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[Data] life=1000 power=5000 attack=200 defence=190 fall.defence_up=90 liedown.time=60 airjuggle=15 sparkno=2 guard.sparkno=40 KO.echo = 1 volume=255 [Size] xscale=1 yscale=1 ground.back=20 ground.front=20 air.back=12 air.front=11 height=0 attack.width=0 attack.dist=160 proj.attack.dist=90 proj.doscale=0 [Movement] airjump.num=1 airjump.height=0 yaccel=0.35 crouch.friction=0.8 stand.friction=0.8 [Velocity] walk.fwd=2.6 walk.back=-2.5 run.fwd =6,0 run.back=-4.5,-2.8 runjump.back=0,0 runjump.fwd=7,0 jump.neu= 0,-9.1 jump.back= -2.9, 0 jump.fwd= 3.9, 0 airjump.neu= 0,-12 airjump.back=-5,-12 airjump.fwd=5,-12 ;[-----------------------Force Feedback-----------------] [State 5000, FFB Light] type = ForceFeedback trigger1 = anim = 5000 || anim = 5010 persistent = 0 time = 6 waveform = square [State 5000, FFB Medium] type = ForceFeedback trigger1 = anim = 5001 || anim = 5011 persistent = 0 time = 8 waveform = sinesquare ampl = 110,-1,-.3 [State 5000, FFB Hard] type = ForceFeedback trigger1 = anim = 5012 || anim = 5002 || anim = 5030 persistent = 0 time = 15 waveform = sinesquare ampl = 140 ;=========================================================================== ; Common1.cns Overide states... ;=========================================================================== ;--------------------------------------------------------------------------- ;super guard ;prova superguard [Statedef 3675] type = S physics = S [State 3675, 1] type = ChangeAnim trigger1 = Anim != 3675 value = 3675 ;------------------------------------------- ;reversal attack [Statedef 1400] type = S physics = S anim = 3675 juggle = 5 velset = 0 ctrl = 0 [State 1400 , 4] type = ReversalDef trigger1 = time = 0 reversal.attr = SCA, NA, SA, HA p1stateno = 1401 getpower = 450 hitsound = S4,4 pausetime = 40,50 sparkxy = -100,20 [State 1400 , 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------------------------------------------- ;new state of reversal attack ;reversal attack [Statedef 1401] type = S movetype = A physics = S anim = 3675 pos = 0,5 poweradd = 400 juggle = 5 velset = 0 ctrl = 0 [State 1400 , 1] type = PlaySnd trigger1 = time = 0 value = 5,1 [State 1401, light] type = Explod trigger1 = MoveContact = 1 ID = 1401 anim = 3676 pos = 0,5 postype = p1 sprpriority = 4 supermove = 1 removetime = 70 ignorehitpause = 1 ownpal = 1 bindtime = -1 persistent = 0 [State 1401, polvere] type = MakeDust trigger1 = time = 0 pos = -15,3 pos2 = -22,-3 spacing = 2 [State 1401 , 2] type = VelAdd trigger1 = time = 0 x = -13 [State 1401 , 2] type = VelMul trigger1 = AnimElem = 1 x = 2.5 [State 1401 , 6] type = ChangeState triggerall = MoveContact = 1 trigger1 = Life <= 300 ;trigger1 = random > 250 value = 2160 ctrl = 0 [State 1401 , 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;-----------end reversal ; Grabbed and tossed by Close Throw (P2 State) [Statedef 910] type = A movetype= H physics = N ctrl = 0 velset = 0,0,0 [State 910, 1] type = HitBy Trigger1 = 1 value = SCA time = 1 [State 910, 2] type = HitFallSet Trigger1 = Time = 0 value = 1 [State 910, 4] type = ChangeAnim2 Trigger1 = Time = 0 value = 910 [State 910, 5] type = PosAdd Trigger1 = Time = 15 x = 30 [State 910, 6] type = Turn Trigger1 = Time = 20 [State 910, 7] type = PosAdd Trigger1 = Time = 20 x = -52 y = -5 [State 910, 8] type = PosAdd Trigger1 = Time = 25 x = -39 y = 5 [State 910, 9] type = LifeAdd Trigger1 = Time = 28 value = -150 [State 910, 10] type = PowerAdd trigger1 = Time = 28 value = 70 [State 910, 11] type = ChangeState Trigger1 = Time = 30 value = 911 ;--------------------------------------------------------------------------- ; Flying Through the air!!! (P2 State) [Statedef 911] type = A movetype= H physics = N [State 911, Velocity Set] type = VelSet Trigger1 = Time = 0 x = -4 y = -9.5 [State 911, Velocity addition] type = VelAdd Trigger1 = 1 y = .35 [State 911, Self State 1] type = SelfState Trigger1 = ((Vel Y > 0) && (Pos Y > 25)) value = 5100 [State 911, Self State 2] type = SelfState Triggerall = ((Vel Y > -1) && (Vel Y < 40) && (alive = 1) && (CanRecover = 1)) trigger1 = Command = "recovery" value = 5210 [State 911, Change State] type = ChangeState triggerall = ((Vel Y > 0) && (Pos Y >= -20) && (alive = 1) && (CanRecover = 1)) trigger1 = Command = "recovery" value = 5200 ;--------------------------------------------------------------------------- ; Swing Throw P2 hit,caught,swing [Statedef 3124] type = L movetype= H ;Get hit physics = N velset = 0,0 [State 3124, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 3124 ;--------------------------------------------------------------------------- ; Swing throw flying through the air [Statedef 3125] type = L movetype= H ;Get hit physics = N velset = -5,-8 [State 3125, 2] ;Acceleration type = VelAdd Trigger1 = 1 y = .45 [State 3125, 3] ;Self's falling anim type = ChangeAnim Trigger1 = Time = 0 value = 5050 [State 3125, 3] ;Self's falling anim type = ChangeAnim Trigger1 = Time = 0 Trigger1 = AnimExist(5052) value = 5052 [State 3125, 2] ;Coming down anim (normal fall type) type = ChangeAnim triggerall = anim != 5052 ;Not if in hit up anim trigger1 = vel y >= 1 trigger1 = animexist(5060) value = 5060 persistent = 0 [State 3125, 2] ;Coming down anim (hit up type) type = ChangeAnim triggerall = anim = 5052 ;Not if in hit up anim trigger1 = vel y >= -2 trigger1 = animexist(5062) value = 5062 persistent = 0 [State 3125, 4.1] ;Shake type = EnvShake trigger1 = vel y > 0 trigger1 = pos y >= 0 time = 18 ampl = 10 [State 3125, 4.2] type = LifeAdd trigger1 = vel y > 0 trigger1 = pos y >= 0 value = -40 [State 3125, 4.3] ;Hit ground trigger1 = vel y > 0 trigger1 = pos y >= 0 type = SelfState value = 5100 ;--------------------------------------------------------------------------- ; Jump [Statedef 50] type = A physics = A [State 50, 1] type = VarSet trigger1 = Time = 0 sysvar(1) = 0 [State 50, VelSet] type = VelSet trigger1 = ((var(10) = 1) && (command = "holdfwd") && (command != "holdback")) x = 3 [State 50, VelSet] type = VelSet trigger1 = ((var(10) = 1) && (command != "holdfwd") && (command = "holdback")) x = -3 [State 50, 2] type = ChangeAnim trigger1 = Time = 0 value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43)) [State 50, 3] type = ChangeAnim trigger1 = (Vel y > -2 && SelfAnimExist(anim + 3)) persistent = 0 value = Anim + 3 ;--------------------------------------------------------------------------- ; AirJump Start [Statedef 45] type = A physics = N ctrl = 0 velset = 0,0 [State 45 , 0] type = PlaySnd trigger1 = Time = 0 value = 6,0 [State 45, 5] type = AfterImage trigger1 = time = 0 time = 20 FrameGap = 2 length = 10 PalBright = 0, 0, 0 PalContrast = 128,128,128 PalAdd = 0, 0, 0 PalMul = 1,1,1 Trans = Add1 [State 45, 1] type = ChangeAnim trigger1 = SelfAnimExist(44) value = 44 [State 45, 2] type = ChangeAnim trigger1 = !SelfAnimExist(44) value = 41 [State 45, 3] type = VarSet trigger1 = Time = 0 sysvar(1) = 0 [State 45, 4] type = VarSet trigger1 = command = "holdfwd" sysvar(1) = 1 [State 45, 5] type = VarSet trigger1 = command = "holdback" sysvar(1) = -1 [State 45, 6] type = VelSet trigger1 = Time = 2 x = ifelse(sysvar(1)=0, const(velocity.airjump.neu.x), ifelse(sysvar(1)=1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x))) y = -12.5;const(velocity.airjump.y);da testare [State 45, 7] type = ChangeState trigger1 = Time = 2 value = 50 ctrl = 1 ;--------------------------------------------------------------------------- ; Jump Land [Statedef 52] type = S physics = S ctrl = 0 anim = 47 [State 52, VarSet] type = VarSet trigger1 = Time = 0 var(10) = 0 [State 52, 1] type = VelSet trigger1 = Time = 0 y = 0 [State 52, 2] type = PosSet trigger1 = Time = 0 y = 0 [State 52, 3] type = CtrlSet trigger1 = Time = 3 value = 1 [State 52, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; ; GUARD (start) [Statedef 120] type = U ;Leave state type unchanged physics = U ;Leave physics unchanged [State 120, 1] type = ChangeAnim trigger1 = Time = 0 value = 120 + (statetype = C) + (statetype = A)*2 [State 120, 2] type = StateTypeSet trigger1 = Time = 0 && statetype = S physics = S [State 120, 3] type = StateTypeSet trigger1 = Time = 0 && statetype = C physics = C [State 120, 4] type = StateTypeSet trigger1 = Time = 0 && statetype = A physics = A [State 120, 5] type = ChangeState trigger1 = AnimTime = 0 value = 130 + (statetype = C) + (statetype = A)*2 ;--------------------------------------------------------------------------- ; STAND GUARD (guarding) [Statedef 130] type = S physics = S [State 130, cosmos] type = Explod trigger1 = StateNo = 130 anim = 123 id = 123 pos = 0,0 postype = p1 sprpriority = -4 supermove = 1 ignorehitpause = 1 ownpal = 1 bindtime = -1 persistent = 0 [State 130, 1] type = ChangeAnim trigger1 = Anim != 130 value = 130 ;--------------------------------------------------------------------------- ; CROUCH GUARD (guarding) [Statedef 131] type = C physics = C [State 131, cosmos] type = Explod trigger1 = StateNo = 131 anim = 124 id = 124 pos = 0,0 postype = p1 sprpriority = -4 supermove = 1 ignorehitpause = 1 ownpal = 1 bindtime = -1 persistent = 0 [State 131, 1] type = ChangeAnim trigger1 = Anim != 131 value = 131 ;--------------------------------------------------------------------------- ; AIR GUARD (guarding) [Statedef 132] type = A physics = N [State 132, cosmos] type = Explod trigger1 = StateNo = 132 anim = 125 id = 125 pos = 0,0 postype = p1 sprpriority = -4 supermove = 1 ignorehitpause = 1 ownpal = 1 bindtime = -1 persistent = 0 [State 132, 1] type = ChangeAnim trigger1 = Anim != 132 value = 132 [State 132, 2] type = VelAdd trigger1 = 1 y = Const(movement.yaccel) [State 132, 3] type = VarSet trigger1 = 1 sysvar(0) = (pos y >= 0) && (vel y > 0) [State 132, 4] type = VelSet trigger1 = sysvar(0) y = 0 [State 132, 5] type = PosSet trigger1 = sysvar(0) y = 0 [State 132, 6] type = ChangeState trigger1 = sysvar(0) trigger1 = command != "holdback" value = 52 [State 132, 7] type = ChangeState trigger1 = sysvar(0) value = 130 ;--------------------------------------------------------------------------- ; GUARD (end) [Statedef 140] type = U ;Leave state type unchanged physics = U ;Leave physics unchanged ctrl = 1 [State 140, 1] type = ChangeAnim trigger1 = Time = 0 value = 140 + (statetype = C) + (statetype = A)*2 [State 140, 2] type = StateTypeSet trigger1 = Time = 0 && statetype = S physics = S [State 140, 3] type = StateTypeSet trigger1 = Time = 0 && statetype = C physics = C [State 140, 4] type = StateTypeSet trigger1 = Time = 0 && statetype = A physics = A ;[State 140, 5] ;Implemented within engine ;type = ChangeState ;trigger1 = AnimTime = 0 ;value = (statetype = C)*11 + (statetype = A)*51 ;--------------------------------------------------------------------------- ; SGUARDHIT (shaking) [Statedef 150] type = S movetype= H physics = N velset = 0,0 ;light guard [State 150 , 6] type = Explod triggerall = NumExplod(8100) = 0 trigger1 = StateNo = [150,151] anim = 8100 id = 8100 ignorehitpause = 1 sprpriority = 3 postype = p1 pos = -30,5 bindtime = -1 supermove = 1 ownpal = 1 [State 150, 1] type = ChangeAnim trigger1 = 1 value = 150 [State 150, 2] type = ChangeState trigger1 = HitShakeOver value = 151 [State 150, 3] type = ForceFeedback trigger1 = time = 0 waveform = square time = 3 ;--------------------------------------------------------------------------- ; SGUARDHIT2 (knocked back) [Statedef 151] type = S movetype= H physics = S anim = 150 [State 151, 3] type = MakeDust trigger1 = Time = 2 pos = -5,-2 spacing = 1 ;light guard [State 151 , 6] type = Explod triggerall = NumExplod(8100) = 0 trigger1 = StateNo = [150,151] anim = 8100 id = 8100 ignorehitpause = 1 sprpriority = 3 postype = p1 pos = -30,5 bindtime = -1 supermove = 1 ownpal = 1 [State 151, 1] type = HitVelSet trigger1 = Time = 0 x = 1 [State 151, 2] type = VelSet trigger1 = Time = GetHitVar(slidetime) trigger2 = Time >= GetHitVar(hittime) x = 0 [State 151, 3] type = CtrlSet trigger1 = Time = GetHitVar(ctrltime) value = 1 [State 151, 4] type = ChangeState trigger1 = Time >= GetHitVar(hittime) value = 130 ctrl = 1 ;--------------------------------------------------------------------------- ; CGUARDHIT (shaking) [Statedef 152] type = C movetype= H physics = N velset = 0,0 ;light guard [State 152 , 6] type = Explod triggerall = NumExplod(8100) = 0 trigger1 = StateNo = [152,153] anim = 8100 id = 8100 ignorehitpause = 1 sprpriority = 3 postype = p1 pos = -5,45 bindtime = -1 supermove = 1 ownpal = 1 [State 152, 1] type = ChangeAnim trigger1 = 1 value = 151 [State 152, 3] type = ChangeState trigger1 = HitShakeOver value = 153 [State 152, 4] type = ForceFeedback trigger1 = time = 0 waveform = square time = 4 ;--------------------------------------------------------------------------- ; CGUARDHIT2 (knocked back) [Statedef 153] type = C movetype= H physics = C anim = 151 [State 153, 3] type = MakeDust trigger1 = Time = 2 pos = -5,-2 spacing = 1 ;light guard [State 153 , 6] type = Explod triggerall = NumExplod(8100) = 0 trigger1 = StateNo = [152,153] anim = 8100 id = 8100 ignorehitpause = 1 sprpriority = 3 postype = p1 pos = -5,45 bindtime = -1 supermove = 1 ownpal = 1 [State 153, 1] type = HitVelSet trigger1 = Time = 0 x = 1 [State 153, 2] type = VelSet trigger1 = Time = GetHitVar(slidetime) trigger2 = Time >= GetHitVar(hittime) x = 0 [State 153, 3] type = CtrlSet trigger1 = Time = GetHitVar(ctrltime) value = 1 [State 153, 4] type = ChangeState trigger1 = Time >= GetHitVar(hittime) value = 131 ctrl = 1 ;--------------------------------------------------------------------------- ; AGUARDHIT (shaking) [Statedef 154] type = A movetype= H physics = N velset = 0,0 ;light guard [State 154 , 6] type = Explod triggerall = NumExplod(8100) = 0 trigger1 = StateNo = [154,155] anim = 8100 id = 8100 ignorehitpause = 1 sprpriority = 3 postype = p1 pos = -10,37 bindtime = -1 supermove = 1 ownpal = 1 [State 154, 1] type = ChangeAnim trigger1 = 1 value = 152 [State 154, 2] type = ChangeState trigger1 = HitShakeOver value = 155 ;AGUARDHIT2 [State 154, 3] type = ForceFeedback trigger1 = time = 0 waveform = square time = 4 ;--------------------------------------------------------------------------- ; AGUARDHIT2 (knocked away) [Statedef 155] type = A movetype= H physics = N anim = 152 ;light guard [State 155 , 6] type = Explod triggerall = NumExplod(8100) = 0 trigger1 = StateNo = [154,155] anim = 8100 id = 8100 ignorehitpause = 1 sprpriority = 3 postype = p1 pos = -10,37 bindtime = -1 supermove = 1 ownpal = 1 [State 155, 1] type = HitVelSet trigger1 = Time = 0 x = 1 y = 1 [State 155, 2] type = VelAdd trigger1 = 1 y = Const(movement.yaccel) [State 155, 3] type = CtrlSet trigger1 = Time = GetHitVar(ctrltime) value = 1 [State 155, 4] type = VarSet trigger1 = 1 sysvar(0) = (pos y >= 0) && (vel y > 0) [State 155, 5] type = VelSet trigger1 = sysvar(0) y = 0 [State 155, 6] type = PosSet trigger1 = sysvar(0) y = 0 [State 155, 7] type = ChangeState trigger1 = sysvar(0) trigger1 = command != "holdback" value = 52 [State 155, 8] type = ChangeState trigger1 = sysvar(0) value = 130 ;--------------------------------------------------------------------------- ; Stand [Statedef 0] type = S physics = S sprpriority = 0 [State 0, 1] type = ChangeAnim trigger1 = Anim != 0 && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over value = 0 [State -3] type = Explod triggerall = power >= 3000 triggerall = NumExplod(2) = 0 triggerall = stateno = 0 trigger1 = time = 0 anim = 2 id = 2 pos =0 postype = p1 sprpriority = -2 removetime = -1 bindtime = -1 ownpal = 1 supermove = 1 removeongethit = 1 [State 0, sound] type = PlaySnd triggerall = power >= 3000 trigger1 = Time = 0 value = 5, 0 [State 0, 2] type = VelSet trigger1 = Time = 0 y = 0 [State 0, 3] ;Stop moving if low velocity or 4 ticks pass type = VelSet trigger1 = abs(vel x) < 2 trigger2 = Time = 4 x = 0 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; Basic Attacks, Win Poses, etc... ;--------------------------------------------------------------------------- ; Standing Light Punch [Statedef 200] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 200 poweradd = 0 sprpriority = 2 [State 200,1] type = Playsnd trigger1 = Time = 2 value = 4, 0 [State 200, 1] type = HitDef trigger1 = Time = 0 attr = S, NA damage = 35, 5 getpower = 10 givepower = 5 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 5, 7 sparkno = 0 sparkxy = -10, -86 hitsound = S3, 0 guardsound = S7,0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Standing Medium Punch [Statedef 210] type = S movetype= A physics = S