[Data] life = 1000 attack = 100 defence = 100 fall.defence_up = 50 liedown.time = 60 airjuggle = 15 sparkno = -1 guard.sparkno = -1 KO.echo = 0 volume = 0 IntPersistIndex = 60 FloatPersistIndex = 40 [Size] xscale = 1.15 yscale = 1.15 ground.back = 32 ground.front = 24 air.back = 21 air.front = 18 height = 100 attack.dist = 160 proj.attack.dist = 90 proj.doscale = 0 head.pos = -2, -111 mid.pos = -3, -69 shadowoffset = 0 draw.offset = 0,0 [Velocity] walk.fwd = 4.3 walk.back = -4.3 run.fwd = 8, 0 run.back = -4.3,-5.5 jump.neu = 0,-8.3 jump.back = -3,-9 jump.fwd = 3,-9 runjump.back = -4.5,-3 runjump.fwd = 4.5,-8.8 airjump.neu = 0,-5 airjump.back = -3,-5 airjump.fwd = 4.5,-5 [Movement] airjump.num = 1 airjump.height = 35 yaccel = .37 stand.friction = .78 crouch.friction = .72 ;--------------------------------------------------------------------------- ; var(1) - · ; var(2) - AIRģʽ 4ģʽ ; var(3) - ¼ǰstateno ; var(4) - MoveContact = 1 ; var(5) - 4ģʽ ; var(6) - 2Ծ ; var(7) - hit ; var(8) - counter ; var(9) - ; var(10) - ; var(11) - x ; var(12) - y ; var(13) - counter ; var(14) - counter ; var(15) - ; var(16) - 2000 ; var(17) - ƷͿܻ ; var(18) - Ѫ ; var(19) - 2000 ; var(20) - 2000д ; var(21) - 1100д ; var(22) - ; var(23) - ; var(24) - ; var(25) - ; var(26) - ; fvar(0) - ; fvar(1) - ҡ ; fvar(2) - ; fvar(3) - ; fvar(4) - ; fvar(5) - ; fvar(6) - ; fvar(7) - Ծ ; fvar(30) - vel x ; fvar(31) - vel y ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; Stand to Crouch [Statedef 10] type = C physics = C anim = 10 [State 0, ChangeState] type = ChangeState trigger1 = PrevStateNo = [100,101] value = 102 [State 10, 1] type = VelMul trigger1 = Time = 0 x = .75 [State 10, 2] type = ChangeState trigger1 = AnimTime = 0 value = 11 ;--------------------------------------------------------------------------- ; Jump Start [Statedef 40] type = S physics = S anim = 40+var(1)*1000 ctrl = 0 [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, 4] type = VelSet trigger1 = AnimTime = 0 x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x))) y = const(velocity.jump.y) [State 40, 5] type = VelSet trigger1 = AnimTime = 0 trigger1 = prevstateno = 100 ;RUN_FWD trigger1 = sysvar(1) = 1 x = const(velocity.runjump.fwd.x) [State 40, AI] type = VarSet triggerall = var(59) = 1 trigger1 = time = 0 trigger1 = p2bodydist x > 0 fvar(7) = 4 [State 40, 5] type = VarSet triggerall = var(7) != [4,7] trigger1 = Command = "holdfwd" fvar(7) = 1 [State 40, 5] type = VarSet triggerall = var(7) != [4,7] trigger1 = Command != "holdfwd" trigger1 = Command != "holdback" fvar(7) = 2 [State 40, 6] type = VarSet triggerall = var(7) != [4,7] trigger1 = Command = "holdback" fvar(7) = 3 [State 40, 7] type = VarSet triggerall = fvar(7) != [4,6] trigger1 = Command = "longjump" trigger1 = Command = "holdfwd" trigger2 = PrevStateNo = [100,101] ;RUN_FWD fvar(7) = 4 [State 40, 8] type = VarSet triggerall = fvar(7) != [4,6] trigger1 = Command = "holdback" trigger1 = Command = "longjump" fvar(7) = 5 [State 40, 8] type = VarSet triggerall = fvar(7) != [4,6] trigger1 = Command != "holdfwd" trigger1 = Command != "holdback" trigger1 = Command = "longjump" fvar(7) = 6 [State 40, 5] type = VelSet trigger1 = AnimTime = 0 trigger1 = fvar(7) = 4 trigger1 = sysvar(1) = 1 x = const(velocity.runjump.fwd.x) [State 40, 5] type = VelSet trigger1 = AnimTime = 0 trigger1 = fvar(7) = 5 trigger1 = sysvar(1) = -1 x = const(velocity.runjump.back.x) [State 40, 5] type = VelSet trigger1 = AnimTime = 0 trigger1 = fvar(7) = 6 trigger1 = sysvar(1) = 1 x = const(velocity.runjump.fwd.x) [State 40, 5] type = VelSet trigger1 = AnimTime = 0 trigger1 = fvar(7) = 6 trigger1 = sysvar(1) = -1 x = const(velocity.runjump.back.x) [State 0, VelSet] type = VelSet trigger1 = AnimTime = 0 trigger1 = PrevStateNo = [200,4999] x = const(velocity.jump.fwd.x) [State 40, 5] type = VelSet trigger1 = AnimTime = 0 trigger1 = fvar(7) = 6 trigger1 = !sysvar(1) x = 0 y = const(velocity.runjump.y) [State 0, Helper] type = Helper trigger1 = fvar(7) = [4,6] trigger1 = AnimElem = 1 helpertype = normal ID = 1240 stateno = 1242 pos = 0,0 facing = 1 keyctrl = 0 ownpal = 1 ignorehitpause = 1 [State 40, 6] type = ChangeState trigger1 = AnimTime = 0 value = 50 ctrl = IfElse(fvar(8)=1,0,1) ;--------------------------------------------------------------------------- ; AirJump Start [Statedef 45] type = A physics = N ctrl = 0 velset = 0,0 [State 45, 1] type = ChangeAnim trigger1 = SelfAnimExist(44+var(1)*1000) value = 44+var(1)*1000 [State 45, 2] type = ChangeAnim trigger1 = !SelfAnimExist(44+var(1)*1000) value = 41+var(1)*1000 [State 0, VarSet] type = VarSet trigger1 = time = 0 v = 6 value = 1 [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, 4] type = VelSet trigger1 = Time = 2 x = ifelse(sysvar(1)=0, const(velocity.airjump.neu.x), ifelse(sysvar(1)=1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x))) y = const(velocity.airjump.y) [State 40, AI] type = VarSet triggerall = var(59) = 1 trigger1 = time = 0 trigger1 = p2bodydist x > 0 fvar(7) = 4 [State 40, 5] type = VarSet triggerall = var(7) != [4,7] trigger1 = Command = "holdfwd" fvar(7) = 1 [State 40, 5] type = VarSet triggerall = var(7) != [4,7] trigger1 = Command != "holdfwd" trigger1 = Command != "holdback" fvar(7) = 2 [State 40, 6] type = VarSet triggerall = var(7) != [4,7] trigger1 = Command = "holdback" fvar(7) = 3 [State 40, 7] type = VarSet triggerall = fvar(7) != [4,6] triggerall = var(2) = [3,4] trigger1 = Command = "longjump" trigger1 = Command = "holdfwd" trigger2 = PrevStateNo = [100,101] ;RUN_FWD fvar(7) = 4 [State 40, 8] type = VarSet triggerall = fvar(7) != [4,6] triggerall = var(2) = [3,4] trigger1 = Command = "holdback" trigger1 = Command = "longjump" fvar(7) = 5 [State 40, 8] type = VarSet triggerall = fvar(7) != [4,6] triggerall = var(2) = [3,4] trigger1 = Command != "holdfwd" trigger1 = Command != "holdback" trigger1 = Command = "longjump" fvar(7) = 6 [State 40, 5] type = VelSet trigger1 = Time = 2 trigger1 = fvar(7) = 4 trigger1 = sysvar(1) = 1 x = const(velocity.runjump.fwd.x) [State 40, 5] type = VelSet trigger1 = Time = 2 trigger1 = fvar(7) = 5 trigger1 = sysvar(1) = -1 x = const(velocity.runjump.back.x) [State 40, 5] type = VelSet trigger1 = Time = 2 trigger1 = fvar(7) = 6 trigger1 = sysvar(1) = 1 x = const(velocity.runjump.fwd.x) [State 40, 5] type = VelSet trigger1 = Time = 2 trigger1 = fvar(7) = 6 trigger1 = sysvar(1) = -1 x = const(velocity.runjump.back.x) [State 40, 5] type = VelSet trigger1 = Time = 2 trigger1 = fvar(7) = 6 trigger1 = !sysvar(1) x = 0 [State 40, 5] type = VelSet trigger1 = Time = 2 y = const(velocity.airjump.y) [State 0, Helper] type = Helper trigger1 = time = 0 helpertype = normal ID = 1240 stateno = 1242 pos = 0,-20 facing = 1 keyctrl = 0 ownpal = 1 ignorehitpause = 1 [State 45, 7] type = ChangeState trigger1 = Time = 2 value = 50 ctrl = IfElse(fvar(8)=1,0,1) ;--------------------------------------------------------------------------- ; Jump Start [Statedef 46] type = S physics = S anim = 40+var(1)*1000 ctrl = 0 [State 40, 2] type = VarSet trigger1 = time = 0 sysvar(1) = 1 [State 40, 4] type = VelSet trigger1 = AnimTime = 0 x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x))) y = const(velocity.jump.y) [State 40, 5] type = VelSet trigger1 = AnimTime = 0 trigger1 = prevstateno = 100 ;RUN_FWD trigger1 = sysvar(1) = 1 x = const(velocity.runjump.fwd.x) [State 40, AI] type = VarSet triggerall = var(59) = 1 trigger1 = time = 0 trigger1 = p2bodydist x > 0 fvar(7) = 4 [State 40, 5] type = VarSet triggerall = var(7) != [4,7] trigger1 = time = 0 fvar(7) = 1 [State 0, VelSet] type = VelSet trigger1 = AnimTime = 0 trigger1 = PrevStateNo = [200,4999] x = const(velocity.jump.fwd.x) [State 40, 5] type = VelSet trigger1 = AnimTime = 0 trigger1 = fvar(7) = 4 trigger1 = sysvar(1) = 1 x = const(velocity.runjump.fwd.x) [State 40, 5] type = VelSet trigger1 = AnimTime = 0 y = Const(velocity.jump.y) [State 40, 5] type = VelSet trigger1 = AnimTime = 0 trigger1 = fvar(7) = 4 y = const(velocity.runjump.y) [State 40, 6] type = ChangeState trigger1 = AnimTime = 0 value = 50 ctrl = IfElse(fvar(8)=1,0,1) ;--------------------------------------------------------------------------- ; AirJump Start [Statedef 47] type = A physics = N ctrl = 0 velset = 0,0 [State 45, 1] type = ChangeAnim trigger1 = SelfAnimExist(44+var(1)*1000) value = 44+var(1)*1000 [State 45, 2] type = ChangeAnim trigger1 = !SelfAnimExist(44+var(1)*1000) value = 41+var(1)*1000 [State 0, VarSet] type = VarSet trigger1 = time = 0 v = 6 value = 1 [State 40, 1] type = VarSet trigger1 = Time = 0 sysvar(1) = 1 [State 40, 4] type = VelSet trigger1 = Time = 2 x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x))) y = const(velocity.jump.y) [State 40, AI] type = VarSet triggerall = var(59) = 1 trigger1 = time = 0 trigger1 = p2bodydist x > 0 fvar(7) = 4 [State 40, 5] type = VarSet triggerall = var(7) != [4,7] trigger1 = time = 0 fvar(7) = 1 [State 40, 7] type = VarSet triggerall = fvar(7) != [4,6] triggerall = var(2) = [3,4] trigger1 = Command = "longjump" trigger2 = PrevStateNo = [100,101] ;RUN_FWD fvar(7) = 4 [State 40, 5] type = VelSet trigger1 = Time = 2 trigger1 = fvar(7) = 4 trigger1 = sysvar(1) = 1 x = const(velocity.runjump.fwd.x) [State 40, 5] type = VelSet trigger1 = Time = 2 trigger1 = fvar(7) = 6 trigger1 = !sysvar(1) x = 0 [State 40, 5] type = VelSet trigger1 = Time = 2 y = const(velocity.airjump.y) [State 0, Helper] type = Helper trigger1 = time = 0 helpertype = normal ID = 1240 stateno = 1242 pos = 0,-20 facing = 1 keyctrl = 0 ownpal = 1 persistent = 0 [State 45, 7] type = ChangeState trigger1 = Time = 2 value = 50 ctrl = IfElse(fvar(8)=1,0,1) ;--------------------------------------------------------------------------- ; Jump Up [Statedef 50] type = A physics = A ctrl = IfElse(fvar(8)=1,0,1) [State 50, CTRL LIMITTER] ;Can't attack after recovery type = ctrlset triggerall = Time = 0 trigger1 = prevstateno = 5040 trigger2 = prevstateno = 5210 value = 1 [State 50, 1] type = VarSet trigger1 = Time = 0 sysvar(1) = 0 [State 50, 2] type = ChangeAnim triggerall = prevstateno != 900 trigger1 = Time = 0 value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))+var(1)*1000 [State 50, 3] type = ChangeAnim triggerall = prevstateno = 45 ;triggerall = fvar(7) = [1,3] trigger1 = Time = 0 trigger1 = SelfAnimExist(anim + 3) persistent = 0 value = Anim + 3 [State 50, PLAYSND] type = PlaySnd triggerall = prevstateno != 900 triggerall = fvar(7) = [1,3] trigger1 = Time = 0 value = 40,0 volume = 60 [State 75, 2] ; Play sound when jumping (Shadow) type = PlaySnd triggerall = prevstateno != 900 triggerall = Time = 0 trigger1 = fvar(7) = [4,7] value = 40,1 volume = 60 [State 0, Afterimage] ; Shadows type = Afterimage triggerall = Time = 0 trigger1 = !var(2) trigger1 = fvar(7) = [4,6] time = 24 PalBright = 0, 0, 0 PalContrast = 28,28,228 PalAdd = -80, -80, 10 PalMul = 1,1,1 Length = 8 timegap = 1 FrameGap = 3 trans = add [State 75, 10] type = ChangeAnim triggerall = prevstateno != 900 triggerall = fvar(7)=[4,6] triggerall = Time = 0 triggerall = Vel X = 0 trigger1 = Command = "holdup" value = 41 [State 75, 11] ;Short type = ChangeAnim triggerall = prevstateno != 900 trigger1 = (fvar(7)=7) trigger1 = Time = 0 trigger1 = Vel X = 0 value = 41 [State 75, 12] type = ChangeAnim triggerall = prevstateno != 900 triggerall = fvar(7)=[4,6] triggerall = Time = 0 triggerall = Vel X > 0 trigger1 = Command = "holdup" value = 42 [State 201, 13] ;Short type = ChangeAnim triggerall = prevstateno != 900 triggerall = (fvar(7)=7) trigger1 = Time = 0 trigger1 = Vel X > 0 value = 42 [State 201, 14] type = ChangeAnim triggerall = prevstateno != 900 triggerall = fvar(7)=[4,6] triggerall = Time = 0 triggerall = Vel X < 0 trigger1 = Command = "holdup" value = 43 [State 201, 15] ;Short type = ChangeAnim triggerall = prevstateno != 900 triggerall = (fvar(7)=7) trigger1 = Time = 0 trigger1 = Vel X < 0 value = 43 [State 40, 10] type = VarSet triggerall = prevstateno != 900 triggerall = Time = 0 triggerall = PrevStateNo != [46,47] trigger1 = Command != "holdup" fvar(7) = 7 [State 40, 5] type = VelSet triggerall = prevstateno != 900 triggerall = Time = 0 trigger1 = fvar(7) = 7 y = -6 ;--------------------------------------------------------------------------- ; RUN_FWD [Statedef 100] type = S physics = S sprpriority = 1 [State 0, ChangeAnim] type = ChangeAnim triggerall = anim != 101+var(1)*1000;+var(2) trigger1 = time = 0 value = 101+var(1)*1000;+var(2) [State 0, Helper] type = Helper trigger1 = AnimElem = 1 helpertype = normal ID = 1241 stateno = 1241 pos = 0,0 facing = -1 keyctrl = 0 ownpal = 1 ignorehitpause = 1 [State 0, AfterImage] type = Afterimage trigger1 = !var(2) trigger1 = Time = 0 time = 35 PalBright = 0, 0, 0 PalContrast = 28,28,228 PalAdd = -80, -80, 10 PalMul = 1,1,1 Length = 8 timegap = 1 FrameGap = 3 trans = add [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 0, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 101 ;--------------------------------------------------------------------------- ; RUN_FWD [Statedef 101] type = S physics = S ;ctrl = 0 sprpriority = 1 [State 0, ChangeAnim] type = ChangeAnim triggerall = Anim != 100+var(1)*1000;+var(2) trigger1 = time = 0 value = 100+var(1)*1000;+var(2) [State 100, 1] type = VelSet trigger1 = 1 x = const(velocity.run.fwd.x)*(1+.3*(var(2)=3)+.15*(var(2)=4)-.3*(var(2)=2)) [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, 4] type = ChangeState trigger1 = command != "holdfwd" trigger2 = RoundState > 2 value = 102 ;--------------------------------------------------------------------------- ; RUN_FWD [Statedef 102] type = S physics = S velset = const(velocity.run.fwd.x),0 ctrl = 0 sprpriority = 1 [State 0, ChangeAnim] type = ChangeAnim triggerall = Anim != 102+var(1)*1000;+var(2) trigger1 = time = 0 value = 102+var(1)*1000;+var(2) [State 0, AfterImage] type = AfterImage triggerall = var(2) != 4 trigger1 = AnimTime = 0 time = 0 [State 100, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; RUN_FWD [Statedef 105] type = S physics = S velset = -5,0 ctrl = 0 sprpriority = 1 [State 0, ChangeAnim] type = ChangeAnim triggerall = Anim != 105+var(1)*1000;+var(2) trigger1 = time = 0 value = 105+var(1)*1000;+var(2) [State 0, Helper] type = Helper trigger1 = AnimElem = 1 helpertype = normal ID = 1241 stateno = 1241 pos = 0,0 facing = 1 keyctrl = 0 ownpal = 1 ignorehitpause = 1 [State 0, HitBy] type = HitBy trigger1 = 1 value = SCA,ST,HT [State 0, AfterImage] type = Afterimage trigger1 = !var(2) trigger1 = Time = 0 time = 24 PalBright = 0, 0, 0 PalContrast = 28,28,228 PalAdd = -80, -80, 10 PalMul = 1,1,1 Length = 8 timegap = 1 FrameGap = 3 trans = add [State 100, 4] type = ChangeState trigger1 = AnimTime = 0 value = 106 ctrl = 0 ;--------------------------------------------------------------------------- ; RUN_BACK [Statedef 106] type = A physics = n ctrl = 0 sprpriority = 1 [State 0, ChangeAnim] type = ChangeAnim triggerall = Anim != 106+var(1)*1000;+var(2) trigger1 = time = 0 value = 106+var(1)*1000;+var(2) [State 105, 1] type = VelSet trigger1 = Time = 0 x = const(velocity.run.back.x) y = const(velocity.run.back.y) ;[State 0, Gravity] ;type = Gravity ;trigger1 = 1 [State 0, VelAdd] type = VelAdd trigger1 = 1 y = .55 [State 0, HitBy] type = HitBy trigger1 = 1 value = SCA,ST,HT [State 105, 3] type = ChangeState trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 107 ;--------------------------------------------------------------------------- ; RUN_BACK2 (land) [Statedef 107] type = S physics = S VelSet = 0,0 ctrl = 0 [State 0, ChangeAnim] type = ChangeAnim triggerall = Anim != 107+var(1)*1000;+var(2) trigger1 = time = 0 value = 107+var(1)*1000;+var(2) [State 106, 2] type = PosSet trigger1 = Time = 0 y = 0 [State 106, 3] type = MakeDust trigger1 = Time = 2 pos = -5,-2 spacing = 1 [State 106, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [Statedef 170] type = S ctrl = 0 velset = 0,0 [State 5150, 5] type = ChangeAnim triggerall = Anim != 107+var(1)*1000;+var(2) trigger1 = time = 0 value = 170+var(1)*1000;+var(2) [State 0, ScreenBound] type = ScreenBound trigger1 = 1 value = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = S5120,0 volume = 0 channel = 0 [State 170, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;--------------------------------------------------------------------------- ;WIN [Statedef 180] type = S [State 180, ?X?e?[?g???X];?f?t?H???g?L???G?f?B?O?p?????????? type = ChangeState triggerall = PrevStateNo = 4002 || PrevStateNo = 4004 || PrevStateNo = 4006 trigger1 = time = 0 value = PrevStateNo [State 180, Xe[gύX];ftHgLGfBOpɒlj type = ChangeState triggerall = PrevStateNo = 63443 trigger1 = 1 value = 4008 IgnoreHitPause = 1 [State 180, Xe[gύX];ftHgLGfBOpɒlj type = ChangeState triggerall = PrevStateNo = 63445 trigger1 = !time value = PrevStateNo [State 180, 1] type = ChangeState trigger1 = Random < 350 value = 183 [State 0, ChangeState] type = ChangeState trigger1 = Random = [350,700] value = 182 [State 180, 1] type = ChangeState trigger1 = Random > 700 value = 181 ;--------------------------------------------------------------------------- [Statedef 181] type = S ctrl = 0 Anim = 181 velset = 0,0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 14 value = S180,2 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 10 value = S1300,2 volume = 0 [State 0, Helper] type = Helper trigger1 = AnimElem = 10 helpertype = normal ID = 1240 stateno = 1240 pos = 7,0 keyctrl = 0 ownpal = 1 ignorehitpause = 1 [State 0, AssertSpecial] type = AssertSpecial trigger1 = time < 200 flag = roundnotover ;--------------------------------------------------------------------------- [Statedef 182] type = S physics = S ctrl = 0 Anim = 182 velset = 0,0 [State 0, ChangeAnim] type = ChangeAnim triggerall = Anim != 182+var(1)*1000;+var(2) trigger1 = time = 0 value = 182+var(1)*1000;+var(2) [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = S180,1 volume = 0 channel = 0 [State 0, AssertSpecial] type = AssertSpecial trigger1 = time < 230 flag = roundnotover ;--------------------------------------------------------------------------- ; [Statedef 183] type = S physics = S velset = 0,0 ctrl = 0 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = Anim != 183+var(1)*1000;+var(2) trigger1 = time = 0 value = 183+var(1)*1000;+var(2) [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = S180,0 volume = 0 channel = 0 [State 0, AssertSpecial] type = AssertSpecial trigger1 = time < 200 flag = roundnotover ;--------------------------------------------------------------------------- ; PREINTRO [Statedef 190] type = S ctrl = 0 velset = 0,0 [State 190, 2] type = ChangeState trigger1 = Time = 0 value = 191 ;--------------------------------------------------------------------------- [Statedef 191] type = S anim = 191+var(1)*1000;+var(2) ctrl = 0 velset = 0,0 [State 191, 2] type = AssertSpecial trigger1 = 1 flag = Intro [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = S190,0 volume = 0 channel = 0 [State 191, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ;--------------------------------------------------------------------------- [Statedef 195] type = S ctrl = 0 anim = 195 velset = 0,0 movetype = I physics = S sprpriority = 2 [State 195, 1] type = CtrlSet trigger1 = Time = 50 value = 1 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = time = 0 value = 3,7 volume = 200 [State 195, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [Statedef 200] type = S movetype= A physics = S juggle = IfElse((var(2)=[3,4]),0,4) velset = 0,0 ctrl = 0 poweradd = 10 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = IfElse(PrevStateNo=900,Anim != 200+var(1)*1000,1) trigger1 = time = 0 value = 200+var(1)*1000;+var(2) [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = Random > 500 trigger1 = AnimElem = 4 value = S200,0+Random%2 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 3 value = S210,0 volume = 0 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 4 v = 11 value = -20 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 4 v = 12 value = -80 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 4 v = 15 value = 0 ignorehitpause = 1 [State 0, PosAdd] type = null;PosAdd trigger1 = AnimElem = 1 trigger2 = AnimElem = 2 trigger3 = AnimElem = 3 x = 6 [State 200, 1] type = HitDef triggerall = AnimElem = 4 trigger1 = !var(8) trigger2 = var(8) trigger2 = !var(7) attr = S, NA damage = 15, 0 getpower = (var(2)!=4)*30, (var(2)!=4)*10 animtype = light air.animtype = back guardflag = M hitflag = MAF priority = 3, Hit pausetime = 12,12 ground.type = high sparkno = -1 sparkxy = -20,-85 hitsound = S240,0+Random%2 guardsound = 6, 0 ground.slidetime = 7 ground.hittime = 10 ground.velocity = -5 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-4 yaccel = 0.45 [State 200, 1] type = HitDef triggerall = AnimElem = 4 trigger1 = var(8) trigger1 = var(7) trigger2 = var(17) = 1 attr = S, NA damage = 15, 0 getpower = (var(2)!=4)*30, (var(2)!=4)*10 animtype = back air.animtype = back guardflag = M hitflag = MAF priority = 3, Hit pausetime = 12,6 guard.pausetime = 12,12 ground.type = high sparkno = -1 sparkxy = -20,-85 hitsound = S240,0+Random%2 guardsound = 6, 0 ground.slidetime = 7 ground.hittime = 10 ground.velocity = -3,-9 guard.velocity = -5 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-4 yaccel = 0.45 fall = 1 [State 0, VarAdd] type = VarAdd trigger1 = time > 1 trigger1 = MoveHit = 1 fv = 0 value = .4+.5*(var(2)=4) ignorehitpause = 1 persistent = 0 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [Statedef 220] type = S movetype= A physics = S juggle = IfElse((var(2)=[3,4]),0,4) velset = 0,0 ctrl = 0 poweradd = 20 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = IfElse(PrevStateNo=900,Anim != 220+var(1)*1000,1) trigger1 = time = 0 value = 220+var(1)*1000;+var(2) [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = Random > 500 trigger1 = AnimElem = 3 value = S200,0+Random%2 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 3 value = S210,0 volume = 0 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 4 v = 11 value = -30 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 4 v = 12 value = -100 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 4 v = 15 value = 1 ignorehitpause = 1 [State 0, Explod] type = Explod triggerall = !ishelper trigger1 = AnimElem = 3 anim = 8400 ID = 8400 pos = 20,-70 postype = p1 facing = 1 vfacing = 1 bindtime = -1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 pausemovetime = 0 scale = .5,.5 sprpriority = 3 ignorehitpause = 0 [State 200, 1] type = HitDef triggerall = AnimElem = 5 trigger1 = !var(8) trigger2 = var(8) trigger2 = !var(7) attr = S, NA damage = 35, 0 getpower = (var(2)!=4)*50, (var(2)!=4)*10 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 4, Hit pausetime = 12,12 ground.type = high sparkno = -1 sparkxy = -30,-100 hitsound = S240,1+Random%2 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -11 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-6 yaccel = 0.45 [State 200, 1] type = HitDef triggerall = AnimElem = 5 trigger1 = var(8) trigger1 = var(7) trigger2 = var(17) = 1 attr = S, NA damage = 35, 0 getpower = (var(2)!=4)*50, (var(2)!=4)*10 animtype = back air.animtype = back guardflag = M hitflag = MAF priority = 4, Hit pausetime = 12,6 guard.pausetime = 12,12 ground.type = high sparkno = -1 sparkxy = -30,-100 hitsound = S240,1+Random%2 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -3,-9 guard.velocity = -11 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-6 yaccel = 0.45 fall = 1 [State 200, 1] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 2 value = 0, 0 [State 0, VarAdd] type = VarAdd trigger1 = time > 1 trigger1 = MoveHit = 1 fv = 0 value = .4+.5*(var(2)=4) ignorehitpause = 1 persistent = 0 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [Statedef 250] type = S movetype= A physics = S juggle = IfElse((var(2)=[3,4]),0,4) velset = 0,0 ctrl = 0 poweradd = 30 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = IfElse(PrevStateNo=900,Anim != 250+var(1)*1000,1) trigger1 = time = 0 value = 250+var(1)*1000;+var(2) [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = Random > 500 trigger1 = AnimElem = 2 value = S200,0+Random%2 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 2 value = S210,2 volume = 0 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 2 v = 15 value = 1 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 2 v = 11 value = -30 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 2 v = 12 value = -16 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 4 v = 11 value = -30 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 4 v = 12 value = -70 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 7 v = 11 value = -35 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 7 v = 12 value = -80 ignorehitpause = 1 type = PosAdd trigger1 = AnimElem = 1 x = 3 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 2 x = 21 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 13 x = -21 [State 0, PosAdd] type = PosAdd trigger1 = AnimTime = 0 x = -3 [State 200, 1] type = HitDef triggerall = !var(8) || (var(8) && !var(7)) trigger1 = AnimElem = 3 trigger2 = AnimElem = 5 attr = S, NA damage = 20, 0 getpower = (var(2)!=4)*50, (var(2)!=4)*10 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 3, Hit pausetime = 6,12 ground.type = Low sparkno = -1 sparkxy = -30,-100 hitsound = S240,1+Random%2 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = 0 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-6 yaccel = 0.45 [State 200, 1] type = HitDef triggerall = !var(8) || (var(8) && !var(7)) trigger1 = AnimElem = 8 attr = S, NA damage = 40, 0 getpower = (var(2)!=4)*50, (var(2)!=4)*10 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 3, Hit pausetime = 6,12 ground.type = high sparkno = -1 sparkxy = -30,-100 hitsound = S240,1+Random%2 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -11 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-6 yaccel = 0.45 [State 200, 1] type = HitDef triggerall = (var(8) && var(7)) || var(17) = 1 trigger1 = AnimElem = 3 trigger2 = AnimElem = 5 attr = S, NA damage = 20, 0 getpower = (var(2)!=4)*50, (var(2)!=4)*10 animtype = back air.animtype = back guardflag = M hitflag = MAF priority = 3, Hit pausetime = 12,6 guard.pausetime = 12,12 ground.type = Low sparkno = -1 sparkxy = -30,-100 hitsound = S240,1+Random%2 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -2,-6 guard.velocity = 0 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-6 yaccel = 0.45 fall = 1 [State 200, 1] type = HitDef triggerall = (var(8) && var(7)) || var(17) = 1 trigger1 = AnimElem = 8 attr = S, NA damage = 40, 0 getpower = (var(2)!=4)*50, (var(2)!=4)*10 animtype = back air.animtype = back guardflag = M hitflag = MAF priority = 3, Hit pausetime = 12,6 guard.pausetime = 12,12 ground.type = high sparkno = -1 sparkxy = -30,-100 hitsound = S240,1+Random%2 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -3,-9 guard.velocity = -11 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-6 yaccel = 0.45 fall = 1 [State 0, VarAdd] type = VarAdd trigger1 = time > 1 trigger1 = MoveHit = 1 fv = 0 value = .4+.5*(var(2)=4) ignorehitpause = 1 persistent = 0 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [Statedef 330] type = S movetype= A physics = N juggle = IfElse((var(2)=[3,4]),0,IfElse(P2StateType = A,0,2)) velset = 0,0 ctrl = 0 poweradd = 20 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = IfElse(PrevStateNo=900,Anim != 330+var(1)*1000,1) trigger1 = time = 0 value = 330+var(1)*1000;+var(2) [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = Random > 500 trigger1 = AnimElem = 9 value = S200,0+Random%2 volume = 0 channel = 0 [State 0, VelSet] type = VelSet trigger1 = AnimElem = 1 x = Const(velocity.run.fwd.x) [State 0, VelMul] type = VelMul trigger1 = vel x x = .9 [State 0, VelSet] type = VelSet trigger1 = AnimElem = 6 x = 0 [State 0, StateTypeSet] type = StateTypeSet trigger1 = AnimElem = 6 physics = S [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 9 value = S210,0 volume = 0 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 12 v = 11 value = -23 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 12 v = 12 value = -70 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 12 v = 15 value = 2 ignorehitpause = 1 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 1 x = 7 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 2 x = 14 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 15 x = -14 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 16 x = -7 [State 200, 1] type = HitDef trigger1 = AnimElem = 13 attr = S, NA damage = 25, 0 getpower = (var(2)!=4)*50, (var(2)!=4)*10 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 4, Hit pausetime = 12,12 ground.type = high sparkno = -1 sparkxy = -30,-100 hitsound = S240,1+Random%2 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -5,7 guard.velocity = -11 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,7 fall = 1 fall.recover = 0 p2stateno = 99800 yaccel = 0.45 [State 0, VarAdd] type = VarAdd trigger1 = time > 1 trigger1 = MoveHit = 1 fv = 0 value = .4+.5*(var(2)=4) ignorehitpause = 1 persistent = 0 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [Statedef 350] type = S movetype= A physics = N juggle = 0 velset = 0,0 ctrl = 0 poweradd = 10 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = IfElse(PrevStateNo=900,Anim != 350+var(1)*1000,1) trigger1 = time = 0 value = 350+var(1)*1000;+var(2) [State 0, VelSet] type = VelSet trigger1 = AnimElem = 1 x = const(velocity.run.fwd.x) [State 0, VelSet] type = VelSet trigger1 = AnimElem = 6 x = 0 [State 0, VelMul] type = VelMul trigger1 = vel x x = .9 [State 0, StateTypeSet] type = StateTypeSet trigger1 = AnimElem = 6 physics = C [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = Random > 500 trigger1 = AnimElem = 4 value = S200,0+Random%2 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 3 value = S210,0 volume = 0 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 3 v = 11 value = -30 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 3 v = 12 value = -30 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 3 v = 15 value = 1 ignorehitpause = 1 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 1 x = 3 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 2 x = 21 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 7 x = -21 [State 0, PosAdd] type = PosAdd trigger1 = AnimTime = 0 x = -3 [State 200, 1] type = HitDef triggerall = AnimElem = 4 trigger1 = !var(8) trigger2 = var(8) trigger2 = !var(7) attr = S, NA damage = 15, 0 getpower = (var(2)!=4)*30, (var(2)!=4)*10 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 4, Hit pausetime = 12,12 ground.type = low sparkno = -1 sparkxy = -30,-100 hitsound = S240,1+Random%2 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -11 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-6 yaccel = 0.45 [State 200, 1] type = HitDef triggerall = AnimElem = 4 trigger1 = var(8) trigger1 = var(7) trigger2 = var(17) = 1 attr = S, NA damage = 15, 0 getpower = (var(2)!=4)*30, (var(2)!=4)*10 animtype = back air.animtype = back guardflag = M hitflag = MAF priority = 4, Hit pausetime = 12,6 guard.pausetime = 12,12 ground.type = low sparkno = -1 sparkxy = -30,-100 hitsound = S240,1+Random%2 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -3,-9 guard.velocity = -11 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-6 yaccel = 0.45 fall = 1 [State 0, VarAdd] type = VarAdd trigger1 = time > 1 trigger1 = MoveHit = 1 fv = 0 value = .4+.5*(var(2)=4) ignorehitpause = 1 persistent = 0 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [Statedef 360] type = S movetype= A physics = N juggle = IfElse((var(2)=[3,4]),0,4) ;velset = 0,0 ctrl = 0 poweradd = 20 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = IfElse(PrevStateNo=900,Anim != 360+var(1)*1000,1) trigger1 = time = 0 value = 360+var(1)*1000;+var(2) [State 0, VelSet] type = VelSet trigger1 = AnimElem = 1 x = Const(velocity.run.fwd.x) [State 0, VelMul] type = VelMul trigger1 = vel x x = .87 [State 0, VelSet] type = VelSet trigger1 = AnimElem = 4 x = 0 [State 0, StateTypeSet] type = StateTypeSet trigger1 = AnimElem = 4 physics = C [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = Random > 500 trigger1 = AnimElem = 3 value = S200,0+Random%2 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 3 value = S210,0 volume = 0 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 3 v = 11 value = -30 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 3 v = 12 value = -80 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 3 v = 15 value = 2 ignorehitpause = 1 [State 200, 1] type = HitDef triggerall = AnimElem = 4 trigger1 = !var(8) trigger2 = var(8) trigger2 = !var(7) attr = S, NA damage = 45, 0 getpower = (var(2)!=4)*50, (var(2)!=4)*10 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 4, Hit pausetime = 12,12 ground.type = high sparkno = -1 sparkxy = -30,-100 hitsound = S240,1+Random%2 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -3,-3 guard.velocity = -11 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-6 yaccel = 0.45 fall = 1 [State 200, 1] type = HitDef triggerall = AnimElem = 4 trigger1 = var(8) trigger1 = var(7) trigger2 = var(17) = 1 attr = S, NA damage = 45, 0 getpower = (var(2)!=4)*50, (var(2)!=4)*10 animtype = back air.animtype = back guardflag = M hitflag = MAF priority = 4, Hit pausetime = 12,6 guard.pausetime = 12,12 ground.type = high sparkno = -1 sparkxy = -30,-100 hitsound = S240,1+Random%2 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -3,-9 guard.velocity = -11 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-6 yaccel = 0.45 fall = 1 [State 0, VarAdd] type = VarAdd trigger1 = time > 1 trigger1 = MoveHit = 1 fv = 0 value = .4+.5*(var(2)=4) ignorehitpause = 1 persistent = 0 [State 200, 1] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 2 value = 0, 0 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [Statedef 400] type = C movetype= A physics = C juggle = IfElse((var(2)=[3,4]),0,4) velset = 0,0 ctrl = 0 poweradd = 10 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = IfElse(PrevStateNo=900,Anim != 400+var(1)*1000,1) trigger1 = time = 0 value = 400+var(1)*1000;+var(2) [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = Random > 500 trigger1 = AnimElem = 3 value = S200,0+Random%2 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 3 value = S210,0 volume = 0 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 3 v = 11 value = -20 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 3 v = 12 value = -45 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 3 v = 15 value = 0 ignorehitpause = 1 [State 200, 1] type = HitDef triggerall = AnimElem = 4 trigger1 = !var(8) trigger2 = var(8) trigger2 = !var(7) attr = C, NA damage = 18, 0 getpower = (var(2)!=4)*30, (var(2)!=4)*10 animtype = light air.animtype = back guardflag = L hitflag = MAF priority = 3, Hit pausetime = 12,12 ground.type = low sparkno = -1 sparkxy = -10,-10 hitsound = S240,0+Random%2 guardsound = 6, 0 ground.slidetime = 7 ground.hittime = 10 ground.velocity = -5 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-6 yaccel = 0.45 [State 200, 1] type = HitDef triggerall = AnimElem = 4 trigger1 = var(8) trigger1 = var(7) trigger2 = var(17) = 1 attr = C, NA damage = 18, 0 getpower = (var(2)!=4)*30, (var(2)!=4)*10 animtype = back air.animtype = back guardflag = L hitflag = MAF priority = 3, Hit pausetime = 12,6 guard.pausetime = 12,12 ground.type = low sparkno = -1 sparkxy = -10,-10 hitsound = S240,0+Random%2 guardsound = 6, 0 ground.slidetime = 7 ground.hittime = 10 ground.velocity = -3,-9 guard.velocity = -5 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-6 yaccel = 0.45 fall = 1 [State 0, VarAdd] type = VarAdd trigger1 = time > 1 trigger1 = MoveHit = 1 fv = 0 value = .4+.5*(var(2)=4) ignorehitpause = 1 persistent = 0 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- [Statedef 410] type = C movetype= A physics = N juggle = IfElse((var(2)=[3,4]),0,4) velset = 0,0 ctrl = 0 poweradd = 10 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = IfElse(PrevStateNo=900,Anim != 410+var(1)*1000,1) trigger1 = time = 0 value = 410+var(1)*1000;+var(2) [State 0, VelSet] type = VelSet trigger1 = AnimElem = 1 x = 8 [State 0, VelMul] type = VelMul trigger1 = vel x x = .9 [State 0, VelSet] type = VelSet trigger1 = AnimElem = 9 x = 0 [State 0, StateTypeSet] type = StateTypeSet trigger1 = AnimElem = 9 physics = C [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = Random > 500 trigger1 = AnimElem = 5 value = S200,0+Random%2 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 5 value = S210,0 volume = 0 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 7 v = 11 value = -15 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 7 v = 12 value = -70 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 9 v = 12 value = -25 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 7 v = 15 value = 1 ignorehitpause = 1 [State 0, Helper] type = Helper triggerall = !ishelper trigger1 = AnimElem = 5 helpertype = normal stateno = 415 pos = 0,0 postype = p1 keyctrl = 0 ownpal = 1 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 1 x = 27 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 2 x = -14 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 14 x = 12 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 15 x = 9 [State 0, PosAdd] type = PosAdd trigger1 = AnimTime = 0 x = 28 [State 200, 1] type = HitDef triggerall = AnimElem = 8 trigger1 = !var(8) trigger2 = var(8) trigger2 = !var(7) attr = C, NA damage = 38, 0 getpower = (var(2)!=4)*30, (var(2)!=4)*10 animtype = light air.animtype = back guardflag = L hitflag = MAF priority = 3, Hit pausetime = 12,12 ground.type = low sparkno = -1 sparkxy = -10,-10 hitsound = S240,1+Random%2 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -8 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-6 yaccel = 0.45 [State 200, 1] type = HitDef triggerall = AnimElem = 8 trigger1 = var(8) trigger1 = var(7) trigger2 = var(17) = 1 attr = C, NA damage = 38, 0 getpower = (var(2)!=4)*30, (var(2)!