;--------------------------------------------------------------------------- [statedef 24640] movetype = I ctrl = 1 [State 24640] type = lifeadd triggerall = name = "Spongebob the Sponge" triggerall = palno != 12 trigger1 = life < lifemax/4 value = lifemax/4 kill = 0 ignorehitpause = 1 [State 24640] type = lifeadd triggerall = name = "Spongebob the Sponge" trigger1 = palno = 12 value = lifemax kill = 0 ignorehitpause = 1 [state 24640] type = destroyself trigger1 = ishelper ignorehitpause = 1 [State 24640] type = poweradd trigger1 = name = "Spongebob the Sponge" value = 1000 ignorehitpause = 1 [state 24640] type = varset trigger1 = 1 sysfvar(2) = gametime [State 24640] type = NotHitBy trigger1 = !ishelper trigger1 = time = 0 value = SCA,AA,AT,AP time = 120 [state 24640] type = selfstate triggerall = !ishelper && palno !=12 trigger1 = time >= 0 trigger1 = pos Y >= 0 value = 0 ctrl = 1 [state 24640] type = selfstate triggerall = !ishelper && palno != 12 trigger1 = time >= 0 trigger1 = alive trigger1 = pos Y < 0 value = 50 ctrl = 1 [state 24640] type = selfstate triggerall = !ishelper && palno = 12 trigger1 = time >= 0 trigger1 = pos Y >= 0 value = 155 ctrl = 1 [state 24640] type = selfstate triggerall = !ishelper && palno = 12 trigger1 = time >= 0 trigger1 = alive trigger1 = pos Y < 0 value = 151 ctrl = 1 ;------------------------------------------------------------------------------- [Statedef 1010101] type = U movetype = U physics = N ctrl = 0 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, 凍結解除] type = Null trigger1 = 1 [State 1010101, ステート変更] type = Changestate trigger1 = 1 value = 120 ignorehitpause = 1 ;--------------------------------------------------------------------------- ; RUN_FWD [Statedef 100] type = S physics = N anim = 100 sprpriority = 1 velset = 7, 0 [State 100, 1] ;Prevent run from canceling into walk type = AssertSpecial trigger1 = 1 flag = NoWalk [State 100, 2] ;Prevent from turning type = AssertSpecial trigger1 = 1 flag = NoAutoTurn [State 100, 3] type = PlaySnd trigger1 = time = 3 value = 1100,1 channel = 0 [State 100, 4] type = PlaySnd trigger1 = time = 19 value = 8100,0 [State 100, 5] type = PlaySnd trigger1 = AnimElem = 7 value = 2, 4 [State 100, 6] type = Explod trigger1 = time < 15 trigger1 = (time % 4) = 1 ID = 41 anim = 2222 postype = p1 pos = -20, -40 bindtime = 1 removetime = -2 vel = -1, 0 ownpal = 1 random = 20, 60 sprpriority = 2 [State 100, 7] type = Explod trigger1 = time < 15 trigger1 = (time % 4) = 0 ID = 42 anim = 2222 postype = p1 pos = -20, -40 bindtime = 1 removetime = -2 vel = -.8, 0 ownpal = 1 random = 20, 60 sprpriority = 2 [State 100, dash dust] type = Explod trigger1 = Time = 7 anim = 2223 ID = 2223 pos = 0,6 scale = 1,0.5 sprpriority = 8 ownpal = 1 ignorehitpause = 1 [State 100, 8] type = VelAdd triggerall = palno = 12 trigger1 = time != 15 x = 2 [State 100, 8] type = VelAdd triggerall = Vel X > 0 trigger1 = time > 15 x = -.3 [State 100, 9] type = Explod trigger1 = time = [16,35] trigger1 = (time % 4) = 0 ID = 43 anim = 6000 postype = p1 pos = 10, 0 bindtime = 1 removetime = -2 vel = -.2, 0 ownpal = 1 sprpriority = 2 [State 1000, Fim] type = ChangeState trigger1 = AnimTime = 0 value = ifelse (pos Y <0,50,0) ctrl = 1 ;--------------------------------------------------------------------------------------------- ;RUN_BACK [Statedef 105] type = A physics = A ctrl = 0 anim = 105 sprpriority = 1 [State 105, VelSet] type = VelSet trigger1 = Time = 2 x = -10 y = const(velocity.run.back.y) [State 105, Flash] type = Explod trigger1 = time > 4 && (time%4) = 1 ID = 8500 anim = 2222 postype = P1 pos = 10,-51 bindtime = 1 vel = -2.2 ownpal = 1 random = 18,48 removetime = -2 sprpriority = 2 [State 105, Flash] type = Explod trigger1 = time > 4 && (time % 4) = 0 ID = 8501 anim = 2222 postype = p1 pos = 10,-49 bindtime = 1 vel = -2 ownpal = 1 random = 18,48 removetime = -2 sprpriority = 2 [State 100, dash dust] type = Explod trigger1 = Time = 7 anim = 2224 ID = 2224 pos = 0,19 scale = 1,0.5 sprpriority = 8 ownpal = 1 ignorehitpause = 1 [State 105, ChangeState] type = ChangeState trigger1 = Time > 15 trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 52 ;--------------------------------------------------------------------------------------------- ;lost Pose [Statedef 170] type = S ctrl = 0 anim = 175 velset = 0,0 [State 170, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 100, 5] type = PlaySnd trigger1 = AnimElem = 1 value = 170,0 [State 181, 1] ;Assert this until you want "round 1, fight" to begin type = AssertSpecial trigger1 = time < 200 flag = roundnotover ;--------------------------------------------------------------------------------------------- ;lost Pose [Statedef 175] type = S ctrl = 0 anim = 170 velset = 0,0 [State 100, 5] type = PlaySnd trigger1 = AnimElem = 1 value = 11,4 [State 170, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;--------------------------------------------------------------------------------------------- ;Win Poses [Statedef 180] type = S [State 180, 1] type = VarRandom trigger1 = Time = 0 v = 1 range = 0,500 [State 180, 2] type = ChangeState trigger1 = Var(1) = [0,100] value = 181 [State 180, 3] type = ChangeState trigger1 = Var(1) = [101,200] value = 182 [State 180, 4] type = ChangeState trigger1 = Var(1) = [201,300] value = 183 [State 180, 4] type = ChangeState trigger1 = Var(1) = [301,350] value = 184 [State 180, 4] type = ChangeState trigger1 = Var(1) = [351,400] value = 185 [State 180, 5] type = ChangeState trigger1 = Var(1) = [451,500] value = 186 ;--------------------------------------------------------------------------------------------- ;Win Pose 1 - Adult Transformation [Statedef 181] type = S movetype = I physics = S ctrl = 0 anim = 181 velset = 0,0 [State 0, PlaySnd] type = PlaySnd trigger1 = !time value = S1,5 ;--------------------------------------------------------------------------------------------- ;Win Pose 2 [Statedef 182] type = S movetype = I physics = N ctrl = 0 anim = 182 velset = 0,0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = S1,1 time = 40 ;--------------------------------------------------------------------------------------------- ;Win Pose 3 - [Statedef 183] type = S movetype = I physics = S ctrl = 0 anim = 183 velset = 0,0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = S1,1 time = 40 ;--------------------------------------------------------------------------------------------- ;Win Pose 4 - [Statedef 184] type = S movetype = I physics = S ctrl = 0 anim = 184 velset = 0,0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = S0,1 time = 80 [State 181, 1] ;Assert this until you want "round 1, fight" to begin type = AssertSpecial trigger1 = time < 180 flag = roundnotover ;--------------------------------------------------------------------------------------------- ;Win Pose 5 - [Statedef 185] type = S movetype = I physics = S ctrl = 0 anim = 185 velset = 0,0 [State 521, VelSet] type = VelSet trigger1 = AnimElem = 5 trigger2 = AnimElem = 6 x = 5 y = -5 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = S1,6 time = 40 ;--------------------------------------------------------------------------------------------- ;Win Pose 6 - [Statedef 186] type = S movetype = I physics = S ctrl = 0 anim = 186 velset = 0,0 [State 0, PlaySnd] type = PlaySnd trigger1 = !time value = S444,2 ;--------------------------------------------------------------------------------------------- ;Introductions [Statedef 190] type = S [State 190, 1] type = VarRandom trigger1 = Time = 0 v = 1 range = 0,800 [State 190, 2] type = ChangeState triggerall = p2name != "Spongebob the Sponge" || p3name != "Spongebob the Sponge" || p4name != "Spongebob the Sponge" triggerall = enemy,name != "Spongebob the Sponge" triggerall = enemy,name != "Colonel" && enemy,authorname != "peg+DarkDonald1/FantasyBladeHeaven/ABSOLUTE-Y-AXIS" trigger1 = Var(1) = [0,200] value = 1900 [State 190, 3] type = ChangeState triggerall = p2name != "Spongebob the Sponge" || p3name != "Spongebob the Sponge" || p4name != "Spongebob the Sponge" triggerall = enemy,name != "Spongebob the Sponge" triggerall = enemy,name != "Colonel" && enemy,authorname != "peg+DarkDonald1/FantasyBladeHeaven/ABSOLUTE-Y-AXIS" trigger1 = Var(1) = [201,300] value = 191 [State 190, 3] type = ChangeState triggerall = p2name != "Spongebob the Sponge" || p3name != "Spongebob the Sponge" || p4name != "Spongebob the Sponge" triggerall = enemy,name != "Spongebob the Sponge" triggerall = enemy,name != "Colonel" && enemy,authorname != "peg+DarkDonald1/FantasyBladeHeaven/ABSOLUTE-Y-AXIS" trigger1 = Var(1) = [301,400] value = 194 [State 190, 3] type = ChangeState triggerall = p2name != "Spongebob the Sponge" || p3name != "Spongebob the Sponge" || p4name != "Spongebob the Sponge" triggerall = enemy,name != "Spongebob the Sponge" triggerall = enemy,name != "Colonel" && enemy,authorname != "peg+DarkDonald1/FantasyBladeHeaven/ABSOLUTE-Y-AXIS" trigger1 = Var(1) = [401,500] value = 196 [State 190, 3] type = ChangeState triggerall = p2name != "Spongebob the Sponge" || p3name != "Spongebob the Sponge" || p4name != "Spongebob the Sponge" triggerall = enemy,name != "Spongebob the Sponge" triggerall = enemy,name != "Colonel" && enemy,authorname != "peg+DarkDonald1/FantasyBladeHeaven/ABSOLUTE-Y-AXIS" trigger1 = Var(1) = [501,600] value = 197 [State 190, 3] type = ChangeState triggerall = p2name != "Spongebob the Sponge" || p3name != "Spongebob the Sponge" || p4name != "Spongebob the Sponge" triggerall = enemy,name != "Spongebob the Sponge" triggerall = enemy,name != "Colonel" && enemy,authorname != "peg+DarkDonald1/FantasyBladeHeaven/ABSOLUTE-Y-AXIS" trigger1 = Var(1) = [601,700] value = 198 [State 190, 3] type = ChangeState triggerall = p2name != "Spongebob the Sponge" || p3name != "Spongebob the Sponge" || p4name != "Spongebob the Sponge" triggerall = enemy,name != "Spongebob the Sponge" triggerall = enemy,name != "Colonel" && enemy,authorname != "peg+DarkDonald1/FantasyBladeHeaven/ABSOLUTE-Y-AXIS" trigger1 = Var(1) = [701,800] value = 199 [State 190, 3] type = ChangeState trigger1 = p2name = "Spongebob the Sponge" || p3name = "Spongebob the Sponge" || p4name = "Spongebob the Sponge" trigger2 = enemy,name = "Spongebob the Sponge" value = 191111 [State -3,] type = Varset trigger1 = (EnemyNear,Name = "Colonel") v = 6 value = 1 [State 191] type = ChangeState value = 0 trigger1 = (EnemyNear,Name = "Colonel") ;--------------------------------------------------------------------------------------------- ;Intro1 [Statedef 1900] type = S movetype = I physics = N ctrl = 0 anim = 191 velset = 0,0 spriority = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = S20,0 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = Intro [State 190, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 193 ;--------------------------------------------------------------------------------------------- ;Intro2 [Statedef 191] type = S movetype = I physics = N ctrl = 0 anim = 192 velset = 0,0 spriority = 0 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = Intro [State 0, Helper] type = Helper trigger1 = !time helpertype = normal name = "Spongebob" ID = 19206 stateno = 19206 pos = -50,0 postype = p1 facing = 1 keyctrl = 0 ownpal = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = S54,17 [State 190, ChangeState] type = ChangeState trigger1 = !AnimTime value = 193 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 4 value = S19200,0 ;Intro3 [Statedef 19205] type = S movetype = I physics = N ctrl = 0 anim = 19205 velset = -1,0 spriority = 0 [State 0, DestroySelf] type = DestroySelf trigger1 = RootDist X = 0 ;----------------------------------------------- ;Intro3 - Spongebob [Statedef 19206] type = S movetype = I physics = N ctrl = 0 anim = 19205 velset = 1,0 spriority = 0 [State 0, DestroySelf] type = DestroySelf trigger1 = RootDist X = 0 ;--------------------------------------------------------------------------- ;SpongeX say :you are Fool [Statedef 194] type = S anim = 194 ctrl = 0 velset = 0,0 [State 0, PlaySnd] type = PlaySnd trigger1 = time = 0 value = S192000,0 channel = 1 [State 0, Explod] type = Explod trigger1 = animelem = 5 anim = 8200 ID = 8200 pos = 60, -76 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermovetime = 0 pausemovetime = 0 scale = 1,1 sprpriority = 6 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 5 value = 192000,1 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 5 value = S8000,5 [State 0, Explod] type = Explod trigger1 = animelem = 1 anim = 11111 ID = 11111 pos = 60,0 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermovetime = 0 pausemovetime = 0 scale = 1,1 sprpriority = 6 ontop = 0 shadow = -1,0, 0 ownpal = 0 removeongethit = 0 [State 0, ModifyExplod] type = ModifyExplod trigger1 = animelem = 5 ID = 11111 anim = 11111 pos = 70,0 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 30,0 accel = 0,0 random = 0,0 supermovetime = 0 pausemovetime = 0 scale = 1,1 sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = ;supermove = 0 ;pausemove = 0 [State 190, 1] ;Freeze animation until PreIntro is over type = ChangeAnim trigger1 = RoundState = 0 value = 194 [State 190, 2] ;Assert this until you want "round 1, fight" to begin type = AssertSpecial trigger1 = 1 flag = Intro [State 190, 4] ;Change to stand state type = ChangeState trigger1 = AnimTime = 0 value = 193 ;--------------------------------------------------------------------------- [Statedef 193]; Move around before match type = S physics =S sprpriority = 0 [State 0] type = varset trigger1 = time = 1 var(50) = 0 [State 0] type = posset trigger1 = 1 y = 0 [State 0] type = VelSet trigger1 = Time = 0 y = 0 [State 20, 1] type = VelSet trigger1 = command = "holdfwd" x = 3 [State 20, 2] type = VelSet trigger1 = command = "holdback" x = -3 [State 2] type = ChangeAnim trigger1 = command = "holdfwd" trigger1 = Anim != 20 value = 20 [State 2] type = ChangeAnim trigger1 = command = "holdback" trigger1 = Anim != 21 value = 21 [State 2] type = ChangeAnim trigger1 = command != "holdback" trigger1 = command != "holdfwd" trigger1 = Anim != 0 value = 0 [State 20, 2] type = VelSet trigger1 = command != "holdback" trigger1 = command != "holdfwd" x = 0 [State var] type = VarSet trigger1 = roundstate != 2 var(9) = floor(pos x) [State F] type = posset trigger1 = roundstate = 2 trigger1 = var(9) != 0 x = var(9) [State F] type = varset trigger1 = roundstate = 2 var(9) = 0 [State F] type = changestate trigger1 = ctrl value = ifelse((command = "holdfwd") || (command ="holdback"),20,0) ;--------------------------------------------------------------------------------------------- ;Intro4 [Statedef 196] type = S movetype = I physics = N ctrl = 0 anim = 196 velset = 0,0 spriority = 0 [State 0, Explod] type = Explod trigger1 = animelem = 1 anim = 1966 ID = 1966 pos = 0,0 postype = p1 ;p2,front,back,left,right [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = S0,2 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = S0,3 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = Intro [State 190, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 193 ;--------------------------------------------------------------------------------------------- ;Intro5 [Statedef 197] type = S movetype = I physics = N ctrl = 0 anim = 197 velset = 0,0 spriority = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = S0,4 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 39 value = S11,4 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = Intro [State 190, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 193 ;--------------------------------------------------------------------------------------------- ;Intro5 [Statedef 198] type = S movetype = I physics = N ctrl = 0 anim = 198 velset = 0,0 spriority = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = S2,0 [State 0, Explod] type = Explod trigger1 = animelem = 1 anim = 1988 ID = 1988 pos = 0,0 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermovetime = 0 pausemovetime = 0 scale = 1,1 sprpriority = 6 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = Intro [State 190, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 193 ;------------------------------------------------------------------------------- ;Normal Intro [Statedef 199] type = A movetype = I physics = N ctrl = 0 anim = 199 velset = 0,-4.1 ;[State 3040, 7] ;type = BGPalfx ;trigger1 =time<= 30 ;time = 1 ;add = (256-(time)*256/30)*(-1), (256-(time)*256/30)*(-1), (256-(time)*256/30)*(-1) ;under = 2 [State 192, 特殊効果] ;「ROUND1, FIGHT!」