juggle = 4 poweradd= 0 ctrl = 0 velset = 0,0 anim = 210 sprpriority = -1 [State 210, 1] type = PlaySnd trigger1 = Time = 0 value = 4, 1 [State 210, Width] type = Width trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0) value = 15,0 [State 210, 2] type = HitDef trigger1 = animelem = 3 attr = S, NA animtype = Medium damage = 65,10 getpower = 60 givepower = 30 guardflag = MA pausetime = 7,10 sparkno = S3630 sparkxy = -15,-65 hitsound = S3,0 guardsound = S7,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5.5 air.velocity = -2.5,-4 [State 210, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Standing Strong Punch [Statedef 220] type = S movetype= A physics = S juggle = 4 poweradd= 0 ctrl = 0 velset = 0 anim = 220 [State 220, 1] type = VelSet trigger1 = AnimElem = 6 x = 13 [State 220, 2] type = PlaySnd trigger1 = Time = 0 value = 4, 2 [State 220, 3] type = VelSet trigger1 = Time = 0 x = 0 [State 220, 4] type = HitDef trigger1 = AnimElem = 5 priority = 5 attr = S, NA damage = 95,15 getpower = 80 givepower = 40 animtype = Hard guardflag = MA pausetime = 7,7 sparkno = S3630 sparkxy = -15,-95 hitsound = S3,2 guardsound = S7,0 ground.type = High ground.slidetime = 20 ground.hittime = 23 ground.velocity = -7.5 air.type = Low air.velocity = -3.1,-3.3 airguard.velocity = -3.5 [State 220, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Standing light kick [Statedef 230] type = S movetype= A physics = S juggle = 4 poweradd= 0 ctrl = 0 velset = 0,0 anim = 230 sprpriority = 2 [State 230, 1] type = PlaySnd trigger1 = Time = 0 value = 4, 0 [State 230, 2] type = HitDef trigger1 = animelem = 2 attr = S, NA animtype = Medium damage = 35,5 getpower = 15 givepower = 5 guardflag = MA pausetime = 5,8 sparkno = 0 sparkxy = -10,-57 hitsound = S3,0 guardsound = S7,0 ground.type = Low ground.slidetime = 10 ground.hittime = 12 ground.velocity = -5 air.velocity = -2.5,-3.5 [State 230, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Standing medium kick [Statedef 240] type = S movetype= A physics = S juggle = 5 poweradd= 0 ctrl = 0 velset = 0,0 anim = 240 sprpriority = 2 [State 240, 1] type = PlaySnd trigger1 = Time = 2 value = 4, 0 [State 240, 2] type = HitDef trigger1 = Time = 0 attr = S, NA animtype = Hard damage = 65,10 getpower = 60 givepower = 30 guardflag = MA pausetime = 8,10 sparkno = S3630 sparkxy = -10,-60 hitsound = S3,2 guardsound = S7,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 [State 240, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Standing Strong kick [Statedef 250] type = S movetype= A physics = S juggle = 5 poweradd= 0 ctrl = 0 velset = 0,0 anim = 250 sprpriority = 2 [State 250, 1] type = PlaySnd trigger1 = Time = 2 value = 4, 1 [State 250, 2] type = HitDef trigger1 = Time = 0 attr = S, NA animtype = Heavy damage = 95,15 getpower = 80 givepower = 40 guardflag = MA pausetime = 9,12 sparkno = S3630 sparkxy = -10,-90 hitsound = S3,1 guardsound = S7,0 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 [State 250, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;Crouching light punch [Statedef 400] type = C movetype= A physics = C juggle = 5 poweradd= 0 ctrl = 0 anim = 400 sprpriority = 2 [State 400,1] type = Playsnd trigger1 = Time = 2 value = 4, 0 [State 400, 2] type = HitDef trigger1 = Time = 0 attr = C, NA damage = 35,10 priority = 3 animtype = Medium hitflag = MAF guardflag = L pausetime = 10,11 sparkno = 0 sparkxy = -10,-42 hitsound = S3,0 guardsound = S7,0 ground.type = Low ground.slidetime = 4 ground.hittime = 12 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;Crouching medium punch [Statedef 410] type = C movetype= A physics = C juggle = 6 poweradd= 0 ctrl = 0 anim = 410 sprpriority = 2 [State 410,1] type = Playsnd trigger1 = Time = 2 value = 4, 0 [State 410, 2] type = HitDef trigger1 = Time = 0 attr = C, NA damage = 65,10 animtype = Medium hitflag = MAF guardflag = M pausetime = 12,12 sparkno = S3630 sparkxy = -10,-55 hitsound = S3,0 guardsound = S7,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4 air.velocity = -3,-4 [State 410, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;Crouching Strong Punch [Statedef 420] type = C movetype= A physics = C juggle = 6 poweradd= 0 ctrl = 0 anim = 420 sprpriority = 2 [State 420, 1] type = PlaySnd trigger1 = Time = 1 value = 4, 0 [State 420, 2] type = HitDef trigger1 = Time = 0 attr = C, NA damage = 95,20 animtype = Heavy hitflag = MAF guardflag = M pausetime = 12,12 sparkno = S3630 sparkxy = -10,-55 hitsound = S3,0 guardsound = S7,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4 air.velocity = -3,-4 [State 410, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;Crouching light kick [Statedef 430] type = C movetype= A physics = C juggle = 5 poweradd= 0 ctrl = 0 anim = 430 sprpriority = 2 [State 430, 1] type = PlaySnd trigger1 = Time = 1 value = 4, 0 [State 430, 2] type = HitDef trigger1 = Time = 0 attr = C, NA damage = 35 animtype = Light hitflag = MAFD guardflag = L pausetime = 12,12 sparkno = 0 sparkxy = -10,-8 hitsound = S3,0 guardsound = S7,0 ground.type = Low ground.slidetime = 6 ground.hittime = 12 ground.velocity = -5 air.velocity = -2,-2 down.velocity = -5,0 down.hittime = 20 [State 430, 3] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;Crouching Medium Kick [Statedef 440] type = C movetype= A physics = C juggle = 7 poweradd= 0 ctrl = 0 anim = 440 sprpriority = 2 [State 440, 2] type = PlaySnd trigger1 = Time = 2 value = 4, 1 [State 440, 3] type = HitDef trigger1 = Time = 0 attr = C, NA damage = 65 hitflag = MAFD guardflag = L pausetime = 12,12 sparkno = S3630 sparkxy = -5,-10 hitsound = S3,0 guardsound = S7,0 ground.type = Low ground.slidetime = 10 ground.hittime = 15 ground.velocity = -1.5 air.velocity = -1.2,-2 guard.velocity = -5 [State 440, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ; Crouching Strong Kick [Statedef 450] type = C movetype= A physics = C juggle = 7 poweradd= 0 ctrl = 0 anim = 450 sprpriority = 2 [State 450, 1] type = PlaySnd trigger1 = Time = 2 value = 4, 2 [State 450, 3] type = HitDef trigger1 = animelem = 3 attr = C, NA damage = 95 hitflag = MAFD guardflag = L pausetime = 12,12 sparkno = S3630 sparkxy = -5,-10 hitsound = S3,2 guardsound = S7,0 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 450, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;Jump Light Punch [Statedef 600] type = A movetype= A physics = A juggle = 2 poweradd= 0 ctrl = 0 anim = 600 [State 600, 2] type = PlaySnd trigger1 = Time = 4 value = 4, 1 [State 600, 3] type = HitDef trigger1 = Time = 1 attr = A, NA animtype = ligth damage = 35 getpower = 10 givepower = 10 guardflag = HA priority = 3 pausetime = 10,7 sparkxy = -20,-38 sparkno = 5 hitsound = S3,2 guardsound = S7,0 ground.type = High ground.slidetime = 10 ground.hittime = 16 guard.velocity = -7 guard.slidetime = 12 ground.velocity = -10,0 air.velocity = 0,-6 air.type = Low air.animtype = medium airguard.velocity = -6,0 airguard.ctrltime = 8 air.hittime = 22 [State 600, 4] type = ChangeAnim trigger1 = AnimTime = 0 value = 48 ctrl = 1 [State 600, 7] type = ChangeState trigger1 = AnimTime = 0 value = 41 ;--------------------------------------------------------------------------- ;Jump Medium Punch [Statedef 610] type = A movetype= A physics = A juggle = 2 poweradd= 0 ctrl = 0 anim = 610 [state 610, explode] type = explod trigger1 = time = 3 id = 610 anim = 611 pos = 0, 0 postype = p1 bindtime = -1 removetime = 13 sprpriority = -1 supermovetime = 0 [State 610, removexplode] type = RemoveExplod trigger1 = time = 13 ID = 610 [State 610, 3] type = HitDef trigger1 = Time = 1 attr = A, NA animtype = ligth damage = 65 getpower = 10 givepower = 10 guardflag = HA priority = 3 pausetime = 0 sparkxy = -20,-38 sparkno = S3630 hitsound = S5,1 guardsound = S7,0 ground.type = High ground.slidetime = 3 ground.hittime = 16 guard.velocity = -7 guard.slidetime = 12 ground.velocity = -10,0 air.velocity = 0,-6 air.type = Low air.animtype = medium airguard.velocity = -6,0 airguard.ctrltime = 8 air.hittime = 22 [State 610, 7] type = ChangeState trigger1 = AnimTime = 0 value = 41 ;--------------------------------------------------------------------------- ;Jump Strong Punch [Statedef 620] type = A movetype= A physics = A juggle = 4 poweradd= 0 ctrl = 0 anim = 620 sprpriority = 2 [state 620, explode] type = explod trigger1 = time = 3 id = 620 anim = 611 pos = 0, 0 postype = p1 bindtime = -1 removetime = 13 sprpriority = -1 supermovetime = 0 [State 620, removexplode] type = RemoveExplod trigger1 = time = 13 ID = 620 [State 620, 3] type = HitDef trigger1 = animelem = 2 attr = A, NA damage = 115 guardflag = HA priority = 4 pausetime = 0, 0 sparkno = S3630 sparkxy = -10,-55 hitsound = S1,0 guardsound = S7,0 animtype = Med ground.type = High ground.slidetime = 7 ground.hittime = 17 ground.velocity = -5 air.velocity = -3, 13 air.fall = 1 fall.recover = 0 [State 620, 7] type = ChangeState trigger1 = AnimTime = 0 value = 41 ;--------------------------------------------------------------------------- ;Jump Light Kick [Statedef 630] type = A movetype= A physics = A juggle = 3 poweradd= 0 ctrl = 0 anim = 630 sprpriority = 2 [State 630, 2] type = PlaySnd trigger1 = Time = 2 value = 4, 1 [State 630, 2] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 35 guardflag = HA priority = 3 pausetime = 8,8 sparkno = 1 sparkxy = -5,-35 hitsound = S3,2 guardsound = S7,0 ground.type = High ground.slidetime = 6 ground.hittime = 6 ground.velocity = -4 air.velocity = -2,0 ;--------------------------------------------------------------------------- ;Jump Medium Kick [Statedef 640] type = A movetype= A physics = A juggle = 4 poweradd= 0 ctrl = 0 anim = 640 sprpriority = 2 [State 640, 2] type = PlaySnd trigger1 = Time = 2 value = 4, 1 [State 640, 3] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 65 guardflag = HA priority = 4 pausetime = 12,12 sparkno = S3630 sparkxy = -10,-40 hitsound = S3,2 guardsound = S7,0 animtype = Med ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -5 air.velocity = -3,0 ;--------------------------------------------------------------------------- ;Jump Strong Kick [Statedef 650] type = A movetype= A physics = A juggle = 4 poweradd= 0 ctrl = 0 anim = 650 sprpriority = 2 [State 650, 2] type = PlaySnd trigger1 = Time = 2 value = 4, 1 [State 650, 3] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 95 guardflag = HA priority = 4 pausetime = 12,12 sparkno = S3630 sparkxy = -10,-40 hitsound = S3,1 guardsound = S7,0 animtype = Med ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -5 air.velocity = -10, 4 air.fall = 1 fall.recover = 0 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;------SPECIALS----------- ;--------------------------------------- ; ;--------------------------------------------------------------------- ;--------------------------------------------------------------------- ;--------------------------------------------------------------------- ;--------------------------------------------------------------------- [statedef 1100] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 1102 ctrl = 0 [state 1100,1] type = velset trigger1 = time = 0 y = -5 [state 1100,2] type = velset trigger1 = time < 25 x = -2 [State 1100, 7] type = ChangeState trigger1 = time = 25 value = 1101 ctrl = 0 [State 1100, tunnel] type = Explod trigger1 = AnimElem = 1 anim = 9988 ID = 9988 pos = -320, 0 postype = right sprpriority = -5 supermove = 1 removetime = 240 ignorehitpause = 1 ownpal = 1 bindtime = -1 persistent = 0 [State 1100, striscie2] type = Explod trigger1 = AnimElem = 1 anim = 1106 ID = 1106 pos = -335, -2 postype = right sprpriority = -7 supermove = 1 removetime = 240 ignorehitpause = 1 ownpal = 1 bindtime = -1 persistent = 0 [statedef 1101] type = a movetype= A physics = a juggle = 4 poweradd= -2000 velset = 0,0 anim = 1100 ctrl = 0 [State 1101, tunnel] type = Explod trigger1 = AnimElem = 1 anim = 9988 ID = 9988 pos = -320, 0 postype = right sprpriority = -5 supermove = 1 removetime = 220 ignorehitpause = 1 ownpal = 1 bindtime = -1 persistent = 0 [State 1101, striscie2] type = Explod trigger1 = AnimElem = 1 anim = 1106 ID = 1106 pos = -335, -2 postype = right sprpriority = -7 supermove = 1 removetime = 220 ignorehitpause = 1 ownpal = 1 bindtime = -1 persistent = 0 [state 1101, Screen] type = ScreenBound trigger1 = StateNo = 1101 movecamera = 1, 1 [state 1101, explode] type = explod trigger1 = time = 0 id = 1105 anim = 1105 pos = 0, 0 postype = p1 bindtime = -1 removetime = 120 sprpriority = -2 supermovetime = 25 [State 1101, explodere] type = RemoveExplod trigger1 = time = 105 ID = 1105 [State 1101, superpause] type = SuperPause trigger1 = AnimElem = 1 time = 30 anim = -1 movetime = 0 [State 1101, sound] type = PlaySnd trigger1 = Time = 0 value = 2,2 channel = 0 [state 1101,1] type = velset trigger1 = NumProjID(1101) > 0 y = 0.3 [state 1101, var] Type = VarSet trigger1 = time = 0 v = 1 value = Pos Y +65 [state 1101, var] Type = VarSet trigger1 = time = 0 v = 2 value = Pos Y +25 [state 1101, var] Type = VarSet trigger1 = time = 0 v = 3 value = Pos Y -15 [state 1101, var] Type = VarSet trigger1 = time = 0 v = 4 value = Pos Y -55 [state 1101, var] Type = VarSet trigger1 = time = 0 v = 5 value = Pos Y -95 [state 1101, 1] type = projectile trigger1 = time = 13 trigger2 = time = 26 trigger3 = time = 33 trigger4 = time = 45 trigger5 = time = 58 trigger6 = time = 63 trigger7 = time = 75 projID = 1101 projanim = 1101 projremove = 0 velocity = 16,4 projpriority = 3 projedgebound = 100 projstagebound = 100 offset = -20, var(1) postype = back attr = a,hp animtype = diagup guardflag = LA damage = 45,5 pausetime = 9, 9 guard.pausetime = 0, 0 sparkno = S1103 hitsound = S1,0 ground.velocity = -1,-2 air.velocity = -2,-1 fall = 1 fall.recover = 0 [state 1101, 2] type = projectile trigger1 = time = 12 trigger2 = time = 25 trigger3 = time = 30 trigger4 = time = 47 trigger5 = time = 52 trigger6 = time = 68 trigger7 = time = 73 projID = 1101 projanim = 1101 projremove = 0 velocity = 18,4 projpriority = 3 projedgebound = 100 projstagebound = 100 offset = -20, var(5) postype = back attr = a,hp animtype = diagup guardflag = LA damage = 35,5 pausetime = 9, 9 guard.pausetime = 0, 0 sparkno = S1103 hitsound = S1,0 ground.velocity = -1,-2 air.velocity = -2,-1 fall = 1 fall.recover = 0 [state 1101, 3] type = projectile trigger1 = time = 10 trigger2 = time = 22 trigger3 = time = 29 trigger4 = time = 42 trigger5 = time = 52 trigger6 = time = 66 trigger7 = time = 78 trigger8 = time = 14 projID = 1101 projanim = 1101 projremove = 0 velocity = 18,4 projpriority = 3 projedgebound = 100 projstagebound = 100 offset = -20, var(4) postype = back attr = a,hp animtype = diagup guardflag = LA damage = 35,5 pausetime = 9, 9 guard.pausetime = 0, 0 sparkno = S1103 hitsound = S1,0 ground.velocity = -1,-2 air.velocity = -2,-1 fall = 1 fall.recover = 0 [state 1101, 4] type = projectile trigger1 = time = 14 trigger2 = time = 27 trigger3 = time = 36 trigger4 = time = 45 trigger5 = time = 51 trigger6 = time = 69 trigger7 = time = 74 projID = 1101 projanim = 1101 projremove = 0 velocity = 20,5 projpriority = 3 projedgebound = 100 projstagebound = 100 offset = -20, Var(3) postype = back attr = a,hp animtype = diagup guardflag = LA damage = 35,5 pausetime = 9, 9 guard.pausetime = 0, 0 sparkno = S1103 hitsound = S1,0 ground.velocity = -1,-2 air.velocity = -2,-1 fall = 1 fall.recover = 0 [state 1101, 5] type = projectile trigger1 = time = 17 trigger2 = time = 25 trigger3 = time = 37 trigger4 = time = 47 trigger5 = time = 52 trigger6 = time = 67 trigger7 = time = 74 projID = 1101 projanim = 1101 projremove = 0 velocity = 18,4 projpriority = 3 projedgebound = 100 projstagebound = 100 offset = -20, var(2) postype = back attr = a,hp animtype = diagup guardflag = LA damage = 35,5 pausetime = 9, 9 guard.pausetime = 0, 0 sparkno = S1103 hitsound = S1,0 ground.velocity = -1,-2 air.velocity = -2,-1 fall = 1 fall.recover = 0 [State 1101, 7] type = ChangeState trigger1 = NumProjID(1101)= 0 trigger1 = time > 30 value = 50 ctrl = 1 ;--------------------------------------------------------------------- ;--------------------------------------------------------------------- ;--------------------------------------------------------------------- ;--------------------------------------------------------------------- ;Air combo [Statedef 1200] type = A movetype = A physics = A poweradd= 40 anim = 1200 juggle = 1 ctrl = 0 [State 1200, 1] type = AfterImage trigger1 = time = 2 time = 35 FrameGap = 2 length = 10 PalBright = 0, 0, 0 PalContrast = 71,193,255 PalAdd = 0, 0, 0 PalMul = 1,1,1 Trans = Add1 [State 