=4)*10 animtype = back air.animtype = back guardflag = L hitflag = MAF priority = 3, Hit pausetime = 12,6 guard.pausetime = 12,12 ground.type = low sparkno = -1 sparkxy = -10,-10 hitsound = S240,1+Random%2 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -3,-9 guard.velocity = -8 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-6 yaccel = 0.45 fall = 1 [State 0, VarAdd] type = VarAdd trigger1 = time > 1 trigger1 = MoveHit = 1 fv = 0 value = .4+.5*(var(2)=4) ignorehitpause = 1 persistent = 0 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- [Statedef 415] type = S ctrl = 0 anim = 8401 sprpriority = 1 velset = 0,0 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, BindToParent] type = BindToParent trigger1 = 1 pos = 13,-30 [State 0, SprPriority] type = SprPriority trigger1 = AnimElem = 8 value = 3 [State 0, AngleDraw] type = AngleDraw trigger1 = 1 value = 25 scale = .5,.30 [State 0, Trans] type = Trans trigger1 = 1 trans = add [State 0, ChangeAnim] type = ChangeAnim trigger1 = Parent,MoveContact = 1 value = Anim elem = AnimElemNo(-1) [State 0, DestroySelf] type = DestroySelf trigger1 = root, MoveType = H trigger2 = AnimTime = 0 ;--------------------------------------------------------------------------- [Statedef 440] type = C movetype= A physics = C juggle = IfElse((var(2)=[3,4]),0,4) velset = 0,0 ctrl = 0 poweradd = 30 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = IfElse(PrevStateNo=900,Anim != 440+var(1)*1000,1) trigger1 = time = 0 value = 440+var(1)*1000;+var(2) [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = Random > 500 trigger1 = AnimElem = 5 value = S200,0+Random%2 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 4 value = S210,2 volume = 0 [State 0, VelSet] type = VelSet trigger1 = AnimElem = 3 x = 6 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 5 v = 11 value = -20 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 5 v = 12 value = -40 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 5 v = 15 value = 1 ignorehitpause = 1 [State 200, 1] type = HitDef triggerall = AnimElem = 6 trigger1 = !var(8) trigger2 = var(8) trigger2 = !var(7) attr = C, NA damage = 45, 0 getpower = (var(2)!=4)*50, (var(2)!=4)*10 animtype = hard air.animtype = back guardflag = L hitflag = MAF priority = 4, Hit pausetime = 12,12 ground.type = low sparkno = -1 sparkxy = -20,-10 hitsound = S240,1+Random%2 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -11 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -2,-5 yaccel = 0.45 [State 200, 1] type = HitDef triggerall = AnimElem = 6 trigger1 = var(8) trigger1 = var(7) trigger2 = var(17) = 1 attr = C, NA damage = 45, 0 getpower = (var(2)!=4)*50, (var(2)!=4)*10 animtype = back air.animtype = back guardflag = L hitflag = MAF priority = 4, Hit pausetime = 12,6 guard.pausetime = 12,12 ground.type = Trip sparkno = -1 sparkxy = -20,-10 hitsound = S240,1+Random%2 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -3,-9 guard.velocity = -11 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -2,-5 yaccel = 0.45 fall = 1 [State 0, VarAdd] type = VarAdd trigger1 = time > 1 trigger1 = MoveHit = 1 fv = 0 value = .4+.5*(var(2)=4) ignorehitpause = 1 persistent = 0 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- [Statedef 520] type = A movetype= A physics = A juggle = IfElse((var(2)=[3,4]),0,4) velset = 0,0 ctrl = 0 poweradd = 20 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = IfElse(PrevStateNo=900,Anim != 520+var(1)*1000,1) trigger1 = time = 0 value = 520+var(1)*1000;+var(2) [State 0, VelSet] type = VelSet trigger1 = AnimElem = 1 x = 6 y = -4 [State 0, VelMul] type = VelMul trigger1 = vel x x = .98 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = Random > 500 trigger1 = AnimElem = 3 value = S200,0+Random%2 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 3 value = S210,0 volume = 0 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 3 v = 11 value = -10 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 3 v = 12 value = -70 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 3 v = 15 value = 1 ignorehitpause = 1 [State 200, 1] type = HitDef triggerall = AnimElem = 4 trigger1 = !var(8) trigger2 = var(8) trigger2 = !var(7) attr = C, NA damage = 15, 0 getpower = (var(2)!=4)*30, (var(2)!=4)*10 animtype = light air.animtype = back guardflag = L hitflag = MAF priority = 4, Hit pausetime = 12,12 ground.type = low sparkno = -1 sparkxy = -10,-10 hitsound = S240,1+Random%2 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -11 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-6 yaccel = 0.45 [State 200, 1] type = HitDef triggerall = AnimElem = 4 trigger1 = var(8) trigger1 = var(7) trigger2 = var(17) = 1 attr = C, NA damage = 15, 0 getpower = (var(2)!=4)*30, (var(2)!=4)*10 animtype = back air.animtype = back guardflag = L hitflag = MAF priority = 4, Hit pausetime = 12,6 guard.pausetime = 12,12 ground.type = low sparkno = -1 sparkxy = -10,-10 hitsound = S240,1+Random%2 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -3,-9 guard.velocity = -11 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-6 yaccel = 0.45 fall = 1 [State 0, VarAdd] type = VarAdd trigger1 = time > 1 trigger1 = MoveHit = 1 fv = 0 value = .4+.5*(var(2)=4) ignorehitpause = 1 persistent = 0 ;--------------------------------------------------------------------------- [Statedef 530] type = C movetype= A physics = N juggle = 0 velset = 0,0 ctrl = 0 poweradd = 30 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = IfElse(PrevStateNo=900,Anim != 530+var(1)*1000,1) trigger1 = time = 0 value = 530+var(1)*1000;+var(2) [State 0, VelSet] type = VelSet trigger1 = AnimElem = 1 x = const(velocity.run.fwd.x) [State 0, VelMul] type = VelMul trigger1 = vel x x = .85 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = Random > 500 trigger1 = AnimElem = 5 value = S200,0+Random%2 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 3 value = S210,0 volume = 0 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 3 v = 11 value = -20 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 3 v = 12 value = -10 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 3 v = 15 value = 1 ignorehitpause = 1 [State 0, VelSet] type = VelSet trigger1 = AnimElem = 5 x = 0 [State 0, StateTypeSet] type = StateTypeSet trigger1 = AnimElem = 5 physics = C [State 200, 1] type = HitDef triggerall = AnimElem = 4 trigger1 = !var(8) trigger2 = var(8) trigger2 = !var(7) attr = C, NA damage = 15, 0 getpower = (var(2)!=4)*30, (var(2)!=4)*10 animtype = light air.animtype = back guardflag = L hitflag = MAF priority = 4, Hit pausetime = 12,12 ground.type = low sparkno = -1 sparkxy = -10,-10 hitsound = S240,1+Random%2 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -11 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-6 yaccel = 0.45 [State 200, 1] type = HitDef triggerall = AnimElem = 4 trigger1 = var(8) trigger1 = var(7) trigger2 = var(17) = 1 attr = C, NA damage = 15, 0 getpower = (var(2)!=4)*30, (var(2)!=4)*10 animtype = back air.animtype = back guardflag = L hitflag = MAF priority = 4, Hit pausetime = 12,6 guard.pausetime = 12,12 ground.type = low sparkno = -1 sparkxy = -10,-10 hitsound = S240,1+Random%2 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -3,-9 guard.velocity = -11 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-6 yaccel = 0.45 fall = 1 [State 0, VarAdd] type = VarAdd trigger1 = time > 1 trigger1 = MoveHit = 1 fv = 0 value = .4+.5*(var(2)=4) ignorehitpause = 1 persistent = 0 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- [Statedef 540] type = C movetype= A physics = N juggle = 0 velset = 0,0 ctrl = 0 poweradd = 30 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = IfElse(PrevStateNo=900,Anim != 540+var(1)*1000,1) trigger1 = time = 0 value = 540+var(1)*1000;+var(2) [State 0, VelSet] type = VelSet trigger1 = AnimElem = 1 x = const(velocity.run.fwd.x) [State 0, VelMul] type = VelMul trigger1 = vel x x = .89 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = Random > 500 trigger1 = AnimElem = 5 value = S200,0+Random%2 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 3 value = S210,0 volume = 0 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 3 v = 11 value = -20 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 3 v = 12 value = -40 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 3 v = 15 value = 2 ignorehitpause = 1 [State 0, VelSet] type = VelSet trigger1 = AnimElem = 7 x = 0 [State 0, StateTypeSet] type = StateTypeSet trigger1 = AnimElem = 7 physics = C [State 200, 1] type = HitDef triggerall = AnimElem = 4 trigger1 = !var(8) trigger2 = var(8) trigger2 = !var(7) attr = C, NA damage = 45, 0 getpower = (var(2)!=4)*50, (var(2)!=4)*10 animtype = hard air.animtype = back guardflag = L hitflag = MAF priority = 4, Hit pausetime = 12,12 ground.type = Trip sparkno = -1 sparkxy = -20,-10 hitsound = S240,1+Random%2 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -2,-5 guard.velocity = -11 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -2,-5 yaccel = 0.45 fall = 1 [State 200, 1] type = HitDef triggerall = AnimElem = 4 trigger1 = var(8) trigger1 = var(7) trigger2 = var(17) = 1 attr = C, NA damage = 45, 0 getpower = (var(2)!=4)*50, (var(2)!=4)*10 animtype = back air.animtype = back guardflag = L hitflag = MAF priority = 4, Hit pausetime = 12,6 guard.pausetime = 12,12 ground.type = Trip sparkno = -1 sparkxy = -20,-10 hitsound = S240,1+Random%2 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -3,-9 guard.velocity = -11 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -2,-5 yaccel = 0.45 fall = 1 [State 0, VarAdd] type = VarAdd trigger1 = time > 1 trigger1 = MoveHit = 1 fv = 0 value = .4+.5*(var(2)=4) ignorehitpause = 1 persistent = 0 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- [Statedef 600] type = A movetype= A physics = A juggle = IfElse((var(2)=[3,4]),2,4) ctrl = 0 poweradd = 20 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = IfElse(PrevStateNo=900,Anim != 600+var(1)*1000,1) trigger1 = time = 0 value = 600+var(1)*1000;+var(2) [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = Random > 500 trigger1 = AnimElem = 2 value = S200,0+Random%2 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 2 value = S210,0 volume = 0 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 2 v = 11 value = -10 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 2 v = 12 value = -40 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 1 v = 15 value = 0 ignorehitpause = 1 [State 0, HitDef] type = HitDef triggerall = AnimElem = 2 trigger1 = !var(8) trigger2 = var(8) trigger2 = !var(7) attr = S,NA hitflag = MAF guardflag = H getpower = (var(2)!=4)*30, (var(2)!=4)*10 animtype = light air.animtype = back priority = 3,Hit damage = 16,0 pausetime = 12,12 sparkno = -1 guard.sparkno = -1 sparkxy = -10,-20 hitsound = S240,0+Random%2 guardsound = 6,0 ground.type = High ground.slidetime = 7 ground.hittime = 10 yaccel = 0.45 ground.velocity = -5 air.velocity = -3,-6 [State 0, HitDef] type = HitDef triggerall = AnimElem = 2 trigger1 = var(8) trigger1 = var(7) trigger2 = var(17) = 1 attr = A, NA damage = 16, 0 getpower = (var(2)!=4)*30, (var(2)!=4)*10 animtype = back air.animtype = back guardflag = H hitflag = MAF priority = 3, Hit pausetime = 12,6 guard.pausetime = 12,12 ground.type = low sparkno = -1 sparkxy = -10,-20 hitsound = S240,0+Random%2 guardsound = 6, 0 ground.slidetime = 7 ground.hittime = 10 ground.velocity = -3,-9 guard.velocity = -5 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-6 yaccel = 0.45 fall = 1 [State 0, VarAdd] type = VarAdd trigger1 = time > 1 trigger1 = MoveHit = 1 fv = 0 value = .4+.5*(var(2)=4) ignorehitpause = 1 persistent = 0 ;--------------------------------------------------------------------------- [Statedef 610] type = A movetype= A physics = A juggle = IfElse((var(2)=[3,4]),2,4) ctrl = 0 poweradd = 30 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = IfElse(PrevStateNo=900,Anim != 610+var(1)*1000,1) trigger1 = time = 0 value = 610+var(1)*1000;+var(2) [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = Random > 500 trigger1 = AnimElem = 3 value = S200,0+Random%2 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 3 value = S210,0 volume = 0 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 4 v = 11 value = -25 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 4 v = 12 value = -85 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 6 v = 12 value = -35 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 4 v = 15 value = 1 ignorehitpause = 1 [State 0, Explod] type = Explod triggerall = !ishelper trigger1 = AnimElem = 2 anim = 8410 ID = 8410 pos = -7,-80 postype = p1 facing = 1 vfacing = 1 bindtime = -1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 pausemovetime = 0 scale = .5,.5 sprpriority = 3 ignorehitpause = 0 [State 200, 1] type = HitDef triggerall = AnimElem = 5 trigger1 = !var(8) trigger2 = var(8) trigger2 = !var(7) attr = A, NA damage = 38, 0 getpower = (var(2)!=4)*50, (var(2)!=4)*10 animtype = hard air.animtype = back guardflag = H hitflag = MAF priority = 3, Hit pausetime = 12,12 ground.type = low sparkno = -1 sparkxy = -33,-65 hitsound = S240,1+Random%2 guardsound = 6, 0 ground.slidetime = 10 ground.hittime = 13 guard.slidetime = 15 guard.hittime = 18 ground.velocity = -5 guard.velocity = -11 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-6 yaccel = 0.45 [State 200, 1] type = HitDef triggerall = AnimElem = 5 trigger1 = var(8) trigger1 = var(7) trigger2 = var(17) = 1 attr = A, NA damage = 38, 0 getpower = (var(2)!=4)*50, (var(2)!=4)*10 animtype = back air.animtype = back guardflag = H hitflag = MAF priority = 3, Hit pausetime = 12,6 guard.pausetime = 12,12 ground.type = low sparkno = -1 sparkxy = -33,-65 hitsound = S240,1+Random%2 guardsound = 6, 0 ground.slidetime = 10 ground.hittime = 13 guard.slidetime = 15 guard.hittime = 18 ground.velocity = -3,-9 guard.velocity = -11 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-6 yaccel = 0.45 fall = 1 [State 0, VarAdd] type = VarAdd trigger1 = time > 1 trigger1 = MoveHit = 1 fv = 0 value = .4+.5*(var(2)=4) ignorehitpause = 1 persistent = 0 ;--------------------------------------------------------------------------- [Statedef 650] type = A movetype= A physics = A juggle = IfElse((var(2)=[3,4]),2,4) ctrl = 0 poweradd = 30 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = IfElse(PrevStateNo=900,Anim != 650+var(1)*1000,1) trigger1 = time = 0 value = 650+var(1)*1000;+var(2) [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = Random > 500 trigger1 = AnimElem = 2 value = S200,0+Random%2 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 2 value = S210,0 volume = 0 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 3 v = 11 value = -20 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 3 v = 12 value = -65 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 3 v = 15 value = 1 ignorehitpause = 1 [State 200, 1] type = HitDef trigger1 = AnimElem = 4 attr = A, NA damage = 47, 0 getpower = (var(2)!=4)*50, (var(2)!=4)*10 animtype = back air.animtype = back guardflag = H hitflag = MAF priority = 3, Hit pausetime = 12,6 guard.pausetime = 12,12 ground.type = low sparkno = -1 sparkxy = -33,-65 hitsound = S240,1+Random%2 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -3,-3 guard.velocity = -11 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-3 yaccel = 0.45 fall = 1 [State 0, VarAdd] type = VarAdd trigger1 = time > 1 trigger1 = MoveHit = 1 fv = 0 value = .4+.5*(var(2)=4) ignorehitpause = 1 persistent = 0 ;--------------------------------------------------------------------------- [StateDef 800] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 800 poweradd = 0 sprpriority = 2 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 1 v = 11 value = -10 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 1 v = 12 value = -84 [State 0, VarSet] type = VarSet trigger1 = time = 0 v = 15 value = -1 [State 800, 1] type = HitDef trigger1 = P2StateType != L trigger1 = P2StateType != A trigger1 = P2StateNo != [120,159] trigger1 = AnimElem = 1 attr = S, NA damage = 0 animtype = Light guardflag = hitflag = M priority = 4, miss pausetime = 0, 0 sparkno = -1 sparkxy = -10, -84 hitsound = -5, 0 p1stateno = 810 p2stateno = 820 fall = 1 p2facing = 1 [State 800, end] type = ChangeState trigger1 = time = 1 value = 250 ;--------------------------------------------------------------------------- [StateDef 810] type = S movetype= A physics = S velset = 0,0 ctrl = 0 anim = 810 poweradd = 0 sprpriority = 1 [State 0, Width] type = Width trigger1 = 1 edge = 30 [State 0, TargetLifeAdd] type = TargetLifeAdd trigger1 = AnimElem = 8 value = -ceil(80*(1+.5*(root,var(2)=2)+.25*(root,var(2)=2))) [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 3 value = S800,0 volume = 0 channel = -1 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 1 x = 25 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 14 x = -14 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 15 x = -7 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(4) < 0 pos = 40,0 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(5) < 0 pos = 43,-101 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(5) >= 0 && AnimElemtime(6) < 0 pos = 16,-165 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(7) < 0 pos = 4,-174 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(7) >= 0 && AnimElemtime(8) < 0 pos = 1,-174 [State 0, TargetState] type = TargetState trigger1 = AnimElem = 8 value = 821 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = Random > 500 trigger1 = AnimElem = 8 value = S200,0+Random%2 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 8 value = S210,2 volume = 0 [State 0, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 820] movetype= H physics = N velset = 0,0 ctrl = 0 sprpriority = 2 [State 0, ChangeAnim2] type = ChangeAnim2 trigger1 = time = 0 value = 820 ;--------------------------------------------------------------------------- [StateDef 821] type = A movetype= H physics = N velset = -5,4 ctrl = 0 sprpriority = 2 [State 0, VelAdd] type = VelAdd trigger1 = 1 y = 0.45 [State 0, PosAdd] type = PosAdd trigger1 = time = 0 y = -Const(size.head.pos.y)/2 [State 0, ChangeAnim2] type = ChangeAnim trigger1 = time = 0 value = 5030 [State 0, ChangeAnim2] type = ChangeAnim trigger1 = Anim = 5030 trigger1 = Animtime = 0 value = 5050 [State 0, SelfState] type = SelfState trigger1 = pos y >= 0 && vel y > 0 value = 5100 ctrl = 0 ;--------------------------------------------------------------------------- [StateDef 850] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 800 poweradd = 0 sprpriority = 2 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 1 v = 11 value = -10 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 1 v = 12 value = -84 [State 0, VarSet] type = VarSet trigger1 = time = 0 v = 15 value = -1 [State 800, 1] type = HitDef trigger1 = P2StateType != L trigger1 = P2StateType != A trigger1 = P2StateNo != [120,159] trigger1 = AnimElem = 1 attr = S, NA damage = 0 animtype = Light guardflag = hitflag = M priority = 4, miss pausetime = 0, 0 sparkno = -1 sparkxy = -10, -84 hitsound = -5, 0 p1stateno = 860 p2stateno = 870 fall = 1 p2facing = 1 [State 800, end] type = ChangeState trigger1 = time = 1 value = 250 ;--------------------------------------------------------------------------- [StateDef 860] type = S movetype= A physics = S velset = 0,0 ctrl = 0 anim = 860 poweradd = 0 sprpriority = 1 [State 0, Width] type = Width trigger1 = 1 edge = 30 [State 0, TargetLifeAdd] type = TargetLifeAdd trigger1 = AnimElem = 21 value = -ceil(80*(1+.5*(root,var(2)=2)+.25*(root,var(2)=2))) [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 3 value = S800,0 volume = 0 channel = -1 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 8 value = S800,1 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 14 value = S210,0 volume = 0 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 21 value = S240,2 volume = 0 channel = -1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 20 v = 11 value = -20 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 20 v = 12 value = -135 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 20 v = 15 value = 1 ignorehitpause = 1 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 2 x = 21 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 12 x = -10 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 13 x = -11 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(4) < 0 pos = 40,0 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(5) < 0 pos = 43,-101 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(5) >= 0 && AnimElemtime(6) < 0 pos = 16,-165 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(7) < 0 pos = 4,-174 [State 0, TargetState] type = TargetState trigger1 = AnimElem = 7 value = 871 [State 0, TargetState] type = TargetState trigger1 = AnimElem = 21 value = 872 [State 0, Helper] type = Helper trigger1 = AnimElem = 21 helpertype = normal ID = 8010 stateno = 8010 pos = Ceil(EnemyNear,Const(size.ground.front)+var(11)),Ceil(Pos Y-EnemyNear,Pos Y+var(12)) postype = p2 facing = -1 keyctrl = 0 ownpal = 1 pausemovetime = 999999 supermovetime = 999999 ignorehitpause = 1 [State 0, Turn] type = Turn trigger1 = AnimElem = 26 [State 0, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 870] movetype= H physics = N velset = 0,0 ctrl = 0 sprpriority = 2 [State 0, ChangeAnim2] type = ChangeAnim2 trigger1 = time = 0 value = 820 [State 0, Turn] type = Turn trigger1 = AnimElem = 2 ;--------------------------------------------------------------------------- [StateDef 871] type = A movetype= H physics = N velset = -1,-3 ctrl = 0 sprpriority = 2 [State 0, VelAdd] type = VelAdd trigger1 = 1 y = 0.3 [State 0, PosAdd] type = PosAdd trigger1 = time = 0 y = -Const(size.head.pos.y)/2 [State 0, ChangeAnim2] type = ChangeAnim trigger1 = time = 0 value = 5030 [State 0, ChangeAnim2] type = ChangeAnim trigger1 = Anim = 5030 trigger1 = Animtime = 0 value = 5050 [State 0, SelfState] type = SelfState trigger1 = pos y >= 0 && vel y > 0 value = 5100 ctrl = 0 ;--------------------------------------------------------------------------- [StateDef 872] type = A movetype= H physics = N velset = 0,0 ctrl = 0 sprpriority = 0 [State 0, PosAdd] type = PosAdd trigger1 = time < 8 trigger1 = time%2 = 0 x = 1 [State 0, PosAdd] type = PosAdd trigger1 = time < 8 trigger1 = time%2 = 1 x = -1 [State 0, VelAdd] type = VelAdd trigger1 = time > 8 y = 0.35 [State 0, ChangeAnim2] type = ChangeAnim trigger1 = time < 8 value = 5030 [State 0, VelSet] type = VelSet trigger1 = time = 8 x = -4 y = 4 [State 0, ChangeAnim2] type = ChangeAnim trigger1 = Anim = 5030 trigger1 = Animtime = 0 value = 5050 [State 0, SelfState] type = SelfState trigger1 = pos y >= 0 && vel y > 0 value = 5100 ctrl = 0 ;--------------------------------------------------------------------------- [Statedef 900] type = U movetype= U physics = U ctrl = 0 [State 0, VarSet] type = VarSet trigger1 = time = 0 fv = 30 value = vel x [State 0, VarSet] type = VarSet trigger1 = time = 0 fv = 31 value = vel y [State 0, VelSet] type = VelSet trigger1 = time = 0 x = 0 y = 0 [State 0, ChangeAnim] type = ChangeAnim trigger1 = time < Ceil(GetHitVar(hitshaketime)/IfElse((var(3)=[0,101]),1,1.5)) value = Anim elem = AnimElemNo(-1) [State 0, VelSet] type = VelSet trigger1 = time >= Ceil(GetHitVar(hitshaketime)/IfElse((var(3)=[0,101]),1,1.5))+1 x = fvar(30) y = fvar(31) [State 200, 7] type = ChangeState trigger1 = time >= Ceil(GetHitVar(hitshaketime)/IfElse((var(3)=[0,101]),1,1.5))+1 value = var(3) ctrl = IfElse((var(3)=[0,101]),1,0) ;--------------------------------------------------------------------------- [Statedef 910] type = S movetype= I physics = S velset = 0,0 ctrl = 0 poweradd = -PowerMax sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = Anim != 910 trigger1 = time = 0 value = 910 [State 0, NotHitBy] type = NotHitBy trigger1 = AnimElem = 10 value = SCA time = 35 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 10 v = 5 value = 800 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 10 v = 2 value = 4 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 10 value = S2000,1 volume = 0 channel = -1 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 10 value = S190,1 volume = 0 channel = 0 [State 0, AfterImage] type = AfterImage trigger1 = AnimElem = 10 time = 20 PalBright = 0, 0, 0 PalContrast = 256,256,256 PalAdd = 0, 0, 0 PalMul = .7,.7,.7 Length = 23 timegap = 1 FrameGap = 6 trans = add [State 0, Helper] type = Helper trigger1 = AnimElem = 10 helpertype = normal ;player ID = 918 stateno = 918 pos = 0,-60 postype = p1 keyctrl = 0 ownpal = 1 pausemovetime = 999999 supermovetime = 999999 [State 0, SuperPause] type = SuperPause trigger1 = AnimElem = 10 time = 30 anim = -1 movetime = 30 darken = 1 [State 0, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [Statedef 911] movetype= I physics = N velset = 0,0 anim = 999 ctrl = 0 [State 0, VarSet] type = VarSet trigger1 = time = 0 fv = 0 value = root,fvar(0) [State 0, VarSet] type = VarSet trigger1 = time = 0 v = 2 value = root,var(2) [State 0, VarSet] type = VarSet trigger1 = time = 0 v = 19 value = root,var(19)-1 [State 0, VarSet] type = VarSet trigger1 = time = 0 v = 21 value = root,var(21) [State 0, VarSet] type = VarSet trigger1 = time = 0 v = 22 value = root,stateno [State 0, VarSet] type = VarSet trigger1 = time = 0 fv = 30 value = root,vel x [State 0, VarSet] type = VarSet trigger1 = time = 0 fv = 31 value = root,vel y [State 0, Helper] type = Helper trigger1 = IsHelper(911) trigger1 = time = 0 helpertype = player ID = 912 stateno = 911 pos = 0,0 postype = p1 keyctrl = 0 ownpal = 1 pausemovetime = 999999 supermovetime = 999999 [State 0, Helper] type = Helper trigger1 = IsHelper(912) trigger1 = time = 0 helpertype = player ID = 913 stateno = 911 pos = 0,0 postype = p1 keyctrl = 0 ownpal = 1 pausemovetime = 999999 supermovetime = 999999 [State 0, VelSet] type = VelSet trigger1 = IsHelper(911) trigger1 = time = 5 trigger2 = IsHelper(912) trigger2 = time = 11 trigger3 = IsHelper(913) trigger3 = time = 17 x = fvar(30) y = fvar(31) [State 0, ChangeState] type = ChangeState trigger1 = IsHelper(911) trigger1 = time >= 5 trigger2 = IsHelper(912) trigger2 = time >= 11 trigger3 = IsHelper(913) trigger3 = time >= 17 value = var(22) ;--------------------------------------------------------------------------- [Statedef 918] type = A physics = N velset = 0,0 anim = 8003 ctrl = 0 sprpriority = 10 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, AngleDraw] type = AngleDraw trigger1 = time = [20,30] scale = .9-(time-20)/50.00,.9-(time-20)/50.00 [State 0, AngleDraw] type = AngleDraw trigger1 = time >= 31 scale = .7-(time-30)/300.00,.7-(time-30)/300.00 [State 0, Trans] type = Trans trigger1 = time < 20 trans = addalpha alpha = 0,256 [State 0, Trans] type = Trans trigger1 = time = [20,49] trans = addalpha alpha = 0+(time-20)*40,256 [State 0, Trans] type = Trans trigger1 = time >= 50 trans = addalpha alpha = 255-(time-50)*25,256 [State 0, Explod] type = Explod trigger1 = time = 0 anim = 8250 ID = 8250 pos = 0,0 postype = p1 bindtime = 1 removetime = -2 pausemovetime = 999999 supermovetime = 999999 scale = 2.5,2.5 sprpriority = -5 ownpal = 1 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8250) ID = 8250 scale = 2.5-time/25.00,2.5-time/25.00 [State 0, DestroySelf] type = DestroySelf trigger1 = time >= 60 ;--------------------------------------------------------------------------- [Statedef 920] type = S movetype= A physics = S velset = 0,0 ctrl = 0 poweradd = -1000 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = Anim != 920 trigger1 = time = 0 value = 920 [State 0, SuperPause] type = SuperPause trigger1 = AnimElem = 1 time = 25 anim = -1 movetime = 25 darken = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 1 v = 5 value = 800 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 1 v = 2 value = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = S230,4 volume = 0 channel = -1 [State 0, Helper] type = Helper trigger1 = AnimElem = 1 helpertype = normal ID = 8003 stateno = 8003 pos = 0,-60 postype = p1 keyctrl = 0 ownpal = 1 pausemovetime = 999999 supermovetime = 999999 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 10 v = 11 value = -20 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 10 v = 12 value = -65 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 10 v = 15 value = 2 ignorehitpause = 1 [State 200, 1] type = HitDef trigger1 = AnimElem = 11 attr = S, NA damage = 15, 0 getpower = 0,0 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 3, Hit pausetime = 12,12 ground.type = high sparkno = -1 sparkxy = -20,-85 hitsound = S240,1+Random%2 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -3,-4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-4 yaccel = 0.45 fall = 1 [State 0, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [Statedef 921] type = S movetype= A physics = S velset = 0,0 ctrl = 0 poweradd = -1000 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = Anim != 920 trigger1 = time = 0 value = 920 [State 0, SuperPause] type = SuperPause trigger1 = AnimElem = 1 time = 25 anim = -1 movetime = 25 darken = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 1 v = 5 value = 800 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 1 v = 2 value = 2 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = S230,4 volume = 0 channel = -1 [State 0, Helper] type = Helper trigger1 = AnimElem = 1 helpertype = normal ID = 8002 stateno = 8002 pos = 0,-60 postype = p1 keyctrl = 0 ownpal = 1 pausemovetime = 999999 supermovetime = 999999 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 10 v = 11 value = -20 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 10 v = 12 value = -65 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 10 v = 15 value = 2 ignorehitpause = 1 [State 200, 1] type = HitDef trigger1 = AnimElem = 11 attr = S, NA damage = 15, 0 getpower = 0,0 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 3, Hit pausetime = 12,12 ground.type = high sparkno = -1 sparkxy = -20,-85 hitsound = S240,1+Random%2 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -3,-4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-4 yaccel = 0.45 fall = 1 [State 0, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [Statedef 922] type = S movetype= A physics = S velset = 0,0 ctrl = 0 poweradd = -1000 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = Anim != 920 trigger1 = time = 0 value = 920 [State 0, SuperPause] type = SuperPause trigger1 = AnimElem = 1 time = 25 anim = -1 movetime = 25 darken = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 1 v = 5 value = 800 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 1 v = 2 value = 3 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = S230,4 volume = 0 channel = -1 [State 0, Helper] type = Helper trigger1 = AnimElem = 1 helpertype = normal ID = 8001 stateno = 8001 pos = 0,-60 postype = p1 keyctrl = 0 ownpal = 1 pausemovetime = 999999 supermovetime = 999999 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 10 v = 11 value = -20 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 10 v = 12 value = -65 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 10 v = 15 value = 2 ignorehitpause = 1 [State 200, 1] type = HitDef trigger1 = AnimElem = 11 attr = S, NA damage = 15, 0 getpower = 0,0 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 3, Hit pausetime = 12,12 ground.type = high sparkno = -1 sparkxy = -20,-85 hitsound = S240,1+Random%2 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -3,-4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-4 yaccel = 0.45 fall = 1 [State 0, AssertSpecial] type = AssertSpecial trigger1 = MoveContact flag = nowalk ignorehitpause = 1 [State 0, CtrlSet] type = CtrlSet trigger1 = !ctrl trigger1 = MoveContact = 2 value = 1 ignorehitpause = 1 [State 0, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [Statedef 930] type = A movetype= A physics = N ctrl = 0 poweradd = -1000 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = Anim != 930 trigger1 = time = 0 value = 930 [State 0, SuperPause] type = SuperPause trigger1 = AnimElem = 1 time = 14 anim = -1 movetime = 14 darken = 1 [State 0, VarSet] type = VarSet trigger1 = time = 0 fv = 30 value = vel x [State 0, VarSet] type = VarSet trigger1 = time = 0 fv = 31 value = vel y [State 0, VelSet] type = VelSet trigger1 = time = 0 x = 0 y = 0 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 1 v = 5 value = 800 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 1 v = 2 value = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = S230,4 volume = 0 channel = -1 [State 0, Helper] type = Helper trigger1 = AnimElem = 1 helpertype = normal ID = 8003 stateno = 8003 pos = 0,-60 postype = p1 keyctrl = 0 ownpal = 1 pausemovetime = 999999 supermovetime = 999999 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 13 value = S210,0 volume = 0 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 13 v = 11 value = -20 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 13 v = 12 value = -45 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 13 v = 15 value = 2 ignorehitpause = 1 [State 200, 1] type = HitDef trigger1 = AnimElem = 14 attr = S, NA damage = 15, 0 getpower = 0,0 animtype = hard air.animtype = back guardflag = H hitflag = MAF priority = 3, Hit pausetime = 12,12 ground.type = high sparkno = -1 sparkxy = -20,-85 hitsound = S240,1+Random%2 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -3,-4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-4 yaccel = 0.45 fall = 1 [State 0, VelSet] type = VelSet triggerall = !vel x && !vel y trigger1 = AnimElem = 18 trigger2 = prevstateno = 900 trigger2 = AnimElemtime(18) >= 0 trigger2 = time = 0 x = fvar(30) y = fvar(31) [State 0, StateTypeSet] type = StateTypeSet trigger1 = AnimElem = 18 trigger2 = prevstateno = 900 trigger2 = AnimElemtime(18) >= 0 trigger2 = time = 0 statetype = A movetype = I physics = A [State 0, CtrlSet] type = CtrlSet trigger1 = !ctrl trigger1 = AnimElemtime(18) >= 0 value = 1 [State 0, ChangeState] type = ChangeState trigger1 = pos y >= 0 && vel y > 0 value = 52 ctrl = 0 ;--------------------------------------------------------------------------- [Statedef 931] type = A movetype= A physics = N ctrl = 0 poweradd = -1000 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = Anim != 930 trigger1 = time = 0 value = 930 [State 0, SuperPause] type = SuperPause trigger1 = AnimElem = 1 time = 14 anim = -1 movetime = 14 darken = 1 [State 0, VarSet] type = VarSet trigger1 = time = 0 fv = 30 value = vel x [State 0, VarSet] type = VarSet trigger1 = time = 0 fv = 31 value = vel y [State 0, VelSet] type = VelSet trigger1 = time = 0 x = 0 y = 0 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 1 v = 5 value = 800 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 1 v = 2 value = 2 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = S230,4 volume = 0 channel = -1 [State 0, Helper] type = Helper trigger1 = AnimElem = 1 helpertype = normal ID = 8002 stateno = 8002 pos = 0,-60 postype = p1 keyctrl = 0 ownpal = 1 pausemovetime = 999999 supermovetime = 999999 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 13 value = S210,0 volume = 0 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 13 v = 11 value = -20 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 13 v = 12 value = -45 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 13 v = 15 value = 2 ignorehitpause = 1 [State 200, 1] type = HitDef trigger1 = AnimElem = 14 attr = S, NA damage = 15, 0 getpower = 0,0 animtype = hard air.animtype = back guardflag = H hitflag = MAF priority = 3, Hit pausetime = 12,12 ground.type = high sparkno = -1 sparkxy = -20,-85 hitsound = S240,1+Random%2 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -3,-4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-4 yaccel = 0.45 fall = 1 [State 0, VelSet] type = VelSet trigger1 = AnimElem = 18 x = fvar(30) y = fvar(31) [State 0, StateTypeSet] type = StateTypeSet trigger1 = AnimElem = 18 statetype = A movetype = I physics = A [State 0, CtrlSet] type = CtrlSet trigger1 = !ctrl trigger1 = AnimElemtime(18) >= 0 value = 1 [State 0, ChangeState] type = ChangeState trigger1 = pos y >= 0 && vel y > 0 value = 52 ctrl = 0 ;--------------------------------------------------------------------------- [Statedef 932] type = A movetype= A physics = N ctrl = 0 poweradd = -1000 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = Anim != 930 trigger1 = time = 0 value = 930 [State 0, SuperPause] type = SuperPause trigger1 = AnimElem = 1 time = 14 anim = -1 movetime = 14 darken = 1 [State 0, VarSet] type = VarSet trigger1 = time = 0 fv = 30 value = vel x [State 0, VarSet] type = VarSet trigger1 = time = 0 fv = 31 value = vel y [State 0, VelSet] type = VelSet trigger1 = time = 0 x = 0 y = 0 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 1 v = 5 value = 800 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 1 v = 2 value = 3 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = S230,4 volume = 0 channel = -1 [State 0, Helper] type = Helper trigger1 = AnimElem = 1 helpertype = normal ID = 8001 stateno = 8001 pos = 0,-60 postype = p1 keyctrl = 0 ownpal = 1 pausemovetime = 999999 supermovetime = 999999 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 13 value = S210,0 volume = 0 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 13 v = 11 value = -20 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 13 v = 12 value = -45 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 13 v = 15 value = 2 ignorehitpause = 1 [State 200, 1] type = HitDef trigger1 = AnimElem = 14 attr = S, NA damage = 15, 0 getpower = 0,0 animtype = hard air.animtype = back guardflag = H hitflag = MAF priority = 3, Hit pausetime = 12,12 ground.type = high sparkno = -1 sparkxy = -20,-85 hitsound = S240,1+Random%2 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -3,-4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-4 yaccel = 0.45 fall = 1 [State 0, VelSet] type = VelSet trigger1 = AnimElem = 18 x = fvar(30) y = fvar(31) [State 0, StateTypeSet] type = StateTypeSet trigger1 = AnimElem = 18 statetype = A movetype = I physics = A [State 0, CtrlSet] type = CtrlSet trigger1 = AnimElem = 18 value = 1 [State 0, ChangeState] type = ChangeState trigger1 = pos y >= 0 && vel y > 0 value = 52 ctrl = 0 ;--------------------------------------------------------------------------- [StateDef 1000] type = S movetype= A physics = S juggle = IfElse((var(2)=[3,4]),0,4) velset = 0,0 ctrl = 0 poweradd = 70 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = IfElse(PrevStateNo=900,Anim != 1000+var(1)*1000+var(2),1) trigger1 = time = 0 value = 1000+var(1)*1000+var(2) [State 0, VarSet] type = VarSet trigger1 = time = 0 fv = 1 value = 0 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = time = 0 fv = 3 value = 0 ignorehitpause = 1 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper ;trigger1 = Random > 500 trigger1 = AnimElem = 7 value = S1000,0;+Random%2 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 8 value = S210,1 volume = 0 [State 0, VelSet] type = VelSet trigger1 = !var(2) || var(2) = 4 trigger1 = AnimElemtime(9) < 0 x = 4 [State 0, VelSet] type = VelSet trigger1 = var(2) = 2 trigger1 = AnimElemtime(10) < 0 x = 4 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 1 v = 11 value = -20 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 1 v = 12 value = -74 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 1 v = 15 value = 10 ignorehitpause = 1 [State 800, 1] type = HitDef trigger1 = var(2) != 1 trigger1 = AnimElem = 10 attr = S, ST damage = 10,10 getpower = (var(2)!