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- ;===================<GUARD>================
- ;Guard Start
- [StateDef 120]
- type = U
- physics = U
- anim = 120 + (StateType = C) + (StateType = A) * 2
- [State 120, StateTypeSet: Standing]
- type = StateTypeSet
- trigger1 = !Time && StateType = S
- physics = S
- [State 120, StateTypeSet: Crouching]
- type = StateTypeSet
- trigger1 = !Time && StateType = C
- physics = C
- [State 120, StateTypeSet: Jumping]
- type = StateTypeSet
- trigger1 = !Time && StateType = A
- physics = A
- [State 120, VelSet]
- type = VelSet
- trigger1 = !Time && StateType != A
- x = 0
- y = 0
- [State 120, Stand to Crouching]
- type = StateTypeSet
- trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
- trigger1 = !AILevel && StateType = S && command = "holddown"
- trigger2 = NumExplod(92828282) || NumExplod(92468246)
- trigger2 = !AILevel && StateType = S && command = "holdup"
- trigger3 = AILevel && StateType = S && (EnemyNear, MoveType = A) && (EnemyNear, StateType = C)
- stateType = C
- physics = C
- [State 120, Crouching to Stand]
- type = StateTypeSet
- trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
- trigger1 = !AILevel && StateType = C && command != "holddown"
- trigger2 = NumExplod(92828282) || NumExplod(92468246)
- trigger2 = !AILevel && StateType = C && command != "holdup"
- trigger3 = AILevel && StateType = C && (EnemyNear, MoveType = A) && (EnemyNear, StateType != C)
- stateType = S
- physics = S
- [State 120, AI Fix]
- type = CtrlSet
- trigger1 = AILevel && NumEnemy
- value = (EnemyNear, Time >= 120 || Time >= 180)
- [State 120, Change to Guard State]
- type = ChangeState
- trigger1 = !AnimTime || AILevel
- value = 130 + (StateType = C) + (StateType = A) * 2
- [State 120, Stop Guarding]
- type = ChangeState
- trigger1 = !AILevel && (ifElse(!NumExplod(94646464) && !NumExplod(92468246), ifElse(P2dist x < 0, command != "holdfwd", command != "holdback"), ifElse(P2dist x < 0, command != "holdback", command != "holdfwd")))
- trigger2 = !InGuardDist
- trigger3 = AILevel && NumEnemy
- trigger3 = EnemyNear, HitDefAttr = SCA, AT
- value = 140
- ;Standing Guard
- [StateDef 130]
- type = S
- physics = S
- [State 130, ChangeAnim]
- type = ChangeAnim
- trigger1 = Anim != 130
- value = 130
- [State 130, AI Fix]
- type = CtrlSet
- trigger1 = AILevel && NumEnemy
- value = (EnemyNear, Time >= 120 || Time >= 180)
- [State 130, Standing to Crouch]
- type = ChangeState
- trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
- trigger1 = !AILevel && StateType = S && command = "holddown"
- trigger2 = NumExplod(92828282) || NumExplod(92468246)
- trigger2 = !AILevel && StateType = S && command = "holdup"
- trigger3 = AILevel && Random < (250 * (AILevel ** 2 / 64.0))
- trigger3 = (EnemyNear, MoveType = A) && (EnemyNear, StateType = C)
- value = 131
- [State 130, Stop Guarding]
- type = ChangeState
- trigger1 = !AILevel && (ifElse(!NumExplod(94646464) && !NumExplod(92468246), ifElse(P2dist x < 0, command != "holdfwd", command != "holdback"), ifElse(P2dist x < 0, command != "holdback", command != "holdfwd")))
- trigger2 = !InGuardDist
- trigger3 = AILevel && NumEnemy
- trigger3 = EnemyNear, HitDefAttr = SCA, AT
- value = 140
- [State 130, Landing Sound]
- type = PlaySnd
- trigger1 = !Time
- trigger1 = PrevStateNo = 132 || (PrevStateNo = [154,155])
- value = 52,0
- [State 130, Landing Dust Expod]
- type = Explod
- trigger1 = !Time