1200, 2] type = SuperPause trigger1 = Time = 0 trigger1 = AnimElem = 1 time = 13 anim = -1 movetime = 5 [State 1200 , 3] type = PlaySnd trigger1 = time = 5 value = 6,1 [State 1200 , 3] type = VelSet trigger1 = time > 5 x = 20 y = 20 [State 1200 , 4] type = HitDef trigger1 = AnimElem = 1 trigger2 = AnimElem = 2 priority = 6 attr = A, HA damage = 100,20 getpower = 160 givepower = 35 animtype = hard guardflag = HA sparkno = S1103 sparkxy = 0,-25 hitsound = S3,2 ;guardsound = S200,1 pausetime = 12,12 ground.hittime = 13 ground.type = high ground.slidetime = 9 ground.velocity = -10;-25 air.velocity = -3,-3 fall = 1 [State 1200 , 5] type = ChangeState trigger1 = Time = 100 value = 50 ctrl = 1 ;--------------------------------------------------------------------- ;Throw [Statedef 1300] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 1300 sprpriority = 2 [State 1300, 1] type = HitDef Trigger1 = Time = 0 attr = S, NT hitflag = M- priority = 1, Miss sparkno = -1 sprpriority = 1 p1facing = ifelse (command = "holdfwd", 1, 1) p2facing = 1 p1stateno = 1310 p2stateno = 1320 guard.dist = 0 fall = 1 [State 1300, 2] type = ChangeState Trigger1 = AnimTime = 0 value = 0 ctrl = 1 [Statedef 1310] type = S movetype= A physics = N anim = 1310 poweradd = 60 ;[State 1310 ] ;type = TargetLifeAdd ;trigger1 = AnimElem = 3 ;value = -130 [State 1310, Width 2-11] type = Width trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(12) < 0 edge = 60,0 [State 1310, Bind 2-4] type = TargetBind trigger1 = AnimElem = 1 pos = 58, 0 [State 1310, Bind 2-4] type = TargetBind trigger1 = AnimElem = 2 pos = 28, 0 [State 1310, Bind 2-4] type = TargetBind trigger1 = AnimElem = 3 pos = 28, -30 [State 1310, Throw 11] type = TargetState trigger1 = AnimElem = 3 value = 1321 [State 1310, State End] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [Statedef 1320] type = A movetype= H physics = N velset = 0,0 [State 1320, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 5999 [Statedef 1321] type = A movetype= H physics = N velset = 0, -9 poweradd = 40 [State 1321, 1] type = VelAdd trigger1 = time > 20 y = .8 [State 1321, 2] type = ChangeState triggerall = Vel Y > 0 triggerall = Pos Y >= -20 triggerall = alive triggerall = CanRecover trigger1 = Command = "recovery" value = 5200 [State 1321 ] type = LifeAdd trigger1 = AnimElem = 5 value = -140 [State 1321, 4] type = SelfState trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 5100 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;Rosas rojas [Statedef 4000] type = S movetype= A physics = S juggle = 4 poweradd= -1000 velset = 0,0 anim = 1000 ctrl = 0 [State 1101, superpause] type = SuperPause trigger1 = Time = 1 time = 30 anim = -1 movetime = 0 [State 1101, tunnel] type = Explod trigger1 = AnimElem = 1 anim = 9989 ID = 9989 pos = -320, 0 postype = right sprpriority = -5 supermove = 1 removetime = 210 ignorehitpause = 1 ownpal = 1 bindtime = -1 persistent = 0 [State 1101, striscie2] type = Explod trigger1 = AnimElem = 1 anim = 1106 ID = 1106 pos = -335, -2 postype = right sprpriority = -7 supermove = 1 removetime = 210 ignorehitpause = 1 ownpal = 1 bindtime = -1 persistent = 0 [State 4000, 1] type = PlaySnd trigger1 = Time = 1 value = 2, 8 [state 4000, explode] type = explod trigger1 = time = 0 id = 4000 anim = 1003 pos = 0, 0 postype = p1 bindtime = -1 removetime = -1 removeongethit = 1 sprpriority = -2 supermovetime = 0 [State 4000, removexplode] type = RemoveExplod trigger1 = time = 140 ID = 4000 [State 4000, 1] type = PlaySnd trigger1 = Time = 15 value = 1, 1 [state 4000, explode] type = explod trigger1 = time = 0 id = 4002 anim = 1108 pos = 0, 0 postype = left bindtime = -1 removetime = -1 removeongethit = 1 sprpriority = -5 supermovetime = 25 [State 4000, removexplode] type = RemoveExplod trigger1 = time = 140 ID = 4002 [State 4000, 2] type = helper trigger1 = AnimElem = 3 id = 4001 postype = P1 pos = 50,-60 stateno = 4001 helpertype = normal [State 4000, 3] type = ChangeState trigger1 = AnimTime = 0 trigger1 = Numhelper(4001) = 0 value = 0 ctrl = 1 [State 4000, 3] type = ChangeState trigger1 = Time = 140 value = 0 ctrl = 1 [Statedef 4001] type = A movetype = A physics = S anim = 1002 [State 4001, 1] type = AfterImage trigger1 = time = 2 time = 35 FrameGap = 1 length = 10 PalBright = 0, 0, 0 PalContrast = 71,193,255 PalAdd = 0, 0, 0 PalMul = 1,1,1 Trans = Add1 [State 4001, 1] type = PlaySnd trigger1 = TimeMod = 6, 1 value = 1, 1 [State 4001, 2] type = posadd trigger1 = Time > 1 trigger1 = frontedgedist > -300 x = 16 [State 4001, 4] type = HitDef trigger1 = AnimElem = 1 trigger2 = AnimElem = 2 trigger3 = AnimElem = 3 trigger4 = AnimElem = 4 attr = S, SP animtype = Hard damage = 30,2 priority = 6 hitflag = MAFD guardflag = LA sparkno = S1600 sparkxy = 0,0 pausetime = 0,6 ground.type = low ground.slidetime = 12 ground.hittime = 15 ground.velocity = 0,0 air.velocity = 0,0 hitsound = s1, 2 [State 4001, 3] type = ChangeState trigger1 = P2stateno = [5000,5500] value = 4002 ctrl = 0 [State 4001, 3] type = ChangeState trigger1 = time=110 value = 4004 ctrl = 0 [Statedef 4002] type = A movetype = A physics = S anim = 1002 velset = 0,0 [state 4002, explode] type = explod trigger1 = time = 0 id = 4003 anim = 1500 pos = 0, 0 postype = p2 bindtime = -1 removetime = -1 removeongethit = 1 sprpriority = 2 supermovetime = 25 [State 4002, removexplode] type = RemoveExplod trigger1 = time = 72 ID = 4003 [State 4002, 4] type = HitDef trigger1 = time = 1 trigger2 = time = 43 attr = S, SP animtype = Hard damage = 19,1 priority = 6 hitflag = MAFD guardflag = LA sparkno = S1600 sparkxy = 0,0 pausetime = 0,6 ground.type = low ground.slidetime = 12 ground.hittime = 15 ground.velocity = 0,0 air.velocity = 0,0 hitsound = s1, 2 [State 4002, 4] type = HitDef trigger1 = time = 8 trigger2 = time = 57 attr = S, SP animtype = Hard damage = 19,1 priority = 6 hitflag = MAFD guardflag = LA sparkno = S1601 sparkxy = 0,0 pausetime = 0,6 ground.type = low ground.slidetime = 12 ground.hittime = 15 ground.velocity = 0,0 air.velocity = 0,0 hitsound = s1, 2 [State 4002, 4] type = HitDef trigger1 = time = 15 trigger2 = time = 36 attr = S, SP animtype = Hard damage = 19,1 priority = 6 hitflag = MAFD guardflag = LA sparkno = S1602 sparkxy = 0,0 pausetime = 0,6 ground.type = low ground.slidetime = 12 ground.hittime = 15 ground.velocity = 0,0 air.velocity = 0,0 hitsound = s1, 2 [State 4002, 4] type = HitDef trigger1 = time = 22 trigger2 = time = 50 attr = S, SP animtype = Hard damage = 19,1 priority = 6 hitflag = MAFD guardflag = LA sparkno = S1603 sparkxy = 0,0 pausetime = 0,6 ground.type = low ground.slidetime = 12 ground.hittime = 15 ground.velocity = 0,0 air.velocity = 0,0 hitsound = s1, 2 [State 4002, 4] type = HitDef trigger1 = time = 29 trigger2 = time = 64 attr = S, SP animtype = Hard damage = 19,1 priority = 6 hitflag = MAFD guardflag = LA sparkno = S1604 sparkxy = 0,0 pausetime = 0,6 ground.type = low ground.slidetime = 12 ground.hittime = 15 ground.velocity = 0,0 air.velocity = 0,0 hitsound = s1, 2 [State 4002, 4] type = HitDef trigger1 = time > 67 attr = S, SP animtype = Hard damage = 19,1 priority = 6 hitflag = MAFD guardflag = LA sparkno = S3000 sparkxy = 0,0 pausetime = 0,6 ground.type = low ground.slidetime = 12 ground.hittime = 15 ground.velocity = 0,0 air.velocity = 0,0 hitsound = s1, 0 fall=1 [State 4002, 3] type = ChangeState trigger1 = time = 72 value = 4003 ctrl = 0 [Statedef 4003] type = A movetype = A physics = S anim = 1639 [State 4003, 1] type = AfterImage trigger1 = time = 2 time = 35 FrameGap = 2 length = 10 PalBright = 0, 0, 0 PalContrast = 71,193,255 PalAdd = 0, 0, 0 PalMul = 1,1,1 Trans = Add1 [State 4003, 1] type = PlaySnd trigger1 = TimeMod = 6, 1 value = 1, 1 [State 4003, 2] type = posadd trigger1 = Time > 1 trigger1 = frontedgedist > -300 x = 16 [State 4003, 3] type = ChangeState trigger1 = time = 34 value = 4004 ctrl = 0 [Statedef 4004] type = A movetype = A physics = S anim = 1639 [State 4004, 1] type = AfterImage trigger1 = time = 2 time = 35 FrameGap = 2 length = 10 PalBright = 0, 0, 0 PalContrast = 71,193,255 PalAdd = 0, 0, 0 PalMul = 1,1,1 Trans = Add1 [State 4004,3] type = veladd trigger1 = Time > 2 trigger1 = ParentDist x <= -60 x = -8 [State 4004,3] type = PosAdd trigger1 = Time > 2 trigger1 = ParentDist y < 20 y = -12 [State 4004,3] type = PosAdd trigger1 = Time > 2 trigger1 = ParentDist y > 20 y = -2 [State 4004,4] type = DestroySelf trigger1 = ParentDist x > -70 trigger1 = time > 5 trigger2 = movetype = H ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;INTRO ;--------------------------------------------------------------------------- ; Intro [Statedef 190] type = S [State 190, 1] type = VarRandom trigger1 = Time = 0 v = 1 range = 0,50 [State 190, 2] type = ChangeState trigger1 = Var(1) <= 20 value = 191 [State 190, 3] type = ChangeState trigger1 = Var(1) >= 21 value = 193 ;------------- [Statedef 191] type = S ctrl = 0 anim = 190 velset = 0,0 [State 191, tunnel] type = Explod trigger1 = AnimElem = 1 anim = 3480 ID = 3480 pos = -320, 0 postype = right sprpriority = -5 supermove = 1 removetime = 210 ignorehitpause = 1 ownpal = 1 bindtime = -1 persistent = 0 [State 191, tunnel] type = Explod trigger1 = AnimElem = 1 anim = 3481 ID = 3481 pos = -320, 0 postype = right sprpriority = -5 supermove = 1 removetime = 210 ignorehitpause = 1 ownpal = 1 bindtime = -1 persistent = 0 [State 191, 0] type = AssertSpecial trigger1 = Time = [0,200] flag = Intro [State 1010, 1] type = PlaySnd trigger1 = Time = 10 value = 2, 1 [State 1010, 1] type = PlaySnd trigger1 = Time = 14 value = 2, 9 [state 191,1] type = explod trigger1 = time = 10 id = 191 anim = 191 pos = 0, 0 postype = p1 removetime = -1 sprpriority = -2 [State 191,2] type = RemoveExplod trigger1 = time = 100 ID = 191 [state 191, 2] type = ChangeAnim trigger1 = time = 120 value = 192 [State 191, 3] type = ChangeState trigger1 = Time = 126 value = 0 ctrl = 0 ;------------- [Statedef 193] type = S ctrl = 0 anim = 850 velset = 0,0 [State 193, tunnel] type = Explod trigger1 = AnimElem = 1 anim = 3480 ID = 3480 pos = -320, 0 postype = right sprpriority = -5 supermove = 1 removetime = 210 ignorehitpause = 1 ownpal = 1 bindtime = -1 persistent = 0 [State 193, tunnel] type = Explod trigger1 = AnimElem = 1 anim = 3481 ID = 3481 pos = -320, 0 postype = right sprpriority = -5 supermove = 1 removetime = 210 ignorehitpause = 1 ownpal = 1 bindtime = -1 persistent = 0 [State 193, 0] type = AssertSpecial trigger1 = Time = [0,80] flag = Intro [State 1010, 1] type = PlaySnd trigger1 = Time = 10 value = 2, 0 [state 193,1] type = explod trigger1 = time = 0 id = 851 anim = 851 pos = 50, 0 postype = p1 removetime = -1 sprpriority = 2 [State 193,2] type = RemoveExplod trigger1 = time = 80 ID = 851 [state 193,1] type = explod trigger1 = time = 52 id = 852 anim = 852 pos = 50, 0 postype = p1 removetime = -1 sprpriority = 3 [State 193,2] type = RemoveExplod trigger1 = time = 80 ID = 852 [State 193, 3] type = ChangeState trigger1 = Time = 80 value = 194 ctrl = 0 [Statedef 194] type = S ctrl = 0 anim = 855 velset = 0,0 [State 194, 0] type = AssertSpecial trigger1 = Time = [0,155] flag = Intro [state 194,1] type = explod trigger1 = time = 0 id = 853 anim = 853 pos = 50, 0 postype = p1 removetime = 125 sprpriority = 3 [State 194,2] type = RemoveExplod trigger1 = time = 125 ID = 853 [state 194,1] type = explod trigger1 = time = 32 id = 854 anim = 854 pos = 50, 0 postype = p1 removetime = 125 sprpriority = 1 [State 194,2] type = RemoveExplod trigger1 = time = 125 ID = 854 [state 194,1] type = explod trigger1 = time = 0 id = 859 anim = 859 pos = 50, 0 postype = p1 removetime = 125 sprpriority = 2 [State 194,2] type = RemoveExplod trigger1 = time = 125 ID = 859 [state 194,1] type = explod trigger1 = time = 0 id = 860 anim = 860 pos = 50, -7 postype = p1 removetime = 40 sprpriority = -4 [State 194,2] type = RemoveExplod trigger1 = time = 40 ID = 860 [state 194,1] type = explod trigger1 = time = 107 id = 869 anim = 1108 pos = 0, 0 postype = left removetime = 18 sprpriority = 6 [State 194,2] type = RemoveExplod trigger1 = time = 125 ID = 869 [state 194, flash] type = envcolor trigger1 = time =125 value = 255,255,255 time = 20 [state 194, 2] type = ChangeAnim trigger1 = time = 125 value = 0 [State 194, 3] type = ChangeState trigger1 = Time = 155 value = 0 ctrl = 0 ;-------------------------------------------------------------- ; Lose by Time Over [Statedef 170] type = S ctrl = 0 anim = 170 velset = 0,0 [State 170, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;--------------------------------------------------------------------------- ; Win pose [Statedef 180] type = S [State 180, 1] type = VarRandom trigger1 = Time = 0 v = 1 range = 0,50 [State 180, 2] type = ChangeState trigger1 = Var(1) <= 25 value = 181 [State 190, 3] type = ChangeState trigger1 = Var(1) >= 26 value = 182 ;------------- [Statedef 181] type = S ctrl = 0 anim = 3330 velset = 0,0 [State 181, tunnel] type = Explod trigger1 = AnimElem = 1 anim = 3480 ID = 3480 pos = -320, 0 postype = right sprpriority = -5 supermove = 1 removetime = 210 ignorehitpause = 1 ownpal = 1 bindtime = -1 persistent = 0 [State 181, tunnel] type = Explod trigger1 = AnimElem = 1 anim = 3481 ID = 3481 pos = -320, 0 postype = right sprpriority = -5 supermove = 1 removetime = 210 ignorehitpause = 1 ownpal = 1 bindtime = -1 persistent = 0 [State 181, Assert] type = AssertSpecial trigger1 = Time = [0,400] flag = roundnotover [State 181, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 181, 2] type = PlaySnd trigger1 = Animelem = 3 value = 2,4 ;------------- [Statedef 182] type = S ctrl = 0 anim = 3340 velset = 0,0 [State 182, tunnel] type = Explod trigger1 = AnimElem = 1 anim = 3480 ID = 3480 pos = -320, 0 postype = right sprpriority = -5 supermove = 1 removetime = 210 ignorehitpause = 1 ownpal = 1 bindtime = -1 persistent = 0 [State 182, tunnel] type = Explod trigger1 = AnimElem = 1 anim = 3481 ID = 3481 pos = -320, 0 postype = right sprpriority = -5 supermove = 1 removetime = 210 ignorehitpause = 1 ownpal = 1 bindtime = -1 persistent = 0 [State 182, Assert] type = AssertSpecial trigger1 = Time = [0,400] flag = roundnotover [State 182, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 182, 2] type = PlaySnd trigger1 = Animelem = 3 value = 2,6 ;--------------------------------------------------------------------------- ; Taunt [Statedef 195] type = S anim = 195 velset = 0,0 movetype = I physics = S sprpriority = 2 ctrl = 0 [State 182, 2] type = PlaySnd trigger1 = Time = 1 value = 2, 12 [State 195, 2] type = ChangeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;=========================================================================== [Statedef -2]; -2 State Section... ;=========================================================================== ;--------------------------------------------------------------------------- [State -2,remove] type = RemoveExplod triggerall = NumExplod(2) = 1 trigger1 = stateno!= 0 ID = 2 [State -2,remove] type = RemoveExplod triggerall = NumExplod(2) = 1 trigger1 = anim =5 ID = 2 ;Play "OWW!!" sound when hit [State -2, 1] type = PlaySnd triggerall = ((Time = 1) && (var(8) < 500) && (random < 600)) trigger1 = (stateno = 5001) && (random < 500) value = 0, 1 [State -2, 1] type = PlaySnd triggerall = ((Time = 1) && (var(8) < 500) && (random < 600)) trigger1 = (stateno = 5040) && (random < 400) value = 0, 3 [State -2, 1] type = PlaySnd triggerall = ((Time = 1) && (var(8) < 500) && (random < 600)) trigger1 = (stateno = 5050)&& (random < 400) value = 0, 4 [State -2 , 1] type = PlaySnd triggerall = stateno = 20 trigger1 = AnimElem = 3 value = 5,0 [State -2 , 1] type = PlaySnd triggerall = stateno = 20 trigger1 = AnimElem = 8 value = 5,1 [State -2 , 1] type = PlaySnd triggerall = stateno = 21 trigger1 = AnimElem = 3 value = 5,1 [State -2 , 1] type = PlaySnd triggerall = stateno = 21 trigger1 = AnimElem = 8 value = 5,0 [State -2 , 1] type = PlaySnd triggerall = stateno = 41 trigger1 = AnimElem = 1 value = 6,0 [State -2 , 1] type = PlaySnd triggerall = stateno = 42 trigger1 = AnimElem = 1 value = 6,0 [State -2 , 1] type = PlaySnd triggerall = stateno = 43 trigger1 = AnimElem = 1 value = 6,0 [State -2 , 1] type = PlaySnd triggerall = stateno = 47 trigger1 = AnimElem = 1 value = 8,0 [State -2 , 1] type = PlaySnd triggerall = stateno = 52 trigger1 = AnimElem = 1 value = 8,0 [State -2 , 1] type = PlaySnd triggerall = stateno = 100 trigger1 = AnimElem = 3 value = 5,0 [State -2 , 1] type = PlaySnd triggerall = stateno = 100 trigger1 = AnimElem = 6 value = 5,1 [State -2 , 5] type = PlaySnd triggerall = stateno = 5001 triggerall = (anim >= 5000) && (anim <= 5009) trigger1 = time = 1 value = 10,1 [State -2 , 5] type = PlaySnd triggerall = stateno = 5001 triggerall = (anim >= 5010) && (anim <= 5019) trigger1 = time = 1 value = 10,3 [State -2 , 5] type = PlaySnd triggerall = stateno = 5001 triggerall = anim >= 5020 trigger1 = time = 1 value = 10,2 [State -2 , 6] type = PlaySnd triggerall = stateno = 5010 trigger1 = time = 1 value = 10,2 [State -2 , 7] type = PlaySnd triggerall = stateno = 5020 trigger1 = time = 1 value = 10,3 [State -2 , 7] type = PlaySnd triggerall = stateno = 5050 trigger1 = time = 1 trigger1 = Life <= 1 value = 10,4 ;------------------------------ [State -3, target sign] type = Explod triggerall = NumExplod(3718) = 0 trigger1 = P2Dist y > 300 anim = 3718 id = 3718 pos = 0,-30 postype = p2 sprpriority = 4 supermove = 1 ignorehitpause = 1 ontop = 1 ownpal = 1 bindtime = -1 persistent = 1 facing = -1 [State -3,remove] type = RemoveExplod trigger1 = P2Dist y < 300 ID = 3718 [State -3,remove] type = RemoveExplod trigger1 = stateno!