=4)*100, (var(2)!=4)*10 animtype = hard guardflag = M hitflag = MAF priority = 4, miss pausetime = 0,0 ground.type = high sparkno = -1 sparkxy = -20,-85 hitsound = S800, 0 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -8 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-4 yaccel = 0.45 p1stateno = 1010 p2stateno = 1020 fall = 1 id = 1000 p2facing = 1 [State 800, 1] type = HitDef trigger1 = var(2) = 1 trigger1 = AnimElem = 10 attr = S, SA damage = 80,10 getpower = (var(2)!=4)*100, (var(2)!=4)*10 animtype = hard guardflag = M hitflag = MAF priority = 5, hit pausetime = 12,12 ground.type = high sparkno = -1 sparkxy = -20,-85 hitsound = S220, 0 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -3,-6 guard.velocity = -8 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-6 yaccel = 0.45 fall = 1 [State 0, VarAdd] type = VarAdd trigger1 = time > 1 trigger1 = MoveHit = 1 trigger1 = var(2) = 1 fv = 0 value = 1+.5*(var(2)=4) ignorehitpause = 1 persistent = 0 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 1010] type = S movetype= A physics = S velset = 0,0 ctrl = 0 poweradd = 0 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = IfElse(PrevStateNo=900,Anim != 1010+var(1)*1000+var(2),1) trigger1 = time = 0 value = 1010+var(1)*1000+var(2) [State 0, SprPriority] type = SprPriority trigger1 = Anim%10 = 2 trigger1 = AnimElem = 1 value = 4 ignorehitpause = 1 [State 0, Width] type = Width trigger1 = 1 edge = 20,0 [State 0, PlayerPush] type = PlayerPush trigger1 = 1 value = 0 ignorehitpause = 1 [State 0, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA ignorehitpause = 1 [State 0, TargetBind] type = TargetBind trigger1 = Anim%10 != 2 trigger1 = AnimElemtime(1) < 4 pos = 62,0 [State 0, TargetBind] type = TargetBind trigger1 = Anim%10 != 2 trigger1 = AnimElemtime(1) = 4 pos = 52,0 [State 0, TargetBind] type = TargetBind trigger1 =Anim%10 != 2 trigger1 = AnimElemtime(1) = 5 pos = 42,0 [State 0, TargetBind] type = TargetBind trigger1 =Anim%10 != 2 trigger1 = AnimElemtime(2) = 0 pos = 37,0 [State 0, TargetBind] type = TargetBind trigger1 = Anim%10 != 2 trigger1 = AnimElemtime(2) = 1 pos = 33,0 [State 0, TargetBind] type = TargetBind trigger1 = Anim%10 != 2 trigger1 = AnimElemtime(3) = 0 pos = 30,0 [State 0, TargetBind] type = TargetBind trigger1 = Anim%10 != 2 trigger1 = AnimElemtime(3) = 1 pos = 28,0 [State 0, TargetBind] type = TargetBind trigger1 = Anim%10 != 2 trigger1 = AnimElemtime(3) = 2 pos = 27,0 [State 0, TargetBind] type = TargetBind trigger1 = Anim%10 != 2 trigger1 = AnimElemtime(4) = 0 pos = 26,0 [State 0, TargetBind] type = TargetBind trigger1 = Anim%10 != 2 trigger1 = AnimElemtime(4) >= 1 && AnimElemtime(9) < 0 pos = 25,0 [State 0, TargetBind] type = TargetBind trigger1 = Anim%10 = 2 trigger1 = AnimElemtime(11) < 0 pos = 40,0 [State 0, TargetBind] type = TargetBind trigger1 = Anim%10 != 2 trigger1 = AnimElemtime(9) = 0 pos = 26,0 [State 0, TargetState] type = TargetState trigger1 = AnimElem = 9 value = 1021 ID = 1000 [State 5110, 6] type = PlaySnd triggerall = !ishelper trigger1 = Anim%10 != [2,3] trigger1 = AnimElem = 6 trigger2 = Anim%10 = 2 trigger2 = AnimElem = 10 value = S1000, 1 channel = 0 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 8 v = 11 value = -40 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 8 v = 12 value = -74 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 8 v = 15 value = 11 ignorehitpause = 1 [State 0, Explod] type = Explod triggerall = !ishelper triggerall = Anim%10 = 2 trigger1 = AnimElem = 1 trigger2 = AnimElem = 2 anim = 8390 pos = -20,-60 postype = p2 bindtime = 1 removetime = -2 facing = 1 scale = .5,.5 sprpriority = 5 ownpal = 1 [State 0, Helper] type = Helper triggerall = !ishelper triggerall = Anim%10 = 2 trigger1 = AnimElem = 4 trigger2 = AnimElemtime(4) = 2 trigger3 = AnimElemtime(4) = 4 trigger4 = AnimElemtime(5) = 1 trigger5 = AnimElemtime(5) = 3 helpertype = normal ID = 1030 stateno = 1030 pos = -10,-55 postype = p2 ownpal = 1 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = Anim%10 = 2 trigger1 = AnimElem = 1 value = S2100,5 volume = 0 channel = -1 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = Anim%10 = 2 trigger1 = AnimElem = 10 value = S210,0 volume = 0 channel = -1 [State 800, 1] type = HitDef trigger1 = Anim%10 = 0 || Anim%10 = 4 trigger1 = AnimElem = 9 attr = S, SA damage = 80,10 getpower = (var(2)!=4)*100, (var(2)!=4)*10 animtype = hard guardflag = M hitflag = MAF priority = 4, hit pausetime = 12,12 ground.type = high sparkno = -1 sparkxy = -20,-85 hitsound = S220, 1 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -4,-5 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -4,-5 yaccel = 0.45 fall = 1 [State 800, 1] type = HitDef trigger1 = Anim%10 = 3 trigger1 = AnimElem = 9 attr = S, SA damage = 0,0 getpower = (var(2)!=4)*100, (var(2)!=4)*10 animtype = medium guardflag = M hitflag = MAF priority = 4, hit pausetime = 0,0 ground.type = low sparkno = -1 sparkxy = -20,-85 hitsound = -1, 1 guardsound = 6, 0 ground.slidetime = 20 ground.hittime = 30 ground.velocity = -10,0 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -10,-5 yaccel = 0.45 fall = 0 [State 800, 1] type = HitDef trigger1 = Anim%10 = 2 trigger1 = AnimElem = 12 attr = S, SA damage = 80,0 getpower = (var(2)!=4)*100, (var(2)!=4)*10 animtype = hard guardflag = M hitflag = MAF priority = 4, hit pausetime = 3,3 ground.type = high sparkno = -1 sparkxy = -20,-85 hitsound = S220, 1 guardsound = 6, 0 ground.slidetime = 20 ground.hittime = 30 ground.velocity = -3,-6 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-6 yaccel = 0.45 fall = 1 [State 0, VarAdd] type = VarAdd trigger1 = time > 1 trigger1 = MoveHit = 1 fv = 0 value = 1+.5*(var(2)=4) ignorehitpause = 1 persistent = 0 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 1020] type = S movetype= H physics = N velset = 0,0 ctrl = 0 sprpriority = 3 [State 0, HitFallSet] type = HitFallSet trigger1 = time = 0 value = 0 [State 0, ChangeAnim2] type = ChangeAnim2 trigger1 = time = 0 value = 1020 ;--------------------------------------------------------------------------- [StateDef 1021] type = S movetype= H physics = N velset = 0,0 ctrl = 0 sprpriority = 3 [State 0, ChangeAnim2] type = ChangeAnim2 trigger1 = time = 0 value = 1021 [State 0, SelfState] type = SelfState trigger1 = time > 30 value = 5000 ;--------------------------------------------------------------------------- [StateDef 1030] type = A movetype= I physics = N velset = 1+(Random%30)/15.0,-2.5-(Random%30)/15.0 anim = 8151 ctrl = 0 poweradd = 0 sprpriority = 6 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, VelAdd] type = VelAdd trigger1 = 1 y = .2 [State 0, AngleDraw] type = AngleDraw trigger1 = 1 value = -140 scale = .2+time/43.0,.2+time/43.0 [State 0, Trans] type = Trans trigger1 = 1 trans = addalpha alpha = 256-time*9,256 [State 0, DestroySelf] type = DestroySelf trigger1 = time > 33 ;--------------------------------------------------------------------------- [StateDef 1100] type = S movetype= A physics = S juggle = IfElse((var(2)=[3,4]),0,4) velset = 0,0 ctrl = 0 poweradd = 50 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = IfElse(PrevStateNo=900,Anim != 1100+var(1)*1000+var(2),1) trigger1 = time = 0 value = 1100+var(1)*1000+var(2) [State 0, VarSet] type = VarSet trigger1 = time = 0 fv = 1 value = 0 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = time = 0 fv = 3 value = 0 ignorehitpause = 1 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 5 value = S5000,0 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 10 value = S1100,0 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 5 value = S220,1 volume = 0 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 5 v = 15 value = 11 ignorehitpause = 1 [State 0, Explod] type = Explod trigger1 = AnimElem = 7 anim = 8390 ID = 1100 pos = 0,-72 postype = p1 bindtime = -1 removetime = -2 scale = .5,.5 sprpriority = 3 ownpal = 1 [State 0, Projectile] type = Projectile trigger1 = AnimElem = 7 ProjID = 1100 projanim = 1110 projhitanim = -1 projremanim = -1 projcancelanim = -1 projscale = 1,1 projremove = 1 projremovetime = 20 projhits = 1 projpriority = 1 projsprpriority = 3 offset = 0,-72 postype = p1 attr = S, SP damage = 10,5 getpower = (var(2)!=4)*100, (var(2)!=4)*10 animtype = hard guardflag = M hitflag = MAF priority = 4, hit pausetime = 0,12 ground.type = high sparkno = -1 sparkxy = -20,-85 hitsound = -1, 1 guardsound = -1, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -4,-5 yaccel = 0.45 air.fall = 1 [State 0, Helper] type = Helper trigger1 = AnimElemtime(10) = 0 helpertype = normal ID = 1130 stateno = 1130 pos = 0,-82 keyctrl = 0 ownpal = 1 pausemovetime = 999999 ignorehitpause = 1 [State 0, Helper] type = Helper trigger1 = AnimElemtime(10) = 3 helpertype = normal ID = 1130 stateno = 1131 pos = 0,-82 keyctrl = 0 ownpal = 1 pausemovetime = 999999 ignorehitpause = 1 [State 0, Helper] type = Helper trigger1 = AnimElemtime(11) = 2 helpertype = normal ID = 1130 stateno = 1132 pos = 0,-82 keyctrl = 0 ownpal = 1 pausemovetime = 999999 ignorehitpause = 1 [State 0, Helper] type = Helper trigger1 = !var(2) trigger1 = AnimElem = 14 helpertype = normal ID = 1110 stateno = 1110 pos = 0,-82 keyctrl = 0 ownpal = 1 pausemovetime = 999999 ignorehitpause = 1 [State 0, Helper] type = Helper trigger1 = var(2) trigger1 = AnimElem = 14 helpertype = normal ID = 1110 stateno = 1111 pos = 0,-82 keyctrl = 0 ownpal = 1 pausemovetime = 999999 ignorehitpause = 1 [State 0, Helper] type = Helper trigger1 = var(2) = 1 trigger1 = AnimElem = 14 helpertype = normal ID = 1110 stateno = 1112 pos = 0,-82 keyctrl = 0 ownpal = 1 pausemovetime = 999999 ignorehitpause = 1 [State 0, Helper] type = Helper trigger1 = var(2) = [1,3] trigger1 = AnimElem = 14 helpertype = normal ID = 1110 stateno = 1113 pos = 0,-82 keyctrl = 0 ownpal = 1 pausemovetime = 999999 ignorehitpause = 1 [State 0, Helper] type = Helper trigger1 = var(2) = [1,2] trigger1 = AnimElem = 14 helpertype = normal ID = 1110 stateno = 1114 pos = 0,-82 keyctrl = 0 ownpal = 1 pausemovetime = 999999 ignorehitpause = 1 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 1110] type = A movetype= A physics = N velset = 7,-6 anim = 1125 ctrl = 0 poweradd = 0 sprpriority = 3 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, AngleDraw] type = AngleDraw trigger1 = 1 scale = .25,.25 ignorehitpause = 1 [State 0, Trans] type = Trans trigger1 = 1 trans = add ignorehitpause = 1 [State 0, VelAdd] type = VelAdd trigger1 = 1 y = .55 [State 0, HitBy] type = HitBy trigger1 = 1 value = SCA,NP,SP,HP [State 0, HitOverride] type = HitOverride trigger1 = 1 attr = SCA,NP,SP,HP stateno = 1126 time = 1 [State 200, 1] type = HitDef trigger1 = time = 0 attr = S, SP damage = 20, 5 getpower = (var(2)!=4)*100, (var(2)!=4)*10 animtype = light air.animtype = back guardflag = M hitflag = MAF priority = 3, Hit pausetime = 0,12 ground.type = high sparkno = -1 sparkxy = -20,-85 hitsound = -1, 1 guardsound = -1, 0 ground.slidetime = 7 ground.hittime = 10 ground.velocity = -5 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-4 yaccel = 0.45 [State 0, Helper] type = Helper trigger1 = EnemyNear,time = 0 trigger1 = P2MoveType = H trigger1 = p2stateno = 150 || p2stateno = 152 || p2stateno = 154 trigger1 = MoveGuarded = 1 helpertype = normal ID = 8080 stateno = 8080 pos = Ceil(EnemyNear,Const(size.ground.front)+var(11)),Ceil(Pos Y-EnemyNear,Pos Y+var(12)) postype = p2 facing = 1 keyctrl = 0 ownpal = 1 pausemovetime = 999999 supermovetime = 999999 ignorehitpause = 1 [State 0, Helper] type = Helper trigger1 = Parent,var(21) = 0 trigger1 = movehit = 1 helpertype = normal ID = 1126 stateno = 1126 pos = 0,0 postype = p1 ownpal = 1 ignorehitpause = 1 persistent = 0 [State 0, ChangeState] type = ChangeState trigger1 = movehit = 1 trigger1 = Parent,var(21) = 0 trigger1 = Target,ishelper = 0 value = 1120 ignorehitpause = 1 [State 0, ChangeState] type = ChangeState trigger1 = MoveContact = 1 trigger1 = Target,ishelper = 0 value = 1126 ignorehitpause = 1 [State 0, ChangeState] type = ChangeState trigger1 = root,stateno = 1200 trigger1 = root,AnimElem = 10 value = 1121 ctrl = 0 [State 0, ChangeState] type = ChangeState trigger1 = pos y >= -5 && vel y > 0.0 value = 1125 ctrl = 0 [State 0, DestroySelf] type = DestroySelf trigger1 = BackEdgeDist < -20 trigger2 = FrontEdgeDist< -20 ;--------------------------------------------------------------------------- [StateDef 1111] type = A movetype= A physics = N velset = 7.5,-3 anim = 1125 ctrl = 0 poweradd = 0 sprpriority = 3 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, AngleDraw] type = AngleDraw trigger1 = 1 scale = .25,.25 ignorehitpause = 1 [State 0, Trans] type = Trans trigger1 = 1 trans = add ignorehitpause = 1 [State 0, VelAdd] type = VelAdd trigger1 = 1 y = .4 [State 0, HitBy] type = HitBy trigger1 = 1 value = SCA,NP,SP,HP [State 0, HitOverride] type = HitOverride trigger1 = 1 attr = SCA,NP,SP,HP stateno = 1126 time = 1 [State 200, 1] type = HitDef trigger1 = time = 0 attr = S, SP damage = 20, 5 getpower = (var(2)!=4)*100, (var(2)!=4)*10 animtype = light air.animtype = back guardflag = M hitflag = MAF priority = 3, Hit pausetime = 0,12 ground.type = high sparkno = -1 sparkxy = -20,-85 hitsound = -1, 1 guardsound = -1, 0 ground.slidetime = 7 ground.hittime = 10 ground.velocity = -5 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-4 yaccel = 0.45 [State 0, Helper] type = Helper trigger1 = EnemyNear,time = 0 trigger1 = P2MoveType = H trigger1 = p2stateno = 150 || p2stateno = 152 || p2stateno = 154 trigger1 = MoveGuarded = 1 helpertype = normal ID = 8080 stateno = 8080 pos = Ceil(EnemyNear,Const(size.ground.front)+var(11)),Ceil(Pos Y-EnemyNear,Pos Y+var(12)) postype = p2 facing = 1 keyctrl = 0 ownpal = 1 pausemovetime = 999999 supermovetime = 999999 ignorehitpause = 1 [State 0, Helper] type = Helper trigger1 = Parent,var(21) = 0 trigger1 = movehit = 1 helpertype = normal ID = 1126 stateno = 1126 pos = 0,0 postype = p1 ownpal = 1 ignorehitpause = 1 persistent = 0 [State 0, ChangeState] type = ChangeState trigger1 = movehit = 1 trigger1 = Parent,var(21) = 0 trigger1 = Target,ishelper = 0 value = 1120 ignorehitpause = 1 [State 0, ChangeState] type = ChangeState trigger1 = MoveContact = 1 trigger1 = Target,ishelper = 0 value = 1126 ignorehitpause = 1 [State 0, ChangeState] type = ChangeState trigger1 = root,stateno = 1200 trigger1 = root,AnimElem = 10 value = 1121 ctrl = 0 [State 0, ChangeState] type = ChangeState trigger1 = pos y >= -5 && vel y > 0.0 value = 1125 ctrl = 0 [State 0, DestroySelf] type = DestroySelf trigger1 = BackEdgeDist < -20 trigger2 = FrontEdgeDist< -20 ;--------------------------------------------------------------------------- [StateDef 1112] type = A movetype= A physics = N velset = 5.5,-5 anim = 1125 ctrl = 0 poweradd = 0 sprpriority = 3 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, AngleDraw] type = AngleDraw trigger1 = 1 scale = .25,.25 ignorehitpause = 1 [State 0, Trans] type = Trans trigger1 = 1 trans = add ignorehitpause = 1 [State 0, VelAdd] type = VelAdd trigger1 = 1 y = .45 [State 0, HitBy] type = HitBy trigger1 = 1 value = SCA,NP,SP,HP [State 0, HitOverride] type = HitOverride trigger1 = 1 attr = SCA,NP,SP,HP stateno = 1126 time = 1 [State 200, 1] type = HitDef trigger1 = time = 0 attr = S, SP damage = 20, 5 getpower = (var(2)!=4)*100, (var(2)!=4)*10 animtype = light air.animtype = back guardflag = M hitflag = MAF priority = 3, Hit pausetime = 0,12 ground.type = high sparkno = -1 sparkxy = -20,-85 hitsound = -1, 1 guardsound = -1, 0 ground.slidetime = 7 ground.hittime = 10 ground.velocity = -5 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-4 yaccel = 0.45 [State 0, Helper] type = Helper trigger1 = EnemyNear,time = 0 trigger1 = P2MoveType = H trigger1 = p2stateno = 150 || p2stateno = 152 || p2stateno = 154 trigger1 = MoveGuarded = 1 helpertype = normal ID = 8080 stateno = 8080 pos = Ceil(EnemyNear,Const(size.ground.front)+var(11)),Ceil(Pos Y-EnemyNear,Pos Y+var(12)) postype = p2 facing = 1 keyctrl = 0 ownpal = 1 pausemovetime = 999999 supermovetime = 999999 ignorehitpause = 1 [State 0, Helper] type = Helper trigger1 = Parent,var(21) = 0 trigger1 = movehit = 1 helpertype = normal ID = 1126 stateno = 1126 pos = 0,0 postype = p1 ownpal = 1 ignorehitpause = 1 persistent = 0 [State 0, ChangeState] type = ChangeState trigger1 = movehit = 1 trigger1 = Parent,var(21) = 0 trigger1 = Target,ishelper = 0 value = 1120 ignorehitpause = 1 [State 0, ChangeState] type = ChangeState trigger1 = MoveContact = 1 trigger1 = Target,ishelper = 0 value = 1126 ignorehitpause = 1 [State 0, ChangeState] type = ChangeState trigger1 = root,stateno = 1200 trigger1 = root,AnimElem = 10 value = 1121 ctrl = 0 [State 0, ChangeState] type = ChangeState trigger1 = pos y >= -5 && vel y > 0.0 value = 1125 ctrl = 0 [State 0, DestroySelf] type = DestroySelf trigger1 = BackEdgeDist < -20 trigger2 = FrontEdgeDist< -20 ;--------------------------------------------------------------------------- [StateDef 1113] type = A movetype= A physics = N velset = 4,-7 anim = 1125 ctrl = 0 poweradd = 0 sprpriority = 3 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, AngleDraw] type = AngleDraw trigger1 = 1 scale = .25,.25 ignorehitpause = 1 [State 0, Trans] type = Trans trigger1 = 1 trans = add ignorehitpause = 1 [State 0, VelAdd] type = VelAdd trigger1 = 1 y = .5 [State 0, HitBy] type = HitBy trigger1 = 1 value = SCA,NP,SP,HP [State 0, HitOverride] type = HitOverride trigger1 = 1 attr = SCA,NP,SP,HP stateno = 1126 time = 1 [State 200, 1] type = HitDef trigger1 = time = 0 attr = S, SP damage = 20, 5 getpower = (var(2)!=4)*100, (var(2)!=4)*10 animtype = light air.animtype = back guardflag = M hitflag = MAF priority = 3, Hit pausetime = 0,12 ground.type = high sparkno = -1 sparkxy = -20,-85 hitsound = -1, 1 guardsound = -1, 0 ground.slidetime = 7 ground.hittime = 10 ground.velocity = -5 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-4 yaccel = 0.45 [State 0, Helper] type = Helper trigger1 = EnemyNear,time = 0 trigger1 = P2MoveType = H trigger1 = p2stateno = 150 || p2stateno = 152 || p2stateno = 154 trigger1 = MoveGuarded = 1 helpertype = normal ID = 8080 stateno = 8080 pos = Ceil(EnemyNear,Const(size.ground.front)+var(11)),Ceil(Pos Y-EnemyNear,Pos Y+var(12)) postype = p2 facing = 1 keyctrl = 0 ownpal = 1 pausemovetime = 999999 supermovetime = 999999 ignorehitpause = 1 [State 0, Helper] type = Helper trigger1 = Parent,var(21) = 0 trigger1 = movehit = 1 helpertype = normal ID = 1126 stateno = 1126 pos = 0,0 postype = p1 ownpal = 1 ignorehitpause = 1 persistent = 0 [State 0, ChangeState] type = ChangeState trigger1 = movehit = 1 trigger1 = Parent,var(21) = 0 trigger1 = Target,ishelper = 0 value = 1120 ignorehitpause = 1 [State 0, ChangeState] type = ChangeState trigger1 = MoveContact = 1 trigger1 = Target,ishelper = 0 value = 1126 ignorehitpause = 1 [State 0, ChangeState] type = ChangeState trigger1 = root,stateno = 1200 trigger1 = root,AnimElem = 10 value = 1121 ctrl = 0 [State 0, ChangeState] type = ChangeState trigger1 = pos y >= -5 && vel y > 0.0 value = 1125 ctrl = 0 [State 0, DestroySelf] type = DestroySelf trigger1 = BackEdgeDist < -20 trigger2 = FrontEdgeDist< -20 ;--------------------------------------------------------------------------- [StateDef 1114] type = A movetype= A physics = N velset = 2,-9 anim = 1125 ctrl = 0 poweradd = 0 sprpriority = 3 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, AngleDraw] type = AngleDraw trigger1 = 1 scale = .25,.25 ignorehitpause = 1 [State 0, Trans] type = Trans trigger1 = 1 trans = add ignorehitpause = 1 [State 0, VelAdd] type = VelAdd trigger1 = 1 y = .55 [State 0, HitBy] type = HitBy trigger1 = 1 value = SCA,NP,SP,HP [State 0, HitOverride] type = HitOverride trigger1 = 1 attr = SCA,NP,SP,HP stateno = 1126 time = 1 [State 200, 1] type = HitDef trigger1 = time = 0 attr = S, SP damage = 20, 5 getpower = (var(2)!=4)*100, (var(2)!=4)*10 animtype = light air.animtype = back guardflag = M hitflag = MAF priority = 3, Hit pausetime = 0,12 ground.type = high sparkno = -1 sparkxy = -20,-85 hitsound = -1, 1 guardsound = -1, 0 ground.slidetime = 7 ground.hittime = 10 ground.velocity = -5 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-4 yaccel = 0.45 [State 0, Helper] type = Helper trigger1 = EnemyNear,time = 0 trigger1 = P2MoveType = H trigger1 = p2stateno = 150 || p2stateno = 152 || p2stateno = 154 trigger1 = MoveGuarded = 1 helpertype = normal ID = 8080 stateno = 8080 pos = Ceil(EnemyNear,Const(size.ground.front)+var(11)),Ceil(Pos Y-EnemyNear,Pos Y+var(12)) postype = p2 facing = 1 keyctrl = 0 ownpal = 1 pausemovetime = 999999 supermovetime = 999999 ignorehitpause = 1 [State 0, Helper] type = Helper trigger1 = Parent,var(21) = 0 trigger1 = movehit = 1 helpertype = normal ID = 1126 stateno = 1126 pos = 0,0 postype = p1 ownpal = 1 ignorehitpause = 1 persistent = 0 [State 0, ChangeState] type = ChangeState trigger1 = movehit = 1 trigger1 = Parent,var(21) = 0 trigger1 = Target,ishelper = 0 value = 1120 ignorehitpause = 1 [State 0, ChangeState] type = ChangeState trigger1 = MoveContact = 1 trigger1 = Target,ishelper = 0 value = 1126 ignorehitpause = 1 [State 0, ChangeState] type = ChangeState trigger1 = root,stateno = 1200 trigger1 = root,AnimElem = 10 value = 1121 ctrl = 0 [State 0, ChangeState] type = ChangeState trigger1 = pos y >= -5 && vel y > 0.0 value = 1125 ctrl = 0 [State 0, DestroySelf] type = DestroySelf trigger1 = BackEdgeDist < -20 trigger2 = FrontEdgeDist< -20 ;--------------------------------------------------------------------------- [StateDef 1120] type = A movetype= I physics = N velset = 0,0 anim = 999 ctrl = 0 poweradd = 0 sprpriority = 3 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, ParentVarAdd] type = ParentVarAdd trigger1 = time = 0 v = 21 value = 1 [State 0, ParentVarSet] type = ParentVarSet trigger1 = time = 480 v = 21 value = 0 [State 0, PosSet] type = PosSet trigger1 = NumEnemy x = EnemyNear,pos x y = EnemyNear,Const(size.head.pos.y)/2 [State 0, ChangeState] type = ChangeState trigger1 = root,stateno = 1200 trigger1 = root,AnimElem = 10 value = 1121 ctrl = 0 [State 0, DestroySelf] type = DestroySelf trigger1 = time > 480 ;--------------------------------------------------------------------------- [StateDef 1121] type = A movetype= A physics = N velset = 0,0 anim = 1120 ctrl = 0 poweradd = 0 sprpriority = 3 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, ParentVarSet] type = ParentVarSet trigger1 = time = 0 v = 21 value = 0 [State 200, 1] type = HitDef trigger1 = time = 0 attr = S, SP damage = 80, 10 getpower = (var(2)!=4)*100, (var(2)!=4)*10 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 4, Hit pausetime = 0,12 ground.type = high sparkno = -1 sparkxy = -20,-85 hitsound = S300, 1 guardsound = -1, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = 0,-6 guard.velocity = -8 airguard.velocity = -1.9,-.8 air.type = High air.velocity = 0,-6 yaccel = 0.45 fall = 1 palfx.time = 28 palfx.add = 70,-60,-200 palfx.sinadd = 70,30,0,10 palfx.color = 0 palfx.invertall = 1 [State 200, 1] type = HitDef trigger1 = Parent,var(2) = 3 trigger1 = time = 0 attr = S, SP damage = 80, 10 getpower = (var(2)!=4)*100, (var(2)!=4)*10 animtype = hard air.animtype = back guardflag = M hitflag = MAFD priority = 4, Hit pausetime = 0,12 ground.type = high sparkno = -1 sparkxy = -20,-85 hitsound = S300, 1 guardsound = -1, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = 0,-6 guard.velocity = -8 airguard.velocity = -1.9,-.8 air.type = High air.velocity = 0,-6 yaccel = 0.45 fall = 1 palfx.time = 28 palfx.add = 70,-60,-200 palfx.sinadd = 70,30,0,10 palfx.color = 0 palfx.invertall = 1 [State 0, VarSet] type = VarSet trigger1 = time = 0 v = 15 value = 21 ignorehitpause = 1 [State 0, Helper] type = Helper trigger1 = EnemyNear,GetHitVar(damage) trigger1 = P2MoveType = H trigger1 = p2stateno != [120,159] trigger1 = movehit = 1 helpertype = normal ID = 8010 stateno = 8010 pos = -20+Ceil(EnemyNear,Const(size.ground.front)+var(11))+Random%30,20+(EnemyNear,Const(size.head.pos.y))+Random%((EnemyNear,Const(size.head.pos.y))/4) postype = p2 facing = -1 keyctrl = 0 ownpal = 1 pausemovetime = 999999 supermovetime = 999999 ignorehitpause = 1 [State 0, Helper] type = Helper trigger1 = EnemyNear,GetHitVar(damage) trigger1 = P2MoveType = H trigger1 = p2stateno != [120,159] trigger1 = movehit = 1 helpertype = normal ID = 8010 stateno = 8010 pos = -20+Ceil(EnemyNear,Const(size.ground.front)+var(11))+Random%30,-20-Random%((EnemyNear,Const(size.head.pos.y))/2) postype = p2 facing = -1 keyctrl = 0 ownpal = 1 pausemovetime = 999999 supermovetime = 999999 ignorehitpause = 1 [State 0, Helper] type = Helper trigger1 = EnemyNear,time = 0 trigger1 = P2MoveType = H trigger1 = p2stateno = 150 || p2stateno = 152 || p2stateno = 154 trigger1 = MoveGuarded = 1 helpertype = normal ID = 8080 stateno = 8080 pos = Ceil(EnemyNear,Const(size.ground.front)+var(11)),Ceil(Pos Y-EnemyNear,Pos Y+var(12)) postype = p2 facing = 1 keyctrl = 0 ownpal = 1 pausemovetime = 999999 supermovetime = 999999 ignorehitpause = 1 [State 0, Helper] type = Helper trigger1 = time = 0 helpertype = normal ID = 8010 stateno = 8010 pos = 0,0;Ceil(Pos Y-enemy,Pos Y+var(12)) postype = p1 facing = 1 keyctrl = 0 ownpal = 1 pausemovetime = 999999 supermovetime = 999999 ignorehitpause = 1 [State 0, DestroySelf] type = DestroySelf trigger1 = time > 1 ;--------------------------------------------------------------------------- [StateDef 1125] type = S movetype= I physics = S velset = 0,0 anim = 1125 ctrl = 0 poweradd = 0 sprpriority = 3 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, AngleDraw] type = AngleDraw trigger1 = 1 scale = .5,.25 ignorehitpause = 1 [State 0, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA [State 0, Trans] type = Trans trigger1 = 1 trans = add ignorehitpause = 1 [State 0, PosSet] type = PosSet trigger1 = time = 0 y = 0 [State 0, ParentVarSet] type = ParentVarSet trigger1 = time = 0 v = 21 value = 0 [State 0, ChangeState] type = ChangeState trigger1 = root,stateno = 1200 trigger1 = root,AnimElem = 10 value = 1121 ctrl = 0 [State 0, ChangeState] type = ChangeState trigger1 = time > 480 value = 1126 ctrl = 0 [State 0, DestroySelf] type = DestroySelf trigger1 = BackEdgeDist < -20 trigger2 = FrontEdgeDist< -20 ;--------------------------------------------------------------------------- [StateDef 1126] type = S movetype= I physics = S velset = 0,0 anim = 1130 ctrl = 0 poweradd = 0 sprpriority = 3 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, AngleDraw] type = AngleDraw trigger1 = 1 scale = .25+time/120.0,.25+time/120.0 [State 0, Trans] type = Trans trigger1 = time < 4 trans = add [State 0, Trans] type = Trans trigger1 = time >= 4 trans = addalpha alpha = 256-(time-4)*8,256 [State 0, DestroySelf] type = DestroySelf trigger1 = time > 40 ;--------------------------------------------------------------------------- [StateDef 1130] type = A movetype= I physics = N velset = -1.5,-7 anim = 8151 ctrl = 0 poweradd = 0 sprpriority = 3 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, VelAdd] type = VelAdd trigger1 = 1 y = .3 [State 0, AngleDraw] type = AngleDraw trigger1 = 1 value = 200 scale = .2+time/43.0,.2+time/43.0 [State 0, Trans] type = Trans trigger1 = 1 trans = addalpha alpha = 256-time*7,256 [State 0, DestroySelf] type = DestroySelf trigger1 = time > 33 ;--------------------------------------------------------------------------- [StateDef 1131] type = A movetype= I physics = N velset = -3.5,-6 anim = 8151 ctrl = 0 poweradd = 0 sprpriority = 3 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, VelAdd] type = VelAdd trigger1 = 1 y = .3 [State 0, AngleDraw] type = AngleDraw trigger1 = 1 value = 200 scale = .2+time/33.0,.2+time/33.0 [State 0, Trans] type = Trans trigger1 = 1 trans = addalpha alpha = 256-time*7,256 [State 0, DestroySelf] type = DestroySelf trigger1 = time > 33 ;--------------------------------------------------------------------------- [StateDef 1132] type = A movetype= I physics = N velset = -2.5,-4 anim = 8151 ctrl = 0 poweradd = 0 sprpriority = 3 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, VelAdd] type = VelAdd trigger1 = 1 y = .25 [State 0, AngleDraw] type = AngleDraw trigger1 = 1 value = 200 scale = .2+time/23.0,.2+time/23.0 [State 0, Trans] type = Trans trigger1 = 1 trans = addalpha alpha = 256-time*7,256 [State 0, DestroySelf] type = DestroySelf trigger1 = time > 33 ;--------------------------------------------------------------------------- [StateDef 1200] type = S movetype= A physics = S juggle = IfElse((var(2)=[3,4]),0,1) velset = 0,0 ctrl = 0 poweradd = 60 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = IfElse(PrevStateNo=900,Anim != 1200+var(1)*1000+var(2),1) trigger1 = time = 0 value = 1200+var(1)*1000+var(2) [State 0, VarSet] type = VarSet trigger1 = time = 0 fv = 1 value = 0 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = time = 0 fv = 3 value = 0 ignorehitpause = 1 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 8 value = S1000,1 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 10 value = S1300,2 volume = 0 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 9 v = 11 value = -10 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 9 v = 12 value = -50 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 9 v = 15 value = 20 ignorehitpause = 1 [State 0, Helper] type = Helper trigger1 = AnimElem = 10 helpertype = normal ID = 1240 stateno = 1240 pos = 7,0 keyctrl = 0 ownpal = 1 ignorehitpause = 1 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 1240] type = S movetype= I physics = S velset = 0,0 anim = 8120 ctrl = 0 poweradd = 0 sprpriority = -5 [State 0, AngleDraw] type = AngleDraw trigger1 = time < 6 scale = 0.2+time/8.00,0.05+time/64.00 ignorehitpause = 1 [State 0, AngleDraw] type = AngleDraw trigger1 = time >= 6 scale = 0.825+(time-5)/40.00,0.128+(time-5)/320.00 ignorehitpause = 1 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, Trans] type = Trans trigger1 = time < 6 trans = add [State 0, Trans] type = Trans trigger1 = time >= 6 trans = addalpha alpha = 255-(time-6)*50,256 [State 0, Explod] type = null;Explod trigger1 = time = 0 anim = 8070 ID = 8070 pos = 0,0 facing = 1 vel = -4 postype = p1 bindtime = 1 removetime = 11 pausemovetime = 999999 scale = .8,2 sprpriority = 11 ownpal = 1 [State 0, Explod] type = null;Explod trigger1 = time = 0 anim = 8070 ID = 8070 pos = 0,0 facing = -1 vel = 4 postype = p1 bindtime = 1 removetime = 11 pausemovetime = 999999 scale = .8,2 sprpriority = 11 ownpal = 1 [State 0, ModifyExplod] type = null;ModifyExplod trigger1 = NumExplod(8070) trigger1 = time < 3 ID = 8070 scale = .2+time/4.0,.2+time/2.0 trans = addalpha alpha = 256-time*20,256 [State 0, ModifyExplod] type = null;ModifyExplod trigger1 = NumExplod(8070) trigger1 = time >= 3 ID = 8070 scale = .8+(time-3)/10.0,2-(time-3)/4.0 trans = addalpha alpha = 256-time*20,256 [State 0, DestroySelf] type = DestroySelf trigger1 = time >= 11 ;--------------------------------------------------------------------------- [StateDef 1241] type = S movetype= I physics = S velset = 0,0 anim = 999 ctrl = 0 poweradd = 0 sprpriority = -5 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, Explod] type = Explod trigger1 = time = 0 anim = 8070 ID = 8070 pos = -5,0 facing = 1 vel = -4 postype = p1 bindtime = 1 removetime = 11 pausemovetime = 999999 scale = .8,2 sprpriority = 11 ownpal = 1 [State 0, Explod] type = Explod trigger1 = time = 0 anim = 8070 ID = 8071 pos = 5,0 facing = -1 vel = 4.3 postype = p1 bindtime = 1 removetime = 11 pausemovetime = 999999 scale = .8,2 sprpriority = 11 ownpal = 1 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8070) trigger1 = time < 3 ID = 8070 scale = .2+time/4.0,.2+time/2.0 trans = addalpha alpha = 256-time*20,256 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8070) trigger1 = time >= 3 ID = 8070 scale = .8+(time-3)/10.0,2-(time-3)/4.0 trans = addalpha alpha = 256-time*20,256 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8071) trigger1 = time < 3 ID = 8071 scale = .45+time/4.0,.4+time/2.0 trans = addalpha alpha = 256-time*20,256 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8071) trigger1 = time >= 3 ID = 8071 scale = 1.05+(time-3)/10.0,2.2-(time-3)/4.0 trans = addalpha alpha = 256-time*20,256 [State 0, DestroySelf] type = DestroySelf trigger1 = time >= 11 ;--------------------------------------------------------------------------- [StateDef 1242] type = S movetype= I physics = S velset = 0,0 anim = 999 ctrl = 0 poweradd = 0 sprpriority = -5 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, Explod] type = Explod trigger1 = time = 0 anim = 8070 ID = 8070 pos = 0,0 facing = 1 vel = -4 postype = p1 bindtime = 1 removetime = 11 pausemovetime = 999999 scale = .8,2 sprpriority = 11 ownpal = 1 [State 0, Explod] type = Explod trigger1 = time = 0 anim = 8070 ID = 8070 pos = 0,0 facing = -1 vel = 4 postype = p1 bindtime = 1 removetime = 11 pausemovetime = 999999 scale = .8,2 sprpriority = 11 ownpal = 1 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8070) trigger1 = time < 3 ID = 8070 scale = .2+time/4.0,.2+time/2.0 trans = addalpha alpha = 256-time*20,256 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8070) trigger1 = time >= 3 ID = 8070 scale = .8+(time-3)/10.0,2-(time-3)/4.0 trans = addalpha alpha = 256-time*20,256 [State 0, DestroySelf] type = DestroySelf trigger1 = time >= 11 ;--------------------------------------------------------------------------- [StateDef 1300] type = A movetype= A physics = N juggle = IfElse((var(2)=[3,4]),0,4) velset = 6,-9 ctrl = 0 poweradd = 60 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = IfElse(PrevStateNo=900,Anim != 1300+var(1)*1000+var(2),1) trigger1 = time = 0 value = 1300+var(1)*1000+var(2) [State 0, VarSet] type = VarSet trigger1 = time = 0 fv = 1 value = 0 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = time = 0 fv = 3 value = 0 ignorehitpause = 1 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 1 value = S1300,0 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 1 value = S210,0 volume = 0 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 1 v = 11 value = -30 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 1 v = 12 value = -80 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 1 v = 15 value = 10 ignorehitpause = 1 [State 0, VelMul] type = VelMul trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(5) < 0 ;trigger1 = vel x > 1 x = .93 y = .9 [State 0, VelAdd] type = VelAdd trigger1 = 1 y = .45 [State 200, 1] type = HitDef trigger1 = AnimElem = 2 attr = A, ST damage = 10, 0 getpower = (var(2)!=4)*90, (var(2)!=4)*10 animtype = hard air.animtype = back guardflag = hitflag = MAF priority = 4, miss pausetime = 0,0 ground.type = Low sparkno = -1 guard.sparkno = -1 sparkxy = -30,-80 hitsound = S800, 0 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -5,-6 guard.velocity = -10 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -5,-6 fall = 1 yaccel = 0.45 id = 1300 p1stateno = 1310 p2stateno = 1350 p2facing = 1 [State 0, VarAdd] type = VarAdd trigger1 = time > 1 trigger1 = movehit = 1 fv = 0 value = 1+.5*(var(2)=4) ignorehitpause = 1 persistent = 0 [State 0, CtrlSet] type = CtrlSet trigger1 = var(2) = 3 trigger1 = AnimElem = 5 value = 1 [State 200, 7] type = ChangeState trigger1 = pos y >= 0 && vel y > 0.0 value = 1330 ;--------------------------------------------------------------------------- [StateDef 1310] type = A movetype= A physics = N juggle = 0 velset = 5,-6 ctrl = 0 poweradd = 0 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = IfElse(PrevStateNo=900,Anim != 1310+var(1)*1000+var(2),1) trigger1 = time = 0 value = 1310+var(1)*1000+var(2) [State 0, VelAdd] type = VelAdd trigger1 = 1 y = .45 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemTime(3) < 0 id = 1300 pos = 30,-54 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0 id = 1300 pos = 25,-43 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0 id = 1300 pos = -4,-41 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0 id = 1300 pos = -12,-73 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) < 0 id = 1300 pos = 12,-87 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(8) < 0 id = 1300 pos = 31,-66 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemTime(8) >= 0 && AnimElemTime(9) < 0 id = 1300 pos = 12,-47 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemTime(9) >= 0 id = 1300 pos = -11,-45 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 6 v = 11 value = -30 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 6 v = 12 value = -60 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 6 v = 15 value = 11 ignorehitpause = 1 [State 0, VelSet] type = VelSet trigger1 = Anim%10 = 3 trigger1 = AnimElemtime(7) = 2 x = -2 y = -3 [State 0, TargetState] type = TargetState trigger1 = AnimElem = 7 trigger1 = Anim%10 = 3 value = 12030 ID = 1300 [State 200, 1] type = HitDef trigger1 = Anim%10 = 3 trigger1 = AnimElem = 7 attr = A, SA damage = 80, 10 getpower = (var(2)!=4)*100, (var(2)!