Zeether

scopedog cns

Jul 7th, 2016
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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. ; これはKFMの定数と状態のファイルです。
  6. ; このファイルの中には注釈が散らされているので、CNSを習いたいお方は
  7. ; 読んでみたらいいです。
  8.  
  9. [Data]
  10. ;Amount of life to start with
  11. ;体力ゲージの初期値
  12. life = 3600
  13. ;attack power (more is stronger)
  14. ;攻撃ダメージ
  15. attack = 100
  16. ;defensive power (more is stronger)
  17. ;体力パワー
  18. defence = 25
  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 = 255
  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 = 50
  41. FloatPersistIndex = 40
  42.  
  43. [Size]
  44. xscale = .6 ;Horizontal scaling factor.
  45. yscale = .6 ;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 = -2 ;Set to 1 to scale projectiles too
  54. head.pos = -5, -90 ;Approximate position of head
  55. mid.pos = -5, -60 ;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 = 2.4 ;Walk forward
  61. walk.back = -2.2 ;Walk backward
  62. run.fwd = 4.6, 0 ;Run forward (x, y)
  63. run.back = -4.5,-3.8 ;Hop backward (x, y)
  64. jump.neu = 0,-8.5 ;Neutral jumping velocity (x, y)
  65. jump.back = -2.55 ;Jump back Speed (x, y)
  66. jump.fwd = 2.5 ;Jump forward Speed (x, y)
  67. runjump.back = -2.55,-8.1 ;Running jump speeds (opt)
  68. runjump.fwd = 4,-8.1 ;.
  69. airjump.neu = 0,-8.1 ;.
  70. airjump.back = -2.55 ;Air jump speeds (opt)
  71. airjump.fwd = 2.5 ;.
  72.  
  73. [Movement]
  74. airjump.num = 0 ;Number of air jumps allowed (opt)
  75. airjump.height = 35 ;Minimum distance from ground before you can air jump (opt)
  76. yaccel = .44 ;Vertical acceleration
  77. stand.friction = .85 ;Friction coefficient when standing
  78. crouch.friction = .82 ;Friction coefficient when crouching
  79.  
  80. ;---------------------------------------------------------------------------
  81. ; Variable usage:
  82. ; This is a record of the variables that KFM uses. Keeping a record of your
  83. ; variable usage helps you avoid careless mistakes later.
  84. ; var(1) - Used in kfm.cmd for combo condition (updated every tick)
  85. ; var(2) - Used in Kung Fu Throw (state 800) to remember if fwd was being
  86. ; held (remembered from state 800 through state 810).
  87.  
  88.  
  89. ;---------------------------------------------------------------------------
  90. ; Lose by Time Over
  91. ; CNS difficulty: basic
  92. ; CNS レベル: 基本
  93. [Statedef 170]
  94. type = S
  95. ctrl = 0
  96. anim = 170
  97. velset = 0,0
  98.  
  99. [State 0, PlaySnd]
  100. type = PlaySnd
  101. trigger1 = time = 0
  102. value = S6,1
  103. channel = 6
  104. ignorehitpause = 1
  105.  
  106. [State 170, 1]
  107. type = NotHitBy
  108. trigger1 = 1
  109. value = SCA
  110. time = 1
  111.  
  112. ;---------------------------------------------------------------------------
  113. ; Win state decider
  114. ; CNS difficulty: basic
  115. ; CNS レベル: 基本
  116. [Statedef 180]
  117. type = S
  118.  
  119. [State 180, 1]
  120. type = ChangeState
  121. trigger1 = time = 0
  122. value = ifelse(random<=500,181,182)
  123.  
  124. ;---------------------------------------------------------------------------
  125. ; Win pose 1 - Bow
  126. ; CNS difficulty: basic
  127. ; CNS レベル: 基本
  128. [Statedef 181]
  129. type = S
  130. ctrl = 0
  131. anim = 181
  132. velset = 0,0
  133.  
  134. [State 0, PlaySnd]
  135. type = PlaySnd
  136. trigger1 = time = 0
  137. value = S180,1
  138. ignorehitpause = 1
  139.  
  140. [State 181, 1]
  141. type = NotHitBy
  142. trigger1 = 1
  143. value = SCA
  144. time = 1
  145.  
  146. [Statedef 182]
  147. type = S
  148. ctrl = 0
  149. anim = 100
  150. velset = 0,0
  151.  
  152. [State 181, 1]
  153. type = NotHitBy
  154. trigger1 = 1
  155. value = SCA
  156. time = 1
  157.  
  158. [State 183, 押し判定]
  159. type = PlayerPush
  160. trigger1 = 1
  161. value = 0
  162. IgnoreHitPause = 1
  163. Persistent = 1
  164.  
  165. [State 183, スクロール]
  166. type = ScreenBound
  167. trigger1 = 1
  168. value = 0
  169. MoveCamera = 0,0
  170.  
  171. [State 100, 1]
  172. type = VelSet
  173. trigger1 = time >= 6
  174. x = 8
  175. [State 0, PlaySnd]
  176. type = PlaySnd
  177. trigger1 = time = 0
  178. value = S180,0
  179. ignorehitpause = 1
  180. [State 0, PlaySnd]
  181. type = PlaySnd
  182. trigger1 = time = 0
  183. value = S0,5
  184. ignorehitpause = 1
  185.  
  186. [State 0, PlaySnd]
  187. type = PlaySnd
  188. trigger1 = gametime%10 = 0
  189. value = S0,12
  190. ignorehitpause = 1
  191.  
  192. [State 100, 2] ;Prevent run from canceling into walk
  193. type = AssertSpecial
  194. trigger1 = 1
  195. flag = NoWalk
  196.  
  197. [State 100, 3] ;Prevent from turning
  198. type = AssertSpecial
  199. trigger1 = time <= 180
  200. flag = NoAutoTurn
  201. flag2 = roundnotover
  202.  
  203. ;---------------------------------------------------------------------------
  204. ; Introduction
  205. ; CNS difficulty: basic
  206. ;---------------------------------------------------------------------------
  207. ; PREINTRO
  208. [Statedef 190]
  209. type = S
  210. ctrl = 0
  211. velset = 0,0
  212.  
  213. [State 190, 2] ;Go straight to intro.
  214. type = Changestate
  215. trigger1 = time = 0
  216. value = ifelse(random<=500,191,192)
  217.  
  218. ;---------------------------------------------------------------------------
  219. ; INTRO (override this state to give character an intro)
  220. [Statedef 191]
  221. type = S
  222. ctrl = 0
  223. anim = 190
  224.  
  225. [State 0, PosSet]
  226. type = velSet
  227. trigger1 = time = 0
  228. x = -200
  229. y = 0
  230. ignorehitpause = 1
  231. ;persistent =
  232.  
  233. [State 0, PlaySnd]
  234. type = PlaySnd
  235. trigger1 = time = 0
  236. value = S0,5
  237. ignorehitpause = 1
  238.  
  239. [State 0, PlaySnd]
  240. type = PlaySnd
  241. trigger1 = time = 95
  242. trigger1 = random < 300
  243. value = S190,0
  244. channel = 15
  245. ignorehitpause = 1
  246.  
  247. [State 0, PlaySnd]
  248. type = PlaySnd
  249. triggerall = time = 95
  250. trigger1 = enemy,name = "RX78-GUNDAM"
  251. trigger1 = enemy,authorname = "mif"
  252. trigger2 = enemy,name = "RX-93-NuGundam"
  253. value = S190,1
  254. channel = 15
  255. ignorehitpause = 1
  256. [State 0, PlaySnd]
  257. type = PlaySnd
  258. triggerall = time = 95
  259. trigger1 = enemy,name = "Akemi-Homura"
  260. value = S190,5
  261. channel = 15
  262. ignorehitpause = 1
  263. [State 0, PlaySnd]
  264. type = PlaySnd
  265. triggerall = time = 95
  266. trigger1 = enemy,name = "jagi"
  267. value = S190,8
  268. channel = 15
  269. ignorehitpause = 1
  270. [State 0, PlaySnd]
  271. type = PlaySnd
  272. triggerall = time = 95
  273. trigger1 = enemy,name = "ultraman"
  274. trigger2 = enemy,name = "ultraseven"
  275. trigger3 = enemy,name ="ultraman_jack"
  276. trigger4 = enemy,name ="ultraman_A"
  277. trigger5 = enemy,name ="ultraman_tarou"
  278. trigger6 = enemy,name ="ultraman_tiga"
  279. trigger7 = enemy,name ="ultraman_dyna"
  280. trigger8 = enemy,name ="ultraman_agul"
  281. trigger9 = enemy,name ="ultraman_gaia"
  282. value = S190,3
  283. channel = 15
  284. ignorehitpause = 1
  285. [State 0, PlaySnd]
  286. type = PlaySnd
  287. triggerall = time = 95
  288. trigger1 = enemy,name = "zoffy"
  289. value = S190,2
  290. channel = 15
  291. ignorehitpause = 1
  292. [State 0, PlaySnd]
  293. type = PlaySnd
  294. triggerall = time = 95
  295. trigger1 = enemy,name = "baltan"
  296. trigger2 = enemy,name = "bullton"
  297. trigger3 = enemy,name ="baltan6"
  298. trigger4 = enemy,name ="powered_baltan"
  299. trigger5 = enemy,name ="Dark-Baltan"
  300. trigger6 = enemy,name = "QB"
  301. value = S190,ifelse(random<=500,6,7)
  302. channel = 15
  303. ignorehitpause = 1
  304. [State 0, PlaySnd]
  305. type = PlaySnd
  306. triggerall = time = 95
  307. triggerall = TeamMode = simul
  308. trigger1 = p1name = "rei"
  309. trigger2 = p3name = "rei"
  310. value = S190,9
  311. channel = 15
  312. ignorehitpause = 1
  313. [State 0, PlaySnd]
  314. type = PlaySnd
  315. triggerall = time = 95
  316. trigger1 = TeamMode = simul
  317. trigger1 = p1name = "Freeza" || p1name = "frieza"
  318. trigger2 = TeamMode = simul
  319. trigger2 = p3name = "Freeza" || p3name = "frieza"
  320. trigger3 = enemy,name = "Freeza" || enemy,name = "frieza"
  321. value = S190,10
  322. channel = 15
  323. ignorehitpause = 1
  324. [State 0, PlaySnd]
  325. type = PlaySnd
  326. triggerall = time = 95
  327. triggerall = TeamMode = simul
  328. trigger1 = p1name = "Jyubei Yagyu"
  329. trigger2 = p3name = "Jyubei Yagyu"
  330. value = S190,11
  331. channel = 15
  332. ignorehitpause = 1
  333.  
  334. [State 0, PlaySnd]
  335. type = PlaySnd
  336. triggerall = time = 95
  337. trigger1 = enemy,name = "lancer-fsd"
  338. trigger1 = enemy,authorname = "ouchi"
  339. value = S190,12
  340. channel = 15
  341. ignorehitpause = 1
  342.  
  343. [State 41, 1]
  344. type = PlaySnd
  345. trigger1 = Time = 60
  346. value = 0, 14
  347.  
  348. [State 0, PlaySnd]
  349. type = PlaySnd
  350. trigger1 = gametime%10 = 0
  351. trigger1 = time < 60
  352. value = S0,12
  353. channel = 2
  354. ignorehitpause = 1
  355.  
  356.  
  357. [State 0, PosSet]
  358. type = velSet
  359. trigger1 = time >= 40
  360. trigger1 = time < 60
  361. x = 10
  362. y = 0
  363. ignorehitpause = 1
  364. ;persistent =
  365.  
  366. [State 0, PosSet]
  367. type = velSet
  368. trigger1 = time >= 60
  369. trigger2 = time = 1
  370. x = 0
  371. y = 0
  372. ignorehitpause = 1
  373.  
  374. [State 183, 押し判定]
  375. type = PlayerPush
  376. trigger1 = 1
  377. value = 0
  378. IgnoreHitPause = 1
  379. Persistent = 1
  380.  
  381. [State 183, スクロール]
  382. type = ScreenBound
  383. trigger1 = 1
  384. value = 0
  385. MoveCamera = 0,0
  386.  
  387. [State 0, AssertSpecial]
  388. type = AssertSpecial
  389. trigger1 = 1
  390. flag = intro
  391.  
  392. [State 191, 1]
  393. type = ChangeState
  394. trigger1 = animTime = 0
  395. value = 0
  396.  
  397. ;---------------------------------------------------------------------------
  398. ; INTRO (override this state to give character an intro)
  399. [Statedef 192]
  400. type = S
  401. ctrl = 0
  402. anim = 191
  403.  
  404. [State 0, PlaySnd]
  405. type = PlaySnd
  406. trigger1 = time = 45
  407. trigger1 = random < 300
  408. value = S190,0
  409. channel = 15
  410. ignorehitpause = 1
  411.  
  412. [State 0, PlaySnd]
  413. type = PlaySnd
  414. triggerall = time = 45
  415. trigger1 = enemy,name = "RX78-GUNDAM"
  416. trigger1 = enemy,authorname = "mif"
  417. trigger2 = enemy,name = "RX-93-NuGundam"
  418. value = S190,1
  419. channel = 15
  420. ignorehitpause = 1
  421. [State 0, PlaySnd]
  422. type = PlaySnd
  423. triggerall = time = 45
  424. trigger1 = enemy,name = "ultraman"
  425. trigger2 = enemy,name = "ultraseven"
  426. trigger3 = enemy,name ="ultraman_jack"
  427. trigger4 = enemy,name ="ultraman_A"
  428. trigger5 = enemy,name ="ultraman_tarou"
  429. trigger6 = enemy,name ="ultraman_tiga"
  430. trigger7 = enemy,name ="ultraman_dyna"
  431. trigger8 = enemy,name ="ultraman_agul"
  432. trigger9 = enemy,name ="ultraman_gaia"
  433. value = S190,3
  434. channel = 15
  435. ignorehitpause = 1
  436. [State 0, PlaySnd]
  437. type = PlaySnd
  438. triggerall = time = 45
  439. trigger1 = enemy,name = "zoffy"
  440. value = S190,2
  441. channel = 15
  442. ignorehitpause = 1
  443. [State 0, PlaySnd]
  444. type = PlaySnd
  445. triggerall = time = 45
  446. trigger1 = enemy,name = "jagi"
  447. value = S190,8
  448. channel = 15
  449. ignorehitpause = 1
  450. [State 0, PlaySnd]
  451. type = PlaySnd
  452. triggerall = time = 45
  453. trigger1 = enemy,name = "baltan"
  454. trigger2 = enemy,name = "bullton"
  455. trigger3 = enemy,name ="baltan6"
  456. trigger4 = enemy,name ="powered_baltan"
  457. trigger5 = enemy,name ="Dark-Baltan"
  458. trigger6 = enemy,name = "QB"
  459. value = S190,ifelse(random<=500,6,7)
  460. channel = 15
  461. ignorehitpause = 1
  462. [State 0, PlaySnd]
  463. type = PlaySnd
  464. triggerall = time = 45
  465. triggerall = TeamMode = simul
  466. trigger1 = p1name = "rei"
  467. trigger2 = p3name = "rei"
  468. value = S190,9
  469. channel = 15
  470. ignorehitpause = 1
  471. [State 0, PlaySnd]
  472. type = PlaySnd
  473. triggerall = time = 45
  474. trigger1 = TeamMode = simul
  475. trigger1 = p1name = "Freeza"
  476. trigger2 = TeamMode = simul
  477. trigger2 = p3name = "Freeza"
  478. trigger3 = enemy,name = "Freeza"
  479. value = S190,10
  480. channel = 15
  481. ignorehitpause = 1
  482. [State 0, PlaySnd]
  483. type = PlaySnd
  484. triggerall = time = 45
  485. triggerall = TeamMode = simul
  486. trigger1 = p1name = "Jyubei Yagyu"
  487. trigger2 = p3name = "Jyubei Yagyu"
  488. value = S190,11
  489. channel = 15
  490. ignorehitpause = 1
  491.  
  492. [State 0, PlaySnd]
  493. type = PlaySnd
  494. triggerall = time = 95
  495. trigger1 = enemy,name = "lancer-fsd"
  496. trigger1 = enemy,authorname = "ouchi"
  497. value = S190,12
  498. channel = 15
  499. ignorehitpause = 1
  500.  
  501. [State 0, PosSet]
  502. type = velSet
  503. trigger1 = time = 0
  504. y = -300
  505. ;ignorehitpause =
  506. ;persistent =
  507. [State 0, PlaySnd]
  508. type = PlaySnd
  509. trigger1 = time = 21
  510. value = S0,13
  511. ignorehitpause = 1
  512. [State 0, PosSet]
  513. type = velSet
  514. trigger1 = time >= 1
  515. trigger1 = time < 21
  516. y = 15
  517. ;ignorehitpause =
  518. ;persistent =
  519. [State 0, PosSet]
  520. type = velSet
  521. trigger1 = time >= 21
  522. y = 0
  523. ;ignorehitpause =
  524. ;persistent =
  525. [State 183, 押し判定]
  526. type = PlayerPush
  527. trigger1 = 1
  528. value = 0
  529. IgnoreHitPause = 1
  530. Persistent = 1
  531.  
  532. [State 183, スクロール]
  533. type = ScreenBound
  534. trigger1 = 1
  535. value = 0
  536. MoveCamera = 0,0
  537.  
  538. [State 0, AssertSpecial]
  539. type = AssertSpecial
  540. trigger1 = 1
  541. flag = intro
  542.  
  543. [State 191, 1]
  544. type = ChangeState
  545. trigger1 = animTime = 0
  546. value = 0
  547. ; CNS difficulty: easy
  548. [Statedef 200]
  549. type = S ;State-type: S-stand, C-crouch, A-air, L-liedown
  550. movetype= A ;Move-type: A-attack, I-idle, H-gethit
  551. physics = S ;Physics: S-stand, C-crouch, A-air
  552. juggle = 1 ;Number of air juggle points move takes
  553. ;Commonly-used controllers:
  554. velset = 0,0 ;Set velocity (x,y) (Def: no change)
  555. ctrl = 0 ;Set ctrl (Def: no change)
  556. anim = 200 ;Change animation (Def: no change)
  557. poweradd = 20 ;Power to add (Def: 0)
  558. sprpriority = 2 ;Set p1's sprite layering priority to 2 (in front)
  559.  
  560. [State 200, 1]
  561. type = HitDef
  562. trigger1 = AnimElem = 2
  563. attr = S, NA ;Attribute: Standing, Normal Attack
  564. damage = 15+random/20, 3 ;Damage that move inflicts, guard damage
  565. animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light)
  566. guardflag = MA ;Flags on how move is to be guarded against
  567. hitflag = MAF ;Flags of conditions that move can hit
  568. priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
  569. ;Hit/Miss/Dodge type (Def: Hit)
  570. pausetime = 3, 8 ;Time attacker pauses, time opponent shakes
  571. sparkno = s20002
  572. guard.sparkno = s31100
  573. sparkxy = -16, -53
  574. hitsound = s3, 0
  575. guardsound = s3,1
  576. ground.type = High ;Type: High, Low, Trip (def: Normal)
  577. ground.slidetime = 5 ;Time that the opponent slides back
  578. ground.hittime = 10 ;Time opponent is in hit state
  579. ground.velocity = -4 ;Velocity at which opponent is pushed
  580. airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
  581. air.type = High ;Type: High, Low, Trip (def: same as ground.type)
  582. air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed,
  583. ;Y-velocity at which opponent is pushed
  584. air.hittime = 12 ;Time before opponent regains control in air
  585.  
  586. [State 0, VarSet]
  587. type = VelSet
  588. trigger1 = AnimElem = 2
  589. x = 3
  590.  
  591. [State 0, VarSet]
  592. type = VelSet
  593. trigger1 = AnimElem = 3
  594. x = 0
  595. [State 0, PlaySnd]
  596. type = PlaySnd
  597. trigger1 = time = 0
  598. value = S2,8
  599.  
  600.  
  601. [State 200, 7]
  602. type = ChangeState
  603. trigger1 = AnimTime = 0
  604. value = 0
  605. ctrl = 1
  606.  
  607. ; out that controller, then hit someone with this attack.
  608. [Statedef 205]
  609. type = S
  610. movetype= A
  611. physics = S
  612. juggle = 4
  613. poweradd= 65
  614. ctrl = 0
  615. velset = 0,0
  616. anim = 205
  617. sprpriority = 2
  618. [State 0, VarSet]
  619. type = VelSet
  620. trigger1 = AnimElem = 2
  621. x = 6
  622.  
  623. [State 0, VarSet]
  624. type = VelSet
  625. trigger1 = AnimElem = 3
  626. x = 0
  627. [State 0, PlaySnd]
  628. type = PlaySnd
  629. trigger1 = time = 0
  630. value = S2,8
  631.  
  632. [State 210, 2]
  633. type = HitDef
  634. trigger1 = AnimElem = 2
  635. attr = S, NA
  636. animtype = Medium
  637. damage = 20+random/20,3
  638. guardflag = MA
  639. pausetime = 5,15
  640. sparkno = s31010+(Random%3)
  641. guard.sparkno = s31100
  642. sparkxy = -5,-40
  643. hitsound = s3,2
  644. guardsound = s3,1
  645. ground.type = High
  646. ground.slidetime = 12
  647. ground.hittime = 13
  648. ground.velocity = -5.5
  649. air.velocity = -2.5,-4
  650.  
  651. [State 210, 5]
  652. type = ChangeState
  653. trigger1 = AnimTime = 0
  654. value = 0
  655. ctrl = 1
  656.  
  657. [Statedef 206]
  658. type = S
  659. movetype= A
  660. physics = S
  661. poweradd= 70
  662. ctrl = 0
  663. sprpriority = 2
  664. anim = 206
  665. [State 0, HitBy]
  666. type = HitBy
  667. trigger1 = 1
  668. value =
  669. ;value2 = S,NA
  670. time = 1
  671. ignorehitpause = 1
  672. ;persistent =
  673.  
  674. [State 0, VarSet]
  675. type = VelSet
  676. trigger1 = time>= 0
  677. trigger1 = time < 15
  678. x = 5
  679.  
  680. [State 0, VarSet]
  681. type = VelSet
  682. trigger1 = AnimElem = 4
  683. x = 8
  684.  
  685. [State 0, VarSet]
  686. type = VelSet
  687. trigger1 = AnimElem = 5
  688. x = 0
  689. [State 0, PlaySnd]
  690. type = PlaySnd
  691. trigger1 = time = 10
  692. value = S2,8
  693.  
  694. [State 210, 2]
  695. type = HitDef
  696. trigger1 = AnimElem = 4
  697. attr = S, NA
  698. animtype = Medium
  699. damage = 40+random/20,3
  700. guardflag = MA
  701. pausetime = 5,15
  702. sparkno = s31010+(Random%3)
  703. guard.sparkno = s31100
  704. sparkxy = -5,-40
  705. hitsound = s3,2
  706. guardsound = s3,1
  707. ground.type = High
  708. ground.slidetime = 12
  709. ground.hittime = 13
  710. ground.velocity = -5.5
  711. air.velocity = -2.5,-4
  712.  
  713. [State 0];アーマー体力増減
  714. type = LifeAdd
  715. trigger1 = Helper(207),GetHitVar(damage) < 800
  716. value = -Helper(207),GetHitVar(damage)
  717. kill = 0
  718. absolute = 1
  719.  
  720. [State 0, Helper]
  721. type = Helper
  722. trigger1 = !numhelper(207)
  723. helpertype = normal ;player
  724. stateno = 207
  725. id = 207
  726. pos = 0,0
  727. postype = p1 ;p2,front,back,left,right
  728. facing = 1
  729. keyctrl = 0
  730. ownpal = 0
  731. supermovetime = 0
  732. pausemovetime = 0
  733.  
  734. [State 440, 4]
  735. type = ChangeState
  736. trigger1 = AnimTime = 0
  737. value = 0
  738. ctrl = 1
  739.  
  740. [Statedef 207]
  741. type = S
  742. movetype= I
  743. physics = S
  744. poweradd= 0
  745. ctrl = 0
  746. sprpriority = 2
  747. anim= 206
  748. [State 0, BindToRoot]
  749. type = BindToRoot
  750. trigger1 = 1
  751. ;time = 1
  752. ;facing = 0
  753. pos = 0,0
  754. ignorehitpause = 1
  755. ;persistent =
  756. [State 0, Turn]
  757. type = Turn
  758. trigger1 = facing != root,facing
  759. ignorehitpause = 1
  760. ;persistent =
  761. [State 0, AssertSpecial]
  762. type = AssertSpecial
  763. trigger1 = ishelper(207)
  764. flag = noshadow
  765. flag2 = invisible
  766. ignorehitpause = 1
  767. [State 0, HitOverride]
  768. type = HitOverride
  769. trigger1 = 1
  770. attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
  771. slot = 0
  772. stateno = 3001
  773. time = -1
  774. forceair = 0
  775. ignorehitpause = 1
  776. ;persistent =
  777. [State 0, NotHitBy]
  778. type = NotHitBy
  779. trigger1 = ishelper(207)
  780. trigger1 = time = 0
  781. value = SCA,AA,AP,AT
  782. time = 6
  783. ignorehitpause = 1
  784. [State 0, NotHitBy]
  785. type = NotHitBy
  786. trigger1 = ishelper(207)
  787. value2 = ,NT,ST,HT
  788. time = -1
  789. ignorehitpause = 1
  790. ;persistent =
  791. [State 0, DestroySelf]
  792. type = DestroySelf
  793. trigger1 = root,stateno != 206
  794. ignorehitpause = 1
  795. ;persistent =
  796.  
