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- "5BBB Land"
- [Statedef 57]
- type = S
- physics = S
- ctrl = 0
- anim = 48
- [State 52, 1]
- type = VelSet
- trigger1 = Time = 0
- y = 0
- [State 52, 2]
- type = PosSet
- trigger1 = Time = 0
- y = 0
- [State 52, 5]
- type = ChangeState
- trigger1 = var(33) = 1
- value = 3050
- [State 52, 5]
- type = ChangeState
- trigger1 = var(33) = 2
- value = 3000
- [State 52, 5]
- type = ChangeState
- trigger1 = var(33) = 3
- value = 1000
- [State 52, 5]
- type = ChangeState
- trigger1 = var(33) = 4
- value = 1001
- [State 52, 5]
- type = ChangeState
- trigger1 = var(33) = 5
- value = 1002
- [State 52, 5]
- type = ChangeState
- trigger1 = var(33) = 6
- value = 1200
- [State 52, 5]
- type = ChangeState
- trigger1 = var(33) = 7
- value = 1205
- [State 52, 5]
- type = ChangeState
- trigger1 = var(33) = 8
- value = 1210
- [State 52, 5]
- type = ChangeState
- trigger1 = var(33) = 9
- value = 1100
- [State 52, 5]
- type = ChangeState
- trigger1 = var(33) = 10
- value = 1101
- [State 52, 5]
- type = ChangeState
- trigger1 = var(33) = 11
- value = 1102
- [State 52, 5]
- type = ChangeState
- trigger1 = var(33) = 12
- value = 3900
- [State 52, 5]
- type = ChangeState
- trigger1 = var(33) = 13
- value = 900
- [State 52, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- "5BBB command in the .cmd file"
- [State -1, 5BBB]
- type = ChangeState
- value = 212
- triggerall = !ishelper
- triggerall = !AIlevel
- triggerall = command = "b"
- triggerall = command != "holddown"
- trigger1 = stateno = 212
- trigger1 = Movecontact
- "State in which 5BBB corresponds with"
- [Statedef 212]
- type = S
- movetype= A
- physics = S
- juggle = 0
- ctrl = 0
- anim = 212
- poweradd = 25
- sprpriority = 2
- [State 6061, Effect]
- type = Explod
- trigger1 = animelemtime(4) = 0
- anim = 6003
- id = 6000
- removeongethit = 1
- scale = .5,.5
- postype = p1
- facing = 1
- pos = 30,-50
- sprpriority = 5
- ownpal = 1
- bindtime = -1
- persistent = 0
- [State 1, ]
- type = PlaySnd
- Trigger1 = !time
- value = 212, 0+random%3
- channel = 0
- [State 1, ]
- type = PlaySnd
- trigger1 = animelem = 4
- value = 0, 5
- [State 0, VelSet]
- type = VelSet
- trigger1 = animelemtime(3) < 0
- x = 4
- [State 600, 2]
- type = HitDef
- trigger1 = enemynear,movetype != A
- trigger1 = !movecontact && !movereversed
- attr = A, NA
- damage = ceil(60)
- hitflag = MAF
- guardflag = MA
- priority = 3
- pausetime = 12,10
- sparkno = 2
- sparkxy = -15,-90
- hitsound = S5,2
- guardsound = S6,0
- animtype = Med
- ground.type = High
- ground.slidetime = 5
- ground.hittime = ceil(15*(fvar(11)))
- ground.velocity = -2,-7.5
- air.velocity = -2,-8
- air.hittime = 16
- fall = 1
- fall.recovertime = 30
- nochainID = 8000
- [State 600, 2]
- type = HitDef
- trigger1 = enemynear,movetype = A
- trigger1 = !movecontact && !movereversed
- attr = A, NA
- damage = ceil(70)
- hitflag = MAF
- guardflag = MA
- priority = 3
- pausetime = 12,10
- sparkno = 2
- sparkxy = -15,-90
- hitsound = S5,4
- guardsound = S6,0
- animtype = Med
- ground.type = High
- fall = 1
- ground.slidetime = 5
- ground.hittime = ceil(15*(fvar(11)))
- ground.velocity = -2,-7.5
- air.velocity = -2,-8
- air.hittime = 16
- fall.recovertime = 50
- nochainID = 8000
- [State 200, Damage Scaling]
- type = varset
- trigger1 = movehit
- trigger1 = !moveguarded
- fvar(4) = fvar(4)*0.9
- ignorehitpause = 1
- persistent = 0
- [State 800, 2]
- type = ChangeState
- Trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- [Statedef 214]
- type = S
- movetype= A
- physics = S
- juggle = 4
- poweradd= 50
- ctrl = 0
- velset = 0,0
- anim = 2110
- sprpriority = 2
- [State 1]
- type = Helper
- trigger1 = animelem = 2
- helpertype = normal
- ID = 3958
- Stateno = 3958
- pos = 0,0
- PosType = p1
- facing = 1
- keyctrl = 0
- ownpal = 1
- size.xscale = 1
- size.yscale = 1
- ignorehitpause = 1
- pausemovetime = 999
- supermovetime = 999
- [State 610, 2]
- type = PlaySnd
- trigger1 = animelem = 2
- value = 900, 1
- [State 0, Helper]
- type = Helper
- trigger1 = animelemtime(3)=0
- helpertype = normal ;player
- name = "5B swish"
- ID = 2110
- stateno = 2110
- pos = 0,0
- postype = p1 ;p2,front,back,left,right
- facing = 1
- keyctrl = 0
- ownpal = 1
- supermovetime = 0
- pausemovetime = 0
- [State 1, ]
- type = PlaySnd
- trigger1 = animelem = 2
- value = 201, 0+random%3
- channel = 0
- [State 1, ]
- type = PlaySnd
- trigger1 = animelem = 2
- value = 0, 4
- [State 1, ]
- type = velset
- trigger1 = animelemtime(2) = 1
- x = 10
- [State 210, 2]
- type = HitDef
- trigger1 = 1
- trigger1 = enemynear,movetype != A
- attr = S, NA
- animtype = Hard
- damage = ceil(25),0
- hitflag = MAFD
- guardflag = MA
- pausetime = ifelse(animelemtime(3)<3,2,10),8
- sparkno = 3
- sparkxy = -10,-65
- hitsound = S5,6
- guardsound = S6,0
- ground.type = High
- ground.slidetime = 12
- ground.hittime = 20
- ground.velocity = -4
- air.velocity = -2,-2
- y.accel = 0.5
- air.fall = 1
- fall.recovertime = 57
- guard.ctrltime = 25
- p2facing = 1
- nochainID = 8000
- [State 210, 2]
- type = HitDef
- trigger1 = 1
- trigger1 = enemynear,movetype = A
- attr = S, NA
- animtype = Hard
- damage = ceil(30),0
- hitflag = MAFD
- guardflag = MA
- pausetime = ifelse(animelemtime(3)<3,2,10),8
- sparkno = 3
- sparkxy = -10,-65
- hitsound = S5,6
- p2facing = 1
- guardsound = S6,0
- ground.type = High
- ground.slidetime = 12
- ground.hittime = 30
- ground.velocity = -4
- air.velocity = -2,-2
- y.accel = 0.5
- air.fall = 1
- fall.recovertime = 57
- guard.ctrltime = 25
- nochainID = 8000
- [State 200, Damage Scaling]
- type = varset
- trigger1 = movehit
- trigger1 = !moveguarded
- fvar(4) = fvar(4)*0.85
- ignorehitpause = 1
- persistent = 0
- [State 211, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
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