- trigger1 = PrevStateNo = 132 || (PrevStateNo = [154,155])
- anim = 8102
- sprpriority = -3
- posType = P1
- scale = 0.5,0.5
- pauseMoveTime = -1
- superMoveTime = -1
- ownPal = 1
- ;Crouch Guarding
- [StateDef 131]
- type = C
- physics = C
- [State 131, ChangeAnim]
- type = ChangeAnim
- trigger1 = anim != 131
- value = 131
- [State 131, Crouching to Standing]
- type = ChangeState
- trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
- trigger1 = !AILevel && StateType = S && command != "holddown"
- trigger2 = NumExplod(92828282) || NumExplod(92468246)
- trigger2 = !AILevel && StateType = S && command != "holdup"
- trigger3 = AILevel && Random < (125 * (AILevel ** 2 / 64.0))
- trigger3 = (EnemyNear, MoveType = A) && (EnemyNear, StateType != C)
- value = 130
- [State 131, AI Fix]
- type = CtrlSet
- trigger1 = AILevel && NumEnemy
- value = (EnemyNear, Time >= 120 || Time >= 180)
- [State 131, Stop Guarding]
- type = ChangeState
- trigger1 = !AILevel && (ifElse(!NumExplod(94646464) && !NumExplod(92468246), ifElse(P2dist x < 0, command != "holdfwd", command != "holdback"), ifElse(P2dist x < 0, command != "holdback", command != "holdfwd")))
- trigger2 = !InGuardDist
- trigger3 = AILevel && NumEnemy
- trigger3 = EnemyNear, HitDefAttr = SCA, AT
- value = 140
- ;Air Guard
- [StateDef 132]
- type = A
- physics = N
- [State 132, ChangeAnim]
- type = ChangeAnim
- trigger1 = anim != 132
- value = 132
- [State 132, VelAdd]
- type = VelAdd
- trigger1 = 1
- y = const(movement.yAccel)
- [State 132, VarSet]
- type = VarSet
- trigger1 = 1
- sysvar(0) = (pos y >= 0 && vel y > 0)
- [State 132, VelSet]
- type = VelSet
- trigger1 = sysvar(0)
- y = 0
- [State 132, PosSet]
- type = PosSet
- trigger1 = sysvar(0)
- y = 0
- [State 132, AI Fix]
- type = CtrlSet
- trigger1 = AILevel && NumEnemy
- value = (EnemyNear, Time >= 120 || Time >= 180)
- [State 132, Jumping to Standing]
- type = ChangeState
- trigger1 = sysvar(0) && InGuardDist
- trigger1 = (!AILevel && (ifElse(!NumExplod(94646464) && !NumExplod(92468246), ifElse(P2dist x < 0, command = "holdfwd", command = "holdback"), ifElse(P2dist x < 0, command = "holdback", command = "holdfwd")))) || AILevel
- value = 130
- [State 132, Change to Falling]
- type = ChangeState
- trigger1 = sysvar(0)
- value = 52
- [State 132, Stop Guarding]
- type = ChangeState
- trigger1 = !AILevel && (ifElse(!NumExplod(94646464) && !NumExplod(92468246), ifElse(P2dist x < 0, command != "holdfwd", command != "holdback"), ifElse(P2dist x < 0, command != "holdback", command != "holdfwd")))
- trigger2 = !InGuardDist
- trigger3 = AILevel && NumEnemy
- trigger3 = EnemyNear, HitDefAttr = SCA, AT
- value = 140
- ;Guard End
- [StateDef 140]
- type = U
- physics = U
- ctrl = 1
- [State 140, ChangeAnim]
- type = ChangeAnim
- trigger1 = !Time
- value = 140 + (StateType = C) + (StateType = A) * 2
- [State 140, StateTypeSet: Standing]
- type = StateTypeSet
- trigger1 = !Time && StateType = S
- physics = S
- [State 140, StateTypeSet: Crouching]
- type = StateTypeSet
- trigger1 = !Time && StateType = C
- physics = C
- [State 140, StateTypeSet: Jumping]
- type = StateTypeSet
- trigger1 = !Time && StateType = A
- physics = A
- [State 140, Standing to Crouching]
- type = StateTypeSet
- trigger1 = !AILevel && StateType = S && (NumExplod(90000002) || NumExplod(90000001) || NumExplod(90000003))
- trigger2 = AILevel && Random < (250 * (AILevel ** 2 / 64.0))
- trigger2 = StateType = S && (EnemyNear, MoveType = A) && (EnemyNear, StateType = C)