=4)*10 animtype = hard air.animtype = back guardflag = hitflag = MAF priority = 5, hit pausetime = 12,6 ground.type = Low sparkno = -1 guard.sparkno = -1 sparkxy = -30,-80 hitsound = S220, 1 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -5,6 guard.velocity = -10 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -5,6 fall = 1 yaccel = 0.45 id = 1310 p2stateno = 12030 [State 0, VarAdd] type = VarAdd trigger1 = time > 1 trigger1 = Anim%10 = 3 trigger1 = MoveHit = 1 fv = 0 value = 1+.5*(var(2)=4) ignorehitpause = 1 persistent = 0 [State 200, 7] type = ChangeState trigger1 = Anim%10 = 3 trigger1 = pos y >= 0 && vel y > 0.0 value = 52 [State 200, 7] type = ChangeState trigger1 = pos y >= 0 && vel y > 0.0 value = 1320 ;--------------------------------------------------------------------------- [StateDef 1315] type = A movetype= A physics = N juggle = 0 velset = 3,-12 ctrl = 0 poweradd = 0 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = IfElse(PrevStateNo=900,Anim != 1312+var(1)*1000,1) trigger1 = time = 0 value = 1312+var(1)*1000 [State 0, TargetState] type = TargetState trigger1 = AnimElem = 1 value = 1350 ID = 1300 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 1 value = S800,0 volume = 0 channel = -1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 1 v = 11 value = 0 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 1 v = 12 value = -60 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 1 v = 15 value = 1 ignorehitpause = 1 [State 0, Helper] type = Helper triggerall = !ishelper trigger1 = AnimElem = 1 helpertype = normal ID = 8010 stateno = 8010 pos = Ceil(EnemyNear,Const(size.ground.front)+var(11)),Ceil(Pos Y-EnemyNear,Pos Y+var(12)) postype = p2 facing = -1 keyctrl = 0 ownpal = 1 pausemovetime = 999999 supermovetime = 999999 ignorehitpause = 1 [State 0, VelAdd] type = VelAdd trigger1 = 1 y = .45 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemTime(3) < 0 id = 1300 pos = 30,-54 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0 id = 1300 pos = 25,-43 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0 id = 1300 pos = -4,-41 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0 id = 1300 pos = -12,-73 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) < 0 id = 1300 pos = 12,-87 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(8) < 0 id = 1300 pos = 31,-66 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemTime(8) >= 0 && AnimElemTime(9) < 0 id = 1300 pos = 12,-47 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemTime(9) >= 0 id = 1300 pos = -11,-45 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 6 v = 11 value = -30 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 6 v = 12 value = -60 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 6 v = 15 value = 11 ignorehitpause = 1 [State 200, 7] type = ChangeState trigger1 = var(2) = 3 trigger1 = pos y >= 0 && vel y > 0.0 value = 52 [State 200, 7] type = ChangeState trigger1 = pos y >= 0 && vel y > 0.0 value = 1320 ;--------------------------------------------------------------------------- [StateDef 1320] type = A movetype= H physics = N velset = 0,0 ctrl = 0 sprpriority = 0 [State 0, ChangeAnim] type = ChangeAnim triggerall = IfElse(PrevStateNo=900,Anim != 1320,1) trigger1 = time = 0 value = 1320;+var(1)*1000+var(2) [State 0, PosSet] type = PosSet trigger1 = time = 0 y = 0 [State 0, EnvShake] type = EnvShake trigger1 = AnimElem = 1 time = 10 freq = 60 ampl = -4 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = var(2) != 2 || PrevStateNo = 1315 trigger1 = AnimElem = 1 value = S1300,1 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 1 value = S1300,2 volume = 0 channel = -1 [State 0, TargetState] type = TargetState trigger1 = var(2) != 1 trigger1 = AnimElem = 1 value = 12030 ID = 1300 [State 0, ChangeState] type = ChangeState trigger1 = var(2) != 1 trigger1 = AnimElem = 1 value = 12020 [State 0, TargetState] type = TargetState trigger1 = var(2) = 1 trigger1 = AnimElem = 1 value = 120 ID = 1300 [State 0, TargetLifeAdd] type = TargetLifeAdd trigger1 = AnimElem = 1 value = -80 ID = 1300 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemTime(2) < 0 id = 1300 pos = 44,-5 + (var(2)=1)*5 [State 0, CtrlSet] type = CtrlSet trigger1 = var(2) = 1 trigger1 = AnimElemtime(1) = 3 value = 1 [State 0, ChangeState] type = ChangeState trigger1 = var(2) = 1 trigger1 = AnimElem = 2 value = 0 ctrl = 1 [State 0, ChangeState] type = ChangeState trigger1 = PrevStateNo = 1310 trigger1 = var(2) = 2 trigger1 = AnimElemtime(1) = 6 value = 1315 [State 0, VelSet] type = VelSet trigger1 = AnimElem = 2 x = -4 y = -6 [State 0, VelAdd] type = VelAdd trigger1 = AnimElemtime(2) >= 0 y = .45 [State 0, VarAdd] type = VarAdd trigger1 = AnimElem = 2 fv = 0 value = 1+.5*(var(2)=4) ignorehitpause = 1 persistent = 0 [State 0, Helper] type = Helper trigger1 = AnimElem = 1 helpertype = normal ID = 1240 stateno = 1240 pos = 42,0 keyctrl = 0 ownpal = 1 ignorehitpause = 1 [State 0, ChangeState] type = ChangeState trigger1 = pos y >= 7 && vel y > 0.0 value = 1330 ;--------------------------------------------------------------------------- [StateDef 1330] type = A movetype= H physics = N velset = 0,0 ctrl = 0 sprpriority = 0 [State 0, ChangeAnim] type = ChangeAnim triggerall = IfElse(PrevStateNo=900,Anim != 1330,1) trigger1 = time = 0 value = 1330;+var(1)*1000+var(2) [State 0, PosSet] type = PosSet trigger1 = time = 0 y = 0 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = time = 0 value = S52,0 volume = 0 channel = -1 [State 0, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 1350] type = A movetype= H physics = N velset = 0,0 ctrl = 0 sprpriority = 0 [State 0, ChangeAnim2] type = ChangeAnim2 trigger1 = time = 0 value = 1350 [State 0, ScreenBound] type = ScreenBound trigger1 = 1 value = 0 ;--------------------------------------------------------------------------- [StateDef 1355] type = A movetype= H physics = N velset = 0,0 ctrl = 0 sprpriority = 0 [State 0, ChangeAnim2] type = ChangeAnim2 trigger1 = time = 0 value = 1355 [State 0, ScreenBound] type = ScreenBound trigger1 = 1 value = 0 [State 0, PosAdd] type = PosAdd trigger1 = time = 11 x = -Const(size.head.pos.y)/3 [State 0, VelSet] type = VelSet trigger1 = time = 11 x = -4 [State 0, SelfState] type = SelfState trigger1 = time = 11 value = 5100 ;--------------------------------------------------------------------------- [StateDef 1356] type = S movetype= H physics = S velset = 0,0 ctrl = 0 sprpriority = 0 [State 0, ChangeAnim] type = ChangeAnim trigger1 = time = 0 value = 5010 [State 0, HitFallSet] type = HitFallSet trigger1 = time = 0 value = 0 xvel = 0 yvel = 0 [State 0, ScreenBound] type = ScreenBound trigger1 = 1 value = 0 [State 0, PosAdd] type = PosAdd trigger1 = time = 0 y = 0 [State 0, VelSet] type = VelSet trigger1 = time = 12 x = -5 [State 0, SelfState] type = SelfState trigger1 = time = 26 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 1360] type = A movetype= H physics = N velset = 0,0 ctrl = 0 sprpriority = 0 [State 0, ChangeAnim2] type = ChangeAnim2 trigger1 = time = 0 value = 1360 [State 0, ScreenBound] type = ScreenBound trigger1 = 1 value = 0 [State 0, SelfState] type = SelfState trigger1 = time = 11 value = 5030 ;--------------------------------------------------------------------------- [StateDef 1361] type = A movetype= H physics = N velset = 0,0 ctrl = 0 sprpriority = 0 [State 0, ChangeAnim] type = ChangeAnim trigger1 = time = 0 value = 5030 [State 0, ScreenBound] type = ScreenBound trigger1 = 1 value = 0 [State 0, PosAdd] type = PosAdd trigger1 = time = 0 y = -Const(size.head.pos.y)/2 [State 0, SelfState] type = SelfState trigger1 = time = 0 value = 5000 ;--------------------------------------------------------------------------- [StateDef 2000] type = A movetype= A physics = N juggle = IfElse((var(2)=[3,4]),0,4) velset = 0,0 ctrl = 0 poweradd = -1000 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = IfElse(PrevStateNo=900,Anim != 2000+var(1)*1000,1) trigger1 = time = 0 value = 2000+var(1)*1000 [State 0, VarSet] type = VarSet trigger1 = time = [0,2] fv = 1 value = 0 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = time = [0,2] fv = 3 value = 0 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = time = 0 v = 19 value = 0 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = time = 0 v = 20 value = 0 ignorehitpause = 1 [State 0, AfterImage] type = AfterImage trigger1 = !var(2) trigger1 = time = 0 time = 50 length = 10 PalBright = 0, 0, 0 PalContrast = 128,128,128 PalAdd = 0, 0, 0 PalMul = 1,1,1 timegap = 2 FrameGap = 1 trans = add [State 0, Helper] type = Helper trigger1 = AnimElem = 1 helpertype = normal ID = 8000 stateno = 8000 pos = 20,-60 postype = p1 keyctrl = 0 ownpal = 1 pausemovetime = 999999 supermovetime = 999999 [State 0, Explod] type = Explod trigger1 = AnimElem = 1 anim = 9010 pos = 0,35 postype = back vel = 0,0 bindtime = -1 removetime = -2 pausemovetime = 999999 supermovetime = 999999 scale = 1.3,.7 sprpriority = -5 ownpal = 1 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 1 value = S2000,0 volume = 0 [State 0, SuperPause] type = SuperPause trigger1 = AnimElem = 1 time = 1 movetime = 1 anim = -1 darken = 1 [State 0, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 2020 ctrl = 0 [State 200, 7] type = ChangeState trigger1 = pos y >= 0 && vel y > 0.0 value = 52 ;--------------------------------------------------------------------------- [StateDef 2001] type = A movetype= A physics = N juggle = IfElse((var(2)=[3,4]),0,4) velset = 0,0 ctrl = 0 poweradd = -1000 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = IfElse(PrevStateNo=900,Anim != 2000+var(1)*1000,1) trigger1 = time = 0 value = 2000+var(1)*1000 [State 0, VarSet] type = VarSet trigger1 = time = 0 fv = 1 value = 0 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = time = 0 fv = 3 value = 0 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = time = 0 v = 19 value = 0 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = time = 0 v = 20 value = 0 ignorehitpause = 1 [State 0, AfterImage] type = AfterImage trigger1 = !var(2) trigger1 = time = 0 time = 50 length = 10 PalBright = 0, 0, 0 PalContrast = 128,128,128 PalAdd = 0, 0, 0 PalMul = 1,1,1 timegap = 2 FrameGap = 1 trans = add [State 0, Helper] type = Helper trigger1 = AnimElem = 1 helpertype = normal ID = 8000 stateno = 8000 pos = 20,-60 postype = p1 keyctrl = 0 ownpal = 1 pausemovetime = 999999 supermovetime = 999999 [State 0, Explod] type = Explod trigger1 = AnimElem = 1 anim = 9010 pos = 0,35 postype = back vel = 0,0 bindtime = -1 removetime = -2 pausemovetime = 999999 supermovetime = 999999 scale = 1.3,.7 sprpriority = -5 ownpal = 1 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 1 value = S2000,0 volume = 0 [State 0, SuperPause] type = SuperPause trigger1 = AnimElem = 1 time = 1 movetime = 1 anim = -1 darken = 1 [State 0, ChangeState] type = ChangeState trigger1 = AnimTime = 0 trigger1 = pos y <= -40 trigger1 = P2Dist y >= 45 value = 2025 ctrl = 0 [State 0, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 2015 ctrl = 0 [State 200, 7] type = ChangeState trigger1 = pos y >= 0 && vel y > 0.0 value = 52 ;--------------------------------------------------------------------------- [StateDef 2005] type = A movetype= A physics = N juggle = 0 velset = 0,0 ctrl = 0 poweradd = 0 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = IfElse(PrevStateNo=900,Anim != 2005+var(1)*1000,1) trigger1 = time = 0 value = 2005+var(1)*1000 [State 0, VarSet] type = VarSet trigger1 = time = 0 fv = 1 value = 0 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = time = 0 fv = 3 value = 0 ignorehitpause = 1 [State 0, AfterImage] type = AfterImage trigger1 = !var(2) trigger1 = time = 0 time = 50 length = 10 PalBright = 0, 0, 0 PalContrast = 128,128,128 PalAdd = 0, 0, 0 PalMul = 1,1,1 timegap = 2 FrameGap = 1 trans = add [State 0, VarSet] type = VarSet trigger1 = AnimElem = 8 trigger1 = command = "holdup" trigger1 = command != "holdfwd" trigger1 = command != "holdback" trigger1 = var(16) != 8 v = 16 value = 8 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 8 trigger1 = command = "holdup" trigger1 = command = "holdfwd" trigger1 = var(16) != 9 v = 16 value = 9 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 8 trigger1 = command != "holdup" trigger1 = command = "holdfwd" trigger1 = command != "holdfwd" trigger1 = var(16) != 6 v = 16 value = 6 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 8 trigger1 = command = "holddown" trigger1 = command = "holdfwd" trigger1 = var(16) != 3 v = 16 value = 3 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 8 trigger1 = command != "holdfwd" trigger1 = command = "holddown" trigger1 = command != "holdback" trigger1 = var(16) != 2 v = 16 value = 2 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 8 trigger1 = command = "holdback" trigger1 = command = "holddown" trigger1 = var(16) != 1 v = 16 value = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 8 trigger1 = command != "holdup" trigger1 = command = "holdback" trigger1 = command != "holddown" trigger1 = var(16) != 4 v = 16 value = 4 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 8 trigger1 = command = "holdback" trigger1 = command = "holdup" trigger1 = var(16) != 7 v = 16 value = 7 [State 0, Turn] type = Turn triggerall = AnimTime = 0 trigger1 = var(16) = 7 trigger2 = var(16) = 4 trigger3 = var(16) = 1 [State 0, ChangeState] type = ChangeState triggerall = AnimTime = 0 trigger1 = var(16) = 8 value = 2010 ctrl = 0 [State 0, ChangeState] type = ChangeState triggerall = AnimTime = 0 trigger1 = var(16) = 9 trigger2 = var(16) = 7 value = 2015 ctrl = 0 [State 0, ChangeState] type = ChangeState triggerall = AnimTime = 0 trigger1 = var(16) = 6 trigger2 = var(16) = 4 value = 2020 ctrl = 0 [State 0, ChangeState] type = ChangeState triggerall = AnimTime = 0 trigger1 = var(16) = 3 trigger2 = var(16) = 1 value = 2025 ctrl = 0 [State 0, ChangeState] type = ChangeState triggerall = AnimTime = 0 trigger1 = var(16) = 2 value = 2030 ctrl = 0 [State 200, 7] type = ChangeState trigger1 = pos y >= 0 && vel y > 0.0 value = 52 ;--------------------------------------------------------------------------- [StateDef 2006] type = A movetype= A physics = N juggle = 0 velset = 0,0 ctrl = 0 poweradd = -1000 sprpriority = 2 [State 0, ChangeState] type = ChangeState trigger1 = var(20) >= 13 trigger1 = time = 0 value = 2040 [State 0, ChangeAnim] type = ChangeAnim triggerall = IfElse(PrevStateNo=900,Anim != 2000+var(1)*1000,1) trigger1 = time = 0 value = 2000+var(1)*1000 [State 0, VarSet] type = VarSet trigger1 = time = 0 fv = 1 value = 0 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = time = 0 fv = 3 value = 0 ignorehitpause = 1 [State 0, AfterImage] type = AfterImage trigger1 = !var(2) trigger1 = time = 0 time = 50 length = 10 PalBright = 0, 0, 0 PalContrast = 128,128,128 PalAdd = 0, 0, 0 PalMul = 1,1,1 timegap = 2 FrameGap = 1 trans = add [State 0, Helper] type = Helper trigger1 = AnimElem = 1 helpertype = normal ID = 8000 stateno = 8000 pos = 20,-60 postype = p1 keyctrl = 0 ownpal = 1 pausemovetime = 999999 supermovetime = 999999 [State 0, Explod] type = Explod trigger1 = AnimElem = 1 anim = 9010 pos = 0,35 postype = back vel = 0,0 bindtime = -1 removetime = -2 pausemovetime = 999999 supermovetime = 999999 scale = 1.3,.7 sprpriority = -5 ownpal = 1 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 1 value = S2000,0 volume = 0 [State 0, SuperPause] type = SuperPause trigger1 = AnimElem = 1 time = 1 movetime = 1 anim = -1 darken = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 4 trigger1 = command = "holdup" trigger1 = command != "holdfwd" trigger1 = command != "holdback" trigger1 = var(16) != 8 v = 16 value = 8 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 4 trigger1 = command = "holdup" trigger1 = command = "holdfwd" trigger1 = var(16) != 9 v = 16 value = 9 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 4 trigger1 = command != "holdup" trigger1 = command = "holdfwd" trigger1 = command != "holdfwd" trigger1 = var(16) != 6 v = 16 value = 6 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 4 trigger1 = command = "holddown" trigger1 = command = "holdfwd" trigger1 = var(16) != 3 v = 16 value = 3 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 4 trigger1 = command != "holdfwd" trigger1 = command = "holddown" trigger1 = command != "holdback" trigger1 = var(16) != 2 v = 16 value = 2 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 4 trigger1 = command = "holdback" trigger1 = command = "holddown" trigger1 = var(16) != 1 v = 16 value = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 4 trigger1 = command != "holdup" trigger1 = command = "holdback" trigger1 = command != "holddown" trigger1 = var(16) != 4 v = 16 value = 4 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 4 trigger1 = command = "holdback" trigger1 = command = "holdup" trigger1 = var(16) != 7 v = 16 value = 7 [State 0, Turn] type = Turn triggerall = AnimTime = 0 trigger1 = var(16) = 7 trigger2 = var(16) = 4 trigger3 = var(16) = 1 [State 0, ChangeState] type = ChangeState triggerall = AnimTime = 0 trigger1 = var(16) = 8 value = 2010 ctrl = 0 [State 0, ChangeState] type = ChangeState triggerall = AnimTime = 0 trigger1 = var(16) = 9 trigger2 = var(16) = 7 value = 2015 ctrl = 0 [State 0, ChangeState] type = ChangeState triggerall = AnimTime = 0 trigger1 = var(16) = 6 trigger2 = var(16) = 4 value = 2020 ctrl = 0 [State 0, ChangeState] type = ChangeState triggerall = AnimTime = 0 trigger1 = var(16) = 3 trigger2 = var(16) = 1 value = 2025 ctrl = 0 [State 0, ChangeState] type = ChangeState triggerall = AnimTime = 0 trigger1 = var(16) = 2 value = 2030 ctrl = 0 [State 200, 7] type = ChangeState trigger1 = pos y >= 0 && vel y > 0.0 value = 52 ;--------------------------------------------------------------------------- [StateDef 2010] type = A movetype= A physics = N juggle = IfElse(PrevStateNo=2000,IfElse((var(2)=[3,4]),0,4),0) velset = 0,0 ctrl = 0 poweradd = 0 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = IfElse(PrevStateNo=900,Anim != 2010+var(1)*1000,1) trigger1 = time = 0 value = 2010+var(1)*1000 [State 0, AfterImageTime] type = AfterImageTime triggerall = var(2) != 4 trigger1 = AnimElemTime(12) < 0 trigger1 = time%2 = 0 time = 2 [State 0, Width] type = Width trigger1 = 1 edge = 5,0 ignorehitpause = 1 [State 0, PlayerPush] type = PlayerPush trigger1 = 1 value = 0 ignorehitpause = 1 [State 0, VarAdd] type = VarAdd trigger1 = AnimElem = 1 v = 19 value = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 1 v = 16 value = 0 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 12 v = 19 value = 0 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 4 value = S2000,1 volume = 0 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 2 v = 11 value = -20 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 2 v = 12 value = -78 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 2 v = 15 value = 32 ignorehitpause = 1 [State 0, VelAdd] type = VelAdd trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(3) < 4 y = -.7 [State 0, VelSet] type = VelSet trigger1 = AnimElemtime(3) = 4 y = -10 [State 0, VelMul] type = VelMul trigger1 = AnimElemtime(4) >= 8 && AnimElemtime(12) < 0 x = .88 y = .88 [State 0, VelAdd] type = VelAdd trigger1 = AnimElemtime(12) >= 0 y = .45 [State 0, Helper] type = Helper triggerall = !ishelper trigger1 = AnimElem = 3 helpertype = normal ID = 2100 stateno = 2060 pos = 0,-65 postype = p1 ownpal = 1 [State 0, Helper] type = Helper triggerall = !ishelper trigger1 = AnimElem = 3 helpertype = normal ID = 2100 stateno = 2070 pos = 0,-65 postype = p1 pausemovetime = 999999 supermovetime = 999999 ownpal = 1 [State 0, Helper] type = Helper triggerall = !ishelper trigger1 = AnimElem = 1 helpertype = normal ID = 2080 stateno = 2080 pos = 0,-66 postype = p1 pausemovetime = 999999 supermovetime = 999999 ownpal = 1 [State 0, Helper] type = Helper triggerall = !ishelper trigger1 = AnimElemtime(4) = 5 helpertype = normal ID = 2061 stateno = 2061 pos = 10,-68 postype = p1 facing = 1 ownpal = 1 [State 0, HitDef] type = HitDef trigger1 = var(19) < 6 trigger1 = AnimElem = 4 attr = A, HA damage = IfElse(100/(1+var(20))>10,100/(1+var(20)),10), 10 getpower = 0,0 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 5, Hit pausetime = 8,8 ground.type = high sparkno = -1 sparkxy = -30,-100 hitsound = S240, 4 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = 0,-7 guard.velocity = -10 airguard.velocity = -1.9,-.8 air.type = High air.velocity = 0,-7 yaccel = 0.35 fall = 1 envshake.time = 7 envshake.ampl = 2 [State 0, HitDef] type = HitDef trigger1 = var(19) trigger1 = var(19)%5 = 0 trigger1 = AnimElem = 4 attr = A, HA damage = IfElse(100/(1+var(20))>25,100/(1+var(20)),25), 10 getpower = 0,0 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 5, Hit pausetime = 8,8 ground.type = high sparkno = -1 sparkxy = -30,-100 hitsound = S240, 4 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = 0,-4 guard.velocity = -10 airguard.velocity = -1.9,-.8 air.type = High air.velocity = 0,-4 yaccel = 0.35 fall = 1 envshake.time = 7 envshake.ampl = 2 [State 0, HitDef] type = HitDef triggerall = var(19) > 5 trigger1 = AnimElem = 4 attr = A, HA damage = IfElse(100/(1+var(20))>10,100/(1+var(20)),10), 5 getpower = 0,0 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 5, Hit pausetime = 10,10 ground.type = high sparkno = -1 sparkxy = -30,-100 hitsound = S240, 4 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = 0,-5 guard.velocity = -10 airguard.velocity = -1.9,-.8 air.type = High air.velocity = 0,-5 yaccel = 0.35 fall = 1 envshake.time = 7 envshake.ampl = 2 [State 0, HitDef] type = HitDef triggerall = var(19) > 5 trigger1 = MoveContact = 7 trigger1 = HitCount = 1 trigger2 = HitCount > 1 && HitCount < 4 trigger2 = MoveContact = 3 attr = A, HA damage = IfElse(100/(1+var(20))>10,100/(1+var(20)),10), 10 getpower = 0,0 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 5, Hit pausetime = 2,2 ground.type = high sparkno = -1 sparkxy = -30,-100 hitsound = S240, 4 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = 0,-5 guard.velocity = -10 airguard.velocity = -1.9,-.8 air.type = High air.velocity = 0,-5 yaccel = 0.35 fall = 1 envshake.time = 7 envshake.ampl = 2 [State 0, VarAdd] type = VarAdd trigger1 = time > 1 trigger1 = MoveHit = 1 fv = 0 value = .2+.8*(var(2)=4) ignorehitpause = 1 persistent = 0 [State 0, VarAdd] type = VarAdd trigger1 = MoveHit = 1 trigger1 = EnemyNear,GetHitVar(damage) trigger1 = P2MoveType = H trigger1 = p2stateno != [120,159] v = 20 value = 1 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = var(16) != 6 trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(12) < 0 trigger1 = (fvar(3)=[381,392])||(fvar(3)=[561,572])||(fvar(3)=[921,932])||(fvar(3)=[3081,3092])||(fvar(3)=[3261,3272])||(fvar(3)=[4161,4172]) v = 16 value = 6 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = var(16) != 9 trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(12) < 0 trigger1 = (fvar(3)=[741,745])||(fvar(3)=[921,925]) v = 16 value = 9 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = var(16) != 4 trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(12) < 0 trigger1 = (fvar(3)=[1221,1239])||(fvar(3)=[1361,1379])||(fvar(3)=[1501,1519])||(fvar(3)=[1641,1659])||(fvar(3)=[3621,3639])||(fvar(3)=[3801,3819])||(fvar(3)=[3981,3999]) v = 16 value = 4 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = var(16) != 7 trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(12) < 0 trigger1 = (fvar(3)=[1501,1505])||(fvar(3)=[1641,1645]) v = 16 value = 7 ignorehitpause = 1 [State 0, ChangeState] type = ChangeState triggerall = var(19)%5 != 0 triggerall = AnimElemtime(4) >= 8 && AnimElemtime(12) < 0 trigger1 = var(16) value = 2005 ctrl = 0 [State 0, ChangeState] type = ChangeState triggerall = var(19)%5 = 0 triggerall = AnimElemtime(4) >= 8 && AnimElemtime(12) < 0 triggerall = power >= 1000 trigger1 = var(16) value = 2006 ctrl = 0 [State 0, CtrlSet] type = CtrlSet trigger1 = AnimElem = 12 value = 1 [State 200, 7] type = ChangeState trigger1 = pos y >= 0 && vel y > 0.0 value = 52 ;--------------------------------------------------------------------------- [StateDef 2015] type = A movetype= A physics = N juggle = IfElse(PrevStateNo=2000,IfElse((var(2)=[3,4]),0,4),0) velset = 0,0 ctrl = 0 poweradd = 0 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = IfElse(PrevStateNo=900,Anim != 2011+var(1)*1000,1) trigger1 = time = 0 value = 2011+var(1)*1000 [State 0, AfterImageTime] type = AfterImageTime triggerall = var(2) != 4 trigger1 = AnimElemTime(12) < 0 trigger1 = time%2 = 0 time = 2 [State 0, Width] type = Width trigger1 = 1 edge = 5,0 ignorehitpause = 1 [State 0, PlayerPush] type = PlayerPush trigger1 = 1 value = 0 ignorehitpause = 1 [State 0, VarAdd] type = VarAdd trigger1 = AnimElem = 1 v = 19 value = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 1 v = 16 value = 0 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 12 v = 19 value = 0 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 4 value = S2000,1 volume = 0 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 2 v = 11 value = -20 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 2 v = 12 value = -78 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 2 v = 15 value = 32 ignorehitpause = 1 [State 0, VelAdd] type = VelAdd trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(3) < 4 x = 1 y = -.7 [State 0, VelSet] type = VelSet trigger1 = AnimElemtime(3) = 4 x = 15 y = -10 [State 0, VelMul] type = VelMul trigger1 = AnimElemtime(4) >= 8 && AnimElemtime(12) < 0 x = .88 y = .88 [State 0, VelAdd] type = VelAdd trigger1 = AnimElemtime(12) >= 0 y = .45 [State 0, Helper] type = Helper triggerall = !ishelper trigger1 = AnimElem = 3 helpertype = normal ID = 2100 stateno = 2060 pos = 0,-65 postype = p1 ownpal = 1 [State 0, Helper] type = Helper triggerall = !ishelper trigger1 = AnimElem = 3 helpertype = normal ID = 2100 stateno = 2070 pos = 0,-65 postype = p1 pausemovetime = 999999 supermovetime = 999999 ownpal = 1 [State 0, Helper] type = Helper triggerall = !ishelper trigger1 = AnimElem = 1 helpertype = normal ID = 2080 stateno = 2080 pos = 0,-66 postype = p1 pausemovetime = 999999 supermovetime = 999999 ownpal = 1 [State 0, Helper] type = Helper triggerall = !ishelper trigger1 = AnimElemtime(4) = 5 helpertype = normal ID = 2061 stateno = 2061 pos = 10,-68 postype = p1 facing = 1 ownpal = 1 [State 0, HitDef] type = HitDef trigger1 = var(19) < 6 trigger1 = AnimElem = 4 attr = A, HA damage = IfElse(100/(1+var(20))>10,100/(1+var(20)),10), 10 getpower = 0,0 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 5, Hit pausetime = 8,8 ground.type = high sparkno = -1 sparkxy = -30,-100 hitsound = S240, 4 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -3,-9 guard.velocity = -10 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-9 yaccel = 0.35 fall = 1 envshake.time = 7 envshake.ampl = 2 [State 0, HitDef] type = HitDef trigger1 = var(19) trigger1 = var(19)%5 = 0 trigger1 = AnimElem = 4 attr = A, HA damage = IfElse(100/(1+var(20))>25,100/(1+var(20)),25), 10 getpower = 0,0 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 5, Hit pausetime = 8,8 ground.type = high sparkno = -1 sparkxy = -30,-100 hitsound = S240, 4 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -3,-6 guard.velocity = -10 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-6 yaccel = 0.35 fall = 1 envshake.time = 7 envshake.ampl = 2 [State 0, HitDef] type = HitDef triggerall = var(19) > 5 trigger1 = AnimElem = 4 attr = A, HA damage = IfElse(100/(1+var(20))>10,100/(1+var(20)),10), 5 getpower = 0,0 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 5, Hit pausetime = 10,10 ground.type = high sparkno = -1 sparkxy = -30,-100 hitsound = S240, 4 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -3,-7 guard.velocity = -10 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-7 yaccel = 0.35 fall = 1 envshake.time = 7 envshake.ampl = 2 [State 0, HitDef] type = HitDef triggerall = var(19) > 5 trigger1 = MoveContact = 7 trigger1 = HitCount = 1 trigger2 = HitCount > 1 && HitCount < 4 trigger2 = MoveContact = 3 attr = A, HA damage = IfElse(100/(1+var(20))>10,100/(1+var(20)),10), 10 getpower = 0,0 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 5, Hit pausetime = 2,2 ground.type = high sparkno = -1 sparkxy = -30,-100 hitsound = S240, 4 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -3,-7 guard.velocity = -10 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-7 yaccel = 0.35 fall = 1 envshake.time = 7 envshake.ampl = 2 [State 0, VarAdd] type = VarAdd trigger1 = time > 1 trigger1 = MoveHit = 1 fv = 0 value = .2+.8*(var(2)=4) ignorehitpause = 1 persistent = 0 [State 0, VarAdd] type = VarAdd trigger1 = MoveHit = 1 trigger1 = EnemyNear,GetHitVar(damage) trigger1 = P2MoveType = H trigger1 = p2stateno != [120,159] v = 20 value = 1 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = var(16) != 6 trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(12) < 0 trigger1 = (fvar(3)=[381,392])||(fvar(3)=[561,572])||(fvar(3)=[921,932])||(fvar(3)=[3081,3092])||(fvar(3)=[3261,3272])||(fvar(3)=[4161,4172]) v = 16 value = 6 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = var(16) != 9 trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(12) < 0 trigger1 = (fvar(3)=[741,745])||(fvar(3)=[921,925]) v = 16 value = 9 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = var(16) != 4 trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(12) < 0 trigger1 = (fvar(3)=[1221,1239])||(fvar(3)=[1361,1379])||(fvar(3)=[1501,1519])||(fvar(3)=[1641,1659])||(fvar(3)=[3621,3639])||(fvar(3)=[3801,3819])||(fvar(3)=[3981,3999]) v = 16 value = 4 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = var(16) != 7 trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(12) < 0 trigger1 = (fvar(3)=[1501,1505])||(fvar(3)=[1641,1645]) v = 16 value = 7 ignorehitpause = 1 [State 0, ChangeState] type = ChangeState triggerall = var(19)%5 != 0 triggerall = AnimElemtime(4) >= 8 && AnimElemtime(12) < 0 trigger1 = var(16) value = 2005 ctrl = 0 [State 0, ChangeState] type = ChangeState triggerall = var(19)%5 = 0 triggerall = AnimElemtime(4) >= 8 && AnimElemtime(12) < 0 triggerall = power >= 1000 trigger1 = var(16) value = 2006 ctrl = 0 [State 0, CtrlSet] type = CtrlSet trigger1 = AnimElem = 12 value = 1 [State 200, 7] type = ChangeState trigger1 = pos y >= 0 && vel y > 0.0 value = 52 ;--------------------------------------------------------------------------- [StateDef 2020] type = A movetype= A physics = N juggle = IfElse(PrevStateNo=2000,IfElse((var(2)=[3,4]),0,4),0) velset = 0,0 ctrl = 0 poweradd = 0 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = IfElse(PrevStateNo=900,Anim != 2012+var(1)*1000,1) trigger1 = time = 0 value = 2012+var(1)*1000 [State 0, AfterImageTime] type = AfterImageTime triggerall = var(2) != 4 trigger1 = AnimElemTime(12) < 0 trigger1 = time%2 = 0 time = 2 [State 0, Width] type = Width trigger1 = 1 edge = 5,0 ignorehitpause = 1 [State 0, PlayerPush] type = PlayerPush trigger1 = 1 value = 0 ignorehitpause = 1 [State 0, VarAdd] type = VarAdd trigger1 = AnimElem = 1 v = 19 value = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 1 v = 16 value = 0 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 12 v = 19 value = 0 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 4 value = S2000,1 volume = 0 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 2 v = 11 value = -20 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 2 v = 12 value = -78 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 2 v = 15 value = 32 ignorehitpause = 1 [State 0, VelAdd] type = VelAdd trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(3) < 4 x = 1 [State 0, VelSet] type = VelSet trigger1 = AnimElemtime(3) = 4 x = 15 [State 0, VelMul] type = VelMul trigger1 = AnimElemtime(4) >= 8 && AnimElemtime(12) < 0 x = .88 y = .88 [State 0, VelAdd] type = VelAdd trigger1 = AnimElemtime(12) >= 0 y = .45 [State 0, Helper] type = Helper triggerall = !ishelper trigger1 = AnimElem = 3 helpertype = normal ID = 2100 stateno = 2060 pos = 0,-65 postype = p1 ownpal = 1 [State 0, Helper] type = Helper triggerall = !ishelper trigger1 = AnimElem = 3 helpertype = normal ID = 2100 stateno = 2070 pos = 0,-65 postype = p1 pausemovetime = 999999 supermovetime = 999999 ownpal = 1 [State 0, Helper] type = Helper triggerall = !ishelper trigger1 = AnimElem = 1 helpertype = normal ID = 2080 stateno = 2080 pos = 0,-66 postype = p1 pausemovetime = 999999 supermovetime = 999999 ownpal = 1 [State 0, Helper] type = Helper triggerall = !ishelper trigger1 = AnimElemtime(4) = 5 helpertype = normal ID = 2061 stateno = 2061 pos = 10,-68 postype = p1 facing = 1 ownpal = 1 [State 0, HitDef] type = HitDef trigger1 = var(19) < 6 trigger1 = AnimElem = 4 attr = A, HA damage = IfElse(100/(1+var(20))>10,100/(1+var(20)),10), 10 getpower = 0,0 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 5, Hit pausetime = 8,8 ground.type = high sparkno = -1 sparkxy = -30,-100 hitsound = S240, 4 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -3,-7 guard.velocity = -10 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-7 yaccel = 0.35 fall = 1 envshake.time = 7 envshake.ampl = 2 [State 0, HitDef] type = HitDef trigger1 = var(19) trigger1 = var(19)%5 = 0 trigger1 = AnimElem = 4 attr = A, HA damage = IfElse(100/(1+var(20))>25,100/(1+var(20)),25), 10 getpower = 0,0 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 5, Hit pausetime = 8,8 ground.type = high sparkno = -1 sparkxy = -30,-100 hitsound = S240, 4 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -3,-4 guard.velocity = -10 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-4 yaccel = 0.35 fall = 1 envshake.time = 7 envshake.ampl = 2 [State 0, HitDef] type = HitDef triggerall = var(19) > 5 trigger1 = AnimElem = 4 attr = A, HA damage = IfElse(100/(1+var(20))>10,100/(1+var(20)),10), 5 getpower = 0,0 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 5, Hit pausetime = 10,10 ground.type = high sparkno = -1 sparkxy = -30,-100 hitsound = S240, 4 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -3,-5 guard.velocity = -10 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-5 yaccel = 0.35 fall = 1 envshake.time = 7 envshake.ampl = 2 [State 0, HitDef] type = HitDef triggerall = var(19) > 5 trigger1 = MoveContact = 7 trigger1 = HitCount = 1 trigger2 = HitCount > 1 && HitCount < 4 trigger2 = MoveContact = 3 attr = A, HA damage = IfElse(100/(1+var(20))>10,100/(1+var(20)),10), 10 getpower = 0,0 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 5, Hit pausetime = 2,2 ground.type = high sparkno = -1 sparkxy = -30,-100 hitsound = S240, 4 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -3,-5 guard.velocity = -10 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-5 yaccel = 0.35 fall = 1 envshake.time = 7 envshake.ampl = 2 [State 0, VarAdd] type = VarAdd trigger1 = time > 1 trigger1 = MoveHit = 1 fv = 0 value = .2+.8*(var(2)=4) ignorehitpause = 1 persistent = 0 [State 0, VarAdd] type = VarAdd trigger1 = MoveHit = 1 trigger1 = EnemyNear,GetHitVar(damage) trigger1 = P2MoveType = H trigger1 = p2stateno != [120,159] v = 20 value = 1 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = var(16) != 6 trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(12) < 0 trigger1 = (fvar(3)=[381,392])||(fvar(3)=[561,572])||(fvar(3)=[921,932])||(fvar(3)=[3081,3092])||(fvar(3)=[3261,3272])||(fvar(3)=[4161,4172]) v = 16 value = 6 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = var(16) != 9 trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(12) < 0 trigger1 = (fvar(3)=[741,745])||(fvar(3)=[921,925]) v = 16 value = 9 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = var(16) != 4 trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(12) < 0 trigger1 = (fvar(3)=[1221,1239])||(fvar(3)=[1361,1379])||(fvar(3)=[1501,1519])||(fvar(3)=[1641,1659])||(fvar(3)=[3621,3639])||(fvar(3)=[3801,3819])||(fvar(3)=[3981,3999]) v = 16 value = 4 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = var(16) != 7 trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(12) < 0 trigger1 = (fvar(3)=[1501,1505])||(fvar(3)=[1641,1645]) v = 16 value = 7 ignorehitpause = 1 [State 0, ChangeState] type = ChangeState triggerall = var(19)%5 != 0 triggerall = AnimElemtime(4) >= 8 && AnimElemtime(12) < 0 trigger1 = var(16) value = 2005 ctrl = 0 [State 0, ChangeState] type = ChangeState triggerall = var(19)%5 = 0 triggerall = AnimElemtime(4) >= 8 && AnimElemtime(12) < 0 triggerall = power >= 1000 trigger1 = var(16) value = 2006 ctrl = 0 [State 0, CtrlSet] type = CtrlSet trigger1 = AnimElem = 12 value = 1 [State 200, 7] type = ChangeState trigger1 = pos y >= 0 && vel y > 0.0 value = 52 ;--------------------------------------------------------------------------- [StateDef 2025] type = A movetype= A physics = N juggle = IfElse(PrevStateNo=2000,IfElse((var(2)=[3,4]),0,4),0) velset = 0,0 ctrl = 0 poweradd = 0 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = IfElse(PrevStateNo=900,Anim != 2013+var(1)*1000,1) trigger1 = time = 0 value = 2013+var(1)*1000 [State 0, AfterImageTime] type = AfterImageTime triggerall = var(2) != 4 trigger1 = AnimElemTime(12) < 0 trigger1 = time%2 = 0 time = 2 [State 0, Width] type = Width trigger1 = 1 edge = 5,0 ignorehitpause = 1 [State 0, PlayerPush] type = PlayerPush trigger1 = 1 value = 0 ignorehitpause = 1 [State 0, VarAdd] type = VarAdd trigger1 = AnimElem = 1 v = 19 value = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 1 v = 16 value = 0 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 12 v = 19 value = 0 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 4 value = S2000,1 volume = 0 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 2 v = 11 value = -20 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 2 v = 12 value = -78 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 2 v = 15 value = 32 ignorehitpause = 1 [State 0, VelAdd] type = VelAdd trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(3) < 4 x = 1 y = .7 [State 0, VelSet] type = VelSet trigger1 = AnimElemtime(3) = 4 x = 15 y = 10 [State 0, VelMul] type = VelMul trigger1 = AnimElemtime(4) >= 8 && AnimElemtime(12) < 0 x = .88 y = .88 [State 0, VelAdd] type = VelAdd trigger1 = AnimElemtime(12) >= 0 y = .45 [State 0, Helper] type = Helper triggerall = !ishelper trigger1 = AnimElem = 3 helpertype = normal ID = 2100 stateno = 2060 pos = 0,-65 postype = p1 ownpal = 1 [State 0, Helper] type = Helper triggerall = !ishelper trigger1 = AnimElem = 3 helpertype = normal ID = 2100 stateno = 2070 pos = 0,-65 postype = p1 pausemovetime = 999999 supermovetime = 999999 ownpal = 1 [State 0, Helper] type = Helper triggerall = !ishelper trigger1 = AnimElem = 1 helpertype = normal ID = 2080 stateno = 2080 pos = 0,-66 postype = p1 pausemovetime = 999999 supermovetime = 999999 ownpal = 1 [State 0, Helper] type = Helper triggerall = !ishelper trigger1 = AnimElemtime(4) = 5 helpertype = normal ID = 2061 stateno = 2061 pos = 10,-68 postype = p1 facing = 1 ownpal = 1 [State 0, HitDef] type = HitDef trigger1 = var(19) < 6 trigger1 = AnimElem = 4 attr = A, HA damage = IfElse(100/(1+var(20))>10,100/(1+var(20)),10), 10 getpower = 0,0 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 5, Hit pausetime = 8,8 ground.type = high sparkno = -1 sparkxy = -30,-100 hitsound = S240, 4 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -3,-7 guard.velocity = -10 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-7 yaccel = 0.35 