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- ; KFM's constants and state file.
- ; There are comments scattered through this file, so you may like to
- ; take a look if would like to learn more about the cns.
- ; これはKFMの定数と状態のファイルです。
- ; 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
- ; 読んでみたらいいです。
- [Data]
- ;Amount of life to start with
- ;体力ゲージの初期値
- life = 3600
- ;attack power (more is stronger)
- ;攻撃ダメージ
- attack = 100
- ;defensive power (more is stronger)
- ;体力パワー
- defence = 25
- ;Percentage to increase defense everytime player is knocked down
- fall.defence_up = 50
- ;Time which player lies down for, before getting up
- liedown.time = 60
- ;Number of points for juggling
- airjuggle = 15
- ;Default hit spark number for HitDefs
- sparkno = 2
- ;Default guard spark number
- guard.sparkno = 40
- ;1 to enable echo on KO
- KO.echo = 0
- ;Volume offset (negative for softer)
- volume = 255
- ;Variables with this index and above will not have their values
- ;reset to 0 between rounds or matches. There are 60 int variables,
- ;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
- ;If omitted, then it defaults to 60 and 40 for integer and float
- ;variables repectively, meaning that none are persistent, i.e. all
- ;are reset. If you want your variables to persist between matches,
- ;you need to override state 5900 from common1.cns.
- IntPersistIndex = 50
- FloatPersistIndex = 40
- [Size]
- xscale = .6 ;Horizontal scaling factor.
- yscale = .6 ;Vertical scaling factor.
- ground.back = 15 ;Player width (back, ground)
- ground.front = 16 ;Player width (front, ground)
- air.back = 12 ;Player width (back, air)
- air.front = 12 ;Player width (front, air)
- height = 60 ;Height of player (for opponent to jump over)
- attack.dist = 160 ;Default attack distance
- proj.attack.dist = 90 ;Default attack distance for projectiles
- proj.doscale = -2 ;Set to 1 to scale projectiles too
- head.pos = -5, -90 ;Approximate position of head
- mid.pos = -5, -60 ;Approximate position of midsection
- shadowoffset = 0 ;Number of pixels to vertically offset the shadow
- draw.offset = 0,0 ;Player drawing offset in pixels (x, y)
- [Velocity]
- walk.fwd = 2.4 ;Walk forward
- walk.back = -2.2 ;Walk backward
- run.fwd = 4.6, 0 ;Run forward (x, y)
- run.back = -4.5,-3.8 ;Hop backward (x, y)
- jump.neu = 0,-8.5 ;Neutral jumping velocity (x, y)
- jump.back = -2.55 ;Jump back Speed (x, y)
- jump.fwd = 2.5 ;Jump forward Speed (x, y)
- runjump.back = -2.55,-8.1 ;Running jump speeds (opt)
- runjump.fwd = 4,-8.1 ;.
- airjump.neu = 0,-8.1 ;.
- airjump.back = -2.55 ;Air jump speeds (opt)
- airjump.fwd = 2.5 ;.
- [Movement]
- airjump.num = 0 ;Number of air jumps allowed (opt)
- airjump.height = 35 ;Minimum distance from ground before you can air jump (opt)
- yaccel = .44 ;Vertical acceleration
- stand.friction = .85 ;Friction coefficient when standing
- crouch.friction = .82 ;Friction coefficient when crouching
- ;---------------------------------------------------------------------------
- ; Variable usage:
- ; This is a record of the variables that KFM uses. Keeping a record of your
- ; variable usage helps you avoid careless mistakes later.
- ; var(1) - Used in kfm.cmd for combo condition (updated every tick)
- ; var(2) - Used in Kung Fu Throw (state 800) to remember if fwd was being
- ; held (remembered from state 800 through state 810).
- ;---------------------------------------------------------------------------
- ; Lose by Time Over
- ; CNS difficulty: basic
- ; CNS レベル: 基本
- [Statedef 170]
- type = S
- ctrl = 0
- anim = 170
- velset = 0,0
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = time = 0
- value = S6,1
- channel = 6
- ignorehitpause = 1
- [State 170, 1]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
- ;---------------------------------------------------------------------------
- ; Win state decider
- ; CNS difficulty: basic
- ; CNS レベル: 基本
- [Statedef 180]
- type = S
- [State 180, 1]
- type = ChangeState
- trigger1 = time = 0
- value = ifelse(random<=500,181,182)
- ;---------------------------------------------------------------------------
- ; Win pose 1 - Bow
- ; CNS difficulty: basic
- ; CNS レベル: 基本
- [Statedef 181]
- type = S
- ctrl = 0
- anim = 181
- velset = 0,0
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = time = 0
- value = S180,1
- ignorehitpause = 1
- [State 181, 1]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
- [Statedef 182]
- type = S
- ctrl = 0
- anim = 100
- velset = 0,0
- [State 181, 1]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- time = 1
- [State 183, 押し判定]
- type = PlayerPush
- trigger1 = 1
- value = 0
- IgnoreHitPause = 1
- Persistent = 1
- [State 183, スクロール]
- type = ScreenBound
- trigger1 = 1
- value = 0
- MoveCamera = 0,0
- [State 100, 1]
- type = VelSet
- trigger1 = time >= 6
- x = 8
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = time = 0
- value = S180,0
- ignorehitpause = 1
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = time = 0
- value = S0,5
- ignorehitpause = 1
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = gametime%10 = 0
- value = S0,12
- ignorehitpause = 1
- [State 100, 2] ;Prevent run from canceling into walk
- type = AssertSpecial
- trigger1 = 1
- flag = NoWalk
- [State 100, 3] ;Prevent from turning
- type = AssertSpecial
- trigger1 = time <= 180
- flag = NoAutoTurn
- flag2 = roundnotover
- ;---------------------------------------------------------------------------
- ; Introduction
- ; CNS difficulty: basic
- ;---------------------------------------------------------------------------
- ; PREINTRO
- [Statedef 190]
- type = S
- ctrl = 0
- velset = 0,0
- [State 190, 2] ;Go straight to intro.
- type = Changestate
- trigger1 = time = 0
- value = ifelse(random<=500,191,192)
- ;---------------------------------------------------------------------------
- ; INTRO (override this state to give character an intro)
- [Statedef 191]
- type = S
- ctrl = 0
- anim = 190
- [State 0, PosSet]
- type = velSet
- trigger1 = time = 0
- x = -200
- y = 0
- ignorehitpause = 1
- ;persistent =
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = time = 0
- value = S0,5
- ignorehitpause = 1
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = time = 95
- trigger1 = random < 300
- value = S190,0
- channel = 15
- ignorehitpause = 1
- [State 0, PlaySnd]
- type = PlaySnd
- triggerall = time = 95
- trigger1 = enemy,name = "RX78-GUNDAM"
- trigger1 = enemy,authorname = "mif"
- trigger2 = enemy,name = "RX-93-NuGundam"
- value = S190,1
- channel = 15
- ignorehitpause = 1
- [State 0, PlaySnd]
- type = PlaySnd
- triggerall = time = 95
- trigger1 = enemy,name = "Akemi-Homura"
- value = S190,5
- channel = 15
- ignorehitpause = 1
- [State 0, PlaySnd]
- type = PlaySnd
- triggerall = time = 95
- trigger1 = enemy,name = "jagi"
- value = S190,8
- channel = 15
- ignorehitpause = 1
- [State 0, PlaySnd]
- type = PlaySnd
- triggerall = time = 95
- trigger1 = enemy,name = "ultraman"
- trigger2 = enemy,name = "ultraseven"
- trigger3 = enemy,name ="ultraman_jack"
- trigger4 = enemy,name ="ultraman_A"
- trigger5 = enemy,name ="ultraman_tarou"
- trigger6 = enemy,name ="ultraman_tiga"
- trigger7 = enemy,name ="ultraman_dyna"
- trigger8 = enemy,name ="ultraman_agul"
- trigger9 = enemy,name ="ultraman_gaia"
- value = S190,3
- channel = 15
- ignorehitpause = 1
- [State 0, PlaySnd]
- type = PlaySnd
- triggerall = time = 95
- trigger1 = enemy,name = "zoffy"
- value = S190,2
- channel = 15
- ignorehitpause = 1
- [State 0, PlaySnd]
- type = PlaySnd
- triggerall = time = 95
- trigger1 = enemy,name = "baltan"
- trigger2 = enemy,name = "bullton"
- trigger3 = enemy,name ="baltan6"
- trigger4 = enemy,name ="powered_baltan"
- trigger5 = enemy,name ="Dark-Baltan"
- trigger6 = enemy,name = "QB"
- value = S190,ifelse(random<=500,6,7)
- channel = 15
- ignorehitpause = 1
- [State 0, PlaySnd]
- type = PlaySnd
- triggerall = time = 95
- triggerall = TeamMode = simul
- trigger1 = p1name = "rei"
- trigger2 = p3name = "rei"
- value = S190,9
- channel = 15
- ignorehitpause = 1
- [State 0, PlaySnd]
- type = PlaySnd
- triggerall = time = 95
- trigger1 = TeamMode = simul
- trigger1 = p1name = "Freeza" || p1name = "frieza"
- trigger2 = TeamMode = simul
- trigger2 = p3name = "Freeza" || p3name = "frieza"
- trigger3 = enemy,name = "Freeza" || enemy,name = "frieza"
- value = S190,10
- channel = 15
- ignorehitpause = 1
- [State 0, PlaySnd]
- type = PlaySnd
- triggerall = time = 95
- triggerall = TeamMode = simul
- trigger1 = p1name = "Jyubei Yagyu"
- trigger2 = p3name = "Jyubei Yagyu"
- value = S190,11
- channel = 15
- ignorehitpause = 1
- [State 0, PlaySnd]
- type = PlaySnd
- triggerall = time = 95
- trigger1 = enemy,name = "lancer-fsd"
- trigger1 = enemy,authorname = "ouchi"
- value = S190,12
- channel = 15
- ignorehitpause = 1
- [State 41, 1]
- type = PlaySnd
- trigger1 = Time = 60
- value = 0, 14
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = gametime%10 = 0
- trigger1 = time < 60
- value = S0,12
- channel = 2
- ignorehitpause = 1
- [State 0, PosSet]
- type = velSet
- trigger1 = time >= 40
- trigger1 = time < 60
- x = 10
- y = 0
- ignorehitpause = 1
- ;persistent =
- [State 0, PosSet]
- type = velSet
- trigger1 = time >= 60
- trigger2 = time = 1
- x = 0
- y = 0
- ignorehitpause = 1
- [State 183, 押し判定]
- type = PlayerPush
- trigger1 = 1
- value = 0
- IgnoreHitPause = 1
- Persistent = 1
- [State 183, スクロール]
- type = ScreenBound
- trigger1 = 1
- value = 0
- MoveCamera = 0,0
- [State 0, AssertSpecial]
- type = AssertSpecial
- trigger1 = 1
- flag = intro
- [State 191, 1]
- type = ChangeState
- trigger1 = animTime = 0
- value = 0
- ;---------------------------------------------------------------------------
- ; INTRO (override this state to give character an intro)
- [Statedef 192]
- type = S
- ctrl = 0
- anim = 191
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = time = 45
- trigger1 = random < 300
- value = S190,0
- channel = 15
- ignorehitpause = 1
- [State 0, PlaySnd]
- type = PlaySnd
- triggerall = time = 45
- trigger1 = enemy,name = "RX78-GUNDAM"
- trigger1 = enemy,authorname = "mif"
- trigger2 = enemy,name = "RX-93-NuGundam"
- value = S190,1
- channel = 15
- ignorehitpause = 1
- [State 0, PlaySnd]
- type = PlaySnd
- triggerall = time = 45
- trigger1 = enemy,name = "ultraman"
- trigger2 = enemy,name = "ultraseven"
- trigger3 = enemy,name ="ultraman_jack"
- trigger4 = enemy,name ="ultraman_A"
- trigger5 = enemy,name ="ultraman_tarou"
- trigger6 = enemy,name ="ultraman_tiga"
- trigger7 = enemy,name ="ultraman_dyna"
- trigger8 = enemy,name ="ultraman_agul"
- trigger9 = enemy,name ="ultraman_gaia"
- value = S190,3
- channel = 15
- ignorehitpause = 1
- [State 0, PlaySnd]
- type = PlaySnd
- triggerall = time = 45
- trigger1 = enemy,name = "zoffy"
- value = S190,2
- channel = 15
- ignorehitpause = 1
- [State 0, PlaySnd]
- type = PlaySnd
- triggerall = time = 45
- trigger1 = enemy,name = "jagi"
- value = S190,8
- channel = 15
- ignorehitpause = 1
- [State 0, PlaySnd]
- type = PlaySnd
- triggerall = time = 45
- trigger1 = enemy,name = "baltan"
- trigger2 = enemy,name = "bullton"
- trigger3 = enemy,name ="baltan6"
- trigger4 = enemy,name ="powered_baltan"
- trigger5 = enemy,name ="Dark-Baltan"
- trigger6 = enemy,name = "QB"
- value = S190,ifelse(random<=500,6,7)
- channel = 15
- ignorehitpause = 1
- [State 0, PlaySnd]
- type = PlaySnd
- triggerall = time = 45
- triggerall = TeamMode = simul
- trigger1 = p1name = "rei"
- trigger2 = p3name = "rei"
- value = S190,9
- channel = 15
- ignorehitpause = 1
- [State 0, PlaySnd]
- type = PlaySnd
- triggerall = time = 45
- trigger1 = TeamMode = simul
- trigger1 = p1name = "Freeza"
- trigger2 = TeamMode = simul
- trigger2 = p3name = "Freeza"
- trigger3 = enemy,name = "Freeza"
- value = S190,10
- channel = 15
- ignorehitpause = 1
- [State 0, PlaySnd]
- type = PlaySnd
- triggerall = time = 45
- triggerall = TeamMode = simul
- trigger1 = p1name = "Jyubei Yagyu"
- trigger2 = p3name = "Jyubei Yagyu"
- value = S190,11
- channel = 15
- ignorehitpause = 1
- [State 0, PlaySnd]
- type = PlaySnd
- triggerall = time = 95
- trigger1 = enemy,name = "lancer-fsd"
- trigger1 = enemy,authorname = "ouchi"
- value = S190,12
- channel = 15
- ignorehitpause = 1
- [State 0, PosSet]
- type = velSet
- trigger1 = time = 0
- y = -300
- ;ignorehitpause =
- ;persistent =
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = time = 21
- value = S0,13
- ignorehitpause = 1
- [State 0, PosSet]
- type = velSet
- trigger1 = time >= 1
- trigger1 = time < 21
- y = 15
- ;ignorehitpause =
- ;persistent =
- [State 0, PosSet]
- type = velSet
- trigger1 = time >= 21
- y = 0
- ;ignorehitpause =
- ;persistent =
- [State 183, 押し判定]
- type = PlayerPush
- trigger1 = 1
- value = 0
- IgnoreHitPause = 1
- Persistent = 1
- [State 183, スクロール]
- type = ScreenBound
- trigger1 = 1
- value = 0
- MoveCamera = 0,0
- [State 0, AssertSpecial]
- type = AssertSpecial
- trigger1 = 1
- flag = intro
- [State 191, 1]
- type = ChangeState
- trigger1 = animTime = 0
- value = 0
- ; CNS difficulty: easy
- [Statedef 200]
- type = S ;State-type: S-stand, C-crouch, A-air, L-liedown
- movetype= A ;Move-type: A-attack, I-idle, H-gethit
- physics = S ;Physics: S-stand, C-crouch, A-air
- juggle = 1 ;Number of air juggle points move takes
- ;Commonly-used controllers:
- velset = 0,0 ;Set velocity (x,y) (Def: no change)
- ctrl = 0 ;Set ctrl (Def: no change)
- anim = 200 ;Change animation (Def: no change)
- poweradd = 20 ;Power to add (Def: 0)
- sprpriority = 2 ;Set p1's sprite layering priority to 2 (in front)
- [State 200, 1]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = S, NA ;Attribute: Standing, Normal Attack
- damage = 15+random/20, 3 ;Damage that move inflicts, guard damage
- animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light)
- guardflag = MA ;Flags on how move is to be guarded against
- hitflag = MAF ;Flags of conditions that move can hit
- priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
- ;Hit/Miss/Dodge type (Def: Hit)
- pausetime = 3, 8 ;Time attacker pauses, time opponent shakes
- sparkno = s20002
- guard.sparkno = s31100
- sparkxy = -16, -53
- hitsound = s3, 0
- guardsound = s3,1
- ground.type = High ;Type: High, Low, Trip (def: Normal)
- ground.slidetime = 5 ;Time that the opponent slides back
- ground.hittime = 10 ;Time opponent is in hit state
- ground.velocity = -4 ;Velocity at which opponent is pushed
- airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
- air.type = High ;Type: High, Low, Trip (def: same as ground.type)
- air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed,
- ;Y-velocity at which opponent is pushed
- air.hittime = 12 ;Time before opponent regains control in air
- [State 0, VarSet]
- type = VelSet
- trigger1 = AnimElem = 2
- x = 3
- [State 0, VarSet]
- type = VelSet
- trigger1 = AnimElem = 3
- x = 0
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = time = 0
- value = S2,8
- [State 200, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- ; out that controller, then hit someone with this attack.