=130 trigger1 = stateno!=140 ;trigger3 = stateno!=150 ID = 123 [State -3,remove] type = RemoveExplod trigger1 = stateno!=131 trigger1 = stateno!=141 ;trigger3 = stateno!=151 ID = 124 [State -3,remove] type = RemoveExplod trigger1 = stateno!=132 trigger1 = stateno!=142 ;trigger3 = stateno!=152 ID = 125 ;------------------------------------------- ; Piranha Rose [Statedef 3000] type = S movetype= A physics = S velset = 0,0 poweradd = -2000 ctrl = 0 anim = 9000 [State 3333,0] type = playsnd trigger1 = time = 0 value = 3333,0 [State 6100,1] type = PlaySnd trigger1 = time =1 value = 1, 0 ownpal=1 [State 3000, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA [State 3000, PosFreeze] type = PosFreeze trigger1 = 1 value = 1 [State 3000, tunnel] type = Explod trigger1 = AnimElem = 1 anim = 70125 ID = 70125 pos = -320, 0 postype = right sprpriority = -5 supermove = 1 removetime = 260 ignorehitpause = 1 ownpal = 1 bindtime = -1 persistent = 0 [State 3000, striscie2] type = Explod trigger1 = AnimElem = 1 anim = 6519 ID = 6519 pos = -335, -2 postype = right sprpriority = -7 supermove = 1 removetime = 260 ignorehitpause = 1 ownpal = 1 bindtime = -1 persistent = 0 [State 3000, Explod] type = Explod trigger1 = AnimElem = 7 anim = 6300 postype = p1 pos = 16,-93 sprpriority = 7 supermove = 1 supermovetime = 99999 bindtime = 1 ownpal = 1 [State 3000, Explod] type = Explod trigger1 = AnimElem = 7 anim = 6400 postype = p1 pos = 16,-93 sprpriority = -1 supermove = -1 supermovetime = 99999 bindtime = 1 ownpal = 1 [State 3000, Explod] type = Explod trigger1 = AnimElem = 7 anim = 6401 postype = p1 pos = 34,-120 sprpriority = -1 supermove = 1 supermovetime = 99999 bindtime = 1 ownpal = 1 [State 3000, EnvColor] type = EnvColor trigger1 = AnimElem = 7 value = 255,255,255 under = 1 time = 5 [State 3000, EnvColor] type = EnvColor trigger1 = AnimElem = 7,6 value = 0,0,0 under = 1 time = 28 [State 3000, EnvColor] type = EnvColor trigger1 = AnimElem = 12,>=2 value = 0,0,0 under = 1 time = 2 [State 3000, Explod] type = Explod trigger1 = AnimElem = 14 anim = 6002 postype = p1 pos = 0,0 sprpriority = -1 bindtime = 1 ownpal = 1 [State 3000, Explod] type = Explod trigger1 = AnimElem = 12,=4 anim = 3020 postype = p1 pos = 0,0 sprpriority = 2 removetime = 135 bindtime = -1 ownpal = 1 [State 3000, Explod] type = Explod trigger1 = AnimElem = 18,=2 anim = 3021 postype = p1 pos = 0,0 sprpriority = 1 removetime = 135 bindtime = -1 ownpal = 1 [State 3000, Explod] type = Explod trigger1 = AnimElem = 7,=4 anim = 3022 postype = p1 pos = 0,0 sprpriority = 2 removetime = 135 bindtime = -1 ownpal = 1 [State 3000, Explod] type = Explod trigger1 = AnimElem = 10,=4 anim = 3023 postype = p1 pos = 0,0 sprpriority = -2 removetime = 135 bindtime = -1 ownpal = 1 [State 3000, Explod] type = Explod trigger1 = AnimElem = 18,=4 anim = 3024 postype = p1 pos = 0,0 sprpriority = -1 removetime = 135 bindtime = -1 ownpal = 1 [State 3000, Explod] type = Explod trigger1 = AnimElem = 16,=4 anim = 3025 postype = p1 pos = 0,0 sprpriority = 0 removetime = 135 bindtime = -1 ownpal = 1 [State 3000, Explod] type = Explod trigger1 = AnimElem = 6,=4 anim = 3026 postype = p1 pos = 0,0 sprpriority = 1 removetime = 135 bindtime = -1 ownpal = 1 [State 3000, Explod] type = Explod trigger1 = AnimElem = 12,=4 anim = 3027 postype = p1 pos = 0,0 sprpriority = -1 removetime = 135 bindtime = -1 ownpal = 1 [State 3000, Explod] type = Explod trigger1 = AnimElem = 8,=4 anim = 3028 postype = p1 pos = 0,0 sprpriority = 0 removetime = 135 bindtime = -1 ownpal = 1 [State 3000, Explod] type = Explod trigger1 = AnimElem = 4,=4 anim = 3029 postype = p1 pos = 0,0 sprpriority = 2 removetime = 135 bindtime = -1 ownpal = 1 [State 3000, HitDef] type = HitDef trigger1 = AnimElem = 15 attr = S, HA id = 3000 damage = 100,17 givepower = 12 animtype = up guardflag = MA hitflag = MAF priority = 6 pausetime = 0, 13 sparkno = -1 sparkxy = 0,-80 hitsound = s40,4 guardsound = s30,1 ground.type = High ground.slidetime = 20 ground.hittime = 20 ground.velocity = -4.6,-9.4 air.velocity = -4.6,-9.4 guard.slidetime = 22 guard.hittime = 32 guard.ctrltime = 34 guard.velocity = 0 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 fall = 1 fall.recover = 0 [State 3000, HitDef] type = HitDef trigger1 = AnimElem = 20 attr = S, HA id = 3001 damage = 50,12 givepower = 12 animtype = up guardflag = MA hitflag = MAF priority = 6 pausetime = 0, 13 sparkno = -1 sparkxy = 0,-80 hitsound = s40,4 guardsound = s30,1 ground.type = High ground.slidetime = 20 ground.hittime = 20 ground.velocity = -4.6,-9.4 air.velocity = -4.6,-9.4 guard.slidetime = 22 guard.hittime = 32 guard.ctrltime = 34 guard.velocity = 0 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 fall = 1 fall.recover = 0 [State 3000, HitDef] type = HitDef trigger1 = AnimElem = 25 attr = S, HA id = 3002 damage = 40,14 givepower = 12 animtype = up guardflag = MA hitflag = MAF priority = 6 pausetime = 0, 13 sparkno = -1 sparkxy = 0,-80 hitsound = s40,4 guardsound = s30,1 ground.type = High ground.slidetime = 20 ground.hittime = 20 ground.velocity = -4.6,-9.4 air.velocity = -4.6,-9.4 guard.slidetime = 22 guard.hittime = 32 guard.ctrltime = 34 guard.velocity = 0 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 fall = 1 fall.recover = 0 [State 3000, HitDef] type = HitDef trigger1 = AnimElem = 30 trigger2 = AnimElem = 35 trigger3 = AnimElem = 40 trigger4 = AnimElem = 45 trigger5 = AnimElem = 50 attr = S, HA id = 3003 damage = 30,13 givepower = 12 animtype = up guardflag = MA hitflag = MAF priority = 6 pausetime = 0, 13 sparkno = -1 sparkxy = 0,-80 hitsound = s40,4 guardsound = s30,1 ground.type = High ground.slidetime = 20 ground.hittime = 20 ground.velocity = -4.6,-9.4 air.velocity = -4.6,-9.4 guard.slidetime = 22 guard.hittime = 32 guard.ctrltime = 34 guard.velocity = 0 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 fall = 1 fall.recover = 0 [State 3000, Explod] type = Explod triggerall = MoveHit trigger1 = NumTarget(3000) >= 1 && AnimElem = 16 trigger2 = NumTarget(3001) >= 1 && AnimElem = 21 trigger3 = NumTarget(3002) >= 1 && AnimElem = 26 trigger4 = NumTarget(3003) >= 1 && AnimElem = 31 trigger5 = NumTarget(3003) >= 1 && AnimElem = 36 trigger6 = NumTarget(3003) >= 1 && AnimElem = 41 trigger7 = NumTarget(3003) >= 1 && AnimElem = 46 trigger8 = NumTarget(3003) >= 1 && AnimElem = 51 anim = 6102 id = 6102 postype = P2 pos = -15,-80 facing = -1 sprpriority = 4 ignorehitpause = 1 bindtime = 1 ownpal = 1 [State 3000, Pause] type = Pause trigger1 = var(6) = 0 && MoveHit trigger1 = (GameTime%2) =1 time = 1 movetime = 0 [State 3000, Pause] type = Pause trigger1 = var(6) = 1 && MoveHit trigger1 = (GameTime%3) =1 time = 1 movetime = 0 [State 3000, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 3001 ctrl = 0 [Statedef 3001] type = S movetype= I physics = S velset = 0,0 ctrl = 0 anim = 3001 [State 3001, NotHitBy] type = NotHitBy trigger1 = AnimElem = 1,>=0 && AnimElem = 7,<0 value = SCA [State 3001, EnvColor] type = EnvColor trigger1 = AnimElem = 4,<=1 value = 0,0,0 under = 1 time = 2 [State 3001, RemoveExplod] type = RemoveExplod trigger1 = AnimElem = 1,=4 ID = 3000 [State 3000, Pause] type = Pause trigger1 = var(6) = 0 && MoveHit trigger1 = AnimElem = 1,>=0 && AnimElem = 