  797. [Statedef 210]
  798. type = S
  799. movetype= A
  800. physics = S
  801. juggle = 1
  802. velset = 0,0
  803. ctrl = 0
  804. anim = 210
  805. poweradd = 25
  806. sprpriority = 2
  807. [State 0, PlaySnd]
  808. type = PlaySnd
  809. trigger1 = AnimElem = 3
  810. trigger2 = AnimElem = 9
  811. value = S0,7
  812. ignorehitpause = 1
  813. ;persistent =
  814. [State -3, 0];ランダムスイッチ
  815. type = VarRandom
  816. trigger1 = 1
  817. v = 0
  818. range = 0,1
  819.  
  820. [State 210, 1]
  821. type = PlaySnd
  822. triggerall = Var(0) = 0
  823. trigger1 = Time = 0
  824. value = s5, 1
  825. channel = 0
  826.  
  827. [State 1060,***]
  828. type = Explod
  829. trigger1 = AnimElem = 3
  830. trigger2 = AnimElem = 9
  831. anim = 11510
  832. id = 11510
  833. pos = 95,-45
  834. postype = p1
  835. scale = 0.5, 0.5
  836. sprpriority = 5
  837. bindtime = 18
  838. removetime = -2
  839. ownpal = 1
  840. removeongethit = 1
  841.  
  842. [State ,Proj]
  843. type = Projectile
  844. trigger1 = AnimElem = 3
  845. trigger2 = AnimElem = 9
  846. projanim = 11531
  847. projhitanim = 11540
  848. projcancelanim = 11540
  849. projID = 10000
  850. projremove = 4
  851. projremovetime = 100
  852. projsprpriority = 3
  853. projheightbound = -4444444,4444444
  854. projedgebound = 4444444
  855. projstagebound = 4444444
  856. projmisstime = 1
  857. projscale = .5,.5
  858. postype = P1
  859. offset = 60,-44
  860. velocity = 15,0
  861. numhits = 1
  862. attr = A, NA
  863. damage = 6+random/20,5
  864. guardflag = HA
  865. priority = 3
  866. pausetime = 0,1
  867. sparkno = -1;s30000
  868. sparkxy = -20,-7
  869. hitsound = S0, 10
  870. guardsound = S0, 10
  871. ground.type = High
  872. ground.slidetime = 5
  873. ground.hittime = 12
  874. ground.velocity = -4,0
  875. air.velocity = -4,-1.1
  876. palfx.time = 25
  877. palfx.mul = 200,200,200
  878. palfx.add = 200,50,50
  879. palfx.sinadd = 175,25,5,4
  880. fall.recover = 0
  881. guard.dist = 160
  882. supermovetime = 9999999999999
  883. pausemovetime = 9999999999999
  884. ignorehitpause = 1
  885.  
  886. [State 210, 7]
  887. type = ChangeState
  888. trigger1 = AnimTime = 0
  889. value = 0
  890. ctrl = 1
  891.  
  892. [Statedef 215]
  893. type = S
  894. movetype= A
  895. physics = S
  896. juggle = 1
  897. ctrl = 0
  898. anim = 215
  899. poweradd = 25
  900. sprpriority = 2
  901. [State 0, PlaySnd]
  902. type = PlaySnd
  903. trigger1 = AnimElem = 3
  904. value = S0,11
  905. ignorehitpause = 1
  906.  
  907. [State -3, 0];ランダムスイッチ
  908. type = VarRandom
  909. trigger1 = 1
  910. v = 0
  911. range = 0,1
  912.  
  913. [State 210, 1]
  914. type = PlaySnd
  915. triggerall = Var(0) = 0
  916. trigger1 = Time = 0
  917. value = s5, 1
  918. channel = 0
  919.  
  920. [State 1060,***]
  921. type = Explod
  922. trigger1 = AnimElem = 3
  923. trigger2 = AnimElem = 7
  924. trigger3 = AnimElem = 11
  925. trigger4 = AnimElem = 15
  926. trigger5 = AnimElem = 19
  927. trigger6 = AnimElem = 23
  928. trigger7 = AnimElem = 27
  929. anim = 11510
  930. id = 11510
  931. pos = 70,-35
  932. postype = p1
  933. scale = 0.5, 0.5
  934. sprpriority = 5
  935. bindtime = 18
  936. removetime = -2
  937. ownpal = 1
  938. removeongethit = 1
  939.  
  940. [State ,Proj]
  941. type = Projectile
  942. trigger1 = AnimElem = 3
  943. trigger2 = AnimElem = 5
  944. trigger3 = AnimElem = 7
  945. trigger4 = AnimElem = 9
  946. trigger5 = AnimElem = 11
  947. trigger6 = AnimElem = 13
  948. trigger7 = AnimElem = 15
  949. trigger8 = AnimElem = 17
  950. trigger9 = AnimElem = 19
  951. trigger10 = AnimElem = 21
  952. trigger11 = AnimElem = 23
  953. trigger12 = AnimElem = 25
  954. trigger13 = AnimElem = 27
  955. projanim = 11531
  956. projhitanim = 11540
  957. projcancelanim = 11540
  958. projID = 10000
  959. projremove = 4
  960. projremovetime = 100
  961. projsprpriority = 3
  962. projheightbound = -4444444,4444444
  963. projedgebound = 4444444
  964. projstagebound = 4444444
  965. projmisstime = 1
  966. projscale = .5,.5
  967. postype = P1
  968. offset = 60,-35
  969. velocity = 15,ifelse(gametime%3,random/400,-random/500)
  970. numhits = 1
  971. attr = A, NA
  972. damage = 1+random/30,3
  973. guardflag = HA
  974. priority = 3
  975. pausetime = 0,1
  976. sparkno = -1;s30000
  977. sparkxy = -20,-7
  978. hitsound = S0, 10
  979. guardsound = S0, 10
  980. ground.type = High
  981. ground.slidetime = 5
  982. ground.hittime = 12
  983. ground.velocity = -4,0
  984. air.velocity = -4,-1.1
  985. palfx.time = 25
  986. palfx.mul = 200,200,200
  987. palfx.add = 200,50,50
  988. palfx.sinadd = 175,25,5,4
  989. fall.recover = 0
  990. guard.dist = 160
  991. supermovetime = 9999999999999
  992. pausemovetime = 9999999999999
  993. ignorehitpause = 1
  994.  
  995. [State 210, 7]
  996. type = ChangeState
  997. trigger1 = AnimTime = 0
  998. value = 0
  999. ctrl = 1
  1000.  
  1001. [Statedef 220]
  1002. type = S
  1003. movetype= A
  1004. physics = S
  1005. juggle = 1
  1006. velset = 0,0
  1007. ctrl = 0
  1008. anim = 220
  1009. poweradd = 25
  1010. sprpriority = 2
  1011. [State 0, PlaySnd]
  1012. type = PlaySnd
  1013. trigger1 = AnimElem = 3
  1014. trigger2 = AnimElem = 5
  1015. value = S0,7
  1016. ignorehitpause = 1
  1017. ;persistent =
  1018. [State -3, 0];ランダムスイッチ
  1019. type = VarRandom
  1020. trigger1 = 1
  1021. v = 0
  1022. range = 0,1
  1023.  
  1024. [State 210, 1]
  1025. type = PlaySnd
  1026. triggerall = Var(0) = 0
  1027. trigger1 = Time = 0
  1028. value = s5, 1
  1029. channel = 0
  1030. [State 600,***]
  1031. type = Explod
  1032. trigger1 = AnimElem = 3
  1033. trigger2 = AnimElem = 5
  1034. anim = 207
  1035. id = 207
  1036. pos = 5,-40
  1037. postype = p1
  1038. sprpriority = 8
  1039. bindtime = 1
  1040. removetime = 10
  1041. ownpal = 1
  1042. size.xscale = 0.5
  1043. size.yscale = 0.5
  1044. [State ,Proj]
  1045. type = Projectile
  1046. trigger1 = AnimElem = 3
  1047. trigger2 = AnimElem = 5
  1048. projanim = 1101
  1049. projhitanim=11540
  1050. projID = 10000
  1051. projremove = 2
  1052. projremovetime = 100
  1053. projsprpriority = 3
  1054. projheightbound = -4444444,4444444
  1055. projedgebound = 4444444
  1056. projstagebound = 4444444
  1057. projmisstime = 1
  1058. projscale = .5,.5
  1059. postype = P1
  1060. offset = 5,-40
  1061. velocity = 10,ifelse(random<=500,-4,-6)
  1062. numhits = 1
  1063. attr = A, NA
  1064. damage = 20+random/20,5
  1065. guardflag = HA
  1066. priority = 3
  1067. pausetime = 0,3
  1068. sparkno = -1
  1069. sparkxy = -20,-7
  1070. hitsound = S3, 5
  1071. guardsound = S3, 5
  1072. ground.type = High
  1073. ground.slidetime = 5
  1074. ground.hittime = 12
  1075. ground.velocity = -4,0
  1076. air.velocity = -4,-1.1
  1077. palfx.time = 25
  1078. palfx.mul = 200,200,200
  1079. palfx.add = 200,50,50
  1080. palfx.sinadd = 175,25,5,4
  1081. fall.recover = 0
  1082. guard.dist = 160
  1083. supermovetime = 9999999999999
  1084. pausemovetime = 9999999999999
  1085. ignorehitpause = 1
  1086. fall=1
  1087.  
  1088. [State 210, 7]
  1089. type = ChangeState
  1090. trigger1 = AnimTime = 0
  1091. value = 0
  1092. ctrl = 1
  1093.  
  1094. [Statedef 225]
  1095. type = S
  1096. movetype= A
  1097. physics = S
  1098. juggle = 1
  1099. velset = 0,0
  1100. ctrl = 0
  1101. anim = 225
  1102. poweradd = 25
  1103. sprpriority = 2
  1104. [State 0, PlaySnd]
  1105. type = PlaySnd
  1106. trigger1 = AnimElem = 3
  1107. trigger2 = AnimElem = 5
  1108. value = S0,7
  1109. ignorehitpause = 1
  1110.  
  1111. [State 4100,1]];←ヘルパーを呼び出す
  1112. type = Helper
  1113. trigger1 = time = 10
  1114. trigger2 = time = 20
  1115. trigger3 = time = 30
  1116. id = 226
  1117. name = "Baz"
  1118. sprpriority = 6
  1119. pos = 34,-76
  1120. postype = p1
  1121. facing = 1
  1122. stateno = 226;←呼び出されたヘルパーはこのステートから始まる
  1123. helpertype = normal;normal
  1124. keyctrl = 0
  1125. ownpal = 1
  1126. size.xscale = 0.35
  1127. size.yscale = 0.35
  1128.  
  1129. [State 600,***]
  1130. type = Explod
  1131. trigger1 = time = 10
  1132. trigger2 = time = 20
  1133. anim = 207
  1134. id = 207
  1135. pos = 20,-66
  1136. postype = p1
  1137. sprpriority = 8
  1138. bindtime = 1
  1139. removetime = 10
  1140. ownpal = 1
  1141. size.xscale = 0.8
  1142. size.yscale = 0.8
  1143.  
  1144. ;persistent =
  1145. [State -3, 0];ランダムスイッチ
  1146. type = VarRandom
  1147. trigger1 = 1
  1148. v = 0
  1149. range = 0,1
  1150.  
  1151. [State 210, 1]
  1152. type = PlaySnd
  1153. triggerall = Var(0) = 0
  1154. trigger1 = Time = 0
  1155. value = s5, 1
  1156. channel = 0
  1157.  
  1158.  
  1159. [State 210, 7]
  1160. type = ChangeState
  1161. trigger1 = AnimTime = 0
  1162. value = 0
  1163. ctrl = 1
  1164.  
  1165. ;-------------------------------------------------------------------------------------
  1166. ;バズーカ 弾
  1167. [Statedef 226]
  1168. type = S
  1169. movetype = A
  1170. physics = N
  1171. ctrl = 0
  1172. anim = 1102
  1173. sprpriority = 8
  1174.  
  1175. [State 215, 3]
  1176. type = ScreenBound
  1177. trigger1 = 1
  1178. value = 0
  1179.  
  1180. [State 1101, 上昇]
  1181. type = Velset
  1182. trigger1 = time = 0
  1183. x = 6
  1184. y = -2+(random%2=0)/1.5
  1185.  
  1186. [State 215, 3]
  1187. type = SprPriority
  1188. trigger1 = 1
  1189. value = 8
  1190.  
  1191. [State 210, 1]
  1192. type = PlaySnd
  1193. trigger1 = Time = 1
  1194. value = s4, 5
  1195.  
  1196.  
  1197. [State 215, 2]
  1198. type = HitDef
  1199. trigger1 = time = 0
  1200. attr = A, SP
  1201. damage =2+random/100,1+random/100
  1202. guardflag = H
  1203. priority = 3
  1204. pausetime = 0,13
  1205. sparkno = S288
  1206. guard.sparkno = S288
  1207. sparkxy = -20,0
  1208. hitsound = s2,9
  1209. guardsound = s2,4
  1210. ground.type = High
  1211. ground.slidetime = 5
  1212. ground.hittime = 12
  1213. ground.velocity = -4,-6
  1214. air.velocity = -4.5,-4.5
  1215. palfx.time = 25
  1216. palfx.mul = 200,200,200
  1217. palfx.add = 200,50,50
  1218. palfx.sinadd = 175,25,5,4
  1219. fall = 1
  1220. fall.recover = 0
  1221.  
  1222. [State 600,***]
  1223. type = Explod
  1224. trigger1 = time = 0
  1225. trigger2 = gametime%5 = 0
  1226. anim = 292
  1227. id = 292
  1228. pos = 5,0
  1229. postype = p1
  1230. sprpriority = 8
  1231. bindtime = -1
  1232. removetime = 6
  1233. ownpal = 1
  1234. scale = .2,.2
  1235.  
  1236. [State 215, 3]
  1237. type = EnvShake
  1238. trigger1 = MoveContact = 1
  1239. time = 3
  1240. freq = 70
  1241. ampl = -2
  1242.  
  1243. [State 410, 4]
  1244. type = ChangeState
  1245. trigger1 = movehit = 1
  1246. trigger2 = MoveGuarded = 1
  1247. value = 232
  1248. ctrl = 0
  1249.  
  1250. [State 215, 3]
  1251. type = destroyself
  1252. trigger1 = Animtime = 0
  1253.  
  1254. ;バズーカ
  1255. [Statedef 230]
  1256. type = S
  1257. movetype= A
  1258. physics = S
  1259. juggle = 6
  1260. poweradd= 50
  1261. ctrl = 0
  1262. anim = 230
  1263. sprpriority = 9999999
  1264.  
  1265. [State 210, 1]
  1266. type = PlaySnd
  1267. trigger1 = Time = 1
  1268. value = s0, 2
  1269.  
  1270. [State -3, 0];ランダムスイッチ
  1271. type = VarRandom
  1272. trigger1 = 1
  1273. v = 0
  1274. range = 0,2
  1275.  
  1276. [State 210, 1]
  1277. type = PlaySnd
  1278. triggerall = Var(0) = 0
  1279. trigger1 = Time = 1
  1280. value = s6, 0
  1281. channel = 0
  1282.  
  1283. [State 210, 1]
  1284. type = PlaySnd
  1285. triggerall = Var(0) = 1
  1286. trigger1 = Time = 1
  1287. value = s5, 0
  1288. channel = 0
  1289.  
  1290.  
  1291. [State 210, 1]
  1292. type = PlaySnd
  1293. trigger1 = time = 10
  1294. trigger2 = time = 20
  1295. value = 111, 1
  1296.  
  1297. [State 4100,1]];←ヘルパーを呼び出す
  1298. type = Helper
  1299. trigger1 = time = 10
  1300. trigger2 = time = 20
  1301. id = 231
  1302. name = "Baz"
  1303. sprpriority = 6
  1304. pos = 30,-32
  1305. postype = p1
  1306. facing = 1
  1307. stateno = 231;←呼び出されたヘルパーはこのステートから始まる
  1308. helpertype = normal;normal
  1309. keyctrl = 0
  1310. ownpal = 1
  1311. size.xscale = 0.5
  1312. size.yscale = 0.5
  1313.  
  1314. [State 600,***]
  1315. type = Explod
  1316. trigger1 = time = 10
  1317. trigger2 = time = 20
  1318. anim = 207
  1319. id = 207
  1320. pos = 30,-32
  1321. postype = p1
  1322. sprpriority = 8
  1323. bindtime = 1
  1324. removetime = 10
  1325. ownpal = 1
  1326. size.xscale = 0.5
  1327. size.yscale = 0.5
  1328.  
  1329. [State 410, 4]
  1330. type = ChangeState
  1331. trigger1 = AnimTime = 0
  1332. value = 0
  1333. ctrl = 1
  1334. ;-------------------------------------------------------------------------------------
  1335. ;バズーカ 弾
  1336. [Statedef 231]
  1337. type = S
  1338. movetype = A
  1339. physics = N
  1340. ctrl = 0
  1341. anim = 290
  1342. sprpriority = 8
  1343.  
  1344. [State 215, 3]
  1345. type = ScreenBound
  1346. trigger1 = 1
  1347. value = 0
  1348.  
  1349. [State 215, 1]
  1350. type = Velset
  1351. trigger1 = AnimElem = 1
  1352. x = 4
  1353. y = 0
  1354.  
  1355. [State 215, 1]
  1356. type = Veladd
  1357. trigger1 = time >= 1
  1358. x = 0.2
  1359. y = 0
  1360.  
  1361. [State 1101, 上昇]
  1362. type = Velset
  1363. triggerall = P2BodyDist Y < -15
  1364. trigger1 = time <=10
  1365. y = -0.2
  1366.  
  1367. [State 1101, 上昇]
  1368. type = Velset
  1369. triggerall = P2BodyDist Y > 15
  1370. trigger1 = time <=10
  1371. y = 0.2
  1372.  
  1373. [State 215, 3]
  1374. type = SprPriority
  1375. trigger1 = 1
  1376. value = 8
  1377.  
  1378. [State 210, 1]
  1379. type = PlaySnd
  1380. trigger1 = Time = 1
  1381. value = s4, 5
  1382.  
  1383.  
  1384. [State 215, 2]
  1385. type = HitDef
  1386. trigger1 = time = 0
  1387. attr = A, SP
  1388. damage =2+random/100,1+random/100
  1389. guardflag = H
  1390. priority = 3
  1391. pausetime = 0,13
  1392. sparkno = S288
  1393. guard.sparkno = S288
  1394. sparkxy = -20,0
  1395. hitsound = s2,9
  1396. guardsound = s2,4
  1397. ground.type = High
  1398. ground.slidetime = 5
  1399. ground.hittime = 12
  1400. ground.velocity = -4,-6
  1401. air.velocity = -4.5,-4.5
  1402. palfx.time = 25
  1403. palfx.mul = 200,200,200
  1404. palfx.add = 200,50,50
  1405. palfx.sinadd = 175,25,5,4
  1406. fall = 1
  1407. fall.recover = 0
  1408.  
  1409. [State 600,***]
  1410. type = Explod
  1411. trigger1 = time = 0
  1412. trigger2 = gametime%5 = 0
  1413. anim = 291
  1414. id = 291
  1415. pos = 5,0
  1416. postype = p1
  1417. sprpriority = 8
  1418. bindtime = -1
  1419. removetime = 6
  1420. ownpal = 1
  1421. scale = .2,.2
  1422.  
  1423. [State 215, 3]
  1424. type = EnvShake
  1425. trigger1 = MoveContact = 1
  1426. time = 3
  1427. freq = 70
  1428. ampl = -2
  1429.  
  1430. [State 410, 4]
  1431. type = ChangeState
  1432. trigger1 = movehit = 1
  1433. trigger2 = MoveGuarded = 1
  1434. value = 232
  1435. ctrl = 0
  1436.  
  1437. [State 215, 3]
  1438. type = destroyself
  1439. trigger1 = Animtime = 0
  1440.  
  1441. ;-------------------------------------------------------------------------------------
  1442. ;バズーカ 弾2
  1443. [Statedef 232]
  1444. type = S
  1445. movetype = A
  1446. physics = S
  1447. ctrl = 0
  1448. anim = 295
  1449. sprpriority = 8
  1450.  
  1451. [State 700,***]
  1452. type = RemoveExplod
  1453. trigger1 = 1
  1454. id = 291
  1455.  
  1456. [State 1101, 上昇]
  1457. type = Velset
  1458. trigger1 = time = 0
  1459. x = 0
  1460. y = 0
  1461.  
  1462. [State 210, 1]
  1463. type = PlaySnd
  1464. trigger1 = Time = 1
  1465. value = s2, 7
  1466.  
  1467. [State 215, 3]
  1468. type = ScreenBound
  1469. trigger1 = 1
  1470. value = 0
  1471.  
  1472. [State 215, 1]
  1473. type = Velset
  1474. trigger1 = AnimElem = 1
  1475. x = 4
  1476. y = 0
  1477.  
  1478. [State 215, 1]
  1479. type = Veladd
  1480. trigger1 = time >= 1
  1481. x = 0.2
  1482. y = 0
  1483.  
  1484. [State 215, 3]
  1485. type = SprPriority
  1486. trigger1 = 1
  1487. value = 8
  1488.  
  1489.  
  1490. [State 215, 2]
  1491. type = HitDef
  1492. trigger1 = time = 1
  1493. attr = A, SP
  1494. damage =60+random/20,12+random/20
  1495. guardflag = H
  1496. priority = 7
  1497. pausetime = 0,13
  1498. sparkno = -1;S292
  1499. guard.sparkno = -1;S292
  1500. sparkxy = -20,0
  1501. hitsound = s2,7
  1502. guardsound = s2,7
  1503. ground.type = High
  1504. ground.slidetime = 5
  1505. ground.hittime = 12
  1506. ground.velocity = -4,-6
  1507. air.velocity = -4.5,-4.5
  1508. palfx.time = 25
  1509. palfx.mul = 200,200,200
  1510. palfx.add = 200,50,50
  1511. palfx.sinadd = 175,25,5,4
  1512. fall = 1
  1513. fall.recover = 0
  1514.  
  1515. [State 215, 3]
  1516. type = EnvShake
  1517. trigger1 = MoveContact = 1
  1518. time = 3
  1519. freq = 70
  1520. ampl = -2
  1521.  
  1522.  
  1523. [State 215, 3]
  1524. type = destroyself
  1525. trigger1 = Animtime = 0
  1526.  
  1527. [Statedef 240]
  1528. type = S
  1529. physics = S
  1530. anim = 240
  1531. ctrl = 0
  1532. sprpriority = -1
  1533. [State ]
  1534. type=Helper
  1535. trigger1=time>=10
  1536. trigger1=gametime%3=0
  1537. helpertype=normal
  1538. name="kijyu"
  1539. pos=30,-32
  1540. ID=241
  1541. postype=p1
  1542. stateno=241
  1543. [State 600,***]
  1544. type = Explod
  1545. trigger1=time>=10
  1546. trigger1=gametime%6=0
  1547. anim = 207
  1548. id = 207
  1549. pos = 30,-32
  1550. postype = p1
  1551. sprpriority = 8
  1552. bindtime = 1
  1553. removetime = 10
  1554. ownpal = 1
  1555. size.xscale = 0.5
  1556. size.yscale = 0.5
  1557.  
  1558. [State 0, PlaySnd]
  1559. type = PlaySnd
  1560. trigger1 = time = 0
  1561. value = S111,0
  1562. channel = 6
  1563. ignorehitpause = 1
  1564.  
  1565. [State 410, 4]
  1566. type = ChangeState
  1567. trigger1 = animtime = 0
  1568. value = 0
  1569. ctrl = 1
  1570.  
  1571. [Statedef 241]
  1572. type=S
  1573. movetype=A
  1574. physics=S
  1575. ctrl=0
  1576. anim=241
  1577. sprpriority=6
  1578.  
  1579. [State ]
  1580. type=AngleDraw
  1581. trigger1=1
  1582. scale=1,1
  1583.  
  1584. [State ]
  1585. type=VelSet
  1586. trigger1=1
  1587. x=25
  1588. y=ifelse(gametime%3,random/400,-random/500)
  1589.  
  1590. [State ]
  1591. type=AssertSpecial
  1592. trigger1=1
  1593. flag=noshadow
  1594.  
  1595. [State ]
  1596. type=Trans
  1597. trigger1=1
  1598. trans=addalpha
  1599. alpha=256,256
  1600.  
  1601. [State ]
  1602. type=HitDef
  1603. trigger1=!movecontact&&!movereversed
  1604. damage=3+random/100,1+random/100
  1605. attr=S,NP
  1606. animtype=light
  1607. guardflag=MA
  1608. hitflag=MAFD
  1609. priority=7,Hit
  1610. sparkno=-1
  1611. hitsound=-1
  1612. guardsound=-1
  1613. ground.slidetime=0
  1614. ground.hittime=0
  1615. ground.velocity=-1
  1616. air.velocity=-1,1
  1617. guard.sparkno=-1
  1618. yaccel=.51
  1619. fall.recover=1
  1620. fall.recovertime=10
  1621. ground.cornerpush.veloff=0
  1622. getpower=0,0
  1623.  
  1624. [State ]
  1625. type=Helper
  1626. trigger1=movecontact||movereversed
  1627. helpertype=normal
  1628. name="sen1"
  1629. ID=7104
  1630. postype=p2
  1631. stateno=7104
  1632. POS = 20,-40
  1633. supermovetime=100
  1634. pausemovetime=100
  1635.  
  1636. [State ]
  1637. type=Helper
  1638. trigger1=movecontact||movereversed
  1639. helpertype=normal
  1640. name="sen2"
  1641. ID=7104
  1642. postype=p2
  1643. stateno=7104
  1644. POS = 20,-40
  1645. supermovetime=100
  1646. pausemovetime=100
  1647.  
  1648. [State ]
  1649. type=Helper
  1650. trigger1=movecontact||movereversed
  1651. helpertype=normal
  1652. name="sen3"
  1653. ID=7104
  1654. postype=p2
  1655. stateno=7104
  1656. POS = 20,-40
  1657. supermovetime=100
  1658. pausemovetime=100
  1659.  
