[Data] life = 2000 power = 2000 attack = 200 defence = 200 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 yscale = 1 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 = 2.4 walk.back = -2.4 run.fwd = 4.8, 0 run.back = -4.8,-5.5 jump.neu = 0,-11 jump.back = -3,-10.6 jump.fwd = 3,-10.6 runjump.back = -6,-4 runjump.fwd = 6,-12.5 airjump.neu = 0,-8 airjump.back = -3,-7 airjump.fwd = 3,-7 [Movement] airjump.num = 1 airjump.height = 35 yaccel = .71 stand.friction = .78 crouch.friction = .72 ;--------------------------------------------------------------------------- ; var(1) - 衣服 ; var(2) - AIR模式 4模式 ; var(3) - 记录当前stateno ; var(4) - ; var(5) - 4模式计数器 ; var(6) - 2段跳跃 ; var(7) - hit计数器 ; var(8) - counter ; var(9) - 面向 ; var(10) - 喷火计数器 ; var(11) - 火花x ; var(12) - 火花y ; var(13) - counter ; var(14) - counter ; var(15) - 火花种类 ; var(16) - 2100命中次数 ; var(17) - 破防和空中受击火花 ; var(18) - 血量检测 ; fvar(0) - 攻击力修正 ; fvar(1) - 摇杆 ; fvar(2) - 方向 ; fvar(3) - 出招 ; fvar(4) - ; fvar(5) - ; fvar(6) - ; fvar(7) - 跳跃 ; 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 0, front fx] type = Explod trigger1 = timemod= 7,0 anim = 5586 ID = 5586 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermovetime = 0 pausemovetime = 0 scale = 1,1 sprpriority = 100 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [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.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 = 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 40, 7] type = VarSet triggerall = fvar(7) != [4,6] trigger1 = Command = "longjump" trigger2 = PrevStateNo = [100,101] ;RUN_FWD fvar(7) = 4 [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 0, VarSet] type = VarSet trigger1 = AnimTime = 0 trigger1 = fvar(7) = 4 trigger1 = Command != "holdup" fv = 7 value = 7 [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 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 ignorehitpause = 1 [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 trigger1 = Time = 0 value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))+var(1)*1000 [State 50, 3] type = ChangeAnim triggerall = fvar(7) = [1,3] trigger1 = Vel y > -2 trigger1 = SelfAnimExist(anim + 3) persistent = 0 value = Anim + 3 [State 50, PLAYSND] type = PlaySnd triggerall = fvar(7) = [1,3] trigger1 = Time = 0 value = 40,0 volume = 60 [State 75, 2] ; Play sound when jumping (Shadow) type = PlaySnd triggerall = Time = 0 trigger1 = fvar(7) = [4,7] value = 40,1 volume = 60 [State 75, 3] ; Shadows type = Afterimage triggerall = Time = 0 trigger1 = !var(2) trigger1 = fvar(7) = [4,6] time = 24 PalBright = 0, 0, 0 PalContrast = 128,128,128 PalAdd = -80, -80, 10 PalMul = 1,1,1 Length = 8 timegap = 1 FrameGap = 3 trans = add [State 75, 10] type = ChangeAnim triggerall = fvar(7)=[4,6] triggerall = Time = 0 triggerall = Vel X = 0 trigger1 = Command = "holdup" value = 41 [State 75, 11] ;Short type = ChangeAnim trigger1 = (fvar(7)=7) trigger1 = Time = 0 trigger1 = Vel X = 0 value = 41 [State 75, 12] type = ChangeAnim triggerall = fvar(7)=[4,6] triggerall = Time = 0 triggerall = Vel X > 0 trigger1 = Command = "holdup" value = 42 [State 201, 13] ;Short type = ChangeAnim triggerall = (fvar(7)=7) trigger1 = Time = 0 trigger1 = Vel X > 0 value = ifelse(SelfAnimExist(2042),2042,42) [State 201, 14] type = ChangeAnim triggerall = fvar(7)=[4,6] triggerall = Time = 0 triggerall = Vel X < 0 trigger1 = Command = "holdup" value = 43 [State 201, 15] ;Short type = ChangeAnim triggerall = (fvar(7)=7) trigger1 = Time = 0 trigger1 = Vel X < 0 value = ifelse(SelfAnimExist(2043),2043,43) [State 40, 10] type = VarSet triggerall = Time = 0 triggerall = PrevStateNo != [46,47] trigger1 = Command != "holdup" fvar(7) = 7 [State 40, 5] type = VelSet triggerall = Time = 0 trigger1 = fvar(7) = 7 y = -7.5 ;--------------------------------------------------------------------------- ; 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 = Time = 0 time = 35 PalBright = 0, 0, 0 PalContrast = 128,128,128 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 = command = "holddown" trigger3 = 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 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, AfterImage] type = Afterimage trigger1 = Time = 0 time = 24 PalBright = 0, 0, 0 PalContrast = 128,128,128 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 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, 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 = 6 value = S180,1 volume = 0 channel = 0 [State 0, AssertSpecial] type = AssertSpecial trigger1 = time < 180 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 = S11,0 volume = 0 channel = 0 [State 0, AssertSpecial] type = AssertSpecial trigger1 = time < 100 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 = S180,3 volume = 0 channel = 0 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 1 x = -16 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 2 x = -21 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 3 x = -13 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 4 x = -12 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 5 x = -16 [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 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 trigger1 = Random > 500 trigger1 = AnimElem = 5 value = S200,0+Random%2 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 4 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 = -85 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 4 v = 15 value = 0 ignorehitpause = 1 [State 200, 1] type = HitDef triggerall = AnimElem = 5 trigger1 = !var(8) trigger2 = var(8) trigger2 = !var(7) attr = S, NA damage = 15, 0 getpower = 30,10 animtype = light air.animtype = back guardflag = M hitflag = MAF priority = 3, Hit pausetime = 12,12 ground.type = high sparkno = -1 sparkxy = -20,-85 hitsound = 5, 0 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 = 0.55 [State 200, 1] type = HitDef triggerall = AnimElem = 5 trigger1 = var(8) trigger1 = var(7) trigger2 = var(17) = 1 attr = S, NA damage = 15, 0 getpower = 30,10 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 = 5, 0 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 = 0.55 fall = 1 [State 200, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 0, 0 [State 0, VarAdd] type = VarAdd trigger1 = MoveHit = 1 fv = 0 value = .4 ignorehitpause = 1 persistent = 0 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [Statedef 210] type = S movetype= A physics = S juggle = IfElse((var(2)=[3,4]),0,4) velset = 0,0 ctrl = 0 poweradd = 15 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = IfElse(PrevStateNo=900,Anim != 210+var(1)*1000,1) trigger1 = time = 0 value = 210+var(1)*1000;+var(2) [State 0, PlaySnd] type = PlaySnd trigger1 = Random > 500 trigger1 = AnimElem = 4 value = S200,0+Random%2 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd 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 = -85 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 = S, NA damage = 20, 0 getpower = 35,10 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 3, Hit pausetime = 12,12 ground.type = Low sparkno = -1 sparkxy = -30,-80 hitsound = 5, 0 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 = 0.55 [State 200, 1] type = HitDef triggerall = AnimElem = 4 trigger1 = var(8) trigger1 = var(7) trigger2 = var(17) = 1 attr = S, NA damage = 20, 0 getpower = 35,10 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,-80 hitsound = 5, 0 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 = 0.55 fall = 1 [State 200, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 0, 0 [State 0, VarAdd] type = VarAdd trigger1 = MoveHit = 1 fv = 0 value = .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 trigger1 = Random > 500 trigger1 = AnimElem = 3 value = S200,0+Random%2 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd 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 = -100 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 3 v = 15 value = 1 ignorehitpause = 1 [State 200, 1] type = HitDef triggerall = var(2) != 2 triggerall = AnimElem = 4 trigger1 = !var(8) trigger2 = var(8) trigger2 = !var(7) attr = S, NA damage = 45, 0 getpower = 50,10 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 4, Hit pausetime = 12,12 ground.type = high sparkno = -1 sparkxy = -30,-100 hitsound = 5, 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 = 0.55 [State 200, 1] type = HitDef triggerall = var(2) = 2 triggerall = AnimElem = 4 trigger1 = !var(8) trigger2 = var(8) trigger2 = !var(7) attr = S, NA damage = 45, 0 getpower = 50,10 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 4, Hit pausetime = 12,12 ground.type = high sparkno = -1 sparkxy = -30,-100 hitsound = 5, 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 = 0.55 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 = 50,10 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 = 5, 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 = 0.55 fall = 1 [State 200, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 0, 0 [State 0, VarAdd] type = VarAdd trigger1 = MoveHit = 1 fv = 0 value = .4 ignorehitpause = 1 persistent = 0 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [Statedef 230] 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 != 230+var(1)*1000,1) trigger1 = time = 0 value = 230+var(1)*1000;+var(2) [State 0, PlaySnd] type = PlaySnd trigger1 = Random > 500 trigger1 = AnimElem = 5 value = S200,0+Random%2 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 4 value = S210,1 volume = 0 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 5 v = 11 value = -30 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 5 v = 12 value = -100 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 = S, NA damage = 60, 0 getpower = 50,10 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 3, Hit pausetime = 12,12 ground.type = Low sparkno = -1 sparkxy = -30,-100 hitsound = 5, 2 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -5,-6 guard.velocity = -11 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-6 yaccel = 0.55 fall = 1 [State 200, 1] type = HitDef triggerall = AnimElem = 6 trigger1 = var(8) trigger1 = var(7) trigger2 = var(17) = 1 attr = S, NA damage = 60, 0 getpower = 50,10 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 = 5, 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 = 0.55 fall = 1 [State 0, VarAdd] type = VarAdd trigger1 = MoveHit = 1 fv = 0 value = .4 ignorehitpause = 1 persistent = 0 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [Statedef 250] type = S 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, Helper] type = Helper trigger1 = AnimElemtime(3) >= 15 trigger1 = time%5 = 0 helpertype = normal ;player stateno = 251 pos = 30,-79 postype = p1 keyctrl = 0 ownpal = 1 pausemovetime = 999999 supermovetime = 999999 [State 0, VarSet] type = VarSet trigger1 = time = 0;var(10) ;trigger1 = AnimElemtime(3) < 20 v = 10 value = 0 [State 0, VarAdd] type = VarAdd trigger1 = AnimElemtime(3) >= 20 trigger1 = time%5 = 0 v = 10 value = 1 [State 200, 7] type = ChangeState trigger1 = AnimElemTime(3) >= 20 trigger1 = command != "hold_y" value = 255 ;--------------------------------------------------------------------------- [Statedef 251] type = A movetype= A physics = N velset = 0,0 Anim = 8220 ctrl = 0 sprpriority = 5 [State 0, VarSet] type = VarSet trigger1 = time = 0 v = 10 value = root,var(10) [State 0, VarSet] type = VarSet trigger1 = time = 0 fv = 1 value = 1+(root,var(10))/25.0 [State 0, AngleDraw] type = AngleDraw trigger1 = time = 0 trigger1 = var(10) value = var(10)*37 [State 0, VarSet] type = VarSet trigger1 = time = [0,6] fv = 1 value = fvar(1)-fvar(1)*.07 [State 0, VarSet] type = VarSet trigger1 = time = [7,13] fv = 1 value = fvar(1)-fvar(1)*.01 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = time = 13 fv = 1 value = fvar(1)-.01 ignorehitpause = 1 [State 0, AngleDraw] type = AngleDraw trigger1 = 1;var(10) < 100 scale = fvar(1),fvar(1) ignorehitpause = 1 [State 0, AngleDraw] type = null;AngleDraw trigger1 = 1;var(10) < 100 scale = (.7+var(10)/50.00)+((40-time)/40.0)**2*0.9,(.7+var(10)/50.00)+((40-time)/40.0)**2*0.9 ignorehitpause = 1 [State 0, Trans] type = Trans trigger1 = time <= 10 trans = addalpha alpha = 20+time*12,256 ignorehitpause = 1 [State 0, Trans] type = Trans trigger1 = time = [11,20] trans = addalpha alpha = 128-time*10,256 ignorehitpause = 1 [State 0, Trans] type = Trans trigger1 = time > 20 trans = addalpha alpha = 128-(time-20)*12,256 ignorehitpause = 1 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, BindToRoot] type = BindToRoot trigger1 = 1 pos = 30,-79 [State 0, DestroySelf] type = DestroySelf trigger1 = Time >= 30 trigger2 = root,stateno != 250 trigger2 = root,stateno != 260 ;--------------------------------------------------------------------------- [Statedef 255] 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 != 255+var(1)*1000,1) trigger1 = time = 0 value = 255+var(1)*1000;+var(2) [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 7 value = S250,0 volume = 0 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 6 v = 15 value = 20 ignorehitpause = 1 [State 0, Helper] type = Helper trigger1 = AnimElem = 7 id = 256 helpertype = normal ;player stateno = 256 pos = 33,-92 postype = p1 keyctrl = 0 ownpal = 1 pausemovetime = 999999 [State 0, VarSet] type = VarSet trigger1 = AnimTime = 0 v = 10 value = 0 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [Statedef 256] type = A movetype= A physics = N velset = 3,0 Anim = 8101 ctrl = 0 sprpriority = 3 [State 0, VarSet] type = VarSet trigger1 = time = 0 v = 10 value =IfElse((root,var(10))>100,100,(root,var(10))) ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = time = 0 v = 15 value = 20 ignorehitpause = 1 [State 0, ChangeAnim] type = ChangeAnim trigger1 = time = 0 value = 8100 + var(10)/10 [State 0, VelSet] type = VelSet trigger1 = time = 0 x = 3 - var(10)/20.00 [State 0, VelSet] type = VelSet trigger1 = time = 0 trigger1 = vel x < 0.0 x = 0 [State 0, ParentVarSet] type = VarSet trigger1 = 1 v = 11 value = Ceil(ParentDist x) ignorehitpause = 1 [State 0, ParentVarSet] type = VarSet trigger1 = var(12);time = 1 v = 12 value = 0 ignorehitpause = 1 [State 0, AngleDraw] type = AngleDraw trigger1 = 1 scale = .7+var(10)/40.00,.7+var(10)/20.00-time/(20.00+var(10)/.5) [State 0, Trans] type = Trans trigger1 = 1;time > 10 trans = addalpha alpha = 255-(time-var(10))*20,256 ignorehitpause = 1 [State 0, ParentVarSet] type = ParentVarSet trigger1 = time = 0 v = 11 value = 0 [State 0, ParentVarSet] type = ParentVarSet trigger1 = time = 0 v = 12 value = -90 [State 0, AttackMulSet] type = AttackMulSet trigger1 = 1 value = (1+.5*(root,var(2)=4)+.2*(root,var(2)=4)+(root,var(2)=2)*((power/PowerMax)/4.0))*(1-root,fvar(0)*9/100.0) ignorehitpause = 1 [State 0, HitDef] type = HitDef trigger1 = HitCount < 4+4*var(10)/10 trigger1 = time%2 = 0 attr = S,SP hitflag = MAF guardflag = M getpower = 10,5 givepower = 20,3 animtype = hard air.animtype = back priority = 5,Hit damage = 20-var(10)/8,2 pausetime = 2,0 sparkno = -1 guard.sparkno = -1 sparkxy = 0,0 hitsound = s1000,4 guardsound = 6,0 ground.type = High ground.slidetime = 15 ground.hittime = 18 yaccel = 0.6 ground.cornerpush.veloff = 0 ground.velocity = -4,-3 air.velocity = -4,-3 sprpriority = 3 fall = 1 palfx.time = 28 palfx.add = 70,-60,-200 palfx.sinadd = 70,30,0,10 palfx.color = 0 palfx.invertall = 1 [State 0, Helper] type = Helper triggerall = root,var(8) != 2 || root,var(7) = 0 trigger1 = EnemyNear,GetHitVar(damage) ;trigger1 = P2MoveType = H trigger1 = p2stateno != [120,159] trigger1 = 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, ParentVarSet] type = ParentVarSet trigger1 = 1 v = 11 value = Ceil(ParentDist x) ignorehitpause = 1 [State 0, ParentVarSet] type = VarSet trigger1 = 1 v = 12 value = -Ceil(ParentDist y);*2+P2Dist y ignorehitpause = 1 [State 0, Helper] type = Helper trigger1 = time%3 = 0 helpertype = normal ID = 256 stateno = 257 pos = -13,0 postype = p1 keyctrl = 0 ownpal = 1 pausemovetime = 999999 supermovetime = 999999 ignorehitpause = 1 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 trigger1 = root,var(13) = 0 trigger1 = P2StateNo = [0,159] v = 13 value = 1 ignorehitpause = 1 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = root,var(13) trigger1 = P2MoveType = A v = 13 value = 0 ignorehitpause = 1 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = NumTarget trigger1 = root,var(7) trigger1 = root,var(13) trigger1 = Target,stateno = 5000 || Target,stateno = 5010 || Target,stateno = 5020 || Target,stateno = 5070 || Target,stateno = 5080 trigger1 = Target,time = 0 trigger2 = root,var(14) = -1 trigger2 = Target,stateno = 5000 || Target,stateno = 5010 || Target,stateno = 5020 || Target,stateno = 5070 || Target,stateno = 5080 trigger2 = Target,time = 0 v = 7 value = 0 ignorehitpause = 1 [State 0, ParentVarSet] type = ParentVarSet trigger1 = root,var(14) != 1 trigger1 = movehit = 1 v = 14 value = 1 ignorehitpause = 1 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = root,var(13) trigger1 = movehit v = 13 value = 0 ignorehitpause = 1 [State 0, ParentVarAdd] type = ParentVarAdd trigger1 = MoveHit = 1 fv = 0 value = 1 ignorehitpause = 1 persistent = 0 [State 0, ParentVaradd] type = ParentVaradd triggerall = RoundState = 2 triggerall = NumTarget trigger1 = root,var(8) = 0 trigger1 = Target,stateno = 5000 || Target,stateno = 5010 || Target,stateno = 5020 || Target,stateno = 5070 || Target,stateno = 5080 trigger1 = Target,time = 0 v = 7 value = 60 ignorehitpause = 1 [State 0, ParentVarAdd] type = ParentVarAdd triggerall = RoundState = 2 triggerall = NumTarget trigger1 = root,var(7) trigger1 = root,var(8) = 0 trigger1 = Target,stateno = 150 || Target,stateno = 152 || Target,stateno = 154; || Target,stateno = 5070 || Target,stateno = 5080 trigger1 = Target,time = 0 v = 7 value = -60 ignorehitpause = 1 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = NumTarget trigger1 = root,var(8) trigger1 = Target,stateno >= 5110 v = 8 value = 7 ignorehitpause = 1 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = root,var(8) = 5 triggerall = NumTarget 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, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = root,var(8) = 4 triggerall = NumTarget 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, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = root,var(8) = 3 triggerall = NumTarget 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, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = root,var(8) = 2 triggerall = NumTarget trigger1 = Target,stateno = 5000 || Target,stateno = 5010 || Target,stateno = 5020 || Target,stateno = 5070 || Target,stateno = 5080 trigger1 = Target,time = 0 v = 8 value = 3 ignorehitpause = 1 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 trigger1 = root,var(8) = 0 trigger1 = P2MoveType = A trigger1 = MoveType = A v = 8 value = 1 ignorehitpause = 1 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = NumTarget trigger1 = root,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, DestroySelf] type = DestroySelf trigger1 = Time >= 10+var(10) ;--------------------------------------------------------------------------- [Statedef 257] type = A movetype= I physics = N ;velset = 10,0 Anim = 8100 ctrl = 0 sprpriority = 5 [State 0, VarSet] type = VarSet trigger1 = time = 0 v = 10 value =IfElse((Parent,var(10))>100,100,(Parent,var(10))) [State 0, VarSet] type = VarSet trigger1 = time = 0 v = 11 value = Parent,time [State 0, VelSet] type = VelSet trigger1 = time = 0 x = 10 - var(10)/8.50 [State 0, VelSet] type = VelSet trigger1 = time = 0 trigger1 = vel x < 3.00 x = 3 [State 0, AngleDraw] type = AngleDraw trigger1 = 1 scale = .7+var(10)/40.00,.7+var(10)/20.00-time/(20.00+var(10)/.5) ignorehitpause = 1 [State 0, Trans] type = Trans trigger1 = 1;time > 10 trans = addalpha alpha = 200- IfElse(time+Ceil((var(11)-var(10))/1.5)>0 ,time+Ceil((var(11)-var(10))/1.5),0) *25,256 ignorehitpause = 1 [State 0, DestroySelf] type = DestroySelf trigger1 = Time >= 15 ;--------------------------------------------------------------------------- [Statedef 260] type = S physics = S ctrl = 0 sprpriority = 1 [State 100, 1] type = VelSet trigger1 = 1 x = const(velocity.run.fwd.x) [State 0, Helper] type = Helper ;trigger1 = AnimElemtime(3) >= 15 trigger1 = time%5 = 0 helpertype = normal ;player stateno = 251 pos = 30,-79 postype = p1 keyctrl = 0 ownpal = 1 pausemovetime = 999999 supermovetime = 999999 [State 0, VarAdd] type = VarAdd trigger1 = time%5 = 0 v = 10 value = 1 [State 100, 4] type = ChangeState trigger1 = command != "hold_y" value = 261 ;--------------------------------------------------------------------------- [Statedef 261] type = S movetype= A physics = N juggle = 0 ;velset = 0,0 ctrl = 0 poweradd = 0 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = Anim != 260+var(1)*1000;+var(2) trigger1 = time = 0 value = 260+var(1)*1000;+var(2) [State 0, VelMul] type = VelMul trigger1 = 1 x = .8 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 10 value = S250,0 volume = 0 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 9 v = 15 value = 20 ignorehitpause = 1 [State 0, Helper] type = Helper trigger1 = AnimElem = 10 id = 256 helpertype = normal ;player stateno = 256 pos = 33,-92 postype = p1 keyctrl = 0 ownpal = 1 pausemovetime = 999999 [State 0, VarSet] type = VarSet trigger1 = AnimTime = 0 v = 10 value = 0 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [Statedef 300] type = S movetype= A physics = S juggle = 0 velset = 0,0 anim = 300 ctrl = 0 poweradd = 10 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = IfElse(PrevStateNo=900,Anim != 300+var(1)*1000,1) trigger1 = time = 0 value = 300+var(1)*1000;+var(2) [State 0, VelSet] type = VelSet trigger1 = AnimElem = 1 x = 4 [State 0, PlaySnd] type = PlaySnd trigger1 = Random > 500 trigger1 = AnimElem = 5 value = S200,0+Random%2 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 4 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 = -85 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 4 v = 15 value = 0 ignorehitpause = 1 [State 200, 1] type = HitDef triggerall = AnimElem = 5 trigger1 = !var(8) trigger2 = var(8) trigger2 = !var(7) attr = S, NA damage = 15, 0 getpower = 30,10 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 3, Hit pausetime = 12,12 ground.type = high sparkno = -1 sparkxy = -20,-85 hitsound = 5, 0 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 = 0.55 [State 200, 1] type = HitDef triggerall = AnimElem = 5 trigger1 = var(8) trigger1 = var(7) trigger2 = var(17) = 1 attr = S, NA damage = 15, 0 getpower = 30,10 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 = 5, 0 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 = 0.55 fall = 1 [State 0, VarAdd] type = VarAdd trigger1 = MoveHit = 1 fv = 0 value = .2 ignorehitpause = 1 persistent = 0 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [Statedef 310] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 poweradd = 10 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = IfElse(PrevStateNo=900,Anim != 310+var(1)*1000,1) trigger1 = time = 0 value = 310+var(1)*1000;+var(2) [State 0, VelSet] type = VelSet trigger1 = AnimElem = 1 x = 7 [State 0, PlaySnd] type = PlaySnd trigger1 = Random > 500 trigger1 = AnimElem = 4 value = S200,0+Random%2 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd 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 = 0 ignorehitpause = 1 [State 200, 1] type = HitDef triggerall = AnimElem = 4 trigger1 = !var(8) trigger2 = var(8) trigger2 = !var(7) attr = S, NA damage = 15, 0 getpower = 30,10 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 3, Hit pausetime = 12,12 ground.type = Low sparkno = -1 sparkxy = -30,-80 hitsound = 5, 0 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 = 0.55 [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 = 30,10 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,-80 hitsound = 5, 0 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 = 0.55 fall = 1 [State 0, VarAdd] type = VarAdd trigger1 = MoveHit = 1 fv = 0 value = .2 ignorehitpause = 1 persistent = 0 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [Statedef 320] type = S movetype= A physics = S juggle = IfElse((var(2)=[3,4]),0,IfElse(P2StateType = A,0,8)) ctrl = 0 poweradd = 20 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = IfElse(PrevStateNo=900,Anim != 320+var(1)*1000,1) trigger1 = time = 0 value = 320+var(1)*1000;+var(2) [State 0, VelSet] type = VelSet trigger1 = AnimElem = 1 x = 5 [State 0, PlaySnd] type = PlaySnd trigger1 = Random > 500 trigger1 = AnimElem = 3 value = S200,0+Random%2 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd 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 = -100 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 = S, NA damage = 35, 0 getpower = 40,10 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 4, Hit pausetime = 12,12 ground.type = high sparkno = -1 sparkxy = -30,-100 hitsound = 5, 2 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -5,-6 guard.velocity = -11 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-6 yaccel = 0.55 fall = 1 [State 200, 1] type = HitDef triggerall = AnimElem = 4 trigger1 = var(8) trigger1 = var(7) trigger2 = var(17) = 1 attr = S, NA damage = 35, 0 getpower = 40,10 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 = 5, 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 = 0.55 fall = 1 [State 0, VarAdd] type = VarAdd trigger1 = MoveHit = 1 fv = 0 value = .2 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, VelSet] type = VelSet trigger1 = AnimElem = 1 x = 8 [State 0, VelMul] type = VelMul trigger1 = 1 x = .9 [State 0, PlaySnd] type = PlaySnd trigger1 = Random > 500 trigger1 = AnimElem = 5 value = S200,0+Random%2 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 4 value = S210,1 volume = 0 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 5 v = 11 value = -30 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 5 v = 12 value = -60 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 = S, NA damage = 45, 0 getpower = 40,10 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 4, Hit pausetime = 12,12 ground.type = high sparkno = -1 sparkxy = -30,-60 hitsound = 5, 2 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -1,-10 guard.velocity = -11 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1,-10 yaccel = 0.55 fall = 1 [State 200, 1] type = HitDef triggerall = AnimElem = 6 trigger1 = var(8) trigger1 = var(7) trigger2 = var(17) = 1 attr = S, NA damage = 45, 0 getpower = 40,10 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,-60 hitsound = 5, 2 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -1,-12 guard.velocity = -11 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1,-12 yaccel = 0.55 fall = 1 [State 0, VarAdd] type = VarAdd trigger1 = MoveHit = 1 fv = 0 value = .2 ignorehitpause = 1 persistent = 0 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [Statedef 340] type = S movetype= A physics = S juggle = IfElse((var(2)=[3,4]),0,IfElse(P2StateType = A,0,8)) ctrl = 0 poweradd = 20 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim triggerall = IfElse(PrevStateNo=900,Anim != 340+var(1)*1000,1) trigger1 = time = 0 value = 320+var(1)*1000;+var(2) [State 0, PlaySnd] type = PlaySnd trigger1 = Random > 500 trigger1 = AnimElem = 3 value = S200,0+Random%2 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd 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 = -100 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 = S, NA damage = 35, 0 getpower = 40,10 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 4, Hit pausetime = 12,12 ground.type = high sparkno = -1 sparkxy = -30,-100 hitsound = 5, 2 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -11 guard.velocity = -11 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-6 yaccel = 0.55 [State 200, 1] type = HitDef triggerall = AnimElem = 4 trigger1 = var(8) trigger1 = var(7) trigger2 = var(17) = 1 attr = S, NA damage = 35, 0 getpower = 40,10 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 = 5, 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 = 0.55 fall = 1 [State 0, VarAdd] type = VarAdd trigger1 = MoveHit = 1 fv = 0 value = .2 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, VelMul] type = VelMul trigger1 = 1 x = .9 [State 0, PlaySnd] type = PlaySnd trigger1 = Random > 500 trigger1 = AnimElem = 4 value = S200,0+Random%2 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd 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 = 1 ignorehitpause = 1 [State 200, 1] type = HitDef triggerall = AnimElem = 4 trigger1 = !var(8) trigger2 = var(8) trigger2 = !var(7) attr = S, NA damage = 15, 0 getpower = 30,10 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 4, Hit pausetime = 12,12 ground.type = low sparkno = -1 sparkxy = -30,-100 hitsound = 5, 1 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 = 0.55 [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 = 30,10 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 = 5, 1 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 = 0.55 fall = 1 [State 0, VarAdd] type = VarAdd trigger1 = MoveHit = 1 fv = 0 value = .2 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 = 1 x = .9 [State 0, PlaySnd] type = PlaySnd trigger1 = Random > 500 trigger1 = AnimElem = 3 value = S200,0+Random%2 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd 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 = -100 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 3 v = 15 value = 1 ignorehitpause = 1 [State 200, 1] type = HitDef triggerall = var(2) != 2 triggerall = AnimElem = 4 trigger1 = !var(8) trigger2 = var(8) trigger2 = !var(7) attr = S, NA damage = 45, 0 getpower = 50,10 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 4, Hit pausetime = 12,12 ground.type = high sparkno = -1 sparkxy = -30,-100 hitsound = 5, 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 = 0.55 [State 200, 1] type = HitDef triggerall = var(2) = 2 triggerall = AnimElem = 4 trigger1 = !var(8) trigger2 = var(8) trigger2 = !var(7) attr = S, NA damage = 45, 0 getpower = 50,10 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 4, Hit pausetime = 12,12 ground.type = high sparkno = -1 sparkxy = -30,-100 hitsound = 5, 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 = 0.55 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 = 50,10 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 = 5, 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 = 0.55 fall = 1 [State 0, VarAdd] type = VarAdd trigger1 = MoveHit = 1 fv = 0 value = .2 ignorehitpause = 1 persistent = 0 [State 200, 1] type = PlaySnd 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 trigger1 = Random > 500 trigger1 = AnimElem = 3 value = S200,0+Random%2 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd 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 = -10 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 = 30,10 animtype = light air.animtype = back guardflag = L hitflag = MAF priority = 3, Hit pausetime = 12,12 ground.type = low sparkno = -1 sparkxy = -10,-10 hitsound = 5, 0 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 = 0.55 [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 = 30,10 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 = 5, 0 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 = 0.55 fall = 1 [State 0, VarAdd] type = VarAdd trigger1 = MoveHit = 1 fv = 0 value = .4 ignorehitpause = 1 persistent = 0 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- [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 trigger1 = Random > 500 trigger1 = AnimElem = 5 value = S200,0+Random%2 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 4 value = S210,2 volume = 0 [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 = -10 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 = 55, 0 getpower = 50,10 animtype = hard air.animtype = back guardflag = L hitflag = MAF priority = 4, Hit pausetime = 12,12 ground.type = Trip sparkno = -1 sparkxy = -20,-10 hitsound = 5, 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,-6 yaccel = 0.55 fall = 1 [State 200, 1] type = HitDef triggerall = AnimElem = 6 trigger1 = var(8) trigger1 = var(7) trigger2 = var(17) = 1 attr = C, NA damage = 55, 0 getpower = 50,10 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 = 5, 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,-9 yaccel = 0.55 fall = 1 [State 0, VarAdd] type = VarAdd trigger1 = MoveHit = 1 fv = 0 value = .4 ignorehitpause = 1 persistent = 0 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- [Statedef 500] type = C movetype= A physics = C 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 != 500+var(1)*1000,1) trigger1 = time = 0 value = 500+var(1)*1000;+var(2) [State 0, PlaySnd] type = PlaySnd trigger1 = Random > 500 trigger1 = AnimElem = 3 value = S200,0+Random%2 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd 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 = -10 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 = 15, 0 getpower = 30,10 animtype = light air.animtype = back guardflag = L hitflag = MAF priority = 3, Hit pausetime = 12,12 ground.type = low sparkno = -1 sparkxy = -10,-10 hitsound = 5, 0 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 = 0.55 [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 = 30,10 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 = 5, 0 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 = 0.55 fall = 1 [State 0, VarAdd] type = VarAdd trigger1 = MoveHit = 1 fv = 0 value = .2 ignorehitpause = 1 persistent = 0 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- [Statedef 510] 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 != 510+var(1)*1000,1) trigger1 = time = 0 value = 510+var(1)*1000;+var(2) [State 0, PlaySnd] type = PlaySnd trigger1 = Random > 500 trigger1 = AnimElem = 5 value = S200,0+Random%2 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 4 value = S210,0 volume = 0 [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 = -10 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 = 40, 0 getpower = 50,10 animtype = hard air.animtype = back guardflag = L hitflag = MAF priority = 4, Hit pausetime = 12,12 ground.type = Trip sparkno = -1 sparkxy = -20,-10 hitsound = 5, 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 = 0.55 fall = 1 [State 200, 1] type = HitDef triggerall = AnimElem = 6 trigger1 = var(8) trigger1 = var(7) trigger2 = var(17) = 1 attr = C, NA damage = 40, 0 getpower = 50,10 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 = 5, 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 = 0.55 fall = 1 [State 0, VarAdd] type = VarAdd trigger1 = MoveHit = 1 fv = 0 value = .2 ignorehitpause = 1 persistent = 0 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- [Statedef 520] type = C movetype= A physics = N juggle = IfElse((var(2)=[3,4]),0,4) velset = const(velocity.run.fwd.x),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, VelMul] type = VelMul trigger1 = 1 x = .9 [State 0, PlaySnd] type = PlaySnd trigger1 = Random > 500 trigger1 = AnimElem = 3 value = S200,0+Random%2 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd 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 = -10 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 = 15, 0 getpower = 30,10 animtype = light air.animtype = back guardflag = L hitflag = MAF priority = 4, Hit pausetime = 12,12 ground.type = low sparkno = -1 sparkxy = -10,-10 hitsound = 5, 0 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 = 0.55 [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 = 30,10 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 = 5, 0 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 = 0.55 fall = 1 [State 0, VarAdd] type = VarAdd trigger1 = MoveHit = 1 fv = 0 value = .2 ignorehitpause = 1 persistent = 0 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- [Statedef 530] type = C movetype= A physics = N juggle = 0 velset = const(velocity.run.fwd.x),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, VelMul] type = VelMul trigger1 = 1 x = .9 [State 0, PlaySnd] type = PlaySnd trigger1 = Random > 500 trigger1 = AnimElem = 5 value = S200,0+Random%2 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 4 value = S210,0 volume = 0 [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 = -10 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 = 40, 0 getpower = 50,10 animtype = hard air.animtype = back guardflag = L hitflag = MAFD priority = 4, Hit pausetime = 12,12 ground.type = Trip sparkno = -1 sparkxy = -20,-10 hitsound = 5, 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 down.velocity = -2,0 yaccel = 0.55 fall = 1 ID = 530 nochainID = 530 [State 200, 1] type = HitDef triggerall = AnimElem = 6 trigger1 = var(8) trigger1 = var(7) trigger2 = var(17) = 1 attr = C, NA damage = 40, 0 getpower = 50,10 animtype = back air.animtype = back guardflag = L hitflag = MAFD priority = 4, Hit pausetime = 12,6 guard.pausetime = 12,12 ground.type = Trip sparkno = -1 sparkxy = -20,-10 hitsound = 5, 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 down.velocity = -2,0 yaccel = 0.55 fall = 1 ID = 530 nochainID = 530 [State 0, VarAdd] type = VarAdd trigger1 = MoveHit = 1 fv = 0 value = .2 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 trigger1 = Random > 500 trigger1 = AnimElem = 2 value = S200,0+Random%2 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd 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 = -20 [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 = 30,10 animtype = light air.animtype = back priority = 3,Hit damage = 20,0 pausetime = 12,12 sparkno = -1 guard.sparkno = -1 sparkxy = -10,-20 hitsound = 5,0 guardsound = 6,0 ground.type = High ground.slidetime = 9 ground.hittime = 12 yaccel = 0.55 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 = 20, 0 getpower = 30,10 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 = 5, 0 guardsound = 6, 0 ground.slidetime = 9 ground.hittime = 12 ground.velocity = -3,-9 guard.velocity = -5 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-6 yaccel = 0.55 fall = 1 [State 0, VarAdd] type = VarAdd trigger1 = MoveHit = 1 fv = 0 value = .