Advertisement
Guest User

GARD

a guest
Jul 17th, 2018
66
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 13.13 KB | None | 0 0
  1. ;===================<GUARD>================
  2. ;Guard Start
  3. [StateDef 120]
  4. type = U
  5. physics = U
  6. anim = 120 + (StateType = C) + (StateType = A) * 2
  7.  
  8. [State 120, StateTypeSet: Standing]
  9. type = StateTypeSet
  10. trigger1 = !Time && StateType = S
  11. physics = S
  12.  
  13. [State 120, StateTypeSet: Crouching]
  14. type = StateTypeSet
  15. trigger1 = !Time && StateType = C
  16. physics = C
  17.  
  18. [State 120, StateTypeSet: Jumping]
  19. type = StateTypeSet
  20. trigger1 = !Time && StateType = A
  21. physics = A
  22.  
  23. [State 120, VelSet]
  24. type = VelSet
  25. trigger1 = !Time && StateType != A
  26. x = 0
  27. y = 0
  28.  
  29. [State 120, Stand to Crouching]
  30. type = StateTypeSet
  31. trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
  32. trigger1 = !AILevel && StateType = S && command = "holddown"
  33. trigger2 = NumExplod(92828282) || NumExplod(92468246)
  34. trigger2 = !AILevel && StateType = S && command = "holdup"
  35. trigger3 = AILevel && StateType = S && (EnemyNear, MoveType = A) && (EnemyNear, StateType = C)
  36. stateType = C
  37. physics = C
  38.  
  39. [State 120, Crouching to Stand]
  40. type = StateTypeSet
  41. trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
  42. trigger1 = !AILevel && StateType = C && command != "holddown"
  43. trigger2 = NumExplod(92828282) || NumExplod(92468246)
  44. trigger2 = !AILevel && StateType = C && command != "holdup"
  45. trigger3 = AILevel && StateType = C && (EnemyNear, MoveType = A) && (EnemyNear, StateType != C)
  46. stateType = S
  47. physics = S
  48.  
  49. [State 120, AI Fix]
  50. type = CtrlSet
  51. trigger1 = AILevel && NumEnemy
  52. value = (EnemyNear, Time >= 120 || Time >= 180)
  53.  
  54. [State 120, Change to Guard State]
  55. type = ChangeState
  56. trigger1 = !AnimTime || AILevel
  57. value = 130 + (StateType = C) + (StateType = A) * 2
  58.  
  59. [State 120, Stop Guarding]
  60. type = ChangeState
  61. trigger1 = !AILevel && (ifElse(!NumExplod(94646464) && !NumExplod(92468246), ifElse(P2dist x < 0, command != "holdfwd", command != "holdback"), ifElse(P2dist x < 0, command != "holdback", command != "holdfwd")))
  62. trigger2 = !InGuardDist
  63. trigger3 = AILevel && NumEnemy
  64. trigger3 = EnemyNear, HitDefAttr = SCA, AT
  65. value = 140
  66.  
  67.  
  68. ;Standing Guard
  69. [StateDef 130]
  70. type = S
  71. physics = S
  72.  
  73. [State 130, ChangeAnim]
  74. type = ChangeAnim
  75. trigger1 = Anim != 130
  76. value = 130
  77.  
  78. [State 130, AI Fix]
  79. type = CtrlSet
  80. trigger1 = AILevel && NumEnemy
  81. value = (EnemyNear, Time >= 120 || Time >= 180)
  82.  
  83. [State 130, Standing to Crouch]
  84. type = ChangeState
  85. trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
  86. trigger1 = !AILevel && StateType = S && command = "holddown"
  87. trigger2 = NumExplod(92828282) || NumExplod(92468246)
  88. trigger2 = !AILevel && StateType = S && command = "holdup"
  89. trigger3 = AILevel && Random < (250 * (AILevel ** 2 / 64.0))
  90. trigger3 = (EnemyNear, MoveType = A) && (EnemyNear, StateType = C)
  91. value = 131
  92.  