のアナウンスが始まるまでは、このコントローラを使ってください type = AssertSpecial trigger1 = 1 flag = Intro ;イントロの状態になります [State 192, 音を鳴らす] type = PlaySnd trigger1 = Time = 50 value = 444, 2 [State 192, 速度加算] ;重力 type = VelAdd trigger1 = Time >= 50 y = .45 [State 192, 3] type = ScreenBound trigger1 = 1 value = 0 [State 192] type = ChangeState trigger1 = Time >= 90 value = 1999 [Statedef 1999] type = A movetype = I physics = N ctrl = 0 anim = 1999 [State 192, 特殊効果] ;「ROUND1, FIGHT!」のアナウンスが始まるまでは、このコントローラを使ってください type = AssertSpecial trigger1 = 1 flag = Intro ;イントロの状態になります [State 192, 速度加算] ;重力 type = posset trigger1 = 1 y = 0 [State 192] type = ChangeState trigger1 = animtime = 0 value =0 ;--------------------------------------------------------------------------- ; Special Intro [Statedef 191111] type = S ctrl = 0 anim = 19999 velset =0,0 [State 191, 1] ;Freeze animation until PreIntro is over type = Changeanim trigger1 = RoundState = 0 value = 19999 [State 191, 1] type = PlaySnd trigger1 = Time = 1 value = 80000, 0 [State 191, 1] type = PlaySnd trigger1 = Time = 990 value = 444, 2 [State 191, 2] ;Assert this until you want "round 1, fight" to begin type = AssertSpecial trigger1 = 1 flag = Intro flag2 = nomusic [State 191, 3] ;Change to stand state when done type = ChangeState trigger1 = AnimTime = 0 value = 193 ;--------------------------------------------------------------------------------------------- ;Taunt [Statedef 195] type = A movetype = I physics = N ctrl = 0 anim = 195 poweradd = 35 velset = 0,0 sprpriority = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = !time value = S195,0 [State 195, VarSet] type = VarRandom trigger1 = time =0 v = 28 range = 6,8 [State 195, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;Basic Attacks ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;Standing Light Punch [Statedef 200] type = S movetype= A physics = S juggle = 4 ctrl = 0 anim = 200 poweradd = 15 sprpriority = 2 [State 0, Explod] type = Explod trigger1 = animelem = 1 anim = 201 ID = 201 pos = -16,11 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermovetime = 0 pausemovetime = 0 scale = 1,1 sprpriority = 6 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 [State 200, VelMul, corrida] type = VelMul trigger1 = Time = 0 trigger1 = PrevStateNo = 100 x = .8 [State 200, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 8400,0 [State 0, PlaySnd] type = PlaySnd trigger1 = !time && random >500 value = S1,0 [State 200, HitDef] type = HitDef triggerall = var(24)=0 trigger1 = time=0 attr = S, NA ;Attribute: Standing, Normal Attack damage = 23, 0 ;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 pausetime = 8, 8 ;Time attacker pauses, time opponent shakes sparkno = s8200 sparkxy = -10, -60 guard.sparkno = s6767 hitsound = S8000,0 guardsound = S8500,0 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 200, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Standing Medium Punch [Statedef 210] type = S movetype= A physics = S juggle = 4 ctrl = 0 anim = 210 poweradd = 35 sprpriority = 2 [State 0, Explod] type = Explod trigger1 = animelem = 1 anim = 211 ID = 211 pos = -5,11 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermovetime = 0 pausemovetime = 0 scale = 1,1 sprpriority = 6 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 [State 210, VelMul] type = VelMul trigger1 = Time = 0 trigger1 = PrevStateNo = 100 x = .8 [State 210, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 8400,1 [State 0, PlaySnd] type = PlaySnd trigger1 = !time && random >500 value = S0,112 [State 210, HitDef] type = HitDef triggerall = var(24)=0 trigger1 = time = 0 attr = S,NA damage = 25,1 animtype = Medium guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 9,9 sparkno = s8201 sparkxy = -10,-60 guard.sparkno = s6767 hitsound = s8000,1 guardsound = S8500,0 ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -4 air.type = Low air.hittime = 15 air.velocity = -6,-5 envshake.time = 4 envshake.ampl = 4 fall.envshake. = 4 fall.envshake.freq = 4 fall.envshake.ampl = 4 [State 210, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Standing Heavy Punch [Statedef 220] type = S movetype= A physics = S juggle = 4 ctrl = 0 anim = 220 poweradd = 55 sprpriority = 2 [State 0, Explod] type = Explod trigger1 = animelem = 1 anim = 212 ID = 212 pos = -10,0 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermovetime = 0 pausemovetime = 0 scale = 1,1 sprpriority = 6 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod trigger1 = animelem = 2 anim = 8510 ID = 8510 postype = P1 pos = 60,7 sprpriority = -1 ownpal = 1 scale = 1.4, 1.2 [State 220, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 8200,0 [State 220, VelMul] type = VelMul trigger1 = Time = 0 trigger1 = PrevStateNo = 100 x = .8 [State 220, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 8400,2 [State 0, PlaySnd] type = PlaySnd trigger1 = !time && random >500 value = S0,113 [State 220, HitDef] type = HitDef triggerall = var(24)=0 trigger1 = time = 0 attr = S,NA damage = 35,1 animtype = High guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 11,11 sparkno = s8202 sparkxy = -10, -60 guard.sparkno = s6767 hitsound = s8000,4 guardsound = S8500,0 ground.type = High ground.slidetime = 18 ground.hittime = 18 ground.velocity = -6,-2 air.type = Low air.hittime = 18 air.velocity = -6,-7 envshake.time = 7 envshake.ampl = 7 fall.envshake. = 7 fall.envshake.freq = 7 fall.envshake.ampl = 7 [State 220, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------------------------- ; Close Heavy Punch [Statedef 221] type = S movetype= A physics = S juggle = 4 ctrl = 0 anim = 221 poweradd = 55 sprpriority = 2 [State 221, VelMul] type = VelMul trigger1 = Time = 0 trigger1 = PrevStateNo = 100 x = .8 [State 221, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 8400,2 [State 0, PlaySnd] type = PlaySnd trigger1 = !time && random >500 value = S0,116 [State 221, HitDef] type = HitDef triggerall = var(24)=0 trigger1 = animelem = 1 attr = S,NA damage = 35,1 animtype = High guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 11,11 sparkno = s8200 sparkxy = -10, -60 guard.sparkno = s6767 hitsound = s8000,4 guardsound = S8500,0 ground.type = Low ground.slidetime = 18 ground.hittime = 18 ground.velocity = 0 air.type = Low air.hittime = 18 air.velocity = 0,0 envshake.time = 10 envshake.ampl = 10 fall.envshake. = 10 fall.envshake.freq = 10 fall.envshake.ampl = 10 [State 221, HitDef] type = HitDef triggerall = var(24)=0 trigger1 = animelem = 8 attr = S,NA damage = 35,1 animtype = High guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 11,9 sparkno = s8200 sparkxy = -10, -60 guard.sparkno = s6767 hitsound = s8000,4 guardsound = S8500,0 ground.type = Low ground.slidetime = 18 ground.hittime = 18 ground.velocity = -6,-2 air.type = Low air.hittime = 18 air.velocity = -6,-7 envshake.time = 10 envshake.ampl = 10 fall.envshake. = 10 fall.envshake.freq = 10 fall.envshake.ampl = 10 [State 221, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------------------------- ;Standing light kick [Statedef 230] type = S movetype= A physics = S juggle = 4 velset = 2,0 ctrl = 0 anim = 230 poweradd = 15 sprpriority = 2 [State 230, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 8400,0 [State 230, VelMul] type = VelMul trigger1 = Time = 0 trigger1 = PrevStateNo = 100 x = .8 [State 230, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 8400,0 [State 0, PlaySnd] type = PlaySnd trigger1 = !time && random >500 value = S0,115 [State 230, HitDef] type = HitDef triggerall = var(24)=0 trigger1 = time = 0 attr = S,NA damage = 15,1 animtype = Light guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 7,7 sparkno = s8205 sparkxy = -10, -40 guard.sparkno = s6767 hitsound = s8000,3 guardsound = S8500,0 ground.type = Low ground.slidetime = 10 ground.hittime = 10 ground.velocity = -2,0 air.type = Low air.hittime = 3 air.velocity = -5,0 envshake.time = 3 envshake.ampl = 3 fall.envshake. = 3 fall.envshake.freq = 3 fall.envshake.ampl = 3 [State 230, ChangeState] type = ChangeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------------------------- ;Standing medium kick [Statedef 240] type = S movetype= A physics = S juggle = 4 ctrl = 0 anim = 240 poweradd = 35 sprpriority = 2 [State 240, VelMul] type = VelMul trigger1 = Time = 0 trigger1 = PrevStateNo = 100 x = .8 [State 240, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 8400,1 [State 0, PlaySnd] type = PlaySnd trigger1 = !time && random >500 value = S0,114 [State 240, HitDef] type = HitDef triggerall = var(24)=0 trigger1 = time = 0 attr = S,NA damage = 35,1 animtype = Medium guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 9,9 sparkno = s8200 sparkxy = -10,-35 guard.sparkno = s6767 hitsound = s8000,1 guardsound = S8500,0 ground.type = Low ground.slidetime = 12 ground.hittime = 12 ground.velocity = -4,0 air.type = Low air.hittime = 5 air.velocity = -5,0 envshake.time = 4 envshake.ampl = 4 fall.envshake. = 4 fall.envshake.freq = 4 fall.envshake.ampl = 4 [State 240, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------------------------- ;Standing strong Kick [Statedef 250] type = S movetype= A physics = S juggle = 4 ctrl = 0 anim = 250 poweradd = 55 sprpriority = 2 [State 250, VelMul] type = VelMul trigger1 = Time = 0 trigger1 = PrevStateNo = 100 x = .8 [State 250, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 8400,2 [State 0, PlaySnd] type = PlaySnd trigger1 = !time && random >500 value = S0,116 [State 250, HitDef] type = HitDef triggerall = var(24)=0 trigger1 = time = 0 attr = S,NA damage = 55,1 animtype = High guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 11,11 sparkno = s8204 sparkxy = -10, -70 guard.sparkno = s6767 hitsound = s8000,4 guardsound = S8500,0 ground.type = Low ground.slidetime = 13 ground.hittime = 13 ground.velocity = -6,0 air.type = Low air.hittime = 5 air.velocity = -7,0 envshake.time = 20 envshake.ampl = 20 fall.envshake. = 20 fall.envshake.freq = 7 fall.envshake.ampl = 7 [State 250, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------------------------- ;Crouching light punch [Statedef 400] type = C movetype= A physics = C juggle = 4 ctrl = 0 anim = 400 poweradd = 15 sprpriority = 2 [State 400, VelMul, corrida] type = VelMul trigger1 = Time = 0 trigger1 = PrevStateNo = 100 x = .8 [State 0, PlaySnd] type = PlaySnd trigger1 = !time && random >500 value = S1,0 [State 400, HitDef] type = HitDef triggerall = var(24)=0 trigger1 = AnimElem = 2 attr = C,NA damage = 15,1 animtype = Light guardflag = L hitflag = MAF priority = 4, Hit pausetime = 13,14 sparkno = s8200 sparkxy = -10, -30 guard.sparkno = s6767 hitsound = s8000,1 guardsound = s8500,0 ground.type = Low ground.slidetime = 10 ground.hittime = 10 ground.velocity = -3,0 air.type = Low air.hittime = 3 air.velocity = -5,0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = S8400,0 [State 400, ChangeState] type = ChangeState trigger1 = !AnimTime value = 11 ctrl = 1 ;--------------------------------------------------------------------------------------------- ;Crouching medium punch [Statedef 410] type = C movetype= A physics = C juggle = 4 ctrl = 0 anim = 410 poweradd = 35 sprpriority = 2 [State 410, VelMul] type = VelMul trigger1 = Time = 0 trigger1 = PrevStateNo = 100 x = .8 [State 410, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 8400,1 [State 0, PlaySnd] type = PlaySnd trigger1 = !time && random >500 value = S0,112 [State 410, HitDef] type = HitDef triggerall = var(24)=0 trigger1 = AnimElem = 2 attr = C,NA damage = 35,1 animtype = Light guardflag = L hitflag = MAF priority = 4, Hit pausetime = 13,14 sparkno = s8200 sparkxy = -10, -0 guard.sparkno = s6767 hitsound = s8000,1 guardsound = s8500,0 ground.type = Low ground.slidetime = 10 ground.hittime = 10 ground.velocity = -3,0 air.type = Low air.hittime = 3 air.velocity = -5,0 [State 410, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------------------------- ;Crouching strong punch [Statedef 420] type = C movetype= A physics = C juggle = 4 ctrl = 0 anim = 420 poweradd = 55 sprpriority = 2 [State 200, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 8400,2 [State 420, VelMul] type = VelMul trigger1 = Time = 0 trigger1 = PrevStateNo = 100 x = .8 [State 420, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 8400,2 [State 0, PlaySnd] type = PlaySnd trigger1 = !time && random >500 value = S0,113 [State 420, HitDef] type = HitDef triggerall = var(24)=0 trigger1 = time = 0 attr = C,NA damage = 45,1 animtype = up guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 11,11 sparkno = s8306 sparkxy = -10, -53 guard.sparkno = s6767 hitsound = s8000,5 ground.type = High ground.slidetime = 30 ground.hittime = 40 ground.velocity = 0, -18 air.velocity = 0,-18 airguard.velocity = -6,0 yaccel = 0.39+(enemynear,const(movement.yaccel)/2) envshake.time = 10 envshake.ampl = 10 fall.envshake. = 10 fall.envshake.freq = 10 fall.envshake.ampl = 10 [State 420, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------------------------- ;Crouching light kick [Statedef 430] type = C movetype= A physics = C juggle = 4 ctrl = 0 anim = 430 poweradd = 15 sprpriority = 2 [State 430, VelMul, corrida] type = VelMul trigger1 = Time = 0 trigger1 = PrevStateNo = 100 x = .8 [State 0, PlaySnd] type = PlaySnd trigger1 = !time && random >500 value = S0,115 [State 430, HitDef] type = HitDef triggerall = var(24)=0 trigger1 = AnimElem = 2 attr = C,NA damage = 15,1 animtype = Light hitflag = MA guardflag = L priority = 4, Hit pausetime = 6,8 sparkno = s8200+random%8 sparkxy = -10, -20 guard.sparkno = s6767 hitsound = s8000,3 guardsound = s8500,0 ground.type = Low ground.slidetime = 10 ground.hittime = 10 ground.velocity = -3,0 air.type = Low air.hittime = 3 air.velocity = -5,0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = S8400,0 [State 430, ChangeState] type = ChangeState trigger1 = !AnimTime value = 11 ctrl = 1 ;--------------------------------------------------------------------------------------------- ;Crouching medium kick [Statedef 440] type = C movetype= A physics = C juggle = 4 ctrl = 0 anim = 440 poweradd = 35 sprpriority = 2 [State 440, VelMul, corrida] type = VelMul trigger1 = Time = 0 trigger1 = PrevStateNo = 100 x = .8 [State 0, PlaySnd] type = PlaySnd trigger1 = !time && random >500 value = S0,116 [State 440, HitDef] type = HitDef triggerall = var(24)=0 trigger1 = AnimElem = 2 attr = C,NA damage = 35,1 animtype = Medium hitflag = MA guardflag = L priority = 4, Hit pausetime = 13,14 sparkno = s8200+random%8 sparkxy = -10,-50 guard.sparkno = s6767 hitsound = s8000,4 guardsound = s8500,0 ground.type = Low ground.slidetime = 12 ground.hittime = 12 ground.velocity = -5 air.type = Low air.hittime = 5 air.velocity = -5,3 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = S8400,1 [State 440, ChangeState] type = ChangeState trigger1 = !AnimTime value = 11 ctrl = 1 ;--------------------------------------------------------------------------------------------- ;Crouching strong kick [Statedef 450] type = C movetype= A physics = C juggle = 4 ctrl = 0 anim = 450 poweradd = 55 sprpriority = 2 [State 450, VelMul, corrida] type = VelMul trigger1 = Time = 0 trigger1 = PrevStateNo = 100 x = .8 [State 0, PlaySnd] type = PlaySnd trigger1 = !time && random >500 value = S1,0 [State 450, HitDef] type = HitDef triggerall = var(24)=0 trigger1 = time = 0 attr = C,NA damage = 45,1 animtype = High hitflag = MAFD guardflag = L priority = 4, Hit pausetime = 13,14 sparkno = s8200+random%8 sparkxy = -10,0 guard.sparkno = s6767 hitsound = s8000,5 guardsound = s8500,0 ground.type = trip ground.slidetime = 13 ground.hittime = 13 ground.velocity = -5,-2 air.type = Low air.hittime = 5 air.velocity = -7,3 down.velocity = -5,0 down.hittime = 20 envshake.time = 10 envshake.ampl = 5 fall.envshake.time = 10 fall.envshake.ampl = -5 afterimage.time = 220 afterimage.length = 60 afterimage.palbright = 0,0,245 afterimage.palcontrast = 0,0,245 afterimage.timegap = 1 afterimage.framegap = 1 afterimage.trans = add ownpal = 1 air.fall = 1 fall = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = !Time value = S2,0 [State 450, 2] type = VelSet ; thanxc DG trigger1 = Time = [8, 17] x = 8 ;7 [State 450, 2] type = VelSet trigger1 = Time = [18, 24] x = 4 [State 450, 2] type = VelSet trigger1 = Time = [25, 30] x = 2 [State 450, 1] type = VelMul trigger1 = Time = 28 x = .01 [State 450, 2] type = VelSet trigger1 = Time = 34 x = 0 [State 450, ChangeState] type = ChangeState trigger1 = !AnimTime value = 11 ctrl = 1 ;--------------------------------------------------------------------------------------------- ;Jumping light punch [Statedef 600] type = A movetype= A physics = A juggle = 4 ctrl = 0 anim = 600 poweradd = 15 sprpriority = 2 [State 720, 2] type = VelAdd trigger1 = time >= 1 trigger1 = command = "holdfwd" x = .17 [State 720, 2] type = VelAdd trigger1 = time >= 1 trigger1 = command = "holdback" x = -.17 [State 0, PlaySnd] type = PlaySnd trigger1 = !time && random >500 value = S1,0 [State 600, HitDef] type = HitDef triggerall = var(24)=0 trigger1 = !time attr = A,NA damage = 15,1 animtype = Light guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 6,8 sparkno = s8200+random%8 sparkxy = -10, -53 guard.sparkno = s6767 hitsound = s8000,0 guardsound = s8500,0 ground.type = High ground.slidetime = 12 ground.hittime = 25 ground.velocity = -6 air.fall = 0 air.velocity = -3.2, -6.5 [State 0, VelAdd] type = VelAdd trigger1 = Movecontact y = - 0.35 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = S8400,0 [State 600, ChangeState] type = ChangeState trigger1 = !AnimTime value = 950 ;--------------------------------------------------------------------------------------------- ;Jumping medium punch [Statedef 610] type = A movetype= A physics = A juggle = 4 ctrl = 0 anim = 611 poweradd = 35 sprpriority = 2 [State 720, 2] type = VelAdd trigger1 = time >= 1 trigger1 = command = "holdfwd" x = .17 [State 720, 2] type = VelAdd trigger1 = time >= 1 trigger1 = command = "holdback" x = -.17 [State 50, 1] type = VarSet trigger1 = Time = 0 sysvar(1) = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = !time && random >500 value = S1,0 [State 610, HitDef] type = HitDef triggerall = var(24)=0 trigger1 = !Time attr = A,NA damage = 35,1 animtype = medium guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 8,10 sparkno = s8200+random%8 sparkxy = -10,-68 guard.sparkno = s6767 hitsound = s8000,1 guardsound = s8500,0 ground.type = High ground.slidetime = 25 ground.hittime = 20 ground.velocity = -8 air.fall = 0 air.velocity = -3.2, -8.5 [State 610, 2] type = SprPriority trigger1 = Time = 10 value = 2 [State 610, 1] type = Width trigger1 = AnimElem = 3 player = 10,5 [State 610, 1] type = Width trigger1 = AnimElem = 4 player = 5, 0 [State 0, VelAdd] type = VelAdd trigger1 = Movecontact y = - 0.35 [State 0, PlaySnd] type = PlaySnd trigger1 = !Time value = S8400,1 [State 610, ChangeState] type = ChangeState trigger1 = !AnimTime value = 950 ;--------------------------------------------------------------------------------------------- ;Jumping strong punch [Statedef 620] type = A movetype= A physics = A juggle = 4 ctrl = 0 anim = 620 poweradd = 55 sprpriority = 2 [State 720, 2] type = VelAdd trigger1 = time >= 1 trigger1 = command = "holdfwd" x = .17 [State 720, 2] type = VelAdd trigger1 = time >= 1 trigger1 = command = "holdback" x = -.17 [State 50, 1] type = VarSet trigger1 = Time = 0 sysvar(1) = 0 [State 620, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 8400,2 [State 0, PlaySnd] type = PlaySnd trigger1 = !time && random >500 value = S0,113 [State 620, HitDef] type = HitDef triggerall = var(24)=0 trigger1 = time = 0 attr = A,NA damage = 45,1 animtype = High guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 11,11 sparkno = s8200 sparkxy = -10, -53 guard.sparkno = s6767 hitsound = s8000,4 guardsound = S8500,0 ground.type = High ground.slidetime = 18 ground.hittime = 25 ground.velocity = -10 air.velocity = -12,10 air.hittime = 25 air.fall = 1 envshake.time = 10 envshake.ampl = 10 fall.envshake. = 10 fall.envshake.freq = 10 fall.envshake.ampl = 10 [State 620, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 950 ;--------------------------------------------------------------------------------------------- ;Jumping light kick [Statedef 630] type = A movetype= A physics = A juggle = 4 ctrl = 0 anim = 630;IfElse(Vel X = 0,630,631) poweradd = 15 sprpriority = 2 [State 720, 2] type = VelAdd trigger1 = time >= 1 trigger1 = command = "holdfwd" x = .17 [State 720, 2] type = VelAdd trigger1 = time >= 1 trigger1 = command = "holdback" x = -.17 [State 50, 1] type = VarSet trigger1 = Time = 0 sysvar(1) = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = !time && random >500 value = S0,115 [State 630, HitDef] type = HitDef triggerall = var(24)=0 trigger1 =!time attr = A,NA damage = 15,1 animtype = Light guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 6,8 sparkno = s8200+random%8 sparkxy = -10, -53 guard.sparkno = s6767 hitsound = s8000,3 guardsound = s8500,0 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6 air.fall = 0 air.velocity = -3.2, -6.5 air.hittime = 25 [State 0, VelAdd] type = VelAdd trigger1 = Movecontact y = - 0.35 [State 0, PlaySnd] type = PlaySnd trigger1 = !Time value = S8400,0 [State 600, ChangeState] type = ChangeState trigger1 = !animtime value = 950 ;--------------------------------------------------------------------------------------------- ;Jumping medium kick [Statedef 640] type = A movetype= A physics = A juggle = 4 ctrl = 0 anim = 640;IfElse(Vel X = 0,640,641) poweradd = 35 sprpriority = 2 [State 0, VelAdd] type = VelAdd trigger1 = AnimElem = 1 x = 0 y = -1 [State 720, 2] type = VelAdd trigger1 = time >= 1 trigger1 = command = "holdfwd" x = .17 [State 720, 2] type = VelAdd trigger1 = time >= 1 trigger1 = command = "holdback" x = -.17 [State 50, 1] type = VarSet trigger1 = Time = 0 sysvar(1) = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = !time && random >500 value = S0,114 [State 640, HitDef] type = HitDef triggerall = var(24)=0 trigger1 = !time attr = A,NA damage = 35,1 animtype = Medium guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 8,10 sparkno = s8200+random%8 sparkxy = -10,-68 guard.sparkno = s6767 hitsound = s8000,4 guardsound = s8500,0 ground.type = High ground.slidetime = 15 ground.hittime = 20 ground.velocity = -8 air.fall = 0 air.velocity = -3.2, -8.5 air.hittime = 25 [State 0, PlaySnd] type = PlaySnd trigger1 = !Time value = S8400,1 [State 610, ChangeState] type = ChangeState trigger1 = !AnimTime value = 950 ;--------------------------------------------------------------------------------------------- ;Jumping strong kick [Statedef 650] type = A movetype= A physics = A juggle = 4 ctrl = 0 anim = 650 poweradd = 55 sprpriority = 2 [State 0, PlaySnd] type = PlaySnd trigger1 = !time && random >500 value = S113,0 [State 2200, 3] type = NotHitBy trigger1 = Time = 0 value = SCA time = 2 [State 0, VelAdd] type = VelAdd trigger1 = AnimElem = 3 x = 10 y = 10 [State 0, PlaySnd] type = PlaySnd trigger1 = !time value = S54,17 [State 620, AngleDraw] type = AngleDraw trigger1 = Pos Y < -10 [State 620, AngleSet] type = AngleSet trigger1 = Time <= 0 trigger2 = AnimElem = 9, >= 0 trigger3 = AnimTime = 0 trigger4 = Pos Y >= -10 value = 0 [State 620, AngleSet] type = AngleSet trigger1 = AnimElem = 1 value = -20 [State 620, AngleAdd] type = AngleAdd trigger1 = AnimElem = 1, > 0 trigger1 = AnimElem = 5, <= 0 value = 20 [State 650, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 8400,2 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = S0,114 [State 650, HitDef] type = HitDef triggerall = var(24)=0 trigger1 = time = 0 attr = A,NA damage = 45,1 animtype = High guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 17,14 sparkno = s8206 sparkxy = -10, -53 guard.sparkno = s6767 hitsound = s8000,4 guardsound = S8500,0 ground.type = High ground.slidetime = 18 ground.hittime = 25 ground.velocity = -10 air.velocity = -12,10 air.fall = 1 air.hittime = 25 envshake.time = 10 envshake.ampl = 10 fall.envshake. = 10 fall.envshake.freq = 10 fall.envshake.ampl = 10 [State 650, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 950 [State 0, ChangeState] type = ChangeState trigger1 = MoveGuarded value = 105 [State 0, ChangeState] type = ChangeState trigger1 = moveHit value = 105 ;--------------------------------------------------------------------------------------------- ;Throw 1 [Statedef 800] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 800 sprpriority = 2 [State 800, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 8400,2 [State 800, HitDef] type = HitDef triggerall = var(24)=0 trigger1 = Time = 0 attr = S, NT hitflag = M- priority = 1, Miss sparkno = -1 sprpriority = 2 p1facing = ifelse(Command = "holdfwd",-1,1) p2facing = -1 p1stateno = 810 p2stateno = 815 guard.dist = 0 fall.xvelocity = 0 fall.yvelocity = 0 fall = ifelse(PalNo > 6, 0, 1) fall.recover = 0 [State 800, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA [State 800, ChangeState] type = ChangeState Trigger1 = AnimTime = 0 value = 0 ctrl = 1 [Statedef 810] type = S movetype= A physics = N anim = 810 sprpriority = 2 [State 800, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = s1,2 [State 800, PlaySnd] type = PlaySnd trigger1 = AnimElem = 4 value = s2,0 [State 810, TargetBind] type = TargetBind trigger1 = AnimElem = 1 pos = 50,0 [State 810, TargetBind] type = TargetBind trigger1 = AnimElem = 2 pos = -2,-33 [State 810, TargetBind] type = TargetBind trigger1 = AnimElem = 3 pos = -50,-33 [State 810, TargetBind] type = TargetBind trigger1 = AnimElem = 4 pos = -64,-66 time = 5 [State 810, TargetState] type = TargetState trigger1 = AnimElemtime(4) = 5 value = 816 [State 810, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 8600,0 [State 810, PowerAdd] type = PowerAdd trigger1 = AnimElem = 5 value = 50 [State 810, TargetLifeAdd] type = TargetLifeAdd trigger1 = AnimElem = 5 value = -120 [State 801, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [Statedef 815] type = A movetype= H physics = N velset = 0,0 [State 815, ScreenBound] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 815, ChangeAnim2] type = ChangeAnim2 trigger1 = Time = 0 value = 815 [Statedef 816] type = A movetype= H physics = N velset = -15,-5 poweradd = 50 [State 816, ChangeAnim] type = ChangeAnim trigger1 = (Time = [0,10]) && (SelfAnimExist(5060));Not if hit off ground anim value = 5060 [State 816, ChangeAnim2] type = ChangeAnim2 trigger1 = (Time = 0) && (!SelfAnimExist(5060));Not if hit off ground anim value = 816 [State 816, PosAdd] type = PosAdd trigger1 = Time = 0 Y = 40 [State 816, VelAdd] type = VelAdd trigger1 = Time >= 1 Y = 0.5 [State 816, SelfState] type = SelfState trigger1 = (Pos Y >= 0) && (Vel Y > 0) value = 5100 ctrl = 0 ;--------------------------------------------------------------------------------------------- ;Throw 2 [Statedef 820] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 800 sprpriority = 2 [State 820, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 8400,2 [State 820, HitDef] type = HitDef triggerall = var(24)=0 trigger1 = Time = 0 attr = S, NT hitflag = M- priority = 1, Miss sparkno = -1 sprpriority = 2 p1facing = ifelse(Command = "holdfwd",-1,1) p2facing = -1 p1stateno = 830 p2stateno = 835 guard.dist = 0 fall.xvelocity = 0 fall.yvelocity = 1 fall = 1 fall.recover = 0 fall.damage = 0 [State 820, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA [State 820, ChangeState] type = ChangeState Trigger1 = AnimTime = 0 value = 0 ctrl = 1 [Statedef 830] type = S movetype= A physics = N anim = 820 [State 830, PlaySnd] type = PlaySnd trigger1 = time = 0 value = 8600,0 [State 830, PlaySnd] type = PlaySnd trigger1 = Animelem = 5 value = 9999,7 [State 830, TargetBind] type = TargetBind trigger1 = animelem = 1 pos = 21,-10 [State 830, TargetBind] type = TargetBind trigger1 = animelem = 2 pos = 4,-10 [State 830, TargetBind] type = TargetBind trigger1 = animelem = 3 pos = -22,-29 [State 830, TargetBind] type = TargetBind trigger1 = AnimElem = 4 pos = -19,-16 [State 830, Bind 6] type = TargetBind trigger1 = animelem = 5 pos = -110,-10 [State 830, Shake] type = EnvShake trigger1 = AnimElem = 5 time = 15 ampl = -10 [State 830, TargetLifeAdd] type = TargetLifeAdd trigger1 = animelem = 5 value = -120 [State 830, TargetState] type = TargetState trigger1 = AnimElem = 6 value = 836 [State 830, Turn] type = Turn trigger1 = AnimElem = 7 [State 830, PowerAdd] type = PowerAdd trigger1 = animelem = 5 value = 50 persistent = 0 [State 830, ChangeState] type = ChangeState trigger1 = animtime = 0 value = 12 ctrl = 1 ;P2 [Statedef 835] type = A movetype= H physics = N velset = 0,0 [State 835, ChangeAnim2] type = ChangeAnim2 Trigger1 = time = 0 value = 836 ;--------------------------------------------------------------------------------------------- ;P2 [Statedef 836] type = A movetype= H physics = N velset = -15,-12 [State 836, VelAdd] type = VelAdd Trigger1 = 1 y = .4 [State 836, Turn] type = Turn trigger1 = Vel Y > 0 trigger1 = pos Y >= 0 [State 836, SelfState] type = SelfState trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 5100 ;------------------------------------------------------------------------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;------------------------------ Recovery Rolls ------------------------------ ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; Near Foward Recovery Roll [Statedef 831] type = C movetype= I physics = N juggle = 0 poweradd= 0 velset = 0,0 ctrl = 0 anim = 831 sprpriority = -1 [State 831, 1] type = PlayerPush trigger1 = Time >= 0 value = 0 [State 831, 3] type = PosSet trigger1 = Time >= 0 y = 0 [State 831, 4] type = MakeDust trigger1 = Time >= 0 pos = -16,0 spacing = 6 [State 831, 5] type = NotHitBy trigger1 = Time >= 0 value = SCA time = 1 [State 831, 6] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ; Medium Foward Recovery Roll [Statedef 832] type = C movetype= I physics = N juggle = 0 poweradd= 0 velset = 8,0 ctrl = 0 anim = 832 sprpriority = -1 [State 832, 1] type = PlayerPush trigger1 = Time >= 0 value = 0 [State 832, 2] type = VelSet trigger1 = AnimTime = 0 x = 0 [State 832, 3] type = PosSet trigger1 = Time >= 0 y = 0 [State 832, 4] type = MakeDust trigger1 = Time >= 0 pos = -16,0 spacing = 6 [State 832, 5] type = NotHitBy trigger1 = Time = 0 value = SCA time = 10 [State 832, 6] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ; Far Foward Recovery Roll [Statedef 840] type = C movetype= I physics = N juggle = 0 poweradd= 0 velset = 8,0 ctrl = 0 anim = 840 sprpriority = -1 [State 840, 1] type = PlayerPush trigger1 = Time >= 0 value = 0 [State 840, 2] type = VelSet trigger1 = AnimTime = 0 x = 0 [State 840, 