  1660. [State ]
  1661. type=Helper
  1662. trigger1=movecontact||movereversed
  1663. helpertype=normal
  1664. name="sen4"
  1665. ID=7104
  1666. postype=p2
  1667. stateno=7104
  1668. POS = 20,-40
  1669. supermovetime=100
  1670. pausemovetime=100
  1671.  
  1672. [State ]
  1673. type=DestroySelf
  1674. trigger1=movecontact||time=120
  1675.  
  1676.  
  1677. [Statedef 300]
  1678. type = S
  1679. physics = S
  1680. anim = 300
  1681. ctrl = 0
  1682. sprpriority = -1
  1683.  
  1684.  
  1685. [State 900, BC拡大演出]
  1686. type = AngleDraw
  1687. triggerall = var(59) <= 0
  1688. trigger1 = command = "holdfwd"
  1689. trigger2 = command = "holdback"
  1690. value = 0
  1691. scale = 1-fvar(2),1-fvar(2)
  1692. ignorehitpause = 1
  1693.  
  1694. [State 900, BC拡大演出];AI用記述
  1695. type = AngleDraw
  1696. triggerall = var(59) >= 1 && RoundState = 2
  1697. trigger1 = EnemyNear,Facing != Facing &&(p2bodydist X > 52 || BackEdgeBodyDist < 20)
  1698. trigger2 = EnemyNear,Facing = Facing
  1699. value = 0
  1700. scale = 1-fvar(2),1-fvar(2)
  1701. ignorehitpause = 1
  1702.  
  1703.  
  1704. [State 0, VarAdd]
  1705. type = Varset
  1706. trigger1 = time = 0
  1707. fv = 2
  1708. value = 0
  1709. ignorehitpause = 1
  1710. ;persistent =
  1711.  
  1712. [State 0, VarAdd]
  1713. type = VarAdd
  1714. trigger1 = time <= 15
  1715. fv = 2
  1716. value = .02
  1717. ignorehitpause = 1
  1718. ;persistent =
  1719.  
  1720. [State 0, VarAdd]
  1721. type = VarAdd
  1722. trigger1 = time > 15
  1723. fv = 2
  1724. value = -.02
  1725. ignorehitpause = 1
  1726. ;persistent =
  1727.  
  1728. [State 41,1]
  1729. type = AssertSpecial
  1730. trigger1 =1
  1731. flag = noautoturn
  1732.  
  1733. [State 41, 1]
  1734. type = PlaySnd
  1735. trigger1 = Time = 1
  1736. value = 0, 14
  1737.  
  1738. [State 41, 1]
  1739. type = PlaySnd
  1740. trigger1 = Time = 0
  1741. trigger1 = random < 200
  1742. value = 6, 2
  1743.  
  1744. [State 0, Turn]
  1745. type = Turn
  1746. trigger1 = time >18
  1747. trigger1 = facing = enemy,facing
  1748. ignorehitpause = 1
  1749. ;persistent =
  1750.  
  1751.  
  1752. [State 41, 2]
  1753. type = Veladd
  1754. triggerall = var(59) <= 0
  1755. triggerall = time >=6
  1756. triggerall = var(7)
  1757. trigger1 = command = "holdfwd"
  1758. x = 1.5
  1759.  
  1760. [State 41, 2]
  1761. type = Velset
  1762. triggerall = var(59) <= 0
  1763. triggerall = time >=6
  1764. triggerall = var(7)
  1765. trigger1 = command = "holdfwd"
  1766. x = 6.5
  1767.  
  1768. [State 41, 2]
  1769. type = Velset
  1770. triggerall = var(59) <= 0
  1771. triggerall = time >18
  1772. triggerall = var(7)
  1773. trigger1 = command = "holdfwd"
  1774. trigger1 = facing != enemy,facing
  1775. x = -2
  1776.  
  1777. [State 41, 2]
  1778. type = Veladd
  1779. triggerall = var(59) <= 0
  1780. triggerall = time >=6
  1781. triggerall = var(7)
  1782. trigger1 = command = "holdback"
  1783. x = -1.5
  1784.  
  1785.  
  1786. [State 41, 2]
  1787. type = Velset
  1788. triggerall = var(59) <= 0
  1789. triggerall = time >=6
  1790. triggerall = var(7)
  1791. trigger1 = command = "holdback"
  1792. x = -6.5
  1793.  
  1794. [State 41, 2];AI用記述
  1795. type = Veladd
  1796. triggerall = var(59) >= 1 && RoundState = 2
  1797. triggerall = time >=6
  1798. triggerall = var(7)
  1799. trigger1 = EnemyNear,Facing != Facing &&(p2bodydist X > 52 || BackEdgeBodyDist < 20)
  1800. x = 1.5
  1801.  
  1802. [State 41, 2];AI用記述
  1803. type = Velset
  1804. triggerall = var(59) >= 1 && RoundState = 2
  1805. triggerall = time >=6
  1806. triggerall = var(7)
  1807. trigger1 = EnemyNear,Facing != Facing &&(p2bodydist X > 52 || BackEdgeBodyDist < 20)
  1808. x = 6.5
  1809.  
  1810. [State 41, 2];AI用記述
  1811. type = Velset
  1812. triggerall = var(59) >= 1 && RoundState = 2
  1813. triggerall = time >18
  1814. triggerall = var(7)
  1815. trigger1 = EnemyNear,Facing != Facing &&(p2bodydist X > 52 || BackEdgeBodyDist < 20)
  1816. trigger1 = facing != enemy,facing
  1817. x = -2
  1818.  
  1819. [State 41, 2];AI用記述
  1820. type = Veladd
  1821. triggerall = var(59) >= 1 && RoundState = 2
  1822. triggerall = time >=6
  1823. triggerall = var(7)
  1824. trigger1 = EnemyNear,Facing = Facing
  1825. x = -1.5
  1826.  
  1827.  
  1828. [State 41, 2];AI用記述
  1829. type = Velset
  1830. triggerall = var(59) >= 1 && RoundState = 2
  1831. triggerall = time >=6
  1832. triggerall = var(7)
  1833. trigger1 = EnemyNear,Facing = Facing
  1834. x = -6.5
  1835. [State -1, Crouching Light Punch];スタンパンチ・地
  1836. type = ChangeState
  1837. value = 3000
  1838. triggerall = var(59) >= 3 && RoundState = 2
  1839. triggerall = p2statetype != L
  1840. triggerall = P2BodyDist X = [-10,52]
  1841. TriggerAll = random = [0,800]
  1842. TriggerAll = p2movetype != A
  1843. trigger1 = Animtime = 0
  1844.  
  1845. [State -1,1no1]
  1846. Type = ChangeState
  1847. Value = 300
  1848. triggerall = statetype != A
  1849. triggerAll = var(59) >= 3
  1850. triggerall = Animtime= 0
  1851. trigger1 = p2bodydist x < 0
  1852. Trigger1 = EnemyNear,HitDefAttr = SCA,NA,SA,HA,NP,SP,HP
  1853. Trigger2 = Enemy,NumProj > 0
  1854. Trigger2 = random = [0,400]
  1855. trigger3 = p2bodydist x < 0 && p2movetype = A
  1856. Trigger3 = EnemyNear,HitDefAttr = SCA,AT
  1857.  
  1858. [State 41, 3]
  1859. type = ChangeState
  1860. trigger1 = Animtime= 0
  1861. value = 0
  1862. ctrl = 1
  1863.  
  1864.  
  1865. ; CNS difficulty: easy
  1866. [Statedef 400]
  1867. type = C
  1868. movetype= A
  1869. physics = C
  1870. juggle = 5
  1871. poweradd= 22
  1872. ctrl = 0
  1873. anim = 400
  1874. sprpriority = 2
  1875.  
  1876. [State 0, PlaySnd]
  1877. type = PlaySnd
  1878. trigger1 = time = 0
  1879. value = S2,8
  1880.  
  1881. [State 430, 2]
  1882. type = HitDef
  1883. trigger1 = Time = 0
  1884. attr = C, NA
  1885. damage = 28+random/20
  1886. animtype = Light
  1887. hitflag = MAFD
  1888. guardflag = L
  1889. pausetime = 12,12
  1890. sparkno = s20002
  1891. guard.sparkno = s31100
  1892. sparkxy = -20,0
  1893. hitsound = s3, 0
  1894. guardsound = s3,1
  1895. ground.type = Low
  1896. ground.slidetime = 6
  1897. ground.hittime = 10
  1898. ground.velocity = -5
  1899. air.velocity = -2,-3
  1900. down.velocity = -5,0
  1901. down.hittime = 20
  1902.  
  1903. [State 430, 3]
  1904. type = ChangeState
  1905. trigger1 = AnimTime = 0
  1906. value = 11
  1907. ctrl = 1
  1908.  
  1909. ;---------------------------------------------------------------------------
  1910. ;Crouch Strong Kick
  1911. ; CNS difficulty: easy
  1912. ; Description: This move uses "Trip" for the "ground.type" parameter in
  1913. ; its HitDef. It's a special type that puts the opponent in a tripped
  1914. ; animation as he falls. Also, the hitflag parameter in the HitDef
  1915. ; is set to "MAFD". The "D" indicates that a downed opponent can be
  1916. ; hit by the attack.
  1917. ; CNS レベル: 易
  1918. ; 詳細:
  1919. [Statedef 410]
  1920. type = C
  1921. movetype= A
  1922. physics = C
  1923. juggle = 7
  1924. poweradd= 70
  1925. ctrl = 0
  1926. anim = 410
  1927. sprpriority = 2
  1928.  
  1929. [State 41, 1]
  1930. type = PlaySnd
  1931. trigger1 = Time = 1
  1932. value = 0, 14
  1933.  
  1934. [State 440, 3]
  1935. type = HitDef
  1936. trigger1 = animelem = 5
  1937. attr = C, NA
  1938. damage = 32+random/20
  1939. hitflag = MAFD
  1940. guardflag = L
  1941. pausetime = 12,18
  1942. sparkno = s31010+(Random%3)
  1943. guard.sparkno = s31100
  1944. sparkxy = -20,0
  1945. hitsound = s3,2
  1946. guardsound = s3,1
  1947. ground.type = Trip
  1948. ground.slidetime = 10
  1949. ground.hittime = 15
  1950. ground.velocity = -1.5,-2
  1951. air.velocity = -1.2,-3
  1952. guard.velocity = -5
  1953. fall = 1
  1954.  
  1955. [State 440, 4]
  1956. type = ChangeState
  1957. trigger1 = AnimTime = 0
  1958. value = 11
  1959. ctrl = 1
  1960.  
  1961.  
  1962. [Statedef 600]
  1963. type = A
  1964. movetype= A
  1965. physics = A
  1966. ctrl = 0
  1967. anim = 600
  1968. poweradd = 25
  1969. sprpriority = 2
  1970. [State 0, PlaySnd]
  1971. type = PlaySnd
  1972. trigger1 = AnimElem = 3
  1973. trigger2 = AnimElem = 5
  1974. value = S0,7
  1975. ignorehitpause = 1
  1976.  
  1977. ;persistent =
  1978. [State -3, 0];ランダムスイッチ
  1979. type = VarRandom
  1980. trigger1 = 1
  1981. v = 0
  1982. range = 0,1
  1983.  
  1984. [State 210, 1]
  1985. type = PlaySnd
  1986. triggerall = Var(0) = 0
  1987. trigger1 = Time = 0
  1988. value = s5, 1
  1989. channel = 0
  1990.  
  1991. [State 1060,***]
  1992. type = Explod
  1993. trigger1 = AnimElem = 3
  1994. trigger2 = AnimElem = 5
  1995. anim = 11512
  1996. id = 11512
  1997. pos = 58,-20
  1998. postype = p1
  1999. scale = 0.5, 0.5
  2000. sprpriority = 5
  2001. bindtime = 18
  2002. removetime = -2
  2003. ownpal = 1
  2004. removeongethit = 1
  2005.  
  2006. [State ,Proj]
  2007. type = Projectile
  2008. trigger1 = AnimElem = 3
  2009. trigger2 = AnimElem = 5
  2010. projanim = 11533
  2011. projhitanim = 11540
  2012. projcancelanim = 11540
  2013. projID = 10000
  2014. projremove = 4
  2015. projremovetime = 100
  2016. projsprpriority = 3
  2017. projheightbound = -4444444,4444444
  2018. projedgebound = 4444444
  2019. projstagebound = 4444444
  2020. projmisstime = 1
  2021. projscale = .5,.5
  2022. postype = P1
  2023. offset = 75,-20
  2024. velocity = 10,ifelse(random<=500,4,6)
  2025. numhits = 1
  2026. attr = A, NA
  2027. damage = 6+random/20,5
  2028. guardflag = HA
  2029. priority = 3
  2030. pausetime = 0,1
  2031. sparkno = -1;s30000
  2032. sparkxy = -20,-7
  2033. hitsound = S0, 10
  2034. guardsound = S0, 10
  2035. ground.type = High
  2036. ground.slidetime = 5
  2037. ground.hittime = 12
  2038. ground.velocity = -4,0
  2039. air.velocity = -4,-1.1
  2040. palfx.time = 25
  2041. palfx.mul = 200,200,200
  2042. palfx.add = 200,50,50
  2043. palfx.sinadd = 175,25,5,4
  2044. fall.recover = 0
  2045. guard.dist = 160
  2046. supermovetime = 9999999999999
  2047. pausemovetime = 9999999999999
  2048. ignorehitpause = 1
  2049. fall=1
  2050.  
  2051. [State 440, 4]
  2052. type = ChangeState
  2053. trigger1 = AnimTime = 0
  2054. value = 50
  2055. ctrl = 0
  2056. [Statedef 605]
  2057. type = A
  2058. movetype= A
  2059. physics = A
  2060. ctrl = 0
  2061. anim = 605
  2062. poweradd = 25
  2063. sprpriority = 2
  2064. [State 0, PlaySnd]
  2065. type = PlaySnd
  2066. trigger1 = AnimElem = 3
  2067. trigger2 = AnimElem = 5
  2068. value = S0,7
  2069. ignorehitpause = 1
  2070.  
  2071. [State -3, 0];ランダムスイッチ
  2072. type = VarRandom
  2073. trigger1 = 1
  2074. v = 0
  2075. range = 0,1
  2076.  
  2077. [State 210, 1]
  2078. type = PlaySnd
  2079. triggerall = Var(0) = 0
  2080. trigger1 = Time = 0
  2081. value = s5, 1
  2082. channel = 0
  2083.  
  2084. [State 1060,***]
  2085. type = Explod
  2086. trigger1 = AnimElem = 3
  2087. trigger2 = AnimElem = 5
  2088. trigger3 = AnimElem = 7
  2089. trigger4 = AnimElem = 9
  2090. trigger5 = AnimElem = 11
  2091. trigger6 = AnimElem = 13
  2092. anim = 11512
  2093. id = 11512
  2094. pos = 58,-20
  2095. postype = p1
  2096. scale = 0.5, 0.5
  2097. sprpriority = 5
  2098. bindtime = 18
  2099. removetime = -2
  2100. ownpal = 1
  2101. removeongethit = 1
  2102.  
  2103. [State ,Proj]
  2104. type = Projectile
  2105. trigger1 = AnimElem = 3
  2106. trigger2 = AnimElem = 5
  2107. trigger3 = AnimElem = 7
  2108. trigger4 = AnimElem = 9
  2109. trigger5 = AnimElem = 11
  2110. trigger6 = AnimElem = 13
  2111. projanim = 11533
  2112. projhitanim = 11540
  2113. projcancelanim = 11540
  2114. projID = 10000
  2115. projremove = 4
  2116. projremovetime = 100
  2117. projsprpriority = 3
  2118. projheightbound = -4444444,4444444
  2119. projedgebound = 4444444
  2120. projstagebound = 4444444
  2121. projmisstime = 1
  2122. projscale = .5,.5
  2123. postype = P1
  2124. offset = 75,-20
  2125. velocity = 10,ifelse(random<=500,4,6)
  2126. numhits = 1
  2127. attr = A, NA
  2128. damage = 6+random/20,5
  2129. guardflag = HA
  2130. priority = 3
  2131. pausetime = 0,1
  2132. sparkno = -1;s30000
  2133. sparkxy = -20,-7
  2134. hitsound = S0, 10
  2135. guardsound = S0, 10
  2136. ground.type = High
  2137. ground.slidetime = 5
  2138. ground.hittime = 12
  2139. ground.velocity = -4,0
  2140. air.velocity = -4,-1.1
  2141. palfx.time = 25
  2142. palfx.mul = 200,200,200
  2143. palfx.add = 200,50,50
  2144. palfx.sinadd = 175,25,5,4
  2145. fall.recover = 0
  2146. guard.dist = 160
  2147. supermovetime = 9999999999999
  2148. pausemovetime = 9999999999999
  2149. ignorehitpause = 1
  2150. fall=1
  2151.  
  2152. [State 440, 4]
  2153. type = ChangeState
  2154. trigger1 = AnimTime = 0
  2155. value = 50
  2156. ctrl = 0
  2157.  
  2158. [Statedef 800]
  2159. type = S
  2160. movetype= A
  2161. physics = S
  2162. juggle = 0
  2163. velset = 0,0
  2164. ctrl = 0
  2165. anim = 800
  2166. sprpriority = 2
  2167.  
  2168. [State 800, 1]
  2169. type = HitDef
  2170. Trigger1 = Time = 0
  2171. attr = SC, AT
  2172. hitflag = MAF
  2173. sparkno = -1
  2174. p1sprpriority = 1
  2175. p1facing = 1
  2176. p2facing = 1
  2177. p1stateno = 810
  2178. p2stateno = 820
  2179. guard.dist = 0
  2180. fall = 1
  2181.  
  2182. [State 800, 2]
  2183. type = ChangeState
  2184. Trigger1 = AnimTime = 0
  2185. value = 0
  2186. ctrl = 1
  2187.  
  2188. [Statedef 810]
  2189. type = S
  2190. movetype= A
  2191. physics = N
  2192. anim = 810
  2193. poweradd = 60
  2194.  
  2195. [State 0, PlaySnd]
  2196. type = PlaySnd
  2197. trigger1 = animelem = 2
  2198. value = S0,2
  2199. [State 0, PlaySnd]
  2200. type = PlaySnd
  2201. trigger1 = animelem = 3
  2202. trigger2 = animelem = 6
  2203. value = S0,7
  2204. [State 600,***]
  2205. type = Explod
  2206. trigger1 = animelem = 3
  2207. trigger2 = animelem = 6
  2208. anim = 207
  2209. id = 207
  2210. pos = 40,-42
  2211. postype = p1
  2212. sprpriority = 8
  2213. bindtime = 1
  2214. removetime = 10
  2215. ownpal = 1
  2216. [State 0, Helper]
  2217. type = Helper
  2218. trigger1 = animelem = 3
  2219. trigger2 = animelem = 6
  2220. helpertype = player
  2221. ID = 3333
  2222. stateno = 3333
  2223. pos = 40,-42
  2224. postype = p1 ;p2,front,back,left,right
  2225. keyctrl = 0
  2226. ownpal = 0
  2227. supermovetime = 999
  2228. pausemovetime = 999
  2229.  
  2230. [State 440, 3]
  2231. type = HitDef
  2232. trigger1 = animelem = 3
  2233. trigger2 = animelem = 6
  2234. attr = SCA, AA ,AT
  2235. damage = 30+random/20
  2236. hitflag = maflpd
  2237. guardflag = M
  2238. pausetime = 5,60
  2239. sparkno = 1
  2240. sparkxy = -5,-10
  2241. hitsound = s7,1
  2242. guardsound = -1;6,0
  2243. ground.type = Low
  2244. ground.slidetime = 10
  2245. ground.hittime = 15
  2246. ground.velocity = -1.5,-2
  2247. air.velocity = -1.2,-3
  2248. guard.velocity = -5
  2249. fall = 1
  2250. p2stateno = 820
  2251.  
  2252. [State 440, 3]
  2253. type = HitDef
  2254. trigger1 = animelem = 12
  2255. attr = C, NA
  2256. damage = 32+random/20
  2257. hitflag = maflpd
  2258. guardflag = L
  2259. pausetime = 12,18
  2260. sparkno = s31010+(Random%3)
  2261. guard.sparkno = s31100
  2262. sparkxy = -20,-20
  2263. hitsound = s3,2
  2264. guardsound = s3,1
  2265. ground.type = Trip
  2266. ground.slidetime = 10
  2267. ground.hittime = 15
  2268. ground.velocity = -1.5,-2
  2269. air.velocity = -1.2,-3
  2270. guard.velocity = -5
  2271. fall = 1
  2272.  
  2273. [State -1]
  2274. Type = ChangeState
  2275. value = 830
  2276. TriggerAll=var(59)= 1
  2277. TriggerAll=RoundState = 2
  2278. TriggerAll=StateType != A
  2279. TriggerAll=EnemyNear,StateType != L
  2280. triggerall = p2BodyDist X = [-10, 30]
  2281. trigger1 = AnimTime = 0
  2282.  
  2283. [State 810, State End]
  2284. type = ChangeState
  2285. trigger1 = AnimTime = 0
  2286. value = 0
  2287. ctrl = 1
  2288.  
  2289. [Statedef 820]
  2290. type = A
  2291. movetype= H
  2292. physics = N
  2293. velset = 0,0
  2294.  
  2295. [State 820, 1]
  2296. type = ChangeAnim2
  2297. Trigger1 = Time = 0
  2298. value = 820
  2299. [State 0, HitBy]
  2300. type = HitBy
  2301. trigger1 = 1
  2302. value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
  2303. ;value2 = S,NA
  2304. time = -1
  2305. ignorehitpause = 1
  2306. ;persistent =
  2307.  
  2308. [Statedef 830]
  2309. type = S
  2310. movetype= A
  2311. physics = S
  2312. juggle = 0
  2313. velset = 0,0
  2314. ctrl = 0
  2315. anim = 800
  2316. sprpriority = 2
  2317.  
  2318. [State 800, 1]
  2319. type = HitDef
  2320. Trigger1 = Time = 0
  2321. attr = SC, AT
  2322. hitflag = MAF
  2323. sparkno = -1
  2324. p1sprpriority = 1
  2325. p1facing = 1
  2326. p2facing = 1
  2327. p1stateno = 840
  2328. p2stateno = 820
  2329. guard.dist = 0
  2330. fall = 1
  2331.  
  2332. [State 800, 2]
  2333. type = ChangeState
  2334. Trigger1 = AnimTime = 0
  2335. value = 0
  2336. ctrl = 1
  2337.  
  2338. [Statedef 840]
  2339. type = S
  2340. movetype= A
  2341. physics = N
  2342. anim = 1000
  2343. poweradd = 60
  2344. [State 0, HitBy]
  2345. type = HitBy
  2346. trigger1 = 1
  2347. value =
  2348. ;value2 = S,NA
  2349. time = 1
  2350. ignorehitpause = 1
  2351. ;persistent =
  2352.  
  2353. [State 0, Explod]
  2354. type = Explod
  2355. trigger1 = numExplod(6022) = 0
  2356. trigger1 = time>10
  2357. anim = 6022
  2358. ID = 6022
  2359. pos = 0,5
  2360. postype = p1 ;p2,front,back,left,right
  2361. bindtime = -1
  2362. removetime = -2
  2363. scale = 1,1
  2364. sprpriority = 9999
  2365. ignorehitpause = 1
  2366. [State 0, Explod]
  2367. type = Explod
  2368. trigger1 = numExplod(6024) = 0
  2369. trigger1 = time>10
  2370. anim = 6022
  2371. ID = 6024
  2372. pos = 20,5
  2373. postype = p1 ;p2,front,back,left,right
  2374. bindtime = -1
  2375. removetime = -2
  2376. scale = 1,1
  2377. sprpriority = 9999
  2378. ignorehitpause = 1
  2379.  
  2380. [State 0, PlaySnd]
  2381. type = PlaySnd
  2382. trigger1 = gametime%10 = 0
  2383. trigger1 = time>10
  2384. value = S0,12
  2385. channel = 2
  2386. ignorehitpause = 1
  2387. [State 0, PlaySnd]
  2388. type = PlaySnd
  2389. trigger1 = time=0
  2390. value = S0,5
  2391. channel = 4
  2392. ignorehitpause = 1
  2393. [State 0, VelSet]
  2394. type = VelSet
  2395. trigger1 = time<=10
  2396. x = -4
  2397. y = 0
  2398. ignorehitpause = 1
  2399. ;persistent =
  2400. [State 0, VelSet]
  2401. type = VelSet
  2402. trigger1 = time>10
  2403. trigger1 = time<=15
  2404. trigger1 = FrontEdgeDist > 43
  2405. x = 4
  2406. y = 0
  2407. ignorehitpause = 1
  2408. [State 0, VelSet]
  2409. type = VelSet
  2410. trigger1 = time>15
  2411. trigger1 = FrontEdgeDist > 47
  2412. x = 8
  2413. y = 0
  2414. ignorehitpause = 1
  2415. [State 0, TargetBind]
  2416. type = TargetBind
  2417. trigger1 = time>15
  2418. id = -1
  2419. pos = 40,0
  2420. ignorehitpause = 1
  2421. ;persistent =
  2422.  
  2423. [State 600,***]
  2424. type = Explod
  2425. trigger1=time>=10
  2426. trigger1=gametime%6=0
  2427. anim = 207
  2428. id = 207
  2429. pos = 30,-32
  2430. postype = p1
  2431. sprpriority = 8
  2432. bindtime = 1
  2433. removetime = 10
  2434. ownpal = 1
  2435. size.xscale = 0.5
  2436. size.yscale = 0.5
  2437.  
  2438. [State 0, PlaySnd]
  2439. type = PlaySnd
  2440. trigger1=time=10
  2441. value = S111,0
  2442. channel = 6
  2443. ignorehitpause = 1
  2444.  