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 trigger1 = Random > 500 trigger1 = AnimElem = 2 value = S200,0+Random%2 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = S210,0 volume = 0 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 2 v = 11 value = -33 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 2 v = 12 value = -65 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 1 v = 15 value = 1 ignorehitpause = 1 [State 200, 1] type = HitDef triggerall = var(2) != 2 triggerall = AnimElem = 2 trigger1 = !var(8) trigger2 = var(8) trigger2 = !var(7) attr = A, NA damage = 60, 0 getpower = 50,10 animtype = hard air.animtype = back guardflag = H hitflag = MAF priority = 3, Hit pausetime = 12,12 ground.type = low sparkno = -1 sparkxy = -33,-65 hitsound = 5, 2 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 guard.slidetime = 17 guard.hittime = 20 ground.velocity = -5 guard.velocity = -11 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-6 yaccel = 0.55 [State 200, 1] type = HitDef triggerall = var(2) = 2 triggerall = AnimElem = 2 trigger1 = !var(8) trigger2 = var(8) trigger2 = !var(7) attr = A, NA damage = 60, 0 getpower = 50,10 animtype = hard air.animtype = back guardflag = H hitflag = MAF priority = 3, Hit pausetime = 12,12 ground.type = low sparkno = -1 sparkxy = -33,-65 hitsound = 5, 2 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 guard.slidetime = 17 guard.hittime = 20 ground.velocity = -3,-3 guard.velocity = -11 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-6 yaccel = 0.55 fall = 1 [State 200, 1] type = HitDef triggerall = AnimElem = 2 trigger1 = var(8) trigger1 = var(7) trigger2 = var(17) = 1 attr = A, NA damage = 60, 0 getpower = 50,10 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 = 5, 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 = 0.55 fall = 1 [State 0, VarAdd] type = VarAdd trigger1 = MoveHit = 1 fv = 0 value = .4 ignorehitpause = 1 persistent = 0 ;--------------------------------------------------------------------------- [Statedef 650] type = A movetype= A physics = A juggle = IfElse((var(2)=[3,4]),0,4) ctrl = 0 poweradd = 30 sprpriority = 2 [State 0, VelSet] type = VelSet trigger1 = AnimElem = 6 x = -4 y = -4 [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 trigger1 = AnimElem = 6 value = S250,0 volume = 0 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 4 v = 15 value = 20 ignorehitpause = 1 [State 0, Helper] type = Helper trigger1 = AnimElem = 6 id = 256 helpertype = normal ;player stateno = 256 pos = 33,-114 postype = p1 keyctrl = 0 ownpal = 1 ;--------------------------------------------------------------------------- [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 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 trigger1 = command = "hold_y" value = 250 [State 800, end] type = ChangeState trigger1 = time = 1 trigger1 = command = "hold_a" value = 220 ;--------------------------------------------------------------------------- [StateDef 810] type = S movetype= A physics = S velset = 0,0 ctrl = 0 anim = 810 poweradd = 0 sprpriority = 2 [State 0, Width] type = Width trigger1 = 1 edge = 30 [State 0, Turn] type = Turn trigger1 = AnimElem = 2 [State 0, TargetLifeAdd] type = TargetLifeAdd trigger1 = AnimElem = 8 value = -ceil(80*(1+.5*(root,var(2)=2)+.25*(root,var(2)=2))) [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 3 x = 23 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 4 x = 9 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 5 x = 20 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 6 x = 25 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 7 x = 32 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 8 x = 17 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 pos = 40,0 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(3) < 0 pos = -40,-84 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(4) < 0 pos = -54,-101 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(5) < 0 pos = -55,-106 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(5) >= 0 && AnimElemtime(6) < 0 pos = -52,-70 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(7) < 0 pos = -0,-56 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(7) >= 0 && AnimElemtime(8) < 0 pos = 60,-80 [State 0, TargetState] type = TargetState trigger1 = AnimElem = 8 value = 821 [State 0, PlaySnd] type = PlaySnd trigger1 = Random > 500 trigger1 = AnimElem = 8 value = S200,0+Random%2 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd 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 [State 0, ChangeAnim2] type = ChangeAnim2 trigger1 = time = 0 value = 820 ;--------------------------------------------------------------------------- [StateDef 821] type = A movetype= H physics = N velset = 5,-6 ctrl = 0 [State 0, Turn] type = Turn trigger1 = time = 0 [State 0, VelAdd] type = VelAdd trigger1 = 1 y = 0.65 [State 0, PosAdd] type = PosAdd trigger1 = time = 0 y = 20 [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 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, 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, Helper] type = Helper trigger1 = AnimElem = 10 helpertype = normal ;player ID = 911 stateno = 911 pos = 0,-60 postype = p1 keyctrl = 0 ownpal = 1 pausemovetime = 999999 supermovetime = 999999 [State 0, SuperPause] type = SuperPause trigger1 = AnimElem = 10 time = 60 anim = -1 movetime = 60 darken = 1 [State 0, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [Statedef 911] 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 = -85 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 = 5, 1 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 = 0.55 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 = -85 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 = 5, 1 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 = 0.55 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 = -85 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 = 5, 1 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 = 0.55 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, VarSet] type = VarSet trigger1 = AnimElem = 4 v = 11 value = -20 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 4 v = 12 value = -85 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 4 v = 15 value = 2 ignorehitpause = 1 [State 200, 1] type = HitDef trigger1 = AnimElem = 5 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 = 5, 1 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 = 0.55 fall = 1 [State 0, VelSet] type = VelSet trigger1 = AnimElem = 8 x = fvar(30) y = fvar(31) [State 0, StateTypeSet] type = StateTypeSet trigger1 = AnimElem = 8 statetype = A movetype = I physics = A [State 0, CtrlSet] type = CtrlSet trigger1 = AnimElem = 8 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, VarSet] type = VarSet trigger1 = AnimElem = 4 v = 11 value = -20 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 4 v = 12 value = -85 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 2 v = 15 value = 4 ignorehitpause = 1 [State 200, 1] type = HitDef trigger1 = AnimElem = 5 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 = 5, 1 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 = 0.55 fall = 1 [State 0, VelSet] type = VelSet trigger1 = AnimElem = 8 x = fvar(30) y = fvar(31) [State 0, StateTypeSet] type = StateTypeSet trigger1 = AnimElem = 8 statetype = A movetype = I physics = A [State 0, CtrlSet] type = CtrlSet trigger1 = AnimElem = 8 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, VarSet] type = VarSet trigger1 = AnimElem = 4 v = 11 value = -20 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 4 v = 12 value = -85 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 4 v = 15 value = 2 ignorehitpause = 1 [State 200, 1] type = HitDef trigger1 = AnimElem = 5 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 = 5, 1 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 = 0.55 fall = 1 [State 0, VelSet] type = VelSet trigger1 = AnimElem = 8 x = fvar(30) y = fvar(31) [State 0, StateTypeSet] type = StateTypeSet trigger1 = AnimElem = 8 statetype = A movetype = I physics = A [State 0, CtrlSet] type = CtrlSet trigger1 = AnimElem = 8 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 trigger1 = Random > 500 trigger1 = AnimElem = 2 value = S200,0+Random%2 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = S210,0 volume = 0 [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 = -84 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 1 v = 15 value = 0 ignorehitpause = 1 [State 800, 1] type = HitDef triggerall = P2StateNo != [120,159] triggerall = AnimElem = 1 || AnimElem = 2 triggerall = P2StateType != L trigger1 = !var(2) trigger1 = P2StateType != A trigger2 = var(2) trigger2 = P2StateType != A ;trigger2 = P2MoveType != H attr = S, NA damage = 0 getpower = 100,0 animtype = Light guardflag = hitflag = M priority = 5, miss pausetime = 0, 0 sparkno = -1 sparkxy = -20, -84 hitsound = 5, 0 guard.dist = 0 p1stateno = 1010 p2stateno = 1020 fall = 1 id = 1000 p2facing = 1 [State 800, 1] type = HitDef trigger1 = var(2) trigger1 = P2StateType != L trigger1 = P2StateType = A trigger1 = P2MoveType = H trigger1 = P2StateNo != [120,159] trigger1 = AnimElem = 1 || AnimElem = 2 attr = S, NA damage = 0 getpower = 100,0 animtype = Light guardflag = hitflag = MAF priority = 5, miss pausetime = 0, 0 sparkno = -1 sparkxy = -20, -84 hitsound = 5, 0 guard.dist = 0 p1stateno = 1010 p2stateno = 1020 fall = 1 id = 1000 p2facing = 1 [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, Width] type = Width trigger1 = 1 edge = 20,0 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 pos = 60,0 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(3) < 0 pos = 58,-120 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(4) < 0 pos = 40,-140 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(5) < 0 pos = -56,-80 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(5) >= 0 && AnimElemtime(6) < 0 pos = -43,-21 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(7) < 0 pos = -37,-16 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(7) >= 0 && AnimElemtime(8) < 0 pos = -39,-18 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(8) >= 0 && AnimElemtime(9) < 0 pos = -18,-32 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(9) >= 0 && AnimElemtime(10) < 0 pos = -25,-131 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(10) >= 0 && AnimElemtime(11) < 0 pos = 22,-145 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(11) >= 0 && AnimElemtime(12) < 0 pos = 56,-123 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(12) >= 0 && AnimElemtime(13) < 0 pos = 79,-60 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(13) >= 0 && AnimElemtime(14) < 0 pos = 70,-18 [State 0, TargetState] type = TargetState trigger1 = AnimElem = 14 value = 1021 [State 0, TargetLifeAdd] type = TargetLifeAdd trigger1 = AnimElem = 6 value = -ceil(80*(1+.5*(root,var(2)=2)+.25*(root,var(2)=2))) ID = 1000 kill = 0 [State 0, TargetLifeAdd] type = TargetLifeAdd trigger1 = AnimElem = 14 value = -ceil(90*(1+.5*(root,var(2)=2)+.25*(root,var(2)=2))) ID = 1000 kill = 1 [State 0, EnvShake] type = EnvShake trigger1 = AnimElem = 6 trigger2 = AnimElem = 14 time = 15 freq = 90 ampl = -4 [State 5110, 6] type = PlaySnd trigger1 = AnimElem = 6 value = F7, 1 [State 0, Explod] type = null;Explod trigger1 = AnimElem = 6 anim = f60 pos = -50,0 sprpriority = -1 ownpal = 1 [State 0, Helper] type = Helper trigger1 = AnimElem = 6 helpertype = normal ID = 8070 stateno = 8070 pos = -50,0 keyctrl = 0 ownpal = 1 ignorehitpause = 1 [State 0, Helper] type = Helper trigger1 = AnimElem = 14 helpertype = normal ID = 8070 stateno = 8070 pos = 60,0 keyctrl = 0 ownpal = 1 ignorehitpause = 1 [State 0, VarAdd] type = VarAdd trigger1 = AnimElem = 14 fv = 0 value = 1 ignorehitpause = 1 persistent = 0 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 1020] type = A movetype= H physics = N velset = 0,0 ctrl = 0 sprpriority = 3 [State 0, ChangeAnim2] type = ChangeAnim2 trigger1 = time = 0 value = 1020 [State 0, Turn] type = Turn trigger1 = AnimElem = 7 ;--------------------------------------------------------------------------- [StateDef 1021] type = A movetype= H physics = N velset = 0,0 ctrl = 0 sprpriority = 3 [State 0, PosSet] type = PosSet trigger1 = time = 0 y = 0 [State 5110, 6] type = PlaySnd trigger1 = Time = 0 value = F7, 1 [State 0, Explod] type = null;Explod trigger1 = time = 0 anim = f60 sprpriority = -1 ownpal = 1 [State 0, ChangeAnim] type = ChangeAnim trigger1 = time = 0 value = 5110 [State 0, SelfState] type = SelfState trigger1 = Alive trigger1 = time > 30 value = 5120 [State 0, SelfState] type = SelfState trigger1 = !Alive trigger1 = time > 30 value = 5150 ;--------------------------------------------------------------------------- [StateDef 1050] 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 trigger1 = Random > 500 trigger1 = AnimElem = 2 value = S200,0+Random%2 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = S210,0 volume = 0 [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 = -84 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 1 v = 15 value = 0 ignorehitpause = 1 [State 800, 1] type = HitDef triggerall = P2StateNo != [120,159] triggerall = AnimElem = 1 || AnimElem = 2 triggerall = P2StateType != L trigger1 = !var(2) trigger1 = P2StateType != A trigger2 = var(2) trigger2 = P2StateType != A ;trigger2 = P2MoveType != H attr = S, NA damage = 0 getpower = 100,0 animtype = Light guardflag = hitflag = M priority = 5, miss pausetime = 0, 0 sparkno = -1 sparkxy = -20, -84 guard.dist = 0 hitsound = 5, 0 p1stateno = 1060 p2stateno = 1070 fall = 1 id = 1000 p2facing = 1 [State 800, 1] type = HitDef trigger1 = var(2) trigger1 = P2StateType != L trigger1 = P2StateType = A trigger1 = P2MoveType = H trigger1 = P2StateNo != [120,159] trigger1 = AnimElem = 1 || AnimElem = 2 attr = S, NA damage = 0 getpower = 100,0 animtype = Light guardflag = hitflag = MAF priority = 5, miss pausetime = 0, 0 sparkno = -1 sparkxy = -20, -84 guard.dist = 0 hitsound = 5, 0 p1stateno = 1060 p2stateno = 1070 fall = 1 id = 1000 p2facing = 1 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 1060] 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 != 1060+var(1)*1000+var(2),1) trigger1 = time = 0 value = 1060+var(1)*1000+var(2) [State 0, Width] type = Width trigger1 = 1 edge = 30,0 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 pos = 60,0 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(3) < 0 pos = 58,-120 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(4) < 0 pos = 40,-140 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(5) < 0 pos = -56,-80 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(5) >= 0 && AnimElemtime(6) < 0 pos = -43,-21 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(7) < 0 pos = -37,-16 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(7) >= 0 && AnimElemtime(8) < 0 pos = -39,-18 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(8) >= 0 && AnimElemtime(9) < 0 pos = -18,-32 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(9) >= 0 && AnimElemtime(10) < 0 pos = 35,-86 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(10) >= 0 && AnimElemtime(11) < 0 pos = -40,-84 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(11) >= 0 && AnimElemtime(12) < 0 pos = -54,-101 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(12) >= 0 && AnimElemtime(13) < 0 pos = -55,-106 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(13) >= 0 && AnimElemtime(14) < 0 pos = -52,-70 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(14) >= 0 && AnimElemtime(15) < 0 pos = -0,-56 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(15) >= 0 && AnimElemtime(16) < 0 pos = 60,-80 [State 0, TargetState] type = TargetState trigger1 = AnimElem = 16 value = 1071 [State 0, TargetLifeAdd] type = TargetLifeAdd trigger1 = AnimElem = 6 value = -ceil(80*(1+.5*(root,var(2)=2)+.25*(root,var(2)=2))) ID = 1000 kill = 0 [State 0, TargetLifeAdd] type = TargetLifeAdd trigger1 = AnimElem = 16 value = -ceil(100*(1+.5*(root,var(2)=2)+.25*(root,var(2)=2))) ID = 1000 kill = 1 [State 0, VarAdd] type = VarAdd trigger1 = AnimElem = 16 fv = 0 value = 1 ignorehitpause = 1 persistent = 0 [State 0, Turn] type = Turn trigger1 = AnimElem = 9 trigger2 = AnimElem = 10 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 11 x = 23 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 12 x = 9 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 13 x = 20 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 14 x = 25 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 15 x = 32 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 16 x = 17 [State 0, EnvShake] type = EnvShake trigger1 = AnimElem = 6 time = 15 freq = 90 ampl = -4 [State 5110, 6] type = PlaySnd trigger1 = AnimElem = 6 value = F7, 1 [State 0, Explod] type = null;Explod trigger1 = AnimElem = 6 anim = f60 pos = -50,0 sprpriority = -1 ownpal = 1 [State 0, Helper] type = Helper trigger1 = AnimElem = 6 helpertype = normal ID = 8070 stateno = 8070 pos = -50,0 keyctrl = 0 ownpal = 1 ignorehitpause = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = Random > 500 trigger1 = AnimElem = 16 value = S200,0+Random%2 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 16 value = S210,2 volume = 0 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 1070] type = A movetype= H physics = N velset = 0,0 ctrl = 0 sprpriority = 3 [State 0, ChangeAnim2] type = ChangeAnim2 trigger1 = time = 0 value = 1070 [State 0, SprPriority] type = SprPriority trigger1 = AnimElem = 9 value = 0 [State 0, Turn] type = null;Turn trigger1 = AnimElem = 7 ;--------------------------------------------------------------------------- [StateDef 1071] type = A movetype= H physics = N velset = -4,-10 ctrl = 0 [State 0, VelAdd] type = VelAdd trigger1 = 1 y = 0.65 [State 0, PosAdd] type = PosAdd trigger1 = time = 0 y = 10 [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 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)+IfElse(var(2),1,0),1) trigger1 = time = 0 value = 1100+var(1)*1000+var(2)+IfElse(var(2),1,0) [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 trigger1 = Random > 500 trigger1 = AnimElem = 7 value = S200,0+Random%2 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 7 value = S210,0 volume = 0 [State 0, VarSet] type = VarSet trigger1 = Helper(1120),stateno = 1120 trigger1 = AnimElemtime(6) = 2 v = 11 value = 110 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = Helper(1120),stateno = 1120 trigger1 = AnimElemtime(6) = 2 v = 12 value = -165 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = Helper(1120),stateno = 1120 trigger1 = AnimElemtime(7) = 0 v = 11 value = 86 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = Helper(1120),stateno = 1120 trigger1 = AnimElemtime(7) = 0 v = 12 value = -181 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = Helper(1120),stateno = 1120 trigger1 = AnimElemtime(7) = 1 v = 11 value = 35 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = Helper(1120),stateno = 1120 trigger1 = AnimElemtime(7) = 1 v = 12 value = -183 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = Helper(1120),stateno = 1120 trigger1 = AnimElemtime(7) = 2 v = 11 value = 22 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = Helper(1120),stateno = 1120 trigger1 = AnimElemtime(7) = 2 v = 12 value = -175 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = Helper(1120),stateno = 1120 trigger1 = AnimElemtime(8) = 0 v = 11 value = 17 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = Helper(1120),stateno = 1120 trigger1 = AnimElemtime(8) = 0 v = 12 value = -164 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = Helper(1120),stateno = 1120 trigger1 = AnimElemtime(8) = 1 v = 11 value = -22 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = Helper(1120),stateno = 1120 trigger1 = AnimElemtime(8) = 1 v = 12 value = -143 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = Helper(1120),stateno = 1120 trigger1 = AnimElemtime(8) = 2 v = 11 value = -28 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = Helper(1120),stateno = 1120 trigger1 = AnimElemtime(8) = 2 v = 12 value = -127 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = Helper(1120),stateno = 1120 trigger1 = AnimElemtime(8) = 3 v = 11 value = -43 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = Helper(1120),stateno = 1120 trigger1 = AnimElemtime(8) = 3 v = 12 value = -108 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = Helper(1120),stateno = 1120 trigger1 = AnimElemtime(9) = 0 v = 11 value = -64 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = Helper(1120),stateno = 1120 trigger1 = AnimElemtime(9) = 0 v = 12 value = -79 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = Helper(1120),stateno = 1120 trigger1 = AnimElemtime(9) = 1 v = 11 value = -58 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = Helper(1120),stateno = 1120 trigger1 = AnimElemtime(9) = 1 v = 12 value = -43 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = Helper(1120),stateno = 1120 trigger1 = AnimElemtime(9) = 2 v = 11 value = -57 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = Helper(1120),stateno = 1120 trigger1 = AnimElemtime(9) = 2 v = 12 value = -12 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = Helper(1120),stateno = 1120 trigger1 = AnimElemtime(9) = 3 v = 11 value = -54 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = Helper(1120),stateno = 1120 trigger1 = AnimElemtime(9) = 3 v = 12 value = 42 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = Helper(1120),stateno = 1120 trigger1 = AnimElemtime(9) = 4 v = 11 value = -43 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = Helper(1120),stateno = 1120 trigger1 = AnimElemtime(9) = 4 v = 12 value = 68 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = Helper(1120),stateno = 1120 trigger1 = AnimElemtime(10) = 0 v = 11 value = 16 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = Helper(1120),stateno = 1120 trigger1 = AnimElemtime(10) = 0 v = 12 value = 134 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = Helper(1120),stateno = 1120 trigger1 = AnimElemtime(10) = 1 v = 11 value = 33 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = Helper(1120),stateno = 1120 trigger1 = AnimElemtime(10) = 1 v = 12 value = 151 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = Helper(1120),stateno = 1121 trigger1 = AnimElemtime(7) = 2 v = 11 value = -14 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = Helper(1120),stateno = 1121 trigger1 = AnimElemtime(7) = 2 v = 12 value = -188 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = Helper(1120),stateno = 1121 trigger1 = AnimElemtime(8) = 0 v = 11 value = -44 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = Helper(1120),stateno = 1121 trigger1 = AnimElemtime(8) = 0 v = 12 value = -169 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = Helper(1120),stateno = 1121 trigger1 = AnimElemtime(8) = 1 v = 11 value = -66 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = Helper(1120),stateno = 1121 trigger1 = AnimElemtime(8) = 1 v = 12 value = -146 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = Helper(1120),stateno = 1121 trigger1 = AnimElemtime(8) = 2 v = 11 value = -65 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = Helper(1120),stateno = 1121 trigger1 = AnimElemtime(8) = 2 v = 12 value = -108 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = Helper(1120),stateno = 1121 trigger1 = AnimElemtime(8) = 3 v = 11 value = -57 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = Helper(1120),stateno = 1121 trigger1 = AnimElemtime(8) = 3 v = 12 value = -76 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = Helper(1120),stateno = 1121 trigger1 = AnimElemtime(9) = 0 v = 11 value = -19 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = Helper(1120),stateno = 1121 trigger1 = AnimElemtime(9) = 0 v = 12 value = -35 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 5 v = 15 value = 11 ignorehitpause = 1 [State 0, ChangeAnim] type = ChangeAnim trigger1 = helper(1120),MoveContact = 1 value = Anim elem = animelemno(-1) [State 0, Helper] type = Helper trigger1 = !var(2) || var(2) = 2 trigger1 = AnimElem = 6 helpertype = normal ID = 1110 stateno = 1110 pos = -20,-102 keyctrl = 0 ownpal = 1 pausemovetime = 999999 ignorehitpause = 1 [State 0, Helper] type = Helper trigger1 = var(2) && var(2) != 2 trigger1 = AnimElem = 7 helpertype = normal ID = 1110 stateno = 1111 pos = -20,-102 keyctrl = 0 ownpal = 1 pausemovetime = 999999 ignorehitpause = 1 [State 0, Helper] type = Helper trigger1 = !var(2) || var(2) = 2 trigger1 = AnimElem = 6 helpertype = normal ID = 1120 stateno = 1120 pos = -20,-102 keyctrl = 0 ownpal = 1 pausemovetime = 999999 ignorehitpause = 1 [State 0, Helper] type = Helper trigger1 = var(2) && var(2) != 2 trigger1 = AnimElem = 7 helpertype = normal ID = 1120 stateno = 1121 pos = -20,-102 keyctrl = 0 ownpal = 1 pausemovetime = 999999 ignorehitpause = 1 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 1110] type = S movetype= A physics = S velset = 0,0 anim = 1110 ctrl = 0 poweradd = 0 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim trigger1 = helper(1120),MoveContact = 1 value = 1110 elem = animelemno(-1) [State 0, BindToRoot] type = BindToRoot trigger1 = root,AnimElemTime(6) >= 0 && root,AnimElemTime(7) < 0 pos = -20,-102 [State 0, BindToRoot] type = BindToRoot trigger1 = root,AnimElemTime(7) >= 0 && root,AnimElemTime(8) < 0 pos = -18,-96 [State 0, BindToRoot] type = BindToRoot trigger1 = root,AnimElemTime(8) >= 0 && root,AnimElemTime(9) < 0 pos = 19,-85 [State 0, BindToRoot] type = BindToRoot trigger1 = root,AnimElemTime(9) >= 0 && root,AnimElemTime(11) < 0 pos = 42,-76 [State 0, BindToRoot] type = BindToRoot trigger1 = root,AnimElemTime(11) >= 0 && root,AnimElemTime(12) < 0 pos = 15,-65 [State 0, BindToRoot] type = BindToRoot trigger1 = root,AnimElemTime(12) >= 0 && root,AnimElemTime(13) < 0 pos = 13,-62 [State 0, BindToRoot] type = BindToRoot trigger1 = root,AnimElemTime(13) >= 0 && root,AnimElemTime(14) < 0 pos = -4,-64 [State 0, VarSet] type = VarSet trigger1 = time = 0 v = 11 value = 0 [State 0, Varadd] type = Varadd trigger1 = helper(1120),MoveContact = 1 v = 11 value = 1 [State 0, AngleDraw] type = AngleDraw trigger1 = root,AnimElemTime(7) < 0 value = 136 [State 0, AngleDraw] type = AngleDraw trigger1 = root,AnimElemTime(7) >= 0 trigger1 = root,AnimElemTime(13) < 0 trigger1 = helper(1120),MoveContact != 1 value = 136-(time-var(11))*12 [State 0, AngleDraw] type = AngleDraw trigger1 = root,AnimElemTime(13) >= 0 value = 228 [State 0, DestroySelf] type = DestroySelf trigger1 = AnimTime = 0 trigger2 = root,stateno != 1100 trigger2 = root,stateno != 900 ;--------------------------------------------------------------------------- [StateDef 1111] type = S movetype= A physics = S velset = 0,0 anim = 1111 ctrl = 0 poweradd = 0 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim trigger1 = helper(1120),MoveContact = 1 value = 1111 elem = animelemno(-1) [State 0, BindToRoot] type = BindToRoot trigger1 = root,AnimElemTime(6) >= 0 && root,AnimElemTime(7) < 0 pos = -20,-102 [State 0, BindToRoot] type = BindToRoot trigger1 = root,AnimElemTime(7) >= 0 && root,AnimElemTime(8) < 0 pos = -18,-96 [State 0, BindToRoot] type = BindToRoot trigger1 = root,AnimElemTime(8) >= 0 && root,AnimElemTime(9) < 0 pos = 19,-85 [State 0, BindToRoot] type = BindToRoot trigger1 = root,AnimElemTime(9) >= 0 && root,AnimElemTime(11) < 0 pos = 42,-76 [State 0, BindToRoot] type = BindToRoot trigger1 = root,AnimElemTime(11) >= 0 && root,AnimElemTime(12) < 0 pos = 15,-65 [State 0, BindToRoot] type = BindToRoot trigger1 = root,AnimElemTime(12) >= 0 && root,AnimElemTime(13) < 0 pos = 13,-62 [State 0, BindToRoot] type = BindToRoot trigger1 = root,AnimElemTime(13) >= 0 && root,AnimElemTime(14) < 0 pos = -4,-64 [State 0, VarSet] type = VarSet trigger1 = time = 0 v = 11 value = 0 [State 0, Varadd] type = Varadd trigger1 = helper(1120),MoveContact = 1 v = 11 value = 1 [State 0, VarSet] type = VarSet trigger1 = time = 0 v = 12 value = 0 [State 0, Varadd] type = Varadd trigger1 = time >= 7 trigger1 = var(12) < 5 trigger1 = helper(1120),MoveContact != 1 v = 12 value = 1 [State 0, AngleDraw] type = AngleDraw trigger1 = time < 3;root,AnimElemTime(7) < 0 value = 36 [State 0, AngleDraw] type = AngleDraw trigger1 = time < 5 scale = .4+time/8.0,1 [State 0, AngleDraw] type = AngleDraw trigger1 = time >= 7 scale = 1-var(12)/15.0,1 [State 0, AngleDraw] type = AngleDraw trigger1 = time > 3;root,AnimElemTime(7) >= 0 trigger1 = root,AnimElemTime(12) < 0 trigger1 = helper(1120),MoveContact != 1 value = 36-(time-3-var(11))*12 [State 0, AngleDraw] type = AngleDraw trigger1 = root,AnimElemTime(13) >= 0 value = 228 [State 0, DestroySelf] type = DestroySelf trigger1 = AnimTime = 0 trigger2 = root,stateno != 1100 trigger2 = root,stateno != 900 ;--------------------------------------------------------------------------- [StateDef 1120] type = S movetype= A physics = S velset = 0,0 anim = 1120 ctrl = 0 poweradd = 0 sprpriority = 2 [State 0, BindToRoot] type = BindToRoot trigger1 = root,AnimElemTime(6) >= 0 && root,AnimElemTime(7) < 0 pos = -20,-102 [State 0, BindToRoot] type = BindToRoot trigger1 = root,AnimElemTime(7) >= 0 && root,AnimElemTime(8) < 0 pos = -18,-96 [State 0, BindToRoot] type = BindToRoot trigger1 = root,AnimElemTime(8) >= 0 && root,AnimElemTime(9) < 0 pos = 19,-85 [State 0, BindToRoot] type = BindToRoot trigger1 = root,AnimElemTime(9) >= 0 && root,AnimElemTime(11) < 0 pos = 42,-76 [State 0, BindToRoot] type = BindToRoot trigger1 = root,AnimElemTime(11) >= 0 && root,AnimElemTime(12) < 0 pos = 15,-65 [State 0, BindToRoot] type = BindToRoot trigger1 = root,AnimElemTime(12) >= 0 && root,AnimElemTime(13) < 0 pos = 13,-62 [State 0, BindToRoot] type = BindToRoot trigger1 = root,AnimElemTime(13) >= 0 && root,AnimElemTime(14) < 0 pos = -4,-64 [State 0, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA [State 0, ParentVarSet] type = ParentVarSet trigger1 = AnimElem = 2 v = 11 value = -20 [State 0, ParentVarSet] type = ParentVarSet trigger1 = AnimElem = 2 v = 12 value = 30-(EnemyNear,Const(size.height))/2 [State 0, AttackMulSet] type = AttackMulSet trigger1 = 1 value = (1+.5*(root,var(2)=4)+.2*(root,var(2)=4)+(root,var(2)=2)*((power/PowerMax)/4.0))*(1-root,fvar(0)*9/100.0) ignorehitpause = 1 [State 200, 1] type = HitDef triggerall = AnimElem = 2 trigger1 = root,var(8) = 0 trigger2 = root,var(8) trigger2 = root,var(7) = 0 attr = A, SA damage = 140, 0 getpower = 80,10 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 3, Hit pausetime = 12,12 ground.type = Low sparkno = -1 guard.sparkno = -1 sparkxy = -20,30-(EnemyNear,Const(size.height))/2 hitsound = s220, 1 guardsound = 6, 0 guard.dist = 280 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -5 guard.velocity = -10 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -5,-6 air.fall = 1 yaccel = 0.55 [State 200, 1] type = HitDef triggerall = AnimElem = 2 trigger1 = root,var(8) trigger1 = root,var(7) attr = A, SA damage = 140, 0 getpower = 80,10 animtype = back air.animtype = back guardflag = M hitflag = MAF priority = 3, Hit pausetime = 12,6 guard.pausetime = 12,12 ground.type = Low sparkno = -1 guard.sparkno = -1 sparkxy = -20,30-(EnemyNear,Const(size.height))/2 hitsound = s220, 1 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 = 0.55 fall = 1 [State 200, 1] type = HitDef triggerall = root,var(2) = 2 triggerall = AnimElem = 2 trigger1 = root,var(8) = 0 trigger2 = root,var(8) trigger2 = root,var(7) = 0 attr = A, SA damage = 140, 0 getpower = 80,10 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 3, Hit pausetime = 12,12 ground.type = Low sparkno = -1 guard.sparkno = -1 sparkxy = -20,30-(EnemyNear,Const(size.height))/2 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 = 0.55 [State 200, 1] type = HitDef triggerall = root,var(2) = 2 triggerall = AnimElem = 2 trigger1 = root,var(8) trigger1 = root,var(7) attr = A, SA damage = 140, 0 getpower = 80,10 animtype = back air.animtype = back guardflag = M hitflag = MAF priority = 3, Hit pausetime = 12,6 guard.pausetime = 12,12 ground.type = Low sparkno = -1 guard.sparkno = -1 sparkxy = -20,30-(EnemyNear,Const(size.height))/2 hitsound = s220, 1 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 = 0.55 fall = 1 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 trigger1 = root,var(13) = 0 trigger1 = P2StateNo = [0,159] v = 13 value = 1 ignorehitpause = 1 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = root,var(13) trigger1 = P2MoveType = A v = 13 value = 0 ignorehitpause = 1 [State 0, ParentVarAdd] type = ParentVarAdd trigger1 = movehit = 1 fv = 0 value = 1 ignorehitpause = 1 persistent = 0 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = NumTarget trigger1 = root,var(7) trigger1 = root,var(13) trigger1 = Target,stateno = 5000 || Target,stateno = 5010 || Target,stateno = 5020 || Target,stateno = 5070 || Target,stateno = 5080 trigger1 = Target,time = 0 trigger2 = root,var(14) = -1 trigger2 = Target,stateno = 5000 || Target,stateno = 5010 || Target,stateno = 5020 || Target,stateno = 5070 || Target,stateno = 5080 trigger2 = Target,time = 0 v = 7 value = 0 ignorehitpause = 1 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = root,var(13) trigger1 = movehit v = 13 value = 0 ignorehitpause = 1 [State 0, ParentVaradd] type = ParentVaradd triggerall = RoundState = 2 triggerall = NumTarget trigger1 = root,var(8) = 0 trigger1 = Target,stateno = 5000 || Target,stateno = 5010 || Target,stateno = 5020 || Target,stateno = 5070 || Target,stateno = 5080 trigger1 = Target,time = 0 v = 7 value = 60 ignorehitpause = 1 persistent = 0 [State 0, ParentVarAdd] type = ParentVarAdd triggerall = RoundState = 2 triggerall = NumTarget trigger1 = root,var(7) trigger1 = root,var(8) = 0 trigger1 = Target,stateno = 150 || Target,stateno = 152 || Target,stateno = 154; || Target,stateno = 5070 || Target,stateno = 5080 trigger1 = Target,time = 0 v = 7 value = -60 ignorehitpause = 1 persistent = 0 [State 0, ParentVarSet] type = ParentVarSet trigger1 = root,var(14) != 1 trigger1 = movehit = 1 v = 14 value = 1 ignorehitpause = 1 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = NumTarget trigger1 = root,var(8) trigger1 = Target,stateno >= 5110 v = 8 value = 7 ignorehitpause = 1 persistent = 0 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = NumTarget triggerall = root,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 persistent = 0 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = NumTarget triggerall = root,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 persistent = 0 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = NumTarget triggerall = root,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 persistent = 0 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = NumTarget triggerall = root,var(8) = 2 trigger1 = Target,stateno = 5000 || Target,stateno = 5010 || Target,stateno = 5020 || Target,stateno = 5070 || Target,stateno = 5080 trigger1 = Target,time = 0 v = 8 value = 3 ignorehitpause = 1 persistent = 0 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 trigger1 = root,var(8) = 0 trigger1 = P2MoveType = A trigger1 = MoveType = A v = 8 value = 1 ignorehitpause = 1 persistent = 0 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = NumTarget trigger1 = root,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 persistent = 1 [State 0, DestroySelf] type = DestroySelf trigger1 = AnimTime = 0 trigger2 = root,stateno != 1100 trigger2 = root,stateno != 900 ;--------------------------------------------------------------------------- [StateDef 1121] type = S movetype= A physics = S velset = 0,0 anim = 1121 ctrl = 0 poweradd = 0 sprpriority = 2 [State 0, BindToRoot] type = BindToRoot trigger1 = root,AnimElemTime(6) >= 0 && root,AnimElemTime(7) < 0 pos = -20,-102 [State 0, BindToRoot] type = BindToRoot trigger1 = root,AnimElemTime(7) >= 0 && root,AnimElemTime(8) < 0 pos = -18,-96 [State 0, BindToRoot] type = BindToRoot trigger1 = root,AnimElemTime(8) >= 0 && root,AnimElemTime(9) < 0 pos = 19,-85 [State 0, BindToRoot] type = BindToRoot trigger1 = root,AnimElemTime(9) >= 0 && root,AnimElemTime(11) < 0 pos = 42,-76 [State 0, BindToRoot] type = BindToRoot trigger1 = root,AnimElemTime(11) >= 0 && root,AnimElemTime(12) < 0 pos = 15,-65 [State 0, BindToRoot] type = BindToRoot trigger1 = root,AnimElemTime(12) >= 0 && root,AnimElemTime(13) < 0 pos = 13,-62 [State 0, BindToRoot] type = BindToRoot trigger1 = root,AnimElemTime(13) >= 0 && root,AnimElemTime(14) < 0 pos = -4,-64 [State 0, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA [State 0, ParentVarSet] type = ParentVarSet trigger1 = AnimElem = 2 v = 11 value = -20 [State 0, ParentVarSet] type = ParentVarSet trigger1 = AnimElem = 2 v = 12 value = 30-(EnemyNear,Const(size.height))/2 [State 0, AttackMulSet] type = AttackMulSet trigger1 = 1 value = (1+.5*(root,var(2)=4)+.2*(root,var(2)=4)+(root,var(2)=2)*((power/PowerMax)/4.0))*(1-root,fvar(0)*9/100.0) ignorehitpause = 1 [State 200, 1] type = HitDef triggerall = root,var(2) = 1 triggerall = AnimElem = 2 trigger1 = root,var(8) = 0 trigger2 = root,var(8) trigger2 = root,var(7) = 0 attr = A, SA damage = 140, 0 getpower = 80,10 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 3, Hit pausetime = 12,12 ground.type = Low sparkno = -1 guard.sparkno = -1 sparkxy = -20,30-(EnemyNear,Const(size.height))/2 hitsound = s220, 1 guardsound = 6, 0 guard.dist = 280 ground.slidetime = 23 ground.hittime = 28 ground.velocity = -5,-6 guard.velocity = -10 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -5,-6 fall = 1 yaccel = 0.55 [State 200, 1] type = HitDef triggerall = root,var(2) = 1 triggerall = AnimElem = 2 trigger1 = root,var(8) trigger1 = root,var(7) attr = A, SA damage = 140, 0 getpower = 80,10 animtype = back air.animtype = back guardflag = M hitflag = MAF priority = 