- stateType = C
- physics = C
- [State 140, Crouching to Standing]
- type = StateTypeSet
- trigger1 = !AILevel && StateType = C && (!NumExplod(90000002) && !NumExplod(90000001) && !NumExplod(90000003))
- trigger2 = AILevel && Random < (125 * (AILevel ** 2 / 64.0))
- trigger2 = StateType = C && (EnemyNear, MoveType = A) && (EnemyNear, StateType != C)
- stateType = S
- physics = S
- [State 140, End]
- type = ChangeState
- trigger1 = !AnimTime
- value = (StateType = C) * 11 + (StateType = A) * 51
- ;Hit while Guarding (Standing)
- [StateDef 150]
- type = S
- movetype = H
- physics = N
- velSet = 0,0
- [State 150, ChangeAnim]
- type = ChangeAnim
- trigger1 = 1
- value = 150
- [State 150, End]
- type = ChangeState
- trigger1 = HitShakeOver
- value = 151 + 2 * ((!AILevel && (NumExplod(90000002) || NumExplod(90000001) || NumExplod(90000003))) || (AILevel && (EnemyNear, MoveType = A) && (EnemyNear, StateType = C)))
- [State 150, Standing to Crouching]
- type = StateTypeSet
- trigger1 = !AILevel && StateType = S && (NumExplod(90000002) || NumExplod(90000001) || NumExplod(90000003))
- trigger2 = AILevel && Random < (250 * (AILevel ** 2 / 64.0))
- stateType = C
- physics = C
- [State 150, Crouching to Standing]
- type = StateTypeSet
- trigger1 = !AILevel && StateType = C && (!NumExplod(90000002) && !NumExplod(90000001) && !NumExplod(90000003))
- trigger2 = AIlevel && Random < (125 * (AILevel ** 2 / 64.0))
- trigger2 = StateType = C && (EnemyNear, MoveType = A) && (EnemyNear, StateType != C)
- stateType = S
- physics = S
- ;Knocked Back while Guarding (Standing)
- [StateDef 151]
- type = S
- moveType = H
- physics = S
- anim = 150
- [State 151, HitVelSet]
- type = HitVelSet
- trigger1 = !Time
- x = 1
- [State 151, VelSet]
- type = VelSet
- trigger1 = Time = GetHitVar(SlideTime)
- trigger2 = HitOver
- x = 0
- [State 151, CtrlSet]
- type = CtrlSet
- trigger1 = time = GetHitVar(CtrlTime)
- value = 1
- [State 151, Standing to Crouching]
- type = StateTypeSet
- trigger1 = !AILevel && StateType = S && (NumExplod(90000002) || NumExplod(90000001) || NumExplod(90000003))
- trigger2 = AILevel && Random < (250 * (AILevel ** 2 / 64.0))
- trigger2 = StateType = S && (EnemyNear, MoveType = A) && (EnemyNear, StateType = C)
- stateType = C
- physics = C
- [State 151, Crouching to Standing]
- type = StateTypeSet
- trigger1 = !AILevel && StateType = C && (!NumExplod(90000002) && !NumExplod(90000001) && !NumExplod(90000003))
- trigger2 = AILevel && Random < (125 * (AILevel ** 2 / 64.0))
- trigger2 = StateType = C && (EnemyNear, MoveType = A) && (EnemyNear, StateType != C)
- stateType = S
- physics = S
- [State 151, End]
- type = ChangeState
- trigger1 = HitOver
- value = 130
- ctrl = 1
- ;Hit while Guarding (Crouching)
- [StateDef 152]
- type = C
- moveType = H
- physics = N
- velSet = 0,0
- [State 152, ChangeAnim]
- type = ChangeAnim
- trigger1 = 1
- value = 151
- [State 152, End]
- type = ChangeState
- trigger1 = HitShakeOver
- value = 151 + 2 * ((!AILevel && ((!NumExplod(92828282) && !NumExplod(92468246) && command = "holddown") || ((NumExplod(92828282) || NumExplod(92468246)) && command = "holdup"))) || (AILevel && (EnemyNear, MoveType = A) && (EnemyNear, StateType = C)))
- [State 152, Standing to Crouching]
- type = StateTypeSet
- trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
- trigger1 = !AILevel && StateType = S && command = "holddown"
- trigger2 = NumExplod(92828282) || NumExplod(92468246)