  2445. [State ]
  2446. type=HitDef
  2447. trigger1=1
  2448. damage=1+random/200
  2449. attr=S,NP
  2450. animtype=light
  2451. guardflag=MA
  2452. hitflag=MAFD
  2453. priority=7,Hit
  2454. sparkno=-1
  2455. hitsound=-1
  2456. guardsound=-1
  2457. ground.slidetime=0
  2458. ground.hittime=0
  2459. ground.velocity=-1
  2460. air.velocity=-1,1
  2461. guard.sparkno=-1
  2462. yaccel=.51
  2463. fall.recover=1
  2464. fall.recovertime=10
  2465. ground.cornerpush.veloff=0
  2466. getpower=0,0
  2467. p2stateno = 820
  2468.  
  2469. [State ]
  2470. type=Helper
  2471. trigger1=movecontact||movereversed
  2472. helpertype=normal
  2473. name="sen1"
  2474. ID=7104
  2475. postype=p2
  2476. stateno=7104
  2477. POS = 20,-40
  2478. supermovetime=100
  2479. pausemovetime=100
  2480.  
  2481. [State ]
  2482. type=Helper
  2483. trigger1=movecontact||movereversed
  2484. helpertype=normal
  2485. name="sen2"
  2486. ID=7104
  2487. postype=p2
  2488. stateno=7104
  2489. POS = 20,-40
  2490. supermovetime=100
  2491. pausemovetime=100
  2492.  
  2493. [State ]
  2494. type=Helper
  2495. trigger1=movecontact||movereversed
  2496. helpertype=normal
  2497. name="sen3"
  2498. ID=7104
  2499. postype=p2
  2500. stateno=7104
  2501. POS = 20,-40
  2502. supermovetime=100
  2503. pausemovetime=100
  2504.  
  2505. [State ]
  2506. type=Helper
  2507. trigger1=movecontact||movereversed
  2508. helpertype=normal
  2509. name="sen4"
  2510. ID=7104
  2511. postype=p2
  2512. stateno=7104
  2513. POS = 20,-40
  2514. supermovetime=100
  2515. pausemovetime=100
  2516.  
  2517.  
  2518. [State 810, State End]
  2519. type = ChangeState
  2520. triggerall = time >= 40
  2521. trigger1 = FrontEdgeDist <= 40
  2522. trigger2 = time >= 120
  2523. value = 841
  2524. ctrl = 0
  2525.  
  2526. [Statedef 841]
  2527. type = S
  2528. movetype= A
  2529. physics = S
  2530. poweradd= 70
  2531. ctrl = 0
  2532. sprpriority = 2
  2533. anim = 841
  2534.  
  2535. [State 0, HitBy]
  2536. type = HitBy
  2537. trigger1 = 1
  2538. value =
  2539. time = 1
  2540. ignorehitpause = 1
  2541. ;persistent =
  2542.  
  2543. [State 41, 1]
  2544. type = PlaySnd
  2545. trigger1 = Time = 0
  2546. value = 0, 14
  2547. [State 0, PlaySnd]
  2548. type = PlaySnd
  2549. trigger1 = animelem = 6
  2550. value = S0,2
  2551. [State 0, PlaySnd]
  2552. type = PlaySnd
  2553. trigger1 = animelem = 6
  2554. value = S0,7
  2555. [State 0, PlaySnd]
  2556. type = PlaySnd
  2557. trigger1 = animelem = 6
  2558. value = S2,10
  2559. [State 0, PlaySnd]
  2560. type = PlaySnd
  2561. trigger1 = animelem = 6
  2562. value = S2,9
  2563. [State 600,***]
  2564. type = Explod
  2565. trigger1 = animelem = 7
  2566. anim = 207
  2567. id = 207
  2568. pos = 50,-52
  2569. postype = p1
  2570. sprpriority = 8
  2571. bindtime = 1
  2572. removetime = 10
  2573. ownpal = 1
  2574. [State 0, Helper]
  2575. type = Helper
  2576. trigger1 = animelem = 7
  2577. helpertype = player
  2578. ID = 3333
  2579. stateno = 3333
  2580. pos = 50,-52
  2581. postype = p1 ;p2,front,back,left,right
  2582. keyctrl = 0
  2583. ownpal = 0
  2584. supermovetime = 999
  2585. pausemovetime = 999
  2586.  
  2587. [State 440, 3]
  2588. type = HitDef
  2589. triggerall = movehit = 0
  2590. trigger1 = animelem = 7
  2591. trigger2 = animelem = 8
  2592. attr = SCA, AA ,AT
  2593. damage = 50+random/20
  2594. hitflag = MAFD
  2595. guardflag = M
  2596. pausetime = 2,5
  2597. sparkno = 1
  2598. sparkxy = -5,-10
  2599. hitsound = -1;5,2
  2600. guardsound = -1;6,0
  2601. ground.type = Trip
  2602. ground.slidetime = 10
  2603. ground.hittime = 15
  2604. ground.velocity = -1.5,-2
  2605. air.velocity = -1.2,-3
  2606. guard.velocity = -5
  2607. fall = 1
  2608.  
  2609. [State 440, 4]
  2610. type = ChangeState
  2611. trigger1 = AnimTime = 0
  2612. value = 0
  2613. ctrl = 1
  2614.  
  2615. [Statedef 3000]
  2616. type = S
  2617. movetype= A
  2618. physics = S
  2619. juggle = 5
  2620. poweradd= 70
  2621. ctrl = 0
  2622. sprpriority = 2
  2623. [State 0];アーマー体力増減
  2624. type = LifeAdd
  2625. trigger1 = Helper(3001),GetHitVar(damage) < 800
  2626. value = -Helper(3001),GetHitVar(damage)
  2627. kill = 0
  2628. absolute = 0
  2629.  
  2630. [State 0, Turn]
  2631. type = Turn
  2632. trigger1 = prevstateno = 300
  2633. trigger1 = time = 0
  2634. trigger1 = (facing = enemy,facing)|| p2dist X<0
  2635. ignorehitpause = 1
  2636. ;persistent =
  2637. [State 41, 1]
  2638. type = PlaySnd
  2639. trigger1 = prevstateno = 100
  2640. trigger1 = Time = 0
  2641. value = 0, 14
  2642. [State 0, ChangeAnim]
  2643. type = ChangeAnim
  2644. trigger1 = anim!= 3000
  2645. trigger1 = prevstateno != 300
  2646. trigger1 = prevstateno != 100
  2647. value = 3000
  2648. ;elem = 1
  2649. ignorehitpause = 1
  2650. ;persistent =
  2651. [State 0, ChangeAnim]
  2652. type = ChangeAnim
  2653. trigger1 = anim!= 3001
  2654. trigger1 = prevstateno = 300
  2655. value = 3001
  2656. ;elem = 1
  2657. ignorehitpause = 1
  2658. [State 0, ChangeAnim]
  2659. type = ChangeAnim
  2660. trigger1 = anim!= 3002
  2661. trigger1 = prevstateno = 100
  2662. value = 3002
  2663. ;elem = 1
  2664. ignorehitpause = 1
  2665. [State 0, Helper]
  2666. type = Helper
  2667. trigger1 = prevstateno = 100
  2668. trigger1 = !numhelper(3001)
  2669. helpertype = normal ;player
  2670. stateno = 3001
  2671. id = 3001
  2672. pos = 0,0
  2673. postype = p1 ;p2,front,back,left,right
  2674. facing = 1
  2675. keyctrl = 0
  2676. ownpal = 0
  2677. supermovetime = 0
  2678. pausemovetime = 0
  2679.  
  2680. [State 0, NotHitBy]
  2681. type = NotHitBy
  2682. trigger1 = prevstateno = 100
  2683. trigger1 = !ishelper
  2684. value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
  2685. time = 1
  2686. ignorehitpause = 1
  2687. ;persistent =
  2688.  
  2689. [State 0, PlaySnd]
  2690. type = PlaySnd
  2691. trigger1 = animelem = 1
  2692. value = S0,2
  2693. [State 0, PlaySnd]
  2694. type = PlaySnd
  2695. trigger1 = prevstateno = 300
  2696. trigger1 = animelem = 1
  2697. trigger2 = animelem =4
  2698. trigger2 = prevstateno != 300
  2699. trigger2 = prevstateno != 100
  2700. trigger3 = prevstateno = 100
  2701. trigger3 = animelem = 7
  2702. value = S0,7
  2703. [State 0, PlaySnd]
  2704. type = PlaySnd
  2705. trigger1 = prevstateno = 300
  2706. trigger1 = time = 0
  2707. trigger2 = animelem = 3
  2708. trigger2 = prevstateno != 300
  2709. trigger2 = prevstateno != 100
  2710. trigger3 = prevstateno = 100
  2711. trigger3 = animelem = 6
  2712. value = S2,10
  2713. [State 0, PlaySnd]
  2714. type = PlaySnd
  2715. trigger1 = prevstateno = 300
  2716. trigger1 = animelem = 3
  2717. trigger2 = animelem = 6
  2718. trigger2 = prevstateno != 300
  2719. trigger2 = prevstateno != 100
  2720. trigger3 = prevstateno = 100
  2721. trigger3 = animelem = 9
  2722. value = S2,9
  2723. [State 600,***]
  2724. type = Explod
  2725. trigger1 = prevstateno = 300
  2726. trigger1 = animelem = 1
  2727. trigger2 = animelem = 4
  2728. trigger2 = prevstateno != 300
  2729. trigger2 = prevstateno != 100
  2730. trigger3 = prevstateno = 100
  2731. trigger3 = animelem = 7
  2732. anim = 207
  2733. id = 207
  2734. pos = 50,-52
  2735. postype = p1
  2736. sprpriority = 8
  2737. bindtime = 1
  2738. removetime = 10
  2739. ownpal = 1
  2740. [State 0, Helper]
  2741. type = Helper
  2742. trigger1 = prevstateno = 300
  2743. trigger1 = animelem = 1
  2744. trigger2 = animelem = 4
  2745. trigger2 = prevstateno != 300
  2746. trigger2 = prevstateno != 100
  2747. trigger3 = prevstateno = 100
  2748. trigger3 = animelem = 7
  2749. helpertype = player
  2750. ID = 3333
  2751. stateno = 3333
  2752. pos = 50,-52
  2753. postype = p1 ;p2,front,back,left,right
  2754. keyctrl = 0
  2755. ownpal = 0
  2756. supermovetime = 999
  2757. pausemovetime = 999
  2758.  
  2759. [State 440, 3]
  2760. type = HitDef
  2761. triggerall = movehit = 0
  2762. triggerall = prevstateno != 300
  2763. triggerall = prevstateno != 100
  2764. trigger1 = animelem = 4
  2765. trigger2 = animelem = 5
  2766. attr = SCA, AA ,AT
  2767. damage = 50+random/20
  2768. hitflag = MAFD
  2769. guardflag = M
  2770. pausetime = 5,60
  2771. sparkno = 1
  2772. sparkxy = -20,-50
  2773. hitsound = S7,1
  2774. guardsound = S7,2
  2775. ground.type = Trip
  2776. ground.slidetime = 10
  2777. ground.hittime = 15
  2778. ground.velocity = -1.5,-2
  2779. air.velocity = -1.2,-3
  2780. guard.velocity = -5
  2781. fall = 1
  2782.  
  2783. [State 440, 3]
  2784. type = HitDef
  2785. triggerall = movehit = 0
  2786. triggerall = prevstateno = 300
  2787. trigger1 = animelem = 1
  2788. trigger2 = animelem = 2
  2789. attr = SCA, AA ,AT
  2790. damage = 50+random/20
  2791. hitflag = MAFD
  2792. guardflag = M
  2793. pausetime = 0,10
  2794. sparkno = 1
  2795. sparkxy = -5,-10
  2796. hitsound = S7,1
  2797. guardsound = S7,2
  2798. ground.type = Trip
  2799. ground.slidetime = 10
  2800. ground.hittime = 15
  2801. ground.velocity = -1.5,-2
  2802. air.velocity = -1.2,-3
  2803. guard.velocity = -5
  2804. fall = 1
  2805.  
  2806. [State 440, 3]
  2807. type = HitDef
  2808. triggerall = movehit = 0
  2809. triggerall = prevstateno = 100
  2810. trigger1 = animelem = 7
  2811. trigger2 = animelem = 8
  2812. attr = SCA, AA ,AT
  2813. damage = 50+random/20
  2814. hitflag = MAFD
  2815. guardflag = M
  2816. pausetime = 0,10
  2817. sparkno = 1
  2818. sparkxy = -5,-10
  2819. hitsound = S7,1
  2820. guardsound = S7,2
  2821. ground.type = Trip
  2822. ground.slidetime = 10
  2823. ground.hittime = 15
  2824. ground.velocity = -6,-8
  2825. air.velocity = -6,-8
  2826. guard.velocity = -5
  2827. fall = 1
  2828.  
  2829. [State 440, 4]
  2830. type = ChangeState
  2831. trigger1 = AnimTime = 0
  2832. value = 0
  2833. ctrl = 1
  2834.  
  2835. [Statedef 3001]
  2836. type = S
  2837. movetype= I
  2838. physics = S
  2839. poweradd= 0
  2840. ctrl = 0
  2841. sprpriority = 2
  2842. anim= 3002
  2843. [State 0, BindToRoot]
  2844. type = BindToRoot
  2845. trigger1 = 1
  2846. ;time = 1
  2847. ;facing = 0
  2848. pos = 0,0
  2849. ignorehitpause = 1
  2850. ;persistent =
  2851. [State 0, Turn]
  2852. type = Turn
  2853. trigger1 = facing != root,facing
  2854. ignorehitpause = 1
  2855. ;persistent =
  2856. [State 0, AssertSpecial]
  2857. type = AssertSpecial
  2858. trigger1 = ishelper(3001)
  2859. flag = noshadow
  2860. flag2 = invisible
  2861. ignorehitpause = 1
  2862. [State 0, HitOverride]
  2863. type = HitOverride
  2864. trigger1 = 1
  2865. attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
  2866. slot = 0
  2867. stateno = 3001
  2868. time = -1
  2869. forceair = 0
  2870. ignorehitpause = 1
  2871. ;persistent =
  2872. [State 0, NotHitBy]
  2873. type = NotHitBy
  2874. trigger1 = ishelper(3001)
  2875. trigger1 = time = 0
  2876. value = SCA,AA,AP,AT
  2877. time = 6
  2878. ignorehitpause = 1
  2879. [State 0, NotHitBy]
  2880. type = NotHitBy
  2881. trigger1 = ishelper(3001)
  2882. value2 = ,NT,ST,HT
  2883. time = -1
  2884. ignorehitpause = 1
  2885. ;persistent =
  2886. [State 0, DestroySelf]
  2887. type = DestroySelf
  2888. trigger1 = root,stateno != 3000
  2889. ignorehitpause = 1
  2890. ;persistent =
  2891. [Statedef 3003]
  2892. type = S
  2893. movetype = A
  2894. physics = S
  2895. ctrl = 0
  2896. poweradd = 70
  2897. velset = 0,0
  2898. anim = 3003
  2899. [State 0, VelSet]
  2900. type = VelSet
  2901. trigger1 = time <= 10
  2902. x = -5
  2903. y = 0
  2904. ignorehitpause = 1
  2905. ;persistent =
  2906. [State 0, VelSet]
  2907. type = VelSet
  2908. trigger1 = time >= 10
  2909. trigger1 = time <= 20
  2910. x = 10
  2911. y = 0
  2912. ignorehitpause = 1
  2913. ;persistent =
  2914. [State 0, VelSet]
  2915. type = VelSet
  2916. trigger1 = time > 20
  2917. x = 0
  2918. y = 0
  2919. ignorehitpause = 1
  2920. [State 183, 押し判定]
  2921. type = PlayerPush
  2922. trigger1 = 1
  2923. value = 0
  2924. IgnoreHitPause = 1
  2925. Persistent = 1
  2926.  
  2927. [State 183, スクロール]
  2928. type = ScreenBound
  2929. trigger1 = 1
  2930. value = 0
  2931. MoveCamera = 0,0
  2932. [State 440, 4]
  2933. type = ChangeState
  2934. trigger1 = AnimTime = 0
  2935. value = 0
  2936. ctrl = 1
  2937.  
  2938. [State 0, Helper]
  2939. type = Helper
  2940. trigger1 = AnimElem = 7
  2941. helpertype = player
  2942. ID = 3333
  2943. stateno = 3333
  2944. pos = 45,-62
  2945. postype = p1 ;p2,front,back,left,right
  2946. keyctrl = 0
  2947. ownpal = 0
  2948. supermovetime = 999
  2949. pausemovetime = 999
  2950. [State 41, 1]
  2951. type = PlaySnd
  2952. trigger1 = Time = 1
  2953. value = 0, 14
  2954. [State 0, PlaySnd]
  2955. type = PlaySnd
  2956. trigger1 = animelem = 8
  2957. value = S0,7
  2958. [State 0, PlaySnd]
  2959. type = PlaySnd
  2960. trigger1 = animelem = 7
  2961. value = S2,10
  2962. [State 0, PlaySnd]
  2963. type = PlaySnd
  2964. trigger1 = animelem = 8
  2965. value = S2,9
  2966. [State 600,***]
  2967. type = Explod
  2968. trigger1 = animelem = 7
  2969. anim = 207
  2970. id = 207
  2971. pos = 45,-62
  2972. postype = p1
  2973. sprpriority = 8
  2974. bindtime = 1
  2975. removetime = 10
  2976. ownpal = 1
  2977.  
  2978. [State 1100, HitDef]
  2979. type = HitDef
  2980. trigger1 = AnimElem = 6
  2981. attr = S, SA
  2982. animtype = Heavy
  2983. air.animtype = Back
  2984. damage= 130+random/20
  2985. priority = 7, Hit
  2986. hitflag = maflpd
  2987. guardflag = M
  2988. pausetime = 0,5
  2989. sparkno = s31010+(Random%3)
  2990. guard.sparkno = S31100
  2991. sparkxy = -30, -60
  2992. hitsound = S7,1
  2993. guardsound = S7,2
  2994. ground.type = Low
  2995. ground.slidetime = 20
  2996. ground.hittime = 20
  2997. guard.ctrltime = 20
  2998. ground.velocity = -1.3,-11
  2999. guard.velocity = -8
  3000. air.velocity = -1.3,-11
  3001. airguard.velocity = -6.67,-1
  3002. ground.cornerpush.veloff = 0
  3003. guard.cornerpush.veloff = -11.2
  3004. air.cornerpush.veloff = 0
  3005. airguard.cornerpush.veloff = 0
  3006. fall = 1
  3007. fall.recover = 0
  3008. air.fall = 1
  3009. yaccel = .5
  3010. persistent = 0
  3011. getpower = 5
  3012. givepower = 35, 35
  3013. palfx.time = 12
  3014. palfx.add = 255,255,255
  3015. palfx.mul = 128,128,128
  3016. forcestand = 1
  3017.  
  3018. [State 1100, HitDef]
  3019. type = HitDef
  3020. trigger1 = AnimElem = 7
  3021. attr = S, SA
  3022. animtype = Heavy
  3023. air.animtype = Back
  3024. damage= 10+random/20
  3025. priority = 7, Hit
  3026. hitflag = MAF
  3027. guardflag = MA
  3028. pausetime = 0,5
  3029. sparkno = s31010+(Random%3)
  3030. guard.sparkno = S31100
  3031. sparkxy = -10, -49
  3032. hitsound = S7,1
  3033. guardsound = S7,2
  3034. ground.type = Low
  3035. ground.slidetime = 20
  3036. ground.hittime = 20
  3037. guard.ctrltime = 20
  3038. ground.velocity = -1.3,-11
  3039. guard.velocity = -8
  3040. air.velocity = -1.3,-11
  3041. airguard.velocity = -6.67,-1
  3042. ground.cornerpush.veloff = 0
  3043. guard.cornerpush.veloff = -11.2
  3044. air.cornerpush.veloff = 0
  3045. airguard.cornerpush.veloff = 0
  3046. fall = 1
  3047. fall.recover = 0
  3048. air.fall = 1
  3049. yaccel = .5
  3050. persistent = 0
  3051. getpower = 5
  3052. givepower = 35, 35
  3053. palfx.time = 12
  3054. palfx.add = 255,255,255
  3055. palfx.mul = 128,128,128
  3056.  
  3057. [State 1100, HitDef]
  3058. type = HitDef
  3059. trigger1 = AnimElem = 8
  3060. attr = S, SA
  3061. animtype = Heavy
  3062. air.animtype = Back
  3063. damage= 10+random/20
  3064. priority = 7, Hit
  3065. hitflag = MAF
  3066. guardflag = MA
  3067. pausetime = 0,5
  3068. sparkno = s31010+(Random%3)
  3069. guard.sparkno = S31100
  3070. sparkxy = -10, -75
  3071. hitsound = S7,1
  3072. guardsound = S7,2
  3073. ground.type = Low
  3074. ground.slidetime = 20
  3075. ground.hittime = 20
  3076. guard.ctrltime = 20
  3077. ground.velocity = -2.8,-11
  3078. guard.velocity = -8
  3079. air.velocity = -2.8,-11
  3080. airguard.velocity = -6.67,-1
  3081. ground.cornerpush.veloff = 0
  3082. guard.cornerpush.veloff = -11.2
  3083. air.cornerpush.veloff = 0
  3084. airguard.cornerpush.veloff = 0
  3085. fall = 1
  3086. fall.recover = 0
  3087. air.fall = 1
  3088. yaccel = .5
  3089. persistent = 0
  3090. getpower = 5
  3091. givepower = 35, 35
  3092. palfx.time = 12
  3093. palfx.add = 255,255,255
  3094. palfx.mul = 128,128,128
  3095.  
  3096. [Statedef 3004]
  3097. type = S
  3098. movetype = A
  3099. physics = S
  3100. ctrl = 0
  3101. poweradd = 70
  3102. velset = 0,0
  3103. anim = 3004
  3104. [State 0, VelSet]
  3105. type = VelSet
  3106. trigger1 = time <= 10
  3107. x = -5
  3108. y = 0
  3109. ignorehitpause = 1
  3110. ;persistent =
  3111. [State 0, VelSet]
  3112. type = VelSet
  3113. trigger1 = time >= 10
  3114. trigger1 = time <= 17
  3115. x = 11
  3116. y = 0
  3117. ignorehitpause = 1
  3118. ;;persistent =
  3119. [State 0, VelSet]
  3120. type = VelSet
  3121. trigger1 = time > 17
  3122. trigger1 = time <= 25
  3123. x = 1.3
  3124. y = 0
  3125. ignorehitpause = 1
  3126. [State 0, VelSet]
  3127. type = VelSet
  3128. trigger1 = time >= 25
  3129. trigger1 = time < 43
  3130. x = 6
  3131. y = 0
  3132. ignorehitpause = 1
  3133. ;;persistent =
  3134. [State 0, VelSet]
  3135. type = VelSet
  3136. trigger1 = time >= 43
  3137. x = 1.1
  3138. y = 0
  3139. ignorehitpause = 1
  3140. ;;persistent =
  3141. [State 183, 押し判定]
  3142. type = PlayerPush
  3143. trigger1 = 1
  3144. value = 0
  3145. IgnoreHitPause = 1
  3146. Persistent = 1
  3147.  
  3148. [State 183, スクロール]
  3149. type = ScreenBound
  3150. trigger1 = 1
  3151. value = 0
  3152. MoveCamera = 0,0
  3153. [State 440, 4]
  3154. type = ChangeState
  3155. trigger1 = AnimTime = 0
  3156. value = 0
  3157. ctrl = 1
  3158.  
  3159. [State 0, Helper]
  3160. type = Helper
  3161. trigger1 = AnimElem = 6
  3162. helpertype = player
  3163. ID = 3333
  3164. stateno = 3333
  3165. pos = 50,-32
  3166. postype = p1 ;p2,front,back,left,right
  3167. keyctrl = 0
  3168. ownpal = 0
  3169. supermovetime = 999
  3170. pausemovetime = 999
  3171. [State 41, 1]
  3172. type = PlaySnd
  3173. trigger1 = Time = 1
  3174. value = 0, 14
  3175. [State 0, PlaySnd]
  3176. type = PlaySnd
  3177. trigger1 = animelem = 6
  3178. value = S0,7
  3179. [State 0, PlaySnd]
  3180. type = PlaySnd
  3181. trigger1 = animelem = 5
  3182. value = S2,10
  3183.  
  3184. [State 600,***]
  3185. type = Explod
  3186. trigger1 = animelem = 6
  3187. anim = 207
  3188. id = 207
  3189. pos = 50,-32
  3190. postype = p1
  3191. sprpriority = 8
  3192. bindtime = 1
  3193. removetime = 10
  3194. ownpal = 1
  3195.  
  3196. [State 440, 3]
  3197. type = HitDef
  3198. trigger1 = animelem = 5
  3199. trigger2 = animelem = 6
  3200. trigger3 = animelem = 7
  3201. attr = C, NA
  3202. damage = 130+random/20
  3203. hitflag = maflpd
  3204. guardflag = L
  3205. pausetime = 0,4
  3206. sparkno = s31010+(Random%3)
  3207. guard.sparkno = s31100
  3208. sparkxy = -10,-30
  3209. hitsound = S7,1
  3210. guardsound = S7,2
  3211. ground.type = Trip
  3212. ground.slidetime = 10
  3213. ground.hittime = 15
  3214. ground.velocity = -1.5,-2
  3215. air.velocity = -1.2,-3
  3216. guard.velocity = -5
  3217. fall = 1
  3218. fall.recover = 0
  3219. air.fall = 1
  3220. yaccel = .5
  3221. persistent = 0
  3222. getpower = 5
  3223. givepower = 35, 35
  3224. palfx.time = 12
  3225. palfx.add = 255,255,255
  3226. palfx.mul = 128,128,128
  3227. [Statedef 3005]
  3228. type = A
  3229. movetype = A
  3230. physics = S
  3231. ctrl = 0
  3232. poweradd = 70
  3233. velset = 0,0
  3234. anim = 3005
  3235.  