3, Hit pausetime = 12,6 guard.pausetime = 12,12 ground.type = Low sparkno = -1 guard.sparkno = -1 sparkxy = -20,30-(EnemyNear,Const(size.height))/2 hitsound = s220, 1 guardsound = 6, 0 ground.slidetime = 23 ground.hittime = 28 ground.velocity = -3,-9 guard.velocity = -10 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -5,-6 fall = 1 yaccel = 0.55 [State 200, 1] type = HitDef triggerall = root,var(2) = 2 triggerall = AnimElem = 2 trigger1 = root,var(8) = 0 trigger2 = root,var(8) trigger2 = root,var(7) = 0 attr = A, SA damage = 140, 0 getpower = 80,10 animtype = UP air.animtype = UP guardflag = M hitflag = MAF priority = 3, Hit pausetime = 12,12 ground.type = Low sparkno = -1 guard.sparkno = -1 sparkxy = -20,30-(EnemyNear,Const(size.height))/2 hitsound = s220, 1 guardsound = 6, 0 ground.slidetime = 23 ground.hittime = 28 ground.velocity = -5,6 guard.velocity = -10 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -5,6 fall = 1 yaccel = 0.55 ;p2stateno = 1125 [State 200, 1] type = HitDef triggerall = root,var(2) = 2 triggerall = AnimElem = 2 trigger1 = root,var(8) trigger1 = root,var(7) attr = A, SA damage = 140, 0 getpower = 80,10 animtype = UP air.animtype = UP guardflag = M hitflag = MAF priority = 3, Hit pausetime = 12,6 guard.pausetime = 12,12 ground.type = Low sparkno = -1 guard.sparkno = -1 sparkxy = -20,30-(EnemyNear,Const(size.height))/2 hitsound = s220, 1 guardsound = 6, 0 ground.slidetime = 23 ground.hittime = 28 ground.velocity = -5,6 guard.velocity = -10 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -5,6 fall = 1 yaccel = 0.55 ;p2stateno = 1125 [State 200, 1] type = HitDef triggerall = root,var(2) = [3,4] triggerall = AnimElem = 2 trigger1 = root,var(8) = 0 trigger2 = root,var(8) trigger2 = root,var(7) = 0 attr = A, SA damage = 140, 0 getpower = 80,10 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 3, Hit pausetime = 12,12 ground.type = Low sparkno = -1 guard.sparkno = -1 sparkxy = -20,30-(EnemyNear,Const(size.height))/2 hitsound = s220, 1 guardsound = 6, 0 ground.slidetime = 23 ground.hittime = 29 ground.velocity = 8 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -5,-6 guard.velocity = -10 air.fall = 1 yaccel = 0.55 p2facing = 1 [State 200, 1] type = HitDef triggerall = root,var(2) = [3,4] triggerall = AnimElem = 2 trigger1 = root,var(8) trigger1 = root,var(7) attr = A, SA damage = 140, 0 getpower = 80,10 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 3, Hit pausetime = 12,6 guard.pausetime = 12,12 ground.type = Low sparkno = -1 guard.sparkno = -1 sparkxy = -20,30-(EnemyNear,Const(size.height))/2 hitsound = s220, 1 guardsound = 6, 0 ground.slidetime = 23 ground.hittime = 29 ground.velocity = -3,-9 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -5,-6 guard.velocity = -10 air.fall = 1 yaccel = 0.55 p2facing = 1 fall = 1 [State 0, TargetState] type = TargetState triggerall = AnimElemtime(2) >= 0 triggerall = movehit = 1 trigger1 = root,var(2) = 2 value = 1125 ID = -1 ignorehitpause = 1 [State 0, AttackMulSet] type = AttackMulSet trigger1 = 1 value = 1+IfElse(root,var(2)=2,.5,0)+IfElse(root,var(2)=4,.2,0)+IfElse(root,var(2)=2,(power/PowerMax)/4.00,0) ignorehitpause = 1 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 trigger1 = root,var(13) = 0 trigger1 = P2StateNo = [0,159] v = 13 value = 1 ignorehitpause = 1 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = root,var(13) trigger1 = P2MoveType = A v = 13 value = 0 ignorehitpause = 1 [State 0, ParentVarAdd] type = ParentVarAdd trigger1 = movehit = 1 fv = 0 value = 1 ignorehitpause = 1 persistent = 0 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = NumTarget trigger1 = root,var(7) trigger1 = root,var(13) trigger1 = Target,stateno = 5000 || Target,stateno = 5010 || Target,stateno = 5020 || Target,stateno = 5070 || Target,stateno = 5080 trigger1 = Target,time = 0 trigger2 = root,var(14) = -1 trigger2 = Target,stateno = 5000 || Target,stateno = 5010 || Target,stateno = 5020 || Target,stateno = 5070 || Target,stateno = 5080 trigger2 = Target,time = 0 v = 7 value = 0 ignorehitpause = 1 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = root,var(13) trigger1 = movehit v = 13 value = 0 ignorehitpause = 1 [State 0, ParentVaradd] type = ParentVaradd triggerall = RoundState = 2 triggerall = NumTarget trigger1 = root,var(8) = 0 trigger1 = Target,stateno = 5000 || Target,stateno = 5010 || Target,stateno = 5020 || Target,stateno = 5070 || Target,stateno = 5080 trigger1 = Target,time = 0 v = 7 value = 60 ignorehitpause = 1 persistent = 0 [State 0, ParentVarAdd] type = ParentVarAdd triggerall = RoundState = 2 triggerall = NumTarget trigger1 = root,var(7) trigger1 = root,var(8) = 0 trigger1 = Target,stateno = 150 || Target,stateno = 152 || Target,stateno = 154; || Target,stateno = 5070 || Target,stateno = 5080 trigger1 = Target,time = 0 v = 7 value = -60 ignorehitpause = 1 persistent = 0 [State 0, ParentVarSet] type = ParentVarSet trigger1 = root,var(14) != 1 trigger1 = movehit = 1 v = 14 value = 1 ignorehitpause = 1 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = NumTarget trigger1 = root,var(8) trigger1 = Target,stateno >= 5110 v = 8 value = 7 ignorehitpause = 1 persistent = 0 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = NumTarget triggerall = root,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 persistent = 0 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = NumTarget triggerall = root,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 persistent = 0 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = NumTarget triggerall = root,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 persistent = 0 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = NumTarget triggerall = root,var(8) = 2 trigger1 = Target,stateno = 5000 || Target,stateno = 5010 || Target,stateno = 5020 || Target,stateno = 5070 || Target,stateno = 5080 trigger1 = Target,time = 0 v = 8 value = 3 ignorehitpause = 1 persistent = 0 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 trigger1 = root,var(8) = 0 trigger1 = P2MoveType = A trigger1 = MoveType = A v = 8 value = 1 ignorehitpause = 1 persistent = 0 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = NumTarget trigger1 = root,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 persistent = 0 [State 0, DestroySelf] type = DestroySelf trigger1 = AnimTime = 0 trigger2 = root,stateno != 1100 trigger2 = root,stateno != 900 ;--------------------------------------------------------------------------- ; HITG_SHAKE [Statedef 1125] type = A movetype= H physics = N velset = 0,0 [State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD type = ChangeAnim trigger1 = time = 0 value = 5010 [State 5000, 4] ;Freeze anim type = ChangeAnim trigger1 = Time > 0 value = anim [State 5000, 7] type = ChangeState trigger1 = HitShakeOver value = 1126 [State 5000, FFB Light] type = ForceFeedback trigger1 = anim = 5000 trigger2 = anim = 5010 persistent = 0 time = 6 waveform = square [State 5000, FFB Medium] type = ForceFeedback trigger1 = anim = 5001 trigger2 = anim = 5011 persistent = 0 time = 8 waveform = sinesquare ampl = 110,-1,-.3 [State 5000, FFB Hard] type = ForceFeedback trigger1 = anim = 5012 trigger2 = anim = 5002 trigger3 = anim = 5030 persistent = 0 time = 15 waveform = sinesquare ampl = 140 ;--------------------------------------------------------------------------- ; HITA_UP (initial going up) [Statedef 1126] type = A movetype= H physics = N ctrl = 0 [State 5050, 1] ;Change anim when done with transition type = ChangeAnim trigger1 = AnimTime = 0 trigger1 = Anim = 5035 trigger2 = Time = 0 ;If no transition anim trigger2 = Anim != 5035 trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069]) trigger2 = Anim != 5090 ;Not if hit off ground anim value = 5050 [State 5050, 2] ;Coming down anim type = ChangeAnim trigger1 = anim = [5050,5059] trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2) trigger1 = SelfAnimExist(anim+10) value = anim+10 persistent = 0 [State 5030, 1] type = VelAdd;Gravity trigger1 = 1 y = GetHitVar(yaccel) [State 5030, 2] type = HitVelSet trigger1 = Time = 0 x = 1 y = 1 [State 5050, 6] type = SelfState trigger1 = Vel Y > 0 trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25) value = 5100 ;HIT_BOUNCE ;--------------------------------------------------------------------------- [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 trigger1 = Random > 500 trigger1 = AnimElem = 7 value = S200,0+Random%2 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 7 value = S210,0 volume = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 9 value = S1200,0 volume = 0 [State 0, EnvShake] type = EnvShake trigger1 = var(2) = 2 trigger1 = AnimElem = 9 time = 11 ampl = 4 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 8 v = 11 value = -10 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 8 v = 12 value = -10 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 8 v = 15 value = 11 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 11 v = 15 value = 1 ignorehitpause = 1 [State 200, 1] type = null;HitDef triggerall = var(2) != 2 triggerall = AnimElem = 9 trigger1 = !var(8) trigger2 = var(8) trigger2 = !var(7) attr = S, NA damage = 120, 10 getpower = 90,10 animtype = hard air.animtype = back guardflag = M hitflag = MA priority = 3, Hit pausetime = 12,12 ground.type = Low sparkno = -1 guard.sparkno = -1 sparkxy = -10,-10 hitsound = s220, 1 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -5 guard.velocity = -10 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -5,-6 air.fall = 1 yaccel = 0.55 [State 200, 1] type = HitDef triggerall = var(2) = 2 triggerall = AnimElem = 9 trigger1 = !var(8) trigger2 = var(8) trigger2 = !var(7) attr = S, NA damage = 120, 10 getpower = 90,10 animtype = back air.animtype = back guardflag = M hitflag = MA priority = 3, Hit pausetime = 12,3 guard.pausetime = 12,12 ground.type = Low sparkno = -1 guard.sparkno = -1 sparkxy = -10,-10 hitsound = s220, 1 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 = -5,-6 fall = 1 yaccel = 0.55 [State 200, 1] type = HitDef triggerall = var(2) = 2 triggerall = AnimElem = 9 trigger1 = var(8) trigger1 = var(7) attr = S, NA damage = 120, 10 getpower = 90,10 animtype = back air.animtype = back guardflag = M hitflag = MA priority = 3, Hit pausetime = 12,6 guard.pausetime = 12,12 ground.type = Low sparkno = -1 guard.sparkno = -1 sparkxy = -10,-10 hitsound = s220, 1 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 = -5,-6 air.fall = 1 yaccel = 0.55 [State 200, 1] type = HitDef triggerall = var(2) != 3 trigger1 = P2StateType = L trigger1 = AnimElem = 9 attr = S, NA damage = 120, 10 getpower = 90,10 animtype = hard air.animtype = back guardflag = M hitflag = FD priority = 3, Hit pausetime = 12,12 ground.type = Low sparkno = -1 guard.sparkno = -1 sparkxy = 0,0 hitsound = s220, 1 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -2 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -2,0 air.fall = 1 yaccel = 0.55 [State 0, VarAdd] type = VarAdd trigger1 = movehit = 1 fv = 0 value = 1 ignorehitpause = 1 persistent = 0 [State 0, Explod] type = null;Explod trigger1 = AnimElem = 9 anim = f61 pos = 71,0 postype = p1 bindtime = 1 removetime = -2 scale = 1,1 sprpriority = -1 ownpal = 1 [State 0, Helper] type = Helper trigger1 = AnimElem = 9 helpertype = normal ID = 1240 stateno = 1240 pos = 71,0 keyctrl = 0 ownpal = 1 ignorehitpause = 1 [State 0, Helper] type = Helper trigger1 = AnimElem = 9 helpertype = normal ID = 1210 stateno = 1210 pos = 71,0 keyctrl = 0 ownpal = 1 ignorehitpause = 1 [State 0, Helper] type = Helper trigger1 = AnimElem = 9 helpertype = normal ID = 1210 stateno = 1210 pos = 71,0 keyctrl = 0 ownpal = 1 ignorehitpause = 1 [State 0, Helper] type = Helper trigger1 = AnimElem = 9 helpertype = normal ID = 1210 stateno = 1210 pos = 71,0 keyctrl = 0 ownpal = 1 ignorehitpause = 1 [State 0, Helper] type = Helper trigger1 = AnimElem = 9 helpertype = normal ID = 1210 stateno = 1210 pos = 71,0 keyctrl = 0 ownpal = 1 ignorehitpause = 1 [State 0, Helper] type = Helper trigger1 = AnimElem = 9 helpertype = normal ID = 1210 stateno = 1210 pos = 71,0 keyctrl = 0 ownpal = 1 ignorehitpause = 1 [State 0, Helper] type = Helper trigger1 = AnimElem = 9 helpertype = normal ID = 1210 stateno = 1210 pos = 71,0 keyctrl = 0 ownpal = 1 ignorehitpause = 1 [State 0, Helper] type = Helper trigger1 = AnimElem = 9 helpertype = normal ID = 1210 stateno = 1210 pos = 71,0 keyctrl = 0 ownpal = 1 ignorehitpause = 1 [State 0, Helper] type = Helper triggerall = AnimElem = 9 trigger1 = var(2) = 2 trigger2 = var(2) = 4 helpertype = normal ID = 1210 stateno = 1211 pos = 71,0 keyctrl = 0 ownpal = 1 ignorehitpause = 1 [State 0, Helper] type = Helper triggerall = AnimElem = 9 trigger1 = var(2) = 2 trigger2 = var(2) = 4 helpertype = normal ID = 1210 stateno = 1211 pos = 71,0 keyctrl = 0 ownpal = 1 ignorehitpause = 1 [State 0, Helper] type = Helper triggerall = AnimElem = 9 trigger1 = var(2) = 2 trigger2 = var(2) = 4 helpertype = normal ID = 1210 stateno = 1211 pos = 71,0 keyctrl = 0 ownpal = 1 ignorehitpause = 1 [State 0, Helper] type = Helper triggerall = AnimElem = 9 trigger1 = var(2) = 2 helpertype = normal ID = 1210 stateno = 1211 pos = 71,0 keyctrl = 0 ownpal = 1 ignorehitpause = 1 [State 0, Helper] type = Helper triggerall = AnimElem = 9 trigger1 = var(2) = 2 helpertype = normal ID = 1210 stateno = 1211 pos = 71,0 keyctrl = 0 ownpal = 1 ignorehitpause = 1 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 1210] type = A movetype= A physics = N velset = 0,0 anim = 8230 ctrl = 0 poweradd = 0 sprpriority = 5 [State 0, VelSet] type = VelSet trigger1 = time = 0 x = -1+(Random%30)/10.00 y = -7-(Random%100)/10.00 [State 0, VarSet] type = VarSet trigger1 = time = 0 v = 3 value = 0 [State 0, VarRandom] type = VarRandom trigger1 = time = 0 v = 1 range = 0,5 [State 0, VarRandom] type = VarRandom trigger1 = time = 0 v = 2 range = 0,200 [State 0, VarAdd] type = VarAdd trigger1 = time > 0 v = 2 value = IfElse(vel x>=0.00,-1,1) [State 0, AngleDraw] type = AngleDraw trigger1 = 1 value = var(2) scale = 0.2+var(1)/8.00,0.2+var(1)/8.00 [State 0, VelAdd] type = VelAdd trigger1 = 1 y = 0.45 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, VarSet] type = VarSet trigger1 = !MoveContact v = 11 value = Ceil(P2Dist x) ignorehitpause = 1 [State 0, VarSet] type = null;VarSet trigger1 = 1 v = 12 value = -Ceil(ParentDist y) ignorehitpause = 1 [State 0, AttackMulSet] type = AttackMulSet trigger1 = 1 value = (1+.5*(root,var(2)=4)+.2*(root,var(2)=4)+(root,var(2)=2)*((power/PowerMax)/4.0))*(1-root,fvar(0)*9/100.0) ignorehitpause = 1 [State 200, 1] type = HitDef trigger1 = time = 10 attr = S, NA damage = 5+var(1)*2, 2 getpower = 5,1 animtype = light air.animtype = back guardflag = M hitflag = MAF priority = 3, Hit pausetime = 2,12 ground.type = high sparkno = -1 guard.sparkno = -1 sparkxy = -10,0 hitsound = 5, 0 guardsound = 6, 0 ground.slidetime = 7 ground.hittime = 9 ground.velocity = -2 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -2,-2 air.fall = 1 sprpriority = 5 yaccel = 0.55 ;p1stateno = 1220 [State 0, ParentVarSet] type = ParentVarSet trigger1 = root,var(15) trigger1 = movehit = 1 v = 15 value = 0 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 triggerall = var(8) != 2 trigger1 = EnemyNear,GetHitVar(damage) trigger1 = movehit = 1 helpertype = normal ID = 8010 stateno = 8010 pos = Ceil(enemy,Const(size.ground.front)+var(11)),Ceil(Pos Y-enemy,Pos Y+var(12)) postype = p2 facing = -1 keyctrl = 0 ownpal = 1 pausemovetime = 999999 supermovetime = 999999 ignorehitpause = 1 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 trigger1 = root,var(13) = 0 trigger1 = P2StateNo = [0,159] v = 13 value = 1 ignorehitpause = 1 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = root,var(13) trigger1 = P2MoveType = A v = 13 value = 0 ignorehitpause = 1 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = NumTarget trigger1 = root,var(7) trigger1 = root,var(13) trigger1 = Target,stateno = 5000 || Target,stateno = 5010 || Target,stateno = 5020 || Target,stateno = 5070 || Target,stateno = 5080 trigger1 = Target,time = 0 trigger2 = root,var(14) = -1 trigger2 = Target,stateno = 5000 || Target,stateno = 5010 || Target,stateno = 5020 || Target,stateno = 5070 || Target,stateno = 5080 trigger2 = Target,time = 0 v = 7 value = 0 ignorehitpause = 1 [State 0, ParentVarSet] type = ParentVarSet trigger1 = root,var(14) != 1 trigger1 = movehit = 1 v = 14 value = 1 ignorehitpause = 1 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = root,var(13) trigger1 = movehit v = 13 value = 0 ignorehitpause = 1 [State 0, ParentVaradd] type = ParentVaradd triggerall = RoundState = 2 triggerall = NumTarget trigger1 = root,var(8) = 0 trigger1 = Target,stateno = 5000 || Target,stateno = 5010 || Target,stateno = 5020 || Target,stateno = 5070 || Target,stateno = 5080 trigger1 = Target,time = 0 v = 7 value = 60 ignorehitpause = 1 persistent = 0 [State 0, ParentVarAdd] type = ParentVarAdd triggerall = RoundState = 2 triggerall = NumTarget triggerall = !ishelper trigger1 = root,var(7) trigger1 = root,var(8) = 0 trigger1 = Target,stateno = 150 || Target,stateno = 152 || Target,stateno = 154; || Target,stateno = 5070 || Target,stateno = 5080 trigger1 = Target,time = 0 v = 7 value = -60 ignorehitpause = 1 persistent = 0 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = NumTarget trigger1 = root,var(8) trigger1 = Target,stateno >= 5110 v = 8 value = 7 ignorehitpause = 1 persistent = 0 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = NumTarget triggerall = root,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 persistent = 0 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = NumTarget triggerall = root,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 persistent = 0 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = NumTarget triggerall = root,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 persistent = 0 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = NumTarget triggerall = root,var(8) = 2 trigger1 = Target,stateno = 5000 || Target,stateno = 5010 || Target,stateno = 5020 || Target,stateno = 5070 || Target,stateno = 5080 trigger1 = Target,time = 0 v = 8 value = 3 ignorehitpause = 1 persistent = 0 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 trigger1 = root,var(8) = 0 trigger1 = P2MoveType = A trigger1 = MoveType = A v = 8 value = 1 ignorehitpause = 1 persistent = 0 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = NumTarget trigger1 = root,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 persistent = 0 [State 0, ChangeState] type = ChangeState trigger1 = MoveContact value = 1220 ctrl = 0 ignorehitpause = 1 [State 0, ChangeState] type = ChangeState trigger1 = vel y > 0.00 && pos y >= 0-var(1)*4 value = 1230 ;--------------------------------------------------------------------------- [StateDef 1211] type = A movetype= A physics = N velset = 0,0 anim = 8230 ctrl = 0 poweradd = 0 sprpriority = 5 [State 0, VelSet] type = VelSet trigger1 = time = 0 x = -2+(Random%30)/5.00 y = -7-(Random%100)/10.00 [State 0, VarSet] type = VarSet trigger1 = time = 0 v = 3 value = 0 [State 0, VarRandom] type = VarRandom trigger1 = time = 0 v = 1 range = 0,5 [State 0, VarRandom] type = VarRandom trigger1 = time = 0 v = 2 range = 0,200 [State 0, VarAdd] type = VarAdd trigger1 = time > 0 v = 2 value = IfElse(vel x>=0.00,-1,1) [State 0, AngleDraw] type = AngleDraw trigger1 = 1 value = var(2) scale = 0.2+var(1)/8.00,0.2+var(1)/8.00 [State 0, VelAdd] type = VelAdd trigger1 = 1 y = 0.45 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, AttackMulSet] type = AttackMulSet trigger1 = 1 value = (1+.5*(root,var(2)=4)+.2*(root,var(2)=4)+(root,var(2)=2)*((power/PowerMax)/4.0))*(1-root,fvar(0)*9/100.0) ignorehitpause = 1 [State 200, 1] type = HitDef trigger1 = time = 10 attr = S, NA damage = 5+var(1)*2, 2 getpower = 5,1 animtype = light air.animtype = back guardflag = M hitflag = MAF priority = 3, Hit pausetime = 2,12 ground.type = high sparkno = -1 guard.sparkno = -1 sparkxy = -10,0 hitsound = 5, 0 guardsound = 6, 0 ground.slidetime = 7 ground.hittime = 9 ground.velocity = -2 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -2,-2 air.fall = 1 sprpriority = 5 yaccel = 0.55 ;p1stateno = 1220 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 trigger1 = root,var(13) = 0 trigger1 = P2StateNo = [0,159] v = 13 value = 1 ignorehitpause = 1 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = root,var(13) trigger1 = P2MoveType = A v = 13 value = 0 ignorehitpause = 1 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = NumTarget trigger1 = root,var(7) trigger1 = root,var(13) trigger1 = Target,stateno = 5000 || Target,stateno = 5010 || Target,stateno = 5020 || Target,stateno = 5070 || Target,stateno = 5080 trigger1 = Target,time = 0 trigger2 = root,var(14) = -1 trigger2 = Target,stateno = 5000 || Target,stateno = 5010 || Target,stateno = 5020 || Target,stateno = 5070 || Target,stateno = 5080 trigger2 = Target,time = 0 v = 7 value = 0 ignorehitpause = 1 [State 0, ParentVarSet] type = ParentVarSet trigger1 = root,var(14) != 1 trigger1 = movehit = 1 v = 14 value = 1 ignorehitpause = 1 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = root,var(13) trigger1 = movehit v = 13 value = 0 ignorehitpause = 1 [State 0, ParentVaradd] type = ParentVaradd triggerall = RoundState = 2 triggerall = NumTarget trigger1 = root,var(8) = 0 trigger1 = Target,stateno = 5000 || Target,stateno = 5010 || Target,stateno = 5020 || Target,stateno = 5070 || Target,stateno = 5080 trigger1 = Target,time = 0 v = 7 value = 60 ignorehitpause = 1 persistent = 0 [State 0, ParentVarAdd] type = ParentVarAdd triggerall = RoundState = 2 triggerall = NumTarget triggerall = !ishelper trigger1 = root,var(7) trigger1 = root,var(8) = 0 trigger1 = Target,stateno = 150 || Target,stateno = 152 || Target,stateno = 154; || Target,stateno = 5070 || Target,stateno = 5080 trigger1 = Target,time = 0 v = 7 value = -60 ignorehitpause = 1 persistent = 0 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = NumTarget trigger1 = root,var(8) trigger1 = Target,stateno >= 5110 v = 8 value = 7 ignorehitpause = 1 persistent = 0 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = NumTarget triggerall = root,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 persistent = 0 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = NumTarget triggerall = root,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 persistent = 0 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = NumTarget triggerall = root,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 persistent = 0 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = NumTarget triggerall = root,var(8) = 2 trigger1 = Target,stateno = 5000 || Target,stateno = 5010 || Target,stateno = 5020 || Target,stateno = 5070 || Target,stateno = 5080 trigger1 = Target,time = 0 v = 8 value = 3 ignorehitpause = 1 persistent = 0 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 trigger1 = root,var(8) = 0 trigger1 = P2MoveType = A trigger1 = MoveType = A v = 8 value = 1 ignorehitpause = 1 persistent = 0 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = NumTarget trigger1 = root,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 persistent = 0 [State 0, ChangeState] type = ChangeState trigger1 = MoveContact value = 1220 ctrl = 0 ignorehitpause = 1 [State 0, ChangeState] type = ChangeState trigger1 = vel y > 0.00 && pos y >= 0-var(1)*4 value = 1230 ;--------------------------------------------------------------------------- [StateDef 1220] type = A movetype= I physics = N velset = IfElse(vel x>=0.00,-2,2),-3.5 ;anim = 8230 ctrl = 0 poweradd = 0 sprpriority = 5 [State 0, VarAdd] type = VarAdd trigger1 = 1 v = 2 value = IfElse(vel x>=0.00,-27,27) [State 0, AngleDraw] type = AngleDraw trigger1 = 1 value = var(2) scale = 0.2+var(1)/8.00,0.2+var(1)/8.00 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, VelAdd] type = VelAdd trigger1 = 1 y = 0.45 [State 0, ChangeState] type = ChangeState trigger1 = vel y > 0.00 && pos y >= 0-var(1)*4 value = 1230 ;--------------------------------------------------------------------------- [StateDef 1230] type = S movetype= I physics = S velset = IfElse(vel x>=0.00,3,-3),0 ;anim = 8230 ctrl = 0 poweradd = 0 sprpriority = 5 [State 0, VarSet] type = VarSet trigger1 = time = 0 v = 3 value = IfElse(vel x>=0.00,0,1) [State 0, AngleDraw] type = AngleDraw trigger1 = time < 10 value = var(2)+IfElse(!var(3),-time*6,time*6) scale = 0.2+var(1)/8.00,0.2+var(1)/8.00 ignorehitpause = 1 [State 0, AngleDraw] type = AngleDraw trigger1 = time >= 10 scale = 0.2+var(1)/8.00,0.2+var(1)/8.00 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, AssertSpecial] type = AssertSpecial trigger1 = time%2 = 0 flag = invisible [State 0, DestroySelf] type = DestroySelf trigger1 = time >= 20 ;--------------------------------------------------------------------------- [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 = 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 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 = S movetype= A physics = S juggle = IfElse((var(2)=[3,4]),0,4) velset = 0,0 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 trigger1 = Random > 500 trigger1 = AnimElem = 5 value = S200,0+Random%2 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 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 = -80 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 4 v = 15 value = 11 ignorehitpause = 1 [State 200, 1] type = HitDef triggerall = !var(2) triggerall = AnimElem = 5 trigger1 = !var(8) trigger2 = var(8) trigger2 = !var(7) attr = S, NA damage = 140, 0 getpower = 90,10 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 3, Hit pausetime = 12,12 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 guard.velocity = -10 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -5,-6 air.fall = 1 yaccel = 0.55 [State 200, 1] type = HitDef triggerall = !var(2) triggerall = AnimElem = 5 trigger1 = var(8) trigger1 = var(7) attr = S, NA damage = 140, 0 getpower = 90,10 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 3, Hit pausetime = 12,6 guard.pausetime = 12,12 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 = -3,-9 guard.velocity = -10 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -5,-6 yaccel = 0.55 fall = 1 [State 200, 1] type = HitDef triggerall = var(2) = 1 triggerall = AnimElem = 5 trigger1 = !var(8) trigger2 = var(8) trigger2 = !var(7) attr = S, NA damage = 140, 0 getpower = 90,10 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 3, Hit pausetime = 12,12 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 yaccel = 0.55 fall = 1 [State 200, 1] type = HitDef triggerall = var(2) = 1 triggerall = AnimElem = 5 trigger1 = var(8) trigger1 = var(7) attr = S, NA damage = 140, 0 getpower = 90,10 animtype = back air.animtype = back guardflag = M hitflag = MAF priority = 3, Hit pausetime = 12,6 guard.pausetime = 12,12 ground.type = Low sparkno = -1 guard.sparkno = -1 sparkxy = -30,-80 hitsound = s220, 1 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 = -5,-6 yaccel = 0.55 fall = 1 [State 200, 1] type = HitDef triggerall = AnimElem = 5 trigger1 = var(2) = 2 trigger1 = !var(8) trigger2 = var(2) = 2 trigger2 = var(8) trigger2 = !var(7) trigger3 = var(2) = 4 trigger3 = !var(8) trigger4 = var(2) = 4 trigger4 = var(8) trigger4 = !var(7) attr = S, NA damage = 140, 0 getpower = 90,10 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 3, Hit pausetime = 12,12 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 = -6,-8 guard.velocity = -10 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -7,-8 air.fall = 1 yaccel = 0.55 fall = 1 ;p2stateno = 1310 p2facing = 1 [State 200, 1] type = HitDef triggerall = AnimElem = 5 trigger1 = var(2) = 2 trigger1 = var(8) trigger1 = var(7) trigger2 = var(2) = 4 trigger2 = var(8) trigger2 = var(7) attr = S, NA damage = 140, 0 getpower = 90,10 animtype = back air.animtype = back guardflag = M hitflag = MAF priority = 3, Hit pausetime = 12,6 guard.pausetime = 12,12 ground.type = Low sparkno = -1 guard.sparkno = -1 sparkxy = -30,-80 hitsound = s220, 1 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -6,-9 guard.velocity = -10 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -7,-8 air.fall = 1 yaccel = 0.55 fall = 1 ;p2stateno = 1310 p2facing = 1 [State 0, TargetState] type = TargetState triggerall = anim = 1300+var(1)*1000+var(2) triggerall = AnimElemtime(5) >= 0 triggerall = movehit = 1 trigger1 = var(2) = 2 trigger2 = var(2) = 4 value = 1310 ID = -1 ignorehitpause = 1 [State 200, 1] type = HitDef triggerall = var(2) = 3 triggerall = AnimElem = 5 trigger1 = !var(8) trigger2 = var(8) trigger2 = !var(7) attr = S, NA damage = 140, 0 getpower = 90,10 animtype = hard air.animtype = back guardflag = M hitflag = MAF priority = 3, Hit pausetime = 12,12 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 air.fall = 1 yaccel = 0.55 fall = 1 [State 200, 1] type = HitDef triggerall = var(2) = 3 triggerall = AnimElem = 5 trigger1 = var(8) trigger1 = var(7) attr = S, NA damage = 140, 0 getpower = 90,10 animtype = back air.animtype = back guardflag = M hitflag = MAF priority = 3, Hit guard.pausetime = 12,6 pausetime = 12,12 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 = -3,-9 guard.velocity = -10 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -5,-6 air.fall = 1 yaccel = 0.55 fall = 1 [State 0, VarAdd] type = VarAdd trigger1 = movehit = 1 fv = 0 value = 1 ignorehitpause = 1 persistent = 0 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 1 x = 42 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 2 x = 20 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 3 x = 15 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 4 x = 15 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 5 x = 11 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 6 x = 14 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 7 x = 5 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 11 x = 26 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 12 x = 33 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 13 x = 20 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; HITG_SHAKE [Statedef 1310] type = S movetype= H physics = N velset = 0,0 [State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD type = ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) != [3,5] value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype) [State 5000, 2] ;Anim for HIT_BACK type = ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) = [3,5] value = 5030 [State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists) type = ChangeAnim trigger1 = Time = 0 trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype))) value = 5047 + GetHitVar(animtype) ;5051 - 4 + type [State 5000, 4] ;Freeze anim type = ChangeAnim trigger1 = Time > 0 value = anim [State 5000, 5] ;State type gets set to aerial if getting hit up type = StateTypeSet trigger1 = Time = 0 trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall) trigger2 = Pos Y != 0 statetype = a [State 5000, 7] type = ChangeState trigger1 = HitShakeOver value = 1311 [State 5000, FFB Light] type = ForceFeedback trigger1 = anim = 5000 trigger2 = anim = 5010 persistent = 0 time = 6 waveform = square [State 5000, FFB Medium] type = ForceFeedback trigger1 = anim = 5001 trigger2 = anim = 5011 persistent = 0 time = 8 waveform = sinesquare ampl = 110,-1,-.3 [State 5000, FFB Hard] type = ForceFeedback trigger1 = anim = 5012 trigger2 = anim = 5002 trigger3 = anim = 5030 persistent = 0 time = 15 waveform = sinesquare ampl = 140 ;--------------------------------------------------------------------------- [StateDef 1311] type = A movetype= H physics = N ctrl = 0 sprpriority = 0 [State 5030, 2] type = HitVelSet trigger1 = Time = 0 x = 1 y = 1 [State 5030, 1] type = VelAdd;Gravity trigger1 = 1 y = GetHitVar(yaccel) [State 0, PlayerPush] type = PlayerPush trigger1 = 1 value = 0 [State 0, ScreenBound] type = ScreenBound trigger1 = 1 value = 0 [State 0, ChangeAnim] type = ChangeAnim trigger1 = time = 0 trigger1 = SelfAnimExist(5052) value = 5052 [State 0, ChangeAnim] type = ChangeAnim trigger1 = time = 0 trigger1 = !SelfAnimExist(5052) value = 5035 [State 0, ChangeAnim] type = ChangeAnim trigger1 = Animtime = 0 trigger1 = Anim = 5035 trigger2 = Anim = 5052 trigger2 = time = 20 value = 5050 [State 0, ChangeState] type = ChangeState trigger1 = BackEdgeBodyDist < 15 trigger1 = pos y < -30 value = 2074 [State 0, ChangeState] type = ChangeState trigger1 = pos y >= 0 && vel y > 0.0 value = 2073 ;--------------------------------------------------------------------------- [StateDef 2000] type = S movetype= A physics = S 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+var(2),1) trigger1 = time = 0 value = 2000+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 trigger1 = !var(2) trigger1 = time = 0 time = 120 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, 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 trigger1 = AnimElem = 1 value = S2000,0 volume = 0 [State 0, SuperPause] type = SuperPause trigger1 = AnimElem = 1 time = 40 movetime = 40 anim = -1 darken = 1 p2defmul = 1.2 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = S2010,0 volume = 0 channel = 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 = 0 ignorehitpause = 1 [State 800, 1] type = HitDef triggerall = P2StateNo != [120,159] triggerall = AnimElem = 1 || AnimElem = 3 triggerall = P2StateType != L trigger1 = !var(2) trigger1 = P2StateType != A trigger2 = var(2) trigger2 = P2StateType != A ;trigger2 = P2MoveType != H attr = S, NA damage = 0 getpower = 0,0 animtype = Light guardflag = hitflag = M priority = 7, miss pausetime = 0, 0 sparkno = -1 sparkxy = -20, -78 hitsound = 5, 0 guard.dist = 0 p1stateno = 2010 p2stateno = 2050 fall = 1 fall.recover = 0 id = 2000 p2facing = 1 [State 800, 1] type = HitDef trigger1 = var(2) trigger1 = P2StateType != L trigger1 = P2StateType = A trigger1 = P2MoveType = H trigger1 = P2StateNo != [120,159] trigger1 = AnimElem = 1 || AnimElem = 3 attr = S, NA damage = 0 getpower = 0,0 animtype = Light guardflag = hitflag = MAF priority = 7, miss pausetime = 0, 0 sparkno = -1 sparkxy = -20, -78 hitsound = 5, 1 guard.dist = 0 p1stateno = 2010 p2stateno = 2050 fall = 1 fall.recover = 0 id = 2000 p2facing = 1 [State 0, AfterImage] type = AfterImage trigger1 = AnimElem = 5 time = 0 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 2010] 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 != 2010+var(1)*1000,1) trigger1 = time = 0 value = 2010+var(1)*1000;+var(2) [State 0, Width] type = Width trigger1 = 1 edge = 30,0 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 pos = 60,0 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(3) < 0 pos = 53,-92 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(4) < 0 pos = 16,-115 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(5) < 0 pos = -4,-121 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(5) >= 0 && AnimElemtime(6) < 0 pos = -18,-112 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(7) < 0 pos = -42,-63 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(7) >= 0 && AnimElemtime(8) < 0 pos = -31,-17 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 4 x = -30 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 5 x = -17 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 6 x = -9 [State 0, TargetState] type = TargetState trigger1 = AnimElem = 8 value = 2051 ID = 2000 [State 0, TargetLifeAdd] type = TargetLifeAdd trigger1 = AnimElem = 8 value = -ceil(80*(1+.5*(var(2)=2)+.25*(var(2)=4))) ID = 2000 kill = 0 [State 0, VarAdd] type = VarAdd trigger1 = AnimElem = 8 fv = 0 value = .5 ignorehitpause = 1 persistent = 0 [State 0, EnvShake] type = EnvShake trigger1 = AnimElem = 8 trigger2 = AnimElem = 18 time = 15 freq = 90 ampl = -4 [State 0, Helper] type = Helper trigger1 = AnimElem = 8 helpertype = normal ID = 8070 stateno = 8070 pos = -35,0 keyctrl = 0 ownpal = 1 ignorehitpause = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 16 value = S210,0 volume = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 18 value = S1200,0 volume = 0 [State 0, Turn] type = Turn trigger1 = AnimElem = 18 [State 0, Explod] type = null;Explod trigger1 = AnimElem = 18 anim = f61 pos = 71,0 postype = p1 bindtime = 1 removetime = -2 scale = 1,1 sprpriority = -1 ownpal = 1 [State 0, Helper] type = Helper trigger1 = AnimElem = 18 helpertype = normal ID = 1240 stateno = 1240 pos = 71,0 keyctrl = 0 ownpal = 1 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 17 v = 11 value = -4 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 17 v = 12 value = 0 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 17 v = 15 value = 11 ignorehitpause = 1 [State 200, 1] type = HitDef trigger1 = p2stateno = 2051 trigger1 = P2StateType = L trigger1 = AnimElem = 18 attr = S, NA damage = 50, 10 getpower = 0,0 animtype = hard air.animtype = back guardflag = M hitflag = FD priority = 3, Hit pausetime = 12,12 ground.type = Low sparkno = -1 guard.sparkno = -1 sparkxy = -4,0 hitsound = s220, 1 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -3,-3 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-3 air.fall = 1 yaccel = 0.55 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 2020] 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 != 2020+var(1)*1000,1) trigger1 = time = 0 value = 2020+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 trigger1 = !var(2) trigger1 = time = 0 time = 140 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, Width] type = Width trigger1 = 1 edge = 30,0 [State 0, Helper] type = Helper trigger1 = AnimElem = 1 helpertype = normal ID = 8000 stateno = 8000 pos = -10,-30 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 trigger1 = AnimElem = 1 value = S2000,0 volume = 0 [State 0, SuperPause] type = SuperPause trigger1 = AnimElem = 1 time = 30 movetime = 30 anim = -1 darken = 1 p2defmul = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = S2010,1 volume = 0 channel = 0 