = 0
  5988. animtype = Light
  5989. damage = 10,2
  5990. pausetime = 2,2
  5991. guardflag = MA
  5992. hitflag = MAF
  5993. sparkNo = -1 + 0 * (var(33) := 8014)
  5994. guard.sparkNo = -1 + 0 * (var(34) := 8000)
  5995. sparkXY = -1 + 0 * (var(35) := 58), var(36):=-35
  5996. hitsound = S2,3
  5997. guardsound = -1
  5998. ground.type = high
  5999. ground.slidetime = 12
  6000. ground.hittime = 12
  6001. guard.velocity = -12
  6002. airguard.velocity = -12,-1
  6003. ground.cornerpush.veloff = 0
  6004. air.cornerpush.veloff = 0
  6005. ground.velocity = 12,0
  6006. air.velocity = 12,-0.5
  6007. maxdist = 4
  6008. fall.recover = 0
  6009. envshake.time = 4
  6010. envshake.freq = 120
  6011. envshake.ampl = 6
  6012.  
  6013. [State 1028, HitDef - Tras]
  6014. type = HitDef
  6015. trigger1 = AnimElem = 6 || AnimElem = 12 || AnimElem = 18
  6016. persistent = 1
  6017. attr = A, HP
  6018. getpower = 0
  6019. animtype = Light
  6020. damage = 10,2
  6021. pausetime = 2,2
  6022. guardflag = MA
  6023. hitflag = MAF
  6024. sparkNo = -1 + 0 * (var(33) := 8014)
  6025. guard.sparkNo = -1 + 0 * (var(34) := 8000)
  6026. sparkXY = -1 + 0 * (var(35) := 58), var(36):=-35
  6027. hitsound = S2,3
  6028. guardsound = -1
  6029. ground.type = high
  6030. ground.slidetime = 12
  6031. ground.cornerpush.veloff = 0
  6032. air.cornerpush.veloff = 0
  6033. ground.hittime = 12
  6034. guard.velocity = 12
  6035. airguard.velocity = 12,-1
  6036. ground.velocity = -12,0
  6037. air.velocity = -12,-0.5
  6038. maxdist = -4
  6039. fall.recover = 0
  6040. envshake.time = 4
  6041. envshake.freq = 120
  6042. envshake.ampl = 6
  6043.  
  6044. [State 1028, HitDef - Final]
  6045. type = HitDef
  6046. trigger1 = animelem = 22
  6047. attr = A, HP
  6048. animtype = Heavy
  6049. getpower = 0
  6050. damage = 110,2
  6051. pausetime = 2,2
  6052. guardflag = MA
  6053. hitflag = MAF
  6054. sparkNo = -1 + 0 * (var(33) := 8014)
  6055. guard.sparkNo = -1 + 0 * (var(34) := 8000)
  6056. sparkXY = -1 + 0 * (var(35) := 58), var(36):=-35
  6057. hitsound = S2,3
  6058. guardsound = -1
  6059. ground.type = high
  6060. ground.slidetime = 2
  6061. ground.hittime = 4
  6062. ground.velocity = -8,-5
  6063. guard.velocity = -12
  6064. airguard.velocity = -12,-5
  6065. air.velocity = -8,-5
  6066. fall = 1
  6067. air.fall = 1
  6068. fall.recover = 0
  6069. ;envshake.time = 5
  6070. envshake.time = 6
  6071. envshake.freq = 120
  6072. envshake.ampl = 6
  6073.  
  6074. [state 1000]
  6075. type = changestate
  6076. trigger1 = animtime = 0
  6077. value = 1022
  6078. ctrl = 0
  6079. ;---------------------------------------------------------------------------
  6080. ;LvL 2 Super Rising Slash
  6081. [Statedef 3010]
  6082. type = S
  6083. movetype= A
  6084. physics = S
  6085. juggle = 4
  6086. velset = 0,0
  6087. anim = 4000
  6088. ctrl = 0
  6089. sprpriority = 2
  6090.  
  6091. [state 1000]
  6092. type = null
  6093. trigger1 = 1
  6094. flag = nobardisplay
  6095. ignorehitpause = 1
  6096.  
  6097. [State 3000, Super A]
  6098. type = SuperPause
  6099. trigger1 = AnimElem = 1
  6100. pos = -15, -30
  6101. anim = -1
  6102. sound = -1
  6103. time = 52
  6104. movetime = 52
  6105. poweradd = -2000
  6106. p2defmul = 1
  6107. darken = 0
  6108.  
  6109. [State 3000, SuperPause FX]
  6110. type = Helper
  6111. trigger1 = Time = 0
  6112. helperType = Normal
  6113. stateNo = 8502
  6114. ID = 8500
  6115. name = "Superpause FX"
  6116. posType = P1
  6117. pos = 5,-28
  6118. superMoveTime = 255
  6119. size.xScale = 1
  6120. size.yScale = 1
  6121. ownPal = 1
  6122. persistent = 0
  6123.  
  6124. [State 3000, Slash Animation]
  6125. type = Helper
  6126. trigger1 = animelem = 11
  6127. helperType = Normal
  6128. stateNo = 7110
  6129. ID = 7110
  6130. name = "Slash animation"
  6131. posType = P1
  6132. pos = 0,0
  6133. size.xScale = 0.75
  6134. size.yScale = 0.75
  6135. ownPal = 1
  6136.  
  6137. [state 1000]
  6138. type = playsnd
  6139. trigger1 = time = 0
  6140. value = S3000,3
  6141.  
  6142. [state 1000]
  6143. type = nothitby
  6144. trigger1 = animelem = 8
  6145. value = SCA
  6146. time = 13
  6147. ignorehitpause = 1
  6148.  
  6149. [state 1000]
  6150. type = playsnd
  6151. trigger1 = animelem = 1
  6152. value = S3000,0
  6153. channel = -1
  6154.  
  6155. [state 1000]
  6156. type = playsnd
  6157. trigger1 = animelem = 10
  6158. value = S1002,1
  6159. channel = -1
  6160.  
  6161. [state 1000]
  6162. type = velset
  6163. trigger1 = animelem = 10
  6164. x = 10
  6165.  
  6166. [state 1000]
  6167. type = playsnd
  6168. trigger1 = animelem = 10
  6169. value = 0,2
  6170.  
  6171. [state 1000]
  6172. type = playsnd
  6173. trigger1 = animelem = 10
  6174. value = 0,8
  6175.  
  6176. [State 200, 1]
  6177. type = HitDef
  6178. trigger1 = animelem = 11
  6179. attr = A, SA
  6180. damage = 75,6
  6181. animtype = diagup
  6182. guardflag = M
  6183. getpower = 0
  6184. hitflag = MAF
  6185. pausetime = 5, 5
  6186. sparkNo = -1 + 0 * (var(33) := 8014)
  6187. guard.sparkNo = -1 + 0 * (var(34) := 8000)
  6188. sparkXY = -8 + 0 * (var(35) := 58), var(36):=-55
  6189. hitsound = S2,3
  6190. guardsound = -1
  6191. ground.type = High
  6192. ground.slidetime = 20
  6193. ground.hittime = 25
  6194. ground.velocity = -0.5,-8
  6195. air.type = high
  6196. air.velocity = -0.5,-9
  6197. air.hittime = 25
  6198. Air.fall = 1
  6199. fall.recover = 0
  6200. fall = 1
  6201. yaccel = 0.5
  6202. ID = 3000
  6203. envshake.time = 6
  6204. envshake.freq = 120
  6205. envshake.ampl = 6
  6206.  
  6207. [state 1000]
  6208. type = changestate
  6209. trigger1 = animelem = 17
  6210. value = 3011
  6211. ctrl = 0
  6212.  
  6213. [Statedef 3011]
  6214. type = A
  6215. movetype= A
  6216. physics = N
  6217. juggle = 4
  6218. ctrl = 0
  6219. velset = 1.5,-12.5
  6220. sprpriority = 2
  6221.  
  6222. [State 3000, Slash Animation]
  6223. type = Helper
  6224. trigger1 = animelem = 18
  6225. helperType = Normal
  6226. stateNo = 7111
  6227. ID = 7111
  6228. name = "Slash animation"
  6229. posType = P1
  6230. pos = 0,0
  6231. size.xScale = 0.75
  6232. size.yScale = 0.75
  6233. ownPal = 1
  6234.  
  6235. [State 40, Dust]
  6236. type = helper
  6237. trigger1 = time = 0
  6238. helpertype = normal
  6239. stateno = 7100
  6240. ID = 7100
  6241. name = "Dust"
  6242. postype = p1
  6243. ownpal = 1
  6244.  
  6245. [state 1000]
  6246. type = null
  6247. trigger1 = 1
  6248. flag = nobardisplay
  6249. ignorehitpause = 1
  6250.  
  6251. [state 1000]
  6252. type = playsnd
  6253. trigger1 = animelem = 17
  6254. value = 1002,2
  6255.  
  6256. [state 1000]
  6257. type = playsnd
  6258. trigger1 = animelem = 17
  6259. value = 0,2
  6260.  
  6261. [state 1000]
  6262. type = playsnd
  6263. trigger1 = animelem = 17
  6264. value = 0,8
  6265.  
  6266. [state 1000]
  6267. type= veladd
  6268. trigger1 = 1
  6269. y = .42
  6270.  