  3236. [State 440, 4]
  3237. type = ChangeState
  3238. trigger1 = AnimTime = 0
  3239. value = 50
  3240. ctrl = 1
  3241. [State 3001, Width]
  3242. type = Width
  3243. trigger1 = 1
  3244. edge = 5,0
  3245.  
  3246. [State 220, Position]
  3247. type = PosSet
  3248. trigger1 = Time = 0
  3249. y = 0
  3250.  
  3251. [State 1100, Velocity]
  3252. type = VelSet
  3253. trigger1 = AnimElemTime(4) = 2
  3254. x = 5
  3255. y = -7.5
  3256.  
  3257. [State 1100, Gravity]
  3258. type = Veladd
  3259. trigger1 = AnimElemTime(4) >= 2
  3260. y = .47
  3261.  
  3262. [State 1100, Velocity]
  3263. type = VelMul
  3264. trigger1 = AnimElemTime(4) >= 2
  3265. x = .9
  3266. [State 0, Helper]
  3267. type = Helper
  3268. trigger1 = AnimElem = 6
  3269. helpertype = player
  3270. ID = 3333
  3271. stateno = 3333
  3272. pos = 50,-52
  3273. postype = p1 ;p2,front,back,left,right
  3274. keyctrl = 0
  3275. ownpal = 0
  3276. supermovetime = 999
  3277. pausemovetime = 999
  3278.  
  3279. [State 0, PlaySnd]
  3280. type = PlaySnd
  3281. trigger1 = animelem = 7
  3282. value = S0,7
  3283. [State 0, PlaySnd]
  3284. type = PlaySnd
  3285. trigger1 = animelem = 6
  3286. value = S2,10
  3287. [State 0, PlaySnd]
  3288. type = PlaySnd
  3289. trigger1 = animelem = 7
  3290. value = S2,9
  3291. [State 600,***]
  3292. type = Explod
  3293. trigger1 = animelem = 6
  3294. anim = 207
  3295. id = 207
  3296. pos = 50,-52
  3297. postype = p1
  3298. sprpriority = 8
  3299. bindtime = 1
  3300. removetime = 10
  3301. ownpal = 1
  3302.  
  3303. [State 1100, HitDef]
  3304. type = HitDef
  3305. trigger1 = AnimElem = 5
  3306. attr = S, SA
  3307. animtype = Heavy
  3308. air.animtype = Back
  3309. damage= 140+random/20
  3310. priority = 7, Hit
  3311. hitflag = maflpd
  3312. guardflag = M
  3313. pausetime = 0,5
  3314. sparkno = s31010+(Random%3)
  3315. guard.sparkno = S31100
  3316. sparkxy = -10, -30
  3317. hitsound = S7,1
  3318. guardsound = S7,2
  3319. ground.type = Low
  3320. ground.slidetime = 20
  3321. ground.hittime = 20
  3322. guard.ctrltime = 20
  3323. ground.velocity = -1.3,-11
  3324. guard.velocity = -8
  3325. air.velocity = -1.3,-11
  3326. airguard.velocity = -6.67,-1
  3327. ground.cornerpush.veloff = 0
  3328. guard.cornerpush.veloff = -11.2
  3329. air.cornerpush.veloff = 0
  3330. airguard.cornerpush.veloff = 0
  3331. fall = 1
  3332. fall.recover = 0
  3333. air.fall = 1
  3334. yaccel = .5
  3335. persistent = 0
  3336. getpower = 5
  3337. givepower = 35, 35
  3338. palfx.time = 12
  3339. palfx.add = 255,255,255
  3340. palfx.mul = 128,128,128
  3341. forcestand = 1
  3342.  
  3343. [State 1100, HitDef]
  3344. type = HitDef
  3345. trigger1 = AnimElem = 6
  3346. attr = S, SA
  3347. animtype = Heavy
  3348. air.animtype = Back
  3349. damage= 10+random/20
  3350. priority = 7, Hit
  3351. hitflag = maflpd
  3352. guardflag = MA
  3353. pausetime = 0,5
  3354. sparkno = s31010+(Random%3)
  3355. guard.sparkno = S31100
  3356. sparkxy = -10, -59
  3357. hitsound = S7,1
  3358. guardsound = S7,2
  3359. ground.type = Low
  3360. ground.slidetime = 20
  3361. ground.hittime = 20
  3362. guard.ctrltime = 20
  3363. ground.velocity = -1.3,-11
  3364. guard.velocity = -8
  3365. air.velocity = -1.3,-11
  3366. airguard.velocity = -6.67,-1
  3367. ground.cornerpush.veloff = 0
  3368. guard.cornerpush.veloff = -11.2
  3369. air.cornerpush.veloff = 0
  3370. airguard.cornerpush.veloff = 0
  3371. fall = 1
  3372. fall.recover = 0
  3373. air.fall = 1
  3374. yaccel = .5
  3375. persistent = 0
  3376. getpower = 5
  3377. givepower = 35, 35
  3378. palfx.time = 12
  3379. palfx.add = 255,255,255
  3380. palfx.mul = 128,128,128
  3381.  
  3382. [State 1100, HitDef]
  3383. type = HitDef
  3384. trigger1 = AnimElem = 7
  3385. attr = S, SA
  3386. animtype = Heavy
  3387. air.animtype = Back
  3388. damage= 10+random/20
  3389. priority = 7, Hit
  3390. hitflag = maflpd
  3391. guardflag = MA
  3392. pausetime = 0,5
  3393. sparkno = s31010+(Random%3)
  3394. guard.sparkno = S31100
  3395. sparkxy = -10, -75
  3396. hitsound = S7,1
  3397. guardsound = S7,2
  3398. ground.type = Low
  3399. ground.slidetime = 20
  3400. ground.hittime = 20
  3401. guard.ctrltime = 20
  3402. ground.velocity = -2.8,-11
  3403. guard.velocity = -8
  3404. air.velocity = -2.8,-11
  3405. airguard.velocity = -6.67,-1
  3406. ground.cornerpush.veloff = 0
  3407. guard.cornerpush.veloff = -11.2
  3408. air.cornerpush.veloff = 0
  3409. airguard.cornerpush.veloff = 0
  3410. fall = 1
  3411. fall.recover = 0
  3412. air.fall = 1
  3413. yaccel = .5
  3414. persistent = 0
  3415. getpower = 5
  3416. givepower = 35, 35
  3417. palfx.time = 12
  3418. palfx.add = 255,255,255
  3419. palfx.mul = 128,128,128
  3420.  
  3421. [Statedef 3006]
  3422. type = S
  3423. movetype= A
  3424. physics = S
  3425. juggle = 2
  3426. poweradd= 70
  3427. ctrl = 0
  3428. sprpriority = 2
  3429. anim = 3006
  3430. [State 41, 1]
  3431. type = PlaySnd
  3432. trigger1 = Time = 0
  3433. value = 0, 14
  3434. [State 0, PlaySnd]
  3435. type = PlaySnd
  3436. trigger1 = animelem = 6
  3437. value = S0,2
  3438. [State 0, PlaySnd]
  3439. type = PlaySnd
  3440. trigger1 = animelem = 6
  3441. value = S0,7
  3442. [State 0, PlaySnd]
  3443. type = PlaySnd
  3444. trigger1 = animelem = 6
  3445. value = S2,10
  3446. [State 0, PlaySnd]
  3447. type = PlaySnd
  3448. trigger1 = animelem = 6
  3449. value = S2,9
  3450. [State 600,***]
  3451. type = Explod
  3452. trigger1 = animelem = 7
  3453. anim = 207
  3454. id = 207
  3455. pos = 50,-52
  3456. postype = p1
  3457. sprpriority = 8
  3458. bindtime = 1
  3459. removetime = 10
  3460. ownpal = 1
  3461. [State 0, Helper]
  3462. type = Helper
  3463. trigger1 = animelem = 7
  3464. helpertype = player
  3465. ID = 3333
  3466. stateno = 3333
  3467. pos = 50,-52
  3468. postype = p1 ;p2,front,back,left,right
  3469. keyctrl = 0
  3470. ownpal = 0
  3471. supermovetime = 999
  3472. pausemovetime = 999
  3473.  
  3474. [State 440, 3]
  3475. type = HitDef
  3476. triggerall = movehit = 0
  3477. trigger1 = animelem = 7
  3478. trigger2 = animelem = 8
  3479. attr = SCA, AA ,AT
  3480. damage = 130+random/20
  3481. hitflag = MAFD
  3482. guardflag = M
  3483. pausetime = 5,60
  3484. sparkno = 1
  3485. sparkxy = -5,-10
  3486. hitsound = -1;5,2
  3487. guardsound = -1;6,0
  3488. ground.type = Trip
  3489. ground.slidetime = 10
  3490. ground.hittime = 15
  3491. ground.velocity = -1.5,-2
  3492. air.velocity = -1.2,-3
  3493. guard.velocity = -5
  3494. fall = 1
  3495.  
  3496. [State 440, 4]
  3497. type = ChangeState
  3498. trigger1 = AnimTime = 0
  3499. value = 0
  3500. ctrl = 1
  3501.  
  3502. [Statedef 3010]
  3503. type = S
  3504. movetype= A
  3505. physics = S
  3506. juggle = 7
  3507. poweradd= -500
  3508. ctrl = 0
  3509. sprpriority = 2
  3510.  
  3511. [State 41, 1]
  3512. type = PlaySnd
  3513. trigger1 = Time = 0
  3514. value = 0, 14
  3515. [State 41, 1]
  3516. type = PlaySnd
  3517. trigger1 = Time = 0
  3518. value = 3, 6
  3519. [State 0, ChangeAnim]
  3520. type = ChangeAnim
  3521. trigger1 = anim!= 3002
  3522. value = 3002
  3523. ;elem = 1
  3524. ignorehitpause = 1
  3525.  
  3526. [State 0, NotHitBy]
  3527. type = NotHitBy
  3528. trigger1 = !ishelper
  3529. value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
  3530. time = 1
  3531. ignorehitpause = 1
  3532. ;persistent =
  3533. [State 41, 4];←成功したときの残像
  3534. type = AfterImage
  3535. trigger1 =time = 0
  3536. time = 66
  3537. trans = add
  3538. timegap = 1
  3539. framegap = 2
  3540. length = 10
  3541. palbright = 12,12,12
  3542. palcontrast = 50,50,150
  3543. palpostbright = 0,0,0
  3544. paladd = 0,0,0
  3545. palmul = 1,1,1
  3546. [State 0, PlaySnd]
  3547. type = PlaySnd
  3548. trigger1 = animelem = 1
  3549. value = S0,2
  3550. [State 0, PlaySnd]
  3551. type = PlaySnd
  3552. trigger1 = animelem = 7
  3553. value = S0,7
  3554. [State 0, PlaySnd]
  3555. type = PlaySnd
  3556. trigger1 = animelem = 6
  3557. value = S2,10
  3558. [State 0, PlaySnd]
  3559. type = PlaySnd
  3560. trigger1 = animelem = 9
  3561. value = S2,9
  3562. [State 600,***]
  3563. type = Explod
  3564. trigger1 = animelem = 7
  3565. anim = 207
  3566. id = 207
  3567. pos = 50,-52
  3568. postype = p1
  3569. sprpriority = 8
  3570. bindtime = 1
  3571. removetime = 10
  3572. ownpal = 1
  3573. [State 0, Helper]
  3574. type = Helper
  3575. trigger1 = animelem = 7
  3576. helpertype = player
  3577. ID = 3333
  3578. stateno = 3333
  3579. pos = 50,-52
  3580. postype = p1 ;p2,front,back,left,right
  3581. keyctrl = 0
  3582. ownpal = 0
  3583. supermovetime = 999
  3584. pausemovetime = 999
  3585.  
  3586. [State 440, 3]
  3587. type = HitDef
  3588. triggerall = movehit = 0
  3589. trigger1 = animelem = 7
  3590. trigger2 = animelem = 8
  3591. attr = SCA, AA ,AT
  3592. damage = 100+random/20
  3593. hitflag = MAFD
  3594. guardflag = A
  3595. pausetime = 0,10
  3596. sparkno = 1
  3597. sparkxy = -5,-10
  3598. hitsound = -1;5,2
  3599. guardsound = -1;6,0
  3600. ground.type = Trip
  3601. ground.slidetime = 10
  3602. ground.hittime = 15
  3603. ground.velocity = -6,-8
  3604. air.velocity = -6,-8
  3605. guard.velocity = -5
  3606. fall = 1
  3607.  
  3608. [State 440, 4]
  3609. type = ChangeState
  3610. trigger1 = AnimTime = 0
  3611. value = 0
  3612. ctrl = 1
  3613.  
  3614. [Statedef 3100]
  3615. type = A
  3616. movetype= A
  3617. physics = A
  3618. juggle = 7
  3619. poweradd= 70
  3620. ctrl = 0
  3621. sprpriority = 2
  3622.  
  3623. [State 0, Turn]
  3624. type = null;Turn
  3625. trigger1 = time = 0
  3626. trigger1 = facing = enemy,facing
  3627. ignorehitpause = 1
  3628. ;persistent =
  3629.  
  3630. [State 0, ChangeAnim]
  3631. type = ChangeAnim
  3632. trigger1 = anim!= 3100
  3633. value = 3100
  3634. ;elem = 1
  3635. ignorehitpause = 1
  3636. ;persistent =
  3637.  
  3638. [State 0, PlaySnd]
  3639. type = PlaySnd
  3640. trigger1 = animelem = 1
  3641. value = S0,2
  3642. [State 0, PlaySnd]
  3643. type = PlaySnd
  3644. trigger1 = animelem = 4
  3645. value = S0,7
  3646. [State 0, PlaySnd]
  3647. type = PlaySnd
  3648. trigger1 = animelem = 3
  3649. value = S2,10
  3650. [State 0, PlaySnd]
  3651. type = PlaySnd
  3652. trigger1 = animelem = 6
  3653. value = S2,9
  3654. [State 600,***]
  3655. type = Explod
  3656. trigger1 = animelem = 4
  3657. anim = 207
  3658. id = 207
  3659. pos = 50,-52
  3660. postype = p1
  3661. sprpriority = 8
  3662. bindtime = 1
  3663. removetime = 10
  3664. ownpal = 1
  3665. [State 0, Helper]
  3666. type = Helper
  3667. trigger1 = animelem = 4
  3668. helpertype = player
  3669. ID = 3333
  3670. stateno = 3333
  3671. pos = 50,-52
  3672. postype = p1 ;p2,front,back,left,right
  3673. keyctrl = 0
  3674. ownpal = 0
  3675. supermovetime = 999
  3676. pausemovetime = 999
  3677.  
  3678. [State 440, 3]
  3679. type = HitDef
  3680. triggerall = movehit = 0
  3681. trigger1 = animelem = 4
  3682. trigger2 = animelem = 5
  3683. attr = SCA, AA ,AT
  3684. damage = 100+random/20
  3685. hitflag = MAFD
  3686. guardflag = L
  3687. pausetime = 5,20
  3688. sparkno = 1
  3689. sparkxy = -5,-10
  3690. hitsound = -1;5,2
  3691. guardsound = -1;6,0
  3692. ground.type = Trip
  3693. ground.slidetime = 10
  3694. ground.hittime = 15
  3695. ground.velocity = -1.5,-2
  3696. air.velocity = -1.2,-3
  3697. guard.velocity = -5
  3698. fall = 1
  3699.  
  3700. [State 440, 4]
  3701. type = ChangeState
  3702. trigger1 = AnimTime = 0
  3703. value = 50
  3704. ctrl = 0
  3705.  
  3706. [Statedef 3333]
  3707. type = C
  3708. movetype= A
  3709. physics = C
  3710. juggle = 7
  3711. poweradd= 0
  3712. ctrl = 0
  3713. anim = 3333
  3714. sprpriority = 2
  3715.  
  3716. [State 0, AngleDraw]
  3717. type = AngleDraw
  3718. trigger1 = 1
  3719. value = gametime
  3720. ;scale =
  3721. ignorehitpause = 1
  3722. ;persistent =
  3723. [State 0, VelAdd]
  3724. type = Velset
  3725. trigger1 = time <= 4
  3726. x = -2
  3727. y = -5
  3728. ignorehitpause = 1
  3729. ;persistent =
  3730.  
  3731. [State 0, VelAdd]
  3732. type = Velset
  3733. trigger1 = time > 4
  3734. x = -2
  3735. y = 3
  3736. ignorehitpause = 1
  3737. ;persistent =
  3738.  
  3739. [State -2, AngleDraw]
  3740. type = AngleDraw
  3741. trigger1 = root,fvar(10) > 1.0
  3742. value = gametime
  3743. scale = root,fvar(10),root,fvar(10)
  3744. ignorehitpause = 1
  3745.  
  3746. [State 0, DestroySelf]
  3747. type = DestroySelf
  3748. trigger1 = root,stateno != [3000,3100]
  3749. trigger1 = root,stateno != [4300,4305]
  3750. trigger1 = root,stateno != 810
  3751. ignorehitpause = 1
  3752. ;persistent =
  3753. [State 183, 押し判定]
  3754. type = PlayerPush
  3755. trigger1 = 1
  3756. value = 0
  3757. IgnoreHitPause = 1
  3758. Persistent = 1
  3759.  
  3760. [State 183, スクロール]
  3761. type = ScreenBound
  3762. trigger1 = 1
  3763. value = 0
  3764. MoveCamera = 0,0
  3765. [Statedef 4000]
  3766. type = S
  3767. movetype= A
  3768. physics = S
  3769. juggle = 1
  3770. velset = 0,0
  3771. ctrl = 0
  3772. anim = 4000
  3773. poweradd = 25
  3774. sprpriority = 2
  3775.  
  3776. [State 0, VarSet]
  3777. type = VelSet
  3778. trigger1 = AnimElem = 2
  3779. x = 12
  3780.  
  3781. [State 0, PlaySnd]
  3782. type = PlaySnd
  3783. trigger1 = time = 0
  3784. value = S2,8
  3785.  
  3786. [State 210, 2]
  3787. type = HitDef
  3788. trigger1 = AnimElem = 2
  3789. attr = SCA, AA ,AT
  3790. animtype = Medium
  3791. damage = 20+random/20,3
  3792. guardflag = MA
  3793. pausetime = 0,0
  3794. sparkno = s31010+(Random%3)
  3795. guard.sparkno = s31100
  3796. sparkxy = -5,-40
  3797. hitsound = s3,2
  3798. guardsound = s3,1
  3799. ground.type = High
  3800. ground.slidetime = 12
  3801. ground.hittime = 13
  3802. ground.velocity = -5.5
  3803. air.velocity = -10,-4
  3804. p1stateno = 4001
  3805. p2stateno = 50000
  3806.  
  3807. [State 0, ChangeAnim]
  3808. type = Changestate
  3809. trigger1 = animtime = 0
  3810. value = 0
  3811. ctrl = 1
  3812. ignorehitpause = 1
  3813. ;persistent =
  3814.  
  3815. [Statedef 4001]
  3816. type = S
  3817. movetype= A
  3818. physics = S
  3819. juggle = 1
  3820. velset=0,0
  3821. ctrl = 0
  3822. anim = 4001
  3823. poweradd = 25
  3824. sprpriority = 2
  3825. [State 0, VarSet]
  3826. type = VarSet
  3827. trigger1 = time = [0,1]
  3828. fv = 8
  3829. value = (enemy,FrontEdgeDist)
  3830. ignorehitpause = 1
  3831. ;persistent =
  3832. [State 0, VarSet]
  3833. type = VarSet
  3834. trigger1 = time > 1
  3835. fv = 8
  3836. value = 0
  3837. ignorehitpause = 1
  3838.  
  3839. [State 1210,爪 残像]
  3840. type = Explod
  3841. triggerall = !ishelper
  3842. trigger1 = time = 0
  3843. anim = 21000
  3844. ID = 21000
  3845. pos = 160,130
  3846. vel = 0,0
  3847. postype = back
  3848. sprpriority = 6
  3849. scale = 0.65,0.65
  3850. bindtime = -1
  3851. removetime = -2
  3852. pausemovetime = 999
  3853. supermovetime = 999
  3854. facing = facing
  3855. vfacing = 1
  3856. ownpal = 1
  3857.  
  3858. [State 0, SuperPause]
  3859. type = SuperPause
  3860. trigger1 = time = 0
  3861. time = 20
  3862. anim = -1
  3863. sound = S222,2
  3864. movetime = 99
  3865. darken = 1
  3866. p2defmul = 0
  3867. poweradd = 0
  3868. unhittable = 1
  3869. ;ignorehitpause
  3870.  
  3871. [State 0, AssertSpecial]
  3872. type = AssertSpecial
  3873. trigger1 = 1
  3874. flag = noBG
  3875.  
  3876. [State 1210,爪 残像]
  3877. type = Explod
  3878. triggerall = !ishelper
  3879. trigger1 = time = 0
  3880. anim = 31103
  3881. ID = 31103
  3882. pos = -5,0
  3883. vel = 0,0
  3884. postype = back
  3885. sprpriority = -1
  3886. scale = 1,1.2
  3887. bindtime = -1
  3888. removetime = 120
  3889. pausemovetime = 999
  3890. supermovetime = 999
  3891. facing = 1
  3892. vfacing = 1
  3893. ownpal = 1
  3894.  
  3895. [State 1210,爪 残像]
  3896. type = Explod
  3897. triggerall = !ishelper
  3898. trigger1 = time = 0
  3899. anim = 8888
  3900. ID = 8888
  3901. pos = 0,0
  3902. vel = 0,0
  3903. postype = back
  3904. sprpriority = -2
  3905. scale = 1,1
  3906. bindtime = -1
  3907. removetime = 120
  3908. pausemovetime = 999
  3909. supermovetime = 999
  3910. facing = 1
  3911. vfacing = 1
  3912. ownpal = 1
  3913.  
  3914. [State 0, EnvShake]
  3915. type = EnvShake
  3916. trigger1 = time = 0
  3917. time = 10
  3918. freq = 60
  3919. ampl = -4
  3920. phase = 90
  3921. ignorehitpause = 1
  3922. ;persistent =
  3923.  
  3924. [State 0, VelSet]
  3925. type = VelSet
  3926. trigger1 = time = 2
  3927. x = -100
  3928. y = 0
  3929. ignorehitpause = 1
  3930. ;persistent =
  3931.  
  3932. [State 0, VelSet]
  3933. type = VelSet
  3934. trigger1 = time = 3
  3935. x = 0
  3936. y = 0
  3937. ignorehitpause = 1
  3938.  
  3939. [State 0, TargetBind]
  3940. type = TargetBind
  3941. trigger1 = time = 0
  3942. time = 1
  3943. pos = 100,0
  3944. ignorehitpause = 1
  3945. ;persistent =
  3946.  
  3947. [State 0, PlaySnd]
  3948. type = PlaySnd
  3949. trigger1 = AnimElem = 4
  3950. value = S0,7
  3951. ignorehitpause = 1
  3952. ;persistent =
  3953. [State -3, 0];ランダムスイッチ
  3954. type = VarRandom
  3955. trigger1 = 1
  3956. v = 0
  3957. range = 0,1
  3958.  
  3959. [State 210, 1]
  3960. type = PlaySnd
  3961. triggerall = Var(0) = 0
  3962. trigger1 = Time = 0
  3963. value = s5, 1
  3964. channel = 0
  3965.  
  3966. [State 1060,***]
  3967. type = Explod
  3968. trigger1 = AnimElem = 4
  3969. anim = 11510
  3970. id = 11510
  3971. pos = 95,-45
  3972. postype = p1
  3973. scale = 0.5, 0.5
  3974. sprpriority = 5
  3975. bindtime = 18
  3976. removetime = -2
  3977. ownpal = 1
  3978. removeongethit = 1
  3979.  
  3980. [State 0, Helper]
  3981. type = Helper
  3982. trigger1 = AnimElem = 4
  3983. helpertype = normal ;player
  3984. ID = 4002
  3985. stateno = 4002
  3986. pos = 80,-55
  3987. postype = p1 ;p2,front,back,left,right
  3988. keyctrl = 0
  3989. ownpal = 0
  3990. supermovetime = 999999999
  3991. pausemovetime = 999999999
  3992.  
  3993. [State 210, 7]
  3994. type = ChangeState
  3995. trigger1 = AnimTime = 0
  3996. value = 0
  3997. ctrl = 1
  3998.  
  3999. [Statedef 4002]
  4000. type = S
  4001. movetype= A
  4002. physics = S
  4003. juggle = 1
  4004. velset = 0,0
  4005. ctrl = 0
  4006. anim = 4002
  4007. poweradd = -1000
  4008. sprpriority = 2
  4009.  
  4010. [State 0, Trans]
  4011. type = Trans
  4012. trigger1 = 1
  4013. trans = add ;none, add, addalpha, add1, sub
  4014. alpha = 256,256
  4015. ignorehitpause = 1
  4016. ;persistent =
  4017.  
  4018. [State 215, 3]
  4019. type = ScreenBound
  4020. trigger1 = 1
  4021. value = 0
  4022. [State 0, AssertSpecial]
  4023. type = AssertSpecial
  4024. trigger1 = !ishelper
  4025. flag = noshadow
  4026. ignorehitpause = 1
  4027.  
  4028. [State 215, 1]
  4029. type = Velset
  4030. trigger1 = AnimElem = 1
  4031. x = 8
  4032. y = 0
  4033. [State 0, AngleDraw]
  4034. type = AngleDraw
  4035. trigger1 = 1
  4036. ;value = 1
  4037. scale = 1,.5
  4038. ignorehitpause = 1
  4039. ;persistent =
  4040.  