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(3) < 0 pos = -33,-4 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(4) < 0 pos = -39,-4 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(5) < 0 pos = -51,-11 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(5) >= 0 && AnimElemtime(6) < 0 pos = -59,-36 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(7) < 0 pos = -54,-73 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(7) >= 0 && AnimElemtime(8) < 0 pos = -41,-100 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(8) >= 0 && AnimElemtime(9) < 0 pos = -31,-110 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(9) >= 0 && AnimElemtime(10) < 0 pos = -13,-108 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(10) >= 0 && AnimElemtime(11) < 0 pos = 26,-103 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(11) >= 0 && AnimElemtime(12) < 0 pos = 51,-82 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(12) >= 0 && AnimElemtime(13) < 0 pos = 67,-62 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(13) >= 0 && AnimElemtime(14) < 0 pos = 79,-31 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(14) >= 0 && AnimElemtime(15) < 0 pos = 76,-16 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 8 x = 5 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 9 x = 8 [State 0, TargetState] type = TargetState trigger1 = AnimElem = 2 value = 2060 ID = 2000 [State 0, TargetState] type = TargetState trigger1 = AnimElem = 15 value = 2061 ID = 2000 [State 0, TargetLifeAdd] type = TargetLifeAdd trigger1 = AnimElem = 15 value = -ceil(80*(1+.5*(var(2)=2)+.25*(var(2)=4))) ID = 2000 kill = 0 [State 0, VarAdd] type = VarAdd trigger1 = AnimElem = 15 fv = 0 value = .5 ignorehitpause = 1 persistent = 0 [State 0, EnvShake] type = EnvShake trigger1 = AnimElem = 15 trigger2 = AnimElem = 25 time = 15 freq = 90 ampl = -4 [State 0, Helper] type = Helper trigger1 = AnimElem = 15 helpertype = normal ID = 8070 stateno = 8070 pos = 75,0 keyctrl = 0 ownpal = 1 ignorehitpause = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 23 value = S210,0 volume = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 25 value = S1200,0 volume = 0 [State 0, Explod] type = null;Explod trigger1 = AnimElem = 25 anim = f61 pos = 71,0 postype = p1 bindtime = 1 removetime = -2 scale = 1,1 sprpriority = -1 ownpal = 1 [State 0, Helper] type = Helper trigger1 = AnimElem = 25 helpertype = normal ID = 1240 stateno = 1240 pos = 71,0 keyctrl = 0 ownpal = 1 ignorehitpause = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = F5,0 volume = 0 [State 0, Explod] type = Explod trigger1 = AnimElem = 2 anim = f0 pos = -33,-4 postype = p1 bindtime = 1 removetime = -2 scale = 1,1 sprpriority = 3 ownpal = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 24 v = 11 value = -16 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 24 v = 12 value = 0 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 24 v = 15 value = 11 ignorehitpause = 1 [State 200, 1] type = HitDef trigger1 = p2stateno = 2061 trigger1 = P2StateType = L trigger1 = AnimElem = 25 attr = S, NA damage = 50, 10 getpower = 0,0 animtype = hard air.animtype = back guardflag = M hitflag = FD priority = 3, Hit pausetime = 12,12 ground.type = Low sparkno = -1 guard.sparkno = -1 sparkxy = -16,0 hitsound = s220, 1 guardsound = 6, 0 ground.slidetime = 15 ground.hittime = 18 ground.velocity = -3,-3 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -3,-3 air.fall = 1 yaccel = 0.55 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 2030] 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 != 2030+var(1)*1000+var(2),1) trigger1 = time = 0 value = 2030+var(1)*1000+var(2) [State 0, AfterImage] type = AfterImage trigger1 = !var(2) trigger1 = time = 0 time = 200 length = 5 PalBright = 0, 0, 0 PalContrast = 128,128,128 PalAdd = 0, 0, 0 PalMul = 1,1,1 timegap = 2 FrameGap = 1 trans = add1 [State 0, Width] type = Width trigger1 = 1 edge = 40,0 [State 0, Helper] type = Helper trigger1 = AnimElem = 1 helpertype = normal ID = 8000 stateno = 8000 pos = 40,-30 postype = p1 keyctrl = 0 ownpal = 1 pausemovetime = 999999 supermovetime = 999999 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = S2000,0 volume = 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 [State 0, SuperPause] type = SuperPause trigger1 = AnimElem = 1 time = 30 movetime = 30 anim = -1 darken = 1 p2defmul = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 7 value = S2010,2 volume = 0 channel = 0 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(3) < 0 pos = 75,-12 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(4) < 0 pos = 77,-11 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(5) < 0 pos = 78,-13 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(5) >= 0 && AnimElemtime(6) < 0 pos = 73,-23 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(7) < 0 pos = 60,-51 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(7) >= 0 && AnimElemtime(8) < 0 pos = 38,-78 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(8) >= 0 && AnimElemtime(9) < 0 pos = 20,-93 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(9) >= 0 && AnimElemtime(10) < 0 trigger2 = AnimElemtime(15) >= 0 && AnimElemtime(16) < 0 trigger3 = AnimElemtime(21) >= 0 && AnimElemtime(22) < 0 trigger4 = AnimElemtime(27) >= 0 && AnimElemtime(28) < 0 trigger5 = AnimElemtime(33) >= 0 && AnimElemtime(34) < 0 trigger6 = AnimElemtime(39) >= 0 && AnimElemtime(40) < 0 trigger7 = AnimElemtime(45) >= 0 && AnimElemtime(46) < 0 trigger8 = AnimElemtime(51) >= 0 && AnimElemtime(52) < 0 trigger9 = AnimElemtime(57) >= 0 && AnimElemtime(58) < 0 trigger10 = AnimElemtime(63) >= 0 && AnimElemtime(64) < 0 pos = 6,-97 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(10) >= 0 && AnimElemtime(11) < 0 trigger2 = AnimElemtime(16) >= 0 && AnimElemtime(17) < 0 trigger3 = AnimElemtime(22) >= 0 && AnimElemtime(23) < 0 trigger4 = AnimElemtime(28) >= 0 && AnimElemtime(29) < 0 trigger5 = AnimElemtime(34) >= 0 && AnimElemtime(35) < 0 trigger6 = AnimElemtime(40) >= 0 && AnimElemtime(41) < 0 trigger7 = AnimElemtime(46) >= 0 && AnimElemtime(47) < 0 trigger8 = AnimElemtime(52) >= 0 && AnimElemtime(53) < 0 trigger9 = AnimElemtime(58) >= 0 && AnimElemtime(59) < 0 trigger10 = AnimElemtime(64) >= 0 && AnimElemtime(65) < 0 pos = -13,-102 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(11) >= 0 && AnimElemtime(12) < 0 trigger2 = AnimElemtime(17) >= 0 && AnimElemtime(18) < 0 trigger3 = AnimElemtime(23) >= 0 && AnimElemtime(24) < 0 trigger4 = AnimElemtime(29) >= 0 && AnimElemtime(30) < 0 trigger5 = AnimElemtime(35) >= 0 && AnimElemtime(36) < 0 trigger6 = AnimElemtime(41) >= 0 && AnimElemtime(42) < 0 trigger7 = AnimElemtime(47) >= 0 && AnimElemtime(48) < 0 trigger8 = AnimElemtime(53) >= 0 && AnimElemtime(54) < 0 trigger9 = AnimElemtime(59) >= 0 && AnimElemtime(60) < 0 trigger10 = AnimElemtime(65) >= 0 && AnimElemtime(66) < 0 pos = -15,-106 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(12) >= 0 && AnimElemtime(13) < 0 trigger2 = AnimElemtime(18) >= 0 && AnimElemtime(19) < 0 trigger3 = AnimElemtime(24) >= 0 && AnimElemtime(25) < 0 trigger4 = AnimElemtime(30) >= 0 && AnimElemtime(31) < 0 trigger5 = AnimElemtime(36) >= 0 && AnimElemtime(37) < 0 trigger6 = AnimElemtime(42) >= 0 && AnimElemtime(43) < 0 trigger7 = AnimElemtime(48) >= 0 && AnimElemtime(49) < 0 trigger8 = AnimElemtime(54) >= 0 && AnimElemtime(55) < 0 trigger9 = AnimElemtime(60) >= 0 && AnimElemtime(61) < 0 trigger10 = AnimElemtime(66) >= 0 && AnimElemtime(67) < 0 pos = -14,-103 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(13) >= 0 && AnimElemtime(14) < 0 trigger2 = AnimElemtime(19) >= 0 && AnimElemtime(20) < 0 trigger3 = AnimElemtime(25) >= 0 && AnimElemtime(26) < 0 trigger4 = AnimElemtime(31) >= 0 && AnimElemtime(32) < 0 trigger5 = AnimElemtime(37) >= 0 && AnimElemtime(38) < 0 trigger6 = AnimElemtime(43) >= 0 && AnimElemtime(44) < 0 trigger7 = AnimElemtime(49) >= 0 && AnimElemtime(50) < 0 trigger8 = AnimElemtime(55) >= 0 && AnimElemtime(56) < 0 trigger9 = AnimElemtime(61) >= 0 && AnimElemtime(62) < 0 trigger10 = AnimElemtime(67) >= 0 && AnimElemtime(68) < 0 pos = -7,-93 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(14) >= 0 && AnimElemtime(15) < 0 trigger2 = AnimElemtime(20) >= 0 && AnimElemtime(21) < 0 trigger3 = AnimElemtime(26) >= 0 && AnimElemtime(27) < 0 trigger4 = AnimElemtime(32) >= 0 && AnimElemtime(33) < 0 trigger5 = AnimElemtime(38) >= 0 && AnimElemtime(39) < 0 trigger6 = AnimElemtime(44) >= 0 && AnimElemtime(45) < 0 trigger7 = AnimElemtime(50) >= 0 && AnimElemtime(51) < 0 trigger8 = AnimElemtime(56) >= 0 && AnimElemtime(57) < 0 trigger9 = AnimElemtime(62) >= 0 && AnimElemtime(63) < 0 trigger10 = AnimElemtime(68) >= 0 && AnimElemtime(69) < 0 pos = 20,-94 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemtime(69) >= 0 && AnimElemtime(70) < 0 pos = 23,-82 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 73 x = 5 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 74 x = 27 [State 0, PosAdd] type = PosAdd trigger1 = AnimElem = 75 x = 22 [State 0, TargetState] type = TargetState trigger1 = AnimElem = 2 value = 2070 ID = 2000 [State 0, TargetState] type = TargetState trigger1 = AnimElem = 69 value = 2071 ID = 2000 [State 0, TargetState] type = TargetState trigger1 = AnimElem = 70 value = 2072 ID = 2000 [State 0, TargetLifeAdd] type = TargetLifeAdd trigger1 = AnimElem = 70 value = -ceil(180*(1+.5*(var(2)=2)+.25*(var(2)=4))) ID = 2000 [State 0, VarAdd] type = VarAdd trigger1 = AnimElem = 70 fv = 0 value = .5 ignorehitpause = 1 persistent = 0 [State 0, Helper] type = Helper trigger1 = AnimElem = 9 trigger2 = AnimElem = 12 trigger3 = AnimElem = 15 trigger4 = AnimElem = 18 trigger5 = AnimElem = 21 trigger6 = AnimElem = 24 trigger7 = AnimElem = 27 trigger8 = AnimElem = 30 trigger9 = AnimElem = 33 trigger10 = AnimElem = 36 trigger11 = AnimElem = 39 trigger12 = AnimElem = 42 trigger13 = AnimElem = 45 trigger14 = AnimElem = 48 trigger15 = AnimElem = 51 trigger16 = AnimElem = 54 trigger17 = AnimElem = 57 trigger18 = AnimElem = 60 trigger19 = AnimElem = 63 trigger20 = AnimElem = 66 trigger21 = AnimElem = 70 helpertype = normal ID = 2035 stateno = 2035 pos = -40,0 postype = p1 facing = 1 keyctrl = 0 ownpal = 1 [State 0, Helper] type = Helper trigger1 = AnimElem = 9 trigger2 = AnimElem = 12 trigger3 = AnimElem = 15 trigger4 = AnimElem = 18 trigger5 = AnimElem = 21 trigger6 = AnimElem = 24 trigger7 = AnimElem = 27 trigger8 = AnimElem = 30 trigger9 = AnimElem = 33 trigger10 = AnimElem = 36 trigger11 = AnimElem = 39 trigger12 = AnimElem = 42 trigger13 = AnimElem = 45 trigger14 = AnimElem = 48 trigger15 = AnimElem = 51 trigger16 = AnimElem = 54 trigger17 = AnimElem = 57 trigger18 = AnimElem = 60 trigger19 = AnimElem = 63 trigger20 = AnimElem = 66 trigger21 = AnimElem = 70 helpertype = normal ID = 2035 stateno = 2035 pos = 40,0 postype = p1 facing = -1 keyctrl = 0 ownpal = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = F5,0 volume = 0 [State 0, Explod] type = Explod trigger1 = AnimElem = 2 anim = f0 pos = 75,-12 postype = p1 bindtime = 1 removetime = -2 scale = 1,1 sprpriority = 3 ownpal = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 9 trigger2 = AnimElem = 12 trigger3 = AnimElem = 15 trigger4 = AnimElem = 18 trigger5 = AnimElem = 21 trigger6 = AnimElem = 24 trigger7 = AnimElem = 27 trigger8 = AnimElem = 30 trigger9 = AnimElem = 33 trigger10 = AnimElem = 36 trigger11 = AnimElem = 39 trigger12 = AnimElem = 42 trigger13 = AnimElem = 45 trigger14 = AnimElem = 48 trigger15 = AnimElem = 51 trigger16 = AnimElem = 54 trigger17 = AnimElem = 57 trigger18 = AnimElem = 60 trigger19 = AnimElem = 63 trigger20 = AnimElem = 66 trigger21 = AnimElem = 70 value = S210,2 volume = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 70 value = S210,1 volume = 0 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 2035] type = S movetype= I physics = S velset = 0,0 ctrl = 0 anim = 8070 poweradd = 0 sprpriority = 3 [State 0, AngleDraw] type = AngleDraw trigger1 = 1 scale = .7+(time%8)/8.00,1.3-(time%8)/5.00 [State 0, Trans] type = Trans trigger1 = 1 trans = addalpha alpha = 255-(time%8)*20,256 [State 0, DestroySelf] type = DestroySelf trigger1 = time >= 7 ;--------------------------------------------------------------------------- [StateDef 2050] type = A movetype= H physics = N velset = 0,0 ctrl = 0 sprpriority = 0 [State 0, ChangeAnim2] type = ChangeAnim2 trigger1 = time = 0 value = 2050 ;--------------------------------------------------------------------------- [StateDef 2051] type = L movetype= H physics = C velset = 0,0 ctrl = 0 sprpriority = 0 [State 0, PosSet] type = PosSet trigger1 = time = 0 y = 0 [State 0, PosAdd] type = PosAdd trigger1 = time = 0 x = 20 [State 5110, 6] type = PlaySnd trigger1 = Time = 0 value = F7, 1 [State 0, Explod] type = null;Explod trigger1 = time = 0 anim = f60 sprpriority = -1 ownpal = 1 [State 0, ChangeAnim] type = ChangeAnim trigger1 = time = 0 value = 5110 [State 0, SelfState] type = SelfState trigger1 = Alive trigger1 = time > 60 value = 5120 [State 0, SelfState] type = SelfState trigger1 = !Alive trigger1 = time > 30 value = 5150 ;--------------------------------------------------------------------------- [StateDef 2060] type = A movetype= H physics = N velset = 0,0 ctrl = 0 sprpriority = 0 [State 0, ChangeAnim2] type = ChangeAnim2 trigger1 = time = 0 value = 2060 ;--------------------------------------------------------------------------- [StateDef 2061] type = L movetype= H physics = C velset = 0,0 ctrl = 0 sprpriority = 0 [State 0, PosSet] type = PosSet trigger1 = time = 0 y = 0 [State 5110, 6] type = PlaySnd trigger1 = Time = 0 value = F7, 1 [State 0, Explod] type = null;Explod trigger1 = time = 0 anim = f60 sprpriority = -1 ownpal = 1 [State 0, ChangeAnim] type = ChangeAnim trigger1 = time = 0 value = 5110 [State 0, SelfState] type = SelfState trigger1 = Alive trigger1 = time > 60 value = 5120 [State 0, SelfState] type = SelfState trigger1 = !Alive trigger1 = time > 30 value = 5150 ;--------------------------------------------------------------------------- [StateDef 2070] type = A movetype= H physics = N velset = 0,0 ctrl = 0 sprpriority = 0 [State 0, ChangeAnim2] type = ChangeAnim2 trigger1 = time = 0 value = 2070 [State 0, SprPriority] type = SprPriority trigger1 = AnimElem = 8 trigger2 = AnimElem = 14 trigger3 = AnimElem = 20 trigger4 = AnimElem = 26 trigger5 = AnimElem = 32 trigger6 = AnimElem = 38 trigger7 = AnimElem = 44 trigger8 = AnimElem = 50 trigger9 = AnimElem = 56 trigger10 = AnimElem = 72 trigger11 = AnimElem = 88 trigger12 = AnimElem = 84 value = 4 persistent = 1 [State 0, SprPriority] type = SprPriority trigger1 = AnimElem = 11 trigger2 = AnimElem = 17 trigger3 = AnimElem = 23 trigger4 = AnimElem = 29 trigger5 = AnimElem = 35 trigger6 = AnimElem = 41 trigger7 = AnimElem = 47 trigger8 = AnimElem = 53 trigger9 = AnimElem = 59 trigger10 = AnimElem = 65 trigger11 = AnimElem = 71 trigger12 = AnimElem = 77 value = -1 persistent = 1 ;--------------------------------------------------------------------------- [StateDef 2071] type = A movetype= H physics = N velset = 0,0 ctrl = 0 sprpriority = 0 [State 0, ChangeAnim2] type = ChangeAnim2 trigger1 = time = 0 value = 2071 ;--------------------------------------------------------------------------- [StateDef 2072] type = A movetype= H physics = N velset = -8,-7 ctrl = 0 sprpriority = 0 [State 0, PosAdd] type = PosAdd trigger1 = time = 0 x = 20 y = 50 [State 0, PlayerPush] type = PlayerPush trigger1 = 1 value = 0 [State 0, ScreenBound] type = ScreenBound trigger1 = 1 value = 0 [State 0, ChangeAnim] type = ChangeAnim trigger1 = time = 0 trigger1 = SelfAnimExist(5052) value = 5052 [State 0, ChangeAnim] type = ChangeAnim trigger1 = time = 0 trigger1 = !SelfAnimExist(5052) value = 5035 [State 0, ChangeAnim] type = ChangeAnim trigger1 = Animtime = 0 trigger1 = Anim = 5035 trigger2 = Anim = 5052 trigger2 = time = 20 value = 5050 [State 0, VelAdd] type = VelAdd trigger1 = 1 y = 0.5 [State 0, ChangeState] type = ChangeState trigger1 = BackEdgeBodyDist < 15 trigger1 = pos y < -30 value = 2074 [State 0, ChangeState] type = ChangeState trigger1 = pos y >= 0 && vel y > 0.0 value = 2073 ;--------------------------------------------------------------------------- [StateDef 2073] type = L movetype= H physics = S velset = -12,0 ctrl = 0 sprpriority = 0 [State 0, PosSet] type = PosSet trigger1 = time = 0 y = 0 [State 0, Explod] type = Explod trigger1 = time < 13 trigger1 = time%3 = 0 anim = f120 pos = 10,0 sprpriority = 3 ownpal = 1 [State 0, ChangeAnim] type = ChangeAnim trigger1 = time = 0 value = 5100 [State 0, ChangeAnim] type = ChangeAnim trigger1 = time = 20 value = 5110 [State 0, SelfState] type = SelfState trigger1 = Alive trigger1 = time > 60 value = 5120 [State 0, SelfState] type = SelfState trigger1 = !Alive trigger1 = time > 30 value = 5150 ;--------------------------------------------------------------------------- [StateDef 2074] type = A movetype= H physics = N velset = 0,0 ctrl = 0 sprpriority = 0 [State 0, ChangeAnim] type = ChangeAnim trigger1 = 1 value = 5010 [State 5100, 10] type = PlaySnd trigger1 = Time = 0 value = F7, (sysvar(1) > 5) + (sysvar(1) > 14) [State 0, PosAdd] type = PosAdd trigger1 = time = 0 x = -10 y = 10 [State 0, EnvShake] type = EnvShake trigger1 = time = 0 time = 5 ampl = -2 [State 0, Explod] type = Explod trigger1 = time = 0 anim = f70 pos = -20,-70 postype = p1 ;p2,front,back,left,right bindtime = 1 removetime = -2 scale = 1,1 sprpriority = -5 ownpal = 1 [State 0, ChangeState] type = ChangeState trigger1 = time = 3 value = 2075 ;--------------------------------------------------------------------------- [StateDef 2075] type = A movetype= H physics = N velset = 3,-9 ctrl = 0 sprpriority = 0 [State 0, PosAdd] type = PosAdd trigger1 = time = 0 x = 0 y = -60 [State 0, VelAdd] type = VelAdd trigger1 = 1 y = 0.5 [State 0, AngleDraw] type = AngleDraw trigger1 = 1 value = -time*25 [State 0, ChangeAnim] type = ChangeAnim trigger1 = time = 0 value = 2074 [State 0, SelfState] type = SelfState trigger1 = pos y >= -20 && vel y > 0.0 value = 5110 ;--------------------------------------------------------------------------- [StateDef 2100] type = S movetype= A physics = S 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 != 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 trigger1 = time = 0 time = 120 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, 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, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = S2000,0 volume = 0 [State 0, SuperPause] type = SuperPause trigger1 = AnimElem = 1 time = 43 movetime = 43 anim = -1 darken = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 9 v = 11 value = 20 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 9 v = 12 value = -92 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = AnimElem = 9 v = 15 value = 20 ignorehitpause = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElemtime(10) >= 0 trigger1 = AnimElemtime(13) < 0 trigger1 = time%9 = 0 value = S2100,0 volume = 0 [State 0, Helper] type = Helper trigger1 = AnimElemtime(10) >= 0 trigger1 = AnimElemtime(13) < 0 trigger1 = time%3 = 0 helpertype = normal ID = 2110 stateno = 2110 pos = 20,-92 postype = p1 keyctrl = 0 ownpal = 1 pausemovetime = 999999 supermovetime = 999999 ignorehitpause = 1 [State 0, VarAdd] type = VarAdd trigger1 = helper(2110),movehit = 1 fv = 0 value = 1 ignorehitpause = 1 persistent = 0 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [Statedef 2110] type = A movetype= A physics = N velset = 6,0 Anim = 8101 ctrl = 0 sprpriority = 3 [State 0, AngleDraw] type = AngleDraw trigger1 = 1 scale = .0+(log(10,(10)/5.0*(time)+1)+1)*.5,.0+(log(10,(10)/5.0*(time)+1)+1)*.5 ignorehitpause = 1 [State 0, Trans] type = Trans trigger1 = time <= 11 trans = addalpha alpha = 255,256 ignorehitpause = 1 [State 0, Trans] type = Trans trigger1 = time > 11 trans = addalpha alpha = 255-(time-11)*20,256 ignorehitpause = 1 [State 0, ParentVarSet] type = VarSet trigger1 = time = 0 v = 11 value = -10 [State 0, ParentVarSet] type = ParentVarSet trigger1 = time = 0 v = 12 value = -90 [State 0, VarSet] type = VarSet trigger1 = time = 0 v = 15 value = 20 ignorehitpause = 1 [State 0, AttackMulSet] type = AttackMulSet trigger1 = 1 value = (1+.5*(root,var(2)=4)+.2*(root,var(2)=4)+(root,var(2)=2)*((power/PowerMax)/4.0))*(1-root,fvar(0)*9/100.0) ignorehitpause = 1 [State 0, HitDef] type = HitDef trigger1 = time = 0 attr = S,SP hitflag = MAF guardflag = M getpower = 0,0 animtype = hard air.animtype = back priority = 5,Hit damage = IfElse((root,var(16)>9),8,19),2 pausetime = 0,0 guard.pausetime = 0,12 sparkno = -1 guard.sparkno = -1 sparkxy = 0,0 hitsound = s1000,4 guardsound = 6,0 ground.type = High ground.slidetime = 15 ground.hittime = 18 yaccel = 0.8 ground.cornerpush.veloff = 0 ground.velocity = -3,-5 air.velocity = -3,-5 sprpriority = 3 fall = 1 palfx.time = 28 palfx.add = 70,-60,-200 palfx.sinadd = 70,30,0,10 palfx.color = 0 palfx.invertall = 1 [State 0, ParentVarAdd] type = ParentVarAdd trigger1 = movehit = 1 v = 16 value = 1 ignorehitpause = 1 persistent = 0 [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 triggerall = var(8) != 2 trigger1 = EnemyNear,GetHitVar(damage) trigger1 = movehit = 1 helpertype = normal ID = 8010 stateno = 8010 pos = Ceil(enemy,Const(size.ground.front)+var(11)),Ceil(Pos Y-enemy,Pos Y+var(12)) postype = p2 facing = -1 keyctrl = 0 ownpal = 1 pausemovetime = 999999 supermovetime = 999999 ignorehitpause = 1 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 trigger1 = root,var(13) = 0 trigger1 = P2StateNo = [0,159] v = 13 value = 1 ignorehitpause = 1 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = root,var(13) trigger1 = P2MoveType = A v = 13 value = 0 ignorehitpause = 1 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = NumTarget trigger1 = root,var(7) trigger1 = root,var(13) trigger1 = Target,stateno = 5000 || Target,stateno = 5010 || Target,stateno = 5020 || Target,stateno = 5070 || Target,stateno = 5080 trigger1 = Target,time = 0 trigger2 = root,var(14) = -1 trigger2 = Target,stateno = 5000 || Target,stateno = 5010 || Target,stateno = 5020 || Target,stateno = 5070 || Target,stateno = 5080 trigger2 = Target,time = 0 v = 7 value = 0 ignorehitpause = 1 [State 0, ParentVarSet] type = ParentVarSet trigger1 = root,var(14) != 1 trigger1 = movehit = 1 v = 14 value = 1 ignorehitpause = 1 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = root,var(13) trigger1 = movehit v = 13 value = 0 ignorehitpause = 1 [State 0, ParentVaradd] type = ParentVaradd triggerall = RoundState = 2 triggerall = NumTarget trigger1 = root,var(8) = 0 trigger1 = Target,stateno = 5000 || Target,stateno = 5010 || Target,stateno = 5020 || Target,stateno = 5070 || Target,stateno = 5080 trigger1 = Target,time = 0 v = 7 value = 60 ignorehitpause = 1 persistent = 0 [State 0, ParentVarAdd] type = ParentVarAdd triggerall = RoundState = 2 triggerall = NumTarget trigger1 = root,var(7) trigger1 = root,var(8) = 0 trigger1 = Target,stateno = 150 || Target,stateno = 152 || Target,stateno = 154; || Target,stateno = 5070 || Target,stateno = 5080 trigger1 = Target,time = 0 v = 7 value = -60 ignorehitpause = 1 persistent = 0 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = NumTarget trigger1 = root,var(8) trigger1 = Target,stateno >= 5110 v = 8 value = 7 ignorehitpause = 1 persistent = 0 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = NumTarget triggerall = root,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 persistent = 0 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = NumTarget triggerall = root,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 persistent = 0 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = NumTarget triggerall = root,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 persistent = 0 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = NumTarget triggerall = root,var(8) = 2 trigger1 = Target,stateno = 5000 || Target,stateno = 5010 || Target,stateno = 5020 || Target,stateno = 5070 || Target,stateno = 5080 trigger1 = Target,time = 0 v = 8 value = 3 ignorehitpause = 1 persistent = 0 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 trigger1 = root,var(8) = 0 trigger1 = P2MoveType = A trigger1 = MoveType = A v = 8 value = 1 ignorehitpause = 1 persistent = 0 [State 0, ParentVarSet] type = ParentVarSet triggerall = RoundState = 2 triggerall = NumTarget trigger1 = root,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 persistent = 0 [State 0, DestroySelf] type = DestroySelf trigger1 = Time >= 26 ;--------------------------------------------------------------------------- ; 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 5585] movetype= H physics = S anim = 5585 velset = 0,0 time = 2 sprpriority = -100 [State 5585, 1] type = ChangeState trigger1 = Time > 400 value = 5080 [State 5585, 2] type = PlaySnd trigger1 = time = 0 value = 0,44 [State 5585, 3] type = PlaySnd trigger1 = time = 200 value = 0,6 ;~~~~~~~~~~~~~~~~~~ [State 0, front fx] type = Explod trigger1 = timemod= 7,0 anim = 5586 ID = 5586 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermovetime = 0 pausemovetime = 0 scale = 1,1 sprpriority = 100 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = ;--------------------------------------------------------------------------- [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 = 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 = time = 0 trigger1 = root,var(17) = 22 value = 8018 ctrl = 0 [State 0, Helper] type = Helper 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) flag = invisible [State 0, Explod] type = Explod trigger1 = time = 0 anim = 8140 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+.2*var(15)+(time/(10.0-var(15)))**2*0.5,.3+.2*var(15)+(time/(10.0-var(15)))**2*0.5 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8100) trigger1 = time <= 4 ID = 8100 trans = addalpha alpha = 128,256 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8100) trigger1 = time > 4 ID = 8100 trans = addalpha alpha = 128-(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 8011] 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, 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 = 8140 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+.2*var(15)+(time/(10.0-var(15)))**2*0.5,.3+.2*var(15)+(time/(10.0-var(15)))**2*0.5 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8100) trigger1 = time <= 4 ID = 8100 trans = addalpha alpha = 128,256 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8100) trigger1 = time > 4 ID = 8100 trans = addalpha alpha = 128-(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 = 8160 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 = 8141 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 = -2,0 accel = .1,0 scale = 1,1 sprpriority = 54 ownpal = 1 [State 0, Explod] type = Explod trigger1 = time = 1 anim = 8190+Random%4 ID = 8102 pos = 0,0 random = 10,10 postype = p1 bindtime = 1 removetime = 40 vel = -2,0 accel = .1,0 scale = 1,1 sprpriority = 54 ownpal = 1 [State 0, Explod] type = Explod trigger1 = time = 2 anim = 8192+Random%2 ID = 8103 pos = 0,0 random = 20,20 postype = p1 bindtime = 1 removetime = 40 vel = -2,0 accel = .1,0 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 < 31 ID = 8102 scale = .3+((time-1)/30.0)**2*.5,.3+((time-1)/32.0)**2*.5 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8102) trigger1 = time >= 31 ID = 8102 scale = .3+((time-1)/30.0)**2*.5,.3+((time-1)/30.0)**2*.5 trans = addalpha alpha = 256-(time-31)*25,256 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8103) trigger1 = time < 32 ID = 8103 scale = .3+((time-2)/30.0)**2*.5,.3+((time-2)/32.0)**2*.5 [State 0, ModifyExplod] type = ModifyExplod trigger1 = NumExplod(8103) trigger1 = time >= 32 ID = 8103 scale = .3+((time-2)/30.0)**2*.5,.3+((time-2)/30.0)**2*.5 trans = addalpha alpha = 256-(time-32)*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 = 1.1-((25-time)/20.0)**2*.35,1.1-((25-time)/20.0)**2*.35 [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 > 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,-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, 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 123456] type = A ctrl = 0 anim = 123456 velset = 0,0 [State 0, DestroySelf] type = DestroySelf trigger1 = time = 2 trigger2 = root,life ;--------------------------------------------------------------------------- ;top move (doggy) [Statedef 8766] type = A physics = S movetype = A ctrl = 0 anim = 8015 velset = 0,0 [State 6061,00 ] type = NotHitBy trigger1 = Time >= 0 value = SCA [State 40000, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 5,3 Volume = 200 [State 6061] type = TargetState trigger1 = MoveHit = 1 trigger1 = NumTarget value = 12010 [State 6061,] type = ChangeState trigger1 = MoveHit = 1 trigger1 = NumTarget value = 12000 [State 6061] type = HitDef trigger1 = time >= 10 hitsound = s180,2 attr = S, NA hitflag = M A F D animtype = Medium priority = 7, miss sparkno = -1 sprpriority = 2 p2facing = 1 fall = 1 [State 40000, 4] type = changeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;------------------------------------------------------------------------------------------ ;Doggy Penetrate [Statedef 12000] type = S movetype= A physics = N anim = 2223 poweradd = 0 velset = 0,0 ctrl = 0 sprpriority = 1 [State 6002] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6002, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 5000,0 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 6 channel = 13 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 810, Bind 2-4] type =TargetBind trigger1 = time = 0 pos = 10,-12 [State 0, Explod] type = Explod triggerall = anim = 2223 triggerall = numexplod(22223) = 0 trigger1 = 1 anim = 22223 ID = 22223 pos = 0,0 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 ;NEXT PHASE [State 810, Throw 11] type = TargetState trigger1 = time = 200 value = 12011 [State 810, State End] type = ChangeState trigger1 = time = 200 value = 12001 ;------------------------------------------------------------------------------------------ ;Doggy slow & easy FVARS 16 AND 32 ARE AVAILABLE [Statedef 12001] type = S movetype= A physics = N anim = 2224 poweradd = 0 velset = 0,0 ctrl = 0 sprpriority = 1 [State 6002] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6002, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 0 channel = 10 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 1 channel = 11 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 2 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 3 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 5 channel = 13 ;僾儗僀儎乕壒惡(Aggressor Voice) [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5000, 0 + random % 3 channel = 0 volume = 5000 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 id = 22223 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 810, Bind 2-4] type =TargetBind trigger1 = time = 0 pos = 10,-12 [State 0, Explod] type = Explod triggerall = anim = 2224 triggerall = numexplod(22224) = 0 trigger1 = 1 anim = 22224 ID = 22224 pos = 0,0 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 810] type = Explod trigger1 = AnimElem = 3 anim = 4442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = 2 bindtime = -1 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = -1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 ;NEXT PHASE [State 810, Throw 11] type = TargetState trigger1 = command = "6" trigger1 = time >= 500 value = 12012 [State 810, State End] type = ChangeState trigger1 = command = "6" trigger1 = time >= 500 value = 12002 ;------------------------------------------------------------------------------------------ ;Doggy slow FVARS 16 AND 32 ARE AVAILABLE [Statedef 12002] type = S movetype= A physics = N anim = 2225 poweradd = 0 velset = 0,0 ctrl = 0 sprpriority = 1 [State 6002] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6002, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 0 channel = 10 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 1 channel = 11 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 2 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 3 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 5 channel = 13 ;僾儗僀儎乕壒惡(Aggressor Voice) [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5000, 0 + random % 3 channel = 0 volume = 5000 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 id = 22224 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 810, Bind 2-4] type =TargetBind trigger1 = time = 0 pos = 10,-12 [State 0, Explod] type = Explod triggerall = anim = 2225 triggerall = numexplod(22225) = 0 trigger1 = 1 anim = 22225 ID = 22225 pos = 0,0 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 810] type = Explod trigger1 = AnimElem = 3 anim = 4442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = 2 bindtime = -1 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = -1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 ;NEXT PHASE [State 810, Throw 11] type = TargetState trigger1 = command = "4" trigger1 = time >= 500 value = 12011 [State 810, State End] type = ChangeState trigger1 = command = "4" trigger1 = time >= 500 value = 12001 ;NEXT PHASE [State 810, Throw 11] type = TargetState trigger1 = command = "6" trigger1 = time >= 500 value = 12013 [State 810, State End] type = ChangeState trigger1 = command = "6" trigger1 = time >= 500 value = 12003 ;------------------------------------------------------------------------------------------ ;Doggy med [Statedef 12003] type = S movetype= A physics = N anim = 2226 poweradd = 0 velset = 0,0 ctrl = 0 sprpriority = 1 [State 6002] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6002, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 0 channel = 10 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 1 channel = 11 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 2 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 3 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 5 channel = 13 ;僾儗僀儎乕壒惡(Aggressor Voice) [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5000, 0 + random % 3 channel = 0 volume = 5000 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 id = 22225 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 810, Bind 2-4] type =TargetBind trigger1 = time = 0 pos = 10,-12 [State 0, Explod] type = Explod triggerall = anim = 2226 triggerall = numexplod(22226) = 0 trigger1 = 1 anim = 22226 ID = 22226 pos = 0,0 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 810] type = Explod trigger1 = AnimElem = 3 anim = 4442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = 2 bindtime = -1 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = -1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 ;NEXT PHASE [State 810, Throw 11] type = TargetState trigger1 = command = "4" trigger1 = time >= 500 value = 12012 [State 810, State End] type = ChangeState trigger1 = command = "4" trigger1 = time >= 500 value = 12002 ;NEXT PHASE [State 810, Throw 11] type = TargetState trigger1 = command = "6" trigger1 = time >= 500 value = 12014 [State 810, State End] type = ChangeState trigger1 = command = "6" trigger1 = time >= 500 value = 12004 ;------------------------------------------------------------------------------------------ ;Doggy fast & hard [Statedef 12004] type = S movetype= A physics = N anim = 2227 poweradd = 0 velset = 0,0 ctrl = 0 sprpriority = 1 [State 6002] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6002, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 0 channel = 10 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 1 channel = 11 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 2 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 3 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 5 channel = 13 ;僾儗僀儎乕壒惡(Aggressor Voice) [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5000, 0 + random % 3 channel = 0 volume = 5000 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 id = 22226 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 810, Bind 2-4] type =TargetBind trigger1 = time = 0 pos = 10,-12 [State 0, Explod] type = Explod triggerall = anim = 2227 triggerall = numexplod(22227) = 0 trigger1 = 1 anim = 22227 ID = 22227 pos = 0,0 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 810] type = Explod trigger1 = AnimElem = 3 anim = 4442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = 2 bindtime = -1 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = -1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 810, Throw 11] type = TargetState triggerall = Time >= 500 trigger1 = command = "6" value = 12015 [State 810, State End] type = ChangeState triggerall = Time >= 500 trigger1 = command = "6" value = 12005 [State 810, Throw 11] type = TargetState triggerall = Time >= 500 trigger1 = command = "4" value = 12013 [State 810, State End] type = ChangeState triggerall = Time >= 500 trigger1 = command = "4" value = 12003 ;------------------------------------------------------------------------------------------ ;Doggy Ready To Cum [Statedef 12005] type = S movetype= A physics = N anim = 2228 poweradd = 0 velset = 0,0 ctrl = 0 sprpriority = 1 [State 6002] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6002, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 810, Bind 2-4] type =TargetBind trigger1 = time = 0 pos = 10,-12 [State 0, Explod] type = Explod triggerall = anim = 2228 triggerall = numexplod(22228) = 0 trigger1 = 1 anim = 22228 ID = 22228 pos = 0,0 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 6072,] type = TargetState triggerall = Time >= 0 trigger1 = command = "x" value = 12016 [State 6072,] type = TargetState triggerall = Time >= 0 trigger1 = command = "y" value = 12017 [State 6072,] type = TargetState triggerall = Time >= 0 trigger1 = command = "a" value = 12018 [State 6072,] type = TargetState triggerall = Time >= 0 trigger1 = command = "b" value = 12019 [State 6072,] type = ChangeState triggerall = Time >= 0 trigger1 = command = "x" value = 12006 [State 6072,] type = ChangeState triggerall = Time >= 0 trigger1 = command = "y" value = 12007 [State 6072,] type = ChangeState triggerall = Time >= 0 trigger1 = command = "a" value = 12008 [State 6072,] type = ChangeState triggerall = Time >= 0 trigger1 = command = "b" value = 12009 [State 810, Throw 11] type = TargetState triggerall = enemyNear, alive = 0 trigger1 = time = 100 value = 30091 [State 810, State End] type = ChangeState triggerall = enemyNear, alive = 0 trigger1 = time = 100 value = 0 ctrl = 1 ;--------------------------------------------------------------- ;Doggy Thrust & Cum [Statedef 12006] type = S movetype= A physics = N anim = 2229 poweradd = 0 velset = 0,0 ctrl = 0 sprpriority = 1 [State 6005] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6005, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 3652, 0 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 5000, 0 + random % 4 channel = 12 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 0, 6 [State 6005, EnvShake] type = EnvShake ;triggerall = command = "hold_c" || var(35) = 1 trigger1 = AnimElem = 3 time = 10 ampl = -1 freq = 30 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 810, Bind 2-4] type =TargetBind trigger1 = time = 0 pos = 10,-12 [State 0, Explod] type = Explod triggerall = anim = 2229 triggerall = numexplod(22229) = 0 trigger1 = 1 anim = 22229 ID = 22229 pos = 0,0 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 910, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 910] type = PowerAdd trigger1 = AnimElem = 3 value = -10 [State 910, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -10 kill = 0 [State 910, Hurt 11] type = TargetPowerAdd trigger1 = AnimElem = 3 value = -20 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 value = 12015 [State 810, State End] type = ChangeState trigger1 = animtime = 0 value = 12005 ;--------------------------------------------------------------- ;Doggy Balls Deep Cumshot [Statedef 12007] type = S movetype= A physics = N anim = 2230 poweradd = 0 velset = 0,0 ctrl = 0 sprpriority = 1 [State 6005] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6005, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 3652, 0 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 5000, 0 + random % 4 channel = 12 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 0, 6 [State 6005, EnvShake] type = EnvShake ;triggerall = command = "hold_c" || var(35) = 1 trigger1 = AnimElem = 2 time = 10 ampl = -1 freq = 30 [State 0, Explod] type = Explod triggerall = anim = 2230 triggerall = numexplod(22230) = 0 trigger1 = 1 anim = 22230 ID = 22230 pos = 0,0 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 810, Bind 2-4] type =TargetBind trigger1 = time = 0 pos = 10,-12 [State 910, Hurt 11] type = LifeAdd trigger1 = AnimElem = 2 value = 12 [State 910] type = PowerAdd trigger1 = AnimElem = 2 value = -10 [State 910, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 2 value = -10 kill = 0 [State 910, Hurt 11] type = TargetPowerAdd trigger1 = AnimElem = 2 value = -20 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 value = 12015 [State 810, State End] type = ChangeState trigger1 = animtime = 0 value = 12005 ;--------------------------------------------------------------- ;Doggy cum [Statedef 12008] type = S movetype= A physics = N anim = 2231 poweradd = 0 velset = 0,0 ctrl = 0 sprpriority = 1 [State 6005] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6005, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 3652, 0 channel = 11 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 11, 0 channel = 12 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 5000, 0 + random % 4 channel = 12 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 32 trigger1 = random%9 = 0 value = 2,20 channel = 12 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 0, 6 channel = 13 [State 6005, EnvShake] type = EnvShake ;triggerall = command = "hold_c" || var(35) = 1 trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 time = 10 ampl = -1 freq = 30 [State 910] type = PosSet trigger1 = time = 0 y = 0 [State 910, Bind 2-4] type = TargetBind trigger1 = time = 0 pos = 10,-12 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 id = 22227 [State 0, Explod] type = Explod triggerall = anim = 2231 triggerall = numexplod(22231) = 0 trigger1 = 1 anim = 22231 ID = 22231 pos = 0,0 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 6005, Explod] type = Explod trigger1 = AnimElem = 43 anim = 18305 scale = const(size.xscale),const(size.yscale) pos = 0, -15 postype = p1 removetime = -2 sprpriority = 2 bindtime = 1 ownpal = 1 [State 810] type = Explod trigger1 = AnimElem = 3 || AnimElem = 8 anim = 4443 pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = 2 bindtime = -1 [State 810] type = Explod trigger1 = AnimElem = 16 anim = 4444 pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = 2 bindtime = -1 [State 810] type = Explod trigger1 = AnimElem = 24 || AnimElem = 32 anim = 4445 pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = 2 bindtime = -1 [State 910, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3||AnimElem = 9||AnimElem = 15||AnimElem = 21 value = 12 [State 910, Hurt 11] type = LifeAdd trigger1 = AnimElem = 24||AnimElem = 26||AnimElem = 28||AnimElem = 30 value = 35 [State 910] type = PowerAdd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = -25 [State 910, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3||AnimElem = 9||AnimElem = 15||AnimElem = 21 value = -5 kill = 0 [State 910, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 24||AnimElem = 26||AnimElem = 28||AnimElem = 30 value = -5 [State 0, VarSet] type = VarSet trigger1 = animtime = 0 fv = 16 value = 0 ;NEXT PHASE [State 810, Throw 11] type = TargetState Triggerall = power >= 10 triggerall = command = "holdup" trigger1 = animtime = 0 value = 12031 [State 810, State End] type = ChangeState Triggerall = power >= 10 triggerall = command = "holdup" trigger1 = animtime = 0 value = 12021 [State 810, Throw 11] type = TargetState Triggerall = power >= 10 triggerall = command = "holddown" trigger1 = animtime = 0 value = 12051 [State 810, State End] type = ChangeState Triggerall = power >= 10 triggerall = command = "holddown" trigger1 = animtime = 0 value = 12041 [State 810, Throw 11] type = TargetState Triggerall = power >= 10 triggerall = command = "holdback" trigger1 = animtime = 0 value = 12071 [State 810, State End] type = ChangeState Triggerall = power >= 10 triggerall = command = "holdback" trigger1 = animtime = 0 value = 12061 [State 810, Throw 11] type = TargetState triggerall = command = "a" Triggerall = power >= 3000 trigger1 = time >= 240 value = 15417 [State 810, State End] type = ChangeState triggerall = command = "a" Triggerall = power >= 3000 trigger1 = time >= 240 value = 15416 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 value = 30091 [State 810, State End] type = ChangeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------- ;Doggy Maximum Climax [Statedef 12009] type = S movetype= A physics = N anim = 2232 poweradd = 0 velset = 0,0 ctrl = 0 sprpriority = 1 [State 6005] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6005, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 0, Explod] type = Explod triggerall = anim = 2232 triggerall = numexplod(22232) = 0 trigger1 = 1 anim = 22232 ID = 22232 pos = 0,0 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 810, Bind 2-4] type =TargetBind trigger1 = time = 0 pos = 10,-12 [State 2000, ??????????] type = SuperPause trigger1 = AnimElem = 1 anim = 100 pos = 25, -57 sound = 20, 0 time = 50 movetime = 0 darken = 1 [State 22010] type = PlaySnd trigger1 = AnimElem = 1 value = 2010, 0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = S2000,0 [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 [State -2, EnvShake] type = EnvShake trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 || animelem = 124 trigger8 = animelem = 3 || animelem = 29 trigger9 = animelem = 56 || animelem = 83 time = 10 freq = 120 ampl = -6 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 2 value = 11, 0 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 3 || animelem = 29 trigger2 = animelem = 56 || animelem = 83 value = 5000, 0 + random % 4 channel = 12 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 || animelem = 124 value = 3652,0 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 || animelem = 124 value = 0,6 [State 4615, Explod] type = Explod trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 || animelem = 124 triggerall = random < 355 anim = 4443 ID = 4443 pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) sprpriority = 2 ontop = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 || animelem = 124 triggerall = random < 355 anim = 4444 ID = 4444 pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) sprpriority = 2 ontop = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 || animelem = 124 anim = 4445 ID = 4445 pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) sprpriority = 2 ontop = 0 [State 6005, Explod] type = Explod trigger1 = AnimElem = 110 anim = 18305 scale = const(size.xscale),const(size.yscale) pos = 0, -15 postype = p1 removetime = -2 sprpriority = 2 bindtime = 1 ownpal = 1 [State 6210, LifeAdd] type = LifeAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 trigger8 = animelem = 3 || animelem = 29 trigger9 = animelem = 56 || animelem = 83 value = 50 absolute = 1 [State 6210, LifeAdd] type = PowerAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 trigger8 = animelem = 3 || animelem = 29 trigger9 = animelem = 56 || animelem = 83 value = -5 ;NEXT PHASE [State 810, Throw 11] type = TargetState Triggerall = power >= 10 triggerall = command = "holdup" trigger1 = animtime = 0 value = 12031 [State 810, State End] type = ChangeState Triggerall = power >= 10 triggerall = command = "holdup" trigger1 = animtime = 0 value = 12021 [State 810, Throw 11] type = TargetState Triggerall = power >= 10 triggerall = command = "holddown" trigger1 = animtime = 0 value = 12051 [State 810, State End] type = ChangeState Triggerall = power >= 10 triggerall = command = "holddown" trigger1 = animtime = 0 value = 12041 [State 810, Throw 11] type = TargetState Triggerall = power >= 10 triggerall = command = "holdback" trigger1 = animtime = 0 value = 12071 [State 810, State End] type = ChangeState Triggerall = power >= 10 triggerall = command = "holdback" trigger1 = animtime = 0 value = 12061 [State 810, Throw 11] type = TargetState triggerall = command = "hold_a" Triggerall = power >= 3000 trigger1 = animtime = 0 value = 15417 [State 810, State End] type = ChangeState triggerall = command = "hold_a" Triggerall = power >= 3000 trigger1 = animtime = 0 value = 15416 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 value = 30091 [State 810, State End] type = ChangeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;Doggy Raped Penetrate [Statedef 12010] type = A movetype= H physics = N velset = 0,0 sprpriority = 4 [State 920] type = NotHitBy trigger1 = Time >= 0 value = SC [State 920, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 920, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 2233 [State 920, 1] type = PlaySnd trigger1 = AnimElem = 15 value = 4218, 23 channel = 0 volume = 5000 ;Doggy Raped slow & easy [Statedef 12011] type = A movetype= H physics = N velset = 0,0 sprpriority = 4 [State 920] type = NotHitBy trigger1 = Time >= 0 value = SC [State 920, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 920, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 2234 [State 820] type = RemoveExplod trigger1 = time = 0 ID = 22273 [State 920, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218, 21 + random % 2 channel = 0 volume = 5000 ;Doggy Raped slow [Statedef 12012] type = A movetype= H physics = N velset = 0,0 sprpriority = 4 [State 820] type = NotHitBy trigger1 = Time >= 0 value = SC [State 820, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 920, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 2235 [State 920, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218, 21 + random % 2 channel = 0 volume = 5000 ;Doggy Raped med [Statedef 12013] type = A movetype= H physics = N velset = 0,0 sprpriority = 4 [State 820] type = NotHitBy trigger1 = Time >= 0 value = SC [State 820, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 820, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 2236 [State 820, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218, 21 + random % 2 channel = 0 volume = 5000 ;Doggy Raped fast & hard [Statedef 12014] type = A movetype= H physics = N velset = 0,0 sprpriority = 4 [State 820] type = NotHitBy trigger1 = Time >= 0 value = SC [State 820, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 820, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 2237 [State 820, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218, 21 + random % 2 channel = 0 volume = 5000 ;--------------------------------------------------------------------------- ;Doggy Raped Ready To Cum [Statedef 12015] type = A movetype= H physics = N velset = 0,0 sprpriority = 4 [State 920] type = NotHitBy trigger1 = Time >= 0 value = SC [State 920, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 920, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 2238 ;--------------------------------------------------------------------------- ;Doggy Raped Thrust & Cum [Statedef 12016] type = A movetype= H physics = N velset = 0,0 sprpriority = 4 [State 820] type = NotHitBy trigger1 = Time >= 0 value = SC [State 820, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 820, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 2239 [State 820, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218, 21+random % 3 ;--------------------------------------------------------------------------- ;Doggy Raped Balls Deep Cumshot [Statedef 12017] type = A movetype= H physics = N velset = 0,0 sprpriority = 4 [State 820] type = NotHitBy trigger1 = Time >= 0 value = SC [State 820, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 820, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 2240 [State 820, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 trigger1 = random%9 = 0 value = 4218, 21+random % 3 ;Doggy Raped Cum [Statedef 12018] type = A movetype= H physics = N velset = 0,0 sprpriority = 4 [State 820] type = NotHitBy trigger1 = Time >= 0 value = SC [State 820, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 820, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 2241 [State 820, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 11, 0 [State 820, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 4218, 21+random % 3 ;Doggy Raped Maximum Climax [Statedef 12019] type = A movetype= H physics = N velset = 0,0 sprpriority = 4 [State 820] type = NotHitBy trigger1 = Time >= 0 value = SC [State 820, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 820, 1] type = ChangeAnim2 trigger1 = Time = 0 value = 2242 [State 6210, LifeAdd] type = LifeAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 trigger8 = animelem = 3 || animelem = 29 trigger9 = animelem = 56 || animelem = 83 value = -20 absolute = 1 [State 6210, LifeAdd] type = PowerAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 trigger8 = animelem = 3 || animelem = 29 trigger9 = animelem = 56 || animelem = 83 value = -150 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 3 value = 11, 0 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 || animelem = 124 trigger8 = animelem = 5 || animelem = 29 trigger9 = animelem = 56 || animelem = 83 value = 4218,21 +random%3 ;------------------------------------------------------------------------------- ;top move (Missionary) [Statedef 6098] type = A physics = S movetype = A ctrl = 0 anim = 8015 velset = 0,0 [State 6061,00 ] type = NotHitBy trigger1 = Time >= 0 value = SCA [State 40000, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 5,3 Volume = 200 [State 6061] type = TargetState trigger1 = MoveHit = 1 trigger1 = NumTarget value = 12030 [State 6061,] type = ChangeState trigger1 = MoveHit = 1 trigger1 = NumTarget value = 12020 [State 6061] type = HitDef trigger1 = time >= 10 hitsound = s180,2 attr = S, NA hitflag = M A F D animtype = Medium priority = 7, miss sparkno = -1 sprpriority = 2 p2facing = 1 fall = 1 [State 40000, 4] type = changeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;Missionary Penetrate [Statedef 12020] type = S movetype= A physics = N anim = 2248 poweradd = 0 velset = 0,0 sprpriority = 10 [State 6002] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6002, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 5000,0 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 6 channel = 13 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 810, Bind 2-4] type =TargetBind trigger1 = time = 0 pos = 0,0 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 ;NEXT PHASE [State 810, Throw 11] type = TargetState trigger1 = time = 200 value = 12031 [State 810, State End] type = ChangeState trigger1 = time = 200 value = 12021 ;------------------------------------------------------------------------------- ;Missionary slow & easy FVARS 16 AND 32 ARE AVAILABLE [Statedef 12021] type = S movetype= A physics = N anim = 2249 poweradd = 0 velset = 0,0 sprpriority = 10 [State 6002] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6002, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 0 channel = 10 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 1 channel = 11 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 2 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 3 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 5 channel = 13 ;僾儗僀儎乕壒惡(Aggressor Voice) [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5000, 0 + random % 3 channel = 0 volume = 5000 [State 6002] type = Explod trigger1 = AnimElem = 2 anim = 12001 pos = 0, -14 postype = p1 scale = .83,.83 removetime = -2 sprpriority = 5 bindtime = -1 [State 6002] type = Explod trigger1 = AnimElem = 2 anim = 12001 pos = 0, -14 postype = p1 scale = 1.0,1.0 removetime = -2 sprpriority = 5 bindtime = -1 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 810, Bind 2-4] type = TargetBind trigger1 = time = 0 pos = 0,0 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = -1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 ;NEXT PHASE [State 810, Throw 11] type = TargetState trigger1 = command = "6" trigger1 = time >= 500 value = 12032 [State 810, State End] type = ChangeState trigger1 = command = "6" trigger1 = time >= 500 value = 12022 ;------------------------------------------------------------------------------- ;Missionary slow FVARS 16 AND 32 ARE AVAILABLE [Statedef 12022] type = S movetype= A physics = N anim = 2250 poweradd = 0 velset = 0,0 sprpriority = 10 [State 6002] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6002, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 0 channel = 10 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 1 channel = 11 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 2 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 3 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 5 channel = 13 ;僾儗僀儎乕壒惡(Aggressor Voice) [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5000, 0 + random % 3 channel = 0 volume = 5000 [State 6002] type = Explod trigger1 = AnimElem = 2 anim = 12001 pos = 0, -14 postype = p1 scale = .83,.83 removetime = -2 sprpriority = 5 bindtime = -1 [State 6002] type = Explod trigger1 = AnimElem = 2 anim = 12001 pos = 0, -14 postype = p1 scale = 1.0,1.0 removetime = -2 sprpriority = 5 bindtime = -1 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 810, Bind 2-4] type = TargetBind trigger1 = time = 0 pos = 0,0 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = -1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 ;NEXT PHASE [State 810, Throw 11] type = TargetState trigger1 = command = "4" trigger1 = time >= 500 value = 12031 [State 810, State End] type = ChangeState trigger1 = command = "4" trigger1 = time >= 500 value = 12021 ;NEXT PHASE [State 810, Throw 11] type = TargetState trigger1 = command = "6" trigger1 = time >= 500 value = 12033 [State 810, State End] type = ChangeState trigger1 = command = "6" trigger1 = time >= 500 value = 12023 ;------------------------------------------------------------------------------------------ ;Missionary med [Statedef 12023] type = S movetype= A physics = N anim = 2251 poweradd = 0 velset = 0,0 sprpriority = 10 [State 6002] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6002, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 0 channel = 10 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 1 channel = 11 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 2 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 3 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 5 channel = 13 ;僾儗僀儎乕壒惡(Aggressor Voice) [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5000, 0 + random % 3 channel = 0 volume = 5000 [State 6002] type = Explod trigger1 = AnimElem = 2 anim = 12001 pos = 0, -14 postype = p1 scale = .83,.83 removetime = -2 sprpriority = 5 bindtime = -1 [State 6002] type = Explod trigger1 = AnimElem = 2 anim = 12001 pos = 0, -14 postype = p1 scale = 1.0,1.0 removetime = -2 sprpriority = 5 bindtime = -1 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 810, Bind 2-4] type =TargetBind trigger1 = time = 0 pos = 0,0 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = -1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 ;NEXT PHASE [State 810, Throw 11] type = TargetState trigger1 = command = "4" trigger1 = time >= 500 value = 12032 [State 810, State End] type = ChangeState trigger1 = command = "4" trigger1 = time >= 500 value = 12022 ;NEXT PHASE [State 810, Throw 11] type = TargetState trigger1 = command = "6" trigger1 = time >= 500 value = 12034 [State 810, State End] type = ChangeState trigger1 = command = "6" trigger1 = time >= 500 value = 12024 ;------------------------------------------------------------------------------------------ ;Missionary fast & hard [Statedef 12024] type = S movetype= A physics = N anim = 2252 poweradd = 0 velset = 0,0 sprpriority = 10 [State 6002] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6002, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 0 channel = 10 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 1 channel = 11 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 2 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 3 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 5 channel = 13 ;僾儗僀儎乕壒惡(Aggressor Voice) [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5000, 0 + random % 3 channel = 0 volume = 5000 [State 6002] type = Explod trigger1 = AnimElem = 2 anim = 12001 pos = 0, -14 postype = p1 scale = .83,.83 removetime = -2 sprpriority = 5 bindtime = -1 [State 6002] type = Explod trigger1 = AnimElem = 2 anim = 12001 pos = 0, -14 postype = p1 scale = 1.0,1.0 removetime = -2 sprpriority = 5 bindtime = -1 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 810, Bind 2-4] type =TargetBind trigger1 = time = 0 pos = 0, 0 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = -1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 810, Throw 11] type = TargetState triggerall = Time >= 500 trigger1 = command = "6" value = 12035 [State 810, State End] type = ChangeState triggerall = Time >= 500 trigger1 = command = "6" value = 12025 [State 810, Throw 11] type = TargetState triggerall = Time >= 500 trigger1 = command = "4" value = 12033 [State 810, State End] type = ChangeState triggerall = Time >= 500 trigger1 = command = "4" value = 12023 ;--------------------------------------------------------------------------- ;Missionary Ready To Cum [Statedef 12025] type = S movetype= A physics = N anim = 2253 poweradd = 0 velset = 0,0 ctrl = 0 sprpriority = 10 [State 6002] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6002, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 810, Bind 2-4] type =TargetBind trigger1 = time = 0 pos = 0, 0 [State 6072,] type = TargetState triggerall = Time >= 0 trigger1 = command = "x" value = 12036 [State 6072,] type = TargetState triggerall = Time >= 0 trigger1 = command = "y" value = 12037 [State 6072,] type = TargetState triggerall = Time >= 0 trigger1 = command = "a" value = 12038 [State 6072,] type = TargetState triggerall = Time >= 0 trigger1 = command = "b" value = 12039 [State 6072,] type = TargetState triggerall = Time >= 0 trigger1 = command = "c" value = 12139 [State 6072,] type = ChangeState triggerall = Time >= 0 trigger1 = command = "x" value = 12026 [State 6072,] type = ChangeState triggerall = Time >= 0 trigger1 = command = "y" value = 12027 [State 6072,] type = ChangeState triggerall = Time >= 0 trigger1 = command = "a" value = 12028 [State 6072,] type = ChangeState triggerall = Time >= 0 trigger1 = command = "b" value = 12029 [State 6072,] type = ChangeState triggerall = Time >= 0 trigger1 = command = "c" value = 12129 [State 810, Throw 11] type = TargetState triggerall = enemyNear, alive = 0 trigger1 = time = 100 value = 30091 [State 810, State End] type = ChangeState triggerall = enemyNear, alive = 0 trigger1 = time = 100 value = 0 ctrl = 1 ;--------------------------------------------------------------- ;Missionary Thrust & Cum [Statedef 12026] type = S movetype= A physics = N anim = 2254 poweradd = 0 ctrl = 0 sprpriority = 10 [State 6005] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6005, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 3652, 0 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 5000, 0 + random % 4 channel = 12 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 0, 6 [State 6005, EnvShake] type = EnvShake ;triggerall = command = "hold_c" || var(35) = 1 trigger1 = AnimElem = 3 time = 10 ampl = -1 freq = 30 [State 6002] type = Explod trigger1 = AnimElem = 3 anim = 12001 pos = 0, -14 postype = p1 scale = .83,.83 removetime = -2 sprpriority = 5 bindtime = -1 [State 6005] type = Explod trigger1 = AnimElem = 3 anim = 12003 scale = 0.8,0.8 pos = 0, -9 postype = p1 removetime = -2 sprpriority = 5 bindtime = 5 ownpal = 1 [State 6005] type = Explod trigger1 = AnimElem = 3 anim = 12004 scale = 0.8,0.8 pos = 0, -9 postype = p1 removetime = -2 sprpriority = 5 bindtime = -1 ownpal = 1 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 810, Bind 2-4] type =TargetBind trigger1 = time = 0 pos = 0, 0 [State 910, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 910] type = PowerAdd trigger1 = AnimElem = 3 value = -10 [State 910, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -10 kill = 0 [State 910, Hurt 11] type = TargetPowerAdd trigger1 = AnimElem = 3 value = -20 [State 0, VarSet] type = VarSet trigger1 = animtime = 0 fv = 16 value = 0 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 value = 12035 [State 810, State End] type = ChangeState trigger1 = animtime = 0 value = 12025 ;--------------------------------------------------------------- ;Missionary Balls Deep Cumshot [Statedef 12027] type = S movetype= A physics = N anim = 2255 poweradd = 0 ctrl = 0 sprpriority = 10 [State 6005] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6005, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 3652, 0 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 5000, 0 + random % 4 channel = 12 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 0, 6 [State 6005, EnvShake] type = EnvShake ;triggerall = command = "hold_c" || var(35) = 1 trigger1 = AnimElem = 2 time = 10 ampl = -1 freq = 30 [State 6002] type = Explod trigger1 = AnimElem = 2 anim = 12001 pos = 0, -14 postype = p1 scale = .83,.83 removetime = -2 sprpriority = 5 bindtime = -1 [State 6005] type = Explod trigger1 = AnimElem = 2 anim = 12004 scale = 0.8,0.8 pos = 0, -9 postype = p1 removetime = -2 sprpriority = 5 bindtime = -1 ownpal = 1 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 810, Bind 2-4] type =TargetBind trigger1 = time = 0 pos = 0, 0 [State 910, Hurt 11] type = LifeAdd trigger1 = AnimElem = 2 value = 12 [State 910] type = PowerAdd trigger1 = AnimElem = 2 value = -10 [State 910, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 2 value = -10 kill = 0 [State 910, Hurt 11] type = TargetPowerAdd trigger1 = AnimElem = 2 value = -20 [State 0, VarSet] type = VarSet trigger1 = animtime = 0 fv = 16 value = 0 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 value = 12035 [State 810, State End] type = ChangeState trigger1 = animtime = 0 value = 12025 ;--------------------------------------------------------------- ;Missionary cum [Statedef 12028] type = S movetype= A physics = N anim = 2256 poweradd = 0 sprpriority = 10 [State 6005] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6005, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 3652, 0 channel = 11 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 11, 0 channel = 12 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 5000, 0 + random % 4 channel = 12 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 32 trigger1 = random%9 = 0 value = 2,20 channel = 12 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 0, 6 channel = 13 [State 6005, EnvShake] type = EnvShake ;triggerall = command = "hold_c" || var(35) = 1 trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 time = 10 ampl = -1 freq = 30 [State 6002] type = Explod trigger1 = AnimElem = 5 || AnimElem = 10 || AnimElem = 18 || AnimElem = 26 || AnimElem = 34 anim = 12001 pos = 0, -14 postype = p1 scale = .83,.83 removetime = -2 sprpriority = 5 bindtime = -1 [State 6002] type = Explod trigger1 = AnimElem = 6 anim = 12001 pos = 0, -14 postype = p1 scale = 1.0,1.0 removetime = -2 sprpriority = 5 bindtime = -1 [State 6005] type = Explod trigger1 = AnimElem = 11 anim = 12002 pos = 0, -9 scale = 0.7,0.7 postype = p1 removetime = -2 sprpriority = 5 bindtime = 6 ownpal = 1 [State 6005] type = Explod trigger1 = AnimElem = 19 anim = 12003 scale = 0.8,0.8 pos = 0, -9 postype = p1 removetime = -2 sprpriority = 5 bindtime = 5 ownpal = 1 [State 6005] type = Explod trigger1 = AnimElem = 27 || AnimElem = 35 anim = 12004 scale = 0.8,0.8 pos = 0, -9 postype = p1 removetime = -2 sprpriority = 5 bindtime = -1 ownpal = 1 [State 6005] type = Explod trigger1 = AnimElem = 30 anim = 12006 id = 12004 scale = 0.8,0.8 pos = 0, -9 postype = p1 removetime = -1 sprpriority = 1 bindtime = 1 ownpal = 1 [State 6005, Explod] type = Explod trigger1 = AnimElem = 44 anim = 7215 scale = .75, .75 pos = 0, -14 postype = p1 removetime = -2 sprpriority = 5 bindtime = -1 [State 910] type = PosSet trigger1 = time = 0 y = 0 [State 910, Bind 2-4] type = TargetBind trigger1 = time = 0 pos = 0, 0 [State 910, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3||AnimElem = 9||AnimElem = 15||AnimElem = 21 value = 12 [State 910, Hurt 11] type = LifeAdd trigger1 = AnimElem = 24||AnimElem = 26||AnimElem = 28||AnimElem = 30 value = 35 [State 910] type = PowerAdd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = -25 [State 910, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3||AnimElem = 9||AnimElem = 15||AnimElem = 21 value = -5 kill = 0 [State 910, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 24||AnimElem = 26||AnimElem = 28||AnimElem = 30 value = -5 [State 0, VarSet] type = VarSet trigger1 = animtime = 0 fv = 16 value = 0 ;NEXT PHASE [State 810, Throw 11] type = TargetState Triggerall = power >= 10 triggerall = command = "holdfwd" trigger1 = animtime = 0 value = 12011 [State 810, State End] type = ChangeState Triggerall = power >= 10 triggerall = command = "holdfwd" trigger1 = animtime = 0 value = 12001 [State 810, Throw 11] type = TargetState Triggerall = power >= 10 triggerall = command = "holddown" trigger1 = animtime = 0 value = 12051 [State 810, State End] type = ChangeState Triggerall = power >= 10 triggerall = command = "holddown" trigger1 = animtime = 0 value = 12041 [State 810, Throw 11] type = TargetState Triggerall = power >= 10 triggerall = command = "holdback" trigger1 = animtime = 0 value = 12071 [State 810, State End] type = ChangeState Triggerall = power >= 10 triggerall = command = "holdback" trigger1 = animtime = 0 value = 12061 [State 810, Throw 11] type = TargetState triggerall = command = "b" Triggerall = power >= 3000 trigger1 = time >= 240 value = 22017 [State 810, State End] type = ChangeState triggerall = command = "b" Triggerall = power >= 3000 trigger1 = time >= 240 value = 22016 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 value = 30091 [State 810, State End] type = ChangeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------- ;Missionary Maximum Climax A [Statedef 12029] type = S movetype= A physics = N anim = 2257 velset = 0,0 SprPriority = 10 [State 6005] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6005, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 2000, ??????????] type = SuperPause trigger1 = AnimElem = 1 anim = 100 pos = 25, -57 sound = 20, 0 time = 50 movetime = 0 darken = 1 [State 22010] type = PlaySnd trigger1 = AnimElem = 1 value = 2010, 0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = S2000,0 [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 [State 910] type = PosSet trigger1 = time = 0 y = 0 [State 910, Bind 2-4] type = TargetBind trigger1 = time = 0 pos = 0, 0 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 2 value = 11,0 [State -2, PlaySnd] type = PlaySnd triggerall = random%9 = 0 trigger1 = animelem = 18 trigger2 = animelem = 34 || animelem = 50 trigger3 = animelem = 66 trigger4 = animelem = 6 || animelem = 12 trigger5 = animelem = 22 || animelem = 28 trigger6 = animelem = 38 || animelem = 44 trigger7 = animelem = 54 || animelem = 60 trigger8 = animelem = 72 || animelem = 78 trigger9 = animelem = 84 || animelem = 90 value = 5000, 0 + random % 4 [State -2, EnvShake] type = EnvShake trigger1 = animelem = 2 || animelem = 18 trigger2 = animelem = 34 || animelem = 50 trigger3 = animelem = 66 trigger4 = animelem = 6 || animelem = 12 trigger5 = animelem = 22 || animelem = 28 trigger6 = animelem = 38 || animelem = 44 trigger7 = animelem = 54 || animelem = 60 trigger8 = animelem = 72 || animelem = 78 trigger9 = animelem = 84 || animelem = 90 time = 10 freq = 120 ampl = -6 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 6 || animelem = 12 trigger2 = animelem = 22 || animelem = 28 trigger3 = animelem = 38 || animelem = 44 trigger4 = animelem = 54 || animelem = 60 trigger5 = animelem = 72 || animelem = 78 trigger6 = animelem = 84 || animelem = 90 value = 3652,0 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 6 || animelem = 12 trigger2 = animelem = 22 || animelem = 28 trigger3 = animelem = 38 || animelem = 44 trigger4 = animelem = 54 || animelem = 60 trigger5 = animelem = 72 || animelem = 78 trigger6 = animelem = 84 || animelem = 90 value = 0,6 [State 6210, LifeAdd] type = LifeAdd trigger1 = animelem = 2 || animelem = 18 trigger2 = animelem = 34 || animelem = 50 trigger3 = animelem = 66 trigger4 = animelem = 6 || animelem = 12 trigger5 = animelem = 22 || animelem = 28 trigger6 = animelem = 38 || animelem = 44 trigger7 = animelem = 54 || animelem = 60 trigger8 = animelem = 72 || animelem = 78 trigger9 = animelem = 84 value = 50 absolute = 1 [State 6210, LifeAdd] type = PowerAdd trigger1 = animelem = 2 || animelem = 18 trigger2 = animelem = 34 || animelem = 50 trigger3 = animelem = 66 trigger4 = animelem = 6 || animelem = 12 trigger5 = animelem = 22 || animelem = 28 trigger6 = animelem = 38 || animelem = 44 trigger7 = animelem = 54 || animelem = 60 trigger8 = animelem = 72 || animelem = 78 trigger9 = animelem = 84 value = -5 [State 4615, Explod] type = Explod trigger1 = animelem = 90 anim = 99989 ID = 99989 pos = 0, -9 postype = p1 scale = 1, 1 sprpriority = 7 ontop = 0 removetime = 355 [State 6005] type = Explod trigger1 = animelem = 6 || animelem = 12 trigger2 = animelem = 22 || animelem = 28 trigger3 = animelem = 38 || animelem = 44 trigger4 = animelem = 54 || animelem = 60 trigger5 = animelem = 72 || animelem = 78 trigger6 = animelem = 84 || animelem = 90 anim = 110200 ID = 999 pos = 0, -9 postype = p1 scale = 1, 1 sprpriority = 7 ontop = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 6 || animelem = 12 trigger2 = animelem = 22 || animelem = 28 trigger3 = animelem = 38 || animelem = 44 trigger4 = animelem = 54 || animelem = 60 trigger5 = animelem = 72 || animelem = 78 trigger6 = animelem = 84 || animelem = 90 triggerall = random < 155 anim = 110201 ID = 999 pos = 0, -9 postype = p1 scale = 1, 1 sprpriority = 7 ontop = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 6 || animelem = 12 trigger2 = animelem = 22 || animelem = 28 trigger3 = animelem = 38 || animelem = 44 trigger4 = animelem = 54 || animelem = 60 trigger5 = animelem = 72 || animelem = 78 trigger6 = animelem = 84 || animelem = 90 triggerall = random < 155 anim = 110205 ID = 999 pos = 0, -9 postype = p1 scale = 1, 1 sprpriority = 7 ontop = 0 [State 6002] type = Explod trigger1 = animelem = 6 || animelem = 12 trigger2 = animelem = 22 || animelem = 28 trigger3 = animelem = 38 || animelem = 44 trigger4 = animelem = 54 || animelem = 60 trigger5 = animelem = 72 || animelem = 78 trigger6 = animelem = 84 || animelem = 90 anim = 12001 pos = 0, -14 postype = p1 scale = .83,.83 removetime = -2 sprpriority = 5 bindtime = -1 [State 6005] type = Explod trigger1 = animelem = 6 || animelem = 12 trigger2 = animelem = 22 || animelem = 28 trigger3 = animelem = 38 || animelem = 44 trigger4 = animelem = 54 || animelem = 60 trigger5 = animelem = 72 || animelem = 78 trigger6 = animelem = 84 || animelem = 90 anim = 12004 scale = 0.8,0.8 pos = 0, -9 postype = p1 removetime = -2 sprpriority = 5 bindtime = -1 ownpal = 1 [State 4615, Explod] type = Explod trigger1 = animelem = 90 trigger1 = random < 666 anim = 110195 ID = 999 pos = -170, -180 postype = p1 scale = 1.5, 1.50 sprpriority = 12 ontop = 0 ;NEXT PHASE [State 810, Throw 11] type = TargetState Triggerall = power >= 10 triggerall = command = "holdfwd" trigger1 = animtime = 0 value = 12011 [State 810, State