3] type = PosSet trigger1 = Time >= 0 y = 0 [State 840, 4] type = MakeDust trigger1 = Time >= 0 pos = -16,0 spacing = 6 [State 840, 5] type = NotHitBy trigger1 = Time = 0 value = SCA time = 15 [State 840, 6] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ; Near Backward Recovery Roll [Statedef 850] type = C movetype= I physics = N juggle = 0 poweradd= 0 velset = 0,0 ctrl = 0 anim = 850 sprpriority = -1 [State 850, 1] type = PlayerPush trigger1 = Time >= 0 value = 0 [State 850, 3] type = PosSet trigger1 = Time >= 0 y = 0 [State 850, 4] type = MakeDust trigger1 = Time >= 0 pos = 16,0 spacing = 6 [State 850, 5] type = NotHitBy trigger1 = Time >= 0 value = SCA time = 1 [State 850, 6] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ; Medium Backward Recovery Roll [Statedef 855] type = C movetype= I physics = N juggle = 0 poweradd= 0 velset = -8,0 ctrl = 0 anim = 855 sprpriority = -1 [State 855, 1] type = PlayerPush trigger1 = Time >= 0 value = 0 [State 855, 2] type = VelSet trigger1 = AnimTime = 0 x = 0 [State 855, 3] type = PosSet trigger1 = Time >= 0 y = 0 [State 855, 4] type = MakeDust trigger1 = Time >= 0 pos = 16,0 spacing = 6 [State 855, 5] type = NotHitBy trigger1 = Time = 0 value = SCA time = 10 [State 855, 6] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ; Far Backward Recovery Roll [Statedef 860] type = C movetype= I physics = N juggle = 0 poweradd= 0 velset = -8,0 ctrl = 0 anim = 860 sprpriority = -1 [State 860, 1] type = PlayerPush trigger1 = Time >= 0 value = 0 [State 860, 2] type = VelSet trigger1 = AnimTime = 0 x = 0 [State 860, 3] type = PosSet trigger1 = Time >= 0 y = 0 [State 860, 4] type = MakeDust trigger1 = Time >= 0 pos = 16,0 spacing = 6 [State 860, 5] type = NotHitBy trigger1 = Time = 0 value = SCA time = 15 [State 860, 6] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ; Recovery Roll - Variable "Reset" [State -2, 1] type = VarSet trigger1 = (StateNo != 5050) && (StateNo != 5071) v = 30 value = 0 ; A.I. - Far Foward Recovery Roll [State -2, 2] type = ChangeState triggerall = (RoundState = 2)&&(Var(59) = 2) triggerall = (StateType != S)&&(StateType != L) triggerall = (P2Life != 0)&&(Alive = 1) triggerall = (Pos Y = [-10,0]) triggerall = (StateNo = 5050)||(StateNo = 5071)||(StateNo = 50700) trigger1 = (P2Dist X)+(BackEdgeDist) <= 160 trigger2 = (Enemy, NumProj > 0) value = 840 ; A.I. - Far Backward Recovery Roll [State -2, 3] type = ChangeState triggerall = (RoundState = 2)&&(Var(59) = 2) triggerall = (StateType != S)&&(StateType != L) triggerall = (P2Life != 0)&&(Alive = 1) triggerall = (Pos Y = [-10,0]) trigger1 = (StateNo = 5050)||(StateNo = 5071)||(StateNo = 50700) trigger1 = (P2Dist X)+(BackEdgeDist) > 160 value = 55 ; A.I. - Lie Down Forward Recovery Roll [State -2, 4] type = ChangeState triggerall = (RoundState = 2)&&(Var(59) = 2) triggerall = (StateType != S)&&(StateType = L) triggerall = (P2Life != 0)&&(Alive = 1) triggerall = (StateNo = 5120)&&(StateNo = 51200) trigger1 = Time = 1 trigger1 = (P2Dist X)+(BackEdgeDist) <= 160 trigger2 = (Enemy, NumProj > 0) value = 832 ; A.I. - Lie Down Backward Recovery Roll [State -2, 5] type = ChangeState triggerall = (RoundState = 2)&&(Var(59) = 2) triggerall = (StateType != S)&&(StateType = L) triggerall = (P2Life != 0)&&(Alive = 1) trigger1 = (StateNo = 5120)&&(StateNo = 51200) trigger1 = Time = 1 trigger1 = (P2Dist X)+(BackEdgeDist) > 160 value = 855 ;--------------------------------------------------------------------------- ;Air Attack Falling [Statedef 950] type = A movetype= I physics = A anim = 950 sprpriority = 1 [State 45, 3] type = VarSet trigger1 = Time = 0 sysvar(1) = 0 [State 720, 2] type = VelAdd trigger1 = time >= 1 trigger1 = command = "holdfwd" x = .17 [State 720, 2] type = VelAdd trigger1 = time >= 1 trigger1 = command = "holdback" x = -.17 [State 1400, Ctrl] type = CtrlSet trigger1 = prevstateno = 4100 value = 0 [State 1400, Ctrl] type = CtrlSet triggerall = prevstateno != 4100 trigger1 = Var(12) = 0 value = 0 [State 1400, Ctrl] type = CtrlSet triggerall = prevstateno != 4100 trigger1 = Var(12) = 1 value = 1 [State 1400, Turn] type = Turn trigger1 = P2Dist X < -5 [State 1400, VelSet] type = VelSet trigger1 = FrontEdgeBodyDist <= 0 x = 0 [State 1400, ChangeState] type = ChangeState trigger1 = (Pos Y >= 0) && (Vel Y > 0) value = 52 ;--------------------------------------------------------------------------- ; Dashing In 1 [Statedef 998] type = S movetype= I physics = N velset = 0,0 ctrl = 0 anim = 9999 [State 3415, 1] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 3415, 2] type = PosSet trigger1 = (!Time) y = 0 [State 3415, 3] type = PosAdd trigger1 = (Time=50) x = (-1*BackEdgeBodyDist)+(-100) [State 3415, 4] type = ChangeState trigger1 = (Time=70) value = 999 ctrl = 0 ;--------------------------------------------------------------------------- ; ashing In 2 [Statedef 999] type = S movetype = I physics = N anim = 100 ctrl = 0 [State 3416, 1] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 3416, 2.1] type = VelSet trigger1 = AnimElem = 2 x = const(velocity.run.fwd.x)*1.2 [State 3416, 2.2] type = VelAdd trigger1 = AnimElem = 3, >= 0 && AnimElem = 5, <= 2 x = -0.5 [State 3416, 2.3] type = VelSet trigger1 = AnimElem = 6 x = 0 [State 3416, 3.1] type = PlaySnd trigger1 = AnimElem = 2 value = 1,0 [State 3416, 4] type = Explod trigger1 = (Vel X>0)&&(Random<400) anim = 2222 postype = P1 pos = -20,-35 random = 10,35 ownpal = 1 scale = (ifelse(random <=500,1,0.5)),(ifelse(random <=500,1,0.5)) sprpriority = (ifelse(random <=500,10,-10)) vel = -(const(velocity.run.fwd.x)/2) [State 3416, 5] type = ChangeState trigger1 = (!AnimTime) value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;Guard Push (Stand) [Statedef 6300] type = S movetype= I physics = N poweradd= 0 velset = 10,0 ctrl = 0 anim = 130 sprpriority = 2 [State 6300, a1] type = VelMul trigger1 = 1 x = 0.75 [State 6300, a2] type = VelSet trigger1 = Time = 10 x = 0 [State 6300, a3] type = Width trigger1 = 1 value = 10,0 [State 6300, a4] type = NotHitBy trigger1 = Time = 0 value = SCA time = 25 [State 6300, a5] type = Helper trigger1 = Time = 0 helpertype = Normal name = "GuardPush" postype = P1 pos = -50,0 stateno = 6350 ownpal = 1 size.height = 200 size.ground.back = 30 size.ground.front = 30 [State 6300, a6] type = Explod trigger1 = Time = 0 anim = 3333 postype = p1 pos = 53,-50 ownpal = 1 vel = 2,0 ignorehitpause = 1 sprpriority = 7 [State 6300, a7] type = PlaySnd trigger1 = Time = 0 value = 54,3 volume = 255 channel = 1 [State 6300, a8] type = PlaySnd trigger1 = Time = 0 value = 1,0 channel = 0 [State 6300, a9] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;Guard Push (Crouch) [Statedef 6310] type = C movetype= I physics = N poweradd= 0 velset = 10,0 ctrl = 0 anim = 131 sprpriority = 2 [State 6310, a1] type = VelMul trigger1 = 1 x = 0.75 [State 6310, a2] type = VelSet trigger1 = Time = 10 x = 0 [State 6310, a3] type = Width trigger1 = 1 value = 10,0 [State 6310, a4] type = NotHitBy trigger1 = Time = 0 value = SCA time = 25 [State 6310, a5] type = Helper trigger1 = Time = 0 helpertype = Normal name = "GuardPush" postype = P1 pos = -50,0 stateno = 6350 ownpal = 1 size.height = 200 size.ground.back = 30 size.ground.front = 30 [State 6310, a6] type = Explod trigger1 = Time = 0 anim = 3333 postype = p1 pos = 33,-45 ownpal = 1 vel = 2,0 ignorehitpause = 1 sprpriority = 7 [State 6310, a7] type = PlaySnd trigger1 = Time = 0 value = 54,3 volume = 255 channel = 1 [State 6310, a8] type = PlaySnd trigger1 = Time = 0 value = 50,0 channel = 0 [State 6310, a9] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;Guard Push (air) [Statedef 6320] type = S movetype= I physics = N poweradd= 0 velset = 10,0 ctrl = 0 anim = 132 sprpriority = 2 [State 6320, a1] type = VelMul trigger1 = 1 x = 0.75 [State 6320, a2] type = VelSet trigger1 = Time = 10 x = 0 [State 6320, a3] type = Width trigger1 = 1 value = 10,0 [State 6320, a4] type = NotHitBy trigger1 = Time = 0 value = SCA time = 25 [State 6320, a5] type = Helper trigger1 = Time = 0 helpertype = Normal name = "GuardPush" postype = P1 pos = -50,0 stateno = 6350 ownpal = 1 size.height = 200 size.ground.back = 30 size.ground.front = 30 [State 6320, a6] type = Explod trigger1 = Time = 0 anim = 3333 postype = p1 pos = 33,-55 ownpal = 1 vel = 2,0 ignorehitpause = 1 sprpriority = 7 [State 6320, a7] type = PlaySnd trigger1 = Time = 0 value = 54,3 volume = 255 channel = 1 [State 6320, a8] type = PlaySnd trigger1 = Time = 0 value = 50,0 channel = 0 [State 6320, a9] type = ChangeState trigger1 = AnimTime = 0 value = 51 ctrl = 1 ;--------------------------------------------------------------------------- ;Guard Push (Helper) [Statedef 6350] type = S movetype= I physics = N poweradd= 0 ctrl = 0 anim = 1112 sprpriority = -4 [State 6350, a1] type = PlayerPush trigger1 = Time >= 0 value = 1 [State 6350, a2] type = VelSet trigger1 = Time = [0,10] x = 30 [State 6350, a3] type = VelSet trigger1 = Time = [11,13] x = 20 [State 6350, a4] type = VelSet trigger1 = Time >= 14 x = 10 [State 6350, a5] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 6350, a6] type = DestroySelf trigger1 = Time >= 18 ;--------------------------------------------------------------------------------------------- ;Beginning of the super jump [Statedef 7000] type = S physics = S anim = 40 ctrl = 0 sprpriority = 1 [State 7000, VarSet] type = VarSet trigger1 = Time = 0 v = 11 value = 0 [State 7000, VarSet] type = VarSet trigger1 = command = "holdfwd" v = 11 value = 1 [State 7000, VarSet] type = VarSet trigger1 = command = "holdback" v = 11 value = -1 [State 7000, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 7001 ctrl = 1 ;--------------------------------------------------------------------------------------------- ;Super Jump [Statedef 7001] type = A physics = A ctrl = 1 anim = 7000 velset = 0,-15.3 [State 7001, VelAdd] type = VelAdd triggerall = Vel X >= -2 trigger1 = command = "holdback" trigger1 = Anim != 7002 x = -0.1 [State 7001, VelAdd] type = VelAdd triggerall = Vel X <= 2.5 trigger1 = command = "holdfwd" trigger1 = Anim != 7001 x = 0.25 [State 7001, VelSet] type = VelSet trigger1 = Anim = 7001 trigger1 = Time = [0,5] x = 4 [State 7001, VelSet] type = VelSet trigger1 = Anim = 7002 trigger1 = Time = [0,5] x = -3.5 [State 7001, ChangeAnim] type = ChangeAnim trigger1 = Var(11) = 0 trigger1 = Time = [0,4] value = 7000 [State 7001, ChangeAnim] type = ChangeAnim trigger1 = Var(11) = 1 trigger1 = Time = [0,4] value = 7001 [State 7001, ChangeAnim] type = ChangeAnim trigger1 = Var(11) = -1 trigger1 = Time = [0,4] value = 7002 [State 7001, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 9999,5 [State 7001, Explod] type = Explod trigger1 = Time = 0 ID = 474 anim = 6669 postype = p1 pos = 12, 60 bindtime = 1 removetime = -2 ownpal = 1 sprpriority = 2 scale = 1.20 - (time * 0.15), 1.54 - (time * 0.15) [State 7001, explod] type = Explod trigger1 = Time = 0 ID = 474 anim = 6699 postype = p1 pos = 5, 60 bindtime = 1 removetime = -2 ownpal = 1 sprpriority = 2 scale = 1.20 - (time * 0.15), 1.54 - (time * 0.15) [State 7001, explod] type = Explod trigger1 = Time = 0 ID = 474 anim = 9016 postype = p1 pos = 0, 20 bindtime = 1 removetime = -2 ownpal = 1 sprpriority = 2 scale = 2, 2 [State 7001, Var Mute] type = VarSet trigger1 = Time = 0 v = 12 value = 1 ;--------------------------------------------------------------------------------------------- ;Super Jump [Statedef 7002] type = A physics = A ctrl = 1 [State 7005, Vel] type = VelAdd triggerall = Vel X >= -2 trigger1 = command = "holdback" trigger1 = Anim != 43 x = -0.1 [State 7005, Vel] type = VelAdd triggerall = Vel X <= 2.5 trigger1 = command = "holdfwd" trigger1 = Anim != 42 x = 0.25 ;--------------------------------------------------------------------------- ; Override common states (use same number to override) : ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; HITA_UP (initial going up) [Statedef 5030] type = A movetype= H physics = N ctrl = 0 [State 5030, 1] type = VelAdd;Gravity trigger1 = 1 y = GetHitVar(yaccel) [State 5030, 2] type = HitVelSet trigger1 = Time = 0 x = 1 y = 1 [State 5030, snd] type = PlaySnd triggerall = vel x != 0 triggerall = numexplod(72) <= 0 trigger1 = backedgebodydist <= 5 trigger2 = frontedgebodydist <= 5 persistent = 0 ;value = F7, 0 ;Hit ground value = F7, (sysvar(1) > 5) + (sysvar(1) > 14) [State 5030, GMA] type = Explod triggerall = vel x != 0 triggerall = backedgebodydist <= 5 trigger1 = numexplod(72) <= 0 persistent = 0 ignorehitpause = 1 id = 72 anim = 6777 pos = -20,-75 postype = p1 bindtime = 1 [State 5030, GMA] type = Explod triggerall = vel x != 0 triggerall = frontedgebodydist <= 5 trigger1 = numexplod(72) <= 0 persistent = 0 ignorehitpause = 1 id = 72 anim = 6777 pos = 20,-75 sprpriority = 2 facing = -1 bindtime = 1 ownpal = 1 [State 5030, 3] type = ChangeState triggerall = !HitFall trigger1 = HitOver trigger2 = Vel Y > 0 ;Hit ground trigger2 = Pos Y >= 10 ;. value = 5040 ;HITA_RECOV [State 5030, 4] type = ChangeState triggerall = HitFall trigger1 = HitOver trigger2 = Vel Y > 0 ;Hit ground trigger2 = Pos Y >= 10 ;. value = 5050 ;HITA_FALL [State 5030, 5] type = ChangeState trigger1 = AnimTime = 0 value = 5035 ;HITA_UP (transition) ;--------------------------------------------------------------------------- ; HITA_UP_T (transition) [Statedef 5035] type = A movetype= H physics = N [State 5035, 1] type = ChangeAnim trigger1 = Time = 0 trigger1 = SelfAnimExist(5035) trigger1 = Anim != [5051,5059] ;Not if in hit up anim trigger1 = Anim != 5090 ;Not if hit off ground anim value = 5035 [State 5035, 2] type = VelAdd trigger1 = 1 y = GetHitVar(yaccel) [State 5035, snd] type = PlaySnd triggerall = vel x != 0 triggerall = numexplod(72) <= 0 trigger1 = backedgebodydist <= 5 trigger2 = frontedgebodydist <= 5 persistent = 0 ;value = F7, 0 ;Hit ground value = F7, (sysvar(1) > 5) + (sysvar(1) > 14) [State 5035, GMA] type = Explod triggerall = vel x != 0 triggerall = backedgebodydist <= 5 trigger1 = numexplod(72) <= 0 persistent = 0 ignorehitpause = 1 id = 72 anim = 6777 pos = -20,-75 postype = p1 bindtime = 1 [State 5035, GMA] type = Explod triggerall = vel x != 0 triggerall = frontedgebodydist <= 5 trigger1 = numexplod(72) <= 0 persistent = 0 ignorehitpause = 1 id = 72 anim = 6777 pos = 20,-75 sprpriority = 2 facing = -1 bindtime = 1 ownpal = 1 [State 5035, 3] type = ChangeState triggerall = !HitFall trigger1 = HitOver ;Hit is over trigger2 = AnimTime = 0 ;Animation over trigger3 = Vel Y > 0 ;Hit ground trigger3 = Pos Y >= 10 ;. trigger4 = Time = 0 ;No transition anim trigger4 = Anim != 5035 ;. value = 5040 ;HITA_RECOV [State 5035, 4] type = ChangeState triggerall = HitFall trigger1 = HitOver ;Hit is over trigger2 = AnimTime = 0 ;Anim is over trigger3 = Vel Y > 0 ;Hit ground trigger3 = Pos Y >= 10 ;. trigger4 = Time = 0 ;No transition anim trigger4 = Anim != 5035 ;. value = 5050 ;HITA_FALL ;--------------------------------------------------------------------------- ; HITA_FALL (knocked up, falling) [Statedef 5050] type = A movetype= H physics = N [State 5050, 1] ;Change anim when done with transition type = ChangeAnim trigger1 = AnimTime = 0 trigger1 = Anim = 5035 trigger2 = Time = 0 ;If no transition anim trigger2 = Anim != 5035 trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069]) trigger2 = Anim != 5090 ;Not if hit off ground anim value = 5050 [State 5050, 2] ;Coming down anim type = ChangeAnim trigger1 = anim = [5050,5059] trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2) trigger1 = SelfAnimExist(anim+10) value = anim+10 persistent = 0 [State 5050, 3] ;Gravity type = VelAdd trigger1 = 1 y = GetHitVar(yaccel) [State 5050, snd] type = PlaySnd triggerall = vel x != 0 triggerall = numexplod(72) <= 