  6271. [State 200, 1]
  6272. type = HitDef
  6273. trigger1 = animelem = 18
  6274. trigger2 = animelem = 19
  6275. trigger3 = animelem = 20
  6276. attr = A, SA
  6277. damage = 55,6
  6278. animtype = diagup
  6279. getpower = 0
  6280. guardflag = M
  6281. hitflag = MAF
  6282. pausetime = 6, 6
  6283. sparkNo = -1 + 0 * (var(33) := 8014)
  6284. guard.sparkNo = -1 + 0 * (var(34) := 8000)
  6285. sparkXY = -8 + 0 * (var(35) := 58), var(36):=-55
  6286. hitsound = S2,3
  6287. guardsound = -1
  6288. ground.type = High
  6289. ground.slidetime = 20
  6290. ground.hittime = 25
  6291. ground.velocity = -3.5,-8
  6292. air.type = high
  6293. air.velocity = -3.5,-7.5
  6294. air.hittime = 25
  6295. Air.fall = 1
  6296. fall.recover = 0
  6297. fall = 1
  6298. yaccel = 0.5
  6299. ID = 3001
  6300. envshake.time = 6
  6301. envshake.freq = 120
  6302. envshake.ampl = 6
  6303.  
  6304. [State 1100, 5]
  6305. type = ChangeState
  6306. trigger1 = animtime = 0
  6307. value = 1022
  6308. ctrl = 0
  6309. ;---------------------------------------------------------------------------
  6310. ;LvL 2 Super Dragon Cyclone
  6311. [Statedef 3015]
  6312. type = S
  6313. movetype= A
  6314. physics = S
  6315. juggle = 4
  6316. velset = 0,0
  6317. anim = 4005
  6318. ctrl = 0
  6319. sprpriority = 2
  6320.  
  6321. [State 3000, Super A]
  6322. type = SuperPause
  6323. trigger1 = AnimElem = 1
  6324. pos = -15, -30
  6325. anim = -1
  6326. sound = -1
  6327. time = 32
  6328. movetime = 32
  6329. poweradd = -2000
  6330. p2defmul = 1
  6331. darken = 0
  6332.  
  6333. [state 1000]
  6334. type = playsnd
  6335. trigger1 = time = 15
  6336. value = S1003,1
  6337.  
  6338. [State 3000, SuperPause FX]
  6339. type = Helper
  6340. trigger1 = Time = 0
  6341. helperType = Normal
  6342. stateNo = 8503
  6343. ID = 8500
  6344. name = "Superpause FX"
  6345. posType = P1
  6346. pos = 5,-28
  6347. superMoveTime = 255
  6348. size.xScale = 1
  6349. size.yScale = 1
  6350. ownPal = 1
  6351. persistent = 0
  6352.  
  6353. [state 1000]
  6354. type = nothitby
  6355. trigger1 = 1
  6356. value = SCA
  6357. ignorehitpause = 1
  6358.  
  6359. [state 1000]
  6360. type = playsnd
  6361. trigger1 = time = 0
  6362. value = S3000,3
  6363.  
  6364. [state 1000]
  6365. type = changestate
  6366. trigger1 = animelem = 2
  6367. value = 3016
  6368. ctrl = 0
  6369.  
  6370. [Statedef 3016]
  6371. type = A
  6372. movetype= A
  6373. physics = N
  6374. juggle = 4
  6375. ctrl = 0
  6376. velset = 0,-5.0
  6377. sprpriority = 2
  6378.  
  6379. [state 1000]
  6380. type = nothitby
  6381. trigger1 = 1
  6382. value = SCA
  6383. time = 1
  6384. ignorehitpause = 1
  6385.  
  6386. [state 1000]
  6387. type = changestate
  6388. trigger1 = animelem = 3
  6389. value = 3017
  6390. ctrl = 0
  6391.  
  6392. [Statedef 3017]
  6393. type = A
  6394. movetype= A
  6395. physics = N
  6396. juggle = 4
  6397. ctrl = 0
  6398. velset = 0,0
  6399. sprpriority = 2
  6400.  
  6401. [State 3200, pullhelper]
  6402. type = helper
  6403. trigger1 = (anim = 4005) && !numhelper(3205)
  6404. helpertype = normal
  6405. stateno = 3205
  6406. ID = 3205
  6407. name = "Vaccum"
  6408. postype = p2
  6409. pos = enemynear, const(size.ground.back) -25, -ceil(enemy, pos y)
  6410. persistent = 0
  6411. size.ground.back = 5
  6412. size.ground.front = 5
  6413. size.height = 240
  6414.  
  6415. [state 1000]
  6416. type = playsnd
  6417. trigger1 = time = 0
  6418. value = S1003,0
  6419.  
  6420. [state 1000]
  6421. type = playsnd
  6422. trigger1 = time = 0
  6423. value = S3000,5
  6424.  
  6425. [State 850, 0]
  6426. type = Width
  6427. trigger1 = AnimElem = 3, >= 0
  6428. edge = 30,30
  6429.  
  6430. [state 1000]
  6431. type = playsnd
  6432. trigger1 = time = 0
  6433. value = S0,4
  6434.  
  6435. [state 1000]
  6436. type = playerpush
  6437. trigger1 = 1
  6438. value = 0
  6439.  
  6440. [state 1000]
  6441. type = velset
  6442. trigger1 = 1
  6443. y = -0.2
  6444. x = 0
  6445.  
  6446. [state 1000]
  6447. type = explod
  6448. trigger1 = time = 0
  6449. removetime = -1
  6450. anim = 1021
  6451. postype = p1
  6452. pos = 0,0
  6453. scale = 1.5,1.5
  6454. removeongethit = 1
  6455. ignorehitpause = 0
  6456. bindtime = -1
  6457. ID = 1570
  6458.  
  6459. [state 1000]
  6460. type = removeexplod
  6461. trigger1 = time = 60
  6462. trigger2 = Vel Y > 0 && Pos Y >= 0
  6463. ID = 1570
  6464.  
  6465. [State 3300, Tornadoh]
  6466. type = Helper
  6467. trigger1 = time = 0
  6468. helperType = Normal
  6469. stateNo = 3305
  6470. ID = 3305
  6471. name = "Tornadoh"
  6472. posType = P1
  6473. pos = 0,0
  6474. size.xScale = .75
  6475. size.yScale = .75
  6476. ownPal = 1
  6477.  
  6478. [State 3200, Dust]
  6479. type = explod
  6480. trigger1 = anim = 4005 && animelem = 4 || animelem = 10 || animelem = 16 || animelem = 22
  6481. anim = 3006
  6482. sprpriority = 2
  6483. postype = p1
  6484. pos = -5, -ceil(pos y)
  6485. vel = -3, 0
  6486. ownpal = 1
  6487. scale = 1.10, 1.10
  6488.  
  6489. [State 3200, Dust]
  6490. type = explod
  6491. trigger1 = anim = 4005 && animelem = 6 || animelem = 12 || animelem = 18 || animelem = 24
  6492. anim = 3006
  6493. sprpriority = 2
  6494. postype = p1
  6495. facing = -1
  6496. pos = 5, -ceil(pos y)
  6497. vel = 3, 0
  6498. ownpal = 1
  6499. scale = 1.10, 1.10
  6500.  
  6501. [State 3200, Dust]
  6502. type = explod
  6503. trigger1 = (anim = 4005) && !numexplod(3211)
  6504. anim = 3007
  6505. ID = 3211
  6506. sprpriority = -3
  6507. postype = p1
  6508. pos = 0, -ceil(pos y)
  6509. removetime = -1
  6510. ownpal = 1
  6511. removeongethit = 1
  6512. scale = 0.60, 0.60
  6513.  
  6514. [State 3200, Dust]
  6515. type = modifyexplod
  6516. trigger1 = numexplod(3211)
  6517. ID = 3211
  6518. postype = p1
  6519. pos = 0, -ceil(pos y)
  6520.  
  6521. [State 3300, VarSet]
  6522. type = VarSet
  6523. triggerAll = NumHelper(3305) && NumHelper(3306)
  6524. trigger1 = (Helper(3305), var(13)) + (Helper(3306), var(13)) >= 12
  6525. var(16) = 1
  6526.  
  6527. [state 1000]
  6528. type = changestate
  6529. trigger1 = animtime = 0
  6530. value = 1022
  6531. ctrl = 0
  6532. ;---------------------------------------------------------------------------
  6533. ;LvL 3 Dragon crusher (Rip off of M.Bison's hyper move "Psycho crusher")
  6534. [Statedef 3020]
  6535. type = S
  6536. movetype= A
  6537. physics = S
  6538. juggle = 4
  6539. velset = 0,0
  6540. anim = 3008
  6541. ctrl = 0
  6542. sprpriority = 2
  6543.  
  6544. [state 1000]
  6545. type = nothitby
  6546. trigger1 = 1
  6547. value = SCA
  6548. ignorehitpause = 1
  6549.  
  6550. [State 3000, Super A]
  6551. type = SuperPause
  6552. triggerall = anim = 3008
  6553. trigger1 = AnimElem = 1
  6554. pos = -15, -30
  6555. anim = -1
  6556. sound = -1
  6557. time = 99
  6558. movetime = 99
  6559. poweradd = -3000
  6560. p2defmul = 1
  6561. darken = 0
  6562.  
  6563. [state 1000]
  6564. type = playsnd
  6565. trigger1 = time = 5
  6566. value = S1000,2
  6567.  
  6568. [State 3000, SuperPause FX]
  6569. type = Helper
  6570. trigger1 = Time = 0
  6571. helperType = Normal
  6572. stateNo = 8504
  6573. ID = 8504
  6574. name = "Superpause FX"
  6575. posType = P1
  6576. pos = -2,-28
  6577. superMoveTime = 255
  6578. size.xScale = 1
  6579. size.yScale = 1
  6580. ownPal = 1
  6581. persistent = 0
  6582.  
  6583. [state 1000]
  6584. type = playsnd
  6585. trigger1 = time = 0
  6586. value = S3000,3
  6587.  