End] type = ChangeState Triggerall = power >= 10 triggerall = command = "holdfwd" trigger1 = animtime = 0 value = 12001 [State 810, Throw 11] type = TargetState Triggerall = power >= 10 triggerall = command = "holddown" trigger1 = animtime = 0 value = 12051 [State 810, State End] type = ChangeState Triggerall = power >= 10 triggerall = command = "holddown" trigger1 = animtime = 0 value = 12041 [State 810, Throw 11] type = TargetState Triggerall = power >= 10 triggerall = command = "holdback" trigger1 = animtime = 0 value = 12071 [State 810, State End] type = ChangeState Triggerall = power >= 10 triggerall = command = "holdback" trigger1 = animtime = 0 value = 12061 [State 810, Throw 11] type = TargetState triggerall = command = "hold_a" Triggerall = power >= 3000 trigger1 = animtime = 0 value = 22017 [State 810, State End] type = ChangeState triggerall = command = "hold_a" Triggerall = power >= 3000 trigger1 = animtime = 0 value = 22016 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 value = 30091 [State 810, State End] type = ChangeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------- ;Missionary Maximum Climax B [Statedef 12129] type = S movetype= A physics = N anim = 2258 velset = 0,0 SprPriority = 10 [State 6005] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6005, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 2000, ??????????] type = SuperPause trigger1 = AnimElem = 1 anim = 100 pos = 25, -57 sound = 20, 0 time = 50 movetime = 0 darken = 1 [State 22010] type = PlaySnd trigger1 = AnimElem = 1 value = 2010, 0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = S2000,0 [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 [State 910] type = PosSet trigger1 = time = 0 y = 0 [State 910, Bind 2-4] type = TargetBind trigger1 = time = 0 pos = 0, 0 [State 6210, LifeAdd] type = LifeAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 22 || animelem = 35 trigger3 = animelem = 41 || animelem = 47 trigger4 = animelem = 60 || animelem = 68 trigger5 = animelem = 82 || animelem = 88 trigger6 = animelem = 94 || animelem = 108 trigger7 = animelem = 116 || animelem = 126 trigger8 = animelem = 132 || animelem = 140 trigger9 = animelem = 146 value = 50 absolute = 1 [State 6210, LifeAdd] type = PowerAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 22 || animelem = 35 trigger3 = animelem = 41 || animelem = 47 trigger4 = animelem = 60 || animelem = 68 trigger5 = animelem = 82 || animelem = 88 trigger6 = animelem = 94 || animelem = 108 trigger7 = animelem = 116 || animelem = 126 trigger8 = animelem = 132 || animelem = 140 trigger9 = animelem = 146 value = -5 [State -2, EnvShake] type = EnvShake trigger1 = animelem = 2 time = 60 freq = 120 ampl = -3 [State -2, EnvShake] type = EnvShake trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 22 || animelem = 35 trigger3 = animelem = 41 || animelem = 47 trigger4 = animelem = 60 || animelem = 68 trigger5 = animelem = 82 || animelem = 88 trigger6 = animelem = 94 || animelem = 108 trigger7 = animelem = 116 || animelem = 126 trigger8 = animelem = 132 || animelem = 140 trigger9 = animelem = 146 trigger10 = animelem = 2 || animelem = 26 trigger12 = animelem = 51 || animelem = 76 trigger13 = animelem = 101 time = 10 freq = 120 ampl = -6 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 2 || animelem = 26 trigger2 = animelem = 51 || animelem = 76 trigger3 = animelem = 101 value = 5000, 0 + random % 4 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 2 || 5585 value = 11, 0 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 22 || animelem = 35 trigger3 = animelem = 41 || animelem = 47 trigger4 = animelem = 60 || animelem = 68 trigger5 = animelem = 82 || animelem = 88 trigger6 = animelem = 94 || animelem = 108 trigger7 = animelem = 116 || animelem = 126 trigger8 = animelem = 132 || animelem = 140 trigger9 = animelem = 146 value = 3652,0 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 22 || animelem = 35 trigger3 = animelem = 41 || animelem = 47 trigger4 = animelem = 60 || animelem = 68 trigger5 = animelem = 82 || animelem = 88 trigger6 = animelem = 94 || animelem = 108 trigger7 = animelem = 116 || animelem = 126 trigger8 = animelem = 132 || animelem = 140 trigger9 = animelem = 146 value = 0,6 [State 4615, Explod] type = Explod trigger1 = animelem = 43 anim = 99989 ID = 99989 pos = 0, -9 postype = p1 scale = 1, 1 sprpriority = 7 ontop = 0 removetime = 355 [State 6005] type = Explod trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 22 || animelem = 35 trigger3 = animelem = 41 || animelem = 47 trigger4 = animelem = 60 || animelem = 68 trigger5 = animelem = 82 || animelem = 88 trigger6 = animelem = 94 || animelem = 108 trigger7 = animelem = 116 || animelem = 126 trigger8 = animelem = 132 || animelem = 140 trigger9 = animelem = 146 anim = 110200 ID = 999 pos = 0, -9 postype = p1 scale = 1, 1 sprpriority = 7 ontop = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 22 || animelem = 35 trigger3 = animelem = 41 || animelem = 47 trigger4 = animelem = 60 || animelem = 68 trigger5 = animelem = 82 || animelem = 88 trigger6 = animelem = 94 || animelem = 108 trigger7 = animelem = 116 || animelem = 126 trigger8 = animelem = 132 || animelem = 140 trigger9 = animelem = 146 triggerall = random < 155 anim = 110201 ID = 999 pos = -0, -9 postype = p1 scale = 1, 1 sprpriority = 7 ontop = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 22 || animelem = 35 trigger3 = animelem = 41 || animelem = 47 trigger4 = animelem = 60 || animelem = 68 trigger5 = animelem = 82 || animelem = 88 trigger6 = animelem = 94 || animelem = 108 trigger7 = animelem = 116 || animelem = 126 trigger8 = animelem = 132 || animelem = 140 trigger9 = animelem = 146 triggerall = random < 155 anim = 110205 ID = 999 pos = -0, -9 postype = p1 scale = 1, 1 sprpriority = 7 ontop = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 145 trigger1 = random < 666 anim = 110195 ID = 999 pos = -170, -180 postype = p1 scale = 1.5, 1.50 sprpriority = 12 ontop = 0 [State 6002] type = Explod trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 22 || animelem = 35 trigger3 = animelem = 41 || animelem = 47 trigger4 = animelem = 60 || animelem = 68 trigger5 = animelem = 82 || animelem = 88 trigger6 = animelem = 94 || animelem = 108 trigger7 = animelem = 116 || animelem = 126 trigger8 = animelem = 132 || animelem = 140 trigger9 = animelem = 146 anim = 12001 pos = 0, -14 postype = p1 scale = .83,.83 removetime = -2 sprpriority = 5 bindtime = -1 [State 6005] type = Explod trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 22 || animelem = 35 trigger3 = animelem = 41 || animelem = 47 trigger4 = animelem = 60 || animelem = 68 trigger5 = animelem = 82 || animelem = 88 trigger6 = animelem = 94 || animelem = 108 trigger7 = animelem = 116 || animelem = 126 trigger8 = animelem = 132 || animelem = 140 trigger9 = animelem = 146 anim = 12004 scale = 0.8,0.8 pos = 0, -9 postype = p1 removetime = -2 sprpriority = 5 bindtime = -1 ownpal = 1 ;NEXT PHASE [State 810, Throw 11] type = TargetState Triggerall = power >= 10 triggerall = command = "holdfwd" trigger1 = animtime = 0 value = 12011 [State 810, State End] type = ChangeState Triggerall = power >= 10 triggerall = command = "holdfwd" trigger1 = animtime = 0 value = 12001 [State 810, Throw 11] type = TargetState Triggerall = power >= 10 triggerall = command = "holddown" trigger1 = animtime = 0 value = 12051 [State 810, State End] type = ChangeState Triggerall = power >= 10 triggerall = command = "holddown" trigger1 = animtime = 0 value = 12041 [State 810, Throw 11] type = TargetState Triggerall = power >= 10 triggerall = command = "holdback" trigger1 = animtime = 0 value = 12071 [State 810, State End] type = ChangeState Triggerall = power >= 10 triggerall = command = "holdback" trigger1 = animtime = 0 value = 12061 [State 810, Throw 11] type = TargetState triggerall = command = "hold_a" Triggerall = power >= 3000 trigger1 = animtime = 0 value = 22017 [State 810, State End] type = ChangeState triggerall = command = "hold_a" Triggerall = power >= 3000 trigger1 = animtime = 0 value = 22016 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 value = 30091 [State 810, State End] type = ChangeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;Missionary Raped Penetrate [Statedef 12030] type = A movetype= H physics = N velset = 0,0 [State 920] type = NotHitBy trigger1 = Time >= 0 value = SC [State 920, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 920, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 12030 [State 920, 1] type = null;ChangeAnim2 triggerall = anim = 12249 Trigger1 = animTime = 0 value = 12250 [State 920, 1] type = PlaySnd trigger1 = AnimElem = 15 value = 4218, 23 channel = 0 volume = 5000 ;--------------------------------------------------------------------------- ;Missionary Raped slow & easy [Statedef 12031] type = A movetype= H physics = N velset = 0,0 [State 820] type = NotHitBy trigger1 = Time >= 0 value = SC [State 820, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 820, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 12031 [State 820] type = RemoveExplod trigger1 = time = 0 ID = 22273 [State 820, 1] type = null;ChangeAnim2 triggerall = anim = 12249 Trigger1 = animTime = 0 value = 12250 [State 820, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218, 21 + random % 2 channel = 0 volume = 5000 ;--------------------------------------------------------------------------- ;Missionary Raped slow [Statedef 12032] type = A movetype= H physics = N velset = 0,0 [State 820] type = NotHitBy trigger1 = Time >= 0 value = SC [State 820, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 820, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 12032 [State 820, 1] type = null;ChangeAnim2 triggerall = anim = 12249 Trigger1 = animTime = 0 value = 12250 [State 820, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218, 21 + random % 2 channel = 0 volume = 5000 ;--------------------------------------------------------------------------- ;Missionary Raped med [Statedef 12033] type = A movetype= H physics = N velset = 0,0 [State 820] type = NotHitBy trigger1 = Time >= 0 value = SC [State 820, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 820, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 12033 [State 820, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218, 21 + random % 2 channel = 0 volume = 5000 ;--------------------------------------------------------------------------- ;Missionary Raped fast & hard [Statedef 12034] type = A movetype= H physics = N velset = 0,0 [State 820] type = NotHitBy trigger1 = Time >= 0 value = SC [State 820, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 820, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 12034 [State 820, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218, 21 + random % 2 channel = 0 volume = 5000 ;--------------------------------------------------------------------------- ;Missionary Raped Ready To Cum [Statedef 12035] type = A movetype= H physics = N velset = 0,0 [State 920] type = NotHitBy trigger1 = Time >= 0 value = SC [State 920, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 920, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 12035 ;--------------------------------------------------------------------------- ;Missionary Raped Thrust & Cum [Statedef 12036] type = A movetype= H physics = N velset = 0,0 [State 820] type = NotHitBy trigger1 = Time >= 0 value = SC [State 820, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 820, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 12036 [State 820, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218, 21+random % 3 ;--------------------------------------------------------------------------- ;Missionary Raped Balls Deep Cumshot [Statedef 12037] type = A movetype= H physics = N velset = 0,0 [State 820] type = NotHitBy trigger1 = Time >= 0 value = SC [State 820, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 820, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 12037 [State 820, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 trigger1 = random%9 = 0 value = 4218, 21+random % 3 ;--------------------------------------------------------------------------- ;Missionary Raped Cum [Statedef 12038] type = A movetype= H physics = N velset = 0,0 [State 820] type = NotHitBy trigger1 = Time >= 0 value = SC [State 820, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 820, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 12038 [State 820, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 11, 0 [State 820, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 4218, 21+random % 3 ;--------------------------------------------------------------------------- ;Missionary Raped Maximum Climax A [Statedef 12039] type = A movetype = H physics = N velset = 0,0 [State 820] type = NotHitBy trigger1 = Time >= 0 value = SC [State 820, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT ;懱椡尭彮 [State 6210, LifeAdd] type = LifeAdd trigger1 = animelem = 2 || animelem = 18 trigger2 = animelem = 34 || animelem = 50 trigger3 = animelem = 66 trigger4 = animelem = 6 || animelem = 12 trigger5 = animelem = 22 || animelem = 28 trigger6 = animelem = 38 || animelem = 44 trigger7 = animelem = 54 || animelem = 60 trigger8 = animelem = 72 || animelem = 78 trigger9 = animelem = 84 value = -20 [State 6210, LifeAdd] type = PowerAdd trigger1 = animelem = 2 || animelem = 18 trigger2 = animelem = 34 || animelem = 50 trigger3 = animelem = 66 trigger4 = animelem = 6 || animelem = 12 trigger5 = animelem = 22 || animelem = 28 trigger6 = animelem = 38 || animelem = 44 trigger7 = animelem = 54 || animelem = 60 trigger8 = animelem = 72 || animelem = 78 trigger9 = animelem = 84 value = -150 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 2 value = 11, 0 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 2 || animelem = 18 trigger2 = animelem = 34 || animelem = 50 trigger3 = animelem = 66 trigger4 = animelem = 6 || animelem = 12 trigger5 = animelem = 22 || animelem = 28 trigger6 = animelem = 38 || animelem = 44 trigger7 = animelem = 54 || animelem = 60 trigger8 = animelem = 72 || animelem = 78 trigger9 = animelem = 84 value = 4218,21 +random%3 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 12039 ;--------------------------------------------------------------------------- ;Missionary Raped Maximum Climax B [Statedef 12139] type = A movetype = H physics = N velset = 0,0 [State 820] type = NotHitBy trigger1 = Time >= 0 value = SC [State 820, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT ;懱椡尭彮 [State 6210, LifeAdd] type = LifeAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 22 || animelem = 35 trigger3 = animelem = 41 || animelem = 47 trigger4 = animelem = 60 || animelem = 68 trigger5 = animelem = 82 || animelem = 88 trigger6 = animelem = 94 || animelem = 108 trigger7 = animelem = 116 || animelem = 126 trigger8 = animelem = 132 || animelem = 140 trigger9 = animelem = 146 value = -20 [State 6210, LifeAdd] type = PowerAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 22 || animelem = 35 trigger3 = animelem = 41 || animelem = 47 trigger4 = animelem = 60 || animelem = 68 trigger5 = animelem = 82 || animelem = 88 trigger6 = animelem = 94 || animelem = 108 trigger7 = animelem = 116 || animelem = 126 trigger8 = animelem = 132 || animelem = 140 trigger9 = animelem = 146 value = -150 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 2 value = 11, 0 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 22 || animelem = 35 trigger3 = animelem = 41 || animelem = 47 trigger4 = animelem = 60 || animelem = 68 trigger5 = animelem = 82 || animelem = 88 trigger6 = animelem = 94 || animelem = 108 trigger7 = animelem = 116 || animelem = 126 trigger8 = animelem = 132 || animelem = 140 trigger9 = animelem = 146 value = 4218,21 +random%3 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 12040 ;-------------------------------------------------------------------- ;top move (cowboy) [Statedef 8767] type = A movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 8015 sprpriority = 2 [State 6061,00 ] type = NotHitBy trigger1 = Time >= 0 value = SCA [State 40000, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 5,3 Volume = 200 [State 6061] type = TargetState trigger1 = MoveHit = 1 trigger1 = NumTarget value = 12050 [State 6061,] type = ChangeState trigger1 = MoveHit = 1 trigger1 = NumTarget value = 12040 [State 6061] type = HitDef trigger1 = time >= 10 hitsound = s180,2 attr = S, NA hitflag = M A F D animtype = Medium priority = 7, miss sparkno = -1 sprpriority = 2 p2facing = 1 fall = 1 [State 40000, 4] type = changeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;------------------------------------------------------------------------------------------ ;Cowboy penetrate FVARS 16 AND 32 ARE AVAILABLE [Statedef 12040] type = S movetype= A physics = N anim = 7230 poweradd = 0 velset = 0,0 sprpriority = 1 [State 6002] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6002, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 0, Explod] type = Explod trigger1 = time = 0 anim = 7240 ID = 7240 pos = 0,0 postype = p1 facing = 1 removetime = -1 scale = const(size.xscale),const(size.yscale) sprpriority = 10 ownpal = 1 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 5000,0 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 6 channel = 13 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 810, Bind 2-4] type = TargetBind trigger1 = time = 0 pos = 0,11 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 ;NEXT PHASE [State 810, Throw 11] type = TargetState trigger1 = time = 250 value = 12051 [State 810, State End] type = ChangeState trigger1 = time = 250 value = 12041 ;------------------------------------------------------------------------------------------ ;Cowboy slow FVARS 16 AND 32 ARE AVAILABLE [Statedef 12041] type = S movetype= A physics = N anim = 7231 poweradd = 0 velset = 0,0 sprpriority = 1 [State 6002] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6002, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 0, Explod] type = Explod trigger1 = time = 0 anim = 7241 ID = 7241 pos = 0,0 postype = p1 facing = 1 removetime = -1 scale = const(size.xscale),const(size.yscale) sprpriority = 10 ownpal = 1 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 0 channel = 10 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 1 channel = 11 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 2 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 3 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 5 channel = 13 ;僾儗僀儎乕壒惡(Aggressor Voice) [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5000, 0 + random % 3 channel = 0 volume = 5000 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 810, Bind 2-4] type = TargetBind trigger1 = time = 0 pos = 0,11 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = -1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 ;NEXT PHASE [State 810, Throw 11] type = TargetState trigger1 = command = "6" trigger1 = time >= 500 value = 12052 [State 810, State End] type = ChangeState trigger1 = command = "6" trigger1 = time >= 500 value = 12042 ;------------------------------------------------------------------------------------------ ;Cowboy med [Statedef 12042] type = S movetype= A physics = N anim = 7232 poweradd = 0 velset = 0,0 sprpriority = 1 [State 6002] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6002, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 0, Explod] type = Explod trigger1 = time = 0 anim = 7242 ID = 7242 pos = 0,0 postype = p1 facing = 1 removetime = -1 scale = const(size.xscale),const(size.yscale) sprpriority = 10 ownpal = 1 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 0 channel = 10 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 1 channel = 11 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 2 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 3 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 5 channel = 13 ;僾儗僀儎乕壒惡(Aggressor Voice) [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5000, 0 + random % 3 channel = 0 volume = 5000 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 810, Bind 2-4] type =TargetBind trigger1 = time = 0 pos = 0,11 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = -1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 ;NEXT PHASE [State 810, Throw 11] type = TargetState trigger1 = command = "4" trigger1 = time >= 500 value = 12051 [State 810, State End] type = ChangeState trigger1 = command = "4" trigger1 = time >= 500 value = 12041 ;NEXT PHASE [State 810, Throw 11] type = TargetState trigger1 = command = "6" trigger1 = time >= 500 value = 12053 [State 810, State End] type = ChangeState trigger1 = command = "6" trigger1 = time >= 500 value = 12043 ;------------------------------------------------------------------------------------------ ;Cowboy fast [Statedef 12043] type = S movetype= A physics = N anim = 7233 poweradd = 0 velset = 0,0 sprpriority = 1 [State 6002] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6002, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 0, Explod] type = Explod trigger1 = time = 0 anim = 7243 ID = 7243 pos = 0,0 postype = p1 facing = 1 removetime = -1 scale = const(size.xscale),const(size.yscale) sprpriority = 10 ownpal = 1 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 0 channel = 10 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 1 channel = 11 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 2 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 3 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 5 channel = 13 ;僾儗僀儎乕壒惡(Aggressor Voice) [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5000, 0 + random % 3 channel = 0 volume = 5000 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 810, Bind 2-4] type =TargetBind trigger1 = time = 0 pos = 0,11 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = -1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 ;NEXT PHASE [State 810, Throw 11] type = TargetState triggerall = Time >= 500 trigger1 = command = "6" value = 12054 [State 810, State End] type = ChangeState triggerall = Time >= 500 trigger1 = command = "6" value = 12044 [State 810, Throw 11] type = TargetState triggerall = Time >= 500 trigger1 = command = "4" value = 12052 [State 810, State End] type = ChangeState triggerall = Time >= 500 trigger1 = command = "4" value = 12042 ;------------------------------------------------------------------------------------------ ;Cowboy Ready To Cum & Mark [Statedef 12044] type = S movetype= A physics = N anim = 7234 poweradd = 0 velset = 0,0 ctrl = 0 sprpriority = 1 [State 6002] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6002, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 0, Explod] type = Explod trigger1 = time = 0 anim = 7244 ID = 7244 pos = 0,0 postype = p1 facing = 1 removetime = -1 scale = const(size.xscale),const(size.yscale) sprpriority = 10 ownpal = 1 [State 910] type = PosSet trigger1 = time = 0 y = 0 [State 910, Bind 2-4] type = TargetBind trigger1 = time = 0 pos = 0,11 [State 6072,] type = TargetState triggerall = Time >= 0 trigger1 = command = "x" value = 12055 [State 6072,] type = TargetState triggerall = Time >= 0 trigger1 = command = "y" value = 12056 [State 6072,] type = TargetState triggerall = Time >= 0 trigger1 = command = "z" value = 12057 [State 6072,] type = ChangeState triggerall = Time >= 0 trigger1 = command = "x" value = 12045 [State 6072,] type = ChangeState triggerall = Time >= 0 trigger1 = command = "y" value = 12046 [State 6072,] type = ChangeState triggerall = Time >= 0 trigger1 = command = "z" value = 12047 [State 810, Throw 11] type = TargetState triggerall = enemyNear, alive = 0 trigger1 = time = 100 value = 30091 [State 810, State End] type = ChangeState triggerall = enemyNear, alive = 0 trigger1 = time = 100 value = 0 ctrl = 1 ;--------------------------------------------------------------- ;Cowboy Thrust & Cum [Statedef 12045] type = S movetype= A physics = N anim = 7235 poweradd = 0 ctrl = 0 sprpriority = 1 [State 6005] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6005, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 3652, 0 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 5000, 0 + random % 4 channel = 12 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 0, 6 [State 6005, EnvShake] type = EnvShake ;triggerall = command = "hold_c" || var(35) = 1 trigger1 = AnimElem = 3 time = 10 ampl = -1 freq = 30 [State 0, Explod] type = Explod trigger1 = time = 0 anim = 7245 ID = 7245 pos = 0,0 postype = p1 facing = 1 removetime = -1 scale = const(size.xscale),const(size.yscale) sprpriority = 10 ownpal = 1 [State 910] type = PosSet trigger1 = time = 0 y = 0 [State 910, Bind 2-4] type = TargetBind trigger1 = time = 0 pos = 0,11 [State 910, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 910] type = PowerAdd trigger1 = AnimElem = 3 value = -10 [State 910, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -10 kill = 0 [State 910, Hurt 11] type = TargetPowerAdd trigger1 = AnimElem = 3 value = -20 [State 0, VarSet] type = VarSet trigger1 = animtime = 0 fv = 16 value = 0 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 value = 12054 [State 810, State End] type = ChangeState trigger1 = animtime = 0 value = 12044 ;--------------------------------------------------------------- ;Cowboy Balls Deep Cumshot [Statedef 12046] type = S movetype= A physics = N anim = 7236 poweradd = 0 ctrl = 0 sprpriority = 1 [State 6005] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6005, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 3652, 0 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 5000, 0 + random % 4 channel = 12 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 0, 6 [State 6005, EnvShake] type = EnvShake ;triggerall = command = "hold_c" || var(35) = 1 trigger1 = AnimElem = 2 time = 10 ampl = -1 freq = 30 [State 0, Explod] type = Explod trigger1 = time = 0 anim = 7246 ID = 7246 pos = 0,0 postype = p1 facing = 1 removetime = -1 scale = const(size.xscale),const(size.yscale) sprpriority = 10 ownpal = 1 [State 910] type = PosSet trigger1 = time = 0 y = 0 [State 910, Bind 2-4] type = TargetBind trigger1 = time = 0 pos = 0,11 [State 910, Hurt 11] type = LifeAdd trigger1 = AnimElem = 2 value = 12 [State 910] type = PowerAdd trigger1 = AnimElem = 2 value = -10 [State 910, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 2 value = -10 kill = 0 [State 910, Hurt 11] type = TargetPowerAdd trigger1 = AnimElem = 2 value = -20 [State 0, VarSet] type = VarSet trigger1 = animtime = 0 fv = 16 value = 0 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 value = 12054 [State 810, State End] type = ChangeState trigger1 = animtime = 0 value = 12044 ;--------------------------------------------------------------- ;Cowboy cum [Statedef 12047] type = S movetype= A physics = N anim = 7237 poweradd = 0 sprpriority = 1 [State 6005] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6005, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 0, Explod] type = Explod trigger1 = time = 0 anim = 7247 ID = 7247 pos = 0,0 postype = p1 facing = 1 removetime = -1 scale = const(size.xscale),const(size.yscale) sprpriority = 10 ownpal = 1 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 3652, 0 channel = 11 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 11, 0 channel = 12 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 5000, 0 + random % 4 channel = 12 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 32 trigger1 = random%9 = 0 value = 2,20 channel = 12 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 0, 6 channel = 13 [State 6005, EnvShake] type = EnvShake ;triggerall = command = "hold_c" || var(35) = 1 trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 time = 10 ampl = -1 freq = 30 [State 910] type = PosSet trigger1 = time = 0 y = 0 [State 910, Bind 2-4] type = TargetBind trigger1 = time = 0 pos = 0,11 [State 910, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3||AnimElem = 9||AnimElem = 15||AnimElem = 21 value = 12 [State 910, Hurt 11] type = LifeAdd trigger1 = AnimElem = 24||AnimElem = 26||AnimElem = 28||AnimElem = 30 value = 35 [State 910] type = PowerAdd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = -25 [State 910, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3||AnimElem = 9||AnimElem = 15||AnimElem = 21 value = -5 kill = 0 [State 910, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 24||AnimElem = 26||AnimElem = 28||AnimElem = 30 value = -5 [State 0, VarSet] type = VarSet trigger1 = animtime = 0 fv = 16 value = 0 [State 0, RemoveExplod] type = RemoveExplod trigger1 = animtime = 0 id = 7244 ;NEXT PHASE [State 810, Throw 11] type = TargetState Triggerall = power >= 10 triggerall = command = "holdup" trigger1 = animtime = 0 value = 12031 [State 810, State End] type = ChangeState Triggerall = power >= 10 triggerall = command = "holdup" trigger1 = animtime = 0 value = 12021 [State 810, Throw 11] type = TargetState Triggerall = power >= 10 triggerall = command = "holdfwd" trigger1 = animtime = 0 value = 12011 [State 810, State End] type = ChangeState Triggerall = power >= 10 triggerall = command = "holdfwd" trigger1 = animtime = 0 value = 12001 [State 810, Throw 11] type = TargetState Triggerall = power >= 10 triggerall = command = "holdback" trigger1 = animtime = 0 value = 12071 [State 810, State End] type = ChangeState Triggerall = power >= 10 triggerall = command = "holdback" trigger1 = animtime = 0 value = 12061 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 value = 30091 [State 810, State End] type = ChangeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;Cowboy Raped penetrate [Statedef 12050] type = A movetype= H physics = N velset = 0,0 sprpriority = 3 [State 920] type = NotHitBy trigger1 = Time >= 0 value = SC [State 920, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 920, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 27230 [State 920, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 4218, 23 channel = 0 volume = 5000 ;Cowboy Raped slow [Statedef 12051] type = A movetype= H physics = N velset = 0,0 sprpriority = 3 [State 920] type = NotHitBy trigger1 = Time >= 0 value = SC [State 920, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 920, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 27231 [State 820] type = RemoveExplod trigger1 = time = 0 ID = 22273 [State 920, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218, 21 + random % 2 channel = 0 volume = 5000 ;Cowboy Raped med [Statedef 12052] type = A movetype= H physics = N velset = 0,0 sprpriority = 3 [State 820] type = NotHitBy trigger1 = Time >= 0 value = SC [State 820, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 820, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 27232 [State 820, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218, 21 + random % 2 channel = 0 volume = 5000 ;Cowboy Raped fast [Statedef 12053] type = A movetype= H physics = N velset = 0,0 sprpriority = 3 [State 820] type = NotHitBy trigger1 = Time >= 0 value = SC [State 820, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 820, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 27233 [State 820, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218, 21 + random % 2 channel = 0 volume = 5000 ;Cowboy Raped Ready To Cum [Statedef 12054] type = A movetype= H physics = N velset = 0,0 sprpriority = 3 [State 920] type = NotHitBy trigger1 = Time >= 0 value = SC [State 920, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 920, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 27234 ;Cowboy Raped Thrust & Cum [Statedef 12055] type = A movetype= H physics = N velset = 0,0 sprpriority = 3 [State 820] type = NotHitBy trigger1 = Time >= 0 value = SC [State 820, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 820, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 27235 [State 820, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218, 21+random % 3 ;Cowboy Raped Balls Deep Cumshot [Statedef 12056] type = A movetype= H physics = N velset = 0,0 sprpriority = 3 [State 820] type = NotHitBy trigger1 = Time >= 0 value = SC [State 820, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 820, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 27236 [State 820, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 trigger1 = random%9 = 0 value = 4218, 21+random % 3 ;Cowboy Raped Cum [Statedef 12057] type = A movetype= H physics = N velset = 0,0 sprpriority = 3 [State 820] type = NotHitBy trigger1 = Time >= 0 value = SC [State 820, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 820, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 27237 [State 820, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 4218, 21+random % 2 [State 820, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 4218, 23 ;-------------------------------------------------------------------- ;top move (sitting) [Statedef 12059] type = A movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 8015 sprpriority = 2 [State 6061,00 ] type = NotHitBy trigger1 = Time >= 0 value = SCA [State 40000, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 5,3 Volume = 200 [State 6061] type = TargetState trigger1 = MoveHit = 1 trigger1 = NumTarget value = 12070 [State 6061,] type = ChangeState trigger1 = MoveHit = 1 trigger1 = NumTarget value = 12060 [State 6061] type = HitDef trigger1 = time >= 10 hitsound = s180,2 attr = S, NA hitflag = M A F D animtype = Medium priority = 7, miss sparkno = -1 sprpriority = 2 p2facing = 1 fall = 1 [State 40000, 4] type = changeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;------------------------------------------------------------------------------------------ ;Sitting penetrate FVARS 16 AND 32 ARE AVAILABLE [Statedef 12060] type = S movetype= A physics = N anim = 2260 poweradd = 0 velset = 0,0 sprpriority = 10 [State 6002] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6002, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 5000,0 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 6 channel = 13 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 810, Bind 2-4] type = TargetBind trigger1 = time = 0 pos = 20,-20 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 ;NEXT PHASE [State 810, Throw 11] type = TargetState trigger1 = time = 250 value = 12071 [State 810, State End] type = ChangeState trigger1 = time = 250 value = 12061 ;------------------------------------------------------------------------------------------ ;Sitting slow FVARS 16 AND 32 ARE AVAILABLE [Statedef 12061] type = S movetype= A physics = N anim = 2261 poweradd = 0 velset = 0,0 sprpriority = 10 [State 6002] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6002, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 0 channel = 10 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 1 channel = 11 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 2 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 3 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 5 channel = 13 ;僾儗僀儎乕壒惡(Aggressor Voice) [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5000, 0 + random % 3 channel = 0 volume = 5000 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 810, Bind 2-4] type = TargetBind trigger1 = time = 0 pos = 20,-20 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = -1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 ;NEXT PHASE [State 810, Throw 11] type = TargetState trigger1 = command = "6" trigger1 = time >= 500 value = 12072 [State 810, State End] type = ChangeState trigger1 = command = "6" trigger1 = time >= 500 value = 12062 ;------------------------------------------------------------------------------------------ ;Sitting med [Statedef 12062] type = S movetype= A physics = N anim = 2262 poweradd = 0 velset = 0,0 sprpriority = 10 [State 6002] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6002, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 0 channel = 10 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 1 channel = 11 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 2 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 3 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 5 channel = 13 ;僾儗僀儎乕壒惡(Aggressor Voice) [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5000, 0 + random % 3 channel = 0 volume = 5000 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 810, Bind 2-4] type =TargetBind trigger1 = time = 0 pos = 20,-20 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = -1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 ;NEXT PHASE [State 810, Throw 11] type = TargetState trigger1 = command = "4" trigger1 = time >= 500 value = 12071 [State 810, State End] type = ChangeState trigger1 = command = "4" trigger1 = time >= 500 value = 12061 ;NEXT PHASE [State 810, Throw 11] type = TargetState trigger1 = command = "6" trigger1 = time >= 500 value = 12073 [State 810, State End] type = ChangeState trigger1 = command = "6" trigger1 = time >= 500 value = 12063 ;------------------------------------------------------------------------------------------ ;Sitting fast [Statedef 12063] type = S movetype= A physics = N anim = 2263 poweradd = 0 velset = 0,0 sprpriority = 10 [State 6002] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6002, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 0 channel = 10 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 1 channel = 11 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 2 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 3 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 5 channel = 13 ;僾儗僀儎乕壒惡(Aggressor Voice) [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5000, 0 + random % 3 channel = 0 volume = 5000 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 810, Bind 2-4] type =TargetBind trigger1 = time = 0 pos = 20,-20 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = -1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 ;NEXT PHASE [State 810, Throw 11] type = TargetState