0 trigger1 = backedgebodydist <= 5 trigger2 = frontedgebodydist <= 5 persistent = 0 ;value = F7, 0 ;Hit ground value = F7, (sysvar(1) > 5) + (sysvar(1) > 14) [State 5050, GMA] type = Explod triggerall = vel x != 0 triggerall = backedgebodydist <= 5 trigger1 = numexplod(72) <= 0 persistent = 0 ignorehitpause = 1 id = 72 anim = 6777 pos = -20,-75 postype = p1 bindtime = 1 [State 5050, GMA] type = Explod triggerall = vel x != 0 triggerall = frontedgebodydist <= 5 trigger1 = numexplod(72) <= 0 persistent = 0 ignorehitpause = 1 id = 72 anim = 6777 pos = 20,-75 sprpriority = 2 facing = -1 bindtime = 1 ownpal = 1 [State 5050, 4] ;Recover near ground type = ChangeState triggerall = Vel Y > 0 triggerall = Pos Y >= -20 triggerall = alive triggerall = CanRecover trigger1 = Command = "recovery" value = 5200 ;HITFALL_RECOVER [State 5050, 5]; Recover in mid air type = ChangeState triggerall = Vel Y > -1 triggerall = alive triggerall = CanRecover trigger1 = Command = "recovery" value = 5210 ;HITFALL_AIRRECOVER [State 5050, 6] type = ChangeState trigger1 = Vel Y > 0 trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25) value = 5100 ;HIT_BOUNCE ;----------------------------------------------------------------------- [Statedef 8400] type = S movetype = I physics = N anim = 9999 ;Invisible anim. [State 8400: EnvColor] type = EnvColor trigger1 = (Time < 12) value = 0,0,0 time = 1 under = 1 [State 8400, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 9999,6 [State 8400: EnvShake] type = EnvShake trigger1 = (!Time) time = 12 freq = 120 ampl = -3 phase = 90 [State 3315, 15] type = Explod trigger1 = Time = 0 sprpriority = -4 supermovetime = -1 ID = 8040 anim = 8400 postype = Back pos = 0,0 sprpriority = -1 ownpal = 1 ignorehitpause = 1 bindtime = -1 removetime = -2 [State 3315, 15] type = PlaySnd trigger1 = (NumExplod(8420) != 0) value = s8400,1 persistent = 0 ignorehitpause = 1 volume = 255 [state 8010] type = explod trigger1 = time = 0 pausemovetime = 100 supermovetime = 100 removetime = -2 bindtime = -1 anim = 30000+(Root,Stateno) pos = 160,120 postype = left facing = 1 scale = 0,0 sprpriority = 300 id = 30000 removeongethit = 1 [state 8010] type = modifyexplod trigger1 = 1 id = 30000 scale = time/6.0,time/9.0 [State 3315, 16] type = PlaySnd trigger1 = (NumExplod(8420) != 0) value = s8400,1 persistent = 0 ignorehitpause = 1 volume = 255 [State 100, 3] type = PlaySnd trigger1 = time = 0 value = s8400,1 channel = 0 ;----------------------------------------------------------------------- [Statedef 8420] type = S movetype = I physics = N anim = 9999 [State 8400: EnvShake] type = EnvShake trigger1 = (!Time) time = 12 freq = 120 ampl = -3 phase = 90 [State 8400, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 8420,0 [State 632, 1] type = palfx trigger1 = time > 0 time = 1 add = -time*10,-time*10,-time*10 trans = add [State 3315, 15] type = Explod trigger1 = Time = 0 ID = 8420 anim = 8420 postype = Back pos = 0,0 sprpriority = -105 ownpal = 0 ignorehitpause = 1 bindtime = -1 removetime = 100 [State 3315, 16] type = PlaySnd trigger1 = (NumExplod(8420) != 0) value = s8420,0 persistent = 0 ignorehitpause = 1 volume = 255 [State -3, 1] type = RemoveExplod trigger1 = RoundState = 4 ID = 8420 ;------------------------------------------------------------------------------- ;This checks to make sure this edit is not stolen and also manages a few other things. ;Seeing as this edit is one of my favorites to update, I added this to prevent thief. ;Kyurem-CMD-Helper [statedef 485000] type = U ctrl = 0 [state IM,Anim] type = ChangeAnim trigger1 = Anim != 1 trigger2 = AnimElemTime(2) trigger3 = AnimElemNo(1) != 1 value = 33000 IgnoreHitPause = 1 [State IM,AS] type = AssertSpecial trigger1 = 1 flag = invisible flag2 = noshadow flag3 = nostandguard ignorehitpause = 1 [State IM,nothitby] type = HitBy trigger1 = 1 value = time = -1 ignorehitpause = 1 [State IM,nothitby] type = HitBy trigger1 = 1 value2 = time = -1 ignorehitpause = 1 [State IM,Pos] type = PosSet trigger1 = 1 x = root,pos x y = 53418 ignorehitpause = 1 [state IM,IDSync] type = ParentVarSet trigger1 = parent,ID = root,ID trigger1 = TeamSide = root,TeamSide v = 30 value = ID ignorehitpause = 1 [state ] type = Destroyself trigger1 = root,alive = 0 [State ] type = varadd triggerall = roundstate != [3,4] triggerall = gametime%10 = 0 trigger1 = root,var(24) = 1 var(48) = 1 [State ] type = varadd triggerall = roundstate != [3,4] triggerall = gametime%10 = 0 trigger1 = numhelper(9998) = 1 var(49) = 1 [State ] type = varadd triggerall = roundstate != [3,4] triggerall = gametime%10 = 0 trigger1 = root,var(59) = 1 var(50) = 1 [State VAR RESET] type = varset trigger1 = roundstate = [3,4] var(48) = 0 [State VAR RESET] type = varset trigger1 = roundstate = [3,4] var(49) = 0 [State VAR RESET] type = varset trigger1 = roundstate = [3,4] var(50) = 0 [state ] type = PlaySnd triggerall = !NumExplod(144051) trigger1 = var(48) = 1 value = 4850,0 ignorehitpause = 1 [state ] type = PlaySnd triggerall = !NumExplod(144052) trigger1 = var(49) = 1 value = 4850,0 ignorehitpause = 1 [state ] type = PlaySnd triggerall = !NumExplod(144053) trigger1 = var(50) = 1 value = 4850,0 ignorehitpause = 1 [State 0, DisplayToClipboard] type = DisplayToClipboard trigger1 = 1 text = "DEF File Check = %d,var(48):%d,ID:%d,var(49):%d,var(50):%d" params = var(45),var(48),var(30),var(49),var(50) ignorehitpause = ;[State 0, DisplayToClipboard] ;type = AppendToClipboard ;trigger1 = var(45) = 0 ;text = ",Authorname/Name is valid." ;ignorehitpause = 1 ;[State 0, DisplayToClipboard] ;type = AppendToClipboard ;trigger1 = var(45) = 1 ;text = ",Authorname/Name is not valid, forcing anti-steal mode." ;ignorehitpause = 1 ;[state CHECK TO SEE IF AUTHORNAME/CHARACTERNAME is valid] ;type = VarSet ;trigger1 = root,name != "Spongebob the Sponge" ;trigger2 = root,authorname != "Place mario(AKA Felix2011)+ABSOLUTE-Yveltal" ;var(45) = 1 ;ignorehitpause = 1 ;[State IF authorname/name is changed, force a superpause] ;type = Superpause ;trigger1 = var(45) = 1 ;anim = -1 ;time = 9999999999999 ;movetime = 0 ;unhittable = 0 ;darken = 0 ;p2defmul = 1 ;ignorehitpause = 1 ;[State Informitive EXPLOD] ;type = Explod ;triggerall = !NumExplod(44444) ;trigger1 = var(45) = 1 ;removetime = -1 ;bindtime = -1 ;pausemovetime = - 1 ;postype = front ;pos = IfElse(Facing=1,0,1),0 ;anim = 44444 ;id = 44444 ;ontop = 1 ;sprpriority = -3 ;ignorehitpause = 1 ;supermovetime = 999999999 ;pausemovetime = 999999999 [state ALL PROJ] type = Explod triggerall = !NumExplod(144051) triggerall = 1 trigger1 = var(48) = 1 anim = 144051 id = 144051 postype = left pos = (root,ScreenPos x),((root,Pos Y)-(root,Pos Y))-((root,Const(size.head.pos.y)+20)*(root,const(size.yscale)*2)) vel = 0,-0.2 scale = 0.5, 0.5 facing = 1 bindtime = 1 supermovetime = -1 pausemovetime = -1 removetime = -2 ownpal = 1 sprpriority = 5 removeongethit = 0 supermovetime = 99999999 pausemovetime = 99999999 [state OTHK Enabled] type = Explod triggerall = !NumExplod(144052) triggerall = 1 trigger1 = var(49) = 1 anim = 144052 id = 144052 postype = left pos = (root,ScreenPos x),((root,Pos Y)-(root,Pos Y))-((root,Const(size.head.pos.y)+20)*(root,const(size.yscale)*2)) vel = 0,-0.2 scale = 0.5, 0.5 facing = 1 bindtime = 1 supermovetime = -1 pausemovetime = -1 removetime = -2 ownpal = 1 sprpriority = 5 removeongethit = 0 supermovetime = 99999999 pausemovetime = 99999999 [state AI Enabled] type = Explod triggerall = !NumExplod(144053) triggerall = 1 trigger1 = var(50) = 1 anim = 144053 id = 144053 postype = left pos = (root,ScreenPos x),((root,Pos Y)-(root,Pos Y))-((root,Const(size.head.pos.y)+20)*(root,const(size.yscale)*2)) vel = 0,-0.2 scale = 0.5, 0.5 facing = 1 bindtime = 1 supermovetime = -1 pausemovetime = -1 removetime = -2 ownpal = 1 sprpriority = 5 removeongethit = 0 supermovetime = 99999999 pausemovetime = 99999999 ;------------------------------------------------------------------------------- [statedef 8005] type = A movetype = I physics = N anim = 1 [State -2] type = ChangeAnim trigger1 = anim != 9999 value = 9999 ignorehitpause = 1 [State -2];ライフ管理 type = Lifeset trigger1 = 1 value = lifemax ignorehitpause = 1 [State -2] type = playerpush trigger1 = IsHelper value = 0 [State -2] type = NotHitBy trigger1 = 1 value = SCA ignorehitpause = 1 [State 8000] type = BindToRoot trigger1 = IsHelper value = 0,0 ignorehitpause = 1 [State 8000] type = AssertSpecial triggerall = IsHelper trigger1 = 1 flag = invisible flag2 = noshadow ignorehitpause = 1 [State 8000] type = SuperPause trigger1 = IsHelper time = 0 movetime = 0 darken = 0 anim = -1 [State 8000] type = Pause trigger1 = IsHelper time = 0 movetime = 0 [State a] type = DestroySelf trigger1 = IsHelper ;--------------------------------------------------------------------------- ; States that are always executed (use statedef -2) ;--------------------------------------------------------------------------- [Statedef -2] ;For debugging purposes [State -2, Debug Info] type = DisplayToClipboard trigger1 = roundstate > 0 ;text = "Hits: %d, Win or DOS? %d, AI On %d, Super Jump %d, Recovery Roll %d" ;text = "Intro No. %d, Win No. %d, Enemy Proj: %d, Enemy Helpers: %d" ;text = "Score %d" text = "Hits:%d,P2 Distance X:%f,P2 Distance Y:%f,Health:%d,sysfvar(2):%d" ;params = var(8), var(17), var(59), var(0), var(5) ;params = var(1), var(2), var(7), var(6) ;params = var(11) params = Var(8),Pos X-(enemyNear, Pos X), P2BodyDist Y,life,sysfvar(2) ; Remove Special BG if ------------------------------------------------ [State -2, RemoveExplod] type = RemoveExplod trigger1 = stateno < 3000 trigger2 = MoveType = H trigger3 = (WinKO) id = 750 ignorehitpause = 1 [State -2, RemoveExplod] type = RemoveExplod trigger1 = stateno != [200,250] trigger2 = MoveType = H id = 700 ignorehitpause = 1 ;--------------------------------------------------------------------------- ; Super/Hyper Combo Finish - Background Effect [State -3: Helper] type = Helper triggerall = (WinKO) && (NumHelper(8400) = 0) trigger1 = (hitdefattr = SCA, HA,HP) trigger2 = Stateno = 3000 && NumHelper(3005) trigger3 = Stateno = 3100 trigger4 = Stateno = 3200 trigger5 = Stateno = 3300 && NumHelper(33003) helpertype = Normal name = "Hyper WinKO" id = 8400 pos = 0,0 postype = p1 facing = 0 stateno = 8400 keyctrl = 0 ownpal = 1 supermovetime = 1000 pausemovetime = 1000 ignorehitpause = 1 [State -3: Helper] type = Helper triggerall = (WinKO) && (NumHelper(8420) = 0) trigger1 = (hitdefattr = SCA, SA,NP,SP) trigger2 = ProjHit(425) = 1 trigger3 = Stateno = 1100 && NumHelper(1060) trigger4 = Stateno = 1000 && NumHelper(1002) trigger5 = Stateno = 1420 trigger6 = Stateno = 1300 && NumHelper(25000) helpertype = Normal name = "Super WinKO" id = 8420 pos = 0,0 postype = p1 facing = 0 stateno = 8420 keyctrl = 0 ownpal = 1 supermovetime = 1000 pausemovetime = 1000 ignorehitpause = 1 ;--------------------------------------------------------------------------- ;Screenpack? [State -2, Detect Screeenpack] type = Varset trigger1 = 1 v = 17 value = 10 ; Misc SCtrls Section ================================================== [State -2, Lie Down Snd] type = PlaySnd trigger1 = Time = 1 trigger1 = anim = 5300 value = 3,21 channel = 0 ; ---------------------------------------------------------------------- [State -2, PosAdd] type = PosAdd trigger1 = Stateno = [5030, 5040] trigger1 = (anim = 5040) && (AnimElem = 1, < 2) y = -20 persistent = 0 ; Reset Super Jump var [State -2, Super Jump Reset] type = VarSet trigger1 = stateno = 52 trigger2 = stateno = 0 var(0) = 0 ; Combo Messages and Score control ===================================== ; [State -2, VS_Combo] type = VarSet trigger1 = var(8) >= 3 trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899]) var(9) = 1+(var(8)>4)+(var(8)>5)+(var(8)>7)+(var(8)>9)+(var(8)>29)+(var(8)>49)+(var(8)>69)-(var(8)=-1) ignorehitpause = 1 [State -2, Danger] type = VarSet trigger1 = var(10) !=1 && roundstate=2 && life = [1,250] var(9) = 9 ignorehitpause = 1 [State -2, First Attack] type = PlaySnd triggerall = var(8)=-1 triggerall = NumExplod(8701) = 0 trigger1 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899]) persistent = 0 value = 230,0 volume=255 ignorehitpause = 1 [State -2, Combo Sound] type = PlaySnd trigger1 = NumExplod(8701) = 0 trigger1 = var(8)=0 && var(9)!=0 persistent = 0;1 value = 230,var(9) volume=255 ignorehitpause = 1 [State -2, Left] type = explod trigger1 = var(8)=0 && var(9)!=0 trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899]) triggerall = TeamSide = 1 && NumExplod(8701) = 0 anim = (8000 + var(9)) ID = 8701 postype = left pos = 0,80 ontop = 1 bindtime = -1 removetime = 60 supermovetime = 60 pausemovetime = 60 scale = 0.5,0.5 persistent = 0 ignorehitpause = 1 [State -2, Right] type = explod trigger1 = var(8)=0 && var(9)!=0 trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899]) triggerall = TeamSide = 2 && NumExplod(8701) = 0 anim = (8100+ var(9)) ID = 8701 postype = right pos = -1,80 ontop = 1 bindtime = -1 removetime = 60 supermovetime = 60 pausemovetime = 60 scale = 0.5,0.5 persistent = 0;1 ignorehitpause = 1 [State -2, VS_Combo] type = VarAdd trigger1 = enemynear, time = 0 trigger1 = enemynear, Hitshakeover = 0 trigger1 = p2stateno = 6300 || p2stateno = [5000,5899] trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899]) var(8) = 1 + (var(8)=-1) ignorehitpause = 1 [State -2, VS_Combo] type = VarSet trigger1 = var(8)!=-1 && (p2movetype!=H || enemynear, ctrl) trigger2 = var(8)=-1 && stateno = [5000,5899] var(8) = 0 - (roundstate<2) ignorehitpause = 1 [State -2, VS_Combo] type = VarSet triggerall = numexplod(8701)!=0 trigger1 = var(8)=0 var(9) = 0 ignorehitpause = 1 [State -2, Score] type = Varadd trigger1 = enemynear, time=0 trigger1 = enemynear, Hitshakeover=0 trigger1 = moveguarded || p2stateno = 6300 || p2stateno = [5000,5899] trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899]) trigger3 = roundstate=4 && time=0 && stateno = [180,189] var(11) = ceil(stateno/50)*var(8) + (life)*(roundstate=4) + (moveguarded) ignorehitpause = 1 [State -2, Normalize Score] type = Varset triggerall = numpartner=1 trigger1 = var(11)< partner, var(11) var(11) = partner, var(11) [State -2, Is Danger] type = VarSet trigger2 = var(10) = 0 && life <= 250 trigger1 = var(10) = 1 && roundstate!=2 var(10) = (roundstate>1) ignorehitpause = 1 [State -2, Is First Attack p3] type = VarSet triggerall = numpartner=1 trigger1 = partner, movehit trigger1 = partner, var(8) != -1 var(8) = 0 ignorehitpause = 1 ; sound First attack [State -2, Finish] type = PlaySnd triggerall = numexplod(8580) = 0 triggerall = roundstate = 2 && p2life = 0 trigger1 = (movehit) && (p2stateno = 8000 || p2stateno = [5000,5899]) trigger2 = (numproj > 0) && (p2stateno = 8000 || p2stateno = [5000,5899]) trigger3 = (numhelper(3001) >= 1) && (p2stateno = 8000 || p2stateno = [5000,5899]) persistent = 0 value = f8560, 0 volume = 255 ignorehitpause = 1 [State -2, Left] type = explod triggerall = teamside = 2 && numexplod(8580) = 0 triggerall = roundstate = 2 && p2life = 0 trigger1 = (movehit) && (p2stateno = 8000 || p2stateno = [5000,5899]) trigger2 = (numproj > 0) && (p2stateno = 8000 || p2stateno = [5000,5899]) trigger3 = (numhelper(3001) >= 1) && (p2stateno = 8000 || p2stateno = [5000,5899]) anim = f221 ID = 8580 postype = left pos = 0,100 ontop = 1 bindtime = -1 removetime = 60 supermovetime = 60 pausemovetime = 60 scale = 0.5,0.5 persistent = 0 ignorehitpause = 1 [State -2, Right] type = explod triggerall = teamside = 1 && numexplod(8580) = 0 triggerall = roundstate = 2 && p2life = 0 trigger1 = (movehit) && (p2stateno = 8000 || p2stateno = [5000,5899]) trigger2 = (numproj > 0) && (p2stateno = 8000 || p2stateno = [5000,5899]) trigger3 = (numhelper(3001) >= 1) && (p2stateno = 8000 || p2stateno = [5000,5899]) anim = f222 ID = 8580 postype = right pos = -9,100 ontop = 1 bindtime = -1 removetime = 60 supermovetime = 60 pausemovetime = 60 scale = 0.5,0.5 persistent = 0;1 ignorehitpause = 1 [State -3, 2] type = PlaySnd triggerall = Time = 1 triggerall = Life triggerall = random < 700 trigger1 = stateno = 5000 || stateno = 5020 trigger1 = anim != 5000 && anim != 5010 trigger2 = stateno = 5010 trigger2 = anim != 5020 value = 11,1+random%4 channel = 0 ignorehitpause = 1 volume = 255 ;--------------------------------------------------------------- [State -2, electric spark] type = Explod triggerall = ProjHitTime(425) = 1 || ProjHitTime(411) = 1 || ProjHitTime(1020) = 1 trigger1 = (P2MoveType = H) && (NumExplod(427) < 1) Anim = 427;ifelse(ProjHitTime(1000) = 1,8603,8602) id = 427 postype = p2 pos = 0,-45 ownpal = 1 sprpriority = 100 bindtime = -1 ignorehitpause = 1 removetime = 25 ;--------------------------------------------------------------------------- ; States that are executed when in self's state file (use statedef -3) ;--------------------------------------------------------------------------- [State -2, Frozen] type = PlaySnd trigger1 = Time = 10 trigger1 = anim = 7990 value = s5000,0 [State -2, Eletric Shock] type = PlaySnd trigger1 = Time = 6 trigger1 = anim = 7696 value = s7600,0 [State -2, Burned] type = PlaySnd trigger1 = Time =15 trigger1 = anim = 7697 value = s11,2 ;------------------------------------------------------------------------------- [State -2] type = CtrlSet trigger1 = movetype = H trigger1 = alive = 1 value = 1 [State -2] type = Projectile triggerall = var(24)=1 trigger1 = !ishelper projanim = anim projremove = 10 projremovetime = 10 attr = A,HA hitflag = MAFPD ignorehitpause = 1 damage = 9001,9001 projscale = 0.8,0.8 kill = 1 absolute = 1 persistent = 1 supermovetime = 9999999999 pausemovetime = 9999999999 [State -2, gametime式ステ抜け] type = Selfstate triggerall = Palno = 12 triggerall = !ishelper trigger1 = var(55) != gametime+123456789 trigger2 = movereversed value = 120 ctrl = 1 ignorehitpause = 1 [State -2, gametime式ステ抜け] type = AssertSpecial triggerall = Palno = 12 triggerall = !ishelper trigger1 = var(55) != gametime+123456789 trigger2 = movereversed flag = noko ignorehitpause = 1 [State -2, gametime式ステ抜け] type = Posset triggerall = Palno = 12 triggerall = !ishelper trigger1 = var(55) != gametime+123456789 trigger2 = movereversed y = 0 ignorehitpause = 1 supermovetime = 9999999999 pausemovetime = 9999999999 [State ] type = AssertSpecial flag = NoKO triggerall = roundstate = 2 triggerall = Palno = 12 triggerall = life = 0 triggerall = enemy,life != 0 trigger1 = abs(GetHitVar(damage)) > Life || (GetHitVar(damage)) >= 1 trigger2 = MoveReversed trigger3 = !Life || Life-GetHitVar(fall.damage) <=0 ignorehitpause = 1 [State -2] type = HitBy triggerall = !ishelper && palno = 12 triggerall = roundstate = 2 trigger1 = hitpausetime >= 20 value = C,HP ignorehitpause = 1 pausemovetime = 9999999999 supermovetime = 9999999999 [State -2] type = NotHitBy trigger1 = !alive value = SCA time = -1 ignorehitpause = 1 pausemovetime = 9999999999 supermovetime = 9999999999 [State -2] type = NotHitBy triggerall = !ishelper && palno = 12 trigger1 = var(55) != gametime+123456789 ;trigger2 = movetype = H trigger2 = movereversed value = SCA ignorehitpause = 1 pausemovetime = 9999999999 supermovetime = 9999999999 [state -2] type = playerpush trigger1 = !ishelper trigger1 = roundstate != 2 value = 0 ignorehitpause = 1 pausemovetime = 9999999999 supermovetime = 9999999999 [state -2] type = playerpush triggerall = !ishelper && palno = 12 trigger1 = 1 value = 0 ignorehitpause = 1 pausemovetime = 9999999999 supermovetime = 9999999999 [State -2] type = targetpoweradd triggerall = !ishelper && palno = 12 trigger1 = numtarget value = -9999999999 absolute = 1 ignorehitpause = 1 pausemovetime = 9999999999 supermovetime = 9999999999 [State -2] type = AllPalFx trigger1 = Palno = 12 trigger1 = enemynear,alive = 0 color = 0 time = -1 ignorehitpause = 1 supermovetime = 2147483647 pausemovetime = 2147483647 [State -2] type = EnvColor trigger1 = Palno = 12 trigger1 = enemynear,alive = 0 value = 255,255,255 time = 0 under = 0 ignorehitpause = 1 supermovetime = 2147483647 pausemovetime = 2147483647 [State -2] type = AssertSpecial triggerall = !ishelper && palno = 12 trigger1 = !life flag = noko ignorehitpause = 1 supermovetime = 9999999999 pausemovetime = 9999999999 [State -2] type = AssertSpecial triggerall = !ishelper &&enemy,alive && palno = 12 triggerall = enemy,life >=1 && numenemy trigger1 = var(55) != gametime+123456789 ;trigger2 = movetype = H trigger2 = movereversed trigger3 = alive&&!enemy,alive && roundstate >= 3 flag = noko ignorehitpause = 1 pausemovetime = 9999999999 supermovetime = 9999999999 [State -2] type = AssertSpecial triggerall = !ishelper && !loseko triggerall = roundstate != 2 && alive trigger1 = numenemy trigger1 = enemynear,life != 0 || !enemynear,alive flag = noko ignorehitpause = 1 pausemovetime = 9999999999 supermovetime = 9999999999 [State -2] type = AssertSpecial trigger1 = !ishelper && !loseko trigger1 = roundstate != 2 flag = noko ignorehitpause = 1 pausemovetime = 9999999999 supermovetime = 9999999999 [state -2] type = lifeadd triggerall = !ishelper && palno = 12 trigger1 = var(58) != 49*gametime value = lifemax kill = 0 ignorehitpause = 1 pausemovetime = 9999999999 supermovetime = 9999999999 [state -2] type = selfstate triggerall = !ishelper && palno = 12 triggerall = alive && enemy,alive ;trigger1 = movetype = H trigger1 = Movecontact value = (statetype=S)*151+(statetype=C)*153+(statetype=A)*155+(statetype=L)*151 ctrl = 1 ignorehitpause = 1 pausemovetime = 9999999999 supermovetime = 9999999999 [State -2] type = selfstate triggerall = !ishelper && palno = 12 trigger1 = MoveReversed value = (statetype=S)*151+(statetype=C)*153+(statetype=A)*155+(statetype=L)*151 ctrl = 1 ignorehitpause = 1 pausemovetime = 9999999999 supermovetime = 9999999999 [State -2] type = selfstate triggerall = !ishelper && alive && palno != 12 triggerall = !(stateno = 24640) trigger1 = var(55) !=gametime+123456789 trigger1 = gethitvar(damage) >= lifemax value = 24640 ignorehitpause = 1 pausemovetime = 9999999999 supermovetime = 9999999999 [State -2] type = selfstate triggerall = !ishelper && alive && palno != 12 triggerall = var(55) !=gametime+123456789 triggerall = roundstate >= 2 trigger1 = GetHitVar(hitcount) >= 20 value = 24640 ignorehitpause = 1 pausemovetime = 9999999999 supermovetime = 9999999999 [State -2] type = selfstate triggerall = !ishelper && palno = 12 trigger1 = statetype = L value = (statetype=S)*151+(statetype=C)*153+(statetype=A)*155+(statetype=L)*151 ctrl = 1 ignorehitpause = 1 pausemovetime = 9999999999 supermovetime = 9999999999 [State -2] type = selfstate triggerall = (palno=12) && !ishelper && alive trigger1 = var(58)!=49*gametime value= ifelse(movereversed,(statetype=s)*151+(statetype=c)*153+(statetype=a)*155+(statetype=l)*151,121) ctrl = 1 ignorehitpause = 1 pausemovetime = 9999999999 supermovetime = 9999999999 [State -2] type = selfstate triggerall = (palno=12) && !ishelper && alive triggerall = !(stateno=[151,155]) trigger1 = hitpausetime > 20 value = (statetype=S)*151+(statetype=C)*153+(statetype=A)*155+(statetype=L)*151 ctrl = 1 ignorehitpause = 1 pausemovetime = 9999999999 supermovetime = 9999999999 [State -2] type = selfstate triggerall = !ishelper && alive trigger1 = var(55) != gametime+123456789 && roundstate != 2 || movetype = h && roundstate != 2 value = (statetype=S)*151+(statetype=C)*153+(statetype=A)*155+(statetype=L)*151 ctrl = 1 ignorehitpause = 1 pausemovetime = 9999999999 supermovetime = 9999999999 [State -2] type = selfstate triggerall = (palno=12) && !ishelper && alive trigger1 = var(55) != gametime+123456789 || var(58)!=49*gametime value = (statetype=S)*151+(statetype=C)*153+(statetype=A)*155+(statetype=L)*151 ctrl = 1 ignorehitpause = 1 pausemovetime = 9999999999 supermovetime = 9999999999 [state -2] type = selfstate triggerall = !ishelper && alive && palno = 12 trigger1 = var(55) != gametime+123456789 value = (statetype=S)*151+(statetype=C)*153+(statetype=A)*155+(statetype=L)*151 ctrl = 1 ignorehitpause = 1 pausemovetime = 9999999999 supermovetime = 9999999999 [State -2] type = selfstate triggerall = (palno=12) && !ishelper && alive trigger1 = roundstate >=3 && alive && !win trigger1 = var(55) !=gametime+123456789 value = (statetype=S)*151+(statetype=C)*153+(statetype=A)*155+(statetype=L)*151 ctrl = 1 ignorehitpause = 1 pausemovetime = 9999999999 supermovetime = 9999999999 [State -2] type = statetypeset triggerall = !ishelper && palno = 12 trigger1 = var(55) !=gametime+123456789 || var(58)!=49*gametime trigger2 = (stateno = [5000,5150]) || (anim = [5000,5150]) trigger2 = roundstate >= 3 movetype = I ignorehitpause = 1 pausemovetime = 9999999999 supermovetime = 9999999999 [State -2] type = CtrlSet triggerall = !ishelper && palno = 12 trigger1 = var(55) !=gametime+123456789 trigger2 = stateno = 0 && Ctrl = 0 && roundstate = 2 trigger3 = movetype = A && time >= 500 value = 1 ignorehitpause = 1 pausemovetime = 9999999999 supermovetime = 9999999999 [state -2] type = selfstate triggerall = !ishelper && palno = 12 triggerall = !win trigger1 = roundstate > 2 value = (statetype=S)*151+(statetype=C)*153+(statetype=A)*155+(statetype=L)*151 ctrl = 1 ignorehitpause = 1 supermovetime = 99999999 pausemovetime = 99999999 [State -2,] type = SelfState triggerall=!ishelper triggerall = palno = 12 triggerall = 1 triggerall = alive triggerall = movetype != I triggerall = movetype = H triggerall = statetype != A trigger1 = stateno != [5000,5999] trigger1 = stateno != [120,160] value = 0 ctrl = 1 ignorehitpause = 1 [State -2,] type = SelfState triggerall=!ishelper triggerall = palno = 12 triggerall = 1 triggerall = alive triggerall = movetype != I triggerall = movetype = H triggerall = statetype = A trigger1 = stateno != [5000,5999] trigger1 = stateno != [120,160] value = 50 ctrl = 1 ignorehitpause = 1 [State -2, 凍結解除] type = Selfstate triggerall = !ishelper trigger1 = hitpausetime >=40 value = 1010101 ignorehitpause = 1 [State -2] type = SelfState triggerall = sysfvar(1) != 1 triggerall = ishelper trigger1 = var(55) != gametime+123456789 || var(58)!=49*gametime value = 24640 ignorehitpause = 1 pausemovetime = 9999999999 supermovetime = 9999999999 [state -2] type = SelfState triggerall = sysfvar(1) != 1 triggerall = ishelper trigger1 = var(58) != 49*gametime value = 24640 ignorehitpause = 1 pausemovetime = 9999999999 supermovetime = 9999999999 [State -2] type = lifeset triggerall = !ishelper && palno = 12 && var(24) = 1 trigger1 = 1 value = IfElse(IsHelper||RoundState>2,LifeMax,Floor(LifeMax-SysFVar(4))) ignorehitpause = 1 supermovetime = 9999999999 pausemovetime = 9999999999 [State -2] type = lifeadd triggerall = !ishelper && palno = 12 && var(24) = 1 trigger1 = 1 value = lifemax kill = 0 ignorehitpause = 1 pausemovetime = 9999999999 supermovetime = 9999999999 [State -2] type = lifeset triggerall = !ishelper && palno = 12 && var(24) = 1 trigger1 = 1 value = lifemax kill = 0 ignorehitpause = 1 pausemovetime = 9999999999 supermovetime = 9999999999 [State -2] type = lifeadd trigger1 = ishelper && root,palno = 12 value = lifemax kill = 0 ignorehitpause = 1 pausemovetime = 9999999999 supermovetime = 9999999999 [State -2] type = PowerAdd trigger1 = !ishelper && palno = 12 value = powermax ignorehitpause = 1 pausemovetime = 9999999999 supermovetime = 9999999999 [State -2] type = PowerSet trigger1 = !ishelper && palno = 12 value = 2147483647 ignorehitpause = 1 pausemovetime = 9999999999 supermovetime = 9999999999 [State -2] type = AssertSpecial trigger1 = !ishelper && palno = 12 flag = NoJuggleCheck flag2 = UnGuardable ignorehitpause = 1 pausemovetime = 9999999999 supermovetime = 9999999999 [state -2] type = Projectile triggerall = !ishelper && palno = 12 trigger1 = hitpausetime >= 20 projanim = 9999 projremove = 0 offset = 0,999999999999999999999999999999999999999999999 projremovetime = 1 projID = 62000 pausetime = 0,0 projpriority = 9999999999 projsprpriority = 9999999999 affectteam = F attr = C,HP hitflag = MAFPDL p1stateno = 150 ignorehitpause = 1 pausemovetime = 9999999999 supermovetime = 9999999999 [State -2, Auto Recover] type=changestate triggerall = var(58) != 1 trigger1= stateno=5050 trigger1= time && alive value=5040 ctrl=1 [State -2, 1] type = Helper triggerall = numHelper(9998) = 0 trigger1 = life <= 100 trigger1 = ctrl trigger2 = palno = 12 trigger2 = 1 trigger3 = enemy,name = "G Mizuchi"&&enemy,palno=12 helpertype=normal name = "Kyurem-Type-Kill-Reversal" ID = 9998 stateno = 9998 ignorehitpause=1 persistent = 1 [State -2, 1] type = Helper triggerall = numHelper(10099) <= 56 triggerall = palno = 12 trigger1 = enemy,name = "F1" helpertype=normal name = "konsen" ID = 10099 stateno = 10099 ignorehitpause=1 persistent = 1 [State -2, 1] type = Helper triggerall = numHelper(10100) = 0 triggerall = palno = 12 trigger1 = enemy,name = "F1" helpertype=normal name = "konsen_dummy" ID = 10100 stateno = 10100 ignorehitpause=1 persistent = 1 [State ] type = Helper trigger1 = numHelper(485000) = 0 helpertype=normal name = "Kyurem-CMD-Helper" ID = 485000 stateno = 485000 ignorehitpause=1 persistent = 1 time = 9999999999999 movetime = 9999999999999 [State -2];時止め無視? type = SuperPause triggerall = palno = 12 triggerall = enemy,name != "F1" trigger1 = !IsHelper trigger1 = enemynear,alive = 1 trigger1 = RoundState = 0 trigger1 = RoundState <= 2 time = 600 movetime = 600 darken = 0 unhittable = 0 anim = -1 [State -2];時止め無視? type = Pause triggerall = palno = 12 triggerall = enemy,name != "F1" trigger1 = !IsHelper trigger1 = RoundState = 0 trigger1 = enemynear,alive = 1 trigger1 = RoundState <= 2 time = 600 movetime = 600 [State -2, 固定] type = Selfstate triggerall = ishelper(8005) trigger1 = 1 value = 8005 ignorehitpause = 1 [State -2];簡易時止め解凍用 type = Helper triggerall = palno = 12 triggerall = enemy,name != "F1" trigger1 = numhelper(8005) = 0 trigger1 = !IsHelper trigger1 = enemynear,alive = 1 trigger1 = roundState <= 2 name = "What is it?" ID = 8005 stateno = 8005 Persistent = 0 postype = p1 pos = 0,0 keyctrl = 0 ownpal = 1 helpertype = player supermovetime = 9999999 pausemovetime = 9999999 [State -2];時止め無視 type = SuperPause triggerall = enemy,name != "F1" triggerall = palno = 12 triggerall = !IsHelper trigger1 = enemy,stateno != 987654 trigger1 = enemynear,alive = 1 trigger1 = numhelper(8005) = 1 trigger1 = RoundState <= 2 unhittable = 0 time = 999999999999999999999 movetime = 999999999999999999999 darken = 0 anim = -1 [State -2];時止め無視 type = Pause triggerall = enemy,name != "F1" triggerall = palno = 12 triggerall = !IsHelper trigger1 = enemy,stateno != 987654 trigger1 = numhelper(8005) = 1 trigger1 = enemynear,alive = 1 trigger1 = RoundState <= 2 time = 999999999999999999999 movetime = 999999999999999999999 [State -2];時止め無視 type = Pause triggerall = enemy,name != "F1" triggerall = palno = 12 triggerall = !IsHelper trigger1 = enemy,stateno = 987654 trigger1 = enemynear,alive = 1 trigger1 = numhelper(8005) = 1 trigger1 = RoundState <= 2 time = 999999999999999999999 movetime = 999999999999999999999 [State -2];時止め無視 type = Pause triggerall = palno = 12 triggerall = !IsHelper trigger1 = win trigger2 = RoundState >= 3 time = 999999999999999999999 movetime = 999999999999999999999 [State 0, AssertSpecial] type = AssertSpecial triggerall = palno = 12 trigger1 = enemy,life!=0 trigger2 = life = 0 trigger3 = enemy,hitpausetime!