- [Statedef 205]
- type = S
- movetype= A
- physics = S
- juggle = 4
- poweradd= 65
- ctrl = 0
- velset = 0,0
- anim = 205
- sprpriority = 2
- [State 0, VarSet]
- type = VelSet
- trigger1 = AnimElem = 2
- x = 6
- [State 0, VarSet]
- type = VelSet
- trigger1 = AnimElem = 3
- x = 0
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = time = 0
- value = S2,8
- [State 210, 2]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = S, NA
- animtype = Medium
- damage = 20+random/20,3
- guardflag = MA
- pausetime = 5,15
- sparkno = s31010+(Random%3)
- guard.sparkno = s31100
- sparkxy = -5,-40
- hitsound = s3,2
- guardsound = s3,1
- ground.type = High
- ground.slidetime = 12
- ground.hittime = 13
- ground.velocity = -5.5
- air.velocity = -2.5,-4
- [State 210, 5]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- [Statedef 206]
- type = S
- movetype= A
- physics = S
- poweradd= 70
- ctrl = 0
- sprpriority = 2
- anim = 206
- [State 0, HitBy]
- type = HitBy
- trigger1 = 1
- value =
- ;value2 = S,NA
- time = 1
- ignorehitpause = 1
- ;persistent =
- [State 0, VarSet]
- type = VelSet
- trigger1 = time>= 0
- trigger1 = time < 15
- x = 5
- [State 0, VarSet]
- type = VelSet
- trigger1 = AnimElem = 4
- x = 8
- [State 0, VarSet]
- type = VelSet
- trigger1 = AnimElem = 5
- x = 0
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = time = 10
- value = S2,8
- [State 210, 2]
- type = HitDef
- trigger1 = AnimElem = 4
- attr = S, NA
- animtype = Medium
- damage = 40+random/20,3
- guardflag = MA
- pausetime = 5,15
- sparkno = s31010+(Random%3)
- guard.sparkno = s31100
- sparkxy = -5,-40
- hitsound = s3,2
- guardsound = s3,1
- ground.type = High
- ground.slidetime = 12
- ground.hittime = 13
- ground.velocity = -5.5
- air.velocity = -2.5,-4
- [State 0];アーマー体力増減
- type = LifeAdd
- trigger1 = Helper(207),GetHitVar(damage) < 800
- value = -Helper(207),GetHitVar(damage)
- kill = 0
- absolute = 1
- [State 0, Helper]
- type = Helper
- trigger1 = !numhelper(207)
- helpertype = normal ;player
- stateno = 207
- id = 207
- pos = 0,0
- postype = p1 ;p2,front,back,left,right
- facing = 1
- keyctrl = 0
- ownpal = 0
- supermovetime = 0
- pausemovetime = 0
- [State 440, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- [Statedef 207]
- type = S
- movetype= I
- physics = S
- poweradd= 0
- ctrl = 0
- sprpriority = 2
- anim= 206
- [State 0, BindToRoot]
- type = BindToRoot
- trigger1 = 1
- ;time = 1
- ;facing = 0
- pos = 0,0
- ignorehitpause = 1
- ;persistent =
- [State 0, Turn]
- type = Turn
- trigger1 = facing != root,facing
- ignorehitpause = 1
- ;persistent =
- [State 0, AssertSpecial]
- type = AssertSpecial
- trigger1 = ishelper(207)
- flag = noshadow
- flag2 = invisible
- ignorehitpause = 1
- [State 0, HitOverride]
- type = HitOverride
- trigger1 = 1
- attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
- slot = 0
- stateno = 3001
- time = -1
- forceair = 0
- ignorehitpause = 1
- ;persistent =
- [State 0, NotHitBy]
- type = NotHitBy
- trigger1 = ishelper(207)
- trigger1 = time = 0
- value = SCA,AA,AP,AT
- time = 6
- ignorehitpause = 1
- [State 0, NotHitBy]
- type = NotHitBy
- trigger1 = ishelper(207)
- value2 = ,NT,ST,HT
- time = -1
- ignorehitpause = 1
- ;persistent =
- [State 0, DestroySelf]
- type = DestroySelf
- trigger1 = root,stateno != 206
- ignorehitpause = 1
- ;persistent =
- [Statedef 210]
- type = S
- movetype= A
- physics = S
- juggle = 1
- velset = 0,0
- ctrl = 0
- anim = 210
- poweradd = 25
- sprpriority = 2
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = AnimElem = 3
- trigger2 = AnimElem = 9
- value = S0,7
- ignorehitpause = 1
- ;persistent =
- [State -3, 0];ランダムスイッチ
- type = VarRandom
- trigger1 = 1
- v = 0
- range = 0,1
- [State 210, 1]
- type = PlaySnd
- triggerall = Var(0) = 0
- trigger1 = Time = 0
- value = s5, 1
- channel = 0
- [State 1060,***]
- type = Explod
- trigger1 = AnimElem = 3
- trigger2 = AnimElem = 9
- anim = 11510
- id = 11510
- pos = 95,-45
- postype = p1
- scale = 0.5, 0.5
- sprpriority = 5
- bindtime = 18
- removetime = -2
- ownpal = 1
- removeongethit = 1
- [State ,Proj]
- type = Projectile
- trigger1 = AnimElem = 3
- trigger2 = AnimElem = 9
- projanim = 11531
- projhitanim = 11540
- projcancelanim = 11540
- projID = 10000
- projremove = 4
- projremovetime = 100
- projsprpriority = 3
- projheightbound = -4444444,4444444
- projedgebound = 4444444
- projstagebound = 4444444
- projmisstime = 1
- projscale = .5,.5
- postype = P1
- offset = 60,-44
- velocity = 15,0
- numhits = 1
- attr = A, NA
- damage = 6+random/20,5
- guardflag = HA
- priority = 3
- pausetime = 0,1
- sparkno = -1;s30000
- sparkxy = -20,-7
- hitsound = S0, 10
- guardsound = S0, 10
- ground.type = High
- ground.slidetime = 5
- ground.hittime = 12
- ground.velocity = -4,0
- air.velocity = -4,-1.1
- palfx.time = 25
- palfx.mul = 200,200,200
- palfx.add = 200,50,50
- palfx.sinadd = 175,25,5,4
- fall.recover = 0
- guard.dist = 160
- supermovetime = 9999999999999
- pausemovetime = 9999999999999
- ignorehitpause = 1
- [State 210, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- [Statedef 215]
- type = S
- movetype= A
- physics = S
- juggle = 1
- ctrl = 0
- anim = 215
- poweradd = 25
- sprpriority = 2
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = AnimElem = 3
- value = S0,11
- ignorehitpause = 1
- [State -3, 0];ランダムスイッチ
- type = VarRandom
- trigger1 = 1
- v = 0
- range = 0,1
- [State 210, 1]
- type = PlaySnd
- triggerall = Var(0) = 0
- trigger1 = Time = 0
- value = s5, 1
- channel = 0
- [State 1060,***]
- type = Explod
- trigger1 = AnimElem = 3
- trigger2 = AnimElem = 7
- trigger3 = AnimElem = 11
- trigger4 = AnimElem = 15
- trigger5 = AnimElem = 19
- trigger6 = AnimElem = 23
- trigger7 = AnimElem = 27
- anim = 11510
- id = 11510
- pos = 70,-35
- postype = p1
- scale = 0.5, 0.5
- sprpriority = 5
- bindtime = 18
- removetime = -2
- ownpal = 1
- removeongethit = 1
- [State ,Proj]
- type = Projectile
- trigger1 = AnimElem = 3
- trigger2 = AnimElem = 5
- trigger3 = AnimElem = 7
- trigger4 = AnimElem = 9
- trigger5 = AnimElem = 11
- trigger6 = AnimElem = 13
- trigger7 = AnimElem = 15
- trigger8 = AnimElem = 17
- trigger9 = AnimElem = 19
- trigger10 = AnimElem = 21
- trigger11 = AnimElem = 23
- trigger12 = AnimElem = 25
- trigger13 = AnimElem = 27
- projanim = 11531
- projhitanim = 11540
- projcancelanim = 11540
- projID = 10000
- projremove = 4
- projremovetime = 100
- projsprpriority = 3
- projheightbound = -4444444,4444444
- projedgebound = 4444444
- projstagebound = 4444444
- projmisstime = 1
- projscale = .5,.5
- postype = P1
- offset = 60,-35
- velocity = 15,ifelse(gametime%3,random/400,-random/500)
- numhits = 1
- attr = A, NA
- damage = 1+random/30,3
- guardflag = HA
- priority = 3
- pausetime = 0,1
- sparkno = -1;s30000
- sparkxy = -20,-7
- hitsound = S0, 10
- guardsound = S0, 10
- ground.type = High
- ground.slidetime = 5
- ground.hittime = 12
- ground.velocity = -4,0
- air.velocity = -4,-1.1
- palfx.time = 25
- palfx.mul = 200,200,200
- palfx.add = 200,50,50
- palfx.sinadd = 175,25,5,4
- fall.recover = 0
- guard.dist = 160
- supermovetime = 9999999999999
- pausemovetime = 9999999999999
- ignorehitpause = 1
- [State 210, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- [Statedef 220]
- type = S
- movetype= A
- physics = S
- juggle = 1
- velset = 0,0
- ctrl = 0
- anim = 220
- poweradd = 25
- sprpriority = 2
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = AnimElem = 3
- trigger2 = AnimElem = 5
- value = S0,7
- ignorehitpause = 1
- ;persistent =
- [State -3, 0];ランダムスイッチ
- type = VarRandom
- trigger1 = 1
- v = 0
- range = 0,1
- [State 210, 1]
- type = PlaySnd
- triggerall = Var(0) = 0
- trigger1 = Time = 0
- value = s5, 1
- channel = 0
- [State 600,***]
- type = Explod
- trigger1 = AnimElem = 3
- trigger2 = AnimElem = 5
- anim = 207
- id = 207
- pos = 5,-40
- postype = p1
- sprpriority = 8
- bindtime = 1
- removetime = 10
- ownpal = 1
- size.xscale = 0.5
- size.yscale = 0.5
- [State ,Proj]
- type = Projectile
- trigger1 = AnimElem = 3
- trigger2 = AnimElem = 5
- projanim = 1101
- projhitanim=11540
- projID = 10000
- projremove = 2
- projremovetime = 100
- projsprpriority = 3
- projheightbound = -4444444,4444444
- projedgebound = 4444444
- projstagebound = 4444444
- projmisstime = 1
- projscale = .5,.5
- postype = P1
- offset = 5,-40
- velocity = 10,ifelse(random<=500,-4,-6)
- numhits = 1
- attr = A, NA
- damage = 20+random/20,5
- guardflag = HA
- priority = 3
- pausetime = 0,3
- sparkno = -1
- sparkxy = -20,-7
- hitsound = S3, 5
- guardsound = S3, 5
- ground.type = High
- ground.slidetime = 5
- ground.hittime = 12
- ground.velocity = -4,0
- air.velocity = -4,-1.1
- palfx.time = 25
- palfx.mul = 200,200,200
- palfx.add = 200,50,50
- palfx.sinadd = 175,25,5,4
- fall.recover = 0
- guard.dist = 160
- supermovetime = 9999999999999
- pausemovetime = 9999999999999
- ignorehitpause = 1
- fall=1
- [State 210, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- [Statedef 225]
- type = S
- movetype= A
- physics = S
- juggle = 1
- velset = 0,0
- ctrl = 0
- anim = 225
- poweradd = 25
- sprpriority = 2
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = AnimElem = 3
- trigger2 = AnimElem = 5
- value = S0,7
- ignorehitpause = 1
- [State 4100,1]];←ヘルパーを呼び出す
- type = Helper
- trigger1 = time = 10
- trigger2 = time = 20
- trigger3 = time = 30
- id = 226
- name = "Baz"
- sprpriority = 6
- pos = 34,-76
- postype = p1
- facing = 1
- stateno = 226;←呼び出されたヘルパーはこのステートから始まる
- helpertype = normal;normal
- keyctrl = 0
- ownpal = 1
- size.xscale = 0.35
- size.yscale = 0.35
- [State 600,***]
- type = Explod
- trigger1 = time = 10
- trigger2 = time = 20
- anim = 207
- id = 207
- pos = 20,-66
- postype = p1
- sprpriority = 8
- bindtime = 1
- removetime = 10
- ownpal = 1
- size.xscale = 0.8
- size.yscale = 0.8
- ;persistent =
- [State -3, 0];ランダムスイッチ
- type = VarRandom
- trigger1 = 1
- v = 0
- range = 0,1
- [State 210, 1]
- type = PlaySnd
- triggerall = Var(0) = 0
- trigger1 = Time = 0
- value = s5, 1
- channel = 0
- [State 210, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- ;-------------------------------------------------------------------------------------
- ;バズーカ 弾
- [Statedef 226]
- type = S
- movetype = A
- physics = N
- ctrl = 0
- anim = 1102
- sprpriority = 8
- [State 215, 3]
- type = ScreenBound
- trigger1 = 1
- value = 0
- [State 1101, 上昇]
- type = Velset
- trigger1 = time = 0
- x = 6
- y = -2+(random%2=0)/1.5
- [State 215, 3]
- type = SprPriority
- trigger1 = 1
- value = 8
- [State 210, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = s4, 5
- [State 215, 2]
- type = HitDef
- trigger1 = time = 0
- attr = A, SP
- damage =2+random/100,1+random/100
- guardflag = H
- priority = 3
- pausetime = 0,13
- sparkno = S288
- guard.sparkno = S288
- sparkxy = -20,0
- hitsound = s2,9
- guardsound = s2,4
- ground.type = High
- ground.slidetime = 5
- ground.hittime = 12
- ground.velocity = -4,-6
- air.velocity = -4.5,-4.5
- palfx.time = 25
- palfx.mul = 200,200,200
- palfx.add = 200,50,50
- palfx.sinadd = 175,25,5,4
- fall = 1
- fall.recover = 0
- [State 600,***]
- type = Explod
- trigger1 = time = 0
- trigger2 = gametime%5 = 0
- anim = 292
- id = 292
- pos = 5,0
- postype = p1
- sprpriority = 8
- bindtime = -1
- removetime = 6
- ownpal = 1
- scale = .2,.2
- [State 215, 3]
- type = EnvShake
- trigger1 = MoveContact = 1
- time = 3
- freq = 70
- ampl = -2
- [State 410, 4]
- type = ChangeState
- trigger1 = movehit = 1
- trigger2 = MoveGuarded = 1
- value = 232
- ctrl = 0
- [State 215, 3]
- type = destroyself
- trigger1 = Animtime = 0
- ;バズーカ
- [Statedef 230]
- type = S
- movetype= A
- physics = S
- juggle = 6
- poweradd= 50
- ctrl = 0
- anim = 230
- sprpriority = 9999999
- [State 210, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = s0, 2
- [State -3, 0];ランダムスイッチ
- type = VarRandom
- trigger1 = 1
- v = 0
- range = 0,2
- [State 210, 1]
- type = PlaySnd
- triggerall = Var(0) = 0
- trigger1 = Time = 1
- value = s6, 0
- channel = 0
- [State 210, 1]
- type = PlaySnd
- triggerall = Var(0) = 1
- trigger1 = Time = 1
- value = s5, 0
- channel = 0
- [State 210, 1]
- type = PlaySnd
- trigger1 = time = 10
- trigger2 = time = 20
- value = 111, 1
- [State 4100,1]];←ヘルパーを呼び出す
- type = Helper
- trigger1 = time = 10
- trigger2 = time = 20
- id = 231
- name = "Baz"
- sprpriority = 6
- pos = 30,-32
- postype = p1
- facing = 1
- stateno = 231;←呼び出されたヘルパーはこのステートから始まる
- helpertype = normal;normal
- keyctrl = 0
- ownpal = 1
- size.xscale = 0.5
- size.yscale = 0.5
- [State 600,***]
- type = Explod
- trigger1 = time = 10
- trigger2 = time = 20
- anim = 207
- id = 207
- pos = 30,-32
- postype = p1
- sprpriority = 8
- bindtime = 1
- removetime = 10
- ownpal = 1
- size.xscale = 0.5
- size.yscale = 0.5
- [State 410, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- ;-------------------------------------------------------------------------------------
- ;バズーカ 弾
- [Statedef 231]
- type = S
- movetype = A
- physics = N
- ctrl = 0
- anim = 290
- sprpriority = 8
- [State 215, 3]
- type = ScreenBound
- trigger1 = 1
- value = 0
- [State 215, 1]
- type = Velset
- trigger1 = AnimElem = 1
- x = 4
- y = 0
- [State 215, 1]
- type = Veladd
- trigger1 = time >= 1
- x = 0.2
- y = 0
- [State 1101, 上昇]
- type = Velset
- triggerall = P2BodyDist Y < -15
- trigger1 = time <=10
- y = -0.2
- [State 1101, 上昇]
- type = Velset
- triggerall = P2BodyDist Y > 15
- trigger1 = time <=10
- y = 0.2
- [State 215, 3]
- type = SprPriority
- trigger1 = 1
- value = 8
- [State 210, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = s4, 5
- [State 215, 2]
- type = HitDef
- trigger1 = time = 0
- attr = A, SP
- damage =2+random/100,1+random/100
- guardflag = H
- priority = 3
- pausetime = 0,13
- sparkno = S288
- guard.sparkno = S288
- sparkxy = -20,0
- hitsound = s2,9
- guardsound = s2,4
- ground.type = High
- ground.slidetime = 5
- ground.hittime = 12
- ground.velocity = -4,-6
- air.velocity = -4.5,-4.5
- palfx.time = 25
- palfx.mul = 200,200,200
- palfx.add = 200,50,50
- palfx.sinadd = 175,25,5,4
- fall = 1
- fall.recover = 0
- [State 600,***]
- type = Explod
- trigger1 = time = 0
- trigger2 = gametime%5 = 0
- anim = 291
- id = 291
- pos = 5,0
- postype = p1
- sprpriority = 8
- bindtime = -1
- removetime = 6
- ownpal = 1
- scale = .2,.2
- [State 215, 3]
- type = EnvShake
- trigger1 = MoveContact = 1
- time = 3
- freq = 70
- ampl = -2
- [State 410, 4]
- type = ChangeState
- trigger1 = movehit = 1
- trigger2 = MoveGuarded = 1
- value = 232
- ctrl = 0
- [State 215, 3]
- type = destroyself
- trigger1 = Animtime = 0
- ;-------------------------------------------------------------------------------------
- ;バズーカ 弾2
- [Statedef 232]
- type = S
- movetype = A
- physics = S
- ctrl = 0
- anim = 295
- sprpriority = 8
- [State 700,***]
- type = RemoveExplod
- trigger1 = 1
- id = 291
- [State 1101, 上昇]
- type = Velset
- trigger1 = time = 0
- x = 0
- y = 0
- [State 210, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = s2, 7