triggerall = Time >= 500 trigger1 = command = "6" value = 12074 [State 810, State End] type = ChangeState triggerall = Time >= 500 trigger1 = command = "6" value = 12064 [State 810, Throw 11] type = TargetState triggerall = Time >= 500 trigger1 = command = "4" value = 12072 [State 810, State End] type = ChangeState triggerall = Time >= 500 trigger1 = command = "4" value = 12062 ;------------------------------------------------------------------------------------------ ;Sitting Ready To Cum [Statedef 12064] type = S movetype= A physics = N anim = 2264 poweradd = 0 velset = 0,0 ctrl = 0 sprpriority = 10 [State 6002] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6002, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 910] type = PosSet trigger1 = time = 0 y = 0 [State 910, Bind 2-4] type = TargetBind trigger1 = time = 0 pos = 20,-20 [State 6072,] type = TargetState triggerall = Time >= 0 trigger1 = command = "x" value = 12075 [State 6072,] type = TargetState triggerall = Time >= 0 trigger1 = command = "y" value = 12076 [State 6072,] type = TargetState triggerall = Time >= 0 trigger1 = command = "z" value = 12077 [State 6072,] type = ChangeState triggerall = Time >= 0 trigger1 = command = "x" value = 12065 [State 6072,] type = ChangeState triggerall = Time >= 0 trigger1 = command = "y" value = 12066 [State 6072,] type = ChangeState triggerall = Time >= 0 trigger1 = command = "z" value = 12067 [State 810, Throw 11] type = TargetState triggerall = enemyNear, alive = 0 trigger1 = time = 100 value = 30091 [State 810, State End] type = ChangeState triggerall = enemyNear, alive = 0 trigger1 = time = 100 value = 0 ctrl = 1 ;--------------------------------------------------------------- ;Sitting Thrust & Cum [Statedef 12065] type = S movetype= A physics = N anim = 2265 poweradd = 0 ctrl = 0 sprpriority = 10 [State 6005] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6005, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 3652, 0 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 5000, 0 + random % 4 channel = 12 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 0, 6 [State 6005, EnvShake] type = EnvShake ;triggerall = command = "hold_c" || var(35) = 1 trigger1 = AnimElem = 3 time = 10 ampl = -1 freq = 30 [State 910] type = PosSet trigger1 = time = 0 y = 0 [State 910, Bind 2-4] type = TargetBind trigger1 = time = 0 pos = 20,-20 [State 910, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 910] type = PowerAdd trigger1 = AnimElem = 3 value = -10 [State 910, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -10 kill = 0 [State 910, Hurt 11] type = TargetPowerAdd trigger1 = AnimElem = 3 value = -20 [State 0, VarSet] type = VarSet trigger1 = animtime = 0 fv = 16 value = 0 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 value = 12074 [State 810, State End] type = ChangeState trigger1 = animtime = 0 value = 12064 ;--------------------------------------------------------------- ;Sitting Balls Deep Cumshot [Statedef 12066] type = S movetype= A physics = N anim = 2266 poweradd = 0 ctrl = 0 sprpriority = 10 [State 6005] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6005, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 3652, 0 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 5000, 0 + random % 4 channel = 12 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 0, 6 [State 6005, EnvShake] type = EnvShake ;triggerall = command = "hold_c" || var(35) = 1 trigger1 = AnimElem = 2 time = 10 ampl = -1 freq = 30 [State 910] type = PosSet trigger1 = time = 0 y = 0 [State 910, Bind 2-4] type = TargetBind trigger1 = time = 0 pos = 20,-20 [State 910, Hurt 11] type = LifeAdd trigger1 = AnimElem = 2 value = 12 [State 910] type = PowerAdd trigger1 = AnimElem = 2 value = -10 [State 910, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 2 value = -10 kill = 0 [State 910, Hurt 11] type = TargetPowerAdd trigger1 = AnimElem = 2 value = -20 [State 0, VarSet] type = VarSet trigger1 = animtime = 0 fv = 16 value = 0 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 value = 12074 [State 810, State End] type = ChangeState trigger1 = animtime = 0 value = 12064 ;--------------------------------------------------------------- ;Sitting cum [Statedef 12067] type = S movetype= A physics = N anim = 2267 poweradd = 0 sprpriority = 10 [State 6005] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6005, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 3652, 0 channel = 11 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 11, 0 channel = 12 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 5000, 0 + random % 4 channel = 12 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 32 trigger1 = random%9 = 0 value = 2,20 channel = 12 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 0, 6 channel = 13 [State 6005, EnvShake] type = EnvShake ;triggerall = command = "hold_c" || var(35) = 1 trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 time = 10 ampl = -1 freq = 30 [State 6005, Explod] type = Explod trigger1 = AnimElem = 34 anim = 18304 scale = const(size.xscale),const(size.yscale) pos = 5, -35 postype = p1 removetime = -2 sprpriority = 1 bindtime = 1 ownpal = 1 [State 6005, Explod] type = Explod trigger1 = AnimElem = 2 anim = 12011 scale = .30, .30 pos = -70, -30 postype = p1 removetime = -2 sprpriority = 1 bindtime = -1 ownpal = 1 [State 910] type = PosSet trigger1 = time = 0 y = 0 [State 910, Bind 2-4] type = TargetBind trigger1 = time = 0 pos = 20,-20 [State 910, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3||AnimElem = 9||AnimElem = 15||AnimElem = 21 value = 12 [State 910, Hurt 11] type = LifeAdd trigger1 = AnimElem = 24||AnimElem = 26||AnimElem = 28||AnimElem = 30 value = 35 [State 910] type = PowerAdd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = -25 [State 910, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3||AnimElem = 9||AnimElem = 15||AnimElem = 21 value = -5 kill = 0 [State 910, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 24||AnimElem = 26||AnimElem = 28||AnimElem = 30 value = -5 [State 0, VarSet] type = VarSet trigger1 = animtime = 0 fv = 16 value = 0 ;NEXT PHASE [State 810, Throw 11] type = TargetState Triggerall = power >= 10 triggerall = command = "holdup" trigger1 = animtime = 0 value = 12031 [State 810, State End] type = ChangeState Triggerall = power >= 10 triggerall = command = "holdup" trigger1 = animtime = 0 value = 12021 [State 810, Throw 11] type = TargetState Triggerall = power >= 10 triggerall = command = "holddown" trigger1 = animtime = 0 value = 12051 [State 810, State End] type = ChangeState Triggerall = power >= 10 triggerall = command = "holddown" trigger1 = animtime = 0 value = 12041 [State 810, Throw 11] type = TargetState Triggerall = power >= 10 triggerall = command = "holdfwd" trigger1 = animtime = 0 value = 12011 [State 810, State End] type = ChangeState Triggerall = power >= 10 triggerall = command = "holdfwd" trigger1 = animtime = 0 value = 12001 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 value = 30091 [State 810, State End] type = ChangeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;Sitting Raped penetrate [Statedef 12070] type = A movetype= H physics = N velset = 0,0 [State 920] type = NotHitBy trigger1 = Time >= 0 value = SC [State 920, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 920, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 12360 [State 920, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 4218, 23 channel = 0 volume = 5000 ;Sitting Raped slow [Statedef 12071] type = A movetype= H physics = N velset = 0,0 [State 920] type = NotHitBy trigger1 = Time >= 0 value = SC [State 920, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 920, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 12361 [State 820] type = RemoveExplod trigger1 = time = 0 ID = 22273 [State 920, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218, 21 + random % 2 channel = 0 volume = 5000 ;Sitting Raped med [Statedef 12072] type = A movetype= H physics = N velset = 0,0 [State 820] type = NotHitBy trigger1 = Time >= 0 value = SC [State 820, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 820, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 12362 [State 820, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218, 21 + random % 2 channel = 0 volume = 5000 ;Sitting Raped fast [Statedef 12073] type = A movetype= H physics = N velset = 0,0 [State 820] type = NotHitBy trigger1 = Time >= 0 value = SC [State 820, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 820, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 12363 [State 820, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218, 21 + random % 2 channel = 0 volume = 5000 ;Sitting Raped Ready To Cum [Statedef 12074] type = A movetype= H physics = N velset = 0,0 [State 920] type = NotHitBy trigger1 = Time >= 0 value = SC [State 920, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 920, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 12364 ;Sitting Raped Thrust & Cum [Statedef 12075] type = A movetype= H physics = N velset = 0,0 [State 820] type = NotHitBy trigger1 = Time >= 0 value = SC [State 820, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 820, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 12365 [State 820, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218, 21+random % 3 ;Sitting Raped Balls Deep Cumshot [Statedef 12076] type = A movetype= H physics = N velset = 0,0 [State 820] type = NotHitBy trigger1 = Time >= 0 value = SC [State 820, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 820, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 12366 [State 820, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 trigger1 = random%9 = 0 value = 4218, 21+random % 3 ;Sitting Raped Cum [Statedef 12077] type = A movetype= H physics = N velset = 0,0 [State 820] type = NotHitBy trigger1 = Time >= 0 value = SC [State 820, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 820, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 12367 [State 820, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 4218, 21+random % 2 [State 820, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 4218, 23 ;--------------------------------------------------------------------------- ;------------------------------------------------------------------------------- ;top move (Side Missionary) [Statedef 12079] type = A physics = S movetype = A ctrl = 0 anim = 8015 velset = 0,0 [State 6061,00 ] type = NotHitBy trigger1 = Time >= 0 value = SCA [State 40000, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 5,3 Volume = 200 [State 6061] type = TargetState trigger1 = MoveHit = 1 trigger1 = NumTarget value = 12090 [State 6061,] type = ChangeState trigger1 = MoveHit = 1 trigger1 = NumTarget value = 12080 [State 6061] type = HitDef trigger1 = time >= 10 hitsound = s180,2 attr = S, NA hitflag = M A F D animtype = Medium priority = 7, miss sparkno = -1 sprpriority = 2 p2facing = 1 fall = 1 [State 40000, 4] type = changeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;Side Missionary Penetrate [Statedef 12080] type = S movetype= A physics = N anim = 2268 poweradd = 0 velset = 0,0 sprpriority = 10 [State 6002] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6002, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 0, Explod] type = Explod triggerall = anim = 2268 triggerall = numexplod(2368) = 0 triggerall = enemy,animexist(22270) = 1 trigger1 = 1 anim = 2368 ID = 2368 pos = 0,0 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 5 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 5000,0 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 6 channel = 13 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 810, Bind 2-4] type =TargetBind trigger1 = time = 0 pos = 10,0 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 ;NEXT PHASE [State 810, Throw 11] type = TargetState trigger1 = time = 200 value = 12091 [State 810, State End] type = ChangeState trigger1 = time = 200 value = 12081 ;------------------------------------------------------------------------------- ;Side Missionary slow & easy FVARS 16 AND 32 ARE AVAILABLE [Statedef 12081] type = S movetype= A physics = N anim = 2269 poweradd = 0 velset = 0,0 sprpriority = 10 [State 6002] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6002, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 0, Explod] type = Explod triggerall = anim = 2269 triggerall = numexplod(2369) = 0 triggerall = enemy,animexist(22270) = 1 trigger1 = 1 anim = 2369 ID = 2369 pos = 0,0 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 5 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 810] type = Explod triggerall = enemy,animexist(22270) = 1 trigger1 = AnimElem = 3 anim = 5442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = 7 bindtime = -1 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 0 channel = 10 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 1 channel = 11 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 2 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 3 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 5 channel = 13 ;僾儗僀儎乕壒惡(Aggressor Voice) [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5000, 0 + random % 3 channel = 0 volume = 5000 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 810, Bind 2-4] type =TargetBind trigger1 = time = 0 pos = 10,0 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = -1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 ;NEXT PHASE [State 810, Throw 11] type = TargetState trigger1 = command = "6" trigger1 = time >= 500 value = 12092 [State 810, State End] type = ChangeState trigger1 = command = "6" trigger1 = time >= 500 value = 12082 ;------------------------------------------------------------------------------- ;Side Missionary slow FVARS 16 AND 32 ARE AVAILABLE [Statedef 12082] type = S movetype= A physics = N anim = 2270 poweradd = 0 velset = 0,0 sprpriority = 10 [State 6002] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6002, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 0, Explod] type = Explod triggerall = anim = 2270 triggerall = numexplod(2370) = 0 triggerall = enemy,animexist(22270) = 1 trigger1 = 1 anim = 2370 ID = 2370 pos = 0,0 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 5 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 810] type = Explod triggerall = enemy,animexist(22270) = 1 trigger1 = AnimElem = 3 anim = 5442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = 7 bindtime = -1 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 0 channel = 10 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 1 channel = 11 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 2 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 3 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 5 channel = 13 ;僾儗僀儎乕壒惡(Aggressor Voice) [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5000, 0 + random % 3 channel = 0 volume = 5000 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 810, Bind 2-4] type =TargetBind trigger1 = time = 0 pos = 10,0 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = -1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 ;NEXT PHASE [State 810, Throw 11] type = TargetState trigger1 = command = "4" trigger1 = time >= 500 value = 12091 [State 810, State End] type = ChangeState trigger1 = command = "4" trigger1 = time >= 500 value = 12081 ;NEXT PHASE [State 810, Throw 11] type = TargetState trigger1 = command = "6" trigger1 = time >= 500 value = 12093 [State 810, State End] type = ChangeState trigger1 = command = "6" trigger1 = time >= 500 value = 12083 ;------------------------------------------------------------------------------------------ ;Side Missionary med [Statedef 12083] type = S movetype= A physics = N anim = 2271 poweradd = 0 velset = 0,0 sprpriority = 10 [State 6002] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6002, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 0, Explod] type = Explod triggerall = anim = 2271 triggerall = numexplod(2371) = 0 triggerall = enemy,animexist(22270) = 1 trigger1 = 1 anim = 2371 ID = 2371 pos = 0,0 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 5 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 810] type = Explod triggerall = enemy,animexist(22270) = 1 trigger1 = AnimElem = 3 anim = 5442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = 7 bindtime = -1 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 0 channel = 10 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 1 channel = 11 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 2 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 3 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 5 channel = 13 ;僾儗僀儎乕壒惡(Aggressor Voice) [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5000, 0 + random % 3 channel = 0 volume = 5000 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 810, Bind 2-4] type =TargetBind trigger1 = time = 0 pos = 10,0 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = -1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 ;NEXT PHASE [State 810, Throw 11] type = TargetState trigger1 = command = "4" trigger1 = time >= 500 value = 12092 [State 810, State End] type = ChangeState trigger1 = command = "4" trigger1 = time >= 500 value = 12082 ;NEXT PHASE [State 810, Throw 11] type = TargetState trigger1 = command = "6" trigger1 = time >= 500 value = 12094 [State 810, State End] type = ChangeState trigger1 = command = "6" trigger1 = time >= 500 value = 12084 ;------------------------------------------------------------------------------------------ ;Side Missionary fast & hard [Statedef 12084] type = S movetype= A physics = N anim = 2272 poweradd = 0 velset = 0,0 sprpriority = 10 [State 6002] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6002, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 0, Explod] type = Explod triggerall = anim = 2272 triggerall = numexplod(2372) = 0 triggerall = enemy,animexist(22270) = 1 trigger1 = 1 anim = 2372 ID = 2372 pos = 0,0 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 5 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 810] type = Explod triggerall = enemy,animexist(22270) = 1 trigger1 = AnimElem = 3 anim = 5442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = 7 bindtime = -1 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 0 channel = 10 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 1 channel = 11 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 2 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 3 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 5 channel = 13 ;僾儗僀儎乕壒惡(Aggressor Voice) [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5000, 0 + random % 3 channel = 0 volume = 5000 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 810, Bind 2-4] type =TargetBind trigger1 = time = 0 pos = 10,0 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = -1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 ;NEXT PHASE [State 810, Throw 11] type = TargetState triggerall = Time >= 500 trigger1 = command = "6" value = 12095 [State 810, State End] type = ChangeState triggerall = Time >= 500 trigger1 = command = "6" value = 12085 [State 810, Throw 11] type = TargetState triggerall = Time >= 500 trigger1 = command = "4" value = 12093 [State 810, State End] type = ChangeState triggerall = Time >= 500 trigger1 = command = "4" value = 12083 ;--------------------------------------------------------------- ;Side Missionary cum [Statedef 12085] type = S movetype= A physics = N anim = 2273 poweradd = 0 sprpriority = 10 [State 6005] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6005, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 0, Explod] type = Explod triggerall = anim = 2273 triggerall = numexplod(2373) = 0 triggerall = enemy,animexist(22270) = 1 trigger1 = 1 anim = 2373 ID = 2373 pos = 0,0 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 5 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 810] type = Explod triggerall = enemy,animexist(22270) = 1 trigger1 = AnimElem = 3 || AnimElem = 8 anim = 5443 pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = 7 bindtime = -1 [State 810] type = Explod triggerall = enemy,animexist(22270) = 1 trigger1 = AnimElem = 16 anim = 5444 pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = 7 bindtime = -1 [State 810] type = Explod triggerall = enemy,animexist(22270) = 1 trigger1 = AnimElem = 24 || AnimElem = 32 anim = 5445 pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = 7 bindtime = -1 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 3652, 0 channel = 11 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 11, 0 channel = 12 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 5000, 0 + random % 4 channel = 12 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 32 trigger1 = random%9 = 0 value = 2,20 channel = 12 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 0, 6 channel = 13 [State 6005, EnvShake] type = EnvShake ;triggerall = command = "hold_c" || var(35) = 1 trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 time = 10 ampl = -1 freq = 30 [State 910] type = PosSet trigger1 = time = 0 y = 0 [State 910, Bind 2-4] type =TargetBind trigger1 = time = 0 pos = 10,0 [State 910, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3||AnimElem = 9||AnimElem = 15||AnimElem = 21 value = 12 [State 910, Hurt 11] type = LifeAdd trigger1 = AnimElem = 24||AnimElem = 26||AnimElem = 28||AnimElem = 30 value = 35 [State 910] type = PowerAdd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = -25 [State 910, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3||AnimElem = 9||AnimElem = 15||AnimElem = 21 value = -5 kill = 0 [State 910, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 24||AnimElem = 26||AnimElem = 28||AnimElem = 30 value = -5 [State 0, VarSet] type = VarSet trigger1 = animtime = 0 fv = 16 value = 0 [State 810, Throw 11] type = TargetState triggerall = command = "holdup" trigger1 = animtime = 0 value = 12031 [State 810, State End] type = ChangeState triggerall = command = "holdup" trigger1 = animtime = 0 value = 12021 [State 810, Throw 11] type = TargetState Triggerall = power >= 10 triggerall = command = "holddown" trigger1 = animtime = 0 value = 12051 [State 810, State End] type = ChangeState Triggerall = power >= 10 triggerall = command = "holddown" trigger1 = animtime = 0 value = 12041 [State 810, Throw 11] type = TargetState Triggerall = power >= 10 triggerall = command = "holdfwd" trigger1 = animtime = 0 value = 12011 [State 810, State End] type = ChangeState Triggerall = power >= 10 triggerall = command = "holdfwd" trigger1 = animtime = 0 value = 12001 [State 810, Throw 11] type = TargetState Triggerall = power >= 10 triggerall = command = "holdback" trigger1 = animtime = 0 value = 12071 [State 810, State End] type = ChangeState Triggerall = power >= 10 triggerall = command = "holdback" trigger1 = animtime = 0 value = 12061 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 value = 30091 [State 810, State End] type = ChangeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;Side Missionary Raped Penetrate [Statedef 12090] type = A movetype= H physics = N velset = 0,0 [State 920] type = NotHitBy trigger1 = Time >= 0 value = SC [State 920, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 920, 1] type = ChangeAnim Trigger1 = Time = 0 value = 12268 [State 0, Explod] type = Explod trigger1 = SelfAnimExist(22268) trigger1 = Time = 0 anim = 22268 ID = 22268 facing = 1 bindtime = -1 removetime = -1 pos = 0,0 scale = const(size.xscale),const(size.yscale) sprpriority = 11 ownpal = 0 IgnoreHitPause = 0 removeongethit = 1 [State 920, 1] type = PlaySnd trigger1 = AnimElem = 15 value = 4218, 23 channel = 0 volume = 5000 ;--------------------------------------------------------------------------- ;Side Missionary Raped slow & easy [Statedef 12091] type = A movetype= H physics = N velset = 0,0 [State 820] type = NotHitBy trigger1 = Time >= 0 value = SC [State 820, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 820, 1] type = ChangeAnim Trigger1 = Time = 0 value = 12269 [State 0, Explod] type = Explod trigger1 = SelfAnimExist(22269) trigger1 = Time = 0 anim = 22269 ID = 22269 facing = 1 bindtime = -1 removetime = -1 pos = 0,0 scale = const(size.xscale),const(size.yscale) sprpriority = 11 ownpal = 0 IgnoreHitPause = 0 removeongethit = 1 [State 820] type = RemoveExplod trigger1 = time = 0 ID = 22268 [State 820] type = RemoveExplod trigger1 = time = 0 ID = 22270 [State 820, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218, 21 + random % 2 channel = 0 volume = 5000 ;--------------------------------------------------------------------------- ;Side Missionary Raped slow [Statedef 12092] type = A movetype= H physics = N velset = 0,0 [State 820] type = NotHitBy trigger1 = Time >= 0 value = SC [State 820, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 820, 1] type = ChangeAnim Trigger1 = Time = 0 value = 12270 [State 0, Explod] type = Explod trigger1 = SelfAnimExist(22270) trigger1 = Time = 0 anim = 22270 ID = 22270 facing = 1 bindtime = -1 removetime = -1 pos = 0,0 scale = const(size.xscale),const(size.yscale) sprpriority = 11 ownpal = 0 IgnoreHitPause = 0 removeongethit = 1 [State 820] type = RemoveExplod trigger1 = time = 0 ID = 22269 [State 820] type = RemoveExplod trigger1 = time = 0 ID = 22271 [State 820, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218, 21 + random % 2 channel = 0 volume = 5000 ;--------------------------------------------------------------------------- ;Side Missionary Raped med [Statedef 12093] type = A movetype= H physics = N velset = 0,0 [State 820] type = NotHitBy trigger1 = Time >= 0 value = SC [State 820, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 820, 1] type = ChangeAnim Trigger1 = Time = 0 value = 12271 [State 0, Explod] type = Explod trigger1 = SelfAnimExist(22271) trigger1 = Time = 0 anim = 22271 ID = 22271 facing = 1 bindtime = -1 removetime = -1 pos = 0,0 scale = const(size.xscale),const(size.yscale) sprpriority = 11 ownpal = 0 IgnoreHitPause = 0 removeongethit = 1 [State 820] type = RemoveExplod trigger1 = time = 0 ID = 22270 [State 820] type = RemoveExplod trigger1 = time = 0 ID = 22272 [State 820, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218, 21 + random % 2 channel = 0 volume = 5000 ;--------------------------------------------------------------------------- ;Side Missionary Raped fast & hard [Statedef 12094] type = A movetype= H physics = N velset = 0,0 [State 820] type = NotHitBy trigger1 = Time >= 0 value = SC [State 820, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 820, 1] type = ChangeAnim Trigger1 = Time = 0 value = 12272 [State 0, Explod] type = Explod trigger1 = SelfAnimExist(22272) trigger1 = Time = 0 anim = 22272 ID = 22272 facing = 1 bindtime = -1 removetime = -1 pos = 0,0 scale = const(size.xscale),const(size.yscale) sprpriority = 11 ownpal = 0 IgnoreHitPause = 0 removeongethit = 1 [State 820] type = RemoveExplod trigger1 = time = 0 ID = 22271 [State 820, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218, 21 + random % 2 channel = 0 volume = 5000 ;--------------------------------------------------------------------------- ;Side Missionary Raped Cum [Statedef 12095] type = A movetype= H physics = N velset = 0,0 [State 820] type = NotHitBy trigger1 = Time >= 0 value = SC [State 820, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 820, 1] type = ChangeAnim Trigger1 = Time = 0 value = 12273 [State 0, Explod] type = Explod trigger1 = SelfAnimExist(22273) trigger1 = Time = 0 anim = 22273 ID = 22273 facing = 1 bindtime = -1 removetime = -1 pos = 0,0 scale = const(size.xscale),const(size.yscale) sprpriority = 11 ownpal = 0 IgnoreHitPause = 0 removeongethit = 1 [State 820] type = RemoveExplod trigger1 = time = 0 ID = 22272 [State 820, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 11, 0 [State 820, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 4218, 21+random % 3 ;Dragon Ride [Statedef 6269] type = A physics = S movetype = A ctrl = 0 anim = 8015 velset = 0,0 [State 6061,00 ] type = NotHitBy trigger1 = Time >= 0 value = SCA [State 40000, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 0,2 Volume = 200 [State 6061] type = TargetState trigger1 = MoveHit = 1 trigger1 = NumTarget value = 8027 [State 6061,] type = ChangeState trigger1 = MoveHit = 1 trigger1 = NumTarget value = 8026 [State 6061] type = HitDef trigger1 = time >= 10 hitsound = s180,0 attr = S, NA hitflag = M A F D animtype = Medium priority = 7, miss sparkno = -1 sprpriority = 2 p2facing = 1 fall = 1 [State 40000, 4] type = changeState trigger1 = animtime = 0 value = 0 ctrl = 1 [Statedef 8026] type = S movetype= A physics = N anim = 21100 ctrl = 0 sprpriority = 5 velset = 0,0 [State 8026] type = NotHitBy trigger1 = Time >= 0 value = SC [State 8026] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT ;[State 19062] ;type = TargetBind ;trigger1 = Time = 0 ;value = 0,0 ;cust8454------------------------------------------- [State 8026] type = PlaySnd trigger1 = time = 0 trigger1 = enemyNear, alive = 1 ;-----cust value = 10,50 ;-------------------------------------------end8454 [State 8026] type = PlaySnd trigger1 = AnimElem = 2 || AnimElem = 10 || AnimElem = 18 || AnimElem = 26 || AnimElem = 34 || AnimElem = 42 || AnimElem = 50 || AnimElem = 58 || AnimElem = 66 || AnimElem = 74 || AnimElem = 82 trigger2 = AnimElem = 90 || AnimElem = 95 || AnimElem = 100 || AnimElem = 105 || AnimElem = 110 || AnimElem = 115 || AnimElem = 120 || AnimElem = 125 || AnimElem = 130 || AnimElem = 135 trigger3 = AnimElem = 140 || AnimElem = 145 || AnimElem = 150 || AnimElem = 155 || AnimElem = 160 || AnimElem = 165 || AnimElem = 170 || AnimElem = 175 trigger4 = AnimElem = 180 || AnimElem = 185 || AnimElem = 190 || AnimElem = 195 || AnimElem = 200 || AnimElem = 205 || AnimElem = 210 || AnimElem = 215 || AnimElem = 220 || AnimElem = 225 || AnimElem = 230 || AnimElem = 235 trigger5 = AnimElem = 240 || AnimElem = 245 || AnimElem = 250 || AnimElem = 255 || AnimElem = 260 || AnimElem = 265 || AnimElem = 270 || AnimElem = 275 || AnimElem = 280 || AnimElem = 285 trigger6 = AnimElem = 290 || AnimElem = 295 || AnimElem = 300 || AnimElem = 305 || AnimElem = 310 || AnimElem = 315 || AnimElem = 320 || AnimElem = 325 || AnimElem = 330 || AnimElem = 335 trigger7 = AnimElem = 340 || AnimElem = 345 || AnimElem = 350 || AnimElem = 355 || AnimElem = 360 || AnimElem = 365 || AnimElem = 370 || AnimElem = 375 || AnimElem = 380 || AnimElem = 385 value = 8150, 2 [State 8026] type = PlaySnd trigger1 = AnimElem = 3 || AnimElem = 11 || AnimElem = 19 || AnimElem = 27 || AnimElem = 35 || AnimElem = 43 || AnimElem = 51 || AnimElem = 59 || AnimElem = 67 || AnimElem = 75 || AnimElem = 83 trigger2 = AnimElem = 91 || AnimElem = 96 || AnimElem = 101 || AnimElem = 106 || AnimElem = 111 || AnimElem = 116 || AnimElem = 121 || AnimElem = 126 || AnimElem = 131 || AnimElem = 136 trigger3 = AnimElem = 141 || AnimElem = 146 || AnimElem = 151 || AnimElem = 156 || AnimElem = 161 || AnimElem = 166 || AnimElem = 171 || AnimElem = 176 trigger4 = AnimElem = 181 || AnimElem = 186 || AnimElem = 191 || AnimElem = 196 || AnimElem = 201 || AnimElem = 206 || AnimElem = 211 || AnimElem = 216 || AnimElem = 221 || AnimElem = 226 || AnimElem = 231 || AnimElem = 236 trigger5 = AnimElem = 241 || AnimElem = 246 || AnimElem = 251 || AnimElem = 256 || AnimElem = 261 || AnimElem = 266 || AnimElem = 271 || AnimElem = 276 || AnimElem = 281 || AnimElem = 286 trigger6 = AnimElem = 291 || AnimElem = 296 || AnimElem = 301 || AnimElem = 306 || AnimElem = 311 || AnimElem = 316 || AnimElem = 321 || AnimElem = 326 || AnimElem = 331 || AnimElem = 336 trigger7 = AnimElem = 341 || AnimElem = 346 || AnimElem = 351 || AnimElem = 356 || AnimElem = 361 || AnimElem = 366 || AnimElem = 371 || AnimElem = 376 || AnimElem = 381 || AnimElem = 386 trigger8 = AnimElem = 414 || AnimElem = 443 || AnimElem = 472 || AnimElem = 498 || AnimElem = 512 || AnimElem = 525 value = 8150, 3 [State 8026] type = PlaySnd trigger1 = AnimElem = 393 || AnimElem = 420 || AnimElem = 449 || AnimElem = 478 || AnimElem = 500 || AnimElem = 514 value = 3652, 0 [State 8026] type = PlaySnd trigger1 = AnimElem = 393 || AnimElem = 420 || AnimElem = 449 value = 0, 6 [State 8026] type = PlaySnd trigger1 = AnimElem = 526 value = 180, 2 [State 8026, ????] type = PowerAdd trigger1 = AnimElem = 393 || AnimElem = 420 || AnimElem = 449 || AnimElem = 478 || AnimElem = 500 || AnimElem = 514 value = 50 [State 22004, ooxx] type = Explod trigger1 = p2stateno != 8027 trigger2 = animelem = 526 anim = 22038 pos = 0,0 postype = p1 sprpriority = 2 supermove = 1 bindtime = -1 ownpal = 1 [State 8026] type = PosSet trigger1 = 1 y = 0 [State 8026] type = TargetBind trigger1 = 1 pos = 0, -10 [State 8026, TargetPowerAdd] type = TargetPowerAdd trigger1 = AnimElem = 2 value = -20 ID = -1 [State 8026] type = TargetState triggerall = command = "holdfwd" trigger1 = AnimTime = 0 value = 12011 [State 8026] type = ChangeState triggerall = command = "holdfwd" trigger1 = AnimTime = 0 value = 12001 [State 8026] type = TargetState triggerall = command = "holdback" trigger1 = AnimTime = 0 value = 12071 [State 8026] type = ChangeState triggerall = command = "holdback" trigger1 = AnimTime = 0 value = 12061 [State 8026] type = TargetState triggerall = command = "holddown" trigger1 = AnimTime = 0 value = 12031 [State 8026] type = ChangeState triggerall = command = "holddown" trigger1 = AnimTime = 0 value = 12021 [State 8026] type = TargetState triggerall = command = "holdup" trigger1 = AnimTime = 0 value = 12051 [State 8026] type = ChangeState triggerall = command = "holdup" trigger1 = AnimTime = 0 value = 12041 [State 8026] type = TargetState trigger1 = AnimTime = 0 value = 6065 [State 8026] type = ChangeState trigger1 = AnimTime = 0 value = 5020 ;END OF HELPER CODE ;============================ [Statedef 8027] type = A movetype = H physics = N velset = 0,0 [State 8027] type = NotHitBy trigger1 = Time >= 0 value = SC [State 8027] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 8027] type = ChangeAnim2 Trigger1 = Time = 0 value = 22100 [State 8027, Explod] type = Explod trigger1 = animelem= 1 anim =19734 ID =19734 pos = 0,-8 postype = p1 ;p2,front,back,left,right sprpriority = 6 [State 8027] type = PlaySnd trigger1 = AnimElem = 3 || AnimElem = 11 || AnimElem = 19 || AnimElem = 27 || AnimElem = 35 || AnimElem = 43 || AnimElem = 51 || AnimElem = 59 || AnimElem = 67 || AnimElem = 75 || AnimElem = 83 trigger2 = AnimElem = 91 || AnimElem = 96 || AnimElem = 101 || AnimElem = 106 || AnimElem = 111 || AnimElem = 116 || AnimElem = 121 || AnimElem = 126 || AnimElem = 131 || AnimElem = 136 trigger3 = AnimElem = 141 || AnimElem = 146 || AnimElem = 151 || AnimElem = 156 || AnimElem = 161 || AnimElem = 166 || AnimElem = 171 || AnimElem = 176 trigger4 = AnimElem = 181 || AnimElem = 186 || AnimElem = 191 || AnimElem = 196 || AnimElem = 201 || AnimElem = 206 || AnimElem = 211 || AnimElem = 216 || AnimElem = 221 || AnimElem = 226 || AnimElem = 231 || AnimElem = 236 trigger5 = AnimElem = 241 || AnimElem = 246 || AnimElem = 251 || AnimElem = 256 || AnimElem = 261 || AnimElem = 266 || AnimElem = 271 || AnimElem = 276 || AnimElem = 281 || AnimElem = 286 trigger6 = AnimElem = 291 || AnimElem = 296 || AnimElem = 301 || AnimElem = 306 || AnimElem = 311 || AnimElem = 316 || AnimElem = 321 || AnimElem = 326 || AnimElem = 331 || AnimElem = 336 trigger7 = AnimElem = 341 || AnimElem = 346 || AnimElem = 351 || AnimElem = 356 || AnimElem = 361 || AnimElem = 366 || AnimElem = 371 || AnimElem = 376 || AnimElem = 381 || AnimElem = 386 trigger8 = AnimElem = 414 || AnimElem = 443 || AnimElem = 472 || AnimElem = 498 || AnimElem = 512 || AnimElem = 525 value = 4218,21+random%2 [State 8027] type = PlaySnd trigger1 = AnimElem = 393 value = 11, 0 [State 8027] type = PlaySnd trigger1 = AnimElem = 420 value = 4218, 23 [State 8027] type = PlaySnd trigger1 = AnimElem = 449 || AnimElem = 478 || AnimElem = 500 || AnimElem = 514 value = 4218, 21+random%3 ;cust8454------------------------------------------- [State 8027,????] type = PowerAdd trigger1 = AnimElem = 3 || AnimElem = 11 || AnimElem = 19 || AnimElem = 27 || AnimElem = 35 || AnimElem = 43 || AnimElem = 51 || AnimElem = 59 || AnimElem = 67 || AnimElem = 75 || AnimElem = 83 trigger2 = AnimElem = 91 || AnimElem = 96 || AnimElem = 101 || AnimElem = 106 || AnimElem = 111 || AnimElem = 116 || AnimElem = 121 || AnimElem = 126 || AnimElem = 131 || AnimElem = 136 trigger3 = AnimElem = 141 || AnimElem = 146 || AnimElem = 151 || AnimElem = 156 || AnimElem = 161 || AnimElem = 166 || AnimElem = 171 || AnimElem = 176 trigger4 = AnimElem = 181 || AnimElem = 186 || AnimElem = 191 || AnimElem = 196 || AnimElem = 201 || AnimElem = 206 || AnimElem = 211 || AnimElem = 216 || AnimElem = 221 || AnimElem = 226 || AnimElem = 231 || AnimElem = 236 trigger5 = AnimElem = 241 || AnimElem = 246 || AnimElem = 251 || AnimElem = 256 || AnimElem = 261 || AnimElem = 266 || AnimElem = 271 || AnimElem = 276 || AnimElem = 281 || AnimElem = 286 trigger6 = AnimElem = 291 || AnimElem = 296 || AnimElem = 301 || AnimElem = 306 || AnimElem = 311 || AnimElem = 316 || AnimElem = 321 || AnimElem = 326 || AnimElem = 331 || AnimElem = 336 trigger7 = AnimElem = 341 || AnimElem = 346 || AnimElem = 351 || AnimElem = 356 || AnimElem = 361 || AnimElem = 366 || AnimElem = 371 || AnimElem = 376 || AnimElem = 381 || AnimElem = 386 trigger8 = AnimElem = 414 || AnimElem = 443 || AnimElem = 472 || AnimElem = 498 || AnimElem = 512 || AnimElem = 525 value = -1 [State 8027, ????] type = PowerAdd trigger1 = AnimElem = 393 || AnimElem = 420 || AnimElem = 449 || AnimElem = 478 || AnimElem = 500 || AnimElem = 514 value = -5 ;-------------------------------------------------------------------- [Statedef 6065] type = A movetype= H physics = N velset = 0,0 poweradd = 40 [State 6065, 调整] type = VelAdd Trigger1 = 1 y = 10 [State 6065, OX3] type = PlaySnd trigger1 = AnimElem = 1 value = 4218,22 [State 6065, aa1] type = ChangeState triggerall = Vel Y > 0 triggerall = Pos Y >= -20 triggerall = alive triggerall = CanRecover trigger1 = Command = "recovery" value = 5110 [State 6065, aa2] type = SelfState triggerall = Vel Y > 0 triggerall = alive triggerall = CanRecover trigger1 = Command = "recovery" value = 5110 [State 6065, aa3] type = SelfState trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 5110 ;--------------------------------------------------------------------------- [Statedef 22016,] type = S movetype = A physics = N velset = 0,0 anim = 22016 ctrl = 0 sprpriority = 3 [State 2000] type = PowerAdd trigger1 = AnimElem = 1 value = -1000 [State 2000, ??????????] type = SuperPause trigger1 = AnimElem = 1 anim = 100 pos = 25, -57 sound = 20, 0 time = 50 movetime = 0 darken = 1 [State 22010] type = ChangeState trigger1 = AnimTime = 0 value = 22018 [State 22016] type = TargetState trigger1 = AnimTime = 0 value = 22019 [State 22010] type = PlaySnd trigger1 = AnimElem = 1 value = 190, 0 [State 22010] type = PlaySnd trigger1 = AnimElem = 5 value = 0, 44 [State 6073, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 0] type = PosSet trigger1 = 1 y = 0 [State 22012] type = TargetBind trigger1 = 1 pos = 0,0 ;aliveordead [State 22012,] type = TargetState triggerall = AnimElem = 5 trigger1 = enemyNear, alive = 1 value = 22019 [State 22012,] type = ChangeState triggerall = AnimElem = 5 trigger1 = enemyNear, alive = 1 value = 22018 [Statedef 22017] type = A movetype= H physics = N velset = 0,0 sprpriority = 1 [State 22017] type = NotHitBy trigger1 = Time >= 0 value = SC [State 22017] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT ;cust8454------------------------------------------- [State 22017] ;???p?A?j??19230??