[Data] life = 1000 attack = 100 defence = 100 fall.defence_up = 50 liedown.time = 9 airjuggle = 7 sparkno = 2 guard.sparkno = 40 KO.echo = 0 volume = 200 IntPersistIndex = 50 FloatPersistIndex = 5 power = 5000 [Size] xscale = 1 yscale = 1 ground.back = 15 ground.front = 16 air.back = 12 air.front = 12 height = 60 attack.dist = 160 proj.attack.dist = 90 proj.doscale = 0 head.pos = 5, -87 mid.pos = -9, -53 shadowoffset = 0 draw.offset = 0,0 [Velocity] walk.fwd = 3.30078125 walk.back = -3.30078125 run.fwd = 6.078125, 0 run.back = -5.95703125,-4 jump.neu = 0,-9.13671875 ;8.63671875 jump.back = -3.30078125 jump.fwd = 3.30078125 runjump.back = -4.951171875,-9.13671875 runjump.fwd = 4.951171875,-9.13671875 airjump.neu = 0 airjump.back = 0 airjump.fwd = 0 [Movement] airjump.num = 0 ;Number of air jumps allowed (opt) airjump.height = 35 ;Minimum distance from ground before you can air jump (opt) yaccel = 0.5 ;Vertical acceleration stand.friction = .828125 ;Friction coefficient when standing crouch.friction = .828125 ;Friction coefficient when crouching [Quotes] victory0 = "Oh, You nasty beast! Give this babe a break! victory1 = "Piece of cake!" victory2 = "I'm a master of Kyokugenryu!" victory3 = "Why am I so strong? Talent, just pure talent." victory4 = "Why are you such a weenie? I was hoping for a workout!" victory5 = "I'm not a punk! I am a cute and sweet princess, who can kick your butt!" victory6 = "You've seen the explosiveness of Yuri's power!" victory7 = "That was so cool! I kicked your butt good!" victory8 = "No one can imitate my super special moves!" victory9 = "I don't have a pet phrase. Like, you're totally wrong." ;--------------------------------------------------------------------------- ; Variable usage: ; Var(2) Jump Stuff ;--------------------------------------------------------------------------- ;Basic Stuff ;--------------------------------------------------------------------------- ; GUARD (start) [Statedef 120] type = U ;Leave state type unchanged physics = U ;Leave physics unchanged [State 120, 1] type = ChangeAnim trigger1 = Time = 0 value = 120 + (statetype = C) + (statetype = A)*2 + var(8)*30000 [State 120, 2] type = StateTypeSet trigger1 = Time = 0 && statetype = S physics = S [State 120, 3] type = StateTypeSet trigger1 = Time = 0 && statetype = C physics = C [State 120, 4] type = StateTypeSet trigger1 = Time = 0 && statetype = A physics = A [State 120, Hi to Lo] type = StateTypeSet trigger1 = statetype = S && command = "holddown" statetype = C physics = C [State 120, Lo to Hi] type = StateTypeSet trigger1 = statetype = C && command != "holddown" statetype = S physics = S [State 120, 5] type = ChangeState trigger1 = AnimTime = 0 value = 130 + (statetype = C) + (statetype = A)*2 [State 120, Stop Guarding] type = ChangeState trigger1 = command != "holdback" trigger2 = !inguarddist value = 140 ;--------------------------------------------------------------------------- ; STAND GUARD (guarding) [Statedef 130] type = S physics = S [State 130, 1] type = ChangeAnim trigger1 = Anim != 130 value = 130 + var(8)*30000 [State 130, Hi to Lo] type = ChangeState trigger1 = command = "holddown" value = 131 [State 130, Stop Guarding] type = ChangeState trigger1 = command != "holdback" trigger2 = !inguarddist value = 140 ;--------------------------------------------------------------------------- ; CROUCH GUARD (guarding) [Statedef 131] type = C physics = C [State 131, 1] type = ChangeAnim trigger1 = Anim != 131 value = 131 + var(8)*30000 [State 131, Lo to Hi] type = ChangeState trigger1 = command != "holddown" value = 130 [State 131, Stop Guarding] type = ChangeState trigger1 = command != "holdback" trigger2 = !inguarddist value = 140 ;--------------------------------------------------------------------------- ; AIR GUARD (guarding) [Statedef 132] type = A physics = N [State 132, 1] type = ChangeAnim trigger1 = Anim != 132 value = 132 + var(8)*30000 [State 132, 2] type = VelAdd trigger1 = 1 y = Const(movement.yaccel) [State 132, 3] type = VarSet trigger1 = 1 sysvar(0) = (pos y >= 0) && (vel y > 0) [State 132, 4] type = VelSet trigger1 = sysvar(0) y = 0 [State 132, 5] type = PosSet trigger1 = sysvar(0) y = 0 [State 132, 6] type = ChangeState trigger1 = sysvar(0) trigger1 = command = "holdback" trigger1 = inguarddist value = 130 [State 132, 7] type = ChangeState trigger1 = sysvar(0) value = 52 [State 132, Stop Guarding] type = ChangeState trigger1 = command != "holdback" trigger2 = !inguarddist value = 140 ;--------------------------------------------------------------------------- ; GUARD (end) [Statedef 140] type = U ;Leave state type unchanged physics = U ;Leave physics unchanged ctrl = 1 [State 140, 1] type = ChangeAnim trigger1 = Time = 0 value = 140 + (statetype = C) + (statetype = A)*2 + var(8)*30000 [State 140, 2] type = StateTypeSet trigger1 = Time = 0 && statetype = S physics = S [State 140, 3] type = StateTypeSet trigger1 = Time = 0 && statetype = C physics = C [State 140, 4] type = StateTypeSet trigger1 = Time = 0 && statetype = A physics = A [State 140, Hi to Lo] type = StateTypeSet trigger1 = statetype = S && command = "holddown" statetype = C physics = C [State 140, Lo to Hi] type = StateTypeSet trigger1 = statetype = C && command != "holddown" statetype = S physics = S ;[State 140, 5] ;Implemented within engine ;type = ChangeState ;trigger1 = AnimTime = 0 ;value = (statetype = C)*11 + (statetype = A)*51 ;--------------------------------------------------------------------------- ; SGUARDHIT (shaking) [Statedef 150] type = S movetype= H physics = N velset = 0,0 [State 150, 1] type = ChangeAnim trigger1 = 1 value = 150 + var(8)*30000 [State 150, 2] type = ChangeState trigger1 = HitShakeOver value = 151 + 2*(command = "holddown") [State 150, Hi to Lo] type = StateTypeSet trigger1 = statetype = S && command = "holddown" statetype = C physics = C [State 150, Lo to Hi] type = StateTypeSet trigger1 = statetype = C && command != "holddown" statetype = S physics = S [State 150, 3] type = ForceFeedback trigger1 = time = 0 waveform = square time = 3 ;--------------------------------------------------------------------------- ; SGUARDHIT2 (knocked back) [Statedef 151] type = S movetype= H physics = S anim = 150 + var(8)*30000 [State 151, 1] type = HitVelSet trigger1 = Time = 0 x = 1 [State 151, 2] type = VelSet trigger1 = Time = GetHitVar(slidetime) trigger2 = HitOver x = 0 [State 151, 3] type = CtrlSet trigger1 = Time = GetHitVar(ctrltime) value = 1 [State 151, Hi to Lo] type = StateTypeSet trigger1 = statetype = S && command = "holddown" statetype = C physics = C [State 151, Lo to Hi] type = StateTypeSet trigger1 = statetype = C && command != "holddown" statetype = S physics = S [State 151, 4] type = ChangeState trigger1 = HitOver value = 130 ctrl = 1 ;--------------------------------------------------------------------------- ; CGUARDHIT (shaking) [Statedef 152] type = C movetype= H physics = N velset = 0,0 [State 152, 1] type = ChangeAnim trigger1 = 1 value = 151 + var(8)*30000 [State 152, 3] type = ChangeState trigger1 = HitShakeOver value = 151 + 2*(command = "holddown") [State 152, Hi to Lo] type = StateTypeSet trigger1 = statetype = S && command = "holddown" statetype = C physics = C [State 152, Lo to Hi] type = StateTypeSet trigger1 = statetype = C && command != "holddown" statetype = S physics = S [State 152, 4] type = ForceFeedback trigger1 = time = 0 waveform = square time = 4 ;--------------------------------------------------------------------------- ; CGUARDHIT2 (knocked back) [Statedef 153] type = C movetype= H physics = C anim = 151 + var(8)*30000 [State 153, 1] type = HitVelSet trigger1 = Time = 0 x = 1 [State 153, 2] type = VelSet trigger1 = Time = GetHitVar(slidetime) trigger2 = HitOver x = 0 [State 153, 3] type = CtrlSet trigger1 = Time = GetHitVar(ctrltime) value = 1 [State 153, Hi to Lo] type = StateTypeSet trigger1 = statetype = S && command = "holddown" statetype = C physics = C [State 153, Lo to Hi] type = StateTypeSet trigger1 = statetype = C && command != "holddown" statetype = S physics = S [State 153, 4] type = ChangeState trigger1 = HitOver value = 131 ctrl = 1 ;--------------------------------------------------------------------------- ; AGUARDHIT (shaking) [Statedef 154] type = A movetype= H physics = N velset = 0,0 [State 154, 1] type = ChangeAnim trigger1 = 1 value = 152 + var(8)*30000 value = 152 + var(8)*30000 [State 154, 2] type = ChangeState trigger1 = HitShakeOver value = 155 ;AGUARDHIT2 [State 154, 3] type = ForceFeedback trigger1 = time = 0 waveform = square time = 4 ;--------------------------------------------------------------------------- ; AGUARDHIT2 (knocked away) [Statedef 155] type = A movetype= H physics = N anim = 152 + var(8)*30000 [State 155, 1] type = HitVelSet trigger1 = Time = 0 x = 1 y = 1 [State 155, 2] type = VelAdd trigger1 = 1 y = Const(movement.yaccel) [State 155, 3] type = CtrlSet trigger1 = Time = GetHitVar(ctrltime) value = 1 [State 155, 4] type = VarSet trigger1 = 1 sysvar(0) = (pos y >= 0) && (vel y > 0) [State 155, 5] type = VelSet trigger1 = sysvar(0) y = 0 [State 155, 6] type = PosSet trigger1 = sysvar(0) y = 0 [State 155, 6] type = ChangeState trigger1 = sysvar(0) trigger1 = command = "holdback" trigger1 = inguarddist value = 130 [State 155, 7] type = ChangeState trigger1 = sysvar(0) value = 52 ;--------------------------------------------------------------------------- [Statedef 170] type = S ctrl = 0 anim = 170 velset = 0,0 [State 181, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 ; Win state decider [Statedef 180] type = S [State 180, Random Winpose Decider] Type = VarRandom Triggerall = var(1) != 4 Triggerall = var(1) != 5 Trigger1 = !Var(0) && Time = 15 v = 0 Range = 183, 184 [State 180, Random Winpose Decider] Type = VarRandom Triggerall = var(1) = 4 || var(1) = 5 Trigger1 = !Var(0) && Time = 15 v = 0 Range = 181, 182 [State 180, Switch To Win Pose] Type = ChangeState Triggerall = var(1) = 4 || var(1) = 5 Trigger1 = !Var(0) Trigger1 = Var(0) := ifelse(command = "hold_x", 181, ifelse(command = "hold_y", 181, ifelse(command = "hold_a", 182, ifelse(command = "hold_b", 182,0)))) Trigger2 = Var(0) Value = Var(0) [State 180, Switch To Win Pose] Type = ChangeState Triggerall = var(1) != 4 Triggerall = var(1) != 5 Trigger1 = !Var(0) Trigger1 = Var(0) := ifelse(command = "hold_x", 183, ifelse(command = "hold_y", 183, ifelse(command = "hold_a", 184, ifelse(command = "hold_b", 184,0)))) Trigger2 = Var(0) Value = Var(0) ;--------------------------------------------------------------------------- ; Win pose 1 [Statedef 181] type = S velset = 0,0 anim = 181 spriority = -1 ctrl=0 [State 200, snd] type=playsnd trigger1= animelem=8 value=180,3 channel=0 [State 182, 2] ; type = AssertSpecial trigger1 = time <200 flag = roundnotover ; Win pose 1 [Statedef 182] type = S velset = 0,0 anim = 182 spriority = -1 ctrl=0 [State 200, snd] type=playsnd trigger1= animelem=1 value=180,2 channel=0 [State 182, 2] ; type = AssertSpecial trigger1 = time <200 flag = roundnotover ; Win pose 1 [Statedef 183] type = S velset = 0,0 anim = 183 spriority = -1 ctrl=0 [State 200, snd] type=playsnd trigger1= animelem=6 value=180,0 channel=0 [State 182, 2] ; type = AssertSpecial trigger1 = time <200 flag = roundnotover [Statedef 184] type = S velset = 0,0 anim = 184 spriority = -1 ctrl=0 [State 200, Punch Attempt Sound] type = Playsnd trigger1 = animelem = 5 value = 3+(var(32)*2),6 [State 200, Punch Attempt Sound] type = Playsnd trigger1 = animelem = 15 trigger2 = animelem = 20 value = 3+(var(32)*2),2 [State 200, snd] type=playsnd trigger1= animelem=30 value=180,1 channel=0 [State 181, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;Intro [Statedef 191] type = S ctrl = 0 velset = 0,0 [State 191, Intro] type = changeanim triggerall = time = 1 trigger1 = var(1) = [0,3] trigger2 = var(1) = 6 value = 194 [State 200, snd] type=playsnd triggerall= anim = 190 trigger1= animelem = 3 value=190,0 [State 200, snd] type=playsnd triggerall= anim = 194 trigger1= animelem = 14 value=190,0 [State 192] type=changestate trigger1 = p2name = "Takuma Sakazaki" trigger2 = p2name = "Ryo Sakazaki" trigger3 = p2name = "Robert Garcia" trigger4 = p2name = "Robert_WLS" value = 192 [State 192, 2] ; type = AssertSpecial trigger1 = 1 flag = Intro [State 192, 3] ; type = ChangeState trigger1 = AnimTime = 0 value = 0 ;Intro vs Ryo/Takuma 2002 [Statedef 192] type = S ctrl = 0 anim = 192 velset = 0,0 [State 200, snd] type=playsnd trigger1= animelem = 11 value=190,1 [State 192, 2] ; type = AssertSpecial trigger1 = 1 flag = Intro [State 192, 3] ; type = ChangeState trigger1 = AnimTime = 0 value = 0 ; Taunt [Statedef 195] type = S ctrl = 0 anim = ifelse(var(1)=0,196,195) velset = 0,0 movetype = I physics = S sprpriority = 2 [State 200, snd] type=playsnd triggerall = anim = 195 trigger1= animelem=1 value=195,0 channel=19 [State 200, snd] type=playsnd triggerall = anim = 196 trigger1= animelem=1 value=195,1 channel=19 [State 195, 1] type = CtrlSet triggerall = Roundstate = 2 trigger1 = Time = 40 value = 1 [State 195, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; NORMAL ATTACKS ;--------------------------------------------------------------------------- ;CLOSE A [Statedef 200] type = S movetype= A physics = S velset = 0,0 ctrl = 0 anim = 200+var(8)*30000 poweradd= 0 sprpriority = 2 juggle =10 facep2 = 1 [State 200, snd] type=playsnd trigger1= animelem=1 && random<500 value=200,0 channel=0 ;volume = 200 [State 200, Punch Attempt Sound] type = Playsnd trigger1 = time = 0 value = 3+(var(32)*2),0 [State 205, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 3 attr = S, NA damage = floor(17*ifelse(var(56),1.25,1)) animtype = Light air.animtype = Back ground.type = High guardflag = M hitflag = MAF sparkno = s17000+(var(31)*10000) sparkxy = -10, -76 hitsound = s3+(var(32)*2),1 guardsound = s3+(var(32)*2), 12 guard.sparkno = s17500+(var(31)*10000) priority = 6, Hit pausetime = 10,11 guard.pausetime = 10,9 ground.slidetime = 9 ground.hittime = 9 guard.hittime = 9 guard.slidetime = 9 guard.ctrltime = 16 ground.velocity = -5.796875 air.velocity = -4.5,-6.5 getpower = 47,47 givepower = 16,16 air.fall = 0 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 id = 200 [State -2, Juggle Killer] type = VarSet trigger1 = movehit && P2Statetype = A var(16) = 0 ignorehitpause = 1 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Far A [Statedef 205] type = S movetype= A physics = S velset = 0,0 ctrl = 0 anim = 205+var(8)*30000 poweradd= 0 sprpriority = 2 juggle =10 facep2 = 1 [State 200, snd] type=playsnd trigger1= animelem=1 && random<500 value=200,0 channel=0 ;volume = 200 [State 200, Punch Attempt Sound] type = Playsnd trigger1 = time = 0 value = 3+(var(32)*2),0 [State 205, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 3 attr = S, NA damage = floor(17*ifelse(var(56),1.25,1)) animtype = Light air.animtype = Back ground.type = High guardflag = M hitflag = MAF sparkno = s17000+(var(31)*10000) sparkxy = -10, -70 hitsound = s3+(var(32)*2),1 guardsound = s3+(var(32)*2), 12 guard.sparkno = s17500+(var(31)*10000) priority = 6, Hit pausetime = 10,11 guard.pausetime = 10,9 ground.slidetime = 9 ground.hittime = 9 guard.hittime = 9 guard.slidetime = 9 guard.ctrltime = 16 ground.velocity = -5.796875 air.velocity = -4.5,-6.5 getpower = 47,47 givepower = 16,16 air.fall = 0 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 id = 200 [State -2, Juggle Killer] type = VarSet trigger1 = movehit && P2Statetype = A var(16) = 0 ignorehitpause = 1 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;CLOSE C [Statedef 210] type = S movetype= A physics = S velset = 0,0 ctrl = 0 anim = 210+var(8)*30000 poweradd= 0 sprpriority = 2 juggle =10 facep2 = 1 [State 200, snd] type=playsnd trigger1= animelem=1 && random<500 value=200,1 channel=0 ;volume = 200 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = (animelemno(0) = [3,5]) attr = S, NA damage = floor(31*ifelse(var(56),1.25,1)) animtype = Hard air.animtype = Back ground.type = low guardflag = M hitflag = MAF priority = 5, Hit sparkno = s17001+(var(31)*10000) sparkxy = -15, -66 hitsound = s3+(var(32)*2),3 guardsound = s3+(var(32)*2), 13-(var(32)) guard.sparkno = s17501+(var(31)*10000) pausetime = 12,13 guard.pausetime = 12,11 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 28 ground.velocity = -11.1796875 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 getpower = 94,94 givepower = 16,16 air.fall = 0 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 persistent = 0 id = 200 [State 210, Punch Attempt Sound] type = Playsnd trigger1 = time = 0 value = 3+(var(32)*2),2 [State -2, Juggle Killer] type = VarSet trigger1 = movehit && P2Statetype = A var(16) = 0 ignorehitpause = 1 [State 210, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;FAR C [Statedef 215] type = S movetype= A physics = S velset = 0,0 ctrl = 0 anim = 215+var(8)*30000 poweradd= 0 sprpriority = 2 juggle =10 facep2 = 1 [State 200, snd] type=playsnd trigger1= animelem=1 && random<500 value=200,1 channel=0 ;volume = 200 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = (animelemno(0) = [3,4]) attr = S, NA damage = floor(71*ifelse(var(56),1.25,1)) animtype = Hard air.animtype = Back ground.type = Low guardflag = M hitflag = MAF priority = 5, Hit sparkno = s17001+(var(31)*10000) sparkxy = -15, -73 hitsound = s3+(var(32)*2),3 guardsound = s3+(var(32)*2), 13-(var(32)) guard.sparkno = s17501+(var(31)*10000) pausetime = 12,13 guard.pausetime = 12,11 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 28 ground.velocity = -11.1796875 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 getpower = 94,94 givepower = 16,16 air.fall = 0 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 persistent = 0 id = 200 [State 210, Punch Attempt Sound] type = Playsnd trigger1 = time = 0 value = 3+(var(32)*2),2 [State -2, Juggle Killer] type = VarSet trigger1 = movehit && P2Statetype = A var(16) = 0 ignorehitpause = 1 [State 210, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;CLOSE B [Statedef 220] type = S movetype= A physics = S velset = 0,0 ctrl = 0 anim = 220+var(8)*30000 poweradd= 0 sprpriority = 2 juggle =10 facep2 = 1 [State 200, snd] type=playsnd trigger1= animelem=1 && random<500 value=200,0 channel=0 ;volume = 200 [State 200, Punch Attempt Sound] type = Playsnd trigger1 = time = 0 value = 3+(var(32)*2),4 [State 205, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = (animelemno(0) = [3,4]) attr = S, NA damage = floor(17*ifelse(var(56),1.25,1)) animtype = Light air.animtype = Back ground.type = High guardflag = L hitflag = MAF sparkno = s17000+(var(31)*10000) sparkxy = -10, -15 hitsound = s3+(var(32)*2),5 guardsound = s3+(var(32)*2), 12 guard.sparkno = s17500+(var(31)*10000) priority = 6, Hit pausetime = 10,11 guard.pausetime = 10,9 ground.slidetime = 9 ground.hittime = 9 guard.hittime = 9 guard.slidetime = 9 guard.ctrltime = 16 ground.velocity = -5.796875 air.velocity = -4.5,-6.5 getpower = 47,47 givepower = 16,16 air.fall = 0 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 persistent = 0 yaccel = .5 id = 200 [State -2, Juggle Killer] type = VarSet trigger1 = movehit && P2Statetype = A var(16) = 0 ignorehitpause = 1 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;FAR B [Statedef 225] type = S movetype= A physics = S velset = 0,0 ctrl = 0 anim = 225+var(8)*30000 poweradd= 0 sprpriority = 2 juggle =10 facep2 = 1 [State 200, snd] type=playsnd trigger1= animelem=1 && random<500 value=200,0 channel=0 ;volume = 200 [State 200, Punch Attempt Sound] type = Playsnd trigger1 = time = 0 value = 3+(var(32)*2),4 [State 205, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 3 attr = S, NA damage = floor(17*ifelse(var(56),1.25,1)) animtype = Light air.animtype = Back ground.type = High guardflag = M hitflag = MAF sparkno = s17000+(var(31)*10000) sparkxy = -15, -70 hitsound = s3+(var(32)*2),5 guardsound = s3+(var(32)*2), 12 guard.sparkno = s17500+(var(31)*10000) priority = 6, Hit pausetime = 10,11 guard.pausetime = 10,9 ground.slidetime = 9 ground.hittime = 9 guard.hittime = 9 guard.slidetime = 9 guard.ctrltime = 16 ground.velocity = -5.796875 air.velocity = -4.5,-6.5 getpower = 47,47 givepower = 16,16 air.fall = 0 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 persistent = 0 yaccel = .5 id = 200 [State -2, Juggle Killer] type = VarSet trigger1 = movehit && P2Statetype = A var(16) = 0 ignorehitpause = 1 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;CLOSE D [Statedef 230] type = S movetype= A physics = S velset = 0,0 ctrl = 0 anim = 230+var(8)*30000 poweradd= 0 sprpriority = 2 juggle =10 facep2 = 1 [State 200, snd] type=playsnd trigger1= animelem=1 && random<500 value=200,1 channel=0 ;volume = 200 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 4 attr = S, NA damage = floor(35*ifelse(var(56),1.25,1)) animtype = Hard air.animtype = Back ground.type = Low guardflag = M hitflag = MAF priority = 5, Hit sparkno = s17001+(var(31)*10000) sparkxy = -15, -70 hitsound = s3+(var(32)*2),7 guardsound = s3+(var(32)*2), 13-(var(32)) guard.sparkno = s17501+(var(31)*10000) pausetime = 12,13 guard.pausetime = 12,11 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 28 ground.velocity = -11.1796875 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 air.juggle = 0 getpower = 94,94 givepower = 16,16 air.fall = 0 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 id = 200 [State 210, Punch Attempt Sound] type = Playsnd trigger1 = time = 0 value = 3+(var(32)*2),6 [State -2, Juggle Killer] type = VarSet trigger1 = movehit && P2Statetype = A var(16) = 0 ignorehitpause = 1 [State 210, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Far D [Statedef 235] type = S movetype= A physics = S velset = 0,0 ctrl = 0 anim = 235+var(8)*30000 poweradd= 0 sprpriority = 2 juggle =10 facep2 = 1 [State 200, snd] type=playsnd trigger1= animelem=1 && random<500 value=200,1 channel=0 ;volume = 200 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = (animelemno(0) = [5,6]) attr = S, NA damage = floor(35*ifelse(var(56),1.25,1)) animtype = Hard air.animtype = Back ground.type = Low guardflag = M hitflag = MAF priority = 5, Hit sparkno = s17001+(var(31)*10000) sparkxy = -15, -86 hitsound = s3+(var(32)*2),7 guardsound = s3+(var(32)*2), 13-(var(32)) guard.sparkno = s17501+(var(31)*10000) pausetime = 6,13 guard.pausetime = 12,11 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 28 ground.velocity = -11.1796875 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 air.juggle = 0 getpower = 94,94 givepower = 16,16 air.fall = 0 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 id = 200 persistent = 0 [State 210, Punch Attempt Sound] type = Playsnd trigger1 = time = 0 value = 3+(var(32)*2),6 [State -2, Juggle Killer] type = VarSet trigger1 = movehit && P2Statetype = A var(16) = 0 ignorehitpause = 1 [State 210, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;En Yoku [Statedef 840] type = S movetype = A physics = N anim = 840 velset = 0,0 ctrl = 0 sprpriority = 2 facep2 = 1 juggle = 1 [State 210, Punch Attempt Sound] type = Playsnd trigger1 = animelem = 3 value = 3+(var(32)*2),2 [State 200, snd] type=playsnd trigger1= animelem=3 value=200,4 channel=0 [State 240, SetAir] type = StateTypeSet trigger1 = AnimElem = 3,=0 statetype = A physics = N [State 240, StartVels] type = VelSet trigger1 = AnimElem = 3 x = 4 y = -3 [State 240, Gravity] type = VelAdd trigger1 = AnimElem = 3,>0 && AnimElem = 5,<0 y = .5 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = AnimElem = 3 trigger2 = AnimElem = 4 attr = S, NA damage = floor(35*ifelse(var(56),1.25,1)) animtype = Hard air.animtype = Back ground.type = Low guardflag = HA hitflag = MAF priority = 5, Hit sparkno = s17001+(var(31)*10000) sparkxy = -16,-47 hitsound = s3+(var(32)*2),7 guardsound = s3+(var(32)*2), 13-(var(32)) guard.sparkno = s17501+(var(31)*10000) pausetime = 11,13 guard.pausetime = 12,11 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 28 ground.velocity = -11.1796875 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 air.juggle = 0 getpower = 94,94 givepower = 16,16 air.fall = 1 fall.recover = 1 fall.recovertime = 120 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 persistent = 0 yaccel = .5 [State 240, SetIdle] type = StateTypeSet trigger1 = AnimElem = 5 movetype = I [State 240, StopVelX] type = VelSet trigger1 = AnimElem = 5,=1 x = 0 [State 240, StopVelY] type = VelSet trigger1 = AnimElem = 5,=0 y = 0 [State 240, PosOnGround] type = PosSet trigger1 = AnimElem = 5,=0 y = 0 [State 240, SetGround] type = StateTypeSet trigger1 = AnimElem = 5,=0 statetype = S physics = S [State 240, GoToStand] type = ChangeState trigger1 = !AnimTime ctrl = 1 value = 0 ;En Yoku [Statedef 845] type = S movetype = A physics = N anim = 840 velset = 0,0 ctrl = 0 sprpriority = 2 facep2 = 1 juggle = 1 [State 210, Punch Attempt Sound] type = Playsnd trigger1 = animelem = 3 value = 3+(var(32)*2),2 [State 200, snd] type=playsnd trigger1= animelem=3 value=200,4 channel=0 [State 240, SetAir] type = StateTypeSet trigger1 = AnimElem = 3,=0 statetype = A physics = N [State 240, StartVels] type = VelSet trigger1 = AnimElem = 3 x = 4 y = -3 [State 240, Gravity] type = VelAdd trigger1 = AnimElem = 3,>0 && AnimElem = 5,<0 y = .5 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = AnimElem = 3 trigger2 = AnimElem = 4 attr = S, NA damage = floor(35*ifelse(var(56),1.25,1)) animtype = Hard air.animtype = Back ground.type = Low guardflag = MA hitflag = MAF priority = 5, Hit sparkno = s17001+(var(31)*10000) sparkxy = -16,-47 hitsound = s3+(var(32)*2),7 guardsound = s3+(var(32)*2), 13-(var(32)) guard.sparkno = s17501+(var(31)*10000) pausetime = 11,13 guard.pausetime = 12,11 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 28 ground.velocity = -11.1796875 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 air.juggle = 0 getpower = 94,94 givepower = 16,16 air.fall = 1 fall.recover = 1 fall.recovertime = 120 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 persistent = 0 yaccel = .5 [State 240, SetIdle] type = StateTypeSet trigger1 = AnimElem = 5 movetype = I [State 240, StopVelX] type = VelSet trigger1 = AnimElem = 5,=1 x = 0 [State 240, StopVelY] type = VelSet trigger1 = AnimElem = 5,=0 y = 0 [State 240, PosOnGround] type = PosSet trigger1 = AnimElem = 5,=0 y = 0 [State 240, SetGround] type = StateTypeSet trigger1 = AnimElem = 5,=0 statetype = S physics = S [State 240, GoToStand] type = ChangeState trigger1 = !AnimTime ctrl = 1 value = 0 ;DF A [Statedef 850] type = C movetype= A physics = N velset = 0,0 ctrl = 0 anim = 850+var(8)*30000 poweradd= 0 sprpriority = 2 juggle =10 facep2 = 1 [State 200, snd] type=playsnd trigger1= animelem= 3 value=200,17 channel=0 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 4 attr = C, NA damage = floor(35*ifelse(var(56),1.25,1)) animtype = Hard air.animtype = Back ground.type = Low guardflag = L hitflag = MAF priority = 5, Hit sparkno = s17001+(var(31)*10000) sparkxy = -15, -5 hitsound = s3+(var(32)*2),7 guardsound = s3+(var(32)*2), 13-(var(32)) guard.sparkno = s17501+(var(31)*10000) pausetime = 12,13 guard.pausetime = 12,11 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 28 ground.velocity = -11.1796875 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 air.juggle = 0 getpower = 94,94 givepower = 16,16 air.fall = 1 fall.recover = 1 fall.recovertime = 120 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 [State 210, Punch Attempt Sound] type = Playsnd trigger1 = time = 0 value = 3+(var(32)*2),6 [State -2, Juggle Killer] type = VarSet trigger1 = movehit && P2Statetype = A var(16) = 0 ignorehitpause = 1 [State 210, 7] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;Shouyoku [Statedef 860] type = S movetype= A physics = S juggle = 10 velset = 0,0 ctrl = 0 anim = ifelse(var(1)=4,860,30860) poweradd= 0 sprpriority = 2 facep2 = 1 [State 200, snd] type=posadd trigger1= animelem = 4 trigger2= animelem = 5 trigger3= animelem = 6 trigger4= animelem = 7 trigger5= animelem = 8 x = 8 [State 200, snd] type=posadd trigger1= animelem = 13 trigger2= animelem = 14 trigger3= animelem = 15 x = 8 [State 200, snd] type=playsnd trigger1= animelem=8 value=200,5 channel=0 [State 5100, 10] type = PlaySnd trigger1 = animelem = 1 value = 3+(var(32)*2),8-(var(32)*2) [State 210, 2002 launch] type = HitDef triggerall = var(1) != 4 triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = (animelemno(0) = [9,11]) attr = S, NA damage = 60 animtype = Hard air.animtype = back guardflag = M hitflag = MA priority = 4, Hit pausetime = 12, 13 sparkno = s17001+(var(31)*10000) sparkxy = -10, -90 hitsound = s3+(var(32)*2),7 guardsound = s3+(var(32)*2),13-(var(32));s2, 6 guard.sparkno = s17501+(var(31)*10000) ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -2,-12.5 air.velocity = -2,-12.5 guard.velocity = -14.90625 air.type = High air.hittime = 13 air.juggle = 0 getpower = 94,94 givepower = 16,16 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .583 persistent = 0 fall = 1 fall.recover = 1 fall.recovertime = 120 id = 860 [State 210, high launch] type = HitDef triggerall = var(1) = 4 triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = (animelemno(0) = [9,11]) attr = S, NA damage = 60 animtype = Hard air.animtype = back guardflag = M hitflag = MA priority = 4, Hit pausetime = 12, 13 sparkno = s17001+(var(31)*10000) sparkxy = -10, -90 hitsound = s3+(var(32)*2),7 guardsound = s3+(var(32)*2),13-(var(32));s2, 6 guard.sparkno = s17501+(var(31)*10000) ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -1,-14.5 air.velocity = -1,-14.5 guard.velocity = -14.90625 air.type = High air.hittime = 13 air.juggle = 0 getpower = 94,94 givepower = 16,16 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .583 persistent = 0 fall = 1 fall.recover = 1 fall.recovertime = 120 id = 860 [State 240, 10] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Fwd + A [Statedef 870] type = C movetype= A physics = N velset = 0,0 ctrl = 0 anim = 870 poweradd= 0 sprpriority = 2 juggle =10 facep2 = 1 [State 200, snd] type=posadd trigger1= animelem = 1 trigger2= animelem = 2 trigger3= animelem = 3 x = 8 [State 200, snd] type=posadd trigger1= animelem = 11 x = -8 [State 800, VarSet] type = VarSet trigger1 = !time var(4) = 0 ignorehitpause = 1 [State 800, VarSet] type = VarSet trigger1 = animelemtime(9) > 0 trigger1 = command = "a" && command = "holdfwd" var(4) = 1 ignorehitpause = 1 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 7 attr = S, NA damage = floor(15*ifelse(var(56),1.25,1)) animtype = Hard air.animtype = Back ground.type = Low guardflag = L hitflag = MAF priority = 5, Hit sparkno = s17001+(var(31)*10000) sparkxy = -15, -80 hitsound = s3+(var(32)*2),7 guardsound = s3+(var(32)*2), 13-(var(32)) guard.sparkno = s17501+(var(31)*10000) pausetime = 12,13 guard.pausetime = 12,11 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 28 ground.velocity = 0 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 air.juggle = 0 getpower = 94,94 givepower = 16,16 air.fall = 1 fall.recover = 1 fall.recovertime = 120 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 9 attr = S, NA damage = floor(15*ifelse(var(56),1.25,1)) animtype = Hard air.animtype = Back ground.type = Low guardflag = L hitflag = MAF priority = 5, Hit sparkno = s17001+(var(31)*10000) sparkxy = -15, -80 hitsound = s3+(var(32)*2),7 guardsound = s3+(var(32)*2), 13-(var(32)) guard.sparkno = s17501+(var(31)*10000) pausetime = 12,13 guard.pausetime = 12,11 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 28 ground.velocity = -11.1796875 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 air.juggle = 0 getpower = 94,94 givepower = 16,16 air.fall = 1 fall.recover = 1 fall.recovertime = 120 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 [State 210, Punch Attempt Sound] type = Playsnd trigger1 = time = 0 value = 3+(var(32)*2),6 [State -2, Juggle Killer] type = VarSet trigger1 = movehit && P2Statetype = A var(16) = 0 ignorehitpause = 1 [State 210, 7] type = ChangeState triggerall = var(4) = 1 trigger1 = animelemtime(11) > 0 && animelemtime(13) < 0 value = 875 [State 210, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Fwd + A [Statedef 875] type = C movetype= A physics = N velset = 0,0 ctrl = 0 anim = 875 poweradd= 0 sprpriority = 2 juggle =10 facep2 = 1 [State 200, snd] type=posadd trigger1= animelem = 1 trigger2= animelem = 2 trigger3= animelem = 3 trigger4= animelem = 4 trigger5= animelem = 5 x = 8 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = (animelemno(0) = [7,8]) attr = S, NA damage = floor(15*ifelse(var(56),1.25,1)) animtype = Hard air.animtype = Back ground.type = Low guardflag = L hitflag = MAF priority = 5, Hit sparkno = s17001+(var(31)*10000) sparkxy = -15, -80 hitsound = s3+(var(32)*2),7 guardsound = s3+(var(32)*2), 13-(var(32)) guard.sparkno = s17501+(var(31)*10000) pausetime = 12,13 guard.pausetime = 12,11 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 28 ground.velocity = -11.1796875 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 air.juggle = 0 getpower = 94,94 givepower = 16,16 air.fall = 1 fall.recover = 1 fall.recovertime = 120 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 persistent = 0 yaccel = .5 [State 210, Punch Attempt Sound] type = Playsnd trigger1 = time = 0 value = 3+(var(32)*2),6 [State -2, Juggle Killer] type = VarSet trigger1 = movehit && P2Statetype = A var(16) = 0 ignorehitpause = 1 [State 210, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;STAND CD [Statedef 980] type = S movetype= A physics = S juggle = 10 velset = 0,0 ctrl = 0 anim = 980 poweradd= 0 sprpriority = 2 facep2 = 1 [State 200, snd] type=playsnd trigger1= animelem=1 value=200,2 channel=0 ;volume = 200 [State 5100, 10] type = PlaySnd trigger1 = animelem = 1 value = 3+(var(32)*2),8-(var(32)*2) [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = time = 0 attr = S, NA damage = 90 animtype = Hard air.animtype = back guardflag = M hitflag = MAF priority = 4, Hit pausetime = 12, 12 sparkno = s17001+(var(31)*10000) sparkxy = -10, -80 hitsound = s3+(var(32)*2),9 guardsound = s3+(var(32)*2),13-(var(32));s2, 6 guard.sparkno = s17501+(var(31)*10000) ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -4.5,-6.5 guard.velocity = -14.90625 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 air.juggle = 0 getpower = 94,94 givepower = 16,16 id = 980 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 fall = 1 fall.recover = 1 fall.recovertime = 120 [State -2, Juggle Killer] type = VarSet trigger1 = movehit && P2Statetype = A var(16) = 0 ignorehitpause = 1 [State 240, 10] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;GUARD CANCEL CD [Statedef 985] type = S movetype= A physics = S juggle = 10 velset = 0,0 ctrl = 0 anim = 985 poweradd= -1000 sprpriority = 2 facep2 = 1 [State 200, snd] type=playsnd trigger1= animelem=1 value=200,1 channel=0 ;volume = 200 [State 245] type = Nothitby trigger1 = animelemtime(5) < 0 value = SCA [State 240, 9] type = HitDef trigger1 = time = 0 damage = 40, 0 animtype=back hitsound = s3+(var(32)*2),9 guardsound = s3+(var(32)*2), 12 sparkno = s17001+(var(31)*10000) sparkxy = -10, -80 guard.sparkno = s17501+(var(31)*10000) guard.sparkxy = 0, -80 attr = S, NA guardflag = M hitflag = MAF priority = 5, Hit pausetime = 11,13 ground.velocity = -4,-8 air.velocity = -4,-7 guard.velocity = -12 guard.pausetime = 11,11 guard.slidetime = 22 guard.hittime = 22 guard.ctrltime = 22 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 yaccel = .5 fall = 1 fall.recover = 1 fall.recovertime = 120 getpower= 0,0 [State 245, 10] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;CROUCH A [Statedef 400] type = C movetype= A physics = S velset = 0,0 ctrl = 0 anim = 400+var(8)*30000 poweradd= 0 sprpriority = 2 juggle =10 facep2 = 1 [State 200, snd] type=playsnd trigger1= animelem=1 && random<500 value=200,0 channel=0 ;volume = 200 [State 200, Punch Attempt Sound] type = Playsnd trigger1 = time = 0 value = 3+(var(32)*2),0 [State 205, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 2 attr = C, NA damage = floor(17*ifelse(var(56),1.25,1)) animtype = Light air.animtype = Back ground.type = High guardflag = M hitflag = MAF sparkno = s17000+(var(31)*10000) sparkxy = -10, -40 hitsound = s3+(var(32)*2),1 guardsound = s3+(var(32)*2), 12 guard.sparkno = s17500+(var(31)*10000) priority = 6, Hit pausetime = 10,11 guard.pausetime = 10,9 ground.slidetime = 9 ground.hittime = 9 guard.hittime = 9 guard.slidetime = 9 guard.ctrltime = 16 ground.velocity = -5.796875 air.velocity = -4.5,-6.5 air.juggle = 0 getpower = 47,47 givepower = 16,16 air.fall = 0 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 id = 200 [State -2, Juggle Killer] type = VarSet trigger1 = movehit && P2Statetype = A var(16) = 0 ignorehitpause = 1 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;CROUCH C [Statedef 410] type = C movetype= A physics = S velset = 0,0 ctrl = 0 anim = 410+var(8)*30000 poweradd= 0 sprpriority = 2 juggle =10 facep2 = 1 [State 200, snd] type=playsnd trigger1= animelem=1 && random<500 value=200,1 channel=0 ;volume = 200 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = (animelemno(0) = [2,3]) attr = C, NA damage = floor(71*ifelse(var(56),1.25,1)) animtype = Hard air.animtype = Back ground.type = Low guardflag = M hitflag = MAF priority = 5, Hit sparkno = s17001+(var(31)*10000) sparkxy = -15, -70 hitsound = s3+(var(32)*2),3 guardsound = s3+(var(32)*2), 13-(var(32)) guard.sparkno = s17501+(var(31)*10000) pausetime = 12,13 guard.pausetime = 12,11 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 28 ground.velocity = -11.1796875 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 air.juggle = 0 getpower = 94,94 givepower = 16,16 air.fall = 0 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 persistent = 0 id = 200 [State 210, Punch Attempt Sound] type = Playsnd trigger1 = time = 0 value = 3+(var(32)*2),2 [State -2, Juggle Killer] type = VarSet trigger1 = movehit && P2Statetype = A var(16) = 0 ignorehitpause = 1 [State 210, 7] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;CROUCH B [Statedef 420] type = C movetype= A physics = S velset = 0,0 ctrl = 0 anim = 420+var(8)*30000 poweradd= 0 sprpriority = 2 juggle =10 facep2 = 1 [State 200, snd] type=playsnd trigger1= animelem=1 && random<500 value=200,0 channel=0 ;volume = 200 [State 200, Punch Attempt Sound] type = Playsnd trigger1 = time = 0 value = 3+(var(32)*2),4 [State 205, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 2 attr = C, NA damage = floor(17*ifelse(var(56),1.25,1)) animtype = Light air.animtype = Back ground.type = High guardflag = L hitflag = MAF sparkno = s17000+(var(31)*10000) sparkxy = -10, -10 hitsound = s3+(var(32)*2),5 guardsound = s3+(var(32)*2), 12 guard.sparkno = s17500+(var(31)*10000) priority = 6, Hit pausetime = 10,11 guard.pausetime = 10,9 ground.slidetime = 9 ground.hittime = 9 guard.hittime = 9 guard.slidetime = 9 guard.ctrltime = 16 ground.velocity = -5.796875 air.velocity = -4.5,-6.5 air.juggle = 0 getpower = 47,47 givepower = 16,16 air.fall = 0 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 id = 200 [State -2, Juggle Killer] type = VarSet trigger1 = movehit && P2Statetype = A var(16) = 0 ignorehitpause = 1 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;CROUCH D [Statedef 430] type = C movetype= A physics = S velset = 0,0 ctrl = 0 anim = 430+var(8)*30000 poweradd= 0 sprpriority = 2 juggle =10 facep2 = 1 [State 200, snd] type=playsnd trigger1= animelem=1 && random<500 value=200,1 channel=0 ;volume = 200 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 3 attr = C, NA animtype = Hard air.animtype = back guardflag = L hitflag = MAF priority = 5, Hit damage = 70, 0 hitsound = s3+(var(32)*2),7 guardsound = s3+(var(32)*2), 12 sparkno = s17001+(var(31)*10000) sparkxy = -10, -10 guard.sparkno = s17501+(var(31)*10000) guard.sparkxy = 0, -30 ground.type = Trip pausetime = 12,13 guard.pausetime = 12,11 ground.slidetime = 27 ground.hittime = 27 guard.hittime = 18 guard.slidetime = 18 guard.ctrltime = 29 ground.velocity = -1.75,-10.25341796875 guard.velocity = -11.1796875 air.type = High air.velocity = -5.5,-8.5 air.hittime = 13 air.juggle = 0 getpower = 94,94 givepower = 16,16 fall = 1 id = 506 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = 0.807692307692307692307692307692308 [State 210, Punch Attempt Sound] type = Playsnd trigger1 = time = 0 value = 3+(var(32)*2),6 [State -2, Juggle Killer] type = VarSet trigger1 = movehit && P2Statetype = A var(16) = 0 ignorehitpause = 1 [State 210, 7] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;JUMP A [Statedef 600] type = A movetype= A physics = N juggle = 10 ctrl = 0 anim = 600+(ifelse((Vel X != 0),5,ifelse((prevstateno=41),5,0)))+var(8)*30000 poweradd= 0 sprpriority = 2 [State 50, Gravity] type = Gravity trigger1 = prevstateno != 40 trigger2 = prevstateno = 40 && time > 0 [State 600, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 3 attr = A, NA damage = floor(45*ifelse(var(56),1.25,1)) animtype = Medium air.animtype = Back guardflag = HA hitflag = MAF priority = 6, Hit sparkno = s17000+(var(31)*10000) sparkxy = -10, -60 hitsound = s3+(var(32)*2),1 guardsound = s3+(var(32)*2), 12;s2, 6 guard.sparkno = s17500+(var(31)*10000) pausetime = 12,13 guard.pausetime = 10,10 ground.slidetime = 9 ground.hittime = 9 guard.hittime = 9 guard.slidetime = 9 guard.ctrltime = 17 ground.type = low ground.velocity = -5.796875 air.velocity = -4.5,-6.5 air.juggle = 0 getpower = 47,47 givepower = 16,16 air.fall = 0 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 id = 200 [State -2, Juggle Killer] type = VarSet trigger1 = movehit && P2Statetype = A var(16) = 0 ignorehitpause = 1 [State 200, snd] type=playsnd trigger1= animelem=1 && random<500 value=200,0 channel=0 ;volume = 200 [State 200, Punch Attempt Sound] type = Playsnd trigger1 = time = 0 value = 3+(var(32)*2),0 [State 40, 6] type = ChangeState trigger1 = Pos Y + Vel Y >= 0 value = 52 ;JUMP C [Statedef 610] type = A movetype= A physics = N juggle = 3 ctrl = 0 anim = 610+(ifelse((Vel X != 0),5,ifelse((prevstateno=41),5,0)))+var(8)*30000 poweradd= 0 sprpriority = 2 [State 50, Gravity] type = Gravity trigger1 = prevstateno != 40 trigger2 = prevstateno = 40 && time > 0 [State 600, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 3 attr = A, NA damage = floor(65*ifelse(var(56),1.25,1)) animtype = medium air.animtype = Back guardflag = HA hitflag = MAF priority = 5, Hit sparkno = s17001+(var(31)*10000) sparkxy = -10, -60 hitsound = s3+(var(32)*2),3 guardsound = s3+(var(32)*2), 13-(var(32));s2, 7 guard.sparkno = s17501+(var(31)*10000) ground.type = Low pausetime = 11,13 guard.pausetime = 12,12 ground.slidetime = 12 ground.hittime = 12 guard.hittime = 10 guard.slidetime = 10 guard.ctrltime = 22 ground.velocity = -5.796875 air.velocity = -4.5,-6.5 air.juggle = 0 getpower = 94,94 givepower = 16,16 air.fall = 0 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 id = 200 [State -2, Juggle Killer] type = VarSet trigger1 = movehit && P2Statetype = A var(16) = 0 ignorehitpause = 1 [State 200, snd] type=playsnd trigger1= animelem=1 && random<500 value=200,1 channel=0 ;volume = 200 [State 200, Punch Attempt Sound] type = Playsnd trigger1 = time = 0 value = 3+(var(32)*2),2 [State 40, 6] type = ChangeState trigger1 = Pos Y + Vel Y >= 0 value = 52 ;JUMP B [Statedef 620] type = A movetype= A physics = N juggle = 10 ctrl = 0 anim = 620+(ifelse((Vel X != 0),5,ifelse((prevstateno=41),5,0)))+var(8)*30000 poweradd= 0 sprpriority = 2 [State 50, Gravity] type = Gravity trigger1 = prevstateno != 40 trigger2 = prevstateno = 40 && time > 0 [State 600, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 2 attr = A, NA damage = floor(45*ifelse(var(56),1.25,1)) animtype = Medium air.animtype = Back guardflag = HA hitflag = MAF priority = 6, Hit sparkno = s17000+(var(31)*10000) sparkxy = -10, -60 hitsound = s3+(var(32)*2),5 guardsound = s3+(var(32)*2), 12;s2, 6 guard.sparkno = s17500+(var(31)*10000) pausetime = 12,13 guard.pausetime = 10,10 ground.slidetime = 9 ground.hittime = 9 guard.hittime = 9 guard.slidetime = 9 guard.ctrltime = 17 ground.type = low ground.velocity = -5.796875 air.velocity = -4.5,-6.5 air.juggle = 0 getpower = 47,47 givepower = 16,16 air.fall = 0 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 id = 200 [State -2, Juggle Killer] type = VarSet trigger1 = movehit && P2Statetype = A var(16) = 0 ignorehitpause = 1 [State 200, snd] type=playsnd trigger1= animelem=1 && random<500 value=200,0 channel=0 ;volume = 200 [State 200, Punch Attempt Sound] type = Playsnd trigger1 = time = 0 value = 3+(var(32)*2),4 [State 40, 6] type = ChangeState trigger1 = Pos Y + Vel Y >= 0 value = 52 ;JUMP D [Statedef 630] type = A movetype= A physics = N juggle = 10 ctrl = 0 anim = 630+(ifelse((Vel X != 0),5,ifelse((prevstateno=41),5,0)))+var(8)*30000 poweradd= 0 sprpriority = 2 [State 50, Gravity] type = Gravity trigger1 = prevstateno != 40 trigger2 = prevstateno = 40 && time > 0 [State 600, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = (animelemno(0) = [3,4]) attr = A, NA damage = floor(70*ifelse(var(56),1.25,1)) animtype = medium air.animtype = Back guardflag = HA hitflag = MAF priority = 5, Hit sparkno = s17001+(var(31)*10000) sparkxy = -10, -60 hitsound = s3+(var(32)*2),7 guardsound = s3+(var(32)*2), 13-(var(32));s2, 7 guard.sparkno = s17501+(var(31)*10000) ground.type = Low pausetime = 11,13 guard.pausetime = 12,12 ground.slidetime = 12 ground.hittime = 12 guard.hittime = 10 guard.slidetime = 10 guard.ctrltime = 22 ground.velocity = -5.796875 air.velocity = -4.5,-6.5 air.juggle = 0 getpower = 94,94 givepower = 16,16 air.fall = 0 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 persistent = 0 id = 200 [State -2, Juggle Killer] type = VarSet trigger1 = movehit && P2Statetype = A var(16) = 0 ignorehitpause = 1 [State 200, Punch Attempt Sound] type = Playsnd trigger1 = time = 0 value = 3+(var(32)*2),6 [State 40, 6] type = ChangeState trigger1 = Pos Y + Vel Y >= 0 value = 52 ;Yuri Ori [Statedef 640] type = A movetype= A physics = N juggle = 10 ctrl = 0 anim = 640+var(8)*30000 poweradd= 0 sprpriority = 2 [State 50, Gravity] type = Gravity trigger1 = prevstateno != 40 trigger2 = prevstateno = 40 && time > 0 [State 600, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 2 attr = A, NA damage = floor(70*ifelse(var(56),1.25,1)) animtype = medium air.animtype = Back guardflag = HA hitflag = MAF priority = 5, Hit sparkno = s17001+(var(31)*10000) sparkxy = -10, -60 hitsound = s3+(var(32)*2),7 guardsound = s3+(var(32)*2), 13-(var(32));s2, 7 guard.sparkno = s17501+(var(31)*10000) ground.type = Low pausetime = 11,13 guard.pausetime = 12,12 ground.slidetime = 12 ground.hittime = 12 guard.hittime = 10 guard.slidetime = 10 guard.ctrltime = 22 ground.velocity = -5.796875 guard.velocity = -11.1796875 air.velocity = -4.5,-6.5 air.juggle = 0 getpower = 94,94 givepower = 16,16 air.fall = 0 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 persistent = 0 id = 200 [State -2, Juggle Killer] type = VarSet trigger1 = movehit && P2Statetype = A var(16) = 0 ignorehitpause = 1 [State 200, Punch Attempt Sound] type = Playsnd trigger1 = time = 0 value = 3+(var(32)*2),6 [State 40, 6] type = ChangeState trigger1 = Pos Y + Vel Y >= 0 value = 52 ;JUMP CD [Statedef 990] type = A movetype= A physics = N juggle = 10 ctrl = 0 anim = 990 poweradd= 0 sprpriority = 2 [State 50, Gravity] type = Gravity trigger1 = prevstateno != 40 trigger2 = prevstateno = 40 && time > 0 [State 600, 1] type = HitDef triggerall = !Var(55) trigger1 = animelem = 5 attr = A, NA damage = 90 animtype = Light guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 12, 12 guard.pausetime = 10,10 sparkno = s17001+(var(31)*10000) sparkxy = -10, -60 hitsound = s3+(var(32)*2),9 guardsound = s3+(var(32)*2),13-(var(32));s2, 6 guard.sparkno = s17501+(var(31)*10000) ground.slidetime = 10 ground.hittime = 10 ground.velocity = -4.5,-6.5 guard.velocity = -14.90625 air.velocity = -4.5,-6.5 air.juggle = 0 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 getpower = 94,94 givepower = 16,16 id = 980 yaccel = .5 fall = 1 fall.recover = 1 fall.recovertime = 120 [State 200, snd] type=playsnd trigger1= animelem=1 value=200,2 channel=0 [State 5100, 10] type = PlaySnd trigger1 = animelem = 1 value = 3+(var(32)*2),8-(var(32)*2) [State -2, Juggle Killer] type = VarSet trigger1 = movehit && P2Statetype = A var(16) = 0 ignorehitpause = 1 [State 40, 6] type = ChangeState trigger1 = Pos Y + Vel Y >= 0 value = 52 ;--------------------------------------------------------------------------- ;MAX - ON !! [Statedef 780] type = S physics = S movetype= I ctrl = 0 anim = 0 velset = 0,0 [State 200, snd] type=playsnd triggerall = anim = 780 trigger1= time = 1 value=200,3 channel=0 [State 780, ChangeAnim] type = ChangeAnim triggerall = prevstateno != [200,980] trigger1 = !time value = 780 [State -2, Helper] type = Helper triggerall = prevstateno = [200,980] triggerall = !numhelper(70001) && !numhelper(70002) trigger1 = !time helpertype = normal name = "QUICKMAX" ID = 70002 stateno = 70001 pos = 160,120 postype = left ;p2,front,back,left,right facing = 1 keyctrl = 0 ownpal = 1 supermovetime = 999999999999 pausemovetime = 999999999999 ignorehitpause = 1 [State -2, Helper] type = Helper triggerall = !numhelper(70001) && !numhelper(70002) trigger1 = !time helpertype = normal name = "MAX" ID = 70001 stateno = 70001 pos = 160,120 postype = left ;p2,front,back,left,right facing = 1 keyctrl = 0 ownpal = 1 supermovetime = 999999999999 pausemovetime = 999999999999 ignorehitpause = 1 [State 0, Explod] type = Explod trigger1 = animelemtime(3) = 0 anim = 14130+var(31) id = 14130 pos = -22,-72 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 sprpriority = -2 ownpal = 1 bindtime = -1 [State 3000, EnvShake] type = EnvShake triggerall = numhelper(70001) trigger1 = animelemtime(3) = 0 time = 14 freq = 180 ampl = -6 persistent = 0 [State -1, Run Fwd] type = ChangeState value = 100 triggerall = prevstateno = [200,980] trigger1 = time = 1 trigger1 = command = "FF" ;trigger1 = var(52) [State 0, ChangeState] type = ChangeState triggerall = prevstateno = [200,980] trigger1 = time = 1 value = ifelse(command = "holdup",40,ifelse(command = "holddown",11,0)) ctrl = ifelse(command = "holdup",0,1) [State 0, ChangeState] type = ChangeState trigger1 = !animtime value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; ROLLS ;--------------------------------------------------------------------------- ;FORWARD ROLL [Statedef 710, Roll] type = S movetype = I physics = N ctrl = 0 anim = 710+var(8)*30000 velset=0,0 [State 810, 1] type = AfterImage triggerall = var(31) trigger1 = time = 8 time = 10 length = 6 framegap = 3 palcontrast = 256,256,256 paladd = 0,0,0 palmul = 1,1,1 [State 200, snd] type=playsnd trigger1= animelem=1 value=200,7 channel=0 [State 0, Pause] type = Pause trigger1 = prevstateno = 150 || prevstateno = 151 trigger1 = time = 0 time = 3 movetime = 3 ignorehitpause = 1 [State 0, PalFX] type = PalFX trigger1 = prevstateno = 150 || prevstateno = 151 trigger1 = time = 0 time = 3 add = 100,100,100 mul = 256,256,256 sinadd = -80,-80,-80,4 invertall = 0 color = 0 [State 0, PowerAdd] type = PowerAdd trigger1 = prevstateno = 150 || prevstateno = 151 trigger1 = AnimElem = 1 value = -1000 [State 710] type = playerpush trigger1 = 1 value = 0 [State 710: NotHitBy] type = NotHitBy trigger1 = (Time < 25) value = , NA, SA, HA, NP, SP, HP [State 710: VelSet] type = VelSet trigger1 = (Time = 9) x = ifelse(prevstateno = 101,7,5) [State 710: VelSet] type = VelSet trigger1 = (Time = 26) x = 0 [State 710] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;BACKWARDS ROLL [Statedef 711, Roll] type = S movetype = I physics = N ctrl = 0 anim = 711+var(8)*30000 velset=0,0 [State 810, 1] type = AfterImage triggerall = var(31) trigger1 = time = 8 time = 10 length = 6 framegap = 3 palcontrast = 256,256,256 paladd = 0,0,0 palmul = 1,1,1 [State 200, snd] type=playsnd trigger1= animelem=1 value=200,7 channel=0 [State 0, Pause] type = Pause trigger1 = prevstateno = 150 || prevstateno = 151 trigger1 = time = 0 time = 3 movetime = 3 ignorehitpause = 1 [State 0, PalFX] type = PalFX trigger1 = prevstateno = 150 || prevstateno = 151 trigger1 = time = 0 time = 3 add = 100,100,100 mul = 256,256,256 sinadd = -80,-80,-80,4 invertall = 0 color = 0 [State 0, PowerAdd] type = PowerAdd trigger1 = prevstateno = 150 || prevstateno = 151 trigger1 = AnimElem = 1 value = -1000 [State 711] type = playerpush trigger1 = 1 value = 0 [State 711: NotHitBy] type = NotHitBy trigger1 = (Time < 28) value = , NA, SA, HA, NP, SP, HP [State 711: VelSet] type = VelSet trigger1 = (Time = 9) x = -5 [State 711: VelSet] type = VelSet trigger1 = (Time = 29) x = 0 [State 711] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; THROWS ;--------------------------------------------------------------------------- [Statedef 800] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 800+var(8)*30000 sprpriority = 2 [State 800, 1] type = HitDef triggerall = p2stateno != 40 && p2stateno !