3,<0 trigger1 = (GameTime%2) =1 time = 1 movetime = 0 [State 3000, Pause] type = Pause trigger1 = var(6) = 1 && MoveHit trigger1 = AnimElem = 1,>=0 && AnimElem = 3,<0 trigger1 = (GameTime%3) =1 time = 1 movetime = 0 [State 3001, Explod] type = Explod trigger1 = AnimElem = 1,=4 anim = 3011 postype = p1 pos = 0,-80 sprpriority = -4 bindtime = -1 ownpal = 1 [State 3001, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;----------------------------- ;-- Rosas Negras -- [Statedef 6100] type = S movetype= A physics = S velset = 0,0 poweradd = -3000 ctrl = 0 anim = 6100 ownpal=1 [State 6100,1] type = PlaySnd trigger1 = time =1 value = 3000,1 ownpal=1 [State 6100,1] type = PlaySnd trigger1 = time =1 value = 1, 0 ownpal=1 [State 6100, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA ownpal=1 [State 6100, PosFreeze] type = PosFreeze trigger1 = 1 value = 1 ownpal=1 [State 6100, tunnel] type = Explod trigger1 = AnimElem = 1 anim = 70015 ID = 70015 pos = -320, 0 postype = right sprpriority = -5 supermove = 1 removetime = 260 ignorehitpause = 1 ownpal = 1 bindtime = -1 persistent = 0 [State 6100, striscie2] type = Explod trigger1 = AnimElem = 1 anim = 6001 ID = 6001 pos = -335, -2 postype = right sprpriority = -7 supermove = 1 removetime = 260 ignorehitpause = 1 ownpal = 1 bindtime = -1 persistent = 0 ownpal = 1 [State 6100, Explod] type = Explod trigger1 = AnimElem = 7 anim = 6800 postype = p1 pos = 16,-93 sprpriority = 7 supermove = 1 supermovetime = 99999 bindtime = 1 ownpal = 1 [State 6100, Explod] type = Explod trigger1 = AnimElem = 7 anim = 6400 postype = p1 pos = 16,-93 sprpriority = -1 supermove = -1 supermovetime = 99999 bindtime = 1 ownpal = 1 [State 6100, Explod] type = Explod trigger1 = AnimElem = 7 anim = 6401 postype = p1 pos = 34,-120 sprpriority = -1 supermove = 1 supermovetime = 99999 bindtime = 1 ownpal = 1 [State 6100, EnvColor] type = EnvColor trigger1 = AnimElem = 7 value = 255,255,255 under = 1 time = 5 ownpal=1 [State 6100, EnvColor] type = EnvColor trigger1 = AnimElem = 7,6 value = 0,0,0 under = 1 time = 28 ownpal=1 [State 6100, EnvColor] type = EnvColor trigger1 = AnimElem = 12,>=2 value = 0,0,0 under = 1 time = 2 ownpal=1 [State 6100, Explod] type = Explod trigger1 = AnimElem = 14 anim = 6002 postype = p1 pos = 0,0 sprpriority = -1 bindtime = 1 ownpal = 1 [State 6100, Explod] type = Explod trigger1 = AnimElem = 12,=4 anim = 4120 postype = p1 pos = 0,0 sprpriority = 2 removetime = 135 bindtime = -1 ownpal = 1 [State 6100, Explod] type = Explod trigger1 = AnimElem = 18,=2 anim = 4121 postype = p1 pos = 0,0 sprpriority = 1 removetime = 135 bindtime = -1 ownpal = 1 [State 6100, Explod] type = Explod trigger1 = AnimElem = 7,=4 anim = 4122 postype = p1 pos = 0,0 sprpriority = 2 removetime = 135 bindtime = -1 ownpal = 1 [State 6100, Explod] type = Explod trigger1 = AnimElem = 10,=4 anim = 4123 postype = p1 pos = 0,0 sprpriority = -2 removetime = 135 bindtime = -1 ownpal = 1 [State 6100, Explod] type = Explod trigger1 = AnimElem = 18,=4 anim = 4124 postype = p1 pos = 0,0 sprpriority = -1 removetime = 135 bindtime = -1 ownpal = 1 [State 6100, Explod] type = Explod trigger1 = AnimElem = 16,=4 anim = 4125 postype = p1 pos = 0,0 sprpriority = 0 removetime = 135 bindtime = -1 ownpal = 1 [State 6100, Explod] type = Explod trigger1 = AnimElem = 6,=4 anim = 4126 postype = p1 pos = 0,0 sprpriority = 1 removetime = 135 bindtime = -1 ownpal = 1 [State 6100, Explod] type = Explod trigger1 = AnimElem = 12,=4 anim = 4127 postype = p1 pos = 0,0 sprpriority = -1 removetime = 135 bindtime = -1 ownpal = 1 [State 6100, Explod] type = Explod trigger1 = AnimElem = 8,=4 anim = 4128 postype = p1 pos = 0,0 sprpriority = 0 removetime = 135 bindtime = -1 ownpal = 1 [State 6100, Explod] type = Explod trigger1 = AnimElem = 4,=4 anim = 4129 postype = p1 pos = 0,0 sprpriority = 2 removetime = 135 bindtime = -1 ownpal = 1 [State 6100, HitDef] type = HitDef trigger1 = AnimElem = 15 attr = S, HA id = 6100 damage = 170,28 givepower = 12 animtype = up guardflag = MA hitflag = MAF priority = 6 pausetime = 0, 13 sparkno = -1 sparkxy = 0,-80 hitsound = s240,0 guardsound = s200,1 ground.type = High ground.slidetime = 20 ground.hittime = 20 ground.velocity = -4.6,-9.4 air.velocity = -4.6,-9.4 guard.slidetime = 22 guard.hittime = 32 guard.ctrltime = 34 guard.velocity = 0 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 fall = 1 fall.recover = 0 ownpal=1 [State 6100, HitDef] type = HitDef trigger1 = AnimElem = 20 attr = S, HA id = 3101 damage = 90,18 givepower = 12 animtype = up guardflag = MA hitflag = MAF priority = 6 pausetime = 0, 13 sparkno = -1 sparkxy = 0,-80 hitsound = s40,4 guardsound =s240 ground.type = High ground.slidetime = 20 ground.hittime = 20 ground.velocity = -4.6,-9.4 air.velocity = -4.6,-9.4 guard.slidetime = 22 guard.hittime = 32 guard.ctrltime = 34 guard.velocity = 0 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 fall = 1 fall.recover = 0 ownpal=1 [State 6100, HitDef] type = HitDef trigger1 = AnimElem = 25 attr = S, HA id = 3002 damage = 70,18 givepower = 12 animtype = up guardflag = MA hitflag = MAF priority = 6 pausetime = 0, 13 sparkno = -1 sparkxy = 0,-80 hitsound = s240 guardsound = s201,1 ground.type = High ground.slidetime = 20 ground.hittime = 20 ground.velocity = -4.6,-9.4 air.velocity = -4.6,-9.4 guard.slidetime = 22 guard.hittime = 32 guard.ctrltime = 34 guard.velocity = 0 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 fall = 1 fall.recover = 0 ownpal=1 [State 6100, HitDef] type = HitDef trigger1 = AnimElem = 30 trigger2 = AnimElem = 35 trigger3 = AnimElem = 40 trigger4 = AnimElem = 45 trigger5 = AnimElem = 50 attr = S, HA id = 3003 damage = 60,16 givepower = 12 animtype = up guardflag = MA hitflag = MAF priority = 6 pausetime = 0, 13 sparkno = -1 sparkxy = 0,-80 hitsound = s240 guardsound = s201,1 ground.type = High ground.slidetime = 20 ground.hittime = 20 ground.velocity = -4.6,-9.4 air.velocity = -4.6,-9.4 guard.slidetime = 22 guard.hittime = 32 guard.ctrltime = 34 guard.velocity = 0 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 fall = 1 fall.recover = 0 ownpal=1 [State 6100, Explod] type = Explod triggerall = MoveHit trigger1 = NumTarget(3000) >= 1 && AnimElem = 16 trigger2 = NumTarget(3001) >= 1 && AnimElem = 21 trigger3 = NumTarget(3002) >= 1 && AnimElem = 26 trigger4 = NumTarget(3003) >= 1 && AnimElem = 31 trigger5 = NumTarget(3003) >= 1 && AnimElem = 36 trigger6 = NumTarget(3003) >= 1 && AnimElem = 41 trigger7 = NumTarget(3003) >= 1 && AnimElem = 46 trigger8 = NumTarget(3003) >= 1 && AnimElem = 51 anim = 6902 id = 6902 postype = P2 pos = -15,-80 facing = -1 sprpriority = 4 ignorehitpause = 1 bindtime = 1 ownpal = 1 [State 6100, Pause] type = Pause trigger1 = var(6) = 0 && MoveHit trigger1 = (GameTime%2) =1 time = 1 movetime = 0 ownpal=1 [State 6100, Pause] type = Pause trigger1 = var(6) = 1 && MoveHit trigger1 = (GameTime%3) =1 time = 1 movetime = 0 ownpal=1 [State 6100, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 3101 ctrl = 0 ownpal=1 [Statedef 3101] type = S movetype= I physics = S velset = 0,0 ctrl = 0 anim = 3001 ownpal=1 [State 3101, NotHitBy] type = NotHitBy trigger1 = AnimElem = 1,>=0 && AnimElem = 7,<0 value = SCA ownpal=1 [State 3101, EnvColor] type = EnvColor trigger1 = AnimElem = 4,<=1 value = 0,0,0 under = 1 time = 2 ownpal=1 [State 3101, RemoveExplod] type = RemoveExplod trigger1 = AnimElem = 1,=4 ID = 6100 ownpal=1 [State 6100, Pause] type = Pause trigger1 = var(6) = 0 && MoveHit trigger1 = AnimElem = 1,>=0 && AnimElem = 3,<0 trigger1 = (GameTime%2) =1 time = 1 movetime = 0 ownpal=1 [State 6100, Pause] type = Pause trigger1 = var(6) = 1 && MoveHit trigger1 = AnimElem = 1,>=0 && AnimElem = 3,<0 trigger1 = (GameTime%3) =1 time = 1 movetime = 0 ownpal=1 [State 3101, Explod] type = Explod trigger1 = AnimElem = 1,=4 anim = 3011 postype = p1 pos = 0,-80 sprpriority = -4 bindtime = -1 ownpal = 1 [State 3101, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ownpal=1 ;---------------------- ;Triple Combo [Statedef 6000] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 4000 ctrl = 0 sprpriority = 2 [State 3000, Width] type = Width trigger1 = AnimElem = 2, >= 0 value = 15,0 [State 6000, tunnel] type = Explod trigger1 = AnimElem = 1 anim
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