  93. [State 130, Stop Guarding]
  94. type = ChangeState
  95. trigger1 = !AILevel && (ifElse(!NumExplod(94646464) && !NumExplod(92468246), ifElse(P2dist x < 0, command != "holdfwd", command != "holdback"), ifElse(P2dist x < 0, command != "holdback", command != "holdfwd")))
  96. trigger2 = !InGuardDist
  97. trigger3 = AILevel && NumEnemy
  98. trigger3 = EnemyNear, HitDefAttr = SCA, AT
  99. value = 140
  100.  
  101. [State 130, Landing Sound]
  102. type = PlaySnd
  103. trigger1 = !Time
  104. trigger1 = PrevStateNo = 132 || (PrevStateNo = [154,155])
  105. value = 52,0
  106.  
  107. [State 130, Landing Dust Expod]
  108. type = Explod
  109. trigger1 = !Time
  110. trigger1 = PrevStateNo = 132 || (PrevStateNo = [154,155])
  111. anim = 8102
  112. sprpriority = -3
  113. posType = P1
  114. scale = 0.5,0.5
  115. pauseMoveTime = -1
  116. superMoveTime = -1
  117. ownPal = 1
  118.  
  119.  
  120. ;Crouch Guarding
  121. [StateDef 131]
  122. type = C
  123. physics = C
  124.  
  125. [State 131, ChangeAnim]
  126. type = ChangeAnim
  127. trigger1 = anim != 131
  128. value = 131
  129.  
  130. [State 131, Crouching to Standing]
  131. type = ChangeState
  132. trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
  133. trigger1 = !AILevel && StateType = S && command != "holddown"
  134. trigger2 = NumExplod(92828282) || NumExplod(92468246)
  135. trigger2 = !AILevel && StateType = S && command != "holdup"
  136. trigger3 = AILevel && Random < (125 * (AILevel ** 2 / 64.0))
  137. trigger3 = (EnemyNear, MoveType = A) && (EnemyNear, StateType != C)
  138. value = 130
  139.  
  140. [State 131, AI Fix]
  141. type = CtrlSet
  142. trigger1 = AILevel && NumEnemy
  143. value = (EnemyNear, Time >= 120 || Time >= 180)
  144.  
  145. [State 131, Stop Guarding]
  146. type = ChangeState
  147. trigger1 = !AILevel && (ifElse(!NumExplod(94646464) && !NumExplod(92468246), ifElse(P2dist x < 0, command != "holdfwd", command != "holdback"), ifElse(P2dist x < 0, command != "holdback", command != "holdfwd")))
  148. trigger2 = !InGuardDist
  149. trigger3 = AILevel && NumEnemy
  150. trigger3 = EnemyNear, HitDefAttr = SCA, AT
  151. value = 140
  152.  
  153.  
  154. ;Air Guard
  155. [StateDef 132]
  156. type = A
  157. physics = N
  158.  
  159. [State 132, ChangeAnim]
  160. type = ChangeAnim
  161. trigger1 = anim != 132
  162. value = 132
  163.  
  164. [State 132, VelAdd]
  165. type = VelAdd
  166. trigger1 = 1
  167. y = const(movement.yAccel)
  168.  
  169. [State 132, VarSet]
  170. type = VarSet
  171. trigger1 = 1
  172. sysvar(0) = (pos y >= 0 && vel y > 0)
  173.  
  174. [State 132, VelSet]
  175. type = VelSet
  176. trigger1 = sysvar(0)
  177. y = 0
  178.  
  179. [State 132, PosSet]
  180. type = PosSet
  181. trigger1 = sysvar(0)
  182. y = 0
  183.  
  184. [State 132, AI Fix]
  185. type = CtrlSet
  186. trigger1 = AILevel && NumEnemy
  187. value = (EnemyNear, Time >= 120 || Time >= 180)
  188.  
  189. [State 132, Jumping to Standing]
  190. type = ChangeState
  191. trigger1 = sysvar(0) && InGuardDist
  192. trigger1 = (!AILevel && (ifElse(!NumExplod(94646464) && !NumExplod(92468246), ifElse(P2dist x < 0, command = "holdfwd", command = "holdback"), ifElse(P2dist x < 0, command = "holdback", command = "holdfwd")))) || AILevel
  193. value = 130
  194.  