  4041. [State 215, 1]
  4042. type = Veladd
  4043. trigger1 = time >= 1
  4044. x = 1
  4045. y = 0
  4046.  
  4047. [State 215, 3]
  4048. type = SprPriority
  4049. trigger1 = 1
  4050. value = 8
  4051.  
  4052. [State 210, 1]
  4053. type = PlaySnd
  4054. trigger1 = Time = 1
  4055. value = s4, 5
  4056.  
  4057. [State ]
  4058. type=AfterImage
  4059. Trigger1=time=0
  4060. length=13
  4061. PalBright=30,30,0
  4062. PalContrast=70,70,20
  4063. PalAdd=-10,-10,-10
  4064. PalMul=.85,.85,.50
  4065. TimeGap=1
  4066. FrameGap=2
  4067. Trans=Add
  4068. time=-1
  4069.  
  4070. [State 215, 2]
  4071. type = HitDef
  4072. trigger1 = time = 0
  4073. attr = SCA, AP
  4074. damage =370+random/20,10+random/20
  4075. guardflag =
  4076. priority = 3
  4077. pausetime = 0,40
  4078. sparkno = S288
  4079. guard.sparkno = S288
  4080. sparkxy = -20,0
  4081. hitsound = s2,9
  4082. guardsound = s2,4
  4083. ground.type = High
  4084. ground.slidetime = 5
  4085. ground.hittime = 12
  4086. ground.velocity = -4,-6
  4087. air.velocity = -4.5,-4.5
  4088. palfx.time = 25
  4089. palfx.mul = 200,200,200
  4090. palfx.add = 200,50,50
  4091. palfx.sinadd = 175,25,5,4
  4092. fall = 1
  4093. fall.recover = 0
  4094.  
  4095. [State 600,***]
  4096. type = Explod
  4097. trigger1 = 1
  4098. triggerall = NumExplod(291) < 1
  4099. anim = 291
  4100. id = 291
  4101. pos = 0,0
  4102. postype = p1
  4103. sprpriority = 8
  4104. bindtime = -1
  4105. removetime = 6
  4106. ownpal = 1
  4107.  
  4108. [State 700,***]
  4109. type = RemoveExplod
  4110. trigger1 = NumHelper(231) = 0
  4111. id = 291
  4112.  
  4113. [State 215, 3]
  4114. type = EnvShake
  4115. trigger1 = MoveContact = 1
  4116. time = 3
  4117. freq = 70
  4118. ampl = -2
  4119.  
  4120. [State 410, 4]
  4121. type = ChangeState
  4122. trigger1 = movehit = 1
  4123. trigger2 = MoveGuarded = 1
  4124. value = 232
  4125. ctrl = 0
  4126.  
  4127. [State 215, 3]
  4128. type = destroyself
  4129. trigger1 = Animtime = 0
  4130.  
  4131. [Statedef 4100]
  4132. type = S
  4133. physics = S
  4134. movetype = A
  4135. poweradd = -1000
  4136. anim = 4100
  4137. ctrl = 0
  4138. SprPriority = -99
  4139. [State 0, Helper]
  4140. type = Helper
  4141. trigger1 = time = 40
  4142. trigger2 = time = 60
  4143. trigger3 = time = 90
  4144. helpertype = normal ;player
  4145. stateno = 4302
  4146. pos = 35,-40
  4147. postype = p1 ;p2,front,back,left,right
  4148. facing = 1
  4149. keyctrl = 0
  4150. ownpal = 0
  4151. [State 183, 押し判定]
  4152. type = PlayerPush
  4153. trigger1 = 1
  4154. value = 0
  4155. IgnoreHitPause = 1
  4156. Persistent = 1
  4157. [State 210, 1]
  4158. type = PlaySnd
  4159. trigger1 = time = 40
  4160. trigger2 = time = 60
  4161. trigger3 = time = 90
  4162. value = 4, 4
  4163. [State 600,***]
  4164. type = Explod
  4165. trigger1 = time = 40
  4166. trigger2 = time = 60
  4167. trigger3 = time = 90
  4168. anim = 207
  4169. id = 207
  4170. pos = 35,-40
  4171. postype = p1
  4172. sprpriority = 8
  4173. bindtime = 1
  4174. removetime = 10
  4175. ownpal = 1
  4176. scale=1.5,1.5
  4177. [State 183, スクロール]
  4178. type = ScreenBound
  4179. trigger1 = 1
  4180. value = 0
  4181. MoveCamera = 0,0
  4182. [State 0, VelSet]
  4183. type = Velset
  4184. trigger1 = time < 16
  4185. x = -fvar(3)
  4186. y = 0
  4187. ignorehitpause = 1
  4188. [State 0, VarSet]
  4189. type = VarSet
  4190. trigger1 = time = 0
  4191. fv = 3
  4192. value = (BackEdgeDist/16+5)
  4193. ignorehitpause = 1
  4194. ;persistent =
  4195. [State 0, VarSet]
  4196. type = VarSet
  4197. trigger1 = time = 16
  4198. fv = 4
  4199. value = (FrontEdgeDist/80)
  4200. ignorehitpause = 1
  4201. ;persistent =
  4202. [State 0, VelSet]
  4203. type = VelSet
  4204. trigger1 = time >= 16
  4205. x = fvar(4)
  4206. y = 0
  4207. ignorehitpause = 1
  4208. ;persistent =
  4209.  
  4210. [State 0, SprPriority]
  4211. type = SprPriority
  4212. trigger1 = 1
  4213. value = -99
  4214. ignorehitpause = 1
  4215. ;persistent =
  4216.  
  4217. [State 0, SuperPause]
  4218. type = SuperPause
  4219. trigger1 = time = 0
  4220. time = 20
  4221. anim = -1
  4222. sound = S222,2
  4223. movetime = 99
  4224. darken = 1
  4225. p2defmul = 0
  4226. poweradd = 0
  4227. unhittable = 1
  4228. ;ignorehitpause
  4229.  
  4230. [State 900, BC拡大演出]
  4231. type = AngleDraw
  4232. trigger1 = 1
  4233. value = 0
  4234. scale = 1-fvar(2),1-fvar(2)
  4235. ignorehitpause = 1
  4236.  
  4237. [State 0, VarAdd]
  4238. type = Varset
  4239. trigger1 = time = 0
  4240. trigger2 = animtime = 0
  4241. fv = 2
  4242. value = 0
  4243. ignorehitpause = 1
  4244. ;persistent =
  4245. [State 0, VarAdd]
  4246. type = VarAdd
  4247. trigger1 = time <= 16
  4248. trigger1 = time >= 10
  4249. fv = 2
  4250. value = .04
  4251. ignorehitpause = 1
  4252. ;persistent =
  4253.  
  4254. [State 0, VarAdd]
  4255. type = VarAdd
  4256. trigger1 = time > 139
  4257. fv = 2
  4258. value = -.04
  4259. ignorehitpause = 1
  4260. ;persistent =
  4261.  
  4262. [State 1210,爪 残像]
  4263. type = Explod
  4264. triggerall = !ishelper
  4265. trigger1 = time = 0
  4266. anim = 21000
  4267. ID = 21000
  4268. pos = 160,130
  4269. vel = 0,0
  4270. postype = back
  4271. sprpriority = 6
  4272. scale = 0.65,0.65
  4273. bindtime = -1
  4274. removetime = -2
  4275. pausemovetime = 999
  4276. supermovetime = 999
  4277. facing = facing
  4278. vfacing = 1
  4279. ownpal = 1
  4280. [State 0, SuperPause]
  4281. type = SuperPause
  4282. trigger1 = time = 0
  4283. time = 20
  4284. anim = -1
  4285. sound = -1
  4286. movetime = 99
  4287. darken = 1
  4288. p2defmul = 0
  4289. poweradd = 0
  4290. unhittable = 1
  4291. ;ignorehitpause =
  4292. ;persistent =
  4293.  
  4294. [State 0, AssertSpecial]
  4295. type = AssertSpecial
  4296. trigger1 = 1
  4297. flag = noBG
  4298.  
  4299. [State 1210,爪 残像]
  4300. type = Explod
  4301. triggerall = !ishelper
  4302. trigger1 = time = 0
  4303. anim = 31103
  4304. ID = 31103
  4305. pos = -5,0
  4306. vel = 0,0
  4307. postype = back
  4308. sprpriority = -1
  4309. scale = 1,1.2
  4310. bindtime = -1
  4311. removetime = 145+20
  4312. pausemovetime = 999
  4313. supermovetime = 999
  4314. facing = 1
  4315. vfacing = 1
  4316. ownpal = 1
  4317.  
  4318. [State 1210,爪 残像]
  4319. type = Explod
  4320. triggerall = !ishelper
  4321. trigger1 = time = 0
  4322. anim = 8888
  4323. ID = 8888
  4324. pos = 0,0
  4325. vel = 0,0
  4326. postype = back
  4327. sprpriority = -100
  4328. scale = 1,1
  4329. bindtime = -1
  4330. removetime = 145+20
  4331. pausemovetime = 999
  4332. supermovetime = 999
  4333. facing = 1
  4334. vfacing = 1
  4335. ownpal = 1
  4336.  
  4337.  
  4338. [State 1210,爪 残像]
  4339. type = Explod
  4340. triggerall = !ishelper
  4341. trigger1 = time = 19
  4342. anim = 20050
  4343. ID = 20050
  4344. pos = 15,-20
  4345. postype = p1
  4346. sprpriority = 5
  4347. scale = .5,.2
  4348. bindtime = -1
  4349. removetime = 120
  4350. pausemovetime = 999
  4351. supermovetime = 999
  4352. facing = 1
  4353. vfacing = 1
  4354. ownpal = 1
  4355.  
  4356. [State 215, 2]
  4357. type = HitDef
  4358. trigger1 = time > 0;gametime%8 = 0
  4359. attr = SCA, AP,AT
  4360. damage =0+random/150,random/400
  4361. p1sprpriority = -99
  4362. p2sprpriority = 1
  4363. guardflag = H
  4364. pausetime = 0,8
  4365. sparkno = S7777
  4366. guard.sparkno = S7777
  4367. sparkxy = -20-10*(ifelse(random<=500,1,-1)),-50-10*(ifelse(random<=500,1,-1))
  4368. hitsound = s2,9
  4369. guardsound = s2,4
  4370. ground.type = High
  4371. ground.slidetime = 5
  4372. ground.hittime = 12
  4373. ground.velocity = -4,-4
  4374. air.velocity = -4,-4
  4375. palfx.time = 25
  4376. palfx.mul = 200,200,200
  4377. palfx.add = 200,50,50
  4378. palfx.sinadd = 175,25,5,4
  4379. fall = 1
  4380. fall.recover = 0
  4381. ignorehitpause = 1
  4382.  
  4383. [State 0, PlaySnd]
  4384. type = PlaySnd
  4385. trigger1 = time = 19
  4386. value = S0,11
  4387. volume = 0
  4388. ignorehitpause = 1
  4389. ;persistent =
  4390.  
  4391. [State 41,1]
  4392. type = AssertSpecial
  4393. trigger1 =1
  4394. flag = noautoturn
  4395.  
  4396. [State 41, 1]
  4397. type = PlaySnd
  4398. trigger1 = Time = 1
  4399. value = 0, 14
  4400.  
  4401. [State 41, 1]
  4402. type = PlaySnd
  4403. trigger1 = Time = 0
  4404. trigger1 = random < 200
  4405. value = 6, 2
  4406.  
  4407. [State 41, 3]
  4408. type = ChangeState
  4409. trigger1 = Animtime= 0
  4410. value = 0
  4411. ctrl = 1
  4412.  
  4413. [Statedef 4200]
  4414. type = S
  4415. movetype= A
  4416. physics = S
  4417. juggle = 1
  4418. velset = 0,0
  4419. ctrl = 0
  4420. anim = 4000
  4421. poweradd = 25
  4422. sprpriority = 2
  4423.  
  4424. [State 0, VarSet]
  4425. type = VelSet
  4426. trigger1 = AnimElem = 2
  4427. x = 12
  4428.  
  4429. [State 0, PlaySnd]
  4430. type = PlaySnd
  4431. trigger1 = time = 0
  4432. value = S2,8
  4433.  
  4434. [State 210, 2]
  4435. type = HitDef
  4436. trigger1 = AnimElem = 2
  4437. attr = SCA, AA ,AT
  4438. animtype = Medium
  4439. damage = 120+random/20,3
  4440. guardflag = MA
  4441. pausetime = 0,0
  4442. sparkno = s31010+(Random%3)
  4443. guard.sparkno = s31100
  4444. sparkxy = -5,-40
  4445. hitsound = s3,2
  4446. guardsound = s3,1
  4447. ground.type = High
  4448. ground.slidetime = 12
  4449. ground.hittime = 13
  4450. ground.velocity = -5.5
  4451. air.velocity = -10,-4
  4452. p1stateno = 4201
  4453. p2stateno = 50000
  4454.  
  4455. [State 0, ChangeAnim]
  4456. type = Changestate
  4457. trigger1 = animtime = 0
  4458. value = 0
  4459. ctrl = 1
  4460. ignorehitpause = 1
  4461. ;persistent =
  4462.  
  4463. [Statedef 4201]
  4464. type = S
  4465. movetype= A
  4466. physics = s
  4467. poweradd= 70
  4468. ctrl = 0
  4469. sprpriority = 2
  4470. [State 183, 押し判定]
  4471. type = PlayerPush
  4472. trigger1 = 1
  4473. value = 0
  4474. IgnoreHitPause = 1
  4475. Persistent = 1
  4476.  
  4477. [State 183, スクロール]
  4478. type = ScreenBound
  4479. trigger1 = 1
  4480. value = 0
  4481. MoveCamera = 0,0
  4482. [State 900, BC拡大演出]
  4483. type = AngleDraw
  4484. trigger1 = time < 26
  4485. value = 0
  4486. scale = 1+fvar(2),1+fvar(2)
  4487. ignorehitpause = 1
  4488.  
  4489. [State 0, VarAdd]
  4490. type = Varset
  4491. trigger1 = time = 0
  4492. fv = 2
  4493. value = 0
  4494. ignorehitpause = 1
  4495. ;persistent =
  4496. [State 0, VarAdd]
  4497. type = Velset
  4498. trigger1 = time = 0
  4499. X = 0
  4500. ignorehitpause = 1
  4501. ;persistent =
  4502. [State 0, VarAdd]
  4503. type = VarAdd
  4504. trigger1 = time <= 15
  4505. fv = 2
  4506. value = .02
  4507. ignorehitpause = 1
  4508. ;persistent =
  4509.  
  4510. [State 0, VarAdd]
  4511. type = VarAdd
  4512. trigger1 = time > 15
  4513. trigger1 = time < 26
  4514. fv = 2
  4515. value = -.022
  4516. ignorehitpause = 1
  4517. ;persistent =
  4518. [State 0, VarAdd]
  4519. type = Varset
  4520. trigger1 = time >= 26
  4521. fv = 2
  4522. value = 0
  4523. ignorehitpause = 1
  4524. ;persistent =
  4525. [State 41,1]
  4526. type = AssertSpecial
  4527. trigger1 =1
  4528. flag = noautoturn
  4529.  
  4530. [State 41, 1]
  4531. type = PlaySnd
  4532. trigger1 = Time = 1
  4533. value = 0, 14
  4534.  
  4535. [State 41, 1]
  4536. type = PlaySnd
  4537. trigger1 = Time = 0
  4538. trigger1 = random < 200
  4539. value = 6, 2
  4540.  
  4541. [State 41, 2]
  4542. type = Veladd
  4543. trigger1 = time <=15
  4544. x = -3
  4545. ignorehitpause = 1
  4546.  
  4547. [State 41, 2]
  4548. type = Veladd
  4549. trigger1 = time >=15
  4550. trigger1 = time <26
  4551. x = 4.8
  4552. ignorehitpause = 1
  4553.  
  4554. [State 41, 2]
  4555. type = Velset
  4556. trigger1 = time =26
  4557. x = 0
  4558. ignorehitpause = 1
  4559.  
  4560. [State 41, 2]
  4561. type = Veladd
  4562. trigger1 = time >=56
  4563. trigger1 = time <72
  4564. x = 1.14
  4565. ignorehitpause = 1
  4566.  
  4567. [State 41, 2]
  4568. type = Velset
  4569. trigger1 = time =72
  4570. x = 0
  4571. ignorehitpause = 1
  4572.  
  4573. [State 0, SuperPause]
  4574. type = SuperPause
  4575. trigger1 = time = 0
  4576. time = 20
  4577. anim = -1
  4578. sound = S222,2
  4579. movetime = 99
  4580. darken = 1
  4581. p2defmul = 0
  4582. poweradd = -1000
  4583. unhittable = 1
  4584. ;ignorehitpause
  4585.  
  4586. [State 1210,爪 残像]
  4587. type = Explod
  4588. triggerall = !ishelper
  4589. trigger1 = time = 0
  4590. anim = 21000
  4591. ID = 21000
  4592. pos = 160,130
  4593. vel = 0,0
  4594. postype = back
  4595. sprpriority = 6
  4596. scale = 0.65,0.65
  4597. bindtime = -1
  4598. removetime = -2
  4599. pausemovetime = 999
  4600. supermovetime = 999
  4601. facing = facing
  4602. vfacing = 1
  4603. ownpal = 1
  4604.  
  4605. [State 0, TargetBind]
  4606. type = TargetBind
  4607. trigger1 = time = 0
  4608. pos = 10,0
  4609. ignorehitpause = 1
  4610. ;persistent =
  4611.  
  4612. [State 0, AssertSpecial]
  4613. type = AssertSpecial
  4614. trigger1 = 1
  4615. flag = noBG
  4616. ignorehitpause = 1
  4617.  
  4618. [State 1210,爪 残像]
  4619. type = Explod
  4620. triggerall = !ishelper
  4621. trigger1 = time = 0
  4622. anim = 31103
  4623. ID = 31103
  4624. pos = -5,0
  4625. vel = 0,0
  4626. postype = back
  4627. sprpriority = -1
  4628. scale = 1,1.2
  4629. bindtime = -1
  4630. removetime = 125
  4631. pausemovetime = 999
  4632. supermovetime = 999
  4633. facing = 1
  4634. vfacing = 1
  4635. ownpal = 1
  4636.  
  4637. [State 1210,爪 残像]
  4638. type = Explod
  4639. triggerall = !ishelper
  4640. trigger1 = time = 0
  4641. anim = 8888
  4642. ID = 8888
  4643. pos = 0,0
  4644. vel = 0,0
  4645. postype = back
  4646. sprpriority = -2
  4647. scale = 1,1
  4648. bindtime = -1
  4649. removetime = 125
  4650. pausemovetime = 999
  4651. supermovetime = 999
  4652. facing = 1
  4653. vfacing = 1
  4654. ownpal = 1
  4655.  
  4656. [State 0, EnvShake]
  4657. type = EnvShake
  4658. trigger1 = time = 0
  4659. time = 10
  4660. freq = 60
  4661. ampl = -4
  4662. phase = 90
  4663. ignorehitpause = 1
  4664.  
  4665. [State 0, NotHitBy]
  4666. type = NotHitBy
  4667. trigger1 = 1
  4668. value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
  4669. ;value2 = S,NA
  4670. time = 1
  4671. ignorehitpause = 1
  4672. ;persistent =
  4673.  
  4674. [State 0, ChangeAnim]
  4675. type = ChangeAnim
  4676. trigger1 = anim!= 4200
  4677. value = 4200
  4678. ;elem = 1
  4679. ignorehitpause = 1
  4680. ;persistent =
  4681.  
  4682. [State 0, PlaySnd]
  4683. type = PlaySnd
  4684. trigger1 = animelem = 7
  4685. value = S0,2
  4686. [State 0, PlaySnd]
  4687. type = PlaySnd
  4688. trigger1 = animelem = 9
  4689. trigger2 = animelem = 17
  4690. value = S0,7
  4691. [State 0, PlaySnd]
  4692. type = PlaySnd
  4693. trigger1 = animelem = 8
  4694. trigger2 = animelem = 16
  4695. value = S2,10
  4696. [State 0, PlaySnd]
  4697. type = PlaySnd
  4698. trigger1 = animelem = 11
  4699. trigger3 = animelem = 19
  4700. value = S2,9
  4701. [State 600,***]
  4702. type = Explod
  4703. trigger1 = animelem = 9
  4704. trigger2 = animelem = 17
  4705. anim = 207
  4706. id = 207
  4707. pos = 50,-52
  4708. postype = p1
  4709. sprpriority = 8
  4710. bindtime = 1
  4711. removetime = 10
  4712. ownpal = 1
  4713. [State 0, Helper]
  4714. type = Helper
  4715. trigger1 = animelem = 9
  4716. trigger2 = animelem = 17
  4717. helpertype = player
  4718. ID = 3333
  4719. stateno = 3333
  4720. pos = 50,-52
  4721. postype = p1 ;p2,front,back,left,right
  4722. keyctrl = 0
  4723. ownpal = 0
  4724. supermovetime = 999
  4725. pausemovetime = 999
  4726.  
  4727. [State 440, 3]
  4728. type = HitDef
  4729. trigger1 = animelem = 10
  4730. trigger2 = animelem = 11
  4731. trigger3 = animelem = 18
  4732. trigger4 = animelem = 19
  4733. attr = SCA, AA ,AT
  4734. damage = 90+random/20
  4735. hitflag = MAFD
  4736. guardflag =
  4737. pausetime = 5,40
  4738. sparkno = S7777
  4739. guard.sparkno = S7777
  4740. sparkxy = -20-10*(ifelse(random<=500,1,-1)),-50-10*(ifelse(random<=500,1,-1))
  4741. hitsound = -1;5,2
  4742. guardsound = -1;6,0
  4743. ground.type = Trip
  4744. ground.slidetime = 10
  4745. ground.hittime = 15
  4746. ground.velocity = -1.5,-2
  4747. air.velocity = -1.2,-3
  4748. guard.velocity = -5
  4749. fall = 1
  4750.  
  4751. [State 440, 4]
  4752. type = ChangeState
  4753. trigger1 = AnimTime = 0
  4754. value = 0
  4755. ctrl = 1
  4756.  
  4757. [Statedef 4300]
  4758. type = S
  4759. movetype= A
  4760. physics = S
  4761. juggle = 1
  4762. velset = 0,0
  4763. ctrl = 0
  4764. anim = 4000
  4765. poweradd = 25
  4766. sprpriority = 2
  4767.  
  4768. [State 0, VarSet]
  4769. type = VelSet
  4770. trigger1 = AnimElem = 2
  4771. x = 12
  4772.  
  4773. [State 0, PlaySnd]
  4774. type = PlaySnd
  4775. trigger1 = time = 0
  4776. value = S2,8
  4777.  
  4778. [State 210, 2]
  4779. type = HitDef
  4780. trigger1 = AnimElem = 2
  4781. attr = SCA, AA ,AT
  4782. animtype = Medium
  4783. damage = 20+random/20,3
  4784. guardflag = MA
  4785. pausetime = 0,0
  4786. sparkno = s31010+(Random%3)
  4787. guard.sparkno = s31100
  4788. sparkxy = -5,-40
  4789. hitsound = s3,2
  4790. guardsound = s3,1
  4791. ground.type = High
  4792. ground.slidetime = 12
  4793. ground.hittime = 13
  4794. ground.velocity = -5.5
  4795. air.velocity = -10,-4
  4796. p1stateno = 4301
  4797. p2stateno = 50000
  4798.  
  4799. [State 0, ChangeAnim]
  4800. type = Changestate
  4801. trigger1 = animtime = 0
  4802. value = 0
  4803. ctrl = 1
  4804. ignorehitpause = 1
  4805. ;persistent =
  4806.  
  4807. [Statedef 4301]
  4808. type = S
  4809. movetype= A
  4810. physics = s
  4811. poweradd= -2000
  4812. ctrl = 0
  4813. sprpriority = 2
  4814. anim = 4300
  4815. velset = 0,0
  4816.  
  4817. [State -2, VarSet]
  4818. type = VarSet
  4819. trigger1 = time = 0
  4820. fvar(10) = 1
  4821.  
  4822. [State -2, VarAdd]
  4823. type = VarAdd
  4824. Triggerall = target,numpartner = 0
  4825. Triggerall = numpartner = 0
  4826. trigger1 = fvar(10) < 1.42
  4827. trigger1 = time = [1,62]
  4828. fvar(10) = 0.06
  4829. ignorehitpause = 1
  4830.  
  4831. [State -2, VarAdd]
  4832. type = VarAdd
  4833. Triggerall = target,numpartner = 0
  4834. Triggerall = numpartner = 0
  4835. trigger1 = fvar(10) > 1.0
  4836. trigger1 = time >= 62
  4837. fvar(10) = -0.06
  4838. ignorehitpause = 1
  4839.  
  4840. [State -2, VarSet]
  4841. type = VarSet
  4842. Triggerall = target,numpartner = 0
  4843. Triggerall = numpartner = 0
  4844. trigger1 = fvar(10) < 1.0
  4845. fvar(10) = 1.0
  4846. ignorehitpause = 1
  4847.  
  4848. [State -2, AngleDraw]
  4849. type = AngleDraw
  4850. trigger1 = fvar(10) > 1.0
  4851. value = 0
  4852. scale = fvar(10),fvar(10)
  4853. ignorehitpause = 1
  4854.  
  4855. [State 0, SuperPause]
  4856. type = SuperPause
  4857. trigger1 = time = 0
  4858. time = 20
  4859. anim = -1
  4860. sound = S222,2
  4861. movetime = 99
  4862. darken = 1
  4863. p2defmul = 0
  4864. unhittable = 1
  4865. ;ignorehitpause
  4866. [State 0, TargetBind]
  4867. type = TargetBind
  4868. trigger1 = 1;time = 0
  4869. pos = 50,0
  4870. ignorehitpause = 1
  4871. ;persistent =
  4872. [State 0, TargetState]
  4873. type = TargetState
  4874. trigger1 = 1
  4875. value = 50000
  4876. ignorehitpause = 1
  4877.  