  6588. [state 1000]
  6589. type = changestate
  6590. trigger1 = animelem = 12
  6591. value = 3021
  6592. ctrl = 0
  6593. ;---------------------------------------------------------------------------
  6594. ;Getting off the screen
  6595. [Statedef 3021]
  6596. type = A
  6597. movetype= A
  6598. physics = N
  6599. juggle = 4
  6600. velset = 0,0
  6601. ctrl = 0
  6602. sprpriority = 2
  6603.  
  6604. [state 1000]
  6605. type = screenbound
  6606. trigger1 = 1
  6607. value = 0
  6608.  
  6609. [state 100x,atc efe];?????????
  6610. type = Explod
  6611. trigger1 = time = 0
  6612. anim =8150
  6613. ID = 100
  6614. postype = p1
  6615. pos = 0,-30
  6616. sprpriority = 5
  6617. ontop = 1
  6618. bindtime = 1
  6619. removetime = -2
  6620. ownpal=1
  6621. persistent =0
  6622. scale = 1.30,1.30
  6623. supermovetime = 26
  6624. pausemovetime = 26
  6625.  
  6626. [state 100x,atc efe];????????? ?
  6627. type = Explod
  6628. trigger1 = numexplod(101) <= 15
  6629. trigger1 = 1
  6630. anim =8150
  6631. ID = 101
  6632. postype = p1
  6633. pos = 0,-30
  6634. random = 50,40
  6635. sprpriority = 5
  6636. ontop = 1
  6637. bindtime = 1
  6638. removetime = 12
  6639. ownpal=1
  6640. scale = 1.30,1.30;0.1 + (random % 3 * 0.1), 0.1 + (random % 3 * 0.1)
  6641. accel = 0.2 - (random % 4 * 0.1),0
  6642. supermovetime = 26
  6643. pausemovetime = 26
  6644.  
  6645. [state 1000]
  6646. type = playerPush
  6647. trigger1 = 1
  6648. value = 0
  6649.  
  6650. [state 1000]
  6651. type = velset
  6652. trigger1 = 1
  6653. y = -1.5
  6654. x = -14.5
  6655.  
  6656. [State 3050, hitvar]
  6657. type=varset
  6658. trigger1 = time = 0
  6659. ;trigger2= anim = 1015 && animtime = 0
  6660. ;trigger2 = anim = 1015 && hitcount <= 5
  6661. ;trigger2 = anim =1015 && animelemtime(15)<0
  6662. var(14)=0
  6663.  
  6664. [State 3050, Movement AfterImage]
  6665. type = AfterImage
  6666. trigger1 = time = 0
  6667. time = 1
  6668. timeGap = 1
  6669. frameGap = 10
  6670. length = 21
  6671. palBright = 0,0,0
  6672. palContrast = 128,128,128
  6673. palPostBright = 0,0,0
  6674. palAdd = 0,0,0
  6675. palMul = 0.75,0.75,0.75
  6676. trans = Add1
  6677. ignorehitpause = 1
  6678.  
  6679. [state 1000]
  6680. type = palfx
  6681. trigger1 = animelem = 13
  6682. trigger2 = animelem = 15
  6683. trigger3 = animelem = 17
  6684. trigger4 = animelem = 19
  6685. trigger5 = animelem = 21
  6686. trigger6 = animelem = 23
  6687. trigger7 = animelem = 25
  6688. time = 2
  6689. add = 256,256,256
  6690.  
  6691. [state 1000]
  6692. type = playsnd
  6693. trigger1 = animelem = 12
  6694. value = S0,5
  6695.  
  6696. [state 1000]
  6697. type = changestate
  6698. trigger1 = animtime = 0
  6699. value = 3022
  6700. ctrl = 0
  6701.  
  6702. ;BLAST!
  6703. [Statedef 3022]
  6704. type = A
  6705. movetype= A
  6706. physics = N
  6707. juggle = 4
  6708. anim = 3009
  6709. ctrl = 0
  6710. sprpriority = 2
  6711.  
  6712. [State 0, Hair]
  6713. type = helper
  6714. trigger1 = !numhelper(3024)
  6715. name = "Hair"
  6716. ID = 3024
  6717. stateno = 3024
  6718. pos = 0,0
  6719. postype = p1 ;p2,front,back,left,right
  6720. facing = 1
  6721. keyctrl = 0
  6722. ownpal = 0
  6723.  
  6724. [state 1000]
  6725. type = screenbound
  6726. trigger1 = 1
  6727. value = 0
  6728.  
  6729. [state 1000]
  6730. type = playsnd
  6731. trigger1 = time = 0
  6732. value = S999,0
  6733.  
  6734. [state 1000]
  6735. type = nothitby
  6736. trigger1 = 1
  6737. value = SCA
  6738. ignorehitpause = 1
  6739.  
  6740. [state 1000]
  6741. type = playerPush
  6742. trigger1 = 1
  6743. value = 0
  6744.  
  6745. [state 1000]
  6746. type = envcolor
  6747. ;trigger1 = anim = 3009 && hitcount < 10
  6748. trigger1 = movehit && hitcount <= 9
  6749. value = 255,255,255
  6750. time = 1
  6751. ignorehitpause = 0
  6752.  
  6753. [State 3050, hitvar]
  6754. type=varset
  6755. trigger1 = anim!=3009
  6756. ;trigger2= anim = 1015 && animtime = 0
  6757. ;trigger2 = anim = 1015 && hitcount <= 5
  6758. ;trigger2 = anim =1015 && animelemtime(15)<0
  6759. var(14)=0
  6760.  
  6761. [State 3050, hitvar]
  6762. type=varadd
  6763. trigger1=anim=3009&&(movehit=1||moveguarded=1||movereversed=1)
  6764. var(14)=1
  6765.  
  6766. [State 3050, hit]
  6767. type=hitdef
  6768. trigger1=anim=3009 && animelemtime(15)>=0
  6769. trigger1= timemod = 2,0 && var(14)<10
  6770. attr = A, HA
  6771. damage = 45,8
  6772. animtype = heavy;fucking metal
  6773. guardflag = MAF
  6774. hitflag = MAF
  6775. getpower = 0
  6776. pausetime = 5, 0
  6777. sparkNo = -1 + 0 * (var(33) := 8014)
  6778. guard.sparkNo = -1 + 0 * (var(34) := 8000)
  6779. sparkXY = -10 + 0 * (var(35) := 60), var(36):=-35
  6780. hitsound = S2,3
  6781. guardsound = -1
  6782. ground.type = High
  6783. guard.velocity = -5
  6784. airguard.velocity = 0,-1
  6785. ground.slidetime = 20
  6786. ground.hittime = 25
  6787. ground.velocity = -2.5,-1.5
  6788. air.type = high
  6789. air.velocity = -2.5,-1.5
  6790. air.cornerpush.veloff = 0
  6791. ground.cornerpush.veloff = 0
  6792. air.hittime = 25
  6793. Air.fall = 1
  6794. fall.recover = 0
  6795. fall = 1
  6796. envshake.time = 16
  6797. envshake.freq = 60
  6798. envshake.ampl = 8
  6799.  
  6800. [state 1000]
  6801. type = explod
  6802. trigger1 = time = 0
  6803. anim = 3015
  6804. pos = 30,-32
  6805. postype = p1
  6806. removeongethit = 1
  6807. removetime = -1
  6808. bindtime = -1
  6809. under = 1
  6810. scale = 0.50,0.50
  6811. ID = 3022
  6812. ignorehitpause = 1
  6813.  
  6814. [state 1000]
  6815. type = velset
  6816. trigger1 = 1
  6817. x = 20
  6818. y = 0
  6819.  
  6820. [state 1000]
  6821. type = changestate
  6822. trigger1 = frontedgedist < -550 || Time > 100
  6823. ;trigger1 = abs(Pos x) > floor(gamewidth/2 + 550) ;(Gamewidth/2) + 550
  6824. value = 3023
  6825.  
  6826. ;State over
  6827. [Statedef 3023]
  6828. type = A
  6829. movetype= A
  6830. physics = N
  6831. juggle = 4
  6832. anim = 45
  6833. ctrl = 0
  6834. sprpriority = 2
  6835.  
  6836. [state 1000]
  6837. type = removeexplod
  6838. trigger1 = time = 0
  6839. ID = 1588
  6840.  
  6841. [state 1000]
  6842. type = removeexplod
  6843. trigger1 = time = 0
  6844. ID = 3022
  6845.  
  6846. [state 1000]
  6847. type = screenbound
  6848. trigger1 = 1
  6849. value = 0
  6850.  
  6851. [State 4002, pos]
  6852. type = posset
  6853. trigger1 = time = 0
  6854. x = ifelse (pos x > 0, - ((gamewidth/2)+30), ((gamewidth/2) + 30))
  6855. y =-150
  6856.  
  6857. [state 1000]
  6858. type = veladd
  6859. trigger1 = 1
  6860. y = .42
  6861.  
  6862. [state 1000]
  6863. type = velset
  6864. trigger1 = time = 0
  6865. x = 3.5
  6866.  
  6867. [state 1000]
  6868. type = changestate
  6869. trigger1 = Vel Y > 0 && Pos Y >= 0
  6870. value = 52
  6871. ctrl = 1
  6872.  
  6873. ;Hair for Dragon crusher
  6874. [Statedef 3024]
  6875. type = S
  6876. movetype= I
  6877. physics = N
  6878. ctrl = 0
  6879. sprpriority = 5
  6880.  
  6881. [state 1000]
  6882. type = sprpriority
  6883. trigger1 = 1
  6884. value = 5
  6885.  
  6886. [State 0, BindToRoot]
  6887. type = BindToRoot
  6888. trigger1 = 1
  6889. time = 1
  6890. pos = 0,0
  6891. ignorehitpause = 1
  6892.  
  6893. [State 0, ChangeAnim]
  6894. type = ChangeAnim
  6895. trigger1 = root,anim != 3009
  6896. value = 19999
  6897. ignorehitpause = 1
  6898.  