- trigger2 = !AILevel && StateType = S && command = "holdup"
- trigger3 = AILevel && Random < (250 * (AILevel ** 2 / 64.0))
- trigger3 = StateType = S && (EnemyNear, MoveType = A) && (EnemyNear, StateType = C)
- stateType = C
- physics = C
- [State 152, Crouching to Standing]
- type = StateTypeSet
- trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
- trigger1 = !AILevel && StateType = C && command != "holddown"
- trigger2 = NumExplod(92828282) || NumExplod(92468246)
- trigger2 = !AILevel && StateType = C && command != "holdup"
- trigger3 = AILevel && Random < (125 * (AILevel ** 2 / 64.0))
- trigger3 = StateType = C && (EnemyNear, MoveType = A) && (EnemyNear, StateType != C)
- stateType = S
- physics = S
- ;Knocked Back while Guarding (Crouching)
- [StateDef 153]
- type = C
- moveType = H
- physics = C
- anim = 151
- [State 153, HitVelSet]
- type = HitVelSet
- trigger1 = !Time
- x = 1
- [State 153, VelSet]
- type = VelSet
- trigger1 = Time = GetHitVar(SlideTime)
- trigger2 = HitOver
- x = 0
- [State 153, CtrlSet]
- type = CtrlSet
- trigger1 = Time = GetHitVar(CtrlTime)
- value = 1
- [State 153, Standing to Crouching]
- type = StateTypeSet
- trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
- trigger1 = !AILevel && StateType = S && command = "holddown"
- trigger2 = NumExplod(92828282) || NumExplod(92468246)
- trigger2 = !AILevel && StateType = S && command = "holdup"
- trigger3 = AILevel && Random < (250 * (AILevel ** 2 / 64.0))
- trigger3 = StateType = S && (EnemyNear, MoveType = A) && (EnemyNear, StateType = C)
- stateType = C
- physics = C
- [State 153, Crouching to Standing]
- type = StateTypeSet
- trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
- trigger1 = !AILevel && StateType = C && command != "holddown"
- trigger2 = NumExplod(92828282) || NumExplod(92468246)
- trigger2 = !AILevel && StateType = C && command != "holdup"
- trigger3 = AILevel && Random < (125 * (AILevel ** 2 / 64.0))
- trigger3 = StateType = C && (EnemyNear, MoveType = A) && (EnemyNear, StateType != C)
- stateType = S
- physics = S
- [State 153, End]
- type = ChangeState
- trigger1 = HitOver
- value = 131
- ctrl = 1
- ;Hit while Guarding (Jumping)
- [StateDef 154]
- type = A
- moveType = H
- physics = N
- velSet = 0,0
- [State 154, ChangeAnim]
- type = ChangeAnim
- trigger1 = 1
- value = 152
- [State 154, End]
- type = ChangeState
- trigger1 = HitShakeOver
- value = 155
- ;Knocked Back while Guarding (Jumping)
- [StateDef 155]
- type = A
- moveType = H
- physics = N
- anim = 152
- [State 155, HitVelSet]
- type = HitVelSet
- trigger1 = !Time
- x = 1
- y = 1
- [State 155, VelAdd]
- type = VelAdd
- trigger1 = 1
- y = const(movement.yAccel)
- [State 155, CtrlSet]
- type = CtrlSet
- trigger1 = Time = GetHitVar(CtrlTime)
- value = 1
- [State 155, VarSet]
- type = VarSet
- trigger1 = 1
- sysvar(0) = (pos y >= 0 && vel y > 0)
- [State 155, VelSet]
- type = VelSet
- trigger1 = sysvar(0)
- y = 0
- [State 155, PosSet]
- type = PosSet
- trigger1 = sysvar(0)
- y = 0
- [State 155, End]
- type = ChangeState
- trigger1 = sysvar(0) && InGuardDist
- trigger1 = (!AILevel && (ifElse(!NumExplod(94646464) && !NumExplod(92468246), ifElse(P2dist x < 0, command != "holdfwd", command != "holdback"), ifElse(P2dist x < 0, command != "holdback", command != "holdfwd")))) || AILevel
- value = 130
- [State 155, End]
- type = ChangeState
- trigger1 = sysvar(0)
- value = 52
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