  4878. [State 1210,爪 残像]
  4879. type = Explod
  4880. triggerall = !ishelper
  4881. trigger1 = time = 0
  4882. anim = 31104
  4883. ID = 31104
  4884. pos = -5,0
  4885. vel = 0,0
  4886. postype = back
  4887. sprpriority = -1
  4888. scale = 1,1.2
  4889. bindtime = -1
  4890. removetime = 180
  4891. pausemovetime = 999
  4892. supermovetime = 999
  4893. facing = 1
  4894. vfacing = 1
  4895.  
  4896. [State 1210,爪 残像]
  4897. type = Explod
  4898. triggerall = !ishelper
  4899. trigger1 = facing = 1
  4900. trigger1 = time = 0
  4901. anim = 10205
  4902. ID = 21005
  4903. pos = 100,50
  4904. vel = 0,0
  4905. postype = back
  4906. sprpriority = 5
  4907. scale = 0.25,0.25
  4908. bindtime = -1
  4909. removetime = -2
  4910. pausemovetime = 999
  4911. supermovetime = 999
  4912. facing = 1
  4913. vfacing = 1
  4914. ownpal = 1
  4915. [State 1210,爪 残像]
  4916. type = Explod
  4917. triggerall = !ishelper
  4918. trigger1 = facing = 1
  4919. trigger1 = time = 0
  4920. anim = 10206
  4921. ID = 21006
  4922. pos = 100,50
  4923. vel = 0,0
  4924. postype = back
  4925. sprpriority = 6
  4926. scale = 0.25,0.25
  4927. bindtime = -1
  4928. removetime = -2
  4929. pausemovetime = 999
  4930. supermovetime = 999
  4931. facing = 1
  4932. ownpal = 1
  4933.  
  4934. [State 1210,爪 残像]
  4935. type = Explod
  4936. triggerall = !ishelper
  4937. trigger1 = facing = -1
  4938. trigger1 = time = 0
  4939. anim = 10207
  4940. ID = 21005
  4941. pos = 100,50
  4942. vel = 0,0
  4943. postype = back
  4944. sprpriority = 5
  4945. scale = 0.25,0.25
  4946. bindtime = -1
  4947. removetime = -2
  4948. pausemovetime = 999
  4949. supermovetime = 999
  4950. facing = -1
  4951. ownpal = 1
  4952. [State 1210,爪 残像]
  4953. type = Explod
  4954. triggerall = !ishelper
  4955. trigger1 = facing = -1
  4956. trigger1 = time = 0
  4957. anim = 10208
  4958. ID = 21006
  4959. pos = 100,50
  4960. vel = 0,0
  4961. postype = back
  4962. sprpriority = 6
  4963. scale = 0.25,0.25
  4964. bindtime = -1
  4965. removetime = -2
  4966. pausemovetime = 999
  4967. supermovetime = 999
  4968. facing = -1
  4969. ownpal = 1
  4970. [State 1210,爪 残像]
  4971. type = Explod
  4972. triggerall = !ishelper
  4973. trigger1 = time = 0
  4974. anim = 8888
  4975. ID = 8888
  4976. pos = 0,0
  4977. vel = 0,0
  4978. postype = back
  4979. sprpriority = -2
  4980. scale = 1,1
  4981. bindtime = -1
  4982. removetime = 180
  4983. pausemovetime = 999
  4984. supermovetime = 999
  4985. facing = 1
  4986. vfacing = 1
  4987. ownpal = 1
  4988. [State 0, PlaySnd]
  4989. type = PlaySnd
  4990. trigger1 = animelem = 2
  4991. value = S0,2
  4992. [State 0, PlaySnd]
  4993. type = PlaySnd
  4994. trigger1 = animelem = 3
  4995. trigger2 = animelem = 6
  4996. trigger3 = animelem = 9
  4997. value = S0,7
  4998. [State 600,***]
  4999. type = Explod
  5000. trigger1 = animelem = 3
  5001. trigger2 = animelem = 6
  5002. trigger3 = animelem = 9
  5003. anim = 207
  5004. id = 207
  5005. pos = 40,-42
  5006. postype = p1
  5007. sprpriority = 8
  5008. bindtime = 1
  5009. removetime = 10
  5010. ownpal = 1
  5011. [State -2, ModifyExplod]
  5012. type = ModifyExplod
  5013. trigger1 = numexplod(207)
  5014. ID = 207
  5015. scale = fvar(10),fvar(10)
  5016. ignorehitpause = 1
  5017. [State 0, Helper]
  5018. type = Helper
  5019. trigger1 = animelem = 3
  5020. trigger2 = animelem = 6
  5021. trigger3 = animelem = 9
  5022. helpertype = player
  5023. ID = 3333
  5024. stateno = 3333
  5025. pos = 40,-42
  5026. postype = p1 ;p2,front,back,left,right
  5027. keyctrl = 0
  5028. ownpal = 0
  5029. supermovetime = 999
  5030. pausemovetime = 999
  5031.  
  5032. [State 440, 3]
  5033. type = HitDef
  5034. trigger1 = animelem = 3
  5035. trigger2 = animelem = 6
  5036. trigger3 = animelem = 9
  5037. attr = SCA, AA ,AT
  5038. damage = 100+random/20
  5039. hitflag = maflpd
  5040. guardflag =
  5041. pausetime = 0,60
  5042. sparkno = 1
  5043. sparkxy = -5,-10
  5044. hitsound = s7,1
  5045. guardsound = -1;6,0
  5046. ground.type = Low
  5047. ground.slidetime = 10
  5048. ground.hittime = 15
  5049. ground.velocity = -1.5,-2
  5050. air.velocity = -1.2,-3
  5051. guard.velocity = -5
  5052. fall = 1
  5053. p2stateno = 50000
  5054.  
  5055. [State 0, ChangeState]
  5056. type = ChangeState
  5057. trigger1 = animtime = 0
  5058. value = 4305
  5059. ctrl = 0
  5060. ;anim =
  5061. ignorehitpause = 1
  5062. ;persistent =
  5063. [Statedef 4302]
  5064. type = S
  5065. physics = S
  5066. movetype = A
  5067. anim = 4201
  5068. ctrl = 0
  5069. sprpriority = 7
  5070.  
  5071. [State 0, AngleDraw]
  5072. type = AngleDraw
  5073. trigger1 = 1
  5074. ;value = 1
  5075. scale = .2+fvar(6),.2+fvar(6)
  5076. ignorehitpause = 1
  5077. ;persistent =
  5078.  
  5079. [State 0, VarAdd]
  5080. type = Varadd
  5081. trigger1 = 1
  5082. fv = 6
  5083. value = .05
  5084. ignorehitpause = 1
  5085.  
  5086. [State 0, VelSet]
  5087. type = VelSet
  5088. trigger1 = 1
  5089. x = 1.01
  5090. ignorehitpause = 1
  5091. ;persistent =
  5092. [State 0, Helper]
  5093. type = Helper
  5094. trigger1 = Animtime = 0
  5095. helpertype = normal ;player
  5096. ID = 4303
  5097. stateno = 4303
  5098. pos = 0,0
  5099. postype = p1 ;p2,front,back,left,right
  5100. facing = 1
  5101. keyctrl = 0
  5102. ownpal = 0
  5103. ignorehitpause = 1
  5104. [State 215, 3]
  5105. type = destroyself
  5106. trigger1 = Animtime = 0
  5107. [Statedef 4303]
  5108. type = S
  5109. physics = S
  5110. movetype = A
  5111. anim = 4202
  5112. ctrl = 0
  5113. sprpriority = 6
  5114. [State 183, 押し判定]
  5115. type = PlayerPush
  5116. trigger1 = 1
  5117. value = 0
  5118. IgnoreHitPause = 1
  5119. Persistent = 1
  5120.  
  5121. [State 183, スクロール]
  5122. type = ScreenBound
  5123. trigger1 = 1
  5124. value = 0
  5125. MoveCamera = 0,0
  5126.  
  5127. [State 0, PlaySnd]
  5128. type = PlaySnd
  5129. trigger1 = time = 0
  5130. value = S3,4
  5131. ignorehitpause = 1
  5132. [State 0, AssertSpecial]
  5133. type = AssertSpecial
  5134. trigger1 = ishelper
  5135. flag = noshadow
  5136. ignorehitpause = 1
  5137.  
  5138. [State 215, 2]
  5139. type = HitDef
  5140. trigger1 = time = 0
  5141. attr = A, SP
  5142. damage =30+random/20,5+random/20
  5143. guardflag = H
  5144. priority = 3
  5145. pausetime = 0,13
  5146. sparkno = S288
  5147. guard.sparkno = S288
  5148. sparkxy = -20,0
  5149. hitsound = s2,9
  5150. guardsound = s2,4
  5151. ground.type = High
  5152. ground.slidetime = 5
  5153. ground.hittime = 12
  5154. ground.velocity = -4,-6
  5155. air.velocity = -4.5,-4.5
  5156. palfx.time = 25
  5157. palfx.mul = 200,200,200
  5158. palfx.add = 200,50,50
  5159. palfx.sinadd = 175,25,5,4
  5160. fall = 1
  5161. fall.recover = 0
  5162.  
  5163. [State 215, 3]
  5164. type = destroyself
  5165. trigger1 = Animtime = 0
  5166. [Statedef 4305]
  5167. type = S
  5168. movetype= A
  5169. physics = S
  5170. ctrl = 0
  5171. sprpriority = 2
  5172. anim = 4302
  5173.  
  5174. [State 41, 1]
  5175. type = PlaySnd
  5176. trigger1 = Time = 0
  5177. trigger2 = Time = 49
  5178. value = 0, 14
  5179.  
  5180. [State 0, PlaySnd]
  5181. type = PlaySnd
  5182. trigger1 = animelem = 1
  5183. value = S0,2
  5184. [State 0, PlaySnd]
  5185. type = PlaySnd
  5186. trigger1 = animelem = 7
  5187. value = S0,7
  5188. [State 0, PlaySnd]
  5189. type = PlaySnd
  5190. trigger1 = animelem = 6
  5191. value = S2,10
  5192. [State 0, PlaySnd]
  5193. type = PlaySnd
  5194. trigger1 = animelem = 9
  5195. value = S2,9
  5196. [State 600,***]
  5197. type = Explod
  5198. trigger1 = animelem = 7
  5199. anim = 207
  5200. id = 207
  5201. pos = 50,-52
  5202. postype = p1
  5203. sprpriority = 8
  5204. bindtime = 1
  5205. removetime = 10
  5206. ownpal = 1
  5207. [State 0, Helper]
  5208. type = Helper
  5209. trigger1 = animelem = 7
  5210. helpertype = player
  5211. ID = 3333
  5212. stateno = 3333
  5213. pos = 50,-52
  5214. postype = p1 ;p2,front,back,left,right
  5215. keyctrl = 0
  5216. ownpal = 0
  5217. supermovetime = 999
  5218. pausemovetime = 999
  5219.  
  5220. [State 440, 3]
  5221. type = HitDef
  5222. triggerall = movehit = 0
  5223. trigger1 = animelem = 7
  5224. trigger2 = animelem = 8
  5225. attr = SCA, AA ,AT
  5226. damage = 200+random/20
  5227. hitflag = MAFDPL
  5228. guardflag =
  5229. pausetime = 0,10
  5230. sparkno = 1
  5231. sparkxy = -5,-10
  5232. hitsound = S0,15
  5233. guardsound = S7,2
  5234. ground.type = Trip
  5235. ground.slidetime = 10
  5236. ground.hittime = 15
  5237. ground.velocity = -6,-8
  5238. air.velocity = -6,-8
  5239. guard.velocity = -5
  5240. fall = 1
  5241.  
  5242. [State 440, 4]
  5243. type = ChangeState
  5244. trigger1 = AnimTime = 0
  5245. value = 0
  5246. ctrl = 1
  5247.  
  5248. ;ヒットエフェクト小3~アルカナハート(ヘルパー)
  5249. [Statedef 7104]
  5250. type=A
  5251. movetype=I
  5252. physics=N
  5253. ctrl=0
  5254. anim=ifelse(random%2=0,6069,6071)
  5255. sprpriority=1
  5256.  
  5257. [State ]
  5258. type=AssertSpecial
  5259. trigger1=1
  5260. flag=noshadow
  5261.  
  5262. [State ]
  5263. type=varrandom
  5264. trigger1=time=0
  5265. v=0
  5266. range=1,5
  5267.  
  5268. [State ]
  5269. type=AngleDraw
  5270. trigger1=1
  5271. scale=ifelse(var(0)=1,.05,ifelse(var(0)=2,.075,ifelse(var(0)=3,.1,ifelse(var(0)=4,.125,ifelse(var(0)=5,.15,0))))),.4
  5272.  
  5273. [State ]
  5274. type=VelSet
  5275. trigger1=1
  5276. x=ifelse(var(0)=1,2,ifelse(var(0)=2,3.5,ifelse(var(0)=3,5,ifelse(var(0)=4,6.5,ifelse(var(0)=5,8,0)))))
  5277.  
  5278. [State ]
  5279. type=varrandom
  5280. trigger1=time=0
  5281. v=1
  5282. range=0,ifelse(ishelper(7104),5,3)
  5283.  
  5284. [State ]
  5285. type=AngleAdd
  5286. trigger1=time=0&&(var(1)=[1,5])
  5287. value=ifelse(var(1)=1,6,ifelse(var(1)=2,12,ifelse(var(1)=3,18,ifelse(var(1)=4,24,ifelse(var(1)=5,30,0)))))
  5288.  
  5289. [State ]
  5290. type=VelSet
  5291. trigger1=var(0)=1&&var(1)>=1
  5292. y=ifelse(var(0)=1&&var(1)=1,-.3,ifelse(var(0)=1&&var(1)=2,-.7,ifelse(var(0)=1&&var(1)=3,-1,ifelse(var(0)=1&&var(1)=4,-1.3,ifelse(var(0)=1&&var(1)=5,-1.6,0)))))
  5293.  
  5294. [State ]
  5295. type=VelSet
  5296. trigger1=var(0)=2&&var(1)>=1
  5297. y=ifelse(var(0)=2&&var(1)=1,-.4,ifelse(var(0)=2&&var(1)=2,-1,ifelse(var(0)=2&&var(1)=3,-1.5,ifelse(var(0)=2&&var(1)=4,-2,ifelse(var(0)=2&&var(1)=5,-2.5,0)))))
  5298.  
  5299. [State ]
  5300. type=VelSet
  5301. trigger1=var(0)=3&&var(1)>=1
  5302. y=ifelse(var(0)=3&&var(1)=1,-.8,ifelse(var(0)=3&&var(1)=2,-1.2,ifelse(var(0)=3&&var(1)=3,-1.8,ifelse(var(0)=3&&var(1)=4,-2.4,ifelse(var(0)=3&&var(1)=5,-3,0)))))
  5303.  
  5304. [State ]
  5305. type=VelSet
  5306. trigger1=var(0)=4&&var(1)>=1
  5307. y=ifelse(var(0)=4&&var(1)=1,-1,ifelse(var(0)=4&&var(1)=2,-2,ifelse(var(0)=4&&var(1)=3,-2.7,ifelse(var(0)=4&&var(1)=4,-3.4,ifelse(var(0)=4&&var(1)=5,-4.3,0)))))
  5308.  
  5309. [State ]
  5310. type=VelSet
  5311. trigger1=var(0)=5&&var(1)>=1
  5312. y=ifelse(var(0)=5&&var(1)=1,-1,ifelse(var(0)=5&&var(1)=2,-2,ifelse(var(0)=5&&var(1)=3,-3,ifelse(var(0)=5&&var(1)=4,-4,ifelse(var(0)=5&&var(1)=5,-5,0)))))
  5313.  
  5314. [State ]
  5315. type=varadd
  5316. trigger1=time>=ifelse(ishelper(7104),9,4)
  5317. var(2)=25
  5318.  
  5319. [State ]
  5320. type=Trans
  5321. trigger1=1
  5322. trans=addalpha
  5323. alpha=256-var(2),256
  5324.  
  5325. [State ]
  5326. type=DestroySelf
  5327. trigger1=animtime=0||var(2)>=256
  5328.  
  5329. [Statedef 25555]
  5330. type = S
  5331. physics = S
  5332. movetype = A
  5333. poweradd = 0
  5334. anim = 5153
  5335. ctrl=0
  5336.  
  5337. [State 600,***]
  5338. type = Explod
  5339. trigger1 = time = 90
  5340. trigger2 = time = 9
  5341. anim = 295
  5342. id = 295
  5343. pos = 0,-50
  5344. postype = p1
  5345. sprpriority = 8
  5346. bindtime = -1
  5347. removetime = -2
  5348. ownpal = 1
  5349. supermovetime = 9999999999999
  5350. pausemovetime = 9999999999999
  5351. [State 0, PlaySnd]
  5352. type = PlaySnd
  5353. trigger1 = time = 0
  5354. value = S3,3
  5355. ignorehitpause = 1
  5356. [State 0, PlaySnd]
  5357. type = PlaySnd
  5358. trigger1 = time = 90
  5359. trigger2 = time = 9
  5360. value = S3,4
  5361. ignorehitpause = 1
  5362.  
  5363. [State ,瓶ヨケ、癲oメ評
  5364. type = Pause
  5365. triggerall = !ishelper
  5366. trigger1 = time = 0
  5367. time = 55
  5368. movetime = 55
  5369. ignorehitpause = 1
  5370. [State ,瓶ヨケ、癲oメ評
  5371. type = Superpause
  5372. triggerall = !ishelper
  5373. trigger1 = time = 0
  5374. anim = -1
  5375. time = 55
  5376. movetime = 55
  5377. unhittable = 0
  5378. darken = 0
  5379. p2defmul = 1
  5380. ignorehitpause = 1
  5381. [State 410,2]
  5382. type = helper
  5383. triggerall = numhelper(999992) = 0
  5384. triggerall =!ishelper
  5385. trigger1=1
  5386. name = "999992"
  5387. id = 999992
  5388. pos = 0,0
  5389. postype = p1
  5390. stateno = 999992
  5391. helpertype = player
  5392. ownpal = 1
  5393. keyctrl = 0
  5394. supermovetime = 9999999999999
  5395. pausemovetime = 9999999999999
  5396. IgnoreHitPause = 1
  5397. [State 0, Explod]
  5398. type = Explod
  5399. trigger1 = time = 40
  5400. anim = 12345
  5401. ID = 12345
  5402. pos = 0,0
  5403. postype = back ;p2,front,back,left,right
  5404. facing = 1
  5405. vfacing = 1
  5406. bindtime = -1
  5407. removetime = -1
  5408. scale = .5,.5
  5409. sprpriority = 999999999999999
  5410. supermovetime = 9999999999999
  5411. pausemovetime = 9999999999999
  5412. IgnoreHitPause = 1
  5413. [State -2,・ソ・イネ。、・リ・・ムゥ`コモウキ]
  5414. type = Helper
  5415. triggerall = !ishelper
  5416. trigger1 = !numhelper(124)
  5417. trigger1 = time >= 58
  5418. ID = 124
  5419. name = "tagelock"
  5420. postype = p1
  5421. pos = 0,0
  5422. stateno = 124
  5423. helpertype = player
  5424. keyctrl = 0
  5425. supermovetime = 9999999999999
  5426. pausemovetime = 9999999999999
  5427. ignorehitpause = 1
  5428. [State 0, PlaySnd]
  5429. type = PlaySnd
  5430. trigger1 = time = 61
  5431. value = S0,7
  5432.  
  5433. [Statedef 999999]
  5434. type = S
  5435. movetype = A
  5436. physics = N
  5437. ctrl = 0
  5438. velset = 0,0
  5439. sprpriority = 0
  5440. movehitpersist = 1
  5441. hitdefpersist = 1
  5442. [state オミヒタヘナマツ]
  5443. type = selfstate
  5444. triggerall = !ishelper
  5445. trigger1 = !alive
  5446. trigger2 = roundstate =3
  5447. value = 5150
  5448. persistent = 256
  5449. ignorehitpause = 1
  5450. [State -2]
  5451. type = ChangeState
  5452. trigger1 = hitpausetime
  5453. trigger1 = !IsHelper
  5454. persistent = 256
  5455. value = 666555
  5456. IgnoreHitPause = 1
  5457. [State 19000]
  5458. type = ChangeAnim2
  5459. value = 100040
  5460. trigger1 = !ishelper
  5461. ignorehitpause = 1
  5462. [State 19000]
  5463. type = HitDef
  5464. trigger1 = !IsHelper
  5465. attr = ,aa,ap,at
  5466. affectteam = B
  5467. pausetime = 2+random%3,1
  5468. sparkno = -1
  5469. hitsound = -1
  5470. numhits = 0
  5471. getpower = 0,0
  5472. givepower = 0,0
  5473. ignorehitpause = 1
  5474. [State 19000]
  5475. type = LifeSet
  5476. value = 0
  5477. triggerall = !ishelper
  5478. trigger1 = name != "I-orin"
  5479. trigger1 = random%2 = 0
  5480. trigger2 = roundstate>2
  5481. ignorehitpause = 1
  5482. [State 3051, 2]
  5483. type = Ctrlset
  5484. trigger1 = 1
  5485. value = 0
  5486. ignorehitpause=1
  5487. [state オミヒタヘナマツ]
  5488. type = Selfstate
  5489. triggerall = !ishelper
  5490. trigger1 = name = "I-orin"
  5491. trigger1 = !alive
  5492. value = 5150
  5493. persistent = 256
  5494. [Statedef 14100]
  5495. type = S
  5496. physics = S
  5497. movetype = A
  5498. poweradd = ifelse(life<=lifemax*0.5,-2000,-3000)
  5499. anim = 14100
  5500. ctrl = 0
  5501. [State 183, 押し判定]
  5502. type = PlayerPush
  5503. trigger1 = 1
  5504. value = 0
  5505. IgnoreHitPause = 1
  5506. Persistent = 1
  5507.  
  5508. [State 183, スクロール]
  5509. type = ScreenBound
  5510. trigger1 = 1
  5511. value = 0
  5512. MoveCamera = 0,0
  5513. [State 0, VelSet]
  5514. type = VarSet
  5515. trigger1 = time= 0
  5516. FV = 4
  5517. value = BackEdgeDist+60
  5518. ignorehitpause = 1
  5519. ;persistent =
  5520. [State 0, VelSet]
  5521. type = VarSet
  5522. trigger1 = time= 80
  5523. FV = 3
  5524. value = BackEdgeDist
  5525. ignorehitpause = 1
  5526. [State 0, VelSet]
  5527. type = VelSet
  5528. trigger1 = time= 0
  5529. x = -fvar(4)
  5530. y = 0
  5531. ignorehitpause = 1
  5532. ;persistent =
  5533. [State 0, VelSet]
  5534. type = VelSet
  5535. trigger1 = time= 1
  5536. x = 0
  5537. y = 0
  5538. ignorehitpause = 1
  5539. ;persistent =
  5540. [State 0, SuperPause]
  5541. type = SuperPause
  5542. trigger1 = time = 5
  5543. time = 40
  5544. anim = -1
  5545. sound = S222,2
  5546. movetime = 99
  5547. darken = 1
  5548. p2defmul = 0
  5549. poweradd = 0
  5550. unhittable = 1
  5551. ;ignorehitpause
  5552. [State 0, PlaySnd]
  5553. type = PlaySnd
  5554. trigger1 = time = 0
  5555. value = S190,4
  5556.  
  5557. [State 0, PlaySnd]
  5558. type = PlaySnd
  5559. trigger1 = time = 0
  5560. value = S0,5
  5561.  
  5562. [State 0, PlaySnd]
  5563. type = PlaySnd
  5564. trigger1 = time = 20
  5565. value = S0,11
  5566.  
  5567. [State 0, PlaySnd]
  5568. type = PlaySnd
  5569. trigger1 = time = 80
  5570. value = S0,8
  5571.  
  5572. [State 900, BC拡大演出]
  5573. type = AngleDraw
  5574. trigger1 = 1
  5575. value = 0
  5576. scale = 1-fvar(2),1-fvar(2)
  5577. ignorehitpause = 1
  5578. [State 0, SprPriority]
  5579. type = SprPriority
  5580. trigger1 = time > 80
  5581. value = -1
  5582. ignorehitpause = 1
  5583. ;persistent =
  5584. [State 0, SprPriority]
  5585. type = SprPriority
  5586. trigger1 = time <= 80
  5587. value = 4
  5588. ignorehitpause = 1
  5589. ;persistent =
  5590.  
  5591. [State 0, VarAdd]
  5592. type = Varset
  5593. trigger1 = time = 0
  5594. fv = 2
  5595. value = 0
  5596. ignorehitpause = 1
  5597. ;persistent =
  5598.  
  5599. [State 0, VarAdd]
  5600. type = Varset
  5601. trigger1 = time = 10
  5602. fv = 2
  5603. value = -.2
  5604. ignorehitpause = 1
  5605. ;persistent =
  5606. [State 0, VarAdd]
  5607. type = Varadd
  5608. trigger1 = time > 10
  5609. trigger1 = time < 50
  5610. fv = 2
  5611. value = -.035
  5612. ignorehitpause = 1
  5613. ;persistent =
  5614. [State 0, VarAdd]
  5615. type = Varadd
  5616. trigger1 = time > 50
  5617. trigger1 = time <= 80
  5618. fv = 2
  5619. value = .03
  5620. ignorehitpause = 1
  5621. ;persistent =
  5622. [State 0, VarAdd]
  5623. type = Varadd
  5624. trigger1 = time > 80
  5625. trigger1 = time <= 140
  5626. fv = 2
  5627. value = .015
  5628. ignorehitpause = 1
  5629. ;persistent =
  5630. [State 0, VarAdd]
  5631. type = Varadd
  5632. trigger1 = time > 140
  5633. fv = 2
  5634. value = -.03
  5635. ignorehitpause = 1
  5636. [State 0, VelSet]
  5637. type = VelSet
  5638. trigger1 = time > 10
  5639. trigger1 = time < 80
  5640. x = 5
  5641. y = 0
  5642. ;ignorehitpause =
  5643. ;persistent =
  5644.  
  5645. [State 0, VelSet]
  5646. type = VelSet
  5647. trigger1 = time >= 80
  5648. x = -(fvar(3)/72)
  5649. y = 0
  5650. ;ignorehitpause =
  5651. ;persistent =
  5652. [State 1210,爪 残像]
  5653. type = Explod
  5654. triggerall = !ishelper
  5655. trigger1 = life<=lifemax*0.5
  5656. trigger1 = time = 0
  5657. anim = 2555
  5658. ID = 21000
  5659. pos = 160,120
  5660. vel = 0,0
  5661. postype = back
  5662. sprpriority = 5
  5663. scale = 1,1
  5664. bindtime = -1
  5665. removetime = -2
  5666. pausemovetime = 999
  5667. supermovetime = 999
  5668. facing = facing
  5669. vfacing = 1
  5670. ownpal = 1
  5671.  
  5672. [State 1210,爪 残像]
  5673. type = Explod
  5674. triggerall = !ishelper
  5675. trigger1 = life>lifemax*0.5
  5676. trigger1 = time = 0
  5677. anim = 10200
  5678. ID = 21000
  5679. pos = 160,120
  5680. vel = 0,0
  5681. postype = back
  5682. sprpriority = 5
  5683. scale = 0.65,0.65
  5684. bindtime = -1
  5685. removetime = -2
  5686. pausemovetime = 999
  5687. supermovetime = 999
  5688. facing = facing
  5689. vfacing = 1
  5690. ownpal = 1
  5691.  
  5692. [State 1210,爪 残像]
  5693. type = Explod
  5694. triggerall = !ishelper
  5695. trigger1 = life>lifemax*0.5
  5696. trigger1 = time = 0
  5697. anim = 10201
  5698. ID = 21001
  5699. pos = 160,120
  5700. vel = 0,0
  5701. postype = back
  5702. sprpriority = 5
  5703. scale = 0.65,0.65
  5704. bindtime = -1
  5705. removetime = -2
  5706. pausemovetime = 999
  5707. supermovetime = 999
  5708. facing = facing
  5709. vfacing = 1
  5710. ownpal = 1
  5711.  
  5712. [State 1210,爪 残像]
  5713. type = Explod
  5714. triggerall = !ishelper
  5715. trigger1 = life>lifemax*0.5
  5716. trigger1 = time = 0
  5717. anim = 10202
  5718. ID = 21002
  5719. pos = 160,120
  5720. vel = 0,0
  5721. postype = back
  5722. sprpriority = 6
  5723. scale = 0.65,0.65
  5724. bindtime = -1
  5725. removetime = -2
  5726. pausemovetime = 999
  5727. supermovetime = 999
  5728. facing = facing
  5729. vfacing = 1
  5730. ownpal = 1
  5731.  
  5732. [State 0, AssertSpecial]
  5733. type = AssertSpecial
  5734. trigger1 = 1
  5735. flag = noBG
  5736.  
  5737. [State 1210,爪 残像]
  5738. type = Explod
  5739. triggerall = !ishelper
  5740. trigger1 = time = 0
  5741. anim = 31104
  5742. ID = 31104
  5743. pos = -5,0
  5744. vel = 0,0
  5745. postype = back
  5746. sprpriority = -1
  5747. scale = 1,1.2
  5748. bindtime = -1
  5749. removetime = 145+40
  5750. pausemovetime = 999
  5751. supermovetime = 999
  5752. facing = 1
  5753. vfacing = 1
  5754. ownpal = 1
  5755.  
  5756. [State 1210,爪 残像]
  5757. type = Explod
  5758. triggerall = !ishelper
  5759. trigger1 = time = 0
  5760. anim = 8888
  5761. ID = 8888
  5762. pos = 0,0
  5763. vel = 0,0
  5764. postype = back
  5765. sprpriority = -100
  5766. scale = 1,1
  5767. bindtime = -1
  5768. removetime = 145+40
  5769. pausemovetime = 999
  5770. supermovetime = 999
  5771. facing = 1
  5772. vfacing = 1
  5773. ownpal = 1
  5774.  
  5775.  
  5776. [State 1210,爪 残像]
  5777. type = Explod
  5778. triggerall = !ishelper
  5779. trigger1 = time = 80
  5780. anim = 20050
  5781. ID = 20050
  5782. pos = 15,-20
  5783. postype = p1
  5784. sprpriority = 5
  5785. scale = .5,.2
  5786. bindtime = -1
  5787. removetime = 60
  5788. pausemovetime = 999
  5789. supermovetime = 999
  5790. facing = 1
  5791. vfacing = 1
  5792. ownpal = 1
  5793.  
  5794. [State 0, Helper]
  5795. type = Helper
  5796. trigger1 = time = 95
  5797. trigger2 = time = 110
  5798. trigger3 = time = 125
  5799. helpertype = normal ;player
  5800. stateno = 4302
  5801. pos = 35,-40
  5802. postype = p1 ;p2,front,back,left,right
  5803. facing = 1
  5804. keyctrl = 0
  5805. ownpal = 0
  5806. [State 210, 1]
  5807. type = PlaySnd
  5808. trigger1 = time = 95
  5809. trigger2 = time = 110
  5810. trigger3 = time = 125
  5811. value = 4, 4
  5812. [State 600,***]
  5813. type = Explod
  5814. trigger1 = time = 95
  5815. trigger2 = time = 110
  5816. trigger3 = time = 125
  5817. anim = 207
  5818. id = 207
  5819. pos = 35,-40
  5820. postype = p1
  5821. sprpriority = 8
  5822. bindtime = 1
  5823. removetime = 10
  5824. ownpal = 1
  5825. scale=1.5,1.5
  5826.  
  5827. [State 215, 2]
  5828. type = HitDef
  5829. trigger1 = time > 1
  5830. trigger1 = time < 80
  5831. attr = SCA,AA, AP,AT
  5832. damage =random/100
  5833. p1sprpriority = 2
  5834. p2sprpriority = 1
  5835. guardflag =
  5836. pausetime = 0,8
  5837. sparkno = S7777
  5838. guard.sparkno = S7777
  5839. sparkxy = -20-10*(ifelse(random<=500,1,-1)),-50-10*(ifelse(random<=500,1,-1))
  5840. hitsound = s2,9
  5841. guardsound = s2,4
  5842. ground.type = High
  5843. ground.slidetime = 5
  5844. ground.hittime = 12
  5845. ground.velocity = -0,-0
  5846. air.velocity = -0,-0
  5847. palfx.time = 25
  5848. palfx.mul = 200,200,200
  5849. palfx.add = 200,50,50
  5850. palfx.sinadd = 175,25,5,4
  5851. fall = 1
  5852. fall.recover = 0
  5853. [State 215, 2]
  5854. type = HitDef
  5855. trigger1 = time >= 80
  5856. attr = SCA,AA, AP,AT
  5857. damage =random/100
  5858. p1sprpriority = -99
  5859. p2sprpriority = 1
  5860. guardflag =
  5861. pausetime = 0,8
  5862. sparkno = S7777
  5863. guard.sparkno = S7777
  5864. sparkxy = -20-10*(ifelse(random<=500,1,-1)),-50-10*(ifelse(random<=500,1,-1))
  5865. hitsound = s2,9
  5866. guardsound = s2,4
  5867. ground.type = High
  5868. ground.slidetime = 5
  5869. ground.hittime = 12
  5870. ground.velocity = -0,-0
  5871. air.velocity = -0,-0
  5872. palfx.time = 25
  5873. palfx.mul = 200,200,200
  5874. palfx.add = 200,50,50
  5875. palfx.sinadd = 175,25,5,4
  5876. fall = 1
  5877. fall.recover = 0
  5878.  
  5879. [State 41,1]
  5880. type = AssertSpecial
  5881. trigger1 =1
  5882. flag = noautoturn
  5883.  
  5884. [State 41, 3]
  5885. type = ChangeState
  5886. trigger1 = Animtime= 0
  5887. value = 0
  5888. ctrl = 1
  5889.  
  5890. [Statedef 50000]
  5891. type = S
  5892. movetype= H
  5893. physics = N
  5894. velset = 0,0
  5895.  
  5896. [State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
  5897. type = ChangeAnim2
  5898. trigger1 = 1
  5899. value = 50000
  5900.  
  5901. [State 0, HitBy]
  5902. type = HitBy
  5903. trigger1 = 1
  5904. value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
  5905. ;value2 = S,NA
  5906. time = -1
  5907. ignorehitpause = 1
  5908. ;persistent =
  5909. [State -2, AngleDraw]
  5910. type = AngleDraw
  5911. trigger1 = enemy,fvar(10)
  5912. trigger1 = enemy,stateno = 4301
  5913. value = 0
  5914. scale = enemy,fvar(10),enemy,fvar(10)
  5915. ignorehitpause = 1
  5916. [Statedef 50001]
  5917. type = S
  5918. movetype= H
  5919. physics = N
  5920. velset = 0,0
  5921.  
  5922. [State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
  5923. type = ChangeAnim2
  5924. trigger1 = 1
  5925. value = 50000
  5926.  
  5927. [State 0, HitBy]
  5928. type = HitBy
  5929. trigger1 = 1
  5930. value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
  5931. ;value2 = S,NA
  5932. time = -1
  5933. ignorehitpause = 1
  5934. ;persistent =
  5935. [State 0, VelSet]
  5936. type = VelSet
  5937. trigger1 = time = 1
  5938. x = enemy,fvar(8)/2
  5939. y = 0
  5940. ignorehitpause = 1
  5941. ;persistent =
  5942. [State 0, VelSet]
  5943. type = VelSet
  5944. trigger1 = time != 1
  5945. x = 0
  5946. y = 0
  5947. ignorehitpause = 1
  5948. ;persistent =
  5949.  
  5950. [Statedef 51000]
  5951. type = S
  5952. movetype= H
  5953. physics = N
  5954. velset = 0,0
  5955.  
  5956. [State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
  5957. type = ChangeAnim2
  5958. trigger1 = anim != 51000
  5959. value = 51000
  5960.  
  5961. [State 0, HitBy]
  5962. type = HitBy
  5963. trigger1 = 1
  5964. value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
  5965. ;value2 = S,NA
  5966. time = -1
  5967. ignorehitpause = 1
  5968. ;persistent =
  5969. [State 0, AngleDraw]
  5970. type = AngleDraw
  5971. trigger1 = 1
  5972. ;value = 1
  5973. scale = 1.5-enemy,fvar(8),1.5-enemy,fvar(8)
  5974. ignorehitpause = 1
  5975. ;persistent =
  5976.  
  5977. [Statedef 99999]
  5978. type = S
  5979. movetype = I
  5980. physics = S
  5981. ctrl = 0
  5982. anim = 9999
  5983. sprpriority = 8
  5984.  
  5985. [State 183, 押し判定]
  5986. type = PlayerPush
  5987. trigger1 = 1
  5988. value = 0
  5989. IgnoreHitPause = 1
  5990. Persistent = 1
  5991.  
  5992. [State 183, スクロール]
  5993. type = ScreenBound
  5994. trigger1 = 1
  5995. value = 0
  5996. MoveCamera = 0,0
  5997.  
  5998. [State 0, BindToRoot]
  5999. type = BindToRoot
  6000. trigger1 = 1
  6001. time = -1
  6002. pos = 0,0
  6003. ignorehitpause = 1
  6004. ;persistent =
  6005.  
  6006. [State 0, Turn]
  6007. type = Turn
  6008. trigger1 = facing = -1
  6009. ignorehitpause = 1
  6010. ;persistent =
  6011. [State 0, AssertSpecial]
  6012. type = AssertSpecial
  6013. trigger1 = !ishelper
  6014. flag = noshadow
  6015. flag2 = invisible
  6016. ignorehitpause = 1
  6017. [State -2,一の位]
  6018. type = Explod
  6019. trigger1 = 1
  6020. anim = 9700+root,life%10
  6021. pos = 0, Ceil(-130*const(size.yscale))
  6022. postype = p1
  6023. bindtime = -1
  6024. ownpal = 1
  6025. ontop = 1
  6026. pausemovetime = 999999
  6027. supermovetime = 999999
  6028. ignorehitpause = 1
  6029. scale = .15, .15
  6030.  
  6031. [State -2,十の位]
  6032. type = Explod
  6033. trigger1 = root,life >= 10
  6034. anim = 9700+floor(root,life/10)%10
  6035. pos = -5, Ceil(-130*const(size.yscale))
  6036. postype = p1
  6037. bindtime = -1
  6038. ownpal = 1
  6039. ontop = 1
  6040. pausemovetime = 999999
  6041. supermovetime = 999999
  6042. ignorehitpause = 1
  6043. scale = .15, .15
  6044.  
  6045. [State -2,百の位]
  6046. type = Explod
  6047. trigger1 = root,life >= 100
  6048. anim = 9700+floor(root,life/100)%10
  6049. pos = -10, Ceil(-130*const(size.yscale))
  6050. postype = p1
  6051. bindtime = -1
  6052. ownpal = 1
  6053. ontop = 1
  6054. pausemovetime = 999999
  6055. supermovetime = 999999
  6056. scale = .15, .15
  6057. ignorehitpause = 1
  6058.  
  6059. [State -2,千の位]
  6060. type = Explod
  6061. trigger1 = root,life >= 1000
  6062. anim = 9700+floor(root,life/1000)%10
  6063. pos = -15, Ceil(-130*const(size.yscale))
  6064. postype = p1
  6065. bindtime = -1
  6066. ownpal = 1
  6067. ontop = 1
  6068. pausemovetime = 999999
  6069. supermovetime = 999999
  6070. scale = .15, .15
  6071. ignorehitpause = 1
  6072.  
  6073. [State -2]
  6074. type = Explod
  6075. trigger1 = 1
  6076. anim = 9600
  6077. pos = -5, Ceil(-130*const(size.yscale))
  6078. postype = p1
  6079. bindtime = -1
  6080. ownpal = 1
  6081. ontop = 1
  6082. pausemovetime = 999999
  6083. supermovetime = 999999
  6084. scale = .18, .18
  6085. ignorehitpause = 1
  6086.  
  6087. [State -2,一の位]
  6088. type = Explod
  6089. trigger1 = 1
  6090. anim = 9700+lifemax%10
  6091. pos = 25, Ceil(-130*const(size.yscale))
  6092. postype = p1
  6093. bindtime = -1
  6094. ownpal = 1
  6095. ontop = 1
  6096. pausemovetime = 999999
  6097. supermovetime = 999999
  6098. ignorehitpause = 1
  6099. scale = .15, .15
  6100.  
  6101. [State -2,十の位]
  6102. type = Explod
  6103. trigger1 = lifemax >= 10
  6104. anim = 9700+floor(lifemax/10)%10
  6105. pos = 20, Ceil(-130*const(size.yscale))
  6106. postype = p1
  6107. bindtime = -1
  6108. ownpal = 1
  6109. ontop = 1
  6110. pausemovetime = 999999
  6111. supermovetime = 999999
  6112. ignorehitpause = 1
  6113. scale = .15, .15
  6114.  
  6115. [State -2,百の位]
  6116. type = Explod
  6117. trigger1 = lifemax >= 100
  6118. anim = 9700+floor(lifemax/100)%10
  6119. pos = 15, Ceil(-130*const(size.yscale))
  6120. postype = p1
  6121. bindtime = -1
  6122. ownpal = 1
  6123. ontop = 1
  6124. pausemovetime = 999999
  6125. supermovetime = 999999
  6126. scale = .15, .15
  6127. ignorehitpause = 1
  6128.  
  6129. [State -2,千の位]
  6130. type = Explod
  6131. trigger1 = lifemax >= 1000
  6132. anim = 9700+floor(lifemax/1000)%10
  6133. pos = 10, Ceil(-130*const(size.yscale))
  6134. postype = p1
  6135. bindtime = -1
  6136. ownpal = 1
  6137. ontop = 1
  6138. pausemovetime = 999999
  6139. supermovetime = 999999
  6140. scale = .15, .15
  6141. ignorehitpause = 1
  6142.  
  6143. [State -2]
  6144. type = Explod
  6145. trigger1 = SelfAnimExist(9500+floor(root,life*48/lifemax))
  6146. anim = 9500+floor(root,life*48/lifemax)
  6147. ID = 9500
  6148. pos = 0, Ceil(-120*const(size.yscale))
  6149. postype = p1
  6150. scale = 0.5, 0.5
  6151. ontop = 1
  6152. ownpal = 1
  6153. supermovetime = 999999999
  6154. pausemovetime = 999999999
  6155.  
  6156. [State 215, 3]
  6157. type = destroyself
  6158. trigger1 = root,alive = 0
  6159.  
  6160. [Statedef 999992]
  6161. ctrl = 0
  6162. anim = 99998
  6163. movetype=I
  6164. [State 3051, 2]
  6165. type = Ctrlset
  6166. trigger1 = ishelper(999992)
  6167. value = 0
  6168. ignorehitpause=1
  6169. [state 9908]
  6170. type = bindtoparent
  6171. trigger1 = 1
  6172. pos = 0,-50
  6173. [state ];ーワアアマ﨤
  6174. type=destroyself
  6175. trigger1=!ishelper(999992)
  6176. ignorehitpause=1
  6177. [Statedef 124]
  6178. hitdefpersist = 1
  6179.  
  6180. [State ]
  6181. type = Changeanim
  6182. trigger1 = ishelper(124)
  6183. value = 100040
  6184. ignorehitpause = 1
  6185.  
  6186. [State ]
  6187. type = Ctrlset
  6188. trigger1 = ishelper(124)
  6189. value = 0
  6190. ignorehitpause = 1
  6191.  
  6192. [State ]
  6193. type = AssertSpecial
  6194. trigger1 = ishelper(124)
  6195. flag = invisible
  6196. flag2 = noshadow
  6197. ignorehitpause = 1
  6198.  
  6199. [State ]
  6200. type = Lifeset
  6201. trigger1 = ishelper(124)
  6202. value = 99999999999999999
  6203. ignorehitpause = 1
  6204.  
  6205. [State ]
  6206. type = Screenbound
  6207. trigger1 = ishelper(124)
  6208. value = 0
  6209. ignorehitpause = 1
  6210.  
  6211. [State ]
  6212. type = Bindtoroot
  6213. trigger1 = ishelper(124)
  6214. pos = -40, -40
  6215. ignorehitpause = 1
  6216.  
  6217. [State ]
  6218. type = Playerpush
  6219. trigger1 = ishelper(124)
  6220. value = 1
  6221. ignorehitpause = 1
  6222.  
  6223. [State ]
  6224. type = Turn
  6225. trigger1 = ishelper(124)
  6226. trigger1 = facing != root,facing
  6227. ignorehitpause = 1
  6228.  
  6229. [State ]
  6230. type = Nothitby
  6231. trigger1 = ishelper(124)
  6232. trigger1 = NumTarget
  6233. value = SCA
  6234. ignorehitpause = 1
  6235.  
  6236. [State ]
  6237. type = Statetypeset
  6238. trigger1 = ishelper(124)
  6239. statetype = C
  6240. movetype = A
  6241. physics = N
  6242. ignorehitpause = 1
  6243.  
  6244. [State ,・ソゥ`・イ・テ・ネ、ャ筏アセフ螟ヌ、マ、ハ、ォ、テ、ソ、鬣ソゥ`・イ・テ・ネ、筅ケ]
  6245. type = TargetDrop
  6246. triggerall = ishelper(124)
  6247. triggerall = NumTarget = 1
  6248. trigger1 = Target,IsHelper
  6249. trigger2 = TeamSide = Target,TeamSide
  6250. ignorehitpause = 1
  6251.  
  6252. [State 153]
  6253. type = ReversalDef
  6254. triggerall = ishelper(124)
  6255. trigger1 = !numtarget
  6256. reversal.attr = SCA, AA, AP, AT
  6257. numhits = 0
  6258. pausetime = 0,0
  6259. sparkno = -1
  6260. guard.sparkno = -1
  6261. hitsound = -1,0
  6262. p2stateno = 4444
  6263. ignorehitpause = 1
  6264.  
  6265. [State ,シエヒタヘカ、イ]
  6266. type = Hitdef
  6267. triggerall = ishelper(124)
  6268. trigger1 = gametime % 10 = 0
  6269. trigger2 = enemynear,stateno = 110 || enemynear,stateno = 115
  6270. trigger3 = roundstate != 2;MoveType = A
  6271. attr = ,AA,AT,AP
  6272. pausetime = 1,1
  6273. sparkno = -1
  6274. hitsound = -1
  6275. numhits = 0
  6276. p2stateno = 999999
  6277. fall.damage = 256*256*256*128
  6278. ignorehitpause = 1
  6279.  
  6280. [State 29921, ・ソゥ`・イ・テ・ネネ。オテモテオアノ偰
  6281. type = ReversalDef
  6282. triggerall = ishelper(124)
  6283. trigger1 = numtarget
  6284. reversal.attr = SCA,AA,AP,AT
  6285. pausetime = 1,1 ;・メ・テ・ネ瓶ユィ、・r馮
  6286. sparkno = -1 ;・メ・テ・ネ瓶、ホ・ケ・ムゥ`・ッサュマo
  6287. hitsound = -1 ;・メ・テ・ネメ・
  6288. numhits = 0 ;・ウ・ワシモヒ飜
  6289. fall.damage = 256*256*256*128 ;ツ蔆ツ・タ・皓`・ク
  6290. ignorehitpause = 1
  6291.  
  6292. [State ,モタセA・ソゥ`・イ・テ・ネウャシエヒタヘカ、イ・ケ・ニゥ`・ネヒヘ、鷯
  6293. type = TargetState
  6294. triggerall = ishelper(124)
  6295. triggerall = NumTarget
  6296. trigger1 = RoundState < 2
  6297. trigger2 = RoundState = 2
  6298. trigger2 = sysvar(0) < 300
  6299. trigger3 = RoundState = 2
  6300. trigger3 = sysvar(0) > 600
  6301. trigger3 = random < 25
  6302. trigger4 = RoundState > 2
  6303. trigger5 = root,stateno = 556666
  6304. trigger6 = !root,alive
  6305. trigger7 = root,stateno = 333399
  6306. trigger8 = root,stateno = 333398
  6307. value = ifelse(RoundState > 2, 5150, 999999)
  6308. ignorehitpause = 1
  6309.  
  6310. [State , モタセA・ソゥ`・イ・テ・ネシエヒタ・タ・皓`・ク]
  6311. type = TargetLifeAdd
  6312. triggerall = ishelper(124)
  6313. triggerall = NumTarget
  6314. trigger1 = RoundState = 2
  6315. trigger1 = sysvar(0) < 150
  6316. trigger2 = RoundState = 2
  6317. trigger2 = sysvar(0) = [300,450]
  6318. trigger3 = RoundState = 2
  6319. trigger3 = sysvar(0) > 600 && random < 10
  6320. trigger4 = RoundState = 3
  6321. value = -256*256*256*128
  6322. absolute = 1
  6323. ignorehitpause = 1
  6324.  
  6325. [State ,所ヨニヒタ、ホミ鄕贊テシエヒタ・ケ・ニゥ`・ネ]
  6326. type = TargetState
  6327. triggerall = ishelper(124)
  6328. triggerall = NumTarget
  6329. ;triggerall = root,stateno = [120,155] || root,stateno = [500,5150] || root,stateno = 33333
  6330. trigger1 = !Root,Alive
  6331. trigger2 = RoundState > 2
  6332. value = 5150
  6333. ignorehitpause = 1
  6334.  
  6335. [State ,所ヨニヒタ、ホミ鄕贊テシエヒタ・タ・皓`・ク]
  6336. type = targetlifeadd
  6337. triggerall = ishelper(124)
  6338. triggerall = numtarget
  6339. triggerall = !target,ishelper
  6340. trigger1 = roundstate != 2
  6341. trigger2 = root,stateno = [120,155]
  6342. trigger3 = root,movetype=A
  6343. trigger4 = root,stateno = 556666
  6344. trigger5 = !root,alive
  6345. trigger6 = root,stateno = 333399
  6346. trigger7 = root,stateno = 333398
  6347. trigger8 = RoundState = 3
  6348. value = -9999999999999
  6349. absolute = 1
  6350. ignorehitpause = 1
  6351.  
  6352. [State 所ヨニヒタ、ホミ鄕贊テPower・タ・皓`・ク]
  6353. type = targetpoweradd
  6354. triggerall = ishelper(124)
  6355. triggerall = numtarget
  6356. triggerall = !target,ishelper
  6357. trigger1 = roundstate != 2
  6358. trigger2 = root,stateno = [120,155]
  6359. trigger3 = root,movetype=A
  6360. trigger4 = root,stateno = 556666
  6361. trigger5 = !root,alive
  6362. trigger6 = root,stateno = 333399
  6363. trigger7 = root,stateno = 333398
  6364. value = -9999999999999
  6365. absolute = 1
  6366. ignorehitpause = 1
  6367.  
  6368. [State ,・゙ゥ`・ュ・ー矣瓶馮スU゚^モ亨y]
  6369. type = varadd
  6370. triggerall = ishelper(124)
  6371. triggerall = !target,ishelper
  6372. trigger1 = numtarget
  6373. sysvar(0) = 1
  6374. ignorehitpause = 1
  6375. [State ]
  6376. Type = TargetDrop
  6377. Triggerall=NumTarget>0
  6378. trigger1=Target,name = "I-orin"
  6379. Trigger1=!Target,Alive
  6380. IgnoreHitPause = 1
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