  6899. [State 0, Turn]
  6900. type = turn
  6901. trigger1 = facing = -1
  6902. trigger1 = root,facing = 1
  6903. trigger2 = facing = 1
  6904. trigger2 = root,facing = -1
  6905. ignorehitpause = 1
  6906.  
  6907. [State 0, ChangeAnim]
  6908. type = ChangeAnim
  6909. triggerall = anim != 10022
  6910. trigger1 = root,anim = 3009
  6911. value = 10022
  6912. ignorehitpause = 1
  6913.  
  6914. ;---------------------------------------------------------------------------
  6915. ;Hair Helper
  6916. [Statedef 6000]
  6917. type = S
  6918. movetype= I
  6919. physics = N
  6920. ctrl = 0
  6921. sprpriority = 0
  6922.  
  6923. [State 0, BindToRoot]
  6924. type = BindToRoot
  6925. triggerall = 1
  6926. trigger1 = root,anim != 925
  6927. trigger1 = root,anim != 922
  6928. time = 1
  6929. pos = 0,0
  6930. ignorehitpause = 1
  6931.  
  6932. [State 0, ChangeAnim]
  6933. type = ChangeAnim
  6934. trigger1 = root,anim != 0
  6935. trigger1 = root,anim != 1
  6936. trigger1 = root,anim != 2
  6937. trigger1 = root,anim != 3
  6938. trigger1 = root,anim != 4
  6939. trigger1 = root,anim != 5
  6940. trigger1 = root,anim != 6
  6941. trigger1 = root,anim != 10
  6942. trigger1 = root,anim != 11
  6943. trigger1 = root,anim != 12
  6944. trigger1 = root,anim != 20
  6945. trigger1 = root,anim != 21
  6946. trigger1 = root,anim != 40
  6947. trigger1 = root,anim != 41
  6948. trigger1 = root,anim != 42
  6949. trigger1 = root,anim != 43
  6950. trigger1 = root,anim != 44
  6951. trigger1 = root,anim != 45
  6952. trigger1 = root,anim != 46
  6953. trigger1 = root,anim != 47
  6954. trigger1 = root,anim != 100
  6955. trigger1 = root,anim != 101
  6956. trigger1 = root,anim != 105
  6957. trigger1 = root,anim != 110
  6958. trigger1 = root,anim != 111
  6959. trigger1 = root,anim != 115
  6960. trigger1 = root,anim != 116
  6961. trigger1 = root,anim != [170,175]
  6962. trigger1 = root,anim != 191 && root,anim != 194 && root,anim != [1910,1911]
  6963. trigger1 = root,anim != 195 && root,anim != [1950,1951]
  6964. trigger1 = root,anim != 240
  6965. trigger1 = root,anim != 241
  6966. trigger1 = root,anim != 400
  6967. trigger1 = root,anim != 410
  6968. trigger1 = root,anim != 411
  6969. trigger1 = root,anim != 600
  6970. trigger1 = root,anim != 640
  6971. trigger1 = root,anim != 1011
  6972. trigger1 = root,anim != 1015
  6973. trigger1 = root,anim != 1016
  6974. trigger1 = root,anim != 3001
  6975. trigger1 = root,anim != 3010
  6976. trigger1 = root,anim != 3300
  6977. trigger1 = root,anim != 1100
  6978. trigger1 = root,anim != 3011
  6979. trigger1 = root,anim != 3310
  6980. trigger1 = root,anim != 3311
  6981. trigger1 = root,anim != 3312
  6982. trigger1 = root,anim != 5120
  6983. trigger1 = root,anim != 1920
  6984. trigger1 = root,anim != 5120
  6985. trigger1 = root,anim != 5040
  6986. trigger1 = root,anim != 5200
  6987. trigger1 = root,anim != 5210
  6988. trigger1 = root,anim != 5300 && root,anim != 5500
  6989. trigger1 = root,anim != 8676
  6990. trigger1 = root,anim != 900
  6991. trigger1 = root,anim != 922
  6992. trigger1 = root,anim != 923
  6993. trigger1 = root,anim != 924
  6994. trigger1 = root,anim != 925
  6995. trigger1 = root,anim != 90001
  6996. trigger6 = root,anim != 90002
  6997. trigger2 = root,anim = 1100
  6998. trigger2 = root,time > 3
  6999. trigger3 = root,anim = 3011
  7000. trigger3 = root,time > 40
  7001. trigger4 = root,anim = 400
  7002. trigger4 = root,time > 3
  7003. trigger5 = root,anim = 105
  7004. trigger5 = root,time > 2 && root,time <= 20
  7005. ;trigger6 = root,anim = 8676 && root,time > 31
  7006. value = 19999
  7007. ignorehitpause = 1
  7008.  
  7009. [State 0, Turn]
  7010. type = Turn
  7011. trigger1 = facing = -1
  7012. trigger1 = root,facing = 1
  7013. trigger2 = facing = 1
  7014. trigger2 = root,facing = -1
  7015. ignorehitpause = 1
  7016.  
  7017. [State 1000, ChangeAnim]
  7018. type = ChangeAnim
  7019. triggerall = anim != 9992
  7020. trigger1 = root,anim = 1
  7021. value = 9992
  7022. ignorehitpause = 1
  7023.  
  7024. [State 0, ChangeAnim]
  7025. type = ChangeAnim
  7026. triggerall = anim != 10016
  7027. trigger1 = root,anim = 2
  7028. value = 10016
  7029. ignorehitpause = 1
  7030.  
  7031. [State 1000, ChangeAnim]
  7032. type = ChangeAnim
  7033. triggerall = anim != 10017
  7034. trigger1 = root,anim = 3
  7035. value = 10017
  7036. ignorehitpause = 1
  7037.  
  7038. [State 1000, ChangeAnim]
  7039. type = ChangeAnim
  7040. triggerall = anim != 10018
  7041. trigger1 = root,anim = 4
  7042. value = 10018
  7043. ignorehitpause = 1
  7044.  
  7045. [State 1000, ChangeAnim]
  7046. type = ChangeAnim
  7047. triggerall = anim != 10019
  7048. trigger1 = root,anim = 6
  7049. value = 10019
  7050. ignorehitpause = 1
  7051.  
  7052. [State 0, ChangeAnim]
  7053. type = ChangeAnim
  7054. triggerall = anim != 9991
  7055. trigger1 = root,anim = 0
  7056. value = 9991
  7057. ignorehitpause = 1
  7058.  
  7059. [State 0, ChangeAnim]
  7060. type = ChangeAnim
  7061. triggerall = anim != 9991
  7062. trigger1 = root,anim = 195
  7063. value = 9991
  7064. ignorehitpause = 1
  7065.  
  7066. ;Vore Hair
  7067. ;--------------------------------------
  7068. [State 0, ChangeAnim]
  7069. type = ChangeAnim
  7070. triggerall = anim != 9991
  7071. trigger1 = root,anim = 900
  7072. trigger2 = root,anim = 922
  7073. ;trigger3 = root,anim = 923
  7074. trigger3 = root,anim = 924
  7075. trigger4 = root,anim = 925
  7076. trigger5 = root,anim = 90001
  7077. trigger6 = root,anim = 90002
  7078. trigger7 = root,anim = 8676
  7079. trigger8 = root,anim = 906 && root,time < 25
  7080. value = 9991
  7081. ignorehitpause = 1
  7082.  
  7083. [State 0, BindToRoot]
  7084. type = BindToRoot
  7085. trigger1 = anim = 9991
  7086. trigger1 = root,anim = 922
  7087. trigger1 = root,animelem = 2
  7088. time = 1
  7089. pos = 1,0
  7090. ignorehitpause = 1
  7091.  
  7092. [State 0, BindToRoot]
  7093. type = BindToRoot
  7094. trigger1 = anim = 9991
  7095. trigger1 = root,anim = 922
  7096. trigger1 = root,animelem = 3
  7097. time = 1
  7098. pos = 4,0
  7099. ignorehitpause = 1
  7100.  
  7101. [State 0, BindToRoot]
  7102. type = BindToRoot
  7103. trigger1 = anim = 9991
  7104. trigger1 = root,anim = 922
  7105. trigger1 = root,animelem = 4
  7106. time = 1
  7107. pos = 2,0
  7108. ignorehitpause = 1
  7109.  
  7110. [State 0, BindToRoot]
  7111. type = BindToRoot
  7112. trigger1 = anim = 9991
  7113. trigger1 = root,anim = 922
  7114. trigger1 = root,animelem = 5
  7115. time = 1
  7116. pos = 1,0
  7117. ignorehitpause = 1
  7118.  
  7119. [State 0, BindToRoot]
  7120. type = BindToRoot
  7121. trigger1 = anim = 9991
  7122. trigger1 = root,anim = 925
  7123. trigger1 = root,animelem = 2
  7124. time = 1
  7125. pos = 1,0
  7126. ignorehitpause = 1
  7127.  
  7128. [State 0, BindToRoot]
  7129. type = BindToRoot
  7130. trigger1 = anim = 9991
  7131. trigger1 = root,anim = 925
  7132. trigger1 = root,animelem = 3
  7133. time = 14
  7134. pos = 3,1
  7135. ignorehitpause = 1
  7136.  
  7137. [State 0, BindToRoot]
  7138. type = BindToRoot
  7139. trigger1 = anim = 9991
  7140. trigger1 = root,anim = 925
  7141. trigger1 = root,animelem = 5
  7142. time = 7
  7143. pos = 1,0
  7144. ignorehitpause = 1
  7145.  
  7146. [State 0, ChangeAnim]
  7147. type = ChangeAnim
  7148. triggerall = anim != 10014
  7149. trigger1 = root,anim = 923
  7150. value = 10014
  7151. ignorehitpause = 1
  7152.  