=52 Trigger1 = animelem = 1 attr = S, NT hitflag = M- priority = 1, Miss sparkno = -1 p1sprpriority = 1 p2facing = 1 p1stateno = 801 p2stateno = 802 guard.dist = 0 fall = 1 ID = 800 [State 800, 2] type = ChangeState Trigger1 = AnimTime = 0 value = 210 [StateDef 801] MoveType = A VelSet = 0,0 Anim = 801 SprPriority = 2 ctrl = 0 [State 200, snd] type=playsnd trigger1= animelem = 4 value=1000,1 [State 0, Explod] type = Explod trigger1 = animelem = 4 anim = 17002+(var(31)*10000) pos = 45,-87 postype = p1 ;p2,front,back,left,right sprpriority = 3 [State 910, 1] type = VarSet trigger1 = Time = 0 fvar(8) = 0 [State 910, 1] type = VarSet triggerall = var(1) = 1 triggerall = Time < 7 && !fVar(8) trigger1 = ((Target,Command = "holdfwd") || (Target,Command = "holdback")) && ((Target,Command = "y") || (Target,Command = "z")) fvar(8) = 1 [State 910, TargetBind] type = TargetBind trigger1 = Time < 7 && FVar(8) pos = 40, 0 [State 910, ChangeState] type = ChangeState trigger1 = Time < 7 && FVar(8) value = 950 [State 910, TargetBind] type = TargetBind trigger1 = Time < 7 && FVar(8) pos = 40, 0 [State 805, hitspark] type = Explod trigger1 = animelem = 1 anim = 20000 pos = 31, -74 postype = p1 SprPriority = 1 ownpal = 1 supermovetime = 999 pausemovetime = 999 [State 5100, 10] type = PlaySnd trigger1 = animelem = 1 value = 2+(var(32)*10), 0 [State 801, fat] type = Width trigger1 = animelem = 9, < 0 edge = 64 [State 810, bind] type = TargetBind trigger1 = animelemtime(1) >= 0 && animelemtime(5) < 0 ID = 800 pos = 31, 0 [State -2, Helper] type = Helper trigger1 = !numhelper(50000) && !numhelper(50001) trigger1 = WinKO helpertype = normal name = "K.O." ID = 50000 stateno = 50000 pos = 160,120 postype = left ;p2,front,back,left,right facing = 1 keyctrl = 0 ownpal = 0 supermovetime = 999999999999 pausemovetime = 999999999999 ignorehitpause = 1 [State 801, fly p2] type = TargetState trigger1 = animelem = 5 value = 803 ignorehitpause = 1 ID = 800 [State 801, Damage] Type = TargetLifeAdd Trigger1 = animelem = 4 value = -160 ID = 800 [State 801, 10] type = ChangeState Trigger1 = animtime = 0 value = 0 ctrl = 1 [StateDef 802] Type = A MoveType = H VelSet = 0, 0 sprpriority = 0 Ctrl = 0 [State 811, Anim] Type = ChangeAnim2 Trigger1 = !Time Value = 802 [State 820, 2] type = SelfState trigger1 = !gethitvar(isbound) value = 5050 [StateDef 803] Type = A MoveType = H VelSet = -5, -6.5 sprpriority = 1 Ctrl = 0 [State 1040, go] type = VelAdd trigger1 = time > 0 y = 0.5 [State 811, Anim] Type = ChangeAnim Trigger1 = !Time Value = 5050 [State 811, 2] type = SelfState Trigger1 = vel y > 0 && pos y >= 0 value = 5100 ;--------------------------------------------------------------------------- [Statedef 810] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 800+var(8)*30000 sprpriority = 2 [State 800, 1] type = HitDef triggerall = p2stateno != 40 && p2stateno !=52 Trigger1 = animelem = 1 attr = S, NT hitflag = M- priority = 1, Miss sparkno = -1 p1sprpriority = 1 p2facing = 1 p1stateno = 811 p2stateno = 1811 guard.dist = 0 fall = 1 ID = 810 [State 800, 2] type = ChangeState Trigger1 = AnimTime = 0 value = 230 [StateDef 811] MoveType = A VelSet = 0,0 Anim = 810 SprPriority = 2 ctrl = 0 [State 5100, 10] type = PlaySnd trigger1 = animelem = 1 value = 2+(var(32)*10), 0 [State 805, hitspark] type = Explod trigger1 = animelem = 2 anim = 20000 pos = 39, -51 postype = p1 SprPriority = 1 ownpal = 1 supermovetime = 999 pausemovetime = 999 [State 910, 1] type = VarSet trigger1 = Time = 0 fvar(8) = 0 [State 910, 1] type = VarSet triggerall = var(1) = 1 triggerall = Time < 7 && !fVar(8) trigger1 = ((Target,Command = "holdfwd") || (Target,Command = "holdback")) && ((Target,Command = "b") || (Target,Command = "c")) fvar(8) = 1 [State 910, TargetBind] type = TargetBind trigger1 = Time < 7 && FVar(8) pos = 40, 0 [State 910, ChangeState] type = ChangeState trigger1 = Time < 7 && FVar(8) value = 950 [State 910, TargetBind] type = TargetBind trigger1 = Time < 7 && FVar(8) pos = 40, 0 [State 801, fat] type = Width trigger1 = animelem = 5, < 0 edge = 64 [State 810, bind] type = TargetBind trigger1 = animelemtime(1) >= 0 && animelemtime(2) < 0 ID = 810 pos = 40, 0 [State 810, bind] type = TargetBind trigger1 = animelemtime(2) >= 0 && animelemtime(4) < 0 ID = 810 pos = 0, 0 [State 810, bind] type = BindtoTarget trigger1 = animelemtime(2) >= 0 && animelemtime(4) < 0 ID = 810 pos = 40, 60, head [State 810, bind] type = TargetBind trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0 ID = 810 pos = 16, -63 [State 810, bind] type = TargetBind trigger1 = animelemtime(5) >= 0 ID = 810 pos = 5, -58 [State 280, go] type = VelSet trigger1 = animelem = 4 y = -7.3125 ; x = -3.5 [State 1030, 1] type = VelAdd trigger1 = animelemtime(4) > 0 Y = 0.6875 [State 801, 10] type = ChangeState Triggerall = animelemtime(4) > 0 trigger1 = Vel Y + Pos Y >= 0 value = 812 [StateDef 812] MoveType = A VelSet = 0,0 Anim = 811 SprPriority = 2 ctrl = 0 [State 801, fly p2] type = TargetState trigger1 = !Time value = 1812 ignorehitpause = 1 ID = 810 [State 910, 1] type = PosSet trigger1 = !Time y = 0 [State 5100, 10] type = PlaySnd trigger1 = animelem = 3 value = 2+(var(32)*10), 10 [State 801, fat] type = Width trigger1 = animelem = 7, < 0 edge = 64,64 [State 810, bind] type = TargetBind trigger1 = animelemtime(1) >= 0 && animelemtime(2) < 0 ID = 810 pos = 5, -58 [State 810, bind] type = TargetBind trigger1 = animelemtime(2) >= 0 && animelemtime(3) < 0 ID = 810 pos = -44, -57 [State -2, Helper] type = Helper trigger1 = !numhelper(50000) && !numhelper(50001) trigger1 = WinKO helpertype = normal name = "K.O." ID = 50000 stateno = 50000 pos = 160,120 postype = left ;p2,front,back,left,right facing = 1 keyctrl = 0 ownpal = 0 supermovetime = 999999999999 pausemovetime = 999999999999 ignorehitpause = 1 [State 801, Damage] Type = TargetLifeAdd Trigger1 = animelem = 3 value = -160 ID = 810 [State 280, go] type = VelSet trigger1 = animelem = 7 y = -9 ; [State 1030, 1] type = VelAdd trigger1 = animelemtime(7) > 0 Y = 0.6875 [State 801, 10] type = ChangeState Triggerall = animelemtime(7) > 0 trigger1 = Vel Y + Pos Y >= 0 value = 813 [StateDef 813] MoveType = A VelSet = 0,0 Anim = 812+var(8)*30000 SprPriority = 2 ctrl = 0 [State 200, snd] type=playsnd trigger1= animelem=2 value=200,6 channel=0 [State 910, 1] type = Turn trigger1 = !Time [State 910, 1] type = PosSet trigger1 = !Time y = 0 [State 801, 10] type = ChangeState Trigger1 = !animtime value = 0 ctrl = 1 [StateDef 1811] Type = A MoveType = H VelSet = 0, 0 sprpriority = 0 Ctrl = 0 [State 811] type = ScreenBound trigger1 = 1 value = 1 movecamera = 1,0 [State 811, Anim] Type = ChangeAnim2 Trigger1 = !Time Value = 813 [State 820, 2] type = SelfState trigger1 = !gethitvar(isbound) value = 5050 [StateDef 1812] Type = A MoveType = H physics = N VelSet = 0, 0 sprpriority = 0 Ctrl = 0 [State 1040, go] type = VelSet Trigger1 = animelem = 3 x = 4 y = -6.5 [State 1040, go] type = PosAdd Trigger1 = animelem = 3 x = 20 [State 1040, go] type = VelAdd Trigger1 = animelemtime(3) > 0 y = 0.5 [State 811, Anim] Type = ChangeAnim2 Trigger1 = !Time Value = 814 [State 811, 2] type = SelfState Triggerall = animelemtime(5) > 0 Trigger1 = vel y > 0 && pos y >= 0 value = 5100 ;--------------------------------------------------------------------------- [Statedef 815] type = A movetype= A physics = N ctrl = 0 anim = ifelse(command="y",815,816) poweradd= 0 sprpriority = 2 [State 50, Gravity] type = Gravity trigger1 = 1 [State 1011, 1] type = HitDef triggerall = p2stateno != 40 && p2stateno !=52 Triggerall = enemynear, stateno != [120, 155] Trigger1 = time = 0 attr = A, NT hitflag = MA priority = 1, Miss sparkno = -1 p1sprpriority = 1 p1facing = 1 p2facing = 1 p1stateno = 820 p2stateno = 1821 guard.dist = 0 fall = 1 ID = 820 [State 800, 2] type = ChangeState Triggerall = anim = 815 Trigger1 = AnimTime = 0 value = 610 [State 800, 2] type = ChangeState Triggerall = anim = 816 Trigger1 = AnimTime = 0 value = 630 [StateDef 820] MoveType = A VelSet = 0,0 Anim = 820 SprPriority = 2 ctrl = 0 [State 5100, 10] type = PlaySnd trigger1 = animelem = 1 value = 2+(var(32)*10), 0 [State 805, hitspark] type = Explod trigger1 = animelem = 1 anim = 20000 pos = -9, -95 postype = p1 SprPriority = 1 ownpal = 1 supermovetime = 999 pausemovetime = 999 [State 200, snd] type=playsnd trigger1= animelem=3 value=200,4 channel=0 [State 801, fat] type = Width trigger1 = 1 edge = 64 [State 810, bind] type = TargetBind trigger1 = animelemtime(1) >= 0 && animelemtime(2) < 0 ID = 820 pos = 13, -105 [State 810, bind] type = TargetBind trigger1 = animelemtime(2) >= 0 && animelemtime(3) < 0 ID = 820 pos = 42, -68 [State 810, bind] type = TargetBind trigger1 = animelemtime(3) >= 0 ID = 820 pos = 21, -6 [State 280, go] type = VelSet trigger1 = animelem = 2 y = -2.5 x = 3.5 [State 1030, 1] type = VelAdd trigger1 = animelemtime(2) > 0 Y = 0.5 [State 801, 10] type = ChangeState Triggerall = animelemtime(3) > 0 trigger1 = Vel Y + Pos Y >= 0 value = 821 [StateDef 821] MoveType = A VelSet = 0,0 Anim = 821 SprPriority = 2 ctrl = 0 [State -2, Helper] type = Helper trigger1 = !numhelper(50000) && !numhelper(50001) trigger1 = WinKO helpertype = normal name = "K.O." ID = 50000 stateno = 50000 pos = 160,120 postype = left ;p2,front,back,left,right facing = 1 keyctrl = 0 ownpal = 0 supermovetime = 999999999999 pausemovetime = 999999999999 ignorehitpause = 1 [State 0, EnvShake] type = EnvShake trigger1 = animelem = 1 time = 12 ampl = -5 freq = 180 [State 300, Land] type = PlaySnd trigger1 = animelem = 1 value = 2+(var(32)*10),9 [State 3303, Explod] type = Explod trigger1 = animelem = 1 anim = 12000 pos = 0,0 id = 12001 postype = p1 ;p2,front,back,left,right sprpriority = 2 ownpal = 1 persistent = 0 [State 0, TargetLifeAdd] type = TargetLifeAdd trigger1 = animelem = 1 value = -160 [State 801, fly p2] type = TargetState trigger1 = !Time value = 1822 ignorehitpause = 1 ID = 820 [State 910, 1] type = PosSet trigger1 = !Time y = 0 [State 801, fat] type = Width trigger1 = 1 edge = 64 [State 810, bind] type = TargetBind trigger1 = animelemtime(1) >= 0 && animelemtime(2) < 0 ID = 820 pos = 21, -2 [State 280, go] type = VelSet trigger1 = animelem = 3 y = -7.5 ; x = -2.5; [State 1030, 1] type = VelAdd trigger1 = animelemtime(3) > 0 Y = 0.5 [State 801, 10] type = ChangeState Triggerall = animelemtime(3) > 0 trigger1 = Vel Y + Pos Y >= 0 value = 822 [StateDef 822] MoveType = A VelSet = 0,0 Anim = 822+var(8)*30000 SprPriority = 2 ctrl = 0 [State 910, 1] type = PosSet trigger1 = !Time y = 0 [State 801, 10] type = ChangeState Trigger1 = !animtime value = 0 ctrl = 1 [StateDef 1821] Type = A MoveType = H VelSet = 0, 0 sprpriority = 0 Ctrl = 0 [State 811] type = ScreenBound trigger1 = 1 value = 1 movecamera = 0,0 [State 811, Anim] Type = ChangeAnim2 Trigger1 = !Time Value = 823 [State 820, 2] type = SelfState trigger1 = !gethitvar(isbound) value = 5050 [StateDef 1822] Type = A MoveType = H physics = N VelSet = 0, 0 sprpriority = 0 Ctrl = 0 [State 1040, go] type = VelSet Trigger1 = animelem = 2 x = -4 y = 6.5 [State 1040, go] type = PosAdd Trigger1 = animelem = 2 x = -20 y= -40 [State 1040, go] type = VelAdd Trigger1 = animelemtime(2) > 0 y = 0.5 [State 811, Anim] Type = ChangeAnim2 Trigger1 = !Time Value = 824 [State 811, 2] type = SelfState Triggerall = animelemtime(2) > 0 Trigger1 = vel y > 0 && pos y >= 0 value = 5100 ;--------------------------------------------------------------------------- ; SPECIAL MOVES ;--------------------------------------------------------------------------- ;Kou'ken 2002 [StateDef 1010] type = s MoveType = A VelSet = 0, 0 Anim = ifelse((var(1)=4||(var(1)=5||var(1)=7)),1010,31010) SprPriority = 2 ctrl=0 facep2 = 1 [State 200, snd] type=playsnd trigger1= animelem=3 value=200,9 channel=0 [State 1503, Vel] type = PosAdd triggerall = Anim = 31010 trigger1 = animelem = 7 trigger2 = AnimTime = 0 x = 8 [State 1000, VarSet] type = VarSet trigger1 = !time var(6) = (Command = "hold_x") [State 1000, VarSet] type = VarSet trigger1 = !time var(14) = (Command = "hold_x") [State 1000, VarSet] type = VarSet triggerall = var(14) = 0 trigger1 = Command != "hold_x" && var(6)= 0 var(14) = 50 [State -2, Var decreasing] type = varSet trigger1 = var(14)>0 var(14) = var(14)-1 ignorehitpause = 0 [State 1000, VarSet] type = VarSet trigger1 = !time v = 15 value = 4 [State 1000: Helper] type = Helper trigger1 = animelem = 2 helpertype = Normal name = "FX" id = 10000 pos = 0, 0 ;50 postype = p1 facing = 1 stateno = 111 keyctrl = 0 ownpal = 1 supermovetime = 0 pausemovetime = 0 [State 1000: Helper] type = Helper trigger1 = animelemtime(7) = 2 helpertype = Normal name = "Ko'ou Ken" id = 10000 pos = 0, 0 ;50 postype = p1 facing = 1 stateno = 10000 keyctrl = 0 ownpal = 1 supermovetime = 0 pausemovetime = 0 [State 1011, end] type = ChangeState triggerall = (var(1) = 3 || var(1) = 4) || var(1) = 6 trigger1 = var(14) = 0 trigger1 = animelemtime(4)=2 value = 1015 [State 1011, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [StateDef 1011] type = s MoveType = A physics = N VelSet = 0, 0 Anim = ifelse((var(1)=4||(var(1)=5||var(1)=7)),1011,31011) SprPriority = 2 ctrl=0 facep2 = 1 [State 200, snd] type=playsnd trigger1= animelem=3 value=200,9 channel=0 [State 1503, Vel] type = PosAdd triggerall = Anim = 31011 trigger1 = animelem = 7 trigger2 = AnimTime = 0 x = 8 [State 1000, VarSet] type = VarSet trigger1 = !time var(6) = (Command = "hold_y") [State 1000, VarSet] type = VarSet trigger1 = !time var(14) = (Command = "hold_y") [State 1000, VarSet] type = VarSet triggerall = var(14) = 0 trigger1 = Command != "hold_y" && var(6)= 0 var(14) = 50 [State -2, Var decreasing] type = varSet trigger1 = var(14)>0 var(14) = var(14)-1 ignorehitpause = 0 [State 1000, VarSet] type = VarSet trigger1 = !time v = 15 value = 5 [State 1000: Helper] type = Helper trigger1 = animelem = 2 helpertype = Normal name = "FX" id = 10000 pos = 0, 0 ;50 postype = p1 facing = 1 stateno = 111 keyctrl = 0 ownpal = 1 supermovetime = 0 pausemovetime = 0 [State 1000: Helper] type = Helper trigger1 = animelemtime(7) = 2 helpertype = Normal name = "Ko'ou Ken" id = 10000 pos = 0, 0 ;50 postype = p1 facing = 1 stateno = 10000 keyctrl = 0 ownpal = 1 supermovetime = 0 pausemovetime = 0 [State 1011, end] type = ChangeState triggerall = (var(1) = 3 || var(1) = 4) || var(1) = 6 trigger1 = var(14) = 0 trigger1 = animelemtime(4)=2 value = 1015 [State 1011, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;FX [Statedef 111] type = S movetype = I physics = N ctrl = 0 velset = 0, 0 ownpal = 1 anim = 1014 sprpriority = 4 [State 10005] type = BindToParent trigger1 = root, animelem = 2 pos = -27,-80 [State 10005] type = BindToParent trigger1 = root, animelem = 3 pos = -39,-73 [State 10005] type = BindToParent trigger1 = root, animelem = 4 pos = -46,-75 [State 10005] type = BindToParent trigger1 = root, animelem = 5 pos = -41,-66 [State 10005] type = BindToParent trigger1 = root, animelem = 6 pos = -23,-65 [State 7001, Assert] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 10002, DestroySelf] type = DestroySelf trigger1 = root,stateno != [1010,1011] trigger2 = root,animelem = 7 [StateDef 1015] type = s MoveType = A physics = N VelSet = 0, 0 Anim = ifelse(var(1)=4,1012,31012) SprPriority = 2 ctrl=0 [State 200, snd] type=playsnd trigger1= animelem=4 value=200,10 channel = 0 [State 200, move] type=posadd trigger1= animelem = 2 x = -8 [State 1000, VarSet] type = VarSet trigger1 = !time v = 15 value = ifelse(prevstateno=1010,4,7) [State 1000: Helper] type = Helper trigger1 = animelem = 1 helpertype = Normal name = "FX" id = 10000 pos = 0, 0 ;50 postype = p1 facing = 1 stateno = 112 keyctrl = 0 ownpal = 1 supermovetime = 0 pausemovetime = 0 [State 1000: Helper] type = Helper trigger1 = animelemtime(7) = 2 helpertype = Normal name = "Haoh Sho Ko'ou Ken" id = 10005 pos = 40, 5 ;50 postype = p1 facing = 1 stateno = 10005 keyctrl = 0 ownpal = 1 supermovetime = 0 pausemovetime = 0 [State 1011, 0] type = PosSet trigger1 = !time y = 0 [State 1011, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;2002 Ko'ou Ken [Statedef 10000] type = A physics = N ctrl = 0 velset = parent,var(15), 0 ownpal = 1 sprpriority = 4 juggle = 10 anim = 1015 [State 200, snd] type=playsnd trigger1= animelem=1 value=1000,4 [State 1011, 0] type = velset trigger1 = animelem = 1 x = parent,var(15) [State 1011, 0] type = velset trigger1 = animelem = 10 x = 0 [State 1000, 5] type = Projectile trigger1 = animelem = 5 trigger1 != root,NumProjID(1000) = 0 ProjAnim = 1016 Projhitanim = -1 ProjStageBound = 999 ProjEdgeBound = 999 ProjHeightBound = -240, 1 ProjID = 1000 projpriority = 1 projremovetime = 9 offset = 0, 0 velocity = parent,var(15),0 hitflag = MAF attr = S, SP damage = ifelse(parent,var(51)>0,49,89),5 animtype = Hard guardflag = M pausetime = 0,12 guard.pausetime = 0,2 hitsound = s3+(parent,var(32)*2),3 guardsound = s3+(parent,var(32)*2), 12 sparkno = -1 sparkxy = 70, -77 guard.sparkno = s17501+(parent,var(31)*10000) ground.type = High ground.slidetime = 19 ground.hittime = 19 ground.velocity = -4,-7.77564102564102564102564102563869 air.type = High air.velocity = -4,-7.77564102564102564102564102563869 air.hittime = 13 air.juggle = parent,var(40)*1000+7 fall = 1 fall.recover = 1 fall.recovertime = 120 getpower = 78,78 givepower = 16,16 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 [State 805, hitspark] type = Explod trigger1 = root,projhittime(1000) = 1 anim = 17002+(parent,var(31)*10000) pos = 83, -67 postype = p1 ontop = 1 ownpal = 1 supermovetime = 999 pausemovetime = 999 [State 7001, Assert] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 1000, 4] type = destroyself trigger1 = !animtime ;FX [Statedef 112] type = S movetype = I physics = N ctrl = 0 velset = 0, 0 ownpal = 1 anim = 1014 sprpriority = 4 [State 10005] type = BindToParent trigger1 = root, animelem = 1 pos = -5,-69 [State 10005] type = BindToParent trigger1 = root, animelem = 2 pos = -5,-69 [State 10005] type = BindToParent trigger1 = root, animelem = 3 pos = -17,-66 [State 10005] type = BindToParent trigger1 = root, animelem = 4 pos = -29,-62 [State 10005] type = BindToParent trigger1 = root, animelem = 5 pos = -19,-66 [State 10005] type = BindToParent trigger1 = root, animelem = 6 pos = 2,-64 [State 7001, Assert] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 10002, DestroySelf] type = DestroySelf trigger1 = root,stateno != 1015 trigger2 = root,animelem = 7 ;Projectile [Statedef 10005] type = A physics = N ctrl = 0 VelSet = parent,var(15),0 ownpal = 1 sprpriority = 4 anim = 1017 [State 200, snd] type=playsnd trigger1= time = 1 value=1000,5 [State 1000, 5] type = Projectile trigger1 = !time ProjAnim = 1018 Projhitanim = -1 ProjID = 1025 projpriority = 1 offset = 10, -5 velocity = parent,var(15),0 hitflag = MAF attr = S, HP damage = 100,5 animtype = Up guardflag = M pausetime = 0,13 guard.pausetime = 0,2 guardsound = -1 sparkno = -1 sparkxy = -10, -49 guard.sparkno = -1 guard.sparkxy = 0, -49 hitsound = s3+(parent,var(32)*2),9 ground.type = High ground.slidetime = 19 ground.hittime = 19 ground.velocity = -4,-6.5 air.type = High air.velocity = -4,-6.5 air.hittime = 13 air.juggle = parent,var(40)*1000+7 fall = 1 fall.recover = 1 fall.recovertime = 120 getpower = 0,0 givepower = 0,0 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 [State 805, hitspark] type = Explod trigger1 = root,projhittime(1025) = 1 anim = 17002+(parent,var(31)*10000) pos = 53, -70 postype = p1 ontop = 1 ownpal = 1 supermovetime = 999 pausemovetime = 999 [State 7001, Assert] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 1000, DestroySelf] type = DestroySelf triggerall = time > 1 trigger1 = FrontEdgeDist <= -40 [State 1000, 4] type = ChangeState triggerall = time > 1 trigger1 = root,NumProjID(1025) = 0 value = 10001 ;----------------------- ;Kou'ken 98 EX [StateDef 1100] type = s MoveType = A VelSet = 0, 0 Anim = 1100 SprPriority = 2 ctrl=0 facep2 = 1 [State 1000: Helper] type = Helper trigger1 = animelem = 2 helpertype = Normal name = "FX" id = 11000 pos = 0, 0 ;50 postype = p1 facing = 1 stateno = 115 keyctrl = 0 ownpal = 1 supermovetime = 0 pausemovetime = 0 [State 200, snd] type=playsnd trigger1= animelem=3 value=200,9 channel=0 [State 1000, VarSet] type = VarSet trigger1 = !time v = 15 value = 4 [State 1000: Helper] type = Helper trigger1 = animelemtime(6) = 2 helpertype = Normal name = "Ko'ou Ken" id = 11000 pos = 50, 0 ;50 postype = p1 facing = 1 stateno = 11000 keyctrl = 0 ownpal = 1 supermovetime = 0 pausemovetime = 0 [State 1011, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Kou'ken 98 EX [StateDef 1101] type = s MoveType = A VelSet = 0, 0 Anim = 1101 SprPriority = 2 ctrl=0 facep2 = 1 [State 1000: Helper] type = Helper trigger1 = animelem = 2 helpertype = Normal name = "FX" id = 11000 pos = 0, 0 ;50 postype = p1 facing = 1 stateno = 115 keyctrl = 0 ownpal = 1 supermovetime = 0 pausemovetime = 0 [State 200, snd] type=playsnd trigger1= animelem=3 value=200,9 channel=0 [State 1000, VarSet] type = VarSet trigger1 = !time v = 15 value = 7 [State 1000: Helper] type = Helper trigger1 = animelemtime(6) = 2 helpertype = Normal name = "Ko'ou Ken" id = 11000 pos = 50, 0 ;50 postype = p1 facing = 1 stateno = 11000 keyctrl = 0 ownpal = 1 supermovetime = 0 pausemovetime = 0 [State 1011, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;FX [Statedef 115] type = S movetype = I physics = N ctrl = 0 velset = 0, 0 ownpal = 1 anim = 1014 sprpriority = 4 [State 10005] type = BindToParent trigger1 = root, animelem = 2 pos = -26,-78 [State 10005] type = BindToParent trigger1 = root, animelem = 3 pos = -40,-73 [State 10005] type = BindToParent trigger1 = root, animelem = 4 pos = -43,-65 [State 10005] type = BindToParent trigger1 = root, animelem = 5 pos = -23,-65 [State 7001, Assert] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 10002, DestroySelf] type = DestroySelf trigger1 = root,stateno != [1100,1101] trigger2 = root,animelem = 6 ;Projectile [Statedef 11000] type = A physics = N ctrl = 0 VelSet = parent,var(15),0 ownpal = 1 sprpriority = 4 anim = 1102 [State 200, snd] type=playsnd trigger1= time = 1 value=1000,4 [State 1000, 5] type = Projectile trigger1 = time = 1 ProjAnim = 1104 Projhitanim = -1 ProjID = 1000 projpriority = 1 offset = 0, 0 velocity = parent,var(15),0 hitflag = MAF attr = S, SP damage = 99,5 animtype = Hard guardflag = M pausetime = 0,12 guard.pausetime = 0,2 hitsound = s3+(parent,var(32)*2),3 guardsound = s3+(parent,var(32)*2), 12 sparkno = s17002+(parent,var(31)*10000) sparkxy = 20, -75 guard.sparkno = s17501+(parent,var(31)*10000) ground.type = High ground.slidetime = 19 ground.hittime = 19 ground.velocity = -12.61205725171355925864938338293 air.type = High air.velocity = -6,-8.77564102564102564102564102563869 air.hittime = 13 air.juggle = parent,var(40)*1000+6 air.fall = 1 fall.recover = 1 fall.recovertime = 120 getpower = 78,78 givepower = 16,16 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 [State 7001, Assert] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 1000, DestroySelf] type = DestroySelf triggerall = time > 1 trigger1 = FrontEdgeDist <= -40 [State 1000, 4] type = ChangeState triggerall = time > 1 trigger1 = root,NumProjID(1000) = 0 value = 11001 [Statedef 11001] type = S movetype = A physics = N ctrl = 0 velset = 0, 0 ownpal = 1 anim = 1103 sprpriority = 4 [State 7001, Assert] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 10002, DestroySelf] type = DestroySelf trigger1 = animtime = 0 ;----------------------------------- ;Chou Upper (2K2 A version) [Statedef 1000] type = S movetype= A physics = N juggle = 10 ctrl = 0 anim = ifelse((var(1)=4||var(1)=5),1000,31000) poweradd= 109 sprpriority = 2 facep2 = 1 velset = 0,0 [State 200, Punch Attempt Sound] type = Playsnd trigger1 = animelem = 3 value = 3+(var(32)*2),2 [State 200, snd] type=playsnd trigger1= animelem=1 value=200,11 channel=0 [State 2000, 0] type = NotHitBy trigger1 = animelem = 1 value = , NA, SA, HA, NP, SP, HP [State 1030, 1] type = StateTypeSet trigger1 = animelem = 3 statetype = A [State 280, go] type = VelSet trigger1 = animelem = 3 x = 2.25 ;1.2767791748046875 y = -7.25 [State 1030, 1] type = Velmul trigger1 = animelemtime(3) > 0 x= 1 [State 1030, 1] type = VelAdd trigger1 = animelemtime(3) > 0 Y = 0.5 [State 240, 9] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = (animelemno(0) = [2,3]) damage = 70, 5 hitsound = s2,13 guardsound = s3+(var(32)*2), 12 sparkno = s17002+(var(31)*10000) sparkxy = -10, -50 guard.sparkno = s17501+(var(31)*10000) guard.sparkxy = 0, -50 attr = A, SA guardflag = M hitflag = MAF priority = 5, Hit pausetime = 12,12 ground.velocity = -4,-8 air.velocity = -4,-7 guard.velocity = -12 guard.pausetime = 11,12 guard.slidetime = 22 guard.hittime = 22 guard.ctrltime = 22 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 yaccel = .5 fall = 1 fall.recover = 1 fall.recovertime = 120 persistent = 0 [State 1000, 7] type = ChangeState Triggerall = animelemtime(3) > 0 trigger1 = Vel Y + Pos Y >= 0 value = 1001 ctrl = 1 [StateDef 1001] type = s MoveType = I VelSet = 0, 0 Anim = 31001 SprPriority = 2 ctrl=0 [State 1011, 0] type = PosSet trigger1 = !time y = 0 [State 1011, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Chou Upper (2K2 C version) [Statedef 1002] type = S movetype= A physics = N juggle = 10 ctrl = 0 anim = ifelse((var(1)=4||var(1)=5),1002,31002) poweradd= 109 sprpriority = 2 facep2 = 1 velset = 0,0 [State 200, Punch Attempt Sound] type = Playsnd trigger1 = animelem = 5 value = 3+(var(32)*2),2 [State 200, snd] type=playsnd trigger1= animelem=1 value=200,11 channel=0 [State 1011, 0] type = PosSet trigger1 = !time y = 0 [State 800, VarSet] type = VarSet trigger1 = !time var(4) = 0 ignorehitpause = 1 [State 800, VarSet] type = VarSet trigger1 = animelemtime(6) > 0 trigger1 = command = "dp_y" var(4) = 1 ignorehitpause = 1 [State 2000, 0] type = NotHitBy trigger1 = animelem = 1 value = , NA, SA, HA, NP, SP, HP [State 1030, 1] type = StateTypeSet trigger1 = animelem = 5 statetype = A [State 280, go] type = VelSet trigger1 = animelem = 1 x = 10.9609375 ;6.34356689453125 ;;0.5787430951532431 [State 280, go] type = VelSet trigger1 = animelemtime(1) = 2 x = 6.34356689453125 ;;0.5787430951532431 [State 1030, 1] type = Velmul trigger1 = animelemtime(1) > 2 && animelemtime(5) < 0 x= 0.8281248496627635 [State 280, go] type = VelSet trigger1 = animelem = 5 x = 3.375 y = -7.25 [State 1030, 1] type = Velmul trigger1 = animelemtime(5) > 0 x= 1 [State 1030, 1] type = VelAdd trigger1 = animelemtime(5) > 0 Y = 0.5 [State 240, 9] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 4 damage = 50, 5 hitsound = s2,13 guardsound = s3+(var(32)*2), 12 sparkno = s17002+(var(31)*10000) sparkxy = -10, -45 guard.sparkno = s17501+(var(31)*10000) guard.sparkxy = 0, -45 attr = A, SA guardflag = M hitflag = MAF priority = 5, Hit pausetime = 12,12 ground.velocity = -4,-6.5 air.velocity = -4,-6.5 guard.velocity = -12 guard.pausetime = 11,12 guard.slidetime = 22 guard.hittime = 22 guard.ctrltime = 22 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 yaccel = .5 fall = 1 fall.recover = 1 fall.recovertime = 120 nochainid = 1010 id = 1011 [State 240, 9] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 5 damage = 50, 5 hitsound = s2,13 guardsound = s3+(var(32)*2), 12 sparkno = s17002+(var(31)*10000) sparkxy = -10, -90 guard.sparkno = s17501+(var(31)*10000) guard.sparkxy = 0, -90 attr = A, SA guardflag = M hitflag = MAF priority = 5, Hit pausetime = 12,12 ground.velocity = -2,-12.5 air.velocity = -2,-12.5 guard.velocity = -12 guard.pausetime = 11,12 guard.slidetime = 22 guard.hittime = 22 guard.ctrltime = 22 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 yaccel = .583 ;2.03929138183594 fall = 1 fall.recover = 1 fall.recovertime = 120 nochainid = 1010 id = 1010 [State 1100, UPPER] type = ChangeState triggerall = Vel Y + Pos Y >= 0 trigger1 = var(4) = 1 trigger1 = AnimElemTime(5) > 2 value = 1004 [State 1100, Land] type = ChangeState triggerall = Vel Y + Pos Y >= 0 trigger1 = AnimElemTime(5) > 2 value = 1003 [StateDef 1003] type = s MoveType = I VelSet = 0, 0 Anim = 31003 SprPriority = 2 ctrl=0 [State 800, VarSet] type = VarSet trigger1 = !time var(4) = 0 ignorehitpause = 1 [State 800, VarSet] type = VarSet triggerall = Vel Y + Pos Y >= 0 trigger1 = animelemtime(1) > 1 trigger1 = command = "dp_y" var(4) = 1 [State 1011, 0] type = PosSet trigger1 = !time y = 0 [State 1000, 6] type = ChangeState triggerall = var(1) = 4 || var(1) = 5 trigger1 = animelemtime(1) > 0 trigger1 = Var(4) = 1 value = 1004 [State 1011, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Double Chou Upper (2K2) [Statedef 1004] type = S movetype= A physics = N juggle = 10 ctrl = 0 anim = 31004 poweradd= 109 sprpriority = 2 velset = 0,0 [State 200, Punch Attempt Sound] type = Playsnd trigger1 = animelem = 4 value = 3+(var(32)*2),2 [State 1011, 0] type = PosSet trigger1 = !time y = 0 [State 200, snd] type=playsnd trigger1= animelem=1 value=200,12 channel=0 [State 1030, 1] type = StateTypeSet trigger1 = animelem = 4 statetype = A [State 280, go] type = VelSet trigger1 = animelem = 4 x = 7.24609375 ;6.00067138671875 y = -8.5 [State 1030, 1] type = Velmul trigger1 = animelemtime(4) > 0 x= 0.828125 [State 1030, 1] type = VelAdd trigger1 = animelemtime(4) > 0 Y = 0.375 [State 240, 9] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 3 damage = 30, 5 hitsound = s3+(var(32)*2),9 guardsound = s3+(var(32)*2), 12 sparkno = s17002+(var(31)*10000) sparkxy = -10, -70 guard.sparkno = s17501+(var(31)*10000) guard.sparkxy = 0, -70 attr = A, SA guardflag = M hitflag = MAF priority = 5, Hit pausetime = 12,12 ground.velocity = -4,-6.5 air.velocity = -4,-6.5 guard.velocity = -12 guard.pausetime = 11,12 guard.slidetime = 22 guard.hittime = 22 guard.ctrltime = 22 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 yaccel = .5 fall = 1 fall.recover = 1 fall.recovertime = 120 [State 240, 9] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 4 damage = 30, 5 hitsound = s3+(var(32)*2),9 guardsound = s3+(var(32)*2), 12 sparkno = s17002+(var(31)*10000) sparkxy = -10, -95 guard.sparkno = s17501+(var(31)*10000) guard.sparkxy = 0, -95 attr = A, SA guardflag = M hitflag = MAF priority = 5, Hit pausetime = 12,12 ground.velocity = -2,-12.5 air.velocity = -2,-12.5 guard.velocity = -12 guard.pausetime = 11,12 guard.slidetime = 22 guard.hittime = 22 guard.ctrltime = 22 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 yaccel = .583 fall = 1 fall.recover = 1 fall.recovertime = 120 [State 1000, 7] type = ChangeState Triggerall = animelemtime(4) > 0 trigger1 = Vel Y + Pos Y >= 0 value = 1001 ctrl = 1 ;Saifa 2002 [StateDef 1020] type = S movetype= A physics = N VelSet = 0, 0 Anim = ifelse((var(1)=[4,5]),1020,31020) SprPriority = 2 facep2 = 1 ctrl=0 [State 200, snd] type=playsnd trigger1= animelem=8 value=200,13 channel=0 [State 1000: Helper] type = Helper trigger1 = animelem = 9 helpertype = Normal name = "effect" id = 1020 pos = 0, 0 ;50 postype = p1 facing = 1 stateno = 1021 keyctrl = 0 ownpal = 1 supermovetime = 0 pausemovetime = 0 [State 1000: Helper] type = Helper trigger1 = animelem = 9 helpertype = Normal name = "Shield" id = 1020 pos = 0, 0 ;50 postype = p1 facing = 1 stateno = 1022 keyctrl = 0 ownpal = 1 supermovetime = 0 pausemovetime = 0 [State 1000: Helper] type = Helper trigger1 = animelem = 9 helpertype = Normal name = "Shield" id = 1020 pos = 0, 0 ;50 postype = p1 facing = 1 stateno = 1122 keyctrl = 0 ownpal = 1 supermovetime = 0 pausemovetime = 0 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = time = 0 attr = S, SA damage = 40 animtype = Hard air.animtype = back guardflag = M hitflag = MA priority = 4, Hit pausetime = 12, 12 sparkno = s17001+(var(31)*10000) sparkxy = -10, -80 hitsound = s3+(var(32)*2),3 guardsound = s3+(var(32)*2),13-(var(32));s2, 6 guard.sparkno = s17501+(var(31)*10000) ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -4,-6.5 guard.velocity = -14.90625 air.type = High air.velocity = 0,-14 air.hittime = 13 air.juggle = 0 getpower = 94,94 givepower = 16,16 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .583 fall = 1 fall.recover = 1 fall.recovertime = 120 [State 1011, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Saifa XI [StateDef 1025] type = S movetype= A physics = N VelSet = 0, 0 Anim = ifelse(var(1)=4,1025,1023) SprPriority = 2 facep2 = 1 ctrl=0 [State 200, snd] type=playsnd trigger1= animelem=8 value=200,13 channel=0 [State 1000: Helper] type = Helper trigger1 = animelem = 9 helpertype = Normal name = "effect" id = 1020 pos = 0, 0 ;50 postype = p1 facing = 1 stateno = 1021 keyctrl = 0 ownpal = 1 supermovetime = 0 pausemovetime = 0 [State 1000: Helper] type = Helper trigger1 = animelem = 9 helpertype = Normal name = "Shield" id = 1020 pos = 0, 0 ;50 postype = p1 facing = 1 stateno = 1022 keyctrl = 0 ownpal = 1 supermovetime = 0 pausemovetime = 0 [State 1000: Helper] type = Helper trigger1 = animelem = 9 helpertype = Normal name = "Shield" id = 1020 pos = 0, 0 ;50 postype = p1 facing = 1 stateno = 1122 keyctrl = 0 ownpal = 1 supermovetime = 0 pausemovetime = 0 [State 210, 1] type = HitDef triggerall = var(1) = 4 triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = time = 0 attr = S, SA damage = 40 animtype = Hard air.animtype = back guardflag = M hitflag = MAF priority = 4, Hit pausetime = 12, 12 sparkno = s17001+(var(31)*10000) sparkxy = -10, -80 hitsound = s3+(var(32)*2),3 guardsound = s3+(var(32)*2),13-(var(32));s2, 6 guard.sparkno = s17501+(var(31)*10000) ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -1,-12.5 air.velocity = -1,-12.5 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 air.juggle = 0 getpower = 94,94 givepower = 16,16 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .583 id = 1025 nochainid = 1025 fall = 1 fall.recover = 1 fall.recovertime = 120 [State 210, 1] type = HitDef triggerall = var(1) = 7 triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = time = 0 attr = S, SA damage = 40 animtype = Hard air.animtype = back guardflag = M hitflag = MAF priority = 4, Hit pausetime = 12, 12 sparkno = s17001+(var(31)*10000) sparkxy = -10, -80 hitsound = s3+(var(32)*2),3 guardsound = s3+(var(32)*2),13-(var(32));s2, 6 guard.sparkno = s17501+(var(31)*10000) ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -4.5,-8.5 air.type = High air.velocity = -4.5,-12.5 air.hittime = 13 air.juggle = 0 getpower = 94,94 givepower = 16,16 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .583 id = 1025 nochainid = 1025 fall = 1 fall.recover = 1 fall.recovertime = 120 [State 1011, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Saifa 98 EX [StateDef 1120] type = S movetype= A physics = N VelSet = 0, 0 Anim = 1120 SprPriority = 2 facep2 = 1 ctrl=0 [State 200, snd] type=playsnd trigger1= animelem=6 value=200,13 channel=0 [State 1000: Helper] type = Helper trigger1 = animelem = 6 helpertype = Normal name = "effect" id = 1020 pos = 0, 0 ;50 postype = p1 facing = 1 stateno = 1021 keyctrl = 0 ownpal = 1 supermovetime = 0 pausemovetime = 0 [State 1000: Helper] type = Helper trigger1 = animelem = 6 helpertype = Normal name = "Shield" id = 1020 pos = 0, 0 ;50 postype = p1 facing = 1 stateno = 1222 keyctrl = 0 ownpal = 1 supermovetime = 0 pausemovetime = 0 [State 1000: Helper] type = Helper trigger1 = animelem = 6 helpertype = Normal name = "Shield" id = 1020 pos = 0, 0 ;50 postype = p1 facing = 1 stateno = 1322 keyctrl = 0 ownpal = 1 supermovetime = 0 pausemovetime = 0 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = time = 0 attr = S, SA damage = 40 animtype = Hard air.animtype = back guardflag = M hitflag = MA priority = 4, Hit pausetime = 12, 12 sparkno = s17001+(var(31)*10000) sparkxy = -10, -80 hitsound = s3+(var(32)*2),3 guardsound = s3+(var(32)*2),13-(var(32));s2, 6 guard.sparkno = s17501+(var(31)*10000) ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -4,-6.5 guard.velocity = -14.90625 air.type = High air.velocity = 0,-14 air.hittime = 13 air.juggle = 0 getpower = 94,94 givepower = 16,16 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .583 fall = 1 fall.recover = 1 fall.recovertime = 120 [State 1011, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Saifa Effect [Statedef 1021] type = S movetype = I physics = N ctrl = 0 velset = 0, 0 ownpal = 1 anim = 1021 sprpriority = 4 [State 200, snd] type=playsnd trigger1= time = 1 value=1000,2 [State 7001, Assert] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 10002, DestroySelf] type = DestroySelf trigger1 = animtime = 0 [Statedef 1022] type = A movetype = A physics = N ctrl = 0 velset = 0, 0 ownpal = 1 sprpriority = 4 anim = 1022 [State 10000, stay] type = BindToParent trigger1 = 1 time = 1 [State 10000, projs only] type = HitBy trigger1 = !time value = SCA, NP,SP time = -1 ignorehitpause = 1 [State 1005, HitOverride] type=hitoverride trigger1 = animelem = 1 attr=SCA,NP,SP time=-1 slot = 1 stateno=1023 ignorehitpause=1 [State 10021 REFLECTOR] type = reversaldef trigger1 = time = 0 reversal.attr = SCA,NP,SP pausetime = 0,0 sparkno = -1 sparkxy = 0,0 p2stateno = 1580 p1stateno = 1023 numhits = 0 [State 7001, Assert] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 10000, End] Type = DestroySelf trigger1 = root,stateno != [1020,1025] trigger2 = root,animelemtime(11) = 1 [Statedef 1122] type = A movetype = A physics = N ctrl = 0 velset = 0, 0 ownpal = 1 sprpriority = 4 anim = 1022 [State 10000, stay] type = BindToParent trigger1 = 1 time = 1 [State 10000, projs only] type = HitBy trigger1 = !time value = SCA, HP time = -1 ignorehitpause = 1 [State 1005, HitOverride] type=hitoverride trigger1 = animelem = 1 attr=SCA, HP time=-1 slot = 1 stateno=1024 ignorehitpause=1 [State 10021 REFLECTOR] type = reversaldef trigger1 = time = 0 reversal.attr = SCA,HP pausetime = 0,0 sparkno = -1 sparkxy = 0,0 p2stateno = 1580 p1stateno = 1024 numhits = 0 [State 7001, Assert] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 10000, End] Type = DestroySelf trigger1 = root,stateno != [1020,1025] trigger2 = root,animelemtime(11) = 1 [Statedef 1222] type = A movetype = A physics = N ctrl = 0 velset = 0, 0 ownpal = 1 sprpriority = 4 anim = 1022 [State 10000, stay] type = BindToParent trigger1 = 1 time = 1 [State 10000, projs only] type = HitBy trigger1 = !time value = SCA, NP,SP time = -1 ignorehitpause = 1 [State 1005, HitOverride] type=hitoverride trigger1 = animelem = 1 attr=SCA,NP,SP time=-1 slot = 1 stateno=1023 ignorehitpause=1 [State 10021 REFLECTOR] type = reversaldef trigger1 = time = 0 reversal.attr = SCA,NP,SP pausetime = 0,0 sparkno = -1 sparkxy = 0,0 p2stateno = 1580 p1stateno = 1023 numhits = 0 [State 7001, Assert] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 10000, End] Type = DestroySelf trigger1 = root,stateno != 1120 trigger2 = root,animelemtime(8) = 1 [Statedef 1322] type = A movetype = A physics = N ctrl = 0 velset = 0, 0 ownpal = 1 sprpriority = 4 anim = 1022 [State 10000, stay] type = BindToParent trigger1 = 1 time = 1 [State 10000, projs only] type = HitBy trigger1 = !time value = SCA, HP time = -1 ignorehitpause = 1 [State 1005, HitOverride] type=hitoverride trigger1 = animelem = 1 attr=SCA, HP time=-1 slot = 1 stateno=1024 ignorehitpause=1 [State 10021 REFLECTOR] type = reversaldef trigger1 = time = 0 reversal.attr = SCA,HP pausetime = 0,0 sparkno = -1 sparkxy = 0,0 p2stateno = 1580 p1stateno = 1024 numhits = 0 [State 7001, Assert] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 10000, End] Type = DestroySelf trigger1 = root,stateno != 1120 trigger2 = root,animelemtime(8) = 1 ;HELPER PROJECTILE KILLER >: [Statedef 1580] physics = N ctrl = 0 [State 1580] type = DestroySelf trigger1 = IsHelper ignorehitpause = 1 [State 1580] type = SelfState trigger1 = !IsHelper value = 0 ctrl = 1 ;Projectile [Statedef 1023] type = A physics = N ctrl = 0 VelSet = 9,0 ownpal = 1 sprpriority = 4 anim = 1035 [State 200, snd] type=playsnd trigger1= time = 1 value=1000,4 [State 200, snd] type=posadd trigger1= !time x = 83 y = -80 [State 1000, 5] type = Projectile trigger1 = time = 1 ProjAnim = 31034 Projhitanim = -1 ProjID = 1020 projpriority = 1 offset = 0, 0 velocity = 9,0 hitflag = MAF attr = S, SP damage = 99,5 animtype = Hard guardflag = M pausetime = 0,12 guard.pausetime = 0,2 hitsound = s3+(parent,var(32)*2),3 guardsound = s3+(parent,var(32)*2), 12 sparkno = -1 sparkxy = 20, -75 guard.sparkno = s17501+(parent,var(31)*10000) ground.type = High ground.slidetime = 19 ground.hittime = 19 ground.velocity = -12.61205725171355925864938338293 air.type = High air.velocity = -6,-8.77564102564102564102564102563869 air.hittime = 13 air.juggle = parent,var(40)*1000+6 air.fall = 1 fall.recover = 1 fall.recovertime = 120 getpower = 78,78 givepower = 16,16 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 [State 805, hitspark] type = Explod trigger1 = root,projhittime(1020) = 1 anim = 17002+(parent,var(31)*10000) pos = 20, -80 postype = p1 ontop = 1 ownpal = 1 supermovetime = 999 pausemovetime = 999 [State 7001, Assert] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 1000, DestroySelf] type = DestroySelf triggerall = time > 1 trigger1 = FrontEdgeDist <= -40 [State 1000, 4] type = ChangeState triggerall = time > 1 trigger1 = root,NumProjID(1020) = 0 value = 10001 ;Projectile [Statedef 1024] type = A physics = N ctrl = 0 VelSet = 9,0 ownpal = 1 sprpriority = 4 anim = 1017 [State 200, snd] type=playsnd trigger1= time = 1 value=1000,5 [State 200, snd] type=posadd trigger1= !time x = 80 [State 200, snd] type=playsnd trigger1= time = 1 value=1000,4 volume = -100 [State 1000, 5] type = Projectile trigger1 = !time ProjAnim = 1018 Projhitanim = -1 ProjID = 1025 projpriority = 1 offset = 10, -5 velocity = 9,0 hitflag = MAF attr = S, HP damage = 120,5 animtype = Up guardflag = M pausetime = 0,13 guard.pausetime = 0,2 guardsound = -1 sparkno = -1 sparkxy = -10, -49 guard.sparkno = -1 guard.sparkxy = 0, -49 hitsound = s3+(parent,var(32)*2),9 ground.type = High ground.slidetime = 19 ground.hittime = 19 ground.velocity = -4,-7.77564102564102564102564102563869 air.type = High air.velocity = -4,-7.77564102564102564102564102563869 air.hittime = 13 air.juggle = parent,var(40)*1000+7 fall = 1 fall.recover = 1 fall.recovertime = 120 getpower = 0,0 givepower = 0,0 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 [State 805, hitspark] type = Explod trigger1 = root,projhittime(1025) = 1 anim = 17002+(parent,var(31)*10000) pos = 53, -70 postype = p1 ontop = 1 ownpal = 1 supermovetime = 999 pausemovetime = 999 [State 7001, Assert] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 1000, DestroySelf] type = DestroySelf triggerall = time > 1 trigger1 = FrontEdgeDist <= -40 [State 1000, 4] type = ChangeState triggerall = time > 1 trigger1 = root,NumProjID(1025) = 0 value = 10001 [Statedef 10001] type = S movetype = A physics = N ctrl = 0 velset = 0, 0 ownpal = 1 anim = 1019 sprpriority = 4 [State 200, snd] type=posadd triggerall = prevstateno = 1023 trigger1= !time y = 80 [State 7001, Assert] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 10002, DestroySelf] type = DestroySelf trigger1 = animtime = 0 ;--------------------------------------------------------------------------- ;Raiou Ken [Statedef 1030] type = A movetype= A physics = N juggle = 10 ctrl = 0 anim = ifelse((var(1)=4||var(1)=7),1030,31030) poweradd= 0 sprpriority = 2 [State 50, Gravity] type = posfreeze triggerall = var(1) != 3 triggerall = var(1) != 7 trigger1 = animelemno(0) = [1,5] value = 1 [State 50, Gravity] type = Gravity triggerall = var(1) != 3 triggerall = var(1) != 7 trigger1 = animelem = 6, > 0 [State 50, Gravity] type = velset triggerall = var(1) != 3 triggerall = var(1) != 7 trigger1 = animelem = 6 x = 0 y = 0 [State 50, Up] type = posadd triggerall = (prevstateno = [600,845]) trigger1 = animelem = 1 y = ifelse(anim=1030,-15,-10) [State 50, Up] type = posadd triggerall = var(1) = 3 || var(1) = 7 triggerall = (prevstateno = 105) trigger1 = animelem = 1 y = ifelse(anim=1030,-15,-10) [State 50, Gravity] type = Gravity triggerall = var(1) = 3 || var(1) = 7 trigger1 = prevstateno != 40 trigger2 = prevstateno = 40 && time > 0 [State 1000, VarSet] type = VarSet trigger1 = !time v = 15 value = ifelse(command = "b",7,4) [State 200, snd] type=playsnd trigger1= animelem=3 value=200,14 channel=0 [State 1000: Helper] type = Helper trigger1 = animelem = 2 helpertype = Normal name = "FX" id = 10000 pos = 0, 0 ;50 postype = p1 facing = 1 stateno = 113 keyctrl = 0 ownpal = 1 supermovetime = 0 pausemovetime = 0 [State 1000: Helper] type = Helper trigger1 = animelemtime(3) = 2 helpertype = Normal name = "Raiou Ken" id = 1030 pos = 35, -30 ;50 postype = p1 facing = 1 stateno = 1032 keyctrl = 0 ownpal = 1 supermovetime = 0 pausemovetime = 0 [State 1000, VarSet] type = velset triggerall = var(1) = 3 || var(1) = 7 triggerall = (prevstateno = [600,845]) || (prevstateno = 105) trigger1 = Vel Y + Pos Y >= 0 y = 0 [State 1000, VarSet] type = ChangeState triggerall = var(1) = 3 || var(1) = 7 triggerall = (prevstateno = [600,845]) || (prevstateno = 105) triggerall = animelemtime(3) > 2 trigger1 = Vel y + vel y = 0 value = 1031 [State 1000, VarSet] type = ChangeState triggerall = animelemtime(3) > 2 trigger1 = Vel Y + Pos Y >= 0 value = 1031 ;FX [Statedef 113] type = S movetype = I physics = N ctrl = 0 velset = 0, 0 ownpal = 1 anim = 1014 sprpriority = 4 [State 10005] type = BindToParent trigger1 = root, animelem = 2 pos = 7,-114 [State 7001, Assert] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 10002, DestroySelf] type = DestroySelf trigger1 = root,stateno != 1030 trigger2 = root,animelem = 3 [StateDef 1031] type = s MoveType = I VelSet = 0, 0 Anim = ifelse(var(1)=4,1031,31031) SprPriority = 2 ctrl=0 [State 1011, 0] type = PosSet trigger1 = !time y = 0 [State 1011, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Air projectile [Statedef 1032] type = A physics = N ctrl = 0 VelSet = parent,var(15),parent,var(15) ownpal = 1 sprpriority = 4 anim = 1035 [State 200, snd] type=playsnd trigger1= animelem=1 value=1000,4 [State 1000, 5] type = Projectile trigger1 = time = 1 trigger1 != root,NumProjID(1030) = 0 ProjAnim = 31034 Projhitanim = -1 ProjID = 1030 projpriority = 1 offset = 0, 0 velocity = parent,var(15),parent,var(15) hitflag = MAF attr = S, SP damage = ifelse(parent,var(51)>0,49,89),5 animtype = Hard guardflag = M pausetime = 0,7 guard.pausetime = 0,2 hitsound = s3+(parent,var(32)*2),3 guardsound = s3+(parent,var(32)*2), 12 sparkno = s17001+(parent,var(31)*10000) sparkxy = 0, 0 guard.sparkno = s17501+(parent,var(31)*10000) ground.type = High ground.slidetime = 19 ground.hittime = 19 ground.velocity = -12.61205725171355925864938338293 air.type = High air.velocity = -4,-7.77564102564102564102564102563869 air.hittime = 13 air.juggle = parent,var(40)*1000+6 air.fall = 1 fall.recover = 1 fall.recovertime = 120 getpower = 78,78 givepower = 16,16 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 [State 7001, Assert] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 1000, DestroySelf] type = DestroySelf triggerall = time > 1 trigger1 = FrontEdgeDist <= -40 [State 1000, 4] type = ChangeState triggerall = time > 1 trigger1 = root,NumProjID(1030) = 0 value = 1033 [Statedef 1033] type = S movetype = A physics = N ctrl = 0 velset = 0, 0 ownpal = 1 anim = ifelse(Pos Y >= 0,1036,1037) sprpriority = 4 [State 1011, 0] type = PosSet triggerall = Pos Y >= 0 trigger1 = !time y = 0 [State 7001, Assert] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 10002, DestroySelf] type = DestroySelf trigger1 = animtime = 0 ;--------------------------------------------------------------------------- ;Hyakuretsu Binta [Statedef 1040] type = S movetype= I physics = N juggle = 10 ctrl = 0 anim = ifelse((var(1)=4||var(1)=7),1040,31040) poweradd= 109 sprpriority = 2 velset = 0, 0 [State 200, snd] type=playsnd trigger1= animelem=3 value = 2+(var(32)*10),8 channel = 4 [State 200, snd] type=playsnd trigger1= animelem=9 value = 2+(var(32)*10),11 channel = 4 [State 1011, 0] type = velset trigger1 = animelem = 3 x = 6.5 [State 1011, 0] type = velset trigger1 = animelem = 9 x = 12.4853515625 [State 1011, 0] type = velset trigger1 = animelemtime(9) = 2 x = 5.511444091796875 [State 1011, 0] type = velmul trigger1 = animelemtime(9) > 2 x = 0.9208218207188301 [State 1011, 0] type = velset trigger1 = AnimTime = 0 x = 0 [State 210,2] type = ChangeState trigger1 = P2bodydist X <= 10 && AnimELemTime(3) >= 0 && AnimELemTime(9) < 0 value = 1042 ctrl = 0 [State 1011, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Hyakuretsu Binta [Statedef 1041] type = S movetype= I physics = N juggle = 10 ctrl = 0 anim = ifelse((var(1)=4||var(1)=7),1041,31041) poweradd= 109 sprpriority = 2 velset = 0, 0 [State 200, snd] type=playsnd trigger1= animelem=3 value = 2+(var(32)*10),8 channel = 4 [State 200, snd] type=playsnd trigger1= animelem=12 value = 2+(var(32)*10),11 channel = 4 [State 1011, 0] type = velset trigger1 = animelem = 3 x = 6.5 [State 1011, 0] type = velset trigger1 = animelem = 12 x = 12.4853515625 [State 1011, 0] type = velset trigger1 = animelemtime(12) = 2 x = 5.511444091796875 [State 1011, 0] type = velmul trigger1 = animelemtime(12) > 2 x = 0.9208218207188301 [State 1011, 0] type = velset trigger1 = AnimTime = 0 x = 0 [State 210,2] type = ChangeState trigger1 = P2bodydist X <= 10 && AnimELemTime(3) >= 0 && AnimELemTime(11) < 0 value = 1042 ctrl = 0 [State 1011, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Hyakuretsu Binta Grab attempt [Statedef 1042] type = S movetype= A physics = N juggle = 10 ctrl = 0 anim = 31042 poweradd= 0 sprpriority = 2 velset = 0, 0 [State 200, snd] type=stopsnd trigger1= !time channel = 4 [State 1040, 1] type = HitDef triggerall = var(1) != 4 triggerall = var(1) != 7 triggerall = p2stateno != 40 && p2stateno !=52 Triggerall = enemynear, stateno != [120,155] triggerall = (p2stateno != [5020,5040]) triggerall = (p2stateno != 5070) Trigger1 = time = 0 attr = S, ST hitflag = M- priority = 1, Miss sparkno = -1 p1sprpriority = 1 p1facing = 1 p2facing = 1 p1stateno = 1045 p2stateno = 1140 guard.dist = 0 fall = 1 ID = 1040 [State 1040, 1] type = HitDef triggerall = var(1) = 4 || var(1) = 7 triggerall = p2stateno != 40 && p2stateno !=52 Triggerall = enemynear, stateno != [120, 155] triggerall = (p2stateno != [5020,5040]) triggerall = (p2stateno != 5070) Trigger1 = time = 0 attr = S, ST hitflag = M priority = 1, Miss sparkno = -1 p1sprpriority = 1 p1facing = 1 p2facing = 1 p1stateno = 1045 p2stateno = 1140 guard.dist = 0 numhits = 0 fall = 1 ID = 1040 [State 1011, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [StateDef 1045] MoveType = A VelSet = 0,0 Anim = 1045 SprPriority = 2 ctrl = 0 [State 801, fly p2] type = TargetState triggerall = numenemy trigger1 = numtarget(1040) = 1 && (enemynear,stateno!