  195. [State 132, Change to Falling]
  196. type = ChangeState
  197. trigger1 = sysvar(0)
  198. value = 52
  199.  
  200. [State 132, Stop Guarding]
  201. type = ChangeState
  202. trigger1 = !AILevel && (ifElse(!NumExplod(94646464) && !NumExplod(92468246), ifElse(P2dist x < 0, command != "holdfwd", command != "holdback"), ifElse(P2dist x < 0, command != "holdback", command != "holdfwd")))
  203. trigger2 = !InGuardDist
  204. trigger3 = AILevel && NumEnemy
  205. trigger3 = EnemyNear, HitDefAttr = SCA, AT
  206. value = 140
  207.  
  208.  
  209. ;Guard End
  210. [StateDef 140]
  211. type = U
  212. physics = U
  213. ctrl = 1
  214.  
  215. [State 140, ChangeAnim]
  216. type = ChangeAnim
  217. trigger1 = !Time
  218. value = 140 + (StateType = C) + (StateType = A) * 2
  219.  
  220. [State 140, StateTypeSet: Standing]
  221. type = StateTypeSet
  222. trigger1 = !Time && StateType = S
  223. physics = S
  224.  
  225. [State 140, StateTypeSet: Crouching]
  226. type = StateTypeSet
  227. trigger1 = !Time && StateType = C
  228. physics = C
  229.  
  230. [State 140, StateTypeSet: Jumping]
  231. type = StateTypeSet
  232. trigger1 = !Time && StateType = A
  233. physics = A
  234.  
  235. [State 140, Standing to Crouching]
  236. type = StateTypeSet
  237. trigger1 = !AILevel && StateType = S && (NumExplod(90000002) || NumExplod(90000001) || NumExplod(90000003))
  238. trigger2 = AILevel && Random < (250 * (AILevel ** 2 / 64.0))
  239. trigger2 = StateType = S && (EnemyNear, MoveType = A) && (EnemyNear, StateType = C)
  240. stateType = C
  241. physics = C
  242.  
  243. [State 140, Crouching to Standing]
  244. type = StateTypeSet
  245. trigger1 = !AILevel && StateType = C && (!NumExplod(90000002) && !NumExplod(90000001) && !NumExplod(90000003))
  246. trigger2 = AILevel && Random < (125 * (AILevel ** 2 / 64.0))
  247. trigger2 = StateType = C && (EnemyNear, MoveType = A) && (EnemyNear, StateType != C)
  248. stateType = S
  249. physics = S
  250.  
  251. [State 140, End]
  252. type = ChangeState
  253. trigger1 = !AnimTime
  254. value = (StateType = C) * 11 + (StateType = A) * 51
  255.  
  256.  
  257. ;Hit while Guarding (Standing)
  258. [StateDef 150]
  259. type = S
  260. movetype = H
  261. physics = N
  262. velSet = 0,0
  263.  
  264. [State 150, ChangeAnim]
  265. type = ChangeAnim
  266. trigger1 = 1
  267. value = 150
  268.  
  269. [State 150, End]
  270. type = ChangeState
  271. trigger1 = HitShakeOver
  272. value = 151 + 2 * ((!AILevel && (NumExplod(90000002) || NumExplod(90000001) || NumExplod(90000003))) || (AILevel && (EnemyNear, MoveType = A) && (EnemyNear, StateType = C)))
  273.  
  274. [State 150, Standing to Crouching]
  275. type = StateTypeSet
  276. trigger1 = !AILevel && StateType = S && (NumExplod(90000002) || NumExplod(90000001) || NumExplod(90000003))
  277. trigger2 = AILevel && Random < (250 * (AILevel ** 2 / 64.0))
  278. stateType = C
  279. physics = C
  280.  