  7153. [State 0, ChangeAnim]
  7154. type = ChangeAnim
  7155. triggerall = anim != 9991
  7156. trigger1 = root,anim = 901 && root,time < 50
  7157. value = 9991
  7158. ignorehitpause = 1
  7159.  
  7160. ;[State 0, ChangeAnim]
  7161. ;type = ChangeAnim
  7162. ;triggerall = anim != 9991
  7163. ;trigger1 = root,anim = 8676
  7164. ;value = 9991
  7165. ;ignorehitpause = 1
  7166.  
  7167. [State 0, ChangeAnim]
  7168. type = ChangeAnim
  7169. triggerall = anim != 9991
  7170. trigger1 = root,anim = 901 && root,time > 50
  7171. value = 9991
  7172. ignorehitpause = 1
  7173.  
  7174. [State 0, ChangeAnim]
  7175. type = ChangeAnim
  7176. triggerall = anim != 9991
  7177. trigger1 = root,anim = 903 && root,time > 456
  7178. value = 9991
  7179. ignorehitpause = 1
  7180.  
  7181. [State 0, ChangeAnim]
  7182. type = ChangeAnim
  7183. triggerall = anim != 9991
  7184. trigger1 = root,anim = 90003 && root,time > 506
  7185. value = 9991
  7186. ignorehitpause = 1
  7187.  
  7188. [State 0, ChangeAnim]
  7189. type = ChangeAnim
  7190. ;triggerall = anim != 9991
  7191. trigger1 = root,anim = 82186 && root,time < 15
  7192. value = 9991
  7193. ignorehitpause = 1
  7194.  
  7195. [State 0, ChangeAnim]
  7196. type = NULL
  7197. triggerall = anim != 9991
  7198. trigger1 = root,anim = 170
  7199. value = 9991
  7200. ignorehitpause = 1
  7201.  
  7202. [State 0, ChangeAnim]
  7203. type = ChangeAnim
  7204. triggerall = anim != 9993
  7205. trigger1 = root,anim = 10
  7206. value = 9993
  7207. ignorehitpause = 1
  7208.  
  7209. [State 0, ChangeAnim]
  7210. type = ChangeAnim
  7211. triggerall = anim != 9994
  7212. trigger1 = root,anim = 11
  7213. value = 9994
  7214. ignorehitpause = 1
  7215.  
  7216. [State 0, ChangeAnim]
  7217. type = ChangeAnim
  7218. triggerall = anim != 9995
  7219. trigger1 = root,anim = 12
  7220. value = 9995
  7221. ignorehitpause = 1
  7222.  
  7223. [State 0, ChangeAnim]
  7224. type = ChangeAnim
  7225. triggerall = anim != 9996
  7226. trigger1 = root,anim = 20
  7227. value = 9996
  7228. ignorehitpause = 1
  7229.  
  7230. [State 0, ChangeAnim]
  7231. type = ChangeAnim
  7232. triggerall = anim != 9997
  7233. trigger1 = root,anim = 21
  7234. value = 9997
  7235. ignorehitpause = 1
  7236.  
  7237. [State 0, ChangeAnim]
  7238. type = ChangeAnim
  7239. triggerall = anim != 9998
  7240. trigger1 = root,anim = 41
  7241. value = 9998
  7242. ignorehitpause = 1
  7243.  
  7244. [State 0, ChangeAnim]
  7245. type = ChangeAnim
  7246. triggerall = anim != 9998
  7247. trigger1 = root,anim = 42
  7248. value = 9998
  7249. ignorehitpause = 1
  7250.  
  7251. [State 0, ChangeAnim]
  7252. type = ChangeAnim
  7253. triggerall = anim != 10000
  7254. trigger1 = root,anim = 43
  7255. value = 10000
  7256. ignorehitpause = 1
  7257.  
  7258. [State 0, ChangeAnim]
  7259. type = ChangeAnim
  7260. triggerall = anim != 10003
  7261. trigger1 = root,anim = 600
  7262. value = 10003
  7263. ignorehitpause = 1
  7264.  
  7265. [State 0, ChangeAnim]
  7266. type = ChangeAnim
  7267. triggerall = anim != 9999
  7268. trigger1 = root,anim = 44
  7269. value = 9999
  7270. ignorehitpause = 1
  7271.  
  7272. [State 0, ChangeAnim]
  7273. type = ChangeAnim
  7274. triggerall = anim != 9999
  7275. trigger1 = root,anim = 45
  7276. value = 9999
  7277. ignorehitpause = 1
  7278.  
  7279. [State 0, ChangeAnim]
  7280. type = ChangeAnim
  7281. triggerall = anim != 10001
  7282. trigger1 = root,anim = 46
  7283. value = 10001
  7284. ignorehitpause = 1
  7285.  
  7286. [State 0, ChangeAnim]
  7287. type = ChangeAnim
  7288. triggerall = anim != 10002
  7289. trigger1 = root,anim = 47
  7290. value = 10002
  7291. ignorehitpause = 1
  7292.  
  7293. [State 0, ChangeAnim]
  7294. type = ChangeAnim
  7295. triggerall = anim != 10004
  7296. trigger1 = root,anim = 100
  7297. value = 10004
  7298. ignorehitpause = 1
  7299.  
  7300. [State 0, ChangeAnim]
  7301. type = ChangeAnim
  7302. triggerall = anim != 10005
  7303. trigger1 = root,anim = 101
  7304. value = 10005
  7305. ignorehitpause = 1
  7306.  
  7307. [State 1000, ChangeAnim]
  7308. type = ChangeAnim
  7309. triggerall = anim != 10020
  7310. trigger1 = root,anim = 170
  7311. value = 10020
  7312. ignorehitpause = 1
  7313.  
  7314. [State 0, ChangeAnim]
  7315. type = ChangeAnim
  7316. triggerall = anim != 9991
  7317. trigger1 = root,anim = 175
  7318. value = 9991
  7319. ignorehitpause = 1
  7320.  
  7321. [State 0, ChangeAnim]
  7322. type = ChangeAnim
  7323. triggerall = anim != 10006
  7324. trigger1 = root,anim = 5
  7325. value = 10006
  7326. ignorehitpause = 1
  7327.  
  7328. [State 0, ChangeAnim]
  7329. type = ChangeAnim
  7330. triggerall = anim != 10008
  7331. trigger1 = root,anim = 1011
  7332. value = 10008
  7333. ignorehitpause = 1
  7334.  
  7335. [State 0, ChangeAnim]
  7336. type = ChangeAnim
  7337. triggerall = anim != 10010
  7338. trigger1 = root,anim = 1015
  7339. value = 10010
  7340. ignorehitpause = 1
  7341.  
  7342. [State 0, ChangeAnim]
  7343. type = ChangeAnim
  7344. triggerall = anim != 9994
  7345. trigger1 = root,anim = 6
  7346. value = 9994
  7347. ignorehitpause = 1
  7348.  
  7349. [State 0, ChangeAnim]
  7350. type = ChangeAnim
  7351. triggerall = anim != 10011
  7352. trigger1 = root,anim = 5120
  7353. value = 10011
  7354. ignorehitpause = 1
  7355.  
  7356. [State 0, ChangeAnim]
  7357. type = ChangeAnim
  7358. triggerall = anim != 10009
  7359. trigger1 = root,anim = 1016
  7360. value = 10009
  7361. ignorehitpause = 1
  7362.  
  7363. [State 0, ChangeAnim]
  7364. type = ChangeAnim
  7365. triggerall = anim != 10012
  7366. trigger1 = root,anim = 5040
  7367. value = 10012
  7368. ignorehitpause = 1
  7369.  
  7370. [State 0, ChangeAnim]
  7371. type = ChangeAnim
  7372. triggerall = anim != 10012
  7373. trigger1 = root,anim = 5200
  7374. value = 10012
  7375. ignorehitpause = 1
  7376.  
  7377. [State 0, ChangeAnim]
  7378. type = ChangeAnim
  7379. triggerall = anim != 10012
  7380. trigger1 = root,anim = 5210
  7381. value = 10012
  7382. ignorehitpause = 1
  7383.  
  7384. ;Hyper BG Horizontal
  7385. [Statedef 6031]
  7386. physics=N
  7387. anim=8777
  7388. Sprpriority=-99999
  7389.  
  7390. [State 0, ScreenBound]
  7391. type = ScreenBound
  7392. trigger1 =1
  7393. value = 1
  7394.  
  7395. [State 0, PosSet]
  7396. type = PosSet
  7397. trigger1 =1
  7398. x =ceil(pos x-screenpos x+160)
  7399. y =ceil(pos y-screenpos y+120)
  7400. ignorehitpause=1
  7401.  
  7402. [State 6031, end]
  7403. type=changestate
  7404. trigger1 = root,MoveType = H
  7405. trigger2 = Root,StateNo != [3000,4999]
  7406. ignorehitpause=1
  7407. value = 6032
  7408.  
  7409. ;Hyper BG Horizontal
  7410. [Statedef 6033]
  7411. physics=N
  7412. anim=8778
  7413. Sprpriority=-99999
  7414.  
  7415. [State 0, ScreenBound]
  7416. type = ScreenBound
  7417. trigger1 =1
  7418. value = 1
  7419.  
  7420. [State 0, PosSet]
  7421. type = PosSet
  7422. trigger1 =1
  7423. x =ceil(pos x-screenpos x+160)
  7424. y =ceil(pos y-screenpos y+120)
  7425. ignorehitpause=1
  7426.  
  7427. [State 6031, end]
  7428. type=changestate
  7429. trigger1 = root,MoveType = H
  7430. trigger2 = Root,StateNo != [3000,4999]
  7431. ;trigger3 = winko
  7432. ignorehitpause=1
  7433. value = 6032
  7434.  