=[120,155]) trigger1 = !time value = 1140 ignorehitpause = 1 ID = 1040 [State 200, snd] type=playsnd trigger1= animelem=3 value=200,15 channel=0 [State 805, hitspark] type = Explod trigger1 = animelem = 2 anim = 20001 pos = 31, -75 postype = p1 SprPriority = 1 ownpal = 1 supermovetime = 999 pausemovetime = 999 [State 200, snd] type=playsnd trigger1= animelem = 4 value=1000,0 [State 200, snd] type=playsnd trigger1= animelem = 26 value=1000,1 [State 0, Explod] type = Explod Trigger1 = animelem = 4 Trigger2 = animelem = 6 Trigger3 = animelem = 8 Trigger4 = animelem = 10 Trigger5 = animelem = 12 Trigger6 = animelem = 14 Trigger7 = animelem = 16 Trigger8 = animelem = 18 Trigger9 = animelem = 20 Trigger10 = animelem = 22 anim = 17002+(var(31)*10000) pos = 30,-85 postype = p1 ;p2,front,back,left,right sprpriority = 3 [State 0, Explod] type = Explod Trigger1 = animelem = 26 anim = 17002+(var(31)*10000) pos = 47,-87 postype = p1 ;p2,front,back,left,right sprpriority = 3 [State 5100, 10] type = PlaySnd trigger1 = animelem = 2 value = 2+(var(32)*10), 1 [State 801, fat] type = Width trigger1 = animelem = 9, < 0 edge = 64 [State 810, bind] type = TargetBind trigger1 = animelemtime(27) < 0 ID = 1040 pos = 30, 0 [State -2, Helper] type = Helper trigger1 = !numhelper(50000) && !numhelper(50001) trigger1 = WinKO helpertype = normal name = "K.O." ID = 50000 stateno = 50000 pos = 160,120 postype = left ;p2,front,back,left,right facing = 1 keyctrl = 0 ownpal = 0 supermovetime = 999999999999 pausemovetime = 999999999999 ignorehitpause = 1 [State 801, fly p2] type = TargetState trigger1 = animelem = 27 value = 1141 ignorehitpause = 1 ID = 1040 [State 801, Damage] Type = TargetLifeAdd Trigger1 = animelem = 4 Trigger2 = animelem = 6 Trigger3 = animelem = 8 Trigger4 = animelem = 10 Trigger5 = animelem = 12 Trigger6 = animelem = 14 Trigger7 = animelem = 16 Trigger8 = animelem = 18 Trigger9 = animelem = 20 Trigger10 = animelem = 22 value = -15 ID = 1040 absolute = 1 kill = 0 [State 801, Damage] Type = TargetLifeAdd Trigger1 = animelem = 26 value = -40 ID = 1040 absolute = 1 [State 801, 10] type = ChangeState Trigger1 = animtime = 0 value = 0 ctrl = 1 [StateDef 1140] Type = A MoveType = H VelSet = 0, 0 sprpriority = 0 Ctrl = 0 [State 811, Anim] Type = ChangeAnim2 Trigger1 = !Time Value = 1046 [StateDef 1141] Type = A MoveType = H VelSet = -4, -6.5 sprpriority = 1 Ctrl = 0 [State 1040, go] type = VelAdd trigger1 = time > 0 y = 0.5 [State 811, Anim] Type = ChangeAnim Trigger1 = !Time Value = 5050 [State 811, 2] type = SelfState Trigger1 = vel y > 0 && pos y >= 0 value = 5100 ;--------------------------------------------------------------------------- ;Hyakuretsu Binta [Statedef 1047] type = S movetype= A physics = N juggle = 10 ctrl = 0 anim = 1047 poweradd= 109 sprpriority = 2 velset = 0, 0 [State 200, snd] type=playsnd trigger1= animelem=3 value = 1000,6 [State 200, snd] type=playsnd trigger1= animelem=4 value = 2+(var(32)*10),11 channel = 4 [State 1011, 0] type = velset trigger1 = animelem = 3 x = 6.5 [State 1011, 0] type = velset trigger1 = animelem = 4 x = 12.4853515625 [State 1011, 0] type = velset trigger1 = animelemtime(4) = 2 x = 5.511444091796875 [State 1011, 0] type = velmul trigger1 = animelemtime(4) > 2 x = 0.9208218207188301 [State 1011, 0] type = velset trigger1 = AnimTime = 0 x = 0 [State 2010, 1] type = hitdef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = time = 0 attr = S, SA animtype = hard damage = 0, 0 ground.hittime = 30 guardflag = M hitflag = MAF priority = 4, Hit pausetime = 6,13 sparkno = s17002+(var(31)*10001) sparkxy = -10, -62 hitsound = s3+(var(32)*2),3 guardsound = s3+(var(32)*2), 12 guard.sparkno = s17502+(var(31)*10000) guard.sparkxy = 0, -61 ground.velocity = 0 yaccel = .5 p1stateno = 1045 p2stateno = 1140 p2facing = 1 getpower = 0,0 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 id=1040 kill = 0 [State 1011, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Hyakuretsu Binta [Statedef 1048] type = S movetype= A physics = N juggle = 10 ctrl = 0 anim = 1048 poweradd= 109 sprpriority = 2 velset = 0, 0 [State 200, snd] type=playsnd trigger1= animelem=3 value = 1000,6 [State 200, snd] type=playsnd trigger1= animelem=4 value = 2+(var(32)*10),11 channel = 4 [State 1011, 0] type = velset trigger1 = animelem = 3 x = 6.5 [State 1011, 0] type = velset trigger1 = animelem = 4 x = 12.4853515625 [State 1011, 0] type = velset trigger1 = animelemtime(4) = 2 x = 5.511444091796875 [State 1011, 0] type = velmul trigger1 = animelemtime(4) > 2 x = 0.9208218207188301 [State 1011, 0] type = velset trigger1 = AnimTime = 0 x = 0 [State 2010, 1] type = hitdef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = time = 0 attr = S, SA animtype = hard damage = 0, 0 ground.hittime = 30 guardflag = M hitflag = MAF priority = 4, Hit pausetime = 6,13 sparkno = s17002+(var(31)*10001) sparkxy = -10, -62 hitsound = s3+(var(32)*2),3 guardsound = s3+(var(32)*2), 12 guard.sparkno = s17502+(var(31)*10000) guard.sparkxy = 0, -61 ground.velocity = 0 yaccel = .5 p1stateno = 1045 p2stateno = 1140 p2facing = 1 getpower = 0,0 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 id=1040 kill = 0 [State 1011, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;Yuri Chou Slash [Statedef 1050] type = S movetype= A physics = S velset = 0,0 ctrl = 0 anim = 1050 poweradd= 0 sprpriority = 2 juggle =10 facep2 = 1 [State 200, snd] type=posadd trigger1= animelem = 6 trigger2= animelem = 7 trigger3= animelem = 8 x = 8 [State 200, snd] type=posadd trigger1= animelem = 13 trigger2= animelem = 14 trigger3= animelem = 15 x = 8 [State 2000, 0] type = NotHitBy trigger1 = (animelemno(0) = [1, 7]) value = , NA, SA, HA, NP, SP, HP [State 200, snd] type=playsnd trigger1= animelem=5 value=200,16 channel=0 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = (animelemno(0) = [9,11]) attr = S, SA damage = floor(60*ifelse(var(56),1.25,1)),10 animtype = Hard air.animtype = back guardflag = M hitflag = MAF priority = 4, Hit pausetime = 12, 16 sparkno = s17002+(var(31)*10000) sparkxy = -10, -70 hitsound = s3+(var(32)*2),3 guardsound = s3+(var(32)*2),13-(var(32));s2, 6 guard.sparkno = s17501+(var(31)*10000) ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -4.5,-6.5 guard.velocity = -14.90625 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 air.juggle = 0 getpower = 94,94 givepower = 16,16 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 p2stateno = ifelse(var(56),10900,1406) persistent = 0 fall = 1 fall.recover = 1 fall.recovertime = 120 [State 210, Punch Attempt Sound] type = Playsnd trigger1= animelem=4 value = 3+(var(32)*2),2 [State 210, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Yuri Chou Slash [Statedef 1051] type = S movetype= A physics = S velset = 0,0 ctrl = 0 anim = 1051 poweradd= 0 sprpriority = 2 juggle =10 facep2 = 1 [State 200, snd] type=posadd trigger1= animelem = 5 trigger2= animelem = 6 trigger3= animelem = 7 x = 8 [State 200, snd] type=posadd trigger1= animelem = 8 trigger2= animelem = 9 trigger3= animelemtime(9) = 2 trigger4= animelem = 11 x = 8 [State 200, snd] type=posadd trigger1= animelem = 13 trigger2= animelem = 14 trigger3= animelem = 15 x = 8 [State 2000, 0] type = NotHitBy trigger1 = (animelemno(0) = [1, 7]) value = , NA, SA, HA, NP, SP, HP [State 200, snd] type=playsnd trigger1= animelem=5 value=200,16 channel=0 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = (animelemno(0) = [9,11]) attr = S, SA damage = floor(70*ifelse(var(56),1.25,1)),10 animtype = Hard air.animtype = back guardflag = M hitflag = MAF priority = 4, Hit pausetime = 12, 16 sparkno = s17002+(var(31)*10000) sparkxy = -10, -70 hitsound = s3+(var(32)*2),3 guardsound = s3+(var(32)*2),13-(var(32));s2, 6 guard.sparkno = s17501+(var(31)*10000) ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -4.5,-6.5 guard.velocity = -14.90625 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 air.juggle = 0 getpower = 94,94 givepower = 16,16 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 p2stateno = 10900 persistent = 0 fall = 1 fall.recover = 1 fall.recovertime = 120 envshake.time = 20 envshake.freq = 180 envshake.ampl = -6 [State 210, Punch Attempt Sound] type = Playsnd trigger1= animelem=4 value = 3+(var(32)*2),2 [State 210, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Yuri Chou Knuckle [Statedef 1070] type = S movetype= A physics = N juggle = 10 ctrl = 0 anim = 1070 poweradd= 109 sprpriority = 2 facep2 = 1 velset = 0,0 [State 200, snd] type=playsnd trigger1= animelem=1 value=200,31 channel=0 [State 200, snd] type=playsnd trigger1= animelem=8 value=200,33 channel=0 [State 210, Punch Attempt Sound] type = Playsnd trigger1= animelem=8 value=1000,8 [State 200, snd] type=posadd trigger1= animelem = 3 trigger2= animelem = 4 trigger3= animelem = 5 x = 8 [State 1030, 1] type = StateTypeSet trigger1 = animelem = 8 statetype = A [State 1030, 1] type = StateTypeSet trigger1 = animelem = 14 statetype = s [State 280, go] type = VelSet trigger1 = animelem = 8 x = 7 y = -1 [State 210, Punch Attempt Sound] type = Playsnd trigger1= animelem=14 value = 2+(var(32)*10),2 [State 280, go] type = VelSet trigger1 = animelem = 14 x = 0 y = 0 [State 280, go] type = PosSet trigger1 = animelem = 14 y = 0 [State 1030, 1] type = Velmul trigger1 = animelemtime(8) > 0 && animelemtime(14) < 0 x= 1 [State 1030, 1] type = VelAdd trigger1 = animelemtime(8) > 0 && animelemtime(14) < 0 Y = 0.21875 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = (animelemno(0) = [8, 13]) attr = S, NA damage = 90 animtype = Hard air.animtype = back guardflag = M hitflag = MAF priority = 4, Hit pausetime = 12, 12 sparkno = s17001+(var(31)*10000) sparkxy = -10, -74 hitsound = s3+(var(32)*2),9 guardsound = s3+(var(32)*2),13-(var(32));s2, 6 guard.sparkno = s17501+(var(31)*10000) ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -4.5,-6.5 guard.velocity = -14.90625 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 air.juggle = 0 getpower = 94,94 givepower = 16,16 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 fall = 1 fall.recover = 1 fall.recovertime = 120 persistent = 0 [State 1011, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Yuri Chou Knuckle [Statedef 1071] type = S movetype= A physics = N juggle = 10 ctrl = 0 anim = 1071 poweradd= 109 sprpriority = 2 facep2 = 1 velset = 0,0 [State 200, snd] type=playsnd trigger1= animelem=1 value=200,31 channel=0 [State 200, snd] type=playsnd trigger1= animelem=8 value=200,33 channel=0 [State 210, Punch Attempt Sound] type = Playsnd trigger1= animelem=8 value=1000,8 [State 200, snd] type=posadd trigger1= animelem = 3 trigger2= animelem = 4 trigger3= animelem = 5 x = 8 [State 1030, 1] type = StateTypeSet trigger1 = animelem = 8 statetype = A [State 1030, 1] type = StateTypeSet trigger1 = animelem = 17 statetype = s [State 280, go] type = VelSet trigger1 = animelem = 8 x = 11 y = -2 [State 210, Punch Attempt Sound] type = Playsnd trigger1= animelem=17 value = 2+(var(32)*10),2 [State 280, go] type = VelSet trigger1 = animelem = 17 x = 0 y = 0 [State 280, go] type = PosSet trigger1 = animelem = 17 y = 0 [State 1030, 1] type = Velmul trigger1 = animelemtime(8) > 0 && animelemtime(17) < 0 x= 1 [State 1030, 1] type = VelAdd trigger1 = animelemtime(8) > 0 && animelemtime(17) < 0 Y = 0.21875 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = (animelemno(0) = [8, 16]) attr = S, NA damage = 90,10 animtype = Hard air.animtype = back guardflag = M hitflag = MAF priority = 4, Hit pausetime = 12, 12 sparkno = s17001+(var(31)*10000) sparkxy = -10, -74 hitsound = s3+(var(32)*2),9 guardsound = s3+(var(32)*2),13-(var(32));s2, 6 guard.sparkno = s17501+(var(31)*10000) ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -4.5,-6.5 guard.velocity = -14.90625 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 air.juggle = 0 getpower = 94,94 givepower = 16,16 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 fall = 1 fall.recover = 1 fall.recovertime = 120 persistent = 0 [State 1011, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Yuri Chou Mawashi Geri [Statedef 1080] type = S movetype= A physics = N juggle = 10 ctrl = 0 anim = 1080 poweradd= 109 sprpriority = 2 facep2 = 1 velset = 0,0 [State 200, snd] type=playsnd trigger1= animelem=1 value=200,31 channel=0 [State 200, snd] type=playsnd trigger1= animelem=10 value=200,32 channel=0 [State 200, Punch Attempt Sound] type = Playsnd trigger1 = animelem = 3 value = 3+(var(32)*2),2 [State 1030, 1] type = StateTypeSet trigger1 = animelem = 3 statetype = A [State 280, go] type = VelSet trigger1 = animelem = 3 x = 4 y = -3.5 [State 1030, 1] type = Velmul trigger1 = animelemtime(3) > 0 x= 1 [State 1030, 1] type = VelAdd trigger1 = animelemtime(3) > 0 Y = 0.25 [State 210, forwards] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 4 trigger2 = animelem = 12 attr = A, SA damage = floor(35*ifelse(var(56),1.25,1)),10 animtype = Hard air.animtype = Back ground.type = Low guardflag = M hitflag = MAF priority = 5, Hit sparkno = s17002+(var(31)*10000) sparkxy = -15, -66 hitsound = s3+(var(32)*2),7 guardsound = s3+(var(32)*2), 13-(var(32)) guard.sparkno = s17502+(var(31)*10000) pausetime = 7,7 guard.pausetime = 12,11 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 28 ground.velocity = -11.1796875 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 air.juggle = 0 getpower = 94,94 givepower = 16,16 air.fall = 1 fall.recover = 1 fall.recovertime = 120 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 [State 210, back] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 8 trigger2 = animelem = 16 attr = A, SA damage = floor(35*ifelse(var(56),1.25,1)),10 animtype = Hard air.animtype = Back ground.type = Low guardflag = M hitflag = MAF priority = 5, Hit sparkno = s17002+(var(31)*10000) sparkxy = -15, -66 hitsound = s3+(var(32)*2),7 guardsound = s3+(var(32)*2), 13-(var(32)) guard.sparkno = s17502+(var(31)*10000) pausetime = 7,7 guard.pausetime = 12,11 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 28 ground.velocity = 11.1796875 air.type = High air.velocity = 4.5,-6.5 air.hittime = 13 air.juggle = 0 getpower = 94,94 givepower = 16,16 air.fall = 1 fall.recover = 1 fall.recovertime = 120 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 [State 1000, 7] type = ChangeState Triggerall = animelemtime(3) > 0 trigger1 = Vel Y + Pos Y >= 0 value = 1081 ctrl = 1 [StateDef 1081] type = s MoveType = I VelSet = 0, 0 Anim = 1081 SprPriority = 2 ctrl=0 [State 1011, 0] type = PosSet trigger1 = !time y = 0 [State 1011, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Yuri Chou Mawashi Geri [Statedef 1082] type = S movetype= A physics = N juggle = 10 ctrl = 0 anim = 1082 poweradd= 109 sprpriority = 2 facep2 = 1 velset = 0,0 [State 200, snd] type=playsnd trigger1= animelem=1 value=200,31 channel=0 [State 200, snd] type=playsnd trigger1= animelem=10 value=200,32 channel=0 [State 200, Punch Attempt Sound] type = Playsnd trigger1 = animelem = 5 value = 3+(var(32)*2),2 [State 1030, 1] type = StateTypeSet trigger1 = animelem = 5 statetype = A [State 280, go] type = VelSet trigger1 = animelem = 5 x = 5 y = -4.5 [State 1030, 1] type = Velmul trigger1 = animelemtime(5) > 0 x= 1 [State 1030, 1] type = VelAdd trigger1 = animelemtime(5) > 0 Y = 0.25 [State 210, forwards] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 6 trigger2 = animelem = 14 trigger3 = animelem = 22 attr = A, SA damage = floor(35*ifelse(var(56),1.25,1)),10 animtype = Hard air.animtype = Back ground.type = Low guardflag = M hitflag = MAF priority = 5, Hit sparkno = s17002+(var(31)*10000) sparkxy = -15, -66 hitsound = s3+(var(32)*2),7 guardsound = s3+(var(32)*2), 13-(var(32)) guard.sparkno = s17502+(var(31)*10000) pausetime = 7,7 guard.pausetime = 12,11 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 28 ground.velocity = -11.1796875 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 air.juggle = 0 getpower = 94,94 givepower = 16,16 air.fall = 1 fall.recover = 1 fall.recovertime = 120 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 [State 210, back] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 10 trigger2 = animelem = 18 trigger3 = animelem = 26 attr = A, SA damage = floor(35*ifelse(var(56),1.25,1)),10 animtype = Hard air.animtype = Back ground.type = Low guardflag = M hitflag = MAF priority = 5, Hit sparkno = s17001+(var(31)*10000) sparkxy = -15, -66 hitsound = s3+(var(32)*2),7 guardsound = s3+(var(32)*2), 13-(var(32)) guard.sparkno = s17501+(var(31)*10000) pausetime = 7,7 guard.pausetime = 12,11 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 28 ground.velocity = 11.1796875 air.type = High air.velocity = 4.5,-6.5 air.hittime = 13 air.juggle = 0 getpower = 94,94 givepower = 16,16 air.fall = 1 fall.recover = 1 fall.recovertime = 120 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 [State 1000, 7] type = ChangeState Triggerall = animelemtime(5) > 0 trigger1 = Vel Y + Pos Y >= 0 value = 1083 ctrl = 1 [StateDef 1083] type = s MoveType = I VelSet = 0, 0 Anim = 1081 SprPriority = 2 ctrl=0 [State 1011, 0] type = PosSet trigger1 = !time y = 0 [State 1011, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Raiou Ken 98 (physical hit) [Statedef 1090] type = S movetype= A physics = N juggle = 10 ctrl = 0 anim = 1090 poweradd= 109 sprpriority = 2 facep2 = 1 velset = 0,0 [State 40, PlaySnd] type = PlaySnd trigger1 = animelem = 3 value = 2+(var(32)*10),3+var(2) [State 1030, 1] type = StateTypeSet trigger1 = animelem = 3 statetype = A [State 280, go] type = VelSet trigger1 = animelem = 3 x = 2.5 y = -8 [State 1030, 1] type = Velmul trigger1 = animelemtime(3) > 0 x= 1 [State 1030, 1] type = VelAdd trigger1 = animelemtime(3) > 0 Y = 0.5 [State 1011, end] type = ChangeState trigger1 = AnimTime = 0 trigger2 = P2BodyDist X <= 21 trigger2 = animelemtime(3) > 0 value = 1091 ;Raiou Ken 98 (physical hit) [Statedef 1093] type = S movetype= A physics = N juggle = 10 ctrl = 0 anim = 1093 poweradd= 109 sprpriority = 2 facep2 = 1 velset = 0,0 [State 40, PlaySnd] type = PlaySnd trigger1 = animelem = 3 value = 2+(var(32)*10),3+var(2) [State 1030, 1] type = StateTypeSet trigger1 = animelem = 3 statetype = A [State 280, go] type = VelSet trigger1 = animelem = 3 x = 4 y = -8 [State 1030, 1] type = Velmul trigger1 = animelemtime(3) > 0 x= 1 [State 1030, 1] type = VelAdd trigger1 = animelemtime(3) > 0 Y = 0.5 [State 1011, end] type = ChangeState trigger1 = AnimTime = 0 trigger2 = P2BodyDist X <= 21 trigger2 = animelemtime(3) > 0 value = 1091 [Statedef 1091] type = A movetype= A physics = U juggle = 10 ctrl = 0 anim = 1091 poweradd= 0 sprpriority = 2 facep2 = 1 [State 200, snd] type=playsnd trigger1= animelem=1 value=200,14 channel=0 [State 1000: Helper] type = Helper trigger1 = animelemtime(1) = 2 helpertype = Normal name = "effect" id = 1090 pos = 0, 0 ;50 postype = p1 facing = 1 stateno = 1095 keyctrl = 0 ownpal = 1 [State 1030, 1] type = VelAdd trigger1 = animelemtime(1) > 0 Y = 0.5 [State 1035, 9] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 triggerall = p2statetype = A trigger1 = (animelemno(0) = [3, 4]) attr = A, SA animtype = hard damage = 90, 5 guardflag = H hitflag = MAF hitsound = s3+(var(32)*2),9 guardsound = s3+(var(32)*2), 12 sparkno = s17002+(var(31)*10000) sparkxy = -10, -42 guard.sparkno = s17502+(var(31)*10000) guard.sparkxy = 0, -55 priority = 5, Hit pausetime = 12,15 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 24 ground.velocity = -6,9 guard.velocity = -11.1796875 air.type = High air.velocity = -6,9 air.hittime = 2 air.juggle = 0 getpower = 47,47 givepower = 16,16 p2stateno = 1350 air.fall = 1 air.fall.recover = 0 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = 0.5 fall.xvelocity = -2 fall.yvelocity = -6 fall.envshake.time = 14 fall.envshake.freq = 180 fall.envshake.ampl = -4 persistent = 0 [State 1035, 9] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 triggerall = p2statetype != A trigger1 = (animelemno(0) = [3, 4]) attr = A, SA animtype = hard damage = 90, 5 guardflag = H hitflag = M priority = 4, Hit pausetime = 12,15 hitsound = s3+(var(32)*2),9 guardsound = s3+(var(32)*2), 12 sparkno = s17002+(var(31)*10000) sparkxy = -10, -42 guard.sparkno = s17502+(var(31)*10000) guard.sparkxy = 0, -55 ground.slidetime = 17 ground.hittime = 40 ground.velocity = 0 guard.velocity = -11.1796875 guard.pausetime = 0,11 guard.slidetime = 10 guard.hittime = 18 guard.ctrltime = 18 airguard.velocity = -4,-1 air.type = High air.velocity = 0,0 air.hittime = 11 air.animtype = back fall.animtype = back ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 getpower = 0 givepower = 31, 31 fall = 0 air.fall = 1 fall.recover = 0 yaccel = .45 p2stateno = 1354 yaccel = .5 fall.xvelocity = -2 fall.yvelocity = -6 fall.envshake.time = 14 fall.envshake.freq = 180 fall.envshake.ampl = -4 getpower = 47,47 givepower = 16,16 persistent = 0 [State 1011, end] type = ChangeState Triggerall = animelemtime(3) > 0 trigger1 = Vel Y + Pos Y >= 0 value = 1092 [StateDef 1092] type = s MoveType = I VelSet = 0, 0 Anim = 1092 SprPriority = 2 ctrl=0 [State 1011, 0] type = PosSet trigger1 = !time y = 0 [State 1011, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Saifa Effect [Statedef 1095] type = S movetype = I physics = N ctrl = 0 velset = 0, 0 ownpal = 1 anim = 1094 sprpriority = 4 [State 10000, stay] type = BindToParent trigger1 = 1 time = 1 [State 200, snd] type=playsnd trigger1= time = 1 value=1000,4 [State 7001, Assert] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 10002, DestroySelf] type = DestroySelf trigger1 = animtime = 0 ;Saifa Effect [Statedef 1096] type = S movetype = I physics = N ctrl = 0 velset = 0, 0 ownpal = 1 anim = 1094 sprpriority = 4 [State 10000, stay] type = BindToParent trigger1 = 1 time = 1 [State 7001, Assert] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 10002, DestroySelf] type = DestroySelf trigger1 = animtime = 0 ;Chou Upper (Classic A version) [Statedef 1200] type = S movetype= A physics = N juggle = 10 ctrl = 0 anim = 1200 poweradd= 109 sprpriority = 2 facep2 = 1 velset = 0,0 [State 200, Punch Attempt Sound] type = Playsnd trigger1 = animelem = 3 value = 3+(var(32)*2),2 [State 200, snd] type=playsnd trigger1= animelem=1 value=200,11 channel=0 [State 2000, 0] type = NotHitBy trigger1 = animelem = 1 value = , NA, SA, HA, NP, SP, HP [State 1030, 1] type = StateTypeSet trigger1 = animelem = 3 statetype = A [State 280, go] type = VelSet trigger1 = animelem = 3 x = 1.25 ;1.2767791748046875 y = -7.25 [State 1030, 1] type = Velmul trigger1 = animelemtime(3) > 0 x= 1 [State 1030, 1] type = VelAdd trigger1 = animelemtime(3) > 0 Y = 0.5 [State 240, 9] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = (animelemno(0) = [2,3]) damage = 70, 5 hitsound = s2,13 guardsound = s3+(var(32)*2), 12 sparkno = s17002+(var(31)*10000) sparkxy = -10, -50 guard.sparkno = s17501+(var(31)*10000) guard.sparkxy = 0, -50 attr = A, SA guardflag = M hitflag = MAF priority = 5, Hit pausetime = 12,12 ground.velocity = -4,-8 air.velocity = -4,-7 guard.velocity = -12 guard.pausetime = 11,12 guard.slidetime = 22 guard.hittime = 22 guard.ctrltime = 22 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 yaccel = .5 fall = 1 fall.recover = 1 fall.recovertime = 120 persistent = 0 [State 1000, 7] type = ChangeState Triggerall = animelemtime(3) > 0 trigger1 = Vel Y + Pos Y >= 0 value = 1201 ctrl = 1 [StateDef 1201] type = s MoveType = I VelSet = 0, 0 Anim = 31001 SprPriority = 2 ctrl=0 [State 1011, 0] type = PosSet trigger1 = !time y = 0 [State 1011, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Chou Upper (Classic C version) [Statedef 1202] type = S movetype= A physics = N juggle = 10 ctrl = 0 anim = 1202 poweradd= 109 sprpriority = 2 facep2 = 1 velset = 0,0 [State 200, Punch Attempt Sound] type = Playsnd trigger1 = animelem = 5 value = 3+(var(32)*2),2 [State 200, snd] type=playsnd trigger1= animelem=1 value=200,11 channel=0 [State 1011, 0] type = PosSet trigger1 = !time y = 0 [State 800, VarSet] type = VarSet trigger1 = !time var(4) = 0 ignorehitpause = 1 [State 800, VarSet] type = VarSet triggerall = Vel Y + Pos Y >= 0 trigger1 = animelemtime(1) > 1 trigger1 = command = "dp_y" var(4) = 1 [State 2000, 0] type = NotHitBy trigger1 = animelem = 1 value = , NA, SA, HA, NP, SP, HP [State 1030, 1] type = StateTypeSet trigger1 = animelem = 5 statetype = A [State 280, go] type = VelSet trigger1 = animelem = 1 x = 10.9609375 ;6.34356689453125 ;;0.5787430951532431 [State 280, go] type = VelSet trigger1 = animelemtime(1) = 2 x = 6.34356689453125 ;;0.5787430951532431 [State 1030, 1] type = Velmul trigger1 = animelemtime(1) > 2 && animelemtime(5) < 0 x= 0.8281248496627635 [State 280, go] type = VelSet trigger1 = animelem = 5 x = 3.25 y = -7.25 [State 1030, 1] type = Velmul trigger1 = animelemtime(5) > 0 x= 1 [State 1030, 1] type = VelAdd trigger1 = animelemtime(5) > 0 Y = 0.5 [State 240, 9] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 4 damage = 50, 5 hitsound = s2,13 guardsound = s3+(var(32)*2), 12 sparkno = s17002+(var(31)*10000) sparkxy = -10, -45 guard.sparkno = s17501+(var(31)*10000) guard.sparkxy = 0, -45 attr = A, SA guardflag = M hitflag = MAF priority = 5, Hit pausetime = 12,14 ground.velocity = -11.1796875 air.velocity = -4,-6.5 guard.velocity = -12 ground.slidetime = 17 ground.hittime = 17 guard.pausetime = 11,12 guard.slidetime = 22 guard.hittime = 22 guard.ctrltime = 22 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 yaccel = .5 air.fall = 1 fall.recover = 1 fall.recovertime = 120 nochainid = 1010 [State 240, 9] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 5 damage = 60, 5 hitsound = s2,13 guardsound = s3+(var(32)*2), 12 sparkno = s17002+(var(31)*10000) sparkxy = -10, -90 guard.sparkno = s17501+(var(31)*10000) guard.sparkxy = 0, -90 attr = A, SA guardflag = M hitflag = MAF priority = 5, Hit pausetime = 12,12 ground.velocity = -2,-12.5 air.velocity = -2,-12.5 guard.velocity = -12 guard.pausetime = 11,12 guard.slidetime = 22 guard.hittime = 22 guard.ctrltime = 22 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 yaccel = .583 ;2.03929138183594 fall = 1 fall.recover = 1 fall.recovertime = 120 nochainid = 1010 id = 1010 [State 1100, Land] type = ChangeState triggerall = Vel Y + Pos Y >= 0 trigger1 = AnimElemTime(5) > 2 value = 1203 [StateDef 1203] type = s MoveType = I VelSet = 0, 0 Anim = 31003 SprPriority = 2 ctrl=0 [State 1011, 0] type = PosSet trigger1 = !time y = 0 [State 1011, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Raiou Ken [Statedef 1210] type = A movetype= A physics = N juggle = 10 ctrl = 0 anim = ifelse((var(1)=5||var(1)=7),1230,1210) poweradd= 109 sprpriority = 2 velset = 0 [State 50, Gravity] type = posfreeze trigger1 = animelemno(0) = [2,4] value = 1 [State 50, Gravity] type = Gravity trigger1 = animelem = 5, > 0 [State 1000, VarSet] type = VarSet trigger1 = !time v = 15 value = 4 [State 280, go] type = VelSet trigger1 = animelem = 1 y = -6.4375 [State 280, go] type = VelSet trigger1 = animelem = 2 y = 0 [State 1030, 1] type = VelAdd trigger1 = animelemtime(1) > 0 && animelemtime(2) < 0 Y = 0.5625 [State 200, snd] type=playsnd trigger1= animelem=4 value=200,14 channel=0 [State 1000: Helper] type = Helper trigger1 = animelem = 3 helpertype = Normal name = "FX" id = 10000 pos = 0, 0 ;50 postype = p1 facing = 1 stateno = 114 keyctrl = 0 ownpal = 1 supermovetime = 0 pausemovetime = 0 [State 1000: Helper] type = Helper trigger1 = animelemtime(4) = 2 helpertype = Normal name = "Raiou Ken" id = 1030 pos = 40, -42 ;50 postype = p1 facing = 1 stateno = 1032 keyctrl = 0 ownpal = 1 supermovetime = 0 pausemovetime = 0 [State 1000, VarSet] type = ChangeState triggerall = animelemtime(1) > 2 trigger1 = Vel Y + Pos Y >= 0 value = 1215 ;Raiou Ken [Statedef 1211] type = A movetype= A physics = N juggle = 10 ctrl = 0 anim = ifelse((var(1)=5||var(1)=7),1232,1212) poweradd= 109 sprpriority = 2 velset = 0 [State 50, Gravity] type = posfreeze trigger1 = animelemno(0) = [2,4] value = 1 [State 50, Gravity] type = Gravity trigger1 = animelem = 5, > 0 [State 1000, VarSet] type = VarSet trigger1 = !time v = 15 value = 4 [State 280, go] type = VelSet trigger1 = animelem = 1 y = -9.4375 [State 280, go] type = VelSet trigger1 = animelem = 2 y = 0 [State 1030, 1] type = VelAdd trigger1 = animelemtime(1) > 0 && animelemtime(2) < 0 Y = 0.5625 [State 200, snd] type=playsnd trigger1= animelem=4 value=200,14 channel=0 [State 1000: Helper] type = Helper trigger1 = animelem = 3 helpertype = Normal name = "FX" id = 10000 pos = 0, 0 ;50 postype = p1 facing = 1 stateno = 114 keyctrl = 0 ownpal = 1 supermovetime = 0 pausemovetime = 0 [State 1000: Helper] type = Helper trigger1 = animelemtime(4) = 2 helpertype = Normal name = "Raiou Ken" id = 1030 pos = 40, -42 ;50 postype = p1 facing = 1 stateno = 1032 keyctrl = 0 ownpal = 1 supermovetime = 0 pausemovetime = 0 [State 1000, VarSet] type = ChangeState triggerall = animelemtime(1) > 2 trigger1 = Vel Y + Pos Y >= 0 value = 1215 [StateDef 1215] type = s MoveType = I VelSet = 0, 0 anim = ifelse(var(1)=5,1231,1211) SprPriority = 2 ctrl=0 [State 1011, 0] type = PosSet trigger1 = !time y = 0 [State 1011, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;FX [Statedef 114] type = S movetype = I physics = N ctrl = 0 velset = 0, 0 ownpal = 1 anim = 1014 sprpriority = 4 [State 10005] type = BindToParent trigger1 = root, animelem = 3 pos = 7,-114 [State 7001, Assert] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 10002, DestroySelf] type = DestroySelf trigger1 = root,stateno != [1210,1214] trigger2 = root,animelem = 4 ;Enbu Kick [Statedef 1220] type = S movetype= A physics = S velset = 0,0 ctrl = 0 anim = 1220 poweradd= 0 sprpriority = 2 juggle =10 facep2 = 1 [State 200, snd] type=playsnd trigger1= animelem=1 value=200,1 channel=0 ;volume = 200 [State 210, Punch Attempt Sound] type = Playsnd trigger1 = time = 0 trigger2= animelem=8 trigger3= animelem=11 trigger4= animelem=20 value = 3+(var(32)*2),2 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 3 trigger2 = animelem = 12 attr = S, SA damage = floor(25*ifelse(var(56),1.25,1)),5 animtype = Hard air.animtype = Back ground.type = high guardflag = M hitflag = MAF priority = 5, Hit sparkno = s17002+(var(31)*10000) sparkxy = -15, -66 hitsound = s3+(var(32)*2),3 guardsound = s3+(var(32)*2), 13-(var(32)) guard.sparkno = s17502+(var(31)*10000) pausetime = 8,13 guard.pausetime = 8,11 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 28 ground.velocity = 0 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 getpower = 94,94 givepower = 16,16 air.fall = 1 fall.recover = 1 fall.recovertime = 120 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 forcestand = 1 [State 210, Punch Attempt Sound] type = Playsnd trigger1 = time = 0 trigger2= animelem=8 trigger3= animelem=11 trigger4= animelem=20 value = 3+(var(32)*2),2 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 8 attr = S, NA damage = floor(25*ifelse(var(56),1.25,1)),5 animtype = Hard air.animtype = Back ground.type = low guardflag = M hitflag = MAF priority = 5, Hit sparkno = s17002+(var(31)*10000) sparkxy = -15, -12 hitsound = s3+(var(32)*2),7 guardsound = s3+(var(32)*2), 13-(var(32)) guard.sparkno = s17502+(var(31)*10000) pausetime = 8,13 guard.pausetime = 8,11 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 28 ground.velocity = 0 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 getpower = 94,94 givepower = 16,16 air.fall = 1 fall.recover = 1 fall.recovertime = 120 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 20 attr = S, SA damage = 40,5 animtype = Hard air.animtype = back guardflag = M hitflag = MAF priority = 4, Hit pausetime = 12, 12 sparkno = s17002+(var(31)*10000) sparkxy = -10, -75 hitsound = s3+(var(32)*2),7 guardsound = s3+(var(32)*2),13-(var(32));s2, 6 guard.sparkno = s17502+(var(31)*10000) ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -4.5,-6.5 guard.velocity = -14.90625 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 air.juggle = 0 getpower = 94,94 givepower = 16,16 id = 980 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 fall = 1 fall.recover = 1 fall.recovertime = 120 [State 210, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Yuri Chou Knuckle [Statedef 1240] type = S movetype= A physics = N juggle = 10 ctrl = 0 anim = 1240 poweradd= 109 sprpriority = 2 facep2 = 1 velset = 0,0 [State 210, 2002 launch] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 9 trigger2 = animelem = 11 trigger3 = animelem = 13 trigger4 = animelem = 15 trigger5 = animelem = 17 trigger6 = animelem = 19 trigger7 = animelem = 21 attr = S, SA damage = 60 animtype = Hard air.animtype = back guardflag = M hitflag = MA priority = 4, Hit pausetime = 12, 13 sparkno = s17002+(var(31)*10000) sparkxy = -10, -90 hitsound = s3+(var(32)*2),3 guardsound = s3+(var(32)*2),13-(var(32));s2, 6 guard.sparkno = s17502+(var(31)*10000) ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -2,-11.5 air.velocity = -2,-11.5 guard.velocity = -14.90625 air.type = High air.hittime = 13 air.juggle = 0 getpower = 94,94 givepower = 16,16 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .593 fall = 1 fall.recover = 1 fall.recovertime = 120 [State 205, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 23 trigger2 = animelem = 25 trigger3 = animelem = 27 trigger4 = animelem = 29 trigger5 = animelem = 31 trigger6 = animelem = 33 trigger7 = animelem = 21 trigger8 = animelem = 29 trigger9 = animelem = 31 trigger10 = animelem = 33 trigger11 = animelem = 35 trigger12 = animelem = 37 trigger13 = animelem = 39 trigger14 = animelem = 41 attr = S, SA damage = floor(17*ifelse(var(56),1.25,1)) animtype = Light air.animtype = Back ground.type = High guardflag = M hitflag = MAF sparkno = s17002+(var(31)*10000) sparkxy = -10, -70 hitsound = s3+(var(32)*2),3 guardsound = s3+(var(32)*2), 12 guard.sparkno = s17502+(var(31)*10000) priority = 6, Hit pausetime = 3,6 guard.pausetime = 3,6 ground.slidetime = 9 ground.hittime = 9 guard.hittime = 9 guard.slidetime = 9 guard.ctrltime = 16 ground.velocity = -5.796875 air.velocity = -4.5,-6.5 getpower = 47,47 givepower = 16,16 air.fall = 1 fall.recover = 1 fall.recovertime = 120 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 [State 1000, VarSet] type = VarSet trigger1 = !time trigger1 = (Command = "hold_x") var(4) = 0 [State 1000, VarSet] type = VarSet triggerall = var(4) = 0 trigger1 = time > 0 trigger1 = (Command = "hold_x") var(4) = 0 [State 1000, VarSet] type = VarSet trigger1 = time > 0 trigger1 = (Command != "hold_x") var(4) = 1 [State 200, snd] type=playsnd trigger1= animelem=1 value=200,31 channel=0 [State 200, snd] type=posadd trigger1= animelem = 3 trigger2= animelem = 4 trigger3= animelem = 5 trigger4= animelem = 6 x = 8 [State 1000, 7] type = ChangeState Triggerall = animelemtime(5) > 3 trigger1 = animtime = 0 trigger2 = var(4) > 0 value = 1241 ignorehitpause = 1 ;Yuri Chou Knuckle (dash punch) [Statedef 1241] type = S movetype= A physics = N juggle = 10 ctrl = 0 anim = 1241 poweradd= 109 sprpriority = 2 facep2 = 1 velset = 0,0 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = (animelemno(0) = [6, 8]) attr = S, NA damage = 90,10 animtype = Hard air.animtype = back guardflag = M hitflag = MAF priority = 4, Hit pausetime = 12, 12 sparkno = s17002+(var(31)*10000) sparkxy = -10, -74 hitsound = s3+(var(32)*2),9 guardsound = s3+(var(32)*2),13-(var(32));s2, 6 guard.sparkno = s17502+(var(31)*10000) ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -4.5,-6.5 guard.velocity = -14.90625 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 air.juggle = 0 getpower = 94,94 givepower = 16,16 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 fall = 1 fall.recover = 1 fall.recovertime = 120 persistent = 0 [State 200, snd] type=playsnd trigger1= animelem=6 value=200,33 channel=0 [State 1030, 1] type = StateTypeSet trigger1 = animelem = 5 statetype = A [State 280, go] type = VelSet trigger1 = animelem = 6 x = 7 y = -1 [State 210, Punch Attempt Sound] type = Playsnd trigger1= animelem=6 value=1000,8 [State 1030, 1] type = Velmul trigger1 = animelemtime(6) > 0 x= 1 [State 1030, 1] type = VelAdd trigger1 = animelemtime(6) > 0 Y = 0.21875 [State 1000, 7] type = ChangeState Triggerall = animelemtime(6) > 0 trigger1 = Vel Y + Pos Y >= 0 value = 1245 ctrl = 1 ;Yuri Chou Knuckle [Statedef 1242] type = S movetype= A physics = N juggle = 10 ctrl = 0 anim = 1240 poweradd= 109 sprpriority = 2 facep2 = 1 velset = 0,0 [State 210, 2002 launch] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 9 trigger2 = animelem = 11 trigger3 = animelem = 13 trigger4 = animelem = 15 trigger5 = animelem = 17 trigger6 = animelem = 19 trigger7 = animelem = 21 attr = S, SA damage = 60 animtype = Hard air.animtype = back guardflag = M hitflag = MA priority = 4, Hit pausetime = 12, 13 sparkno = s17002+(var(31)*10000) sparkxy = -10, -90 hitsound = s3+(var(32)*2),3 guardsound = s3+(var(32)*2),13-(var(32));s2, 6 guard.sparkno = s17502+(var(31)*10000) ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -2,-11.5 air.velocity = -2,-11.5 guard.velocity = -14.90625 air.type = High air.hittime = 13 air.juggle = 0 getpower = 94,94 givepower = 16,16 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .593 fall = 1 fall.recover = 1 fall.recovertime = 120 [State 205, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 23 trigger2 = animelem = 25 trigger3 = animelem = 27 trigger4 = animelem = 29 trigger5 = animelem = 31 trigger6 = animelem = 33 trigger7 = animelem = 21 trigger8 = animelem = 29 trigger9 = animelem = 31 trigger10 = animelem = 33 trigger11 = animelem = 35 trigger12 = animelem = 37 trigger13 = animelem = 39 trigger14 = animelem = 41 attr = S, SA damage = floor(17*ifelse(var(56),1.25,1)) animtype = Light air.animtype = Back ground.type = High guardflag = M hitflag = MAF sparkno = s17002+(var(31)*10000) sparkxy = -10, -70 hitsound = s3+(var(32)*2),3 guardsound = s3+(var(32)*2), 12 guard.sparkno = s17502+(var(31)*10000) priority = 6, Hit pausetime = 3,6 guard.pausetime = 3,6 ground.slidetime = 9 ground.hittime = 9 guard.hittime = 9 guard.slidetime = 9 guard.ctrltime = 16 ground.velocity = -5.796875 air.velocity = -4.5,-6.5 getpower = 47,47 givepower = 16,16 air.fall = 1 fall.recover = 1 fall.recovertime = 120 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 [State 1000, VarSet] type = VarSet trigger1 = !time trigger1 = (Command = "hold_y") var(4) = 0 [State 1000, VarSet] type = VarSet triggerall = var(4) = 0 trigger1 = time > 0 trigger1 = (Command = "hold_y") var(4) = 0 [State 1000, VarSet] type = VarSet trigger1 = time > 0 trigger1 = (Command != "hold_y") var(4) = 1 [State 200, snd] type=playsnd trigger1= animelem=1 value=200,31 channel=0 [State 200, snd] type=posadd trigger1= animelem = 3 trigger2= animelem = 4 trigger3= animelem = 5 trigger4= animelem = 6 x = 8 [State 1000, 7] type = ChangeState Triggerall = animelemtime(5) > 3 trigger1 = animtime = 0 trigger2 = var(4) > 0 value = 1243 ignorehitpause = 1 ;Yuri Chou Knuckle (dash punch) [Statedef 1243] type = S movetype= A physics = N juggle = 10 ctrl = 0 anim = 1241 poweradd= 109 sprpriority = 2 facep2 = 1 velset = 0,0 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = (animelemno(0) = [6, 8]) attr = S, NA damage = 90,10 animtype = Hard air.animtype = back guardflag = M hitflag = MAF priority = 4, Hit pausetime = 12, 12 sparkno = s17002+(var(31)*10000) sparkxy = -10, -74 hitsound = s3+(var(32)*2),9 guardsound = s3+(var(32)*2),13-(var(32));s2, 6 guard.sparkno = s17502+(var(31)*10000) ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -4.5,-6.5 guard.velocity = -14.90625 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 air.juggle = 0 getpower = 94,94 givepower = 16,16 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 fall = 1 fall.recover = 1 fall.recovertime = 120 persistent = 0 [State 200, snd] type=playsnd trigger1= animelem=6 value=200,33 channel=0 [State 1030, 1] type = StateTypeSet trigger1 = animelem = 5 statetype = A [State 280, go] type = VelSet trigger1 = animelem = 6 x = 11 y = -2 [State 210, Punch Attempt Sound] type = Playsnd trigger1= animelem=6 value=1000,8 [State 1030, 1] type = Velmul trigger1 = animelemtime(6) > 0 x= 1 [State 1030, 1] type = VelAdd trigger1 = animelemtime(6) > 0 Y = 0.21875 [State 1000, 7] type = ChangeState Triggerall = animelemtime(6) > 0 trigger1 = Vel Y + Pos Y >= 0 value = 1245 ctrl = 1 [StateDef 1245] type = s MoveType = I VelSet = 0, 0 Anim = 1245 SprPriority = 2 ctrl=0 [State 1011, 0] type = PosSet trigger1 = !time y = 0 [State 1011, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Chou Upper (Classic A version) [Statedef 1300] type = S movetype= A physics = N juggle = 10 ctrl = 0 anim = 1300 poweradd= 109 sprpriority = 2 facep2 = 1 velset = 0,0 [State 200, Punch Attempt Sound] type = Playsnd trigger1 = animelem = 3 value = 3+(var(32)*2),2 [State 200, snd] type=playsnd trigger1= animelem=1 value=200,11 channel=0 [State 2000, 0] type = NotHitBy trigger1 = animelem = 1 value = , NA, SA, HA, NP, SP, HP [State 1030, 1] type = StateTypeSet trigger1 = animelem = 3 statetype = A [State 280, go] type = VelSet trigger1 = animelem = 3 x = 3.25 ;1.2767791748046875 y = -8.25 [State 1030, 1] type = Velmul trigger1 = animelemtime(3) > 0 x= 1 [State 1030, 1] type = VelAdd trigger1 = animelemtime(3) > 0 Y = 0.5 [State 240, 9] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 2 trigger2 = animelem = 3 damage = 40, 5 hitsound = s3+(var(32)*2),9 guardsound = s3+(var(32)*2), 12 sparkno = s17002+(var(31)*10000) sparkxy = -10, -50 guard.sparkno = s17501+(var(31)*10000) guard.sparkxy = 0, -50 attr = A, SA guardflag = M hitflag = MAF priority = 5, Hit pausetime = 12,12 ground.velocity = -4,-6.5 air.velocity = -4,-6.5 guard.velocity = -12 guard.pausetime = 11,12 guard.slidetime = 22 guard.hittime = 22 guard.ctrltime = 22 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 yaccel = .5 fall = 1 fall.recover = 1 fall.recovertime = 120 [State 1000, 7] type = ChangeState Triggerall = animelemtime(3) > 0 trigger1 = Vel Y + Pos Y >= 0 value = 1301 ctrl = 1 [StateDef 1301] type = s MoveType = I VelSet = 0, 0 Anim = 31001 SprPriority = 2 ctrl=0 [State 1011, 0] type = PosSet trigger1 = !time y = 0 [State 1011, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Chou Upper (Classic C version) [Statedef 1302] type = S movetype= A physics = N juggle = 10 ctrl = 0 anim = 1302 poweradd= 109 sprpriority = 2 facep2 = 1 velset = 0,0 [State 200, Punch Attempt Sound] type = Playsnd trigger1 = animelem = 5 value = 3+(var(32)*2),2 [State 200, snd] type=playsnd trigger1= animelem=1 value=200,11 channel=0 [State 1011, 0] type = PosSet trigger1 = !time y = 0 [State 800, VarSet] type = VarSet trigger1 = !time var(4) = 0 ignorehitpause = 1 [State 800, VarSet] type = VarSet triggerall = Vel Y + Pos Y >= 0 trigger1 = animelemtime(1) > 1 trigger1 = command = "dp_y" var(4) = 1 [State 2000, 0] type = NotHitBy trigger1 = animelem = 1 value = , NA, SA, HA, NP, SP, HP [State 1030, 1] type = StateTypeSet trigger1 = animelem = 5 statetype = A [State 280, go] type = VelSet trigger1 = animelem = 1 x = 10.9609375 ;6.34356689453125 ;;0.5787430951532431 [State 280, go] type = VelSet trigger1 = animelemtime(1) = 2 x = 6.34356689453125 ;;0.5787430951532431 [State 1030, 1] type = Velmul trigger1 = animelemtime(1) > 2 && animelemtime(5) < 0 x= 0.8281248496627635 [State 280, go] type = VelSet trigger1 = animelem = 5 x = 3.25 y = -8.25 [State 1030, 1] type = Velmul trigger1 = animelemtime(5) > 0 x= 1 [State 1030, 1] type = VelAdd trigger1 = animelemtime(5) > 0 Y = 0.5 [State 240, 9] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 4 damage = 50, 5 hitsound = s3+(var(32)*2),9 guardsound = s3+(var(32)*2), 12 sparkno = s17002+(var(31)*10000) sparkxy = -10, -45 guard.sparkno = s17501+(var(31)*10000) guard.sparkxy = 0, -45 attr = A, SA guardflag = M hitflag = MAF priority = 5, Hit pausetime = 12,14 ground.velocity = -4,-6.5 air.velocity = -4,-6.5 guard.velocity = -12 ground.slidetime = 17 ground.hittime = 17 guard.pausetime = 11,12 guard.slidetime = 22 guard.hittime = 22 guard.ctrltime = 22 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 yaccel = .5 fall = 1 fall.recover = 1 fall.recovertime = 120 nochainid = 1010 [State 240, 9] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 5 damage = 60, 5 hitsound = s3+(var(32)*2),9 guardsound = s3+(var(32)*2), 12 sparkno = s17002+(var(31)*10000) sparkxy = -10, -90 guard.sparkno = s17501+(var(31)*10000) guard.sparkxy = 0, -90 attr = A, SA guardflag = M hitflag = MAF priority = 5, Hit pausetime = 12,12 ground.velocity = -2,-12.5 air.velocity = -2,-12.5 guard.velocity = -12 guard.pausetime = 11,12 guard.slidetime = 22 guard.hittime = 22 guard.ctrltime = 22 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 yaccel = .583 ;2.03929138183594 fall = 1 fall.recover = 1 fall.recovertime = 120 nochainid = 1010 id = 1010 [State 1100, Land] type = ChangeState triggerall = Vel Y + Pos Y >= 0 trigger1 = AnimElemTime(5) > 2 value = 1303 [StateDef 1303] type = s MoveType = I VelSet = 0, 0 Anim = 31003 SprPriority = 2 ctrl=0 [State 1011, 0] type = PosSet trigger1 = !time y = 0 [State 1011, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; DESPERATION MOVES ;--------------------------------------------------------------------------- ;Shin! Chou Upper [Statedef 3000] type = S movetype= A physics = N juggle = 0 velset = 0,0 poweradd= ifelse(var(51),0,-1000) ctrl = 0 anim = 3000 sprpriority = 2 [State 200, snd] type=playsnd trigger1= animelem=1 value=200,19 channel=0 [State 200, snd] type=playsnd trigger1= animelem=6 value=200,11 channel=0 [State 200, snd] type=playsnd trigger1= animelem=6 value=1000,8 [State 1000, VarAdd] type = PowerAdd triggerall = !time triggerall = !var(51) trigger1 = prevstateno = [1000,1999] value = -1000 persistent = 0 ignorehitpause = 1 [State 300, End MAXMODE] type = VarSet trigger1 = !time var(51) = 0 ignorehitpause = 1 [State -2, PalFX] type = PalFX triggerall = var(31) = 0 trigger1 = prevstateno = [1000,1500] trigger1 = time < 17 time = 1 add = 220,0,10;255,255,255 sinadd = 0,0,0 invertall = 0 color = 256 ignorehitpause = 1 persistent = 2 [State -2, PalFX] type = PalFX triggerall = var(31) = 1 trigger1 = prevstateno = [1000,1500] trigger1 = time < 17 time = 1 add = 255,255,255 sinadd = 0,0,0 invertall = 0 color = 256 ignorehitpause = 1 persistent = 2 [State 1000: Helper] type = Helper triggerall = var(31) = 0 trigger1 = !numhelper(40000) trigger1 = prevstateno = [1000,1500] helpertype = Normal name = "SuperCancel" id = 40000 pos = 0, 0 ;50 postype = left facing = 1 stateno = 40000 keyctrl = 0 ownpal = 1 ontop = 1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 ignorehitpause = 1 persistent = 0 [State 2000, 0] type = NotHitBy trigger1 = (animelemno(0) = [1, 2]) value = SCA [State 2000, VarSet] type = VarSet trigger1 = time = 0 ;Superpause tick error fix. var(6) = 29 [State 2010, AssertSpecial] type = AssertSpecial trigger1 = time = [1,28] flag = noBG flag2 = noFG [State 13000, EnvColor] type = EnvColor trigger1 = !time value = 255,255,255 time = 4 under = 1 ignorehitpause = 1 persistent = 0 [State 2010, Pause] Type = SuperPause Trigger1 = time = 1 Time = 33 movetime = 33 anim = -1 sound = s3+(var(32)*2),10 Pos = 0, -40 Darken = 0 UnHittAble = 1 poweradd =0 p2defmul = 1 [State 6001, pause] type = Explod trigger1 = time = 0 anim = 15200-(var(31)*200) Pos = 0, -40 postype = p1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 supermove = 1 removetime = 28 sprpriority = -2 ownpal = 1 [State 6001, pause] type = Explod trigger1 = time = 0 anim = 15201-(var(31)*200) Pos = 0, -40 postype = p1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 supermove = 1 removetime = 28 sprpriority = 4 ownpal = 1 [State 2000, 0] type = NotHitBy trigger1 = animelem = 1 value = sca [State 2000, 0] type = NotHitBy trigger1 = (animelemno(0) = [3,5]) value = , NA, SA, HA, NP, SP, HP [State 1030, 1] type = StateTypeSet trigger1 = animelem = 6 statetype = A [State 280, go] type = VelSet trigger1 = animelem = 6 x = 4.1406097412109375 ;3.428955078125 y = -9 [State 1030, 1] type = Velmul trigger1 = animelemtime(6) > 0 x= 0.8281280517690588 [State 1030, 1] type = VelAdd trigger1 = animelemtime(6) > 0 Y = 0.5 [State 13000, EnvColor] type = EnvColor trigger1 = numhelper trigger1 = helper(247), var(1)=1 value = 255,255,255 time = 1 under = 1 ignorehitpause = 1 persistent = 1 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 5 attr = S, HA damage = floor(80*ifelse(var(56),1.25,1)),10 animtype = Hard air.animtype = Back ground.type = low guardflag = M hitflag = MAF priority = 5, Hit sparkno = s17001+(var(31)*10000) sparkxy = -15, -90 hitsound = s3+(var(32)*2),9 guardsound = s3+(var(32)*2), 13-(var(32)) guard.sparkno = s17501+(var(31)*10000) pausetime = 30,60 guard.pausetime = 30,30 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 28 ground.velocity = 0 air.type = High air.velocity = -4.5,-8.5 air.hittime = 13 getpower = 0,0 givepower = 16,16 air.fall = 1 fall.recover = 1 fall.recovertime = 120 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 persistent = 0 envshake.time = 20 envshake.freq = 180 envshake.ampl = -6 snap = 30 id = 3000 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 6 trigger2 = animelem = 7 trigger3 = animelem = 8 trigger4 = animelem = 9 trigger5 = animelem = 10 trigger6 = animelem = 11 attr = A, HA damage = floor(20*ifelse(var(56),1.25,1)),10 animtype = Hard air.animtype = Back ground.type = low guardflag = M hitflag = MAF priority = 5, Hit sparkno = s17001+(var(31)*10000) sparkxy = -15, -100 hitsound = s3+(var(32)*2),3 guardsound = s3+(var(32)*2), 13-(var(32)) guard.sparkno = s17501+(var(31)*10000) pausetime = 3,12 guard.pausetime = 12,11 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 28 ground.velocity = -11.1796875 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 getpower = 0,0 givepower = 16,16 fall = 1 fall.recover = 1 fall.recovertime = 120 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 [State 1000, 7] type = ChangeState Triggerall = animelemtime(6) > 0 trigger1 = Vel Y + Pos Y >= 0 value = 3001 [State 1000, 7] type = ChangeState triggerall = movecontact trigger1 = numtarget(3000) = 1 value = 3002 ignorehitpause = 0 [StateDef 3001] type = s MoveType = I VelSet = 0, 0 Anim = 3101 SprPriority = 2 ctrl=0 [State 1011, 0] type = PosSet trigger1 = !time y = 0 [State 1011, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;CHOU UPPER!! [Statedef 3002] type = S movetype= A physics = N juggle = 10 ctrl = 0 anim = 3002 poweradd= 0 sprpriority = 2 facep2 = 1 velset = 0,0 [State 200, snd] type=playsnd trigger1= animelem=2 value=200,20 channel=0 [State 200, snd] type=playsnd trigger1= animelem=8 value=200,21 channel=0 [State 13000, EnvColor] type = EnvColor trigger1 = numhelper trigger1 = helper(247), var(1)=1 value = 255,255,255 time = 1 under = 1 ignorehitpause = 1 persistent = 1 [State 1011, 0] type = PosSet trigger1 = !time y = 0 [State 1030, 1] type = StateTypeSet trigger1 = animelem = 8 statetype = A [State 280, go] type = VelSet trigger1 = animelem = 8 x = 0 y = -12 [State 1030, 1] type = VelAdd trigger1 = animelemtime(8) > 0 Y = 0.5 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 7 attr = S, HA damage = floor(140*ifelse(var(56),1.25,1)),20 animtype = Hard air.animtype = Back ground.type = high guardflag = M hitflag = MAF priority = 5, Hit sparkno = s17001+(var(31)*10000) sparkxy = -15, -73 hitsound = s3+(var(32)*2),9 guardsound = s3+(var(32)*2), 13-(var(32)) guard.sparkno = s17501+(var(31)*10000) pausetime = 30,45 guard.pausetime = 30,30 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 28 ground.velocity = 0 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 getpower = 0,0 givepower = 16,16 air.fall = 1 fall.recover = 1 fall.recovertime = 120 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 persistent = 0 envshake.time = 20 envshake.freq = 180 envshake.ampl = -6 [State 230, 1] type = HitDef trigger1 = animelem = 8 trigger2 = animelem = 9 attr = A, HA damage = floor(30*ifelse(var(56),1.25,1)),10 animtype = Hard air.animtype = Back ground.type = Low guardflag = M hitflag = MAF priority = 5, Hit sparkno = s17002+(var(31)*10001) sparkxy = -15, -100 hitsound = s2,6 guardsound = s3+(var(32)*2), 13-(var(32)) guard.sparkno = s17501+(var(31)*10000) pausetime = 30,30 guard.pausetime = 12,11 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 28 ground.velocity = -11.1796875 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 air.juggle = 0 getpower = 0,0 givepower = 16,16 air.fall = 1 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 p2stateno = 6200 yaccel = .5 persistent = 0 envshake.time = 20 envshake.freq = 180 envshake.ampl = -6 [State 1000, 7] type = ChangeState Triggerall = animelemtime(8) > 0 trigger1 = Vel Y + Pos Y >= 0 value = 3101 ;Raijin Haoh Sho Kou'ken [Statedef 3020] type = S movetype= A physics = N juggle = 0 velset = 0,0 poweradd = ifelse(var(51),-1000,-3000) ctrl = 0 anim = 3020 sprpriority = 2 [State 1000: Helper] type = Helper trigger1 = animelem = 4 helpertype = Normal name = "Effect" id = 13000 pos = 0, 0 ;50 postype = p1 facing = 1 stateno = 3820 keyctrl = 0 ownpal = 1 supermovetime = 0 pausemovetime = 0 [State 1000: Helper] type = Helper trigger1 = animelem = 4 helpertype = Normal name = "Effect" id = 13000 pos = 0, 0 ;50 postype = p1 facing = 1 stateno = 3821 keyctrl = 0 ownpal = 1 supermovetime = 0 pausemovetime = 0 [State 1000, VarSet] type = VarSet trigger1 = !time trigger1 = (Command = "hold_x") && (Command = "hold_y") var(4) = 0 [State 1000, VarSet] type = VarSet triggerall = var(4) = 0 trigger1 = time > 0 trigger1 = (Command = "hold_x") || (Command = "hold_y") var(4) = 0 [State 1000, VarSet] type = VarSet trigger1 = time > 0 trigger1 = (Command != "hold_x") || (Command != "hold_y") var(4) = 1 [State 1000, No charge] type = VarSet trigger1 = !time var(7) = 1 [State 1000, No charge] type = VarSet trigger1 = animelem = 16 var(7) = 2 [State 1000, No charge] type = VarSet trigger1 = animelem = 30 var(7) = 3 [State 1000, No charge] type = VarSet trigger1 = animelem = 44 var(7) = 4 [State 200, snd] type=playsnd trigger1= animelem=4 channel=9 value=1000,15 loop = 1 [State 1000, VarAdd] type = PowerAdd triggerall = !time triggerall = !var(51) trigger1 = prevstateno = [1000,1999] value = -1000 persistent = 0 ignorehitpause = 1 [State 300, End MAXMODE] type = VarSet trigger1 = !time var(51) = 0 ignorehitpause = 1 [State 2000, 0] type = NotHitBy trigger1 = (animelemno(0) = [1,3]) value = SCA [State -2, Helper] type = Helper triggerall = !numhelper(40001) trigger1 = animelem = 4 helpertype = normal name = "HSDM" ID = 40001 stateno = 40001 pos = 160,120 postype = left ;p2,front,back,left,right facing = 1 keyctrl = 0 ownpal = 0 supermovetime = 999999999999 pausemovetime = 999999999999 ignorehitpause = 1 [State -2, Helper] type = Helper triggerall = !numhelper(40003) trigger1 = time = 7 helpertype = normal name = "H.Port" ID = 40003 stateno = 40003 pos = 160,120 postype = left ;p2,front,back,left,right facing = 1 keyctrl = 0 ownpal = 0 supermovetime = 999999999999 pausemovetime = 999999999999 ignorehitpause = 1 [State 2000, VarSet] type = VarSet trigger1 = animelem = 3 var(6) = 29 [State 2010, AssertSpecial] type = AssertSpecial trigger1 = time = [3,31] flag = noBG flag2 = noFG [State 13000, EnvColor] type = EnvColor trigger1 = time = 3 value = 255,255,255 time = 4 under = 1 ignorehitpause = 1 persistent = 0 [State 2010, Pause] Type = SuperPause Trigger1 = time = 3 Time = 33 movetime = 33 anim = -1 sound = s3,11+(var(32)*4) Pos = 14, -88 Darken = 0 UnHittAble = 1 poweradd =0 p2defmul = 1 [State 6001, pause] type = Explod trigger1 = time = 3 anim = 15400+(var(31)*100) pos = -31,-64 postype = p1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 supermove = 1 removetime = 28 sprpriority = -2 ownpal = 1 [State 6001, pause] type = Explod trigger1 = time = 3 anim = 15401+(var(31)*100) pos = -31,-64 postype = p1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 supermove = 1 removetime = 28 sprpriority = 4 ownpal = 1 [State 1000, 7] type = ChangeState Triggerall = animelemtime(3) > 31 trigger1 = animtime = 0 trigger2 = var(4) > 0 value = 3021 ignorehitpause = 1 [StateDef 3021] type = s MoveType = A physics = N VelSet = 0, 0 Anim = 3021 SprPriority = 2 ctrl=0 facep2 = 1 [State 200, snd] type=stopsnd trigger1= animelem=1 channel=9 [State 1000, VarSet] type = VarSet trigger1 = !time v = 15 value = 7 [State 1000: Helper] type = Helper trigger1 = animelemtime(2) = 1 helpertype = Normal name = "Raijin Haoh Sho Ko'ou Ken" id = 13020 pos = 40, 5 ;50 postype = p1 facing = 1 stateno = 13020 keyctrl = 0 ownpal = 1 supermovetime = 0 pausemovetime = 0 [State 1011, 0] type = PosSet trigger1 = !time y = 0 [State 1011, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Electricity [Statedef 3820] type = S movetype = I physics = N ctrl = 0 velset = 0, 0 ownpal = 1 anim = 3023 sprpriority = 4 [State 10005] type = BindToParent trigger1 = 1 [State 1050, Trans] type = Trans trigger1 = 1;root, var(27) trans = add1 [State 65000: AfterImage] type = AfterImage trigger1 = (!Time) time = 999 length = 4 palbright = 0,0,0;,136 palcontrast = 128,128,128;,136 paladd = 0,0,0 timegap = 2 framegap = 1 trans = add [State 7001, Assert] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 10002, DestroySelf] type = DestroySelf trigger1 = root,anim != 3020 ;Electricity [Statedef 3821] type = S movetype = I physics = N ctrl = 0 velset = 0, 0 ownpal = 1 anim = 3024 sprpriority = 4 [State 10005] type = BindToParent trigger1 = 1 [State 7001, Assert] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 10002, DestroySelf] type = DestroySelf trigger1 = root,anim != 3020 ;Projectile [Statedef 13020] type = A MoveType = A physics = N ctrl = 0 VelSet = parent,var(15),0 ownpal = 1 sprpriority = 4 anim = 3022 juggle = 0 [State 10000, projs only] type = HitBy trigger1 = 1 value = SCA,AP ignorehitpause = 1 [State 1005, HitOverride] type=hitoverride trigger1= 1 attr=SCA,NP,SP time=-1 slot = 1 stateno=stateno ignorehitpause=1 [State 1005, HitOverride] type=hitoverride trigger1= 1 attr=SCA,HP time=-1 slot = 2 stateno=10001 ignorehitpause=1 [State 200, snd] type=playsnd trigger1= time = 1 value=1000,5 [State 230, 1] type = HitDef triggerall = parent,var(40) < 1 || parent,var(57) > 0 || parent,var(16) > 0 triggerall = parent,var(7) = 1 trigger1 = time = 0 attr = S, HP damage = floor(80*ifelse(root,var(56),1.25,1)),10 animtype = Hard air.animtype = Back ground.type = Low hitflag = MAF priority = 5, Hit sparkno = s17001+(root,var(31)*10000) sparkxy = 57, -72 hitsound = s3+(root,var(32)*2),9 guardsound = s3+(root,var(32)*2), 13-(var(32)) guard.sparkno = s17501+(root,var(31)*10000) pausetime = 0,13 guard.pausetime = 0,11 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 28 ground.velocity = -11.1796875 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 getpower = 0,0 givepower = 16,16 air.fall = 1 fall.recover = 1 fall.recovertime = 120 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 palfx.time = 35 palfx.color = 64 palfx.invertall = 1 palfx.add = 1,1,1 palfx.mul = 256,256,256 palfx.sinadd = 96,96,96,4 [State 230, 1] type = HitDef triggerall = parent,var(40) < 1 || parent,var(57) > 0 || parent,var(16) > 0 triggerall = parent,var(7) = 2 trigger1 = time = 0 attr = S, HP damage = floor(160*ifelse(root,var(56),1.25,1)),10 animtype = Hard air.animtype = Back ground.type = Low hitflag = MAF priority = 5, Hit sparkno = s17001+(root,var(31)*10000) sparkxy = 57, -72 hitsound = s3+(root,var(32)*2),9 guardsound = s3+(root,var(32)*2), 13-(var(32)) guard.sparkno = s17501+(root,var(31)*10000) pausetime = 0,13 guard.pausetime = 0,11 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 28 ground.velocity = -11.1796875 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 getpower = 0,0 givepower = 16,16 air.fall = 1 fall.recover = 1 fall.recovertime = 120 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 palfx.time = 35 palfx.color = 64 palfx.invertall = 1 palfx.add = 1,1,1 palfx.mul = 256,256,256 palfx.sinadd = 96,96,96,4 numhits = 2 [State 230, 1] type = HitDef triggerall = parent,var(40) < 1 || parent,var(57) > 0 || parent,var(16) > 0 triggerall = parent,var(7) = 3 trigger1 = time = 0 attr = S, HP damage = floor(200*ifelse(root,var(56),1.25,1)),10 animtype = Hard air.animtype = Back ground.type = Low hitflag = MAF priority = 5, Hit sparkno = s17001+(root,var(31)*10000) sparkxy = 57, -72 hitsound = s3+(root,var(32)*2),9 guardsound = s3+(root,var(32)*2), 13-(var(32)) guard.sparkno = s17501+(root,var(31)*10000) pausetime = 0,13 guard.pausetime = 0,11 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 28 ground.velocity = -4.5,-6.5 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 getpower = 0,0 givepower = 16,16 fall = 1 fall.recover = 0 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 palfx.time = 35 palfx.color = 64 palfx.invertall = 1 palfx.add = 1,1,1 palfx.mul = 256,256,256 palfx.sinadd = 96,96,96,4 p2stateno = 3600 numhits = 3 [State 230, 1] type = HitDef triggerall = parent,var(40) < 1 || parent,var(57) > 0 || parent,var(16) > 0 triggerall = parent,var(7) = 4 trigger1 = time = 0 attr = S, HP damage = floor(240*ifelse(root,var(56),1.25,1)),10 animtype = Hard air.animtype = Back ground.type = Low hitflag = MAF priority = 5, Hit sparkno = s17001+(root,var(31)*10000) sparkxy = 57, -72 hitsound = s3+(root,var(32)*2),9 guardsound = s3+(root,var(32)*2), 13-(var(32)) guard.sparkno = s17501+(root,var(31)*10000) pausetime = 0,13 guard.pausetime = 0,11 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 28 ground.velocity = -4.5,-6.5 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 getpower = 0,0 givepower = 16,16 fall = 1 fall.recover = 0 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 palfx.time = 35 palfx.color = 64 palfx.invertall = 1 palfx.add = 1,1,1 palfx.mul = 256,256,256 palfx.sinadd = 96,96,96,4 p2stateno = 3600 numhits = 4 [State 7001, Assert] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 1000, DestroySelf] type = DestroySelf triggerall = time > 1 trigger1 = FrontEdgeDist <= -40 ;Shin! Chou Upper [Statedef 3100] type = S movetype= A physics = N juggle = 0 velset = 0,0 poweradd = ifelse(var(51),-1000,-3000) ctrl = 0 anim = 3100 sprpriority = 2 [State 200, snd] type=playsnd trigger1= animelem=6 value=1000,8 [State 200, snd] type=playsnd trigger1= animelem=1 value=200,19 channel=0 [State 200, snd] type=playsnd trigger1= animelem=6 value=200,22 channel=0 [State 1000, VarAdd] type = PowerAdd triggerall = !time triggerall = !var(51) trigger1 = prevstateno = [1000,1999] value = -1000 persistent = 0 ignorehitpause = 1 [State 300, End MAXMODE] type = VarSet trigger1 = !time var(51) = 0 ignorehitpause = 1 [State -2, PalFX] type = PalFX triggerall = var(31) = 0 trigger1 = prevstateno = [1000,1500] trigger1 = time < 17 time = 1 add = 220,0,10;255,255,255 sinadd = 0,0,0 invertall = 0 color = 256 ignorehitpause = 1 persistent = 2 [State -2, PalFX] type = PalFX triggerall = var(31) = 1 trigger1 = prevstateno = [1000,1500] trigger1 = time < 17 time = 1 add = 255,255,255 sinadd = 0,0,0 invertall = 0 color = 256 ignorehitpause = 1 persistent = 2 [State 1000: Helper] type = Helper triggerall = var(31) = 0 trigger1 = !numhelper(40000) trigger1 = prevstateno = [1000,1500] helpertype = Normal name = "SuperCancel" id = 40000 pos = 0, 0 ;50 postype = left facing = 1 stateno = 40000 keyctrl = 0 ownpal = 1 ontop = 1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 ignorehitpause = 1 persistent = 0 [State 2000, 0] type = NotHitBy trigger1 = (animelemno(0) = [1, 2]) value = SCA [State 2000, VarSet] type = VarSet trigger1 = time = 0 ;Superpause tick error fix. var(6) = 29 [State 2010, AssertSpecial] type = AssertSpecial trigger1 = time = [1,28] flag = noBG flag2 = noFG [State 13000, EnvColor] type = EnvColor trigger1 = !time value = 255,255,255 time = 4 under = 1 ignorehitpause = 1 persistent = 0 [State 2010, Pause] Type = SuperPause Trigger1 = time = 1 Time = 33 movetime = 33 anim = -1 sound = s3,11+(var(32)*6) Pos = 0, -88 Darken = 0 UnHittAble = 1 poweradd = 0 p2defmul = 1 [State 6001, pause] type = Explod trigger1 = time = 0 anim = 15300-(var(31)*200) pos = 0,-40 postype = p1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 supermove = 1 removetime = 28 sprpriority = -2 ownpal = 1 [State 6001, pause] type = Explod trigger1 = time = 0 anim = 15301-(var(31)*200) pos = 0,-40 postype = p1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 supermove = 1 removetime = 28 sprpriority = 4 ownpal = 1 [State 2000, 0] type = NotHitBy trigger1 = animelem = 1 value = sca [State 2000, 0] type = NotHitBy trigger1 = (animelemno(0) = [3,5]) value = , NA, SA, HA, NP, SP, HP [State 1030, 1] type = StateTypeSet trigger1 = animelem = 6 statetype = A [State 280, go] type = VelSet trigger1 = animelem = 6 x = 4.1406097412109375 ;3.428955078125 y = -9 [State 1030, 1] type = Velmul trigger1 = animelemtime(6) > 0 x= 0.8281280517690588 [State 1030, 1] type = VelAdd trigger1 = animelemtime(6) > 0 Y = 0.5 [State 13000, EnvColor] type = EnvColor trigger1 = numhelper trigger1 = helper(247), var(1)=1 value = 255,255,255 time = 1 under = 1 ignorehitpause = 1 persistent = 1 [State 220, Explod] type = Explod triggerall = var(1) = 3 triggerall = animelemtime(6) < 0 trigger1 = numhelper trigger1 = helper(247), var(1)=1 anim = 3103 pos = 13,-90 random = 10, 10 postype = p2 bindtime = 1 removetime = -2 sprpriority = 4 ownpal = 1 removeongethit = 0 ignorehitpause = 1 persistent = 1 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 5 attr = S, HA damage = floor(80*ifelse(var(56),1.25,1)),10 animtype = Hard air.animtype = Back ground.type = low guardflag = M hitflag = MAF priority = 5, Hit sparkno = s17001+(var(31)*10000) sparkxy = -15, -90 hitsound = s3+(var(32)*2),9 guardsound = s3+(var(32)*2), 13-(var(32)) guard.sparkno = s17501+(var(31)*10000) pausetime = 45,45 air.pausetime = 45,38 guard.pausetime = 45,45 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 28 ground.velocity = 0 air.type = High air.velocity = -4.5,-8.5 air.hittime = 13 getpower = 0,0 givepower = 16,16 air.fall = 1 fall.recover = 1 fall.recovertime = 120 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 persistent = 0 envshake.time = 20 envshake.freq = 180 envshake.ampl = -6 snap = 30 id = 3100 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 6 trigger2 = animelem = 7 attr = A, HA damage = floor(30*ifelse(var(56),1.25,1)),10 animtype = Hard air.animtype = Back ground.type = low guardflag = M hitflag = MAF priority = 5, Hit sparkno = s17001+(var(31)*10000) sparkxy = -15, -100 hitsound = s3+(var(32)*2),3 guardsound = s3+(var(32)*2), 13-(var(32)) guard.sparkno = s17501+(var(31)*10000) pausetime = 12,13 guard.pausetime = 12,11 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 28 ground.velocity = -11.1796875 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 getpower = 0,0 givepower = 16,16 fall = 1 fall.recover = 1 fall.recovertime = 120 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 [State 1000, 7] type = ChangeState Triggerall = animelemtime(6) > 0 trigger1 = Vel Y + Pos Y >= 0 value = 3101 [State 1000, 7] type = ChangeState triggerall = movecontact triggerall = numenemy trigger1 = numtarget(3100) = 1 value = 3102 ignorehitpause = 0 [StateDef 3101] type = s MoveType = I VelSet = 0, 0 Anim = 3101 SprPriority = 2 ctrl=0 [State 1011, 0] type = PosSet trigger1 = !time y = 0 [State 1011, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;CHOU UPPER!! [Statedef 3102] type = S movetype= A physics = N juggle = 10 ctrl = 0 anim = 3102 poweradd= 0 sprpriority = 2 facep2 = 1 velset = 0,0 [State 200, snd] type=playsnd trigger1= animelem=7 value=200,20 channel=0 [State 200, snd] type=playsnd trigger1= animelem=11 value=200,21 channel=0 [State 13000, EnvColor] type = EnvColor trigger1 = numhelper trigger1 = helper(247), var(1)=1 value = 255,255,255 time = 1 under = 1 ignorehitpause = 1 persistent = 1 [State 220, Explod] type = Explod triggerall = var(1) = 3 triggerall = animelemtime(10) < 0 trigger1 = numhelper trigger1 = helper(247), var(1)=1 anim = 3103 pos = 13,-73 random = 10, 10 postype = p2 bindtime = 1 removetime = -2 sprpriority = 4 ownpal = 1 removeongethit = 0 ignorehitpause = 1 persistent = 1 [State 220, Explod] type = Explod triggerall = var(1) = 3 triggerall = animelemtime(10) > 0 && animelemtime(13) < 0 trigger1 = numhelper trigger1 = helper(247), var(1)=1 anim = 3103 pos = 13,-100 random = 10, 10 postype = p2 ;p2,front,back,left,right bindtime = 1 removetime = -2 sprpriority = 4 ownpal = 1 removeongethit = 0 ignorehitpause = 1 persistent = 1 [State 1011, 0] type = PosSet trigger1 = !time y = 0 [State 1030, 1] type = StateTypeSet trigger1 = animelem = 11 statetype = A [State 280, go] type = VelSet trigger1 = animelem = 11 x = 4.1406097412109375 ;3.428955078125 y = -9 [State 1030, 1] type = Velmul trigger1 = animelemtime(11) > 0 x= 0.8281280517690588 [State 1030, 1] type = VelAdd trigger1 = animelemtime(11) > 0 Y = 0.5 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 9 attr = S, HA damage = floor(200*ifelse(var(56),1.25,1)),20 animtype = Hard air.animtype = Back ground.type = high guardflag = M hitflag = MAF priority = 5, Hit sparkno = s17001+(var(31)*10000) sparkxy = -15, -73 hitsound = s3+(var(32)*2),9 guardsound = s3+(var(32)*2), 13-(var(32)) guard.sparkno = s17501+(var(31)*10000) pausetime = 45,45 guard.pausetime = 45,45 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 28 ground.velocity = 0 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 getpower = 0,0 givepower = 16,16 air.fall = 1 fall.recover = 1 fall.recovertime = 120 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 persistent = 0 envshake.time = 20 envshake.freq = 180 envshake.ampl = -6 [State 230, 1] type = HitDef trigger1 = animelem = 11 trigger2 = animelem = 12 attr = A, HA damage = floor(100*ifelse(var(56),1.25,1)),10 animtype = Hard air.animtype = Back ground.type = Low guardflag = M hitflag = MAF priority = 5, Hit sparkno = s17002+(var(31)*10001) sparkxy = -15, -100 hitsound = s2,6 guardsound = s3+(var(32)*2), 13-(var(32)) guard.sparkno = s17501+(var(31)*10000) pausetime = 30,30 guard.pausetime = 12,11 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 28 ground.velocity = -11.1796875 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 air.juggle = 0 getpower = 0,0 givepower = 16,16 air.fall = 1 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 p2stateno = 6200 yaccel = .5 persistent = 0 envshake.time = 20 envshake.freq = 180 envshake.ampl = -6 [State 1000, 7] type = ChangeState Triggerall = animelemtime(11) > 0 trigger1 = Vel Y + Pos Y >= 0 value = 3101 ;Shin! Chou Upper DM [Statedef 3105] type = S movetype= A physics = N juggle = 0 velset = 0,0 poweradd= ifelse(var(51),0,-1000) ctrl = 0 anim = 3100 sprpriority = 2 [State 200, snd] type=playsnd trigger1= animelem=6 value=1000,8 [State 200, snd] type=playsnd trigger1= animelem=1 value=200,19 channel=0 [State 200, snd] type=playsnd trigger1= animelem=6 value=200,22 channel=0 [State 1000, VarAdd] type = PowerAdd triggerall = !time triggerall = !var(51) trigger1 = prevstateno = [1000,1999] value = -1000 persistent = 0 ignorehitpause = 1 [State 300, End MAXMODE] type = VarSet trigger1 = !time var(51) = 0 ignorehitpause = 1 [State -2, PalFX] type = PalFX triggerall = var(31) = 0 trigger1 = prevstateno = [1000,1500] trigger1 = time < 17 time = 1 add = 220,0,10;255,255,255 sinadd = 0,0,0 invertall = 0 color = 256 ignorehitpause = 1 persistent = 2 [State -2, PalFX] type = PalFX triggerall = var(31) = 1 trigger1 = prevstateno = [1000,1500] trigger1 = time < 17 time = 1 add = 255,255,255 sinadd = 0,0,0 invertall = 0 color = 256 ignorehitpause = 1 persistent = 2 [State 1000: Helper] type = Helper triggerall = var(31) = 0 trigger1 = !numhelper(40000) trigger1 = prevstateno = [1000,1500] helpertype = Normal name = "SuperCancel" id = 40000 pos = 0, 0 ;50 postype = left facing = 1 stateno = 40000 keyctrl = 0 ownpal = 1 ontop = 1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 ignorehitpause = 1 persistent = 0 [State 2000, 0] type = NotHitBy trigger1 = (animelemno(0) = [1, 2]) value = SCA [State 2000, VarSet] type = VarSet trigger1 = time = 0 ;Superpause tick error fix. var(6) = 29 [State 2010, AssertSpecial] type = AssertSpecial trigger1 = time = [1,28] flag = noBG flag2 = noFG [State 13000, EnvColor] type = EnvColor trigger1 = !time value = 255,255,255 time = 4 under = 1 ignorehitpause = 1 persistent = 0 [State 2010, Pause] Type = SuperPause Trigger1 = time = 1 Time = 33 movetime = 33 anim = -1 sound = s3+(var(32)*2),10 Pos = 14, -88 Darken = 0 UnHittAble = 1 poweradd =0 p2defmul = 1 [State 6001, pause] type = Explod trigger1 = time = 0 anim = 15200-(var(31)*200) pos = 0,-40 postype = p1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 supermove = 1 removetime = 28 sprpriority = -2 ownpal = 1 [State 6001, pause] type = Explod trigger1 = time = 0 anim = 15201-(var(31)*200) pos = 0,-40 postype = p1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 supermove = 1 removetime = 28 sprpriority = 4 ownpal = 1 [State 2000, 0] type = NotHitBy trigger1 = animelem = 1 value = sca [State 2000, 0] type = NotHitBy trigger1 = (animelemno(0) = [3,5]) value = , NA, SA, HA, NP, SP, HP [State 1030, 1] type = StateTypeSet trigger1 = animelem = 6 statetype = A [State 280, go] type = VelSet trigger1 = animelem = 6 x = 4.1406097412109375 ;3.428955078125 y = -9 [State 1030, 1] type = Velmul trigger1 = animelemtime(6) > 0 x= 0.8281280517690588 [State 1030, 1] type = VelAdd trigger1 = animelemtime(6) > 0 Y = 0.5 [State 13000, EnvColor] type = EnvColor trigger1 = numhelper trigger1 = helper(247), var(1)=1 value = 255,255,255 time = 1 under = 1 ignorehitpause = 1 persistent = 1 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 5 attr = S, HA damage = floor(40*ifelse(var(56),1.25,1)),10 animtype = Hard air.animtype = Back ground.type = low guardflag = M hitflag = MAF priority = 5, Hit sparkno = s17001+(var(31)*10000) sparkxy = -15, -90 hitsound = s3+(var(32)*2),9 guardsound = s3+(var(32)*2), 13-(var(32)) guard.sparkno = s17501+(var(31)*10000) pausetime = 45,45 air.pausetime = 45,38 guard.pausetime = 45,45 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 28 ground.velocity = 0 air.type = High air.velocity = -4.5,-8.5 air.hittime = 13 getpower = 0,0 givepower = 16,16 air.fall = 1 fall.recover = 1 fall.recovertime = 120 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 persistent = 0 envshake.time = 20 envshake.freq = 180 envshake.ampl = -6 snap = 30 id = 3100 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 6 trigger2 = animelem = 7 attr = A, HA damage = floor(20*ifelse(var(56),1.25,1)),10 animtype = Hard air.animtype = Back ground.type = low guardflag = M hitflag = MAF priority = 5, Hit sparkno = s17001+(var(31)*10000) sparkxy = -15, -100 hitsound = s3+(var(32)*2),3 guardsound = s3+(var(32)*2), 13-(var(32)) guard.sparkno = s17501+(var(31)*10000) pausetime = 12,13 guard.pausetime = 12,11 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 28 ground.velocity = -11.1796875 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 getpower = 0,0 givepower = 16,16 fall = 1 fall.recover = 1 fall.recovertime = 120 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 [State 1000, 7] type = ChangeState Triggerall = animelemtime(6) > 0 trigger1 = Vel Y + Pos Y >= 0 value = 3101 [State 1000, 7] type = ChangeState triggerall = movecontact trigger1 = numtarget(3100) = 1 value = 3106 ignorehitpause = 0 ;CHOU UPPER!! [Statedef 3106] type = S movetype= A physics = N juggle = 10 ctrl = 0 anim = 3102 poweradd= 0 sprpriority = 2 facep2 = 1 velset = 0,0 [State 200, snd] type=playsnd trigger1= animelem=7 value=200,20 channel=0 [State 200, snd] type=playsnd trigger1= animelem=11 value=200,21 channel=0 [State 13000, EnvColor] type = EnvColor trigger1 = numhelper trigger1 = helper(247), var(1)=1 value = 255,255,255 time = 1 under = 1 ignorehitpause = 1 persistent = 1 [State 220, Explod] type = Explod triggerall = var(1) = 3 triggerall = animelemtime(10) < 0 trigger1 = numhelper trigger1 = helper(247), var(1)=1 anim = 3103 pos = 13,-73 random = 10, 10 postype = p2 bindtime = 1 removetime = -2 sprpriority = 4 ownpal = 1 removeongethit = 0 ignorehitpause = 1 persistent = 1 [State 220, Explod] type = Explod triggerall = var(1) = 3 triggerall = animelemtime(10) > 0 && animelemtime(13) < 0 trigger1 = numhelper trigger1 = helper(247), var(1)=1 anim = 3103 pos = 13,-100 random = 10, 10 postype = p2 ;p2,front,back,left,right bindtime = 1 removetime = -2 sprpriority = 4 ownpal = 1 removeongethit = 0 ignorehitpause = 1 persistent = 1 [State 1011, 0] type = PosSet trigger1 = !time y = 0 [State 1030, 1] type = StateTypeSet trigger1 = animelem = 11 statetype = A [State 280, go] type = VelSet trigger1 = animelem = 11 x = 4.1406097412109375 ;3.428955078125 y = -9 [State 1030, 1] type = Velmul trigger1 = animelemtime(11) > 0 x= 0.8281280517690588 [State 1030, 1] type = VelAdd trigger1 = animelemtime(11) > 0 Y = 0.5 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 9 attr = S, HA damage = floor(100*ifelse(var(56),1.25,1)),20 animtype = Hard air.animtype = Back ground.type = high guardflag = M hitflag = MAF priority = 5, Hit sparkno = s17001+(var(31)*10000) sparkxy = -15, -73 hitsound = s3+(var(32)*2),9 guardsound = s3+(var(32)*2), 13-(var(32)) guard.sparkno = s17501+(var(31)*10000) pausetime = 45,45 guard.pausetime = 45,45 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 28 ground.velocity = 0 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 getpower = 0,0 givepower = 16,16 air.fall = 1 fall.recover = 1 fall.recovertime = 120 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 persistent = 0 envshake.time = 20 envshake.freq = 180 envshake.ampl = -6 [State 230, 1] type = HitDef trigger1 = animelem = 11 trigger2 = animelem = 12 attr = A, HA damage = floor(50*ifelse(var(56),1.25,1)),10 animtype = Hard air.animtype = Back ground.type = Low guardflag = M hitflag = MAF priority = 5, Hit sparkno = s17002+(var(31)*10001) sparkxy = -15, -100 hitsound = s2,6 guardsound = s3+(var(32)*2), 13-(var(32)) guard.sparkno = s17501+(var(31)*10000) pausetime = 30,30 guard.pausetime = 12,11 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 28 ground.velocity = -11.1796875 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 air.juggle = 0 getpower = 0,0 givepower = 16,16 air.fall = 1 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 p2stateno = 6200 yaccel = .5 persistent = 0 envshake.time = 20 envshake.freq = 180 envshake.ampl = -6 [State 1000, 7] type = ChangeState Triggerall = animelemtime(11) > 0 trigger1 = Vel Y + Pos Y >= 0 value = 3101 ;Hien Hou'ou Kyaku [Statedef 3010] type = S movetype= A physics = N juggle = 0 velset = 0,0 poweradd = ifelse(var(51),0,-1000) ctrl = 0 anim = 3010 sprpriority = 2 [State 200, snd] type=playsnd trigger1= animelem=5 value = 1000,6 [State 200, snd] type=playsnd trigger1= animelem=2 value=200,18 channel=0 [State 1000, VarAdd] type = PowerAdd triggerall = !time triggerall = !var(51) trigger1 = prevstateno = [1000,1999] value = -1000 persistent = 0 ignorehitpause = 1 [State 300, End MAXMODE] type = VarSet trigger1 = !time var(51) = 0 ignorehitpause = 1 [State -2, PalFX] type = PalFX triggerall = var(31) = 0 trigger1 = prevstateno = [1000,1500] trigger1 = time < 17 time = 1 add = 220,0,10;255,255,255 sinadd = 0,0,0 invertall = 0 color = 256 ignorehitpause = 1 persistent = 2 [State -2, PalFX] type = PalFX triggerall = var(31) = 1 trigger1 = prevstateno = [1000,1500] trigger1 = time < 17 time = 1 add = 255,255,255 sinadd = 0,0,0 invertall = 0 color = 256 ignorehitpause = 1 persistent = 2 [State 1000: Helper] type = Helper triggerall = var(31) = 0 trigger1 = !numhelper(40000) trigger1 = prevstateno = [1000,1500] helpertype = Normal name = "SuperCancel" id = 40000 pos = 0, 0 ;50 postype = left facing = 1 stateno = 40000 keyctrl = 0 ownpal = 1 ontop = 1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 ignorehitpause = 1 persistent = 0 [State 2000, 0] type = NotHitBy trigger1 = (animelemno(0) = [1, 2]) value = SCA [State 2000, VarSet] type = VarSet trigger1 = time = 0 ;Superpause tick error fix. var(6) = 29 [State 2010, AssertSpecial] type = AssertSpecial trigger1 = time = [1,28] flag = noBG flag2 = noFG [State 13000, EnvColor] type = EnvColor trigger1 = !time value = 255,255,255 time = 4 under = 1 ignorehitpause = 1 persistent = 0 [State 2010, Pause] Type = SuperPause Trigger1 = time = 1 Time = 33 movetime = 33 anim = -1 sound = s3+(var(32)*2),10 Pos = 14, -88 Darken = 0 UnHittAble = 1 poweradd = 0 p2defmul = 1 [State 6001, pause] type = Explod trigger1 = time = 0 anim = 15200-(var(31)*200) pos = 12,-71 postype = p1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 supermove = 1 removetime = 28 sprpriority = -2 ownpal = 1 [State 6001, pause] type = Explod trigger1 = time = 0 anim = 15201-(var(31)*200) pos = 12,-71 postype = p1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 supermove = 1 removetime = 28 sprpriority = 4 ownpal = 1 [State 2000, 0] type = NotHitBy trigger1 = animelem = 1 value = sca [State 1011, 0] type = velset trigger1 = animelem = 5 x = 8 [State 1011, 0] type = velset trigger1 = animelem = 12 x = 12.3665771484375 [State 1011, 0] type = velset trigger1 = animelemtime(12) = 2 x = 6.783309936523438 [State 1011, 0] type = velmul trigger1 = animelemtime(12) > 2 x = 0.920821233109362 [State 1011, 0] type = velset trigger1 = AnimTime = 0 x = 0 [State 2010, 1] type = hitdef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = time = 0 attr = S, HA animtype = hard damage = 10, 0 ground.hittime = 30 guardflag = M hitflag = MAF priority = 4, Hit pausetime = 6,13 sparkno = s17002+(var(31)*10001) sparkxy = -10, -62 hitsound = s3+(var(32)*2),3 guardsound = s3+(var(32)*2), 12 guard.sparkno = s17502+(var(31)*10000) guard.sparkxy = 0, -61 ground.velocity = 0 yaccel = .5 p1stateno = 3115 p2facing = 1 getpower = 0,0 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 snap = 60 id=3110 kill = 0 [State 1001, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [State 1000, 7] type = ChangeState trigger1 = moveguarded value = 3111 ignorehitpause = 1 ;Hien Hou'ou Kyaku LDM [Statedef 3030] type = A movetype= A physics = N juggle = 0 velset = 0,0 poweradd = ifelse(var(51),-1000,-3000) ctrl = 0 anim = 3030 sprpriority = 2 [State 1000, VarAdd] type = PowerAdd triggerall = !time triggerall = !var(51) trigger1 = prevstateno = [1000,1999] value = -1000 persistent = 0 ignorehitpause = 1 [State 300, End MAXMODE] type = VarSet trigger1 = !time var(51) = 0 ignorehitpause = 1 [State -2, PalFX] type = PalFX triggerall = var(31) = 0 trigger1 = prevstateno = [1000,1500] trigger1 = time < 17 time = 1 add = 220,0,10;255,255,255 sinadd = 0,0,0 invertall = 0 color = 256 ignorehitpause = 1 persistent = 2 [State -2, PalFX] type = PalFX triggerall = var(31) = 1 trigger1 = prevstateno = [1000,1500] trigger1 = time < 17 time = 1 add = 255,255,255 sinadd = 0,0,0 invertall = 0 color = 256 ignorehitpause = 1 persistent = 2 [State 1000: Helper] type = Helper triggerall = var(31) = 0 trigger1 = !numhelper(40000) trigger1 = prevstateno = [1000,1500] helpertype = Normal name = "SuperCancel" id = 40000 pos = 0, 0 ;50 postype = left facing = 1 stateno = 40000 keyctrl = 0 ownpal = 1 ontop = 1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 ignorehitpause = 1 persistent = 0 [State 2000, 0] type = NotHitBy trigger1 = animelem = 1 value = SCA [State 2000, VarSet] type = VarSet trigger1 = time = 0 ;Superpause tick error fix. var(6) = 29 [State 2010, AssertSpecial] type = AssertSpecial trigger1 = time = [1,28] flag = noBG flag2 = noFG [State 13000, EnvColor] type = EnvColor trigger1 = !time value = 255,255,255 time = 4 under = 1 ignorehitpause = 1 persistent = 0 [State 2010, Pause] Type = SuperPause Trigger1 = time = 1 Time = 33 movetime = 33 anim = -1 sound = s3,11+(var(32)*6) Pos = 0, -88 Darken = 0 UnHittAble = 1 poweradd = 0 p2defmul = 1 [State 6001, pause] type = Explod trigger1 = time = 0 anim = 15300-(var(31)*200) pos = -1,-75 postype = p1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 supermove = 1 removetime = 28 sprpriority = -2 ownpal = 1 [State 6001, pause] type = Explod trigger1 = time = 0 anim = 15301-(var(31)*200) pos = -1,-75 postype = p1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 supermove = 1 removetime = 28 sprpriority = 4 ownpal = 1 [State 2000, 0] type = NotHitBy trigger1 = animelem = 1 value = sca [State 13000, EnvColor] type = EnvColor trigger1 = numhelper trigger1 = helper(247), var(1)=1 value = 255,255,255 time = 1 under = 1 ignorehitpause = 1 persistent = 1 [State 1011, 0] type = velset trigger1 = animelem = 2 x = 7 y = 7 [State 2010, 1] type = hitdef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = time = 0 attr = S, HA animtype = hard damage = 10, 0 ground.hittime = 30 guardflag = M hitflag = MAF priority = 4, Hit pausetime = 0,13 sparkno = s17002+(var(31)*10001) sparkxy = -10, -62 hitsound = s3+(var(32)*2),3 guardsound = s3+(var(32)*2), 12 guard.sparkno = s17502+(var(31)*10000) guard.sparkxy = 0, -61 ground.velocity = 0 yaccel = .5 p1stateno = 3035 p2facing = 1 getpower = 0,0 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 snap = 60 id=3030 kill = 0 [State 1000, 7] type = ChangeState Triggerall = animelemtime(2) > 0 trigger1 = Vel Y + Pos Y >= 0 value = 3031 [StateDef 3031] type = s MoveType = A physics = N VelSet = 15, 0 Anim = 3031 SprPriority = 2 hitdefpersist = 1 ctrl=0 [State 1011, 0] type = velset trigger1 = animelemtime(1) = 2 x = 6.783309936523438 [State 1011, 0] type = velmul trigger1 = animelemtime(1) > 2 x = 0.920821233109362 [State 1011, 0] type = velset trigger1 = AnimTime = 0 x = 0 [State 1011, 0] type = PosSet trigger1 = !time y = 0 [State 1011, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [StateDef 3035] type = s MoveType = A physics = N VelSet = 0, 0 Anim = 3035 SprPriority = 2 ctrl=0 [State 2000, 0] type = NotHitBy trigger1 = 1 value = SCA [State 801, fat] type = Width trigger1 = 1 edge = 60 [State 1040, go] type = VelSet trigger1 = animelem = 2 y = -0.5625 [State 3020, bind] type = TargetBind trigger1 = animelemtime(1) >= 0 && animelemtime(3) < 0 ID = 3030 pos = 40, 20 ignorehitpause = 1 [State 801, fly p2] type = TargetState triggerall = numenemy trigger1 = numtarget(3030) = 1 && (enemynear,stateno!=[120,155]) trigger1 = !time value = 4103 ignorehitpause = 1 ID = 3030 [State 0, Explod] type = Explod trigger1 = animelem = 3 trigger2 = animelem = 6 trigger3 = animelem = 9 trigger4 = animelem = 12 trigger5 = animelem = 15 trigger6 = animelem = 18 trigger7 = animelem = 21 trigger8 = animelem = 24 trigger9 = animelem = 27 anim = 17002+(var(31)*10001) pos = 68,-26 postype = p1 ;p2,front,back,left,right sprpriority = 3 [State 801, fly p2] type = TargetState trigger1 = animelem = 3 trigger2 = animelem = 6 trigger3 = animelem = 9 trigger4 = animelem = 12 trigger5 = animelem = 15 trigger6 = animelem = 18 trigger7 = animelem = 21 trigger8 = animelem = 24 trigger9 = animelem = 27 value = 4104 ignorehitpause = 1 ID = 3030 [State 5100, 10] type = PlaySnd trigger1 = animelem = 3 trigger2 = animelem = 6 trigger3 = animelem = 9 trigger4 = animelem = 12 trigger5 = animelem = 15 trigger6 = animelem = 18 trigger7 = animelem = 21 trigger8 = animelem = 24 trigger9 = animelem = 27 value = 3+(var(32)*2),3 channel = 4 [State 1201, HitAdd] type = TargetLifeAdd trigger1 = animelem = 3 trigger2 = animelem = 6 trigger3 = animelem = 9 trigger4 = animelem = 12 trigger5 = animelem = 15 trigger6 = animelem = 18 trigger7 = animelem = 21 trigger8 = animelem = 24 trigger9 = animelem = 27 value = ifelse(enemynear,gethitvar(hitcount)<3,-40,-20) kill = 0 ID = 3030 [State 1201, HitAdd] type = HitAdd trigger1 = animelem = 3 trigger2 = animelem = 6 trigger3 = animelem = 9 trigger4 = animelem = 12 trigger5 = animelem = 15 trigger6 = animelem = 18 trigger7 = animelem = 21 trigger8 = animelem = 24 trigger9 = animelem = 27 value = 1 [State 1000, 1] type = Posfreeze trigger1 = animelemno(0) = [35,41] value = 1 [State 1000, 1] type = velset trigger1 = animelem = 31 y = -9.258789 x = -2.5 [State 1000, 1] type = veladd trigger1 = animelemtime(31) > 0 && animelemtime(35) < 0 y = .49414 [State 1000, 1] type = velset trigger1 = animelem = 35 y = 0 [State 5030, 1] type = Gravity trigger1 = animelem = 41, > 0 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 30 attr = S, HA damage = 40 animtype = Hard air.animtype = back guardflag = M hitflag = MA priority = 4, Hit pausetime = 12, 12 sparkno = s17001+(var(31)*10001) sparkxy = -50, -21 hitsound = s3+(var(32)*2),3 guardsound = s3+(var(32)*2),13-(var(32));s2, 6 guard.sparkno = s17501+(var(31)*10000) ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = 3,-12 guard.velocity = -14.90625 air.type = High air.velocity = 3,-12 air.hittime = 13 air.juggle = 0 getpower = 0,0 givepower = 16,16 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 fall = 1 fall.recover = 0 kill = 0 [State 200, snd] type=playsnd trigger1= animelem=34 value=200,28 channel=0 [State 1000: Helper] type = Helper trigger1 = animelemtime(36) = 2 helpertype = Normal name = "effect" id = 1090 pos = 0, 0 ;50 postype = p1 facing = 1 stateno = 1095 keyctrl = 0 ownpal = 1 [State 255, 1] type = HitDef trigger1 = animelem = 37 attr = S, HA animtype = diagup damage = 20, 5 guardflag = H hitflag = MAF hitsound = s3+(var(32)*2),9 guardsound = s3+(var(32)*2), 12 sparkno = s17002+(var(31)*10001) sparkxy = -35, -35 guard.sparkno = s17502+(var(31)*10000) guard.sparkxy = 0, -81 attr = S, SA priority = 5, Hit pausetime = 10,12 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 24 ground.velocity = 0,0 guard.velocity = -11.1796875 air.type = High air.velocity = -17,9 air.hittime = 2 air.juggle = 0 getpower = 0,0 givepower = 16,16 p2stateno = 1251 id = 1007 air.fall = 1 air.fall.recover = 0 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 fall.xvelocity = -2 fall.yvelocity = -6 fall.envshake.time = 14 fall.envshake.freq = 180 fall.envshake.ampl = -4 [State 300, Land] type = PlaySnd trigger1 = P2Stateno = 1253 && P2MoveType = H trigger2 = P2Stateno = 1355 && P2MoveType = H value = 2+(var(32)*10),9 persistent = 0 [State 3303, Explod] type = Explod trigger1 = P2Stateno = 1253 && P2MoveType = H trigger2 = P2Stateno = 1355 && P2MoveType = H anim = 12001+(var(31)*10000) pos = 0,0 id = 12001 postype = p2 ;p2,front,back,left,right sprpriority = 2 ownpal = 1 persistent = 0 [State 3303, Explod] type = Explod trigger1 = P2Stateno = 1253 && P2MoveType = H trigger2 = P2Stateno = 1355 && P2MoveType = H anim = 12002+(var(31)*10000) pos = 0,0 id = 12001 postype = p2 ;p2,front,back,left,right sprpriority = 0 ownpal = 1 persistent = 0 [State 1000, 7] type = ChangeState Triggerall = animelemtime(41) > 0 trigger1 = Vel Y + Pos Y >= 0 value = 3112 ;Hien Hou'ou Kyaku [Statedef 3110] type = S movetype= A physics = N juggle = 0 velset = 0,0 poweradd = ifelse(var(51),0,-1000) ctrl = 0 anim = 3110 sprpriority = 2 [State 200, snd] type=playsnd trigger1= animelem=7 value = 1000,6 [State 200, snd] type=playsnd trigger1= animelem=2 value=200,18 channel=0 [State 1000, VarAdd] type = PowerAdd triggerall = !time triggerall = !var(51) trigger1 = prevstateno = [1000,1999] value = -1000 persistent = 0 ignorehitpause = 1 [State 300, End MAXMODE] type = VarSet trigger1 = !time var(51) = 0 ignorehitpause = 1 [State -2, PalFX] type = PalFX triggerall = var(31) = 0 trigger1 = prevstateno = [1000,1500] trigger1 = time < 17 time = 1 add = 220,0,10;255,255,255 sinadd = 0,0,0 invertall = 0 color = 256 ignorehitpause = 1 persistent = 2 [State -2, PalFX] type = PalFX triggerall = var(31) = 1 trigger1 = prevstateno = [1000,1500] trigger1 = time < 17 time = 1 add = 255,255,255 sinadd = 0,0,0 invertall = 0 color = 256 ignorehitpause = 1 persistent = 2 [State 1000: Helper] type = Helper triggerall = var(31) = 0 trigger1 = !numhelper(40000) trigger1 = prevstateno = [1000,1500] helpertype = Normal name = "SuperCancel" id = 40000 pos = 0, 0 ;50 postype = left facing = 1 stateno = 40000 keyctrl = 0 ownpal = 1 ontop = 1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 ignorehitpause = 1 persistent = 0 [State 2000, 0] type = NotHitBy trigger1 = (animelemno(0) = [1, 2]) value = SCA [State 2000, VarSet] type = VarSet trigger1 = time = 0 ;Superpause tick error fix. var(6) = 29 [State 2010, AssertSpecial] type = AssertSpecial trigger1 = time = [1,28] flag = noBG flag2 = noFG [State 13000, EnvColor] type = EnvColor trigger1 = !time value = 255,255,255 time = 4 under = 1 ignorehitpause = 1 persistent = 0 [State 2010, Pause] Type = SuperPause Trigger1 = time = 1 Time = 33 movetime = 33 anim = -1 sound = s3+(var(32)*2),10 Pos = 14, -88 Darken = 0 UnHittAble = 1 poweradd = 0 p2defmul = 1 [State 6001, pause] type = Explod trigger1 = time = 0 anim = 15200-(var(31)*200) pos = 12,-71 postype = p1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 supermove = 1 removetime = 28 sprpriority = -2 ownpal = 1 [State 6001, pause] type = Explod trigger1 = time = 0 anim = 15201-(var(31)*200) pos = 12,-71 postype = p1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 supermove = 1 removetime = 28 sprpriority = 4 ownpal = 1 [State 2000, 0] type = NotHitBy trigger1 = animelem = 1 value = sca [State 1011, 0] type = velset trigger1 = animelem = 7 x = 8 [State 1011, 0] type = velset trigger1 = animelem = 13 x = 12.3665771484375 [State 1011, 0] type = velset trigger1 = animelemtime(13) = 2 x = 6.783309936523438 [State 1011, 0] type = velmul trigger1 = animelemtime(13) > 2 x = 0.920821233109362 [State 1011, 0] type = velset trigger1 = AnimTime = 0 x = 0 [State 2010, 1] type = hitdef triggerall = var(1) = 3 || var(1) = 6 triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = time = 0 attr = S, HA animtype = hard damage = 10, 0 ground.hittime = 30 guardflag = M hitflag = MAF priority = 4, Hit pausetime = 6,13 sparkno = s17002+(var(31)*10001) sparkxy = -10, -62 hitsound = s3+(var(32)*2),3 guardsound = s3+(var(32)*2), 12 guard.sparkno = s17502+(var(31)*10000) guard.sparkxy = 0, -61 ground.velocity = 0 yaccel = .5 p1stateno = 3115 p2facing = 1 getpower = 0,0 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 snap = 60 id=3110 kill = 0 [State 2010, 1] type = hitdef triggerall = var(1) = 1 || var(1) = 2 triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = time = 0 attr = S, HA animtype = hard damage = 10, 0 ground.hittime = 30 guardflag = M hitflag = MAF priority = 4, Hit pausetime = 6,13 sparkno = s17002+(var(31)*10001) sparkxy = -10, -62 hitsound = s3+(var(32)*2),3 guardsound = s3+(var(32)*2), 12 guard.sparkno = s17502+(var(31)*10000) guard.sparkxy = 0, -61 ground.velocity = 0 yaccel = .5 p1stateno = 3215 p2facing = 1 getpower = 0,0 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 snap = 60 id=3210 kill = 0 [State 1001, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [State 1000, 7] type = ChangeState trigger1 = moveguarded value = 3111 ignorehitpause = 1 ;Guard Attack [Statedef 3111] type = S movetype= A physics = N velset = 0,0 ctrl = 0 anim = ifelse(var(1)=4,3011,3111) poweradd= 0 sprpriority = 2 juggle =10 [State 1040, go] type = StateTypeSet trigger1 = animelem = 4 statetype = A [State 1040, go] type = VelSet trigger1 = animelem = 4 y = -8 [State 1040, go] type = VelAdd trigger1 = animelemtime(4) > 0 y = 0.5 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 4 trigger2 = animelem = 6 trigger3 = animelem = 8 attr = S, HA damage = floor(10*ifelse(var(56),1.25,1)),10 animtype = Hard air.animtype = Back ground.type = low guardflag = M hitflag = MAF priority = 5, Hit sparkno = s17002+(var(31)*10001) sparkxy = -15, -70 hitsound = s3+(var(32)*2),3 guardsound = s3+(var(32)*2), 13-(var(32)) guard.sparkno = s17502+(var(31)*10000) pausetime = 3,13 guard.pausetime = 3,11 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 28 ground.velocity = -11.1796875 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 getpower = 94,94 givepower = 16,16 air.fall = 1 fall.recover = 1 fall.recovertime = 120 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 [State 1040, go] type = Velset trigger1 = animelem = 5 x = -2.5 [State 2000, 0] type = NotHitBy trigger1 = (animelemno(0) = [1, 7]) value = , NA, SA, HA, NP, SP, HP [State 210, 7] type = ChangeState Triggerall = animelemtime(6) > 0 trigger1 = Vel Y + Pos Y >= 0 value = 3112 [StateDef 3112] type = s MoveType = I VelSet = 0, 0 Anim = ifelse(prevstateno=3111,3112,3115) SprPriority = 2 ctrl=0 [State 1011, 0] type = PosSet trigger1 = !time y = 0 [State 1011, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [StateDef 3113] type = s MoveType = I VelSet = 0, 0 Anim = 3015 SprPriority = 2 ctrl=0 [State 1011, 0] type = PosSet trigger1 = !time y = 0 [State 1011, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [StateDef 3115] type = s MoveType = A physics = N VelSet = 0, 0 Anim = ifelse((var(1)=4||(var(1)=5||var(1)=7)),3013,3113) SprPriority = 2 ctrl=0 [State 2000, 0] type = NotHitBy trigger1 = 1 value = SCA [State 801, fat] type = Width trigger1 = 1 edge = 60 [State 1040, go] type = VelSet trigger1 = animelem = 4 y = -0.5625 [State 3020, bind] type = TargetBind trigger1 = animelemtime(1) >= 0 && animelemtime(4) < 0 ID = 3110 pos = 50, 0 ignorehitpause = 1 [State 801, fly p2] type = TargetState triggerall = numenemy trigger1 = numtarget(3110) = 1 && (enemynear,stateno!=[120,155]) trigger1 = !time value = 4101 ignorehitpause = 1 ID = 3110 [State 0, Explod] type = Explod trigger1 = animelem = 2 trigger2 = animelem = 4 trigger3 = animelem = 7 trigger4 = animelem = 10 trigger5 = animelem = 13 trigger6 = animelem = 16 trigger7 = animelem = 19 trigger8 = animelem = 22 trigger9 = animelem = 25 trigger10 = animelem = 28 anim = 17002+(var(31)*10001) pos = 68,-26 postype = p1 ;p2,front,back,left,right sprpriority = 3 [State 801, fly p2] type = TargetState trigger1 = animelem = 2 trigger2 = animelem = 4 trigger3 = animelem = 7 trigger4 = animelem = 10 trigger5 = animelem = 13 trigger6 = animelem = 16 trigger7 = animelem = 19 value = 4101 ignorehitpause = 1 ID = 3110 [State 801, fly p2] type = TargetState trigger1 = animelem = 22 trigger2 = animelem = 25 trigger3 = animelem = 28 value = 4100 ignorehitpause = 1 ID = 3110 [State 5100, 10] type = PlaySnd trigger1 = animelem = 2 trigger2 = animelem = 4 trigger3 = animelem = 7 trigger4 = animelem = 10 trigger5 = animelem = 13 trigger6 = animelem = 16 trigger7 = animelem = 19 trigger8 = animelem = 22 trigger9 = animelem = 25 trigger10 = animelem = 28 value = 3+(var(32)*2),3 channel = 4 [State 1201, HitAdd] type = TargetLifeAdd trigger1 = animelem = 2 trigger2 = animelem = 4 trigger3 = animelem = 7 trigger4 = animelem = 10 trigger5 = animelem = 13 trigger6 = animelem = 16 trigger7 = animelem = 19 trigger8 = animelem = 22 trigger9 = animelem = 25 trigger10 = animelem = 28 value = ifelse(enemynear,gethitvar(hitcount)<3,-10,-10) kill = 0 ID = 3110 [State 1201, HitAdd] type = HitAdd trigger1 = animelem = 2 trigger2 = animelem = 4 trigger3 = animelem = 7 trigger4 = animelem = 10 trigger5 = animelem = 13 trigger6 = animelem = 16 trigger7 = animelem = 19 trigger8 = animelem = 22 trigger9 = animelem = 25 trigger10 = animelem = 28 value = 1 [State 1001, end] type = ChangeState triggerall = var(1) = 7 trigger1 = AnimTime = 0 value = 3016 [State 1001, end] type = ChangeState triggerall = var(1) != 7 trigger1 = AnimTime = 0 value = 3116 [StateDef 3215] type = s MoveType = A physics = N VelSet = 0, 0 Anim = 3125 SprPriority = 2 ctrl=0 [State 1011, 0] type = PosSet trigger1 = !time y = 0 [State 2000, 0] type = NotHitBy trigger1 = 1 value = SCA [State 801, fat] type = Width trigger1 = 1 edge = 60 [State 1040, go] type = VelSet trigger1 = animelem = 3 y = -0.5625 [State 3020, bind] type = TargetBind trigger1 = animelemtime(1) >= 0 && animelemtime(3) < 0 ID = 3210 pos = 40, 0 ignorehitpause = 1 [State 801, fly p2] type = TargetState triggerall = numenemy trigger1 = numtarget(3120) = 1 && (enemynear,stateno!=[120,155]) trigger1 = !time value = 4100 ignorehitpause = 1 ID = 3210 [State 801, fly p2] type = TargetState trigger1 = animelemtime(1) = 2 trigger2 = animelem = 6 trigger3 = animelem = 8 trigger4 = animelem = 10 trigger5 = animelem = 12 trigger6 = animelem = 14 trigger7 = animelem = 16 value = 4101 ignorehitpause = 1 ID = 3210 [State 801, fly p2] type = TargetState trigger1 = animelem = 18 trigger2 = animelem = 20 trigger3 = animelem = 22 trigger4 = animelem = 24 trigger5 = animelem = 26 trigger6 = animelem = 28 value = 4100 ignorehitpause = 1 ID = 3210 [State 0, Explod] type = Explod trigger1 = animelem = 1 trigger2 = animelem = 2 trigger3 = animelem = 6 trigger4 = animelem = 8 trigger5 = animelem = 10 trigger6 = animelem = 12 trigger7 = animelem = 14 trigger8 = animelem = 16 trigger9 = animelem = 18 trigger10 = animelem = 20 trigger11 = animelem = 22 trigger12 = animelem = 24 trigger13 = animelem = 26 trigger14 = animelem = 28 anim = 17002+(var(31)*10001) pos = 50,-26 postype = p1 ;p2,front,back,left,right sprpriority = 3 [State 5100, 10] type = PlaySnd trigger1 = animelem = 1 trigger2 = animelem = 2 trigger3 = animelem = 6 trigger4 = animelem = 8 trigger5 = animelem = 10 trigger6 = animelem = 12 trigger7 = animelem = 14 trigger8 = animelem = 16 trigger9 = animelem = 18 trigger10 = animelem = 20 trigger11 = animelem = 22 trigger12 = animelem = 24 trigger13 = animelem = 26 trigger14 = animelem = 28 value = 3+(var(32)*2),3 channel = 4 [State 1201, HitAdd] type = TargetLifeAdd trigger1 = animelem = 1 trigger2 = animelem = 2 trigger3 = animelem = 6 trigger4 = animelem = 8 trigger5 = animelem = 10 trigger6 = animelem = 12 trigger7 = animelem = 14 trigger8 = animelem = 16 trigger9 = animelem = 18 trigger10 = animelem = 20 trigger11 = animelem = 22 trigger12 = animelem = 24 trigger13 = animelem = 26 trigger14 = animelem = 28 value = ifelse(enemynear,gethitvar(hitcount)<3,-10,-6) kill = 0 ID = 3210 [State 1201, HitAdd] type = HitAdd trigger1 = animelem = 1 trigger2 = animelem = 2 trigger3 = animelem = 6 trigger4 = animelem = 8 trigger5 = animelem = 10 trigger6 = animelem = 12 trigger7 = animelem = 14 trigger8 = animelem = 16 trigger9 = animelem = 18 trigger10 = animelem = 20 trigger11 = animelem = 22 trigger12 = animelem = 24 trigger13 = animelem = 26 trigger14 = animelem = 28 value = 1 [State 1001, end] type = ChangeState trigger1 = AnimTime = 0 value = 3116 ;Straight Kick Finish [Statedef 3016] type = A movetype= A physics = N juggle = 10 velset = 0,0 ctrl = 0 anim = 3016 poweradd= 0 sprpriority = 2 facep2 = 1 [State 1040, go] type = VelSet trigger1 = animelem = 3 y = -8 [State 1040, go] type = VelAdd trigger1 = animelemtime(3) > 0 y = 0.5 [State 1040, go] type = Velset trigger1 = animelem = 3 x = -5.5 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 2 attr = S, HA damage = 99 animtype = UP air.animtype = UP guardflag = M hitflag = MAF priority = 4, Hit pausetime = 30,30 sparkno = s17002+(var(31)*10001) sparkxy = -10, -60 hitsound = s2,13 guardsound = s3+(var(32)*2),13-(var(32));s2, 6 guard.sparkno = s17501+(var(31)*10000) ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -4.5,-6.5 guard.velocity = -14.90625 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 air.juggle = 0 getpower = 0,0 givepower = 16,16 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 fall = 1 fall.recover = 0 envshake.time = 20 envshake.freq = 180 envshake.ampl = -6 [State 240, 10] type = ChangeState Triggerall = animelemtime(6) > 0 trigger1 = Vel Y + Pos Y >= 0 value = 3113 ;Flip Kick Finish [Statedef 3116] type = A movetype= A physics = N juggle = 10 velset = 0,0 ctrl = 0 anim = 3114 poweradd= 0 sprpriority = 2 facep2 = 1 [State 1040, go] type = VelSet trigger1 = animelem = 3 y = -8 [State 1040, go] type = VelAdd trigger1 = animelemtime(3) > 0 y = 0.5 [State 1040, go] type = Velset trigger1 = animelem = 3 x = -2.5 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 2 attr = S, HA damage = 99 animtype = UP air.animtype = UP guardflag = M hitflag = MAF priority = 4, Hit pausetime = 12, 12 sparkno = s17002+(var(31)*10001) sparkxy = -10, -60 hitsound = s3+(var(32)*2),9 guardsound = s3+(var(32)*2),13-(var(32));s2, 6 guard.sparkno = s17501+(var(31)*10000) ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -4.5,-6.5 guard.velocity = -14.90625 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 air.juggle = 0 getpower = 0,0 givepower = 16,16 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 fall = 1 fall.recover = 0 [State 240, 10] type = ChangeState Triggerall = animelemtime(6) > 0 trigger1 = Vel Y + Pos Y >= 0 value = 3112 ;--------------------------------------------------------------------------- ;"Ee!" Hien Hou'ou Kyaku [Statedef 3120] type = S movetype= A physics = N juggle = 0 velset = 0,0 poweradd = ifelse(var(51),-1000,-3000) ctrl = 0 anim = 3120 sprpriority = 2 [State 200, snd] type=playsnd trigger1= animelem=6 value=200,18 channel=0 [State 1000, VarAdd] type = PowerAdd triggerall = !time triggerall = !var(51) trigger1 = prevstateno = [1000,1999] value = -1000 persistent = 0 ignorehitpause = 1 [State 300, End MAXMODE] type = VarSet trigger1 = !time var(51) = 0 ignorehitpause = 1 [State 2000, 0] type = NotHitBy trigger1 = 1 value = SCA [State -2, Helper] type = Helper triggerall = !numhelper(40001) trigger1 = animelem = 7 helpertype = normal name = "HSDM" ID = 40001 stateno = 40001 pos = 160,120 postype = left ;p2,front,back,left,right facing = 1 keyctrl = 0 ownpal = 0 supermovetime = 999999999999 pausemovetime = 999999999999 ignorehitpause = 1 [State -2, Helper] type = Helper triggerall = !numhelper(40003) trigger1 = time = 21 helpertype = normal name = "H.Port" ID = 40003 stateno = 40003 pos = 160,120 postype = left ;p2,front,back,left,right facing = 1 keyctrl = 0 ownpal = 0 supermovetime = 999999999999 pausemovetime = 999999999999 ignorehitpause = 1 [State 2000, VarSet] type = VarSet trigger1 = animelem = 4 var(6) = 29 [State 2010, AssertSpecial] type = AssertSpecial trigger1 = animelemno(0) = [4,6] flag = noBG flag2 = noFG [State 13000, EnvColor] type = EnvColor trigger1 = time = 15 value = 255,255,255 time = 4 under = 1 ignorehitpause = 1 persistent = 0 [State 2010, Pause] Type = SuperPause Trigger1 = time = 15 Time = 33 movetime = 33 anim = -1 sound = s3,11+(var(32)*4) Pos = 14, -88 Darken = 0 UnHittAble = 1 poweradd =0 p2defmul = 1 [State 6001, pause] type = Explod trigger1 = time = 15 anim = 15400+(var(31)*100) pos = 33,-62 postype = p1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 supermove = 1 removetime = 28 sprpriority = -2 ownpal = 1 [State 6001, pause] type = Explod trigger1 = time = 15 anim = 15401+(var(31)*100) pos = 33,-62 postype = p1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 supermove = 1 removetime = 28 sprpriority = 4 ownpal = 1 [State 200, snd] type=playsnd trigger1= animelem=11 value = 1000,6 [State 1011, 0] type = velset trigger1 = animelem = 11 x = 15 y = -3 [State 1011, 0] type = veladd trigger1 = animelemtime(11) > 0 y = 0.4375 [State 1011, 0] type = velmul trigger1 = animelemtime(11) > 0 x = 1 [State 2010, 1] type = hitdef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = time = 0 attr = S, HA animtype = hard damage = 10, 0 ground.hittime = 30 guardflag = M hitflag = MAF priority = 4, Hit pausetime = 12,13 sparkno = s17002+(var(31)*10001) sparkxy = -10, -62 hitsound = s3+(var(32)*2),3 guardsound = s3+(var(32)*2), 12 guard.sparkno = s17502+(var(31)*10000) guard.sparkxy = 0, -61 ground.velocity = 0 yaccel = .5 p1stateno = 3125 p2facing = 1 getpower = 0,0 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 id=3120 kill = 0 [State 1000, 7] type = ChangeState Trigger1 = animelemtime(11) > 0 trigger1 = Vel Y + Pos Y >= 0 trigger2 = moveguarded value = 3121 ignorehitpause = 1 [StateDef 3121] type = s MoveType = A physics = N VelSet = 15, 0 Anim = 3121 SprPriority = 2 hitdefpersist = 1 ctrl=0 [State 1011, 0] type = velset trigger1 = animelemtime(1) = 2 x = 6.783309936523438 [State 1011, 0] type = velmul trigger1 = animelemtime(1) > 2 x = 0.920821233109362 [State 1011, 0] type = velset trigger1 = AnimTime = 0 x = 0 [State 1011, 0] type = PosSet trigger1 = !time y = 0 [State 1011, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [StateDef 3125] type = s MoveType = A physics = N VelSet = 0, 0 Anim = 3125 SprPriority = 2 ctrl=0 [State 1011, 0] type = PosSet trigger1 = !time y = 0 [State 2000, 0] type = NotHitBy trigger1 = 1 value = SCA [State 801, fat] type = Width trigger1 = 1 edge = 60 [State 1040, go] type = VelSet trigger1 = animelem = 3 y = -0.5625 [State 3020, bind] type = TargetBind trigger1 = animelemtime(1) >= 0 && animelemtime(3) < 0 ID = 3120 pos = 40, 0 ignorehitpause = 1 [State 801, fly p2] type = TargetState triggerall = numenemy trigger1 = numtarget(3120) = 1 && (enemynear,stateno!