  281. [State 150, Crouching to Standing]
  282. type = StateTypeSet
  283. trigger1 = !AILevel && StateType = C && (!NumExplod(90000002) && !NumExplod(90000001) && !NumExplod(90000003))
  284. trigger2 = AIlevel && Random < (125 * (AILevel ** 2 / 64.0))
  285. trigger2 = StateType = C && (EnemyNear, MoveType = A) && (EnemyNear, StateType != C)
  286. stateType = S
  287. physics = S
  288.  
  289.  
  290. ;Knocked Back while Guarding (Standing)
  291. [StateDef 151]
  292. type = S
  293. moveType = H
  294. physics = S
  295. anim = 150
  296.  
  297. [State 151, HitVelSet]
  298. type = HitVelSet
  299. trigger1 = !Time
  300. x = 1
  301.  
  302. [State 151, VelSet]
  303. type = VelSet
  304. trigger1 = Time = GetHitVar(SlideTime)
  305. trigger2 = HitOver
  306. x = 0
  307.  
  308. [State 151, CtrlSet]
  309. type = CtrlSet
  310. trigger1 = time = GetHitVar(CtrlTime)
  311. value = 1
  312.  
  313. [State 151, Standing to Crouching]
  314. type = StateTypeSet
  315. trigger1 = !AILevel && StateType = S && (NumExplod(90000002) || NumExplod(90000001) || NumExplod(90000003))
  316. trigger2 = AILevel && Random < (250 * (AILevel ** 2 / 64.0))
  317. trigger2 = StateType = S && (EnemyNear, MoveType = A) && (EnemyNear, StateType = C)
  318. stateType = C
  319. physics = C
  320.  
  321. [State 151, Crouching to Standing]
  322. type = StateTypeSet
  323. trigger1 = !AILevel && StateType = C && (!NumExplod(90000002) && !NumExplod(90000001) && !NumExplod(90000003))
  324. trigger2 = AILevel && Random < (125 * (AILevel ** 2 / 64.0))
  325. trigger2 = StateType = C && (EnemyNear, MoveType = A) && (EnemyNear, StateType != C)
  326. stateType = S
  327. physics = S
  328.  
  329. [State 151, End]
  330. type = ChangeState
  331. trigger1 = HitOver
  332. value = 130
  333. ctrl = 1
  334.  
  335.  
  336. ;Hit while Guarding (Crouching)
  337. [StateDef 152]
  338. type = C
  339. moveType = H
  340. physics = N
  341. velSet = 0,0
  342.  
  343. [State 152, ChangeAnim]
  344. type = ChangeAnim
  345. trigger1 = 1
  346. value = 151
  347.  
  348. [State 152, End]
  349. type = ChangeState
  350. trigger1 = HitShakeOver
  351. value = 151 + 2 * ((!AILevel && ((!NumExplod(92828282) && !NumExplod(92468246) && command = "holddown") || ((NumExplod(92828282) || NumExplod(92468246)) && command = "holdup"))) || (AILevel && (EnemyNear, MoveType = A) && (EnemyNear, StateType = C)))
  352.  
  353. [State 152, Standing to Crouching]
  354. type = StateTypeSet
  355. trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
  356. trigger1 = !AILevel && StateType = S && command = "holddown"
  357. trigger2 = NumExplod(92828282) || NumExplod(92468246)
  358. trigger2 = !AILevel && StateType = S && command = "holdup"
  359. trigger3 = AILevel && Random < (250 * (AILevel ** 2 / 64.0))
  360. trigger3 = StateType = S && (EnemyNear, MoveType = A) && (EnemyNear, StateType = C)
  361. stateType = C
  362. physics = C
  363.  
  364. [State 152, Crouching to Standing]
  365. type = StateTypeSet
  366. trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
  367. trigger1 = !AILevel && StateType = C && command != "holddown"
  368. trigger2 = NumExplod(92828282) || NumExplod(92468246)
  369. trigger2 = !AILevel && StateType = C && command != "holdup"
  370. trigger3 = AILevel && Random < (125 * (AILevel ** 2 / 64.0))
  371. trigger3 = StateType = C && (EnemyNear, MoveType = A) && (EnemyNear, StateType != C)
  372. stateType = S
  373. physics = S
  374.  
  375.  