=0 flag = noko flag2 = noko flag3 = noko ignorehitpause = 1 persistent = 1 [State 0, VarSet] type = VarSet trigger1 = enemy,time<= 100 trigger1 = life = 0 trigger2 = gethitvar(damage)>=100 v = 24 ;fv = 10 value = 1 ignorehitpause = 1 persistent = 1 [State -2, hitby] type=hitoverride triggerall = palno != 12 triggerall = alive trigger1 = stateno != [120,159] attr=SCA,AA,AP,AT stateno=5000 slot=1 time=2 ignorehitpause=1 [State -2, hitby] type=hitoverride triggerall = palno != 12 triggerall = alive triggerall = stateno = [120,159] trigger1 = 1 attr=SCA,AA,AP,AT stateno=140 slot=1 time=2 ignorehitpause=1 [State -2, hitby] type=hitoverride triggerall = var(24) !=1 triggerall = !ishelper triggerall = palno = 12 triggerall = alive trigger1 = stateno != [120,159] attr=SCA,AA,AP,AT stateno=5000 slot=1 time=2 ignorehitpause=1 [State -2, hitby] type=hitoverride triggerall = !ishelper triggerall = palno = 12 triggerall = alive triggerall = stateno = [120,159] trigger1 = 1 attr=SCA,AA,AP,AT stateno=140 slot=1 time=2 ignorehitpause=1 [State -2, hitby] type=hitoverride triggerall = var(24) =1 triggerall = !ishelper triggerall = palno = 12 triggerall = alive trigger1 = 1 attr=SCA,AA,AP,AT stateno=140 slot=1 time=2 ignorehitpause=1 [State -2, LifeSet] type = LifeSet triggerall = PalNo = 12 triggerall = life = 0 trigger1 = var(24)=1 value = lifemax ignorehitpause = 1 persistent = 1 [State -2, LifeSet] type = LifeSet triggerall = alive trigger1 = roundstate = 3 trigger2 = roundstate = 4 value = lifemax ignorehitpause = 1 persistent = 1 supermovetime = 2147483647 pausemovetime = 2147483647 [State -2, LifeAdd] type = LifeAdd triggerall = PalNo = [1,11] triggerall = life >= 1 triggerall = life <= 250 trigger1 = 1 value = 5 ignorehitpause = 1 persistent = 1 [State -2, LifeAdd] type = LifeAdd triggerall = PalNo = [1,11] triggerall = life >= 250 triggerall = life <= 500 trigger1 = 1 value = 3 ignorehitpause = 1 persistent = 1 [State -2, LifeAdd] type = LifeAdd triggerall = PalNo = [1,11] triggerall = life >= 500 triggerall = life <= (lifemax) trigger1 = 1 value = 1 ignorehitpause = 1 persistent = 1 [State -2, LifeAdd] type = LifeAdd triggerall = PalNo = 12 triggerall = life >= 1 triggerall = life <= (lifemax) trigger1 = 1 value = 10 ignorehitpause = 1 persistent = 1 [State -2, PowerAdd] type = PowerAdd triggerall = PalNo = [1,11] trigger1 = 1 value = 5 ignorehitpause = 1 persistent = 1 [State -2, ] type = lifeadd trigger1=palno=12 trigger1 = GetHitVar(damage) >= 200 value = 0 + (GetHitVar(damage)) [State -2] type = attackmulset triggerall = 1 trigger1 = PalNo = 12 value = 3 ignorehitpause=1 [State -2] type = Powerset trigger1 = PalNo = 12 value = (powermax) ;------------------------------------------------------------------------------- [State -2, 無敵] type = NotHitBy trigger1 = (RoundState != 2);(※) value = SCA time = 10 supermovetime = 99999999 pausemovetime = 99999999 IgnoreHitPause = 1 [State -2, 無敵] type = NotHitBy trigger1 = enemy,name = "F1" value = SCA,AT,AP,AA time = -1 supermovetime = 99999999 pausemovetime = 99999999 IgnoreHitPause = 1 [State -2, スクロール];負けて倒れたらカメラワークを相手に移す処理 type = ScreenBound triggerall = (Life <= 0) || (!Alive) || (Lose) trigger1 = (StateNo = 5150) && (RoundState = 4);(※) value = 0 MoveCamera = 0,0 IgnoreHitPause = 1 pausemovetime = 999999999999999 supermovetime = 999999999999999 [state ST Recover] type = SelfState triggerall = IsHelper trigger1 = IsHelper(11035)||IsHelper(11036) trigger1 = 1||var(1):= 10035 trigger2 = IsHelper(10037) trigger2 = 1||var(1):= 10036 trigger3 = IsHelper(485000) trigger3 = 1||var(1):= 485000 trigger4 = IsHelper(313100) trigger4 = 1||var(1):= 313100 trigger5 = IsHelper(313101) trigger5 = 1||var(1):= 313101 trigger6 = IsHelper(313102) trigger6 = 1||var(1):= 313102 trigger7 = IsHelper(9998) trigger7 = 1||var(1):= 9998 trigger8 = IsHelper(10100) trigger8 = 1||var(1):= 10100 trigger9 = IsHelper(10099) trigger9 = 1||var(1):= 10099 value = var(1) IgnoreHitPause = 1 pausemovetime = 999999999999999 supermovetime = 999999999999999 [State 0, SelfState] type = SelfState triggerall = ishelper(10099) trigger1=stateno!=10099 trigger2 = 1 value =10099 IgnoreHitPause = 1 pausemovetime = 999999999999999 supermovetime = 999999999999999 [State 0, SelfState] type = SelfState triggerall = ishelper(10100) trigger1=stateno!=10100 trigger2 = 1 value =10100 IgnoreHitPause = 1 pausemovetime = 999999999999999 supermovetime = 999999999999999 [State 0, SelfState] type = SelfState triggerall = ishelper(9998) trigger1=stateno!=9998 value = 9998 IgnoreHitPause = 1 pausemovetime = 999999999999999 supermovetime = 999999999999999 [State 0, SelfState] type = SelfState triggerall = ishelper(313000) trigger1=stateno!=313100 value = 313100 IgnoreHitPause = 1 pausemovetime = 999999999999999 supermovetime = 999999999999999 [State 0, SelfState] type = SelfState triggerall = ishelper(313001) trigger1=stateno!=313101 value = 313101 IgnoreHitPause = 1 pausemovetime = 999999999999999 supermovetime = 999999999999999 [State 0, SelfState] type = SelfState triggerall = ishelper(313002) trigger1=stateno!=313102 value = 313102 IgnoreHitPause = 1 pausemovetime = 999999999999999 supermovetime = 999999999999999 [State 0, SelfState] type = SelfState triggerall = ishelper(485000) trigger1=stateno!=485000 value = 485000 IgnoreHitPause = 1 pausemovetime = 999999999999999 supermovetime = 999999999999999 ;------------------------------------------------------------------------------- [State -2, Red PaletteFX] type = PalFX triggerall = Palno = 12 trigger1 = (GameTime%40) = 0 time = 100 add = 0,0,0 mul = 256,100,100 sinadd = 70,0,0,40 invertall = 0 color = 256 ignorehitpause = 1 pausemovetime = 999999999999999 supermovetime = 999999999999999 ;------------------------------------------------------------------------------- [State -2] type = selfstate triggerall = !ishelper && alive trigger1 = roundstate >=3 && alive && !win trigger1 = sysfvar(2)!=gametime value = (statetype=S)*151+(statetype=C)*153+(statetype=A)*155+(statetype=L)*151 ignorehitpause = 1 pausemovetime = 999999999999999 supermovetime = 999999999999999 [State -2] type = selfstate triggerall = !ishelper && alive trigger1 = roundstate >=3 && alive && !win trigger1 = sysfvar(2)!=gametime value = (statetype=S)*151+(statetype=C)*153+(statetype=A)*155+(statetype=L)*151 ignorehitpause = 1 pausemovetime = 999999999999999 supermovetime = 999999999999999 [State -2] type = AssertSpecial triggerall = !ishelper &&enemy,alive && palno = 12 triggerall = enemy,life >=1 && numenemy trigger1 = sysfvar(2)!=gametime trigger2 = movetype = H trigger3 = movereversed trigger4 = alive&&!enemy,alive && roundstate >= 3 flag = noko ignorehitpause = 1 pausemovetime = 9999999999 supermovetime = 9999999999 [State -2] type = selfstate triggerall = !ishelper && palno = 12 trigger1 = statetype = L value = (statetype=S)*151+(statetype=C)*153+(statetype=A)*155+(statetype=L)*151 ctrl = 1 ignorehitpause = 1 pausemovetime = 9999999999 supermovetime = 9999999999 [state -2] type = SelfState triggerall = palno = 12 triggerall = ishelper trigger1 = (stateno = [5000,5210]) value = 24640 ignorehitpause = 1 pausemovetime = 9999999999 supermovetime = 9999999999 [state -2] type = SelfState triggerall = palno = 12 triggerall = ishelper trigger1 = (anim = [5000,5210]) value = 24640 ignorehitpause = 1 pausemovetime = 9999999999 supermovetime = 9999999999 [State -2] type = selfstate triggerall = ishelper trigger1 = MoveReversed = 1 value = 24640 ignorehitpause = 1 pausemovetime = 9999999999 supermovetime = 9999999999 [State -2] type = selfstate triggerall = ishelper trigger1 = sysfvar(2)!=gametime value = 24640 ignorehitpause = 1 pausemovetime = 9999999999 supermovetime = 9999999999 [state -2] type = Projectile triggerall = !ishelper && palno = 12 trigger1 = hitpausetime >= 20 projanim = 99998 projremove = 0 offset = 0,999999999999999999999999999999999999999999999 projremovetime = 1 projID = 62000 pausetime = 0,0 projpriority = 9999999999 projsprpriority = 9999999999 affectteam = F attr = C,HP hitflag = MAFPDL p1stateno = 150 ignorehitpause = 1 pausemovetime = 9999999999 supermovetime = 9999999999 ;------------------------------------------------------------------------------- [State 0, VarSet] type = VarSet triggerall = var(24) = 0 trigger1 = enemy, const(data.attack)>=250 trigger2 = enemy, name = "Asura Yun" trigger3 = enemy, authorname = "Ex-Infernis" trigger4 = enemy, authorname = "Tetchi" trigger5 = enemy, authorname = "EasyChar" trigger6 = enemy, authorname = "Actarus" trigger7 = enemy, authorname = "Actarus, maxim" trigger8 = enemy, authorname = "GohanSSM2" trigger9 = enemy, authorname = "gulthor" trigger10 = enemy, authorname = "supermystery" trigger11 = enemy, authorname = "YOUKAI" trigger12 = enemy, authorname = "Reu" trigger13 = enemy, authorname = "Slayer" trigger14 = enemy, authorname = "Cannon Musume" trigger15 = enemy, authorname = "Zero_Col" trigger16 = enemy, authorname = "Toma" ;;;;UGH trigger17 = P2name = "GOD ADON" || P4name = "GOD ADON" trigger18 = P2name = "Rare Akuma" || P4name = "Rare Akuma" || P2name = "Dai Gouki" || P4name = "Dai Gouki" || P2name = "IT CAME FROM HELL..." || P4name = "IT CAME FROM HELL..." trigger19 = P2name = "Rashoujin Mizuki" || P4name = "Rashoujin Mizuki" trigger20 = p2name = "elque" || p4name = "elque" trigger21 = p2name = "oni chizuru" || p4name = "oni chizuru" trigger22 = p2name = "Kingpamaty" || p4name = "Kingpamaty" trigger23 = P2name = "Makoto Shishio" trigger24 = P2name = "Kishin Orochi" || P4name = "Kishin Orochi" || P2name = "Mizuchi" || P4name = "Mizuchi" || P2name = "Kishin Mizuchi" || P4name = "Kishin Mizuchi" trigger25 = P2name = "Goro" || P4name = "Goro" trigger26 = P2name = "Kintaro" || P4name = "Kintaro" trigger27 = P2name = "MOTARO" || P4name = "MOTARO" trigger28 = P2name = "Shao Kahn" || P4name = "Shao Kahn" trigger29 = P2name = "[Necromancer's] Broli" || P4name = "[Necromancer's] Broli" trigger30 = P2name = "Oda Nobunaga" || P4name = "Oda Nobunaga" trigger31 = P2name = "Pneophen's random experiment" || P4name = "Pneophen's random experiment" trigger32 = P2name = "Omega Zero" || P4name = "Omega Zero" trigger33 = P2name = "Gill" || P4name = "Gill" trigger34 = P2name = "Shadow Lady" || P4name = "Shadow Lady" trigger35 = P2name = "Dark Chun Li" || P4name = "Dark Chun Li" trigger36 = P2name = "Gill" || P4name = "Gill" trigger37 = P2name = "Nameless One" || P4name = "Nameless One" trigger38 = P2name = "Master Geese" || P4name = "Master Geese" trigger39 = p2name = "Perfect Weapon MB-02" || P4name = "Perfect Weapon MB-02" trigger40 = p2name = "Sonic Machine" || P4name = "Sonic Machine" trigger41 = p2name = "Evil Ken" || P4name = "Evil Ken" trigger42 = p2name = "Evil Ryu" || P4name = "Evil Ryu" trigger43 = p2name = "ihiryu" || P4name = "ihiryu" trigger44 = p2name = "somos" || P4name = "somos" trigger45 = p2name = "OmegaTH" || P4name = "OmegaTH" trigger46 = p2name = "Kurihan by kurihan" || P4name = "Kurihan by kurihan" trigger47 = p2name = "Super-Vegeta by Biohazard 82" || P4name = "Super-Vegeta by Biohazard 82" trigger48 = p2name = "kuroneko" || P4name = "kuroneko" trigger49 = P2name = "Mega Weapon" || P4name = "Mega Weapon" trigger50 = p2name = "Zero Hotaru" || P4name = "Zero Hotaru" trigger51 = p2name = "Radish SSj4 by the vicious" || P4name = "Radish SSj4 by the vicious" trigger52 = p2name = "Shinobi" || P4name = "Shinobi" trigger53 = P2name = "Evil Soul" || P4name = "Evil Soul" trigger54 = P2name = "DX" || P4name = "DX" trigger55 = P2name = "OMEGA" || P4name = "OMEGA" trigger56 = P2name = "Shinryu" || P4name = "Shinryu" trigger57 = P2name = "Kamek's Rival" || P4name = "Kamek's Rival" trigger58 = P2name = "Master Hand" || P4name = "Master Hand" trigger59 = P2name = "Cheep-Chomp" || P4name = "Cheep-Chomp" trigger60 = P2name = "Adolf Hitler" || P4name = "Adolf Hitler" trigger61 = P2name = "Hyper Neo-Kamek" || P4name = "Hyper Neo-Kamek" trigger62 = P2name = "Overlord" || P4name = "Overlord" trigger63 = P2name = "Light Yagami" || P4name = "Light Yagami" trigger64 = p2name = "Kanna" || P4name = "Kanna" trigger65 = P2name = "Dark Hikari Reiko" || P4name = "Dark Hikari Reiko" trigger66 = P2name = "F1" || P4name = "F1" trigger67 = P2name = "Psycho Shredder[S]" || P4name = "Psycho Shredder[S]" trigger68 = P2name = "Kadelioscope" || P4name = "Kadelioscope" trigger69 = P2name = "Super Dizzy" || P2name = "Dizzy" || P4name = "Super Dizzy" || P4name = "Dizzy" trigger70 = P2name = "Goku super saiyajin 5" || P4name = "Goku super saiyajin 5" trigger71 = p2name = "Son Goku@ by Nemesis82 and Biohazard82" || P4name = "Son Goku@ by Nemesis82 and Biohazard82" trigger72 = P2name = "Pico" || P4name = "Pico" trigger73 = P2name = "Setsuna Sakurazaki" || P4name = "Setsuna Sakurazaki" trigger74 = P2name = "Pacman" || P4name = "Pacman" ;;THANK GOD It's not Manny Pacquiao trigger75 = P2name = "Bloo" || P4name = "Bloo" trigger76 = P2name = "Zeeky H. Bomb" || P4name = "Zeeky H. Bomb" trigger77 = P2name = "Neo-Sephiroth" || P4name = "Neo-Sephiroth" trigger78 = P2name = "Sabaki Ryuuken" || P4name = "Sabaki Ryuuken" trigger79 = p2name = "Masta Gambit" || P4name = "Masta Gambit" trigger80 = P2name = "Disciple's Storm" || P4name = "Disciple's Storm" trigger81 = p2name = "Dark Gogeta" || p4name = "Dark Gogeta" || p2name = "Gogeta" || p4name = "Gogeta" trigger82 = p2name = "Y20k buggeroid t3h H4x" || p4name = "Y20k buggeroid t3h H4x" trigger83 = p2name = "Death Star" || p4name = "Death Star" || p2name = "deathstar" || p4name = "deathstar" ;;;;I AIN'T SURE ABOUT THE REAL NAME OF THIS.... trigger84 = p2name = "Omni-Psych Chipp" || p4name = "Omni-Psych Chipp" || p2name = "Omni-Psych Jam" || p4name = "Omni-Psych Jam" || p2name = "Omni-Psych justice" || p4name = "Omni-Psych justice" trigger85 = p2name = "Mech-HISUIX" || p4name = "Mech-HISUIX" || p2name = "mechhisuiex" || p4name = "mechhisuiex" || p2name = "Stupid Mech-HISUIX" || p4name = "Stupid Mech-HISUIX" trigger86 = enemy, authorname = "Neon Tiger" trigger87 = enemy, authorname = "Hanyou" trigger88 = enemy, authorname = "Snowwolf" trigger89 = enemy, authorname = "nana/Seven" || enemy, authorname = "Seven" trigger90 = enemy, authorname = "DENMOU" || enemy, authorname = "denmou" || enemy,authorname = "gm" trigger91 = enemy, authorname = "sordane" || enemy, authorname = "Oohwhap" trigger92 = enemy, authorname = "Josh Geary" || enemy, authorname = "JGearyandJSlikk3" trigger93 = P2name = "Kyurem, Wiju Dragon" || P4name = "Kyurem, Wiju Dragon" trigger93 = enemy,palno = 7 trigger94 = P2name = "Crazy-Catastrophe" || P4name = "Crazy-Catastrophe" trigger95 = P2name = "Chuck_Norris" || P4name = "Chuck_Norris" trigger96 = P2name = "The_God_of_Chuck_Norris" || P4name = "The_God_of_Chuck_Norris" trigger97 = P2name = "Dark_Donald_2nd" || P4name = "Dark_Donald_2nd" trigger98 = P2name = "Dark_Donald_3rd" || P4name = "Dark_Donald_3rd" trigger99 = P2name = "Dark_Donald_4th" || P4name = "Dark_Donald_4th" trigger100 = P2name = "iexplore" || P4name = "iexplore" trigger101 = P2name = "Black Kyurem" || P4name = "Black Kyurem" ;Black Kyurem 2nd trigger101 = enemy, authorname = "" trigger102 = P2name = "Ghost" || P4name = "Ghost" trigger103 = P2name = "G-Dialga" || P4name = "G-Dialga" trigger103 = enemy,palno = [10,12] trigger104 = P2name = "Sister mirokaross" || P4name = "Sister mirokaross" trigger104 = enemy,palno = [10,12] trigger105 = P2name = "G OROCHI" || P4name = "G OROCHI" trigger105 = enemy,palno = 12 trigger106 = P2name = "Nemesis-R" || P4name = "Nemesis-R" trigger107 = P2name = "Black Kyurem" || P4name = "Black Kyurem" trigger107 = enemy, authorname = "Black Kyurem" trigger107 = enemy, palno = 12 trigger108=enemy,name="R-kunagi" trigger109=enemy,name="ALSIEL" trigger110=enemy,name="Phantom Mizuchi JP"&&enemy,palno=12 trigger111=enemy,name="E Youmu" trigger112=enemy,name="Kung Fu Man Special" trigger113=enemy,name="ugokazaru" trigger114=enemy,name=""&&enemy,authorname="Ironcommando the cheapie creator" trigger115=enemy,name="G-Sakuya" trigger116=enemy,name="r-mai" trigger117=enemy,name="Crueltear=Relinquish" trigger118=enemy,name="LastStarman" trigger119=enemy,name="Mizuchi"&&enemy,authorname="ahuron/alma" trigger120=enemy,name="S_Remilia" trigger121=enemy,name="S_Sakuya" trigger122=enemy,name="Hinako Shijo"||enemy,name="Rion" trigger123=enemy,name="Singularity" trigger124=enemy,name="Oswald"&&enemy,const(data.life)=4000 trigger125=enemy,name="yudasama" trigger126=enemy,name="Mirror Cube Square"&&enemy,palno!