=[120,155]) trigger1 = !time value = 4100 ignorehitpause = 1 ID = 3120 [State 801, fly p2] type = TargetState trigger1 = animelemtime(1) = 2 trigger2 = animelem = 6 trigger3 = animelem = 8 trigger4 = animelem = 10 trigger5 = animelem = 12 trigger6 = animelem = 14 trigger7 = animelem = 16 value = 4101 ignorehitpause = 1 ID = 3120 [State 801, fly p2] type = TargetState trigger1 = animelem = 18 trigger2 = animelem = 20 trigger3 = animelem = 22 trigger4 = animelem = 24 trigger5 = animelem = 26 trigger6 = animelem = 28 value = 4100 ignorehitpause = 1 ID = 3120 [State 0, Explod] type = Explod trigger1 = animelem = 1 trigger2 = animelem = 2 trigger3 = animelem = 6 trigger4 = animelem = 8 trigger5 = animelem = 10 trigger6 = animelem = 12 trigger7 = animelem = 14 trigger8 = animelem = 16 trigger9 = animelem = 18 trigger10 = animelem = 20 trigger11 = animelem = 22 trigger12 = animelem = 24 trigger13 = animelem = 26 trigger14 = animelem = 28 anim = 17002+(var(31)*10001) pos = 50,-26 postype = p1 ;p2,front,back,left,right sprpriority = 3 [State 5100, 10] type = PlaySnd trigger1 = animelem = 1 trigger2 = animelem = 2 trigger3 = animelem = 6 trigger4 = animelem = 8 trigger5 = animelem = 10 trigger6 = animelem = 12 trigger7 = animelem = 14 trigger8 = animelem = 16 trigger9 = animelem = 18 trigger10 = animelem = 20 trigger11 = animelem = 22 trigger12 = animelem = 24 trigger13 = animelem = 26 trigger14 = animelem = 28 value = 3+(var(32)*2),3 channel = 4 [State 1201, HitAdd] type = TargetLifeAdd trigger1 = animelem = 1 trigger2 = animelem = 2 trigger3 = animelem = 6 trigger4 = animelem = 8 trigger5 = animelem = 10 trigger6 = animelem = 12 trigger7 = animelem = 14 trigger8 = animelem = 16 trigger9 = animelem = 18 trigger10 = animelem = 20 trigger11 = animelem = 22 trigger12 = animelem = 24 trigger13 = animelem = 26 trigger14 = animelem = 28 value = ifelse(enemynear,gethitvar(hitcount)<3,-25,-10) kill = 0 ID = 3120 [State 1201, HitAdd] type = HitAdd trigger1 = animelem = 1 trigger2 = animelem = 2 trigger3 = animelem = 6 trigger4 = animelem = 8 trigger5 = animelem = 10 trigger6 = animelem = 12 trigger7 = animelem = 14 trigger8 = animelem = 16 trigger9 = animelem = 18 trigger10 = animelem = 20 trigger11 = animelem = 22 trigger12 = animelem = 24 trigger13 = animelem = 26 trigger14 = animelem = 28 value = 1 [State 1001, end] type = ChangeState trigger1 = AnimTime = 0 value = 3126 ;Flip Kick Finish [Statedef 3126] type = A movetype= A physics = N juggle = 10 velset = 0,0 ctrl = 0 anim = 3114 poweradd= 0 sprpriority = 2 facep2 = 1 [State 1040, go] type = VelSet trigger1 = animelem = 3 y = -8 [State 1040, go] type = VelAdd trigger1 = animelemtime(3) > 0 y = 0.5 [State 1040, go] type = Velset trigger1 = animelem = 3 x = -2.5 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 2 attr = S, HA damage = 99 animtype = UP air.animtype = UP guardflag = M hitflag = MAF priority = 4, Hit pausetime = 12, 12 sparkno = s17002+(var(31)*10001) sparkxy = -10, -60 hitsound = s3+(var(32)*2),9 guardsound = s3+(var(32)*2),13-(var(32));s2, 6 guard.sparkno = s17501+(var(31)*10000) ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -4.5,-6.5 guard.velocity = -14.90625 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 air.juggle = 0 getpower = 0,0 givepower = 16,16 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 fall = 1 fall.recover = 0 [State 240, 10] type = ChangeState Triggerall = animelemtime(6) > 0 trigger1 = Vel Y + Pos Y >= 0 value = 3112 ;Ryoko Ranbu [Statedef 3130] type = S movetype= A physics = N juggle = 0 velset = 0,0 poweradd = ifelse(var(51),-1000,-3000) ctrl = 0 anim = 3130 sprpriority = 2 [State 200, snd] type=playsnd trigger1= animelem=1 value=200,23 channel=0 [State 1000, VarSet] type = VarSet trigger1 = !time trigger1 = (Command = "hold_x") && (Command = "hold_y") var(4) = 0 [State 1000, VarSet] type = VarSet triggerall = var(4) = 0 trigger1 = time > 0 trigger1 = (Command = "hold_x") || (Command = "hold_y") var(4) = 0 [State 1000, VarSet] type = VarSet trigger1 = time > 0 trigger1 = (Command != "hold_x") || (Command != "hold_y") var(4) = 1 [State 1000, VarAdd] type = PowerAdd triggerall = !time triggerall = !var(51) trigger1 = prevstateno = [1000,1999] value = -1000 persistent = 0 ignorehitpause = 1 [State 300, End MAXMODE] type = VarSet trigger1 = !time var(51) = 0 ignorehitpause = 1 [State 2000, 0] type = NotHitBy trigger1 = (animelemno(0) = [1,5]) value = SCA [State 2000, 0] type = NotHitBy trigger1 = (animelemno(0) = [6,10]) value = , NA, SA, HA, NP, SP, HP [State -2, Helper] type = Helper triggerall = !numhelper(40001) trigger1 = animelem = 7 helpertype = normal name = "HSDM" ID = 40001 stateno = 40001 pos = 160,120 postype = left ;p2,front,back,left,right facing = 1 keyctrl = 0 ownpal = 0 supermovetime = 999999999999 pausemovetime = 999999999999 ignorehitpause = 1 [State -2, Helper] type = Helper triggerall = !numhelper(40003) trigger1 = time = 21 helpertype = normal name = "H.Port" ID = 40003 stateno = 40003 pos = 160,120 postype = left ;p2,front,back,left,right facing = 1 keyctrl = 0 ownpal = 0 supermovetime = 999999999999 pausemovetime = 999999999999 ignorehitpause = 1 [State 2000, VarSet] type = VarSet trigger1 = animelem = 4 var(6) = 29 [State 2010, AssertSpecial] type = AssertSpecial trigger1 = time = [10,38] flag = noBG flag2 = noFG [State 13000, EnvColor] type = EnvColor trigger1 = time = 10 value = 255,255,255 time = 4 under = 1 ignorehitpause = 1 persistent = 0 [State 2010, Pause] Type = SuperPause Trigger1 = time = 10 Time = 28 movetime = 28 anim = -1 sound = s3,11+(var(32)*4) Pos = 14, -88 Darken = 0 UnHittAble = 1 poweradd =0 p2defmul = 1 [State 6001, pause] type = Explod trigger1 = time = 10 anim = 15400+(var(31)*100) pos = 33,-62 postype = p1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 supermove = 1 removetime = 28 sprpriority = -2 ownpal = 1 [State 6001, pause] type = Explod trigger1 = time = 10 anim = 15401+(var(31)*100) pos = 33,-62 postype = p1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 supermove = 1 removetime = 28 sprpriority = 4 ownpal = 1 [State 1000, 7] type = ChangeState Triggerall = animelemtime(5) > 29 trigger1 = animtime = 0 trigger2 = var(4) > 0 value = 3131 ignorehitpause = 1 [Statedef 3131] type = S movetype= A physics = N juggle = 10 ctrl = 0 anim = 3131 poweradd= 109 sprpriority = 2 velset = 0, 0 [State 200, snd] type=playsnd trigger1= animelem=4 value = 1000,6 [State -2, Killers] type = varSet trigger1 = numtarget(860) = 1 var(16) = 60 ignorehitpause = 1 [State 1011, 0] type = velset trigger1 = animelem = 4 x = 10 [State 1011, 0] type = velset trigger1 = animelem = 8 x = 8.54156494140625 [State 1011, 0] type = velmul trigger1 = animelemtime(8) > 1 x = 0.8541569902461681 [State 1011, 0] type = velset trigger1 = AnimTime = 0 x = 0 [State 2010, 1] type = hitdef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = time = 0 attr = S, HA animtype = hard damage = 0, 0 ground.hittime = 30 guardflag = M hitflag = MAF priority = 4, Hit pausetime = 12,13 sparkno = s17002+(var(31)*10001) sparkxy = -10, -62 hitsound = s3+(var(32)*2),3 guardsound = s3+(var(32)*2), 12 guard.sparkno = s17502+(var(31)*10000) guard.sparkxy = 0, -61 ground.velocity = 0 yaccel = .5 p1stateno = 3135 p2facing = 1 getpower = 0,0 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 id=3130 kill = 0 [State 1000, 7] type = ChangeState trigger1 = moveguarded value = 3132 ignorehitpause = 1 [State 1011, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [StateDef 3132] type = s MoveType = A physics = N VelSet = 15, 0 Anim = 3134 SprPriority = 2 hitdefpersist = 1 ctrl=0 [State 1011, 0] type = velset trigger1 = animelemtime(1) = 2 x = 6.783309936523438 [State 1011, 0] type = velmul trigger1 = animelemtime(1) > 2 x = 0.920821233109362 [State 1011, 0] type = velset trigger1 = AnimTime = 0 x = 0 [State 1011, 0] type = PosSet trigger1 = !time y = 0 [State 1011, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [StateDef 3135] type = s MoveType = A physics = N VelSet = 1, 0 Anim = 3132 SprPriority = 2 ctrl=0 [State 200, snd] type=playsnd trigger1= animelem=4 value=200,24 channel=0 [State 1011, 0] type = PosSet trigger1 = !time y = 0 [State 2000, 0] type = NotHitBy trigger1 = 1 value = SCA [State 801, fat] type = Width trigger1 = animelemtime(1) >= 0 && animelemtime(50) < 0 trigger2 = animelemtime(53) >= 0 && animelemtime(114) < 0 edge = 64 [State 801, fat] type = posadd trigger1 = animelem = 50 x = 20 [State 3020, bind] type = TargetBind trigger1 = animelemtime(1) >= 0 && animelemtime(50) < 0 trigger2 = animelemtime(53) >= 0 && animelemtime(114) < 0 ID = 3130 pos = 64, 0 ignorehitpause = 1 [State 801, fly p2] type = TargetState triggerall = numenemy trigger1 = numtarget(3130) = 1 && (enemynear,stateno!=[120,155]) trigger1 = !time value = 4100 ignorehitpause = 1 ID = 3130 [State 801, low] type = TargetState trigger1 = animelem = 16 trigger2 = animelem = 23 trigger3 = animelem = 50 trigger4 = animelem = 60 value = 4101 ignorehitpause = 1 ID = 3130 [State 801, high] type = TargetState trigger1 = animelem = 4 trigger2 = animelem = 6 trigger3 = animelem = 8 trigger4 = animelem = 11 trigger5 = animelem = 23 trigger6 = animelem = 26 trigger7 = animelem = 30 trigger8 = animelem = 40 trigger9 = animelem = 57 trigger10 = animelem = 64 trigger11 = animelem = 68 trigger12 = animelem = 78 trigger13 = animelem = 95 trigger14 = animelem = 112 trigger15 = animelem = 113 value = 4100 ignorehitpause = 1 ID = 3130 [State 0, Explod] type = Explod trigger1 = animelem = 4 trigger2 = animelem = 6 trigger3 = animelem = 8 trigger4 = animelem = 11 trigger5 = animelem = 16 trigger6 = animelem = 20 trigger7 = animelem = 23 trigger8 = animelem = 26 trigger9 = animelem = 30 trigger10 = animelem = 40 trigger11 = animelem = 50 trigger12 = animelem = 57 trigger13 = animelem = 60 trigger14 = animelem = 64 trigger15 = animelem = 68 trigger16 = animelem = 78 trigger17 = animelem = 95 trigger18 = animelem = 112 trigger19 = animelem = 113 anim = 17002+(var(31)*10001) pos = 50,-56 postype = p1 ;p2,front,back,left,right sprpriority = 3 [State 5100, 10] type = PlaySnd trigger1 = animelem = 4 trigger2 = animelem = 6 trigger3 = animelem = 8 trigger4 = animelem = 23 trigger5 = animelem = 26 trigger6 = animelem = 30 trigger7 = animelem = 57 trigger8 = animelem = 64 trigger9 = animelem = 68 value = 3+(var(32)*2),3 channel = 4 [State 5100, 10] type = PlaySnd trigger1 = animelem = 11 trigger2 = animelem = 16 trigger3 = animelem = 20 trigger4 = animelem = 40 trigger5 = animelem = 50 trigger6 = animelem = 60 trigger7 = animelem = 78 trigger8 = animelem = 95 value = 3+(var(32)*2),7 channel = 4 [State 5100, 10] type = PlaySnd trigger1 = animelem = 112 trigger2 = animelem = 113 value = 2,13 [State 13000, EnvColor] type = EnvColor trigger1 = animelem = 4 trigger2 = animelem = 6 trigger3 = animelem = 8 trigger4 = animelem = 11 trigger5 = animelem = 16 trigger6 = animelem = 20 trigger7 = animelem = 23 trigger8 = animelem = 26 trigger9 = animelem = 30 trigger10 = animelem = 40 trigger11 = animelem = 50 trigger12 = animelem = 57 trigger13 = animelem = 60 trigger14 = animelem = 64 trigger15 = animelem = 68 trigger16 = animelem = 78 trigger17 = animelem = 95 trigger18 = animelem = 112 trigger19 = animelem = 113 value = 255,255,255 time = 1 under = 1 ignorehitpause = 1 persistent = 1 [State 1201, HitAdd] type = TargetLifeAdd trigger1 = animelem = 4 trigger2 = animelem = 6 trigger3 = animelem = 8 trigger4 = animelem = 11 trigger5 = animelem = 16 trigger6 = animelem = 20 trigger7 = animelem = 23 trigger8 = animelem = 26 trigger9 = animelem = 30 trigger10 = animelem = 40 trigger11 = animelem = 50 trigger12 = animelem = 57 trigger13 = animelem = 60 trigger14 = animelem = 64 trigger15 = animelem = 68 trigger16 = animelem = 78 trigger17 = animelem = 95 trigger18 = animelem = 112 trigger19 = animelem = 114 value = ifelse(enemynear,gethitvar(hitcount)<3,-10,-5) kill = 0 ID = 3130 [State 1201, HitAdd] type = HitAdd trigger1 = animelem = 4 trigger2 = animelem = 6 trigger3 = animelem = 8 trigger4 = animelem = 11 trigger5 = animelem = 16 trigger6 = animelem = 20 trigger7 = animelem = 23 trigger8 = animelem = 26 trigger9 = animelem = 30 trigger10 = animelem = 40 trigger11 = animelem = 50 trigger12 = animelem = 57 trigger13 = animelem = 60 trigger14 = animelem = 64 trigger15 = animelem = 68 trigger16 = animelem = 78 trigger17 = animelem = 95 trigger18 = animelem = 112 trigger19 = animelem = 113 value = 1 [State 1030, 1] type = StateTypeSet trigger1 = animelem = 114 statetype = A [State 280, go] type = VelSet trigger1 = animelem = 114 x = 2.25 ;1.2767791748046875 y = -7.25 [State 1030, 1] type = Velmul trigger1 = animelemtime(114) > 0 x= 1 [State 1030, 1] type = VelAdd trigger1 = animelemtime(114) > 0 Y = 0.5 [State 1001, end] type = ChangeState triggerall = animelemtime(114) > 0 trigger1 = Vel Y + Pos Y >= 0 value = 3136 ctrl = 1 ;CHESTO! [Statedef 3136] type = S movetype= A physics = N juggle = 10 ctrl = 0 anim = 3133 poweradd= 0 sprpriority = 2 facep2 = 1 velset = 0,0 [State 200, snd] type=playsnd trigger1= animelem=4 value=200,25 channel=0 [State 200, snd] type=playsnd trigger1= animelem=13 value=200,26 channel=0 [State 200, snd] type=playsnd trigger1= animelem=15 value=200,27 channel=0 [State 13000, EnvColor] type = EnvColor trigger1 = numhelper trigger1 = helper(247), var(1)=1 value = 255,255,255 time = 1 under = 1 ignorehitpause = 1 persistent = 1 [State 220, Explod] type = Explod triggerall = animelemtime(6) < 0 trigger1 = numhelper trigger1 = helper(247), var(1)=1 anim = 3103 pos = 13,-90 random = 10, 10 postype = p2 bindtime = 1 removetime = -2 sprpriority = 4 ownpal = 1 removeongethit = 0 ignorehitpause = 1 persistent = 1 [State 220, Explod] type = Explod triggerall = animelemtime(6) > 0 && animelemtime(15) < 0 trigger1 = numhelper trigger1 = helper(247), var(1)=1 anim = 3103 pos = 13,-73 random = 10, 10 postype = p2 bindtime = 1 removetime = -2 sprpriority = 4 ownpal = 1 removeongethit = 0 ignorehitpause = 1 persistent = 1 [State 220, Explod] type = Explod triggerall = animelemtime(15) > 0 && animelemtime(17) < 0 trigger1 = numhelper trigger1 = helper(247), var(1)=1 anim = 3103 pos = 13,-100 random = 10, 10 postype = p2 ;p2,front,back,left,right bindtime = 1 removetime = -2 sprpriority = 4 ownpal = 1 removeongethit = 0 ignorehitpause = 1 persistent = 1 [State 1011, 0] type = PosSet trigger1 = !time y = 0 [State 1030, 1] type = StateTypeSet trigger1 = animelem = 16 statetype = A [State 280, go] type = VelSet trigger1 = animelem = 16 x = 4.1406097412109375 ;3.428955078125 y = -9 [State 1030, 1] type = Velmul trigger1 = animelemtime(16) > 0 x= 0.8281280517690588 [State 1030, 1] type = VelAdd trigger1 = animelemtime(16) > 0 Y = 0.5 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 5 attr = S, HA damage = ifelse(enemynear,gethitvar(hitcount)<21||enemynear,movetype!=H ||(enemynear,stateno=[120,155]),30,ifelse(enemynear,gethitvar(hitcount)<22,20,10)),10 animtype = Hard air.animtype = Back ground.type = low guardflag = M hitflag = MAF priority = 5, Hit sparkno = s17002+(var(31)*10001) sparkxy = -15, -70 hitsound = s3+(var(32)*2),9 guardsound = s3+(var(32)*2), 13-(var(32)) guard.sparkno = s17501+(var(31)*10000) pausetime = 45,50 guard.pausetime = 45,50 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 28 ground.velocity = 0 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 getpower = 0,0 givepower = 16,16 air.fall = 1 fall.recover = 1 fall.recovertime = 120 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 envshake.time = 20 envshake.freq = 180 envshake.ampl = -6 kill = 0 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 14 attr = S, HA damage = ifelse(enemynear,gethitvar(hitcount)<22||enemynear,movetype!=H ||(enemynear,stateno=[120,155]),120,ifelse(enemynear,gethitvar(hitcount)<23,70,30)),10 animtype = Hard air.animtype = Back ground.type = high guardflag = M hitflag = MAF priority = 5, Hit sparkno = s17002+(var(31)*10001) sparkxy = -15, -70 hitsound = s3+(var(32)*2),9 guardsound = s3+(var(32)*2), 13-(var(32)) guard.sparkno = s17501+(var(31)*10000) pausetime = 45,50 guard.pausetime = 45,50 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 28 ground.velocity = 0 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 getpower = 0,0 givepower = 16,16 air.fall = 1 fall.recover = 1 fall.recovertime = 120 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 envshake.time = 20 envshake.freq = 180 envshake.ampl = -6 kill = 0 [State 230, 1] type = HitDef trigger1 = animelem = 16 trigger2 = animelem = 17 attr = A, HA damage = ifelse(enemynear,gethitvar(hitcount)<23||enemynear,movetype!=H ||(enemynear,stateno=[120,155]),70,ifelse(enemynear,gethitvar(hitcount)<23,30,10)),10 animtype = Hard air.animtype = Back ground.type = Low guardflag = M hitflag = MAF priority = 5, Hit sparkno = s17002+(var(31)*10001) sparkxy = -15, -70 hitsound = s2,6 guardsound = s3+(var(32)*2), 13-(var(32)) guard.sparkno = s17501+(var(31)*10000) pausetime = 30,30 guard.pausetime = 12,11 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 28 ground.velocity = -11.1796875 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 air.juggle = 0 getpower = 0,0 givepower = 16,16 air.fall = 1 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 p2stateno = 6200 yaccel = .5 persistent = 0 envshake.time = 20 envshake.freq = 180 envshake.ampl = -6 [State 1000, 7] type = ChangeState Triggerall = animelemtime(16) > 0 trigger1 = Vel Y + Pos Y >= 0 value = 3101 [Statedef 3050] type = S movetype= A physics = N juggle = 0 ctrl = 0 anim = ifelse((var(1)=5||var(1)=7),3210,3050) poweradd= ifelse(var(51),0,-1000) sprpriority = 2 velset=0,0 facep2 = 1 [State 200, snd] type=playsnd trigger1= animelem=1 value=200,29 channel=0 [State 1000, VarAdd] type = PowerAdd triggerall = !time triggerall = !var(51) trigger1 = prevstateno = [1000,1999] value = -1000 persistent = 0 ignorehitpause = 1 [State 300, End MAXMODE] type = VarSet trigger1 = !time var(51) = 0 ignorehitpause = 1 [State 1000, VarSet] type = VarSet trigger1 = !time v = 15 value = ifelse(command = "x",4,16) [State 1000: Helper] type = Helper trigger1 = animelemtime(8) = 1 helpertype = Normal name = "Haoh shokou Ken" id = 13000 pos = 40, 20 ;50 postype = p1 facing = 1 stateno = 13000 keyctrl = 0 ownpal = 1 supermovetime = 0 pausemovetime = 0 [State 2000, VarSet] type = VarSet trigger1 = time = 0 ;Superpause tick error fix. var(6) = 29 [State -2, PalFX] type = PalFX triggerall = var(31) = 1 trigger1 = prevstateno = [1000,1500] trigger1 = time < 17 time = 1 add = 255,255,255 sinadd = 0,0,0 invertall = 0 color = 256 ignorehitpause = 1 persistent = 2 [State 2010, AssertSpecial] type = AssertSpecial trigger1 = time = [1,28] flag = noBG flag2 = noFG [State 13000, EnvColor] type = EnvColor trigger1 = !time value = 255,255,255 time = 4 under = 1 ignorehitpause = 1 persistent = 0 [State 2010, Pause] Type = SuperPause Trigger1 = time = 1 Time = 33 movetime = 33 anim = -1 sound = s3+(var(32)*2),10 Pos = 14, -88 Darken = 0 UnHittAble = 1 p2defmul = 1 [State 6001, pause] type = Explod trigger1 = time = 0 anim = 15200-(var(31)*200) pos = 12,-70 postype = p1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 supermove = 1 removetime = 28 sprpriority = -2 ownpal = 1 [State 6001, pause] type = Explod trigger1 = time = 0 anim = 15201-(var(31)*200) pos = 12,-70 postype = p1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 supermove = 1 removetime = 28 sprpriority = 4 ownpal = 1 [State 2010] type = ChangeState trigger1 = !animtime value = 0 ctrl=1 ;DM Projectile [Statedef 13000] type = A movetype = A physics = N ctrl = 0 velset = parent,var(15), 0 ownpal = 1 sprpriority = 4 juggle = 10 anim = 3052 [State 200, snd] type=playsnd trigger1= animelem=1 value=1000,5 [State 7001, Assert] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 1000, 5] type = Projectile trigger1 = time = 1 ProjAnim = 3054 Projhitanim = -1 ProjStageBound = 40 ProjEdgeBound = 40 ProjHeightBound = -240, 1 ProjID = 3000 projpriority = 5 offset = 0, -10 velocity = parent,var(15) hitflag = MAF attr = S, HP damage = ifelse(enemynear,gethitvar(hitcount)<3||enemynear,movetype!=H ||(enemynear,stateno=[120,155]),250,ifelse(enemynear,gethitvar(hitcount)<4,120,70)),5 animtype = Up guardflag = M pausetime = 0,13 guard.pausetime = 0,2 guardsound = -1 sparkno = -1 sparkxy = -10, -49 guard.sparkno = -1 guard.sparkxy = 0, -49 hitsound = s3+(parent,var(32)*2),9 ground.type = High ground.slidetime = 19 ground.hittime = 19 ground.velocity = -4,-6.5 air.type = High air.velocity = -4,-6.5 air.hittime = 13 air.juggle = parent,var(40)*1000+7 fall = 1 fall.recover = 1 fall.recovertime = 120 getpower = 0,0 givepower = 0,0 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 [State 805, hitspark] type = Explod trigger1 = root,projhittime(3000) = 1 anim = 17002+(parent,var(31)*10001) pos = 35, -80 postype = p1 ontop = 1 ownpal = 1 supermovetime = 999 pausemovetime = 999 [State 805, hitspark] type = Explod trigger1 = root,ProjGuardedTime(3000) = 1 anim = 17502+(parent,var(31)*10000) pos = 35, -80 postype = p1 ontop = 1 ownpal = 1 supermovetime = 999 pausemovetime = 999 [State 1201, PlaySnd] type = PlaySnd trigger1 = root,projguardedtime(3000) = 1 value = 3+(parent,var(32)*2), 12 channel = 4 [State 1000, DestroySelf] type = DestroySelf triggerall = time > 1 trigger1 = FrontEdgeDist <= -40 [State 1000, 4] type = ChangeState triggerall = time > 1 trigger1 = root,NumProjID(3000) = 0 value = 13001 [Statedef 13001] type = S movetype = A physics = N ctrl = 0 velset = 0, 0 ownpal = 1 anim = 3053 sprpriority = 4 [State 7001, Assert] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 10002, DestroySelf] type = DestroySelf trigger1 = animtime = 0 [Statedef 3055] type = S movetype= A physics = N juggle = 0 ctrl = 0 anim = ifelse((var(1)=5||var(1)=7),3210,3050) poweradd = ifelse(var(51),-1000,-3000) sprpriority = 2 velset=0,0 facep2 = 1 [State 200, snd] type=playsnd trigger1= animelem=1 value=200,29 channel=0 [State 1000, VarAdd] type = PowerAdd triggerall = !time triggerall = !var(51) trigger1 = prevstateno = [1000,1999] value = -1000 persistent = 0 ignorehitpause = 1 [State 300, End MAXMODE] type = VarSet trigger1 = !time var(51) = 0 ignorehitpause = 1 [State 1000, VarSet] type = VarSet trigger1 = !time v = 15 value = 16 [State 1000: Helper] type = Helper trigger1 = animelemtime(8) = 1 helpertype = Normal name = "Haoh shokou Ken" id = 13000 pos = 40, 15 ;50 postype = p1 facing = 1 stateno = 13005 keyctrl = 0 ownpal = 1 supermovetime = 0 pausemovetime = 0 [State 2000, VarSet] type = VarSet trigger1 = time = 0 ;Superpause tick error fix. var(6) = 29 [State -2, PalFX] type = PalFX triggerall = var(31) = 1 trigger1 = prevstateno = [1000,1500] trigger1 = time < 17 time = 1 add = 255,255,255 sinadd = 0,0,0 invertall = 0 color = 256 ignorehitpause = 1 persistent = 2 [State 2010, AssertSpecial] type = AssertSpecial trigger1 = time = [1,28] flag = noBG flag2 = noFG [State 13000, EnvColor] type = EnvColor trigger1 = !time value = 255,255,255 time = 4 under = 1 ignorehitpause = 1 persistent = 0 [State 2010, Pause] Type = SuperPause Trigger1 = time = 1 Time = 33 movetime = 33 anim = -1 sound = s3,11+(var(32)*6) Pos = 0, -88 Darken = 0 UnHittAble = 1 poweradd = 0 p2defmul = 1 [State 6001, pause] type = Explod trigger1 = time = 0 anim = 15300-(var(31)*200) pos = 12,-70 postype = p1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 supermove = 1 removetime = 28 sprpriority = -2 ownpal = 1 [State 6001, pause] type = Explod trigger1 = time = 0 anim = 15301-(var(31)*200) pos = 12,-70 postype = p1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 supermove = 1 removetime = 28 sprpriority = 4 ownpal = 1 [State 2010] type = ChangeState trigger1 = !animtime value = 0 ctrl=1 ;SDM Projectile [Statedef 13005] type = A movetype = A physics = N ctrl = 0 velset = parent,var(15), 0 ownpal = 1 sprpriority = 4 anim = 3055 [State 3001, VarSet] type = VarSet trigger1 = var(20) = 4 ignorehitpause = 1 var(20) = 0 [State 3001, VarSet] type = VarSet trigger1 = root,ProjContactTime(3000) = 1 ignorehitpause = 1 var(20) = 1 [State 3001, VarSet] type = VarAdd trigger1 = var(20) ignorehitpause = 1 var(20) = 1 [State 1000, 0] type = PosFreeze trigger1 = var(20) value = 1 ignorehitpause = 1 persistent = 1 [State 200, snd] type=playsnd trigger1= animelem=1 value=1000,5 [State 7001, Assert] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 1000, 5] type = Projectile trigger1 = time = 1 ProjAnim = 3054 Projhitanim = -1 ProjStageBound = 40 ProjEdgeBound = 40 ProjHeightBound = -240, 1 ProjID = 3000 projpriority = 9 projhits = 5 projmisstime = 1 offset = 10, -10 velocity = parent,var(15) hitflag = MAF attr = S, HP damage = 70,5 animtype = Up guardflag = M pausetime = 3,13 guard.pausetime = 0,2 guardsound = -1 sparkno = -1 sparkxy = -10, -49 guard.sparkno = -1 guard.sparkxy = 0, -49 hitsound = -1 ground.type = High ground.slidetime = 19 ground.hittime = 19 ground.velocity = -4,-7.77564102564102564102564102563869 air.type = High air.velocity = -4,-7.77564102564102564102564102563869 air.hittime = 13 air.juggle = parent,var(40)*1000+6 fall = 1 fall.recover = 1 fall.recovertime = 120 getpower = 0,0 givepower = 0,0 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 [State 805, hitspark] type = Explod trigger1 = root,projhittime(3000) = 1 anim = 17002+(parent,var(31)*10001) pos = 35, -80 postype = p1 ontop = 1 ownpal = 1 supermovetime = 999 pausemovetime = 999 [State 805, hitspark] type = Explod trigger1 = root,ProjGuardedTime(3000) = 1 anim = 17502+(parent,var(31)*10000) pos = 35, -80 postype = p1 ontop = 1 ownpal = 1 supermovetime = 999 pausemovetime = 999 [State 1201, PlaySnd] type = PlaySnd trigger1 = root,projguardedtime(3000) = 1 value = 3+(parent,var(32)*2), 12 channel = 4 [State 1201, PlaySnd] type = PlaySnd trigger1 = root,projhittime(3000) = 1 value = 3+(parent,var(32)*2),9 channel = 4 [State 1000, DestroySelf] type = DestroySelf triggerall = time > 1 trigger1 = FrontEdgeDist <= -40 [State 1000, 4] type = ChangeState triggerall = time > 1 trigger1 = root,NumProjID(3000) = 0 value = 13001 [Statedef 13006] type = S movetype = A physics = N ctrl = 0 velset = 0, 0 ownpal = 1 anim = 3053 sprpriority = 4 [State 7001, Assert] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 10002, DestroySelf] type = DestroySelf trigger1 = animtime = 0 ;Hien Hou'ou Kyaku SDM [Statedef 3140] type = S movetype= A physics = N juggle = 0 velset = 0,0 poweradd= ifelse(var(51),-1000,-3000) ctrl = 0 anim = 3110 sprpriority = 2 [State 200, snd] type=playsnd trigger1= animelem=7 value = 1000,6 [State 200, snd] type=playsnd trigger1= animelem=2 value=200,18 channel=0 [State 1000, VarAdd] type = PowerAdd triggerall = !time triggerall = !var(51) trigger1 = prevstateno = [1000,1999] value = -1000 persistent = 0 ignorehitpause = 1 [State 300, End MAXMODE] type = VarSet trigger1 = !time var(51) = 0 ignorehitpause = 1 [State -2, PalFX] type = PalFX triggerall = var(31) = 0 trigger1 = prevstateno = [1000,1500] trigger1 = time < 17 time = 1 add = 220,0,10;255,255,255 sinadd = 0,0,0 invertall = 0 color = 256 ignorehitpause = 1 persistent = 2 [State -2, PalFX] type = PalFX triggerall = var(31) = 1 trigger1 = prevstateno = [1000,1500] trigger1 = time < 17 time = 1 add = 255,255,255 sinadd = 0,0,0 invertall = 0 color = 256 ignorehitpause = 1 persistent = 2 [State 1000: Helper] type = Helper triggerall = var(31) = 0 trigger1 = !numhelper(40000) trigger1 = prevstateno = [1000,1500] helpertype = Normal name = "SuperCancel" id = 40000 pos = 0, 0 ;50 postype = left facing = 1 stateno = 40000 keyctrl = 0 ownpal = 1 ontop = 1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 ignorehitpause = 1 persistent = 0 [State 2000, 0] type = NotHitBy trigger1 = (animelemno(0) = [1, 2]) value = SCA [State 2000, VarSet] type = VarSet trigger1 = time = 0 ;Superpause tick error fix. var(6) = 29 [State 2010, AssertSpecial] type = AssertSpecial trigger1 = time = [1,28] flag = noBG flag2 = noFG [State 13000, EnvColor] type = EnvColor trigger1 = !time value = 255,255,255 time = 4 under = 1 ignorehitpause = 1 persistent = 0 [State 2010, Pause] Type = SuperPause Trigger1 = time = 1 Time = 33 movetime = 33 anim = -1 sound = s3,11+(var(32)*6) Pos = 0, -88 Darken = 0 UnHittAble = 1 poweradd = 0 p2defmul = 1 [State 6001, pause] type = Explod trigger1 = time = 0 anim = 15300-(var(31)*200) pos = 12,-71 postype = p1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 supermove = 1 removetime = 28 sprpriority = -2 ownpal = 1 [State 6001, pause] type = Explod trigger1 = time = 0 anim = 15301-(var(31)*200) pos = 12,-71 postype = p1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 supermove = 1 removetime = 28 sprpriority = 4 ownpal = 1 [State 2000, 0] type = NotHitBy trigger1 = animelem = 1 value = sca [State 1011, 0] type = velset trigger1 = animelem = 7 x = 8 [State 1011, 0] type = velset trigger1 = animelem = 13 x = 12.3665771484375 [State 1011, 0] type = velset trigger1 = animelemtime(13) = 2 x = 6.783309936523438 [State 1011, 0] type = velmul trigger1 = animelemtime(13) > 2 x = 0.920821233109362 [State 1011, 0] type = velset trigger1 = AnimTime = 0 x = 0 [State 2010, 1] type = hitdef triggerall = var(1) = 1 || var(1) = 2 triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = time = 0 attr = S, HA animtype = hard damage = 10, 0 ground.hittime = 30 guardflag = M hitflag = MAF priority = 4, Hit pausetime = 6,13 sparkno = s17002+(var(31)*10001) sparkxy = -10, -62 hitsound = s3+(var(32)*2),3 guardsound = s3+(var(32)*2), 12 guard.sparkno = s17502+(var(31)*10000) guard.sparkxy = 0, -61 ground.velocity = 0 yaccel = .5 p1stateno = 3145 p2facing = 1 getpower = 0,0 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 snap = 60 id=3140 kill = 0 [State 2010, 1] type = hitdef triggerall = var(1) = 6 triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = time = 0 attr = S, HA animtype = hard damage = 10, 0 ground.hittime = 30 guardflag = M hitflag = MAF priority = 4, Hit pausetime = 6,13 sparkno = s17002+(var(31)*10001) sparkxy = -10, -62 hitsound = s3+(var(32)*2),3 guardsound = s3+(var(32)*2), 12 guard.sparkno = s17502+(var(31)*10000) guard.sparkxy = 0, -61 ground.velocity = 0 yaccel = .5 p1stateno = 3148 p2facing = 1 getpower = 0,0 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 snap = 60 id=3140 kill = 0 [State 1001, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [State 1000, 7] type = ChangeState trigger1 = moveguarded value = 3111 ignorehitpause = 1 [StateDef 3145] type = s MoveType = A physics = N VelSet = 0, 0 Anim = 3126 SprPriority = 2 ctrl=0 [State 1011, 0] type = PosSet trigger1 = !time y = 0 [State 2000, 0] type = NotHitBy trigger1 = 1 value = SCA [State 801, fat] type = Width trigger1 = 1 edge = 60 [State 1040, go] type = VelSet trigger1 = animelem = 3 y = -0.5625 [State 3020, bind] type = TargetBind trigger1 = animelemtime(1) >= 0 && animelemtime(3) < 0 ID = 3140 pos = 40, 0 ignorehitpause = 1 [State 801, fly p2] type = TargetState triggerall = numenemy trigger1 = numtarget(3140) = 1 && (enemynear,stateno!=[120,155]) trigger1 = !time value = 4100 ignorehitpause = 1 ID = 3140 [State 801, fly p2] type = TargetState trigger1 = animelemtime(1) = 2 trigger2 = animelem = 6 trigger3 = animelem = 8 trigger4 = animelem = 10 trigger5 = animelem = 12 trigger6 = animelem = 14 trigger7 = animelem = 16 value = 4101 ignorehitpause = 1 ID = 3140 [State 801, fly p2] type = TargetState trigger1 = animelem = 18 trigger2 = animelem = 20 trigger3 = animelem = 22 trigger4 = animelem = 24 trigger5 = animelem = 26 trigger6 = animelem = 28 value = 4100 ignorehitpause = 1 ID = 3140 [State 0, Explod] type = Explod trigger1 = animelem = 1 trigger2 = animelem = 4 trigger3 = animelem = 5 trigger4 = animelem = 6 trigger5 = animelem = 7 trigger6 = animelem = 8 trigger7 = animelem = 9 trigger8 = animelem = 10 trigger9 = animelem = 11 trigger10 = animelem = 12 trigger11 = animelem = 13 trigger12 = animelem = 14 trigger13 = animelem = 15 trigger14 = animelem = 16 trigger15 = animelem = 17 trigger16 = animelem = 18 trigger17 = animelem = 19 trigger18 = animelem = 20 trigger19 = animelem = 21 trigger20 = animelem = 22 trigger21 = animelem = 23 trigger22 = animelem = 24 trigger23 = animelem = 25 anim = 17002+(var(31)*10001) pos = 50,-26 postype = p1 ;p2,front,back,left,right sprpriority = 3 [State 5100, 10] type = PlaySnd trigger1 = animelem = 1 trigger2 = animelem = 4 trigger3 = animelem = 6 trigger4 = animelem = 8 trigger5 = animelem = 10 trigger6 = animelem = 12 trigger7 = animelem = 14 trigger8 = animelem = 16 trigger9 = animelem = 18 trigger10 = animelem = 20 trigger11 = animelem = 22 trigger12 = animelem = 24 value = 3+(var(32)*2),3 channel = 4 [State 1201, HitAdd] type = TargetLifeAdd trigger1 = animelem = 1 trigger2 = animelem = 4 trigger3 = animelem = 5 trigger4 = animelem = 6 trigger5 = animelem = 7 trigger6 = animelem = 8 trigger7 = animelem = 9 trigger8 = animelem = 10 trigger9 = animelem = 11 trigger10 = animelem = 12 trigger11 = animelem = 13 trigger12 = animelem = 14 trigger13 = animelem = 15 trigger14 = animelem = 16 trigger15 = animelem = 17 trigger16 = animelem = 18 trigger17 = animelem = 19 trigger18 = animelem = 20 trigger19 = animelem = 21 trigger20 = animelem = 22 trigger21 = animelem = 23 trigger22 = animelem = 24 trigger23 = animelem = 25 value = ifelse(enemynear,gethitvar(hitcount)<3,-15,-10) kill = 0 ID = 3140 [State 1201, HitAdd] type = HitAdd trigger1 = animelem = 1 trigger2 = animelem = 4 trigger3 = animelem = 5 trigger4 = animelem = 6 trigger5 = animelem = 7 trigger6 = animelem = 8 trigger7 = animelem = 9 trigger8 = animelem = 10 trigger9 = animelem = 11 trigger10 = animelem = 12 trigger11 = animelem = 13 trigger12 = animelem = 14 trigger13 = animelem = 15 trigger14 = animelem = 16 trigger15 = animelem = 17 trigger16 = animelem = 18 trigger17 = animelem = 19 trigger18 = animelem = 20 trigger19 = animelem = 21 trigger20 = animelem = 22 trigger21 = animelem = 23 trigger22 = animelem = 24 trigger23 = animelem = 25 value = 1 [State 1000, 1] type = velset trigger1 = animelem = 27 y = -7.258789 x = 2.5 [State 1000, 1] type = veladd trigger1 = animelemtime(27) > 0 && animelemtime(31) < 0 y = .49414 [State 1000, 1] type = velset trigger1 = animelem = 31 y = 0 [State 5030, 1] type = Gravity trigger1 = animelem = 34, > 0 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 26 attr = S, HA damage = 40 animtype = Hard air.animtype = back guardflag = M hitflag = MA priority = 4, Hit pausetime = 12, 12 sparkno = s17001+(var(31)*10001) sparkxy = -50, -21 hitsound = s3+(var(32)*2),9 guardsound = s3+(var(32)*2),13-(var(32));s2, 6 guard.sparkno = s17501+(var(31)*10000) ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -3,-12 guard.velocity = -14.90625 air.type = High air.velocity = -3,-12 air.hittime = 13 air.juggle = 0 getpower = 0,0 givepower = 16,16 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 fall = 1 fall.recover = 0 kill = 0 [State 255, 1] type = HitDef trigger1 = animelem = 33 attr = S, HA animtype = diagup damage = 20, 5 guardflag = H hitflag = MAF hitsound = s3+(var(32)*2),9 guardsound = s3+(var(32)*2), 12 sparkno = s17002+(var(31)*10001) sparkxy = -35, -35 guard.sparkno = s17502+(var(31)*10000) guard.sparkxy = 0, -81 attr = S, SA priority = 5, Hit pausetime = 27,29 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 24 ground.velocity = 0,0 guard.velocity = -11.1796875 air.type = High air.velocity = -14,9 air.hittime = 2 air.juggle = 0 getpower = 0,0 givepower = 16,16 p2stateno = 1251 id = 1007 air.fall = 1 air.fall.recover = 0 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 fall.xvelocity = -2 fall.yvelocity = -6 fall.envshake.time = 14 fall.envshake.freq = 180 fall.envshake.ampl = -4 envshake.time = 20 envshake.freq = 180 envshake.ampl = -6 [State 300, Land] type = PlaySnd trigger1 = P2Stateno = 1253 && P2MoveType = H trigger2 = P2Stateno = 1355 && P2MoveType = H value = 2+(var(32)*10),9 persistent = 0 [State 3303, Explod] type = Explod trigger1 = P2Stateno = 1253 && P2MoveType = H trigger2 = P2Stateno = 1355 && P2MoveType = H anim = 12001+(var(31)*10000) pos = 0,0 id = 12001 postype = p2 ;p2,front,back,left,right sprpriority = 2 ownpal = 1 persistent = 0 [State 3303, Explod] type = Explod trigger1 = P2Stateno = 1253 && P2MoveType = H trigger2 = P2Stateno = 1355 && P2MoveType = H anim = 12002+(var(31)*10000) pos = 0,0 id = 12001 postype = p2 ;p2,front,back,left,right sprpriority = 0 ownpal = 1 persistent = 0 [State 1000: Helper] type = Helper trigger1 = animelemtime(32) = 2 helpertype = Normal name = "effect" id = 1090 pos = 0, 0 ;50 postype = p1 facing = 1 stateno = 1096 keyctrl = 0 ownpal = 1 [State 240, 10] type = ChangeState Triggerall = animelemtime(34) > 0 trigger1 = Vel Y + Pos Y >= 0 value = 3112 [StateDef 3148] type = s MoveType = A physics = N VelSet = 0, 0 Anim = 3116 SprPriority = 2 juggle = 0 ctrl=0 [State 1011, 0] type = PosSet trigger1 = !time y = 0 [State 2000, 0] type = NotHitBy trigger1 = 1 value = SCA [State 801, fat] type = Width trigger1 = 1 edge = 60 [State 1040, go] type = VelSet trigger1 = animelem = 3 y = -0.5625 [State 3020, bind] type = TargetBind trigger1 = animelemtime(1) >= 0 && animelemtime(3) < 0 ID = 3140 pos = 40, 0 ignorehitpause = 1 [State 801, fly p2] type = TargetState triggerall = numenemy trigger1 = numtarget(3140) = 1 && (enemynear,stateno!=[120,155]) trigger1 = !time value = 4100 ignorehitpause = 1 ID = 3140 [State 801, fly p2] type = TargetState trigger1 = animelemtime(1) = 2 trigger2 = animelem = 6 trigger3 = animelem = 8 trigger4 = animelem = 10 trigger5 = animelem = 12 trigger6 = animelem = 14 trigger7 = animelem = 16 value = 4101 ignorehitpause = 1 ID = 3140 [State 801, fly p2] type = TargetState trigger1 = animelem = 19 trigger2 = animelem = 22 trigger3 = animelem = 25 trigger4 = animelem = 28 trigger5 = animelem = 31 trigger6 = animelem = 34 trigger7 = animelem = 37 trigger8 = animelem = 40 value = 4100 ignorehitpause = 1 ID = 3140 [State 0, Explod] type = Explod trigger1 = animelem = 1 trigger2 = animelem = 4 trigger3 = animelem = 7 trigger4 = animelem = 10 trigger5 = animelem = 13 trigger6 = animelem = 16 trigger7 = animelem = 19 trigger8 = animelem = 22 trigger9 = animelem = 25 trigger10 = animelem = 28 trigger11 = animelem = 31 trigger12 = animelem = 34 trigger13 = animelem = 37 trigger14 = animelem = 40 anim = 17002+(var(31)*10001) pos = 50,-26 postype = p1 ;p2,front,back,left,right sprpriority = 3 [State 5100, 10] type = PlaySnd trigger1 = animelem = 1 trigger2 = animelem = 4 trigger3 = animelem = 7 trigger4 = animelem = 10 trigger5 = animelem = 13 trigger6 = animelem = 16 trigger7 = animelem = 19 trigger8 = animelem = 22 trigger9 = animelem = 25 trigger10 = animelem = 28 trigger11 = animelem = 31 trigger12 = animelem = 34 trigger13 = animelem = 37 trigger14 = animelem = 40 value = 3+(var(32)*2),3 channel = 4 [State 1201, HitAdd] type = TargetLifeAdd trigger1 = animelem = 1 trigger2 = animelem = 4 trigger3 = animelem = 7 trigger4 = animelem = 10 trigger5 = animelem = 13 trigger6 = animelem = 16 trigger7 = animelem = 19 trigger8 = animelem = 22 trigger9 = animelem = 25 trigger10 = animelem = 28 trigger11 = animelem = 31 trigger12 = animelem = 34 trigger13 = animelem = 37 trigger14 = animelem = 40 value = ifelse(enemynear,gethitvar(hitcount)<3,-25,-15) kill = 0 ID = 3140 [State 1201, HitAdd] type = HitAdd trigger1 = animelem = 1 trigger2 = animelem = 4 trigger3 = animelem = 7 trigger4 = animelem = 10 trigger5 = animelem = 13 trigger6 = animelem = 16 trigger7 = animelem = 19 trigger8 = animelem = 22 trigger9 = animelem = 25 trigger10 = animelem = 28 trigger11 = animelem = 31 trigger12 = animelem = 34 trigger13 = animelem = 37 trigger14 = animelem = 40 value = 1 [State 1000, 1] type = velset trigger1 = animelem = 41 y = -7.258789 x = 2.5 [State 1000, 1] type = veladd trigger1 = animelemtime(41) > 0 && animelemtime(46) < 0 y = .49414 [State 1000, 1] type = velset trigger1 = animelem = 46 y = 0 [State 5030, 1] type = Gravity trigger1 = animelem = 49, > 0 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 41 attr = S, HA damage = 40 animtype = Hard air.animtype = back guardflag = M hitflag = MA priority = 4, Hit pausetime = 12, 12 sparkno = s17001+(var(31)*10001) sparkxy = -50, -21 hitsound = s3+(var(32)*2),9 guardsound = s3+(var(32)*2),13-(var(32));s2, 6 guard.sparkno = s17501+(var(31)*10000) ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -3,-12 guard.velocity = -14.90625 air.type = High air.velocity = -3,-12 air.hittime = 13 air.juggle = 0 getpower = 0,0 givepower = 16,16 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 fall = 1 fall.recover = 0 kill = 0 [State 255, 1] type = HitDef trigger1 = animelem = 48 attr = S, HA animtype = diagup damage = 20, 5 guardflag = H hitflag = MAF hitsound = s3+(var(32)*2),9 guardsound = s3+(var(32)*2), 12 sparkno = s17002+(var(31)*10001) sparkxy = -35, -35 guard.sparkno = s17502+(var(31)*10000) guard.sparkxy = 0, -81 attr = S, SA priority = 5, Hit pausetime = 23,29 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 24 ground.velocity = 0,0 guard.velocity = -11.1796875 air.type = High air.velocity = -12,6 air.hittime = 2 air.juggle = 0 getpower = 0,0 givepower = 16,16 p2stateno = 1251 id = 1007 air.fall = 1 air.fall.recover = 0 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 fall.xvelocity = -2 fall.yvelocity = -6 fall.envshake.time = 14 fall.envshake.freq = 180 fall.envshake.ampl = -4 envshake.time = 20 envshake.freq = 180 envshake.ampl = -6 [State 300, Land] type = PlaySnd trigger1 = P2Stateno = 1253 && P2MoveType = H trigger2 = P2Stateno = 1355 && P2MoveType = H value = 2+(var(32)*10),9 persistent = 0 [State 3303, Explod] type = Explod trigger1 = P2Stateno = 1253 && P2MoveType = H trigger2 = P2Stateno = 1355 && P2MoveType = H anim = 12001+(var(31)*10000) pos = 0,0 id = 12001 postype = p2 ;p2,front,back,left,right sprpriority = 2 ownpal = 1 persistent = 0 [State 3303, Explod] type = Explod trigger1 = P2Stateno = 1253 && P2MoveType = H trigger2 = P2Stateno = 1355 && P2MoveType = H anim = 12002+(var(31)*10000) pos = 0,0 id = 12001 postype = p2 ;p2,front,back,left,right sprpriority = 0 ownpal = 1 persistent = 0 [State 1000: Helper] type = Helper trigger1 = animelemtime(47) = 2 helpertype = Normal name = "effect" id = 1090 pos = 0, 0 ;50 postype = p1 facing = 1 stateno = 1096 keyctrl = 0 ownpal = 1 [State 240, 10] type = ChangeState Triggerall = animelemtime(49) > 0 trigger1 = Vel Y + Pos Y >= 0 value = 3149 [StateDef 3149] type = s MoveType = I VelSet = 0, 0 Anim = 3117 SprPriority = 2 ctrl=0 [State 1011, 0] type = nothitby trigger1 = 1 value = sca [State 1011, 0] type = PosSet trigger1 = !time y = 0 [State 1011, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Hien Rekkou [Statedef 3040] type = S movetype= A physics = N juggle = 0 velset = 0,0 poweradd= ifelse(var(51),0,-1000) ctrl = 0 anim = 3040 sprpriority = 2 [State 200, snd] type=playsnd trigger1= animelem=1 value=200,35 channel=0 [State 200, snd] type=playsnd trigger1= animelem=7 trigger2= animelem=15 trigger3= animelem=23 value=200,30 channel=0 [State 1000, VarAdd] type = PowerAdd triggerall = !time triggerall = !var(51) trigger1 = prevstateno = [1000,1999] value = -1000 persistent = 0 ignorehitpause = 1 [State 300, End MAXMODE] type = VarSet trigger1 = !time var(51) = 0 ignorehitpause = 1 [State -2, PalFX] type = PalFX triggerall = var(31) = 0 trigger1 = prevstateno = [1000,1500] trigger1 = time < 17 time = 1 add = 220,0,10;255,255,255 sinadd = 0,0,0 invertall = 0 color = 256 ignorehitpause = 1 persistent = 2 [State -2, PalFX] type = PalFX triggerall = var(31) = 1 trigger1 = prevstateno = [1000,1500] trigger1 = time < 17 time = 1 add = 255,255,255 sinadd = 0,0,0 invertall = 0 color = 256 ignorehitpause = 1 persistent = 2 [State 1000: Helper] type = Helper triggerall = var(31) = 0 trigger1 = !numhelper(40000) trigger1 = prevstateno = [1000,1500] helpertype = Normal name = "SuperCancel" id = 40000 pos = 0, 0 ;50 postype = left facing = 1 stateno = 40000 keyctrl = 0 ownpal = 1 ontop = 1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 ignorehitpause = 1 persistent = 0 [State 2000, 0] type = NotHitBy trigger1 = (animelemno(0) = [1, 2]) value = SCA [State 2000, VarSet] type = VarSet trigger1 = time = 0 ;Superpause tick error fix. var(6) = 29 [State 2010, AssertSpecial] type = AssertSpecial trigger1 = time = [1,28] flag = noBG flag2 = noFG [State 13000, EnvColor] type = EnvColor trigger1 = !time value = 255,255,255 time = 4 under = 1 ignorehitpause = 1 persistent = 0 [State 2010, Pause] Type = SuperPause Trigger1 = time = 1 Time = 33 movetime = 33 anim = -1 sound = s3+(var(32)*2),10 Pos = 0, -40 Darken = 0 UnHittAble = 1 poweradd =0 p2defmul = 1 [State 6001, pause] type = Explod trigger1 = time = 0 anim = 15200-(var(31)*200) Pos = 0, -40 postype = p1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 supermove = 1 removetime = 28 sprpriority = -2 ownpal = 1 [State 6001, pause] type = Explod trigger1 = time = 0 anim = 15201-(var(31)*200) Pos = 0, -40 postype = p1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 supermove = 1 removetime = 28 sprpriority = 4 ownpal = 1 [State 2000, 0] type = NotHitBy trigger1 = animelem = 1 value = sca [State 280, go] type = VelSet trigger1 = animelem = 3 x = 8.203125 [State 280, go] type = VelSet trigger1 = animelemtime(3) = 2 x = 6.40869140625 ;;0.5787430951532431 [State 280, go] type = VelSet trigger1 = animelem = 6 x = 0 [State 1030, 1] type = Velmul trigger1 = animelemtime(3) > 2 && animelemtime(6) < 0 x= 0.78125 ;-block one [State 1030, 1] type = StateTypeSet trigger1 = animelem = 7 statetype = A [State 1030, 1] type = StateTypeSet trigger1 = animelem = 11 statetype = S [State 280, go] type = VelSet trigger1 = animelem = 7 x = 3.5999755859375 y = -4 [State 1030, 1] type = Veladd trigger1 = animelemtime(7) > 0 && animelemtime(11) < 0 y= .375 [State 1030, 1] type = Velmul trigger1 = animelemtime(7) > 0 && animelemtime(11) < 0 x= 0.8999949137024855 [State 280, go] type = VelSet trigger1 = animelem = 11 x = 0 y = 0 [State 1011, 0] type = PosSet trigger1 = animelem = 11 y = 0 ;-block two [State 60, 1] type = posadd trigger1 = Animelem = 14 x = 8 [State 1030, 1] type = StateTypeSet trigger1 = animelem = 15 statetype = A [State 1030, 1] type = StateTypeSet trigger1 = animelem = 19 statetype = S [State 280, go] type = VelSet trigger1 = animelem = 15 x = 3.5999755859375 y = -5 [State 1030, 1] type = Veladd trigger1 = animelemtime(15) > 0 && animelemtime(19) < 0 y= .375 [State 1030, 1] type = Velmul trigger1 = animelemtime(15) > 0 && animelemtime(19) < 0 x= 0.8999949137024855 [State 280, go] type = VelSet trigger1 = animelem = 19 x = 0 y = 0 [State 1011, 0] type = PosSet trigger1 = animelem = 19 y = 0 ;-block three [State 60, 1] type = posadd trigger1 = Animelem = 22 x = 8 [State 1030, 1] type = StateTypeSet trigger1 = animelem = 23 statetype = A [State 280, go] type = VelSet trigger1 = animelem = 23 x = 7.8749542236328125 y = -8.5 [State 1030, 1] type = Veladd trigger1 = animelemtime(23) > 0 y= .375 [State 1030, 1] type = Velmul trigger1 = animelemtime(23) > 0 x= 0.8999947683847679 [State 13000, EnvColor] type = EnvColor trigger1 = numhelper trigger1 = helper(247), var(1)=1 value = 255,255,255 time = 1 under = 1 ignorehitpause = 1 persistent = 1 [State 3035, 1] type = AfterImage trigger1 = AnimElem = 3 time = -1 length = 9 framegap = 4 palcolor = 0 trans = add1 palbright = 96,96,128 palcontrast = 96,64,160 paladd = 0,0,0 palmul = 1,1,1 [State 3200, AfterImageTime] type = AfterImageTime trigger1 = movetype = I time = 1 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 6 trigger2 = animelem = 7 trigger3 = animelem = 13 trigger4 = animelem = 14 trigger5 = animelemtime(15) = 1 trigger6 = animelemtime(15) = 3 trigger7 = animelem = 21 trigger8 = animelem = 22 trigger9 = animelemtime(23) = 1 trigger10 = animelemtime(23) = 3 attr = S, HA damage = floor(15*ifelse(var(56),1.25,1)) animtype = Hard air.animtype = Back ground.type = low guardflag = M hitflag = MAF priority = 5, Hit sparkno = s17002+(var(31)*10001) sparkxy = -15, -66 hitsound = s3+(var(32)*2),9 guardsound = s3+(var(32)*2), 13-(var(32)) guard.sparkno = s17502+(var(31)*10000) pausetime = 4,20 guard.pausetime = 4,4 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 28 ground.velocity = 0 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 getpower = 0,0 givepower = 16,16 air.fall = 1 fall.recover = 1 fall.recovertime = 120 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelemtime(23) = 5 attr = S, HA damage = floor(20*ifelse(var(56),1.25,1)),5 animtype = up air.animtype = up ground.type = low guardflag = M hitflag = MAF priority = 5, Hit sparkno = s17002+(var(31)*10001) sparkxy = -15, -66 hitsound = s3+(var(32)*2),9 guardsound = s3+(var(32)*2), 13-(var(32)) guard.sparkno = s17502+(var(31)*10000) pausetime = 4,5 guard.pausetime = 4,4 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 28 ground.velocity = -4.5,-12.5 air.type = High air.velocity = -4.5,-12.5 air.hittime = 13 getpower = 0,0 givepower = 16,16 fall = 1 fall.recover = 1 fall.recovertime = 120 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .583 [State 1000, 7] type = changestate Triggerall = animelemtime(23) > 0 trigger1 = Vel Y + Pos Y >= 0 value = 3041 [StateDef 3041] type = s MoveType = I VelSet = 0, 0 Anim = 3041 SprPriority = 2 ctrl=0 [State 1011, 0] type = PosSet trigger1 = !time y = 0 [State 1011, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Hien Rekkou [Statedef 3045] type = S movetype= A physics = N juggle = 0 velset = 0,0 poweradd= ifelse(var(51),-1000,-3000) ctrl = 0 anim = 3045 sprpriority = 2 [State 200, snd] type=playsnd trigger1= animelem=1 value=200,35 channel=0 [State 200, snd] type=playsnd trigger1= animelem=7 trigger2= animelem=15 trigger3= animelem=23 trigger4 = animelem=31 trigger5 = animelem=39 value=200,30 channel=0 [State 1000, VarAdd] type = PowerAdd triggerall = !time triggerall = !var(51) trigger1 = prevstateno = [1000,1999] value = -1000 persistent = 0 ignorehitpause = 1 [State 300, End MAXMODE] type = VarSet trigger1 = !time var(51) = 0 ignorehitpause = 1 [State -2, PalFX] type = PalFX triggerall = var(31) = 0 trigger1 = prevstateno = [1000,1500] trigger1 = time < 17 time = 1 add = 220,0,10;255,255,255 sinadd = 0,0,0 invertall = 0 color = 256 ignorehitpause = 1 persistent = 2 [State -2, PalFX] type = PalFX triggerall = var(31) = 1 trigger1 = prevstateno = [1000,1500] trigger1 = time < 17 time = 1 add = 255,255,255 sinadd = 0,0,0 invertall = 0 color = 256 ignorehitpause = 1 persistent = 2 [State 1000: Helper] type = Helper triggerall = var(31) = 0 trigger1 = !numhelper(40000) trigger1 = prevstateno = [1000,1500] helpertype = Normal name = "SuperCancel" id = 40000 pos = 0, 0 ;50 postype = left facing = 1 stateno = 40000 keyctrl = 0 ownpal = 1 ontop = 1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 ignorehitpause = 1 persistent = 0 [State 2000, 0] type = NotHitBy trigger1 = (animelemno(0) = [1, 2]) value = SCA [State 2000, VarSet] type = VarSet trigger1 = time = 0 ;Superpause tick error fix. var(6) = 29 [State 2010, AssertSpecial] type = AssertSpecial trigger1 = time = [1,28] flag = noBG flag2 = noFG [State 13000, EnvColor] type = EnvColor trigger1 = !time value = 255,255,255 time = 4 under = 1 ignorehitpause = 1 persistent = 0 [State 2010, Pause] Type = SuperPause Trigger1 = time = 1 Time = 33 movetime = 33 anim = -1 sound = s3,11+(var(32)*6) Pos = 14, -88 Darken = 0 UnHittAble = 1 poweradd =0 p2defmul = 1 [State 6001, pause] type = Explod trigger1 = time = 0 anim = 15300-(var(31)*200) pos = 0,-40 postype = p1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 supermove = 1 removetime = 28 sprpriority = -2 ownpal = 1 [State 6001, pause] type = Explod trigger1 = time = 0 anim = 15301-(var(31)*200) pos = 0,-40 postype = p1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 supermove = 1 removetime = 28 sprpriority = 4 ownpal = 1 [State 2000, 0] type = NotHitBy trigger1 = animelem = 1 value = sca [State 280, go] type = VelSet trigger1 = animelem = 3 x = 8.203125 [State 280, go] type = VelSet trigger1 = animelemtime(3) = 2 x = 6.40869140625 ;;0.5787430951532431 [State 280, go] type = VelSet trigger1 = animelem = 6 x = 0 [State 1030, 1] type = Velmul trigger1 = animelemtime(3) > 2 && animelemtime(6) < 0 x= 0.78125 ;-block one [State 1030, 1] type = StateTypeSet trigger1 = animelem = 7 statetype = A [State 1030, 1] type = StateTypeSet trigger1 = animelem = 11 statetype = S [State 280, go] type = VelSet trigger1 = animelem = 7 x = 3.5999755859375 y = -4 [State 1030, 1] type = Veladd trigger1 = animelemtime(7) > 0 && animelemtime(11) < 0 y= .375 [State 1030, 1] type = Velmul trigger1 = animelemtime(7) > 0 && animelemtime(11) < 0 x= 0.8999949137024855 [State 280, go] type = VelSet trigger1 = animelem = 11 x = 0 y = 0 [State 1011, 0] type = PosSet trigger1 = animelem = 11 y = 0 ;-block two [State 60, 