  7435. ;Hyper BG Horizontal
  7436. [Statedef 6034]
  7437. physics=N
  7438. anim=8779
  7439. Sprpriority=-99999
  7440.  
  7441. [State 0, ScreenBound]
  7442. type = ScreenBound
  7443. trigger1 =1
  7444. value = 1
  7445.  
  7446. [State 0, PosSet]
  7447. type = PosSet
  7448. trigger1 =1
  7449. x =ceil(pos x-screenpos x+160)
  7450. y =ceil(pos y-screenpos y+120)
  7451. ignorehitpause=1
  7452.  
  7453. [State 6031, end]
  7454. type=changestate
  7455. trigger1 = root,MoveType = H
  7456. trigger2 = Root,StateNo != [3000,3022]
  7457. ignorehitpause=1
  7458. value = 6032
  7459.  
  7460. ;Disappear
  7461. [Statedef 6032]
  7462. physics=N
  7463. Sprpriority=-99999
  7464.  
  7465. [State 0, ScreenBound]
  7466. type = ScreenBound
  7467. trigger1 =1
  7468. value = 1
  7469.  
  7470. [State 1005, Transparency]
  7471. type = Trans
  7472. trigger1 = time = 0
  7473. trigger2 = time = 1
  7474. trans = AddAlpha
  7475. alpha = 220, 80
  7476. ignoreHitPause = 1
  7477.  
  7478. [State 1005, Transparency]
  7479. type = Trans
  7480. trigger1 = time = 2
  7481. trigger2 = time = 3
  7482. trans = AddAlpha
  7483. alpha = 180, 180
  7484. ignoreHitPause = 1
  7485.  
  7486. [State 1005, Transparency]
  7487. type = Trans
  7488. trigger1 = time = 4
  7489. trigger2 = time = 5
  7490. trans = AddAlpha
  7491. alpha = 120, 240
  7492. ignoreHitPause = 1
  7493.  
  7494. [State 1005, Transparency]
  7495. type = Trans
  7496. trigger1 = time = 6
  7497. trigger2 = time = 7
  7498. trans = AddAlpha
  7499. alpha = 70, 256
  7500. ignoreHitPause = 1
  7501.  
  7502. [State 1005, Transparency]
  7503. type = Trans
  7504. trigger1 = time = 8
  7505. trigger2 = time = 9
  7506. trans = AddAlpha
  7507. alpha = 40, 256
  7508. ignoreHitPause = 1
  7509.  
  7510. [State 0, PosSet]
  7511. type = PosSet
  7512. trigger1 =1
  7513. x =ceil(pos x-screenpos x+160)
  7514. y =ceil(pos y-screenpos y+120)
  7515. ignorehitpause=1
  7516.  
  7517. [State 6031, end]
  7518. type=destroyself
  7519. trigger1 = time = 10
  7520. ignorehitpause=1
  7521.  
  7522. ;Hyper MvC FX
  7523. [StateDef 8888]
  7524. type = A
  7525. physics = N
  7526. velSet = 0,0
  7527. anim = 8888
  7528. sprpriority = 2
  7529.  
  7530. [state 1000]
  7531. type = velset
  7532. trigger1 = 1
  7533. x = 10
  7534.  
  7535. [state 1000]
  7536. type = trans
  7537. trigger1 = 1
  7538. trans = addalpha
  7539. alpha = 256,0
  7540. ignorehitpause = 1
  7541.  
  7542. [state 1000]
  7543. type = changestate
  7544. trigger1 = time = 22
  7545. value = 8889
  7546.  
  7547. [StateDef 8889]
  7548. type = A
  7549. physics = N
  7550. velSet = 0,0
  7551. anim = 19999
  7552. sprpriority = 2
  7553.  
  7554. [State 8290, "Counter!" Text Explod]
  7555. type = Explod
  7556. trigger1 = !NumExplod(8888)
  7557. anim = 8888
  7558. ID = 8888
  7559. sprPriority = -1
  7560. posType = P1
  7561. ;facing = Facing
  7562. removeTime = 32
  7563. pauseMoveTime = -1
  7564. superMoveTime = -1
  7565. ownPal = 1
  7566. vel = 0.9,0
  7567.  
  7568. [State 8290, Scale]
  7569. type = ModifyExplod
  7570. trigger1 = Time < 10
  7571. ID = 8888
  7572. scale = 0.5, .5
  7573. trans = AddAlpha
  7574. alpha = 256,0
  7575.  
  7576. [State 8290, Scale]
  7577. type = ModifyExplod
  7578. trigger1 = Time >= 10
  7579. ID = 8888
  7580. scale = 0.5 + 0.0625 * (Time - 8), 0.5 + 0.0625 * (Time - 8)
  7581. trans = AddAlpha
  7582. alpha = 256 - 32 * (Time - 8), 32 * (Time - 8)
  7583.  
  7584. [State 8290, Safety]
  7585. type = RemoveExplod
  7586. trigger1 = Time >= 18
  7587.  
  7588. [State 8290, End]
  7589. type = DestroySelf
  7590. trigger1 = Time >= 18
  7591.  
  7592. [Statedef 4020]
  7593. type = S
  7594. movetype= H
  7595. physics = N
  7596. ctrl = 0
  7597.  
  7598. [State 6, 2]
  7599. type = PlayerPush
  7600. trigger1 = 1
  7601. value = 0
  7602.  
  7603. [State 5610, 8]
  7604. type = AssertSpecial
  7605. trigger1 = 0
  7606. flag = NoBarDisplay
  7607.  
  7608. [State 5610, 8]
  7609. type = AssertSpecial
  7610. trigger1 = 0
  7611. flag = nokosnd
  7612.  
  7613. [State 49999, 1]
  7614. type = LifeSet
  7615. trigger1 = 1
  7616. value = 0
  7617.  
  7618. [State 49999, 1]
  7619. type = POSSet
  7620. trigger1 = 1
  7621. y = 9000
  7622.  
  7623. [State 49999, 5]
  7624. type = ChangeAnim2
  7625. trigger1 = !time
  7626. value = 1610
  7627.  
  7628. [State 444, 0]
  7629. type = Changestate
  7630. trigger1 = 1
  7631. value = 5150
  7632. ;---------------------------------------------------------------------------
  7633. [statedef -2]
  7634.  
  7635. ;---------------------------------------------------------------------------
  7636. ;AI code
  7637. ;---------------------------------------------------------------------------
  7638.  
  7639. ;[State 0, VictoryQuote]
  7640. ;type = VictoryQuote
  7641. ;trigger1 = enemy,name = "Carol Tea"
  7642. ;value = 4
  7643.  
  7644. [State -1, AI ON] ; Turn the AI on when
  7645. Type = VarSet
  7646. TriggerAll = Var(59) < 1 ; it is not on yet and
  7647. TriggerAll = RoundState=2 ; the fight has started and is not over yet and
  7648. Trigger1 = AILevel>0 ; the computer is playing the character
  7649. v = 59
  7650. value= 1 ; value of 1 will mean the AI is on
  7651. Ignorehitpause=1
  7652.  
  7653. [State -1, AI OFF] ; Turn the AI off when
  7654. Type=VarSet
  7655. Triggerall=var(59)>0 ; it is on and
  7656. Trigger1=RoundState!=2 ; the round is not started yet or is already over or
  7657. Trigger2=AILevel=0 ; the computer is not in control
  7658. v=59
  7659. 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.
  7660. Ignorehitpause=1
  7661.  
  7662. [State 0, Hair]
  7663. type = Helper
  7664. trigger1 = !numhelper(6000)
  7665. name = "Hair"
  7666. ID = 6000
  7667. stateno = 6000
  7668. pos = 0,0
  7669. postype = p1 ;p2,front,back,left,right
  7670. facing = 1
  7671. keyctrl = 0
  7672. ownpal = 0
  7673.  
  7674. [State -2, 2a]
  7675. type = PlaySnd
  7676. triggerall = alive
  7677. triggerall = Random < 500
  7678. trigger1 = stateno = 5120
  7679. trigger1 = time = 1
  7680. value = 1050, 0+random%7
  7681. channel = 0
  7682. Volumescale = 150
  7683.  
  7684. [State -2, 2a]
  7685. type = PlaySnd
  7686. triggerall = alive
  7687. triggerall = Random < 500
  7688. trigger1 = (stateno = 5000) || (stateno = 5010) || (stateno = 5020) || (stateno = 5070) || (stateno = 45000)
  7689. trigger1 = time = 0
  7690. trigger2 = (stateno != 5000) && (stateno != 5010) && (stateno != 5020) && (stateno != 5070) && (stateno != 45000)
  7691. trigger2 = stateno != [120,160]
  7692. trigger2 = gethitvar(damage)
  7693. value = 5000, 0+random%4
  7694. channel = 0
  7695. Volumescale = 125
  7696.  
  7697. [State -2, Hit Detection]
  7698. type = VarSet
  7699. trigger1 = MoveContact = 1
  7700. var(30) = HitPauseTime
  7701. ignoreHitPause = 1
  7702.  
  7703. [State -2, Hit Sparks]
  7704. type = Helper
  7705. triggerAll = MoveContact = 1
  7706. trigger1 = MoveHit = 1 && NumEnemy
  7707. trigger1 = var(33) = 8010 || var(33) = 8011 || var(33) = 8012 || var(33) = 8013 || var(33) = 8014
  7708. trigger2 = MoveGuarded = 1 && NumEnemy
  7709. trigger2 = var(34) = 8000 || var(34) = 8001
  7710. trigger3 = MoveHit = 1 && NumEnemy
  7711. trigger3 = var(33) = 8015 || var(33) = 8016 || var(33) = 8017;slash fx
  7712. helperType = Normal
  7713. stateNo = ifElse(MoveGuarded, var(34), var(33))
  7714. ID = 8000
  7715. name = "Spark"
  7716. postype = P1
  7717. pos = ifElse(P2Dist x < 0, 0, ifElse(P2Dist x < var(35), ceil(P2Dist x), var(35))), var(36)
  7718. facing = -1
  7719. ownPal = 1
  7720. pauseMoveTime = 65535
  7721. superMoveTime = 65535
  7722. ignoreHitPause = 1
  7723. size.xscale = 0.75
  7724. size.yscale = 0.75
  7725.  