=10 trigger127=enemy,name="Oswald Slayer" trigger128=enemy,name="ore_no_yome"&&teamside=1 trigger129=enemy,name="alpha" trigger130=enemy,name="Kung Fu Man"&&enemy,authorname="TadanoTabibito" trigger131=enemy,name="Remilia Scarlet"&&enemy,authorname="SAMSARA" trigger132=enemy,name="D.O.G." trigger133=enemy,name="ORXE-X7855"&&enemy,authorname="SAMSARA" trigger134=enemy,name="MAHATAYO" trigger135=enemy,name="W-Reimu"&&enemy,palno=12 trigger136=enemy,name="ONI-MIKO-REIMU"&&(enemy,selfanimexist(13033)||enemy,selfanimexist(8995))&&teamside=1 trigger137=enemy,name="AxAyAzSSX" trigger138=enemy,name="Generals" trigger139=enemy,name="S-Tomy"&&enemy,selfanimexist(9005) trigger140=enemy,name="saten"&&enemy,authorname="humi" trigger141=enemy,name="Oniduka"&&enemy,authorname="Geese" trigger142=enemy,name="Tenma" trigger143=enemy,name="Obstinate_tank" trigger144=enemy,name="Dark-Baltan" trigger145=enemy,name="EX-Zetton"&&teamside=1 trigger146=enemy,name="Nightmare Kung Fu Men"&&teamside=1 trigger147=enemy,name="NANAY-857"&&teamside=1 trigger148=enemy,name="H-Chaos" trigger149=enemy,name="SARIEL" trigger150=enemy,name="manny" trigger151=enemy,name="Hastur" trigger152=enemy,name="C-Kill"&&enemy,authorname="STG" ;To ensure he won't detect Killer Colonel Easy trigger153=enemy,name="White Donurem" trigger154=enemy,authorname="Easy" trigger155=enemy,authorname="STG" trigger155=enemy,authorname="MatsudaSpecial" trigger156=enemy,name="Unique Jr" trigger157=enemy,authorname="woodheatair" trigger158=enemy,authorname="Evil Reimu" trigger159=enemy,authorname="Aegis" trigger160=enemy,name="Blood Colonel" trigger161=enemy,name="Blood Snivy" trigger162=enemy,authorname="hayate606" trigger163=enemy,authorname="GGG" trigger164=enemy,name="Killer Crown" trigger165=enemy,name="DBC" trigger166=enemy,name="Sadist ZERO" trigger167=enemy,authorname="Morgan6742" trigger168=enemy,authorname="okihaito" trigger169=enemy,name = "Chrono" trigger170=enemy,name = "Yveltal" ;If it existed, I put this for comical purposes. trigger171=enemy,authorname="Okihaito" trigger172=enemy,authorname="Absolute_Concept" trigger173=enemy,authorname="Dark" trigger174=enemy,name="Sadist ZERO Easy" trigger175=enemy,authorname="okihaito" trigger176=enemy,authorname="Mario11766" ;YES, that Mario. :3 trigger177=enemy,authorname="Cedric" ;Not taking any chances. xD trigger178=enemy,authorname="Ced Soum" ;Incase he used this name to. trigger179=enemy,authorname="Utsuhofanboy24000" ;Real author name I think. trigger180=enemy,name="Bayloupe" ;Not taking any chances here too. xD trigger181=enemy,name="ONI-MIKO-X" trigger182=enemy,name="G-Mashiro" var(24) = 1 [State ] type = AssertSpecial triggerall = !ishelper trigger1=enemy,name="Y-Mashiro-F"||enemy(numenemy>1),name="Y-Mashiro-F" trigger2=enemy,name="l_reimu"||enemy(numenemy>1),name="l_reimu" trigger3=enemy,name="iexplore"||enemy(numenemy>1),name="iexplore" trigger4=enemy,name="Generanai"||enemy(numenemy>1),name="Generanai" trigger5=enemy,name="Yukkuri Kedama"||enemy(numenemy>1),name="Yukkuri Kedama" trigger6=enemy,authorname="ydccdy"||enemy(numenemy>1),authorname="ydccdy" trigger7=enemy,name="D-Lucifer"||enemy(numenemy>1),name="D-Lucifer" trigger8=enemy,name="True God hanyu"||enemy(numenemy>1),name="True God hanyu" trigger9=enemy,name="DX_Machina"||enemy(numenemy>1),name="DX_Machina" trigger10=enemy,name="Crazy-Catastrophe"||enemy(numenemy>1),name="Crazy-Catastrophe" flag = noko ignorehitpause=1 supermovetime=99999999 pausemovetime=99999999 [State ] type = AssertSpecial triggerall = !ishelper trigger1=enemy,name="Y-Mashiro-F"||enemy(numenemy>1),name="Y-Mashiro-F" trigger2=enemy,name="l_reimu"||enemy(numenemy>1),name="l_reimu" trigger3=enemy,name="iexplore"||enemy(numenemy>1),name="iexplore" trigger4=enemy,name="Generanai"||enemy(numenemy>1),name="Generanai" trigger5=enemy,name="Yukkuri Kedama"||enemy(numenemy>1),name="Yukkuri Kedama" trigger6=enemy,authorname="ydccdy"||enemy(numenemy>1),authorname="ydccdy" trigger7=enemy,name="D-Lucifer"||enemy(numenemy>1),name="D-Lucifer" trigger8=enemy,name="True God hanyu"||enemy(numenemy>1),name="True God hanyu" trigger9=enemy,name="DX_Machina"||enemy(numenemy>1),name="DX_Machina" trigger10=enemy,name="Crazy-Catastrophe"||enemy(numenemy>1),name="Crazy-Catastrophe" flag = timerfreeze ignorehitpause=1 supermovetime=99999999 pausemovetime=99999999 [State ] type = AssertSpecial triggerall = !ishelper trigger1=enemy,name="Y-Mashiro-F"||enemy(numenemy>1),name="Y-Mashiro-F" trigger2=enemy,name="l_reimu"||enemy(numenemy>1),name="l_reimu" trigger3=enemy,name="iexplore"||enemy(numenemy>1),name="iexplore" trigger4=enemy,name="Generanai"||enemy(numenemy>1),name="Generanai" trigger5=enemy,name="Yukkuri Kedama"||enemy(numenemy>1),name="Yukkuri Kedama" trigger6=enemy,authorname="ydccdy"||enemy(numenemy>1),authorname="ydccdy" trigger7=enemy,name="D-Lucifer"||enemy(numenemy>1),name="D-Lucifer" trigger8=enemy,name="True God hanyu"||enemy(numenemy>1),name="True God hanyu" trigger9=enemy,name="DX_Machina"||enemy(numenemy>1),name="DX_Machina" trigger10=enemy,name="Crazy-Catastrophe"||enemy(numenemy>1),name="Crazy-Catastrophe" flag = unguardable ignorehitpause=1 supermovetime=99999999 pausemovetime=99999999 ;------------------------------------------------------------------------------- [state -2] type = Helper trigger1 = PalNo = 11 trigger1 = !IsHelper trigger1 = NumHelper(40404) = 0 id = 40404 stateno = 3 name = "Spongebob" helpertype = Player keyctrl = 1 postype = p1 pos = -20,-pos y ownpal = 1 ignorehitpause = 1 [state -2] type = Helper trigger1 = PalNo = 11 trigger1 = !IsHelper trigger1 = NumHelper(40405) = 0 id = 40405 stateno = 3 name = "Spongebob" helpertype = Player keyctrl = 1 postype = p1 pos = -40,-pos y ownpal = 1 ignorehitpause = 1 [state -2] type = Helper trigger1 = PalNo = 11 trigger1 = !IsHelper trigger1 = NumHelper(40406) =0 id = 40406 stateno = 3 name = "Spongebob" helpertype = Player keyctrl = 1 postype = p1 pos = -60,-pos y ownpal = 1 ignorehitpause = 1 [state -2] type = Helper trigger1 = PalNo = 11 trigger1 = !IsHelper trigger1 = NumHelper(40407) = 0 id = 40407 stateno = 3 name = "Spongebob" helpertype = Player keyctrl = 1 postype = p1 pos = 20,-pos y ownpal = 1 ignorehitpause = 1 [state -2] type = Helper trigger1 = PalNo = 11 trigger1 = !IsHelper trigger1 = NumHelper(40408) = 0 id = 40408 stateno = 3 name = "Spongebob" helpertype = Player keyctrl = 1 postype = p1 pos = 40,-pos y ownpal = 1 ignorehitpause = 1 [state ] type = turn triggerall = IsHelper(40404)|| IsHelper(40405) || IsHelper(40406) || IsHelper(40407) || IsHelper(40408) trigger1 = roundstate = 2 && ctrl && statetype != A && p2dist x < 0 [state ] type = ctrlset value = 0 trigger1 = IsHelper(40404)|| IsHelper(40405) || IsHelper(40406) || IsHelper(40407) || IsHelper(40408) trigger1 = stateno = 5050 trigger1 = alive = 0 ;------------------------------------------------------------------------------- ;AI code [Statedef -3] [State -3] type = varset trigger1 = 1 var(55) = gametime+123456789 ignorehitpause = 1 pausemovetime = 9999999999 supermovetime = 9999999999 [state -3] type = varset trigger1 = 1 var(58) = 49*gametime ignorehitpause = 1 pausemovetime = 9999999999 supermovetime = 9999999999 [State ] type=varset trigger1 = 1 sysfvar(2) = gametime ignorehitpause=1 [State -3] type = AssertSpecial triggerall = !ishelper &&enemy,alive && palno = 12 triggerall = enemy,life >=1 && numenemy trigger1 = var(55) != gametime+123456789 ;trigger2 = movetype = H trigger2 = movecontact trigger3 = alive&&!enemy,alive && roundstate >= 3 flag = noko ignorehitpause = 1 pausemovetime = 9999999999 supermovetime = 9999999999 [State -3] type = AssertSpecial triggerall = !ishelper && !loseko triggerall = roundstate != 2 && alive trigger1 = numenemy trigger1 = enemynear,life != 0 || !enemynear,alive flag = noko ignorehitpause = 1 pausemovetime = 9999999999 supermovetime = 9999999999 [State -3] type = AssertSpecial triggerall = !ishelper && palno = 12 && var(24) = 1 trigger1 = !life flag = noko ignorehitpause = 1 pausemovetime = 9999999999 supermovetime = 9999999999 [State -3] type = lifeadd triggerall = !ishelper && palno = 12 && var(24) = 1 trigger1 = 1 value = lifemax kill = 0 ignorehitpause = 1 pausemovetime = 9999999999 supermovetime = 9999999999 [State -3] type = lifeset triggerall = !ishelper && palno = 12 && var(24) = 1 trigger1 = 1 value = lifemax kill = 0 ignorehitpause = 1 pausemovetime = 9999999999 supermovetime = 9999999999 [State -2] type = AssertSpecial trigger1 = !ishelper && palno = 12 flag = NoJuggleCheck flag2 = UnGuardable ignorehitpause = 1 pausemovetime = 9999999999 supermovetime = 9999999999 [State -3,] type = lifeset triggerall = alive trigger1 = IsHelper(40404) || IsHelper(40405) || IsHelper(40406) || IsHelper(40407) || IsHelper(40408) trigger1 = root,alive = 0 value = 0 [state -3,] type = ChangeState trigger1 = IsHelper(40404) || IsHelper(40405) || IsHelper(40406) || IsHelper(40407) || IsHelper(40408) trigger1 = stateno != [180,189] trigger1 = root,Win && roundstate = 4 value = 180 [state -3,] type = ChangeState trigger1 = IsHelper(40404) || IsHelper(40405) || IsHelper(40406) || IsHelper(40407) || IsHelper(40408) trigger1 = stateno != [170,179] trigger1 = root,lose && roundstate = 4 value = 170 [State -3, VarAdd] type = VarAdd trigger1 = (HitPauseTime = 1) && (P2MoveType = H) && (MoveHit = 1) && (StateNo < 3000) trigger2 = ProjHitTime(0) = 1 v = 21 value = 4 ignorehitpause = 1 [State -3, VarReset] type = VarSet trigger1 = P2MoveType != H v = 21 value = 0 [State -3, AttackMulSet] type = AttackMulSet trigger1 = StateNo >= 3000 value = 1 [State -3, AttackMulSet] type = AttackMulSet triggerall = StateNo < 3000 trigger1 = Var(21) <= 1 value = 1 [State -3, AttackMulSet] type = AttackMulSet triggerall = StateNo < 3000 trigger1 = Var(21) = 2 value = 0.8 [State -3, AttackMulSet] type = AttackMulSet triggerall = StateNo < 3000 trigger1 = Var(21) = 3 value = 0.6 [State -3, AttackMulSet] type = AttackMulSet triggerall = StateNo < 3000 trigger1 = Var(21) = 4 value = 0.4 [State -3, AttackMulSet] type = AttackMulSet triggerall = StateNo < 3000 trigger1 = Var(21) >= 5 value = .2 [State 8510, Explode] type = Explod trigger1 = Stateno = 52 && time = 1 trigger2 = Stateno = 240 && animelem = 6 trigger3 = Stateno = 1102 && time = 1 trigger4 = Stateno = 1112 && time = 1 trigger5 = Stateno = 1122 && time = 1 trigger6 = Stateno = 106 && time = 1 trigger7 = Stateno = 352 && AnimElemTime(2) = 1 trigger8 = StateNo = 101 && Time = 1 anim = 8510 ID = 8510 postype = P1 pos = 0,4 sprpriority = -1 ownpal = 1 scale = 1.4, 1.2 [State -3, Aterrisagem] type = PlaySnd trigger1 = StateNo = 52 && Time = 1 trigger2 = StateNo = 101 && Time = 1 value = 8100,0 [State -3, Explod] type = RemoveExplod trigger1 = StateNo != [3000,4999] ID = 8900 [State -3, Explod] type = RemoveExplod trigger1 = Roundstate = 4 ID = 8901 [State -3, MSSM] type = VarRandom trigger1 = 1 v = 23 range = 0,8 [State -3, Super Jump] type = VarSet trigger1 = Stateno = 0 v = 12 value = 0 ;[State -3, Afterimagetime] type = Afterimagetime trigger1 = stateno != [3000,4999] time = 0 [State -3, ctrl set] type = ctrlset trigger1 = roundstate = 4 value = 0 ;--------------------------------------------------------------------------- Custom Combo [State -3, Timer] type = VarAdd trigger1 = Var(15) > 0 v = 15 value = -1 ignorehitpause = 1 [State -3, Cancel] ;Cancel CC Mode if you get hit or win the round type = VarSet trigger1 = (MoveType = H) || (Roundstate = 3) v = 15 value = 0 [State 0, VarSet] type = VarSet trigger1 = 1 v = 17 value = ifelse(var(15),4,0) ;Sorrowedge's Haste Code (tm) ;Modified for faster anims [State -3, Speed] type = ChangeAnim triggerall = (Var(15) > 0) && (RoundState = 2) && (MoveType != H) && (Stateno !=[800,899]) trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0 trigger1 = AnimElemTime(AnimElemNo(0)) > floor ((AnimElemTime(AnimElemNo(0)) - AnimElemTime(AnimElemNo(0) + 1))/3) ignorehitpause = 1 value = anim elem = AnimElemNo(0) + 1 [State -3, AfterImageTime] ;This ensures that afterimages are displaying during mode type = AfterimageTime trigger1 = var(15) > 0 time = 2 [State -3, NoJuggleCheck] ;Infinnite juggle points! type = AssertSpecial trigger1 = var(15) > 0 flag = nojugglecheck [State -3, AttDwn] ;Tone down the damage type = AttackMulSet trigger1 = Var(15) > 0 value = 0.5 [State -3, AttUp] ;Back to normal type = AttackMulSet trigger1 = Var(15) = 0 value = 1 [State -3, velset no CC] type = Velset triggerall = Statetype != A && (Stateno !=[800,899]) trigger1 = Var(15) > 0 && (Stateno != [6000,11000]) x = 4 [State -3, Pain Sound] type = PlaySnd triggerall = Time = 1 trigger1 = stateno = 5100 trigger2 = stateno = 5170 value = s5000,0 [State 0, RemoveExplod] type = RemoveExplod triggerall = NumExplod(9910) trigger1 = P2Dist Y < 50 id = 9910 [State 0, RemoveExplod] type = RemoveExplod triggerall = NumExplod(9912) trigger1 = P2Dist Y < 50 id = 9912 ;--------------------------------------------------------------------------- ; RUN_FWD [Statedef 500] type = A movetype= A juggle = 4 ctrl = 1 anim = 42 sprpriority = 1 velset = 7, 0 [State 100, 1] ;Prevent run from canceling into walk type = AssertSpecial trigger1 = 1 flag = NoWalk [State 100, 2] ;Prevent from turning type = AssertSpecial trigger1 = 1 flag = NoAutoTurn [State 100, 3] type = PlaySnd trigger1 = time = 3 value = 1100,1 channel = 0 [State 100, 4] type = PlaySnd trigger1 = time = 19 value = 8100,0 [State 100, 5] type = PlaySnd trigger1 = AnimElem = 7 value = 2, 4 [State 100, 6] type = Explod trigger1 = time < 15 trigger1 = (time % 4) = 1 ID = 41 anim = 2222 postype = p1 pos = -20, -40 bindtime = 1 removetime = -2 vel = -1, 0 ownpal = 1 random = 20, 60 sprpriority = 2 [State 100, 7] type = Explod trigger1 = time < 15 trigger1 = (time % 4) = 0 ID = 42 anim = 2222 postype = p1 pos = -20, -40 bindtime = 1 removetime = -2 vel = -.8, 0 ownpal = 1 random = 20, 60 sprpriority = 2 [State 100, 8] type = VelAdd triggerall = Vel X > 0 trigger1 = time > 15 x = -.3 [State 100, 9] type = Explod trigger1 = time = [16,35] trigger1 = (time % 4) = 0 ID = 43 anim = 6000 postype = p1 pos = 10, 0 bindtime = 1 removetime = -2 vel = -.2, 0 ownpal = 1 sprpriority = 2 [State 1000, Fim] type = ChangeState trigger1 = AnimTime = 0 value = ifelse (pos Y <0,50,0) ctrl = 1 ;--------------------------------------------------------------------------------------------- ;RUN_BACK [Statedef 510] type = A movetype= A juggle = 4 ctrl = 0 anim = 43 sprpriority = 1 velset = -7, 0 [State 100, 1] ;Prevent run from canceling into walk type = AssertSpecial trigger1 = 1 flag = NoWalk [State 100, 8] type = VelAdd triggerall = Vel X > 0 trigger1 = time > 15 x = -.3 [State 100, 3] type = PlaySnd trigger1 = time = 1 value = 1100,1 channel = 0 [State 105, Flash] type = Explod trigger1 = time > 4 && (time%4) = 1 ID = 8500 anim = 2222 postype = P1 pos = 10,-51 bindtime = 1 vel = -2.2 ownpal = 1 random = 18,48 removetime = -2 sprpriority = 2 [State 105, Flash] type = Explod trigger1 = time > 4 && (time % 4) = 0 ID = 8501 anim = 2222 postype = p1 pos = 10,-49 bindtime = 1 vel = -2 ownpal = 1 random = 18,48 removetime = -2 sprpriority = 2 [State 1000, Fim] type = ChangeState trigger1 = AnimTime = 0 value = ifelse (pos Y <0,50,0) ctrl = 1