fall = 1 envshake.time = 7 envshake.ampl = 2 [State 0, HitDef] type = HitDef trigger1 = var(19) trigger1 = var(19)%5 = 0 trigger1 = AnimElem = 4 attr = A, HA damage = IfElse(100/(1+var(20))>25,100/(1+var(20)),25), 10 getpower = 0,0 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 5, Hit pausetime = 8,8 ground.type = high sparkno = -1 sparkxy = -30,-100 hitsound = S240, 4 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -3,-4 guard.velocity = -10 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-4 yaccel = 0.35 fall = 1 envshake.time = 7 envshake.ampl = 2 [State 0, HitDef] type = HitDef triggerall = var(19) > 5 trigger1 = AnimElem = 4 attr = A, HA damage = IfElse(100/(1+var(20))>10,100/(1+var(20)),10), 5 getpower = 0,0 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 5, Hit pausetime = 10,10 ground.type = high sparkno = -1 sparkxy = -30,-100 hitsound = S240, 4 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -3,-5 guard.velocity = -10 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-5 yaccel = 0.35 fall = 1 envshake.time = 7 envshake.ampl = 2 [State 0, HitDef] type = HitDef triggerall = var(19) > 5 trigger1 = MoveContact = 7 trigger1 = HitCount = 1 trigger2 = HitCount > 1 && HitCount < 4 trigger2 = MoveContact = 3 attr = A, HA damage = IfElse(100/(1+var(20))>10,100/(1+var(20)),10), 10 getpower = 0,0 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 5, Hit pausetime = 2,2 ground.type = high sparkno = -1 sparkxy = -30,-100 hitsound = S240, 4 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -3,-5 guard.velocity = -10 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-5 yaccel = 0.35 fall = 1 envshake.time = 7 envshake.ampl = 2 [State 0, VarAdd] type = VarAdd trigger1 = time > 1 trigger1 = MoveHit = 1 fv = 0 value = .2+.8*(var(2)=4) ignorehitpause = 1 persistent = 0 [State 0, VarAdd] type = VarAdd trigger1 = MoveHit = 1 trigger1 = EnemyNear,GetHitVar(damage) trigger1 = P2MoveType = H trigger1 = p2stateno != [120,159] v = 20 value = 1 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = var(16) != 6 trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(12) < 0 trigger1 = (fvar(3)=[381,392])||(fvar(3)=[561,572])||(fvar(3)=[921,932])||(fvar(3)=[3081,3092])||(fvar(3)=[3261,3272])||(fvar(3)=[4161,4172]) v = 16 value = 6 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = var(16) != 9 trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(12) < 0 trigger1 = (fvar(3)=[741,745])||(fvar(3)=[921,925]) v = 16 value = 9 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = var(16) != 4 trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(12) < 0 trigger1 = (fvar(3)=[1221,1239])||(fvar(3)=[1361,1379])||(fvar(3)=[1501,1519])||(fvar(3)=[1641,1659])||(fvar(3)=[3621,3639])||(fvar(3)=[3801,3819])||(fvar(3)=[3981,3999]) v = 16 value = 4 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = var(16) != 7 trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(12) < 0 trigger1 = (fvar(3)=[1501,1505])||(fvar(3)=[1641,1645]) v = 16 value = 7 ignorehitpause = 1 [State 0, ChangeState] type = ChangeState triggerall = var(19)%5 != 0 triggerall = AnimElemtime(4) >= 8 && AnimElemtime(12) < 0 trigger1 = var(16) value = 2005 ctrl = 0 [State 0, ChangeState] type = ChangeState triggerall = var(19)%5 = 0 triggerall = AnimElemtime(4) >= 8 && AnimElemtime(12) < 0 triggerall = power >= 1000 trigger1 = var(16) value = 2006 ctrl = 0 [State 0, CtrlSet] type = CtrlSet trigger1 = AnimElem = 12 value = 1 [State 200, 7] type = ChangeState trigger1 = pos y >= 0 && vel y > 0.0 value = 52 ;--------------------------------------------------------------------------- [StateDef 2030] type = A movetype= A physics = N juggle = IfElse(PrevStateNo=2000,IfElse((var(2)=[3,4]),0,4),0) velset = 0,0 ctrl = 0 poweradd = 0 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = IfElse(PrevStateNo=900,Anim != 2014+var(1)*1000,1) trigger1 = time = 0 value = 2014+var(1)*1000 [State 0, AfterImageTime] type = AfterImageTime triggerall = var(2) != 4 trigger1 = AnimElemTime(12) < 0 trigger1 = time%2 = 0 time = 2 [State 0, Width] type = Width trigger1 = 1 edge = 5,0 ignorehitpause = 1 [State 0, PlayerPush] type = PlayerPush trigger1 = 1 value = 0 ignorehitpause = 1 [State 0, VarAdd] type = VarAdd trigger1 = AnimElem = 1 v = 19 value = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 1 v = 16 value = 0 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 12 v = 19 value = 0 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 4 value = S2000,1 volume = 0 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 2 v = 11 value = -20 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 2 v = 12 value = -78 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 2 v = 15 value = 32 ignorehitpause = 1 [State 0, VelAdd] type = VelAdd trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(3) < 4 y = .7 [State 0, VelSet] type = VelSet trigger1 = AnimElemtime(3) = 4 y = 10 [State 0, VelMul] type = VelMul trigger1 = AnimElemtime(4) >= 8 && AnimElemtime(12) < 0 x = .88 y = .88 [State 0, VelAdd] type = VelAdd trigger1 = AnimElemtime(12) >= 0 y = .45 [State 0, Helper] type = Helper triggerall = !ishelper trigger1 = AnimElem = 3 helpertype = normal ID = 2100 stateno = 2060 pos = 0,-65 postype = p1 ownpal = 1 [State 0, Helper] type = Helper triggerall = !ishelper trigger1 = AnimElem = 3 helpertype = normal ID = 2100 stateno = 2070 pos = 0,-65 postype = p1 pausemovetime = 999999 supermovetime = 999999 ownpal = 1 [State 0, Helper] type = Helper triggerall = !ishelper trigger1 = AnimElem = 1 helpertype = normal ID = 2080 stateno = 2080 pos = 0,-66 postype = p1 pausemovetime = 999999 supermovetime = 999999 ownpal = 1 [State 0, Helper] type = Helper triggerall = !ishelper trigger1 = AnimElemtime(4) = 5 helpertype = normal ID = 2061 stateno = 2061 pos = 10,-68 postype = p1 facing = 1 ownpal = 1 [State 0, HitDef] type = HitDef trigger1 = var(19) < 6 trigger1 = AnimElem = 4 attr = A, HA damage = IfElse(100/(1+var(20))>10,100/(1+var(20)),10), 10 getpower = 0,0 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 5, Hit pausetime = 8,8 ground.type = high sparkno = -1 sparkxy = -30,-100 hitsound = S240, 4 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = 0,-7 guard.velocity = -10 airguard.velocity = -1.9,-.8 air.type = High air.velocity = 0,-7 yaccel = 0.35 fall = 1 envshake.time = 7 envshake.ampl = 2 [State 0, HitDef] type = HitDef trigger1 = var(19) trigger1 = var(19)%5 = 0 trigger1 = AnimElem = 4 attr = A, HA damage = IfElse(100/(1+var(20))>25,100/(1+var(20)),25), 10 getpower = 0,0 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 5, Hit pausetime = 8,8 ground.type = high sparkno = -1 sparkxy = -30,-100 hitsound = S240, 4 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = 0,-4 guard.velocity = -10 airguard.velocity = -1.9,-.8 air.type = High air.velocity = 0,-4 yaccel = 0.35 fall = 1 envshake.time = 7 envshake.ampl = 2 [State 0, HitDef] type = HitDef triggerall = var(19) > 5 trigger1 = AnimElem = 4 attr = A, HA damage = IfElse(100/(1+var(20))>10,100/(1+var(20)),10), 5 getpower = 0,0 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 5, Hit pausetime = 10,10 ground.type = high sparkno = -1 sparkxy = -30,-100 hitsound = S240, 4 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = 0,-5 guard.velocity = -10 airguard.velocity = -1.9,-.8 air.type = High air.velocity = 0,-5 yaccel = 0.35 fall = 1 envshake.time = 7 envshake.ampl = 2 [State 0, HitDef] type = HitDef triggerall = var(19) > 5 trigger1 = MoveContact = 7 trigger1 = HitCount = 1 trigger2 = HitCount > 1 && HitCount < 4 trigger2 = MoveContact = 3 attr = A, HA damage = IfElse(100/(1+var(20))>10,100/(1+var(20)),10), 10 getpower = 0,0 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 5, Hit pausetime = 2,2 ground.type = high sparkno = -1 sparkxy = -30,-100 hitsound = S240, 4 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = 0,-5 guard.velocity = -10 airguard.velocity = -1.9,-.8 air.type = High air.velocity = 0,-5 yaccel = 0.35 fall = 1 envshake.time = 7 envshake.ampl = 2 [State 0, VarAdd] type = VarAdd trigger1 = time > 1 trigger1 = MoveHit = 1 fv = 0 value = .2+.8*(var(2)=4) ignorehitpause = 1 persistent = 0 [State 0, VarAdd] type = VarAdd trigger1 = MoveHit = 1 trigger1 = EnemyNear,GetHitVar(damage) trigger1 = P2MoveType = H trigger1 = p2stateno != [120,159] v = 20 value = 1 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = var(16) != 6 trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(12) < 0 trigger1 = (fvar(3)=[381,392])||(fvar(3)=[561,572])||(fvar(3)=[921,932])||(fvar(3)=[3081,3092])||(fvar(3)=[3261,3272])||(fvar(3)=[4161,4172]) v = 16 value = 6 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = var(16) != 9 trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(12) < 0 trigger1 = (fvar(3)=[741,745])||(fvar(3)=[921,925]) v = 16 value = 9 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = var(16) != 4 trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(12) < 0 trigger1 = (fvar(3)=[1221,1239])||(fvar(3)=[1361,1379])||(fvar(3)=[1501,1519])||(fvar(3)=[1641,1659])||(fvar(3)=[3621,3639])||(fvar(3)=[3801,3819])||(fvar(3)=[3981,3999]) v = 16 value = 4 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = var(16) != 7 trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(12) < 0 trigger1 = (fvar(3)=[1501,1505])||(fvar(3)=[1641,1645]) v = 16 value = 7 ignorehitpause = 1 [State 0, ChangeState] type = ChangeState triggerall = var(19)%5 != 0 triggerall = AnimElemtime(4) >= 8 && AnimElemtime(12) < 0 trigger1 = var(16) value = 2005 ctrl = 0 [State 0, ChangeState] type = ChangeState triggerall = var(19)%5 = 0 triggerall = AnimElemtime(4) >= 8 && AnimElemtime(12) < 0 triggerall = power >= 1000 trigger1 = var(16) value = 2006 ctrl = 0 [State 0, CtrlSet] type = CtrlSet trigger1 = AnimElem = 12 value = 1 [State 200, 7] type = ChangeState trigger1 = pos y >= 0 && vel y > 0.0 value = 52 ;--------------------------------------------------------------------------- [StateDef 2040] type = A movetype= I physics = N juggle = 0 velset = -13,-6 ctrl = 0 poweradd = 0 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = IfElse(PrevStateNo=900,Anim != 2040+var(1)*1000,1) trigger1 = time = 0 value = 2040+var(1)*1000 [State 0, VarSet] type = VarSet trigger1 = time = 0 fv = 1 value = 0 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = time = 0 fv = 3 value = 0 ignorehitpause = 1 [State 0, AfterImage] type = AfterImage trigger1 = !var(2) trigger1 = time = 0 time = 50 length = 10 PalBright = 0, 0, 0 PalContrast = 128,128,128 PalAdd = 0, 0, 0 PalMul = 1,1,1 timegap = 2 FrameGap = 1 trans = add persistent = 0 [State 0, Helper] type = Helper trigger1 = AnimElem = 1 helpertype = normal ID = 8000 stateno = 8000 pos = 20,-60 postype = p1 keyctrl = 0 ownpal = 1 pausemovetime = 999999 supermovetime = 999999 persistent = 0 [State 0, Explod] type = Explod trigger1 = AnimElem = 1 anim = 9010 pos = 0,35 postype = back vel = 0,0 bindtime = -1 removetime = -2 pausemovetime = 999999 supermovetime = 999999 scale = 1.3,.7 sprpriority = -5 ownpal = 1 persistent = 0 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 1 value = S2000,0 volume = 0 persistent = 0 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 1 value = S2010,0 volume = 0 channel = 0 persistent = 0 [State 0, SuperPause] type = SuperPause trigger1 = AnimElem = 1 time = 45 movetime = 45 anim = -1 darken = 1 persistent = 0 [State 0, AfterImageTime] type = AfterImageTime triggerall = var(2) != 4 trigger1 = AnimElemTime(12) < 0 trigger1 = time%2 = 0 time = 2 [State 0, ScreenBound] type = ScreenBound trigger1 = 1 value = 0 [State 0, PlayerPush] type = PlayerPush trigger1 = 1 value = 0 ignorehitpause = 1 [State 0, VelAdd] type = null;VelAdd trigger1 = 1 y = .35 [State 0, ChangeState] type = ChangeState trigger1 = BackEdgeDist < -50 value = 2045 ctrl = 0 ;--------------------------------------------------------------------------- [StateDef 2045] type = A movetype= A physics = N juggle = 0 velset = 0,0 ctrl = 0 poweradd = 0 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = IfElse(PrevStateNo=900,Anim != 2042+var(1)*1000,1) trigger1 = time = 0 value = 2042+var(1)*1000 [State 0, AfterImageTime] type = AfterImageTime triggerall = var(2) != 4 trigger1 = AnimElemTime(12) < 0 trigger1 = time%2 = 0 time = 2 [State 0, ScreenBound] type = ScreenBound trigger1 = AnimElemtime(12) < 0 value = 0 [State 0, PlayerPush] type = PlayerPush trigger1 = 1 value = 0 ignorehitpause = 1 [State 0, PosSet] type = PosSet trigger1 = AnimElem = 4 x = -220*facing y = EnemyNear,pos y + (EnemyNear,StateType = L)*50 + (EnemyNear,StateType = a)*30 [State 0, VelSet] type = VelSet trigger1 = AnimElem = 4 X = 30 [State 0, VelSet] type = VelSet trigger1 = AnimElem = 10 x = 0 y = 0 [State 0, VelAdd] type = VelAdd trigger1 = AnimElemtime(12) >= 0 y = .45 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 4 value = S2000,1 volume = 0 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 2 v = 11 value = -20 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 2 v = 12 value = -78 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 2 v = 15 value = 32 ignorehitpause = 1 [State 0, VelAdd] type = VelAdd trigger1 = AnimElemtime(12) >= 0 y = .45 [State 0, Helper] type = Helper triggerall = !ishelper trigger1 = AnimElem = 3 helpertype = normal ID = 2100 stateno = 2070 pos = 0,-65 postype = p1 ownpal = 1 [State 0, HitDef] type = HitDef trigger1 = AnimElem = 4 attr = A, HA damage = 150, 20 getpower = 0,0 animtype = diagup guardflag = M hitflag = MAFD priority = 5, Hit pausetime = 8,8 ground.type = high sparkno = -1 sparkxy = -30,-100 hitsound = S2010, 1 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -3,-7 guard.velocity = -10 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-7 yaccel = 0.35 fall = 1 envshake.time = 30 envshake.ampl = 20 [State 0, Helper] type = Helper triggerall = !ishelper trigger1 = MoveHit = 1 trigger1 = EnemyNear,GetHitVar(damage) trigger1 = P2MoveType = H trigger1 = p2stateno != [120,159] helpertype = normal ID = 2085 stateno = 2085 pos = Ceil(EnemyNear,Const(size.ground.front)+var(11)),Ceil(Pos Y-EnemyNear,Pos Y+var(12)) postype = p2 facing = 1 keyctrl = 0 ownpal = 1 ignorehitpause = 1 [State 0, ChangeState] type = ChangeState trigger1 = pos y >= 0 && vel y > 0.0 value = 52 ctrl = 0 ;--------------------------------------------------------------------------- [StateDef 2060] type = A movetype= I physics = N juggle = 0 velset = 0,0 ctrl = 0 anim = 8170 poweradd = 0 sprpriority = 5 [State 0, VarSet] type = VarSet trigger1 = time = 0 v = 1 value = (Parent,anim)%10 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, AngleDraw] type = AngleDraw trigger1 = 1 value = 40+90-var(1)*45 scale = .5+time/40.0,.5+time/40.0 [State 0, Trans] type = Trans trigger1 = time < 15 trans = addalpha alpha = time*12,256 [State 0, Trans] type = Trans trigger1 = time >=15 trans = addalpha alpha = 180-(time-15)*12,256 [State 0, DestroySelf] type = DestroySelf trigger1 = time >= 30 ;--------------------------------------------------------------------------- [StateDef 2061] type = A movetype= I physics = N juggle = 0 velset = 0,0 ctrl = 0 anim = 8430 poweradd = 0 sprpriority = 0 [State 0, VarSet] type = VarSet trigger1 = time = 0 v = 1 value = (Parent,anim)%10 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, AngleDraw] type = AngleDraw trigger1 = 1 value = 90-var(1)*45 scale = time/5.0,3-time/10.0 [State 0, Trans] type = Trans trigger1 = 1 trans = add [State 0, DestroySelf] type = DestroySelf trigger1 = time >= 30 trigger2 = Parent,AnimElem = 1 ;--------------------------------------------------------------------------- [StateDef 2070] type = A movetype= I physics = N juggle = 0 velset = 0,0 ctrl = 0 anim = 8210 poweradd = 0 sprpriority = 0 [State 0, VarSet] type = VarSet trigger1 = time = 0 v = 1 value = (Parent,anim)%10 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, AngleDraw] type = AngleDraw trigger1 = 1 value = 90-var(1)*45 scale = 4,1.2 [State 0, Trans] type = Trans trigger1 = 1 trans = add [State 0, AfterImage] type = AfterImage triggerall = var(2) != 4 trigger1 = time = 0 time = 5 length = 13 palbright = 0,0,0 palcontrast = 0,255,255 paladd = 0,0,0 palmul = .75,.75,.75 timegap = 2 framegap = 1 trans = addalpha alpha = 128,256 [State 0, AfterImageTime] type = AfterImageTime triggerall = var(2) != 4 trigger1 = time%4 = 0 time = 4 [State 0, BindToParent] type = BindToParent trigger1 = 1 pos = 10,-67 [State 0, ChangeState] type = ChangeState trigger1 = Parent,AnimElemTime(5) >= 0 trigger2 = Parent,MoveType = H trigger3 = Parent,stateno != [2010,2050] trigger4 = Parent,stateno = 2040 value = 2075 ctrl = 0 ;--------------------------------------------------------------------------- [StateDef 2075] type = A movetype= I physics = N juggle = 0 velset = 0,0 ctrl = 0 anim = 999 poweradd = 0 sprpriority = 0 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, BindToParent] type = null;BindToParent trigger1 = time < 20 pos = 0,-65 [State 0, AfterImageTime] type = AfterImageTime triggerall = var(2) != 4 trigger1 = time%4 = 0 time = 4 [State 0, DestroySelf] type = DestroySelf trigger1 = time >= 40 ;--------------------------------------------------------------------------- [StateDef 2080] type = A movetype= I physics = N juggle = 0 velset = 0,0 ctrl = 0 anim = 2020 poweradd = 0 sprpriority = 0 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, VarSet] type = VarSet trigger1 = time = 0 v = 1 value = (Parent,anim)%10 [State 0, AngleDraw] type = AngleDraw trigger1 = 1 value = 90-var(1)*45 [State 0, AfterImage] type = AfterImage triggerall = var(2) != 4 trigger1 = time = 0 time = 5 length = 10 PalBright = 0, 0, 0 PalContrast = 128,128,128 PalAdd = 0, 0, 0 PalMul = 1,1,1 timegap = 2 FrameGap = 1 trans = add [State 0, AfterImageTime] type = AfterImageTime triggerall = var(2) != 4 trigger1 = time%4 = 0 time = 4 [State 0, BindToParent] type = BindToParent trigger1 = 1 pos = 0,-66 [State 0, ChangeState] type = ChangeState trigger1 = Parent,AnimElemTime(7) >= 0 trigger2 = Parent,MoveType = H trigger3 = Parent,stateno != [2010,2050] value = 2075 ctrl = 0 ;--------------------------------------------------------------------------- [StateDef 2085] type = A movetype= I physics = N juggle = 0 velset = 0,0 ctrl = 0 anim = 8170 poweradd = 0 sprpriority = 5 [State 0, Helper] type = Helper trigger1 = time = 5 helpertype = normal ID = 2085 stateno = 2086 pos = 0,0 postype = p1 facing = 1 keyctrl = 0 ownpal = 1 ignorehitpause = 1 [State 0, Helper] type = Helper trigger1 = time = 0 helpertype = normal ID = 2085 stateno = 2089 pos = 0,0 postype = p1 facing = 1 keyctrl = 0 ownpal = 1 ignorehitpause = 1 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, AngleDraw] type = AngleDraw trigger1 = 1 value = -10 scale = .25+time/5.0,.25+time/5.0 [State 0, Trans] type = Trans trigger1 = time < 8 trans = add [State 0, Trans] type = Trans trigger1 = time >=8 trans = addalpha alpha = 256-(time-8)*37,256 [State 0, DestroySelf] type = DestroySelf trigger1 = time >= 16 ;--------------------------------------------------------------------------- [StateDef 2086] type = A movetype= I physics = N juggle = 0 velset = 0,0 ctrl = 0 anim = 8170 poweradd = 0 sprpriority = 5 [State 0, Helper] type = Helper trigger1 = time = 5 helpertype = normal ID = 2085 stateno = 2087 pos = 0,0 postype = p1 facing = 1 keyctrl = 0 ownpal = 1 ignorehitpause = 1 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, AngleDraw] type = AngleDraw trigger1 = 1 value = 40 scale = .25+time/12.0,.25+time/12.0 [State 0, Trans] type = Trans trigger1 = time < 6 trans = add [State 0, Trans] type = Trans trigger1 = time >=6 trans = addalpha alpha = 256-(time-6)*29,256 [State 0, DestroySelf] type = DestroySelf trigger1 = time >= 16 ;--------------------------------------------------------------------------- [StateDef 2087] type = A movetype= I physics = N juggle = 0 velset = 0,0 ctrl = 0 anim = 8170 poweradd = 0 sprpriority = 5 [State 0, Helper] type = Helper trigger1 = time = 5 helpertype = normal ID = 2085 stateno = 2088 pos = 0,0 postype = p1 facing = 1 keyctrl = 0 ownpal = 1 ignorehitpause = 1 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, AngleDraw] type = AngleDraw trigger1 = 1 value = 150 scale = .25+time/10.0,.15+time/20.0 [State 0, Trans] type = Trans trigger1 = time < 6 trans = add [State 0, Trans] type = Trans trigger1 = time >=6 trans = addalpha alpha = 256-(time-6)*29,256 [State 0, DestroySelf] type = DestroySelf trigger1 = time >= 16 ;--------------------------------------------------------------------------- [StateDef 2088] type = A movetype= I physics = N juggle = 0 velset = 0,0 ctrl = 0 anim = 8170 poweradd = 0 sprpriority = 5 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, AngleDraw] type = AngleDraw trigger1 = 1 value = 40 scale = .25+time/7.0,.05+time/50.0 [State 0, Trans] type = Trans trigger1 = time < 6 trans = add [State 0, Trans] type = Trans trigger1 = time >=6 trans = addalpha alpha = 256-(time-6)*29,256 [State 0, DestroySelf] type = DestroySelf trigger1 = time >= 16 ;--------------------------------------------------------------------------- [StateDef 2089] type = A movetype= I physics = N juggle = 0 velset = 0,0 ctrl = 0 anim = 8082 poweradd = 0 sprpriority = 5 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, AngleDraw] type = AngleDraw trigger1 = 1 scale = 5-time/8.0,5-time/8.0 [State 0, Trans] type = Trans trigger1 = 1 trans = addalpha alpha = time*5,256 [State 0, DestroySelf] type = DestroySelf trigger1 = time >= 40 ;--------------------------------------------------------------------------- [StateDef 2100] type = S movetype= A physics = S juggle = IfElse((var(2)=[3,4]),0,7) velset = 0,0 ctrl = 0 poweradd = -2000 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = IfElse(PrevStateNo=900,Anim != 2100+var(1)*1000+var(2),1) trigger1 = time = 0 value = 2100+var(1)*1000+var(2) [State 0, VarSet] type = VarSet trigger1 = time = 0 fv = 1 value = 0 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = time = 0 fv = 3 value = 0 ignorehitpause = 1 [State 0, AfterImage] type = AfterImage triggerall = var(2) != 4 trigger1 = time = 0 time = 10 length = 10 PalBright = 0, 0, 0 PalContrast = 128,128,128 PalAdd = 0, 0, 0 PalMul = 1,1,1 timegap = 2 FrameGap = 1 trans = add1 [State 0, AfterImageTime] type = AfterImageTime triggerall = var(2) != 4 trigger1 = time%3 = 0 time = 4 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 1 v = 16 value = 0 ignorehitpause = 1 [State 0, Helper] type = Helper trigger1 = AnimElem = 1 helpertype = normal ID = 8000 stateno = 8000 pos = 20,-60 postype = p1 keyctrl = 0 ownpal = 1 pausemovetime = 999999 supermovetime = 999999 [State 0, Explod] type = Explod trigger1 = AnimElem = 1 anim = 9010 pos = 0,35 postype = back vel = 0,0 bindtime = -1 removetime = -2 pausemovetime = 999999 supermovetime = 999999 scale = 1.3,.7 sprpriority = -5 ownpal = 1 [State 0, Explod] type = Explod trigger1 = AnimElem = 11 anim = 8440 pos = 10,20 postype = p1 bindtime = 10 removetime = -2 scale = .5,.5 sprpriority = 3 ownpal = 1 removeongethit = 1 [State 0, HitBy] type = HitBy trigger1 = AnimElemtime(13) < 0 value = SCA,HP [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 1 value = S2000,0 volume = 0 [State 0, SuperPause] type = SuperPause trigger1 = AnimElem = 1 time = 55 movetime = 55 anim = -1 darken = 1 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 9 value = S2100,0 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 12 value = S2100,3 volume = 0 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 14 v = 11 value = -20 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 14 v = 12 value = -70 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 14 v = 15 value = 10 ignorehitpause = 1 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 9 x = 11 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 10 x = 14 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 23 x = -14 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 24 x = -7 [State 0, HitDef] type = HitDef trigger1 = AnimElem = 15 attr = A, HA damage = 50, 10 getpower = 0,0 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 5, Hit pausetime = 12,12 ground.type = high sparkno = -1 sparkxy = -30,-100 hitsound = S220, 0 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -3,-6 guard.velocity = -10 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-6 yaccel = 0.45 fall = 1 id = 2100 p2facing = 1 envshake.time = 7 envshake.ampl = 3 [State 0, TargetState] type = TargetState trigger1 = !IsHelper trigger1 = MoveHit trigger1 = AnimElemTime(15) >= 0 && AnimElemTime(18) < 0 value = 2150 ID = 2100 ignorehitpause = 1 [State 0, ChangeState] type = ChangeState trigger1 = !IsHelper trigger1 = MoveHit trigger1 = NumTarget(2100) value = 2110 ignorehitpause = 1 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 2110] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 poweradd = 0 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = IfElse(PrevStateNo=900,Anim != 2110+var(1)*1000,1) trigger1 = time = 0 value = 2110+var(1)*1000 [State 0, TargetBind] type = TargetBind trigger1 = AnimElem = 1 id = 2100 pos = 40,0 ignorehitpause = 1 [State 0, TargetState] type = TargetState trigger1 = AnimElem = 1 value = 2151 ID = -1 ignorehitpause = 1 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(18) >= 0 && AnimElemtime(35) < 0 id = 2100 pos = 40,-12 [State 0, Explod] type = Explod trigger1 = AnimElemtime(20) >= 0 && AnimElemtime(29) < 0 trigger1 = time%3 = 0 anim = 8390 pos = 60,-70 postype = p1 bindtime = -1 removetime = -2 facing = -1 scale = .5,.5 sprpriority = 2 ownpal = 1 [State 0, Explod] type = Explod trigger1 = AnimElem = 21 anim = 8420 pos = 50,-60 postype = p1 bindtime = -1 removetime = -2 scale = .5,.5 sprpriority = 2 ownpal = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 16 v = 11 value = -30 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 16 v = 12 value = -70 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 16 trigger2 = AnimElem = 28 v = 15 value = 10 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 18 v = 15 value = 11 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 49 v = 15 value = 22 ignorehitpause = 1 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 12 value = S2100,1 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 19 value = S2100,5 volume = 0 [State 0, AfterImage] type = AfterImage triggerall = var(2) != 4 trigger1 = AnimElem = 42 time = 10 length = 10 PalBright = 0, 0, 0 PalContrast = 128,128,128 PalAdd = 0, 0, 0 PalMul = 1,1,1 timegap = 2 FrameGap = 1 trans = add1 [State 0, AfterImageTime] type = AfterImageTime triggerall = var(2) != 4 trigger1 = AnimElemtime(42) >= 0 && AnimElemtime(52) < 0 trigger1 = time%3 = 0 time = 4 [State 0, SuperPause] type = SuperPause triggerall = !ishelper trigger1 = AnimElem = 42 time = 40 movetime = 40 anim = -1 darken = 1 p2defmul = 1 [State 0, Helper] type = Helper triggerall = !ishelper trigger1 = AnimElem = 42 helpertype = normal ID = 8000 stateno = 8000 pos = 20,-60 postype = p1 keyctrl = 0 ownpal = 1 pausemovetime = 999999 supermovetime = 999999 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 42 value = S2000,0 volume = 0 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = AnimElem = 42 value = S2100,2 volume = 0 channel = 0 [State 0, Helper] type = Helper triggerall = !ishelper trigger1 = AnimElem = 50 helpertype = normal ID = 1240 stateno = 1240 pos = 7,0 keyctrl = 0 ownpal = 1 ignorehitpause = 1 [State 0, Helper] type = Helper triggerall = !ishelper trigger1 = AnimElem = 50 helpertype = normal ID = 2120 stateno = 2120 pos = 40,0 postype = p1 keyctrl = 0 ownpal = 1 [State 200, 1] type = HitDef trigger1 = AnimElem = 17 attr = S, HA damage = 25, 0 getpower = 0,0 animtype = hard guardflag = M hitflag = MAF priority = 7, Hit pausetime = 6,180 ground.type = low sparkno = -1 sparkxy = -30,-100 hitsound = s220, 1 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = 0,-6 guard.velocity = -8 ground.cornerpush.veloff = 0 airguard.velocity = -1.9,-.8 air.type = High air.velocity = 0,-6 yaccel = 0.45 fall = 1 envshake.time = 7 envshake.ampl = 3 [State 200, 1] type = HitDef trigger1 = AnimElem = 19 attr = S, HA damage = 50, 0 getpower = 0,0 animtype = hard guardflag = M hitflag = MAF priority = 7, Hit pausetime = 6,180 ground.type = high sparkno = -1 sparkxy = -30,-100 hitsound = s2100, 3 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = 0,-6 guard.velocity = -8 ground.cornerpush.veloff = 0 airguard.velocity = -1.9,-.8 air.type = High air.velocity = 0,-6 yaccel = 0.45 fall = 1 envshake.time = 13 envshake.ampl = 5 [State 200, 1] type = HitDef trigger1 = AnimElem = 29 attr = S, HA damage = 30, 0 getpower = 0,0 animtype = hard guardflag = M hitflag = MAF priority = 7, Hit pausetime = 6,6 ground.type = high sparkno = -1 sparkxy = -30,-100 hitsound = s220, 0 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = 0,-3 guard.velocity = -8 ground.cornerpush.veloff = 0 airguard.velocity = -1.9,-.8 air.type = High air.velocity = 0,-3 yaccel = 0.35 fall = 1 envshake.time = 7 envshake.ampl = 3 [State 200, 1] type = HitDef trigger1 = AnimElem = 35 attr = S, HA damage = 30, 0 getpower = 0,0 animtype = hard guardflag = M hitflag = MAF priority = 7, Hit pausetime = 6,3 ground.type = low sparkno = -1 sparkxy = -30,-100 hitsound = s220, 0 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -1,8 guard.velocity = -8 ground.cornerpush.veloff = 0 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1,6 fall.yvelocity = -6 yaccel = 0.3 fall = 1 fall.recover = 0 envshake.time = 7 envshake.ampl = 3 [State 200, 1] type = HitDef triggerall = !ishelper trigger1 = AnimElem = 50 attr = S, HA damage = 150, 0 getpower = 0,0 animtype = hard guardflag = M hitflag = MAFD priority = 7, Hit pausetime = 6,6 ground.type = low sparkno = -1 sparkxy = -30,-100 hitsound = S2100, 4 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = 0,-11 guard.velocity = -8 ground.cornerpush.veloff = 0 airguard.velocity = -1.9,-.8 air.type = High air.velocity = 0,-11 down.velocity = 0,-11 yaccel = 0.35 fall = 1 p2facing = -1 envshake.time = 60 envshake.ampl = 12 palfx.time = 60 palfx.add = 70,-60,-200 palfx.sinadd = 70,30,0,10 palfx.color = 0 palfx.invertall = 1 [State 0, VarAdd] type = VarAdd trigger1 = AnimElem = 50 fv = 0 value = 1+.5*(var(2)=4) ignorehitpause = 1 persistent = 0 [State 0, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 2120] type = A movetype= I physics = N juggle = 0 velset = 0,0 ctrl = 0 anim = 999 poweradd = 0 [State 0, Explod] type = Explod trigger1 = time = 0 anim = 8201 ID = 2120 pos = 0,-42 postype = p1 scale = .5,.5 removetime = 90 sprpriority = 5 ownpal = 1 [State 0, Explod] type = Explod trigger1 = time = 0 anim = 8201 ID = 2121 pos = 25,-96 postype = p1 scale = .25,.25 removetime = 90 sprpriority = 6 ownpal = 1 [State 0, Explod] type = Explod trigger1 = time = 7 anim = 8201 ID = 2122 pos = 26,-137 postype = p1 scale = .35,.35 removetime = 90 sprpriority = 7 ownpal = 1 [State 0, Explod] type = Explod trigger1 = time = 9 anim = 8201 ID = 2123 pos = -3,-140 postype = p1 scale = .8,.8 removetime = 90 sprpriority = 8 ownpal = 1 [State 0, Explod] type = Explod trigger1 = time = 11 anim = 8201 ID = 2124 pos = -4,-166 postype = p1 scale = .7,.7 removetime = 90 sprpriority = 9 ownpal = 1 [State 0, Explod] type = Explod trigger1 = time = 13 anim = 8201 ID = 2125 pos = 0,-185 postype = p1 scale = .6,.6 removetime = 90 sprpriority = 10 ownpal = 1 [State 0, Explod] type = Explod trigger1 = time = 15 anim = 8201 ID = 2126 pos = -1,-210 postype = p1 scale = .5,.5 removetime = 90 sprpriority = 11 ownpal = 1 [State 0, Explod] type = Explod trigger1 = time = 17 anim = 8201 ID = 2127 pos = -1,-220 postype = p1 scale = .4,.4 removetime = 90 sprpriority = 12 ownpal = 1 [State 0, Explod] type = Explod trigger1 = time = 19 anim = 8201 ID = 2128 pos = -1,-230 postype = p1 scale = .3,.3 removetime = 90 sprpriority = 13 ownpal = 1 [State 0, Explod] type = Explod trigger1 = time = 21 anim = 8201 ID = 2129 pos = -1,-240 postype = p1 scale = .3,.3 removetime = 90 sprpriority = 14 ownpal = 1 [State 0, Explod] type = Explod trigger1 = time = 23 anim = 8201 ID = 2130 pos = -1,-250 postype = p1 scale = .3,.3 removetime = 90 sprpriority = 15 ownpal = 1 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(2120) ID = 2120 scale = .5+time/90.0,.5+time/90.0 trans = addalpha alpha = 768-time*9,256 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(2121) ID = 2121 scale = .25+time/180.0,.25+time/180.0 trans = addalpha alpha = 768-time*9,256 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(2122) ID = 2122 scale = .35+(time-7)/130.0,.35+(time-7)/130.0 trans = addalpha alpha = 768-(time-7)*9,256 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(2123) ID = 2123 scale = .8+(time-9)/50.0,.8+(time-9)/50.0 trans = addalpha alpha = 768-(time-9)*9,256 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(2124) ID = 2124 scale = .7+(time-11)/62.0,.7+(time-11)/62.0 trans = addalpha alpha = 768-(time-11)*9,256 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(2125) ID = 2125 scale = .6+(time-13)/78.0,.6+(time-13)/78.0 trans = addalpha alpha = 768-(time-13)*9,256 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(2126) ID = 2126 scale = .5+(time-15)/90.0,.5+(time-15)/90.0 trans = addalpha alpha = 768-(time-15)*9,256 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(2127) ID = 2127 scale = .4+(time-17)/110.0,.4+(time-17)/110.0 trans = addalpha alpha = 768-(time-17)*9,256 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(2128) ID = 2128 scale = .3+(time-19)/130.0,.3+(time-19)/130.0 trans = addalpha alpha = 768-(time-19)*9,256 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(2129) ID = 2129 scale = .3+(time-21)/130.0,.3+(time-21)/130.0 trans = addalpha alpha = 768-(time-21)*9,256 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(2130) ID = 2130 scale = .3+(time-23)/130.0,.3+(time-23)/130.0 trans = addalpha alpha = 768-(time-23)*9,256 [State 0, Helper] type = Helper trigger1 = time = 5 helpertype = normal ; ID = 2121 stateno = 2121 pos = 0,-50 postype = p1 ownpal = 1 [State 0, Helper] type = Helper trigger1 = time = 60 helpertype = normal ; ID = 2122 stateno = 2122 pos = 0,-70 postype = p1 ownpal = 1 [State 0, DestroySelf] type = DestroySelf trigger1 = time >= 130 ;--------------------------------------------------------------------------- [StateDef 2121] type = A movetype= I physics = N juggle = 0 velset = 0,-10 ctrl = 0 anim = 999 poweradd = 0 [State 0, Explod] type = Explod trigger1 = time < 26 trigger1 = time%2 = 0 anim = 8195+Random%4 ID = 2130 pos = 20,0 postype = p1 random = 50,30 vel = .7,-.7 accel = .1,-.1 scale = .5,.5 removetime = -2 sprpriority = 15 ownpal = 1 [State 0, VelAdd] type = VelAdd trigger1 = 1 y = .3 [State 0, DestroySelf] type = DestroySelf trigger1 = time >= 30 ;--------------------------------------------------------------------------- [StateDef 2122] type = A movetype= I physics = N juggle = 0 velset = 0,-10 ctrl = 0 anim = 999 poweradd = 0 [State 0, VarRandom] type = VarRandom trigger1 = 1 v = 1 range = 0,20 [State 0, Explod] type = Explod trigger1 = 1 anim = 8195+Random%4 ID = 2130 pos = 0,0 postype = p1 random = 130,20 vel = 0,.5 accel = .05,-.15 scale = .5+var(1)/20.0,.5+var(1)/20.0 removetime = -2 sprpriority = 15 ownpal = 1 [State 0, VelAdd] type = VelAdd trigger1 = 1 y = .3 [State 0, DestroySelf] type = DestroySelf trigger1 = time >= 20 ;--------------------------------------------------------------------------- [StateDef 2150] type = S movetype= H physics = N juggle = 0 velset = 0,0 ctrl = 0 [State 0, ChangeAnim2] type = ChangeAnim2 trigger1 = time = 0 value = 2150 [State 0, HitFallSet] type = HitFallSet trigger1 = time = 0 value = 0 [State 0, PosSet] type = PosSet trigger1 = time = 0 y = 0 [State 0, SelfState] type = SelfState trigger1 = time > 300 value = 5000 ;--------------------------------------------------------------------------- [StateDef 2151] type = A movetype= H physics = N juggle = 0 velset = 0,-6 ctrl = 0 [State 0, ChangeAnim] type = ChangeAnim trigger1 = time = 0 value = 5030 [State 0, ChangeAnim2] type = ChangeAnim trigger1 = Anim = 5030 trigger1 = Animtime = 0 value = 5050 [State 0, HitFallSet] type = HitFallSet trigger1 = time = 0 value = 1 [State 0, VelAdd] type = VelAdd trigger1 = 1 y = .29 [State 0, SelfState] type = SelfState trigger1 = pos y >= 0 && vel y > 0 value = 5100 ;--------------------------------------------------------------------------- [StateDef 2152] type = A movetype= H physics = N juggle = 0 velset = 0,0 ctrl = 0 [State 0, ChangeAnim2] type = ChangeAnim2 trigger1 = time = 0 value = 2150 ;--------------------------------------------------------------------------- [StateDef 2153] type = A movetype= H physics = N juggle = 0 velset = 0,0 ctrl = 0 [State 0, ChangeAnim2] type = ChangeAnim2 trigger1 = time = 0 value = 2151 ;--------------------------------------------------------------------------- ; HIT_GETUP [Statedef 5120] type = L movetype= I 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 = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; HIT_LIEDEAD [Statedef 5150] type = L movetype= H physics = N sprpriority = -3 [State 5150, 1] ;Normal anim type = ChangeAnim triggerall = Time = 0 triggerall = Anim != 36699 triggerall = SelfAnimExist(5140) trigger1 = (anim != [5111,5119]) && (anim != [5171,5179]) trigger2 = !SelfAnimExist(5140 + (anim % 10)) value = 5140 [State 5150, 3] ;Hit up type anim type = ChangeAnim triggerall = Anim != 36699 trigger1 = Time = 0 trigger1 = (anim = [5111,5119]) || (anim = [5171,5179]) trigger1 = SelfAnimExist(5140 + (anim % 10)) value = 5140 + (anim % 10) [State 5150, 4] ;Match over anim type = ChangeAnim persistent = 0 triggerall = Anim != 36699 trigger1 = MatchOver = 1 trigger1 = Anim = [5140,5149] trigger1 = SelfAnimExist(anim+10) value = anim+10 [State 5150, 5] ;Switch to 5110 if liedead anim does not exist type = ChangeAnim triggerall = Anim != 36699 trigger1 = Time = 0 trigger1 = Anim != [5140,5159] trigger1 = Anim != [5110,5119] value = 5110 [State 5150, 6] ;Friction type = VelMul trigger1 = 1 x = 0.85 [State 5150, 7] ;Friction type = VelSet trigger1 = Vel x < .05 persistent = 0 x = 0 [State 5150, 8] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;--------------------------------------------------------------------------- [StateDef 6100] type = L movetype= I physics = C velset = 0,0 anim = 5110 ctrl = 0 sprpriority = 0 [State 0, PosSet] type = PosSet trigger1 = time = 0 y = 0 [State 0, HitBy] type = HitBy trigger1 = 1 value = SC,HT [State 0, VarSet] type = VarSet trigger1 = time = 0 trigger1 = var(5) v = 5 value = 0 [State 0, ChangeState] type = ChangeState trigger1 = time = 400 value = 5120 ctrl = 0 ;--------------------------------------------------------------------------- [StateDef 8000] type = A movetype= I physics = N velset = 0,0 anim = 8000+(root,power)/1000 ctrl = 0 sprpriority = 10 [State 0, VarRandom] type = VarRandom trigger1 = time = 0 v = 2 range = 0,340 [State 0, PalFX] type = PalFX trigger1 = root,power < 1000 trigger1 = time = 0 time = 100 add = 0,0,200 mul = 0,0,200 [State 0, PalFX] type = PalFX trigger1 = root,power = [1000,1999] trigger1 = time = 0 time = 100 add = 255,135,0 mul = 255,135,0 [State 0, PalFX] type = PalFX trigger1 = root,power >= 2000 trigger1 = time = 0 time = 100 add = 250,0,0 mul = 250,0,0 [State 0, AngleDraw] type = AngleDraw trigger1 = 1 value = var(2)+time [State 0, AngleDraw] type = AngleDraw trigger1 = time < 31 scale = .5+time/150.0,.5+time/150.0 [State 0, AngleDraw] type = AngleDraw trigger1 = time >= 31 scale = .5+31/150.0,.5+31/150.0 [State 0, Trans] type = Trans trigger1 = time < 20 trans = addalpha alpha = 255,256 [State 0, Trans] type = Trans trigger1 = time >= 20 trans = addalpha alpha = 255-(time-20)*10,256 [State 0, Explod] type = Explod trigger1 = time = 0 anim = 8250 ID = 8250 pos = 0,0 postype = p1 bindtime = 1 removetime = 50 pausemovetime = 999999 supermovetime = 999999 scale = 1.5,1.5 sprpriority = -5 ownpal = 1 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8250) ID = 8250 scale = 2.0-time/35.0,2.0-time/35.0 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, DestroySelf] type = DestroySelf trigger1 = time >= 50 ;--------------------------------------------------------------------------- [StateDef 8001] type = A movetype= I physics = N velset = 0,0 anim = 999 ctrl = 0 sprpriority = 10 [State 0, Helper] type = Helper trigger1 = time = 0 helpertype = normal ;player ID = 8005 stateno = 8005 pos = 0,0 postype = p1 facing = 1 keyctrl = 0 ownpal = 0 pausemovetime = 999999 supermovetime = 999999 [State 0, Helper] type = Helper trigger1 = time = 0 helpertype = normal ;player ID = 8006 stateno = 8006 pos = 0,0 postype = p1 facing = 1 keyctrl = 0 ownpal = 0 pausemovetime = 999999 supermovetime = 999999 [State 0, Helper] type = Helper trigger1 = time = 0 helpertype = normal ;player ID = 8007 stateno = 8007 pos = 0,0 postype = p1 facing = 1 keyctrl = 0 ownpal = 0 pausemovetime = 999999 supermovetime = 999999 [State 0, AngleAdd] type = AngleAdd trigger1 = time < 15 value = 3 [State 0, AngleAdd] type = AngleAdd trigger1 = time >= 15 trigger1 = time%3 = 0 value = 1 [State 0, AngleDraw] type = AngleDraw trigger1 = time < 15 scale = .7-time/70.0,.7-time/70.0 [State 0, AngleDraw] type = AngleDraw trigger1 = time >= 15 scale = .7-15/70.0,.7-15/70.0 [State 0, ChangeAnim] type = ChangeAnim trigger1 = time = 15 value = 8004 [State 0, Trans] type = Trans trigger1 = time < 15 trans = addalpha alpha = 5+16*time,256 [State 0, Trans] type = Trans trigger1 = time = [15,25] trans = addalpha alpha = 255,256 [State 0, Trans] type = Trans trigger1 = time >= 25 trans = addalpha alpha = 255-(time-40)*10,256 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, DestroySelf] type = DestroySelf trigger1 = time >= 60 ;--------------------------------------------------------------------------- [StateDef 8002] type = A movetype= I physics = N velset = 0,0 anim = 999 ctrl = 0 sprpriority = 10 [State 0, Helper] type = Helper trigger1 = time = 0 helpertype = normal ;player ID = 8005 stateno = 8005 pos = 0,0 postype = p1 facing = 1 keyctrl = 0 ownpal = 0 pausemovetime = 999999 supermovetime = 999999 [State 0, Helper] type = Helper trigger1 = time = 0 helpertype = normal ;player ID = 8006 stateno = 8006 pos = 0,0 postype = p1 facing = 1 keyctrl = 0 ownpal = 0 pausemovetime = 999999 supermovetime = 999999 [State 0, Helper] type = Helper trigger1 = time = 0 helpertype = normal ;player ID = 8007 stateno = 8007 pos = 0,0 postype = p1 facing = 1 keyctrl = 0 ownpal = 0 pausemovetime = 999999 supermovetime = 999999 [State 0, AngleAdd] type = AngleAdd trigger1 = time < 15 value = 3 [State 0, AngleAdd] type = AngleAdd trigger1 = time >= 15 trigger1 = time%3 = 0 value = 1 [State 0, AngleDraw] type = AngleDraw trigger1 = time < 15 scale = .7-time/70.0,.7-time/70.0 [State 0, AngleDraw] type = AngleDraw trigger1 = time >= 15 scale = .7-15/70.0,.7-15/70.0 [State 0, ChangeAnim] type = ChangeAnim trigger1 = time = 15 value = 8005 [State 0, Trans] type = Trans trigger1 = time < 15 trans = addalpha alpha = 5+16*time,256 [State 0, Trans] type = Trans trigger1 = time = [15,25] trans = addalpha alpha = 255,256 [State 0, Trans] type = Trans trigger1 = time >= 25 trans = addalpha alpha = 255-(time-40)*10,256 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, DestroySelf] type = DestroySelf trigger1 = time >= 60 ;--------------------------------------------------------------------------- [StateDef 8003] type = A movetype= I physics = N velset = 0,0 anim = 999 ctrl = 0 sprpriority = 10 [State 0, Helper] type = Helper trigger1 = time = 0 helpertype = normal ;player ID = 8005 stateno = 8005 pos = 0,0 postype = p1 facing = 1 keyctrl = 0 ownpal = 0 pausemovetime = 999999 supermovetime = 999999 [State 0, Helper] type = Helper trigger1 = time = 0 helpertype = normal ;player ID = 8006 stateno = 8006 pos = 0,0 postype = p1 facing = 1 keyctrl = 0 ownpal = 0 pausemovetime = 999999 supermovetime = 999999 [State 0, Helper] type = Helper trigger1 = time = 0 helpertype = normal ;player ID = 8007 stateno = 8007 pos = 0,0 postype = p1 facing = 1 keyctrl = 0 ownpal = 0 pausemovetime = 999999 supermovetime = 999999 [State 0, AngleAdd] type = AngleAdd trigger1 = time < 15 value = 3 [State 0, AngleAdd] type = AngleAdd trigger1 = time >= 15 trigger1 = time%3 = 0 value = 1 [State 0, AngleDraw] type = AngleDraw trigger1 = time < 15 scale = .7-time/70.0,.7-time/70.0 [State 0, AngleDraw] type = AngleDraw trigger1 = time >= 15 scale = .7-15/70.0,.7-15/70.0 [State 0, ChangeAnim] type = ChangeAnim trigger1 = time = 15 value = 8006 [State 0, Trans] type = Trans trigger1 = time < 15 trans = addalpha alpha = 5+16*time,256 [State 0, Trans] type = Trans trigger1 = time = [15,25] trans = addalpha alpha = 255,256 [State 0, Trans] type = Trans trigger1 = time >= 25 trans = addalpha alpha = 255-(time-40)*10,256 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, DestroySelf] type = DestroySelf trigger1 = time >= 60 ;--------------------------------------------------------------------------- [StateDef 8005] type = A movetype= I physics = N velset = 0,0 anim = 8002 ctrl = 0 sprpriority = 10 [State 0, AngleAdd] type = AngleAdd trigger1 = time < 15 value = 3 [State 0, AngleAdd] type = AngleAdd trigger1 = time >= 15 trigger1 = time%3 = 0 value = 1 [State 0, AngleDraw] type = AngleDraw trigger1 = time < 15 scale = .7-time/70.0,.7-time/70.0 [State 0, AngleDraw] type = AngleDraw trigger1 = time >= 15 scale = .7-15/70.0,.7-15/70.0 [State 0, Trans] type = Trans trigger1 = time < 13 trans = addalpha alpha = 5+10*time,256 [State 0, Trans] type = Trans trigger1 = time >= 13 trans = addalpha alpha = 155-(time-15)*20,256 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, DestroySelf] type = DestroySelf trigger1 = time >= 30 ;--------------------------------------------------------------------------- [StateDef 8006] type = A movetype= I physics = N velset = 0,0 anim = 8002 ctrl = 0 sprpriority = 10 [State 0, AngleAdd] type = AngleAdd trigger1 = 1 value = -7 [State 0, AngleDraw] type = AngleDraw trigger1 = 1 scale = time/10.0,time/10.0 [State 0, Trans] type = Trans trigger1 = 1 trans = addalpha alpha = 200,256 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, DestroySelf] type = DestroySelf trigger1 = time >= 30 ;--------------------------------------------------------------------------- [StateDef 8007] type = A movetype= I physics = N velset = 0,0 anim = 8251 ctrl = 0 sprpriority = -5 [State 0, AngleAdd] type = AngleAdd trigger1 = time = 0 value = Random%350 [State 0, AngleAdd] type = AngleAdd trigger1 = 1 value = 1 [State 0, AngleDraw] type = AngleDraw trigger1 = 1 scale = 3,3;-time/50.0,3-time/50.0 [State 0, Trans] type = Trans trigger1 = time < 5 trans = add [State 0, Trans] type = Trans trigger1 = time >= 5 trans = addalpha alpha = 255-(time-5)*15,256 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, DestroySelf] type = DestroySelf trigger1 = AnimTime = 0 ;--------------------------------------------------------------------------- [StateDef 8010] type = A movetype= I physics = N velset = 0,0 anim = 8360 ctrl = 0 sprpriority = 55 [State 0, VarSet] type = VarSet trigger1 = time = 0 v = 15 value = Parent,var(15) [State 0, Helper] type = Helper trigger1 = var(15) >= 0 trigger1 = time = 0 trigger1 = EnemyNear,GetHitVar(damage) trigger1 = EnemyNear,life = 0 trigger1 = !NumHelper(8016) helpertype = normal ID = 8015 stateno = 8015 pos = 0,0 postype = p1 ownpal = 1 [State 0, ChangeState] type = ChangeState trigger1 = var(15) >= 0 trigger1 = time = 0 trigger1 = root,var(17) = 22 value = 8018 ctrl = 0 [State 0, Helper] type = Helper trigger1 = var(15) >= 0 trigger1 = time = 0 trigger1 = root,var(17) = 2 trigger1 = !NumHelper(8016) helpertype = normal ID = 8016 stateno = 8016 pos = 0,0 postype = p1 ownpal = 1 [State 0, ChangeState] type = ChangeState trigger1 = time = 0 trigger1 = var(15) >= 30 value = 8011 ctrl = 0 [State 0, ChangeState] type = ChangeState trigger1 = time = 0 trigger1 = var(15) >= 20 value = 8014 ctrl = 0 [State 0, ChangeState] type = ChangeState trigger1 = time = 0 trigger1 = var(15) >= 10 value = 8012 ctrl = 0 [State 0, VarSet] type = VarSet trigger1 = time = 0 v = 1 value = Random%350 [State 0, AssertSpecial] type = AssertSpecial trigger1 = !var(15) trigger2 = var(15) = -1 flag = invisible [State 0, Explod] type = Explod trigger1 = var(15) >= 0 trigger1 = time = 0 anim = 8142 ID = 8100 pos = 0,0 postype = p1 bindtime = 1 removetime = 10+2*var(15) scale = .5+.15*var(15),.5+.15*var(15) sprpriority = 56 ownpal = 1 [State 0, Explod] type = Explod trigger1 = var(15) >= 0 trigger1 = time = 1 anim = 8150 ID = 8101 pos = 0,0 postype = p1 bindtime = 1 removetime = 12+2*var(15) scale = 1,1 sprpriority = 57 ownpal = 1 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8100) trigger1 = time < 2 ID = 8100 scale = .2+.15*var(15)+time/3.0,.2+.15*var(15)+time/3.0 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8100) trigger1 = time >= 2 ID = 8100 scale = .53333+.15*var(15)-(time-2)/20.0,.53333+.15*var(15)-(time-2)/20.0 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8101) trigger1 = 1 ID = 8101 scale = .3+(time/(10.0-var(15)))**2*0.5,.3+(time/(10.0-var(15)))**2*0.5 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8100) trigger1 = time <= 4 ID = 8100 trans = addalpha alpha = 200,256 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8100) trigger1 = time > 4 ID = 8100 trans = addalpha alpha = 200-(time-3)*30,256 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8101) trigger1 = time > 3 ID = 8101 trans = addalpha alpha = 256-(time-3)*36,256 [State 0, AngleDraw] type = AngleDraw trigger1 = var(15) >= 0 value = var(1) + time scale = .85+.15*var(15)-((15-time)/15.0)**2*0.25,.85+.15*var(15)-((15-time)/15.0)**2*0.25 [State 0, Trans] type = Trans trigger1 = var(15) >= 0 trans = addalpha alpha = 128+2*var(15)-time*9,256 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, DestroySelf] type = DestroySelf trigger1 = time > 14+2*var(15) ;--------------------------------------------------------------------------- [StateDef 8011] type = A movetype= I physics = N velset = 0,0 anim = 8360 ctrl = 0 sprpriority = 55 [State 0, VarSet] type = VarSet trigger1 = time = 0 trigger1 = var(15) v = 15 value = var(15)%10 [State 0, VarSet] type = VarSet trigger1 = time = 0 v = 1 value = Random%350 [State 0, Explod] type = Explod trigger1 = time = 0 anim = 8350+Random%4 ID = 8105 pos = 0,0 postype = p1 bindtime = 1 removetime = -2 scale = .5,.5 sprpriority = 57 ownpal = 1 [State 0, Explod] type = Explod trigger1 = time = 0 anim = 8142 ID = 8100 pos = 0,0 postype = p1 bindtime = 1 removetime = 10+2*var(15) scale = .5+.15*var(15),.5+.15*var(15) sprpriority = 56 ownpal = 1 [State 0, Explod] type = Explod trigger1 = time = 1 anim = 8150 ID = 8101 pos = 0,0 postype = p1 bindtime = 1 removetime = 12+2*var(15) scale = 1,1 sprpriority = 57 ownpal = 1 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8100) trigger1 = time < 2 ID = 8100 scale = .2+.15*var(15)+time/3.0,.2+.15*var(15)+time/3.0 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8100) trigger1 = time >= 2 ID = 8100 scale = .53333+.15*var(15)-(time-2)/20.0,.53333+.15*var(15)-(time-2)/20.0 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8101) trigger1 = 1 ID = 8101 scale = .3+(time/(10.0-var(15)))**2*0.5,.3+(time/(10.0-var(15)))**2*0.5 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8100) trigger1 = time <= 4 ID = 8100 trans = addalpha alpha = 200,256 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8100) trigger1 = time > 4 ID = 8100 trans = addalpha alpha = 200-(time-3)*30,256 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8101) trigger1 = time > 3 ID = 8101 trans = addalpha alpha = 256-(time-3)*36,256 [State 0, AngleDraw] type = AngleDraw trigger1 = 1 value = var(1) + time scale = .85+.15*var(15)-((15-time)/15.0)**2*0.25,.85+.15*var(15)-((15-time)/15.0)**2*0.25 [State 0, Trans] type = Trans trigger1 = 1 trans = addalpha alpha = 128+2*var(15)-time*9,256 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, DestroySelf] type = DestroySelf trigger1 = time > 14+2*var(15) ;--------------------------------------------------------------------------- [StateDef 8012] type = A movetype= I physics = N velset = 0,0 anim = 8310 ctrl = 0 sprpriority = 55 [State 0, VarSet] type = VarSet trigger1 = time = 0 v = 1 value = Random%350 [State 0, VarSet] type = VarSet trigger1 = time = 0 trigger1 = var(15) v = 15 value = var(15)%10 [State 0, Explod] type = Explod trigger1 = time = 3 anim = 8180 ID = 8101 pos = 0,0 postype = p1 bindtime = 1 removetime = 22 scale = .5,.5 sprpriority = 56 ownpal = 1 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8101) trigger1 = time < 15 ID = 8101 scale = ln((time-3)*(exp(8+var(15)*1.6)-1)/28)/(9-var(15)),ln((time-3)*(exp(8+var(15)*1.6)-1)/28)/(9-var(15)) [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8101) trigger1 = time > 15 ID = 8101 scale = ln((time-3)*(exp(8+var(15)*1.6)-1)/28)/(9-var(15)),ln((time-3)*(exp(8+var(15)*1.6)-1)/28)/(9-var(15)) trans = addalpha alpha = 256-(time-15)*26,256 [State 0, VarSet] type = VarSet trigger1 = time = 0 fv = 1 value = 1+var(15) [State 0, VarSet] type = VarSet trigger1 = time > 0 trigger1 = fvar(1) > 0.03 fv = 1 value = fvar(1)-fvar(1)*.21 [State 0, AngleDraw] type = AngleDraw trigger1 = 1 value = var(1) scale = fvar(1),.025+.1*var(15)+(time/(6.0/(1.4+.4*var(15))))**2*0.5 [State 0, Trans] type = Trans trigger1 = time < 22 + 2*var(15) trans = addalpha alpha = 256,256 [State 0, Trans] type = Trans trigger1 = time >= 22 + 2*var(15) trans = addalpha alpha = 256-(time-(20+2*var(15)))*(25),256 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, Helper] type = Helper trigger1 = time = 25+2*var(15) helpertype = normal ID = 8013 stateno = 8013 pos = 0,0 postype = p1 ownpal = 1 supermovetime = 0 pausemovetime = 0 [State 0, DestroySelf] type = DestroySelf trigger1 = time > 32+2*var(15) ;--------------------------------------------------------------------------- [StateDef 8013] type = A movetype= I physics = N velset = -1,0 anim = 8013 ctrl = 0 sprpriority = 50 [State 0, AngleDraw] type = AngleDraw trigger1 = 1 scale = .2+.3*var(15)+time/60.0,.2+.3*var(15)+time/60.0 [State 0, Trans] type = Trans trigger1 = time < 20 + 5*var(15) trans = add [State 0, Trans] type = Trans trigger1 = time >= 20 + 5*var(15) trans = addalpha alpha = 256-(time-(20+5*var(15)))*(25-5*var(15)),256 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, DestroySelf] type = DestroySelf trigger1 = time > 30+5*var(15) ;--------------------------------------------------------------------------- [StateDef 8014] type = A movetype= I physics = N velset = 0,0 anim = 8360 ctrl = 0 sprpriority = 55 [State 0, VarSet] type = VarSet trigger1 = time = 0 v = 1 value = Random%350 [State 0, VarSet] type = VarSet trigger1 = time = 0 trigger1 = var(15) v = 15 value = var(15)%10 [State 0, Explod] type = Explod trigger1 = time = 0 anim = 8140 ID = 8100 pos = 0,0 postype = p1 bindtime = 1 removetime = 15 scale = .5,.5 sprpriority = 56 ownpal = 1 [State 0, Explod] type = Explod trigger1 = time = 0 anim = 8190+Random%2 ID = 8101 pos = 0,0 random = 0,0 postype = p1 bindtime = 1 removetime = 40 vel = -1,1 accel = .05,-.05 scale = 1,1 sprpriority = 54 ownpal = 1 [State 0, Explod] type = Explod trigger1 = time = 5 anim = 8190+Random%4 ID = 8102 pos = 10,10 random = 10,10 postype = p1 bindtime = 1 removetime = 40 vel = -1,1 accel = .05,-.05 scale = 1,1 sprpriority = 54 ownpal = 1 [State 0, Explod] type = Explod trigger1 = time = 10 anim = 8192+Random%2 ID = 8103 pos = 20,-10 random = 20,20 postype = p1 bindtime = 1 removetime = 40 vel = -1,1 accel = .05,-.05 scale = 1,1 sprpriority = 54 ownpal = 1 [State 0, Explod] type = Explod trigger1 = time = 25 anim = 8200 ID = 8104 pos = 0,0 postype = p1 bindtime = 1 removetime = 35 scale = 1,1 sprpriority = 53 ownpal = 1 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8100) trigger1 = time < 3 ID = 8100 scale = .3+time/5.0,.3+time/5.0 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8100) trigger1 = time >= 3 ID = 8100 scale = .7-(time-3)/30.0,.7-(time-3)/30.0 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8100) trigger1 = time <= 6 ID = 8100 trans = addalpha alpha = 256,256 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8100) trigger1 = time > 6 ID = 8100 trans = addalpha alpha = 256-(time-6)*36,256 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8101) trigger1 = time < 30 ID = 8101 scale = .3+(time/30.0)**2*.5,.3+(time/30.0)**2*.5 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8101) trigger1 = time >= 30 ID = 8101 scale = .3+(time/30.0)**2*.5,.3+(time/30.0)**2*.5 trans = addalpha alpha = 256-(time-30)*25,256 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8102) trigger1 = time < 35 ID = 8102 scale = .3+((time-5)/30.0)**2*.5,.3+((time-5)/32.0)**2*.5 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8102) trigger1 = time >= 35 ID = 8102 scale = .3+((time-5)/30.0)**2*.5,.3+((time-5)/30.0)**2*.5 trans = addalpha alpha = 256-(time-35)*25,256 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8103) trigger1 = time < 40 ID = 8103 scale = .3+((time-10)/30.0)**2*.5,.3+((time-10)/32.0)**2*.5 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8103) trigger1 = time >= 40 ID = 8103 scale = .3+((time-10)/30.0)**2*.5,.3+((time-10)/30.0)**2*.5 trans = addalpha alpha = 256-(time-40)*25,256 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8104) trigger1 = time >= 25 ID = 8104 scale = .8-((60-time)/(35.0))**2*.3,.8-((60-time)/(35.0))**2*.3 ;trans = addalpha ;alpha = 256-(time-25)*10,256 [State 0, AngleDraw] type = AngleDraw trigger1 = 1 value = var(1) + time scale = 1.5-((25-time)/20.0)**2*.35,1.5-((25-time)/20.0)**2*.35 [State 0, Trans] type = Trans trigger1 = 1 trans = addalpha alpha = 128+20*var(15)-time*9,256 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, DestroySelf] type = DestroySelf trigger1 = time > 60 ;--------------------------------------------------------------------------- [StateDef 8015] type = A movetype= I physics = N velset = 0,0 anim = 8380 ctrl = 0 sprpriority = -10 [State 0, VarSet] type = VarSet trigger1 = time = 0 v = 1 value = Random%350 [State 0, VarSet] type = VarSet trigger1 = time = 0 trigger1 = var(15) v = 15 value = var(15)%10 [State 0, PlaySnd] type = null;PlaySnd trigger1 = time = 0 value = S230,1 volume = 0 channel = -1 [State 0, Explod] type = Explod trigger1 = time = 0 anim = 8113 ID = 8100 pos = 0,0 postype = p1 bindtime = 1 removetime = 20 scale = .1,.1 sprpriority = 60 ownpal = 1 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8100) trigger1 = 1 ID = 8100 scale = .1+time/3.5,.1+time/3.5 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8100) trigger1 = time > 6 ID = 8100 trans = addalpha alpha = 256-(time-6)*23,256 [State 0, AngleDraw] type = AngleDraw trigger1 = 1 value = var(1) scale = 2+time/40.0,2+time/40.0 [State 0, Trans] type = Trans trigger1 = time < 9 trans = add [State 0, Trans] type = Trans trigger1 = time >= 9 trans = addalpha alpha = 256-(time-9)*20,256 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, DestroySelf] type = DestroySelf trigger1 = time >17 ;--------------------------------------------------------------------------- [StateDef 8016] type = A movetype= I physics = N velset = 0,0 anim = 8330 ctrl = 0 sprpriority = 57 [State 0, VarSet] type = VarSet trigger1 = time = 0 v = 1 value = Random%350 [State 0, VarSet] type = VarSet trigger1 = time = 0 trigger1 = var(15) v = 15 value = var(15)%10 [State 0, PlaySnd] type = PlaySnd trigger1 = time = 0 value = S230,1 volume = 0 channel = -1 [State 0, Helper] type = Helper trigger1 = time <= 2 trigger1 = !NumHelper(8017) helpertype = normal ID = 8017 stateno = 8017 pos = 0,0 postype = p1 ownpal = 1 [State 0, Explod] type = Explod trigger1 = time = 0 anim = 8331 ID = 8100 pos = 0,0 postype = p1 bindtime = 1 removetime = 20 scale = .5,.5 sprpriority = 58 ownpal = 1 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8100) trigger1 = 1 ID = 8100 scale = .3+time/5.0,.3+time/5.0 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8100) trigger1 = time > 6 ID = 8100 trans = addalpha alpha = 256-(time-6)*23,256 [State 0, AngleDraw] type = AngleDraw trigger1 = time < 5 value = var(1) scale = .3+time/2.0,1 [State 0, AngleDraw] type = AngleDraw trigger1 = time >= 5 value = var(1) scale = 2.8-(time-5)/5.0,1 [State 0, Trans] type = Trans trigger1 = time < 9 trans = add [State 0, Trans] type = Trans trigger1 = time >= 9 trans = addalpha alpha = 256-(time-9)*20,256 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, DestroySelf] type = DestroySelf trigger1 = time >17 ;--------------------------------------------------------------------------- [StateDef 8017] type = A movetype= I physics = N velset = 0,0 anim = 8330 ctrl = 0 sprpriority = 55 [State 0, VarSet] type = VarSet trigger1 = var(1) != Parent,var(1) v = 1 value = Parent,var(1) [State 0, AngleDraw] type = AngleDraw trigger1 = time < 5 value = var(1)+90 scale = .3+time/2.0,1 [State 0, AngleDraw] type = AngleDraw trigger1 = time >= 5 value = var(1)+90 scale = 2.8-(time-5)/5.0,1 [State 0, Trans] type = Trans trigger1 = time < 9 trans = add [State 0, Trans] type = Trans trigger1 = time >= 9 trans = addalpha alpha = 256-(time-9)*20,256 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, DestroySelf] type = DestroySelf trigger1 = time > 17 ;--------------------------------------------------------------------------- [StateDef 8018] type = A movetype= I physics = N velset = 0,0 anim = 8120 ctrl = 0 sprpriority = -10 [State 0, VarSet] type = VarSet trigger1 = time = 0 v = 1 value = Random%350 [State 0, VarSet] type = VarSet trigger1 = time = 0 trigger1 = var(15) v = 15 value = var(15)%10 [State 0, PlaySnd] type = PlaySnd trigger1 = time = 0 value = S230,5 volume = 0 channel = -1 [State 0, Helper] type = Helper trigger1 = time = 0 helpertype = normal ID = 8019 stateno = 8019 pos = 0,0 postype = p1 ownpal = 1 [State 0, Explod] type = Explod trigger1 = time < 3 anim = 8301 ID = 8018 pos = 0,0 postype = p1 vel = (1-Random%2*2)*Random%20/2.7,(1-Random%2*2)*Random%20/2.7 removetime = -21 scale = .5,.5 sprpriority = 55 ownpal = 1 [State 0, Explod] type = Explod trigger1 = time < 3 anim = 8301 ID = 8018 pos = 0,0 postype = p1 vel = (1-Random%2*2)*Random%20/2.7,(1-Random%2*2)*Random%20/2.7 removetime = -21 scale = .5,.5 sprpriority = 55 ownpal = 1 [State 0, Explod] type = Explod trigger1 = time = [2,3] anim = 8302 ID = 8018 pos = 0,0 postype = p1 vel = (1-Random%2*2)*Random%20/5.3,(1-Random%2*2)*Random%20/5.3 removetime = -21 scale = .3,.3 sprpriority = 55 ownpal = 1 [State 0, Explod] type = Explod trigger1 = time = [2,3] anim = 8301 ID = 8018 pos = 0,0 postype = p1 vel = (1-Random%2*2)*Random%20/5.3,(1-Random%2*2)*Random%20/5.3 removetime = -21 scale = .3,.3 sprpriority = 55 ownpal = 1 [State 0, Explod] type = Explod trigger1 = time = [4,5] anim = 8302 ID = 8018 pos = 0,0 postype = p1 vel = (1-Random%2*2)*Random%20/8.3,(1-Random%2*2)*Random%20/8.3 removetime = -21 scale = .15,.15 sprpriority = 55 ownpal = 1 [State 0, Explod] type = Explod trigger1 = time = [4,5] anim = 8301 ID = 8018 pos = 0,0 postype = p1 vel = (1-Random%2*2)*Random%20/8.3,(1-Random%2*2)*Random%20/8.3 removetime = -21 scale = .15,.15 sprpriority = 55 ownpal = 1 [State 0, AngleDraw] type = AngleDraw trigger1 = 1 value = var(1)+90 scale = 1.9*ln((time)*(exp(2)-1)/25+1)/2,1.9*ln((time)*(exp(2)-1)/25+1)/2 [State 0, Trans] type = Trans trigger1 = time < 4 trans = add [State 0, Trans] type = Trans trigger1 = time >= 4 trans = addalpha alpha = 256-(time-4)*24,256 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, DestroySelf] type = DestroySelf trigger1 = time > 25 ;--------------------------------------------------------------------------- [StateDef 8019] type = A movetype= I physics = N velset = 0,0 anim = 8008 ctrl = 0 sprpriority = 55 [State 0, VarSet] type = VarSet trigger1 = time = 0 v = 1 value = Random%350 [State 0, AngleDraw] type = AngleDraw trigger1 = 1 value = var(1)+time*43 scale = .01+time/18.3,.01+time/18.3 [State 0, Trans] type = Trans trigger1 = time < 5 trans = add [State 0, Trans] type = Trans trigger1 = time >= 5 trans = addalpha alpha = 256-(time-8)*17,256 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, DestroySelf] type = DestroySelf trigger1 = time > 25 ;--------------------------------------------------------------------------- [Statedef 8020] type = A movetype= I physics = N velset = 0,0 ctrl = 0 sprpriority = -2 [State 0, ChangeAnim] type = ChangeAnim trigger1 = time = 0 value = 8114+root,var(2) [State 0, PlaySnd] type = PlaySnd trigger1 = time = 0 value = S230,3 volume = 0 channel = -1 [State 0, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, AngleDraw] type = AngleDraw trigger1 = 1 scale = .2+time/20.00,.2+time/20.00 [State 0, Trans] type = Trans trigger1 = time < 5 trans = addalpha alpha = 256,256 [State 0, Trans] type = Trans trigger1 = time >= 5 trans = addalpha alpha = 256-time*10,256 [State 0, DestroySelf] type = DestroySelf trigger1 = time > 30 ;--------------------------------------------------------------------------- [Statedef 8025] type = A movetype= I physics = N velset = 0,0;-2 ctrl = 0 sprpriority = -2 [State 0, ChangeAnim] type = ChangeAnim trigger1 = 1 value = root,Anim elem = root,AnimElemNo(-1) [State 0, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, PalFX] type = PalFX trigger1 = time = 0 trigger1 = root,var(2) = 1 time = 30 add = 0,100,0 [State 0, PalFX] type = PalFX trigger1 = time = 0 trigger1 = root,var(2) = 2 time = 30 add = 120,30,10 [State 0, PalFX] type = PalFX trigger1 = time = 0 trigger1 = root,var(2) = 3 time = 30 add = 0,50,150 [State 0, PalFX] type = PalFX trigger1 = time = 0 trigger1 = root,var(2) = 4 time = 30 add = Random%255,Random%255,Random%255 [State 0, AngleDraw] type = AngleDraw trigger1 = 1 scale = 1+time/30.0,1+time/30.0 [State 0, Trans] type = Trans trigger1 = root,var(5) > 40 trans = addalpha alpha = 255-time*40,256 [State 0, Trans] type = Trans trigger1 = root,var(5) = [20,40] trans = addalpha alpha = 220-time*40,256 [State 0, Trans] type = Trans trigger1 = root,var(5) = [10,19] trans = addalpha alpha = 190-time*40,256 [State 0, Trans] type = Trans trigger1 = root,var(5) < 10 trans = addalpha alpha = 160-time*40,256 [State 0, DestroySelf] type = DestroySelf trigger1 = time > 5 ;--------------------------------------------------------------------------- [Statedef 8030] type = A physics = N ctrl = 0 anim = 999 [State 0, Explod] type = Explod trigger1 = time = 0 trigger1 = !NumHelper(8090) anim = 8090 ID = 8090 pos = 0,0 postype = p1 bindtime = -1 removetime = 40 pausemovetime = 999999 scale = 2,2 sprpriority = 10 ontop = 0 ownpal = 1 ignorehitpause = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = time = 0 value = S230,2 volume = 0 channel = -1 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8090) ID = 8090 scale = 2-time/30.0,2-time/30.0 ignorehitpause = 1 [State 0, DestroySelf] type = DestroySelf trigger1 = time > 45 trigger1 = root,var(8) = 0 ;--------------------------------------------------------------------------- [Statedef 8035] type = A physics = N ctrl = 0 anim = 8030 sprpriority = -5 [State 0, PosSet] type = PosSet trigger1 = 1 x = EnemyNear,pos x y = EnemyNear,pos y + (EnemyNear,Const(size.head.pos.y))/2 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, AngleDraw] type = AngleDraw trigger1 = 1 value = time*20 scale = 1,1 [State 0, Trans] type = Trans trigger1 = 1 trans = addalpha alpha = 150,256 [State 0, VarSet] type = VarSet trigger1 = 1 v = 7 value = root,var(7) [State 0, VarSet] type = VarSet trigger1 = 1 v = 8 value = root,var(8) [State 0, Helper] type = Helper trigger1 = time = 0 trigger1 = !NumHelper(8050) helpertype = normal ;player ID = 8050 stateno = 8050 pos = 0,0 postype = p2 facing = -facing keyctrl = 0 ownpal = 1 pausemovetime = 999999 supermovetime = 999999 [State 0, Helper] type = Helper trigger1 = time = 0 trigger1 = !NumHelper(8051) helpertype = normal ;player ID = 8051 stateno = 8051 pos = 15*facing,0 postype = p2 facing = -facing keyctrl = 0 ownpal = 1 pausemovetime = 999999 supermovetime = 999999 [State 0, ChangeState] type = ChangeState trigger1 = root,var(8) = 0 trigger2 = root,var(8) = 7 value = 8036 ;--------------------------------------------------------------------------- [Statedef 8036] type = A physics = N ctrl = 0 anim = 8030 sprpriority = 10 [State 0, PosSet] type = PosSet trigger1 = time = 0 x = EnemyNear,pos x y = EnemyNear,pos y + (EnemyNear,Const(size.head.pos.y))/2 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, AngleDraw] type = AngleDraw trigger1 = time <= 10 value = time*10 scale = 1-time/50.00,1.01-time/10.00 [State 0, AngleDraw] type = AngleDraw trigger1 = time = [11,15] value = time*10 scale = 1-time/50.00,.0+(time-10)/10.00 [State 0, AngleDraw] type = AngleDraw trigger1 = time = [16,20] value = time*10 scale = 1-time/50.00,.51-(time-15)/10.00 [State 0, AngleDraw] type = AngleDraw trigger1 = time = [21,25] value = time*10 scale = 1-time/50.00,.0+(time-20)/10.00 [State 0, AngleDraw] type = AngleDraw trigger1 = time = [26,30] value = time*10 scale = .51,.51-(time-25)/10.00 [State 0, AngleDraw] type = AngleDraw trigger1 = time = [31,35] value = time*10 scale = .51,.0+(time-30)/10.00 [State 0, AngleDraw] type = AngleDraw trigger1 = time = [36,40] value = time*10 scale = .51,.51-(time-35)/10.00 [State 0, AngleDraw] type = AngleDraw trigger1 = time = [41,45] value = time*10 scale = .51,.0+(time-40)/10.00 [State 0, AngleDraw] type = AngleDraw trigger1 = time >= 46 ;value = time*10 scale = .51,.51 [State 0, Trans] type = Trans trigger1 = time < 20 trans = addalpha alpha = 150+time*5,256 [State 0, Trans] type = Trans trigger1 = time = [20,59] trans = addalpha alpha = 255,256 [State 0, Trans] type = Trans trigger1 = time >= 60 trans = addalpha alpha = 255-(time-60)*12,256 [State 0, DestroySelf] type = DestroySelf trigger1 = time > 80 ;--------------------------------------------------------------------------- [Statedef 8040] type = A physics = N ctrl = 0 anim = 999 [State 0, PlaySnd] type = PlaySnd trigger1 = time = 0 value = S230,2 volume = 0 channel = -1 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, Explod] type = Explod trigger1 = time = 0 anim = 8060 ID = 8060 pos = 0,0 postype = p1 bindtime = -1 removetime = -2 pausemovetime = 999999 scale = 1,1 sprpriority = -5 ownpal = 1 ignorehitpause = 1 [State 0, Explod] type = Explod trigger1 = time = 0 anim = 8060 ID = 8060 pos = 0,0 postype = p1 bindtime = -1 removetime = -2 pausemovetime = 999999 scale = .4,.4 sprpriority = 10 ownpal = 1 ignorehitpause = 1 [State 0, DestroySelf] type = DestroySelf trigger1 = root,var(8) = 0 trigger2 = root,var(8) = 7 ;--------------------------------------------------------------------------- [Statedef 8050] type = A physics = N ctrl = 0 sprpriority = 5 [State 0, VarSet] type = VarSet trigger1 = root,var(7) > 0 v = 7 value = root,var(7) [State 0, ChangeAnim] type = ChangeAnim trigger1 = var(7) > 0 trigger1 = root,var(7) trigger1 = anim != 8260 + ((root,var(7)+59)/60)%10 value = 8260 + ((root,var(7)+59)/60)%10 [State 0, ChangeAnim] type = ChangeAnim trigger1 = var(7) < 60 trigger1 = root,var(7) = 0 trigger1 = anim != 8260 value = 8260 [State 0, PalFX] type = PalFX trigger1 = time = 0 time = -1 add = 150,50,0 mul = 256,256,256 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, PosSet] type = PosSet trigger1 = EnemyNear,pos y - 20 < -20 x = EnemyNear,pos x y = EnemyNear,pos y -20 [State 0, PosSet] type = PosSet trigger1 = EnemyNear,pos y - 20 >= -20 x = EnemyNear,pos x y = -20 [State 0, AngleDraw] type = AngleDraw trigger1 = 1 scale = .5,.5 [State 0, Trans] type = Trans trigger1 = 1 trans = add [State 0, ChangeState] type = ChangeState trigger1 = root,var(8) = 0 trigger2 = root,var(8) = 7 trigger3 = root,var(7) = 0 value = 8052 ;--------------------------------------------------------------------------- [Statedef 8051] type = A physics = N ctrl = 0 sprpriority = 5 [State 0, VarSet] type = VarSet trigger1 = root,var(7) > 0 v = 7 value = root,var(7) [State 0, ChangeAnim] type = ChangeAnim trigger1 = var(7) trigger1 = root,var(7) >= 540 trigger1 = anim != 8260 + ((root,var(7)+59)/600)%10 value = 8260 + ((root,var(7)+59)/600)%10 [State 0, ChangeAnim] type = ChangeAnim trigger1 = var(7) trigger1 = root,var(7) = [1,539] trigger1 = anim != 999 value = 999 [State 0, PalFX] type = PalFX trigger1 = time = 0 time = -1 add = 150,50,0 mul = 256,256,256 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, PosSet] type = PosSet trigger1 = EnemyNear,pos y - 20< -20 x = EnemyNear,pos x + 15*-facing y = EnemyNear,pos y -20 [State 0, PosSet] type = PosSet trigger1 = EnemyNear,pos y - 20 >= -20 x = EnemyNear,pos x + 15*-facing y = -20 [State 0, AngleDraw] type = AngleDraw trigger1 = 1 scale = .5,.5 [State 0, Trans] type = Trans trigger1 = 1 trans = add [State 0, ChangeState] type = ChangeState trigger1 = root,var(8) = 0 trigger2 = root,var(8) = 7 trigger3 = root,var(7) = 0 value = 8052 ;--------------------------------------------------------------------------- [Statedef 8052] type = A physics = N ctrl = 0 sprpriority = 5 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, PosSet] type = null;PosSet trigger1 = 1 x = EnemyNear,pos x y = EnemyNear,pos y [State 0, AngleDraw] type = AngleDraw trigger1 = time > 0 scale = .5,.5 [State 0, Trans] type = Trans trigger1 = 1 trans = addalpha alpha = 256-time*10,256 [State 0, DestroySelf] type = DestroySelf trigger1 = time > 30 ;--------------------------------------------------------------------------- [Statedef 8060] type = A physics = N ctrl = 0 sprpriority = 5 anim = 8280 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, PalFX] type = PalFX trigger1 = root,var(2) = 3 trigger1 = time = 0 time = -1 add = 0,0,200 mul = 0,0,200 [State 0, PalFX] type = PalFX trigger1 = root,var(2) = 1 trigger1 = time = 0 time = -1 add = 0,200,0 mul = 0,200,0 [State 0, PalFX] type = PalFX trigger1 = root,var(2) = 2 trigger1 = time = 0 time = -1 add = 250,0,0 mul = 250,0,0 [State 0, PalFX] type = PalFX trigger1 = root,var(2) = 4 trigger1 = time = 0 time = -1 add = 255,155,0 mul = 255,155,0 [State 0, PosSet] type = PosSet trigger1 = root,pos y < 0 x = root,pos x-20;*-root,facing y = root,pos y [State 0, PosSet] type = PosSet trigger1 = root,pos y >= 0 x = root,pos x-20;*-root,facing y = 0 [State 0, Turn] type = Turn trigger1 = facing != 1 [State 0, AngleDraw] type = AngleDraw trigger1 = 1 scale = root,var(5)/600.00,1 [State 0, Trans] type = Trans trigger1 = 1 trans = addalpha alpha = 230,256 [State 0, DestroySelf] type = DestroySelf trigger1 = root,var(5) = 0 ;--------------------------------------------------------------------------- [StateDef 8070] type = S movetype= I physics = S velset = 0,0 anim = 8120 ctrl = 0 poweradd = 0 sprpriority = -5 [State 0, AngleDraw] type = AngleDraw trigger1 = time < 6 scale = 0.2+time/8.00,0.05+time/64.00 ignorehitpause = 1 [State 0, AngleDraw] type = AngleDraw trigger1 = time >= 6 scale = 0.825+(time-5)/40.00,0.128+(time-5)/320.00 ignorehitpause = 1 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, Trans] type = Trans trigger1 = time < 6 trans = add [State 0, Trans] type = Trans trigger1 = time >= 6 trans = addalpha alpha = 255-(time-6)*50,256 [State 0, DestroySelf] type = DestroySelf trigger1 = time >= 11 ;--------------------------------------------------------------------------- [Statedef 8080] type = A physics = N ctrl = 0 anim = 8340 sprpriority = 50 [State 0, ChangeState] type = ChangeState trigger1 = time = 0 trigger1 = Parent,var(15) >= 10 value = 8081 ctrl = 0 [State 0, VarSet] type = VarSet trigger1 = time = 0 v = 15 value = (Parent,var(15))%10 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, AngleDraw] type = AngleDraw trigger1 = 1 scale = .3+.1*var(15),.4+.05*var(15)-((.4+.05*var(15))/8.5)*time [State 0, Trans] type = Trans trigger1 = 1 trans = addalpha alpha = 40+time*80,256 [State 0, DestroySelf] type = DestroySelf trigger1 = time > 8 ;--------------------------------------------------------------------------- [Statedef 8081] type = A physics = N ctrl = 0 anim = 8370 sprpriority = 50 [State 0, Explod] type = Explod trigger1 = time = 0 anim = 8340 ID = 8080 pos = 0,0 postype = p1 bindtime = 1 removetime = 15 scale = .3,.3 sprpriority = 51 shadow = 0,0,0 ownpal = 1 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8080) ID = 8080 scale = .15-(.15/15.5)*time,.15-(.15/15.5)*time trans = addalpha alpha = 256-time*30,256 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, AngleDraw] type = AngleDraw trigger1 = 1 scale = (log(100,(10)/4*(time)+1)+1)/4.5,(log(100,(10)/4*(time)+1)+1)/3.1;.1+time/50.0,.1+time/40.0; [State 0, Trans] type = Trans trigger1 = time < 5 trans = addalpha alpha = 40+time*80,256 [State 0, Trans] type = Trans trigger1 = time = [5,6] trans = add [State 0, Trans] type = Trans trigger1 = time > 6 trans = addalpha alpha = 256-(time-6)*23,256 [State 0, DestroySelf] type = DestroySelf trigger1 = time > 15 ;--------------------------------------------------------------------------- [Statedef 