  7726. [State -2, Hit Detection]
  7727. type = VarRangeSet
  7728. trigger1 = MoveType = I
  7729. trigger2 = MoveType = H && Time
  7730. first = 30
  7731. last = 36
  7732. value = -1
  7733. ignoreHitPause = 1
  7734.  
  7735. [State -2, Hit Count]
  7736. type = VarAdd
  7737. trigger1 = MoveHit = 1
  7738. trigger1 = !(HitDefAttr = SCA, AT)
  7739. var(13) = 1
  7740.  
  7741. [State -2, Hit Count Reset]
  7742. type = VarSet
  7743. trigger1 = NumEnemy && var(13)
  7744. trigger1 = (EnemyNear, MoveType != H) && (EnemyNear, StateNo != 5300)
  7745. var(13) = 0
  7746. ignoreHitPause = 1
  7747.  
  7748. [State -2, Juggle Count]
  7749. type = VarAdd
  7750. trigger1 = MoveHit = 1
  7751. trigger1 = !(HitDefAttr = SCA,AT)
  7752. var(15) = 1
  7753.  
  7754. [State -2, Juggle Reset Single]
  7755. type = VarSet
  7756. triggerAll = NumEnemy = 1 && var(15)
  7757. trigger1 = (Enemy, StateType != A) && (Enemy, StateNo != [5100,5109]) && (Enemy, Time >= 1)
  7758. trigger2 = (Enemy, MoveType != H) || (Enemy, StateNo = [120,155]) || (Enemy, Ctrl)
  7759. var(15) = 0
  7760. ignoreHitPause = 1
  7761.  
  7762. [State -2, Juggle Reset Simul]
  7763. type = VarSet
  7764. triggerAll = NumEnemy >= 2 && var(15)
  7765. trigger1 = (EnemyNear(0), StateType != A) && (EnemyNear(0), Time >= 1)
  7766. trigger2 = (EnemyNear(0), MoveType != H) || (EnemyNear(0), StateNo = [120,155]) || (EnemyNear(0), Ctrl)
  7767. trigger3 = (EnemyNear(1), StateType != A) && (EnemyNear(0), Time >= 1)
  7768. trigger4 = (EnemyNear(1), MoveType != H) || (EnemyNear(0), StateNo = [120,155]) || (EnemyNear(0), Ctrl)
  7769. var(15) = 0
  7770. ignoreHitPause = 1
  7771.  
  7772. [State -2, Free Juggling]
  7773. type = VarSet
  7774. trigger1 = RoundState != 2
  7775. var(15) = 0
  7776. ignoreHitPause = 1
  7777.  
  7778. [State -2, Juggle Flag]
  7779. type = VarSet
  7780. trigger1 = NumEnemy && !var(16)
  7781. trigger1 = (EnemyNear, StateNo = 5040) && !(EnemyNear, Ctrl)
  7782. var(16) = 1
  7783. ignorehitpause = 1
  7784.  
  7785. [State -2, Juggle Flag Reset Single]
  7786. type = VarSet
  7787. triggerAll = NumEnemy = 1 && var(16)
  7788. trigger1 = (Enemy, MoveType != H) && (Enemy, StateNo != 5040)
  7789. trigger2 = !(Enemy, HitShakeOver) || (Enemy, StateType = L) || (Enemy, Ctrl)
  7790. var(16) = 0
  7791. ignoreHitPause = 1
  7792.  
  7793. [State -2, Juggle Flag Reset Simul]
  7794. type = VarSet
  7795. triggerAll = NumEnemy >= 2 && var(16)
  7796. trigger1 = (EnemyNear(0), MoveType != H) && (EnemyNear(0), StateNo != 5040)
  7797. trigger2 = !(EnemyNear(0), HitShakeOver) || (EnemyNear(0), StateType = L) || (EnemyNear(0), Ctrl)
  7798. trigger3 = (EnemyNear(1), MoveType != H) && (EnemyNear(1), StateNo != 5040)
  7799. trigger4 = !(EnemyNear(1), HitShakeOver) || (EnemyNear(1), StateType = L) || (EnemyNear(1), Ctrl)
  7800. var(16) = 0
  7801. ignoreHitPause = 1
  7802.  
  7803.  
  7804. [State -2, SpecialMeter]
  7805. type = Explod
  7806. trigger1 = teamside = 1
  7807. trigger1 = numexplod(16000) = 0
  7808. anim = 16000
  7809. ID = 16000
  7810. pos = 5,gameheight - 10
  7811. postype = left
  7812. facing = 1
  7813. vfacing = 1
  7814. bindtime = -1
  7815. vel = 0,0
  7816. accel = 0,0
  7817. random = 0,0
  7818. removetime = -1
  7819. pausemovetime = 0
  7820. scale = 1,1
  7821. sprpriority = 500
  7822. ontop = 0
  7823. shadow = 0,0,0
  7824. ownpal = 1
  7825. removeongethit = 0
  7826.  
  7827. [State -2, SpecialMeter P2]
  7828. type = Explod
  7829. trigger1 = teamside = 2
  7830. trigger1 = numexplod(16000) = 0
  7831. anim = 16000
  7832. ID = 16000
  7833. pos = gamewidth - 120,gameheight - 10
  7834. postype = left
  7835. facing = 1
  7836. vfacing = 1
  7837. bindtime = -1
  7838. vel = 0,0
  7839. accel = 0,0
  7840. random = 0,0
  7841. removetime = -1
  7842. pausemovetime = 0
  7843. scale = 1,1
  7844. sprpriority = 500
  7845. ontop = 0
  7846. shadow = 0,0,0
  7847. ownpal = 1
  7848. removeongethit = 0
  7849.  
  7850. [State -2, SpecialMeter Over]
  7851. type = Explod
  7852. trigger1 = teamside = 1
  7853. trigger1 = numexplod(16002) = 0
  7854. anim = 16002
  7855. ID = 16002
  7856. pos = 5,gameheight - 10
  7857. postype = left
  7858. facing = 1
  7859. vfacing = 1
  7860. bindtime = -1
  7861. vel = 0,0
  7862. accel = 0,0
  7863. random = 0,0
  7864. removetime = -1
  7865. pausemovetime = 0
  7866. scale = 1,1
  7867. sprpriority = 1000
  7868. ontop = 0
  7869. shadow = 0,0,0
  7870. ownpal = 1
  7871. removeongethit = 0
  7872.  
  7873. [State -2, SpecialMeter Over P2]
  7874. type = Explod
  7875. trigger1 = teamside = 2
  7876. trigger1 = numexplod(16002) = 0
  7877. anim = 16002
  7878. ID = 16002
  7879. pos = gamewidth - 120,gameheight - 10
  7880. postype = left
  7881. facing = 1
  7882. vfacing = 1
  7883. bindtime = -1
  7884. vel = 0,0
  7885. accel = 0,0
  7886. random = 0,0
  7887. removetime = -1
  7888. pausemovetime = 0
  7889. scale = 1,1
  7890. sprpriority = 1000
  7891. ontop = 0
  7892. shadow = 0,0,0
  7893. ownpal = 1
  7894. removeongethit = 0
  7895.  
  7896. [State -2, SpecialMeterBlue]
  7897. type = Explod
  7898. trigger1 = teamside = 1
  7899. trigger1 = numexplod(16001) = 0
  7900. anim = 16001
  7901. ID = 16001
  7902. pos = 5,gameheight - 10
  7903. postype = left
  7904. facing = 1
  7905. vfacing = 1
  7906. bindtime = -1
  7907. vel = 0,0
  7908. accel = 0,0
  7909. random = 0,0
  7910. removetime = -1
  7911. pausemovetime = 0
  7912. scale = fvar(3),1
  7913. sprpriority = 501
  7914. ontop = 0
  7915. shadow = 0,0,0
  7916. ownpal = 1
  7917. removeongethit = 0
  7918.  
  7919. [State -2, SpecialMeterBlue P2]
  7920. type = Explod
  7921. trigger1 = teamside = 2
  7922. trigger1 = numexplod(16001) = 0
  7923. anim = 16001
  7924. ID = 16001
  7925. pos = gamewidth - 120,gameheight - 10
  7926. postype = left
  7927. facing = 1
  7928. vfacing = 1
  7929. bindtime = -1
  7930. vel = 0,0
  7931. accel = 0,0
  7932. random = 0,0
  7933. removetime = -1
  7934. pausemovetime = 0
  7935. scale = fvar(3),1
  7936. sprpriority = 501
  7937. ontop = 0
  7938. shadow = 0,0,0
  7939. ownpal = 1
  7940. removeongethit = 0
  7941.  
  7942. [State -2, SpecialMeterFlash]
  7943. type = Explod
  7944. trigger1 = teamside = 1
  7945. trigger1 = numexplod(16003) = 0
  7946. trigger1 = fvar(3) = 1
  7947. anim = 16003
  7948. ID = 16003
  7949. pos = 5,gameheight - 10
  7950. postype = left
  7951. facing = 1
  7952. vfacing = 1
  7953. bindtime = -1
  7954. vel = 0,0
  7955. accel = 0,0
  7956. random = 0,0
  7957. removetime = -1
  7958. pausemovetime = 0
  7959. scale = 1,1
  7960. sprpriority = 502
  7961. ontop = 0
  7962. shadow = 0,0,0
  7963. ownpal = 1
  7964. removeongethit = 0
  7965.  