- [State 215, 3]
- type = ScreenBound
- trigger1 = 1
- value = 0
- [State 215, 1]
- type = Velset
- trigger1 = AnimElem = 1
- x = 4
- y = 0
- [State 215, 1]
- type = Veladd
- trigger1 = time >= 1
- x = 0.2
- y = 0
- [State 215, 3]
- type = SprPriority
- trigger1 = 1
- value = 8
- [State 215, 2]
- type = HitDef
- trigger1 = time = 1
- attr = A, SP
- damage =60+random/20,12+random/20
- guardflag = H
- priority = 7
- pausetime = 0,13
- sparkno = -1;S292
- guard.sparkno = -1;S292
- sparkxy = -20,0
- hitsound = s2,7
- guardsound = s2,7
- ground.type = High
- ground.slidetime = 5
- ground.hittime = 12
- ground.velocity = -4,-6
- air.velocity = -4.5,-4.5
- palfx.time = 25
- palfx.mul = 200,200,200
- palfx.add = 200,50,50
- palfx.sinadd = 175,25,5,4
- fall = 1
- fall.recover = 0
- [State 215, 3]
- type = EnvShake
- trigger1 = MoveContact = 1
- time = 3
- freq = 70
- ampl = -2
- [State 215, 3]
- type = destroyself
- trigger1 = Animtime = 0
- [Statedef 240]
- type = S
- physics = S
- anim = 240
- ctrl = 0
- sprpriority = -1
- [State ]
- type=Helper
- trigger1=time>=10
- trigger1=gametime%3=0
- helpertype=normal
- name="kijyu"
- pos=30,-32
- ID=241
- postype=p1
- stateno=241
- [State 600,***]
- type = Explod
- trigger1=time>=10
- trigger1=gametime%6=0
- anim = 207
- id = 207
- pos = 30,-32
- postype = p1
- sprpriority = 8
- bindtime = 1
- removetime = 10
- ownpal = 1
- size.xscale = 0.5
- size.yscale = 0.5
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = time = 0
- value = S111,0
- channel = 6
- ignorehitpause = 1
- [State 410, 4]
- type = ChangeState
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
- [Statedef 241]
- type=S
- movetype=A
- physics=S
- ctrl=0
- anim=241
- sprpriority=6
- [State ]
- type=AngleDraw
- trigger1=1
- scale=1,1
- [State ]
- type=VelSet
- trigger1=1
- x=25
- y=ifelse(gametime%3,random/400,-random/500)
- [State ]
- type=AssertSpecial
- trigger1=1
- flag=noshadow
- [State ]
- type=Trans
- trigger1=1
- trans=addalpha
- alpha=256,256
- [State ]
- type=HitDef
- trigger1=!movecontact&&!movereversed
- damage=3+random/100,1+random/100
- attr=S,NP
- animtype=light
- guardflag=MA
- hitflag=MAFD
- priority=7,Hit
- sparkno=-1
- hitsound=-1
- guardsound=-1
- ground.slidetime=0
- ground.hittime=0
- ground.velocity=-1
- air.velocity=-1,1
- guard.sparkno=-1
- yaccel=.51
- fall.recover=1
- fall.recovertime=10
- ground.cornerpush.veloff=0
- getpower=0,0
- [State ]
- type=Helper
- trigger1=movecontact||movereversed
- helpertype=normal
- name="sen1"
- ID=7104
- postype=p2
- stateno=7104
- POS = 20,-40
- supermovetime=100
- pausemovetime=100
- [State ]
- type=Helper
- trigger1=movecontact||movereversed
- helpertype=normal
- name="sen2"
- ID=7104
- postype=p2
- stateno=7104
- POS = 20,-40
- supermovetime=100
- pausemovetime=100
- [State ]
- type=Helper
- trigger1=movecontact||movereversed
- helpertype=normal
- name="sen3"
- ID=7104
- postype=p2
- stateno=7104
- POS = 20,-40
- supermovetime=100
- pausemovetime=100
- [State ]
- type=Helper
- trigger1=movecontact||movereversed
- helpertype=normal
- name="sen4"
- ID=7104
- postype=p2
- stateno=7104
- POS = 20,-40
- supermovetime=100
- pausemovetime=100
- [State ]
- type=DestroySelf
- trigger1=movecontact||time=120
- [Statedef 300]
- type = S
- physics = S
- anim = 300
- ctrl = 0
- sprpriority = -1
- [State 900, BC拡大演出]
- type = AngleDraw
- triggerall = var(59) <= 0
- trigger1 = command = "holdfwd"
- trigger2 = command = "holdback"
- value = 0
- scale = 1-fvar(2),1-fvar(2)
- ignorehitpause = 1
- [State 900, BC拡大演出];AI用記述
- type = AngleDraw
- triggerall = var(59) >= 1 && RoundState = 2
- trigger1 = EnemyNear,Facing != Facing &&(p2bodydist X > 52 || BackEdgeBodyDist < 20)
- trigger2 = EnemyNear,Facing = Facing
- value = 0
- scale = 1-fvar(2),1-fvar(2)
- ignorehitpause = 1
- [State 0, VarAdd]
- type = Varset
- trigger1 = time = 0
- fv = 2
- value = 0
- ignorehitpause = 1
- ;persistent =
- [State 0, VarAdd]
- type = VarAdd
- trigger1 = time <= 15
- fv = 2
- value = .02
- ignorehitpause = 1
- ;persistent =
- [State 0, VarAdd]
- type = VarAdd
- trigger1 = time > 15
- fv = 2
- value = -.02
- ignorehitpause = 1
- ;persistent =
- [State 41,1]
- type = AssertSpecial
- trigger1 =1
- flag = noautoturn
- [State 41, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0, 14
- [State 41, 1]
- type = PlaySnd
- trigger1 = Time = 0
- trigger1 = random < 200
- value = 6, 2
- [State 0, Turn]
- type = Turn
- trigger1 = time >18
- trigger1 = facing = enemy,facing
- ignorehitpause = 1
- ;persistent =
- [State 41, 2]
- type = Veladd
- triggerall = var(59) <= 0
- triggerall = time >=6
- triggerall = var(7)
- trigger1 = command = "holdfwd"
- x = 1.5
- [State 41, 2]
- type = Velset
- triggerall = var(59) <= 0
- triggerall = time >=6
- triggerall = var(7)
- trigger1 = command = "holdfwd"
- x = 6.5
- [State 41, 2]
- type = Velset
- triggerall = var(59) <= 0
- triggerall = time >18
- triggerall = var(7)
- trigger1 = command = "holdfwd"
- trigger1 = facing != enemy,facing
- x = -2
- [State 41, 2]
- type = Veladd
- triggerall = var(59) <= 0
- triggerall = time >=6
- triggerall = var(7)
- trigger1 = command = "holdback"
- x = -1.5
- [State 41, 2]
- type = Velset
- triggerall = var(59) <= 0
- triggerall = time >=6
- triggerall = var(7)
- trigger1 = command = "holdback"
- x = -6.5
- [State 41, 2];AI用記述
- type = Veladd
- triggerall = var(59) >= 1 && RoundState = 2
- triggerall = time >=6
- triggerall = var(7)
- trigger1 = EnemyNear,Facing != Facing &&(p2bodydist X > 52 || BackEdgeBodyDist < 20)
- x = 1.5
- [State 41, 2];AI用記述
- type = Velset
- triggerall = var(59) >= 1 && RoundState = 2
- triggerall = time >=6
- triggerall = var(7)
- trigger1 = EnemyNear,Facing != Facing &&(p2bodydist X > 52 || BackEdgeBodyDist < 20)
- x = 6.5
- [State 41, 2];AI用記述
- type = Velset
- triggerall = var(59) >= 1 && RoundState = 2
- triggerall = time >18
- triggerall = var(7)
- trigger1 = EnemyNear,Facing != Facing &&(p2bodydist X > 52 || BackEdgeBodyDist < 20)
- trigger1 = facing != enemy,facing
- x = -2
- [State 41, 2];AI用記述
- type = Veladd
- triggerall = var(59) >= 1 && RoundState = 2
- triggerall = time >=6
- triggerall = var(7)
- trigger1 = EnemyNear,Facing = Facing
- x = -1.5
- [State 41, 2];AI用記述
- type = Velset
- triggerall = var(59) >= 1 && RoundState = 2
- triggerall = time >=6
- triggerall = var(7)
- trigger1 = EnemyNear,Facing = Facing
- x = -6.5
- [State -1, Crouching Light Punch];スタンパンチ・地
- type = ChangeState
- value = 3000
- triggerall = var(59) >= 3 && RoundState = 2
- triggerall = p2statetype != L
- triggerall = P2BodyDist X = [-10,52]
- TriggerAll = random = [0,800]
- TriggerAll = p2movetype != A
- trigger1 = Animtime = 0
- [State -1,1no1]
- Type = ChangeState
- Value = 300
- triggerall = statetype != A
- triggerAll = var(59) >= 3
- triggerall = Animtime= 0
- trigger1 = p2bodydist x < 0
- Trigger1 = EnemyNear,HitDefAttr = SCA,NA,SA,HA,NP,SP,HP
- Trigger2 = Enemy,NumProj > 0
- Trigger2 = random = [0,400]
- trigger3 = p2bodydist x < 0 && p2movetype = A
- Trigger3 = EnemyNear,HitDefAttr = SCA,AT
- [State 41, 3]
- type = ChangeState
- trigger1 = Animtime= 0
- value = 0
- ctrl = 1
- ; CNS difficulty: easy
- [Statedef 400]
- type = C
- movetype= A
- physics = C
- juggle = 5
- poweradd= 22
- ctrl = 0
- anim = 400
- sprpriority = 2
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = time = 0
- value = S2,8
- [State 430, 2]
- type = HitDef
- trigger1 = Time = 0
- attr = C, NA
- damage = 28+random/20
- animtype = Light
- hitflag = MAFD
- guardflag = L
- pausetime = 12,12
- sparkno = s20002
- guard.sparkno = s31100
- sparkxy = -20,0
- hitsound = s3, 0
- guardsound = s3,1
- ground.type = Low
- ground.slidetime = 6
- ground.hittime = 10
- ground.velocity = -5
- air.velocity = -2,-3
- down.velocity = -5,0
- down.hittime = 20
- [State 430, 3]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
- ;---------------------------------------------------------------------------
- ;Crouch Strong Kick
- ; CNS difficulty: easy
- ; Description: This move uses "Trip" for the "ground.type" parameter in
- ; its HitDef. It's a special type that puts the opponent in a tripped
- ; animation as he falls. Also, the hitflag parameter in the HitDef
- ; is set to "MAFD". The "D" indicates that a downed opponent can be
- ; hit by the attack.
- ; CNS レベル: 易
- ; 詳細:
- [Statedef 410]
- type = C
- movetype= A
- physics = C
- juggle = 7
- poweradd= 70
- ctrl = 0
- anim = 410
- sprpriority = 2
- [State 41, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0, 14
- [State 440, 3]
- type = HitDef
- trigger1 = animelem = 5
- attr = C, NA
- damage = 32+random/20
- hitflag = MAFD
- guardflag = L
- pausetime = 12,18
- sparkno = s31010+(Random%3)
- guard.sparkno = s31100
- sparkxy = -20,0
- hitsound = s3,2
- guardsound = s3,1
- ground.type = Trip
- ground.slidetime = 10
- ground.hittime = 15
- ground.velocity = -1.5,-2
- air.velocity = -1.2,-3
- guard.velocity = -5
- fall = 1
- [State 440, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 11
- ctrl = 1
- [Statedef 600]
- type = A
- movetype= A
- physics = A
- ctrl = 0
- anim = 600
- poweradd = 25
- sprpriority = 2
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = AnimElem = 3
- trigger2 = AnimElem = 5
- value = S0,7
- ignorehitpause = 1
- ;persistent =
- [State -3, 0];ランダムスイッチ
- type = VarRandom
- trigger1 = 1
- v = 0
- range = 0,1
- [State 210, 1]
- type = PlaySnd
- triggerall = Var(0) = 0
- trigger1 = Time = 0
- value = s5, 1
- channel = 0
- [State 1060,***]
- type = Explod
- trigger1 = AnimElem = 3
- trigger2 = AnimElem = 5
- anim = 11512
- id = 11512
- pos = 58,-20
- postype = p1
- scale = 0.5, 0.5
- sprpriority = 5
- bindtime = 18
- removetime = -2
- ownpal = 1
- removeongethit = 1
- [State ,Proj]
- type = Projectile
- trigger1 = AnimElem = 3
- trigger2 = AnimElem = 5
- projanim = 11533
- projhitanim = 11540
- projcancelanim = 11540
- projID = 10000
- projremove = 4
- projremovetime = 100
- projsprpriority = 3
- projheightbound = -4444444,4444444
- projedgebound = 4444444
- projstagebound = 4444444
- projmisstime = 1
- projscale = .5,.5
- postype = P1
- offset = 75,-20
- velocity = 10,ifelse(random<=500,4,6)
- numhits = 1
- attr = A, NA
- damage = 6+random/20,5
- guardflag = HA
- priority = 3
- pausetime = 0,1
- sparkno = -1;s30000
- sparkxy = -20,-7
- hitsound = S0, 10
- guardsound = S0, 10
- ground.type = High
- ground.slidetime = 5
- ground.hittime = 12
- ground.velocity = -4,0
- air.velocity = -4,-1.1
- palfx.time = 25
- palfx.mul = 200,200,200
- palfx.add = 200,50,50
- palfx.sinadd = 175,25,5,4
- fall.recover = 0
- guard.dist = 160
- supermovetime = 9999999999999
- pausemovetime = 9999999999999
- ignorehitpause = 1
- fall=1
- [State 440, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
- ctrl = 0
- [Statedef 605]
- type = A
- movetype= A
- physics = A
- ctrl = 0
- anim = 605
- poweradd = 25
- sprpriority = 2
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = AnimElem = 3
- trigger2 = AnimElem = 5
- value = S0,7
- ignorehitpause = 1
- [State -3, 0];ランダムスイッチ
- type = VarRandom
- trigger1 = 1
- v = 0
- range = 0,1
- [State 210, 1]
- type = PlaySnd
- triggerall = Var(0) = 0
- trigger1 = Time = 0
- value = s5, 1
- channel = 0
- [State 1060,***]
- type = Explod
- trigger1 = AnimElem = 3
- trigger2 = AnimElem = 5
- trigger3 = AnimElem = 7
- trigger4 = AnimElem = 9
- trigger5 = AnimElem = 11
- trigger6 = AnimElem = 13
- anim = 11512
- id = 11512
- pos = 58,-20
- postype = p1
- scale = 0.5, 0.5
- sprpriority = 5
- bindtime = 18
- removetime = -2
- ownpal = 1
- removeongethit = 1
- [State ,Proj]
- type = Projectile
- trigger1 = AnimElem = 3
- trigger2 = AnimElem = 5
- trigger3 = AnimElem = 7
- trigger4 = AnimElem = 9
- trigger5 = AnimElem = 11
- trigger6 = AnimElem = 13
- projanim = 11533
- projhitanim = 11540
- projcancelanim = 11540
- projID = 10000
- projremove = 4
- projremovetime = 100
- projsprpriority = 3
- projheightbound = -4444444,4444444
- projedgebound = 4444444
- projstagebound = 4444444
- projmisstime = 1
- projscale = .5,.5
- postype = P1
- offset = 75,-20
- velocity = 10,ifelse(random<=500,4,6)
- numhits = 1
- attr = A, NA
- damage = 6+random/20,5
- guardflag = HA
- priority = 3
- pausetime = 0,1
- sparkno = -1;s30000
- sparkxy = -20,-7
- hitsound = S0, 10
- guardsound = S0, 10
- ground.type = High
- ground.slidetime = 5
- ground.hittime = 12
- ground.velocity = -4,0
- air.velocity = -4,-1.1
- palfx.time = 25
- palfx.mul = 200,200,200
- palfx.add = 200,50,50
- palfx.sinadd = 175,25,5,4
- fall.recover = 0
- guard.dist = 160
- supermovetime = 9999999999999
- pausemovetime = 9999999999999
- ignorehitpause = 1
- fall=1
- [State 440, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
- ctrl = 0
- [Statedef 800]
- type = S
- movetype= A
- physics = S
- juggle = 0
- velset = 0,0
- ctrl = 0
- anim = 800
- sprpriority = 2
- [State 800, 1]
- type = HitDef
- Trigger1 = Time = 0
- attr = SC, AT
- hitflag = MAF
- sparkno = -1
- p1sprpriority = 1
- p1facing = 1
- p2facing = 1
- p1stateno = 810
- p2stateno = 820
- guard.dist = 0
- fall = 1
- [State 800, 2]
- type = ChangeState
- Trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- [Statedef 810]
- type = S
- movetype= A
- physics = N
- anim = 810
- poweradd = 60
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem = 2
- value = S0,2
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem = 3
- trigger2 = animelem = 6
- value = S0,7
- [State 600,***]
- type = Explod
- trigger1 = animelem = 3
- trigger2 = animelem = 6
- anim = 207
- id = 207
- pos = 40,-42
- postype = p1
- sprpriority = 8
- bindtime = 1
- removetime = 10
- ownpal = 1
- [State 0, Helper]
- type = Helper
- trigger1 = animelem = 3
- trigger2 = animelem = 6
- helpertype = player
- ID = 3333
- stateno = 3333
- pos = 40,-42
- postype = p1 ;p2,front,back,left,right
- keyctrl = 0
- ownpal = 0
- supermovetime = 999
- pausemovetime = 999
- [State 440, 3]
- type = HitDef
- trigger1 = animelem = 3
- trigger2 = animelem = 6
- attr = SCA, AA ,AT
- damage = 30+random/20
- hitflag = maflpd
- guardflag = M
- pausetime = 5,60
- sparkno = 1
- sparkxy = -5,-10
- hitsound = s7,1
- guardsound = -1;6,0
- ground.type = Low
- ground.slidetime = 10
- ground.hittime = 15
- ground.velocity = -1.5,-2
- air.velocity = -1.2,-3
- guard.velocity = -5
- fall = 1
- p2stateno = 820
- [State 440, 3]
- type = HitDef
- trigger1 = animelem = 12
- attr = C, NA
- damage = 32+random/20
- hitflag = maflpd
- guardflag = L
- pausetime = 12,18
- sparkno = s31010+(Random%3)
- guard.sparkno = s31100
- sparkxy = -20,-20
- hitsound = s3,2
- guardsound = s3,1
- ground.type = Trip
- ground.slidetime = 10
- ground.hittime = 15
- ground.velocity = -1.5,-2
- air.velocity = -1.2,-3
- guard.velocity = -5
- fall = 1
- [State -1]
- Type = ChangeState
- value = 830
- TriggerAll=var(59)= 1
- TriggerAll=RoundState = 2
- TriggerAll=StateType != A
- TriggerAll=EnemyNear,StateType != L
- triggerall = p2BodyDist X = [-10, 30]