8083] type = A physics = N ctrl = 0 anim = 8320 sprpriority = 50 [State 0, ChangeState] type = ChangeState trigger1 = time = 0 trigger1 = Parent,var(15) >= 10 value = 8081 ctrl = 0 [State 0, VarSet] type = VarSet trigger1 = time = 0 v = 1 value = Random%350 [State 0, Explod] type = Explod trigger1 = time = 0 anim = 8002 ID = 8080 pos = 0,0 postype = p1 bindtime = 1 removetime = 20 scale = .5,.5 sprpriority = 51 shadow = 0,0,0 ownpal = 1 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8080) trigger1 = time < 12 ID = 8080 scale = (-log(100,(8)/8*(time)+1)+1)/2.6,(-log(100,(8)/8*(time)+1)+1)/2.6 trans = addalpha alpha = time*50,256 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8080) trigger1 = time >= 12 ID = 8080 trans = addalpha alpha = 256-(time-12)*50,256 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, AssertSpecial] type = AssertSpecial trigger1 = time < 10 flag = invisible [State 0, AngleDraw] type = AngleDraw trigger1 = time = [10,14] value = var(1)+time*12 scale = .5,.5 [State 0, AngleDraw] type = AngleDraw trigger1 = time > 14 value = var(1)+time*15 scale = .5-(time-14)/22.30,.5;.01-time/10.00 [State 0, Trans] type = Trans trigger1 = time < 14 trans = addalpha alpha = (time-10)*64,256 [State 0, Trans] type = Trans trigger1 = time = [14,18] trans = add [State 0, Trans] type = Trans trigger1 = time > 18 trans = addalpha alpha = 256-(time-18)*32,256 [State 0, DestroySelf] type = DestroySelf trigger1 = time > 25 ;--------------------------------------------------------------------------- [Statedef 8084] type = A physics = N ctrl = 0 anim = 8321 sprpriority = 50 [State 0, VarSet] type = VarSet trigger1 = time = 0 v = 1 value = Random%350 [State 0, Explod] type = Explod trigger1 = time = 0 anim = 8008 ID = 8080 pos = 0,0 postype = p1 bindtime = 1 removetime = 20 scale = .3,.3 sprpriority = 51 shadow = 0,0,0 ownpal = 1 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8080) trigger1 = time < 10 ID = 8080 scale =.28+(exp((time-0)*1.0/15*6)-1)/(exp(8.5)-1),.28+(exp((time-0)*1.0/15*6)-1)/(exp(8.5)-1) trans = addalpha alpha = time*50,256 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8080) trigger1 = time >= 10 ID = 8080 scale = .28+(exp((time-0)*1.0/15*6)-1)/(exp(8.5)-1),.28+(exp((time-0)*1.0/15*6)-1)/(exp(8.5)-1) trans = addalpha alpha = 256-(time-10)*25,256 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, AngleDraw] type = AngleDraw trigger1 = time <= 6 value = var(1) scale = .8,.8 [State 0, AngleDraw] type = AngleDraw trigger1 = time > 6 value = var(1)+(time-6)*10 scale = .8-(time-6)/22.30,.8;.01-time/10.00 [State 0, Trans] type = Trans trigger1 = time < 2 trans = addalpha alpha = 128+time*128,256 [State 0, Trans] type = Trans trigger1 = time = [2,6] trans = add [State 0, Trans] type = Trans trigger1 = time > 6 trans = addalpha alpha = 256-(time-6)*13,256 [State 0, DestroySelf] type = DestroySelf trigger1 = time > 25 ;==================================================================== [Statedef 99800] type = U movetype= H physics = N velset = 0,0 [State 0, DestroySelf] type = DestroySelf trigger1 = IsHelper [State 0, VarSet] type = VarSet trigger1 = fvar(10) trigger1 = time = 0 fv = 10 value = 0 [State 0, ChangeAnim] type = ChangeAnim triggerall = Time = 0 trigger1 = StateType = S trigger2 = StateType = C value = 5012 [State 0, ChangeAnim] type = ChangeAnim triggerall = Time = 0 trigger1 = StateType != S trigger1 = StateType != C value = 5030 [State 0, ChangeAnim] type = ChangeAnim trigger1 = Time > 0 value = anim [State 0, ChangeState] type = ChangeState trigger1 = HitShakeOver trigger1 = StateType != S trigger1 = StateType != C value = 99803 [State 0, ChangeState] type = ChangeState trigger1 = HitShakeOver value = 99801 [State 0, ForceFeedback] type = ForceFeedback trigger1 = anim = 5012 persistent = 0 time = 15 waveform = sinesquare ampl = 140 ;--------------------------------------------------------------------------- ;subsob [Statedef 99801] type = A movetype= H physics = N velset = 0,0 [State 3010, Envshake] type = envshake Trigger1 = time = 0 time = 9 ampl = -3 freq = 110 [State 2052, posadd] type = posadd trigger1 = Time = 0 x = -20 [State 5100, EnvShake] type = FallEnvShake trigger1 = Time = 0 [State 5100, Var] type = VarSet trigger1 = Time = 0 ;trigger1 = GetHitVar(fall.yvel) = 0 sysvar(1) = floor(vel y) [State 5100, 2] type = ChangeAnim triggerall = time = 0 trigger1 = SelfAnimExist(5102) value = 5102 [State 5100, 2] type = ChangeAnim triggerall = time = 0 trigger1 = SelfAnimExist(5101) trigger1 = !SelfAnimExist(5102) value = 5101 [State 5100, 2] type = ChangeAnim triggerall = time = 0 trigger1 = !SelfAnimExist(5101) trigger1 = !SelfAnimExist(5102) value = 5100 [State 5100, 4] type = PosSet trigger1 = Time = 0 y = 0 [State 5100, 6] ;Reduce speed type = VelMul trigger1 = Time = 0 x = 0.75 [State 5100, 8] type = GameMakeAnim trigger1 = Time = 1 value = 61 pos = 0, 0 under = sysvar(1) <= 10 [State 5100, 9] type = HitFallDamage trigger1 = Time = 3 [State 5100, 10] type = PlaySnd trigger1 = Time = 1 ;value = F7, 0 ;Hit ground value = F7, (sysvar(1) > 5) + (sysvar(1) > 14) [State 5100, 12] type = selfState trigger1 = Time = 10 value = 5101 [State 5100, 13] type = ForceFeedback trigger1 = Time = 0 waveform = sinesquare ampl = 128,-3,-.2,.005 time = 20 ;==================================================================== [Statedef 99803] type = A movetype= H physics = N velset = 0,0 [State 0, ChangeAnim] type = ChangeAnim trigger1 = time = 0 value = 5050 elem = 3 [State 0, VelAdd] type = VelAdd;Gravity trigger1 = GetHitVar(yaccel) != .35 y = GetHitVar(yaccel) [State 0, VelAdd] type = VelAdd;Gravity trigger1 = GetHitVar(yaccel) = .35 y = .5 [State 5030, 2] type = HitVelSet trigger1 = Time = 0 x = 1 y = 1 [State 0, ChangeState] type = ChangeState trigger1 = vel y > 0.0 trigger1 = Pos Y >= ifelse(((anim=[5051,5059])||(anim=[5061,5069])||(anim=[5090,5099])), 0, 25) value = 99804 ctrl = 0 ;==================================================================== [Statedef 99804] type = L movetype= H physics = N ;velset = 0,0 [State 0, PosSet] type = PosSet trigger1 = time = 0 y = 0 [State 0, VelSet] type = VelSet trigger1 = time = 0 y = 0 [State 0, EnvShake] type = EnvShake trigger1 = time = 0 time = 12 ampl = -5 freq = 180 [State 5100, EnvShake] type = FallEnvShake trigger1 = Time = 0 [State 0, Explod] type = Explod trigger1 = Time = 1 anim = F60 + (sysvar(1) > 5) + (sysvar(1) > 14) pos = 0,0 postype = p1 sprpriority = -1 ownpal = 1 [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, 13] type = ForceFeedback trigger1 = Time = 0 waveform = sinesquare ampl = 128,-3,-.2,.005 time = 20 [State 0, ChangeAnim] type = ChangeAnim trigger1 = 1 value = 5080 [State 0, ChangeState] type = ChangeState trigger1 = time >= 7 value = 99805 ;==================================================================== [Statedef 99805] type = L movetype= H physics = N ;velset = 0,0 [State 0, ChangeAnim] type = ChangeAnim trigger1 = time < 5 value = 5080 [State 5101, 3] type = HitFallVel trigger1 = Time = 0 [State 5101, 5] ;Acceleration type = VelAdd trigger1 = 1 y = .5 [State 0, SelfState] type = SelfState trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 5110 ;=========================================================================== ;--------------------------------------------------------------------------- [Statedef -2] [State 0, RemoveExplod] type = RemoveExplod trigger1 = stateno != 4002 id = 46779 [State 0, RemoveExplod] type = RemoveExplod trigger1 = stateno != 6072 id = 8018 [State 0, RemoveExplod] type = RemoveExplod trigger1 = stateno != 6073 id = 20203 [State 0, RemoveExplod] type = RemoveExplod trigger1 = stateno != 15414 id = 15411 ;dog layer [State 0, RemoveExplod] type = RemoveExplod trigger1 = stateno != 12000 id = 22223 [State 0, RemoveExplod] type = RemoveExplod trigger1 = stateno != 12001 id = 22224 [State 0, RemoveExplod] type = RemoveExplod trigger1 = stateno != 12002 id = 22225 [State 0, RemoveExplod] type = RemoveExplod trigger1 = stateno != 12003 id = 22226 [State 0, RemoveExplod] type = RemoveExplod trigger1 = stateno != 12004 id = 22227 [State 0, RemoveExplod] type = RemoveExplod trigger1 = stateno != 12005 id = 22228 [State 0, RemoveExplod] type = RemoveExplod trigger1 = stateno != 12006 id = 22229 [State 0, RemoveExplod] type = RemoveExplod trigger1 = stateno != 12007 id = 22230 [State 0, RemoveExplod] type = RemoveExplod trigger1 = stateno != 12008 id = 22231 [State 0, RemoveExplod] type = RemoveExplod trigger1 = stateno != 12009 id = 22232 ;------------------------------------------------------------------- ;cowboy layer [State 0, RemoveExplod] type = RemoveExplod trigger1 = stateno != 12040 id = 7250 [State 0, RemoveExplod] type = RemoveExplod trigger1 = stateno != 12041 id = 7251 [State 0, RemoveExplod] type = RemoveExplod trigger1 = stateno != 12042 id = 7252 [State 0, RemoveExplod] type = RemoveExplod trigger1 = stateno != 12043 id = 7253 [State 0, RemoveExplod] type = RemoveExplod trigger1 = stateno != 12044 id = 7254 ;------------------------------------------------------------------- ;side layer [State 0, RemoveExplod] type = RemoveExplod trigger1 = stateno != 12080 id = 2368 [State 0, RemoveExplod] type = RemoveExplod trigger1 = stateno != 12081 id = 2369 [State 0, RemoveExplod] type = RemoveExplod trigger1 = stateno != 12082 id = 2370 [State 0, RemoveExplod] type = RemoveExplod trigger1 = stateno != 12083 id = 2371 [State 0, RemoveExplod] type = RemoveExplod trigger1 = stateno != 12084 id = 2372 [State 0, RemoveExplod] type = RemoveExplod trigger1 = stateno != 12085 id = 2373 [State -2,];Creampie sounds type = PlaySnd triggerall = anim = 36699 trigger1 = animelemtime(1) = 0 value = 4218,21 +random%3 [State -2,];Creampie sounds type = PlaySnd triggerall = anim = 36699 trigger1 = animelemtime(5) = 0 value = 4218,21 +random%3 [State -2,];Creampie sounds type = PlaySnd triggerall = anim = 36699 trigger1 = animelemtime(10) = 0 value = 5010,4 volume = 60 [State -2,];Creampie sounds type = PlaySnd triggerall = anim = 36699 trigger1 = animelemtime(11) = 0 value = 4218,21 +random%3 [State -2,];Creampie sounds type = PlaySnd triggerall = anim = 36699 trigger1 = animelemtime(19) = 0 value = 4218,21 +random%3 [State -2,];Creampie sound type = PlaySnd triggerall = anim = 36699 trigger1 = animelemtime(21) = 0 value = 3652,0 ;------------------------------------------------------------------- [State -2,] type = trans trigger1 = var(50) = 1 trans = add [State -2,] type = varset triggerall = stateno != [12020,12029] trigger1 = stateno = 21004 trigger2 = stateno = prevstateno v = 50 value = 0 ;------------------------------------------------------------------- [State -2];Mindcontrol Start type = PlaySnd trigger1 = AnimelemTime(8) = 0 triggerall = anim = 15600 value = 4218,21+(random%3) [State -2];Mindcontrol Start type = PlaySnd trigger1 = AnimelemTime(17) = 0 triggerall = anim = 15600 value = 15500,10 [State -2];Mindcontrol 1 type = PlaySnd trigger1 = AnimelemTime(4) = 0 || AnimelemTime(8) = 0 || AnimelemTime(12) = 0 || AnimelemTime(15) = 0 || AnimelemTime(19) = 0 || AnimelemTime(23) = 0 triggerall = anim = 15601 value = 4218,21+(random%3) [State -2];Mindcontrol 1 type = PlaySnd trigger1 = AnimelemTime(27) = 0 || AnimelemTime(31) = 0 || AnimelemTime(35) = 0 || AnimelemTime(39) = 0 triggerall = anim = 15601 value = 4218,21+(random%3) [State -2];Mindcontrol 1 type = PlaySnd trigger1 = AnimelemTime(3) = 0 || AnimelemTime(7) = 0 || AnimelemTime(12) = 0 || AnimelemTime(14) = 0 || AnimelemTime(18) = 0 || AnimelemTime(22) = 0 triggerall = anim = 15601 value = 15500,5 [State -2];Mindcontrol 1 type = PlaySnd trigger1 = AnimelemTime(26) = 0 || AnimelemTime(30) = 0 || AnimelemTime(34) = 0 || AnimelemTime(38) = 0 triggerall = anim = 15601 value = 15500,5 [State -2];Mindcontrol 1 type = PlaySnd trigger1 = AnimelemTime(46) = 0 || AnimelemTime(52) = 0 triggerall = anim = 15601 value = 4218,21+(random%3) [State -2];Mindcontrol 1 type = PlaySnd trigger1 = AnimelemTime(46) = 0 triggerall = anim = 15601 value = 15500,6 [State -2];Mindcontrol 1 type = PlaySnd trigger1 = AnimelemTime(54) = 0 triggerall = anim = 15601 value = 15500,5 [State -2];Mindcontrol 1 type = PlaySnd trigger1 = Animelem = 55 triggerall = anim = 15601 value = 4218,21+(random%3) [State -2];Mindcontrol 1 type = PlaySnd trigger1 = AnimelemTime(4) = 0 || AnimelemTime(8) = 0 || AnimelemTime(12) = 0 || AnimelemTime(15) = 0 || AnimelemTime(19) = 0 || AnimelemTime(23) = 0 triggerall = anim = 15602 value = 4218,21+(random%3) [State -2];Mindcontrol 1 type = PlaySnd trigger1 = AnimelemTime(27) = 0 || AnimelemTime(31) = 0 || AnimelemTime(35) = 0 || AnimelemTime(39) = 0 triggerall = anim = 15602 value = 4218,21+(random%3) [State -2];Mindcontrol 1 type = PlaySnd trigger1 = AnimelemTime(3) = 0 || AnimelemTime(7) = 0 || AnimelemTime(12) = 0 || AnimelemTime(14) = 0 || AnimelemTime(18) = 0 || AnimelemTime(22) = 0 triggerall = anim = 15602 value = 15500,5 [State -2];Mindcontrol 1 type = PlaySnd trigger1 = AnimelemTime(26) = 0 || AnimelemTime(30) = 0 || AnimelemTime(34) = 0 || AnimelemTime(38) = 0 triggerall = anim = 15602 value = 15500,5 [State -2];Mindcontrol 1 type = PlaySnd trigger1 = AnimelemTime(46) = 0 || AnimelemTime(52) = 0 triggerall = anim = 15602 value = 4218,21+(random%3) [State -2];Mindcontrol 1 type = PlaySnd trigger1 = AnimelemTime(46) = 0 triggerall = anim = 15602 value = 15500,6 [State -2];Mindcontrol 1 type = PlaySnd trigger1 = AnimelemTime(54) = 0 triggerall = anim = 15602 value = 15500,5 [State -2];Mindcontrol 1 type = PlaySnd trigger1 = Animelem = 55 triggerall = anim = 15602 value = 4218,21+(random%3) [State -2];Mindcontrol 1 type = PlaySnd trigger1 = AnimelemTime(4) = 0 || AnimelemTime(8) = 0 || AnimelemTime(12) = 0 || AnimelemTime(15) = 0 || AnimelemTime(19) = 0 || AnimelemTime(23) = 0 triggerall = anim = 15603 value = 4218,21+(random%3) [State -2];Mindcontrol 1 type = PlaySnd trigger1 = AnimelemTime(27) = 0 || AnimelemTime(31) = 0 || AnimelemTime(35) = 0 || AnimelemTime(39) = 0 triggerall = anim = 15603 value = 4218,21+(random%3) [State -2];Mindcontrol 1 type = PlaySnd trigger1 = AnimelemTime(3) = 0 || AnimelemTime(7) = 0 || AnimelemTime(12) = 0 || AnimelemTime(14) = 0 || AnimelemTime(18) = 0 || AnimelemTime(22) = 0 triggerall = anim = 15603 value = 15500,5 [State -2];Mindcontrol 1 type = PlaySnd trigger1 = AnimelemTime(26) = 0 || AnimelemTime(30) = 0 || AnimelemTime(34) = 0 || AnimelemTime(38) = 0 triggerall = anim = 15603 value = 15500,5 [State -2];Mindcontrol 1 type = PlaySnd trigger1 = AnimelemTime(46) = 0 || AnimelemTime(52) = 0 triggerall = anim = 15603 value = 4218,21+(random%3) [State -2];Mindcontrol 1 type = PlaySnd trigger1 = AnimelemTime(46) = 0 triggerall = anim = 15603 value = 15500,6 [State -2];Mindcontrol 1 type = PlaySnd trigger1 = AnimelemTime(54) = 0 triggerall = anim = 15603 value = 15500,5 [State -2];Mindcontrol 1 type = PlaySnd trigger1 = Animelem = 55 triggerall = anim = 15603 value = 4218,21+(random%3) ;------------------------------------------------------------------- [State 0, VarSet] type = VarSet trigger1 = !ishelper trigger1 = RoundState = 2 trigger1 = stateno = [0,199] trigger1 = Enemy,Name = "Minotaur" trigger1 = Enemy,NumPartner = 0 trigger1 = !NumPartner trigger1 = !fvar(39) fv = 39 value = 1 [State 0, VarSet] type = VarSet trigger1 = !ishelper trigger1 = RoundState = 2 trigger1 = Enemy,fvar(39) trigger1 = fvar(39) = 1 trigger1 = life <= 3 fv = 39 value = 2 ignorehitpause = 1 [State 0, HitFallSet] type = HitFallSet trigger1 = !ishelper trigger1 = RoundState = 2 trigger1 = stateno != [5100,5150] trigger1 = MoveType = H trigger1 = fvar(39) > 1 trigger1 = life <= 2 trigger1 = !GetHitVar(fall) value = 1 xvel = -3 yvel = -5 [State 0, ChangeState] type = ChangeState trigger1 = !ishelper trigger1 = RoundState = 2 trigger1 = Enemy,fvar(39) trigger1 = fvar(39) = 2 trigger1 = PrevStateNo != 6100 trigger1 = stateno = [5110,5120] value = 6100 ctrl = 0 ;----------------------------------------------- [State 0, LifeAdd] type = LifeAdd triggerall = Alive triggerall = RoundState = 2 triggerall = !ishelper trigger1 = life < var(18) trigger1 = var(2) = 1 ;|| var(2) = 4 value = ceil((var(18)-life)/(2+(var(2)=4))) ignorehitpause = 1 [State 0, VarSet] type = VarSet triggerall = RoundState = 2 triggerall = !ishelper trigger1 = var(18) != life v = 18 value = life ignorehitpause = 1 ;------------------------------------------------------------------- [State 0, VarSet] type = VarSet triggerall = RoundState = 2 triggerall = !ishelper triggerall = var(17) trigger1 = P2MoveType != H trigger1 = p2stateno != [120,159] trigger1 = P2StateType != A trigger2 = var(17)%20 > 7 v = 17 value = 0 ignorehitpause = 1 [State 0, VarSet] type = VarSet triggerall = RoundState = 2 triggerall = !ishelper triggerall = !var(17) triggerall = MoveType = A trigger1 = P2MoveType != H trigger1 = P2StateType = A v = 17 value = 1 ignorehitpause = 1 [State 0, VarSet] type = VarSet triggerall = RoundState = 2 triggerall = !ishelper triggerall = !var(17) triggerall = MoveType = A trigger1 = p2stateno = [120,159] v = 17 value = 21 ignorehitpause = 1 [State 0, VarAdd] type = VarAdd triggerall = RoundState = 2 triggerall = !ishelper triggerall = var(17) trigger1 = MoveHit = 1 || helper(1130),movehit = 1 && helper(1130),stateno = 1121 trigger1 = EnemyNear,GetHitVar(damage) trigger1 = P2MoveType = H trigger1 = p2stateno != [120,159] trigger2 = var(17)%20 > 1 v = 17 value = 1 ignorehitpause = 1 ;------------------------------------------------------------------- [State 0, VarSet] type = VarSet trigger1 = RoundState = 1 trigger1 = !ishelper v = 9 value = facing [State 0, VarSet] type = VarSet triggerall = RoundState = 2 triggerall = !ishelper trigger1 = !var(13) trigger1 = P2StateNo = [0,159] v = 13 value = 1 ignorehitpause = 1 [State 0, VarSet] type = VarSet triggerall = RoundState = 2 triggerall = !ishelper trigger1 = var(13) trigger1 = P2MoveType = A v = 13 value = 0 ignorehitpause = 1 [State 0, VarSet] type = VarSet triggerall = RoundState = 2 triggerall = NumTarget triggerall = !ishelper triggerall = var(7) trigger1 = var(13) trigger1 = Target,stateno = 5000 || Target,stateno = 5010 || Target,stateno = 5020 || Target,stateno = 5070 || Target,stateno = 5080 trigger1 = Target,time = 0 trigger2 = var(14) = 1 trigger2 = stateno = 150 || stateno = 152 || stateno = 154 trigger2 = time = 0 trigger3 = var(14) = -1 trigger3 = Target,stateno = 5000 || Target,stateno = 5010 || Target,stateno = 5020 || Target,stateno = 5070 || Target,stateno = 5080 trigger3 = Target,time = 0 v = 7 value = 0 ignorehitpause = 1 [State 0, VarSet] type = VarSet triggerall = !ishelper trigger1 = var(14) != -1 trigger1 = stateno = 150 || stateno = 152 || stateno = 154 v = 14 value = -1 ignorehitpause = 1 [State 0, VarSet] type = VarSet triggerall = !ishelper trigger1 = var(14) != 1 trigger1 = movehit = 1 v = 14 value = 1 ignorehitpause = 1 [State 0, VarSet] type = VarSet triggerall = RoundState = 2 triggerall = !ishelper triggerall = var(13) trigger1 = movehit v = 13 value = 0 ignorehitpause = 1 [State 0, Varadd] type = Varadd triggerall = RoundState = 2 triggerall = !ishelper trigger1 = NumTarget trigger1 = !var(8) trigger1 = Target,stateno = 5000 || Target,stateno = 5010 || Target,stateno = 5020 || Target,stateno = 5070 || Target,stateno = 5080 trigger1 = Target,time = 0 trigger2 = stateno = 150 || stateno = 152 || stateno = 154 trigger2 = time = 0 v = 7 value = ceil(60*(1+.5*(var(2)=1)+.25*(var(2)=4))) ignorehitpause = 1 [State 0, Varadd] type = Varadd triggerall = RoundState = 2 triggerall = !ishelper triggerall = var(7) trigger1 = NumTarget trigger1 = !var(8) trigger1 = Target,stateno = 150 || Target,stateno = 152 || Target,stateno = 154 trigger1 = Target,time = 0 trigger2 = NumTarget trigger2 = var(8) >= 2 trigger2 = Target,stateno = 5000 || Target,stateno = 5010 || Target,stateno = 5020 || Target,stateno = 5070 || Target,stateno = 5080 trigger2 = Target,time = 0 trigger3 = stateno = 5000 || stateno = 5010 || stateno = 5020 || stateno = 5070 || stateno = 5080 trigger3 = time = 0 v = 7 value = -ceil(60*(1-.5*(var(2)=1)-.25*(var(2)=4))) ignorehitpause = 1 [State 0, Varadd] type = Varadd triggerall = !ishelper triggerall = var(7) trigger1 = gametime%2 = 0 trigger1 = var(8) < 2 trigger1 = P2MoveType != H trigger1 = MoveType != H v = 7 value = -1 ignorehitpause = 1 [State 0, Varadd] type = Varadd triggerall = !ishelper triggerall = var(7) trigger1 = var(8) >= 2 v = 7 value = -2 ignorehitpause = 1 [State 0, VarSet] type = VarSet triggerall = !ishelper trigger1 = var(7) < 0 trigger2 = var(7) trigger2 = var(8) >= 2 trigger2 = P2StateType = L trigger3 = NumTarget trigger3 = var(8) trigger3 = Target,MoveType = H trigger3 = Target,stateno != [5000,5160] trigger3 = Target,stateno != [120,159] v = 7 value = 0 ignorehitpause = 1 [State 0, VarSet] type = VarSet triggerall = !ishelper ;triggerall = RoundState = 2 triggerall = var(8) > 1 trigger1 = NumTarget trigger1 = Target,stateno >= 5110 trigger2 = !var(7) trigger2 = movehit != 1 v = 8 value = 7 ignorehitpause = 1 [State 0, VarSet] type = VarSet triggerall = !ishelper triggerall = RoundState = 2 triggerall = NumTarget triggerall = var(8) = 5 trigger1 = Target,stateno = 5000 || Target,stateno = 5010 || Target,stateno = 5020 || Target,stateno = 5070 || Target,stateno = 5080 trigger1 = Target,time = 0 v = 8 value = 6 ignorehitpause = 1 [State 0, VarSet] type = VarSet triggerall = !ishelper triggerall = RoundState = 2 triggerall = NumTarget triggerall = var(8) = 4 trigger1 = Target,stateno = 5000 || Target,stateno = 5010 || Target,stateno = 5020 || Target,stateno = 5070 || Target,stateno = 5080 trigger1 = Target,time = 0 v = 8 value = 5 ignorehitpause = 1 [State 0, VarSet] type = VarSet triggerall = !ishelper triggerall = RoundState = 2 triggerall = NumTarget triggerall = var(8) = 3 trigger1 = Target,stateno = 5000 || Target,stateno = 5010 || Target,stateno = 5020 || Target,stateno = 5070 || Target,stateno = 5080 trigger1 = Target,time = 0 v = 8 value = 4 ignorehitpause = 1 [State 0, VarSet] type = VarSet triggerall = !ishelper triggerall = RoundState = 2 triggerall = NumTarget triggerall = var(8) = 2 trigger1 = Target,stateno = 5000 || Target,stateno = 5010 || Target,stateno = 5020 || Target,stateno = 5070 || Target,stateno = 5080 trigger1 = Target,time = 0 trigger2 = var(8) trigger2 = Target,MoveType = H trigger2 = Target,stateno != [5000,5160] trigger2 = Target,stateno != [120,159] v = 8 value = 3 ignorehitpause = 1 [State 0, VarSet] type = VarSet triggerall = !ishelper triggerall = RoundState = 2 trigger1 = !var(8) trigger1 = P2MoveType = A trigger1 = MoveType = A v = 8 value = 1 ignorehitpause = 1 [State 0, VarSet] type = VarSet triggerall = !ishelper triggerall = RoundState = 2 triggerall = NumTarget trigger1 = var(8) = 1 trigger1 = Target,stateno = 5000 || Target,stateno = 5010 || Target,stateno = 5020 || Target,stateno = 5070 || Target,stateno = 5080 trigger1 = Target,time = 0 v = 8 value = 2 ignorehitpause = 1 [State 0, VarSet] type = VarSet triggerall = !ishelper trigger1 = var(8) = 1 trigger1 = P2MoveType != A trigger1 = P2MoveType != H trigger2 = var(8) = 1 trigger2 = MoveType != A trigger3 = var(8) >= 2 trigger3 = P2MoveType != H trigger4 = var(8) >= 3 trigger4 = p2stateno = [5120,5150] trigger5 = var(8) >= 3 trigger5 = p2stateno = [0,159] v = 8 value = 0 ignorehitpause = 1 [State 0, AssertSpecial] type = AssertSpecial triggerall = !ishelper triggerall = RoundState = 2 trigger1 = var(8) = [1,6] trigger1 = var(7) trigger2 = var(17) = 1 flag = nojugglecheck ignorehitpause = 1 [State 0, Pause] type = Pause triggerall = !ishelper trigger1 = var(7) trigger1 = var(8) = 2 trigger1 = gametime%3 = 0 time = 2 movetime = 2 ignorehitpause = 1 [State 0, Helper] type = Helper triggerall = !ishelper trigger1 = var(8) = 2 trigger1 = var(7) trigger1 = !NumHelper(8030) helpertype = normal ID = 8030 stateno = 8030 pos = Ceil(EnemyNear,Const(size.ground.front)+var(11)),Ceil(Pos Y-EnemyNear,Pos Y+var(12)) postype = p2 facing = 1 keyctrl = 0 ownpal = 1 pausemovetime = 999999 ignorehitpause = 1 [State 0, Helper] type = Helper triggerall = !ishelper trigger1 = var(8) = 2 trigger1 = var(7) trigger1 = NumHelper(8030) trigger1 = !NumHelper(8035) helpertype = normal ID = 8035 stateno = 8035 pos = 0,-60 postype = p2 facing = -1 keyctrl = 0 ownpal = 1 pausemovetime = 999999 ignorehitpause = 1 [State 0, Helper] type = Helper triggerall = !ishelper trigger1 = var(8) = 3 trigger1 = NumHelper(8035) trigger1 = !NumHelper(8040) helpertype = normal ID = 8040 stateno = 8040 pos = Ceil(EnemyNear,Const(size.ground.front)+var(11)),Ceil(Pos Y-EnemyNear,Pos Y+var(12)) postype = p2 facing = -1 keyctrl = 0 ownpal = 1 pausemovetime = 999999 ignorehitpause = 1 [State 0, Helper] type = Helper triggerall = !ishelper || IsHelper(911) || IsHelper(912) || IsHelper(913) triggerall = !var(4) triggerall = var(8) != 2 || !var(7) ;trigger1 = EnemyNear,GetHitVar(damage) trigger1 = P2MoveType = H trigger1 = p2stateno != [120,159] trigger1 = movehit = 1; || helper(911),movehit = 1 || helper(912),movehit = 1 || helper(913),movehit = 1 helpertype = normal ID = 8010 stateno = 8010 pos = Ceil(EnemyNear,Const(size.ground.front)+var(11)),Ceil(Pos Y-EnemyNear,Pos Y+var(12)) postype = p2 facing = -1 keyctrl = 0 ownpal = 1 pausemovetime = 999999 supermovetime = 999999 ignorehitpause = 1 [State 0, Helper] type = Helper triggerall = !ishelper || IsHelper(911) || IsHelper(912) || IsHelper(913) triggerall = !var(4) trigger1 = EnemyNear,time = 0 trigger1 = P2MoveType = H trigger1 = p2stateno = 150 || p2stateno = 152 || p2stateno = 154 trigger1 = MoveGuarded = 1; || helper(911),MoveGuarded = 1 || helper(912),movehit = 1 || helper(913),movehit = 1 helpertype = normal ID = 8080 stateno = 8080 pos = Ceil(EnemyNear,Const(size.ground.front)+var(11)),Ceil(Pos Y-EnemyNear,Pos Y+var(12)) postype = p2 facing = 1 keyctrl = 0 ownpal = 1 pausemovetime = 999999 supermovetime = 999999 ignorehitpause = 1 [State 0, VarAdd] type = VarAdd trigger1 = MoveContact = 1 v = 4 value = 1 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = var(4) trigger1 = MoveContact != 1 v = 4 value = 0 [State 0, VarSet] type = VarSet triggerall = !ishelper triggerall = RoundState = 2 triggerall = NumTarget triggerall = var(8) = 3 trigger1 = Target,MoveType = H trigger1 = Target,stateno != [5000,5160] trigger1 = Target,stateno != [120,159] v = 8 value = 7 ignorehitpause = 1 [State 0, Explod] type = Explod triggerall = !ishelper trigger1 = var(7) trigger1 = var(8) < 2 trigger1 = var(9) = 1 trigger1 = !NumExplod(8260+((var(7)+59)/60)%10) anim = 8260+((var(7)+59)/60)%10 ID = 8260+((var(7)+59)/60)%10 pos = 70,60 postype = left bindtime = -1 removetime = -1 scale = .5,.5 sprpriority = 20 ownpal = 1 pausemovetime = 999999 ignorehitpause = 1 [State 0, Explod] type = Explod triggerall = !ishelper trigger1 = var(7) >= 541 trigger1 = var(8) < 2 trigger1 = var(9) = 1 trigger1 = !NumExplod(8270+((var(7)+59)/600)%10) anim = 8260+((var(7)+59)/600)%10 ID = 8270+((var(7)+59)/600)%10 pos = 55,60 postype = left bindtime = -1 removetime = -1 scale = .5,.5 sprpriority = 20 ownpal = 1 pausemovetime = 999999 ignorehitpause = 1 [State 0, Explod] type = Explod triggerall = !ishelper trigger1 = var(7) trigger1 = var(8) < 2 trigger1 = var(9) = 1 trigger1 = !NumExplod(8280) anim = 8270 ID = 8280 pos = 90,60 postype = left bindtime = -1 removetime = -1 pausemovetime = 999999 supermovetime = 999999 scale = .5,.5 sprpriority = 19 ownpal = 1 ignorehitpause = 1 [State 0, Explod] type = Explod triggerall = !ishelper trigger1 = var(7) trigger1 = var(8) < 2 trigger1 = var(9) = -1 trigger1 = !NumExplod(8260+((var(7)+59)/60)%10) anim = 8260+((var(7)+59)/60)%10 ID = 8260+((var(7)+59)/60)%10 pos = -85,60 postype = right bindtime = -1 removetime = -1 scale = .5,.5 sprpriority = 20 ownpal = 1 pausemovetime = 999999 ignorehitpause = 1 [State 0, Explod] type = Explod triggerall = !ishelper trigger1 = var(7) >= 540 trigger1 = var(8) < 2 trigger1 = var(9) = -1 trigger1 = !NumExplod(8270+((var(7)+59)/600)%10) anim = 8260+((var(7)+59)/600)%10 ID = 8270+((var(7)+59)/600)%10 pos = -100,60 postype = right bindtime = -1 removetime = -1 scale = .5,.5 sprpriority = 20 ownpal = 1 pausemovetime = 999999 ignorehitpause = 1 [State 0, Explod] type = Explod triggerall = !ishelper trigger1 = var(7) trigger1 = var(8) < 2 trigger1 = var(9) = -1 trigger1 = !NumExplod(8280) anim = 8270 ID = 8280 pos = -65,60 postype = right bindtime = -1 removetime = -1 pausemovetime = 999999 supermovetime = 999999 scale = .5,.5 sprpriority = 19 ownpal = 1 ignorehitpause = 1 [State 0, RemoveExplod] type = RemoveExplod triggerall = !IsHelper triggerall = NumExplod(8260) trigger1 = ((var(7)+59)/60)%10 != 0 trigger2 = !var(7) trigger3 = var(8) >= 2 id = 8260 ignorehitpause = 1 [State 0, RemoveExplod] type = RemoveExplod triggerall = !IsHelper triggerall = NumExplod(8261) trigger1 = ((var(7)+59)/60)%10 != 1 trigger2 = !var(7) trigger3 = var(8) >= 2 id = 8261 ignorehitpause = 1 [State 0, RemoveExplod] type = RemoveExplod triggerall = !IsHelper triggerall = NumExplod(8262) trigger1 = ((var(7)+59)/60)%10 != 2 trigger2 = !var(7) trigger3 = var(8) >= 2 id = 8262 ignorehitpause = 1 [State 0, RemoveExplod] type = RemoveExplod triggerall = !IsHelper triggerall = NumExplod(8263) trigger1 = ((var(7)+59)/60)%10 != 3 trigger2 = !var(7) trigger3 = var(8) >= 2 id = 8263 ignorehitpause = 1 [State 0, RemoveExplod] type = RemoveExplod triggerall = !IsHelper triggerall = NumExplod(8264) trigger1 = ((var(7)+59)/60)%10 != 4 trigger2 = !var(7) trigger3 = var(8) >= 2 id = 8264 ignorehitpause = 1 [State 0, RemoveExplod] type = RemoveExplod triggerall = !IsHelper triggerall = NumExplod(8265) trigger1 = ((var(7)+59)/60)%10 != 5 trigger2 = !var(7) trigger3 = var(8) >= 2 id = 8265 ignorehitpause = 1 [State 0, RemoveExplod] type = RemoveExplod triggerall = NumExplod(8266) trigger1 = ((var(7)+59)/60)%10 != 6 trigger2 = !var(7) trigger3 = var(8) >= 2 id = 8266 ignorehitpause = 1 [State 0, RemoveExplod] type = RemoveExplod triggerall = NumExplod(8267) trigger1 = ((var(7)+59)/60)%10 != 7 trigger2 = !var(7) trigger3 = var(8) >= 2 id = 8267 ignorehitpause = 1 [State 0, RemoveExplod] type = RemoveExplod triggerall = NumExplod(8268) trigger1 = ((var(7)+59)/60)%10 != 8 trigger2 = !var(7) trigger3 = var(8) >= 2 id = 8268 ignorehitpause = 1 [State 0, RemoveExplod] type = RemoveExplod triggerall = NumExplod(8269) trigger1 = ((var(7)+59)/60)%10 != 9 trigger2 = !var(7) trigger3 = var(8) >= 2 id = 8269 ignorehitpause = 1 [State 0, RemoveExplod] type = RemoveExplod triggerall = NumExplod(8270) trigger1 = ((var(7)+59)/600)%10 != 0 trigger2 = var(7) < 541 trigger3 = var(8) >= 2 id = 8270 ignorehitpause = 1 [State 0, RemoveExplod] type = RemoveExplod triggerall = !IsHelper triggerall = NumExplod(8271) trigger1 = ((var(7)+59)/600)%10 != 1 trigger2 = var(7) < 541 trigger3 = var(8) >= 2 id = 8271 ignorehitpause = 1 [State 0, RemoveExplod] type = RemoveExplod triggerall = !IsHelper triggerall = NumExplod(8272) trigger1 = ((var(7)+59)/600)%10 != 2 trigger2 = var(7) < 541 trigger3 = var(8) >= 2 id = 8272 ignorehitpause = 1 [State 0, RemoveExplod] type = RemoveExplod triggerall = !IsHelper triggerall = NumExplod(8273) trigger1 = ((var(7)+59)/600)%10 != 3 trigger2 = var(7) < 541 trigger3 = var(8) >= 2 id = 8273 ignorehitpause = 1 [State 0, RemoveExplod] type = RemoveExplod triggerall = !IsHelper triggerall = NumExplod(8274) trigger1 = ((var(7)+59)/600)%10 != 4 trigger2 = var(7) < 541 trigger3 = var(8) >= 2 id = 8274 ignorehitpause = 1 [State 0, RemoveExplod] type = RemoveExplod triggerall = !IsHelper triggerall = NumExplod(8275) trigger1 = ((var(7)+59)/600)%10 != 5 trigger2 = var(7) < 541 trigger3 = var(8) >= 2 id = 8275 ignorehitpause = 1 [State 0, RemoveExplod] type = RemoveExplod triggerall = !IsHelper triggerall = NumExplod(8276) trigger1 = ((var(7)+59)/600)%10 != 6 trigger2 = var(7) < 541 trigger3 = var(8) >= 2 id = 8276 ignorehitpause = 1 [State 0, RemoveExplod] type = RemoveExplod triggerall = !IsHelper triggerall = NumExplod(8277) trigger1 = ((var(7)+59)/600)%10 != 7 trigger2 = var(7) < 541 trigger3 = var(8) >= 2 id = 8277 ignorehitpause = 1 [State 0, RemoveExplod] type = RemoveExplod triggerall = !IsHelper triggerall = NumExplod(8278) trigger1 = ((var(7)+59)/600)%10 != 8 trigger2 = var(7) < 541 trigger3 = var(8) >= 2 id = 8278 ignorehitpause = 1 [State 0, RemoveExplod] type = RemoveExplod triggerall = !IsHelper triggerall = NumExplod(8279) trigger1 = ((var(7)+59)/600)%10 != 9 trigger2 = var(7) < 541 trigger3 = var(8) >= 2 id = 8279 ignorehitpause = 1 [State 0, RemoveExplod] type = RemoveExplod triggerall = !IsHelper triggerall = NumExplod(8280) trigger1 = !var(7) trigger2 = var(8) >= 2 id = 8280 ignorehitpause = 1 ;------------------------------------------------------------------- [State 0, VarSet] type = VarSet triggerall = !ishelper trigger1 = var(3) != stateno trigger1 = MoveType != H trigger1 = stateno != 900 v = 3 value = stateno ignorehitpause = 1 [State 0, VarAdd] type = VarAdd triggerall = !ishelper trigger1 = var(5) > 0 v = 5 value = -1 [State 0, VarSet] type = VarSet triggerall = !ishelper trigger1 = var(5) < 0 v = 5 value = 0 [State 0, VarSet] type = VarSet triggerall = !ishelper trigger1 = var(2) trigger1 = !var(5) v = 2 value = 0 ;------------------------------------------------------------------- [State 0, AfterImageTime] type = AfterImageTime triggerall = !IsHelper triggerall = var(2) = 4 triggerall = var(5) > 3 trigger1 = gametime%5 = 0 time = 20 ignorehitpause = 1 [State 0, AfterImageTime] type = AfterImageTime triggerall = !IsHelper triggerall = var(2) = 4 trigger1 = var(5) = 1 time = 0 ignorehitpause = 1 [State 0, BGPalFX] type = BGPalFX triggerall = !IsHelper trigger1 = var(2) = 4 trigger1 = var(5) > 3 time = 1 add = -80,-80,-80 mul = 256,256,256 ignorehitpause = 1 [State 0, BGPalFX] type = BGPalFX triggerall = !IsHelper trigger1 = var(2) = 4 trigger1 = var(5) = 3 time = 10 add = -80,-80,-80 mul = 256,256,256 sinadd = 80,80,80,40 ignorehitpause = 1 [State 0, Helper] type = Helper triggerall = !IsHelper triggerall = var(2) = 4 triggerall = time = 1 trigger1 = stateno = 200 || stateno = 220 || stateno = 250 || stateno = 330 || stateno = 350 || stateno = 360 trigger2 = stateno = 400 || stateno = 410 || stateno = 440 || stateno = 520 || stateno = 530 || stateno = 540 trigger3 = stateno = 600 || stateno = 610 || stateno = 650 trigger4 = stateno = 1010 trigger5 = stateno = 2010 || stateno = 2015 || stateno = 2020 || stateno = 2025 || stateno = 2030 || stateno = 2035 || stateno = 2045 trigger6 = stateno = 2110 helpertype = player ID = 911 stateno = 911 pos = 0,0 postype = p1 keyctrl = 0 ownpal = 1 pausemovetime = 999999 supermovetime = 999999 ignorehitpause = 1 [State 0, AssertSpecial] type = AssertSpecial trigger1 = IsHelper(911) || IsHelper(912) || IsHelper(913) flag = invisible ignorehitpause = 1 [State 0, NotHitBy] type = NotHitBy trigger1 = IsHelper(911) || IsHelper(912) || IsHelper(913) value = SCA ignorehitpause = 1 [State 0, PlayerPush] type = PlayerPush trigger1 = IsHelper(911) || IsHelper(912) || IsHelper(913) value = 0 ignorehitpause = 1 [State 0, DestroySelf] type = DestroySelf triggerall = IsHelper trigger1 = root,var(2) != 4 trigger2 = stateno = [0,199] trigger3 = MoveType = H ignorehitpause = 1 ;------------------------------------------------------------------- [State 0, Helper] type = Helper triggerall = !ishelper trigger1 = var(2) != 4 trigger1 = var(5) trigger1 = gametime%2 = 0 helpertype = normal ID = 8025 stateno = 8025 pos = 0,0 postype = p1 keyctrl = 0 ownpal = 1 pausemovetime = 999999 supermovetime = 999999 ignorehitpause = 1 [State 0, Helper] type = Helper triggerall = !ishelper trigger1 = var(2) != 4 trigger1 = var(5) = 2 trigger1 = !NumHelper(8020) helpertype = normal ID = 8020 stateno = 8020 pos = 0,-60 postype = p1 keyctrl = 0 ownpal = 1 pausemovetime = 999999 supermovetime = 999999 ignorehitpause = 1 ;========================================================================= [State 0, VarSet] type = VarSet triggerall = !ishelper || IsHelper(911) || IsHelper(912) || IsHelper(913) trigger1 = fvar(0) > 10 fv = 0 value = 10 [State 0, VarSet] type = VarSet triggerall = !ishelper triggerall = RoundState = 2 triggerall = fvar(0) trigger1 = P2movetype != H trigger2 = P2stateno = [120,159] fv = 0 value = 0 [State 0, AttackMulSet] type = AttackMulSet triggerall = IsHelper(911) || IsHelper(912) || IsHelper(913) trigger1 = 1 value = (1-fvar(0)*9/100.0)/5.0 ignorehitpause = 1 [State 0, AttackMulSet] type = AttackMulSet triggerall = !ishelper trigger1 = 1 value = (1+(var(2)=2)*((power/PowerMax)/4.0))*(1-fvar(0)*9/100.0) ignorehitpause = 1 [State 0, DefenceMulSet] type = DefenceMulSet triggerall = !ishelper trigger1 = 1 value = 1-(var(2)=2)*((power/PowerMax)/4.0) ignorehitpause = 1 [State 0, HitOverride] type = HitOverride triggerall = !ishelper triggerall = stateno != [120,159] trigger1 = var(2) = 1 ;trigger2 = var(2) = 4 attr = SCA,NA,SA,HA,NP,SP,HP slot = 0 stateno = 900 time = 1 ignorehitpause = 1 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper triggerall = life < 400 triggerall = MoveType != H triggerall = RoundState = 2 trigger1 = var(2) != 1 trigger1 = gametime%120 = 0 trigger2 = var(2) = 1 trigger2 = gametime%80 = 0 value = S230,0 volume = 50 channel = -1 ignorehitpause = 1 [State 0, LifeAdd] type = LifeAdd triggerall = !ishelper triggerall = life < 400 triggerall = MoveType != H triggerall = RoundState = 2 trigger1 = var(2) != 1 trigger1 = gametime%120 = 0 trigger2 = var(2) = 1 trigger2 = gametime%80 = 0 value = 30 ignorehitpause = 1 [State 0, Helper] type = Helper triggerall = !ishelper trigger1 = var(2) trigger1 = !NumHelper(8060) helpertype = normal ID = 8060 stateno = 8060 pos = 0,0 postype = p1 facing = 1 keyctrl = 0 ownpal = 1 pausemovetime = 999999 supermovetime = 999999 ignorehitpause = 1 ;------------------------------------------------------------------- [State 0, PlaySnd] type = PlaySnd triggerall = !IsHelper trigger1 = Random > 500 trigger1 = time = 1 trigger1 = MoveType = H trigger1 = stateno = 5000 || stateno = 5010 || stateno = 5020 || stateno = 5070 || stateno = 5080 value = S5000,0+Random%4 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd triggerall = !IsHelper trigger1 = Random > 500 trigger1 = time = 1 trigger1 = stateno = 5120 value = S5120,0+Random%2 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = time = 1 trigger1 = stateno = 106 value = S40,0 volume = 0 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper triggerall = time = 1 trigger1 = stateno = 52 trigger2 = stateno = 107 value = S52,0 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd triggerall = !ishelper trigger1 = EnemyNear,time = 1 trigger1 = p2stateno = 2073 value = S52,1 volume = 0 [State 0, PlaySnd] type = null;PlaySnd triggerall = !ishelper trigger1 = AnimElemtime(1) = 1 trigger1 = Anim = 100 value = S100,0 volume = 0 channel = 5 [State 0, PlaySnd] type = null;PlaySnd triggerall = !ishelper trigger1 = AnimElem = 5 trigger1 = Anim = 100 value = S100,1 volume = 0 volume = 5 [State 0, StopSnd] type = StopSnd triggerall = !IsHelper trigger1 = anim != [100,101] trigger1 = time = [0,2] channel = 5 [State 0, StopSnd] type = StopSnd triggerall = !IsHelper trigger1 = PrevStateNo = 191 trigger1 = time = 1 channel = 0 ;------------------------------------------------------------------- [State 0, VarSet] type = VarSet triggerall = !ishelper trigger1 = var(6) trigger1 = StateType != A v = 6 value = 0 [State 0, VarSet] type = VarSet triggerall = !ishelper trigger1 = var(10) trigger1 = stateno != [250,261] v = 10 value = 0 [State 0, AfterImage] type = AfterImage triggerall = !ishelper triggerall = var(2) != 4 trigger1 = MoveType = H trigger1 = time = 1 time = 0 ;=========================================================================== ;--------------------------------------------------------------------------- [Statedef -3] [State 0, DisplayToClipboard] type = DisplayToClipboard trigger1 = 1 text = "var(4) = %d , var(20) = %d , var(16) = %d, fvar(3) = %f, fvar(0) = %f" params = prevstateno,var(20),var(16) ,fvar(3),fvar(0) ignorehitpause = 1 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noairguard [State 0, AssertSpecial] type = AssertSpecial trigger1 = RoundState != 2 flag = nowalk ;===================================================================== [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) trigger1 = command = "FF" fv = 1 value = 421 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) trigger1 = command = "BB" fv = 1 value = 441 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) trigger1 = command = "28" fv = 1 value = 261 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) trigger1 = command = "2$8" fv = 1 value = 241 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) trigger1 = command = "46" fv = 1 value = 301 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) trigger1 = command = "64" fv = 1 value = 341 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) trigger1 = command = "22" fv = 1 value = 361 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) trigger1 = command = "4$6" fv = 1 value = 281 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) trigger1 = command = "6$4" fv = 1 value = 321 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) trigger1 = command = "464" fv = 1 value = 381 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) trigger1 = command = "646" fv = 1 value = 401 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) trigger1 = command = "236" fv = 1 value = 1 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) trigger1 = command = "41236" fv = 1 value = 21 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) trigger1 = command = "623" fv = 1 value = 41 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) trigger1 = command = "641236" fv = 1 value = 61 ignorehitpause = 1 ;[state -3] ;type = varset ;triggerall = !ishelper ;triggerall = !fvar(8) ;trigger1 = command = "2369" ;fv = 1 ;value = 81 ;ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) trigger1 = command = "214" fv = 1 value = 101 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) trigger1 = command = "63214" fv = 1 value = 121 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) trigger1 = command = "421" fv = 1 value = 141 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) trigger1 = command = "463214" fv = 1 value = 161 ignorehitpause = 1 ;[state -3] ;type = varset ;triggerall = !ishelper ;triggerall = !fvar(8) ;trigger1 = command = "2147" ;fv = 1 ;value = 181 ;ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) trigger1 = command = "2146" fv = 1 value = 201 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) trigger1 = command = "2364" fv = 1 value = 221 ignorehitpause = 1 ;------------------------------------------------------------------------------- [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) trigger1 = command = "236236" fv = 1 value = 601 ignorehitpause = 1 ;[state -3] ;type = varset ;triggerall = !ishelper ;triggerall = !fvar(8) ;trigger1 = command = "262626" ;fv = 1 ;value = 641 ;ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) trigger1 = command = "214214" fv = 1 value = 661 ignorehitpause = 1 ;[state -3] ;type = varset ;triggerall = !ishelper ;triggerall = !fvar(8) ;trigger1 = command = "242424" ;fv = 1 ;value = 701 ;ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) trigger1 = command = "236214" fv = 1 value = 721 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) trigger1 = command = "214236" fv = 1 value = 741 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) trigger1 = command = "4123641236" fv = 1 value = 621 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) trigger1 = command = "6321463214" fv = 1 value = 681 ignorehitpause = 1 ;=============================================================================== ;------------------------------------------------------------------------------- [state -3] type = varadd triggerall = !ishelper ;triggerall = roundstate > 1 trigger1 = fvar(1) fv = 1 value = 1 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper trigger1=fvar(1)=20||fvar(1)=40||fvar(1)=60||fvar(1)=80||fvar(1)=100 trigger2=fvar(1)=120||fvar(1)=140||fvar(1)=160||fvar(1)=180||fvar(1)=200 trigger3=fvar(1)=220||fvar(1)=240||fvar(1)=260||fvar(1)=280||fvar(1)=300 trigger4=fvar(1)=320||fvar(1)=340||fvar(1)=360||fvar(1)=380||fvar(1)=400 trigger5=fvar(1)=420||fvar(1)=440||fvar(1)=460||fvar(1)=480||fvar(1)=500 trigger6=fvar(1)=520||fvar(1)=540||fvar(1)=560||fvar(1)=580||fvar(1)=600 trigger7=fvar(1)=620||fvar(1)=640||fvar(1)=660||fvar(1)=680||fvar(1)=700 trigger8=fvar(1)=720||fvar(1)=740||fvar(1)=760||fvar(1)=780||fvar(1)=800 trigger9=fvar(1)=820||fvar(1)=840||fvar(1)=860||fvar(1)=880||fvar(1)=900 trigger10=fvar(1)=920||fvar(1)=940||fvar(1)=960||fvar(1)=980||fvar(1)=1000 trigger11=fvar(1)=1020||fvar(1)=1040||fvar(1)=1060||fvar(1)=1080||fvar(1)=1100 trigger12=fvar(1)=1120||fvar(1)=1140||fvar(1)=1160||fvar(1)=1180||fvar(1)=1200 fv = 1 value = 0 ignorehitpause = 1 [state -3] type = varadd triggerall = !ishelper trigger1 = fvar(3) fv = 3 value = 1 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper trigger1=fvar(3)=20||fvar(3)=40||fvar(3)=60||fvar(3)=80||fvar(3)=100 trigger2=fvar(3)=120||fvar(3)=140||fvar(3)=160||fvar(3)=180||fvar(3)=200 trigger3=fvar(3)=220||fvar(3)=240||fvar(3)=260||fvar(3)=280||fvar(3)=300 trigger4=fvar(3)=320||fvar(3)=340||fvar(3)=360||fvar(3)=380||fvar(3)=400 trigger5=fvar(3)=420||fvar(3)=440||fvar(3)=460||fvar(3)=480||fvar(3)=500 trigger6=fvar(3)=520||fvar(3)=540||fvar(3)=560||fvar(3)=580||fvar(3)=600 trigger7=fvar(3)=620||fvar(3)=640||fvar(3)=660||fvar(3)=680||fvar(3)=700 trigger8=fvar(3)=720||fvar(3)=740||fvar(3)=760||fvar(3)=780||fvar(3)=800 trigger9=fvar(3)=820||fvar(3)=840||fvar(3)=860||fvar(3)=880||fvar(3)=900 trigger10=fvar(3)=920||fvar(3)=940||fvar(3)=960||fvar(3)=980||fvar(3)=1000 trigger11=fvar(3)=1020||fvar(3)=1040||fvar(3)=1060||fvar(3)=1080||fvar(3)=1100 trigger12=fvar(3)=1120||fvar(3)=1140||fvar(3)=1160||fvar(3)=1180||fvar(3)=1200 trigger13=fvar(3)=1220||fvar(3)=1240||fvar(3)=1260||fvar(3)=1280||fvar(3)=1300 trigger14=fvar(3)=1320||fvar(3)=1340||fvar(3)=1360||fvar(3)=1380||fvar(3)=1400 trigger15=fvar(3)=1420||fvar(3)=1440||fvar(3)=1460||fvar(3)=1480||fvar(3)=1500 trigger16=fvar(3)=1520||fvar(3)=1540||fvar(3)=1560||fvar(3)=1580||fvar(3)=1600 trigger17=fvar(3)=1620||fvar(3)=1640||fvar(3)=1660||fvar(3)=1680||fvar(3)=1700 trigger18=fvar(3)=1720||fvar(3)=1740||fvar(3)=1760||fvar(3)=1780||fvar(3)=1800 trigger19=fvar(3)=1820||fvar(3)=1840||fvar(3)=1860||fvar(3)=1880||fvar(3)=1900 trigger20=fvar(3)=1920||fvar(3)=1940||fvar(3)=1960||fvar(3)=1980||fvar(3)=2000 trigger21=fvar(3)=2020||fvar(3)=2040||fvar(3)=2060||fvar(3)=2080||fvar(3)=2100 trigger22=fvar(3)=2120||fvar(3)=2140||fvar(3)=2160||fvar(3)=2180||fvar(3)=2200 trigger23=fvar(3)=2220||fvar(3)=2240||fvar(3)=2260||fvar(3)=2280||fvar(3)=2300 trigger24=fvar(3)=2320||fvar(3)=2340||fvar(3)=2360||fvar(3)=2380||fvar(3)=2400 trigger25=fvar(3)=2420||fvar(3)=2440||fvar(3)=2460||fvar(3)=2480||fvar(3)=2500 trigger26=fvar(3)=2520||fvar(3)=2540||fvar(3)=2560||fvar(3)=2580||fvar(3)=2600 trigger27=fvar(3)=2620||fvar(3)=2640||fvar(3)=2660||fvar(3)=2680||fvar(3)=2700 trigger28=fvar(3)=2720||fvar(3)=2740||fvar(3)=2760||fvar(3)=2780||fvar(3)=2800 trigger29=fvar(3)=2820||fvar(3)=2840||fvar(3)=2860||fvar(3)=2880||fvar(3)=2900 trigger30=fvar(3)=2920||fvar(3)=2940||fvar(3)=2960||fvar(3)=2980||fvar(3)=3000 fv = 3 value = 0 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper trigger1=fvar(3)=3020||fvar(3)=3040||fvar(3)=3060||fvar(3)=3080||fvar(3)=3100 trigger2=fvar(3)=3120||fvar(3)=3140||fvar(3)=3160||fvar(3)=3180||fvar(3)=3200 trigger3=fvar(3)=3220||fvar(3)=3240||fvar(3)=3260||fvar(3)=3280||fvar(3)=3300 trigger4=fvar(3)=3320||fvar(3)=3340||fvar(3)=3360||fvar(3)=3380||fvar(3)=3400 trigger5=fvar(3)=3420||fvar(3)=3440||fvar(3)=3460||fvar(3)=3480||fvar(3)=3500 trigger6=fvar(3)=3520||fvar(3)=3540||fvar(3)=3560||fvar(3)=3580||fvar(3)=3600 trigger7=fvar(3)=3620||fvar(3)=3640||fvar(3)=3660||fvar(3)=3680||fvar(3)=3700 trigger8=fvar(3)=3720||fvar(3)=3740||fvar(3)=3760||fvar(3)=3780||fvar(3)=3800 trigger9=fvar(3)=3820||fvar(3)=3840||fvar(3)=3860||fvar(3)=3880||fvar(3)=3900 trigger10=fvar(3)=3920||fvar(3)=3940||fvar(3)=3960||fvar(3)=3980||fvar(3)=4000 trigger11=fvar(3)=4020||fvar(3)=4040||fvar(3)=4060||fvar(3)=4080||fvar(3)=4100 trigger12=fvar(3)=4120||fvar(3)=4140||fvar(3)=4160||fvar(3)=4180||fvar(3)=4200 trigger13=fvar(3)=4220||fvar(3)=4240||fvar(3)=4260||fvar(3)=4280||fvar(3)=4300 trigger14=fvar(3)=4320||fvar(3)=4340||fvar(3)=4360||fvar(3)=4380||fvar(3)=4400 fv = 3 value = 0 ignorehitpause = 1 ;------------------------------------------------------------------------------- [state -3] type = varset trigger1 = stateno = 5120 trigger1 = p2bodydist x < -33 fv = 2 value = 1 ignorehitpause=1 [state -3] type = varset trigger1 = stateno != 5120 trigger1 = fvar(2) > 0 fv = 2 value = 0 ignorehitpause = 1 ;=============================================================================== [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = fvar(3) != [2901,2919] trigger1 = command = "a" fv = 3 value = 1 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = fvar(3) != [2921,2939] trigger1 = command = "b" fv = 3 value = 21 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) trigger1 = command = "c" fv = 3 value = 41 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = fvar(3) != [2941,2959] trigger1 = command = "x" fv = 3 value = 61 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = fvar(3) != [2961,2979] trigger1 = command = "y" fv = 3 value = 81 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) trigger1 = command = "z" fv = 3 value = 101 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) trigger1 = command = "a" trigger1 = command = "b" fv = 3 value = 121 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) trigger1 = command = "x" trigger1 = command = "y" fv = 3 value = 141 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) trigger1 = command = "a" trigger1 = command = "x" fv = 3 value = 161 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) trigger1 = command = "b" trigger1 = command = "y" fv = 3 value = 181 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) trigger1 = command = "b" trigger1 = command = "y" fv = 3 value = 201 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) trigger1 = command = "call" fv = 3 value = 221 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) trigger1 = command = "start" fv = 3 value = 241 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "x" trigger1 = fvar(1) = [421,429] fv = 3 value = 4281 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "a" trigger1 = fvar(1) = [421,429] fv = 3 value = 4341 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "y" trigger1 = fvar(1) = [421,429] fv = 3 value = 4301 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "b" trigger1 = fvar(1) = [421,429] fv = 3 value = 4361 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "a" trigger1 = fvar(1) = [1,9] trigger1 = !fvar(2) trigger2 = fvar(1) = [101,109] trigger2 = fvar(2) fv = 3 value = 301 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "b" trigger1 = fvar(1) = [1,9] trigger1 = !fvar(2) trigger2 = fvar(1) = [101,109] trigger2 = fvar(2) fv = 3 value = 321 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "c" trigger1 = fvar(1) = [1,9] trigger1 = !fvar(2) trigger2 = fvar(1) = [101,109] trigger2 = fvar(2) fv = 3 value = 341 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "x" trigger1 = fvar(1) = [1,9] trigger1 = !fvar(2) trigger2 = fvar(1) = [101,109] trigger2 = fvar(2) fv = 3 value = 361 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "y" trigger1 = fvar(1) = [1,9] trigger1 = !fvar(2) trigger2 = fvar(1) = [101,109] trigger2 = fvar(2) fv = 3 value = 381 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "z" trigger1 = fvar(1) = [1,9] trigger1 = !fvar(2) trigger2 = fvar(1) = [101,109] trigger2 = fvar(2) fv = 3 value = 401 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "call" trigger1 = fvar(1) = [1,9] trigger1 = !fvar(2) trigger2 = fvar(1) = [101,109] trigger2 = fvar(2) fv = 3 value = 421 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "a" trigger1 = fvar(1) = [21,29] trigger1 = !fvar(2) trigger2 = fvar(1) = [121,129] trigger2 = fvar(2) fv = 3 value = 481 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "b" trigger1 = fvar(1) = [21,29] trigger1 = !fvar(2) trigger2 = fvar(1) = [121,129] trigger2 = fvar(2) fv = 3 value = 501 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "c" trigger1 = fvar(1) = [21,29] trigger1 = !fvar(2) trigger2 = fvar(1) = [121,129] trigger2 = fvar(2) fv = 3 value = 521 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "x" trigger1 = fvar(1) = [21,29] trigger1 = !fvar(2) trigger2 = fvar(1) = [121,129] trigger2 = fvar(2) fv = 3 value = 541 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "y" trigger1 = fvar(1) = [21,29] trigger1 = !fvar(2) trigger2 = fvar(1) = [121,129] trigger2 = fvar(2) fv = 3 value = 561 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "z" trigger1 = fvar(1) = [21,29] trigger1 = !fvar(2) trigger2 = fvar(1) = [121,129] trigger2 = fvar(2) fv = 3 value = 581 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "call" trigger1 = fvar(1) = [21,29] trigger1 = !fvar(2) trigger2 = fvar(1) = [121,129] trigger2 = fvar(2) fv = 3 value = 601 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "a" trigger1 = fvar(1) = [41,49] trigger1 = !fvar(2) trigger2 = fvar(1) = [141,149] trigger2 = fvar(2) fv = 3 value = 661 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "b" trigger1 = fvar(1) = [41,49] trigger1 = !fvar(2) trigger2 = fvar(1) = [141,149] trigger2 = fvar(2) fv = 3 value = 681 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "c" trigger1 = fvar(1) = [41,49] trigger1 = !fvar(2) trigger2 = fvar(1) = [141,149] trigger2 = fvar(2) fv = 3 value = 701 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "x" trigger1 = fvar(1) = [41,49] trigger1 = !fvar(2) trigger2 = fvar(1) = [141,149] trigger2 = fvar(2) fv = 3 value = 721 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "y" trigger1 = fvar(1) = [41,49] trigger1 = !fvar(2) trigger2 = fvar(1) = [141,149] trigger2 = fvar(2) fv = 3 value = 741 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "z" trigger1 = fvar(1) = [41,49] trigger1 = !fvar(2) trigger2 = fvar(1) = [141,149] trigger2 = fvar(2) fv = 3 value = 761 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "call" trigger1 = fvar(1) = [41,49] trigger1 = !fvar(2) trigger2 = fvar(1) = [141,149] trigger2 = fvar(2) fv = 3 value = 781 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "a" trigger1 = fvar(1) = [61,69] trigger1 = !fvar(2) trigger2 = fvar(1) = [161,169] trigger2 = fvar(2) fv = 3 value = 841 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "b" trigger1 = fvar(1) = [61,69] trigger1 = !fvar(2) trigger2 = fvar(1) = [161,169] trigger2 = fvar(2) fv = 3 value = 861 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "c" trigger1 = fvar(1) = [61,69] trigger1 = !fvar(2) trigger2 = fvar(1) = [161,169] trigger2 = fvar(2) fv = 3 value = 881 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "x" trigger1 = fvar(1) = [61,69] trigger1 = !fvar(2) trigger2 = fvar(1) = [161,169] trigger2 = fvar(2) fv = 3 value = 901 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "y" trigger1 = fvar(1) = [61,69] trigger1 = !fvar(2) trigger2 = fvar(1) = [161,169] trigger2 = fvar(2) fv = 3 value = 921 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "z" trigger1 = fvar(1) = [61,69] trigger1 = !fvar(2) trigger2 = fvar(1) = [161,169] trigger2 = fvar(2) fv = 3 value = 941 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "call" trigger1 = fvar(1) = [61,69] trigger1 = !fvar(2) trigger2 = fvar(1) = [161,169] trigger2 = fvar(2) fv = 3 value = 961 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "x" triggerall = command = "y" trigger1 = fvar(1) = [61,69] trigger1 = !fvar(2) trigger2 = fvar(1) = [161,169] trigger2 = fvar(2) fv = 3 value = 981 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "a" trigger1 = fvar(1) = [81,89] trigger1 = !fvar(2) trigger2 = fvar(1) = [181,189] trigger2 = fvar(2) fv = 3 value = 1021 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "b" trigger1 = fvar(1) = [81,89] trigger1 = !fvar(2) trigger2 = fvar(1) = [181,189] trigger2 = fvar(2) fv = 3 value = 1041 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "x" trigger1 = fvar(1) = [81,89] trigger1 = !fvar(2) trigger2 = fvar(1) = [181,189] trigger2 = fvar(2) fv = 3 value = 1061 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "y" trigger1 = fvar(1) = [81,89] trigger1 = !fvar(2) trigger2 = fvar(1) = [181,189] trigger2 = fvar(2) fv = 3 value = 1081 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "a" trigger1 = fvar(1) = [101,109] trigger1 = !fvar(2) trigger2 = fvar(1) = [1,9] trigger2 = fvar(2) fv = 3 value = 1141 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "b" trigger1 = fvar(1) = [101,109] trigger1 = !fvar(2) trigger2 = fvar(1) = [1,9] trigger2 = fvar(2) fv = 3 value = 1161 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "c" trigger1 = fvar(1) = [101,109] trigger1 = !fvar(2) trigger2 = fvar(1) = [1,9] trigger2 = fvar(2) fv = 3 value = 1181 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "x" trigger1 = fvar(1) = [101,109] trigger1 = !fvar(2) trigger2 = fvar(1) = [1,9] trigger2 = fvar(2) fv = 3 value = 1201 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "y" trigger1 = fvar(1) = [101,109] trigger1 = !fvar(2) trigger2 = fvar(1) = [1,9] trigger2 = fvar(2) fv = 3 value = 1221 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "a" trigger1 = fvar(1) = [121,129] trigger1 = !fvar(2) trigger2 = fvar(1) = [21,29] trigger2 = fvar(2) fv = 3 value = 1281 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "b" trigger1 = fvar(1) = [121,129] trigger1 = !fvar(2) trigger2 = fvar(1) = [21,29] trigger2 = fvar(2) fv = 3 value = 1301 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "c" trigger1 = fvar(1) = [121,129] trigger1 = !fvar(2) trigger2 = fvar(1) = [21,29] trigger2 = fvar(2) fv = 3 value = 1321 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "x" trigger1 = fvar(1) = [121,129] trigger1 = !fvar(2) trigger2 = fvar(1) = [21,29] trigger2 = fvar(2) fv = 3 value = 1341 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "y" trigger1 = fvar(1) = [121,129] trigger1 = !fvar(2) trigger2 = fvar(1) = [21,29] trigger2 = fvar(2) fv = 3 value = 1361 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "a" trigger1 = fvar(1) = [141,149] trigger1 = !fvar(2) trigger2 = fvar(1) = [41,49] trigger2 = fvar(2) fv = 3 value = 1421 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "b" trigger1 = fvar(1) = [141,149] trigger1 = !fvar(2) trigger2 = fvar(1) = [41,49] trigger2 = fvar(2) fv = 3 value = 1441 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "c" trigger1 = fvar(1) = [141,149] trigger1 = !fvar(2) trigger2 = fvar(1) = [41,49] trigger2 = fvar(2) fv = 3 value = 1461 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "x" trigger1 = fvar(1) = [141,149] trigger1 = !fvar(2) trigger2 = fvar(1) = [41,49] trigger2 = fvar(2) fv = 3 value = 1481 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "y" trigger1 = fvar(1) = [141,149] trigger1 = !fvar(2) trigger2 = fvar(1) = [41,49] trigger2 = fvar(2) fv = 3 value = 1501 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "a" trigger1 = fvar(1) = [161,169] trigger1 = !fvar(2) trigger2 = fvar(1) = [61,69] trigger2 = fvar(2) fv = 3 value = 1561 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "b" trigger1 = fvar(1) = [161,169] trigger1 = !fvar(2) trigger2 = fvar(1) = [61,69] trigger2 = fvar(2) fv = 3 value = 1581 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "c" trigger1 = fvar(1) = [161,169] trigger1 = !fvar(2) trigger2 = fvar(1) = [61,69] trigger2 = fvar(2) fv = 3 value = 1601 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "x" trigger1 = fvar(1) = [161,169] trigger1 = !fvar(2) trigger2 = fvar(1) = [61,69] trigger2 = fvar(2) fv = 3 value = 1621 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "y" trigger1 = fvar(1) = [161,169] trigger1 = !fvar(2) trigger2 = fvar(1) = [61,69] trigger2 = fvar(2) fv = 3 value = 1641 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "a" trigger1 = fvar(1) = [181,189] trigger1 = !fvar(2) trigger2 = fvar(1) = [81,89] trigger2 = fvar(2) fv = 3 value = 1701 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "b" trigger1 = fvar(1) = [181,189] trigger1 = !fvar(2) trigger2 = fvar(1) = [81,89] trigger2 = fvar(2) fv = 3 value = 1721 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "x" trigger1 = fvar(1) = [181,189] trigger1 = !fvar(2) trigger2 = fvar(1) = [81,89] trigger2 = fvar(2) fv = 3 value = 1741 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "y" trigger1 = fvar(1) = [181,189] trigger1 = !fvar(2) trigger2 = fvar(1) = [81,89] trigger2 = fvar(2) fv = 3 value = 1761 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "a" trigger1 = fvar(1) = [201,209] trigger1 = !fvar(2) trigger2 = fvar(1) = [221,229] trigger2 = fvar(2) fv = 3 value = 1821 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "b" trigger1 = fvar(1) = [201,209] trigger1 = !fvar(2) trigger2 = fvar(1) = [221,229] trigger2 = fvar(2) fv = 3 value = 1841 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "c" trigger1 = fvar(1) = [201,209] trigger1 = !fvar(2) trigger2 = fvar(1) = [221,229] trigger2 = fvar(2) fv = 3 value = 1861 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "x" trigger1 = fvar(1) = [201,209] trigger1 = !fvar(2) trigger2 = fvar(1) = [221,229] trigger2 = fvar(2) fv = 3 value = 1881 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "y" trigger1 = fvar(1) = [201,209] trigger1 = !fvar(2) trigger2 = fvar(1) = [221,229] trigger2 = fvar(2) fv = 3 value = 1901 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "a" triggerall = command = "b" trigger1 = fvar(1) = [201,209] trigger1 = !fvar(2) trigger2 = fvar(1) = [221,229] trigger2 = fvar(2) fv = 3 value = 1921 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "x" triggerall = command = "y" trigger1 = fvar(1) = [201,209] trigger1 = !fvar(2) trigger2 = fvar(1) = [221,229] trigger2 = fvar(2) fv = 3 value = 1941 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "a" trigger1 = fvar(1) = [221,229] trigger1 = !fvar(2) trigger2 = fvar(1) = [201,209] trigger2 = fvar(2) fv = 3 value = 1961 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "b" trigger1 = fvar(1) = [221,229] trigger1 = !fvar(2) trigger2 = fvar(1) = [201,209] trigger2 = fvar(2) fv = 3 value = 1981 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "c" trigger1 = fvar(1) = [221,229] trigger1 = !fvar(2) trigger2 = fvar(1) = [201,209] trigger2 = fvar(2) fv = 3 value = 2001 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "x" trigger1 = fvar(1) = [221,229] trigger1 = !fvar(2) trigger2 = fvar(1) = [201,209] trigger2 = fvar(2) fv = 3 value = 2021 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "y" trigger1 = fvar(1) = [221,229] trigger1 = !fvar(2) trigger2 = fvar(1) = [201,209] trigger2 = fvar(2) fv = 3 value = 2041 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "a" trigger1 = fvar(1) = [241,249] fv = 3 value = 2101 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "b" trigger1 = fvar(1) = [241,249] fv = 3 value = 2121 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "c" trigger1 = fvar(1) = [241,249] fv = 3 value = 2141 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "x" trigger1 = fvar(1) = [241,249] fv = 3 value = 2161 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "y" trigger1 = fvar(1) = [241,249] fv = 3 value = 2181 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "a" trigger1 = fvar(1) = [261,269] fv = 3 value = 2241 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "b" trigger1 = fvar(1) = [261,269] fv = 3 value = 2261 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "c" trigger1 = fvar(1) = [261,269] fv = 3 value = 2281 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "x" trigger1 = fvar(1) = [261,269] fv = 3 value = 2301 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "y" trigger1 = fvar(1) = [261,269] fv = 3 value = 2321 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "a" trigger1 = fvar(1) = [281,289] trigger1 = !fvar(2) trigger2 = fvar(1) = [321,329] trigger2 = fvar(2) fv = 3 value = 2381 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "b" trigger1 = fvar(1) = [281,289] trigger1 = !fvar(2) trigger2 = fvar(1) = [321,329] trigger2 = fvar(2) fv = 3 value = 2401 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "c" trigger1 = fvar(1) = [281,289] trigger1 = !fvar(2) trigger2 = fvar(1) = [321,329] trigger2 = fvar(2) fv = 3 value = 2421 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "x" trigger1 = fvar(1) = [281,289] trigger1 = !fvar(2) trigger2 = fvar(1) = [321,329] trigger2 = fvar(2) fv = 3 value = 2441 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "y" trigger1 = fvar(1) = [281,289] trigger1 = !fvar(2) trigger2 = fvar(1) = [321,329] trigger2 = fvar(2) fv = 3 value = 2461 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "a" trigger1 = fvar(1) = [301,309] trigger1 = !fvar(2) trigger2 = fvar(1) = [341,349] trigger2 = fvar(2) fv = 3 value = 2521 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "b" trigger1 = fvar(1) = [301,309] trigger1 = !fvar(2) trigger2 = fvar(1) = [341,349] trigger2 = fvar(2) fv = 3 value = 2541 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "c" trigger1 = fvar(1) = [301,309] trigger1 = !fvar(2) trigger2 = fvar(1) = [341,349] trigger2 = fvar(2) fv = 3 value = 2561 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "x" trigger1 = fvar(1) = [301,309] trigger1 = !fvar(2) trigger2 = fvar(1) = [341,349] trigger2 = fvar(2) fv = 3 value = 2581 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "y" trigger1 = fvar(1) = [301,309] trigger1 = !fvar(2) trigger2 = fvar(1) = [341,349] trigger2 = fvar(2) fv = 3 value = 2601 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "a" trigger1 = fvar(1) = [361,369] fv = 3 value = 2661 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "b" trigger1 = fvar(1) = [361,369] fv = 3 value = 2681 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "c" trigger1 = fvar(1) = [361,369] fv = 3 value = 2701 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "x" trigger1 = fvar(1) = [361,369] fv = 3 value = 2721 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "y" trigger1 = fvar(1) = [361,369] fv = 3 value = 2741 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "a" trigger1 = fvar(1) = [401,409] trigger1 = !fvar(2) trigger2 = fvar(1) = [381,389] trigger2 = fvar(2) fv = 3 value = 2801 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "b" trigger1 = fvar(1) = [401,409] trigger1 = !fvar(2) trigger2 = fvar(1) = [381,389] trigger2 = fvar(2) fv = 3 value = 2821 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "c" trigger1 = fvar(1) = [401,409] trigger1 = !fvar(2) trigger2 = fvar(1) = [381,389] trigger2 = fvar(2) fv = 3 value = 2841 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "x" trigger1 = fvar(1) = [401,409] trigger1 = !fvar(2) trigger2 = fvar(1) = [381,389] trigger2 = fvar(2) fv = 3 value = 2861 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "y" trigger1 = fvar(1) = [401,409] trigger1 = !fvar(2) trigger2 = fvar(1) = [381,389] trigger2 = fvar(2) fv = 3 value = 2881 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) trigger1 = command = "aaaaa" fv = 3 value = 2901 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) trigger1 = command = "bbbbb" fv = 3 value = 2921 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) trigger1 = command = "xxxxx" fv = 3 value = 2941 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) trigger1 = command = "yyyyy" fv = 3 value = 2961 ignorehitpause = 1 ;---------------------------------------------------------- [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "a" trigger1 = fvar(1) = [601,619] trigger1 = !fvar(2) trigger2 = fvar(1) = [661,679] trigger2 = fvar(2) fv = 3 value = 3001 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "b" trigger1 = fvar(1) = [601,619] trigger1 = !fvar(2) trigger2 = fvar(1) = [661,679] trigger2 = fvar(2) fv = 3 value = 3021 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "c" trigger1 = fvar(1) = [601,619] trigger1 = !fvar(2) trigger2 = fvar(1) = [661,679] trigger2 = fvar(2) fv = 3 value = 3041 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "x" trigger1 = fvar(1) = [601,619] trigger1 = !fvar(2) trigger2 = fvar(1) = [661,679] trigger2 = fvar(2) fv = 3 value = 3061 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "y" trigger1 = fvar(1) = [601,619] trigger1 = !fvar(2) trigger2 = fvar(1) = [661,679] trigger2 = fvar(2) fv = 3 value = 3081 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "a" triggerall = command = "b" trigger1 = fvar(1) = [601,619] trigger1 = !fvar(2) trigger2 = fvar(1) = [661,679] trigger2 = fvar(2) fv = 3 value = 3101 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "x" triggerall = command = "y" trigger1 = fvar(1) = [601,619] trigger1 = !fvar(2) trigger2 = fvar(1) = [661,679] trigger2 = fvar(2) fv = 3 value = 3121 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "call" trigger1 = fvar(1) = [601,619] trigger1 = !fvar(2) trigger2 = fvar(1) = [661,679] trigger2 = fvar(2) fv = 3 value = 3141 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "a" trigger1 = fvar(1) = [641,659] fv = 3 value = 3361 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "b" trigger1 = fvar(1) = [641,659] fv = 3 value = 3381 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "c" trigger1 = fvar(1) = [641,659] fv = 3 value = 3401 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "x" trigger1 = fvar(1) = [641,659] fv = 3 value = 3421 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "y" trigger1 = fvar(1) = [641,659] fv = 3 value = 3441 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "a" triggerall = command = "b" trigger1 = fvar(1) = [641,659] fv = 3 value = 3461 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "x" triggerall = command = "y" trigger1 = fvar(1) = [641,659] fv = 3 value = 3481 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "a" trigger1 = fvar(1) = [661,679] trigger1 = !fvar(2) trigger2 = fvar(1) = [601,619] trigger2 = fvar(2) fv = 3 value = 3541 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "b" trigger1 = fvar(1) = [661,679] trigger1 = !fvar(2) trigger2 = fvar(1) = [601,619] trigger2 = fvar(2) fv = 3 value = 3561 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "c" trigger1 = fvar(1) = [661,679] trigger1 = !fvar(2) trigger2 = fvar(1) = [601,619] trigger2 = fvar(2) fv = 3 value = 3581 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "x" trigger1 = fvar(1) = [661,679] trigger1 = !fvar(2) trigger2 = fvar(1) = [601,619] trigger2 = fvar(2) fv = 3 value = 3601 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "y" trigger1 = fvar(1) = [661,679] trigger1 = !fvar(2) trigger2 = fvar(1) = [601,619] trigger2 = fvar(2) fv = 3 value = 3621 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "a" triggerall = command = "b" trigger1 = fvar(1) = [661,679] trigger1 = !fvar(2) trigger2 = fvar(1) = [601,619] trigger2 = fvar(2) fv = 3 value = 3641 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "x" triggerall = command = "y" trigger1 = fvar(1) = [661,679] trigger1 = !fvar(2) trigger2 = fvar(1) = [601,619] trigger2 = fvar(2) fv = 3 value = 3661 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "a" trigger1 = fvar(1) = [721,739] trigger1 = !fvar(2) trigger2 = fvar(1) = [741,759] trigger2 = fvar(2) fv = 3 value = 3901 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "b" trigger1 = fvar(1) = [721,739] trigger1 = !fvar(2) trigger2 = fvar(1) = [741,759] trigger2 = fvar(2) fv = 3 value = 3921 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "c" trigger1 = fvar(1) = [721,739] trigger1 = !fvar(2) trigger2 = fvar(1) = [741,759] trigger2 = fvar(2) fv = 3 value = 3941 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "x" trigger1 = fvar(1) = [721,739] trigger1 = !fvar(2) trigger2 = fvar(1) = [741,759] trigger2 = fvar(2) fv = 3 value = 3961 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "y" trigger1 = fvar(1) = [721,739] trigger1 = !fvar(2) trigger2 = fvar(1) = [741,759] trigger2 = fvar(2) fv = 3 value = 3981 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "a" triggerall = command = "b" trigger1 = fvar(1) = [721,739] trigger1 = !fvar(2) trigger2 = fvar(1) = [741,759] trigger2 = fvar(2) fv = 3 value = 4001 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "x" triggerall = command = "y" trigger1 = fvar(1) = [721,739] trigger1 = !fvar(2) trigger2 = fvar(1) = [741,759] trigger2 = fvar(2) fv = 3 value = 4021 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "a" trigger1 = fvar(1) = [741,759] trigger1 = !fvar(2) trigger2 = fvar(1) = [721,739] trigger2 = fvar(2) fv = 3 value = 4081 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "b" trigger1 = fvar(1) = [741,759] trigger1 = !fvar(2) trigger2 = fvar(1) = [721,739] trigger2 = fvar(2) fv = 3 value = 4101 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "c" trigger1 = fvar(1) = [741,759] trigger1 = !fvar(2) trigger2 = fvar(1) = [721,739] trigger2 = fvar(2) fv = 3 value = 4121 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "x" trigger1 = fvar(1) = [741,759] trigger1 = !fvar(2) trigger2 = fvar(1) = [721,739] trigger2 = fvar(2) fv = 3 value = 4141 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "y" trigger1 = fvar(1) = [741,759] trigger1 = !fvar(2) trigger2 = fvar(1) = [721,739] trigger2 = fvar(2) fv = 3 value = 4161 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "a" triggerall = command = "b" trigger1 = fvar(1) = [741,759] trigger1 = !fvar(2) trigger2 = fvar(1) = [721,739] trigger2 = fvar(2) fv = 3 value = 4181 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "x" triggerall = command = "y" trigger1 = fvar(1) = [741,759] trigger1 = !fvar(2) trigger2 = fvar(1) = [721,739] trigger2 = fvar(2) fv = 3 value = 4201 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "a" trigger1 = fvar(1) = [621,639] trigger1 = !fvar(2) trigger2 = fvar(1) = [681,699] trigger2 = fvar(2) fv = 3 value = 3181 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "b" trigger1 = fvar(1) = [621,639] trigger1 = !fvar(2) trigger2 = fvar(1) = [681,699] trigger2 = fvar(2) fv = 3 value = 3201 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "c" trigger1 = fvar(1) = [621,639] trigger1 = !fvar(2) trigger2 = fvar(1) = [681,699] trigger2 = fvar(2) fv = 3 value = 3221 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "x" trigger1 = fvar(1) = [621,639] trigger1 = !fvar(2) trigger2 = fvar(1) = [681,699] trigger2 = fvar(2) fv = 3 value = 3241 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "y" trigger1 = fvar(1) = [621,639] trigger1 = !fvar(2) trigger2 = fvar(1) = [681,699] trigger2 = fvar(2) fv = 3 value = 3261 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "a" triggerall = command = "b" trigger1 = fvar(1) = [621,639] trigger1 = !fvar(2) trigger2 = fvar(1) = [681,699] trigger2 = fvar(2) fv = 3 value = 3281 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "x" triggerall = command = "y" trigger1 = fvar(1) = [621,639] trigger1 = !fvar(2) trigger2 = fvar(1) = [681,699] trigger2 = fvar(2) fv = 3 value = 3301 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "a" trigger1 = fvar(1) = [681,699] trigger1 = !fvar(2) trigger2 = fvar(1) = [621,639] trigger2 = fvar(2) fv = 3 value = 3721 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "b" trigger1 = fvar(1) = [681,699] trigger1 = !fvar(2) trigger2 = fvar(1) = [621,639] trigger2 = fvar(2) fv = 3 value = 3741 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "c" trigger1 = fvar(1) = [681,699] trigger1 = !fvar(2) trigger2 = fvar(1) = [621,639] trigger2 = fvar(2) fv = 3 value = 3761 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "x" trigger1 = fvar(1) = [681,699] trigger1 = !fvar(2) trigger2 = fvar(1) = [621,639] trigger2 = fvar(2) fv = 3 value = 3781 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "y" trigger1 = fvar(1) = [681,699] trigger1 = !fvar(2) trigger2 = fvar(1) = [621,639] trigger2 = fvar(2) fv = 3 value = 3801 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "a" triggerall = command = "b" trigger1 = fvar(1) = [681,699] trigger1 = !fvar(2) trigger2 = fvar(1) = [621,639] trigger2 = fvar(2) fv = 3 value = 3821 ignorehitpause = 1 [state -3] type = varset triggerall = !ishelper triggerall = !fvar(8) triggerall = command = "x" triggerall = command = "y" trigger1 = fvar(1) = [681,699] trigger1 = !fvar(2) trigger2 = fvar(1) = [621,639] trigger2 = fvar(2) fv = 3 value = 3841 ignorehitpause = 1 ;------------------------------------------------------------------- [State -1,erowolf] type = Varset triggerall = !ishelper trigger1 = command = "erowolf_t_fox" v = 49 value = 1 [State -1,erowolf] type = Varset triggerall = !ishelper trigger1 = command = "erowolf_t_gallon" trigger2 = command = "erowolf_t_gallon'" v = 49 value = 2