1] type = posadd trigger1 = Animelem = 14 x = 8 [State 1030, 1] type = StateTypeSet trigger1 = animelem = 15 statetype = A [State 1030, 1] type = StateTypeSet trigger1 = animelem = 19 statetype = S [State 280, go] type = VelSet trigger1 = animelem = 15 x = 3.5999755859375 y = -4 [State 1030, 1] type = Veladd trigger1 = animelemtime(15) > 0 && animelemtime(19) < 0 y= .375 [State 1030, 1] type = Velmul trigger1 = animelemtime(15) > 0 && animelemtime(19) < 0 x= 0.8999949137024855 [State 280, go] type = VelSet trigger1 = animelem = 19 x = 0 y = 0 [State 1011, 0] type = PosSet trigger1 = animelem = 19 y = 0 ;-block three [State 60, 1] type = posadd trigger1 = Animelem = 22 x = 8 [State 1030, 1] type = StateTypeSet trigger1 = animelem = 23 statetype = A [State 1030, 1] type = StateTypeSet trigger1 = animelem = 23 statetype = S [State 280, go] type = VelSet trigger1 = animelem = 23 x = 3.5999755859375 y = -4 [State 1030, 1] type = Veladd trigger1 = animelemtime(23) > 0 && animelemtime(27) < 0 y= .375 [State 1030, 1] type = Velmul trigger1 = animelemtime(23) > 0 && animelemtime(27) < 0 x= 0.8999949137024855 [State 280, go] type = VelSet trigger1 = animelem = 27 x = 0 y = 0 [State 1011, 0] type = PosSet trigger1 = animelem = 27 y = 0 ;-block four [State 60, 1] type = posadd trigger1 = Animelem = 30 x = 8 [State 1030, 1] type = StateTypeSet trigger1 = animelem = 31 statetype = A [State 1030, 1] type = StateTypeSet trigger1 = animelem = 31 statetype = S [State 280, go] type = VelSet trigger1 = animelem = 31 x = 3.5999755859375 y = -5 [State 1030, 1] type = Veladd trigger1 = animelemtime(31) > 0 && animelemtime(35) < 0 y= .375 [State 1030, 1] type = Velmul trigger1 = animelemtime(31) > 0 && animelemtime(35) < 0 x= 0.8999949137024855 [State 280, go] type = VelSet trigger1 = animelem = 35 x = 0 y = 0 [State 1011, 0] type = PosSet trigger1 = animelem = 35 y = 0 ;-block five [State 60, 1] type = posadd trigger1 = Animelem = 38 x = 8 [State 1030, 1] type = StateTypeSet trigger1 = animelem = 39 statetype = A [State 280, go] type = VelSet trigger1 = animelem = 39 x = 7.8749542236328125 y = -8.5 [State 1030, 1] type = Veladd trigger1 = animelemtime(39) > 0 y= .375 [State 1030, 1] type = Velmul trigger1 = animelemtime(39) > 0 x= 0.8999947683847679 [State 13000, EnvColor] type = EnvColor trigger1 = numhelper trigger1 = helper(247), var(1)=1 value = 255,255,255 time = 1 under = 1 ignorehitpause = 1 persistent = 1 [State 3035, 1] type = AfterImage trigger1 = AnimElem = 3 time = -1 length = 9 framegap = 4 palcolor = 0 trans = add1 palbright = 96,96,128 palcontrast = 96,64,160 paladd = 0,0,0 palmul = 1,1,1 [State 3200, AfterImageTime] type = AfterImageTime trigger1 = movetype = I time = 1 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 6 trigger2 = animelem = 7 trigger3 = animelem = 13 trigger4 = animelem = 14 trigger5 = animelemtime(15) = 1 trigger6 = animelemtime(15) = 3 trigger7 = animelem = 21 trigger8 = animelem = 22 trigger9 = animelemtime(23) = 1 trigger10 = animelemtime(23) = 3 trigger11 = animelemtime(23) = 5 trigger12 = animelem = 29 trigger13 = animelem = 30 trigger14 = animelemtime(31) = 1 trigger15 = animelemtime(31) = 3 trigger16 = animelemtime(31) = 5 trigger17 = animelem = 37 trigger18 = animelem = 38 trigger19 = animelemtime(39) = 1 trigger20 = animelemtime(39) = 3 attr = S, HA damage = floor(15*ifelse(var(56),1.25,1)),5 animtype = Hard air.animtype = Back ground.type = low guardflag = M hitflag = MAF priority = 5, Hit sparkno = s17002+(var(31)*10001) sparkxy = -15, -66 hitsound = s3+(var(32)*2),9 guardsound = s3+(var(32)*2), 13-(var(32)) guard.sparkno = s17501+(var(31)*10000) pausetime = 4,20 guard.pausetime = 4,4 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 28 ground.velocity = 0 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 getpower = 0,0 givepower = 16,16 air.fall = 1 fall.recover = 1 fall.recovertime = 120 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelemtime(39) = 5 attr = S, HA damage = floor(31*ifelse(var(56),1.25,1)) animtype = up air.animtype = up ground.type = low guardflag = M hitflag = MAF priority = 5, Hit sparkno = s17002+(var(31)*10001) sparkxy = -15, -66 hitsound = s3+(var(32)*2),9 guardsound = s3+(var(32)*2), 13-(var(32)) guard.sparkno = s17501+(var(31)*10000) pausetime = 4,5 guard.pausetime = 4,4 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 28 ground.velocity = -4.5,-12.5 air.type = High air.velocity = -4.5,-12.5 air.hittime = 13 getpower = 0,0 givepower = 16,16 fall = 1 fall.recover = 1 fall.recovertime = 120 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .583 [State 1000, 7] type = changestate Triggerall = animelemtime(39) > 0 trigger1 = Vel Y + Pos Y >= 0 value = 3041 ;Hien Rekkou [Statedef 3200] type = S movetype= A physics = N juggle = 0 velset = 0,0 poweradd= ifelse(var(51),0,-1000) ctrl = 0 anim = 3200 sprpriority = 2 [State 200, snd] type=playsnd trigger1= animelem=1 value=200,35 channel=0 [State 200, snd] type=playsnd trigger1= animelem=8 value=200,30 channel=0 [State 1000, VarAdd] type = PowerAdd triggerall = !time triggerall = !var(51) trigger1 = prevstateno = [1000,1999] value = -1000 persistent = 0 ignorehitpause = 1 [State 300, End MAXMODE] type = VarSet trigger1 = !time var(51) = 0 ignorehitpause = 1 [State -2, PalFX] type = PalFX triggerall = var(31) = 0 trigger1 = prevstateno = [1000,1500] trigger1 = time < 17 time = 1 add = 220,0,10;255,255,255 sinadd = 0,0,0 invertall = 0 color = 256 ignorehitpause = 1 persistent = 2 [State -2, PalFX] type = PalFX triggerall = var(31) = 1 trigger1 = prevstateno = [1000,1500] trigger1 = time < 17 time = 1 add = 255,255,255 sinadd = 0,0,0 invertall = 0 color = 256 ignorehitpause = 1 persistent = 2 [State 1000: Helper] type = Helper triggerall = var(31) = 0 trigger1 = !numhelper(40000) trigger1 = prevstateno = [1000,1500] helpertype = Normal name = "SuperCancel" id = 40000 pos = 0, 0 ;50 postype = left facing = 1 stateno = 40000 keyctrl = 0 ownpal = 1 ontop = 1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 ignorehitpause = 1 persistent = 0 [State 2000, 0] type = NotHitBy trigger1 = (animelemno(0) = [1, 2]) value = SCA [State 2000, VarSet] type = VarSet trigger1 = time = 0 ;Superpause tick error fix. var(6) = 29 [State 2010, AssertSpecial] type = AssertSpecial trigger1 = time = [1,28] flag = noBG flag2 = noFG [State 13000, EnvColor] type = EnvColor trigger1 = !time value = 255,255,255 time = 4 under = 1 ignorehitpause = 1 persistent = 0 [State 2010, Pause] Type = SuperPause Trigger1 = time = 1 Time = 33 movetime = 33 anim = -1 sound = s3+(var(32)*2),10 Pos = 0, -40 Darken = 0 UnHittAble = 1 poweradd =0 p2defmul = 1 [State 6001, pause] type = Explod trigger1 = time = 0 anim = 15200-(var(31)*200) pos = -9,-53 postype = p1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 supermove = 1 removetime = 28 sprpriority = -2 ownpal = 1 [State 6001, pause] type = Explod trigger1 = time = 0 anim = 15201-(var(31)*200) pos = -9,-53 postype = p1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 supermove = 1 removetime = 28 sprpriority = 4 ownpal = 1 [State 2000, 0] type = NotHitBy trigger1 = animelem = 1 value = sca [State 280, go] type = VelSet trigger1 = animelem = 6 x = 10.9609375 ;6.34356689453125 ;;0.5787430951532431 [State 280, go] type = VelSet trigger1 = animelemtime(6) = 2 x = 4 [State 1030, 1] type = Velmul trigger1 = animelemtime(6) > 2 && animelemtime(22) < 0 x= 1 [State 1030, 1] type = StateTypeSet trigger1 = animelem = 22 statetype = A [State 280, go] type = VelSet trigger1 = animelem = 22 x = 7.8749542236328125 y = -7.5 [State 1030, 1] type = Veladd trigger1 = animelemtime(22) > 0 y= .375 [State 1030, 1] type = Velmul trigger1 = animelemtime(22) > 0 x= 0.8999947683847679 [State 13000, EnvColor] type = EnvColor trigger1 = numhelper trigger1 = helper(247), var(1)=1 value = 255,255,255 time = 1 under = 1 ignorehitpause = 1 persistent = 1 [State 3035, 1] type = AfterImage trigger1 = AnimElem = 3 time = -1 length = 4 framegap = 1 timegap = 6 trans = add1 palcontrast = 128,128,128 paladd = 0,0,0 palmul = 1,1,1 [State 3200, AfterImageTime] type = AfterImageTime trigger1 = movetype = I time = 1 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 7 trigger2 = animelem = 8 trigger3 = animelem = 13 attr = S, HA damage = floor(40*ifelse(var(56),1.25,1)) animtype = Hard air.animtype = Back ground.type = low guardflag = M hitflag = MAF priority = 5, Hit sparkno = s17002+(var(31)*10001) sparkxy = -15, -66 hitsound = s3+(var(32)*2),9 guardsound = s3+(var(32)*2), 13-(var(32)) guard.sparkno = s17502+(var(31)*10000) pausetime = 4,20 guard.pausetime = 4,4 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 28 ground.velocity = 0 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 getpower = 94,94 givepower = 16,16 air.fall = 1 fall.recover = 1 fall.recovertime = 120 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 20 attr = S, HA damage = floor(40*ifelse(var(56),1.25,1)),5 animtype = up air.animtype = up ground.type = low guardflag = M hitflag = MAF priority = 5, Hit sparkno = s17002+(var(31)*10001) sparkxy = -15, -66 hitsound = s3+(var(32)*2),9 guardsound = s3+(var(32)*2), 13-(var(32)) guard.sparkno = s17502+(var(31)*10000) pausetime = 4,5 guard.pausetime = 4,4 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 28 ground.velocity = -4.5,-12.5 air.type = High air.velocity = -4.5,-12.5 air.hittime = 13 getpower = 94,94 givepower = 16,16 fall = 1 fall.recover = 1 fall.recovertime = 120 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .583 [State 1000, 7] type = changestate Triggerall = animelemtime(22) > 0 trigger1 = Vel Y + Pos Y >= 0 value = 3041 ;Hien Rekkou SDM [Statedef 3201] type = S movetype= A physics = N juggle = 0 velset = 0,0 poweradd= ifelse(var(51),-1000,-3000) ctrl = 0 anim = 3201 sprpriority = 2 [State 200, snd] type=playsnd trigger1= animelem=1 value=200,35 channel=0 [State 200, snd] type=playsnd trigger1= animelem=8 trigger2= animelem=36 value=200,30 channel=0 [State 1000, VarAdd] type = PowerAdd triggerall = !time triggerall = !var(51) trigger1 = prevstateno = [1000,1999] value = -1000 persistent = 0 ignorehitpause = 1 [State 300, End MAXMODE] type = VarSet trigger1 = !time var(51) = 0 ignorehitpause = 1 [State -2, PalFX] type = PalFX triggerall = var(31) = 0 trigger1 = prevstateno = [1000,1500] trigger1 = time < 17 time = 1 add = 220,0,10;255,255,255 sinadd = 0,0,0 invertall = 0 color = 256 ignorehitpause = 1 persistent = 2 [State -2, PalFX] type = PalFX triggerall = var(31) = 1 trigger1 = prevstateno = [1000,1500] trigger1 = time < 17 time = 1 add = 255,255,255 sinadd = 0,0,0 invertall = 0 color = 256 ignorehitpause = 1 persistent = 2 [State 1000: Helper] type = Helper triggerall = var(31) = 0 trigger1 = !numhelper(40000) trigger1 = prevstateno = [1000,1500] helpertype = Normal name = "SuperCancel" id = 40000 pos = 0, 0 ;50 postype = left facing = 1 stateno = 40000 keyctrl = 0 ownpal = 1 ontop = 1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 ignorehitpause = 1 persistent = 0 [State 2000, 0] type = NotHitBy trigger1 = (animelemno(0) = [1, 2]) value = SCA [State 2000, VarSet] type = VarSet trigger1 = time = 0 ;Superpause tick error fix. var(6) = 29 [State 2010, AssertSpecial] type = AssertSpecial trigger1 = time = [1,28] flag = noBG flag2 = noFG [State 13000, EnvColor] type = EnvColor trigger1 = !time value = 255,255,255 time = 4 under = 1 ignorehitpause = 1 persistent = 0 [State 2010, Pause] Type = SuperPause Trigger1 = time = 1 Time = 33 movetime = 33 anim = -1 sound = s3,11+(var(32)*6) Pos = 14, -88 Darken = 0 UnHittAble = 1 poweradd =0 p2defmul = 1 [State 6001, pause] type = Explod trigger1 = time = 0 anim = 15300-(var(31)*200) pos = -9,-53 postype = p1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 supermove = 1 removetime = 28 sprpriority = -2 ownpal = 1 [State 6001, pause] type = Explod trigger1 = time = 0 anim = 15301-(var(31)*200) pos = -9,-53 postype = p1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 supermove = 1 removetime = 28 sprpriority = 4 ownpal = 1 [State 2000, 0] type = NotHitBy trigger1 = animelem = 1 value = sca [State 280, go] type = VelSet trigger1 = animelem = 6 x = 10.9609375 ;6.34356689453125 ;;0.5787430951532431 [State 280, go] type = VelSet trigger1 = animelemtime(6) = 2 x = 4 [State 1030, 1] type = Velmul trigger1 = animelemtime(6) > 2 && animelemtime(36) < 0 x= 1 [State 1030, 1] type = StateTypeSet trigger1 = animelem = 36 statetype = A [State 280, go] type = VelSet trigger1 = animelem = 36 x = 7.8749542236328125 y = -7.5 [State 1030, 1] type = Veladd trigger1 = animelemtime(36) > 0 y= .375 [State 1030, 1] type = Velmul trigger1 = animelemtime(36) > 0 x= 0.8999947683847679 [State 13000, EnvColor] type = EnvColor trigger1 = numhelper trigger1 = helper(247), var(1)=1 value = 255,255,255 time = 1 under = 1 ignorehitpause = 1 persistent = 1 [State 3035, 1] type = AfterImage trigger1 = AnimElem = 3 time = -1 length = 4 framegap = 1 timegap = 6 trans = add1 palcontrast = 128,128,128 paladd = 0,0,0 palmul = 1,1,1 [State 3200, AfterImageTime] type = AfterImageTime trigger1 = movetype = I time = 1 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 7 trigger2 = animelem = 8 trigger3 = animelem = 13 trigger4 = animelem = 20 trigger5 = animelem = 27 attr = S, HA damage = floor(50*ifelse(var(56),1.25,1)) animtype = Hard air.animtype = Back ground.type = low guardflag = M hitflag = MAF priority = 5, Hit sparkno = s17002+(var(31)*10001) sparkxy = -15, -66 hitsound = s3+(var(32)*2),9 guardsound = s3+(var(32)*2), 13-(var(32)) guard.sparkno = s17502+(var(31)*10000) pausetime = 4,20 guard.pausetime = 4,4 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 28 ground.velocity = 0 air.type = High air.velocity = -4.5,-6.5 air.hittime = 13 getpower = 94,94 givepower = 16,16 air.fall = 1 fall.recover = 1 fall.recovertime = 120 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 35 attr = S, HA damage = floor(50*ifelse(var(56),1.25,1)),5 animtype = up air.animtype = up ground.type = low guardflag = M hitflag = MAF priority = 5, Hit sparkno = s17002+(var(31)*10001) sparkxy = -15, -66 hitsound = s3+(var(32)*2),9 guardsound = s3+(var(32)*2), 13-(var(32)) guard.sparkno = s17502+(var(31)*10000) pausetime = 4,5 guard.pausetime = 4,4 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 28 ground.velocity = -4.5,-12.5 air.type = High air.velocity = -4.5,-12.5 air.hittime = 13 getpower = 94,94 givepower = 16,16 fall = 1 fall.recover = 1 fall.recovertime = 120 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .583 [State 1000, 7] type = changestate Triggerall = animelemtime(36) > 0 trigger1 = Vel Y + Pos Y >= 0 value = 3041 ;Yuri Chou Enbu [Statedef 3230] type = S movetype= A physics = N juggle = 0 velset = 0,0 poweradd= ifelse(var(51),-1000,-3000) ctrl = 0 anim = 3220 sprpriority = 2 [State 1000, VarAdd] type = PowerAdd triggerall = !time triggerall = !var(51) trigger1 = prevstateno = [1000,1999] value = -1000 persistent = 0 ignorehitpause = 1 [State 300, End MAXMODE] type = VarSet trigger1 = !time var(51) = 0 ignorehitpause = 1 [State 2000, 0] type = NotHitBy trigger1 = (animelemno(0) = [1, 2]) value = SCA [State 2000, VarSet] type = VarSet trigger1 = time = 0 ;Superpause tick error fix. var(6) = 29 [State 2010, AssertSpecial] type = AssertSpecial trigger1 = time = [1,28] flag = noBG flag2 = noFG [State 13000, EnvColor] type = EnvColor trigger1 = !time value = 255,255,255 time = 4 under = 1 ignorehitpause = 1 persistent = 0 [State 2010, Pause] Type = SuperPause Trigger1 = time = 1 Time = 33 movetime = 33 anim = -1 sound = s3,11+(var(32)*4) Pos = 14, -88 Darken = 0 UnHittAble = 1 poweradd =0 p2defmul = 1 [State 6001, pause] type = Explod trigger1 = time = 0 anim = 15400+(var(31)*100) pos = 17,-82 postype = p1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 supermove = 1 removetime = 28 sprpriority = -2 ownpal = 1 [State 6001, pause] type = Explod trigger1 = time = 0 anim = 15401+(var(31)*100) pos = 17,-82 postype = p1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 supermove = 1 removetime = 28 sprpriority = 4 ownpal = 1 [State 2000, 0] type = NotHitBy trigger1 = animelem = 1 value = sca [State 1011, 0] type = velset trigger1 = animelem = 2 x = 8 [State 1011, 0] type = velset trigger1 = animelem = 13 x = 0 [State 1040, 1] type = HitDef triggerall = p2stateno != 40 && p2stateno !=52 Triggerall = enemynear, stateno != [120,155] triggerall = (p2stateno != [5020,5040]) triggerall = (p2stateno != 5070) triggerall = (p2movetype != H) Trigger1 = time = 0 attr = S, HT hitflag = M- priority = 1, Miss sparkno = -1 p1sprpriority = 1 p1facing = 1 p2facing = 1 p1stateno = ifelse(random<125,3223,3221) p2stateno = 3225 guard.dist = 0 fall = 1 ID = 3220 numhits = 0 [State 1001, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [StateDef 3221] MoveType = A VelSet = 0,0 Anim = 3221 SprPriority = 2 ctrl = 0 [State 2010, AssertSpecial] type = AssertSpecial trigger1 = time = [13,64] flag = noBG flag2 = noFG [State 5100, 10] type = PlaySnd trigger1 = animelem = 3 trigger2 = animelemtime(3) = 3 trigger3 = animelemtime(3) = 6 trigger4 = animelemtime(3) = 9 trigger5 = animelemtime(3) = 12 trigger6 = animelemtime(3) = 15 trigger7 = animelemtime(3) = 18 trigger8 = animelemtime(3) = 21 trigger9 = animelemtime(3) = 24 trigger10 = animelemtime(3) = 27 trigger11 = animelemtime(3) = 30 trigger12 = animelemtime(3) = 33 value = s3+(var(32)*2),3 channel = 11 [State 0, Explod] type = Explod trigger1 = animelem = 3 trigger2 = animelemtime(3) = 3 trigger3 = animelemtime(3) = 6 trigger4 = animelemtime(3) = 9 trigger5 = animelemtime(3) = 12 trigger6 = animelemtime(3) = 15 trigger7 = animelemtime(3) = 18 trigger8 = animelemtime(3) = 21 trigger9 = animelemtime(3) = 24 trigger10 = animelemtime(3) = 27 trigger11 = animelemtime(3) = 30 trigger12 = animelemtime(3) = 33 anim = 17002+(var(31)*10000) pos = 25,-58 random = 30,30 postype = p1 ;p2,front,back,left,right sprpriority = 3 [State 1201, HitAdd] type = HitAdd trigger1 = animelem = 3 trigger2 = animelemtime(3) = 3 trigger3 = animelemtime(3) = 6 trigger4 = animelemtime(3) = 9 trigger5 = animelemtime(3) = 12 trigger6 = animelemtime(3) = 15 trigger7 = animelemtime(3) = 18 trigger8 = animelemtime(3) = 21 trigger9 = animelemtime(3) = 24 trigger10 = animelemtime(3) = 27 trigger11 = animelemtime(3) = 30 trigger12 = animelemtime(3) = 33 value = 1 [State 801, fat] type = Width trigger1 = 1 edge = 64 [State 810, bind] type = TargetBind trigger1 = 1 ID = 3220 pos = 30, 0 [State 801, 10] type = ChangeState Trigger1 = animtime = 0 value = 3222 [StateDef 3222] MoveType = A VelSet = 0,0 Anim = 3222 SprPriority = 2 ctrl = 0 [State -2, Helper] type = Helper trigger1 = !numhelper(50000) && !numhelper(50001) trigger1 = WinKO helpertype = normal name = "K.O." ID = 50000 stateno = 50000 pos = 160,120 postype = left ;p2,front,back,left,right facing = 1 keyctrl = 0 ownpal = 0 supermovetime = 999999999999 pausemovetime = 999999999999 ignorehitpause = 1 [State 801, Damage] Type = TargetLifeAdd Trigger1 = animelem = 1 value = -350 ID = 3220 [State 801, fly p2] type = TargetState trigger1 = animelem = 1 value = 3226 ignorehitpause = 1 ID = 3220 [State 801, fat] type = Width trigger1 = 1 edge = 64 [State 810, bind] type = TargetBind trigger1 = animelem = 1 ID = 3220 pos = 30, 0 [State 801, 10] type = ChangeState Trigger1 = animtime = 0 value = 0 ctrl = 1 [StateDef 3223] MoveType = A VelSet = 0,0 Anim = 3221 SprPriority = 2 ctrl = 0 [State 2010, AssertSpecial] type = AssertSpecial trigger1 = time = [13,64] flag = noBG flag2 = noFG [State 5100, 10] type = PlaySnd trigger1 = animelem = 3 trigger2 = animelemtime(3) = 3 trigger3 = animelemtime(3) = 6 trigger4 = animelemtime(3) = 9 trigger5 = animelemtime(3) = 12 trigger6 = animelemtime(3) = 15 trigger7 = animelemtime(3) = 18 trigger8 = animelemtime(3) = 21 trigger9 = animelemtime(3) = 24 trigger10 = animelemtime(3) = 27 trigger11 = animelemtime(3) = 30 trigger12 = animelemtime(3) = 33 trigger13 = animelemtime(3) = 36 trigger14 = animelemtime(3) = 39 trigger15 = animelemtime(3) = 41 value = s3+(var(32)*2),3 channel = 11 [State 0, Explod] type = Explod trigger1 = animelem = 3 trigger2 = animelemtime(3) = 3 trigger3 = animelemtime(3) = 6 trigger4 = animelemtime(3) = 9 trigger5 = animelemtime(3) = 12 trigger6 = animelemtime(3) = 15 trigger7 = animelemtime(3) = 18 trigger8 = animelemtime(3) = 21 trigger9 = animelemtime(3) = 24 trigger10 = animelemtime(3) = 27 trigger11 = animelemtime(3) = 30 trigger12 = animelemtime(3) = 33 trigger13 = animelemtime(3) = 36 trigger14 = animelemtime(3) = 39 trigger15 = animelemtime(3) = 41 anim = 17002+(var(31)*10000) pos = 25,-58 random = 30,30 postype = p1 ;p2,front,back,left,right sprpriority = 3 [State 1201, HitAdd] type = HitAdd trigger1 = animelem = 3 trigger2 = animelemtime(3) = 3 trigger3 = animelemtime(3) = 6 trigger4 = animelemtime(3) = 9 trigger5 = animelemtime(3) = 12 trigger6 = animelemtime(3) = 15 trigger7 = animelemtime(3) = 18 trigger8 = animelemtime(3) = 21 trigger9 = animelemtime(3) = 24 trigger10 = animelemtime(3) = 27 trigger11 = animelemtime(3) = 30 trigger12 = animelemtime(3) = 33 trigger13 = animelemtime(3) = 36 trigger14 = animelemtime(3) = 39 trigger15 = animelemtime(3) = 41 value = 1 [State 801, fat] type = Width trigger1 = 1 edge = 64 [State 810, bind] type = TargetBind trigger1 = 1 ID = 3220 pos = 30, 0 [State 801, 10] type = ChangeState Trigger1 = animtime = 0 value = 3224 [StateDef 3224] MoveType = A VelSet = 0,0 Anim = 3223 SprPriority = 2 ctrl = 0 [State -2, Helper] type = Helper trigger1 = !numhelper(50000) && !numhelper(50001) trigger1 = WinKO helpertype = normal name = "K.O." ID = 50000 stateno = 50000 pos = 160,120 postype = left ;p2,front,back,left,right facing = 1 keyctrl = 0 ownpal = 0 supermovetime = 999999999999 pausemovetime = 999999999999 ignorehitpause = 1 [State 801, Damage] Type = TargetLifeAdd Trigger1 = animelem = 1 value = -480 ID = 3220 [State 801, fly p2] type = TargetState trigger1 = animelem = 1 value = 3226 ignorehitpause = 1 ID = 3220 [State 801, fat] type = Width trigger1 = 1 edge = 64 [State 810, bind] type = TargetBind trigger1 = animelem = 1 ID = 3220 pos = 30, 0 [State 801, 10] type = ChangeState Trigger1 = animtime = 0 value = 0 ctrl = 1 [StateDef 3225] Type = A MoveType = H VelSet = 0, 0 sprpriority = 0 Ctrl = 0 [State 811, Anim] Type = ChangeAnim2 Trigger1 = !Time Value = 3224 [StateDef 3226] type = L movetype= H physics = N VelSet = 0, 0 sprpriority = 1 Ctrl = 0 [State 811, Anim] Type = ChangeAnim Trigger1 = !Time Value = 5110 [State 5110, 11] ;If just died type = SelfState triggerall = alive trigger1 = time = 50 value = 5120 [State 5110, 11] ;If just died type = SelfState triggerall = !alive trigger1 = time = 50 value = 5150 ;Hien Hou'ou Kyaku [Statedef 3240] type = S movetype= A physics = N juggle = 0 velset = 0,0 poweradd = ifelse(var(51),-1000,-3000) ctrl = 0 anim = 3010 sprpriority = 2 [State 200, snd] type=playsnd trigger1= animelem=5 value = 1000,6 [State 200, snd] type=playsnd trigger1= animelem=2 value=200,18 channel=0 [State 1000, VarAdd] type = PowerAdd triggerall = !time triggerall = !var(51) trigger1 = prevstateno = [1000,1999] value = -1000 persistent = 0 ignorehitpause = 1 [State 300, End MAXMODE] type = VarSet trigger1 = !time var(51) = 0 ignorehitpause = 1 [State -2, PalFX] type = PalFX triggerall = var(31) = 0 trigger1 = prevstateno = [1000,1500] trigger1 = time < 17 time = 1 add = 220,0,10;255,255,255 sinadd = 0,0,0 invertall = 0 color = 256 ignorehitpause = 1 persistent = 2 [State -2, PalFX] type = PalFX triggerall = var(31) = 1 trigger1 = prevstateno = [1000,1500] trigger1 = time < 17 time = 1 add = 255,255,255 sinadd = 0,0,0 invertall = 0 color = 256 ignorehitpause = 1 persistent = 2 [State 1000: Helper] type = Helper triggerall = var(31) = 0 trigger1 = !numhelper(40000) trigger1 = prevstateno = [1000,1500] helpertype = Normal name = "SuperCancel" id = 40000 pos = 0, 0 ;50 postype = left facing = 1 stateno = 40000 keyctrl = 0 ownpal = 1 ontop = 1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 ignorehitpause = 1 persistent = 0 [State 2000, 0] type = NotHitBy trigger1 = (animelemno(0) = [1, 2]) value = SCA [State 2000, VarSet] type = VarSet trigger1 = time = 0 ;Superpause tick error fix. var(6) = 29 [State 2010, AssertSpecial] type = AssertSpecial trigger1 = time = [1,28] flag = noBG flag2 = noFG [State 13000, EnvColor] type = EnvColor trigger1 = !time value = 255,255,255 time = 4 under = 1 ignorehitpause = 1 persistent = 0 [State 2010, Pause] Type = SuperPause Trigger1 = time = 1 Time = 33 movetime = 33 anim = -1 sound = s3,11+(var(32)*6) Pos = 0, -88 Darken = 0 UnHittAble = 1 poweradd = 0 p2defmul = 1 [State 6001, pause] type = Explod trigger1 = time = 0 anim = 15300-(var(31)*200) pos = 12,-71 postype = p1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 supermove = 1 removetime = 28 sprpriority = -2 ownpal = 1 [State 6001, pause] type = Explod trigger1 = time = 0 anim = 15301-(var(31)*200) pos = 12,-71 postype = p1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 supermove = 1 removetime = 28 sprpriority = 4 ownpal = 1 [State 2000, 0] type = NotHitBy trigger1 = animelem = 1 value = sca [State 1011, 0] type = velset trigger1 = animelem = 5 x = 8 [State 1011, 0] type = velset trigger1 = animelem = 12 x = 12.3665771484375 [State 1011, 0] type = velset trigger1 = animelemtime(12) = 2 x = 6.783309936523438 [State 1011, 0] type = velmul trigger1 = animelemtime(12) > 2 x = 0.920821233109362 [State 1011, 0] type = velset trigger1 = AnimTime = 0 x = 0 [State 2010, 1] type = hitdef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = time = 0 attr = S, HA animtype = hard damage = 10, 0 ground.hittime = 30 guardflag = M hitflag = MAF priority = 4, Hit pausetime = 6,13 sparkno = s17002+(var(31)*10001) sparkxy = -10, -62 hitsound = s3+(var(32)*2),3 guardsound = s3+(var(32)*2), 12 guard.sparkno = s17502+(var(31)*10000) guard.sparkxy = 0, -61 ground.velocity = 0 yaccel = .5 p1stateno = 3245 p2facing = 1 getpower = 0,0 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 snap = 60 id=3240 kill = 0 [State 1001, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [State 1000, 7] type = ChangeState trigger1 = moveguarded value = 3111 ignorehitpause = 1 [StateDef 3245] type = s MoveType = A physics = N VelSet = 0, 0 Anim = 3017 SprPriority = 2 ctrl=0 [State 2000, 0] type = NotHitBy trigger1 = 1 value = SCA [State 801, fat] type = Width trigger1 = 1 edge = 60 [State 1040, go] type = VelSet trigger1 = animelem = 4 y = -0.5625 [State 3020, bind] type = TargetBind trigger1 = animelemtime(1) >= 0 && animelemtime(4) < 0 ID = 3240 pos = 50, 0 ignorehitpause = 1 [State 801, fly p2] type = TargetState triggerall = numenemy trigger1 = numtarget(3240) = 1 && (enemynear,stateno!=[120,155]) trigger1 = !time value = 4101 ignorehitpause = 1 ID = 3240 [State 0, Explod] type = Explod trigger1 = animelem = 2 trigger2 = animelem = 4 trigger3 = animelem = 7 trigger4 = animelem = 10 trigger5 = animelem = 13 trigger6 = animelem = 16 trigger7 = animelem = 19 trigger8 = animelem = 22 trigger9 = animelem = 25 trigger10 = animelem = 28 trigger11 = animelem = 31 trigger12 = animelem = 34 trigger13 = animelem = 37 trigger14 = animelem = 40 trigger15 = animelem = 43 trigger16 = animelem = 46 trigger17 = animelem = 49 anim = 17002+(var(31)*10001) pos = 68,-26 postype = p1 ;p2,front,back,left,right sprpriority = 3 [State 801, fly p2] type = TargetState trigger1 = animelem = 2 trigger2 = animelem = 4 trigger3 = animelem = 7 trigger4 = animelem = 10 trigger5 = animelem = 13 trigger6 = animelem = 16 trigger7 = animelem = 19 value = 4101 ignorehitpause = 1 ID = 3240 [State 801, fly p2] type = TargetState trigger1 = animelem = 22 trigger2 = animelem = 25 trigger3 = animelem = 28 trigger4 = animelem = 31 trigger5 = animelem = 34 trigger6 = animelem = 37 trigger7 = animelem = 40 trigger8 = animelem = 43 trigger9 = animelem = 46 trigger10 = animelem = 49 value = 4100 ignorehitpause = 1 ID = 3240 [State 5100, 10] type = PlaySnd trigger1 = animelem = 2 trigger2 = animelem = 4 trigger3 = animelem = 7 trigger4 = animelem = 10 trigger5 = animelem = 13 trigger6 = animelem = 16 trigger7 = animelem = 19 trigger8 = animelem = 22 trigger9 = animelem = 25 trigger10 = animelem = 28 trigger11 = animelem = 31 trigger12 = animelem = 34 trigger13 = animelem = 37 trigger14 = animelem = 40 trigger15 = animelem = 43 trigger16 = animelem = 46 trigger17 = animelem = 49 value = 3+(var(32)*2),3 channel = 4 [State 1201, HitAdd] type = TargetLifeAdd trigger1 = animelem = 2 trigger2 = animelem = 4 trigger3 = animelem = 7 trigger4 = animelem = 10 trigger5 = animelem = 13 trigger6 = animelem = 16 trigger7 = animelem = 19 trigger8 = animelem = 22 trigger9 = animelem = 25 trigger10 = animelem = 28 trigger11 = animelem = 31 trigger12 = animelem = 34 trigger13 = animelem = 37 trigger14 = animelem = 40 trigger15 = animelem = 43 trigger16 = animelem = 46 trigger17 = animelem = 49 value = ifelse(enemynear,gethitvar(hitcount)<3,-20,-15) kill = 0 ID = 3240 [State 1201, HitAdd] type = HitAdd trigger1 = animelem = 2 trigger2 = animelem = 4 trigger3 = animelem = 7 trigger4 = animelem = 10 trigger5 = animelem = 13 trigger6 = animelem = 16 trigger7 = animelem = 19 trigger8 = animelem = 22 trigger9 = animelem = 25 trigger10 = animelem = 28 trigger11 = animelem = 31 trigger12 = animelem = 34 trigger13 = animelem = 37 trigger14 = animelem = 40 trigger15 = animelem = 43 trigger16 = animelem = 46 trigger17 = animelem = 49 value = 1 [State 1000, 1] type = velset trigger1 = animelem = 55 y = -7.258789 x = 2.5 [State 1000, 1] type = veladd trigger1 = animelemtime(55) > 0 && animelemtime(59) < 0 y = .49414 [State 1000, 1] type = velset trigger1 = animelem = 59 y = 0 [State 5030, 1] type = Gravity trigger1 = animelem = 62, > 0 [State 210, 1] type = HitDef triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0 trigger1 = animelem = 54 attr = S, HA damage = 40 animtype = Hard air.animtype = back guardflag = M hitflag = MA priority = 4, Hit pausetime = 12, 12 sparkno = s17001+(var(31)*10001) sparkxy = -50, -21 hitsound = s3+(var(32)*2),9 guardsound = s3+(var(32)*2),13-(var(32));s2, 6 guard.sparkno = s17501+(var(31)*10000) ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -3,-12 guard.velocity = -14.90625 air.type = High air.velocity = -3,-12 air.hittime = 13 air.juggle = 0 getpower = 0,0 givepower = 16,16 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 fall = 1 fall.recover = 0 kill = 0 [State 255, 1] type = HitDef trigger1 = animelem = 61 attr = S, HA animtype = diagup damage = 20, 5 guardflag = H hitflag = MAF hitsound = s3+(var(32)*2),9 guardsound = s3+(var(32)*2), 12 sparkno = s17002+(var(31)*10001) sparkxy = -35, -35 guard.sparkno = s17502+(var(31)*10000) guard.sparkxy = 0, -81 attr = S, SA priority = 5, Hit pausetime = 27,29 ground.slidetime = 17 ground.hittime = 17 guard.hittime = 17 guard.slidetime = 17 guard.ctrltime = 24 ground.velocity = 0,0 guard.velocity = -11.1796875 air.type = High air.velocity = -14,9 air.hittime = 2 air.juggle = 0 getpower = 0,0 givepower = 16,16 p2stateno = 1251 id = 1007 air.fall = 1 air.fall.recover = 0 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 air.cornerpush.veloff = 0 yaccel = .5 fall.xvelocity = -2 fall.yvelocity = -6 fall.envshake.time = 14 fall.envshake.freq = 180 fall.envshake.ampl = -4 envshake.time = 20 envshake.freq = 180 envshake.ampl = -6 [State 300, Land] type = PlaySnd trigger1 = P2Stateno = 1253 && P2MoveType = H trigger2 = P2Stateno = 1355 && P2MoveType = H value = 2+(var(32)*10),9 persistent = 0 [State 3303, Explod] type = Explod trigger1 = P2Stateno = 1253 && P2MoveType = H trigger2 = P2Stateno = 1355 && P2MoveType = H anim = 12001+(var(31)*10000) pos = 0,0 id = 12001 postype = p2 ;p2,front,back,left,right sprpriority = 2 ownpal = 1 persistent = 0 [State 3303, Explod] type = Explod trigger1 = P2Stateno = 1253 && P2MoveType = H trigger2 = P2Stateno = 1355 && P2MoveType = H anim = 12002+(var(31)*10000) pos = 0,0 id = 12001 postype = p2 ;p2,front,back,left,right sprpriority = 0 ownpal = 1 persistent = 0 [State 1000: Helper] type = Helper trigger1 = animelemtime(60) = 2 helpertype = Normal name = "effect" id = 1090 pos = 0, 0 ;50 postype = p1 facing = 1 stateno = 1096 keyctrl = 0 ownpal = 1 [State 240, 10] type = ChangeState Triggerall = animelemtime(34) > 0 trigger1 = Vel Y + Pos Y >= 0 value = 3113 ;--------------------------------------------------------------------------- ; WE SUNK (HAX by Jesuszilla) ;--------------------------------------------------------------------------- [Statedef 247] anim = 1 [State -2, VarSet] type = VarAdd trigger1 = root,movehit = 1 var(1) = 1 [State -2, VarSet] type = VarSet trigger1 = root,movehit = 2 trigger2 = root,hitpausetime = 0 var(1) = 0 [State -2, VarSet] type = VarSet trigger1 = 1;root,movecontact = 1 && var(2) = 0 var(2) = root,movecontact [State -2, DTC] type = DisplayToClipboard trigger1 = NumHelper(247) text = "MoveHit = %d MoveContact = %d" params = Var(1), var(2) ;--------------------------------------------------------------------------- ; CUSTOM HIT ANIMS ;--------------------------------------------------------------------------- ; HITA_UP (initial going up) [Statedef 1251] type = U;A movetype= H physics = N ctrl = 0 [State 5030, 4] type = ChangeState trigger1 = !time trigger1 = statetype != A value = stateno + 4 ;HITA_FALL [State 1250, StateTypeSet] type = StateTypeSet trigger1 = !time statetype = A ;S,A,C,L [State 1250, ChangeAnim] type = ChangeAnim trigger1 = !hitshakeover;!time value = 5030+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) [State 5030, 1] type = VelAdd;Gravity trigger1 = 1 y = GetHitVar(yaccel) [State 5030, 2] type = HitVelSet trigger1 = Time = 0 x = 1 y = 1 [State 1107, PosFreeze] type = PosFreeze trigger1 = 1 value = 1 [State 5030, 4] type = ChangeState trigger1 = HitShakeOver trigger2 = Vel Y > 0 ;Hit ground trigger2 = Pos Y >= 10 ;. value = stateno + 1 ;HITA_FALL ;--------------------------------------------------------------------------- ; HITA_FALL (knocked up, falling) [Statedef 1252] type = A movetype= H physics = N [State 5050, 1] ;Change anim when done with transition type = ChangeAnim trigger1 = AnimTime = 0 trigger1 = Anim = 5035+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) trigger2 = Time = 0 ;If no transition anim trigger2 = Anim != 5035+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069]) && (Anim != [105051, 105059]) && (Anim != [105061, 105069]) trigger2 = Anim != 5090+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) ;Not if hit off ground anim value = 5050+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) [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, 2] ;Coming down anim type = ChangeAnim trigger1 = anim = [105050,105059] trigger1 = Vel Y >= ifelse(anim = 105050, 1, -2) trigger1 = SelfAnimExist(anim+10) value = anim+10 persistent = 0 [State 5050, 3] ;Gravity type = VelAdd trigger1 = 1 y = GetHitVar(yaccel) [State 5050, 6] type = ChangeState trigger1 = Vel Y + Pos Y >= 0 value = stateno + 1 ;HIT_BOUNCE ;--------------------------------------------------------------------------- ; HIT_BOUNCE (hit ground) [Statedef 1253] type = L movetype= H physics = N [State 1352, NotHitBy] type = NotHitBy trigger1 = time < 6 value = SCA time = 1 [State 5100, 1] type = VelSet trigger1 = Time = 0 trigger1 = GetHitVar(fall.yvel) = 0 trigger1 = vel x > 1 x = 1 [State 5100, EnvShake] type = FallEnvShake trigger1 = Time = 0 [State 5100, Var] ;Save fall velocity type = VarSet trigger1 = Time = 0 sysvar(1) = floor(vel y) [State 5100, 2] ;Hit ground anim (normal) type = ChangeAnim2 triggerall = !SelfAnimExist(5102) trigger1 = !time value = stateno+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*30000) [State 5100, 2] ;Hit ground anim (normal) type = ChangeAnim triggerall = SelfAnimExist(5102) trigger1 = !time value = 5102 [State 5100, 2] ;Hit ground anim (normal) type = ChangeAnim triggerall = Name = "cvsfelicia" && authorname = "Jesuszilla" trigger1 = !time value = 5100 [State 5100, 4] type = PosSet trigger1 = Time = 0 y = 0 [State 5100, 5] type = VelSet trigger1 = Time = 0 y = 0 [State 5100, 6] ;Reduce speed type = VelMul trigger1 = Time = 0 x = 0.75 [State 5100, 7] type = ChangeState trigger1 = Time = 0 trigger1 = GetHitVar(fall.yvel) = 0 value = 5110 ;HIT_LIEDOWN [State 5100, 9] type = HitFallDamage trigger1 = Time = 3 [State 5100, 11] type = PosFreeze trigger1 = 1 [State 5100, 12] type = ChangeState trigger1 = time = 5 value = stateno + 1 [State 5100, 13] type = ForceFeedback trigger1 = Time = 0 waveform = sinesquare ampl = 128,-3,-.2,.005 time = 20 ;--------------------------------------------------------------------------- ; HIT_BOUNCE (bounce into air) [Statedef 1254] type = L movetype= H physics = N [State 5101, 1] ;Coming hit ground anim (normal) type = ChangeAnim triggerall = selfanimexist(5161) trigger1 = animelem = 3 && anim != 5161+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) ;animtime = 0 value = 5161+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) [State 5101, 1] ;Coming hit ground anim (normal) type = ChangeAnim triggerall = !selfanimexist(5161) trigger1 = animtime = 0 value = 5160+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) [State 5101, 1] ;Coming hit ground anim (normal) type = ChangeAnim triggerall = anim = 5102 triggerall = !selfanimexist(5161) trigger1 = animtime = 0 value = 5160+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) [State 5101, 1] ;Coming hit ground anim (normal) type = ChangeAnim triggerall = anim = 5102 triggerall = selfanimexist(5161) trigger1 = animtime = 0 value = 5161 [State 1207, VelSet] type = VelSet trigger1 = time = 0 x = ifelse((facing=enemynear,facing),-gethitvar(fall.xvel)+(selfanimexist(5161)*2),gethitvar(fall.xvel)-(selfanimexist(5161)*2)) y = gethitvar(fall.yvel)+(selfanimexist(5161)*2) [State 5101, 4] type = PosSet trigger1 = animelem = 3 && anim = 5160+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) y = 10 [State 5101, 5] ;Acceleration type = VelAdd trigger1 = 1 y = .4 [State 5101, 6] ;Hit ground trigger1 = Vel Y > 0 trigger1 = Pos Y >= 12 type = SelfState value = 5110 ;--------------------------------------------------------------------------- ; HITG_SHAKE [Statedef 1255] type = S movetype= H physics = N velset = 0,0 p2facing = 1 [State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD type = ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) != [3,5] value = ifelse((GetHitVar(groundtype) = 1),5000+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000),5010+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000)) + GetHitVar(animtype) [State 5000, 2] ;Anim for HIT_BACK type = ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) = [3,5] value = 5030+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) [State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists) type = ChangeAnim trigger1 = Time = 0 trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype))) value = 5047 + GetHitVar(animtype) ;5051 - 4 + type [State 5000, 4] ;Freeze anim type = ChangeAnim trigger1 = Time > 0 value = anim [State 5000, 5] ;State type gets set to aerial if getting hit up type = StateTypeSet trigger1 = Time = 0 trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall) trigger2 = Pos Y != 0 statetype = a [State 5000, 7] type = ChangeState trigger1 = HitShakeOver value = stateno + 1 [State 5000, FFB Light] type = ForceFeedback trigger1 = anim = 5000 trigger2 = anim = 5010 persistent = 0 time = 6 waveform = square [State 5000, FFB Medium] type = ForceFeedback trigger1 = anim = 5001 trigger2 = anim = 5011 persistent = 0 time = 8 waveform = sinesquare ampl = 110,-1,-.3 [State 5000, FFB Hard] type = ForceFeedback trigger1 = anim = 5012 trigger2 = anim = 5002 trigger3 = anim = 5030 persistent = 0 time = 15 waveform = sinesquare ampl = 140 ;--------------------------------------------------------------------------- ; HIT_BOUNCE (hit ground) [Statedef 1256] type = L movetype= H physics = N [State 5100, 1] type = VelSet trigger1 = Time = 0 trigger1 = GetHitVar(fall.yvel) = 0 trigger1 = vel x > 1 x = 1 [State 5100, EnvShake] type = FallEnvShake trigger1 = Time = 0 [State 5100, Var] ;Save fall velocity type = VarSet trigger1 = Time = 0 sysvar(1) = floor(vel y) [State 5100, 2] ;Hit ground anim (normal) type = ChangeAnim triggerall = time = 0 trigger1 = !SelfAnimExist(5100+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) + (anim % 10)) value = 5100+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) [State 5100, 3] ;Hit ground anim (for hit up) type = ChangeAnim trigger1 = time = 0 trigger1 = SelfAnimExist(5100+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) + (anim % 10)) value = 5100+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) + (anim % 10) [State 5100, 4] type = PosSet trigger1 = Time = 0 y = 0 [State 5100, 5] type = VelSet trigger1 = Time = 0 y = 0 [State 5100, 6] ;Reduce speed type = VelMul trigger1 = Time = 0 x = 0.75 [State 5100, 7] type = SelfState trigger1 = Time = 0 trigger1 = GetHitVar(fall.yvel) = 0 value = 5110 ;HIT_LIEDOWN [State 5100, 9] type = HitFallDamage trigger1 = Time = 3 [State 5100, 10] type = PlaySnd trigger1 = Time = 1 value = F7, (sysvar(1) > 5) + (sysvar(1) > 14) [State 5100, 11] type = PosFreeze trigger1 = 1 [State 5100, 12] type = ChangeState trigger1 = AnimTime = 0 value = stateno + 1;5101 [State 5100, 13] type = ForceFeedback trigger1 = Time = 0 waveform = sinesquare ampl = 128,-3,-.2,.005 time = 20 ;--------------------------------------------------------------------------- ; HIT_BOUNCE (bounce into air) [Statedef 1257] type = L movetype= H physics = N [State 5101, 1] ;Coming hit ground anim (normal) type = ChangeAnim triggerall = time = 0 trigger1 = anim != [5101,5109] trigger1 = anim != [105101,105109] trigger2 = !SelfAnimExist(5160+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) + (anim % 10)) value = 5160+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) [State 5101, 2] ;Coming hit ground anim (for hit up) type = ChangeAnim triggerall = time = 0 trigger1 = anim = [5101,5109] trigger1 = SelfAnimExist(5160 + (anim % 10)) value = 5160 + (anim % 10) [State 5101, 2] ;Coming hit ground anim (for hit up) type = ChangeAnim triggerall = time = 0 trigger1 = anim = [105101,105109] trigger1 = SelfAnimExist(5160+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) + (anim % 10)) value = 5160+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) + (anim % 10) [State 1256, VelSet] type = VelSet trigger1 = time = 0 y = -4.5 [State 5101, 4] type = PosSet trigger1 = Time = 0 y = 20 [State 5101, 5] ;Acceleration type = VelAdd trigger1 = 1 y = .4 [State 5101, 6] ;Hit ground trigger1 = Vel Y > 0 trigger1 = Pos Y >= 12 type = SelfState value = 5110 [Statedef 4100] type = S physics = N movetype = H ctrl = 0 velset = 0,0 facep2 = 1 [State 0, HitFallSet] type = HitFallSet trigger1 = 1 value = 0 [State 0, PosSet] type = posset trigger1 = time = 0 y = 0 [State 3100, 2] type = Velset trigger1 = !gethitvar(isbound) x = 0 [State 0, ChangeAnim2] type = ChangeAnim trigger1 = time = 0 value = 5002 [State 1000, ChangeAnim] type = ChangeAnim trigger1 = anim = 5002 && !animtime value = 5007 [State 0, ChangeAnim2] type = SelfState trigger1 = time = 100 value = 0 [Statedef 4101] type = S physics = N movetype = H ctrl = 0 velset = 0,0 facep2 = 1 [State 0, HitFallSet] type = HitFallSet trigger1 = 1 value = 0 [State 0, PosSet] type = posset trigger1 = time = 0 y = 0 [State 3100, 2] type = Velset trigger1 = !gethitvar(isbound) x = 0 [State 0, ChangeAnim2] type = ChangeAnim trigger1 = time = 0 value = 5012 [State 1000, ChangeAnim] type = ChangeAnim trigger1 = anim = 5012 && !animtime value = 5017 [State 0, ChangeAnim2] type = SelfState trigger1 = time = 100 value = 0 [Statedef 4102] type = S physics = N movetype = H ctrl = 0 velset = 0,0 facep2 = 1 [State 0, HitFallSet] type = HitFallSet trigger1 = 1 value = 0 [State 3100, 2] type = Velset trigger1 = !gethitvar(isbound) x = 0 [State 0, ChangeAnim2] type = ChangeAnim2 trigger1 = time = 0 value = 3017 [Statedef 4103] type = S physics = N movetype = H ctrl = 0 velset = 0,0 facep2 = 1 [State 0, HitFallSet] type = HitFallSet trigger1 = 1 value = 0 [State 3100, 2] type = Velset trigger1 = !gethitvar(isbound) x = 0 [State 0, ChangeAnim2] type = ChangeAnim trigger1 = time = 0 value = 5002 [State 1000, ChangeAnim] type = ChangeAnim trigger1 = anim = 5002 && !animtime value = 5007 [State 0, ChangeAnim2] type = SelfState trigger1 = time = 100 value = 0 [Statedef 4104] type = S physics = N movetype = H ctrl = 0 velset = 0,0 facep2 = 1 [State 0, HitFallSet] type = HitFallSet trigger1 = 1 value = 0 [State 3100, 2] type = Velset trigger1 = !gethitvar(isbound) x = 0 [State 0, ChangeAnim2] type = ChangeAnim trigger1 = time = 0 value = 5012 [State 1000, ChangeAnim] type = ChangeAnim trigger1 = anim = 5012 && !animtime value = 5017 [State 0, ChangeAnim2] type = SelfState trigger1 = time = 100 value = 0 ;COUNTERED O_O [Statedef 700] type = A movetype = H physics = N velset = 0, 0 ctrl = 0 [State 1580] type = selfstate trigger1 = IsHelper value = prevstateno ignorehitpause = 0 [State 700,0] type = ChangeAnim trigger1 = 1 value = anim elem = AnimElemNo(0) [State 700,2] type = PosAdd trigger1 = Time%2=0 x = -1 [State 700,2] type = PosAdd trigger1 = Time%2=1 x = 1 [State 970,3] type = AssertSpecial trigger1 = 1 flag = NoAutoTurn [State 820,Screenbound] type = screenbound Trigger1 = 1 value = 1 movecamera = 0,0 [State 1420,2] type = PosSet trigger1 = Time > 100 y = 0 [State 920,1] type = SelfState trigger1 = Time > 100 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [Statedef 3700] type = S movetype= H physics = N velset = 0,0 ctrl = 0 anim = 5300 [State 1000, 0] type = HitFallSet trigger1 = time = 0 value = 0 [State 1205, ChangeState] type = selfstate triggerall = random < 50 trigger1 = Time = 75 value = 0 ctrl = 1 [State 1205, ChangeState] type = selfstate triggerall = random < 150 trigger1 = Time = 90 value = 0 ctrl = 1 [State 1205, ChangeState] type = selfstate triggerall = random < 500 trigger1 = Time = 135 value = 0 ctrl = 1 [State 1205, ChangeState] type = selfstate triggerall = random < 750 trigger1 = Time = 180 value = 0 ctrl = 1 [State 1205, ChangeState] type = selfstate trigger1 = Time = 225 value = 0 ctrl = 1 [Statedef 3701] type = S physics = N movetype = H ctrl = 0 velset = 0,0 facep2 = 1 [State 0, HitFallSet] type = HitFallSet trigger1 = 1 value = 0 [State 0, PosSet] type = posset trigger1 = time = 0 y = 0 [State 3100, 2] type = Velset trigger1 = !gethitvar(isbound) x = 0 [State 0, ChangeAnim2] type = ChangeAnim trigger1 = time = 0 value = 5012 [State 1000, ChangeAnim] type = ChangeAnim trigger1 = anim = 5012 && !animtime value = 5017 [State 0, ChangeAnim2] type = SelfState trigger1 = time = 100 value = 0 [Statedef 5021] type = A movetype = H velset = 0, 0 [State 5021, this is it] type = HitFallSet trigger1 = !time value = ifelse(alive, 0, -1) [State 5020, 1]; Anim for HIT_LIGHT to HIT_HARD type = ChangeAnim trigger1 = !Time && (GetHitVar(animtype) != [3, 5]) value = ifelse((GetHitVar(airtype) = 1), 5000, 5010) + GetHitVar(animtype) [State 5020, 2]; Anim for HIT_BACK type = ChangeAnim trigger1 = !Time && (GetHitVar(animtype) = [3, 5]) value = 5030 [State 5020, 3]; Anim for HIT_UP/HIT_DIAGUP (only if it exists) type = ChangeAnim trigger1 = !Time && (GetHitVar(animtype) = [4, 5]) && (SelfAnimExist(5047 + GetHitVar(animtype))) value = 5047 + GetHitVar(animtype); 5051 - 4 + type [State 5020, 4]; Freeze anim type = ChangeAnim trigger1 = Time value = anim [State 5020, 5] type = SelfState trigger1 = HitShakeOver value = 5030 [State 5020, FFB Light] type = ForceFeedback trigger1 = anim = 5000 || anim = 5010 persistent = 0 time = 6 waveform = square [State 5020, FFB Medium] type = ForceFeedback trigger1 = anim = 5001 || anim = 5011 persistent = 0 time = 8 waveform = sinesquare ampl = 110, -1, -.3 [State 5020, FFB Hard] type = ForceFeedback trigger1 = anim = 5012 || anim = 5002 || anim = 5030 || (anim = [5051, 5059]) persistent = 0 time = 15 waveform = sinesquare ampl = 140 [Statedef 5205] type= A physics= N movetype= H [State 5205, End] type= selfstate trigger1= 1 value= ifelse(pos y<-20, 5210, 5200) ;--------------------------------------------------------------------------- ; HITA_UP (initial going up) [Statedef 1350] type = U;A movetype= H physics = N ctrl = 0 [State 5030, 4] type = ChangeState trigger1 = !time trigger1 = statetype != A value = stateno + 4 ;HITA_FALL [State 1250, StateTypeSet] type = StateTypeSet trigger1 = !time statetype = A ;S,A,C,L [State 1250, ChangeAnim] type = ChangeAnim trigger1 = !hitshakeover;!time value = 5030+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) [State 5030, 1] type = VelAdd;Gravity trigger1 = 1 y = GetHitVar(yaccel) [State 5030, 2] type = HitVelSet trigger1 = Time = 0 x = 1 y = 1 [State 1107, PosFreeze] type = PosFreeze trigger1 = 1 value = 1 [State 5030, 4] type = ChangeState trigger1 = HitShakeOver trigger2 = Vel Y > 0 ;Hit ground trigger2 = Pos Y >= 10 ;. value = stateno + 1 ;HITA_FALL ;--------------------------------------------------------------------------- ; HITA_FALL (knocked up, falling) [Statedef 1351] type = A movetype= H physics = N [State 5050, 1] ;Change anim when done with transition type = ChangeAnim trigger1 = AnimTime = 0 trigger1 = Anim = 5035+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) trigger2 = Time = 0 ;If no transition anim trigger2 = Anim != 5035+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069]) && (Anim != [105051, 105059]) && (Anim != [105061, 105069]) trigger2 = Anim != 5090+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) ;Not if hit off ground anim value = 5050+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) [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, 2] ;Coming down anim type = ChangeAnim trigger1 = anim = [105050,105059] trigger1 = Vel Y >= ifelse(anim = 105050, 1, -2) trigger1 = SelfAnimExist(anim+10) value = anim+10 persistent = 0 [State 5050, 3] ;Gravity type = VelAdd trigger1 = 1 y = GetHitVar(yaccel) [State 5050, 6] type = ChangeState trigger1 = Vel Y + Pos Y >= 0 value = stateno + 1 ;HIT_BOUNCE ;--------------------------------------------------------------------------- ; HIT_BOUNCE (hit ground) [Statedef 1352] type = L movetype= H physics = N [State 1352, NotHitBy] type = NotHitBy trigger1 = time < 6 value = SCA time = 1 [State 5100, 1] type = VelSet trigger1 = Time = 0 trigger1 = GetHitVar(fall.yvel) = 0 trigger1 = vel x > 1 x = 1 [State 5100, EnvShake] type = FallEnvShake trigger1 = Time = 0 [State 5100, Var] ;Save fall velocity type = VarSet trigger1 = Time = 0 sysvar(1) = floor(vel y) [State 5100, 2] ;Hit ground anim (normal) type = ChangeAnim2 trigger1 = !time value = stateno+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*30000) [State 5100, 2] ;Hit ground anim (normal) type = ChangeAnim triggerall = Name = "cvsfelicia" && authorname = "Jesuszilla" trigger1 = !time value = 5100 [State 5100, 4] type = PosSet trigger1 = Time = 0 y = 0 [State 5100, 5] type = VelSet trigger1 = Time = 0 y = 0 [State 5100, 6] ;Reduce speed type = VelMul trigger1 = Time = 0 x = 0.75 [State 5100, 7] type = ChangeState trigger1 = Time = 0 trigger1 = GetHitVar(fall.yvel) = 0 value = 5110 ;HIT_LIEDOWN [State 5100, 9] type = HitFallDamage trigger1 = Time = 3 [State 5100, 11] type = PosFreeze trigger1 = 1 [State 5100, 12] type = ChangeState trigger1 = time = 5 value = stateno + 1 [State 5100, 13] type = ForceFeedback trigger1 = Time = 0 waveform = sinesquare ampl = 128,-3,-.2,.005 time = 20 ;--------------------------------------------------------------------------- ; HIT_BOUNCE (bounce into air) [Statedef 1353] type = L movetype= H physics = N [State 5101, 1] ;Coming hit ground anim (normal) type = ChangeAnim trigger1 = animtime = 0 value = 5160+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) [State 1207, VelSet] type = VelSet trigger1 = time = 0 x = ifelse((facing=enemynear,facing),-gethitvar(fall.xvel),gethitvar(fall.xvel)) y = gethitvar(fall.yvel) [State 5101, 4] type = PosSet trigger1 = animelem = 3 y = 10 [State 5101, 5] ;Acceleration type = VelAdd trigger1 = 1 y = .4 [State 5101, 6] ;Hit ground trigger1 = Vel Y > 0 trigger1 = Pos Y >= 12 type = SelfState value = 5110 ;--------------------------------------------------------------------------- ; HITG_SHAKE [Statedef 1354] type = S movetype= H physics = N velset = 0,0 p2facing = 1 [State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD type = ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) != [3,5] value = ifelse((GetHitVar(groundtype) = 1),5000+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000),5010+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000)) + GetHitVar(animtype) [State 5000, 2] ;Anim for HIT_BACK type = ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) = [3,5] value = 5030+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) [State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists) type = ChangeAnim trigger1 = Time = 0 trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype))) value = 5047 + GetHitVar(animtype) ;5051 - 4 + type [State 5000, 4] ;Freeze anim type = ChangeAnim trigger1 = Time > 0 value = anim [State 5000, 5] ;State type gets set to aerial if getting hit up type = StateTypeSet trigger1 = Time = 0 trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall) trigger2 = Pos Y != 0 statetype = a [State 5000, 7] type = ChangeState trigger1 = HitShakeOver value = stateno + 1 [State 5000, FFB Light] type = ForceFeedback trigger1 = anim = 5000 trigger2 = anim = 5010 persistent = 0 time = 6 waveform = square [State 5000, FFB Medium] type = ForceFeedback trigger1 = anim = 5001 trigger2 = anim = 5011 persistent = 0 time = 8 waveform = sinesquare ampl = 110,-1,-.3 [State 5000, FFB Hard] type = ForceFeedback trigger1 = anim = 5012 trigger2 = anim = 5002 trigger3 = anim = 5030 persistent = 0 time = 15 waveform = sinesquare ampl = 140 ;--------------------------------------------------------------------------- ; HIT_BOUNCE (hit ground) [Statedef 1355] type = L movetype= H physics = N [State 5100, 1] type = VelSet trigger1 = Time = 0 trigger1 = GetHitVar(fall.yvel) = 0 trigger1 = vel x > 1 x = 1 [State 5100, EnvShake] type = FallEnvShake trigger1 = Time = 0 [State 0, 10] type = PlaySnd trigger1 = Time = 1 value = F7, 1 ;Hit ground [State 5100, Var] ;Save fall velocity type = VarSet trigger1 = Time = 0 sysvar(1) = floor(vel y) [State 5100, 2] ;Hit ground anim (normal) type = ChangeAnim triggerall = time = 0 trigger1 = !SelfAnimExist(5100+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) + (anim % 10)) value = 5100+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) [State 5100, 3] ;Hit ground anim (for hit up) type = ChangeAnim trigger1 = time = 0 trigger1 = SelfAnimExist(5100+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) + (anim % 10)) value = 5100+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) + (anim % 10) [State 5100, 4] type = PosSet trigger1 = Time = 0 y = 0 [State 5100, 5] type = VelSet trigger1 = Time = 0 y = 0 [State 5100, 6] ;Reduce speed type = VelMul trigger1 = Time = 0 x = 0.75 [State 5100, 7] type = SelfState trigger1 = Time = 0 trigger1 = GetHitVar(fall.yvel) = 0 value = 5110 ;HIT_LIEDOWN [State 5100, 9] type = HitFallDamage trigger1 = Time = 3 [State 5100, 11] type = PosFreeze trigger1 = 1 [State 5100, 12] type = ChangeState trigger1 = AnimTime = 0 value = stateno + 1;5101 [State 5100, 13] type = ForceFeedback trigger1 = Time = 0 waveform = sinesquare ampl = 128,-3,-.2,.005 time = 20 ;--------------------------------------------------------------------------- ; HIT_BOUNCE (bounce into air) [Statedef 1356] type = L movetype= H physics = N [State 5101, 1] ;Coming hit ground anim (normal) type = ChangeAnim triggerall = time = 0 trigger1 = anim != [5101,5109] trigger1 = anim != [105101,105109] trigger2 = !SelfAnimExist(5160+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) + (anim % 10)) value = 5160+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) [State 5101, 2] ;Coming hit ground anim (for hit up) type = ChangeAnim triggerall = time = 0 trigger1 = anim = [5101,5109] trigger1 = SelfAnimExist(5160 + (anim % 10)) value = 5160 + (anim % 10) [State 5101, 2] ;Coming hit ground anim (for hit up) type = ChangeAnim triggerall = time = 0 trigger1 = anim = [105101,105109] trigger1 = SelfAnimExist(5160+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) + (anim % 10)) value = 5160+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) + (anim % 10) [State 1256, VelSet] type = VelSet trigger1 = time = 0 y = -4.5 [State 5101, 4] type = PosSet trigger1 = Time = 0 y = 20 [State 5101, 5] ;Acceleration type = VelAdd trigger1 = 1 y = .4 [State 5101, 6] ;Hit ground trigger1 = Vel Y > 0 trigger1 = Pos Y >= 12 type = SelfState value = 5110 ;Hit By One Inch Punch (For Pausetime) [Statedef 1406] type = S movetype= H physics = N velset = 0,0 [State 803, ChangeAnim2] type = NotHitBy trigger1 = 1 value = SCA [State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD type = ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) != [3,5] value = ifelse((GetHitVar(groundtype) = 1),5000+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000),5010+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000)) + GetHitVar(animtype) [State 5000, 2] ;Anim for HIT_BACK type = ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) = [3,5] value = 5030+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) [State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists) type = ChangeAnim trigger1 = Time = 0 trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) + GetHitVar(animtype))) value = 5047+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) + GetHitVar(animtype) ;5051 - 4 + type [State 5000, 4] ;Freeze anim type = ChangeAnim trigger1 = Time > 0 value = anim [State 5000, 5] ;State type gets set to aerial if getting hit up type = StateTypeSet trigger1 = Time = 0 trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall) trigger2 = Pos Y != 0 statetype = a [State 5000, FFB Light] type = ForceFeedback trigger1 = anim = 5000 trigger2 = anim = 5010 persistent = 0 time = 6 waveform = square [State 5000, FFB Medium] type = ForceFeedback trigger1 = anim = 5001 trigger2 = anim = 5011 persistent = 0 time = 8 waveform = sinesquare ampl = 110,-1,-.3 [State 5000, FFB Hard] type = ForceFeedback trigger1 = anim = 5012 trigger2 = anim = 5002 trigger3 = anim = 5030 persistent = 0 time = 15 waveform = sinesquare ampl = 140 [State 5000, 7] type = ChangeState trigger1 = HitShakeOver value = 1403 ;Hit By One Inch Punch (Air Fall) [Statedef 1403] type = A movetype= H physics = N velset = 0,0 [State 803, ChangeAnim2] type = NotHitBy trigger1 = 1 value = SCA [State 3340, Vel] type = VelSet trigger1 = time = 0 x = ifelse((facing=enemynear,facing),7,-7) y = -4 [State 3340, Gravity] type = VelAdd trigger1 = Time > 0 y = .5 [State 3340, Anim 5050] type = ChangeAnim trigger1 = !time persistent = 0 value = 5050+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) [State 5050, 6] type = ChangeState trigger1 = Vel Y > 0 trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25) value = 1404 ;HIT_BOUNCE [State 5050, 6] type = ChangeState trigger1 = Vel Y > 0 trigger1 = Pos Y >= ifelse((anim = [105051,105059]) || (anim = [105061,105069]), 0, 25) value = 1404 ;HIT_BOUNCE ;Hit By One Inch Punch (Slide) [Statedef 1404] type = S movetype= H physics = N velset = 0,0 [State 803, ChangeAnim2] type = NotHitBy trigger1 = 1 value = SCA [State 803, ChangeAnim2] type = ChangeAnim2 trigger1 = !time value = 1403+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*30000) [State 0, PosSet] type = PosSet trigger1 = !time y = 0 [State InitVel] type = VelSet trigger1 = !time X = ifelse((facing=enemynear,facing),3.56535983085632,-3.56535983085632) [State Accel] type = VelAdd trigger1 = Vel X != 0 X = ifelse((facing=enemynear,facing),-0.176470592617989,0.176470592617989) [State 802, VelSet] type = VelSet trigger1 = Time = 20 x = 0 [State 802, SelfState] type = ChangeState trigger1 = Vel X = 0 value = 1405 ;Hit By One Inch Punch (Liedown) [Statedef 1405] type = S movetype= H physics = N [State 803, ChangeAnim2] type = NotHitBy trigger1 = 1 value = SCA [State 803, ChangeAnim2] type = ChangeAnim2 trigger1 = !time value = 1404+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*30000) [State 803, SelfState] type = SelfState trigger1 = animtime = 0 value = Ifelse(alive,5120,5150) ; HITG_SHAKE [Statedef 1354] type = S movetype= H physics = N velset = 0,0 p2facing = 1 [State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD type = ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) != [3,5] value = ifelse((GetHitVar(groundtype) = 1),5000+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000),5010+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000)) + GetHitVar(animtype) [State 5000, 2] ;Anim for HIT_BACK type = ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) = [3,5] value = 5030+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) [State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists) type = ChangeAnim trigger1 = Time = 0 trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype))) value = 5047 + GetHitVar(animtype) ;5051 - 4 + type [State 5000, 4] ;Freeze anim type = ChangeAnim trigger1 = Time > 0 value = anim [State 5000, 5] ;State type gets set to aerial if getting hit up type = StateTypeSet trigger1 = Time = 0 trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall) trigger2 = Pos Y != 0 statetype = a [State 5000, 7] type = ChangeState trigger1 = HitShakeOver value = stateno + 1 [State 5000, FFB Light] type = ForceFeedback trigger1 = anim = 5000 trigger2 = anim = 5010 persistent = 0 time = 6 waveform = square [State 5000, FFB Medium] type = ForceFeedback trigger1 = anim = 5001 trigger2 = anim = 5011 persistent = 0 time = 8 waveform = sinesquare ampl = 110,-1,-.3 [State 5000, FFB Hard] type = ForceFeedback trigger1 = anim = 5012 trigger2 = anim = 5002 trigger3 = anim = 5030 persistent = 0 time = 15 waveform = sinesquare ampl = 140 ;--------------------------------------------------------------------------- ; HIT_BOUNCE (hit ground) [Statedef 1355] type = L movetype= H physics = N [State 5100, 1] type = VelSet trigger1 = Time = 0 trigger1 = GetHitVar(fall.yvel) = 0 trigger1 = vel x > 1 x = 1 [State 5100, EnvShake] type = FallEnvShake trigger1 = Time = 0 [State 5100, Var] ;Save fall velocity type = VarSet trigger1 = Time = 0 sysvar(1) = floor(vel y) [State 5100, 2] ;Hit ground anim (normal) type = ChangeAnim triggerall = time = 0 trigger1 = !SelfAnimExist(5100+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) + (anim % 10)) value = 5100+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) [State 5100, 3] ;Hit ground anim (for hit up) type = ChangeAnim trigger1 = time = 0 trigger1 = SelfAnimExist(5100+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) + (anim % 10)) value = 5100+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) + (anim % 10) [State 5100, 4] type = PosSet trigger1 = Time = 0 y = 0 [State 5100, 5] type = VelSet trigger1 = Time = 0 y = 0 [State 5100, 6] ;Reduce speed type = VelMul trigger1 = Time = 0 x = 0.75 [State 5100, 7] type = SelfState trigger1 = Time = 0 trigger1 = GetHitVar(fall.yvel) = 0 value = 5110 ;HIT_LIEDOWN [State 5100, 9] type = HitFallDamage trigger1 = Time = 3 [State 5100, 10] type = PlaySnd trigger1 = Time = 1 value = F7, (sysvar(1) > 5) + (sysvar(1) > 14) [State 5100, 11] type = PosFreeze trigger1 = 1 [State 5100, 12] type = ChangeState trigger1 = AnimTime = 0 value = stateno + 1;5101 [State 5100, 13] type = ForceFeedback trigger1 = Time = 0 waveform = sinesquare ampl = 128,-3,-.2,.005 time = 20 ;--------------------------------------------------------------------------- ; HIT_BOUNCE (bounce into air) [Statedef 1356] type = L movetype= H physics = N [State 5101, 1] ;Coming hit ground anim (normal) type = ChangeAnim triggerall = time = 0 trigger1 = anim != [5101,5109] trigger1 = anim != [105101,105109] trigger2 = !SelfAnimExist(5160+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) + (anim % 10)) value = 5160+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) [State 5101, 2] ;Coming hit ground anim (for hit up) type = ChangeAnim triggerall = time = 0 trigger1 = anim = [5101,5109] trigger1 = SelfAnimExist(5160 + (anim % 10)) value = 5160 + (anim % 10) [State 5101, 2] ;Coming hit ground anim (for hit up) type = ChangeAnim triggerall = time = 0 trigger1 = anim = [105101,105109] trigger1 = SelfAnimExist(5160+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) + (anim % 10)) value = 5160+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) + (anim % 10) [State 1256, VelSet] type = VelSet trigger1 = time = 0 y = -4.5 [State 5101, 4] type = PosSet trigger1 = Time = 0 y = 20 [State 5101, 5] ;Acceleration type = VelAdd trigger1 = 1 y = .4 [State 5101, 6] ;Hit ground trigger1 = Vel Y > 0 trigger1 = Pos Y >= 12 type = SelfState value = 5110 ;--------------------------------------------------------------------------- [Statedef 950] type = S movetype = A physics = N anim = 5945 ctrl = 0 velset = -16, 0 [State 805, hitspark] type = Explod trigger1 = !time anim = 6006 pos = 23, -66 postype = p1 ontop = 1 ownpal = 1 supermovetime = 999 pausemovetime = 999 [State 950, PlaySnd] type = PlaySnd trigger1 = !time value = 5,1 [State 810,TargetBind] type = TargetState trigger1 = Time = 0 value = 955 [State 810,NotHitBy] type = NotHitBy trigger1 = 1 value = SCA [State 194, PosSet] type = PosSet trigger1 = Time = 0 y = 0 [State 105, VelMul] type = VelMul trigger1 = 1 x = .75 [State 4100,4] type = PlayerPush trigger1 = P2BodyDist X < 0 value = 0 [State 105,End] type = ChangeState trigger1 = Time >= 32 value = 0 ctrl = 1 ;------------------------ ‘ŠŽè‘¤ [Statedef 955] type = S movetype = H physics = N ctrl = 0 velset = 0, 0 facing = enemy,facing facep2 = 1 [State 810,NotHitBy] type = NotHitBy trigger1 = 1 value = SCA [State 1040,ChangeAnim] type = ChangeAnim triggerall = Time = 0 && SelfAnimExist(5940) trigger1 = authorname = "Hh" || authorname = "M.M.R." || authorname = "Mouser" || authorname = "CAMRAT Type KOF" trigger2 = authorname = "Tin" || authorname = "Nyankoro" || authorname = "ryokucha" trigger3 = authorname = "Third" || authorname = "adamskie" || authorname = "Bad Darkness" || authorname = "Warusaki3" trigger4 = AuthorName = "NHK" || AuthorName = "Nyankoro" || AuthorName = "Nyan™Kiryu" trigger5 = AuthorName = "aoao" || AuthorName = "Mr.X-file" trigger6 = AuthorName = "laiso_7" || AuthorName = "yu-go" || AuthorName = "MEKA" trigger7 = AuthorName = "CROSSõCAT" || AuthorName = "CrossCat" trigger8 = AuthorName = "Jesuszilla" || AuthorName = "Vans" trigger9 = AuthorName = "N64Mario" && Name = "Zero" && FVar(17) = 1 trigger10 = AuthorName = "KoopaKoot" || AuthorName = "Scal" value = 5940 [State 1040,ChangeAnim] type = ChangeAnim triggerall = Time = 0 && SelfAnimExist(5910) && !SelfAnimExist(5940) trigger1 = authorname = "Hh" || authorname = "M.M.R." || authorname = "Mouser" || authorname = "CAMRAT Type KOF" trigger2 = authorname = "Tin" || authorname = "Nyankoro" || authorname = "ryokucha" trigger3 = authorname = "Third" || authorname = "adamskie" || authorname = "Bad Darkness" || authorname = "Warusaki3" trigger4 = AuthorName = "NHK" || AuthorName = "Nyankoro" || AuthorName = "Nyan™Kiryu" trigger5 = AuthorName = "aoao" || AuthorName = "Mr.X-file" trigger6 = AuthorName = "laiso_7" || AuthorName = "yu-go" || AuthorName = "MEKA" trigger7 = AuthorName = "CROSSõCAT" || AuthorName = "CrossCat" trigger8 = AuthorName = "Jesuszilla" || AuthorName = "Vans" trigger9 = AuthorName = "N64Mario" && Name = "Zero" && FVar(17) = 1 trigger10 = AuthorName = "KoopaKoot" || AuthorName = "Scal" value = 5910 [State 820,ChangeAnim2] type = ChangeAnim trigger1 = Time = 0 && anim != 5940 && anim != 5910 value = 5007 [State 194, PosSet] type = PosSet trigger1 = Time = 0 y = 0 [State 4100,4] type = PlayerPush trigger1 = P2BodyDist X < 0 value = 0 [State 4100, Escape in corner (Scal Code)] type = null trigger1 = !(EnemyNear, BackEdgedist) trigger1 = EnemyNear, Vel X x = (EnemyNear, Vel X) / .75 persistent = 0 ignorehitpause = 1 [State 105,End] type = SelfState trigger1 = Time >= 29 value = 0 ctrl = 1 ;------------------ ; Hit by Fast Kung Fu Palm - shaking from the hit ; (a custom gethit state) ; See State 1020 for details [Statedef 10900] type = A movetype= H physics = N velset = 0,0 [State 0, ScreenBound] type = ScreenBound trigger1 = 1 value = 1 movecamera = 0,0 ignorehitpause = 1 [State 1025, Anim] ;Custom animation type = ChangeAnim trigger1 = selfanimexist(5900) trigger1 = !time value = 5900 [State 1025, Anim] ;Custom animation type = ChangeAnim2 trigger1 = !selfanimexist(5900) trigger1 = !time value = 10900 [State 1025, State] type = ChangeState trigger1 = HitShakeOver = 1 value = 10901 ;------------------ ; Hit by Fast Kung Fu Palm - flying through the air ; (a custom gethit state) [Statedef 10901] type = A movetype= H physics = N [State 1026, Velocity] type = VelSet trigger1 = time = 0 x = ifelse((facing=enemynear,facing),15.75,-15.75) [State 1026, Gravity] type = VelSet trigger1 = time = 0 y = -4.5 [State 0, VelMul] type = VelMul trigger1 = time > 0 x = 0.984375 [State 0, VelAdd] type = VelAdd trigger1 = time > 0 y = 0.5 [State 1026, No scroll] type = ScreenBound trigger1 = 1 value = 1 movecamera = 0,0 [State 1026, Hit wall] type = ChangeState triggerall = time > 2;Pos y < -15 trigger1 = BackEdgeBodyDist <= 32 trigger2 = FrontEdgeBodyDist <= 32 value = 10902 [State 1026, Hit wall] type = Turn triggerall = time > 2;Pos y < -15 trigger1 = BackEdgeBodyDist <= 32 trigger2 = FrontEdgeBodyDist <= 32 [State 1026, Hit ground] type = SelfState trigger1 = (Vel y > 0) && (Pos y >= 0) value = 5100 ;------------------ ; Hit by Fast Kung Fu Palm - hit wall ; (a custom gethit state) [Statedef 10902] type = A movetype= H physics = N [State 1027, Pos] type = turn triggerall = facing=enemynear,facing trigger1 = !Time x = -15 [State 1027, Pos] type = PosAdd trigger1 = Time = 0 x = -15 [State 1027, Stop moving] type = PosFreeze trigger1 = 1 x = 1 y = 1 [State 1027, No scroll] type = ScreenBound ;trigger1 = (gametime%2) trigger1 = 1 value = 1 movecamera = 0,0 [State 1027, Anim] type = ChangeAnim trigger1 = selfanimexist(5901) trigger1 = !time value = 5901 [State 1027, Anim] type = ChangeAnim2 trigger1 = !selfanimexist(5901) trigger1 = !time value = 5901 [State 1027, State] type = ChangeState trigger1 = AnimTime = 0 value = 10903 ;--------------------------------------------------------------------------- ; HITG_SHAKE [Statedef 10903] type = A movetype= H physics = N velset = 0,0 p2facing = 1 [State 0, Turn] type = Turn trigger1 = !time [State 1026, No scroll] type = ScreenBound trigger1 = 1 value = 1 movecamera = 0,0 [State 5000, 3] type = ChangeAnim2 trigger1 = Time = 0 value = 5902 [State 5000, 5] ;State type gets set to aerial if getting hit up type = StateTypeSet trigger1 = Time = 0 trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall) trigger2 = Pos Y != 0 statetype = A [State 811, 2] type = SelfState Triggerall = time > 1 Trigger1 = vel y > 0 && pos y >= 0 value = 5100 [State 1008, VelSet] type = VelSet trigger1 = time = 0 x = -2 y = -14.908935546875 [State 0, VelMul] type = VelMul trigger1 = 1 x = 1 [State 1008, VelAdd] type = VelAdd trigger1 = time > 0 y = 0.7 [State 5000, FFB Light] type = ForceFeedback trigger1 = anim = 5000 trigger2 = anim = 5010 persistent = 0 time = 6 waveform = square [State 5000, FFB Medium] type = ForceFeedback trigger1 = anim = 5001 trigger2 = anim = 5011 persistent = 0 time = 8 waveform = sinesquare ampl = 110,-1,-.3 [State 5000, FFB Hard] type = ForceFeedback trigger1 = anim = 5012 trigger2 = anim = 5002 trigger3 = anim = 5030 persistent = 0 time = 15 waveform = sinesquare ampl = 140 ;--------------------------------------------------------------------------- ; HIT_BOUNCE (hit ground) [Statedef 10904] type = L movetype= H physics = N [State 1026, No scroll] type = ScreenBound trigger1 = 1 value = 1 movecamera = 0,0 [State 5100, 1] type = VelSet trigger1 = Time = 0 trigger1 = GetHitVar(fall.yvel) = 0 trigger1 = vel x > 1 x = 1 [State 5100, EnvShake] type = FallEnvShake trigger1 = Time = 0 [State 5100, Var] ;Save fall velocity type = VarSet trigger1 = Time = 0 sysvar(1) = floor(vel y) [State 5100, 2] ;Hit ground anim (normal) type = ChangeAnim triggerall = time = 0 trigger1 = !SelfAnimExist(5100) + (anim % 10) value = 5100 [State 5100, 3] ;Hit ground anim (for hit up) type = ChangeAnim trigger1 = time = 0 trigger1 = SelfAnimExist(5100) + (anim % 10) value = 5100 + (anim % 10) [State 5100, 4] type = PosSet trigger1 = Time = 0 y = 0 [State 5100, 5] type = VelSet trigger1 = Time = 0 y = 0 [State 5100, 6] ;Reduce speed type = VelSet trigger1 = Time = 0 x = 0 [State 5100, 7] type = SelfState trigger1 = Time = 0 trigger1 = GetHitVar(fall.yvel) = 0 value = 5110 ;HIT_LIEDOWN [State 5100, 9] type = HitFallDamage trigger1 = Time = 3 [State 5100, 11] type = PosFreeze trigger1 = 1 [State 5100, 12] type = SelfState trigger1 = AnimTime = 0 value = 5101 [State 5100, 13] type = ForceFeedback trigger1 = Time = 0 waveform = sinesquare ampl = 128,-3,-.2,.005 time = 20 ;Spinning Fall [Statedef 6200] type = A movetype= H physics = N velset = 0,0 [State 0, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA [State 803, ChangeAnim2] type = ChangeAnim2 trigger1 = !time value = 6200 [State 0, ChangeState] type = ChangeState trigger1 = HitShakeOver value = 6201 ctrl = 0 [Statedef 6201] type = A movetype = H physics = N velset = 0, 0 facep2 = 1 [State 0, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA [State 0, ChangeAnim] type = ChangeAnim2 trigger1 = time = 0 value = 6201 [State 0, VelSet] type = VelSet trigger1 = Time = 0 x = ifelse((facing=enemynear,facing),2,-2) y = -16 [State 0, VelAdd] type = VelAdd trigger1 = Time > 0 y = .583 [State 5110, 6] type = PlaySnd trigger1 = Pos Y >= -15 && Vel Y > 0 value = F7, 0 [State 0, SelfState] type = ChangeState trigger1 = Pos Y >= -15 && Vel Y > 0 value = 6202 [Statedef 6202] type = A movetype = H physics = N velset = 0, 0 [State 0, EnvShake] type = EnvShake trigger1 = Time = 0 time = 20 ampl = -8 [State 0, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA [State 0, PosSet] type = PosSet trigger1 = Time = 0 y = 0 [State 0, ChangeAnim] type = ChangeAnim trigger1 = time = 0 value = 5100+ifelse(SelfAnimexist(5101),1,0) [State 0, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 6203 [Statedef 6203] type = A movetype = H physics = N velset = 0, 0 [State 0, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA [State 0, VelSet] type = VelSet trigger1 = Time = 0 x = ifelse((facing=enemynear,facing),1.5,-1.5) y = -3 [State 0, ChangeAnim] type = ChangeAnim trigger1 = time = 0 value = 5160+ifelse(SelfAnimexist(5161),1,0) [State 0, VelAdd] type = VelAdd trigger1 = 1 y = .525 [State 0, SelfState] type = SelfState trigger1 = Pos Y >= -2 && Vel Y > 0 value = 5110 ;--------------------------------------------------------------------------- ; Override common states (use same number to override) : ;--------------------------------------------------------------------------- [Statedef 5071] type = A movetype= H physics = N [State 5071, 1] type = HitVelSet trigger1 = Time = 0 x = 1 y = 1 [State 5071, 2] ;Acceleration type = VelAdd trigger1 = 1 y = GetHitVar(yaccel) [State 5071, 3] ;Hit ground trigger1 = Vel Y > 0 trigger1 = Pos Y + Vel y >= 0 type = ChangeState value = 5100 ; HIT_BOUNCE (hit ground) [Statedef 5100] type = L movetype= H physics = N [State 5100, HitByFix] type = HitBy trigger1 = 1 value = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT [State 5100, 1] type = VelSet trigger1 = Time = 0 trigger1 = GetHitVar(fall.yvel) = 0 trigger1 = vel x > 1 x = 1 [State 5100, EnvShake] type = FallEnvShake trigger1 = Time = 0 [State 5100, Var] ;Save fall velocity type = VarSet trigger1 = Time = 0 sysvar(1) = floor(vel y) [State 5100, 2] ;Hit ground anim (normal) type = ChangeAnim triggerall = time = 0 trigger1 = (anim != [5051,5059]) && (anim != [5061,5069]) trigger2 = !SelfAnimExist(5100 + (anim % 10)) value = 5100 [State 5100, 3] ;Hit ground anim (for hit up) type = ChangeAnim trigger1 = time = 0 trigger1 = (anim = [5051,5059]) || (anim = [5061,5069]) trigger1 = SelfAnimExist(5100 + (anim % 10)) value = 5100 + (anim % 10) [State 5100, 4] type = PosSet trigger1 = Time = 0 y = 0 [State 5100, 5] type = VelSet trigger1 = Time = 0 y = 0 [State 5100, 6] ;Reduce speed type = VelMul trigger1 = Time = 0 x = 0.75 [State 5100, 7] type = ChangeState trigger1 = Time = 0 trigger1 = GetHitVar(fall.yvel) = 0 value = 5110 ;HIT_LIEDOWN [State 5100, 8] type = GameMakeAnim trigger1 = Time = 1 value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14) pos = 0, 0 under = sysvar(1) <= 14 [State 5100, 9] type = HitFallDamage trigger1 = Time = 3 [State 5100, 10] type = PlaySnd trigger1 = Time = 1 value = F7, (sysvar(1) > 5) + (sysvar(1) > 14) [State 5100, 11] type = PosFreeze trigger1 = 1 [State 5100, 12] type = ChangeState trigger1 = AnimTime = 0 value = 5101 [State 5100, 13] type = ForceFeedback trigger1 = Time = 0 waveform = sinesquare ampl = 128,-3,-.2,.005 time = 20 ;--------------------------------------------------------------------------- ;Dizzy Punch (Warusaki Code) ;--------------------------------------------------------------------------- ; HITG_SHAKE [Statedef 3600] type = S movetype= H physics = N velset = 0,0 [State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD type = ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) != [3,5] value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype) [State 5000, 2] ;Anim for HIT_BACK type = ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) = [3,5] value = 5030 [State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists) type = ChangeAnim trigger1 = Time = 0 trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype))) value = 5047 + GetHitVar(animtype) ;5051 - 4 + type [State 5000, 4] ;Freeze anim type = ChangeAnim trigger1 = Time > 0 value = anim [State 5120, 3] type = NotHitBy trigger1 = 1 value = SCA [State 5000, 5] ;State type gets set to aerial if getting hit up type = StateTypeSet trigger1 = Time = 0 trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall) trigger2 = Pos Y != 0 statetype = a [State 5000, 6] type = ChangeState trigger1 = HitShakeOver trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall) value = 3601 ;HITG_SLIDE [State 5000, 7] type = ChangeState trigger1 = HitShakeOver value = 3630 ;--------------------------------------------------------------------------- ; HITG_SLIDE [Statedef 3601] type = S movetype= H physics = S [State 5001, 1] type = HitVelSet trigger1 = Time = 0 x = 1 [State 5001, 2] type = ChangeAnim trigger1 = AnimTime = 0 value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10 [State 5001, 3] ;Stop sliding back type = VelMul trigger1 = Time >= GetHitVar(slidetime) x = .6 [State 5001, 4] type = VelSet trigger1 = HitOver x = 0 [State 5001, 5] type = DefenceMulSet trigger1 = HitOver value = 1 [State 5120, 3] type = NotHitBy trigger1 = 1 value = SCA [State 5001, 6] type = SelfState trigger1 = HitOver value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; HITC_SHAKE [Statedef 3610] type = C movetype= H physics = N velset = 0,0 [State 5010, 1] ;Anim for HIT_LIGHT to HIT_HARD type = ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) != [3,5] value = 5020 + GetHitVar(animtype) [State 5010, 2] ;Anim for HIT_BACK type = ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) = [3,5] value = 5030 [State 5010, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists) type = ChangeAnim trigger1 = Time = 0 trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype))) value = 5047 + GetHitVar(animtype) ;5051 - 4 + type [State 5010, 4] ;Freeze anim type = ChangeAnim trigger1 = Time > 0 value = anim [State 5120, 3] type = NotHitBy trigger1 = 1 value = SCA [State 5010, 5] ;State type gets set to aerial if getting hit up type = StateTypeSet triggerall = Time = 0 trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall) trigger2 = Pos Y != 0 statetype = a [State 5010, 6] type = ChangeState trigger1 = HitShakeOver trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall) value = 3611 ;HITC_SLIDE [State 5010, 7] type = ChangeState trigger1 = HitShakeOver value = 3630 ;--------------------------------------------------------------------------- ; HITC_SLIDE [Statedef 3611] type = C movetype= H physics = C [State 5011, 1] type = HitVelSet trigger1 = Time = 0 x = 1 [State 5011, 2] type = ChangeAnim trigger1 = AnimTime = 0 value = 5025 + GetHitVar(animtype) [State 5011, 3] ;Stop sliding back type = VelMul trigger1 = Time >= GetHitVar(slidetime) x = .6 [State 5011, 4] type = VelSet trigger1 = HitOver x = 0 [State 5011, 5] type = DefenceMulSet trigger1 = HitOver value = 1 [State 5120, 3] type = NotHitBy trigger1 = 1 value = SCA [State 5011, 6] type = SelfState trigger1 = HitOver value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ; HITA_SHAKE [Statedef 3620] type = A movetype= H physics = N velset = 0,0 [State 5020, 1] ;Anim for HIT_LIGHT to HIT_HARD type = ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) != [3,5] value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype) [State 5020, 2] ;Anim for HIT_BACK type = ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) = [3,5] value = 5030 [State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists) type = ChangeAnim trigger1 = Time = 0 trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype))) value = 5047 + GetHitVar(animtype) ;5051 - 4 + type [State 5020, 4] ;Freeze anim type = ChangeAnim trigger1 = Time > 0 value = anim [State 5120, 3] type = NotHitBy trigger1 = 1 value = SCA [State 5020, 5] type = ChangeState trigger1 = HitShakeOver value = 3630 ;--------------------------------------------------------------------------- ; HITA_UP (initial going up) [Statedef 3630] 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 5120, 3] type = NotHitBy trigger1 = 1 value = SCA [State 5030, 3] type = SelfState 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 = 3650 ;HITA_FALL [State 5030, 5] type = ChangeState trigger1 = AnimTime = 0 value = 3635 ;HITA_UP (transition) ;--------------------------------------------------------------------------- ; HITA_UP_T (transition) [Statedef 3635] 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 5120, 3] type = NotHitBy trigger1 = 1 value = SCA [State 5035, 3] type = SelfState 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 = 3650 ;HITA_FALL ;--------------------------------------------------------------------------- ; HITA_FALL (knocked up, falling) [Statedef 3650] 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 5120, 3] type = NotHitBy trigger1 = 1 value = SCA [State 5050, 4] ;Recover near ground type = SelfState 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 = SelfState 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 = 3660 ;HIT_BOUNCE ;--------------------------------------------------------------------------- ; HIT_BOUNCE (hit ground) [Statedef 3660] type = L movetype= H physics = N [State 5100, 1] type = VelSet trigger1 = Time = 0 trigger1 = GetHitVar(fall.yvel) = 0 trigger1 = vel x > 1 x = 1 [State 5100, EnvShake] type = FallEnvShake trigger1 = Time = 0 [State 5100, Var] ;Save fall velocity type = VarSet trigger1 = Time = 0 sysvar(1) = floor(vel y) [State 5100, 2] ;Hit ground anim (normal) type = ChangeAnim triggerall = time = 0 trigger1 = (anim != [5051,5059]) && (anim != [5061,5069]) trigger2 = !SelfAnimExist(5100 + (anim % 10)) value = 5100 [State 5100, 3] ;Hit ground anim (for hit up) type = ChangeAnim trigger1 = time = 0 trigger1 = (anim = [5051,5059]) || (anim = [5061,5069]) trigger1 = SelfAnimExist(5100 + (anim % 10)) value = 5100 + (anim % 10) [State 5100, 4] type = PosSet trigger1 = Time = 0 y = 0 [State 5100, 5] type = VelSet trigger1 = Time = 0 y = 0 [State 5100, 6] ;Reduce speed type = VelMul trigger1 = Time = 0 x = 0.75 [State 5100, 7] type = ChangeState trigger1 = Time = 0 trigger1 = GetHitVar(fall.yvel) = 0 value = 3670 ;HIT_LIEDOWN [State 5100, 8] type = GameMakeAnim trigger1 = Time = 1 ;value = 61 ;pos = 0, 0 ;under = 1 value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14) pos = 0, 0 under = sysvar(1) <= 10 [State 5100, 10] type = PlaySnd trigger1 = Time = 1 ;value = F7, 0 ;Hit ground value = F7, (sysvar(1) > 5) + (sysvar(1) > 14) [State 5100, 11] type = PosFreeze trigger1 = 1 [State 5120, 3] type = NotHitBy trigger1 = 1 value = SCA [State 5100, 12] type = ChangeState trigger1 = AnimTime = 0 value = 3671 ;--------------------------------------------------------------------------- ; HIT_BOUNCE (bounce into air) [Statedef 3671] type = L movetype= H physics = N [State 5101, 1] ;Coming hit ground anim (normal) type = ChangeAnim triggerall = time = 0 trigger1 = anim != [5101,5109] trigger2 = !SelfAnimExist(5160 + (anim % 10)) value = 5160 [State 5101, 2] ;Coming hit ground anim (for hit up) type = ChangeAnim triggerall = time = 0 trigger1 = anim = [5101,5109] trigger1 = SelfAnimExist(5160 + (anim % 10)) value = 5160 + (anim % 10) [State 5101, 3] type = HitFallVel trigger1 = Time = 0 [State 5101, 4] type = PosSet trigger1 = Time = 0 y = 20 [State 5101, 5] ;Acceleration type = VelAdd trigger1 = 1 y = .4 [State 5120, 3] type = NotHitBy trigger1 = 1 value = SCA [State 5101, 6] ;Hit ground trigger1 = Vel Y > 0 trigger1 = Pos Y >= 12 type = ChangeState value = 3680 ;--------------------------------------------------------------------------- ; HIT_LIEDOWN [Statedef 3680] type = L movetype= H physics = N [State 5110, EnvShake] type = FallEnvShake trigger1 = Time = 0 [State 5110, 1] ;For hit up/up-diag type (from state 5081) type = ChangeAnim persistent = 0 trigger1 = SelfAnimExist(5110 + (anim % 10)) trigger1 = anim = [5081,5089] value = 5110 + (anim % 10) [State 5110, 2] ;Hit ground anim (normal) type = ChangeAnim triggerall = time = 0 triggerall = anim != [5110,5119] ;Not already changed anim trigger1 = anim != [5161,5169] trigger2 = !SelfAnimExist(5170 + (anim % 10)) value = 5170 [State 5110, 3] ;Hit ground anim (for hit up) type = ChangeAnim triggerall = time = 0 triggerall = anim != [5110,5119] ;Not already changed anim trigger1 = anim = [5161,5169] trigger1 = SelfAnimExist(5170 + (anim % 10)) value = 5170 + (anim % 10) [State 5110, 5] type = PosSet trigger1 = Time = 0 y = 0 [State 5110, Var] ;Get fall velocity type = VarSet trigger1 = Time = 0 trigger1 = GetHitVar(fall.yvel) != 0 sysvar(1) = floor(vel y) [State 5110, 6] type = PlaySnd trigger1 = Time = 0 trigger1 = !SysVar(0) ;value = F7, 0 ;Hit ground value = F7, (sysvar(1) > 5) + (sysvar(1) > 14) [State 5110, 7] type = GameMakeAnim trigger1 = Time = 0 trigger1 = !SysVar(0) value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14) pos = 0, 0 under = sysvar(1) <= 10 [State 5110, 8] type = VelSet trigger1 = Time = 0 y = 0 [State 5110, 9] ;For hit up type type = ChangeAnim persistent = 0 triggerall = anim = [5171,5179] triggerall = SelfAnimExist(5110 + (anim % 10)) trigger1 = AnimTime = 0 trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim value = 5110 + (anim % 10) [State 5110, 10] ;For normal type = ChangeAnim persistent = 0 triggerall = Anim != [5111,5119] trigger1 = AnimTime = 0 trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame value = 5110 [State 5110, 11] ;If just died type = SelfState triggerall = !alive trigger1 = AnimTime = 0 trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame trigger3 = Anim = [5110,5119] value = 5150 [State 5120, 3] type = NotHitBy trigger1 = 1 value = SCA [State 5120, 7] type = ChangeState trigger1 = Time = 50 value = 3690 [State 5110, 12] type = VarSet trigger1 = SysVar(0) trigger1 = Time = 0 sysvar(0) = 0 [State 5110, 13] ;Friction type = VelMul trigger1 = 1 x = 0.85 ;--------------------------------------------------------------------------- ; HIT_GETUP [Statedef 3690] type = L movetype= H physics = N [State 5120, 1a] ;Get up anim (normal) type = ChangeAnim triggerall = time = 0 trigger1 = anim != [5111,5119] trigger2 = !SelfAnimExist(5120 + (anim % 10)) value = 5120 [State 5120, 1b] ;Get up anim (for hit up/diag-up) type = ChangeAnim triggerall = time = 0 trigger1 = anim = [5111,5119] trigger1 = SelfAnimExist(5120 + (anim % 10)) value = 5120 + (anim % 10) [State 5120, 2] type = VelSet trigger1 = Time = 0 x = 0 [State 5120, 3] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 5120, 4] type = HitFallSet trigger1 = AnimTime = 0 value = 1 [State 5120, 5] ;Can't be thrown right after getting up type = NotHitBy trigger1 = AnimTime = 0 value = , NT,ST,HT time = 12 [State 5120, 6] ;Can't be hit right after getting up (short time) type = NotHitBy trigger1 = AnimTime = 0 value2 = SCA time = 3 [State 5120, 7] type = ChangeState trigger1 = AnimTime = 0 value = 3700 ;--------------------------------------------------------------------------- ;‹Câ [Statedef 3700] type = S movetype= H physics = N velset = 0,0 ctrl = 0 anim = 5300 [State 1000, 0] type = HitFallSet trigger1 = time = 0 value = 0 [State 1205, ChangeState] type = selfstate triggerall = random < 50 trigger1 = Time = 75 value = 0 ctrl = 1 [State 1205, ChangeState] type = selfstate triggerall = random < 150 trigger1 = Time = 90 value = 0 ctrl = 1 [State 1205, ChangeState] type = selfstate triggerall = random < 500 trigger1 = Time = 135 value = 0 ctrl = 1 [State 1205, ChangeState] type = selfstate triggerall = random < 750 trigger1 = Time = 180 value = 0 ctrl = 1 [State 1205, ChangeState] type = selfstate trigger1 = Time = 225 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; HIT_BOUNCE (hit ground) [Statedef 5100] type = L movetype= H physics = N [State 5100, HitByFix] type = HitBy trigger1 = 1 value = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT [State 5100, 1] type = VelSet trigger1 = Time = 0 trigger1 = GetHitVar(fall.yvel) = 0 trigger1 = vel x > 1 x = 1 [State 5100, EnvShake] type = FallEnvShake trigger1 = Time = 0 [State 5100, Var] ;Save fall velocity type = VarSet trigger1 = Time = 0 sysvar(1) = floor(vel y) [State 5100, 2] ;Hit ground anim (normal) type = ChangeAnim triggerall = time = 0 trigger1 = (anim != [5051,5059]) && (anim != [5061,5069]) trigger2 = !SelfAnimExist(5100 + (anim % 10)) value = 5100 [State 5100, 3] ;Hit ground anim (for hit up) type = ChangeAnim trigger1 = time = 0 trigger1 = (anim = [5051,5059]) || (anim = [5061,5069]) trigger1 = SelfAnimExist(5100 + (anim % 10)) value = 5100 + (anim % 10) [State 5100, 4] type = PosSet trigger1 = Time = 0 y = 0 [State 5100, 5] type = VelSet trigger1 = Time = 0 y = 0 [State 5100, 6] ;Reduce speed type = VelMul trigger1 = Time = 0 x = 0.75 [State 5100, 7] type = ChangeState trigger1 = Time = 0 trigger1 = GetHitVar(fall.yvel) = 0 value = 5110 ;HIT_LIEDOWN [State 5100, 8] type = GameMakeAnim trigger1 = Time = 1 value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14) pos = 0, 0 under = sysvar(1) <= 14 [State 5100, 9] type = HitFallDamage trigger1 = Time = 3 [State 5100, 10] type = PlaySnd trigger1 = Time = 1 value = F7, (sysvar(1) > 5) + (sysvar(1) > 14) [State 5100, 11] type = PosFreeze trigger1 = 1 [State 5100, 12] type = ChangeState trigger1 = AnimTime = 0 value = 5101 [State 5100, 13] type = ForceFeedback trigger1 = Time = 0 waveform = sinesquare ampl = 128,-3,-.2,.005 time = 20 ;--------------------------------------------------------------------------- ; COMMONSTATES ;--------------------------------------------------------------------------- ; Stand [Statedef 0] type = S physics = S sprpriority = 0 velset = 0,0 [State 0] type = ChangeAnim triggerall = var(1) = 1 trigger1 = anim = 5 value = 30005 [State 0] type = ChangeAnim trigger1 = Anim != 0+var(8)*30000 && Anim != 5+var(8)*30000 trigger2 = Anim = 5+var(8)*30000 && AnimTime = 0 value = var(8)*30000 [State 0, 4] ;Are you dead? type = ChangeState trigger1 = !alive value = 5050 ;--------------------------------------------------------------------------- ; Stand to Crouch [Statedef 10] type = C physics = C anim = 10+var(8)*30000 velset = 0,0 [State 10, 2] type = ChangeState trigger1 = AnimTime = 0 value = 11 ;--------------------------------------------------------------------------- ; Crouching [Statedef 11] type = C physics = C anim = 11+var(8)*30000 sprpriority = 0 velset = 0,0 [State 0] type = ChangeAnim triggerall = var(1) = 1 trigger1 = anim = 6 value = 30006 [State 11, 1] ;Change from turning animation type = ChangeAnim trigger1 = Anim = 6+var(8)*30000 && AnimTime = 0 value = 11+var(8)*30000 ;--------------------------------------------------------------------------- ; Crouch to Stand [Statedef 12] type = S physics = S anim = 12+var(8)*30000 velset = 0,0 [State 12, 1] type = ChangeState trigger1 = AnimTime = 0 value = 0 ;--------------------------------------------------------------------------- ; Run to Crouch (STOLEN FROM SCAL) D: ;--------------------------------------------------------------------------- [Statedef 15] type = C physics = C anim = 15+var(8)*30000 velset = 0,0 ctrl = 0 [State 15, GoToCrouch] type = ChangeState trigger1 = !AnimTime value = ifelse(Command = "holddown",11,0) ctrl = 1 ;--------------------------------------------------------------------------- ; Walk [Statedef 20] type = S physics = S sprpriority = 0 [State 20, 1] type = VelSet trigger1 = command = "holdfwd" x = const(velocity.walk.fwd.x) [State 20, 2] type = VelSet trigger1 = command = "holdback" x = const(velocity.walk.back.x) [State 20, 3] type = ChangeAnim triggerall = vel x > 0 trigger1 = Anim != 20+var(8)*30000 && Anim != 5+var(8)*30000 trigger2 = Anim = 5+var(8)*30000 && AnimTime = 0 value = 20+var(8)*30000 [State 20, 4] type = ChangeAnim triggerall = vel x < 0 trigger1 = Anim != 21+var(8)*30000 && Anim != 5+var(8)*30000 trigger2 = Anim = 5+var(8)*30000 && AnimTime = 0 value = 21+var(8)*30000 ;--------------------------------------------------------------------------- ; Jump Start [Statedef 40] type = S physics = S ctrl = 0 velset = 0,0 facep2 = 1 sprpriority = 1 [State 100, Kino] type = VarSet trigger1 = !time var(4) = 0 [State 100, Karin] type = VarSet trigger1 = command = "x" var(4) = 1 [State 100, Karin] type = VarSet trigger1 = command = "a" var(4) = 2 [State 100, Karin] type = VarSet trigger1 = command = "y" var(4) = 3 [State 100, Karin] type = VarSet trigger1 = command = "b" var(4) = 4 [State 100, Karin] type = VarSet trigger1 = command = "z" var(4) = 5 [State 40, ChangeAnim] type = ChangeAnim trigger1 = !time value = 40+var(8)*30000 [State 40, 1] type = VarSet trigger1 = Time = 0 sysvar(1) = 0 [State 40, 2] type = VarSet trigger1 = command = "holdfwd" sysvar(1) = 1 [State 40, 3] type = VarSet trigger1 = command = "holdback" sysvar(1) = -1 [State 40, 1] type = VarSet triggerall = sysvar(1) trigger1 = command = "hijump" && command != "ChargedDU" trigger2 = PrevStateNo = 101 && sysvar(1) = 1 var(2) = 1 [State 40, 1] type = VarSet trigger1 = PrevStateNo = 101 && sysvar(1) = -1 var(2) = 0 [State 40, 4] type = VarSet trigger1 = Time = 0 var(3) = 0 [State 40, 5] type = VarSet trigger1 = command != "holdup" var(3) = 2 [State 40, 6] type = VelSet triggerall = !var(2) trigger1 = AnimTime = 0 trigger2 = var(4) && time > 0 x = ifelse(!sysvar(1), 0, ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x))) [State 40, 7] type = VelSet triggerall = var(2) trigger1 = AnimTime = 0 trigger2 = var(4) && time > 0 x = ifelse(!sysvar(1), 0, ifelse(sysvar(1)=1, const(velocity.runjump.fwd.x), const(velocity.runjump.back.x))) [State 40, 8] type = VelSet trigger1 = AnimTime = 0 trigger2 = var(4) && time > 0 y = ifelse (var(3), -6.3525390625, const(velocity.jump.y)) [State 40, PlaySnd] type = PlaySnd trigger1 = !animtime trigger2 = var(4) && time > 0 value = 2+(var(32)*10),3+var(2) ;--------------------------[APPROPIATE ATTACK STATE]---------------------------- ;Jumping Light Punch [State -1, Jumping Light Punch] type = ChangeState value = 600 trigger1 = var(4) = 1 && time > 0 ;Jumping Light Kick [State -1, Jumping Light Kick] type = ChangeState value = 620 trigger1 = var(4) = 2 && time > 0 ;Jumping Hard Punch [State -1, Jumping Hard Punch] type = ChangeState value = 610 trigger1 = var(4) = 3 && time > 0 ;Jumping Hard Kick [State -1, Jumping Light Kick] type = ChangeState value = 630 trigger1 = var(4) = 4 && time > 0 ;Jumping CD Attack [State -1, Jumping CD Attack] type = ChangeState value = 980 triggerall = var(1) = 0 trigger1 = var(4) = 5 && time > 0 ;------------------------------------------------------------------------------- [State 40, 6] type = ChangeState trigger1 = AnimTime = 0 && command = "holdup" value = 50 ctrl = 1 [State 40, 6] type = ChangeState trigger1 = AnimTime = 0 && Var(3) = 2 value = 41 ctrl = 1 ; Jump Up [Statedef 50] type = A physics = N [State 810, 1] type = AfterImage trigger1 = !time && var(2) && sysvar(1) time = 20 length = 4 framegap = 1 timegap = 6 trans = add1 palcontrast = 128,128,128 paladd = 0,0,0 palmul = 1,1,1 [State 810, 1] type = PlaySnd trigger1 = !time && var(2) && sysvar(1) value = 40,1 [State 50, 1] type = VarSet trigger1 = Time = 1 sysvar(1) = 0 [State 50, 2] type = ChangeAnim trigger1 = Time = 0 value = ifelse((vel x)=0, 41+var(8)*30000, ifelse((vel x)>0, 42+var(8)*30000, 43+var(8)*30000)) [State 50, VelAdd] type = VelAdd trigger1 = time > 0 y = const(movement.yaccel) [State 50, 3] type = ChangeAnim trigger1 = Vel y > -2 trigger1 = SelfAnimExist(anim + 3) persistent = 0 value = Anim + 3 [State 50, Transition] type = PosAdd trigger1 = Vel Y > 0 x = Vel X persistent = 0 [State 40, 6] type = ChangeState trigger1 = Pos Y + Vel Y >= 0 value = 52 ;--------------------------------------------------------------------------- ; Short Jump [Statedef 41] type = A physics = N [State 810, 1] type = AfterImage trigger1 = !time && var(2) && sysvar(1) time = 20 length = 4 framegap = 1 timegap = 6 trans = add1 palcontrast = 128,128,128 paladd = 0,0,0 palmul = 1,1,1 [State 810, 1] type = PlaySnd trigger1 = !time && var(2) && sysvar(1) value = 40,1 [State 1101, pos] type = Veladd trigger1 = time > 0 y = const(movement.yaccel) [State 50, 1] type = VarSet trigger1 = Time = 1 sysvar(1) = 0 [State 50, 2] type = ChangeAnim trigger1 = Time = 0 value = ifelse((vel x)=0, 51+var(8)*30000, ifelse((vel x)>0, 52+var(8)*30000, 53+var(8)*30000)) [State 50, 3] type = ChangeAnim trigger1 = Vel y > -2 trigger1 = SelfAnimExist(anim + 3) persistent = 0 value = Anim + 3 [State 40, 6] type = ChangeState trigger1 = Pos Y + Vel Y >= 0 value = 52 ctrl = 1 ;--------------------------------------------------------------------------- ; Jump Land [Statedef 52] type = S physics = S ctrl = 1 anim = 47+var(8)*30000 velset = 0,0 [State 0] type = ChangeAnim triggerall = var(8) = 1 trigger1 = anim = 5 value = 30005 [State -3, hop] type = PlaySnd trigger1 = !time value = 2+(var(32)*10),2 [State 40, 1] type = VarSet trigger1 = !time var(2) = 0 [State 52, 2] type = PosSet trigger1 = Time = 0 y = 0 [State 52, 3] type = CtrlSet trigger1 = time = 1 value = 1 [State 52, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;----------------------------------------------------------------------- ; DASH_FWD [Statedef 100] type = S physics = S anim = 99+var(8)*30000 ctrl = 0 velset = 0 sprpriority = 1 [State 220,2] type = ChangeState trigger1 = AnimTime = 0 value = 101 [Statedef 101] type = S physics = N anim = 100+var(8)*30000 ctrl = 0 velset = 0 sprpriority = 1 [State -3, dash] type = PlaySnd trigger1 = time = 1 value = 2+(var(32)*10),8 ;;volume = 200 loop = 1 channel = 27 [State 101, 3] type = StopSnd trigger1 = Time > 9 trigger1 = command != "holdfwd" channel = 27 [State 100, 1] type = VelSet trigger1 = 1 x = const(velocity.run.fwd.x) [State 100, 2] ;Prevent run from canceling into walk type = AssertSpecial trigger1 = 1 flag = NoWalk [State 100, 3] ;Prevent from turning type = AssertSpecial trigger1 = 1 flag = NoAutoTurn [State 100, VarSet] type = VarSet trigger1 = !time && prevstateno != 102 var(26) = 0 [State 100, VarSet] type = VarSet trigger1 = time > 10 var(26) = 1 [State 220,2] type = ChangeState trigger1 = command = "holdup" value = 40 [State 100, GoToCrouch] type = ChangeState trigger1 = Time > 9 trigger1 = Command = "holddown" && Command != "holdfwd" value = 15 [State 101, 6] type = ChangeState trigger1 = Time > 9 trigger1 = command != "holdfwd" value = 102 [Statedef 102] type = S physics = S anim = 101+var(8)*30000 ctrl = 0 velset = 0 sprpriority = 1 [State 102, 3] type = StopSnd trigger1 = time = 0 channel = 27 [State 100, 4] type = ChangeState triggerall = var(26) trigger1 = command = "holdfwd" value = 101 [State 220,2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;----------------------------------------------------------------------------- [Statedef 105] type = S physics = N ctrl = 0 anim = 105+var(8)*30000 sprpriority = 1 [State -3, hop] type = PlaySnd triggerall = time = 4 trigger1 = StateNo = 105 value = 2+(var(32)*10),12 [State 105, 1] type = StateTypeSet trigger1 = Time = 3 statetype = A [State 105, 1] type = VelSet triggerall = var(1) != 4 trigger1 = Time = 3 x = -8.1668243408203125 ; y = -1.5625 ;1.3203125 [State 105, 1] type = VelAdd triggerall = var(1) != 4 trigger1 = Time > 3 Y = 0.2421875 [State 105, 1] type = VelSet triggerall = var(1) = 4 trigger1 = Time = 3 x = -9.8519287109375 y = -3.3125 [State 105, 1] type = VelAdd triggerall = var(1) = 4 trigger1 = Time > 3 Y = 0.4375 [State 105, 1] type = VelMul trigger1 = Time > 3 X = 0.9421846302742232 [State 105, 3] type = ChangeState trigger1 = Vel Y + Pos Y >= 0 trigger1 = Time > 3 value = 52 ;--------------------------------------------------------------------------- ; HIT_FALLRECOVER (on the ground) [Statedef 5201] type = S movetype= H physics = N anim = 5200 [State 200, snd] type=playsnd trigger1= animelem=1 value=200,8 channel=0 [State 5201, 1] type = Turn trigger1 = Time = 0 trigger1 = p2dist X < -5 [State 5201, 3] type = PosSet trigger1 = Time = 0 y = 0 [State 5201, VelSet] type = VelSet trigger1 = !time x =-11.5 y = 0 [State 5201, VelSet] type = VelSet trigger1 = time = 1 x = -7.921875 [State 5201, VelMul] type = VelMul trigger1 = 1 x = 0.8125 [State 750, Push] type = PlayerPush trigger1 = 1 value = 0 [State 5201, 4] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 705, 1] type = SelfState trigger1 = Animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [Statedef 5950] type=S movetype=H physics=S anim=5950 velset=0,0 [State 5950, NHB] type=nothitby trigger1= 1 value=SCA [State 5950, KO Snd] type=assertspecial trigger1= 1 flag=nokosnd [State 5950, KO Snd] type=stopsnd trigger1= !time && !alive channel=0 [State 5950, KO Snd] type=playsnd trigger1= animelem=2 && !alive value=5950,0 ;;volume = 200 [State 1510, 2] type = ChangeAnim triggerall = anim != 9219 trigger1 = AnimTime = 0 trigger2 = AnimElemTime(AnimElemNo(0)+1)=0 value = IfElse((anim =5950&&SelfAnimExist(5112)),5112,5110) persistent = 0 [State 5950, End] type=changestate trigger1= AnimElemTime(AnimElemNo(0)+1)=0 value=ifelse(alive,5110,5150) ;--------------------------------------------------------------------------- ; 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, 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 + Pos Y >= 0 value = 5100 ;--------------------------------------------------------------- ; HIT_TRIP2 (fall through air) [Statedef 5071] type = A movetype= H physics = N [State 5071, 1] type = HitVelSet trigger1 = Time = 0 x = 1 y = 1 [State 5071, 2] ;Acceleration type = VelAdd trigger1 = 1 y = GetHitVar(yaccel) [State 5071, 3] ;Hit ground type = ChangeState trigger1 = Vel Y + Pos Y >= 0 value = 5100 ; HIT_LIEDOWN [Statedef 5110] type = L movetype= H physics = N [State 5110, EnvShake] type = FallEnvShake trigger1 = Time = 0 [State 5110, 1] ;For hit up/up-diag type (from state 5081) type = ChangeAnim persistent = 0 trigger1 = SelfAnimExist(5110 + (anim % 10)) trigger1 = anim = [5081,5089] value = 5110 + (anim % 10) [State 5110, 2] ;Hit ground anim (normal) type = ChangeAnim triggerall = time = 0 triggerall = anim != [5110,5119] ;Not already changed anim trigger1 = anim != [5161,5169] trigger2 = !SelfAnimExist(5170 + (anim % 10)) value = 5170 [State 5110, 3] ;Hit ground anim (for hit up) type = ChangeAnim triggerall = time = 0 triggerall = anim != [5110,5119] ;Not already changed anim trigger1 = anim = [5161,5169] trigger1 = SelfAnimExist(5170 + (anim % 10)) value = 5170 + (anim % 10) [State 5110, 4] type = HitFallDamage trigger1 = Time = 0 [State 5110, 5] type = PosSet trigger1 = Time = 0 y = 0 [State 5110, Var] ;Get fall velocity type = VarSet trigger1 = Time = 0 trigger1 = GetHitVar(fall.yvel) != 0 sysvar(1) = floor(vel y) [State 5110, 6] type = PlaySnd trigger1 = Time = 0 trigger1 = !SysVar(0) value = F7, (sysvar(1) > 5) + (sysvar(1) > 14) [State 5110, 8] type = VelSet trigger1 = Time = 0 y = 0 [State 5110, 9] ;For hit up type type = ChangeAnim persistent = 0 triggerall = anim = [5171,5179] triggerall = SelfAnimExist(5110 + (anim % 10)) trigger1 = AnimTime = 0 trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim value = 5110 + (anim % 10) [State 5110, 10] ;For normal type = ChangeAnim persistent = 0 triggerall = Anim != [5111,5119] trigger1 = AnimTime = 0 trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame value = 5110 [State 5110, 11] ;If just died type = ChangeState triggerall = !alive trigger1 = AnimTime = 0 trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame trigger3 = Anim = [5110,5119] value = 5150 [State 5110, 12] type = VarSet trigger1 = SysVar(0) trigger1 = Time = 0 sysvar(0) = 0 [State 5110, 13] ;Friction type = VelMul trigger1 = 1 x = 0.85 [State 5110, 14] type = ForceFeedback trigger1 = alive trigger1 = Time = 0 time = 8 ampl = 240 waveform = sine [State 5110, 15] type = ForceFeedback trigger1 = !alive trigger1 = Time = 0 ampl = 200, 7, -.467 time = 30 waveform = sine ;--------------------------------------------------------------------------- ; States that are always executed (use statedef -2) ;--------------------------------------------------------------------------- [Statedef -2] [State -2, Helper] type = Helper triggerall = !numhelper(50000) && WinKO trigger1 = movehit trigger2 = projhittime(0) = 1 trigger3 = var(55) = 1410 || var(55) = 3000 || var(55) = 3100 helpertype = normal name = "K.O." ID = 50000 stateno = 50000 pos = 160,120 postype = left ;p2,front,back,left,right facing = 1 keyctrl = 0 ownpal = 0 supermovetime = 999999999999 pausemovetime = 999999999999 ignorehitpause = 1 ; Var Helper [State -2, 0] type = Helper triggerall = !NumHelper(247) trigger1 = !Time helpertype = normal name = "Var" ID = 247 pos = 0,0 postype = p1 stateno = 247 keyctrl = 0 [State -2, DEBUG] trigger1 = 1 type = DisplayToClipboard ignorehitpause = 1 text = "X = %f Y = %f Juggle = %d Jug = %d Mode = %d" params = Vel X, Vel Y, var(16), var(40), var(1) [State 191, camera] type=helper trigger1= !numhelper(7650) helpertype=normal stateno=7650 ID=7650 name="Camera" postype=p1 ; Do not modify anything below. [State 300, Land] type = PlaySnd triggerall = numenemy triggerall = enemynear, animelemtime(1) = 1 trigger1 = P2Stateno = 1404 && P2MoveType = H value = 2+(var(32)*10),11 persistent = 0 [State 300, Land] type = PlaySnd triggerall = numenemy triggerall = enemynear, animelemtime(1) = 1 trigger1 = P2Stateno = 2132 && P2MoveType = H value = 5,14 persistent = 0 [State 1000: Helper] type = explod triggerall = numenemy triggerall = enemynear, animelemtime(1) = 1 trigger1 = P2Stateno = 2132 && P2MoveType = H anim = 12505 pos = 10,-54 postype = p2 ;p2,front,back,left,right sprpriority = 2 ownpal = 1 persistent = 0 [State 300, Land] type = PlaySnd triggerall = numenemy triggerall = enemynear, animelemtime(1) = 1 trigger1 = P2Stateno = 3111 && P2MoveType = H trigger2 = P2Stateno = 6202 && P2MoveType = H trigger3 = P2Stateno = 1352 && P2MoveType = H trigger4 = P2Stateno = 1355 && P2MoveType = H value = 2+(var(32)*10),9 persistent = 0 [State 3303, Explod] type = Explod triggerall = numenemy triggerall = enemynear, animelemtime(1) = 1 trigger1 = P2Stateno = 3111 && P2MoveType = H trigger2 = P2Stateno = 6202 && P2MoveType = H trigger3 = P2Stateno = 1352 && P2MoveType = H trigger4 = P2Stateno = 1355 && P2MoveType = H anim = 12001+(var(31)*10000) pos = 0,0 id = 12001 postype = p2 ;p2,front,back,left,right sprpriority = 2 ownpal = 1 persistent = 0 [State 3303, Explod] type = Explod triggerall = numenemy triggerall = enemynear, animelemtime(1) = 1 trigger1 = P2Stateno = 3111 && P2MoveType = H trigger2 = P2Stateno = 6202 && P2MoveType = H trigger3 = P2Stateno = 1352 && P2MoveType = H trigger4 = P2Stateno = 1355 && P2MoveType = H anim = 12002+(var(31)*10000) pos = 0,0 id = 12001 postype = p2 ;p2,front,back,left,right sprpriority = 0 ownpal = 1 persistent = 0 [State 11030, remove fx] type = RemoveExplod trigger1 = stateno != 2000 ID = 2000 [State 11030, remove fx] type = RemoveExplod trigger1 = stateno != 194 ID = 194 [State -2, Stop] type = StopSnd trigger1 = stateno != 101 channel = 27 [State -2, Width] type = Width Trigger1= Movetype != h edge = 8,0 ignorehitpause=1 [State -2, Jump reset] type = VarSet trigger1 = stateno != [40,50] var(2) = 0 [State -2, Afterimage Remover] type = AfterImageTime triggerall = 1 trigger1 = MoveType = H trigger2 = StateNo = [0,40] trigger3 = StateNo = [52,199] trigger4 = (StateNo = [200,749]) && PrevstateNo != 50 trigger5 = Stateno = [5000,5999] trigger6 = Stateno = [1000,1999] time = 0 [State -2, P2 Safe Fall] type= targetstate trigger1= numtarget=1 trigger1= target,command="recovery" trigger1= target,pos y>=-20 && target,vel y>0 trigger1= target,alive && target,hitfall && target,gethitvar(fall.recover) trigger1= target,stateno=5030 || target,stateno=5035 || target,stateno=5050 || target,stateno=5071 value= 5205 ignorehitpause= 1 [State 13000, EnvColor] type = EnvColor trigger1 = ProjHit1025 = 1 trigger2 = ProjHit3000 = 1 value = 255,255,255 time = 1 under = 1 ignorehitpause = 1 persistent = 0 ;================================================================================ ; ------- '02 UM MAX Mode System by Vans -------- ;=============================================================================== [State 0, VarSet] type = VarSet trigger1 = roundstate != 2 v = 51 value = 0 [State -2, VarSet] type = VarSet trigger1 = var(51) < 0 var(51) = 0 ignorehitpause = 1 [State -2, VarAdd] type = VarAdd trigger1 = var(51) var(51) = -1 ignorehitpause = 1 [State -2, PalFX] type = PalFX trigger1 = !var(50) trigger1 = numhelper(70001) || numhelper(70002) trigger1 =(GameTime%2) = 0 time = 1 add = 56,56,24 mul = 256,256,256 sinadd = 0,0,0 invertall = 0 color = 256 ignorehitpause = 1 [State -2, PalFX] type = PalFX triggerall = var(50) trigger1 = var(50)%2 = 0 time = 6 add = 255,255,255 sinadd = 0,0,0 invertall = 0 color = 256 ignorehitpause = 1 ;--------------------------------------------------------------------------- ;Juggle system (Based of [E]'s method) ;--------------------------------------------------------------------------- [State -2, Air Limiter] type = varSet triggerall = var(56) = 0 triggerall = NumTarget trigger1 = Target,StateType = A trigger2 = Target,StateNo = [120,155] var(40) = 1 ignorehitpause = 1 [State -2, Air Limiter] type = varSet trigger1 = (p2stateno = [5020,5040]) && var(16) < 1 trigger1 = (p2stateno = [154,155]) && var(16) < 1 trigger1 = (p2stateno = 5070) var(40) = 1 ignorehitpause = 1 [State -2, Air Limiter] type = varSet trigger1 = var(40) > 0 trigger1 = enemynear,StateType != A var(40) = 0 ignorehitpause = 1 [State -2, ground combos] type = AssertSpecial triggerall = NumTarget trigger1 = Target,StateType != A flag = NoJuggleCheck [State -2, juggle decreasing] type = varSet trigger1 = var(16)>0 var(16) = var(16)-1 ignorehitpause = 0 [State -2, juggle set basics] type= varSet triggerall= movehit = 1 trigger1 = stateno = [200,235] trigger2 = stateno = [400,635] var(16)= ifelse(var(56) = 1,6,0) [State -2, juggle set CD] type = varSet triggerall = movehit = 1 trigger1 = stateno = 980 trigger2 = stateno = 990 var(16) = ifelse(var(56) = 1,100,0) [State -2, Launchers] type = varSet triggerall = var(1) != 4 triggerall = var(1) != 7 triggerall = movehit = 1 trigger1 = stateno = 1002 trigger2 = stateno = 1004 trigger3 = stateno = 1025 trigger4 = stateno = 3040 trigger5 = stateno = 3045 var(16) = 35 ignorehitpause = 1 [State -2, Launchers] type = varSet triggerall = movehit = 1 trigger1 = stateno = 1240 trigger2 = stateno = 1242 var(16) = 35 ignorehitpause = 1 [State -2, Launchers] type = varSet triggerall = (var(1) = [4,5]) || var(1) = 7 triggerall = movehit = 1 trigger1 = stateno = 1002 trigger2 = stateno = 1004 trigger3 = stateno = 1025 trigger4 = stateno = 3040 trigger5 = stateno = 3045 var(16) = 100 ignorehitpause = 1 [State -2, Launchers] type = varSet triggerall = movehit = 1 trigger1 = stateno = 1202 var(16) = 40 ignorehitpause = 1 [State -2, Launchers] type = varSet triggerall = movehit = 1 trigger1 = stateno = 1300 trigger2 = stateno = 1302 var(16) = 60 ignorehitpause = 1 [State -2, Launchers] type = varSet triggerall = movehit = 1 trigger1 = stateno = 3100 trigger2 = stateno = 3000 trigger3 = stateno = 3105 var(16) = 200 ignorehitpause = 1 [State -2, Launchers] type = varSet trigger1 = stateno = 3101 trigger2 = stateno = 3001 var(16) = 0 [State -2, Launchers] type = varSet triggerall = movehit = 1 trigger1 = stateno = 860 var(16) = 40 ignorehitpause = 1 [State -2, ground combos] type = varSet triggerall = var(1) = 7 trigger1 = ProjContact1000 = 1 var(16) = 100 ignorehitpause = 1 [State -2, ground combos] type = varSet triggerall = var(1) = 3 trigger1 = ProjContact1025 = 1 var(16) = 100 ignorehitpause = 1 [State -2, ground combos] type = varSet trigger1 = ProjContact3000 = 1 var(16) = 10 ignorehitpause = 1 [State -2, Launchers] type = varSet triggerall = movehit = 1 trigger1 = stateno = 1060 var(16) = 40 ignorehitpause = 1 [State -2, Launchers] type = varSet triggerall = movehit = 1 trigger1 = stateno = [1300,1305] var(16) = 70 ignorehitpause = 1 [State -2, Launchers] type = varSet triggerall = movehit = 1 trigger1 = stateno = 1010 var(16) = 0 ignorehitpause = 1 [State -2, Launchers] type = varSet trigger1 = p2stateno = [10900,10904] var(16) = 500 [State -2, Killers] type = varSet trigger1 = (stateno = [200,235]) && movehit = 1 var(16) = 0 ignorehitpause = 1 [State -2, juggle checking regular stuff] type = AssertSpecial triggerall = (p2stateno != [5070,5079]) triggerall = var(16) > 0 trigger1 = stateno = [200,235] trigger2 = stateno = [250,260] trigger3 = stateno = [980,990] trigger4 = stateno = [600,699] trigger5 = stateno = [1000,1399] trigger6 = stateno = [3000,3999] flag = NoJuggleCheck [State -2, juggle checking regular stuff] type = varSet triggerall = numenemy triggerall = numtarget(1010) = 1 || numtarget(1011) = 1 trigger1 = (stateno = [3000,3999]) var(16) = 200 [State -2, juggle checking regular stuff] type = varSet triggerall = numenemy triggerall = numtarget(860) = 1 trigger1 = stateno = 3130 value = 200 [State -2, juggle checking always juggle] type = AssertSpecial trigger1 = stateno = 3126 trigger2 = stateno = 3136 trigger3 = stateno = 3035 trigger4 = stateno = 3145 trigger5 = stateno = 3148 trigger6 = stateno = 3245 flag = NoJuggleCheck ;================================================================================ ; ------- COUNTER HIT (Vans' Code, Based on Sander's Method) -------- ;=============================================================================== [State -2, VarSet];Checks if opponent is in attack state type = VarSet triggerall = numenemy trigger1 = enemy, movetype = a var(56) = 1 ignorehitpause = 1 [State -2, VarSet];This resets the condition if counter not succesful and succesful type = VarSet triggerall = numenemy trigger1 = enemy, movetype = i || var(57) >= 1 ;Enemy is Idle | Counter was Succesful trigger2 = var(57) > 10 && enemy, movetype = h ;10 ticks passed & enemy is on gethit state var(56) = 0 ignorehitpause = 1 [State -2, VarSet];Counter Hit Succesful type = VarSet trigger1 = var(56) = 1 && movehit ;Counter Check Ok, Move Hit Succesfully. trigger1 = stateno != [190,199] ;Does not activate during intros. trigger1 = stateno != [900,979] ;Does not activate during throws. trigger1 = stateno != [800,829] ;Does not activate during throws. trigger1 = stateno != [3000,3999] ;Don't activate during throws. trigger1 = stateno != [1030,1049] ;Don't activate during throws. trigger2 = var(56) = 1 && projhit = 1 ;Counter Check Ok, Projectile Hit Succesfully. var(57) = 1 ignorehitpause = 1 [State -2, VarAdd];Counter Hit Timer type = VarAdd trigger1 = var(57) >= 1 ;Counter was succesful var(57) = 1 ignorehitpause = 1 [State -2, VarSet];Counter Hit Reset type = VarSet trigger1 = var(57) >= 22 && movehit ;Reset if 22 ticks passed and move hit trigger2 = p2movetype != h ;Reset if P2 is no longer in gethit state trigger3 = movetype = h ;Reset if P1 is getting hit trigger4 = var(57) >= 22 && projhit = 1 ;Reset if 22 ticks passed and projectile hit var(57) = 0 ignorehitpause = 1 [State -2, AssertSpecial];This will award free juggles for Counter Hit. type = AssertSpecial triggerall = (p2stateno != [5070,5079]) trigger1 = var(57) > 0 flag = nojugglecheck [State -2, EnvColor];This will produce a flash a la KOF2K2 type = EnvColor triggerall = numenemy triggerall = stateno != [800,829] ;Does not activate during throws. triggerall = stateno != [900,979] ;Does not activate during throws. triggerall = stateno != [3000,3999] ;Don't activate during Hyper Moves triggerall = stateno != [1040,1049] ;Don't activate during throws. triggerall = enemy, movetype = h ;Enemy was indeed HIT, otherwise this'd be retarded. trigger1 = var(56) = 1 && movehit ;Move hit, Ok trigger2 = var(56) = 1 && projhit = 1 ;Projectile hit, Ok value = 255,255,255 time = 1 under = 1 ignorehitpause = 1 persistent = 0 [State -2, Explod];Counter Explod for P1 Side. type = Explod triggerall = !var(31) triggerall = numenemy triggerall = var(56) = 1 && numexplod(57) = 0 && teamside = 1 ;Counter Ok, Explod has not played, P1 Side triggerall = enemy, movetype = h ;Enemy was indeed HIT, otherwise this'd be retarded. triggerall = stateno != [800,829] ;Does not activate during throws. triggerall = stateno != [900,979] ;Does not activate during throws. triggerall = stateno != [1040,1049] ;Don't activate during throws. triggerall = stateno != [3000,3999] ;Don't activate during Hyper Moves trigger1 = movehit ;Move hits trigger2 = projhit = 1 ;Projectile Hits anim = 13000 pos = 160,234 postype = left ;p2,front,back,left,right removetime = -2 supermove = 1 scale = 0.5,0.5 sprpriority = 0 id = 57 bindtime = -1 ontop = 1 ownpal = 1 ignorehitpause = 1 pausemovetime = -1 [State -2, Explod];Counter Explod for P2 Side. type = Explod triggerall = !var(31) triggerall = numenemy triggerall = var(56) = 1 && numexplod(57) = 0 && teamside = 2 ;Counter Ok, Explod has not played, P2 Side triggerall = enemy, movetype = h ;Enemy was indeed HIT, otherwise this'd be retarded. triggerall = stateno != [800,829] ;Does not activate during throws. triggerall = stateno != [900,979] ;Does not activate during throws. triggerall = stateno != [1040,1049] ;Don't activate during throws. triggerall = stateno != [3000,3999] ;Don't activate during Hyper Moves trigger1 = movehit ;Move hits trigger2 = projhit = 1 ;Projectile Hits anim = 13001 pos = 160,234 postype = left ;p2,front,back,left,right removetime = -2 supermove = 1 scale = 0.5,0.5 sprpriority = 0 id = 57 bindtime = -1 ontop = 1 ownpal = 1 ignorehitpause = 1 pausemovetime = -1 [State -2, Explod];Counter Explod for P1 Side. type = Explod triggerall = var(31) triggerall = numenemy triggerall = var(56) = 1 && numexplod(57) = 0 && teamside = 1 ;Counter Ok, Explod has not played, P1 Side triggerall = enemy, movetype = h ;Enemy was indeed HIT, otherwise this'd be retarded. triggerall = stateno != [800,829] ;Does not activate during throws. triggerall = stateno != [900,979] ;Does not activate during throws. triggerall = stateno != [1040,1049] ;Don't activate during throws. triggerall = stateno != [3000,3999] ;Don't activate during Hyper Moves trigger1 = movehit ;Move hits trigger2 = projhit = 1 ;Projectile Hits anim = 24000 pos = 2,106+4 ;106 is the correct offset, +2 to be aligned with OrochiKOF's postype = left ;p2,front,back,left,right removetime = -2 supermove = 1 sprpriority = 2 id = 57 bindtime = -1 ontop = 1 ownpal = 1 ignorehitpause = 1 pausemovetime = -1 [State -2, Explod];Counter Explod for P2 Side. type = Explod triggerall = var(31) triggerall = numenemy triggerall = var(56) = 1 && numexplod(57) = 0 && teamside = 2 ;Counter Ok, Explod has not played, P2 Side triggerall = enemy, movetype = h ;Enemy was indeed HIT, otherwise this'd be retarded. triggerall = stateno != [800,829] ;Does not activate during throws. triggerall = stateno != [900,979] ;Does not activate during throws. triggerall = stateno != [1040,1049] ;Don't activate during throws. triggerall = stateno != [3000,3999] ;Don't activate during Hyper Moves trigger1 = movehit ;Move hits trigger2 = projhit = 1 ;Projectile Hits anim = 24001 pos = -69,106+4 postype = right ;p2,front,back,left,right removetime = -2 supermove = 1 sprpriority = 2 id = 57 bindtime = -1 ontop = 1 ownpal = 1 ignorehitpause = 1 pausemovetime = -1 ;================================================================================ ; ------- DAMAGE SCALING (POTS' Code) -------- ;=============================================================================== [State -2, Damage Dampener]; Scaling in action type= attackmulset triggerall = var(36) trigger1= numenemy trigger1 = enemynear, gethitvar(hitcount) >= 3 && enemynear, gethitvar(hitcount) < 5 value= 0.75*ifelse(var(51),ifelse(var(36),0.7,0.56),1) ignorehitpause= 1 [State -2, Damage Dampener]; Scaling in action type= attackmulset triggerall = var(36) trigger1= numenemy trigger1 = enemynear, gethitvar(hitcount) >= 5 && enemynear, gethitvar(hitcount) < 8 value= 0.5*ifelse(var(51),ifelse(var(36),0.7,0.56),1) ignorehitpause= 1 [State -2, Damage Dampener]; Scaling in action type= attackmulset triggerall = var(36) trigger1= numenemy trigger1 = enemynear, gethitvar(hitcount) >= 9 value= 0.25*ifelse(var(51),ifelse(var(36),0.7,0.56),1) ignorehitpause= 1 [State -2, Damage Dampener]; Full damage type= attackmulset triggerall= numenemy trigger1= enemynear,movetype!=H || (enemynear,stateno=[120,155]) trigger2 = enemynear, gethitvar(hitcount) < 3 trigger3 = !var(36) && !var(51) value= 1.0*ifelse(var(51),ifelse(var(36),0.7,0.56),1) ignorehitpause= 1 ;================================================================================ ; ------- KOF Cornerpush System by Vans -------- ;=============================================================================== [State -2, Superpause Check] type = VarAdd trigger1 = Var(6) var(6) = -1 [State -2, Reset Time counter] type = VarSet trigger1 = movecontact = 1 var(12) = 0 [State -2, Accel] type = VarSet triggerall = roundstate = 2 triggerall = Var(6) <= 0 triggerall = numtarget >= 1 trigger1 = target, hitshakeover fvar(6) = (target, gethitvar(xvel)*exp((-0.1886)*((var(12))))) [State -2, Push] type = PosAdd triggerall = roundstate = 2 triggerall = !var(6) triggerall = numtarget >= 1 triggerall = (target, BackEdgeBodyDist <= 0) || (target, FrontEdgeBodyDist <= 0) triggerall = ProjContact = 0, < 50 triggerall = stateno != [800,829] triggerall = stateno != [900,979] triggerall = numhelper(10010) != 1 triggerall = enemynear,statetype != A trigger1 = Statetype != A x = ifelse(facing = -1,fvar(6),-fvar(6)) [State -2, Increase] type = VarSet triggerall = numtarget >= 1 triggerall = target, hitshakeover trigger1 = Var(6) <= 0 trigger1 = var(12) var(12) = var(12)+1 [State -2, Time counter] type = VarSet trigger1 = !var(12) trigger1 = fvar(6) var(12) = 1 [State -2, Freeze Pos During Superpause] type = PosFreeze trigger1 = Var(6) value = 1 [State -2, Drop] type = VarSet triggerall = fvar(6) trigger1 = !numtarget trigger2 = projcontact = 1 trigger3 = movecontact = 1 fvar(6) = 0 ignorehitpause = 1 [State -2, Drop] type = VarSet triggerall = fvar(8) trigger1 = !numtarget trigger2 = projcontact = 1 trigger3 = numtarget >= 1 && target, gethitvar(xvel) = 0 var(17) = 0 ;================================================================================ ; ------- Explosion System (Vans Code)-------- ;=============================================================================== [State 1000: Helper] type = helper triggerall = !NumHelper(12504) trigger1 = numtarget(1100) && movehit helpertype = Normal name = "Small Expl" id = 12504 pos = 0, 0 ;50 postype = p2 facing = 1 stateno = 12504 keyctrl = 0 ownpal = 1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 persistent = 0 ignorehitpause = 1 ;================================================================================ ; ------- Slowmotion System By CCIronMugen -------- ;=============================================================================== [State -2] type = null trigger1 = projhit1000 = 1 var(18) = 14 [State -2] type = varset triggerall = numtarget(2030) trigger1 = target(2030), stateno = 2132 var(18) = 10 [State -2] type = VarAdd trigger1 = var(18) != 0 trigger1 = (gametime%3) = 0 var(18) = -1 [State -2] type = Pause triggerall = (gametime%3) = 0 trigger1 = var(18) != 0 time = 1 movetime = 0 ;================================================================================ ; ------- Throw Limitation by OrochiKOF97 -------- ;=============================================================================== [State -2, Guard Var] type = VarSet trigger1 = stateno = [200,505] ; Non-Air basic moves states. trigger1 = moveguarded > 0 ; This is the key : checks if opponent has guarded a basic attack trigger2 = stateno = [600,710] ; Air Basic Moves trigger2 = movecontact > 0 ; This includes both moveguarded & movehit as well v = 19 value = 30 persistent = 0 ignorehitpause = 1 [State -2, Guard Var 2] type = VarAdd triggerall =!var(6) trigger1 = var(19) > 0 var(19) = -1 ignorehitpause = 1 [State -2, Guard Var 3] type = VarSet triggerall = !var(6) trigger1 = var(19) < 0 var(19) = 0 persistent = 0 ignorehitpause = 1 ;-------------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------------- [Statedef 5900] type = S [State 5900, fix] type = changeanim triggerall = time = 1 trigger1 = var(8) = 1 value = 30000 [State 5900, 2] ;Clear all float variables type = VarRangeSet trigger1 = roundsexisted = 0 fvalue = 0 [State 5900, 3] ;Intro for first round type = ChangeState trigger1 = roundsexisted = 0 trigger2 = roundno = 1 value = 190 [State 192] type=changestate triggerall = roundno > 1 trigger1 = p2name = "Takuma Sakazaki" && enemy,roundsexisted = 0 trigger2 = p2name = "Ryo Sakazaki" && enemy,roundsexisted = 0 value = 192 ;--------------------------------------------------------------------------- ; States that are executed when in self's state file (use statedef -3) ;--------------------------------------------------------------------------- [Statedef -3] [State -3, Prevent Undergound Juggles] type= null trigger1= movehit=1 trigger1= numtarget=1 && numenemy trigger1= (target,time<=1) && (target,ID=enemynear,ID); this is just to prevent Simul issues as usual trigger1= !(target,hitshakeover) && (target, hitfall) && (target, pos y>0) pos= ceil(p2dist x), ceil(-pos y); keeps P2 at the same horizontal distance, but resets his Y position ignorehitpause= 1 [State -3, Cheap KO] type=changestate trigger1= !alive && (stateno=[5000,5010]) trigger1= (prevstateno=[130,131]) || (prevstateno=[140,141]) || (prevstateno=[150,153]) value=5950 ignorehitpause=0 [State -3, Cheap KO] type=assertspecial trigger1= (stateno=[5000,5010]) trigger1= (prevstateno=[130,131]) || (prevstateno=[140,141]) || (prevstateno=[150,153]) flag=nokosnd ignorehitpause=1 [State -3, GetHit Snd] type=playsnd triggerall= alive && time=1 triggerall= stateno=5000 || stateno=5010 trigger1= gethitvar(animtype)>=2 && random<500 trigger2= gethitvar(animtype)=1 && random<375 trigger3= gethitvar(animtype)=0 && random<250 value=5000,(random%4) channel=0 ignorehitpause=1 [State -3, GetHit Snd] type=playsnd triggerall= alive && time=1 trigger1= (stateno=5000 || stateno=5010) && numenemy trigger2= (stateno=5020 || stateno=5070 || stateno=5080) trigger3= (stateno=5050 || stateno=5100) && (prevstateno!=[5000,5199]) value=5000,(random%4) channel=0 ignorehitpause=1 [State -3, land] type = PlaySnd triggerall = time = 1 trigger1 = StateNo = 1001 || StateNo = 1003 trigger2 = StateNo = 812 || StateNo = 1031 trigger3 = StateNo = 3101 || stateno = 3112 trigger4 = StateNo = 3001 || stateno = 3031 trigger5 = StateNo = 1081 || stateno = 1083 trigger6 = StateNo = 3041 || stateno = 1215 trigger7 = StateNo = 1201 || StateNo = 1203 value = 2+(var(32)*10),2 [State -3, opponent falling behavior] type = TargetState triggerall = numtarget(200) trigger1 = target(200), alive && target(200), hitfall value = 5021 ignorehitpause = 1 [State -3, Stop] type = StopSnd trigger1 = stateno != 3020 channel = 9 [State -3, Stop] type = StopSnd trigger1 = stateno != 191 trigger1 = stateno != 192 channel = 6 [State -3, Stop] type = StopSnd trigger1 = stateno != 1041 trigger1 = stateno != 1040 channel = 5 [State -3,STOP] type = StopSnd trigger1 = stateno != 195 trigger1 = stateno != 0 channel = 19 [State -3, Stop] type = StopSnd trigger1 = stateno != 191 trigger2 = movetype = H channel = 18 ;------------------------------------------------------------------------------ ;---------------------------[EXPLOSION SYSTEM FOR FIRE USERS]------------------- ;--------------------------------------[CRIMSON]-------------------------------- ;Double Expl [Statedef 12500] type = A movetype= A physics = N sprpriority = 1 velset = 0 facep2 = 1 anim = 1 ctrl = 0 [State 7001, Assert] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 65000: STAY PUT >(] type = Bindtotarget trigger1 = (!Time) facing = 0 pos = -10,0 time = -1 [State 12501, VarRandom] type = VarRandom trigger1 = 1 v = 0 range = 5 [State 12501, Explod] type = Explod triggerall = random <= 250 trigger1 = time = 2 anim = 12505 pos = (-4-var(0)),-35 postype = p1 ;p2,front,back,left,right bindtime = 4 random = 50,50 sprpriority = 3 ownpal = 1 [State 12501, Explod] type = Explod triggerall = random <= 250 trigger1 = time = 3 anim = 12505 pos = (-40-var(0)),-120 postype = p1 ;p2,front,back,left,right bindtime = 4 random = 50,50 sprpriority = 3 ownpal = 1 [State 12501, Explod] type = Explod triggerall = random <= 250 trigger1 = time = 4 anim = 12505 pos = (-17-var(0)),-98 postype = p1 ;p2,front,back,left,right bindtime = 4 random = 50,50 sprpriority = 3 ownpal = 1 [State 12501, Explod] type = Explod triggerall = random <= 250 trigger1 = time = 5 anim = 12505 pos = (-25-var(0)),-48 postype = p1 ;p2,front,back,left,right bindtime = 4 random = 50,50 sprpriority = 3 ownpal = 1 [State 12501, Explod] type = Explod triggerall = random <= 250 trigger1 = time = 6 anim = 12505 pos = (-45-var(0)),-114 postype = p1 ;p2,front,back,left,right bindtime = 4 random = 50,50 sprpriority = 3 ownpal = 1 [State 12501, Explod] type = Explod triggerall = random <= 250 trigger1 = time = 8 anim = 12505 pos = (-15-var(0)),-110 postype = p1 ;p2,front,back,left,right bindtime = 4 random = 50,50 sprpriority = 3 ownpal = 1 [State 1302, Destroy] type = DestroySelf trigger1 = time = 6 ;Normal Expl [Statedef 12501] type = A movetype= A physics = N sprpriority = 1 velset = 0 facep2 = 1 anim = 1 ctrl = 0 [State 7001, Assert] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 65000: STAY PUT >(] type = Bindtotarget trigger1 = (!Time) facing = 0 pos = -10,0 time = -1 [State 12501, VarRandom] type = VarRandom trigger1 = 1 v = 0 range = 5 [State 12501, Explod] type = Explod triggerall = random <= 250 trigger1 = time = 2 anim = 12506 pos = (-4-var(0)),-35 postype = p1 ;p2,front,back,left,right bindtime = 4 random = 50,50 sprpriority = 3 ownpal = 1 [State 12501, Explod] type = Explod triggerall = random <= 250 trigger1 = time = 3 anim = 12506 pos = (-40-var(0)),-120 postype = p1 ;p2,front,back,left,right bindtime = 4 random = 50,50 sprpriority = 3 ownpal = 1 [State 12501, Explod] type = Explod triggerall = random <= 250 trigger1 = time = 4 anim = 12506 pos = (-17-var(0)),-98 postype = p1 ;p2,front,back,left,right bindtime = 4 random = 50,50 sprpriority = 3 ownpal = 1 [State 12501, Explod] type = Explod triggerall = random <= 250 trigger1 = time = 5 anim = 12506 pos = (-25-var(0)),-48 postype = p1 ;p2,front,back,left,right bindtime = 4 random = 50,50 sprpriority = 3 ownpal = 1 [State 12501, Explod] type = Explod triggerall = random <= 250 trigger1 = time = 6 anim = 12506 pos = (-45-var(0)),-114 postype = p1 ;p2,front,back,left,right bindtime = 4 random = 50,50 sprpriority = 3 ownpal = 1 [State 12501, Explod] type = Explod triggerall = random <= 250 trigger1 = time = 8 anim = 12506 pos = (-15-var(0)),-110 postype = p1 ;p2,front,back,left,right bindtime = 4 random = 50,50 sprpriority = 3 ownpal = 1 [State 1302, Destroy] type = DestroySelf trigger1 = time = 20 ;Pyro Expl [Statedef 12502] type = A movetype= A physics = N sprpriority = 1 velset = 0 facep2 = 1 anim = 1 ctrl = 0 [State 7001, Assert] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 65000: STAY PUT >(] type = Bindtotarget trigger1 = (!Time) facing = 0 pos = -10,0 time = -1 [State 12501, VarRandom] type = VarRandom trigger1 = 1 v = 0 range = 5 [State 12501, Explod] type = Explod triggerall = random <= 150 trigger1 = time = 2 anim = 12507 pos = (-41-var(0)),-53 postype = p1 ;p2,front,back,left,right bindtime = 4 random = 50,50 sprpriority = 3 ownpal = 1 [State 12501, Explod] type = Explod triggerall = random <= 150 trigger1 = time = 3 anim = 12507 pos = (-30-var(0)),-46 postype = p1 ;p2,front,back,left,right bindtime = 4 random = 50,50 sprpriority = 3 ownpal = 1 [State 12501, Explod] type = Explod triggerall = random <= 150 trigger1 = time = 4 anim = 12507 pos = (26-var(0)),-15 postype = p1 ;p2,front,back,left,right bindtime = 4 random = 50,50 sprpriority = 3 ownpal = 1 [State 12501, Explod] type = Explod triggerall = random <= 150 trigger1 = time = 5 anim = 12507 pos = (10-var(0)),-94 postype = p1 ;p2,front,back,left,right bindtime = 4 random = 50,50 sprpriority = 3 ownpal = 1 [State 12501, Explod] type = Explod triggerall = random <= 150 trigger1 = time = 6 anim = 12507 pos = (-19-var(0)),-63 postype = p1 ;p2,front,back,left,right bindtime = 4 random = 50,50 sprpriority = 3 ownpal = 1 [State 12501, Explod] type = Explod triggerall = random <= 150 trigger1 = time = 8 anim = 12507 pos = (1-var(0)),-59 postype = p1 ;p2,front,back,left,right bindtime = 4 random = 50,50 sprpriority = 3 ownpal = 1 [State 1302, Destroy] type = DestroySelf trigger1 = time = 20 ;Multi Small Expl [Statedef 12503] type = A movetype= A physics = N sprpriority = 1 velset = 0 facep2 = 1 anim = 1 ctrl = 0 [State 7001, Assert] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 65000: STAY PUT >(] type = Bindtotarget trigger1 = (!Time) facing = 0 pos = -10,0 time = -1 [State 12501, VarRandom] type = VarRandom trigger1 = 1 v = 0 range = 5 [State 12501, VarRandom] type = VarRandom trigger1 = 1 v = 1 range = 20 [State 12501, Explod] type = Explod triggerall = random <= 150 trigger1 = time = 2 anim = 12508 pos = (-41-var(0)),(-53+var(1)) postype = p1 ;p2,front,back,left,right bindtime = 4 random = 50,50 sprpriority = 3 ownpal = 1 [State 12501, Explod] type = Explod triggerall = random <= 150 trigger1 = time = 3 anim = 12508 pos = (-30-var(0)),(-46+var(1)) postype = p1 ;p2,front,back,left,right bindtime = 4 random = 50,50 sprpriority = 3 ownpal = 1 [State 12501, Explod] type = Explod triggerall = random <= 150 trigger1 = time = 4 anim = 12508 pos = (26-var(0)),(-15-var(1)) postype = p1 ;p2,front,back,left,right bindtime = 4 random = 50,50 sprpriority = 3 ownpal = 1 [State 12501, Explod] type = Explod triggerall = random <= 150 trigger1 = time = 5 anim = 12508 pos = (10-var(0)),(-94+var(1)) postype = p1 ;p2,front,back,left,right bindtime = 4 random = 50,50 sprpriority = 3 ownpal = 1 [State 12501, Explod] type = Explod triggerall = random <= 150 trigger1 = time = 6 anim = 12508 pos = (-19-var(0)),(-63+var(1)) postype = p1 ;p2,front,back,left,right bindtime = 4 random = 50,50 sprpriority = 3 ownpal = 1 [State 12501, Explod] type = Explod triggerall = random <= 150 trigger1 = time = 8 anim = 12508 pos = (1-var(0)),(-59+var(1)) postype = p1 ;p2,front,back,left,right bindtime = 4 random = 50,50 sprpriority = 3 ownpal = 1 [State 1302, Destroy] type = DestroySelf trigger1 = time = 20 ;Small Expl [Statedef 12504] type = A movetype= A physics = N sprpriority = 1 velset = 0 facep2 = 1 anim = 1 ctrl = 0 [State 7001, Assert] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 65000: STAY PUT >(] type = Bindtotarget trigger1 = (!Time) facing = 0 pos = -10,0 time = -1 [State 12501, VarRandom] type = VarRandom trigger1 = 1 v = 0 range = 5 [State 12501, VarRandom] type = VarRandom trigger1 = 1 v = 1 range = 20 [State 12501, Explod] type = Explod triggerall = random <= 500 trigger1 = time = 2 trigger2 = time = 16 trigger3 = time = 40 anim = 12509 pos = (-41-var(0)),(-53+var(1)) postype = p2 ;p2,front,back,left,right bindtime = 1 random = 50,50 sprpriority = 3 ownpal = 1 [State 12501, Explod] type = Explod triggerall = random <= 500 trigger1 = time = 4 trigger2 = time = 20 trigger3 = time = 44 anim = 12509 pos = (-30-var(0)),(-46+var(1)) postype = p2 ;p2,front,back,left,right bindtime = 1 random = 50,50 sprpriority = 3 ownpal = 1 [State 12501, Explod] type = Explod triggerall = random <= 500 trigger1 = time = 6 trigger2 = time = 24 trigger3 = time = 48 anim = 12509 pos = (26-var(0)),(-15-var(1)) postype = p2 ;p2,front,back,left,right bindtime = 1 random = 50,50 sprpriority = 3 ownpal = 1 [State 12501, Explod] type = Explod triggerall = random <= 500 trigger1 = time = 8 trigger2 = time = 28 trigger3 = time = 52 anim = 12509 pos = (10-var(0)),(-94+var(1)) postype = p2 ;p2,front,back,left,right bindtime = 1 random = 50,50 sprpriority = 3 ownpal = 1 [State 12501, Explod] type = Explod triggerall = random <= 500 trigger1 = time = 10 trigger2 = time = 32 trigger3 = time = 56 anim = 12509 pos = (-19-var(0)),(-63+var(1)) postype = p2 ;p2,front,back,left,right bindtime = 1 random = 50,50 sprpriority = 3 ownpal = 1 [State 12501, Explod] type = Explod triggerall = random <= 500 trigger1 = time = 12 trigger2 = time = 36 trigger3 = time = 60 anim = 12509 pos = (1-var(0)),(-59+var(1)) postype = p2 ;p2,front,back,left,right bindtime = 1 random = 50,50 sprpriority = 3 ownpal = 1 [State 1302, Destroy] type = DestroySelf trigger1 = time = 62 ;------------------------------------------------------------------------------ ;DREAMCANCEL Helper States [Statedef 40000] type = S movetype = I physics = S ctrl = 0 velset = 0, 0 ownpal = 1 anim = 16003 sprpriority = -1 [State 7001, Assert] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 1000, Explod] ;DREAMCANCEL type = Explod trigger1 = !time anim = 16000 ID = 16000 pos = 0,75;160 ;118 in KOFXI ... facing = 1 postype = right supermove = 1 supermovetime = 68 pausemovetime = 68 scale = .5,.5 sprpriority = 776 ignorehitpause = 1 persistent = 0 bindtime = 68 ownpal = 1 removeongethit = 0 [State 1000, Explod] ;Marquee type = Explod trigger1 = !time anim = 16001 ID = 16001 pos = 0,75 postype = right supermove = 1 supermovetime = 68 pausemovetime = 68 scale = .5,.5 sprpriority = 777 bindtime = 68 ignorehitpause = 1 persistent = 0 [State 1000, Explod] ;Black type = Explod trigger1 = !time anim = 16002 ID = 16002 pos = 0,75 postype = right supermove = 1 supermovetime = 68 pausemovetime = 68 scale = .5,.5 sprpriority = 775 bindtime = 68 ignorehitpause = 1 persistent = 0 trans = addalpha alpha = 128,128 [State 65000: DestroySelf] type = DestroySelf trigger1 = time = 68 ;DREAMCANCEL Helper States [Statedef 11111] type = S movetype = I physics = S ctrl = 0 velset = 0, 0 ownpal = 1 anim = 16003 sprpriority = -1 [State 111111, DestroySelf] type = DestroySelf trigger1 = time = 80 ;DREAMCANCEL Helper States [Statedef 40005] type = S movetype = I physics = S ctrl = 0 velset = 0, 0 ownpal = 1 anim = 16003 sprpriority = -1 [State 7001, Assert] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 1000, Explod] ;DREAMCANCEL type = Explod trigger1 = !time anim = 16004 ID = 16004 pos = 0,75;160 ;118 in KOFXI ... facing = 1 postype = right supermove = 1 supermovetime = 68 pausemovetime = 68 scale = .5,.5 sprpriority = 776 ignorehitpause = 1 persistent = 0 bindtime = 68 ownpal = 1 removeongethit = 0 [State 1000, Explod] ;Marquee type = Explod trigger1 = !time anim = 16005 ID = 16005 pos = 0,75 postype = right supermove = 1 supermovetime = 68 pausemovetime = 68 scale = .5,.5 sprpriority = 777 bindtime = 68 ignorehitpause = 1 persistent = 0 [State 1000, Explod] ;Black type = Explod trigger1 = !time anim = 16006 ID = 16006 pos = 0,75 postype = right supermove = 1 supermovetime = 68 pausemovetime = 68 scale = .5,.5 sprpriority = 775 bindtime = 68 ignorehitpause = 1 persistent = 0 trans = addalpha alpha = 128,128 [State 65000: DestroySelf] type = DestroySelf trigger1 = time = 68 ;----------------------------[2002 UM MAX2 BG]---------------------------------- [Statedef 40001] anim = 9999 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noBG flag2 = noFG [State 40001, Tile #1-7] type = Explod triggerall = !numexplod(15600) trigger1 = !time anim = 15600 ID = 15600 pos = 0,0 postype = left ;p2,front,back,left,right removetime = 10 pausemovetime = -1 supermovetime = -1 scale = 1,1 sprpriority = -20 ignorehitpause = 1 bindtime = -1 persistent = 0 [State 40001, Tile #1-7] type = Explod triggerall = !numexplod(15601) < 2 trigger1 = !time trigger2 = (time%10) = 0 anim = 15600 ID = 15601 pos = 320,0 postype = left ;p2,front,back,left,right removetime = 20 pausemovetime = -1 supermovetime = -1 scale = 1,1 sprpriority = -20 ignorehitpause = 1 bindtime = -1 [State 40001, Tile #2-6] type = Explod triggerall = !numexplod(15610) trigger1 = !time anim = 15601 ID = 15610 pos = 0,0 postype = left ;p2,front,back,left,right removetime = 20 pausemovetime = -1 supermovetime = -1 scale = 1,1 sprpriority = -20 ignorehitpause = 1 persistent = 0 bindtime = -1 [State 40001, Tile #2-6] type = Explod triggerall = !numexplod(15611) < 2 trigger1 = !time trigger2 = (time%20) = 0 anim = 15601 ID = 15611 pos = 320,0 postype = left ;p2,front,back,left,right removetime = 40 pausemovetime = -1 supermovetime = -1 scale = 1,1 sprpriority = -20 ignorehitpause = 1 bindtime = -1 [State 40001, Tile #3-5] type = Explod triggerall = !numexplod(15620) trigger1 = !time anim = 15602 ID = 15620 pos = 0,0 postype = left ;p2,front,back,left,right removetime = 40 pausemovetime = -1 supermovetime = -1 scale = 1,1 sprpriority = -20 ignorehitpause = 1 persistent = 0 bindtime = -1 [State 40001, Tile #3-5] type = Explod triggerall = !numexplod(15621) < 2 trigger1 = !time trigger2 = (time%40) = 0 anim = 15602 ID = 15621 pos = 320,0 postype = left ;p2,front,back,left,right removetime = 80 pausemovetime = -1 supermovetime = -1 scale = 1,1 sprpriority = -20 ignorehitpause = 1 bindtime = -1 [State 40001, Tile #4] type = Explod triggerall = !numexplod(15630) trigger1 = !time anim = 15603 ID = 15630 pos = 0,0 postype = left ;p2,front,back,left,right removetime = 80 pausemovetime = -1 supermovetime = -1 scale = 1,1 sprpriority = -20 ignorehitpause = 1 persistent = 0 bindtime = -1 [State 40001, Tile #4] type = Explod triggerall = !numexplod(15631) < 2 trigger1 = !time trigger2 = (time%80) = 0 anim = 15603 ID = 15631 pos = 320,0 postype = left ;p2,front,back,left,right removetime = 160 pausemovetime = -1 supermovetime = -1 scale = 1,1 sprpriority = -20 ignorehitpause = 1 bindtime = -1 [State 21321, ModifyExplod] type = ModifyExplod trigger1 = root,var(49) ID = 15600 scale = 0,0 [State 40002, ModifyExplod] type = ModifyExplod trigger1 = root,var(49) id = 15601 scale = 0,0 [State 40002, ModifyExplod] type = ModifyExplod trigger1 = root,var(49) id = 15610 scale = 0,0 [State 40002, ModifyExplod] type = ModifyExplod trigger1 = root,var(49) id = 15611 scale = 0,0 [State 40002, ModifyExplod] type = ModifyExplod trigger1 = root,var(49) id = 15620 scale = 0,0 [State 40002, ModifyExplod] type = ModifyExplod trigger1 = root,var(49) id = 15621 scale = 0,0 [State 40002, ModifyExplod] type = ModifyExplod trigger1 = root,var(49) id = 15630 scale = 0,0 [State 40002, ModifyExplod] type = ModifyExplod trigger1 = root,var(49) id = 15631 scale = 0,0 [State 40002, ModifyExplod] type = ModifyExplod trigger1 = !root,var(49) id = 15601 scale = 1,1 [State 40002, ModifyExplod] type = ModifyExplod trigger1 = !root,var(49) id = 15610 scale = 1,1 [State 40002, ModifyExplod] type = ModifyExplod trigger1 = !root,var(49) id = 15611 scale = 1,1 [State 40002, ModifyExplod] type = ModifyExplod trigger1 = !root,var(49) id = 15620 scale = 1,1 [State 40002, ModifyExplod] type = ModifyExplod trigger1 = !root,var(49) id = 15621 scale = 1,1 [State 40002, ModifyExplod] type = ModifyExplod trigger1 = !root,var(49) id = 15630 scale = 1,1 [State 40002, ModifyExplod] type = ModifyExplod trigger1 = !root,var(49) id = 15631 scale = 1,1 [State 40001, Glass Break] type = ChangeState trigger1 = root, stateno != [3120,3135] trigger1 = root, stateno != [3020,3021] trigger2 = WinKO trigger3 = root, stateno = 3126 && root, animelem = 2 value = stateno+1 [Statedef 40002] anim = 9999 [State 40002, RemoveExplod] type = RemoveExplod trigger1 = !time id = 15600 [State 40002, RemoveExplod] type = RemoveExplod trigger1 = !time id = 15601 [State 40002, RemoveExplod] type = RemoveExplod trigger1 = !time id = 15610 [State 40002, RemoveExplod] type = RemoveExplod trigger1 = !time id = 15611 [State 40002, RemoveExplod] type = RemoveExplod trigger1 = !time id = 15620 [State 40002, RemoveExplod] type = RemoveExplod trigger1 = !time id = 15621 [State 40002, RemoveExplod] type = RemoveExplod trigger1 = !time id = 15630 [State 40002, RemoveExplod] type = RemoveExplod trigger1 = !time id = 15631 [State 40002, PlaySnd] type = PlaySnd trigger1 = !time value = S14001,0 ;;volume = 200 [State 40001, Glass Break] type = Explod triggerall = !numexplod(15640) trigger1 = !time anim = 15604 ID = 15640 pos = 0,0 postype = left ;p2,front,back,left,right pausemovetime = -1 supermovetime = -1 removetime = -2 scale = 1,1 sprpriority = -20 ownpal = 1 bindtime = -1 ignorehitpause = 1 [State 40001, DestroySelf] type = DestroySelf trigger1 = time = 1 ;--------------------------[2002 UM MAX2 PORTRAIT]------------------------------ [Statedef 40003] anim = 9999 [State 40003, VarSet] type = VarSet triggerall = enemy, numhelper(40003) triggerall = !enemy, numhelper(40004) trigger1 = enemy, authorname = "Vans" trigger2 = enemy, authorname = "K.O.D" trigger3 = enemy, authorname = "K.O.D & Vans" trigger4 = enemy, authorname = "OrochiKOF97" trigger5 = enemy, authorname = "David Demianoff" trigger6 = enemy, authorname = "Scal" trigger7 = enemy, authorname = "Kung Fu Man" trigger8 = enemy, authorname = "KoopaKoot" trigger9 = enemy, authorname = "Anjel" trigger10 = enemy, authorname = "David Demianoff & Kung Fu Man" trigger11 = enemy, authorname = "LegendaryXM90" trigger12 = enemy, authorname = "Raposo" trigger13 = enemy, authorname = ".\/." var(0) = 1 [State 40003, VarSet] type = VarSet triggerall = teamside = 2 triggerall = enemy, numhelper(40004) trigger1 = enemy, authorname = "Vans" trigger2 = enemy, authorname = "K.O.D" trigger3 = enemy, authorname = "K.O.D & Vans" trigger4 = enemy, authorname = "OrochiKOF97" trigger5 = enemy, authorname = "David Demianoff" trigger6 = enemy, authorname = "Scal" trigger7 = enemy, authorname = "Kung Fu Man" trigger8 = enemy, authorname = "KoopaKoot" trigger9 = enemy, authorname = "Anjel" trigger10 = enemy, authorname = "David Demianoff & Kung Fu Man" trigger11 = enemy, authorname = "LegendaryXM90" trigger12 = enemy, authorname = "Raposo" trigger13 = enemy, authorname = ".\/." var(0) = 1 [State 40001, P1 BG] type = Explod triggerall = !numexplod(15650) triggerall = teamside = 1 trigger1 = !time anim = 15605 ID = 15650 pos = 0,abs((240*var(0))-81) postype = left ;p2,front,back,left,right pausemovetime = -1 supermovetime = -1 removetime = -2 bindtime = -1 scale = 1,1 sprpriority = -20 ownpal = 1 ignorehitpause = 1 [State 40001, P2 BG] type = Explod triggerall = !numexplod(15651) triggerall = teamside = 2 trigger1 = !time anim = 15606 ID = 15651 pos = 0,abs((240*var(0))-81) postype = right ;p2,front,back,left,right pausemovetime = -1 supermovetime = -1 removetime = -2 bindtime = -1 scale = 1,1 facing = -1 sprpriority = -20 ownpal = 1 ignorehitpause = 1 [State 40001, P1 PORTRAIT] type = Explod triggerall = !numexplod(15660) triggerall = teamside = 1 trigger1 = !time anim = 15607 ID = 15660 pos = 0,abs((240*var(0))-81) postype = left ;p2,front,back,left,right pausemovetime = -1 supermovetime = -1 removetime = -2 bindtime = -1 scale = 1,1 sprpriority = -19 ownpal = 1 ignorehitpause = 1 [State 40001, P2 PORTRAIT] type = Explod triggerall = !numexplod(15661) triggerall = teamside = 2 trigger1 = !time anim = 15607 ID = 15661 pos = 0,abs((240*var(0))-81) postype = right ;p2,front,back,left,right pausemovetime = -1 supermovetime = -1 removetime = -2 bindtime = -1 scale = 1,1 facing = -1 sprpriority = -19 ownpal = 1 ignorehitpause = 1 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 2 ID = 15650 scale = 1,0.3 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 4 ID = 15650 scale = 1,0.54 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 6 ID = 15650 scale = 1,0.77 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 8 ID = 15650 scale = 1,1 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 56 ID = 15650 scale = 1,0.77 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 57 ID = 15650 scale = 1,0.54 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 58 ID = 15650 scale = 1,0.3 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 59 ID = 15650 scale = 1,1 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 2 ID = 15651 scale = 1,0.3 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 4 ID = 15651 scale = 1,0.54 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 6 ID = 15651 scale = 1,0.77 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 8 ID = 15651 scale = 1,1 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 56 ID = 15651 scale = 1,0.77 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 57 ID = 15651 scale = 1,0.54 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 58 ID = 15651 scale = 1,0.3 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 59 ID = 15651 scale = 1,1 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 2 ID = 15660 scale = 1,0.3 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 4 ID = 15660 scale = 1,0.54 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 6 ID = 15660 scale = 1,0.77 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 8 ID = 15660 scale = 1,1 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 56 ID = 15660 scale = 1,0.77 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 57 ID = 15660 scale = 1,0.54 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 58 ID = 15660 scale = 1,0.3 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 59 ID = 15660 scale = 1,1 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 2 ID = 15661 scale = 1,0.3 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 4 ID = 15661 scale = 1,0.54 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 6 ID = 15661 scale = 1,0.77 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 8 ID = 15661 scale = 1,1 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 56 ID = 15661 scale = 1,0.77 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 57 ID = 15661 scale = 1,0.54 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 58 ID = 15661 scale = 1,0.3 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 59 ID = 15661 scale = 1,1 [State 40001, DestroySelf] type = DestroySelf trigger1 = time = 60 [Statedef 40004] anim = 9999 [State 40001, DestroySelf] type = DestroySelf trigger1 = time = 1 ;---------------------------[KOF K.O. SYSTEM]----------------------------------- ;This is as accurate as it'll get with MUGEN's K.O. slow system. [Statedef 50000] ctrl = 0 anim = 9999 ownpal = 1 [State 50000, VarSet] type = VarSet trigger1 = root, stateno = [200,991] var(0) = 1 [State 50000, PlaySnd] type = PlaySnd trigger1 = IsHelper(50000) && !time value = 3,18 volume = 255 channel = 1 ignorehitpause = 1 [State 50000, PlaySnd] type = PlaySnd trigger1 = IsHelper(50001) && !time value = 3,19 volume = 255 channel = 1 ignorehitpause = 1 [State 3000, AssertSpecial] type = AssertSpecial triggerall = !var(0) trigger1 = time = [0,17] flag = noBG flag2 = noFG ignorehitpause = 1 [State 3501, EnvColor] type = EnvColor triggerall = !var(0) trigger1 = !time value = 0,0,0 time = 0;6 under = 1 ignorehitpause = 1 [State 3501, EnvColor] type = EnvColor triggerall = !var(0) trigger1 = time = 1 value = 255,0,0 time = 1 under = 1 ignorehitpause = 1 [State 3501, EnvColor] type = EnvColor triggerall = !var(0) trigger1 = time = 2 value = 255,255,255 time = 1 under = 1 ignorehitpause = 1 [State 3501, EnvColor] type = EnvColor triggerall = !var(0) trigger1 = time = 3 value = 255,0,0 time = 1 under = 1 ignorehitpause = 1 [State 3501, EnvColor] type = EnvColor triggerall = !var(0) trigger1 = time = 4 value = 255,255,255 time = 1 under = 1 ignorehitpause = 1 [State 3501, EnvColor] type = EnvColor triggerall = !var(0) trigger1 = time = 5 value = 255,0,0 time = 1 under = 1 ignorehitpause = 1 [State 3501, EnvColor] type = EnvColor triggerall = !var(0) trigger1 = time = 7 value = 255,255,255 time = 2 under = 1 ignorehitpause = 1 [State 3501, EnvColor] type = EnvColor triggerall = !var(0) trigger1 = time = 9 value = 255,0,0 time = 2 under = 1 ignorehitpause = 1 [State 3501, EnvColor] type = EnvColor triggerall = !var(0) trigger1 = time = 11 value = 255,255,255 time = 2 under = 1 ignorehitpause = 1 [State 3501, EnvColor] type = EnvColor triggerall = !var(0) trigger1 = time = 13 value = 255,0,0 time = 2 under = 1 ignorehitpause = 1 [State 3501, EnvColor];Must last two ticks! type = EnvColor trigger1 = time = 15 value = 0,0,0 time = 1 under = 1 ignorehitpause = 1 [State 3501, EnvColor];One tick. type = EnvColor trigger1 = time = 16 value = 255,255,255 time = 1 under = 1 ignorehitpause = 1 [State 3501, EnvColor];One tick. type = EnvColor triggerall = !var(0) trigger1 = time = 17 value = 255,0,0 time = 1 under = 1 ignorehitpause = 1 ;---------------------------[2002 UM MAX MODE]---------------------------------- [Statedef 70001] ctrl = 0 anim = 1 ownpal = 1 [State 70001, PowerAdd] type = PowerAdd trigger1 = !time value = -1000 [State 70001, PowerAdd] type = PowerAdd trigger1 = IsHelper(70002) && !time value = -1000 [State 70001, VarSet] type = VarSet trigger1 = !time var(0) = power [State 70001, PowerSet] type = PowerSet trigger1 = root,stateno != [3000,3999] value = var(0) [State 40002, PlaySnd] type = PlaySnd trigger1 = !time value = S0,0 ;volume = 200 [State 70001, ParentVarSet] type = ParentVarSet trigger1 = !time var(51) = 753 [State 70001, MAX2 INDICATOR] type = PalFX trigger1 = root, life <= 300 time = 1 add = ceil(37/6*sin(pi*(root,var(51)))),ceil(-85*sin(pi*(root,var(51)))),ceil(-400*sin(pi*(root,var(51)))) mul = 256,128,128 invertall = 1 color = 256 ignorehitpause = 1 [State 60000, P1 MAX-ON !!] type = Explod trigger1 = !NumExplod(14110) trigger1 = TeamSide = 1 anim = 14110 ID = 14110 postype = left pos = 33,223-4 ownpal = 1 bindtime = -1 scale = 1,1 ignorehitpause = 1 ontop = 1 pausemovetime = -1 supermovetime = -1 persistent = 0 [State 60000, P2 MAX-ON !!] type = Explod trigger1 = !NumExplod(14110) trigger1 = TeamSide = 2 anim = 14110 ID = 14110 postype = right pos = -(68+33),223-4 ownpal = 1 bindtime = -1 scale = 1,1 ignorehitpause = 1 ontop = 1 pausemovetime = -1 supermovetime = -1 persistent = 0 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = !time trigger2 = time = 26 ID = 14110 scale = 1,0.14 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 1 trigger2 = time = 25 ID = 14110 scale = 1,0.29 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 2 trigger2 = time = 24 ID = 14110 scale = 1,0.43 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 3 trigger2 = time = 23 ID = 14110 scale = 1,0.57 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 4 trigger2 = time = 22 ID = 14110 scale = 1,0.71 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 5 trigger2 = time = 21 ID = 14110 scale = 1,0.86 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 6 ID = 14110 scale = 1,1 [State 60000, P1 HOLD] type = Explod trigger1 = !NumExplod(14100) trigger1 = TeamSide = 1 trigger1 = time = 27 anim = 14100 ID = 14100 postype = left pos = 33,223-4 ownpal = 1 bindtime = -1 scale = 1,1 ignorehitpause = 1 ontop = 1 removetime = -1 pausemovetime = -1 supermovetime = -1 persistent = 0 [State 60000, P2 HOLD] type = Explod trigger1 = !NumExplod(14100) trigger1 = TeamSide = 2 trigger1 = time = 27 anim = 14101 ID = 14100 postype = right pos = -(72+33),223-4 ownpal = 1 bindtime = -1 scale = 1,1 ignorehitpause = 1 ontop = 1 removetime = -1 pausemovetime = -1 supermovetime = -1 persistent = 0 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 27 ID = 14100 scale = 1,0.14 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 28 ID = 14100 scale = 1,0.29 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 29 ID = 14100 scale = 1,0.43 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 30 ID = 14100 scale = 1,0.57 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 31 ID = 14100 scale = 1,0.71 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 32 ID = 14100 scale = 1,0.86 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 33 ID = 14100 scale = 1,1 [State 70001, P1 METER] type = Explod trigger1 = !NumExplod(14120) trigger1 = TeamSide = 1 trigger1 = time = 27 anim = 14120 ID = 14120 postype = left pos = 56,222-4 bindtime = -1 scale = 1,1 ignorehitpause = 1 ontop = 1 removetime = -1 pausemovetime = -1 supermovetime = -1 persistent = 0 [State 70001, P2 METER] type = Explod trigger1 = !NumExplod(14120) trigger1 = TeamSide = 2 trigger1 = time = 27 anim = 14120 ID = 14120 postype = right pos = -56,222-4 bindtime = -1 scale = 1,1 ignorehitpause = 1 ontop = 1 removetime = -1 facing = -1 pausemovetime = -1 supermovetime = -1 persistent = 0 [State 70001, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(14120) ID = 14120 scale = (root,var(51)/752.0)*0.96,1 ;7 scale changes. Seventh change is a reset. ;Total time is 16 ticks*47 points, 752 ticks. Varadd should be 1 point ; every 16th tick ;Or... converted to MUGEN tick-wise system... ;Every MAX cancel should take 128 total points out of 752. [State 40001, DestroySelf] type = ChangeState trigger1 = root,var(51) <= 0;time = 752 value = stateno+1 [Statedef 70002] ctrl = 0 anim = 1 ownpal = 1 [State 70002, RemoveExplod] type = RemoveExplod trigger1 = !time id = 14100 [State 70002, RemoveExplod] type = RemoveExplod trigger1 = !time id = 14101 [State 70002, RemoveExplod] type = RemoveExplod trigger1 = !time id = 14110 [State 70002, RemoveExplod] type = RemoveExplod trigger1 = !time id = 14120 [State 40001, DestroySelf] type = DestroySelf trigger1 = !time