- trigger1 = AnimTime = 0
- [State 810, State End]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- [Statedef 820]
- type = A
- movetype= H
- physics = N
- velset = 0,0
- [State 820, 1]
- type = ChangeAnim2
- Trigger1 = Time = 0
- value = 820
- [State 0, HitBy]
- type = HitBy
- trigger1 = 1
- value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
- ;value2 = S,NA
- time = -1
- ignorehitpause = 1
- ;persistent =
- [Statedef 830]
- type = S
- movetype= A
- physics = S
- juggle = 0
- velset = 0,0
- ctrl = 0
- anim = 800
- sprpriority = 2
- [State 800, 1]
- type = HitDef
- Trigger1 = Time = 0
- attr = SC, AT
- hitflag = MAF
- sparkno = -1
- p1sprpriority = 1
- p1facing = 1
- p2facing = 1
- p1stateno = 840
- p2stateno = 820
- guard.dist = 0
- fall = 1
- [State 800, 2]
- type = ChangeState
- Trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- [Statedef 840]
- type = S
- movetype= A
- physics = N
- anim = 1000
- poweradd = 60
- [State 0, HitBy]
- type = HitBy
- trigger1 = 1
- value =
- ;value2 = S,NA
- time = 1
- ignorehitpause = 1
- ;persistent =
- [State 0, Explod]
- type = Explod
- trigger1 = numExplod(6022) = 0
- trigger1 = time>10
- anim = 6022
- ID = 6022
- pos = 0,5
- postype = p1 ;p2,front,back,left,right
- bindtime = -1
- removetime = -2
- scale = 1,1
- sprpriority = 9999
- ignorehitpause = 1
- [State 0, Explod]
- type = Explod
- trigger1 = numExplod(6024) = 0
- trigger1 = time>10
- anim = 6022
- ID = 6024
- pos = 20,5
- postype = p1 ;p2,front,back,left,right
- bindtime = -1
- removetime = -2
- scale = 1,1
- sprpriority = 9999
- ignorehitpause = 1
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = gametime%10 = 0
- trigger1 = time>10
- value = S0,12
- channel = 2
- ignorehitpause = 1
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = time=0
- value = S0,5
- channel = 4
- ignorehitpause = 1
- [State 0, VelSet]
- type = VelSet
- trigger1 = time<=10
- x = -4
- y = 0
- ignorehitpause = 1
- ;persistent =
- [State 0, VelSet]
- type = VelSet
- trigger1 = time>10
- trigger1 = time<=15
- trigger1 = FrontEdgeDist > 43
- x = 4
- y = 0
- ignorehitpause = 1
- [State 0, VelSet]
- type = VelSet
- trigger1 = time>15
- trigger1 = FrontEdgeDist > 47
- x = 8
- y = 0
- ignorehitpause = 1
- [State 0, TargetBind]
- type = TargetBind
- trigger1 = time>15
- id = -1
- pos = 40,0
- ignorehitpause = 1
- ;persistent =
- [State 600,***]
- type = Explod
- trigger1=time>=10
- trigger1=gametime%6=0
- anim = 207
- id = 207
- pos = 30,-32
- postype = p1
- sprpriority = 8
- bindtime = 1
- removetime = 10
- ownpal = 1
- size.xscale = 0.5
- size.yscale = 0.5
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1=time=10
- value = S111,0
- channel = 6
- ignorehitpause = 1
- [State ]
- type=HitDef
- trigger1=1
- damage=1+random/200
- attr=S,NP
- animtype=light
- guardflag=MA
- hitflag=MAFD
- priority=7,Hit
- sparkno=-1
- hitsound=-1
- guardsound=-1
- ground.slidetime=0
- ground.hittime=0
- ground.velocity=-1
- air.velocity=-1,1
- guard.sparkno=-1
- yaccel=.51
- fall.recover=1
- fall.recovertime=10
- ground.cornerpush.veloff=0
- getpower=0,0
- p2stateno = 820
- [State ]
- type=Helper
- trigger1=movecontact||movereversed
- helpertype=normal
- name="sen1"
- ID=7104
- postype=p2
- stateno=7104
- POS = 20,-40
- supermovetime=100
- pausemovetime=100
- [State ]
- type=Helper
- trigger1=movecontact||movereversed
- helpertype=normal
- name="sen2"
- ID=7104
- postype=p2
- stateno=7104
- POS = 20,-40
- supermovetime=100
- pausemovetime=100
- [State ]
- type=Helper
- trigger1=movecontact||movereversed
- helpertype=normal
- name="sen3"
- ID=7104
- postype=p2
- stateno=7104
- POS = 20,-40
- supermovetime=100
- pausemovetime=100
- [State ]
- type=Helper
- trigger1=movecontact||movereversed
- helpertype=normal
- name="sen4"
- ID=7104
- postype=p2
- stateno=7104
- POS = 20,-40
- supermovetime=100
- pausemovetime=100
- [State 810, State End]
- type = ChangeState
- triggerall = time >= 40
- trigger1 = FrontEdgeDist <= 40
- trigger2 = time >= 120
- value = 841
- ctrl = 0
- [Statedef 841]
- type = S
- movetype= A
- physics = S
- poweradd= 70
- ctrl = 0
- sprpriority = 2
- anim = 841
- [State 0, HitBy]
- type = HitBy
- trigger1 = 1
- value =
- time = 1
- ignorehitpause = 1
- ;persistent =
- [State 41, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 0, 14
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem = 6
- value = S0,2
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem = 6
- value = S0,7
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem = 6
- value = S2,10
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem = 6
- value = S2,9
- [State 600,***]
- type = Explod
- trigger1 = animelem = 7
- anim = 207
- id = 207
- pos = 50,-52
- postype = p1
- sprpriority = 8
- bindtime = 1
- removetime = 10
- ownpal = 1
- [State 0, Helper]
- type = Helper
- trigger1 = animelem = 7
- helpertype = player
- ID = 3333
- stateno = 3333
- pos = 50,-52
- postype = p1 ;p2,front,back,left,right
- keyctrl = 0
- ownpal = 0
- supermovetime = 999
- pausemovetime = 999
- [State 440, 3]
- type = HitDef
- triggerall = movehit = 0
- trigger1 = animelem = 7
- trigger2 = animelem = 8
- attr = SCA, AA ,AT
- damage = 50+random/20
- hitflag = MAFD
- guardflag = M
- pausetime = 2,5
- sparkno = 1
- sparkxy = -5,-10
- hitsound = -1;5,2
- guardsound = -1;6,0
- ground.type = Trip
- ground.slidetime = 10
- ground.hittime = 15
- ground.velocity = -1.5,-2
- air.velocity = -1.2,-3
- guard.velocity = -5
- fall = 1
- [State 440, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- [Statedef 3000]
- type = S
- movetype= A
- physics = S
- juggle = 5
- poweradd= 70
- ctrl = 0
- sprpriority = 2
- [State 0];アーマー体力増減
- type = LifeAdd
- trigger1 = Helper(3001),GetHitVar(damage) < 800
- value = -Helper(3001),GetHitVar(damage)
- kill = 0
- absolute = 0
- [State 0, Turn]
- type = Turn
- trigger1 = prevstateno = 300
- trigger1 = time = 0
- trigger1 = (facing = enemy,facing)|| p2dist X<0
- ignorehitpause = 1
- ;persistent =
- [State 41, 1]
- type = PlaySnd
- trigger1 = prevstateno = 100
- trigger1 = Time = 0
- value = 0, 14
- [State 0, ChangeAnim]
- type = ChangeAnim
- trigger1 = anim!= 3000
- trigger1 = prevstateno != 300
- trigger1 = prevstateno != 100
- value = 3000
- ;elem = 1
- ignorehitpause = 1
- ;persistent =
- [State 0, ChangeAnim]
- type = ChangeAnim
- trigger1 = anim!= 3001
- trigger1 = prevstateno = 300
- value = 3001
- ;elem = 1
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- trigger1 = anim!= 3002
- trigger1 = prevstateno = 100
- value = 3002
- ;elem = 1
- ignorehitpause = 1
- [State 0, Helper]
- type = Helper
- trigger1 = prevstateno = 100
- trigger1 = !numhelper(3001)
- helpertype = normal ;player
- stateno = 3001
- id = 3001
- pos = 0,0
- postype = p1 ;p2,front,back,left,right
- facing = 1
- keyctrl = 0
- ownpal = 0
- supermovetime = 0
- pausemovetime = 0
- [State 0, NotHitBy]
- type = NotHitBy
- trigger1 = prevstateno = 100
- trigger1 = !ishelper
- value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
- time = 1
- ignorehitpause = 1
- ;persistent =
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem = 1
- value = S0,2
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = prevstateno = 300
- trigger1 = animelem = 1
- trigger2 = animelem =4
- trigger2 = prevstateno != 300
- trigger2 = prevstateno != 100
- trigger3 = prevstateno = 100
- trigger3 = animelem = 7
- value = S0,7
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = prevstateno = 300
- trigger1 = time = 0
- trigger2 = animelem = 3
- trigger2 = prevstateno != 300
- trigger2 = prevstateno != 100
- trigger3 = prevstateno = 100
- trigger3 = animelem = 6
- value = S2,10
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = prevstateno = 300
- trigger1 = animelem = 3
- trigger2 = animelem = 6
- trigger2 = prevstateno != 300
- trigger2 = prevstateno != 100
- trigger3 = prevstateno = 100
- trigger3 = animelem = 9
- value = S2,9
- [State 600,***]
- type = Explod
- trigger1 = prevstateno = 300
- trigger1 = animelem = 1
- trigger2 = animelem = 4
- trigger2 = prevstateno != 300
- trigger2 = prevstateno != 100
- trigger3 = prevstateno = 100
- trigger3 = animelem = 7
- anim = 207
- id = 207
- pos = 50,-52
- postype = p1
- sprpriority = 8
- bindtime = 1
- removetime = 10
- ownpal = 1
- [State 0, Helper]
- type = Helper
- trigger1 = prevstateno = 300
- trigger1 = animelem = 1
- trigger2 = animelem = 4
- trigger2 = prevstateno != 300
- trigger2 = prevstateno != 100
- trigger3 = prevstateno = 100
- trigger3 = animelem = 7
- helpertype = player
- ID = 3333
- stateno = 3333
- pos = 50,-52
- postype = p1 ;p2,front,back,left,right
- keyctrl = 0
- ownpal = 0
- supermovetime = 999
- pausemovetime = 999
- [State 440, 3]
- type = HitDef
- triggerall = movehit = 0
- triggerall = prevstateno != 300
- triggerall = prevstateno != 100
- trigger1 = animelem = 4
- trigger2 = animelem = 5
- attr = SCA, AA ,AT
- damage = 50+random/20
- hitflag = MAFD
- guardflag = M
- pausetime = 5,60
- sparkno = 1
- sparkxy = -20,-50
- hitsound = S7,1
- guardsound = S7,2
- ground.type = Trip
- ground.slidetime = 10
- ground.hittime = 15
- ground.velocity = -1.5,-2
- air.velocity = -1.2,-3
- guard.velocity = -5
- fall = 1
- [State 440, 3]
- type = HitDef
- triggerall = movehit = 0
- triggerall = prevstateno = 300
- trigger1 = animelem = 1
- trigger2 = animelem = 2
- attr = SCA, AA ,AT
- damage = 50+random/20
- hitflag = MAFD
- guardflag = M
- pausetime = 0,10
- sparkno = 1
- sparkxy = -5,-10
- hitsound = S7,1
- guardsound = S7,2
- ground.type = Trip
- ground.slidetime = 10
- ground.hittime = 15
- ground.velocity = -1.5,-2
- air.velocity = -1.2,-3
- guard.velocity = -5
- fall = 1
- [State 440, 3]
- type = HitDef
- triggerall = movehit = 0
- triggerall = prevstateno = 100
- trigger1 = animelem = 7
- trigger2 = animelem = 8
- attr = SCA, AA ,AT
- damage = 50+random/20
- hitflag = MAFD
- guardflag = M
- pausetime = 0,10
- sparkno = 1
- sparkxy = -5,-10
- hitsound = S7,1
- guardsound = S7,2
- ground.type = Trip
- ground.slidetime = 10
- ground.hittime = 15
- ground.velocity = -6,-8
- air.velocity = -6,-8
- guard.velocity = -5
- fall = 1
- [State 440, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- [Statedef 3001]
- type = S
- movetype= I
- physics = S
- poweradd= 0
- ctrl = 0
- sprpriority = 2
- anim= 3002
- [State 0, BindToRoot]
- type = BindToRoot
- trigger1 = 1
- ;time = 1
- ;facing = 0
- pos = 0,0
- ignorehitpause = 1
- ;persistent =
- [State 0, Turn]
- type = Turn
- trigger1 = facing != root,facing
- ignorehitpause = 1
- ;persistent =
- [State 0, AssertSpecial]
- type = AssertSpecial
- trigger1 = ishelper(3001)
- flag = noshadow
- flag2 = invisible
- ignorehitpause = 1
- [State 0, HitOverride]
- type = HitOverride
- trigger1 = 1
- attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
- slot = 0
- stateno = 3001
- time = -1
- forceair = 0
- ignorehitpause = 1
- ;persistent =
- [State 0, NotHitBy]
- type = NotHitBy
- trigger1 = ishelper(3001)
- trigger1 = time = 0
- value = SCA,AA,AP,AT
- time = 6
- ignorehitpause = 1
- [State 0, NotHitBy]
- type = NotHitBy
- trigger1 = ishelper(3001)
- value2 = ,NT,ST,HT
- time = -1
- ignorehitpause = 1
- ;persistent =
- [State 0, DestroySelf]
- type = DestroySelf
- trigger1 = root,stateno != 3000
- ignorehitpause = 1
- ;persistent =
- [Statedef 3003]
- type = S
- movetype = A
- physics = S
- ctrl = 0
- poweradd = 70
- velset = 0,0
- anim = 3003
- [State 0, VelSet]
- type = VelSet
- trigger1 = time <= 10
- x = -5
- y = 0
- ignorehitpause = 1
- ;persistent =
- [State 0, VelSet]
- type = VelSet
- trigger1 = time >= 10
- trigger1 = time <= 20
- x = 10
- y = 0
- ignorehitpause = 1
- ;persistent =
- [State 0, VelSet]
- type = VelSet
- trigger1 = time > 20
- x = 0
- y = 0
- ignorehitpause = 1
- [State 183, 押し判定]
- type = PlayerPush
- trigger1 = 1
- value = 0
- IgnoreHitPause = 1
- Persistent = 1
- [State 183, スクロール]
- type = ScreenBound
- trigger1 = 1
- value = 0
- MoveCamera = 0,0
- [State 440, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- [State 0, Helper]
- type = Helper
- trigger1 = AnimElem = 7
- helpertype = player
- ID = 3333
- stateno = 3333
- pos = 45,-62
- postype = p1 ;p2,front,back,left,right
- keyctrl = 0
- ownpal = 0
- supermovetime = 999
- pausemovetime = 999
- [State 41, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0, 14
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem = 8
- value = S0,7
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem = 7
- value = S2,10
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem = 8
- value = S2,9
- [State 600,***]
- type = Explod
- trigger1 = animelem = 7
- anim = 207
- id = 207
- pos = 45,-62
- postype = p1
- sprpriority = 8
- bindtime = 1
- removetime = 10
- ownpal = 1
- [State 1100, HitDef]
- type = HitDef
- trigger1 = AnimElem = 6
- attr = S, SA
- animtype = Heavy
- air.animtype = Back
- damage= 130+random/20
- priority = 7, Hit
- hitflag = maflpd
- guardflag = M
- pausetime = 0,5
- sparkno = s31010+(Random%3)
- guard.sparkno = S31100
- sparkxy = -30, -60
- hitsound = S7,1
- guardsound = S7,2
- ground.type = Low
- ground.slidetime = 20
- ground.hittime = 20
- guard.ctrltime = 20
- ground.velocity = -1.3,-11
- guard.velocity = -8
- air.velocity = -1.3,-11
- airguard.velocity = -6.67,-1
- ground.cornerpush.veloff = 0
- guard.cornerpush.veloff = -11.2
- air.cornerpush.veloff = 0
- airguard.cornerpush.veloff = 0
- fall = 1
- fall.recover = 0
- air.fall = 1
- yaccel = .5
- persistent = 0
- getpower = 5
- givepower = 35, 35
- palfx.time = 12
- palfx.add = 255,255,255
- palfx.mul = 128,128,128
- forcestand = 1
- [State 1100, HitDef]
- type = HitDef
- trigger1 = AnimElem = 7
- attr = S, SA
- animtype = Heavy
- air.animtype = Back
- damage= 10+random/20
- priority = 7, Hit
- hitflag = MAF
- guardflag = MA
- pausetime = 0,5
- sparkno = s31010+(Random%3)
- guard.sparkno = S31100
- sparkxy = -10, -49
- hitsound = S7,1
- guardsound = S7,2
- ground.type = Low
- ground.slidetime = 20
- ground.hittime = 20
- guard.ctrltime = 20
- ground.velocity = -1.3,-11
- guard.velocity = -8
- air.velocity = -1.3,-11
- airguard.velocity = -6.67,-1
- ground.cornerpush.veloff = 0
- guard.cornerpush.veloff = -11.2
- air.cornerpush.veloff = 0
- airguard.cornerpush.veloff = 0
- fall = 1
- fall.recover = 0
- air.fall = 1
- yaccel = .5
- persistent = 0
- getpower = 5
- givepower = 35, 35
- palfx.time = 12
- palfx.add = 255,255,255
- palfx.mul = 128,128,128
- [State 1100, HitDef]
- type = HitDef
- trigger1 = AnimElem = 8
- attr = S, SA
- animtype = Heavy
- air.animtype = Back
- damage= 10+random/20
- priority = 7, Hit
- hitflag = MAF
- guardflag = MA
- pausetime = 0,5
- sparkno = s31010+(Random%3)
- guard.sparkno = S31100
- sparkxy = -10, -75
- hitsound = S7,1
- guardsound = S7,2
- ground.type = Low
- ground.slidetime = 20
- ground.hittime = 20
- guard.ctrltime = 20
- ground.velocity = -2.8,-11
- guard.velocity = -8
- air.velocity = -2.8,-11
- airguard.velocity = -6.67,-1
- ground.cornerpush.veloff = 0
- guard.cornerpush.veloff = -11.2
- air.cornerpush.veloff = 0
- airguard.cornerpush.veloff = 0
- fall = 1
- fall.recover = 0
- air.fall = 1
- yaccel = .5
- persistent = 0
- getpower = 5
- givepower = 35, 35
- palfx.time = 12
- palfx.add = 255,255,255
- palfx.mul = 128,128,128
- [Statedef 3004]
- type = S
- movetype = A
- physics = S
- ctrl = 0
- poweradd = 70
- velset = 0,0
- anim = 3004
- [State 0, VelSet]
- type = VelSet
- trigger1 = time <= 10
- x = -5
- y = 0
- ignorehitpause = 1
- ;persistent =
- [State 0, VelSet]
- type = VelSet
- trigger1 = time >= 10
- trigger1 = time <= 17
- x = 11
- y = 0
- ignorehitpause = 1
- ;;persistent =
- [State 0, VelSet]
- type = VelSet
- trigger1 = time > 17
- trigger1 = time <= 25
- x = 1.3
- y = 0
- ignorehitpause = 1
- [State 0, VelSet]
- type = VelSet
- trigger1 = time >= 25
- trigger1 = time < 43
- x = 6
- y = 0
- ignorehitpause = 1
- ;;persistent =
- [State 0, VelSet]
- type = VelSet
- trigger1 = time >= 43
- x = 1.1
- y = 0
- ignorehitpause = 1
- ;;persistent =
- [State 183, 押し判定]
- type = PlayerPush
- trigger1 = 1
- value = 0
- IgnoreHitPause = 1
- Persistent = 1
- [State 183, スクロール]
- type = ScreenBound
- trigger1 = 1
- value = 0
- MoveCamera = 0,0
- [State 440, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- [State 0, Helper]
- type = Helper
- trigger1 = AnimElem = 6
- helpertype = player
- ID = 3333
- stateno = 3333
- pos = 50,-32
- postype = p1 ;p2,front,back,left,right
- keyctrl = 0
- ownpal = 0
- supermovetime = 999
- pausemovetime = 999
- [State 41, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0, 14
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem = 6
- value = S0,7
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem = 5
- value = S2,10
- [State 600,***]
- type = Explod
- trigger1 = animelem = 6
- anim = 207
- id = 207
- pos = 50,-32
- postype = p1
- sprpriority = 8
- bindtime = 1
- removetime = 10
- ownpal = 1
- [State 440, 3]
- type = HitDef
- trigger1 = animelem = 5
- trigger2 = animelem = 6
- trigger3 = animelem = 7
- attr = C, NA
- damage = 130+random/20
- hitflag = maflpd
- guardflag = L
- pausetime = 0,4
- sparkno = s31010+(Random%3)
- guard.sparkno = s31100
- sparkxy = -10,-30
- hitsound = S7,1
- guardsound = S7,2
- ground.type = Trip
- ground.slidetime = 10
- ground.hittime = 15
- ground.velocity = -1.5,-2
- air.velocity = -1.2,-3
- guard.velocity = -5
- fall = 1
- fall.recover = 0
- air.fall = 1
- yaccel = .5
- persistent = 0
- getpower = 5
- givepower = 35, 35
- palfx.time = 12
- palfx.add = 255,255,255
- palfx.mul = 128,128,128
- [Statedef 3005]
- type = A
- movetype = A
- physics = S
- ctrl = 0
- poweradd = 70
- velset = 0,0
- anim = 3005
- [State 440, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
- ctrl = 1
- [State 3001, Width]
- type = Width
- trigger1 = 1
- edge = 5,0
- [State 220, Position]
- type = PosSet
- trigger1 = Time = 0
- y = 0
- [State 1100, Velocity]
- type = VelSet
- trigger1 = AnimElemTime(4) = 2
- x = 5
- y = -7.5
- [State 1100, Gravity]
- type = Veladd
- trigger1 = AnimElemTime(4) >= 2
- y = .47
- [State 1100, Velocity]
- type = VelMul
- trigger1 = AnimElemTime(4) >= 2
- x = .9
- [State 0, Helper]
- type = Helper
- trigger1 = AnimElem = 6
- helpertype = player
- ID = 3333
- stateno = 3333
- pos = 50,-52
- postype = p1 ;p2,front,back,left,right
- keyctrl = 0
- ownpal = 0
- supermovetime = 999
- pausemovetime = 999
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem = 7
- value = S0,7
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem = 6
- value = S2,10
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem = 7
- value = S2,9
- [State 600,***]
- type = Explod
- trigger1 = animelem = 6
- anim = 207
- id = 207
- pos = 50,-52
- postype = p1
- sprpriority = 8
- bindtime = 1
- removetime = 10
- ownpal = 1
- [State 1100, HitDef]
- type = HitDef
- trigger1 = AnimElem = 5
- attr = S, SA
- animtype = Heavy
- air.animtype = Back
- damage= 140+random/20
- priority = 7, Hit
- hitflag = maflpd
- guardflag = M
- pausetime = 0,5
- sparkno = s31010+(Random%3)
- guard.sparkno = S31100
- sparkxy = -10, -30
- hitsound = S7,1
- guardsound = S7,2
- ground.type = Low
- ground.slidetime = 20
- ground.hittime = 20
- guard.ctrltime = 20
- ground.velocity = -1.3,-11
- guard.velocity = -8
- air.velocity = -1.3,-11
- airguard.velocity = -6.67,-1
- ground.cornerpush.veloff = 0
- guard.cornerpush.veloff = -11.2
- air.cornerpush.veloff = 0
- airguard.cornerpush.veloff = 0
- fall = 1
- fall.recover = 0
- air.fall = 1
- yaccel = .5
- persistent = 0
- getpower = 5
- givepower = 35, 35
- palfx.time = 12
- palfx.add = 255,255,255
- palfx.mul = 128,128,128
- forcestand = 1
- [State 1100, HitDef]
- type = HitDef
- trigger1 = AnimElem = 6
- attr = S, SA
- animtype = Heavy
- air.animtype = Back
- damage= 10+random/20
- priority = 7, Hit
- hitflag = maflpd
- guardflag = MA
- pausetime = 0,5
- sparkno = s31010+(Random%3)
- guard.sparkno = S31100
- sparkxy = -10, -59
- hitsound = S7,1
- guardsound = S7,2
- ground.type = Low
- ground.slidetime = 20
- ground.hittime = 20
- guard.ctrltime = 20
- ground.velocity = -1.3,-11
- guard.velocity = -8
- air.velocity = -1.3,-11
- airguard.velocity = -6.67,-1
- ground.cornerpush.veloff = 0
- guard.cornerpush.veloff = -11.2
- air.cornerpush.veloff = 0
- airguard.cornerpush.veloff = 0
- fall = 1
- fall.recover = 0
- air.fall = 1
- yaccel = .5
- persistent = 0
- getpower = 5
- givepower = 35, 35
- palfx.time = 12
- palfx.add = 255,255,255
- palfx.mul = 128,128,128
- [State 1100, HitDef]
- type = HitDef
- trigger1 = AnimElem = 7
- attr = S, SA
- animtype = Heavy
- air.animtype = Back
- damage= 10+random/20
- priority = 7, Hit
- hitflag = maflpd
- guardflag = MA
- pausetime = 0,5
- sparkno = s31010+(Random%3)
- guard.sparkno = S31100
- sparkxy = -10, -75
- hitsound = S7,1
- guardsound = S7,2
- ground.type = Low
- ground.slidetime = 20
- ground.hittime = 20
- guard.ctrltime = 20
- ground.velocity = -2.8,-11
- guard.velocity = -8
- air.velocity = -2.8,-11
- airguard.velocity = -6.67,-1
- ground.cornerpush.veloff = 0
- guard.cornerpush.veloff = -11.2
- air.cornerpush.veloff = 0
- airguard.cornerpush.veloff = 0
- fall = 1
- fall.recover = 0
- air.fall = 1
- yaccel = .5
- persistent = 0
- getpower = 5
- givepower = 35, 35
- palfx.time = 12
- palfx.add = 255,255,255
- palfx.mul = 128,128,128
- [Statedef 3006]
- type = S
- movetype= A
- physics = S
- juggle = 2
- poweradd= 70
- ctrl = 0
- sprpriority = 2
- anim = 3006
- [State 41, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 0, 14
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem = 6
- value = S0,2
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem = 6
- value = S0,7
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem = 6
- value = S2,10
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem = 6
- value = S2,9
- [State 600,***]
- type = Explod
- trigger1 = animelem = 7
- anim = 207
- id = 207
- pos = 50,-52
- postype = p1
- sprpriority = 8
- bindtime = 1
- removetime = 10
- ownpal = 1
- [State 0, Helper]
- type = Helper
- trigger1 = animelem = 7
- helpertype = player
- ID = 3333
- stateno = 3333
- pos = 50,-52
- postype = p1 ;p2,front,back,left,right
- keyctrl = 0
- ownpal = 0
- supermovetime = 999
- pausemovetime = 999
- [State 440, 3]
- type = HitDef
- triggerall = movehit = 0
- trigger1 = animelem = 7
- trigger2 = animelem = 8
- attr = SCA, AA ,AT
- damage = 130+random/20
- hitflag = MAFD
- guardflag = M
- pausetime = 5,60
- sparkno = 1
- sparkxy = -5,-10
- hitsound = -1;5,2
- guardsound = -1;6,0
- ground.type = Trip
- ground.slidetime = 10
- ground.hittime = 15
- ground.velocity = -1.5,-2
- air.velocity = -1.2,-3
- guard.velocity = -5
- fall = 1
- [State 440, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- [Statedef 3010]
- type = S
- movetype= A
- physics = S
- juggle = 7
- poweradd= -500
- ctrl = 0
- sprpriority = 2
- [State 41, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 0, 14
- [State 41, 1]
- type = PlaySnd
- trigger1 = Time = 0
- value = 3, 6
- [State 0, ChangeAnim]
- type = ChangeAnim
- trigger1 = anim!= 3002
- value = 3002
- ;elem = 1
- ignorehitpause = 1
- [State 0, NotHitBy]
- type = NotHitBy
- trigger1 = !ishelper
- value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
- time = 1
- ignorehitpause = 1
- ;persistent =
- [State 41, 4];←成功したときの残像
- type = AfterImage
- trigger1 =time = 0
- time = 66
- trans = add
- timegap = 1
- framegap = 2
- length = 10
- palbright = 12,12,12
- palcontrast = 50,50,150
- palpostbright = 0,0,0
- paladd = 0,0,0
- palmul = 1,1,1
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem = 1
- value = S0,2
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem = 7
- value = S0,7
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem = 6
- value = S2,10
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem = 9
- value = S2,9
- [State 600,***]
- type = Explod
- trigger1 = animelem = 7
- anim = 207
- id = 207
- pos = 50,-52
- postype = p1
- sprpriority = 8
- bindtime = 1
- removetime = 10
- ownpal = 1
- [State 0, Helper]
- type = Helper
- trigger1 = animelem = 7
- helpertype = player
- ID = 3333
- stateno = 3333
- pos = 50,-52
- postype = p1 ;p2,front,back,left,right
- keyctrl = 0
- ownpal = 0
- supermovetime = 999
- pausemovetime = 999
- [State 440, 3]
- type = HitDef
- triggerall = movehit = 0
- trigger1 = animelem = 7
- trigger2 = animelem = 8
- attr = SCA, AA ,AT
- damage = 100+random/20
- hitflag = MAFD
- guardflag = A
- pausetime = 0,10
- sparkno = 1
- sparkxy = -5,-10
- hitsound = -1;5,2
- guardsound = -1;6,0
- ground.type = Trip
- ground.slidetime = 10
- ground.hittime = 15
- ground.velocity = -6,-8
- air.velocity = -6,-8
- guard.velocity = -5
- fall = 1
- [State 440, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- [Statedef 3100]
- type = A
- movetype= A
- physics = A
- juggle = 7
- poweradd= 70
- ctrl = 0
- sprpriority = 2
- [State 0, Turn]
- type = null;Turn
- trigger1 = time = 0
- trigger1 = facing = enemy,facing
- ignorehitpause = 1
- ;persistent =
- [State 0, ChangeAnim]
- type = ChangeAnim
- trigger1 = anim!= 3100
- value = 3100
- ;elem = 1
- ignorehitpause = 1
- ;persistent =
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem = 1
- value = S0,2
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem = 4
- value = S0,7
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem = 3
- value = S2,10
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem = 6
- value = S2,9
- [State 600,***]
- type = Explod
- trigger1 = animelem = 4
- anim = 207
- id = 207
- pos = 50,-52
- postype = p1
- sprpriority = 8
- bindtime = 1
- removetime = 10
- ownpal = 1
- [State 0, Helper]
- type = Helper
- trigger1 = animelem = 4
- helpertype = player
- ID = 3333
- stateno = 3333
- pos = 50,-52
- postype = p1 ;p2,front,back,left,right
- keyctrl = 0
- ownpal = 0
- supermovetime = 999
- pausemovetime = 999
- [State 440, 3]
- type = HitDef
- triggerall = movehit = 0
- trigger1 = animelem = 4
- trigger2 = animelem = 5
- attr = SCA, AA ,AT
- damage = 100+random/20
- hitflag = MAFD
- guardflag = L
- pausetime = 5,20
- sparkno = 1
- sparkxy = -5,-10
- hitsound = -1;5,2
- guardsound = -1;6,0
- ground.type = Trip
- ground.slidetime = 10
- ground.hittime = 15
- ground.velocity = -1.5,-2
- air.velocity = -1.2,-3
- guard.velocity = -5
- fall = 1
- [State 440, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 50
- ctrl = 0
- [Statedef 3333]
- type = C
- movetype= A
- physics = C
- juggle = 7
- poweradd= 0
- ctrl = 0
- anim = 3333
- sprpriority = 2
- [State 0, AngleDraw]
- type = AngleDraw
- trigger1 = 1
- value = gametime
- ;scale =
- ignorehitpause = 1
- ;persistent =
- [State 0, VelAdd]
- type = Velset
- trigger1 = time <= 4
- x = -2
- y = -5
- ignorehitpause = 1
- ;persistent =
- [State 0, VelAdd]
- type = Velset
- trigger1 = time > 4
- x = -2
- y = 3
- ignorehitpause = 1
- ;persistent =
- [State -2, AngleDraw]
- type = AngleDraw
- trigger1 = root,fvar(10) > 1.0
- value = gametime
- scale = root,fvar(10),root,fvar(10)
- ignorehitpause = 1
- [State 0, DestroySelf]
- type = DestroySelf
- trigger1 = root,stateno != [3000,3100]
- trigger1 = root,stateno != [4300,4305]
- trigger1 = root,stateno != 810
- ignorehitpause = 1
- ;persistent =
- [State 183, 押し判定]
- type = PlayerPush
- trigger1 = 1
- value = 0
- IgnoreHitPause = 1
- Persistent = 1
- [State 183, スクロール]
- type = ScreenBound
- trigger1 = 1
- value = 0
- MoveCamera = 0,0
- [Statedef 4000]
- type = S
- movetype= A
- physics = S
- juggle = 1
- velset = 0,0
- ctrl = 0
- anim = 4000
- poweradd = 25
- sprpriority = 2
- [State 0, VarSet]
- type = VelSet
- trigger1 = AnimElem = 2
- x = 12
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = time = 0
- value = S2,8
- [State 210, 2]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = SCA, AA ,AT
- animtype = Medium
- damage = 20+random/20,3
- guardflag = MA
- pausetime = 0,0
- sparkno = s31010+(Random%3)
- guard.sparkno = s31100
- sparkxy = -5,-40
- hitsound = s3,2
- guardsound = s3,1
- ground.type = High
- ground.slidetime = 12
- ground.hittime = 13
- ground.velocity = -5.5
- air.velocity = -10,-4
- p1stateno = 4001
- p2stateno = 50000
- [State 0, ChangeAnim]
- type = Changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
- ignorehitpause = 1
- ;persistent =
- [Statedef 4001]
- type = S
- movetype= A
- physics = S
- juggle = 1
- velset=0,0
- ctrl = 0
- anim = 4001
- poweradd = 25
- sprpriority = 2
- [State 0, VarSet]
- type = VarSet
- trigger1 = time = [0,1]
- fv = 8
- value = (enemy,FrontEdgeDist)
- ignorehitpause = 1
- ;persistent =
- [State 0, VarSet]
- type = VarSet
- trigger1 = time > 1
- fv = 8
- value = 0
- ignorehitpause = 1
- [State 1210,爪 残像]
- type = Explod
- triggerall = !ishelper
- trigger1 = time = 0
- anim = 21000
- ID = 21000
- pos = 160,130
- vel = 0,0
- postype = back
- sprpriority = 6
- scale = 0.65,0.65
- bindtime = -1
- removetime = -2
- pausemovetime = 999
- supermovetime = 999
- facing = facing
- vfacing = 1
- ownpal = 1
- [State 0, SuperPause]
- type = SuperPause
- trigger1 = time = 0
- time = 20
- anim = -1
- sound = S222,2
- movetime = 99
- darken = 1
- p2defmul = 0
- poweradd = 0
- unhittable = 1
- ;ignorehitpause
- [State 0, AssertSpecial]
- type = AssertSpecial
- trigger1 = 1
- flag = noBG
- [State 1210,爪 残像]
- type = Explod
- triggerall = !ishelper
- trigger1 = time = 0
- anim = 31103
- ID = 31103
- pos = -5,0
- vel = 0,0
- postype = back
- sprpriority = -1
- scale = 1,1.2
- bindtime = -1
- removetime = 120
- pausemovetime = 999
- supermovetime = 999
- facing = 1
- vfacing = 1
- ownpal = 1
- [State 1210,爪 残像]
- type = Explod
- triggerall = !ishelper
- trigger1 = time = 0
- anim = 8888
- ID = 8888
- pos = 0,0
- vel = 0,0
- postype = back
- sprpriority = -2
- scale = 1,1
- bindtime = -1
- removetime = 120
- pausemovetime = 999
- supermovetime = 999
- facing = 1
- vfacing = 1
- ownpal = 1
- [State 0, EnvShake]
- type = EnvShake
- trigger1 = time = 0
- time = 10
- freq = 60
- ampl = -4
- phase = 90
- ignorehitpause = 1
- ;persistent =
- [State 0, VelSet]
- type = VelSet
- trigger1 = time = 2
- x = -100
- y = 0
- ignorehitpause = 1
- ;persistent =
- [State 0, VelSet]
- type = VelSet
- trigger1 = time = 3
- x = 0
- y = 0
- ignorehitpause = 1
- [State 0, TargetBind]
- type = TargetBind
- trigger1 = time = 0
- time = 1
- pos = 100,0
- ignorehitpause = 1
- ;persistent =
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = AnimElem = 4
- value = S0,7
- ignorehitpause = 1
- ;persistent =
- [State -3, 0];ランダムスイッチ
- type = VarRandom
- trigger1 = 1
- v = 0
- range = 0,1
- [State 210, 1]
- type = PlaySnd
- triggerall = Var(0) = 0
- trigger1 = Time = 0
- value = s5, 1
- channel = 0
- [State 1060,***]
- type = Explod
- trigger1 = AnimElem = 4
- anim = 11510
- id = 11510
- pos = 95,-45
- postype = p1
- scale = 0.5, 0.5
- sprpriority = 5
- bindtime = 18
- removetime = -2
- ownpal = 1
- removeongethit = 1
- [State 0, Helper]
- type = Helper
- trigger1 = AnimElem = 4
- helpertype = normal ;player
- ID = 4002
- stateno = 4002
- pos = 80,-55
- postype = p1 ;p2,front,back,left,right
- keyctrl = 0
- ownpal = 0
- supermovetime = 999999999
- pausemovetime = 999999999
- [State 210, 7]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- [Statedef 4002]
- type = S
- movetype= A
- physics = S
- juggle = 1
- velset = 0,0
- ctrl = 0
- anim = 4002
- poweradd = -1000
- sprpriority = 2
- [State 0, Trans]
- type = Trans
- trigger1 = 1
- trans = add ;none, add, addalpha, add1, sub
- alpha = 256,256
- ignorehitpause = 1
- ;persistent =
- [State 215, 3]
- type = ScreenBound
- trigger1 = 1
- value = 0
- [State 0, AssertSpecial]
- type = AssertSpecial
- trigger1 = !ishelper
- flag = noshadow
- ignorehitpause = 1
- [State 215, 1]
- type = Velset
- trigger1 = AnimElem = 1
- x = 8
- y = 0
- [State 0, AngleDraw]
- type = AngleDraw
- trigger1 = 1
- ;value = 1
- scale = 1,.5
- ignorehitpause = 1
- ;persistent =
- [State 215, 1]
- type = Veladd
- trigger1 = time >= 1
- x = 1
- y = 0
- [State 215, 3]
- type = SprPriority
- trigger1 = 1
- value = 8
- [State 210, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = s4, 5
- [State ]
- type=AfterImage
- Trigger1=time=0
- length=13
- PalBright=30,30,0
- PalContrast=70,70,20
- PalAdd=-10,-10,-10
- PalMul=.85,.85,.50
- TimeGap=1
- FrameGap=2
- Trans=Add
- time=-1
- [State 215, 2]
- type = HitDef
- trigger1 = time = 0
- attr = SCA, AP
- damage =370+random/20,10+random/20
- guardflag =
- priority = 3
- pausetime = 0,40
- sparkno = S288
- guard.sparkno = S288
- sparkxy = -20,0
- hitsound = s2,9
- guardsound = s2,4
- ground.type = High
- ground.slidetime = 5
- ground.hittime = 12
- ground.velocity = -4,-6
- air.velocity = -4.5,-4.5
- palfx.time = 25
- palfx.mul = 200,200,200
- palfx.add = 200,50,50
- palfx.sinadd = 175,25,5,4
- fall = 1
- fall.recover = 0
- [State 600,***]
- type = Explod
- trigger1 = 1
- triggerall = NumExplod(291) < 1
- anim = 291
- id = 291
- pos = 0,0
- postype = p1
- sprpriority = 8
- bindtime = -1
- removetime = 6
- ownpal = 1
- [State 700,***]
- type = RemoveExplod
- trigger1 = NumHelper(231) = 0
- id = 291
- [State 215, 3]
- type = EnvShake
- trigger1 = MoveContact = 1
- time = 3
- freq = 70
- ampl = -2
- [State 410, 4]
- type = ChangeState
- trigger1 = movehit = 1
- trigger2 = MoveGuarded = 1
- value = 232
- ctrl = 0
- [State 215, 3]
- type = destroyself
- trigger1 = Animtime = 0
- [Statedef 4100]
- type = S
- physics = S
- movetype = A
- poweradd = -1000
- anim = 4100
- ctrl = 0
- SprPriority = -99
- [State 0, Helper]
- type = Helper
- trigger1 = time = 40
- trigger2 = time = 60
- trigger3 = time = 90
- helpertype = normal ;player
- stateno = 4302
- pos = 35,-40
- postype = p1 ;p2,front,back,left,right
- facing = 1
- keyctrl = 0
- ownpal = 0
- [State 183, 押し判定]
- type = PlayerPush
- trigger1 = 1
- value = 0
- IgnoreHitPause = 1
- Persistent = 1
- [State 210, 1]
- type = PlaySnd
- trigger1 = time = 40
- trigger2 = time = 60
- trigger3 = time = 90
- value = 4, 4
- [State 600,***]
- type = Explod
- trigger1 = time = 40
- trigger2 = time = 60
- trigger3 = time = 90
- anim = 207
- id = 207
- pos = 35,-40
- postype = p1
- sprpriority = 8
- bindtime = 1
- removetime = 10
- ownpal = 1
- scale=1.5,1.5
- [State 183, スクロール]
- type = ScreenBound
- trigger1 = 1
- value = 0
- MoveCamera = 0,0
- [State 0, VelSet]
- type = Velset
- trigger1 = time < 16
- x = -fvar(3)
- y = 0
- ignorehitpause = 1
- [State 0, VarSet]
- type = VarSet
- trigger1 = time = 0
- fv = 3
- value = (BackEdgeDist/16+5)
- ignorehitpause = 1
- ;persistent =
- [State 0, VarSet]
- type = VarSet
- trigger1 = time = 16
- fv = 4
- value = (FrontEdgeDist/80)
- ignorehitpause = 1
- ;persistent =
- [State 0, VelSet]
- type = VelSet
- trigger1 = time >= 16
- x = fvar(4)
- y = 0
- ignorehitpause = 1
- ;persistent =
- [State 0, SprPriority]
- type = SprPriority
- trigger1 = 1
- value = -99
- ignorehitpause = 1
- ;persistent =
- [State 0, SuperPause]
- type = SuperPause
- trigger1 = time = 0
- time = 20
- anim = -1
- sound = S222,2
- movetime = 99
- darken = 1
- p2defmul = 0
- poweradd = 0
- unhittable = 1
- ;ignorehitpause
- [State 900, BC拡大演出]
- type = AngleDraw
- trigger1 = 1
- value = 0
- scale = 1-fvar(2),1-fvar(2)
- ignorehitpause = 1
- [State 0, VarAdd]
- type = Varset
- trigger1 = time = 0
- trigger2 = animtime = 0
- fv = 2
- value = 0
- ignorehitpause = 1
- ;persistent =
- [State 0, VarAdd]
- type = VarAdd
- trigger1 = time <= 16
- trigger1 = time >= 10
- fv = 2
- value = .04
- ignorehitpause = 1
- ;persistent =
- [State 0, VarAdd]
- type = VarAdd
- trigger1 = time > 139
- fv = 2
- value = -.04
- ignorehitpause = 1
- ;persistent =
- [State 1210,爪 残像]
- type = Explod
- triggerall = !ishelper
- trigger1 = time = 0
- anim = 21000
- ID = 21000
- pos = 160,130
- vel = 0,0
- postype = back
- sprpriority = 6
- scale = 0.65,0.65
- bindtime = -1
- removetime = -2
- pausemovetime = 999
- supermovetime = 999
- facing = facing
- vfacing = 1
- ownpal = 1
- [State 0, SuperPause]
- type = SuperPause
- trigger1 = time = 0
- time = 20
- anim = -1
- sound = -1
- movetime = 99
- darken = 1
- p2defmul = 0
- poweradd = 0
- unhittable = 1
- ;ignorehitpause =
- ;persistent =
- [State 0, AssertSpecial]
- type = AssertSpecial
- trigger1 = 1
- flag = noBG
- [State 1210,爪 残像]
- type = Explod
- triggerall = !ishelper
- trigger1 = time = 0
- anim = 31103
- ID = 31103
- pos = -5,0
- vel = 0,0
- postype = back
- sprpriority = -1
- scale = 1,1.2
- bindtime = -1
- removetime = 145+20
- pausemovetime = 999
- supermovetime = 999
- facing = 1
- vfacing = 1
- ownpal = 1
- [State 1210,爪 残像]
- type = Explod
- triggerall = !ishelper
- trigger1 = time = 0
- anim = 8888
- ID = 8888
- pos = 0,0
- vel = 0,0
- postype = back
- sprpriority = -100
- scale = 1,1
- bindtime = -1
- removetime = 145+20
- pausemovetime = 999
- supermovetime = 999
- facing = 1
- vfacing = 1
- ownpal = 1
- [State 1210,爪 残像]
- type = Explod
- triggerall = !ishelper
- trigger1 = time = 19
- anim = 20050
- ID = 20050
- pos = 15,-20
- postype = p1
- sprpriority = 5
- scale = .5,.2
- bindtime = -1
- removetime = 120
- pausemovetime = 999
- supermovetime = 999
- facing = 1
- vfacing = 1
- ownpal = 1
- [State 215, 2]
- type = HitDef
- trigger1 = time > 0;gametime%8 = 0
- attr = SCA, AP,AT
- damage =0+random/150,random/400
- p1sprpriority = -99
- p2sprpriority = 1
- guardflag = H
- pausetime = 0,8
- sparkno = S7777
- guard.sparkno = S7777
- sparkxy = -20-10*(ifelse(random<=500,1,-1)),-50-10*(ifelse(random<=500,1,-1))
- hitsound = s2,9
- guardsound = s2,4
- ground.type = High
- ground.slidetime = 5
- ground.hittime = 12
- ground.velocity = -4,-4
- air.velocity = -4,-4
- palfx.time = 25
- palfx.mul = 200,200,200
- palfx.add = 200,50,50
- palfx.sinadd = 175,25,5,4
- fall = 1
- fall.recover = 0
- ignorehitpause = 1
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = time = 19
- value = S0,11
- volume = 0
- ignorehitpause = 1
- ;persistent =
- [State 41,1]
- type = AssertSpecial
- trigger1 =1
- flag = noautoturn
- [State 41, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0, 14
- [State 41, 1]
- type = PlaySnd
- trigger1 = Time = 0
- trigger1 = random < 200
- value = 6, 2
- [State 41, 3]
- type = ChangeState
- trigger1 = Animtime= 0
- value = 0
- ctrl = 1
- [Statedef 4200]
- type = S
- movetype= A
- physics = S
- juggle = 1
- velset = 0,0
- ctrl = 0
- anim = 4000
- poweradd = 25
- sprpriority = 2
- [State 0, VarSet]
- type = VelSet
- trigger1 = AnimElem = 2
- x = 12
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = time = 0
- value = S2,8
- [State 210, 2]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = SCA, AA ,AT
- animtype = Medium
- damage = 120+random/20,3
- guardflag = MA
- pausetime = 0,0
- sparkno = s31010+(Random%3)
- guard.sparkno = s31100
- sparkxy = -5,-40
- hitsound = s3,2
- guardsound = s3,1
- ground.type = High
- ground.slidetime = 12
- ground.hittime = 13
- ground.velocity = -5.5
- air.velocity = -10,-4
- p1stateno = 4201
- p2stateno = 50000
- [State 0, ChangeAnim]
- type = Changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
- ignorehitpause = 1
- ;persistent =
- [Statedef 4201]
- type = S
- movetype= A
- physics = s
- poweradd= 70
- ctrl = 0
- sprpriority = 2
- [State 183, 押し判定]
- type = PlayerPush
- trigger1 = 1
- value = 0
- IgnoreHitPause = 1
- Persistent = 1
- [State 183, スクロール]
- type = ScreenBound
- trigger1 = 1
- value = 0
- MoveCamera = 0,0
- [State 900, BC拡大演出]
- type = AngleDraw
- trigger1 = time < 26
- value = 0
- scale = 1+fvar(2),1+fvar(2)
- ignorehitpause = 1
- [State 0, VarAdd]
- type = Varset
- trigger1 = time = 0
- fv = 2
- value = 0
- ignorehitpause = 1
- ;persistent =
- [State 0, VarAdd]
- type = Velset
- trigger1 = time = 0
- X = 0
- ignorehitpause = 1
- ;persistent =
- [State 0, VarAdd]
- type = VarAdd
- trigger1 = time <= 15
- fv = 2
- value = .02
- ignorehitpause = 1
- ;persistent =
- [State 0, VarAdd]
- type = VarAdd
- trigger1 = time > 15
- trigger1 = time < 26
- fv = 2
- value = -.022
- ignorehitpause = 1
- ;persistent =
- [State 0, VarAdd]
- type = Varset
- trigger1 = time >= 26
- fv = 2
- value = 0
- ignorehitpause = 1
- ;persistent =
- [State 41,1]
- type = AssertSpecial
- trigger1 =1
- flag = noautoturn
- [State 41, 1]
- type = PlaySnd
- trigger1 = Time = 1
- value = 0, 14
- [State 41, 1]
- type = PlaySnd
- trigger1 = Time = 0
- trigger1 = random < 200
- value = 6, 2
- [State 41, 2]
- type = Veladd
- trigger1 = time <=15
- x = -3
- ignorehitpause = 1
- [State 41, 2]
- type = Veladd
- trigger1 = time >=15
- trigger1 = time <26
- x = 4.8
- ignorehitpause = 1
- [State 41, 2]
- type = Velset
- trigger1 = time =26
- x = 0
- ignorehitpause = 1
- [State 41, 2]
- type = Veladd
- trigger1 = time >=56
- trigger1 = time <72
- x = 1.14
- ignorehitpause = 1
- [State 41, 2]
- type = Velset
- trigger1 = time =72
- x = 0
- ignorehitpause = 1
- [State 0, SuperPause]
- type = SuperPause
- trigger1 = time = 0
- time = 20
- anim = -1
- sound = S222,2
- movetime = 99
- darken = 1
- p2defmul = 0
- poweradd = -1000
- unhittable = 1
- ;ignorehitpause
- [State 1210,爪 残像]
- type = Explod
- triggerall = !ishelper
- trigger1 = time = 0
- anim = 21000
- ID = 21000
- pos = 160,130
- vel = 0,0
- postype = back
- sprpriority = 6
- scale = 0.65,0.65
- bindtime = -1
- removetime = -2
- pausemovetime = 999
- supermovetime = 999
- facing = facing
- vfacing = 1
- ownpal = 1
- [State 0, TargetBind]
- type = TargetBind
- trigger1 = time = 0
- pos = 10,0
- ignorehitpause = 1
- ;persistent =
- [State 0, AssertSpecial]
- type = AssertSpecial
- trigger1 = 1
- flag = noBG
- ignorehitpause = 1
- [State 1210,爪 残像]
- type = Explod
- triggerall = !ishelper
- trigger1 = time = 0
- anim = 31103
- ID = 31103
- pos = -5,0
- vel = 0,0
- postype = back
- sprpriority = -1
- scale = 1,1.2
- bindtime = -1
- removetime = 125
- pausemovetime = 999
- supermovetime = 999
- facing = 1
- vfacing = 1
- ownpal = 1
- [State 1210,爪 残像]
- type = Explod
- triggerall = !ishelper
- trigger1 = time = 0
- anim = 8888
- ID = 8888
- pos = 0,0
- vel = 0,0
- postype = back
- sprpriority = -2
- scale = 1,1
- bindtime = -1
- removetime = 125
- pausemovetime = 999
- supermovetime = 999
- facing = 1
- vfacing = 1
- ownpal = 1
- [State 0, EnvShake]
- type = EnvShake
- trigger1 = time = 0
- time = 10
- freq = 60
- ampl = -4
- phase = 90
- ignorehitpause = 1
- [State 0, NotHitBy]
- type = NotHitBy
- trigger1 = 1
- value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
- ;value2 = S,NA
- time = 1
- ignorehitpause = 1
- ;persistent =
- [State 0, ChangeAnim]
- type = ChangeAnim
- trigger1 = anim!= 4200
- value = 4200
- ;elem = 1
- ignorehitpause = 1
- ;persistent =
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem = 7
- value = S0,2
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem = 9
- trigger2 = animelem = 17
- value = S0,7
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem = 8
- trigger2 = animelem = 16
- value = S2,10
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem = 11
- trigger3 = animelem = 19
- value = S2,9
- [State 600,***]
- type = Explod
- trigger1 = animelem = 9
- trigger2 = animelem = 17
- anim = 207
- id = 207
- pos = 50,-52
- postype = p1
- sprpriority = 8
- bindtime = 1
- removetime = 10
- ownpal = 1
- [State 0, Helper]
- type = Helper
- trigger1 = animelem = 9
- trigger2 = animelem = 17
- helpertype = player
- ID = 3333
- stateno = 3333
- pos = 50,-52
- postype = p1 ;p2,front,back,left,right
- keyctrl = 0
- ownpal = 0
- supermovetime = 999
- pausemovetime = 999
- [State 440, 3]
- type = HitDef
- trigger1 = animelem = 10
- trigger2 = animelem = 11
- trigger3 = animelem = 18
- trigger4 = animelem = 19
- attr = SCA, AA ,AT
- damage = 90+random/20
- hitflag = MAFD
- guardflag =
- pausetime = 5,40
- sparkno = S7777
- guard.sparkno = S7777
- sparkxy = -20-10*(ifelse(random<=500,1,-1)),-50-10*(ifelse(random<=500,1,-1))
- hitsound = -1;5,2
- guardsound = -1;6,0
- ground.type = Trip
- ground.slidetime = 10
- ground.hittime = 15
- ground.velocity = -1.5,-2
- air.velocity = -1.2,-3
- guard.velocity = -5
- fall = 1
- [State 440, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- [Statedef 4300]
- type = S
- movetype= A
- physics = S
- juggle = 1
- velset = 0,0
- ctrl = 0
- anim = 4000
- poweradd = 25
- sprpriority = 2
- [State 0, VarSet]
- type = VelSet
- trigger1 = AnimElem = 2
- x = 12
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = time = 0
- value = S2,8
- [State 210, 2]
- type = HitDef
- trigger1 = AnimElem = 2
- attr = SCA, AA ,AT
- animtype = Medium
- damage = 20+random/20,3
- guardflag = MA
- pausetime = 0,0
- sparkno = s31010+(Random%3)
- guard.sparkno = s31100
- sparkxy = -5,-40
- hitsound = s3,2
- guardsound = s3,1
- ground.type = High
- ground.slidetime = 12
- ground.hittime = 13
- ground.velocity = -5.5
- air.velocity = -10,-4
- p1stateno = 4301
- p2stateno = 50000
- [State 0, ChangeAnim]
- type = Changestate
- trigger1 = animtime = 0
- value = 0
- ctrl = 1
- ignorehitpause = 1
- ;persistent =
- [Statedef 4301]
- type = S
- movetype= A
- physics = s
- poweradd= -2000
- ctrl = 0
- sprpriority = 2
- anim = 4300
- velset = 0,0
- [State -2, VarSet]
- type = VarSet
- trigger1 = time = 0
- fvar(10) = 1
- [State -2, VarAdd]
- type = VarAdd
- Triggerall = target,numpartner = 0
- Triggerall = numpartner = 0
- trigger1 = fvar(10) < 1.42
- trigger1 = time = [1,62]
- fvar(10) = 0.06
- ignorehitpause = 1
- [State -2, VarAdd]
- type = VarAdd
- Triggerall = target,numpartner = 0
- Triggerall = numpartner = 0
- trigger1 = fvar(10) > 1.0
- trigger1 = time >= 62
- fvar(10) = -0.06
- ignorehitpause = 1
- [State -2, VarSet]
- type = VarSet
- Triggerall = target,numpartner = 0
- Triggerall = numpartner = 0
- trigger1 = fvar(10) < 1.0
- fvar(10) = 1.0
- ignorehitpause = 1
- [State -2, AngleDraw]
- type = AngleDraw
- trigger1 = fvar(10) > 1.0
- value = 0
- scale = fvar(10),fvar(10)
- ignorehitpause = 1
- [State 0, SuperPause]
- type = SuperPause
- trigger1 = time = 0
- time = 20
- anim = -1
- sound = S222,2
- movetime = 99
- darken = 1
- p2defmul = 0
- unhittable = 1
- ;ignorehitpause
- [State 0, TargetBind]
- type = TargetBind
- trigger1 = 1;time = 0
- pos = 50,0
- ignorehitpause = 1
- ;persistent =
- [State 0, TargetState]
- type = TargetState
- trigger1 = 1
- value = 50000
- ignorehitpause = 1
- [State 1210,爪 残像]
- type = Explod
- triggerall = !ishelper
- trigger1 = time = 0
- anim = 31104
- ID = 31104
- pos = -5,0
- vel = 0,0
- postype = back
- sprpriority = -1
- scale = 1,1.2
- bindtime = -1
- removetime = 180
- pausemovetime = 999
- supermovetime = 999
- facing = 1
- vfacing = 1
- [State 1210,爪 残像]
- type = Explod
- triggerall = !ishelper
- trigger1 = facing = 1
- trigger1 = time = 0
- anim = 10205
- ID = 21005
- pos = 100,50
- vel = 0,0
- postype = back
- sprpriority = 5
- scale = 0.25,0.25
- bindtime = -1
- removetime = -2
- pausemovetime = 999
- supermovetime = 999
- facing = 1
- vfacing = 1
- ownpal = 1
- [State 1210,爪 残像]
- type = Explod
- triggerall = !ishelper
- trigger1 = facing = 1
- trigger1 = time = 0
- anim = 10206
- ID = 21006
- pos = 100,50
- vel = 0,0
- postype = back
- sprpriority = 6
- scale = 0.25,0.25
- bindtime = -1
- removetime = -2
- pausemovetime = 999
- supermovetime = 999
- facing = 1
- ownpal = 1
- [State 1210,爪 残像]
- type = Explod
- triggerall = !ishelper
- trigger1 = facing = -1
- trigger1 = time = 0
- anim = 10207
- ID = 21005
- pos = 100,50
- vel = 0,0
- postype = back
- sprpriority = 5
- scale = 0.25,0.25
- bindtime = -1
- removetime = -2
- pausemovetime = 999
- supermovetime = 999
- facing = -1
- ownpal = 1
- [State 1210,爪 残像]
- type = Explod
- triggerall = !ishelper
- trigger1 = facing = -1
- trigger1 = time = 0
- anim = 10208
- ID = 21006
- pos = 100,50
- vel = 0,0
- postype = back
- sprpriority = 6
- scale = 0.25,0.25
- bindtime = -1
- removetime = -2
- pausemovetime = 999
- supermovetime = 999
- facing = -1
- ownpal = 1
- [State 1210,爪 残像]
- type = Explod
- triggerall = !ishelper
- trigger1 = time = 0
- anim = 8888
- ID = 8888
- pos = 0,0
- vel = 0,0
- postype = back
- sprpriority = -2
- scale = 1,1
- bindtime = -1
- removetime = 180
- pausemovetime = 999
- supermovetime = 999
- facing = 1
- vfacing = 1
- ownpal = 1
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem = 2
- value = S0,2
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem = 3
- trigger2 = animelem = 6
- trigger3 = animelem = 9
- value = S0,7
- [State 600,***]
- type = Explod
- trigger1 = animelem = 3
- trigger2 = animelem = 6
- trigger3 = animelem = 9
- anim = 207
- id = 207
- pos = 40,-42
- postype = p1
- sprpriority = 8
- bindtime = 1
- removetime = 10
- ownpal = 1
- [State -2, ModifyExplod]
- type = ModifyExplod
- trigger1 = numexplod(207)
- ID = 207
- scale = fvar(10),fvar(10)
- ignorehitpause = 1
- [State 0, Helper]
- type = Helper
- trigger1 = animelem = 3
- trigger2 = animelem = 6
- trigger3 = animelem = 9
- helpertype = player
- ID = 3333
- stateno = 3333
- pos = 40,-42
- postype = p1 ;p2,front,back,left,right
- keyctrl = 0
- ownpal = 0
- supermovetime = 999
- pausemovetime = 999
- [State 440, 3]
- type = HitDef
- trigger1 = animelem = 3
- trigger2 = animelem = 6
- trigger3 = animelem = 9
- attr = SCA, AA ,AT
- damage = 100+random/20
- hitflag = maflpd
- guardflag =
- pausetime = 0,60
- sparkno = 1
- sparkxy = -5,-10
- hitsound = s7,1
- guardsound = -1;6,0
- ground.type = Low
- ground.slidetime = 10
- ground.hittime = 15
- ground.velocity = -1.5,-2
- air.velocity = -1.2,-3
- guard.velocity = -5
- fall = 1
- p2stateno = 50000
- [State 0, ChangeState]
- type = ChangeState
- trigger1 = animtime = 0
- value = 4305
- ctrl = 0
- ;anim =
- ignorehitpause = 1
- ;persistent =
- [Statedef 4302]
- type = S
- physics = S
- movetype = A
- anim = 4201
- ctrl = 0
- sprpriority = 7
- [State 0, AngleDraw]
- type = AngleDraw
- trigger1 = 1
- ;value = 1
- scale = .2+fvar(6),.2+fvar(6)
- ignorehitpause = 1
- ;persistent =
- [State 0, VarAdd]
- type = Varadd
- trigger1 = 1
- fv = 6
- value = .05
- ignorehitpause = 1
- [State 0, VelSet]
- type = VelSet
- trigger1 = 1
- x = 1.01
- ignorehitpause = 1
- ;persistent =
- [State 0, Helper]
- type = Helper
- trigger1 = Animtime = 0
- helpertype = normal ;player
- ID = 4303
- stateno = 4303
- pos = 0,0
- postype = p1 ;p2,front,back,left,right
- facing = 1
- keyctrl = 0
- ownpal = 0
- ignorehitpause = 1
- [State 215, 3]
- type = destroyself
- trigger1 = Animtime = 0
- [Statedef 4303]
- type = S
- physics = S
- movetype = A
- anim = 4202
- ctrl = 0
- sprpriority = 6
- [State 183, 押し判定]
- type = PlayerPush
- trigger1 = 1
- value = 0
- IgnoreHitPause = 1
- Persistent = 1
- [State 183, スクロール]
- type = ScreenBound
- trigger1 = 1
- value = 0
- MoveCamera = 0,0
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = time = 0
- value = S3,4
- ignorehitpause = 1
- [State 0, AssertSpecial]
- type = AssertSpecial
- trigger1 = ishelper
- flag = noshadow
- ignorehitpause = 1
- [State 215, 2]
- type = HitDef
- trigger1 = time = 0
- attr = A, SP
- damage =30+random/20,5+random/20
- guardflag = H
- priority = 3
- pausetime = 0,13
- sparkno = S288
- guard.sparkno = S288
- sparkxy = -20,0
- hitsound = s2,9
- guardsound = s2,4
- ground.type = High
- ground.slidetime = 5
- ground.hittime = 12
- ground.velocity = -4,-6
- air.velocity = -4.5,-4.5
- palfx.time = 25
- palfx.mul = 200,200,200
- palfx.add = 200,50,50
- palfx.sinadd = 175,25,5,4
- fall = 1
- fall.recover = 0
- [State 215, 3]
- type = destroyself
- trigger1 = Animtime = 0
- [Statedef 4305]
- type = S
- movetype= A
- physics = S
- ctrl = 0
- sprpriority = 2
- anim = 4302
- [State 41, 1]
- type = PlaySnd
- trigger1 = Time = 0
- trigger2 = Time = 49
- value = 0, 14
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem = 1
- value = S0,2
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem = 7
- value = S0,7
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem = 6
- value = S2,10
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = animelem = 9
- value = S2,9
- [State 600,***]
- type = Explod
- trigger1 = animelem = 7
- anim = 207
- id = 207
- pos = 50,-52
- postype = p1
- sprpriority = 8
- bindtime = 1
- removetime = 10
- ownpal = 1
- [State 0, Helper]
- type = Helper
- trigger1 = animelem = 7
- helpertype = player
- ID = 3333
- stateno = 3333
- pos = 50,-52
- postype = p1 ;p2,front,back,left,right
- keyctrl = 0
- ownpal = 0
- supermovetime = 999
- pausemovetime = 999
- [State 440, 3]
- type = HitDef
- triggerall = movehit = 0
- trigger1 = animelem = 7
- trigger2 = animelem = 8
- attr = SCA, AA ,AT
- damage = 200+random/20
- hitflag = MAFDPL
- guardflag =
- pausetime = 0,10
- sparkno = 1
- sparkxy = -5,-10
- hitsound = S0,15
- guardsound = S7,2
- ground.type = Trip
- ground.slidetime = 10
- ground.hittime = 15
- ground.velocity = -6,-8
- air.velocity = -6,-8
- guard.velocity = -5
- fall = 1
- [State 440, 4]
- type = ChangeState
- trigger1 = AnimTime = 0
- value = 0
- ctrl = 1
- ;ヒットエフェクト小3~アルカナハート(ヘルパー)
- [Statedef 7104]
- type=A
- movetype=I
- physics=N
- ctrl=0
- anim=ifelse(random%2=0,6069,6071)
- sprpriority=1
- [State ]
- type=AssertSpecial
- trigger1=1
- flag=noshadow
- [State ]
- type=varrandom
- trigger1=time=0
- v=0
- range=1,5
- [State ]
- type=AngleDraw
- trigger1=1
- 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
- [State ]
- type=VelSet
- trigger1=1
- 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)))))
- [State ]
- type=varrandom
- trigger1=time=0
- v=1
- range=0,ifelse(ishelper(7104),5,3)
- [State ]
- type=AngleAdd
- trigger1=time=0&&(var(1)=[1,5])
- 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)))))
- [State ]
- type=VelSet
- trigger1=var(0)=1&&var(1)>=1
- 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)))))
- [State ]
- type=VelSet
- trigger1=var(0)=2&&var(1)>=1
- 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)))))
- [State ]
- type=VelSet
- trigger1=var(0)=3&&var(1)>=1
- 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)))))
- [State ]
- type=VelSet
- trigger1=var(0)=4&&var(1)>=1
- 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)))))
- [State ]
- type=VelSet
- trigger1=var(0)=5&&var(1)>=1
- 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)))))
- [State ]
- type=varadd
- trigger1=time>=ifelse(ishelper(7104),9,4)
- var(2)=25
- [State ]
- type=Trans
- trigger1=1
- trans=addalpha
- alpha=256-var(2),256
- [State ]
- type=DestroySelf
- trigger1=animtime=0||var(2)>=256
- [Statedef 25555]
- type = S
- physics = S
- movetype = A
- poweradd = 0
- anim = 5153
- ctrl=0
- [State 600,***]
- type = Explod
- trigger1 = time = 90
- trigger2 = time = 9
- anim = 295
- id = 295
- pos = 0,-50
- postype = p1
- sprpriority = 8
- bindtime = -1
- removetime = -2
- ownpal = 1
- supermovetime = 9999999999999
- pausemovetime = 9999999999999
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = time = 0
- value = S3,3
- ignorehitpause = 1
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = time = 90
- trigger2 = time = 9
- value = S3,4
- ignorehitpause = 1
- [State ,瓶ヨケ、癲oメ評
- type = Pause
- triggerall = !ishelper
- trigger1 = time = 0
- time = 55
- movetime = 55
- ignorehitpause = 1
- [State ,瓶ヨケ、癲oメ評
- type = Superpause
- triggerall = !ishelper
- trigger1 = time = 0
- anim = -1
- time = 55
- movetime = 55
- unhittable = 0
- darken = 0
- p2defmul = 1
- ignorehitpause = 1
- [State 410,2]
- type = helper
- triggerall = numhelper(999992) = 0
- triggerall =!ishelper
- trigger1=1
- name = "999992"
- id = 999992
- pos = 0,0
- postype = p1
- stateno = 999992
- helpertype = player
- ownpal = 1
- keyctrl = 0
- supermovetime = 9999999999999
- pausemovetime = 9999999999999
- IgnoreHitPause = 1
- [State 0, Explod]
- type = Explod
- trigger1 = time = 40
- anim = 12345
- ID = 12345
- pos = 0,0
- postype = back ;p2,front,back,left,right
- facing = 1
- vfacing = 1
- bindtime = -1
- removetime = -1
- scale = .5,.5
- sprpriority = 999999999999999
- supermovetime = 9999999999999
- pausemovetime = 9999999999999
- IgnoreHitPause = 1
- [State -2,・ソ・イネ。、・リ・・ムゥ`コモウキ]
- type = Helper
- triggerall = !ishelper
- trigger1 = !numhelper(124)
- trigger1 = time >= 58
- ID = 124
- name = "tagelock"
- postype = p1
- pos = 0,0
- stateno = 124
- helpertype = player
- keyctrl = 0
- supermovetime = 9999999999999
- pausemovetime = 9999999999999
- ignorehitpause = 1
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = time = 61
- value = S0,7
- [Statedef 999999]
- type = S
- movetype = A
- physics = N
- ctrl = 0
- velset = 0,0
- sprpriority = 0
- movehitpersist = 1
- hitdefpersist = 1
- [state オミヒタヘナマツ]
- type = selfstate
- triggerall = !ishelper
- trigger1 = !alive
- trigger2 = roundstate =3
- value = 5150
- persistent = 256
- ignorehitpause = 1
- [State -2]
- type = ChangeState
- trigger1 = hitpausetime
- trigger1 = !IsHelper
- persistent = 256
- value = 666555
- IgnoreHitPause = 1
- [State 19000]
- type = ChangeAnim2
- value = 100040
- trigger1 = !ishelper
- ignorehitpause = 1
- [State 19000]
- type = HitDef
- trigger1 = !IsHelper
- attr = ,aa,ap,at
- affectteam = B
- pausetime = 2+random%3,1
- sparkno = -1
- hitsound = -1
- numhits = 0
- getpower = 0,0
- givepower = 0,0
- ignorehitpause = 1
- [State 19000]
- type = LifeSet
- value = 0
- triggerall = !ishelper
- trigger1 = name != "I-orin"
- trigger1 = random%2 = 0
- trigger2 = roundstate>2
- ignorehitpause = 1
- [State 3051, 2]
- type = Ctrlset
- trigger1 = 1
- value = 0
- ignorehitpause=1
- [state オミヒタヘナマツ]
- type = Selfstate
- triggerall = !ishelper
- trigger1 = name = "I-orin"
- trigger1 = !alive
- value = 5150
- persistent = 256
- [Statedef 14100]
- type = S
- physics = S
- movetype = A
- poweradd = ifelse(life<=lifemax*0.5,-2000,-3000)
- anim = 14100
- ctrl = 0
- [State 183, 押し判定]
- type = PlayerPush
- trigger1 = 1
- value = 0
- IgnoreHitPause = 1
- Persistent = 1
- [State 183, スクロール]
- type = ScreenBound
- trigger1 = 1
- value = 0
- MoveCamera = 0,0
- [State 0, VelSet]
- type = VarSet
- trigger1 = time= 0
- FV = 4
- value = BackEdgeDist+60
- ignorehitpause = 1
- ;persistent =
- [State 0, VelSet]
- type = VarSet
- trigger1 = time= 80
- FV = 3
- value = BackEdgeDist
- ignorehitpause = 1
- [State 0, VelSet]
- type = VelSet
- trigger1 = time= 0
- x = -fvar(4)
- y = 0
- ignorehitpause = 1
- ;persistent =
- [State 0, VelSet]
- type = VelSet
- trigger1 = time= 1
- x = 0
- y = 0
- ignorehitpause = 1
- ;persistent =
- [State 0, SuperPause]
- type = SuperPause
- trigger1 = time = 5
- time = 40
- anim = -1
- sound = S222,2
- movetime = 99
- darken = 1
- p2defmul = 0
- poweradd = 0
- unhittable = 1
- ;ignorehitpause
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = time = 0
- value = S190,4
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = time = 0
- value = S0,5
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = time = 20
- value = S0,11
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = time = 80
- value = S0,8
- [State 900, BC拡大演出]
- type = AngleDraw
- trigger1 = 1
- value = 0
- scale = 1-fvar(2),1-fvar(2)
- ignorehitpause = 1
- [State 0, SprPriority]
- type = SprPriority
- trigger1 = time > 80
- value = -1
- ignorehitpause = 1
- ;persistent =
- [State 0, SprPriority]
- type = SprPriority
- trigger1 = time <= 80
- value = 4
- ignorehitpause = 1
- ;persistent =
- [State 0, VarAdd]
- type = Varset
- trigger1 = time = 0
- fv = 2
- value = 0
- ignorehitpause = 1
- ;persistent =
- [State 0, VarAdd]
- type = Varset
- trigger1 = time = 10
- fv = 2
- value = -.2
- ignorehitpause = 1
- ;persistent =
- [State 0, VarAdd]
- type = Varadd
- trigger1 = time > 10
- trigger1 = time < 50
- fv = 2
- value = -.035
- ignorehitpause = 1
- ;persistent =
- [State 0, VarAdd]
- type = Varadd
- trigger1 = time > 50
- trigger1 = time <= 80
- fv = 2
- value = .03
- ignorehitpause = 1
- ;persistent =
- [State 0, VarAdd]
- type = Varadd
- trigger1 = time > 80
- trigger1 = time <= 140
- fv = 2
- value = .015
- ignorehitpause = 1
- ;persistent =
- [State 0, VarAdd]
- type = Varadd
- trigger1 = time > 140
- fv = 2
- value = -.03
- ignorehitpause = 1
- [State 0, VelSet]
- type = VelSet
- trigger1 = time > 10
- trigger1 = time < 80
- x = 5
- y = 0
- ;ignorehitpause =
- ;persistent =
- [State 0, VelSet]
- type = VelSet
- trigger1 = time >= 80
- x = -(fvar(3)/72)
- y = 0
- ;ignorehitpause =
- ;persistent =
- [State 1210,爪 残像]
- type = Explod
- triggerall = !ishelper
- trigger1 = life<=lifemax*0.5
- trigger1 = time = 0
- anim = 2555
- ID = 21000
- pos = 160,120
- vel = 0,0
- postype = back
- sprpriority = 5
- scale = 1,1
- bindtime = -1
- removetime = -2
- pausemovetime = 999
- supermovetime = 999
- facing = facing
- vfacing = 1
- ownpal = 1
- [State 1210,爪 残像]
- type = Explod
- triggerall = !ishelper
- trigger1 = life>lifemax*0.5
- trigger1 = time = 0
- anim = 10200
- ID = 21000
- pos = 160,120
- vel = 0,0
- postype = back
- sprpriority = 5
- scale = 0.65,0.65
- bindtime = -1
- removetime = -2
- pausemovetime = 999
- supermovetime = 999
- facing = facing
- vfacing = 1
- ownpal = 1
- [State 1210,爪 残像]
- type = Explod
- triggerall = !ishelper
- trigger1 = life>lifemax*0.5
- trigger1 = time = 0
- anim = 10201
- ID = 21001
- pos = 160,120
- vel = 0,0
- postype = back
- sprpriority = 5
- scale = 0.65,0.65
- bindtime = -1
- removetime = -2
- pausemovetime = 999
- supermovetime = 999
- facing = facing
- vfacing = 1
- ownpal = 1
- [State 1210,爪 残像]
- type = Explod
- triggerall = !ishelper
- trigger1 = life>lifemax*0.5
- trigger1 = time = 0
- anim = 10202
- ID = 21002
- pos = 160,120
- vel = 0,0
- postype = back
- sprpriority = 6
- scale = 0.65,0.65
- bindtime = -1
- removetime = -2
- pausemovetime = 999
- supermovetime = 999
- facing = facing
- vfacing = 1
- ownpal = 1
- [State 0, AssertSpecial]
- type = AssertSpecial
- trigger1 = 1
- flag = noBG
- [State 1210,爪 残像]
- type = Explod
- triggerall = !ishelper
- trigger1 = time = 0
- anim = 31104
- ID = 31104
- pos = -5,0
- vel = 0,0
- postype = back
- sprpriority = -1
- scale = 1,1.2
- bindtime = -1
- removetime = 145+40
- pausemovetime = 999
- supermovetime = 999
- facing = 1
- vfacing = 1
- ownpal = 1
- [State 1210,爪 残像]
- type = Explod
- triggerall = !ishelper
- trigger1 = time = 0
- anim = 8888
- ID = 8888
- pos = 0,0
- vel = 0,0
- postype = back
- sprpriority = -100
- scale = 1,1
- bindtime = -1
- removetime = 145+40
- pausemovetime = 999
- supermovetime = 999
- facing = 1
- vfacing = 1
- ownpal = 1
- [State 1210,爪 残像]
- type = Explod
- triggerall = !ishelper
- trigger1 = time = 80
- anim = 20050
- ID = 20050
- pos = 15,-20
- postype = p1
- sprpriority = 5
- scale = .5,.2
- bindtime = -1
- removetime = 60
- pausemovetime = 999
- supermovetime = 999
- facing = 1
- vfacing = 1
- ownpal = 1
- [State 0, Helper]
- type = Helper
- trigger1 = time = 95
- trigger2 = time = 110
- trigger3 = time = 125
- helpertype = normal ;player
- stateno = 4302
- pos = 35,-40
- postype = p1 ;p2,front,back,left,right
- facing = 1
- keyctrl = 0
- ownpal = 0
- [State 210, 1]
- type = PlaySnd
- trigger1 = time = 95
- trigger2 = time = 110
- trigger3 = time = 125
- value = 4, 4
- [State 600,***]
- type = Explod
- trigger1 = time = 95
- trigger2 = time = 110
- trigger3 = time = 125
- anim = 207
- id = 207
- pos = 35,-40
- postype = p1
- sprpriority = 8
- bindtime = 1
- removetime = 10
- ownpal = 1
- scale=1.5,1.5
- [State 215, 2]
- type = HitDef
- trigger1 = time > 1
- trigger1 = time < 80
- attr = SCA,AA, AP,AT
- damage =random/100
- p1sprpriority = 2
- p2sprpriority = 1
- guardflag =
- pausetime = 0,8
- sparkno = S7777
- guard.sparkno = S7777
- sparkxy = -20-10*(ifelse(random<=500,1,-1)),-50-10*(ifelse(random<=500,1,-1))
- hitsound = s2,9
- guardsound = s2,4
- ground.type = High
- ground.slidetime = 5
- ground.hittime = 12
- ground.velocity = -0,-0
- air.velocity = -0,-0
- palfx.time = 25
- palfx.mul = 200,200,200
- palfx.add = 200,50,50
- palfx.sinadd = 175,25,5,4
- fall = 1
- fall.recover = 0
- [State 215, 2]
- type = HitDef
- trigger1 = time >= 80
- attr = SCA,AA, AP,AT
- damage =random/100
- p1sprpriority = -99
- p2sprpriority = 1
- guardflag =
- pausetime = 0,8
- sparkno = S7777
- guard.sparkno = S7777
- sparkxy = -20-10*(ifelse(random<=500,1,-1)),-50-10*(ifelse(random<=500,1,-1))
- hitsound = s2,9
- guardsound = s2,4
- ground.type = High
- ground.slidetime = 5
- ground.hittime = 12
- ground.velocity = -0,-0
- air.velocity = -0,-0
- palfx.time = 25
- palfx.mul = 200,200,200
- palfx.add = 200,50,50
- palfx.sinadd = 175,25,5,4
- fall = 1
- fall.recover = 0
- [State 41,1]
- type = AssertSpecial
- trigger1 =1
- flag = noautoturn
- [State 41, 3]
- type = ChangeState
- trigger1 = Animtime= 0
- value = 0
- ctrl = 1
- [Statedef 50000]
- type = S
- movetype= H
- physics = N
- velset = 0,0
- [State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
- type = ChangeAnim2
- trigger1 = 1
- value = 50000
- [State 0, HitBy]
- type = HitBy
- trigger1 = 1
- value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
- ;value2 = S,NA
- time = -1
- ignorehitpause = 1
- ;persistent =
- [State -2, AngleDraw]
- type = AngleDraw
- trigger1 = enemy,fvar(10)
- trigger1 = enemy,stateno = 4301
- value = 0
- scale = enemy,fvar(10),enemy,fvar(10)
- ignorehitpause = 1
- [Statedef 50001]
- type = S
- movetype= H
- physics = N
- velset = 0,0
- [State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
- type = ChangeAnim2
- trigger1 = 1
- value = 50000
- [State 0, HitBy]
- type = HitBy
- trigger1 = 1
- value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
- ;value2 = S,NA
- time = -1
- ignorehitpause = 1
- ;persistent =
- [State 0, VelSet]
- type = VelSet
- trigger1 = time = 1
- x = enemy,fvar(8)/2
- y = 0
- ignorehitpause = 1
- ;persistent =
- [State 0, VelSet]
- type = VelSet
- trigger1 = time != 1
- x = 0
- y = 0
- ignorehitpause = 1
- ;persistent =
- [Statedef 51000]
- type = S
- movetype= H
- physics = N
- velset = 0,0
- [State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
- type = ChangeAnim2
- trigger1 = anim != 51000
- value = 51000
- [State 0, HitBy]
- type = HitBy
- trigger1 = 1
- value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
- ;value2 = S,NA
- time = -1
- ignorehitpause = 1
- ;persistent =
- [State 0, AngleDraw]
- type = AngleDraw
- trigger1 = 1
- ;value = 1
- scale = 1.5-enemy,fvar(8),1.5-enemy,fvar(8)
- ignorehitpause = 1
- ;persistent =
- [Statedef 99999]
- type = S
- movetype = I
- physics = S
- ctrl = 0
- anim = 9999
- sprpriority = 8
- [State 183, 押し判定]
- type = PlayerPush
- trigger1 = 1
- value = 0
- IgnoreHitPause = 1
- Persistent = 1
- [State 183, スクロール]
- type = ScreenBound
- trigger1 = 1
- value = 0
- MoveCamera = 0,0
- [State 0, BindToRoot]
- type = BindToRoot
- trigger1 = 1
- time = -1
- pos = 0,0
- ignorehitpause = 1
- ;persistent =
- [State 0, Turn]
- type = Turn
- trigger1 = facing = -1
- ignorehitpause = 1
- ;persistent =
- [State 0, AssertSpecial]
- type = AssertSpecial
- trigger1 = !ishelper
- flag = noshadow
- flag2 = invisible
- ignorehitpause = 1
- [State -2,一の位]
- type = Explod
- trigger1 = 1
- anim = 9700+root,life%10
- pos = 0, Ceil(-130*const(size.yscale))
- postype = p1
- bindtime = -1
- ownpal = 1
- ontop = 1
- pausemovetime = 999999
- supermovetime = 999999
- ignorehitpause = 1
- scale = .15, .15
- [State -2,十の位]
- type = Explod
- trigger1 = root,life >= 10
- anim = 9700+floor(root,life/10)%10
- pos = -5, Ceil(-130*const(size.yscale))
- postype = p1
- bindtime = -1
- ownpal = 1
- ontop = 1
- pausemovetime = 999999
- supermovetime = 999999
- ignorehitpause = 1
- scale = .15, .15
- [State -2,百の位]
- type = Explod
- trigger1 = root,life >= 100
- anim = 9700+floor(root,life/100)%10
- pos = -10, Ceil(-130*const(size.yscale))
- postype = p1
- bindtime = -1
- ownpal = 1
- ontop = 1
- pausemovetime = 999999
- supermovetime = 999999
- scale = .15, .15
- ignorehitpause = 1
- [State -2,千の位]
- type = Explod
- trigger1 = root,life >= 1000
- anim = 9700+floor(root,life/1000)%10
- pos = -15, Ceil(-130*const(size.yscale))
- postype = p1
- bindtime = -1
- ownpal = 1
- ontop = 1
- pausemovetime = 999999
- supermovetime = 999999
- scale = .15, .15
- ignorehitpause = 1
- [State -2]
- type = Explod
- trigger1 = 1
- anim = 9600
- pos = -5, Ceil(-130*const(size.yscale))
- postype = p1
- bindtime = -1
- ownpal = 1
- ontop = 1
- pausemovetime = 999999
- supermovetime = 999999
- scale = .18, .18
- ignorehitpause = 1
- [State -2,一の位]
- type = Explod
- trigger1 = 1
- anim = 9700+lifemax%10
- pos = 25, Ceil(-130*const(size.yscale))
- postype = p1
- bindtime = -1
- ownpal = 1
- ontop = 1
- pausemovetime = 999999
- supermovetime = 999999
- ignorehitpause = 1
- scale = .15, .15
- [State -2,十の位]
- type = Explod
- trigger1 = lifemax >= 10
- anim = 9700+floor(lifemax/10)%10
- pos = 20, Ceil(-130*const(size.yscale))
- postype = p1
- bindtime = -1
- ownpal = 1
- ontop = 1
- pausemovetime = 999999
- supermovetime = 999999
- ignorehitpause = 1
- scale = .15, .15
- [State -2,百の位]
- type = Explod
- trigger1 = lifemax >= 100
- anim = 9700+floor(lifemax/100)%10
- pos = 15, Ceil(-130*const(size.yscale))
- postype = p1
- bindtime = -1
- ownpal = 1
- ontop = 1
- pausemovetime = 999999
- supermovetime = 999999
- scale = .15, .15
- ignorehitpause = 1
- [State -2,千の位]
- type = Explod
- trigger1 = lifemax >= 1000
- anim = 9700+floor(lifemax/1000)%10
- pos = 10, Ceil(-130*const(size.yscale))
- postype = p1
- bindtime = -1
- ownpal = 1
- ontop = 1
- pausemovetime = 999999
- supermovetime = 999999
- scale = .15, .15
- ignorehitpause = 1
- [State -2]
- type = Explod
- trigger1 = SelfAnimExist(9500+floor(root,life*48/lifemax))
- anim = 9500+floor(root,life*48/lifemax)
- ID = 9500
- pos = 0, Ceil(-120*const(size.yscale))
- postype = p1
- scale = 0.5, 0.5
- ontop = 1
- ownpal = 1
- supermovetime = 999999999
- pausemovetime = 999999999
- [State 215, 3]
- type = destroyself
- trigger1 = root,alive = 0
- [Statedef 999992]
- ctrl = 0
- anim = 99998
- movetype=I
- [State 3051, 2]
- type = Ctrlset
- trigger1 = ishelper(999992)
- value = 0
- ignorehitpause=1
- [state 9908]
- type = bindtoparent
- trigger1 = 1
- pos = 0,-50
- [state ];ーワアアマ﨤
- type=destroyself
- trigger1=!ishelper(999992)
- ignorehitpause=1
- [Statedef 124]
- hitdefpersist = 1
- [State ]
- type = Changeanim
- trigger1 = ishelper(124)
- value = 100040
- ignorehitpause = 1
- [State ]
- type = Ctrlset
- trigger1 = ishelper(124)
- value = 0
- ignorehitpause = 1
- [State ]
- type = AssertSpecial
- trigger1 = ishelper(124)
- flag = invisible
- flag2 = noshadow
- ignorehitpause = 1
- [State ]
- type = Lifeset
- trigger1 = ishelper(124)
- value = 99999999999999999
- ignorehitpause = 1
- [State ]
- type = Screenbound
- trigger1 = ishelper(124)
- value = 0
- ignorehitpause = 1
- [State ]
- type = Bindtoroot
- trigger1 = ishelper(124)
- pos = -40, -40
- ignorehitpause = 1
- [State ]
- type = Playerpush
- trigger1 = ishelper(124)
- value = 1
- ignorehitpause = 1
- [State ]
- type = Turn
- trigger1 = ishelper(124)
- trigger1 = facing != root,facing
- ignorehitpause = 1
- [State ]
- type = Nothitby
- trigger1 = ishelper(124)
- trigger1 = NumTarget
- value = SCA
- ignorehitpause = 1
- [State ]
- type = Statetypeset
- trigger1 = ishelper(124)
- statetype = C
- movetype = A
- physics = N
- ignorehitpause = 1
- [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]
- type = TargetDrop
- triggerall = ishelper(124)
- triggerall = NumTarget = 1
- trigger1 = Target,IsHelper
- trigger2 = TeamSide = Target,TeamSide
- ignorehitpause = 1
- [State 153]
- type = ReversalDef
- triggerall = ishelper(124)
- trigger1 = !numtarget
- reversal.attr = SCA, AA, AP, AT
- numhits = 0
- pausetime = 0,0
- sparkno = -1
- guard.sparkno = -1
- hitsound = -1,0
- p2stateno = 4444
- ignorehitpause = 1
- [State ,シエヒタヘカ、イ]
- type = Hitdef
- triggerall = ishelper(124)
- trigger1 = gametime % 10 = 0
- trigger2 = enemynear,stateno = 110 || enemynear,stateno = 115
- trigger3 = roundstate != 2;MoveType = A
- attr = ,AA,AT,AP
- pausetime = 1,1
- sparkno = -1
- hitsound = -1
- numhits = 0
- p2stateno = 999999
- fall.damage = 256*256*256*128
- ignorehitpause = 1
- [State 29921, ・ソゥ`・イ・テ・ネネ。オテモテオアノ偰
- type = ReversalDef
- triggerall = ishelper(124)
- trigger1 = numtarget
- reversal.attr = SCA,AA,AP,AT
- pausetime = 1,1 ;・メ・テ・ネ瓶ユィ、・r馮
- sparkno = -1 ;・メ・テ・ネ瓶、ホ・ケ・ムゥ`・ッサュマo
- hitsound = -1 ;・メ・テ・ネメ・
- numhits = 0 ;・ウ・ワシモヒ飜
- fall.damage = 256*256*256*128 ;ツ蔆ツ・タ・皓`・ク
- ignorehitpause = 1
- [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
- type = TargetState
- triggerall = ishelper(124)
- triggerall = NumTarget
- trigger1 = RoundState < 2
- trigger2 = RoundState = 2
- trigger2 = sysvar(0) < 300
- trigger3 = RoundState = 2
- trigger3 = sysvar(0) > 600
- trigger3 = random < 25
- trigger4 = RoundState > 2
- trigger5 = root,stateno = 556666
- trigger6 = !root,alive
- trigger7 = root,stateno = 333399
- trigger8 = root,stateno = 333398
- value = ifelse(RoundState > 2, 5150, 999999)
- ignorehitpause = 1
- [State , モタセA・ソゥ`・イ・テ・ネシエヒタ・タ・皓`・ク]
- type = TargetLifeAdd
- triggerall = ishelper(124)
- triggerall = NumTarget
- trigger1 = RoundState = 2
- trigger1 = sysvar(0) < 150
- trigger2 = RoundState = 2
- trigger2 = sysvar(0) = [300,450]
- trigger3 = RoundState = 2
- trigger3 = sysvar(0) > 600 && random < 10
- trigger4 = RoundState = 3
- value = -256*256*256*128
- absolute = 1
- ignorehitpause = 1
- [State ,所ヨニヒタ、ホミ鄕贊テシエヒタ・ケ・ニゥ`・ネ]
- type = TargetState
- triggerall = ishelper(124)
- triggerall = NumTarget
- ;triggerall = root,stateno = [120,155] || root,stateno = [500,5150] || root,stateno = 33333
- trigger1 = !Root,Alive
- trigger2 = RoundState > 2
- value = 5150
- ignorehitpause = 1
- [State ,所ヨニヒタ、ホミ鄕贊テシエヒタ・タ・皓`・ク]
- type = targetlifeadd
- triggerall = ishelper(124)
- triggerall = numtarget
- triggerall = !target,ishelper
- trigger1 = roundstate != 2
- trigger2 = root,stateno = [120,155]
- trigger3 = root,movetype=A
- trigger4 = root,stateno = 556666
- trigger5 = !root,alive
- trigger6 = root,stateno = 333399
- trigger7 = root,stateno = 333398
- trigger8 = RoundState = 3
- value = -9999999999999
- absolute = 1
- ignorehitpause = 1
- [State 所ヨニヒタ、ホミ鄕贊テPower・タ・皓`・ク]
- type = targetpoweradd
- triggerall = ishelper(124)
- triggerall = numtarget
- triggerall = !target,ishelper
- trigger1 = roundstate != 2
- trigger2 = root,stateno = [120,155]
- trigger3 = root,movetype=A
- trigger4 = root,stateno = 556666
- trigger5 = !root,alive
- trigger6 = root,stateno = 333399
- trigger7 = root,stateno = 333398
- value = -9999999999999
- absolute = 1
- ignorehitpause = 1
- [State ,・゙ゥ`・ュ・ー矣瓶馮スU゚^モ亨y]
- type = varadd
- triggerall = ishelper(124)
- triggerall = !target,ishelper
- trigger1 = numtarget
- sysvar(0) = 1
- ignorehitpause = 1
- [State ]
- Type = TargetDrop
- Triggerall=NumTarget>0
- trigger1=Target,name = "I-orin"
- Trigger1=!Target,Alive
- IgnoreHitPause = 1
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