懚?????????? type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(12250) = 1 value = 22017 [State 22017] type = LifeAdd trigger1 = AnimElem = 5 value = -10 kill = 0 ;Sub Powerbottom Beerus [Statedef 20720] type = A movetype = H physics = N velset = 0,0 anim = 19200;This animation plays if the other character doesn't have the proper animation sprpriority = 7 [State 0, PlaySnd] type = PlaySnd trigger1 = stateno = 20720 value = S11,0 volume = 255 channel = 0 [State 20720, 1] type = ChangeAnim2 ;Only animation 19225 is necessary on the victim but, since Redflash' characters dont have the animation 19225 ;even thought they have the sprites, I'm checking for the animations his characters usually have trigger1 = SelfAnimExist(25622) || SelfAnimExist(154499) || SelfAnimExist(155500) trigger1 = time = 0 value = 25622 [State 4113, AnimMastorbation '3'] type = ChangeAnim triggerall = !SelfAnimExist(25622) && !SelfAnimExist(154499) && !SelfAnimExist(155500) trigger1 = Time = 1 && SelfAnimExist(15436) value = 15436 ; This is the second version of the animation for this move [State 20720, ?????2] ; some code borrowed from kuromaru type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = !SelfAnimExist(25622) && !SelfAnimExist(154499) && !SelfAnimExist(155500) value = 1205 ;SlowHumping2Missionary [Statedef 22018,] type = S movetype = A physics = N velset = 0,0 anim = 22018 ctrl = 0 sprpriority = 3 [State 6073] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6073, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 0] type = PosSet trigger1 = 1 y = 0 [State 22012] type = TargetBind trigger1 = 1 pos = 0,0 [State 22012] type = PlaySnd trigger1 = AnimElem = 2 value = 666, 0 [State 22012] type = PlaySnd trigger1 = AnimElem = 2 value = 666, 2 ;aliveordead [State 22012,] type = TargetState triggerall = Time = 500 trigger1 = enemyNear, alive = 1 value = 22021 [State 22012,] type = ChangeState triggerall = Time = 500 trigger1 = enemyNear, alive = 1 value = 22020 ;------------------------------------------------ ;SlowHumping2ReceiveMissionary [Statedef 22019] type = A movetype= H physics = N velset = 0,0 sprpriority = 1 [State 22019] type = NotHitBy trigger1 = Time >= 0 value = SC [State 22019] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT ;cust8454------------------------------------------- [State 22003] ;???p?A?j??19230??懚?????????? type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(12250) = 1 value = 22019 ;6623??R??A?j????????????????????X ;-------------------------------------------end8454 [State 22003] type = PlaySnd trigger1 = AnimElem = 7 || AnimElem = 25 trigger2 = AnimElem = 31 || AnimElem = 43 trigger3 = AnimElem = 61 trigger4 = AnimElem = 79 || AnimElem = 91 trigger5 = AnimElem = 103 || AnimElem = 121 trigger6 = AnimElem = 127 || AnimElem = 145 trigger7 = AnimElem = 149 || AnimElem = 163 trigger8 = AnimElem = 179 || AnimElem = 189 value = 4218,21+ (Random%2) [State 19064] type = PlaySnd trigger1 = AnimElem = 151 || AnimElem = 195 value = 4218,23 [State 19064] type = PlaySnd trigger1 = AnimElem = 168 || AnimElem = 175 || AnimElem = 183 value = 4218,22 [State 19064, Explod] type = Explod trigger1 = animelem= 1 anim =19332 ID =19332 pos = 9,-18 postype = p1 ;p2,front,back,left,right facing = -1 vfacing = 1 bindtime = -1 removetime = -2 sprpriority = 6 [State 22009] type = LifeAdd trigger1 = AnimElem = 2 value = -10 kill = 0 ;--------------------------------------- ;FasterHumpGive2 [Statedef 22020,] type = S movetype = A physics = N velset = 0,0 anim = 22020 ctrl = 0 sprpriority = 3 [State 6073, Vel] Type = velmul Trigger1 = Time < 100 x = .9 [State 6073] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6073, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 0] type = PosSet trigger1 = 1 y = 0 [State 22012] type = TargetBind trigger1 = 1 pos = 0,0 [State 22002] type = PlaySnd trigger1 = AnimElem = 4 || AnimElem = 14 || AnimElem = 24 trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 44 || AnimElem = 49 trigger3 = AnimElem = 54 || AnimElem = 59 value = 666, 0 [State 22002] type = PlaySnd trigger1 = AnimElem = 9 || AnimElem = 19 || AnimElem = 39 || AnimElem = 59 value = 666, 1 [State 22002] type = PlaySnd trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24 trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44 || AnimElem = 49 trigger3 = AnimElem = 54 || AnimElem = 59 value = 666, 2 ;aliveordead [State 22002,] type = TargetState triggerall = AnimTime = 0 trigger1 = enemyNear, alive = 0 value = 22031 [State 22002,] type = ChangeState triggerall = AnimTime = 0 trigger1 = enemyNear, alive = 0 value = 22030 ;aliveordead [State 22012,] type = TargetState triggerall = Time = 500 trigger1 = enemyNear, alive = 1 value = 22023 [State 22012,] type = ChangeState triggerall = Time = 500 trigger1 = enemyNear, alive = 1 value = 22022 ;------------------------------------------------ ;FasterHump2Receive [Statedef 22021] type = A movetype= H physics = N velset = 0,0 sprpriority = 1 [State 22021] type = NotHitBy trigger1 = Time >= 0 value = SC [State 22021] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT ;cust8454------------------------------------------- [State 22003] ;???p?A?j??19230??懚?????????? type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(12250) = 1 value = 22021 ;6623??R??A?j????????????????????X ;-------------------------------------------end8454 [State 22003] type = PlaySnd trigger1 = AnimElem = 7 || AnimElem = 25 trigger2 = AnimElem = 31 || AnimElem = 43 trigger3 = AnimElem = 61 trigger4 = AnimElem = 79 || AnimElem = 91 trigger5 = AnimElem = 103 || AnimElem = 121 trigger6 = AnimElem = 127 || AnimElem = 145 trigger7 = AnimElem = 149 || AnimElem = 163 trigger8 = AnimElem = 179 || AnimElem = 189 value = 4218,21+ (Random%2) [State 19064] type = PlaySnd trigger1 = AnimElem = 151 || AnimElem = 195 value = 4218,23 [State 19064] type = PlaySnd trigger1 = AnimElem = 168 || AnimElem = 175 || AnimElem = 183 value = 4218,22 [State 19064, Explod] type = Explod trigger1 = animelem= 1 anim =19332 ID =19332 pos = 9,-18 postype = p1 ;p2,front,back,left,right facing = -1 vfacing = 1 bindtime = -1 removetime = -2 sprpriority = 6 [State 22003] type = LifeAdd trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24 trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44 || AnimElem = 49 trigger3 = AnimElem = 54 || AnimElem = 59 value = -20 kill = 0 ;--------------------------------------- ;FasterHumpGive2 [Statedef 22022,] type = S movetype = A physics = N velset = 0,0 anim = 22022 ctrl = 0 sprpriority = 3 [State 6073, Vel] Type = velmul Trigger1 = Time < 100 x = .9 [State 6073] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6073, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 0] type = PosSet trigger1 = 1 y = 0 [State 22012] type = TargetBind trigger1 = 1 pos = 0,0 [State 22002] type = PlaySnd trigger1 = AnimElem = 4 || AnimElem = 14 || AnimElem = 24 trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 44 || AnimElem = 49 trigger3 = AnimElem = 54 || AnimElem = 59 value = 666, 0 [State 22002] type = PlaySnd trigger1 = AnimElem = 9 || AnimElem = 19 || AnimElem = 39 || AnimElem = 59 value = 666, 1 [State 22002] type = PlaySnd trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24 trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44 || AnimElem = 49 trigger3 = AnimElem = 54 || AnimElem = 59 value = 666, 2 ;aliveordead [State 22002,] type = TargetState triggerall = AnimTime = 0 trigger1 = enemyNear, alive = 0 value = 22031 [State 22002,] type = ChangeState triggerall = AnimTime = 0 trigger1 = enemyNear, alive = 0 value = 22030 ;aliveordead [State 22012,] type = TargetState triggerall = Time = 500 trigger1 = enemyNear, alive = 1 value = 22025 [State 22012,] type = ChangeState triggerall = Time = 500 trigger1 = enemyNear, alive = 1 value = 22024 ;------------------------------------------------ ;FasterHump2Receive [Statedef 22023] type = A movetype= H physics = N velset = 0,0 sprpriority = 1 [State 22023] type = NotHitBy trigger1 = Time >= 0 value = SC [State 22023] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT ;cust8454------------------------------------------- [State 22003] ;???p?A?j??19230??懚?????????? type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(12250) = 1 value = 22023 ;6623??R??A?j????????????????????X ;-------------------------------------------end8454 [State 22003] type = PlaySnd trigger1 = AnimElem = 7 || AnimElem = 25 trigger2 = AnimElem = 31 || AnimElem = 43 trigger3 = AnimElem = 61 trigger4 = AnimElem = 79 || AnimElem = 91 trigger5 = AnimElem = 103 || AnimElem = 121 trigger6 = AnimElem = 127 || AnimElem = 145 trigger7 = AnimElem = 149 || AnimElem = 163 trigger8 = AnimElem = 179 || AnimElem = 189 value = 4218,21+ (Random%2) [State 19064] type = PlaySnd trigger1 = AnimElem = 151 || AnimElem = 195 value = 4218,23 [State 19064] type = PlaySnd trigger1 = AnimElem = 168 || AnimElem = 175 || AnimElem = 183 value = 4218,22 [State 19064, Explod] type = Explod trigger1 = animelem= 1 anim =19332 ID =19332 pos = 9,-18 postype = p1 ;p2,front,back,left,right facing = -1 vfacing = 1 bindtime = -1 removetime = -2 sprpriority = 6 [State 22003] type = LifeAdd trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24 trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44 || AnimElem = 49 trigger3 = AnimElem = 54 || AnimElem = 59 value = -30 kill = 0 ;--------------------------------------- ;FasterHumpGive2 [Statedef 22024,] type = S movetype = A physics = N velset = 0,0 anim = 22024 ctrl = 0 sprpriority = 3 [State 6073, Vel] Type = velmul Trigger1 = Time < 100 x = .9 [State 6073] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6073, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 0] type = PosSet trigger1 = 1 y = 0 [State 22012] type = TargetBind trigger1 = 1 pos = 0,0 [State 22002] type = PlaySnd trigger1 = AnimElem = 4 || AnimElem = 14 || AnimElem = 24 trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 44 || AnimElem = 49 trigger3 = AnimElem = 54 || AnimElem = 59 value = 666, 0 [State 22002] type = PlaySnd trigger1 = AnimElem = 9 || AnimElem = 19 || AnimElem = 39 || AnimElem = 59 value = 666, 1 [State 22002] type = PlaySnd trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24 trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44 || AnimElem = 49 trigger3 = AnimElem = 54 || AnimElem = 59 value = 666, 2 [State 22014] type = PlaySnd trigger1 = Time = 10 value = 2010, 1 ;aliveordead [State 22002,] type = TargetState triggerall = AnimTime = 0 trigger1 = enemyNear, alive = 0 value = 22031 [State 22002,] type = ChangeState triggerall = AnimTime = 0 trigger1 = enemyNear, alive = 0 value = 22030 ;aliveordead [State 22012,] type = TargetState triggerall = Time = 500 trigger1 = enemyNear, alive = 1 value = 22027 [State 22012,] type = ChangeState triggerall = Time = 500 trigger1 = enemyNear, alive = 1 value = 22026 ;------------------------------------------------ ;FasterHump2Receive [Statedef 22025] type = A movetype= H physics = N velset = 0,0 sprpriority = 1 [State 22025] type = NotHitBy trigger1 = Time >= 0 value = SC [State 22025] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT ;cust8454------------------------------------------- [State 22003] ;???p?A?j??19230??懚?????????? type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(12250) = 1 value = 22025 ;6623??R??A?j????????????????????X ;-------------------------------------------end8454 [State 22003] type = PlaySnd trigger1 = AnimElem = 7 || AnimElem = 25 trigger2 = AnimElem = 31 || AnimElem = 43 trigger3 = AnimElem = 61 trigger4 = AnimElem = 79 || AnimElem = 91 trigger5 = AnimElem = 103 || AnimElem = 121 trigger6 = AnimElem = 127 || AnimElem = 145 trigger7 = AnimElem = 149 || AnimElem = 163 trigger8 = AnimElem = 179 || AnimElem = 189 value = 4218,21+ (Random%2) [State 19064] type = PlaySnd trigger1 = AnimElem = 151 || AnimElem = 195 value = 4218,23 [State 19064] type = PlaySnd trigger1 = AnimElem = 168 || AnimElem = 175 || AnimElem = 183 value = 4218,22 [State 19064, Explod] type = Explod trigger1 = animelem= 1 anim =19332 ID =19332 pos = 9,-18 postype = p1 ;p2,front,back,left,right facing = -1 vfacing = 1 bindtime = -1 removetime = -2 sprpriority = 6 [State 22003] type = LifeAdd trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24 trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44 || AnimElem = 49 trigger3 = AnimElem = 54 || AnimElem = 59 value = -40 kill = 0 ;--------------------------------------- ;FasterHumpGive2 [Statedef 22026,] type = S movetype = A physics = N velset = 0,0 anim = 22026 ctrl = 0 sprpriority = 3 [State 6073, Vel] Type = velmul Trigger1 = Time < 100 x = .9 [State 6073] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6073, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 0] type = PosSet trigger1 = 1 y = 0 [State 22012] type = TargetBind trigger1 = 1 pos = 0,0 [State 22002] type = PlaySnd trigger1 = AnimElem = 4 || AnimElem = 14 || AnimElem = 24 trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 44 || AnimElem = 49 trigger3 = AnimElem = 54 || AnimElem = 59 value = 666, 0 [State 22002] type = PlaySnd trigger1 = AnimElem = 9 || AnimElem = 19 || AnimElem = 39 || AnimElem = 59 value = 666, 1 [State 22002] type = PlaySnd trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24 trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44 || AnimElem = 49 trigger3 = AnimElem = 54 || AnimElem = 59 value = 666, 2 [State 22014] type = PlaySnd trigger1 = Time = 10 value = 2010, 2 [State 22014] type = PlaySnd trigger1 = Time = 200 value = 180, 0 [State 22014] type = PlaySnd trigger1 = Time = 350 value = 180, 1 [State 22002] type = PowerAdd trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24 trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44 || AnimElem = 49 trigger3 = AnimElem = 54 || AnimElem = 59 value = 10 ;aliveordead [State 22002,] type = TargetState triggerall = AnimTime = 0 trigger1 = enemyNear, alive = 0 value = 33034 [State 22002,] type = ChangeState triggerall = AnimTime = 0 trigger1 = enemyNear, alive = 0 value = 22033 [State 22002,] type = TargetState triggerall = Time >= 500 trigger1 = command = "b" trigger1 = enemyNear, alive = 1 value = 22029 [State 22002,] type = ChangeState triggerall = Time >= 500 trigger1 = command = "b" trigger1 = enemyNear, alive = 1 value = 22028 ;aliveordead [State 22012,] type = TargetState triggerall = power = 3000 trigger1 = command = "a" trigger1 = enemyNear, alive = 1 value = 22031 [State 22012,] type = ChangeState triggerall = power = 3000 trigger1 = command = "a" trigger1 = enemyNear, alive = 1 value = 22030 ;------------------------------------------------ ;FasterHump2Receive [Statedef 22027] type = A movetype= H physics = N velset = 0,0 sprpriority = 1 [State 22027] type = NotHitBy trigger1 = Time >= 0 value = SC [State 22027] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT ;cust8454------------------------------------------- [State 22003] ;???p?A?j??19230??懚?????????? type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(12250) = 1 value = 22027 ;6623??R??A?j????????????????????X ;-------------------------------------------end8454 [State 22003] type = PlaySnd trigger1 = AnimElem = 7 || AnimElem = 25 trigger2 = AnimElem = 31 || AnimElem = 43 trigger3 = AnimElem = 61 trigger4 = AnimElem = 79 || AnimElem = 91 trigger5 = AnimElem = 103 || AnimElem = 121 trigger6 = AnimElem = 127 || AnimElem = 145 trigger7 = AnimElem = 149 || AnimElem = 163 trigger8 = AnimElem = 179 || AnimElem = 189 value = 4218,21+ (Random%2) [State 19064] type = PlaySnd trigger1 = AnimElem = 151 || AnimElem = 195 value = 4218,23 [State 19064] type = PlaySnd trigger1 = AnimElem = 168 || AnimElem = 175 || AnimElem = 183 value = 4218,22 [State 19064, Explod] type = Explod trigger1 = animelem= 1 anim =19332 ID =19332 pos = 9,-18 postype = p1 ;p2,front,back,left,right facing = -1 vfacing = 1 bindtime = -1 removetime = -2 sprpriority = 6 [State 22003] type = LifeAdd trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24 trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44 || AnimElem = 49 trigger3 = AnimElem = 54 || AnimElem = 59 value = -50 kill = 0 ;-------------------------------------------------------------- ;ExGiving [Statedef 22028,] type = S movetype = A physics = N velset = 0,0 anim = 22028 ctrl = 0 sprpriority = 3 [State 6073, Vel] Type = velmul Trigger1 = Time < 100 x = .9 [State 6073] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6073, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 0] type = PosSet trigger1 = 1 y = 0 [State 22012] type = TargetBind trigger1 = 1 pos = 0,0 [State 22002] type = PlaySnd trigger1 = AnimElem = 4 || AnimElem = 14 || AnimElem = 24 trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 44 || AnimElem = 49 trigger3 = AnimElem = 54 || AnimElem = 59 value = 666, 0 [State 22002] type = PlaySnd trigger1 = AnimElem = 9 || AnimElem = 19 || AnimElem = 39 || AnimElem = 59 value = 666, 1 [State 22002] type = PlaySnd trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24 trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44 || AnimElem = 49 trigger3 = AnimElem = 54 || AnimElem = 59 value = 666, 2 [State 22006] type = PlaySnd trigger1 = Time = 20 value = 2010, 0 [State 191, Shake Screen] type = EnvShake trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24 trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44 || AnimElem = 49 trigger3 = AnimElem = 54 || AnimElem = 59 Time = 10 ;Time to shake screen ampl = 4 ;Amount to shake freq = 130 ;A frequency of 180 shakes the screen rapidly [State 22002] type = LifeAdd trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24 trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44 || AnimElem = 49 trigger3 = AnimElem = 54 || AnimElem = 59 value = 50 ;aliveordead [State 22002,] type = TargetState triggerall = AnimTime = 0 trigger1 = enemyNear, alive = 0 value = 22031 [State 22002,] type = ChangeState triggerall = AnimTime = 0 trigger1 = enemyNear, alive = 0 value = 22030 ;aliveordead [State 22002,] type = TargetState triggerall = command = "a" triggerall = Time >= 500 trigger1 = enemyNear, alive = 1 value = 22034 [State 22002,] type = ChangeState triggerall = command = "a" triggerall = Time >= 500 trigger1 = enemyNear, alive = 1 value = 22033 ;------------------------------------------------------ ;ExReceiving [Statedef 22029] type = A movetype= H physics = N velset = 0,0 sprpriority = 1 [State 22029] type = NotHitBy trigger1 = Time >= 0 value = SC [State 22029] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT ;cust8454------------------------------------------- [State 22003] ;???p?A?j??19230??懚?????????? type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(12250) = 1 value = 22029 ;6623??R??A?j????????????????????X ;-------------------------------------------end8454 [State 22003] type = PlaySnd trigger1 = AnimElem = 7 || AnimElem = 25 trigger2 = AnimElem = 31 || AnimElem = 43 trigger3 = AnimElem = 61 trigger4 = AnimElem = 79 || AnimElem = 91 trigger5 = AnimElem = 103 || AnimElem = 121 trigger6 = AnimElem = 127 || AnimElem = 145 trigger7 = AnimElem = 149 || AnimElem = 163 trigger8 = AnimElem = 179 || AnimElem = 189 value = 4218,21+ (Random%2) [State 19064] type = PlaySnd trigger1 = AnimElem = 151 || AnimElem = 195 value = 4218,23 [State 19064] type = PlaySnd trigger1 = AnimElem = 168 || AnimElem = 175 || AnimElem = 183 value = 4218,22 [State 19064, Explod] type = Explod trigger1 = animelem= 1 anim =19332 ID =19332 pos = 9,-18 postype = p1 ;p2,front,back,left,right facing = -1 vfacing = 1 bindtime = -1 removetime = -2 sprpriority = 6 [State 22003] type = LifeAdd trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24 trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44 || AnimElem = 49 trigger3 = AnimElem = 54 || AnimElem = 59 value = -100 kill = 0 ;---------------------------------------------------- ;Ejac [Statedef 22030] type = S movetype = A physics = N velset = 0,0 anim = 22030 ctrl = 0 sprpriority = 3 [State 22004] type = HitDef trigger1 = time >= 10 attr = S, ST hitflag = M priority = 7, miss sparkno = -1 p1stateno = 22002 p2facing = 1 fall = 0 [State 0] type = PosSet trigger1 = 1 y = 0 [State 22012] type = TargetBind trigger1 = 1 pos = 0,0 ;?????抲??????????????掲????????G??????抲?????????????B [State 22004] type = PlaySnd trigger1 = AnimElem = 1 || AnimElem = 10 || AnimElem = 17 || AnimElem = 24 || AnimElem = 33 || AnimElem = 45 || AnimElem = 59 value = 3652, 0 [State 22006] type = PlaySnd trigger1 = AnimElem = 1 value = 4218, 23 [State 22002] type = PlaySnd trigger1 = AnimElem = 151 value = 3000, 0 [State 22004] type = PlaySnd trigger1 = AnimElem = 1 || AnimElem = 10 || AnimElem = 17 || AnimElem = 24 || AnimElem = 33 || AnimElem = 45 || AnimElem = 59 value = 0, 6 [State 22005] type = PowerAdd trigger1 = AnimElem = 1 || AnimElem = 10 || AnimElem = 17 || AnimElem = 24 || AnimElem = 33 || AnimElem = 45 || AnimElem = 59 value = 20 ;add8454------------------------------------------- ;aliveordead [State 22004] type = TargetState triggerall = AnimTime = 0 trigger1 = enemyNear, alive = 0 || enemyNear, alive = 1 value = 30091 [State 22004,] type = ChangeState triggerall = AnimTime = 0 trigger1 = enemyNear, alive = 0 || enemyNear, alive = 1 value = 5030 [State 22002,] type = TargetState triggerall = Time >= 80 trigger1 = command = "a" trigger1 = enemyNear, alive = 1 value = 22029 [State 22002,] type = ChangeState triggerall = Time >= 80 trigger1 = command = "a" trigger1 = enemyNear, alive = 1 value = 22028 ;EjacReceive [Statedef 22031] type = A movetype= H physics = N velset = 0,0 sprpriority = 1 [State 22031] type = NotHitBy trigger1 = Time >= 0 value = SC [State 22031] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT ;cust8454------------------------------------------- [State 22005] ;???p?A?j??19230??懚?????????? type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(12250) = 1 value = 22031 [State 22005] type = LifeAdd trigger1 = AnimElem = 1 || AnimElem = 10 || AnimElem = 17 || AnimElem = 24 || AnimElem = 33 || AnimElem = 45 || AnimElem = 59 value = -500 ;-------------------------------------------------------------- ;Ejac2 [Statedef 22033] type = S movetype = A physics = N velset = 0,0 anim = 22033 ctrl = 0 sprpriority = 3 [State 22004] type = HitDef trigger1 = time >= 10 attr = S, ST hitflag = M priority = 7, miss sparkno = -1 p1stateno = 22002 p2facing = 1 fall = 0 [State 0] type = PosSet trigger1 = 1 y = 0 [State 22012] type = TargetBind trigger1 = 1 pos = 0,0 ;?????抲??????????????掲????????G??????抲?????????????B [State 22004, ooxx] type = Explod trigger1 = p2stateno !=22034 trigger2 = animelem = 138 anim = 22035 pos = 0,0 postype = p1 sprpriority = 2 supermove = 1 bindtime = -1 ownpal = 1 [State 22004] type = PlaySnd trigger1 = AnimElem = 1 || AnimElem = 30 || AnimElem = 59 value = 3652, 0 [State 22004] type = PlaySnd trigger1 = AnimElem = 1 value = 4218,90 [State 22004] type = PlaySnd trigger1 = AnimElem = 1 || AnimElem = 30 || AnimElem = 59 || AnimElem = 88 || AnimElem = 110 || AnimElem = 124 value = 0, 6 [State 191, Shake Screen] type = EnvShake trigger1 = AnimElem = 1 || AnimElem = 30 || AnimElem = 59 || AnimElem = 88|| AnimElem = 110 || AnimElem = 124 Time = 15 ;Time to shake screen ampl = 4 ;Amount to shake freq = 130 ;A frequency of 180 shakes the screen rapidly [State 22004] type = PlaySnd trigger1 = AnimElem = 137 value = 180,2 ;add8454------------------------------------------- ;aliveordead [State 22004] type = TargetState triggerall = AnimTime = 0 trigger1 = enemyNear, alive = 0 || enemyNear, alive = 1 value = 30091 [State 22004,] type = ChangeState triggerall = AnimTime = 0 trigger1 = enemyNear, alive = 0 || enemyNear, alive = 1 value = 5020 ;EjacReceive2 [Statedef 22034] type = A movetype= H physics = N velset = 0,0 sprpriority = 1 [State 22034] type = NotHitBy trigger1 = Time >= 0 value = SC [State 22034] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT ;cust8454------------------------------------------- [State 22005] ;???p?A?j??19230??懚?????????? type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(12250) = 1 value = 22034 [State 22005] type = LifeAdd trigger1 = AnimElem = 1 || AnimElem = 30 || AnimElem = 59 || AnimElem = 88 || AnimElem = 110 || AnimElem = 124 value = -1000 kill = 1 ;extra breeding [Statedef 15416,] type = S movetype = A physics = N velset = 0,0 anim = 9021 ctrl = 0 sprpriority = 10 [State 6072] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6072, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 910] type = PosSet trigger1 = time = 0 y = 0 [State 910, Bind 2-4] type = TargetBind trigger1 = time = 0 pos = 10,-12 [State 6072] type = TargetState triggerall = Time >= 0 trigger1 = command = "hold_c" value = 15423 [State 6072,] type = TargetState triggerall = Time >= 0 trigger1 = command = "b" value = 15419 [State 6072,] type = TargetState triggerall = Time >= 0 trigger1 = command = "y" value = 15421 [State 6072,] type = ChangeState triggerall = Time >= 0 trigger1 = command = "b" value = 15418 [State 6072,] type = ChangeState triggerall = Time >= 0 trigger1 = command = "y" value = 15420 [State 6072] type = ChangeState triggerall = Time >= 0 trigger1 = command = "hold_c" value = 15422 [State 6072,] type = TargetState triggerall = AnimTime = 0 trigger1 = enemyNear, alive = 1 value = 5110 [State 6072,] type = TargetState triggerall = AnimTime = 0 trigger1 = enemyNear, alive = 0 value = 30091 [State 6072,] type = ChangeState trigger1 = AnimTime = 0 value = 5020 ;extra breeding Victim [Statedef 15417] type = A movetype= H physics = N velset = 0,0 sprpriority = 1 [State 6072] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6072, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 6064] type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(19230) = 1 value = 9022 [State 6072,] type = ChangeState triggerall = AnimTime = 0 trigger1 = enemyNear, alive = 1 value = 5110 ;extra breeding cumshot [Statedef 15418,] type = S movetype = A physics = N velset = 0,0 anim = 9023 ctrl = 0 sprpriority = 10 [State 15418] type = NotHitBy trigger1 = Time >= 0 value = SC [State 15418, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 191, Shake Screen] type = EnvShake trigger1 = AnimElem = 1 time = 5 ;Time to shake screen ampl = 4 ;Amount to shake freq = 40 ;A frequency of 180 shakes the screen rapidly [State 910] type = PosSet trigger1 = time = 0 y = 0 [State 910, Bind 2-4] type = TargetBind trigger1 = time = 0 pos = 10,-12 [State 3522, OX3] type = PlaySnd trigger1 = AnimElem = 1 value = 40,3 [State 15418] type = ChangeState trigger1 = AnimTime = 0 value = 15416 ;extra breeding cumshot Victim [Statedef 15419] type = A movetype= H physics = N velset = 0,0 sprpriority = 1 [State 6072] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6072, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 51419] type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(19230) = 1 value = 9024 [State 15418] type = ChangeState trigger1 = AnimTime = 0 value = 15417 [State 6064,OX开始] type = PlaySnd trigger1 = AnimElem = 1 value = 4218,22 [State 6064,OX开始] type = LifeAdd trigger1 = AnimElem = 1 value = -100 ;Heavy Internal Pissing [Statedef 15420,] type = S movetype = A physics = N velset = 0,0 anim = 9025 ctrl = 0 sprpriority = 10 [State 15418] type = NotHitBy trigger1 = Time >= 0 value = SC [State 15418, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 910] type = PosSet trigger1 = time = 0 y = 0 [State 910, Bind 2-4] type = TargetBind trigger1 = time = 0 pos = 10,-12 [State 15418] type = ChangeState trigger1 = AnimTime = 0 value = 15416 [State 6064,OX开始] type = PlaySnd trigger1 = AnimElem = 7 value = 40,4 volume = 20 ;Heavy Internal Pissing Victim [Statedef 15421] type = A movetype= H physics = N velset = 0,0 sprpriority = 1 [State 6072] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6072, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 51419] type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(19230) = 1 value = 9026 [State 15418] type = ChangeState trigger1 = AnimTime = 0 value = 15417 [State 6064,OX开始] type = PlaySnd trigger1 = AnimElem = 16 value = 4218,22 [State 6064,OX开始] type = LifeAdd trigger1 = AnimElem = 5 || AnimElem = 6 || AnimElem = 7 || AnimElem = 8 || AnimElem = 9 || AnimElem = 10 || AnimElem = 11 trigger2 = AnimElem = 12 || AnimElem = 13 || AnimElem = 14 || AnimElem = 15 || AnimElem = 16 || AnimElem = 17 || AnimElem = 18 trigger3 = AnimElem = 19 || AnimElem = 20 || AnimElem = 21 || AnimElem = 22 || AnimElem = 23 || AnimElem = 24 || AnimElem = 25 || AnimElem = 26 value = -10 ;Super Internal Pissing [Statedef 15422,] type = S movetype = A physics = N velset = 0,0 anim = 9027 ctrl = 0 sprpriority = 10 [State 15418] type = NotHitBy trigger1 = Time >= 0 value = SC [State 15418, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 910] type = PosSet trigger1 = time = 0 y = 0 [State 910, Bind 2-4] type = TargetBind trigger1 = time = 0 pos = 10,-12 [State 6064,OX开始] type = PlaySnd trigger1 = AnimElem = 4 value = 40,4 volume = 20 [State 15418] type = ChangeState triggerall = command != "hold_c" trigger1 = Time >= 0 value = 15416 ;Super Internal Pissing Victim [Statedef 15423] type = A movetype= H physics = N velset = 0,0 sprpriority = 1 [State 6072] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6072, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 51419] type = ChangeState triggerall = p2stateno != 15422 triggerall = Time >= 0 trigger1 = SelfAnimExist(19230)= 1 value = 15417 [State 51419] type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(19230) = 1 value = 9028 [State 6064,OX开始] type = PlaySnd trigger1 = AnimElem = 4 value = 4218,22 [State 6064,OX开始] type = LifeAdd trigger1 = AnimElem = 5 || AnimElem = 6 value = -10 ;Victim Cum Leak [Statedef 30091] type = S physics = S movetype= H velset = 0,0 ctrl = 0 [state 0] type = posset trigger1 = time = 0 y = 0 [State 820] type = RemoveExplod trigger1 = time = 0 ID = 22273 [State 30097] type = ChangeAnim trigger1 = SelfAnimExist(36699) trigger1 = time = 0 value = 36699 [State 30097] type = ChangeAnim trigger1 = !SelfAnimExist(36699) trigger1 = time = 0 value = 5110 [State 30097] type = SelfState trigger1 = alive = 1 trigger1 = Time > 275 value = 5120 ;=========================================================================== ;--------------------------------------------------------------------------- [Statedef -2] [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 [State 0, RemoveExplod] type = RemoveExplod trigger1 = stateno != 12028 id = 12004 [State 0, RemoveExplod] type = RemoveExplod trigger1 = stateno != 12028 id = 12006 [State 0, RemoveExplod] type = RemoveExplod trigger1 = stateno != 12040 id = 7240 [State 0, RemoveExplod] type = RemoveExplod trigger1 = stateno != 12041 id = 7241 [State 0, RemoveExplod] type = RemoveExplod trigger1 = stateno != 12042 id = 7242 [State 0, RemoveExplod] type = RemoveExplod trigger1 = stateno != 12043 id = 7243 [State 0, RemoveExplod] type = RemoveExplod trigger1 = stateno != 12044 id = 7244 [State 0, RemoveExplod] type = RemoveExplod trigger1 = stateno != 12045 id = 7245 [State 0, RemoveExplod] type = RemoveExplod trigger1 = stateno != 12046 id = 7246 [State 0, RemoveExplod] type = RemoveExplod trigger1 = stateno != 12047 id = 7247 [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 0, Helper] type = Helper triggerall = !ishelper 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(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, 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(256),movehit = 1 || helper(1120),movehit = 1 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 triggerall = var(8) != 2 || !var(7) trigger1 = EnemyNear,GetHitVar(damage) trigger1 = P2MoveType = H trigger1 = p2stateno != [120,159] trigger1 = movehit = 1 || helper(1120),movehit = 1; || helper(2110),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 trigger1 = EnemyNear,time = 0 trigger1 = P2MoveType = H trigger1 = p2stateno = 150 || p2stateno = 152 || p2stateno = 154 trigger1 = MoveGuarded = 1 || helper(256),MoveGuarded = 1 || helper(1120),MoveGuarded = 1; || helper(2110),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, 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 = 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 = 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 = 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 = 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 = 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 = 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 = 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 = 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 = 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 = 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 = 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 = 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 = 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 = 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 = 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 = 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, VarSet] type = VarSet triggerall = !ishelper triggerall = RoundState = 2 triggerall = MoveType != H triggerall = stateno >= 1000 triggerall = PrevStateNo = [0,100] triggerall = time = 1 trigger1 = fvar(4) = (stateno/10)*10 trigger1 = stateno = [1000,1999] trigger2 = fvar(4) = (stateno/50)*50 trigger2 = stateno >= 2000 fv = 4 value = -IfElse(stateno>=2000,(stateno/50)*50,(stateno/10)*10) ignorehitpause = 1 ;[State 0, VarAdd] ;type = VarAdd ;triggerall = !ishelper ;triggerall = RoundState = 2 ;trigger1 = P2stateno != [120,159] ;trigger1 = P2movetype = H ;trigger1 = NumEnemy ;trigger1 = EnemyNear,GetHitVar(damage) ;trigger1 = movehit ;trigger1 = stateno >= 1000 ;trigger1 = IfElse(stateno>=1000,IfElse(stateno>=2000,(stateno/50)*50,(stateno/10)*10),(stateno/100)*100) != fvar(4) ;trigger2 = IfElse(stateno>=1000,IfElse(stateno>=2000,(stateno/50)*50,(stateno/10)*10),(stateno/100)*100) != fvar(4) ;trigger2 = ProjContactTime(0) = 1 ;trigger2 = stateno != [0,199] ;trigger3 = ProjContactTime(0) = 1 ;trigger3 = stateno = [0,199] ;trigger3 = fvar(4) != -100 ;fv = 0 ;value = IfElse(stateno>=1000,1,.4) ;ignorehitpause = 1 [State 0, VarSet] type = VarSet triggerall = !ishelper 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 trigger1 = 1 value = (1+.5*(var(2)=4)+.2*(var(2)=4)+(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-.5*(var(2)=4)-.2*(var(2)=4)-(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 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 trigger1 = Random > 500 trigger1 = time = 1 trigger1 = stateno = 5120 value = S5120,0 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = time = 1 trigger1 = stateno = 106 value = S40,0 volume = 0 [State 0, PlaySnd] type = PlaySnd triggerall = time = 1 trigger1 = stateno = 52 trigger2 = stateno = 107 value = S52,0 volume = 0 channel = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = EnemyNear,time = 1 trigger1 = p2stateno = 2073 value = S52,1 volume = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElemtime(1) = 1 trigger1 = Anim = 100 value = S100,0 volume = 0 channel = 5 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 trigger1 = Anim = 100 value = S100,1 volume = 0 volume = 5 [State 0, StopSnd] type = StopSnd trigger1 = anim != [100,101] channel = 5 ;------------------------------------------------------------------- [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 trigger1 = MoveType = H trigger1 = time = 1 time = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = anim = 5140 trigger1 = AnimElem = 15 value = S5140,0 volume = 0 ;------------------------------------------------------------------------- [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 ;=========================================================================== ;--------------------------------------------------------------------------- [Statedef -3] [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 = "y" trigger1 = fvar(1) = [421,429] fv = 3 value = 4301 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 [Quotes] victory1 = "Tired Already? I'm still hard!" victory2 = "How Adorable. You want me to fill you up some more~" victory3 = "Glad to break you in~" victory4 = "Tell daddy how good that felt~"