  7966. [State -2, SpecialMeterFlash P2]
  7967. type = Explod
  7968. trigger1 = teamside = 2
  7969. trigger1 = numexplod(16003) = 0
  7970. trigger1 = fvar(3) = 1
  7971. anim = 16003
  7972. ID = 16003
  7973. pos = gamewidth - 120,gameheight - 10
  7974. postype = left
  7975. facing = 1
  7976. vfacing = 1
  7977. bindtime = -1
  7978. vel = 0,0
  7979. accel = 0,0
  7980. random = 0,0
  7981. removetime = -1
  7982. pausemovetime = 0
  7983. scale = 1,1
  7984. sprpriority = 502
  7985. ontop = 0
  7986. shadow = 0,0,0
  7987. ownpal = 1
  7988. removeongethit = 0
  7989.  
  7990. [State -2, RemoveExplod]
  7991. type = RemoveExplod
  7992. trigger1 = fvar(3) != 1
  7993. id = 16003
  7994.  
  7995. [State -2, ModifyExplod]
  7996. type = ModifyExplod
  7997. trigger1 = numexplod(16001)
  7998. trigger1 = teamside = 1
  7999. ;trigger1 = fvar(3) < 0.22
  8000. ID = 16001
  8001. pos = fvar(4),gameheight - 10
  8002. postype = left
  8003.  
  8004. [State -2, ModifyExplod]
  8005. type = ModifyExplod
  8006. trigger1 = numexplod(16001)
  8007. trigger1 = teamside = 2
  8008. ;trigger1 = fvar(3) < 0.22
  8009. ID = 16001
  8010. pos = fvar(4) + gamewidth - 125,gameheight - 10
  8011. postype = left
  8012.  
  8013. ;[State 0, ModifyExplod]
  8014. ;type = ModifyExplod
  8015. ;trigger1 = numexplod(16001)
  8016. ;trigger1 = teamside = 1
  8017. ;trigger1 = fvar(3) > 0.22
  8018. ;ID = 16001
  8019. ;pos = fvar(4),gameheight - 10
  8020. ;postype = left
  8021.  
  8022. [State -2, ModifyExplod] ;Remove Flashy Full meter upon spending meter
  8023. type = ModifyExplod
  8024. trigger1 = numexplod(16001)
  8025. ID = 16001
  8026. scale = fvar(3),1
  8027.  
  8028. [State -2, VarSet] ;Round Start PosMeter Set
  8029. type = VarSet
  8030. trigger1 = alive
  8031. trigger1 = fvar(4) < 1
  8032. trigger1 = var(5) = 0
  8033. fv = 4
  8034. value = 10
  8035.  
  8036. [State -2, VarSet] ;Set PosMeter when below 5 BUT not round start
  8037. type = VarSet
  8038. trigger1 = alive
  8039. trigger1 = fvar(4) < 5 && fvar(4) > 2
  8040. trigger1 = var(5) = 0
  8041. fv = 4
  8042. value = 5
  8043.  
  8044. [State -2, VarAdd] ;Offset PosMeter over time for RegMeter
  8045. type = VarAdd
  8046. trigger1 = alive
  8047. trigger1 = fvar(4) <= 10 && fvar(4) > 5
  8048. trigger1 = var(5) = 0
  8049. fv = 4
  8050. value = -0.07
  8051.  
  8052. [State -2, VarAdd] ;Offset PosMeter when RegMeter is used
  8053. type = VarAdd
  8054. trigger1 = alive
  8055. trigger1 = fvar(4) < 10
  8056. trigger1 = var(5) = 1
  8057. fv = 4
  8058. value = 0.5
  8059.  
  8060. [State -2, VarAdd] ;MeterBuildUp Speed
  8061. type = VarAdd
  8062. trigger1 = alive
  8063. trigger1 = fvar(3) < 1
  8064. trigger1 = var(5) = 0
  8065. fv = 3
  8066. value = 0.005
  8067.  
  8068. [State -2, VarAdd] ;MeterSpend Speed
  8069. type = VarAdd
  8070. trigger1 = alive
  8071. trigger1 = fvar(3) > 0
  8072. trigger1 = var(5) = 1
  8073. fv = 3
  8074. value = -0.07
  8075.  
  8076. [State -2, Varset] ;Meter = 0 when below 0
  8077. type = Varset
  8078. trigger1 = alive
  8079. trigger1 = fvar(3) < 0
  8080. trigger1 = var(5) = 1
  8081. fv = 3
  8082. value = 0
  8083.  
  8084. [State -2, Varset] ;Meter = 1 when overflow 1
  8085. type = Varset
  8086. trigger1 = alive
  8087. trigger1 = fvar(3) > 1
  8088. trigger1 = var(5) = 0
  8089. fv = 3
  8090. value = 1
  8091.  
  8092. ;[State -2, DisplayToClipboard]
  8093. ;type = DisplayToClipboard
  8094. ;trigger1 = 1
  8095. ;text = "var(5) = %d"
  8096. ;params = var(5)
  8097.  
  8098. [State -2, DisplayToClipboard]
  8099. type = DisplayToClipboard
  8100. trigger1 = 1
  8101. text = "fvar(4) = %d"
  8102. params = fvar(4)
  8103.  
  8104.  
  8105. ;---------------------------------------------------------------------------
  8106. ; Override common states (use same number to override) :
  8107. ;---------------------------------------------------------------------------
  8108.  
  8109. ;---------------------------------------------------------------------------
  8110. ; States that are always executed (use statedef -2)
  8111. ;---------------------------------------------------------------------------
  8112.  
  8113. ;---------------------------------------------------------------------------
  8114. ; States that are executed when in self's state file (use statedef -3)
  8115. ;---------------------------------------------------------------------------
  8116.  
  8117. [Statedef -3]
  8118.  
  8119. ;This controller plays a sound everytime KFM lands from a jump, or
  8120. ;from his back-dash.
  8121. [State -3, Landing Sound]
  8122. type = PlaySnd
  8123. triggerall = Time = 1
  8124. trigger1 = stateno = 52 ;Jump land
  8125. trigger2 = stateno = 106 ;Run-back land
  8126. value = 40, 0
  8127.  
  8128. [state -3]
  8129. type = removeexplod
  8130. trigger1 = time = 1 && stateno != 1025
  8131. ID = 1567
  8132. ignorehitpause = 1
  8133.  
  8134. [state -3]
  8135. type = removeexplod
  8136. trigger1 = time = 1 && stateno != 1030
  8137. ID = 1568
  8138. ignorehitpause = 1
  8139.  
  8140. [state -3]
  8141. type = removeexplod
  8142. trigger1 = time = 1 && stateno != 1069
  8143. ID = 1588
  8144. ignorehitpause = 1
  8145.  
  8146. [state -3]
  8147. type = removeexplod
  8148. trigger1 = time = 1 && stateno != 3007
  8149. ID = 1569
  8150. ignorehitpause = 1
  8151.  
  8152. [state -3]
  8153. type = removeexplod
  8154. trigger1 = time = 1 && stateno != 3017
  8155. ID = 1570
  8156. ignorehitpause = 1
  8157.  
  8158. [State -3, Level 1 Super AfterImage]
  8159. type = AfterImage
  8160. trigger1 = StateNo = 3000 && Time = 52
  8161. trigger2 = stateno = 3006 && Time = 1
  8162. trigger3 = StateNo = 3010 && Time = 52
  8163. trigger4 = stateno = 3016 && Time = 1
  8164. time = 2
  8165. timeGap = 1
  8166. frameGap = 10
  8167. length = 21
  8168. palBright = 0,0,0
  8169. palContrast = 128,128,128
  8170. palPostBright = 0,0,0
  8171. palAdd = 0,0,0
  8172. palMul = 0.75,0.75,0.75
  8173. trans = Add1
  8174. ignorehitpause = 1
  8175.  
  8176. [State -3, Level 2 Super AfterImage]
  8177. type = null
  8178. trigger1 = StateNo = 3010 && Time = 52
  8179. trigger2 = stateno = 3016 && Time = 1
  8180. time = 2
  8181. timeGap = 1
  8182. frameGap = 10
  8183. length = 21
  8184. palBright = 0,0,0
  8185. palContrast = 32,32,160
  8186. palPostBright = 0,0,0
  8187. palAdd = 0,0,0
  8188. palMul = 0.75,0.75,0.75
  8189. trans = Add1
  8190. ignorehitpause = 1
  8191.  
  8192. [State -3, AfterImage Persist]
  8193. type = AfterImageTime
  8194. ;trigger1 = StateNo = 50 || (StateNo = [600,699])
  8195. ;trigger1 = (var(3) = 2 || var(3) = 3) && vel y < -1
  8196. ;trigger2 = var(20)
  8197. ;trigger3 = StateNo = [700,715]
  8198. trigger1 = StateNo = [3000,4999]
  8199. time = 2
  8200. ignorehitpause = 1
  8201.  
  8202. [State -3, AfterImage Off]
  8203. type = AfterImageTime
  8204. triggerAll = Time <= 1
  8205. trigger1 = StateNo = 3000 || StateNo = 3001 || Stateno = 3006 || stateno = 3007 || stateno = 3010 || stateno = 3011 || stateno = 3016 || stateno = 3017; || StateNo = 3100 || StateNo = 3150 || StateNo = 300
  8206. ;trigger2 = StateNo = 3300
  8207. time = 0
  8208. ignorehitpause = 1
  8209.  
  8210. [State 3200, Dust]
  8211. type = removeexplod
  8212. trigger1 = anim != 3005 && numexplod(3210)
  8213. ID = 3210
  8214.  
  8215. [State 3200, Dust]
  8216. type = removeexplod
  8217. trigger1 = anim != 4005 && numexplod(3211)
  8218. ID = 3211
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