  376. ;Knocked Back while Guarding (Crouching)
  377. [StateDef 153]
  378. type = C
  379. moveType = H
  380. physics = C
  381. anim = 151
  382.  
  383. [State 153, HitVelSet]
  384. type = HitVelSet
  385. trigger1 = !Time
  386. x = 1
  387.  
  388. [State 153, VelSet]
  389. type = VelSet
  390. trigger1 = Time = GetHitVar(SlideTime)
  391. trigger2 = HitOver
  392. x = 0
  393.  
  394. [State 153, CtrlSet]
  395. type = CtrlSet
  396. trigger1 = Time = GetHitVar(CtrlTime)
  397. value = 1
  398.  
  399. [State 153, Standing to Crouching]
  400. type = StateTypeSet
  401. trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
  402. trigger1 = !AILevel && StateType = S && command = "holddown"
  403. trigger2 = NumExplod(92828282) || NumExplod(92468246)
  404. trigger2 = !AILevel && StateType = S && command = "holdup"
  405. trigger3 = AILevel && Random < (250 * (AILevel ** 2 / 64.0))
  406. trigger3 = StateType = S && (EnemyNear, MoveType = A) && (EnemyNear, StateType = C)
  407. stateType = C
  408. physics = C
  409.  
  410. [State 153, Crouching to Standing]
  411. type = StateTypeSet
  412. trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
  413. trigger1 = !AILevel && StateType = C && command != "holddown"
  414. trigger2 = NumExplod(92828282) || NumExplod(92468246)
  415. trigger2 = !AILevel && StateType = C && command != "holdup"
  416. trigger3 = AILevel && Random < (125 * (AILevel ** 2 / 64.0))
  417. trigger3 = StateType = C && (EnemyNear, MoveType = A) && (EnemyNear, StateType != C)
  418. stateType = S
  419. physics = S
  420.  
  421. [State 153, End]
  422. type = ChangeState
  423. trigger1 = HitOver
  424. value = 131
  425. ctrl = 1
  426.  
  427.  
  428. ;Hit while Guarding (Jumping)
  429. [StateDef 154]
  430. type = A
  431. moveType = H
  432. physics = N
  433. velSet = 0,0
  434.  
  435. [State 154, ChangeAnim]
  436. type = ChangeAnim
  437. trigger1 = 1
  438. value = 152
  439.  
  440. [State 154, End]
  441. type = ChangeState
  442. trigger1 = HitShakeOver
  443. value = 155
  444.  
  445.  
  446. ;Knocked Back while Guarding (Jumping)
  447. [StateDef 155]
  448. type = A
  449. moveType = H
  450. physics = N
  451. anim = 152
  452.  
  453. [State 155, HitVelSet]
  454. type = HitVelSet
  455. trigger1 = !Time
  456. x = 1
  457. y = 1
  458.  
  459. [State 155, VelAdd]
  460. type = VelAdd
  461. trigger1 = 1
  462. y = const(movement.yAccel)
  463.  
  464. [State 155, CtrlSet]
  465. type = CtrlSet
  466. trigger1 = Time = GetHitVar(CtrlTime)
  467. value = 1
  468.  
  469. [State 155, VarSet]
  470. type = VarSet
  471. trigger1 = 1
  472. sysvar(0) = (pos y >= 0 && vel y > 0)
  473.  
  474. [State 155, VelSet]
  475. type = VelSet
  476. trigger1 = sysvar(0)
  477. y = 0
  478.  
  479. [State 155, PosSet]
  480. type = PosSet
  481. trigger1 = sysvar(0)
  482. y = 0
  483.  
  484. [State 155, End]
  485. type = ChangeState
  486. trigger1 = sysvar(0) && InGuardDist
  487. trigger1 = (!AILevel && (ifElse(!NumExplod(94646464) && !NumExplod(92468246), ifElse(P2dist x < 0, command != "holdfwd", command != "holdback"), ifElse(P2dist x < 0, command != "holdback", command != "holdfwd")))) || AILevel
  488. value = 130
  489.  
  490. [State 155, End]
  491. type = ChangeState
  492. trigger1 = sysvar(0)
  493. value = 52
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement