; KFM's constants and state file. ; There are comments scattered through this file, so you may like to ; take a look if would like to learn more about the cns. ; これはKFMの定数と状態のファイルです。 ; このファイルの中には注釈が散らされているので、CNSを習いたいお方は ; 読んでみたらいいです。 [Data] ;Amount of life to start with ;体力ゲージの初期値 life = 2000 ;attack power (more is stronger) ;攻撃ダメージ attack = 600 ;defensive power (more is stronger) ;体力パワー defence = 650 ;Percentage to increase defense everytime player is knocked down fall.defence_up = 50 ;Time which player lies down for, before getting up liedown.time = 60 ;Number of points for juggling airjuggle = 10 ;Default hit spark number for HitDefs sparkno = -1 ;Default guard spark number guard.sparkno = -1 ;1 to enable echo on KO KO.echo = 0 ;Volume offset (negative for softer) volume = 0 ;Variables with this index and above will not have their values ;reset to 0 between rounds or matches. There are 60 int variables, ;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39. ;If omitted, then it defaults to 60 and 40 for integer and float ;variables repectively, meaning that none are persistent, i.e. all ;are reset. If you want your variables to persist between matches, ;you need to override state 5900 from common1.cns. IntPersistIndex = 60 FloatPersistIndex = 40 [Size] xscale = .85 ;Horizontal scaling factor. yscale = 1 ;Vertical scaling factor. ground.back = 30 ;Player width (back, ground) ground.front = 30 ;Player width (front, ground) air.back = 20 ;Player width (back, air) air.front = 20 ;Player width (front, air) height = 70 ;Height of player (for opponent to jump over) attack.dist = 160 ;Default attack distance proj.attack.dist = 90 ;Default attack distance for projectiles proj.doscale = 0 ;Set to 1 to scale projectiles too head.pos = 85, -130 ;Approximate position of head mid.pos = -5, -60 ;Approximate position of midsection shadowoffset = 0 ;Number of pixels to vertically offset the shadow draw.offset = 0,0 ;Player drawing offset in pixels (x, y) [Velocity] walk.fwd = 2.6 ;Walk forward walk.back = -2 ;Walk backward run.fwd = 5.62 ;Run forward (x, y) - if y<0, player will hop run.back = -4.3,-4.5 ;Run backward (x, y) - if y=0, player will run jump.neu = 0,-8.1 jump.back = -2.55 ;Jump back Speed (x, y) jump.fwd = 2.55 ;Jump forward Speed (x, y) runjump.back = -3,-8.1 runjump.fwd = 6,-8.1 airjump.neu = 0,-8.1 airjump.back = -2.55,-8.1 airjump.fwd = 2.5,-8.1 [Movement] airjump.num = 0 ;Number of air jumps allowed (opt) airjump.height = 30 ;Minimum distance from ground before you can air jump (opt) yaccel = .35 ;Vertical acceleration stand.friction = .85 ;Friction coefficient when standing crouch.friction = .82 ;Friction coefficient when crouching ;--------------------------------------------------------------------------- ; Variable usage: ; This is a record of the variables that KFM uses. Keeping a record of your ; variable usage helps you avoid careless mistakes later. ; var(1) - Used in kfm.cmd for combo condition (updated every tick) ; var(2) - Used in Kung Fu Throw (state 800) to remember if fwd was being ; held (remembered from state 800 through state 810). ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; Lose by Time Over ; CNS difficulty: basic ; CNS レベル: 基本 [Statedef 170] type = S ctrl = 0 anim = 170 velset = 0,0 [State 170, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;--------------------------------------------------------------------------- ; Win state decider ; CNS difficulty: basic ; CNS レベル: 基本 [Statedef 180] type = S [State 180, 1] type = ChangeState trigger1 = Time = 0 value = 181 ;--------------------------------------------------------------------------- ; Win pose 1 - Bow ; CNS difficulty: basic ; CNS レベル: 基本 [Statedef 181] type = S ctrl = 0 anim = 181 velset = 0,0 [State 181, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;--------------------------------------------------------------------------- ; Introduction ; CNS difficulty: basic ; CNS レベル: 基本 [Statedef 191] type = S ctrl = 0 anim = 190 velset = 0,0 [State 191, 1] ;Freeze animation until PreIntro is over type = ChangeAnim trigger1 = RoundState = 0 value = 190 [State 191, 2] ;Assert this until you want "round 1, fight" to begin type = AssertSpecial trigger1 = 1 flag = Intro [State 191, 3] ;Change to stand state when done type = ChangeState trigger1 = AnimTime = 0 value = 0 [State 191, 4] type = PlaySnd trigger1 = Time = 80 value = 900, 4 ; You can delete the following two controllers if you're building your own ; character using KFM. These are the wood pieces that KFM kicks. ;--------------------------------------------------------------------------- ; Taunt ; CNS difficulty: easy [Statedef 195] type = S ctrl = 0 anim = 195 velset = 0,0 movetype = I physics = S sprpriority = -2 [State 195, 1] type = CtrlSet trigger1 = Time = 40 value = 1 [State 195, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Stand Light Punch ; CNS difficulty: easy [Statedef 200] type = S ;State-type: S-stand, C-crouch, A-air, L-liedown movetype= A ;Move-type: A-attack, I-idle, H-gethit physics = S ;Physics: S-stand, C-crouch, A-air juggle = 4 ;Number of air juggle points move takes ;Commonly-used controllers: velset = 0,0 ;Set velocity (x,y) (Def: no change) ctrl = 0 ;Set ctrl (Def: no change) anim = 200 ;Change animation (Def: no change) poweradd = 20 ;Power to add (Def: 0) sprpriority = 2 ;Set p1's sprite layering priority to 2 (in front) [State 200, 1] type = HitDef trigger1 = time = 0 attr = S, NA ;Attribute: Standing, Normal Attack damage = 12 ;Damage that move inflicts, guard damage animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit) pausetime = 8, 9 ;Time attacker pauses, time opponent shakes sparkno = s30000 ;Spark anim no (Def: set above) sparkxy = -10, -80 ;X-offset for the "hit spark" rel. to p2, guard.sparkno = s8040 ;Y-offset for the spark rel. to p1 hitsound = s55, 0 ;Sound to play on hit guardsound = s5, 3 ;Sound to play on guard ground.type = High ;Type: High, Low, Trip (def: Normal) ground.slidetime = 7 ;Time that the opponent slides back ground.hittime = 7 ;Time opponent is in hit state ground.velocity = -3 ;Velocity at which opponent is pushed airguard.velocity = -4.5,-.5 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -4.5,-6.5 ;X-velocity at which opponent is pushed, ;Y-velocity at which opponent is pushed air.hittime = 12 ;Time before opponent regains control in air ground.cornerpush.veloff = -10 guard.cornerpush.veloff = -10 envshake.time = 6 envshake.ampl = 3; or 4 [State 200, 1] type = PlaySnd trigger1 = Time = 0 value = 900, 3 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Standing strong punch ; CNS difficulty: easy ; Note the width controller. It makes KFM's push box larger, so he doesn't ; stand so close to the opponent. Hit Ctrl-C and look at the red bar at his ; feet. ; The sprpriority for this state is at -1, instead of the usual 2 for ; attacks. This makes KFM appear behind the opponent initially. ; The SprPriority controller in [State 210, 4] brings KFM to the front when ; his arm has swung over. ; To stop KFM from pausing in his swing frame, there is a ChangeAnim in ; [State 210, 3] that detects if the hit has come in contact with the ; opponent during that frame, and switches to the next animation element ; (notice the elem=6 parameter). If you don't see what I mean, try commenting ; out that controller, then hit someone with this attack. [Statedef 220] type = S movetype= A physics = S juggle = 4 poweradd= 60 ctrl = 0 velset = 0,0 anim = 210 sprpriority = -1 [State 210, Width] type = Width trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0) value = 15,0 [State 210, 1] type = PlaySnd trigger1 = Time = 0 value = 900, 5 [State 200, 1] type = HitDef trigger1 = time = 0 attr = S, NA ;Attribute: Standing, Normal Attack damage = 45 ;Damage that move inflicts, guard damage animtype = Hard ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit) pausetime = 12, 12 ;Time attacker pauses, time opponent shakes sparkno = s30002 ;Spark anim no (Def: set above) sparkxy = -10, -85 ;X-offset for the "hit spark" rel. to p2, guard.sparkno = s8040 ;Y-offset for the spark rel. to p1 hitsound = s55, 2 ;Sound to play on hit guardsound = s5, 3 ;Sound to play on guard ground.type = High ;Type: High, Low, Trip (def: Normal) ground.slidetime = 18 ;Time that the opponent slides back ground.hittime = 18 ;Time opponent is in hit state ground.velocity = -10 ;Velocity at which opponent is pushed airguard.velocity = -4.5,-.5 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -4.5,-6.5 ;X-velocity at which opponent is pushed, ;Y-velocity at which opponent is pushed air.hittime = 12 ;Time before opponent regains control in air ground.cornerpush.veloff = -10 guard.cornerpush.veloff = -10 envshake.time = 12 envshake.ampl = 6; or 7 fall.envshake.time = 20 fall.envshake.ampl = 8 [State 210, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [Statedef 225] type = S movetype= A physics = S juggle = 4 poweradd= 60 ctrl = 0 velset = 0,0 anim = 215 sprpriority = -1 [State 210, Width] type = Width trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0) value = 15,0 [State 210, 1] type = PlaySnd trigger1 = Time = 0 value = 900, 5 [State 200, 1] type = HitDef trigger1 = animelem = 5 attr = S, NA ;Attribute: Standing, Normal Attack damage = 25, 0 ;Damage that move inflicts, guard damage animtype = Hard ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit) pausetime = 8,8 ;Time attacker pauses, time opponent shakes sparkno = s30002 ;Spark anim no (Def: set above) sparkxy = -10, -60 ;X-offset for the "hit spark" rel. to p2, guard.sparkno = s8040 ;Y-offset for the spark rel. to p1 hitsound = s55, 2 ;Sound to play on hit guardsound = s5, 3 ;Sound to play on guard ground.type = Low ;Type: High, Low, Trip (def: Normal) ground.slidetime = 22 ;Time that the opponent slides back ground.hittime = 22 ;Time opponent is in hit state ground.velocity = 0 ;Velocity at which opponent is pushed airguard.velocity = -4.5,-.5 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -4.5,-6.5 ;X-velocity at which opponent is pushed, ;Y-velocity at which opponent is pushed air.hittime = 12 ;Time before opponent regains control in air ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 envshake.time = 12 envshake.ampl = 6; or 7 fall.envshake.time = 20 fall.envshake.ampl = 8 [State 200, 1] type = HitDef trigger1 = animelem = 9 attr = S, NA ;Attribute: Standing, Normal Attack damage = 25, 0 ;Damage that move inflicts, guard damage animtype = Hard ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit) pausetime = 12, 12 ;Time attacker pauses, time opponent shakes sparkno = s30002 ;Spark anim no (Def: set above) sparkxy = -10, -70 ;X-offset for the "hit spark" rel. to p2, guard.sparkno = s8040 ;Y-offset for the spark rel. to p1 hitsound = s55, 2 ;Sound to play on hit guardsound = s5, 3 ;Sound to play on guard ground.type = High ;Type: High, Low, Trip (def: Normal) ground.slidetime = 18 ;Time that the opponent slides back ground.hittime = 18 ;Time opponent is in hit state ground.velocity = -10 ;Velocity at which opponent is pushed airguard.velocity = -4.5,-.5 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -4.5,-6.5 ;X-velocity at which opponent is pushed, ;Y-velocity at which opponent is pushed air.hittime = 12 ;Time before opponent regains control in air ground.cornerpush.veloff = -10 guard.cornerpush.veloff = -10 envshake.time = 12 envshake.ampl = 6; or 7 fall.envshake.time = 20 fall.envshake.ampl = 8 [State 210, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Standing light kick ; CNS difficulty: easy [Statedef 230] type = S movetype= A physics = S juggle = 4 poweradd= 20 ctrl = 0 velset = 0,0 anim = 230 sprpriority = 2 [State 230, 1] type = PlaySnd trigger1 = Time = 2 value = 0, 1 [State 200, 1] type = HitDef trigger1 = time = 0 attr = S, NA ;Attribute: Standing, Normal Attack damage = 12 ;Damage that move inflicts, guard damage animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = L ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit) pausetime = 8, 8 ;Time attacker pauses, time opponent shakes sparkno = s30000 ;Spark anim no (Def: set above) sparkxy = -10, -50 ;X-offset for the "hit spark" rel. to p2, guard.sparkno = s8040 ;Y-offset for the spark rel. to p1 hitsound = s55, 3 ;Sound to play on hit guardsound = s5, 3 ;Sound to play on guard ground.type = High ;Type: High, Low, Trip (def: Normal) ground.slidetime = 7 ;Time that the opponent slides back ground.hittime = 7 ;Time opponent is in hit state ground.velocity = -3 ;Velocity at which opponent is pushed airguard.velocity = -4.5,-.5 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -4.5,-6.5 ;X-velocity at which opponent is pushed, ;Y-velocity at which opponent is pushed air.hittime = 12 ;Time before opponent regains control in air ground.cornerpush.veloff = -10 guard.cornerpush.veloff = -10 envshake.time = 6 envshake.ampl = 3; or 4 [State 230, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Standing strong kick ; CNS difficulty: easy [Statedef 240] type = S movetype= A physics = S juggle = 5 poweradd= 40 ctrl = 0 velset = 0,0 anim = 240 sprpriority = 2 [State 240, 1] type = PlaySnd trigger1 = Time = 2 value = 900, 6 [State 200, 1] type = HitDef trigger1 = time = 0 attr = S, NA ;Attribute: Standing, Normal Attack damage = 25 ;Damage that move inflicts, guard damage animtype = Medium ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit) pausetime = 8, 8 ;Time attacker pauses, time opponent shakes sparkno = s30000 ;Spark anim no (Def: set above) sparkxy = -10, -75 ;X-offset for the "hit spark" rel. to p2, guard.sparkno = s8040 ;Y-offset for the spark rel. to p1 hitsound = s55,4 ;Sound to play on hit guardsound = s5, 3 ;Sound to play on guard ground.type = High ;Type: High, Low, Trip (def: Normal) ground.slidetime = 18 ;Time that the opponent slides back ground.hittime = 18 ;Time opponent is in hit state ground.velocity = -4 ;Velocity at which opponent is pushed airguard.velocity = -4.5,-.5 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -4.5,-6.5 ;X-velocity at which opponent is pushed, ;Y-velocity at which opponent is pushed air.hittime = 12 ;Time before opponent regains control in air ground.cornerpush.veloff = -10 guard.cornerpush.veloff = -10 envshake.time = 9 envshake.ampl = 4; or 5 [State 240, 3] type = PosAdd trigger1 = AnimElem = 7 x = 12 [State 240, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;Crouching light punch ; CNS difficulty: easy ; Description: Simple crouching attack. The HitDef's guardflag parameter ; is set to "L", meaning that the move can only be guarded low ; (crouching), and not by standing or jumping opponents. ; Like for all light attacks, it's a good idea to keep the slidetime ; and hittime parameters at a smaller number, so the opponent isn't ; stunned for too long. For all crouching attacks you have to ; remember to set the attr parameter to indicate that it is crouching ; attack. In this case, "C, NA" stands for "crouching, normal attack". ; The HitDef's priority is set at 3, instead of the default of 4, ; so this attack has a lower priority than most others, meaning ; KFM will get hit instead of trading hits with his opponent if ; their attack collision boxes (Clsn1) intersect each other's Clsn2 ; boxes at the same time. [Statedef 400] type = C movetype= A physics = C juggle = 5 poweradd= 20 ctrl = 0 anim = 400 sprpriority = 2 [State 400, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 0 [State 200, 1] type = HitDef trigger1 = time = 0 attr = C, NA ;Attribute: Standing, Normal Attack damage = 12 ;Damage that move inflicts, guard damage animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit) pausetime = 8, 9 ;Time attacker pauses, time opponent shakes sparkno = s30000 ;Spark anim no (Def: set above) sparkxy = -10, -60 ;X-offset for the "hit spark" rel. to p2, guard.sparkno = s8040 ;Y-offset for the spark rel. to p1 hitsound = s55, 0 ;Sound to play on hit guardsound = s5, 3 ;Sound to play on guard ground.type = High ;Type: High, Low, Trip (def: Normal) ground.slidetime = 7 ;Time that the opponent slides back ground.hittime = 7 ;Time opponent is in hit state ground.velocity = -3 ;Velocity at which opponent is pushed airguard.velocity = -4.5,-.5 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -4.5,-6.5 ;X-velocity at which opponent is pushed, ;Y-velocity at which opponent is pushed air.hittime = 12 ;Time before opponent regains control in air ground.cornerpush.veloff = -10 guard.cornerpush.veloff = -10 envshake.time = 6 envshake.ampl = 3; or 4 ;[State 400, 3] ;type = CtrlSet ;trigger1 = Time = 5 ;value = 1 [State 400, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;Crouching strong punch ; CNS difficulty: easy ; Description: This is a 2-hit move. It is done by having two HitDefs ; triggered, one for each frame of animation that hits. ; Notice how the first hit cannot be guarded by an opponent in the ; air, because of the "M" in the guardflag, meaning it can only ; be guarded "middle". The second hit has an "MA" guardflag, so ; it can be guarded both on the ground and in the air. ; CNS レベル: 易 ; 詳細: これは殴打が二発 る攻撃です。 ; 殴打できるアニメーションの枚は一々HitDefを登録しています。 ; 一発目の攻撃のHitDefにはguardflagが「M」(middle=中段ガード) ; にセットされているので、相手は空中でガードできません。二発目 ; の攻撃のguardflagは「MA」(middle+air=中段+空中ガード)で、 ; 地上、空中でもガードすることができます。 [Statedef 410] type = C movetype= A physics = C juggle = 5 poweradd= 40 ctrl = 0 anim = 410 sprpriority = 2 [State 0, PosAdd] type = PosAdd trigger1 = animelem = 2 x = 24 [State 410, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 0 [State 200, 1] type = HitDef trigger1 = time = 0 attr = C, NA ;Attribute: Standing, Normal Attack damage = 25 ;Damage that move inflicts, guard damage animtype = Medium ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit) pausetime = 8, 8 ;Time attacker pauses, time opponent shakes sparkno = s30000 ;Spark anim no (Def: set above) sparkxy = -10, -80 ;X-offset for the "hit spark" rel. to p2, guard.sparkno = s8040 ;Y-offset for the spark rel. to p1 hitsound = s55,1 ;Sound to play on hit guardsound = s5, 3 ;Sound to play on guard ground.type = High ;Type: High, Low, Trip (def: Normal) ground.slidetime = 18 ;Time that the opponent slides back ground.hittime = 18 ;Time opponent is in hit state ground.velocity = -4 ;Velocity at which opponent is pushed airguard.velocity = -4.5,-.5 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -3,-11 ;X-velocity at which opponent is pushed, ;Y-velocity at which opponent is pushed air.hittime = 12 ;Time before opponent regains control in air ground.cornerpush.veloff = -10 guard.cornerpush.veloff = -10 fall = 0 air.fall = 0 yaccel = 0.5 envshake.time = 9 envshake.ampl = 4; or 5 [State 410, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;Crouching light kick ; CNS difficulty: easy [Statedef 430] type = C movetype= A physics = C juggle = 5 poweradd= 20 ctrl = 0 anim = 430 sprpriority = 2 [State 430, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 0 [State 200, 1] type = HitDef trigger1 = time = 0 attr = C, NA ;Attribute: Standing, Normal Attack damage = 12 ;Damage that move inflicts, guard damage animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = L ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit) pausetime = 8, 9 ;Time attacker pauses, time opponent shakes sparkno = s30000 ;Spark anim no (Def: set above) sparkxy = -10, -15 ;X-offset for the "hit spark" rel. to p2, guard.sparkno = s8040 ;Y-offset for the spark rel. to p1 hitsound = s55, 3 ;Sound to play on hit guardsound = s5, 3 ;Sound to play on guard ground.type = High ;Type: High, Low, Trip (def: Normal) ground.slidetime = 7 ;Time that the opponent slides back ground.hittime = 7 ;Time opponent is in hit state ground.velocity = -3 ;Velocity at which opponent is pushed airguard.velocity = -4.5,-.5 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -4.5,-6.5 ;X-velocity at which opponent is pushed, ;Y-velocity at which opponent is pushed air.hittime = 12 ;Time before opponent regains control in air ground.cornerpush.veloff = -10 guard.cornerpush.veloff = -10 envshake.time = 6 envshake.ampl = 3; or 4 [State 430, 3] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 [Statedef 440] type = C movetype= A physics = C juggle = 5 poweradd= 40 ctrl = 0 anim = 430 sprpriority = 2 [State 430, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 0 [State 200, 1] type = HitDef trigger1 = time = 0 attr = C, NA ;Attribute: Standing, Normal Attack damage = 25 ;Damage that move inflicts, guard damage animtype = Medium ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = L ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit) pausetime = 8, 9 ;Time attacker pauses, time opponent shakes sparkno = s30000 ;Spark anim no (Def: set above) sparkxy = -10, -15 ;X-offset for the "hit spark" rel. to p2, guard.sparkno = s8040 ;Y-offset for the spark rel. to p1 hitsound = s55, 4 ;Sound to play on hit guardsound = s5, 3 ;Sound to play on guard ground.type = High ;Type: High, Low, Trip (def: Normal) ground.slidetime = 7 ;Time that the opponent slides back ground.hittime = 7 ;Time opponent is in hit state ground.velocity = -4 ;Velocity at which opponent is pushed airguard.velocity = -4.5,-.5 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -4.5,-6.5 ;X-velocity at which opponent is pushed, ;Y-velocity at which opponent is pushed air.hittime = 12 ;Time before opponent regains control in air ground.cornerpush.veloff = -10 guard.cornerpush.veloff = -10 envshake.time = 9 envshake.ampl = 4; or 5 [State 430, 3] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;Crouch Strong Kick ; CNS difficulty: easy ; Description: This move uses "Trip" for the "ground.type" parameter in ; its HitDef. It's a special type that puts the opponent in a tripped ; animation as he falls. Also, the hitflag parameter in the HitDef ; is set to "MAFD". The "D" indicates that a downed opponent can be ; hit by the attack. ; CNS レベル: 易 ; 詳細: [Statedef 450] type = C movetype= A physics = C juggle = 7 poweradd= 60 ctrl = 0 anim = 440 sprpriority = 2 [State 440, 2] type = PlaySnd trigger1 = Time = 2 value = 0, 2 [State 440, 2] type = HitDef trigger1 = time = 0 attr = C, NA damage = 45 animtype = Hard hitflag = MAF guardflag = L pausetime = 12,12 sparkno = s30002 sparkxy = -10,-15 hitsound = s55,5 guardsound = s5,3 guard.sparkno = s8040 ground.type = Low ground.slidetime = 14 ground.hittime = 14 ground.velocity = -2.5,-4.5 air.velocity = -3,-4 fall = 1 fall.recover = 0 air.fall = 1 envshake.time = 12 envshake.ampl = 6; or 7 fall.envshake.time = 20 fall.envshake.ampl = 8 [State 440, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;Jump Light Punch ; CNS difficulty: easy [Statedef 600] type = A movetype= A physics = A juggle = 2 poweradd= 20 ctrl = 0 anim = 600 sprpriority = 2 [State 600, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 0 [State 600, 2] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 12 guardflag = HA priority = 3 pausetime = 12,12 sparkno = s30000 sparkxy = -10,-58 hitsound = s55,0 guardsound = s5,3 ground.type = High ground.slidetime = 5 ground.hittime = 5 ground.velocity = -3 air.velocity = -1,-7 envshake.time = 6 envshake.ampl = 3; or 4 [State 600, 3] type = CtrlSet trigger1 = Time = 17 value = 1 [Statedef 610] type = A movetype= A physics = A juggle = 2 poweradd= 40 ctrl = 0 anim = 600 sprpriority = 2 [State 600, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 0 [State 600, 2] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 25 guardflag = HA priority = 3 pausetime = 12,12 sparkno = s30000 sparkxy = -10,-58 hitsound = s55,1 guardsound = s5,3 ground.type = High ground.slidetime = 5 ground.hittime = 5 ground.velocity = -4 air.velocity = -1,-7 envshake.time = 9 envshake.ampl = 4; or 5 [State 600, 3] type = CtrlSet trigger1 = Time = 17 value = 1 ;--------------------------------------------------------------------------- ;Jump Strong Punch ; CNS difficulty: easy [Statedef 620] type = A movetype= A physics = A juggle = 4 poweradd= 60 ctrl = 0 anim = 610 sprpriority = 2 [State 610, 2] type = PlaySnd trigger1 = Time = 2 value = 0, 1 [State 610, 3] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 45 guardflag = HA priority = 4 pausetime = 12,12 sparkno = s30002 sparkxy = -10,-58 hitsound = s55,2 guardsound = s5,3 animtype = Med ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -10 air.velocity = -12,12 envshake.time = 12 envshake.ampl = 6; or 7 fall.envshake.time = 20 fall.envshake.ampl = 8 air.fall=1 fall.recover=0 air.recover=0 ;--------------------------------------------------------------------------- ;Jump Light Kick ; CNS difficulty: easy [Statedef 630] type = A movetype= A physics = A juggle = 3 poweradd= 20 ctrl = 0 anim = 630 sprpriority = 2 [State 630, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 0 [State 630, 2] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 12 guardflag = HA priority = 3 pausetime = 12,12 sparkno = s30000 sparkxy = -10,-58 hitsound = s55,3 guardsound = s5,3 ground.type = High ground.slidetime = 6 ground.hittime = 6 ground.velocity = -3 air.velocity = -1,-7 envshake.time = 6 envshake.ampl = 3; or 4 [Statedef 640] type = A movetype= A physics = A juggle = 3 poweradd= 40 ctrl = 0 anim = 630 sprpriority = 2 [State 630, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 0 [State 630, 2] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 25 guardflag = HA priority = 3 pausetime = 12,12 sparkno = s30000 sparkxy = -10,-58 hitsound = s55,4 guardsound = s5,3 ground.type = High ground.slidetime = 6 ground.hittime = 6 ground.velocity = -4 air.velocity = -1,-7 envshake.time = 9 envshake.ampl = 4; or 5 ;--------------------------------------------------------------------------- ;Jump Strong Kick ; CNS difficulty: easy [Statedef 650] type = A movetype= A physics = A juggle = 4 poweradd= 60 ctrl = 0 anim = 640 sprpriority = 2 [State 640, 2] type = PlaySnd trigger1 = Time = 2 value = 0, 1 [State 640, 3] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 45 guardflag = HA priority = 4 pausetime = 12,12 sparkno = s30002 sparkxy = -10,-28 hitsound = s55,5 guardsound = s5,3 animtype = Med ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -5 air.velocity = -12,12 envshake.time = 12 envshake.ampl = 6; or 7 fall.envshake.time = 20 fall.envshake.ampl = 8 air.fall=1 fall=1 fall.recover=0 air.recover=0 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- [Statedef 800] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 800 sprpriority = 2 ; Notes: The '-' symbol in the hitflag field means that it only affects ; players who are not in a hit state. This prevents KFM from combo-ing ; into the throw. The priority should be set to a low number, such as ; 1 or 2, so that the throw does not take precedence over normal attacks. ; The type of priority must always be set to "Miss" or "Dodge" for throws, ; otherwise strange behavior can result. [State 800, 1] type = HitDef Trigger1 = Time = 0 attr = S, NT ;Attributes: Standing, Normal Throw hitflag = M- ;Affect only ground people who are not being hit priority = 1, Miss ;Throw has low priority, must be miss or dodge type. sparkno = -1 ;No spark p1sprpriority = 1 ;Draw p1's sprite in front of p2 ;p2's sprite priority is set to 0 by default p1facing = 1 p2facing = -1 ;Force p2 to face KFM p1stateno = 810 ;On success, KFM changes to state 810 p2stateno = 820 ;If hit, p2 changes to state 820 in KFM's cns guard.dist = 0 ;This prevents p2 from going into a guard state if close fall = 1 ;Force p2 into falling down [State 800, 2] type = ChangeState Trigger1 = AnimTime = 0 value = 0 ctrl = 1 [State 800, 3] type = PlaySnd trigger1 = Time = 0 value = 900, 5 ;--------------------------------------------------------------------------- ;Hulks Throw Success! :D [Statedef 810] type = S movetype= A physics = N anim = 810 [State 0, Width] type = Width trigger1 = 1 value = 70,30 [State 903, 1] type = PlaySnd trigger1 = animelem = 1 value = 0,2 [State 903, 5] type = sprpriority Trigger1 = Animelem = 1 value = 3 [State 251, 4] type = GameMakeAnim Trigger1 = Time >= 0 Trigger1 = Time <= 5 value = 210 pos = 99, -86 [State 810, 1] type = TargetBind trigger1 = AnimElem = 1 pos = 50, 0 time = 6 [State 810, 2] type = TargetBind trigger1 = AnimElem = 2 pos = 95, -18 time = 6 [State 810, 3] type = TargetBind trigger1 = AnimElem = 3 pos = 98, -38 time = 6 [State 810, 4] type = TargetBind trigger1 = AnimElem = 4 pos = -58, -59 time = 6 [State 810, 5] type = TargetBind trigger1 = AnimElem = 5 pos = -60, -59 time = 6 [State 810, 6] type = TargetBind trigger1 = AnimElem = 6 pos = -20, -65 time = 6 [State 903, 11] ;Damage target type = TargetLifeAdd Trigger1 = AnimElem = 6 value = -100 [State 810, State End] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [State 810, 4] type = PlaySnd trigger1 = Time = 35 value = 900, 6 [State 903, 13] ;Hit ground sound type = PlaySnd Trigger1 = AnimElem = 9 value = 0,14 [State 903, 14] ;Ground shockwave type = GameMakeAnim trigger1 = AnimElem = 9 value = 15 pos = -46, 0 under = 1 [State 904, 2] type = ScreenBound Trigger1 = AnimTime >= 0 value = 0 ;--------------------------------------------------------------------------- [Statedef 820] type = A movetype = H physics = N velset = 0,0 [State 820,AssertSpecial] type = AssertSpecial trigger1 = 1 flag = NoAutoTurn [State 820,screenbound] type = screenbound trigger1 = 1 value = 1 movecamera = 1 [State 820, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 820 [State 904, 3] ;Bounce into air type = ChangeState Trigger1 = animtime = 0 value = 903 ;--------------------------------------------------------------------------- ;P2 Bounces into the air from throw [Statedef 903] type = A movetype= H physics = N velset = 4,-7 anim = 5160 [State 0, Turn] type = Turn trigger1 = animelem = 1 [State 821, 1] ;Gravity type = VelAdd Trigger1 = 1 y = .4 [State 821, 2] ; Recover near ground (use ChangeState) type = ChangeState triggerall = Vel Y > 0 triggerall = Pos Y >= -20 triggerall = alive triggerall = CanRecover trigger1 = Command = "recovery" value = 5200 ;HITFALL_RECOVER [State 821, 3] ; Recover in mid air (use SelfState) type = SelfState triggerall = Vel Y > 0 triggerall = alive triggerall = CanRecover trigger1 = Command = "recovery" value = 5210 ;HITFALL_AIRRECOVER [State 821, 4] ;Hit ground type = SelfState trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 5100 ;Hit ground ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- [Statedef 821] type = A movetype= H physics = N velset = 10,-3 poweradd = 40 [State 821, 1] ;Gravity type = VelAdd Trigger1 = 1 y = .4 [State 821, 2] ; Recover near ground (use ChangeState) type = ChangeState triggerall = Vel Y > 0 triggerall = Pos Y >= -20 triggerall = alive triggerall = CanRecover trigger1 = Command = "recovery" value = 5200 ;HITFALL_RECOVER [State 821, 3] ; Recover in mid air (use SelfState) type = SelfState triggerall = Vel Y > 0 triggerall = alive triggerall = CanRecover trigger1 = Command = "recovery" value = 5210 ;HITFALL_AIRRECOVER [State 821, 4] ;Hit ground type = SelfState trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 5100 ;Hit ground ;------------------------------------------------------------------------------- [Statedef 900] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 800 sprpriority = 2 poweradd = 60 ; Notes: The '-' symbol in the hitflag field means that it only affects ; players who are not in a hit state. This prevents KFM from combo-ing ; into the throw. The priority should be set to a low number, such as ; 1 or 2, so that the throw does not take precedence over normal attacks. ; The type of priority must always be set to "Miss" or "Dodge" for throws, ; otherwise strange behavior can result. [State 800, 1] type = HitDef Trigger1 = Time = 0 attr = S, NT ;Attributes: Standing, Normal Throw hitflag = M- ;Affect only ground people who are not being hit priority = 1, Miss ;Throw has low priority, must be miss or dodge type. sparkno = -1 ;No spark p1sprpriority = 1 ;Draw p1's sprite in front of p2 ;p2's sprite priority is set to 0 by default p1facing = 1 p2facing = -1 ;Force p2 to face KFM p1stateno = 910 ;On success, KFM changes to state 810 p2stateno = 920 ;If hit, p2 changes to state 820 in KFM's cns guard.dist = 0 ;This prevents p2 from going into a guard state if close fall = 1 ;Force p2 into falling down [State 800, 2] type = ChangeState Trigger1 = AnimTime = 0 value = 0 ctrl = 1 [State 800, 3] type = PlaySnd trigger1 = Time = 0 value = 900, 5 ;--------------------------------------------------------------------------- ;Hulks Throw Success! :D [Statedef 910] type = S movetype= A physics = N anim = 900 [State 0, Width] type = Width trigger1 = 1 value = 70,30 [State 903, 1] type = PlaySnd trigger1 = animelem = 1 value = 0,2 [State 903, 5] type = sprpriority Trigger1 = Animelem = 1 value = 3 [State 251, 4] type = GameMakeAnim Trigger1 = Time >= 0 Trigger1 = Time <= 5 value = 210 pos = 99, -86 [State 810, 1] type = TargetBind trigger1 = AnimElem = 1 pos = 50, 0 time = 6 [State 810, 2] type = TargetBind trigger1 = AnimElem = 2 pos = 95, -18 time = 6 [State 810, 3] type = TargetBind trigger1 = AnimElem = 3 trigger2 = AnimElem = 6 trigger3 = AnimElem = 9 trigger4 = AnimElem = 12 pos = 98, -38 time = 6 [State 810, 3] type = TargetBind trigger1 = AnimElem = 4 trigger2 = AnimElem = 7 trigger3 = AnimElem = 10 trigger4 = AnimElem = 13 pos = 75, -42 time = 5 [State 810, 3] type = TargetBind trigger1 = AnimElem = 5 trigger2 = AnimElem = 8 trigger3 = AnimElem = 11 trigger4 = AnimElem = 14 pos = 60, -42 time = 9 [State 0, HitAdd] type = HitAdd trigger1 = AnimElem = 5 trigger2 = AnimElem = 8 trigger3 = AnimElem = 11 trigger4 = AnimElem = 14 value = 1 [State 810, 4] type = TargetBind trigger1 = AnimElem = 15 pos = -58, -59 time = 6 [State 810, 5] type = TargetBind trigger1 = AnimElem = 16 pos = -60, -59 time = 6 [State 810, 6] type = TargetBind trigger1 = AnimElem = 17 pos = -20, -65 time = 6 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 trigger2 = AnimElem = 8 trigger3 = AnimElem = 11 trigger4 = AnimElem = 14 value = 5,2 [State 903, 11] ;Damage target type = TargetLifeAdd trigger1 = AnimElem = 5 trigger2 = AnimElem = 8 trigger3 = AnimElem = 11 trigger4 = AnimElem = 14 Trigger5 = AnimElem = 17 value = -30 [State 0, Explod] type = Explod trigger1 = AnimElem = 5 trigger2 = AnimElem = 8 trigger3 = AnimElem = 11 trigger4 = AnimElem = 14 anim = 8002 ID = 8002 pos = 90,-118 postype = p1 bindtime = 1 removetime = -2 sprpriority = 5 ontop = 1 ownpal = 1 [State 810, State End] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [State 810, 4] type = PlaySnd trigger1 = Time = 106 value = 900, 6 [State 904, 2] type = ScreenBound Trigger1 = AnimTime >= 0 value = 0 ;--------------------------------------------------------------------------- [Statedef 920] type = A movetype = H physics = N velset = 0,0 [State 820,AssertSpecial] type = AssertSpecial trigger1 = 1 flag = NoAutoTurn [State 820,screenbound] type = screenbound trigger1 = 1 value = 1 movecamera = 1 [State 820, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 920 [State 904, 3] ;Bounce into air type = ChangeState Trigger1 = animtime = 0 value = 903 ;--------------------------------------------------------------------------- ; Kung Fu Palm ; CNS difficulty: medium ; Description: This is like a standard attack, but with some differences. ; There are two HitDefs in this attack. One is triggered when the ; opponent is near (using a p2bodydist trigger), and the other ; when the opponent is farther away. The main differences between ; the near and far versions of the HitDefs is that the near version ; has a "fall" parameter set to 1, causing the opponent to be knocked ; down. Other minor differences are the damage, and the velocity to ; give the opponent. ; The line "attr = S, SA" line means this is a Standing, Special Attack. ; It is important you have the attr parameter set correctly for all ; you HitDefs. [Statedef 1000] type = S movetype= A physics = N juggle = 4 poweradd= 110 velset = 0,0 anim = 1000 ctrl = 0 sprpriority = 2 [State 1000, 1] type = PlaySnd trigger1 = Time = 8 value = 0, 3 [State 0, VelSet] type = VelSet trigger1 = animelem = 5 x = 6 [State 0, VelMul] type = VelMul trigger1 = animelemtime(5)>0 x = 0.9 [State 1000, 5] type = HitDef trigger1 = time = 0 attr = S, SA animtype = Hard damage = 106, 10 priority = 3, hit hitflag = MAF guardflag = MA pausetime = 12,13 sparkno = S30002 guard.sparkno = s8040 sparkxy = -10,-80 hitsound = s55,6 guardsound = s5,3 ground.type = Low ground.slidetime = 18 ground.hittime = 18 ground.velocity = -11 air.velocity = -4.5,-6.5 fall = 0 yaccel = 0.5 ground.cornerpush.veloff = -10 guard.cornerpush.veloff = -10 envshake.time = 12 envshake.ampl = 6; or 7 fall.envshake.time = 20 fall.envshake.ampl = 8 [State 1000, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [Statedef 420] type = C movetype= A physics = C juggle = 4 poweradd= 60 velset = 0,0 anim = 1005 ctrl = 0 sprpriority = 2 [State 1000, 1] type = PlaySnd trigger1 = Time = 8 value = 0, 3 [State 0, VelSet] type = VelSet trigger1 = animelem = 1 x = 4 [State 0, VelMul] type = VelMul trigger1 = animelemtime(1)>0 x = 0.9 [State 1000, 5] type = HitDef trigger1 = time = 0 attr = S, SA animtype = Hard damage = 45 priority = 3, hit hitflag = MAFD guardflag = H pausetime = 12,12 sparkno = s30002 guard.sparkno = s8040 sparkxy = -10,-80 hitsound = s55,2 guardsound = s5,3 ground.type = Low ground.slidetime = 18 ground.hittime = 18 ground.velocity = -10 air.velocity = -4.5,-6.5 fall = 0 yaccel = 0.5 ground.cornerpush.veloff = -10 guard.cornerpush.veloff = -10 envshake.time = 12 envshake.ampl = 6; or 7 fall.envshake.time = 20 fall.envshake.ampl = 8 [State 1000, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;----------------------------------------------------------------------------------------------------------roca ;roca [Statedef 1005] type = S movetype = A physics = S ctrl = 0 anim = 999 ;animacion del char velset = 0,0,0 [State 0, VarSet] type = VarSet trigger1 = command = "QCF_a" v = 10 value = 1 [State 1005, 1] type = PlaySnd trigger1 = Time = 2 value = 900,8 [State 1030, 5] type = Helper trigger1 = var(10)=0 trigger1 = AnimElem = 5 persistent = 0 stateno = 1006; el num de statedef q vamos a usar pongan cualquier numero no usado postype = P1 pos = 40,0 sprpriority = 10 ignorehitpause = 1 ID = 1006 [State 1030, 5] type = Helper trigger1 = var(10)=1 trigger1 = AnimElem = 5 persistent = 0 stateno = 1006; el num de statedef q vamos a usar pongan cualquier numero no usado postype = P1 pos = 100,0 sprpriority = 10 ignorehitpause = 1 ID = 1006 [State 1030, 5] type = Helper trigger1 = var(10)=2 trigger1 = AnimElem = 5 persistent = 0 stateno = 1006; el num de statedef q vamos a usar pongan cualquier numero no usado postype = P1 pos = 140,0 sprpriority = 10 ignorehitpause = 1 ID = 1006 [State 1030, 5] type = Helper trigger1 = var(10)=3 trigger1 = AnimElem = 5 persistent = 0 stateno = 1006; el num de statedef q vamos a usar pongan cualquier numero no usado postype = P1 pos = 200,0 sprpriority = 10 ignorehitpause = 1 ID = 1006 [State 1005,3] type = ChangeState trigger1 = Animtime = 0 value = 0 ctrl = 1 [Statedef 1006] type = S movetype = A physics = N ctrl = 0 anim = 1006 ;animacion del char velset = 0,0,0 [State 0, Explod] type = Explod trigger1 = animelem = 7 anim = 1410 ID = 1410 pos = 0,0 postype = p1 bindtime = 1 removetime = 32 sprpriority = -2 ownpal = 1 removeongethit = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 7 value = 9999,5 [State 1000, 5] type = HitDef trigger1 = animelem = 1 attr = A, SA animtype = Hard damage = 68, 10 priority = 3, hit hitflag = MAFD guardflag = H pausetime = 4,13 sparkno = S30002 guard.sparkno = s8040 sparkxy = -10,-60 hitsound = s55,6 guardsound = s5,3 ground.type = Low ground.slidetime = 18 ground.hittime = 18 ground.velocity = -11 air.velocity = -4.5,-6.5 fall = 0 air.fall = 1 yaccel = 0.5 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 envshake.time = 12 envshake.ampl = 6; or 7 fall.envshake.time = 20 fall.envshake.ampl = 8 [State 0, DestroySelf] type = DestroySelf trigger1 = animtime = 0 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; Strong Kung Fu Palm ; CNS difficulty: medium [Statedef 1010] type = S movetype= A physics = S juggle = 4 poweradd= 120 velset = 0,0 anim = 1010 ctrl = 0 sprpriority = 2 [State 1020, 1] type = PlaySnd trigger1 = Time = 2 value = 0, 3 [State 0, VelSet] type = VelSet trigger1 = animelem = 5 x = 12 [State 1000, 5] type = HitDef trigger1 = time = 0 attr = S, SA animtype = Hard damage = 120, 10 priority = 3, hit hitflag = MAF guardflag = MA pausetime = 12,13 sparkno = S30002 guard.sparkno = s8040 sparkxy = -10,-80 hitsound = s55,6 guardsound = s5,3 ground.type = Low ground.slidetime = 18 ground.hittime = 18 ground.velocity = -4.5,-6.5 air.velocity = -4.5,-6.5 fall = 1 air.fall = 1 yaccel = 0.5 ground.cornerpush.veloff = -10 guard.cornerpush.veloff = -10 envshake.time = 12 envshake.ampl = 6; or 7 fall.envshake.time = 20 fall.envshake.ampl = 8 [State 1010, 8] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Fast Kung Fu Palm ; CNS difficulty: advanced ; Description: This is a complicated attack move. If you're a beginner, ; you should skip looking at this for now and check it later when ; you are more comfortable with the cns. ; This move puts the other player in a custom get-hit state. ; The line "p2stateno = 1025" in the HitDef does this. KFM has some ; palette effects as well as after-image effects. [Statedef 1020] type = S movetype= A physics = N juggle = 6 poweradd= 80 velset = 0,0 anim = 1020 ctrl = 0 sprpriority = 2 ;[State 1020, Afterimage] ;type = AfterImage ;trigger1 = Time = 0 ;length = 13 ;PalBright = 30, 30, 0 ;PalContrast = 70, 70, 20 ;PalAdd = -10,-10,-10 ;PalMul = .85,.85,.50 ;TimeGap = 1 ;FrameGap = 2 ;Trans = Add ;time = 2 ;[State 1020, Afterimage] ;type = AfterImageTime ;trigger1 = AnimElemTime(8) < 0 ;time = 2 ;[State 1020, Blink Yellow] ;type = PalFX ;trigger1 = Time = 0 ;time = 20 ;add = 32,16,0 ;sinadd = 64,32,5,3 [State 1020, 1] type = PlaySnd trigger1 = Time = 2 value = 0, 3 [State 0, VelSet] type = VelSet trigger1 = animelem = 5 x = 12 [State 0, VelMul] type = VelMul trigger1 = animelemtime(5)>0 x = 0.9 [State 1000, 5] type = HitDef trigger1 = time = 0 attr = S, SA animtype = Hard damage = 110, 10 priority = 3, hit hitflag = MAF guardflag = MA pausetime = 12,13 sparkno = S30002 guard.sparkno = s8040 sparkxy = -10,-80 hitsound = s55,6 guardsound = s5,3 ground.type = Low ground.slidetime = 18 ground.hittime = 18 ground.velocity = -8,-7 air.velocity = -8,-7 air.fall = 1 yaccel = 0.5 ground.cornerpush.veloff = -10 guard.cornerpush.veloff = -10 fall = 1 p2stateno = 1025 ;Make p2 go to state 1025 on hit p2facing = 1 ;Force to face p1 envshake.time = 12 envshake.ampl = 6; or 7 fall.envshake.time = 20 fall.envshake.ampl = 8 [State 1020, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------ ; Hit by Fast Kung Fu Palm - shaking from the hit ; (a custom gethit state) ; See State 1020 for details [Statedef 1025] type = A movetype= H physics = N velset = 0,0 [State 1025, Anim] ;Custom animation type = ChangeAnim2 trigger1 = 1 value = 1025 [State 1025, State] type = ChangeState trigger1 = HitShakeOver = 1 value = 1026 ;------------------ ; Hit by Fast Kung Fu Palm - flying through the air ; (a custom gethit state) [Statedef 1026] type = A movetype= H physics = N [State 1026, Velocity] type = HitVelSet trigger1 = Time = 0 x = 1 y = 1 [State 1026, Gravity] type = VelAdd trigger1 = 1 y = .45 [State 1026, No scroll] type = ScreenBound triggerall = Pos y < -15 trigger1 = BackEdgeBodyDist < 65 trigger2 = FrontEdgeBodyDist < 65 value = 1 movecamera = 0,1 [State 1026, Hit wall] type = ChangeState triggerall = Pos y < -15 trigger1 = BackEdgeBodyDist <= 20 trigger2 = FrontEdgeBodyDist <= 20 value = 1027 [State 1026, Hit ground] type = SelfState trigger1 = (Vel y > 0) && (Pos y >= 0) value = 5100 ;------------------ ; Hit by Fast Kung Fu Palm - hit wall ; (a custom gethit state) [Statedef 1027] type = A movetype= H physics = N [State 1027, Turn] type = Turn trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30) [State 1027, Pos] type = PosAdd trigger1 = Time = 0 x = 15 - BackEdgeBodyDist [State 1027, Stop moving] type = PosFreeze trigger1 = 1 x = 1 y = 1 [State 1027, No scroll] type = ScreenBound trigger1 = 1 value = 1 movecamera = 0,1 [State 1027, Spark] type = Explod trigger1 = Time = 0 anim = F72 pos = 0, floor (screenpos y) - 50 postype = back sprpriority = 3 [State 1027, Anim] type = ChangeAnim2 trigger1 = Time = 0 value = 1027 [State 1027, Sound] type = PlaySnd trigger1 = Time = 0 value = F7,0 [State 1027, State] type = ChangeState trigger1 = AnimTime = 0 value = 1028 ;------------------ ; Hit by Fast Kung Fu Palm - bounce off wall ; (a custom gethit state) [Statedef 1028] type = A movetype= H physics = N [State 1028, Vel Y] type = VelSet trigger1 = Time = 0 y = -6 [State 1028, Vel X] type = VelSet trigger1 = Time = 0 x = 1.6 [State 1028, Turn] type = Turn trigger1 = (Time = 0) && (BackEdgeDist < 30) [State 1028, Gravity] type = VelAdd trigger1 = 1 y = .35 [State 1028, Anim 5050] ;Self falling animation type = ChangeAnim trigger1 = Time = 0 trigger1 = !SelfAnimExist(5052) value = 5050 [State 1028, Anim 5052] ;Self falling animation (diagup type) type = ChangeAnim trigger1 = Time = 0 trigger1 = SelfAnimExist(5052) value = 5052 [State 1028, Anim 5060] ;Coming down - normal type = ChangeAnim trigger1 = Vel Y > -2 trigger1 = Anim = 5050 trigger1 = SelfAnimExist(5060) persistent = 0 value = 5060 [State 1028, Anim 5062] ;Coming down - diagup type type = ChangeAnim trigger1 = Vel Y > -2 trigger1 = Anim = 5052 trigger1 = SelfAnimExist(5062) persistent = 0 value = 5062 [State 1028, Hit ground] type = SelfState trigger1 = (Vel y > 0) && (Pos y >= 0) value = 5100 ;--------------------------------------------------------------------------------------------------------------wave ;wave [Statedef 1030] type = S movetype = A physics = S ctrl = 0 anim = 1030 ;animacion del char velset = 0,0,0 poweradd = -500 [State 1030, 1] type = PlaySnd trigger1 = Time = 2 value = 900,9 [State 1040, 1] type = PlaySnd trigger1 = Time = 6 value = 9999,0 [State 1040, 1] type = PlaySnd trigger1 = Time = 3 value = 9999,1 [State 1030, 4] type = Explod trigger1 = AnimElem = 6 persistent = 0 anim = 9021 postype = P1 pos = -20,0 sprpriority = 10 ignorehitpause = 1 ID = 1600 [State 1030, 5] type = Helper trigger1 = AnimElem = 3 persistent = 0 stateno = 1031; el num de statedef q vamos a usar pongan cualquier numero no usado postype = P1 pos = -20,0 sprpriority = 10 ignorehitpause = 1 ID = 1600 [State 1030, 6] type = Explod Anim = 1421 trigger1 = Time = 10 velocity = 0,0 accel=0,0 postype = p1 pos = -40,0 bindTime = 1 removetime = 30 sprpriority = -1 ownpal = 1 [State 1030, 7] type = Explod Anim = 9022 trigger1 = Time = 10 velocity = 0,0 accel=0,0 postype = p1 pos = -20,0 bindTime = 1 removetime = 50 sprpriority = 5 ownpal = 1 [State 1030, 5] type = Helper trigger1 = AnimElem = 5 persistent = 0 stateno = 9023; el num de statedef q vamos a usar pongan cualquier numero no usado postype = P1 pos = 0,0 sprpriority = 10 ignorehitpause = 1 ID = 9023 [State 1030,8] type = ChangeState trigger1 = Animtime = 0 value = 0 ctrl = 1 [Statedef 9023] type = S movetype = A physics = N ctrl = 0 anim = 9023 ;animacion del char velset = 0,0,0 [State 0, VelSet] type = VelSet trigger1 = animelem = 1 x = 9 [State 1000, 5] type = HitDef trigger1 = animelem = 1 trigger2 = animelem = 2 trigger3 = animelem = 4 trigger4 = animelem = 6 trigger5 = animelem = 8 attr = S, SA animtype = Hard damage = 11, 3 priority = 3, hit hitflag = MAF guardflag = MA pausetime = 0,13 sparkno = S30002 guard.sparkno = s8040 sparkxy = -10,-60 hitsound = s55,6 guardsound = s5,3 ground.type = Low ground.slidetime = 18 ground.hittime = 18 ground.velocity = -11 air.velocity = -4.5,-6.5 fall = 0 air.fall = 1 yaccel = 0.5 ground.cornerpush.veloff = -10 guard.cornerpush.veloff = -10 getpower = 0,0 envshake.time = 12 envshake.ampl = 6; or 7 fall.envshake.time = 20 fall.envshake.ampl = 8 [State 0, DestroySelf] type = DestroySelf trigger1 = animtime = 0 ;--------------------------------------------------------------------------- [Statedef 1031] type = S movetype = I physics = S anim = 9021; la anim sprpriority = 10 postype = p1 [State 0] type = AfterImage trigger1 = Time = 0 time = 29 ; tiempo q quieren q duren las sombras, en este caso la anim dura 29 tics asi que ponemos eso length = 15 framegap = 3 trans = add1; aca pones cuanta transparencia queres, igual que con la animacion palcontrast = 0,150,150; aca pones el color de las transparencias; esta en RGB paladd = 0,0,0 palmul = 1,1,1 [State 0] type = destroyself trigger1 = animtime = 0; este state es para que se anule el state dspues que termine la animacion ;--------------------------------------------------------------------------- ;wave2 [Statedef 1040] type = S movetype = A physics = S ctrl = 0 anim = 1030 ;animacion del char velset = 0,0,0 poweradd = -500 [State 1040, 1] type = PlaySnd trigger1 = Time = 2 value = 900,9 [State 1040, 1] type = PlaySnd trigger1 = Time = 3 value = 9999,0 [State 1040, 1] type = PlaySnd trigger1 = Time = 20 value = 9999,1 [State 1040, 1] type = PlaySnd trigger1 = Time = 30 value = 9999,0 [State 1040, 4] type = Explod trigger1 = AnimElem = 6 persistent = 0 anim = 9021 postype = P1 pos = -20,0 sprpriority = 10 ignorehitpause = 1 ID = 1600 [State 1040, 5] type = Helper trigger1 = AnimElem = 3 persistent = 0 stateno = 1041; el num de statedef q vamos a usar pongan cualquier numero no usado postype = P1 pos = -20,0 sprpriority = 10 ignorehitpause = 1 ID = 1600 [State 1040, 4] type = Explod Anim = 1421 trigger1 = Time = 10 velocity = 0,0 accel=0,0 postype = p1 pos = -40,0 bindTime = 1 removetime = 30 sprpriority = -1 ownpal = 1 [State 1040, 5] type = Explod Anim = 9022 trigger1 = Time = 10 velocity = 0,0 accel=0,0 postype = p1 pos = -20,0 bindTime = 1 removetime = 50 sprpriority = 5 ownpal = 1 [State 1030, 5] type = Helper trigger1 = AnimElem = 5 persistent = 0 stateno = 9024; el num de statedef q vamos a usar pongan cualquier numero no usado postype = P1 pos = 0,0 sprpriority = 10 ignorehitpause = 1 ID = 9024 [State 1030,8] type = ChangeState trigger1 = Animtime = 0 value = 0 ctrl = 1 [Statedef 9024] type = S movetype = A physics = N ctrl = 0 anim = 9024 ;animacion del char velset = 0,0 [State 0, NotHitBy] type = NotHitBy trigger1 =1 value = SCA [State 0, VelSet] type = VelSet trigger1 = animelem = 1 x = 4 [State 0, Width] type = Width trigger1 = 1 value = 5,5 [State 0, PlayerPush] type = PlayerPush trigger1 = 1 value = 1 [State 1000, 5] type = HitDef trigger1 = animelem = 6 trigger2 = animelem = 14 trigger3 = animelem = 22 attr = S, SA animtype = Hard damage = 23, 10 priority = 3, hit hitflag = MAF guardflag = H pausetime = 0,13 sparkno = S30002 guard.sparkno = s8040 sparkxy = -10,-60 hitsound = s55,6 guardsound = s5,3 ground.type = Low ground.slidetime = 18 ground.hittime = 18 ground.velocity = -11 air.velocity = -4.5,-6.5 fall = 0 air.fall = 1 yaccel = 0.5 ground.cornerpush.veloff = -10 guard.cornerpush.veloff = -10 getpower = 0,0 envshake.time = 12 envshake.ampl = 6; or 7 fall.envshake.time = 20 fall.envshake.ampl = 8 [State 0, DestroySelf] type = DestroySelf trigger1 = animtime = 0 ;--------------------------------------------------------------------------- [Statedef 1041] type = S movetype = I physics = S anim = 9021; la anim sprpriority = 10 postype = p1 [State 0] type = AfterImage trigger1 = Time = 0 time = 29 ; tiempo q quieren q duren las sombras, en este caso la anim dura 29 tics asi que ponemos eso length = 15 framegap = 3 trans = add1; aca pones cuanta transparencia queres, igual que con la animacion palcontrast = 0,150,150; aca pones el color de las transparencias; esta en RGB paladd = 0,0,0 palmul = 1,1,1 [State 0] type = destroyself trigger1 = animtime = 0; este state es para que se anule el state dspues que termine la animacion ;--------------------------------------------------------------------------- ; Light Kung Fu Upper ; CNS difficulty: easy ; Description: This is a simple special attack that can hit twice. Notice ; the use of the Width controller to keep opponents from getting too ; close to KFM during his uppercut (press Ctrl-C, and look at the ; yellow bar at KFM's feet during the move). ; The second HitDef has some interesting parameters. fall.recovertime ; is used to prevent the opponent (p2) from recovering immediately ; after being hit (eg. press x+y with KFM to recover). This gives the ; attacking KFM a chance to follow up with an extra attack, such as ; a Kung Fu Knee. The yaccel parameter, set at 0.4, makes p2 fall at a ; greater value of acceleration than the default, which is 0.35. [Statedef 250] type = S movetype= A physics = N juggle = 9 poweradd= 60 velset = 0,0 anim = 1100 ctrl = 0 sprpriority = 2 [State 0, VelSet] type = VelSet trigger1 = animelem = 1 x = 5 [State 0, VelMul] type = VelMul trigger1 = animelemtime(1)>0 x = 0.9 [State 0, VelSet] type = VelSet trigger1 = animelem = 7 x = 0 [State 1100, 1] type = PlaySnd trigger1 = AnimElem = 3 value = 900, 6 [State 1100, 1] type = PlaySnd trigger1 = AnimElem = 3 value = 102, 0 [State 1000, 5] type = HitDef trigger1 = time = 0 attr = S, SA animtype = Hard damage = 45 priority = 3, hit hitflag = MAF guardflag = MA pausetime = 12,12 sparkno = s30002 guard.sparkno = s8040 sparkxy = -10,-85 hitsound = s55,5 guardsound = s5,3 ground.type = high air.type = High ground.slidetime = 20 ground.hittime = 30 air.hittime = 40 guard.ctrltime = 20 ground.velocity = -1,-13 guard.velocity = -6 air.velocity = -1,-11 airguard.velocity = -6 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = -6 air.cornerpush.veloff = 0 airguard.cornerpush.veloff = 0 persistent = 0 fall = 0 air.fall = 0 fall.recover = 0 air.recover = 0 yaccel = .4 envshake.time = 12 envshake.ampl = 6; or 7 fall.envshake.time = 20 fall.envshake.ampl = 8 ;superjump follow [State 420, jump combo] type = Changestate trigger1 = movehit ; when you hit the opponent trigger1 = command = "holdup" value = 9996; the superjump state ctrl = 1 ; these menas that you re-gain control [State 1100, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Strong Kung Fu Upper [Statedef 1110] type = S movetype= A physics = N juggle = 9 poweradd= 120 velset = 0,0 anim = 1110 ctrl = 0 sprpriority = 2 [State 1110, Width] type = Width trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(14) < 0 value = 5,0 [State 0, VelSet] type = VelSet trigger1 = animelem = 1 x = 8 [State 0, VelMul] type = VelMul trigger1 = animelemtime(1)>0 x = 0.9 [State 0, VelSet] type = VelSet trigger1 = animelem = 7 x = 0 [State 1100, 1] type = PlaySnd trigger1 = AnimElem = 3 value = 900, 6 [State 1110, 1] type = PlaySnd trigger1 = AnimElem = 3 value = 102, 0 [State 1000, 5] type = HitDef trigger1 = time = 0 attr = S, SA animtype = Hard damage = 116, 10 priority = 3, hit hitflag = MAF guardflag = MA pausetime = 12,12 sparkno = S30002 guard.sparkno = s8040 sparkxy = 0,-70 hitsound = s55,6 guardsound = s5,3 ground.type = Low ground.slidetime = 18 ground.hittime = 18 ground.velocity = -2,-10 air.velocity = -2,-10 fall = 1 air.fall = 1 yaccel = 0.5 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = -10 envshake.time = 12 envshake.ampl = 6; or 7 fall.envshake.time = 20 fall.envshake.ampl = 8 [State 1110, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Fast Kung Fu Upper [Statedef 1120] type = S movetype= A physics = S juggle = 4 poweradd= -330 velset = 0,0 anim = 1120 ctrl = 0 sprpriority = 2 [State 1120, Width] type = Width trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(14) < 0 value = 5,0 [State 1120, Afterimage] type = AfterImage trigger1 = Time = 0 length = 13 PalBright = 30, 30, 0 PalContrast = 70, 70, 20 PalAdd = -10,-10,-10 PalMul = .85,.85,.50 TimeGap = 1 FrameGap = 2 Trans = Add time = 2 [State 1120, Afterimage] type = AfterImageTime trigger1 = AnimTime < -2 time = 2 [State 1120, Blink Yellow] type = PalFX trigger1 = Time = 0 time = 20 add = 32,16,0 sinadd = 64,32,5,3 [State 1120, 1] type = PlaySnd trigger1 = AnimElem = 4 value = 0, 2 [State 1000, 5] type = HitDef trigger1 = time = 0 attr = S, SA animtype = Hard damage = 53, 10 priority = 3, hit hitflag = MAF guardflag = MA pausetime = 16,18 sparkno = S30002 guard.sparkno = s8040 sparkxy = 0,-70 hitsound = s55,6 guardsound = s5,3 ground.type = Low ground.slidetime = 18 ground.hittime = 18 ground.velocity = -2,-13 air.velocity = -2,-13 fall = 1 air.fall = 1 yaccel = 0.4 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = -10 envshake.time = 12 envshake.ampl = 6; or 7 fall.envshake.time = 20 fall.envshake.ampl = 8 [State 1120, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Light Kung Fu Blow ; CNS difficulty: easy ; Notes: This uses the EnvShake controller to shake the screen. It makes the ; move look stronger. [Statedef 1200] type = S movetype= A physics = S juggle = 4 poweradd= 100 velset = 0,0 anim = 1200 ctrl = 0 sprpriority = 2 [State 1200, 1] type = PlaySnd trigger1 = AnimElem = 4 value = 0, 3 [State 1200, Width 1] type = Width trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0 value = 10,0 [State 1200, Width 2] type = Width trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(9) < 0 value = 20,0 [State 1200, Shake Screen] type = EnvShake trigger1 = AnimElem = 5 time = 4 ;Time to shake screen ampl = 2 ;Amount to shake freq = 180 ;A frequency of 180 shakes the screen rapidly ignorehitpause = 1 [State 1000, 5] type = HitDef trigger1 = time = 0 attr = S, SA animtype = Hard damage = 35, 10 priority = 3, hit hitflag = MAF guardflag = MA pausetime = 12,24 sparkno = S30002 guard.sparkno = s8040 sparkxy = -10,-60 hitsound = s55,6 guardsound = s5,3 ground.type = Low ground.slidetime = 28 ground.hittime = 28 ground.velocity = -8 air.velocity = -4.5,-6.5 fall = 0 air.fall = 1 yaccel = 0.4 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = -10 envshake.time = 12 envshake.ampl = 6; or 7 fall.envshake.time = 20 fall.envshake.ampl = 8 [State 1200, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Strong Kung Fu Blow ; CNS difficulty: easy [Statedef 1210] type = S movetype= A physics = S juggle = 4 poweradd= 120 velset = 0,0 anim = 1210 ctrl = 0 sprpriority = 2 [State 1210, 1] type = PlaySnd trigger1 = AnimElem = 4 value = 0, 3 [State 1210, Width 1] type = Width trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0 value = 10,0 [State 1210, Width 2] type = Width trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(9) < 0 value = 20,0 [State 1210, Shake Screen] type = EnvShake trigger1 = AnimElem = 5 time = 8 ampl = 2 freq = 170 ;A frequency of less than 180 causes a dampening effect ignorehitpause = 1 [State 1000, 5] type = HitDef trigger1 = time = 0 attr = S, SA animtype = Hard damage = 46, 10 priority = 3, hit hitflag = MAF guardflag = MA pausetime = 12,24 sparkno = S30002 guard.sparkno = s8040 sparkxy = -10,-60 hitsound = s55,6 guardsound = s5,3 ground.type = Low ground.slidetime = 28 ground.hittime = 28 ground.velocity = -8 air.velocity = -4.5,-6.5 fall = 0 air.fall = 1 yaccel = 0.4 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = -10 envshake.time = 12 envshake.ampl = 6; or 7 fall.envshake.time = 20 fall.envshake.ampl = 8 [State 1210, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Fast Kung Fu Blow ; CNS difficulty: easy [Statedef 210] type = S movetype= A physics = S juggle = 6 poweradd= 40 velset = 0,0 anim = 1220 ctrl = 0 sprpriority = 2 ;[State 1220, Afterimage] ;type = AfterImage ;trigger1 = Time = 0 ;length = 13 ;PalBright = 30, 30, 0 ;PalContrast = 70, 70, 20 ;PalAdd = -10,-10,-10 ;PalMul = .85,.85,.50 ;TimeGap = 1 ;FrameGap = 2 ;Trans = Add ;time = 2 ;[State 1220, Afterimage] ;type = AfterImageTime ;trigger1 = AnimTime < -2 ;time = 2 ;[State 1220, Blink Yellow] ;type = PalFX ;trigger1 = Time = 0 ;time = 20 ;add = 32,16,0 ;sinadd = 64,32,5,3 [State 1220, 1] type = PlaySnd trigger1 = AnimElem = 4 value = 0, 3 [State 1220, Width 1] type = Width trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0 value = 10,0 [State 1220, Width 2] type = Width trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(9) < 0 value = 20,0 ;[State 1220, Shake Screen] ;type = EnvShake ;trigger1 = AnimElem = 5 ;time = 8 ;ampl = 3 ;freq = 170 ;ignorehitpause = 1 [State 1000, 5] type = HitDef trigger1 = time = 0 attr = S, SA animtype = Medium damage = 25 priority = 3, hit hitflag = MAF guardflag = MA pausetime = 8,8 sparkno = s30000 guard.sparkno = s8040 sparkxy = -10,-80 hitsound = s55,1 guardsound = s5,3 ground.type = Low ground.slidetime = 28 ground.hittime = 28 ground.velocity = -4 air.velocity = -4.5,-6.5 fall = 0 air.fall = 1 yaccel = 0.4 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = -10 envshake.time = 9 envshake.ampl = 4; or 5 [State 1220, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Triple Kung Fu Palm (hyper) ; CNS difficulty: medium ; Notes: Notice that the HitDefs in supers have "getpower = 0". This makes ; sure KFM doesn't recharge his super guage as he hits. ; Also, the attributes for the HitDefs is "HA" for "hyper attack", ; ie. "attr = S, HA". ; Notice how the first HitDef is reused twice by allowing it to ; trigger on two animation elements. [Statedef 3000] type = S movetype= A physics = N juggle = 4 velset = 0,0 anim = 3000 ctrl = 0 sprpriority = 2 poweradd = -1000 [State 3000, Width] type = Width trigger1 = AnimElem = 2, >= 0 value = 15,0 [State 200, 1] type = PlaySnd trigger1 = time = 0 value = 900, 6 [State 3100, 1] type = superpause trigger1 = time = 0 anim = -1 time = 33 [State 40001, P1 BG] type = Explod triggerall = !numexplod(15650) triggerall = teamside = 1 trigger1 = !time anim = 15605 ID = 15650 pos = 0,81 postype = left ;p2,front,back,left,right pausemovetime = -1 supermovetime = -1 removetime = -2 bindtime = -1 scale = 1,1 sprpriority = -20 ownpal = 1 ignorehitpause = 1 [State 40001, P2 BG] type = Explod triggerall = !numexplod(15651) triggerall = teamside = 2 trigger1 = !time anim = 15606 ID = 15651 pos = 0,81 postype = right ;p2,front,back,left,right pausemovetime = -1 supermovetime = -1 removetime = -2 bindtime = -1 scale = 1,1 facing = -1 sprpriority = -20 ownpal = 1 ignorehitpause = 1 [State 40001, P1 PORTRAIT] type = Explod triggerall = !numexplod(15660) triggerall = teamside = 1 trigger1 = !time anim = 15607 ID = 15660 pos = 0,81 postype = left ;p2,front,back,left,right pausemovetime = -1 supermovetime = -1 removetime = -2 bindtime = -1 scale = 1,1 sprpriority = -19 ownpal = 1 ignorehitpause = 1 [State 40001, P2 PORTRAIT] type = Explod triggerall = !numexplod(15661) triggerall = teamside = 2 trigger1 = !time anim = 15607 ID = 15661 pos = 0,81 postype = right ;p2,front,back,left,right pausemovetime = -1 supermovetime = -1 removetime = -2 bindtime = -1 scale = 1,1 facing = -1 sprpriority = -19 ownpal = 1 ignorehitpause = 1 [State 3000, 1] type = Explod trigger1 = Time = 0 anim = 8889 pos = -8,-8 removetime = 45 postype = left scale = 1.1,1.1 bindtime = -1 supermovetime = 45 pausemovetime = 45 sprpriority = -21 [State 3100, 5] type = PlaySnd trigger1 = Time = 0 value = S3555, 0 [State 3000, Super B] type = AfterImage trigger1 = AnimElem = 2, 1 time = 2 [State 3000, Super C] type = AfterImageTime trigger1 = AnimElemTime(2) >= 1 && Time < 60 time = 2 [State 3000, Super D] type = NotHitBy trigger1 = AnimElem = 1 value = SCA time = 14 [State 3000, 1] type = PlaySnd trigger1 = AnimElem = 6 trigger2 = AnimElem = 11 trigger3 = AnimElem = 16 value = 102, 2 [State 3000, 4] type = VelSet trigger1 = AnimElem = 5 x = 4 [State 3000, 4] type = VelSet trigger1 = AnimElem = 19 x = 0 [State 3000, 5] type = HitDef trigger1 = AnimElem = 7 trigger2 = AnimElem = 12 attr = S, HA damage = 68, 0 animtype = Hard guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 13, 14 sparkno = S30002 sparkxy = 0, -70 hitsound = s55,6 guardsound = s5,3 guard.sparkno = s8040 forcestand = 1 ground.type = High ground.slidetime = 20 ground.hittime = 20 ground.velocity = -11 airguard.velocity = -4,-1 air.type = High air.velocity = -4.5,-6.5 air.juggle = 1 air.fall = 1 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 envshake.time = 12 envshake.ampl = 6; or 7 fall.envshake.time = 20 fall.envshake.ampl = 8 [State 3000, 5] type = HitDef trigger1 = AnimElem = 17 attr = S, HA damage = 98, 0 animtype = DiagUp guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 24, 26 sparkno = S30002 sparkxy = 0, -70 hitsound = s55,6 guardsound = s5,3 guard.sparkno = s8040 forcestand = 1 ground.type = High ground.slidetime = 20 ground.hittime = 20 ground.velocity = -5.5,-6.5 airguard.velocity = -4,-1 air.type = High air.velocity = -5.5,-6.5 air.juggle = 1 air.fall = 1 fall = 1 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 yaccel = 0.5 envshake.time = 12 envshake.ampl = 6; or 7 fall.envshake.time = 20 fall.envshake.ampl = 8 [State 3000, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Smash Kung Fu Upper (hyper) ; CNS difficulty: medium ; Description: This is very similar to KFM's Strong and Light Kung Fu Uppers. ; There is just one HitDef, for a screen-shaking hit. The envshake ; parameters are used to make this effect. You can find out more about ; each parameter in the CNS documentation. ; The fall.recover parameter is set at 0, meaning that p2 cannot recover ; from the fall by entering his recovery command (for KFM, that is x+y). ; This gives the attacking KFM a chance to follow up with another attack, ; such as the Fast Kung Fu Palm. ; Note that there is a ChangeState controller used to make KFM change to ; a success state if he hits. The success state has KFM hold his arm ; up longer for a dramatic effect. [Statedef 3050] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 3050 ctrl = 0 sprpriority = 2 [State 3050, Width] type = Width trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(16) < 0 value = 5,0 [State 2600, Super A] type = SuperPause trigger1 = AnimElem = 2 pos = 54, -103 anim = s8064 sound = s102,1 poweradd = -1000 [State 3050, Super B] type = AfterImage trigger1 = AnimElem = 2 time = 2 [State 3050, Super C] type = AfterImageTime trigger1 = AnimElemTime(2) >= 0 time = 2 [State 3050, 1] type = PlaySnd trigger1 = AnimElem = 4 value = 0, 2 [State 3000, 5] type = HitDef trigger1 = AnimElem =4 attr = S, HA damage = 194, 0 animtype = Up guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 20, 24 sparkno = S30002 sparkxy = 0, -70 hitsound = s55,6 guardsound = s5,3 guard.sparkno = s8040 forcestand = 1 ground.type = High ground.slidetime = 20 ground.hittime = 20 ground.velocity = -2,-14 airguard.velocity = -4,-1 air.type = High air.velocity = -2,-14 air.juggle = 1 air.fall = 1 fall = 1 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 envshake.time = 12 envshake.ampl = 6; or 7 fall.envshake.time = 20 fall.envshake.ampl = 8 ;This controller below makes Kung Fu man change to a success state if he ;successfully hits the Smash Kung Fu Upper. [State 3050, 4] type = ChangeState trigger1 = MoveHit value = 3051 [State 3050, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------ ; Smash Kung Fu Upper (success) ; Description: This is the state that KFM changes to if he successfully hits ; with Smash Kung Fu Upper. KFM holds his arm high for a short while ; longer, then changes back to his idle stand state. [Statedef 3051] type = S movetype= A physics = S anim = 3051 [State 3051, 1] type = AfterImageTime trigger1 = AnimTime < -2 time = 2 [State 3051, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;---------------------------------------------------------------------------superpuno ;superpuno [Statedef 9010] type = S movetype= A physics = S juggle = 6 poweradd= 65 ctrl = 0 velset = 0,0 anim = 9010 sprpriority = 5 [State 9010, Width] type = Width trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0) value = 15,0 [State 9010, 1] type = PlaySnd trigger1 = Time = 8 value = 1000, 1 [State 9010, 3] type = SprPriority trigger1 = AnimElem = 5 value = 2 [State 9010, 4] type = EnvShake trigger1 = time = 8 time = 25 freq = 140 ampl = -5 ;salto arriba y abajo cuanto en distancia phase = 90 [State 9010, 5] type = Explod Anim = 250 trigger1 = time = 7 postype = p1 pos = 70,-50 bindTime = 1 removetime = 36 sprpriority = 5 ownpal = 1 [State 9010, 6] type = Explod Anim = 251 trigger1 = time = 7 postype = p1 pos = -70,-50 bindTime = 1 removetime = 36 sprpriority = -3 ownpal = 1 [State 9010, 7] type = Explod Anim = 1420 trigger1 = time = 10 postype = p1 pos = 70,0 bindTime = 1 removetime = 30 sprpriority = 5 ownpal = 1 [State 9010, 8] type = Explod Anim = 1421 trigger1 = time = 10 postype = p1 pos = -70,0 bindTime = 1 removetime = 30 sprpriority = 6 ownpal = 1 [State 9010, 9] type = Explod Anim = 1410 trigger1 = Time = 10 postype = p1 pos = 0,0 bindTime = 1 removetime = 30 sprpriority = 5 ownpal = 1 [State 1000, 5] type = HitDef trigger1 = time = 0 attr = S, SA animtype = DiagUp damage = 152, 10 priority = 3, hit hitflag = MAFD guardflag = MA pausetime = 4,18 sparkno = S30002 guard.sparkno = s8040 sparkxy = -10,-40 hitsound = s55,6 guardsound = s5,3 ground.type = Low ground.slidetime = 18 ground.hittime = 18 ground.velocity = -5.5,-6.5 air.velocity = -5.5,-6.5 fall = 1 air.fall = 1 yaccel = 0.5 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = -10 envshake.time = 12 envshake.ampl = 6; or 7 fall.envshake.time = 20 fall.envshake.ampl = 8 [State 9010, 10] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [State 9010, 11] type = PlaySnd trigger1 = Time = 0 value = 900, 7 ;8===========================================================================D [Statedef 3100] type = S movetype= A physics = N juggle = 4 velset = 0,0 anim = 3100 ctrl = 0 sprpriority = 2 poweradd = -1000 [State 3000, Width] type = Width trigger1 = AnimElem = 2, >= 0 value = 15,0 [State 200, 1] type = PlaySnd trigger1 = time = 0 value = 900, 6 [State 3100, 1] type = superpause trigger1 = time = 0 anim = -1 time = 33 [State 40001, P1 BG] type = Explod triggerall = !numexplod(15650) triggerall = teamside = 1 trigger1 = !time anim = 15605 ID = 15650 pos = 0,81 postype = left ;p2,front,back,left,right pausemovetime = -1 supermovetime = -1 removetime = -2 bindtime = -1 scale = 1,1 sprpriority = -20 ownpal = 1 ignorehitpause = 1 [State 40001, P2 BG] type = Explod triggerall = !numexplod(15651) triggerall = teamside = 2 trigger1 = !time anim = 15606 ID = 15651 pos = 0,81 postype = right ;p2,front,back,left,right pausemovetime = -1 supermovetime = -1 removetime = -2 bindtime = -1 scale = 1,1 facing = -1 sprpriority = -20 ownpal = 1 ignorehitpause = 1 [State 40001, P1 PORTRAIT] type = Explod triggerall = !numexplod(15660) triggerall = teamside = 1 trigger1 = !time anim = 15607 ID = 15660 pos = 0,81 postype = left ;p2,front,back,left,right pausemovetime = -1 supermovetime = -1 removetime = -2 bindtime = -1 scale = 1,1 sprpriority = -19 ownpal = 1 ignorehitpause = 1 [State 40001, P2 PORTRAIT] type = Explod triggerall = !numexplod(15661) triggerall = teamside = 2 trigger1 = !time anim = 15607 ID = 15661 pos = 0,81 postype = right ;p2,front,back,left,right pausemovetime = -1 supermovetime = -1 removetime = -2 bindtime = -1 scale = 1,1 facing = -1 sprpriority = -19 ownpal = 1 ignorehitpause = 1 [State 3000, 1] type = Explod trigger1 = Time = 0 anim = 8889 pos = -8,-8 removetime = 45 postype = left scale = 1.1,1.1 bindtime = -1 supermovetime = 45 pausemovetime = 45 sprpriority = -21 [State 3100, 5] type = PlaySnd trigger1 = Time = 0 value = S3555, 0 [State 3000, Super B] type = AfterImage trigger1 = AnimElem = 2, 1 time = 2 [State 3000, Super C] type = AfterImageTime trigger1 = AnimElemTime(2) >= 1 && Time < 60 time = 2 [State 3000, Super D] type = NotHitBy trigger1 = AnimElem = 1 value = SCA time = 9 [State 1005, 1] type = PlaySnd trigger1 = Time = 2 value = 900,8 ;[State 0, PalFXWiz] ;type = PalFX ;trigger1 = animelem = 1 ;time = 141 ;add = 100,-10,-200 ;mul = 256,256,256 ;sinadd = 40,30,0,11 ;invertall = 0 ;color = 200 [State 1005, 1] type = PlaySnd trigger1 = animelem = 5 trigger2 = animelem = 7 trigger3 = animelem = 9 trigger4 = animelem = 10 value = 9999,0 [State 1030, 5] type = Helper trigger1 = AnimElem = 5 persistent = 0 stateno = 3101; el num de statedef q vamos a usar pongan cualquier numero no usado postype = P1 pos = 40,0 sprpriority = 10 ignorehitpause = 1 [State 1030, 5] type = Helper trigger1 = AnimElem = 6 persistent = 0 stateno = 3101; el num de statedef q vamos a usar pongan cualquier numero no usado postype = P1 pos = 100,0 sprpriority = 10 ignorehitpause = 1 [State 1030, 5] type = Helper trigger1 = AnimElem = 7 persistent = 0 stateno = 3101; el num de statedef q vamos a usar pongan cualquier numero no usado postype = P1 pos = 160,0 sprpriority = 10 ignorehitpause = 1 [State 1030, 5] type = Helper trigger1 = AnimElem = 8 persistent = 0 stateno = 3101; el num de statedef q vamos a usar pongan cualquier numero no usado postype = P1 pos = 220,0 sprpriority = 10 ignorehitpause = 1 [State 1030, 5] type = Helper trigger1 = AnimElem = 9 persistent = 0 stateno = 3101; el num de statedef q vamos a usar pongan cualquier numero no usado postype = P1 pos = 290,0 sprpriority = 10 ignorehitpause = 1 [State 1030, 5] type = Helper trigger1 = AnimElem = 10 persistent = 0 stateno = 3101; el num de statedef q vamos a usar pongan cualquier numero no usado postype = P1 pos = 330,0 sprpriority = 10 ignorehitpause = 1 [State 3000, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [Statedef 3101] type = S movetype = A physics = N ctrl = 0 anim = 3101 ;animacion del char velset = 0,0,0 [State 0, Explod] type = Explod trigger1 = animelem = 7 anim = 1410 ID = 1410 pos = 0,0 postype = p1 bindtime = 1 removetime = 32 sprpriority = -2 ownpal = 1 removeongethit = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 7 value = 9999,5 [State 1000, 5] type = HitDef trigger1 = animelem = 1 attr = A, SA animtype = Hard damage = 44, 10 priority = 3, hit hitflag = MAFD guardflag = H pausetime = 4,13 sparkno = S30002 guard.sparkno = s8040 sparkxy = -10,-60 hitsound = s55,6 guardsound = s5,3 ground.type = Low ground.slidetime = 28 ground.hittime = 28 ground.velocity = -11 air.velocity = -4.5,-6.5 fall = 0 air.fall = 1 yaccel = 0.5 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 envshake.time = 12 envshake.ampl = 6; or 7 fall.envshake.time = 20 fall.envshake.ampl = 8 [State 0, DestroySelf] type = DestroySelf trigger1 = animtime = 0 ;--------------------------------------------------------------------------- ; Triple Kung Fu Palm (hyper) ; CNS difficulty: medium ; Notes: Notice that the HitDefs in supers have "getpower = 0". This makes ; sure KFM doesn't recharge his super guage as he hits. ; Also, the attributes for the HitDefs is "HA" for "hyper attack", ; ie. "attr = S, HA". ; Notice how the first HitDef is reused twice by allowing it to ; trigger on two animation elements. [Statedef 3200] type = S movetype= A physics = N juggle = 4 velset = 0,0 anim = 3200 ctrl = 0 sprpriority = 2 poweradd = -1000 [State 3000, Width] type = Width trigger1 = AnimElem = 2, >= 0 value = 15,0 [State 200, 1] type = PlaySnd trigger1 = time = 0 value = 900, 6 [State 3100, 1] type = superpause trigger1 = time = 0 anim = -1 time = 33 [State 40001, P1 BG] type = Explod triggerall = !numexplod(15650) triggerall = teamside = 1 trigger1 = !time anim = 15605 ID = 15650 pos = 0,81 postype = left ;p2,front,back,left,right pausemovetime = -1 supermovetime = -1 removetime = -2 bindtime = -1 scale = 1,1 sprpriority = -20 ownpal = 1 ignorehitpause = 1 [State 40001, P2 BG] type = Explod triggerall = !numexplod(15651) triggerall = teamside = 2 trigger1 = !time anim = 15606 ID = 15651 pos = 0,81 postype = right ;p2,front,back,left,right pausemovetime = -1 supermovetime = -1 removetime = -2 bindtime = -1 scale = 1,1 facing = -1 sprpriority = -20 ownpal = 1 ignorehitpause = 1 [State 40001, P1 PORTRAIT] type = Explod triggerall = !numexplod(15660) triggerall = teamside = 1 trigger1 = !time anim = 15607 ID = 15660 pos = 0,81 postype = left ;p2,front,back,left,right pausemovetime = -1 supermovetime = -1 removetime = -2 bindtime = -1 scale = 1,1 sprpriority = -19 ownpal = 1 ignorehitpause = 1 [State 40001, P2 PORTRAIT] type = Explod triggerall = !numexplod(15661) triggerall = teamside = 2 trigger1 = !time anim = 15607 ID = 15661 pos = 0,81 postype = right ;p2,front,back,left,right pausemovetime = -1 supermovetime = -1 removetime = -2 bindtime = -1 scale = 1,1 facing = -1 sprpriority = -19 ownpal = 1 ignorehitpause = 1 [State 3000, 1] type = Explod trigger1 = Time = 0 anim = 8889 pos = -8,-8 removetime = 45 postype = left scale = 1.1,1.1 bindtime = -1 supermovetime = 45 pausemovetime = 45 sprpriority = -21 [State 3100, 5] type = PlaySnd trigger1 = Time = 0 value = S3555, 0 [State 3000, Super B] type = AfterImage trigger1 = AnimElem = 2, 1 time = 2 [State 3000, Super C] type = AfterImageTime trigger1 = AnimElemTime(2) >= 1 && Time < 60 time = 2 [State 3000, Super D] type = NotHitBy trigger1 = AnimElem = 1 value = SCA time = 8 [State 3000, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 0, 2 ; Notes: The '-' symbol in the hitflag field means that it only affects ; players who are not in a hit state. This prevents KFM from combo-ing ; into the throw. The priority should be set to a low number, such as ; 1 or 2, so that the throw does not take precedence over normal attacks. ; The type of priority must always be set to "Miss" or "Dodge" for throws, ; otherwise strange behavior can result. [State 800, 1] type = HitDef Trigger1 = Time = 0 attr = S, HT ;Attributes: Standing, Normal Throw hitflag = M ;Affect only ground people who are not being hit priority = 1, Miss ;Throw has low priority, must be miss or dodge type. sparkno = -1 ;No spark p1sprpriority = 1 ;Draw p1's sprite in front of p2 ;p2's sprite priority is set to 0 by default p1facing = 1 p2facing = -1 ;Force p2 to face KFM p1stateno = 3201 ;On success, KFM changes to state 810 p2stateno = 3202 ;If hit, p2 changes to state 820 in KFM's cns guard.dist = 0 ;This prevents p2 from going into a guard state if close fall = 1 ;Force p2 into falling down [State 3000, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [Statedef 3201] type = A movetype= A physics = N juggle = 0 velset = 0,0 anim = 3201 ctrl = 0 sprpriority = 2 [State 0, SprPriority] type = SprPriority trigger1 = animelem = 2 value = -2 [State 3000, Super B] type = AfterImage trigger1 = AnimElem = 1, 1 time = 2 [State 3000, Super C] type = AfterImageTime trigger1 = AnimElemTime(2) >= 1 && Time < 60 time = 2 [State 3000, 1] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 0 [State 3000, 1] type = PlaySnd trigger1 = AnimElem = 5 value = 1000, 1 [State 0, Explod] type = Explod trigger1 = animelem = 5 anim = 1410 ID = 1410 pos = 0,-10 postype = p1 bindtime = 1 removetime = 32 sprpriority = -2 ownpal = 1 removeongethit = 0 [State 0, VelSet] type = VelSet trigger1 = animelem = 3 y = -10 [State 0, VelAdd] type = VelAdd trigger1 = time > 30 && time < 55 y = 1.1 [State 0, PosSet] type = PosSet trigger1 = animelemtime(5)>=0 y = 0 ignorehitpause = 1 [State 0, TargetBind] type = TargetBind trigger1 = animelem = 1 time = 10 pos = 45,0 [State 0, TargetBind] type = TargetBind trigger1 = animelem = 2 time = 10 pos = 8,-5 [State 0, TargetBind] type = TargetBind trigger1 = animelem = 3 time = 10 pos = 10,-85 [State 0, TargetBind] type = TargetBind trigger1 = animelem = 4 time = 28 pos = 10,-30 [State 0, TargetBind] type = TargetBind trigger1 = animelem = 5 time = 2 pos = 10,0 [State 0, EnvShake] type = EnvShake trigger1 = animelem = 5 time = 20 freq = 230 phase = 130 ampl = -10 [State 903, 11] ;Damage target type = TargetLifeAdd Trigger1 = AnimElem = 5 value = -302 [State 0, Explod] type = Explod trigger1 = AnimElem = 5 anim = 8002 ID = 8002 pos = 2,-44 postype = p1 bindtime = 1 removetime = -2 sprpriority = 5 ontop = 1 ownpal = 1 [State 3000, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [Statedef 3202] type = A movetype = H physics = N velset = 0,0 [State 820,AssertSpecial] type = AssertSpecial trigger1 = 1 flag = NoAutoTurn [State 820, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 3202 [State 904, 3] ;Bounce into air type = ChangeState Trigger1 = time = 60 value = 903 ;--------------------------------------------------------------------------- ; Override common states (use same number to override) : ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; States that are always executed (use statedef -2) ;--------------------------------------------------------------------------- [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 != 12028 id = 12004 [State 0, RemoveExplod] type = RemoveExplod trigger1 = stateno != 12028 id = 12006 [State 0, RemoveExplod] type = RemoveExplod trigger1 = stateno != 12041 id = 11521 [State 0, RemoveExplod] type = RemoveExplod trigger1 = stateno != 12042 id = 11522 [State 0, RemoveExplod] type = RemoveExplod trigger1 = stateno != 12043 id = 11523 [State 0, RemoveExplod] type = RemoveExplod trigger1 = stateno != 12045 id = 11526 [State 0, RemoveExplod] type = RemoveExplod trigger1 = stateno != 12046 id = 11527 [State 0, RemoveExplod] type = RemoveExplod trigger1 = stateno != 12047 id = 11525 [State 0, RemoveExplod] type = RemoveExplod trigger1 = stateno != 12048 id = 11526 [State 0, RemoveExplod] type = RemoveExplod trigger1 = stateno != 12040 id = 7240 [State 0, RemoveExplod] type = RemoveExplod trigger1 = stateno != 12047 id = 7247 [State 0, RemoveExplod] type = RemoveExplod trigger1 = stateno != 12048 id = 7248 ;--------------------------------------------------------------------------- ; States that are executed when in self's state file (use statedef -3) ;--------------------------------------------------------------------------- [Statedef -3] [State -2, VarSet] type = VarSet trigger1 = command = "CPU0" trigger2 = command = "CPU50" trigger3 = command = "CPU1" trigger4 = command = "CPU2" trigger5 = command = "CPU3" trigger6 = command = "CPU4" trigger7 = command = "CPU5" trigger8 = command = "CPU6" trigger9 = command = "CPU7" trigger10 = command = "CPU8" trigger11 = command = "CPU9" trigger12 = command = "CPU10" trigger13 = command = "CPU11" trigger14 = command = "CPU12" trigger15 = command = "CPU13" trigger16 = command = "CPU14" trigger17 = command = "CPU15" trigger18 = command = "CPU16" trigger19 = command = "CPU17" trigger20 = command = "CPU18" trigger21 = command = "CPU19" trigger22 = command = "CPU20" trigger23 = command = "CPU21" trigger24 = command = "CPU22" trigger25 = command = "CPU23" trigger26 = command = "CPU24" trigger27 = command = "CPU25" trigger28 = command = "CPU26" trigger29 = command = "CPU27" trigger30 = command = "CPU28" trigger31 = command = "CPU29" trigger32 = command = "CPU30" trigger33 = command = "CPU31" trigger34 = command = "CPU32" trigger35 = command = "CPU33" trigger36 = command = "CPU34" trigger37 = command = "CPU35" trigger38 = command = "CPU36" trigger39 = command = "CPU37" trigger40 = command = "CPU38" trigger41 = command = "CPU39" trigger42 = command = "CPU40" trigger43 = command = "CPU41" trigger44 = command = "CPU42" trigger45 = command = "CPU43" trigger46 = command = "CPU44" trigger47 = command = "CPU45" trigger48 = command = "CPU46" trigger49 = command = "CPU47" trigger50 = command = "CPU48" trigger51 = command = "CPU49" trigger52 = command = "CPU50" trigger53 = command = "CPU51" trigger54 = command = "CPU52" trigger55 = command = "CPU53" trigger56 = command = "CPU54" trigger57 = command = "CPU55" trigger58 = command = "CPU56" trigger59 = command = "CPU57" trigger60 = command = "CPU58" trigger61 = command = "CPU59" trigger62 = command = "CPU60" trigger63 = command = "CPU61" trigger64 = command = "CPU62" trigger65 = command = "CPU63" trigger66 = command = "CPU64" trigger67 = command = "CPU65" trigger68 = command = "CPU66" trigger69 = command = "CPU67" trigger70 = command = "CPU68" trigger71 = command = "CPU69" var(0) = 1 ;This controller plays a sound everytime KFM lands from a jump, or ;from his back-dash. [State -3, 1] type = PlaySnd triggerall = Time = 1 trigger1 = stateno = 52 ;Jump land trigger2 = stateno = 106 ;Run-back land value = 900, 10 [State -3, 2] type = Explod Anim = 1415 sprpriority = -5 triggerall = Time = 1 trigger1 = stateno = 52 ;Jump land trigger2 = stateno = 106 ;Run-back land value = 40, 0 ;Super Jump [Statedef 9996]; change these for the number that you want type = A movetype = I physics = N anim = 40 ; these is the jump anim velset = 0,0 ctrl = 0 [State 9999, 1] type = VarSet trigger1 = Time = 0 sysvar(1) = 0 [State 9999, 2] type = VarSet trigger1 = command = "holdfwd" sysvar(1) = 1 [State 9999, 3] type = VarSet trigger1 = command = "holdback" sysvar(1) = -1 [State 9999, 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)*1.6 ; you can change these value, to make it fit how you want the superjump [State 9999, 5] type = ChangeState trigger1 = animtime = 0 value = 50 ctrl = 1 [State 9999, 6] type = PlaySnd trigger1 = Time = 0 value = S15, 3 [State 9999, 7] ;Dust Spark type = explod trigger1 = Animelem = 1 ; the first sprite of the anim anim = 30045 ; the anim of the dust pos = 0,0 ; the position, maybe you need to adjust these sprpriority = 4 ;ハンマー [Statedef 3333] type = S movetype = A physics = S poweradd = -1000 ctrl = 0 sprpriority = 2 anim = 3333 velset = 0,0 facep2 = 1 [State 3000] type = AfterImage trigger1 = Time = 0 time = 9999 length = 9 trans = add1 [State 3000] type = PalFx trigger1 = Time = 0 trigger1 = prevstateno = [1500,1532] add = 255,255,255 time = 3 [State 3000] type = RemoveExplod trigger1 = Animelem = 58,>= 0 trigger2 = time = 0 id = 1560 [State 3000] type = RemoveExplod trigger1 = Animelem = 59,>= 0 trigger2 = time = 0 id = 1561 [State 3000] type = RemoveExplod trigger1 = Animelem = 60,>= 0 trigger2 = time = 0 id = 1562 ;------------------どこキャン演出 [State 3000] type = PalFx trigger1 = gametime%3 = 0 trigger1 = time <= 10 trigger1 = var(11) = 1 && fvar(11) = 1 add = 255,255,255 time = 2 [State 3000] type = varset trigger1 = time = 11 var(11) = 0 [State 3000] type = varset trigger1 = time = 11 fvar(11) = 0 ;------------------------------------------ [STate 3000] type = EnvColor trigger1 = Time = 0 value = 0,0,0 time = 30 under = 1 [STate 3000] type = SuperPause trigger1 = time = 0 trigger1 = fvar(25) = 1 time = 35 movetime = 24 sound = s1,21 anim = -1 pos = -20,-100 [STate 3000] type = SuperPause trigger1 = time = 0 trigger1 = fvar(25) != 1 time = 35 movetime = 24 sound = s1,25 anim = -1 pos = -20,-100 [State 3000] type = hitby trigger1 = time = 0 value = SCA,HT time = 35 [State 3000] type = ChangeAnim trigger1 = Animtime = 0 trigger1 = Anim = 3333 value = 10000 persistent = 0 [State 3000] type = VelSet trigger1 = Anim = 10000 x = 5 [State 3000] type = PlaySnd triggerall = ANim = 10000 trigger1 = Animelem = 3 trigger2 = Animelem = 7 value = 1,19 channel = 1 volume = 100 [State 3000] type = ChangeState trigger1 = Time >= 25 && ANim = 10000 ;trigger1 = p2bodydist X = [0,30] trigger1 = (command != "holdx" && command != "holdy" && command != "holdz") trigger2 = time >= 80 value = 3334 ;--------------------------------------------------------------------------- ;ハンマー [Statedef 3334] type = S movetype= A physics = N juggle = 5 poweradd= 0 ctrl = 0 velset = 2,0 anim = 3334 sprpriority = 2 [State 200, 1] type = PlaySnd trigger1 = time = 0 value = 900, 6 [State 3100, 1] type = superpause trigger1 = time = 0 anim = -1 time = 33 [State 40001, P1 BG] type = Explod triggerall = !numexplod(15650) triggerall = teamside = 1 trigger1 = !time anim = 15605 ID = 15650 pos = 0,81 postype = left ;p2,front,back,left,right pausemovetime = -1 supermovetime = -1 removetime = -2 bindtime = -1 scale = 1,1 sprpriority = -20 ownpal = 1 ignorehitpause = 1 [State 40001, P2 BG] type = Explod triggerall = !numexplod(15651) triggerall = teamside = 2 trigger1 = !time anim = 15606 ID = 15651 pos = 0,81 postype = right ;p2,front,back,left,right pausemovetime = -1 supermovetime = -1 removetime = -2 bindtime = -1 scale = 1,1 facing = -1 sprpriority = -20 ownpal = 1 ignorehitpause = 1 [State 40001, P1 PORTRAIT] type = Explod triggerall = !numexplod(15660) triggerall = teamside = 1 trigger1 = !time anim = 15607 ID = 15660 pos = 0,81 postype = left ;p2,front,back,left,right pausemovetime = -1 supermovetime = -1 removetime = -2 bindtime = -1 scale = 1,1 sprpriority = -19 ownpal = 1 ignorehitpause = 1 [State 40001, P2 PORTRAIT] type = Explod triggerall = !numexplod(15661) triggerall = teamside = 2 trigger1 = !time anim = 15607 ID = 15661 pos = 0,81 postype = right ;p2,front,back,left,right pausemovetime = -1 supermovetime = -1 removetime = -2 bindtime = -1 scale = 1,1 facing = -1 sprpriority = -19 ownpal = 1 ignorehitpause = 1 [State 3000, 1] type = Explod trigger1 = Time = 0 anim = 8889 pos = -8,-8 removetime = 45 postype = left scale = 1.1,1.1 bindtime = -1 supermovetime = 45 pausemovetime = 45 sprpriority = -21 [State 3100, 5] type = PlaySnd trigger1 = Time = 0 value = S3555, 0 [State 3000, Super B] type = AfterImage trigger1 = AnimElem = 2, 1 time = 2 [State 3000, Super C] type = AfterImageTime trigger1 = AnimElemTime(2) >= 1 && Time < 80 time = 2 [State 3010] type = Width trigger1 = 1 value = 0,30 [State 3010] type = PlaySnd trigger1 = Time = 0 value = 0,20 channel = 0 [State 3010] type = PosAdd trigger1 = animelem = 47 x = 7 [State 3010] type = PosAdd trigger1 = movecontact trigger1 = animelem = 47 x = 8 [State 3010] type = PosAdd trigger1 = animelem = 48 x = 17 [State 3010] type = PosAdd trigger1 = movecontact trigger1 = animelem = 48 x = 15 [State 3010] type = PosAdd trigger1 = animelem = 49 x = 5 [State 3010] type = PosAdd trigger1 = animelem = 55 x = 5 [State 3010] type = PosAdd trigger1 = animelem = 56 x = 10 [State 3010] type = PosAdd trigger1 = animelem = 57 x = 5 [State 3010] type = StatetypeSet trigger1 = Animelem = 39 physics = S [State 3010] type = PlaySnd trigger1 = Animelem = 4 trigger2 = Animelem = 18 trigger3= Animelem = 39 trigger4 = Animelem = 48 trigger5 = Animelem = 57 value = 1,18 channel = 1 volume = 200 [State 3010] type = PlaySnd trigger1 = Animelem = 57 value = 1,23 channel = 2 volume = 200 [State 3010] type = HitDef trigger1 = AnimElem = 3 attr = S, HA animtype = Heavy damage = 185/(hitcount+1),5 getpower = 0,0 givepower = 16,0 guardflag = MA hitflag = MAF pausetime = 8,8 sparkno = S30002 guard.sparkno = s8040 sparkxy = -20,-80 hitsound = s55,6 guardsound = s1,11 ground.type = High ground.slidetime = 30 ground.hittime = 34+2 guard.hittime = 34 ground.velocity = -5 air.velocity = -5.5,-5 envshake.time = 12 envshake.ampl = 6; or 7 fall.envshake.time = 20 fall.envshake.ampl = 8 air.fall = 1 sprpriority = 2 guard.velocity = -8*1.3 airguard.velocity = -5*1.3 ground.cornerpush.veloff = -8*1.3 guard.cornerpush.veloff = -8*1.3 [State 3010] type = HitDef trigger1 = AnimElem = 19 trigger2 = AnimElem = 48 attr = S, HA animtype = Heavy damage = 140/(hitcount+1),5 getpower = 0,0 givepower = 16,0 guardflag = MA hitflag = MAF pausetime = 8,8 sparkno = S30002 guard.sparkno = s8040 sparkxy = -20,-80 hitsound = s55,6 guardsound = s1,11 ground.type = High ground.slidetime = 30 ground.hittime = 34+2 guard.hittime = 34 ground.velocity = -5 air.velocity = -5.5,-5 envshake.time = 12 envshake.ampl = 6; or 7 fall.envshake.time = 20 fall.envshake.ampl = 8 air.fall = 1 sprpriority = 2 guard.velocity = -8*1.3 airguard.velocity = -5*1.3 ground.cornerpush.veloff = -8*1.3 guard.cornerpush.veloff = -8*1.3 [State 3010] type = HitDef trigger1 = AnimElem = 40 attr = S, HA animtype = Heavy damage = 40/(hitcount+1),5 getpower = 0,0 givepower = 16,0 guardflag = HA hitflag = MAFP pausetime = 8,8 sparkno = S30002 guard.sparkno = s8040 sparkxy = -15,-80 hitsound = s55,6 guardsound = s1,11 ground.type = low ground.slidetime = 30 ground.hittime = 50+2 guard.hittime = 30 ground.velocity = -5 air.velocity = -5.5,-5 envshake.time = 12 envshake.ampl = 6; or 7 fall.envshake.time = 20 fall.envshake.ampl = 8 air.fall = 1 sprpriority = 2 guard.velocity = -8*1.3 airguard.velocity = -5*1.3 ground.cornerpush.veloff = -8*1.3 guard.cornerpush.veloff = -8*1.3 [State 3010] type = HitDef trigger1 = AnimElem = 57 attr = S, HA animtype = Heavy damage = 100/(hitcount+1),5 getpower = 0,0 givepower = 16,0 guardflag = MA hitflag = MAFP pausetime = 15,15 sparkno = S30002 guard.sparkno = s8040 sparkxy = -25,-100 hitsound = s55,6 guardsound = s1,11 ground.type = High ground.slidetime = 30 ground.hittime = 34+2 guard.hittime = 34 ground.velocity = -5,-5 air.velocity = -5.5,-5 envshake.time = 12 envshake.ampl = 6; or 7 fall.envshake.time = 20 fall.envshake.ampl = 8 air.fall = 1 sprpriority = -2 guard.velocity = -8*1.3 airguard.velocity = -5*1.3 ground.cornerpush.veloff = -8*1.3 guard.cornerpush.veloff = -8*1.3 fall = 1 fall.recover = 0 [State 3010] type = AfterImagetime trigger1 = Animelem = 61 time = 5 [State 3010] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;DOGGY [Statedef 6097] type = S physics = S movetype = A ctrl = 0 anim = 2001 velset = 0,0 [State 6061,00 ] type = NotHitBy trigger1 = Time >= 0 value = SCA [State 6061] type = HitDef trigger1 = time >= 5 hitsound = s900,0 attr = S, ST hitflag = M A F D priority = 7, miss sparkno = -1 p2stateno = 12010 p1stateno = 12000 sprpriority = 2 p2facing = 1 fall = 0 [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 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 = 150,11 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 6 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 2 value = 1 [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 = -25,-50 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 = .35,.35 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 sprpriority = 10 [State 6072,] type = TargetState trigger1 = Time = 0 value = 12011 [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 = 3 value = 8150, 0 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 value = 8150, 1 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 value = 8150, 2 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 value = 8150, 3 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 value = 8150, 5 ;プレイヤー音声(Aggressor Voice) [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 2000, 0 + random % 2 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 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 0, Explod] type = Explod triggerall = anim = 2224 triggerall = numexplod(22224) = 0 trigger1 = 1 anim = 22224 ID = 22224 pos = -25,-50 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 = .35,.35 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 = -5 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 triggerall = Time >= 500 trigger1 = command = "holdfwd" value = 12012 [State 810, State End] type = ChangeState triggerall = Time >= 500 trigger1 = command = "holdfwd" 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 sprpriority = 10 [State 6072,] type = TargetState trigger1 = Time = 0 value = 12012 [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 = 3 value = 8150, 0 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 value = 8150, 1 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 value = 8150, 2 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 value = 8150, 3 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 value = 8150, 5 ;プレイヤー音声(Aggressor Voice) [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 2000, 0 + random % 2 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 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 0, Explod] type = Explod triggerall = anim = 2225 triggerall = numexplod(22225) = 0 trigger1 = 1 anim = 22225 ID = 22225 pos = -25,-50 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 = .35,.35 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 = -5 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 triggerall = Time >= 500 trigger1 = command = "holdback" value = 12011 [State 810, State End] type = ChangeState triggerall = Time >= 500 trigger1 = command = "holdback" value = 12001 ;NEXT PHASE [State 810, Throw 11] type = TargetState triggerall = Time >= 500 trigger1 = command = "holdfwd" value = 12013 [State 810, State End] type = ChangeState triggerall = Time >= 500 trigger1 = command = "holdfwd" value = 12003 ;------------------------------------------------------------------------------------------ ;Doggy med [Statedef 12003] type = S movetype= A physics = N anim = 2226 poweradd = 0 velset = 0,0 sprpriority = 10 [State 6072,] type = TargetState trigger1 = Time = 0 value = 12013 [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 = 3 value = 8150, 0 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 value = 8150, 1 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 value = 8150, 2 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 value = 8150, 3 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 value = 8150, 5 ;プレイヤー音声(Aggressor Voice) [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 2000, 0 + random % 2 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 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 0, Explod] type = Explod triggerall = anim = 2226 triggerall = numexplod(22226) = 0 trigger1 = 1 anim = 22226 ID = 22226 pos = -25,-50 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 = .35,.35 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 = -5 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 triggerall = Time >= 500 trigger1 = command = "holdback" value = 12012 [State 810, State End] type = ChangeState triggerall = Time >= 500 trigger1 = command = "holdback" value = 12002 ;NEXT PHASE [State 810, Throw 11] type = TargetState triggerall = Time >= 500 trigger1 = command = "holdfwd" value = 12014 [State 810, State End] type = ChangeState triggerall = Time >= 500 trigger1 = command = "holdfwd" value = 12004 ;------------------------------------------------------------------------------------------ ;Doggy fast & hard [Statedef 12004] type = S movetype= A physics = N anim = 2227 poweradd = 0 velset = 0,0 sprpriority = 10 [State 6072,] type = TargetState trigger1 = Time = 0 value = 12014 [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 = 3 value = 8150, 0 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 value = 8150, 1 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 value = 8150, 2 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 value = 8150, 3 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 value = 8150, 5 ;プレイヤー音声(Aggressor Voice) [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 2000, 0 + random % 2 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 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 0, Explod] type = Explod triggerall = anim = 2227 triggerall = numexplod(22227) = 0 trigger1 = 1 anim = 22227 ID = 22227 pos = -25,-50 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 = .35,.35 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 = -5 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 triggerall = Time >= 500 trigger1 = command = "holdback" value = 12013 [State 810, State End] type = ChangeState triggerall = Time >= 500 trigger1 = command = "holdback" value = 12003 ;NEXT PHASE [State 810, Throw 11] type = TargetState triggerall = Time >= 500 trigger1 = command = "holdfwd" value = 12015 [State 810, State End] type = ChangeState triggerall = Time >= 500 trigger1 = command = "holdfwd" value = 12005 ;------------------------------------------------------------------------------------------ ;Doggy Ready To Cum [Statedef 12005] type = S movetype= A physics = N anim = 2228 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 = 10,-12 [State 0, Explod] type = Explod triggerall = anim = 2228 triggerall = numexplod(22228) = 0 trigger1 = 1 anim = 22228 ID = 22228 pos = -25,-50 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 = .35,.35 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 = 21004 ;--------------------------------------------------------------- ;Doggy cum extra A [Statedef 12006] type = S movetype= A physics = N anim = 2229 poweradd = 0 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 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 3652, 0 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 2000, 0 + random % 3 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 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 0, Explod] type = Explod triggerall = anim = 2229 triggerall = numexplod(22229) = 0 trigger1 = 1 anim = 22229 ID = 22229 pos = -25,-50 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 = .35,.35 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 = -5 bindtime = -1 [State 810] type = Explod trigger1 = AnimElem = 3 anim = 4444 pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) 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 = 10,-12 [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 = 12015 [State 810, State End] type = ChangeState trigger1 = animtime = 0 value = 12005 ;--------------------------------------------------------------- ;Doggy cum extra B [Statedef 12007] type = S movetype= A physics = N anim = 2230 poweradd = 0 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 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 3652, 0 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 2000, 0 + random % 3 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 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 2 value = 1 [State 0, Explod] type = Explod triggerall = anim = 2230 triggerall = numexplod(22230) = 0 trigger1 = 1 anim = 22230 ID = 22230 pos = -25,-50 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 = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 810] type = Explod trigger1 = AnimElem = 2 anim = 4442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = -5 bindtime = -1 [State 810] type = Explod trigger1 = AnimElem = 2 anim = 4444 pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) 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 = 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 0, VarSet] type = VarSet trigger1 = animtime = 0 fv = 16 value = 0 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 value = 12015 [State 810, State End] type = ChangeState trigger1 = animtime = 0 value = 12005 ;--------------------------------------------------------------- ;Doggy Cum Mode A [Statedef 12008] type = S movetype= A physics = N anim = 2231 poweradd = 0 velset = 0,0 sprpriority = 10 [State 6072,] type = TargetState trigger1 = Time = 0 value = 12018 [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 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 2000, 0 + random % 3 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 2000, 0 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 32 trigger1 = random%9 = 0 value = 2,20 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 0, 6 [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 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 1 [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 = -25,-50 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 = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 6005, Explod] type = Explod trigger1 = AnimElem = 43 anim = 18304 scale = const(size.xscale),const(size.yscale) pos = 0, -15 postype = p1 removetime = -2 sprpriority = -11 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 = -5 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 = -5 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 = -5 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 = -20 [State 910, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3||AnimElem = 9||AnimElem = 15||AnimElem = 21 value = -10 [State 910, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 24||AnimElem = 26||AnimElem = 28||AnimElem = 30 value = -10 [State 0, VarSet] type = VarSet trigger1 = animtime = 0 fv = 16 value = 0 ;NEXT PHASE [State 810, Throw 11] type = TargetState triggerall = command = "holdfwd" triggerall = enemy,animexist(19230) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12011 [State 810, State End] type = ChangeState triggerall = command = "holdfwd" triggerall = enemy,animexist(19230) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12001 ;NEXT PHASE [State 810, Throw 11] type = TargetState triggerall = command = "holddown" triggerall = enemy,animexist(17230) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12051 [State 810, State End] type = ChangeState triggerall = command = "holddown" triggerall = enemy,animexist(17230) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12041 ;NEXT PHASE [State 810, Throw 11] type = TargetState triggerall = command = "holdup" triggerall = enemy,animexist(12250) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12031 [State 810, State End] type = ChangeState triggerall = command = "holdup" triggerall = enemy,animexist(12250) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12021 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 value = 30091 [State 810, State End] type = ChangeState trigger1 = animtime = 0 value = 21004 ;--------------------------------------------------------------- ;Doggy Cum Mode B [Statedef 12009] type = S movetype= A physics = N anim = 2232 poweradd = 0 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 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State 810, TargetBind] type =TargetBind trigger1 = time = 0 pos = 10,-12 [State 0, Explod] type = Explod triggerall = anim = 2232 triggerall = numexplod(22232) = 0 trigger1 = 1 anim = 22232 ID = 22232 pos = -25,-50 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 = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [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 6005, PlaySnd] type = HitAdd 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 value = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 3 || animelem = 29 trigger2 = animelem = 56 || animelem = 83 value = 2000,0 +random%2 [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 = -5 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 = -5 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 = -5 ontop = 0 [State 6005, Explod] type = Explod trigger1 = AnimElem = 110 anim = 18304 scale = const(size.xscale),const(size.yscale) pos = 0, -15 postype = p1 removetime = -2 sprpriority = -11 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 [State 1120, Position] type = PosSet trigger1 = time = 0 y = 0 ;NEXT PHASE [State 810, Throw 11] type = TargetState triggerall = command = "holdfwd" triggerall = enemy,animexist(19230) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12011 [State 810, State End] type = ChangeState triggerall = command = "holdfwd" triggerall = enemy,animexist(19230) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12001 ;NEXT PHASE [State 810, Throw 11] type = TargetState triggerall = command = "holddown" triggerall = enemy,animexist(17230) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12051 [State 810, State End] type = ChangeState triggerall = command = "holddown" triggerall = enemy,animexist(17230) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12041 ;NEXT PHASE [State 810, Throw 11] type = TargetState triggerall = command = "holdup" triggerall = enemy,animexist(12250) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12031 [State 810, State End] type = ChangeState triggerall = command = "holdup" triggerall = enemy,animexist(12250) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12021 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 value = 30091 [State 810, State End] type = ChangeState trigger1 = animtime = 0 value = 21004 ;--------------------------------------------------------------------------- ;Doggy Raped Penetrate [Statedef 12010] 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 = 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 [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 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 [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 [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 [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 [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 Cum extra A [Statedef 12016] 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 = 2239 [State 820, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218, 21+random % 3 ;--------------------------------------------------------------------------- ;Doggy Raped Cum extra B [Statedef 12017] 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 = 2240 [State 820, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 trigger1 = random%9 = 0 value = 4218, 21+random % 3 ;Doggy Raped Cum Mode A [Statedef 12018] 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 = 2241 [State 820, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 4218, 23 [State 820, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 4218, 21+random % 3 ;--------------------------------------------------------------------------- ;Doggy Raped Cum Mode B [Statedef 12019] 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 ;体力減少 [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 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 2242 ;MISSIONARY [Statedef 6098] type = S physics = S movetype = A ctrl = 0 anim = 2001 velset = 0,0 [State 6061,00 ] type = NotHitBy trigger1 = Time >= 0 value = SCA [State 6061] type = HitDef trigger1 = time >= 5 hitsound = s900,0 attr = S, ST hitflag = M A F D priority = 7, miss sparkno = -1 p2stateno = 12030 p1stateno = 12020 sprpriority = 2 p2facing = 1 fall = 0 [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 0, Explod] type = Explod triggerall = anim = 2248 triggerall = numexplod(22233) = 0 trigger1 = 1 anim = 22233 ID = 22233 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 = .75,.75 sprpriority = -2 ontop = 0 shadow = 0,0,0 ownpal = 0 [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 = 150,11 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 6 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 2 value = 1 [State 810, Bind 2-4] type = BindToTarget trigger1 = 1 pos = 0, 20,food [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 6072,] type = TargetState trigger1 = Time = 0 value = 12031 [State 0, Explod] type = Explod triggerall = anim = 2249 triggerall = numexplod(22234) = 0 trigger1 = 1 anim = 22234 ID = 22234 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 = .75,.75 sprpriority = -2 ontop = 0 shadow = 0,0,0 ownpal = 0 [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 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 1 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 2 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 3 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 5 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 2 value = 1 ;プレイヤー音声(Aggressor Voice) [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 2000, 0 + random % 2 channel = 0 volume = 5000 [State 6002] type = Explod trigger1 = AnimElem = 2 anim = 12001 pos = 0, -9 postype = p1 scale = .83,.83 removetime = -2 sprpriority = 5 bindtime = -1 [State 6002] type = Explod trigger1 = AnimElem = 2 anim = 12001 pos = 0, -9 postype = p1 scale = 1.0,1.0 removetime = -2 sprpriority = 5 bindtime = -1 [State 810, Bind 2-4] type = BindToTarget trigger1 = 1 pos = 0, 20,food [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 = "holdfwd" value = 12032 [State 810, State End] type = ChangeState triggerall = Time >= 500 trigger1 = command = "holdfwd" 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 6072,] type = TargetState trigger1 = Time = 0 value = 12032 [State 0, Explod] type = Explod triggerall = anim = 2250 triggerall = numexplod(22235) = 0 trigger1 = 1 anim = 22235 ID = 22235 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 = .75,.75 sprpriority = -2 ontop = 0 shadow = 0,0,0 ownpal = 0 [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 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 1 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 2 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 3 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 5 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 2 value = 1 ;プレイヤー音声(Aggressor Voice) [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 2000, 0 + random % 2 channel = 0 volume = 5000 [State 6002] type = Explod trigger1 = AnimElem = 2 anim = 12001 pos = 0, -9 postype = p1 scale = .83,.83 removetime = -2 sprpriority = 5 bindtime = -1 [State 6002] type = Explod trigger1 = AnimElem = 2 anim = 12001 pos = 0, -9 postype = p1 scale = 1.0,1.0 removetime = -2 sprpriority = 5 bindtime = -1 [State 810, Bind 2-4] type = BindToTarget trigger1 = 1 pos = 0, 20,food [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 = "holdback" value = 12031 [State 810, State End] type = ChangeState triggerall = Time >= 500 trigger1 = command = "holdback" value = 12021 ;NEXT PHASE [State 810, Throw 11] type = TargetState triggerall = Time >= 500 trigger1 = command = "holdfwd" value = 12033 [State 810, State End] type = ChangeState triggerall = Time >= 500 trigger1 = command = "holdfwd" value = 12023 ;------------------------------------------------------------------------------------------ ;Missionary med [Statedef 12023] type = S movetype= A physics = N anim = 2251 poweradd = 0 velset = 0,0 sprpriority = 10 [State 6072,] type = TargetState trigger1 = Time = 0 value = 12033 [State 0, Explod] type = Explod triggerall = anim = 2251 triggerall = numexplod(22236) = 0 trigger1 = 1 anim = 22236 ID = 22236 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 = .75,.75 sprpriority = -2 ontop = 0 shadow = 0,0,0 ownpal = 0 [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 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 1 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 2 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 3 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 5 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 2 value = 1 ;プレイヤー音声(Aggressor Voice) [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 2000, 0 + random % 2 channel = 0 volume = 5000 [State 6002] type = Explod trigger1 = AnimElem = 2 anim = 12001 pos = 0, -9 postype = p1 scale = .83,.83 removetime = -2 sprpriority = 5 bindtime = -1 [State 6002] type = Explod trigger1 = AnimElem = 2 anim = 12001 pos = 0, -9 postype = p1 scale = 1.0,1.0 removetime = -2 sprpriority = 5 bindtime = -1 [State 810, Bind 2-4] type = BindToTarget trigger1 = 1 pos = 0, 20,food [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 = "holdfwd" value = 12034 [State 810, State End] type = ChangeState triggerall = Time >= 500 trigger1 = command = "holdfwd" value = 12024 [State 810, Throw 11] type = TargetState triggerall = Time >= 500 trigger1 = command = "holdback" value = 12032 [State 810, State End] type = ChangeState triggerall = Time >= 500 trigger1 = command = "holdback" value = 12022 ;------------------------------------------------------------------------------------------ ;Missionary fast & hard [Statedef 12024] type = S movetype= A physics = N anim = 2252 poweradd = 0 velset = 0,0 sprpriority = 10 [State 6072,] type = TargetState trigger1 = Time = 0 value = 12034 [State 0, Explod] type = Explod triggerall = anim = 2252 triggerall = numexplod(22237) = 0 trigger1 = 1 anim = 22237 ID = 22237 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 = .75,.75 sprpriority = -2 ontop = 0 shadow = 0,0,0 ownpal = 0 [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 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 1 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 2 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 3 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 5 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 2 value = 1 ;プレイヤー音声(Aggressor Voice) [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 2000, 0 + random % 2 channel = 0 volume = 5000 [State 6002] type = Explod trigger1 = AnimElem = 2 anim = 12001 pos = 0, -9 postype = p1 scale = .83,.83 removetime = -2 sprpriority = 5 bindtime = -1 [State 6002] type = Explod trigger1 = AnimElem = 2 anim = 12001 pos = 0, -9 postype = p1 scale = 1.0,1.0 removetime = -2 sprpriority = 5 bindtime = -1 [State 810, Bind 2-4] type = BindToTarget trigger1 = 1 pos = 0, 20,food [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 = "holdfwd" value = 12035 [State 810, State End] type = ChangeState triggerall = Time >= 500 trigger1 = command = "holdfwd" value = 12025 [State 810, Throw 11] type = TargetState triggerall = Time >= 500 trigger1 = command = "holdback" value = 12033 [State 810, State End] type = ChangeState triggerall = Time >= 500 trigger1 = command = "holdback" 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 810, Bind 2-4] type = BindToTarget trigger1 = 1 pos = 0, 20,food [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 = 21004 ;--------------------------------------------------------------- ;Missionary cum extra A [Statedef 12026] type = S movetype= A physics = N anim = 2254 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 value = 3652, 0 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 2000, 0 + random % 3 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, -9 postype = p1 scale = 1.0,1.0 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 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 910, Bind 2-4] type = BindToTarget trigger1 = 1 pos = 0, 20,food [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 [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 cum extra B [Statedef 12027] type = S movetype= A physics = N anim = 2255 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 = 2 value = 3652, 0 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 2000, 0 + random % 3 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 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 2 value = 1 [State 6002] type = Explod trigger1 = AnimElem = 2 anim = 12001 pos = 0, -9 postype = p1 scale = 1.0,1.0 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 910, Bind 2-4] type = BindToTarget trigger1 = 1 pos = 0, 20,food [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 [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 Mode A [Statedef 12028] type = S movetype= A physics = N anim = 2256 poweradd = 0 sprpriority = 10 [State 6072,] type = TargetState trigger1 = Time = 0 value = 12038 [State 0, Explod] type = Explod triggerall = anim = 2257 triggerall = numexplod(22238) = 0 trigger1 = 1 anim = 22238 ID = 22238 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 = .75,.75 sprpriority = -2 ontop = 0 shadow = 0,0,0 ownpal = 0 [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 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 2000, 2 channel = 12 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 2000, 0 + random % 3 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 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 1 [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, -9 postype = p1 scale = .83,.83 removetime = -2 sprpriority = 5 bindtime = -1 [State 6002] type = Explod trigger1 = AnimElem = 6 anim = 12001 pos = 0, -9 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, Bind 2-4] type = BindToTarget trigger1 = 1 pos = 0, 20,food [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 = -20 [State 910, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3||AnimElem = 9||AnimElem = 15||AnimElem = 21 value = -10 [State 910, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 24||AnimElem = 26||AnimElem = 28||AnimElem = 30 value = -10 [State 0, VarSet] type = VarSet trigger1 = animtime = 0 fv = 16 value = 0 ;NEXT PHASE [State 810, Throw 11] type = TargetState triggerall = command = "holdfwd" triggerall = enemy,animexist(19230) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12011 [State 810, State End] type = ChangeState triggerall = command = "holdfwd" triggerall = enemy,animexist(19230) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12001 ;NEXT PHASE [State 810, Throw 11] type = TargetState triggerall = command = "holddown" triggerall = enemy,animexist(17230) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12051 [State 810, State End] type = ChangeState triggerall = command = "holddown" triggerall = enemy,animexist(17230) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12041 ;NEXT PHASE [State 810, Throw 11] type = TargetState triggerall = command = "holdup" triggerall = enemy,animexist(12250) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12031 [State 810, State End] type = ChangeState triggerall = command = "holdup" triggerall = enemy,animexist(12250) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12021 [State 810, Throw 11] type = TargetState triggerall = command = "holdback" triggerall = enemy,animexist(12250) = 1 Trigger1 = enemy, life <= 500 trigger1 = animtime = 0 value = 22017 [State 810, State End] type = ChangeState triggerall = command = "holdback" triggerall = enemy,animexist(12250) = 1 Trigger1 = enemy, life <= 500 trigger1 = animtime = 0 value = 22016 [State 810, Throw 11] type = TargetState triggerall = command = "holdx" triggerall = enemy,animexist(12250) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 8021 [State 810, State End] type = ChangeState triggerall = command = "holdx" triggerall = enemy,animexist(12250) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 9050 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 value = 30091 [State 810, State End] type = ChangeState trigger1 = animtime = 0 value = 21004 ;--------------------------------------------------------------- ;Missionary Cum Mode B [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 810, TargetBind] type = BindToTarget trigger1 = 1 pos = 0, 20,food [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 2 value = 2000, 0 + random % 3 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 93 value = 2000, 0 + random % 3 [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 = 3 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 = 3 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 = 3 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 = 3 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, -9 postype = p1 scale = 1.0,1.0 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 = command = "holdfwd" triggerall = enemy,animexist(19230) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12011 [State 810, State End] type = ChangeState triggerall = command = "holdfwd" triggerall = enemy,animexist(19230) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12001 ;NEXT PHASE [State 810, Throw 11] type = TargetState triggerall = command = "holddown" triggerall = enemy,animexist(17230) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12051 [State 810, State End] type = ChangeState triggerall = command = "holddown" triggerall = enemy,animexist(17230) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12041 ;NEXT PHASE [State 810, Throw 11] type = TargetState triggerall = command = "holdup" triggerall = enemy,animexist(12250) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12031 [State 810, State End] type = ChangeState triggerall = command = "holdup" triggerall = enemy,animexist(12250) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12021 [State 810, Throw 11] type = TargetState triggerall = command = "holdback" triggerall = enemy,animexist(12250) = 1 Trigger1 = enemy, life <= 500 trigger1 = animtime = 0 value = 22017 [State 810, State End] type = ChangeState triggerall = command = "holdback" triggerall = enemy,animexist(12250) = 1 Trigger1 = enemy, life <= 500 trigger1 = animtime = 0 value = 22016 [State 810, Throw 11] type = TargetState triggerall = command = "holdx" triggerall = enemy,animexist(12250) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 8021 [State 810, State End] type = ChangeState triggerall = command = "holdx" triggerall = enemy,animexist(12250) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 9050 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 value = 30091 [State 810, State End] type = ChangeState trigger1 = animtime = 0 value = 21004 ;--------------------------------------------------------------- ;Missionary Cum Mode C [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 810, TargetBind] type = BindToTarget trigger1 = 1 pos = 0, 20,food [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 6005, PlaySnd] type = HitAdd 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 value = 1 [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 = 2000,0 +random%3 [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 = 2 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 = 3 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 = 3 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 = 3 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, -9 postype = p1 scale = 1.0,1.0 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 = command = "holdfwd" triggerall = enemy,animexist(19230) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12011 [State 810, State End] type = ChangeState triggerall = command = "holdfwd" triggerall = enemy,animexist(19230) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12001 ;NEXT PHASE [State 810, Throw 11] type = TargetState triggerall = command = "holddown" triggerall = enemy,animexist(17230) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12051 [State 810, State End] type = ChangeState triggerall = command = "holddown" triggerall = enemy,animexist(17230) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12041 ;NEXT PHASE [State 810, Throw 11] type = TargetState triggerall = command = "holdup" triggerall = enemy,animexist(12250) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12031 [State 810, State End] type = ChangeState triggerall = command = "holdup" triggerall = enemy,animexist(12250) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12021 [State 810, Throw 11] type = TargetState triggerall = command = "holdback" triggerall = enemy,animexist(12250) = 1 Trigger1 = enemy, life <= 500 trigger1 = animtime = 0 value = 22017 [State 810, State End] type = ChangeState triggerall = command = "holdback" triggerall = enemy,animexist(12250) = 1 Trigger1 = enemy, life <= 500 trigger1 = animtime = 0 value = 22016 [State 810, Throw 11] type = TargetState triggerall = command = "holdx" triggerall = enemy,animexist(12250) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 8021 [State 810, State End] type = ChangeState triggerall = command = "holdx" triggerall = enemy,animexist(12250) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 9050 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 value = 30091 [State 810, State End] type = ChangeState trigger1 = animtime = 0 value = 21004 ;--------------------------------------------------------------------------- ;Missionary Raped Penetrate [Statedef 12030] type = A movetype= H physics = N velset = 0,0 [State 920] type = PosSet trigger1 = time = 0 y = 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 = PosSet trigger1 = time = 0 y = 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, 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 = PosSet trigger1 = time = 0 y = 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 = PosSet trigger1 = time = 0 y = 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 = PosSet trigger1 = time = 0 y = 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 820] type = PosSet trigger1 = time = 0 y = 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 Cum extra A [Statedef 12036] type = A movetype= H physics = N velset = 0,0 [State 820] type = PosSet trigger1 = time = 0 y = 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 Cum extra B [Statedef 12037] type = A movetype= H physics = N velset = 0,0 [State 820] type = PosSet trigger1 = time = 0 y = 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 Mode A [Statedef 12038] type = A movetype= H physics = N velset = 0,0 [State 820] type = PosSet trigger1 = time = 0 y = 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 = 4218, 23 [State 820, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 4218, 21+random % 3 ;--------------------------------------------------------------------------- ;Missionary Raped Cum Mode B [Statedef 12039] type = A movetype = H physics = N velset = 0,0 [State 820] type = PosSet trigger1 = time = 0 y = 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 ;体力減少 [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 = -5 [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 Cum Mode C [Statedef 12139] type = A movetype = H physics = N velset = 0,0 [State 820] type = PosSet trigger1 = time = 0 y = 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 ;体力減少 [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 ;BENT SPOONS [Statedef 6099] type = S physics = S movetype = A ctrl = 0 anim = 2001 velset = 0,0 [State 6061,00 ] type = NotHitBy trigger1 = Time >= 0 value = SCA [State 6061] type = HitDef trigger1 = time >= 5 hitsound = s900,0 attr = S, ST hitflag = M A F D priority = 7, miss sparkno = -1 p2stateno = 12050 p1stateno = 12040 sprpriority = 2 p2facing = 1 fall = 0 [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 = -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 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 = 4 value = 150,11 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 4 value = 8150, 6 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 4 value = 1 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 810, Bind 2-4] type = TargetBind trigger1 = time = 0 pos = 0,6 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 5 value = 12 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 5 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 = -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 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 0];?`?R type = Explod trigger1 = time = 0 anim = 11521 ID = 11521 postype = p1 pos = 0,0 sprpriority = 4 removetime = -1 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 4 value = 8150, 0 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 4 value = 8150, 1 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 4 value = 8150, 2 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 4 value = 8150, 3 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 4 value = 8150, 5 ;プレイヤー音声(Aggressor Voice) [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 5 trigger1 = random%9 = 0 value = 2000, 0 + random % 2 channel = 0 volume = 5000 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 4 value = 1 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 810, Bind 2-4] type = TargetBind trigger1 = time = 0 pos = 0,6 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 5 value = 12 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = -1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 5 value = -1 kill = 0 ;NEXT PHASE [State 810, Throw 11] type = TargetState triggerall = Time >= 500 trigger1 = command = "holdfwd" value = 12052 [State 810, State End] type = ChangeState triggerall = Time >= 500 trigger1 = command = "holdfwd" value = 12042 ;------------------------------------------------------------------------------------------ ;Cowboy med [Statedef 12042] type = S movetype= A physics = N anim = 7232 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 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 0];?`?R type = Explod trigger1 = time = 0 anim = 11522 ID = 11522 postype = p1 pos = 0,0 sprpriority = 4 removetime = -1 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 4 value = 8150, 0 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 4 value = 8150, 1 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 4 value = 8150, 2 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 4 value = 8150, 3 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 4 value = 8150, 5 ;プレイヤー音声(Aggressor Voice) [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 5 trigger1 = random%9 = 0 value = 2000, 0 + random % 2 channel = 0 volume = 5000 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 4 value = 1 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 810, Bind 2-4] type =TargetBind trigger1 = time = 0 pos = 0,6 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 5 value = 12 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = -1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 5 value = -1 kill = 0 ;NEXT PHASE [State 810, Throw 11] type = TargetState triggerall = Time >= 500 trigger1 = command = "holdback" value = 12051 [State 810, State End] type = ChangeState triggerall = Time >= 500 trigger1 = command = "holdback" value = 12041 ;NEXT PHASE [State 810, Throw 11] type = TargetState triggerall = Time >= 500 trigger1 = command = "holdfwd" value = 12053 [State 810, State End] type = ChangeState triggerall = Time >= 500 trigger1 = command = "holdfwd" value = 12043 ;------------------------------------------------------------------------------------------ ;Cowboy fast [Statedef 12043] type = S movetype= A physics = N anim = 7233 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 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 0];?`?R type = Explod trigger1 = time = 0 anim = 11523 ID = 11523 postype = p1 pos = 0,0 sprpriority = 4 removetime = -1 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 4 value = 8150, 0 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 4 value = 8150, 1 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 4 value = 8150, 2 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 4 value = 8150, 3 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 4 value = 8150, 5 ;プレイヤー音声(Aggressor Voice) [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 5 trigger1 = random%9 = 0 value = 2000, 0 + random % 2 channel = 0 volume = 5000 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 4 value = 1 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 810, Bind 2-4] type =TargetBind trigger1 = time = 0 pos = 0,6 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 5 value = 12 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = -1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 5 value = -1 kill = 0 ;NEXT PHASE [State 810, Throw 11] type = TargetState triggerall = Time >= 500 trigger1 = command = "holdfwd" value = 12054 [State 810, State End] type = ChangeState triggerall = Time >= 500 trigger1 = command = "holdfwd" value = 12044 [State 810, Throw 11] type = TargetState triggerall = Time >= 500 trigger1 = command = "holdback" value = 12052 [State 810, State End] type = ChangeState triggerall = Time >= 500 trigger1 = command = "holdback" value = 12042 ;------------------------------------------------------------------------------------------ ;Cowboy Ready To Cum [Statedef 12044] type = S movetype= A physics = N anim = 7234 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 = 0,6 [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 = "a" value = 12057 [State 6072,] type = TargetState triggerall = Time >= 0 trigger1 = command = "b" value = 12058 [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 = "a" value = 12047 [State 6072,] type = ChangeState triggerall = Time >= 0 trigger1 = command = "b" value = 12048 [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 = 21004 ;--------------------------------------------------------------- ;Cowboy cum extra A [Statedef 12045] type = S movetype= A physics = N anim = 7235 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 value = 3652, 0 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 2000, 0 + random % 3 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 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 0, Explod];?` type = Explod trigger1 = AnimElem = 3 anim = 11526 ID = 11526 pos = 0, 0 postype = p1 facing = 1 removetime = -1 scale = 1,1 sprpriority = 10 ownpal = 1 [State 0, Explod];?` type = Explod trigger1 = AnimElem = 4 anim = 11528 ID = 11528 pos = 0, 0 postype = p1 facing = 1 removetime = -1 scale = 1,1 sprpriority = 8 ownpal = 1 [State 910] type = PosSet trigger1 = time = 0 y = 0 [State 910, Bind 2-4] type = TargetBind trigger1 = time = 0 pos = 0,6 [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 [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 cum extra B [Statedef 12046] type = S movetype= A physics = N anim = 7236 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 = 2 value = 3652, 0 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 2000, 0 + random % 3 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 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 2 value = 1 [State 0, Explod];?` type = Explod trigger1 = AnimElem = 2 anim = 11527 ID = 11527 pos = 0, 0 postype = p1 facing = 1 removetime = -1 scale = 1,1 sprpriority = 10 ownpal = 1 [State 0, Explod];?` type = Explod trigger1 = AnimElem = 3 anim = 11528 ID = 11528 pos = 0, 0 postype = p1 facing = 1 removetime = -1 scale = 1,1 sprpriority = 8 ownpal = 1 [State 910] type = PosSet trigger1 = time = 0 y = 0 [State 910, Bind 2-4] type = TargetBind trigger1 = time = 0 pos = 0,6 [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 [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 Mode A [Statedef 12047] type = S movetype= A physics = N anim = 7237 poweradd = 0 sprpriority = -10 [State 6072,] type = TargetState trigger1 = Time = 0 value = 12057 [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 = 5 [State 0, Explod];?` type = Explod trigger1 = time = 0 anim = 11525 ID = 11525 pos = 0, 0 postype = p1 facing = 1 removetime = -1 scale = 1,1 sprpriority = 10 ownpal = 1 [State 4615, Explod] type = Explod trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 anim = 110200 ID = 999 pos = 0, 0 postype = p1 scale = 1, 1 sprpriority = 11 ontop = 0 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 3652, 0 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 2000, 2 channel = 12 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 2000, 0 + random % 3 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 [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 = 0,6 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 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 = -20 [State 910, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3||AnimElem = 9||AnimElem = 15||AnimElem = 21 value = -10 [State 910, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 24||AnimElem = 26||AnimElem = 28||AnimElem = 30 value = -10 [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 = command = "holdfwd" triggerall = enemy,animexist(19230) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12011 [State 810, State End] type = ChangeState triggerall = command = "holdfwd" triggerall = enemy,animexist(19230) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12001 ;NEXT PHASE [State 810, Throw 11] type = TargetState triggerall = command = "holddown" triggerall = enemy,animexist(17230) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12051 [State 810, State End] type = ChangeState triggerall = command = "holddown" triggerall = enemy,animexist(17230) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12041 ;NEXT PHASE [State 810, Throw 11] type = TargetState triggerall = command = "holdup" triggerall = enemy,animexist(12250) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12031 [State 810, State End] type = ChangeState triggerall = command = "holdup" triggerall = enemy,animexist(12250) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12021 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 value = 30091 [State 810, State End] type = ChangeState trigger1 = animtime = 0 value = 21004 ;--------------------------------------------------------------- ;Cowboy Cum Mode B [Statedef 12048] type = S movetype= A physics = N anim = 7238 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 4615, Explod] type = Explod trigger1 = time = 0 anim = 7248 ID = 7248 pos = 0, 0 postype = p1 facing = 1 removetime = -1 scale = const(size.xscale),const(size.yscale) sprpriority = 5 ontop = 0 [State -2, EnvShake] type = EnvShake trigger1 = animelem = 25 || animelem = 32 trigger2 = animelem = 39 || animelem = 46 trigger3 = animelem = 53 || animelem = 55 trigger4 = animelem = 60 triggerall = random < 333 time = 10 freq = 120 ampl = -6 [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State 910] type = PosSet trigger1 = time = 0 y = 0 [State 910, Bind 2-4] type = TargetBind trigger1 = time = 0 pos = 0,6 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 3 value = 4218,23 [State 6005, PlaySnd] type = HitAdd trigger1 = animelem = 3 || animelem = 8 trigger2 = animelem = 13 || animelem = 19 trigger3 = animelem = 22 || animelem = 25 || animelem = 32 trigger4 = animelem = 39 || animelem = 46 trigger5 = animelem = 53 || animelem = 55 trigger6 = animelem = 60 value = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 3 || animelem = 8 trigger2 = animelem = 13 || animelem = 19 value = 2000,0 +random%2 [State 6002, 1] type = PlaySnd trigger1 = animelem = 3 || animelem = 8 trigger2 = animelem = 13 || animelem = 18 value = 8150, 0 [State 6002, 1] type = PlaySnd trigger1 = animelem = 3 || animelem = 8 trigger2 = animelem = 13 || animelem = 18 value = 8150, 1 [State 6002, 1] type = PlaySnd trigger1 = animelem = 3 || animelem = 8 trigger2 = animelem = 13 || animelem = 18 value = 8150, 2 [State 6002, 1] type = PlaySnd trigger1 = animelem = 3 || animelem = 8 trigger2 = animelem = 13 || animelem = 18 value = 8150, 3 [State 6002, 1] type = PlaySnd trigger1 = animelem = 3 || animelem = 8 trigger2 = animelem = 13 || animelem = 18 value = 8150, 5 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 22 || animelem = 25 || animelem = 32 trigger2 = animelem = 39 || animelem = 46 trigger3 = animelem = 53 || animelem = 55 trigger4 = animelem = 60 value = 3652,0 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 22 || animelem = 25 || animelem = 32 trigger2 = animelem = 39 || animelem = 46 trigger3 = animelem = 53 || animelem = 55 trigger4 = animelem = 60 value = 0,6 [State 6207, LifeAdd] type = LifeAdd trigger1 = animelem = 22 || animelem = 25 || animelem = 32 trigger2 = animelem = 39 || animelem = 46 trigger3 = animelem = 53 || animelem = 55 trigger4 = AnimElem = 60 value = 30 absolute = 1 [State 6207, LifeAdd] type = LifeAdd trigger1 = animelem = 22 || animelem = 25 || animelem = 32 trigger2 = animelem = 39 || animelem = 46 trigger3 = animelem = 53 || animelem = 55 trigger4 = AnimElem = 60 value = -5 absolute = 1 [State 0];?`?R type = Explod trigger1 = animelem = 3 || animelem = 8 trigger2 = animelem = 13 || animelem = 18 anim = 11522 ID = 11522 postype = p1 pos = 0,0 sprpriority = 4 removetime = -1 [State 4615, Explod] type = Explod trigger1 = animelem = 22 || animelem = 25 || animelem = 32 trigger2 = animelem = 39 || animelem = 46 trigger3 = animelem = 53 || animelem = 55 trigger4 = animelem = 60 anim = 110200 ID = 999 pos = 0, 0 postype = p1 scale = 1, 1 sprpriority = 10 ontop = 0 [State 0, Explod];?` type = Explod trigger1 = animelem = 25 || animelem = 32 trigger2 = animelem = 39 || animelem = 46 trigger3 = animelem = 53 || animelem = 55 trigger4 = animelem = 60 anim = 11526 ID = 11526 pos = 0, 0 postype = p1 facing = 1 removetime = -1 scale = 1,1 sprpriority = 10 ownpal = 1 [State 0, Explod];?` type = Explod trigger1 = animelem = 26 || animelem = 33 trigger2 = animelem = 40 || animelem = 47 trigger3 = animelem = 54 || animelem = 56 trigger4 = animelem = 61 anim = 11528 ID = 11528 pos = 0, 0 postype = p1 facing = 1 scale = 1,1 sprpriority = 8 ownpal = 1 ;NEXT PHASE [State 810, Throw 11] type = TargetState triggerall = command = "holdfwd" triggerall = enemy,animexist(19230) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12011 [State 810, State End] type = ChangeState triggerall = command = "holdfwd" triggerall = enemy,animexist(19230) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12001 ;NEXT PHASE [State 810, Throw 11] type = TargetState triggerall = command = "holddown" triggerall = enemy,animexist(17230) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12051 [State 810, State End] type = ChangeState triggerall = command = "holddown" triggerall = enemy,animexist(17230) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12041 ;NEXT PHASE [State 810, Throw 11] type = TargetState triggerall = command = "holdup" triggerall = enemy,animexist(12250) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12031 [State 810, State End] type = ChangeState triggerall = command = "holdup" triggerall = enemy,animexist(12250) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12021 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 value = 30091 [State 810, State End] type = ChangeState trigger1 = animtime = 0 value = 21004 ;--------------------------------------------------------------------------- ;Cowboy Raped penetrate [Statedef 12050] 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 = 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 [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 920, 1] type = PlaySnd trigger1 = AnimElem = 4 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 [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 = 4 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 [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 = 4 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 [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 Cum extra A [Statedef 12055] 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 = 27235 [State 820, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218, 21+random % 3 ;Cowboy Raped Cum extra B [Statedef 12056] 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 = 27236 [State 820, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 trigger1 = random%9 = 0 value = 4218, 21+random % 3 ;Cowboy Raped Cum Mode A [Statedef 12057] 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 = 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 ;Cowboy Raped Cum Mode B [Statedef 12058] type = A movetype = H physics = N velset = 0,0 [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 6207, LifeAdd] type = LifeAdd trigger1 = animelem = 25 || animelem = 32 trigger2 = animelem = 39 || animelem = 46 trigger3 = animelem = 53 || animelem = 55 trigger4 = AnimElem = 60 value = -20 absolute = 1 [State 6210, LifeAdd] type = PowerAdd trigger1 = animelem = 25 || animelem = 32 trigger2 = animelem = 39 || animelem = 46 trigger3 = animelem = 53 || animelem = 55 trigger4 = AnimElem = 60 value = -150 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 25 || animelem = 32 trigger2 = animelem = 39 || animelem = 46 trigger3 = animelem = 53 || animelem = 55 value = 4218,21 +random%3 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 60 value = 4218,21 +random%3 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 27238 [Statedef 9050,] type = S movetype = A physics = N velset = 0,0 anim = 8124 ctrl = 0 sprpriority = 10 [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 6073] type = PlaySnd trigger1 = animElem = 3 value = 0,44 [State 6073] type = PlaySnd trigger1 = time = 0 trigger2= time= 300 value = 4218,400 [State 6073] type = PlaySnd trigger1 = time = 600 value = 4218,500 [State 6073] type = PlaySnd trigger1 = AnimElem = 10 || AnimElem = 16 || AnimElem = 22 || AnimElem = 28 trigger2 = AnimElem = 34 || AnimElem = 40 || AnimElem = 46 || AnimElem = 52 trigger3 = AnimElem = 58 || AnimElem = 64 || AnimElem = 70 || AnimElem = 76 trigger4 = AnimElem = 82 || AnimElem = 88 || AnimElem = 94 || AnimElem = 100 trigger5 = AnimElem = 106 || AnimElem = 112 || AnimElem = 118 || AnimElem = 124 trigger6 = AnimElem = 130 || AnimElem = 136 || AnimElem = 142 trigger7 = AnimElem = 148 || AnimElem = 217 || AnimElem = 219 value = 0, 43 [State 6073] type = PlaySnd trigger1 = AnimElem = 7 || AnimElem = 13 || AnimElem = 19 || AnimElem = 25 trigger2 = AnimElem = 31 || AnimElem = 37 || AnimElem = 43 || AnimElem = 49 trigger3 = AnimElem = 55 || AnimElem = 61 || AnimElem = 67 || AnimElem = 73 trigger4 = AnimElem = 79 || AnimElem = 85 || AnimElem = 91 || AnimElem = 97 trigger5 = AnimElem = 103 || AnimElem = 109 || AnimElem = 115 || AnimElem = 121 trigger6 = AnimElem = 127 || AnimElem = 133 || AnimElem = 139 || AnimElem = 145 trigger7 = AnimElem = 149 || AnimElem = 156 || AnimElem = 163 || AnimElem = 170 trigger8 = AnimElem = 179 || AnimElem = 191 || AnimElem = 215 || AnimElem = 218 trigger9 = AnimElem = 220 value = 8150, 2 [State 19072] type = PlaySnd trigger1 = AnimElem = 220 value = 8150, 1 [State 19072] type = PlaySnd trigger1 = AnimElem = 151 || AnimElem = 160 || AnimElem = 167 || AnimElem = 174 || AnimElem = 183 || AnimElem = 195 || AnimElem = 205 value = 3652, 0 [State 19072] type = PlaySnd trigger1 = AnimElem = 151 value = 900, 2 [State 19072] type = PlaySnd trigger1 = AnimElem = 151 || AnimElem = 160 || AnimElem = 167 || AnimElem = 174 || AnimElem = 183 || AnimElem = 195 || AnimElem = 205 value = 0, 6 [State 6072] type = BindToTarget trigger1 = 1 pos = 0, 20,food ;この位置を調節することで締め上げる触手の位置を変えれます。 ;add8454------------------------------------------- ;aliveordead [State 19072,] type = TargetState trigger1 = AnimTime = 0 value = 30091 [State 19072,] type = ChangeState trigger1 = animtime = 0 value = 21004 ;aliveordead [State 19072,] type = TargetState Triggerall = power >= 1000 triggerall = Time >= 500 triggerall = enemy,animexist(12250) = 1 trigger1 = command = "a" value = 12031 [State 19072,] type = ChangeState Triggerall = power >= 1000 triggerall = Time >= 500 triggerall = enemy,animexist(12250) = 1 trigger1 = command = "a" value = 12021 [State 19072,] type = TargetState Triggerall = enemy, life <= 200 triggerall = Time >= 500 triggerall = enemy,animexist(12250) = 1 trigger1 = command = "b" value = 22017 [State 19072,] type = ChangeState Triggerall = enemy, life <= 200 triggerall = Time >= 500 triggerall = enemy,animexist(12250) = 1 trigger1 = command = "b" value = 22016 [State 19072,] type = TargetState triggerall = enemy,animexist(19230) = 1 triggerall = command = "x" trigger1 = Time >= 500 value = 12011 [State 19072,] type = ChangeState triggerall = enemy,animexist(19230) = 1 triggerall = command = "x" trigger1 = Time >= 500 value = 12001 [State 19072,] type = TargetState triggerall = enemy,animexist(17230) = 1 triggerall = command = "y" trigger1 = Time >= 500 value = 12051 [State 19072,] type = ChangeState triggerall = enemy,animexist(17230) = 1 triggerall = command = "y" trigger1 = Time >= 500 value = 12041 ;-------------------------------------------end8454 [State 6072] type = Explod trigger1 = AnimElem = 7 || AnimElem = 13 || AnimElem = 19 || AnimElem = 25 trigger2 = AnimElem = 31 || AnimElem = 37 || AnimElem = 43 || AnimElem = 49 trigger3 = AnimElem = 55 || AnimElem = 61 || AnimElem = 67 || AnimElem = 73 trigger4 = AnimElem = 79 || AnimElem = 85 || AnimElem = 91 || AnimElem = 97 trigger5 = AnimElem = 103 || AnimElem = 109 || AnimElem = 115 || AnimElem = 121 trigger6 = AnimElem = 127 || AnimElem = 133 || AnimElem = 139 || AnimElem = 145 trigger7 = AnimElem = 149 || AnimElem = 156 || AnimElem = 163 || AnimElem = 170 trigger8 = AnimElem = 179 || AnimElem = 191 || AnimElem = 215 || AnimElem = 218 trigger9 = AnimElem = 220 anim = 12001 pos = 0, -9 postype = p1 scale = .83,.83 removetime = -2 sprpriority = 2 bindtime = -1 [State 6072] type = Explod trigger1 = AnimElem = 10 || AnimElem = 16 || AnimElem = 22 || AnimElem = 28 trigger2 = AnimElem = 34 || AnimElem = 40 || AnimElem = 46 || AnimElem = 52 trigger3 = AnimElem = 58 || AnimElem = 64 || AnimElem = 70 || AnimElem = 76 trigger4 = AnimElem = 82 || AnimElem = 88 || AnimElem = 94 || AnimElem = 100 trigger5 = AnimElem = 106 || AnimElem = 112 || AnimElem = 118 || AnimElem = 124 trigger6 = AnimElem = 130 || AnimElem = 136 || AnimElem = 142 trigger7 = AnimElem = 148 || AnimElem = 217 || AnimElem = 219 anim = 12001 pos = 0, -9 postype = p1 scale = 1.0,1.0 removetime = -2 sprpriority = 2 bindtime = -1 [State 6072] type = Explod trigger1 = AnimElem = 151 || AnimElem = 160 || AnimElem = 167 || AnimElem = 174 || AnimElem = 183 || AnimElem = 195 || AnimElem = 205 anim = 12002 pos = 0, -9 scale = 0.7,0.7 postype = p1 removetime = -2 sprpriority = 2 bindtime = 6 ownpal = 1 [State 6072] type = Explod trigger1 = AnimElem = 160 || AnimElem = 167 || AnimElem = 174 || AnimElem = 183 || AnimElem = 195 || AnimElem = 205 anim = 12003 scale = 0.8,0.8 pos = 0, -9 postype = p1 removetime = -2 sprpriority = 2 bindtime = 5 ownpal = 1 [State 6072] type = Explod trigger1 = AnimElem = 167 || AnimElem = 174 || AnimElem = 183 || AnimElem = 195 || AnimElem = 205 anim = 12004 scale = 0.8,0.8 pos = 0, -9 postype = p1 removetime = -2 sprpriority = 2 bindtime = -1 ownpal = 1 [State 19064] type = LifeAdd trigger1 = AnimElem = 152 || AnimElem = 161 || AnimElem = 168 || AnimElem = 175 || AnimElem = 184 trigger2 = AnimElem = 196 value = 20 [Statedef 8021] type = A movetype= H physics = N velset = 0,0 sprpriority = 1 [State 8021] type = PosSet trigger1 = 1 y = 0 [State 19064] type = NotHitBy trigger1 = Time >= 0 value = SC [State 19064] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT ;cust8454------------------------------------------- [State 19064] ;専用アニメ19230が存在するとき type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(12250) = 1 value = 8121 ;6623早漏犬アニメに調整したものに変更 ;-------------------------------------------end8454 [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 19064] 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] type = LifeAdd triggerall = Life > 5 trigger1 = AnimElem = 4 || AnimElem = 10 || AnimElem = 16 || AnimElem = 22 trigger2 = AnimElem = 28 || AnimElem = 34 || AnimElem = 40 || AnimElem = 46 trigger3 = AnimElem = 52 || AnimElem = 58 || AnimElem = 64 || AnimElem = 70 trigger4 = AnimElem = 76 || AnimElem = 82 || AnimElem = 88 || AnimElem = 94 trigger5 = AnimElem = 100 || AnimElem = 106 || AnimElem = 112 || AnimElem = 118 trigger6 = AnimElem = 124 || AnimElem = 130 || AnimElem = 136 || AnimElem = 142 trigger7 = AnimElem = 148 || AnimElem = 158 || AnimElem = 165 || AnimElem = 172 trigger8 = AnimElem = 181 || AnimElem = 193 || AnimElem = 221 || AnimElem = 223 value = -1 [State 19064] type = LifeAdd trigger1 = AnimElem = 152 || AnimElem = 161 || AnimElem = 168 || AnimElem = 175 || AnimElem = 184 trigger2 = AnimElem = 196 value = -5 ;--------------- ----------------------------end8454 ;Diety Ride [Statedef 6269] type = A physics = S movetype = A ctrl = 0 anim = 2001 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 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 6005, PlaySnd] type = HitAdd 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 value = 1 ;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 = 900, 0 [State 8026,????] 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 = 5 [State 8026, ????] type = PowerAdd trigger1 = AnimElem = 393 || AnimElem = 420 || AnimElem = 449 || AnimElem = 478 || AnimElem = 500 || AnimElem = 514 value = 100 [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 ;NEXT PHASE [State 810, Throw 11] type = TargetState triggerall = command = "holdfwd" triggerall = enemy,animexist(19230) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12010 [State 810, State End] type = ChangeState triggerall = command = "holdfwd" triggerall = enemy,animexist(19230) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12000 ;NEXT PHASE [State 810, Throw 11] type = TargetState triggerall = command = "holddown" triggerall = enemy,animexist(17230) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12050 [State 810, State End] type = ChangeState triggerall = command = "holddown" triggerall = enemy,animexist(17230) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12040 ;NEXT PHASE [State 810, Throw 11] type = TargetState triggerall = command = "holdup" triggerall = enemy,animexist(12250) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12030 [State 810, State End] type = ChangeState triggerall = command = "holdup" triggerall = enemy,animexist(12250) = 1 Trigger1 = power >= 10 trigger1 = animtime = 0 value = 12020 [State 810, Throw 11] type = TargetState triggerall = command = "holdback" triggerall = enemy,animexist(12250) = 1 Trigger1 = power >= 3000 trigger1 = animtime = 0 value = 22017 [State 810, State End] type = ChangeState triggerall = command = "holdback" triggerall = enemy,animexist(12250) = 1 Trigger1 = power >= 3000 trigger1 = animtime = 0 value = 22016 [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 0, Explod] type = Explod triggerall = facing = 1 trigger1 = SelfAnimExist(19633) trigger1 = Time = 0 anim = 19633 ID = 19633 facing = 1 bindtime = -1 removetime = 2226 pos = 0,-25 scale = .55,.55 sprpriority = -1 ownpal = 0 IgnoreHitPause = 0 removeongethit = 1 [State 0, Explod] type = Explod triggerall = facing = -1 trigger1 = SelfAnimExist(19634) trigger1 = Time = 0 anim = 19634 ID = 19633 facing = -1 bindtime = -1 removetime = 2226 pos = 0,-25 scale = .55,.55 sprpriority = -1 ownpal = 0 IgnoreHitPause = 0 removeongethit = 1 [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 = -5 [State 8027, ????] type = PowerAdd trigger1 = AnimElem = 393 || AnimElem = 420 || AnimElem = 449 || AnimElem = 478 || AnimElem = 500 || AnimElem = 514 value = -100 [Statedef 6065] type = A movetype= H physics = N velset = 0,0 poweradd = 40 [State 6065, オユ] type = VelAdd Trigger1 = 1 y = 10 [State 6065, 」マ」リ3] 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 ;============================================================================== ;MISSIONARY FINISHER [Statedef 7098] type = S physics = S movetype = A ctrl = 0 anim = 2001 velset = 0,0 [State 6061,00 ] type = NotHitBy trigger1 = Time >= 0 value = SCA [State 6061] type = HitDef trigger1 = time >= 5 hitsound = s900,0 attr = S, ST hitflag = M A F D priority = 7, miss sparkno = -1 p2stateno = 22017 p1stateno = 22016 sprpriority = 2 p2facing = 1 fall = 0 [State 40000, 4] type = changeState trigger1 = animtime = 0 value = 0 ctrl = 1 [Statedef 22016,] type = S movetype = A physics = N velset = 0,0 anim = 22016 ctrl = 0 sprpriority = 10 [State 2000] type = Explod trigger1 = time = 0 anim = 23016 ID = 23016 pos = 0,0 postype = p1 scale = .75,.75 sprpriority = 0 removetime = -1 [State 2000];?P?c???? type = RemoveExplod triggerall = AnimElem = 5 trigger1 = enemyNear, alive = 1 ID = 23016 [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 = 900, 9 [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 22012] type = BindToTarget trigger1 = 1 pos = 0, 20,food ;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 0] type = PosSet trigger1 = 1 y = 0 ;cust8454------------------------------------------- [State 22017] ;専用アニメ19230が存在するとき type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(12250) = 1 value = 22017 [State 22017] type = LifeAdd trigger1 = AnimElem = 5 value = -5 kill = 0 ;SlowHumping2Missionary [Statedef 22018,] type = S movetype = A physics = N velset = 0,0 anim = 22018 ctrl = 0 sprpriority = 10 [State 6072, ooxx] type = Explod trigger1 = time = 0 anim = 23018 ID = 23018 pos = 0,0 postype = p1 scale = .75,.75 sprpriority = 0 removetime = -1 [State 2000];?P?c???? type = RemoveExplod triggerall = Time = 500 trigger1 = enemyNear, alive = 1 ID = 23018 [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 22012] type = BindToTarget trigger1 = 1 pos = 0, 20,food [State 22012] type = PlaySnd trigger1 = AnimElem = 2 value = 666, 0 [State 22012] type = PlaySnd trigger1 = AnimElem = 2 value = 666, 2 [State 22012] type = Explod trigger1 = AnimElem = 2 anim = 12001 pos = 0, -9 postype = p1 scale = .83,.83 removetime = -2 sprpriority = 2 bindtime = -1 ;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 0] type = PosSet trigger1 = 1 y = 0 ;cust8454------------------------------------------- [State 22003] ;専用アニメ19230が存在するとき type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(12250) = 1 value = 22019 ;6623早漏犬アニメに調整したものに変更 ;-------------------------------------------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 = 10 [State 6072, ooxx] type = Explod trigger1 = time = 0 anim = 23020 ID = 23020 pos = 0,0 postype = p1 scale = .75,.75 sprpriority = 0 removetime = -1 [State 2000];?P?c???? type = RemoveExplod triggerall = Time = 500 trigger1 = enemyNear, alive = 1 ID = 23020 [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 22002] type = BindToTarget trigger1 = 1 pos = 0, 20,food [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 22002] type = Explod 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 anim = 12001 pos = 0, -9 postype = p1 scale = .83,.83 removetime = -2 sprpriority = 2 bindtime = -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 = 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 0] type = PosSet trigger1 = 1 y = 0 ;cust8454------------------------------------------- [State 22003] ;専用アニメ19230が存在するとき type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(12250) = 1 value = 22021 ;6623早漏犬アニメに調整したものに変更 ;-------------------------------------------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 = 10 [State 6072, ooxx] type = Explod trigger1 = time = 0 anim = 23022 ID = 23022 pos = 0,0 postype = p1 scale = .75,.75 sprpriority = 0 removetime = -1 [State 2000];?P?c???? type = RemoveExplod triggerall = Time = 500 trigger1 = enemyNear, alive = 1 ID = 23022 [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 22002] type = BindToTarget trigger1 = 1 pos = 0, 20,food [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 22002] type = Explod 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 anim = 12001 pos = 0, -9 postype = p1 scale = .83,.83 removetime = -2 sprpriority = 2 bindtime = -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 = 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 0] type = PosSet trigger1 = 1 y = 0 ;cust8454------------------------------------------- [State 22003] ;専用アニメ19230が存在するとき type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(12250) = 1 value = 22023 ;6623早漏犬アニメに調整したものに変更 ;-------------------------------------------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 = 10 [State 6072, ooxx] type = Explod trigger1 = time = 0 anim = 23024 ID = 23024 pos = 0,0 postype = p1 scale = .75,.75 sprpriority = 0 removetime = -1 [State 2000];?P?c???? type = RemoveExplod triggerall = Time = 500 trigger1 = enemyNear, alive = 1 ID = 23024 [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 22002] type = BindToTarget trigger1 = 1 pos = 0, 20,food [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 22002] type = Explod 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 anim = 12001 pos = 0, -9 postype = p1 scale = .83,.83 removetime = -2 sprpriority = 2 bindtime = -1 [State 22014] type = PlaySnd trigger1 = Time = 10 value = 3800, 5 ;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 0] type = PosSet trigger1 = 1 y = 0 ;cust8454------------------------------------------- [State 22003] ;専用アニメ19230が存在するとき type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(12250) = 1 value = 22025 ;6623早漏犬アニメに調整したものに変更 ;-------------------------------------------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 = 10 [State 6072, ooxx] type = Explod trigger1 = time = 0 anim = 23026 ID = 23026 pos = 0,0 postype = p1 scale = .75,.75 sprpriority = 0 removetime = -1 [State 2000];?P?c???? type = RemoveExplod triggerall = power = 3000 triggerall = Time >= 500 trigger1 = command = "a" trigger1 = enemyNear, alive = 1 ID = 23026 [State 2000];?P?c???? type = RemoveExplod triggerall = Time >= 500 trigger1 = command = "b" trigger1 = enemyNear, alive = 1 ID = 23026 [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 22002] type = BindToTarget trigger1 = 1 pos = 0, 20,food [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 22002] type = Explod 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 anim = 12001 pos = 0, -9 postype = p1 scale = .83,.83 removetime = -2 sprpriority = 2 bindtime = -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 = 15 ;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 triggerall = Time >= 500 trigger1 = command = "a" trigger1 = enemyNear, alive = 1 value = 22031 [State 22012,] type = ChangeState triggerall = power = 3000 triggerall = Time >= 500 trigger1 = command = "a" trigger1 = enemyNear, alive = 1 value = 22030 ;------------------------------------------------ ;FasterHump2Receive [Statedef 22027] type = A movetype= H physics = N velset = 0,0 sprpriority = 1 [State 0] type = PosSet trigger1 = 1 y = 0 ;cust8454------------------------------------------- [State 22003] ;専用アニメ19230が存在するとき type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(12250) = 1 value = 22027 ;6623早漏犬アニメに調整したものに変更 ;-------------------------------------------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 = 10 [State 6072, ooxx] type = Explod trigger1 = time = 0 anim = 23028 ID = 23028 pos = 0,0 postype = p1 scale = .75,.75 sprpriority = 0 removetime = -1 [State 2000];?P?c???? type = RemoveExplod triggerall = Time >= 500 trigger1 = command = "a" ID = 23028 [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 22002] type = BindToTarget trigger1 = Time >= 0 id = -1 pos = 0, 20,food [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 22002] type = Explod 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 anim = 12001 pos = 0, -9 postype = p1 scale = .83,.83 removetime = -2 sprpriority = 2 bindtime = -1 [State 22006] type = PlaySnd trigger1 = Time = 20 value = 1300, 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 ;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 0] type = PosSet trigger1 = 1 y = 0 ;cust8454------------------------------------------- [State 22003] ;専用アニメ19230が存在するとき type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(12250) = 1 value = 22029 ;6623早漏犬アニメに調整したものに変更 ;-------------------------------------------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 = 10 [State 6072, ooxx] type = Explod trigger1 = time = 0 anim = 23030 ID = 23030 pos = 0,0 postype = p1 scale = .75,.75 sprpriority = 0 bindtime = -1 [State 22004] type = HitDef trigger1 = time >= 10 attr = S, ST hitflag = M priority = 7, miss sparkno = -1 p1stateno = 22002 p2facing = 1 fall = 0 [State 22004] type = BindToTarget trigger1 = 1 pos = 0, 20,food ;この位置を調節することで締め上げる触手の位置を変えれます。 [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 = 1100, 1 [State 22004] type = PlaySnd trigger1 = AnimElem = 1 || AnimElem = 10 || AnimElem = 17 || AnimElem = 24 || AnimElem = 33 || AnimElem = 45 || AnimElem = 59 value = 0, 6 [State 22004] type = Explod trigger1 = AnimElem = 1 || AnimElem = 10 anim = 12002 pos = 0, -9 scale = 0.7,0.7 postype = p1 removetime = -2 sprpriority = 2 bindtime = 6 ownpal = 1 [State 22004] type = Explod trigger1 = AnimElem = 17 || AnimElem = 24 anim = 12003 scale = 0.8,0.8 pos = 0, -9 postype = p1 removetime = -2 sprpriority = 2 bindtime = 5 ownpal = 1 [State 22004] type = Explod trigger1 = AnimElem = 24 || AnimElem = 33 || AnimElem = 45 || AnimElem = 59 anim = 12004 scale = 0.8,0.8 pos = 0, -9 postype = p1 removetime = -2 sprpriority = 2 bindtime = -1 ownpal = 1 [State 22004] type = Explod trigger1 = AnimElem = 18 anim = 12006 scale = 0.8,0.8 pos = 0, -9 postype = p1 removetime = 700 sprpriority = 2 bindtime = 1 ownpal = 1 [State 22005] type = PowerAdd trigger1 = AnimElem = 1 || AnimElem = 10 || AnimElem = 17 || AnimElem = 24 || AnimElem = 33 || AnimElem = 45 || AnimElem = 59 value = -10 ;add8454------------------------------------------- ;aliveordead [State 22004] type = TargetState trigger1 = AnimTime = 0 value = 30091 [State 22004] type = ChangeState trigger1 = animtime = 0 value = 21004 [State 22004,] type = TargetState triggerall = Time >= 130 trigger1 = command = "a" value = 22029 [State 22004,] type = ChangeState triggerall = Time >= 130 trigger1 = command = "a" value = 22028 [State 22004,] type = TargetState triggerall = Time >= 130 trigger1 = command = "b" value = 12038 [State 22004,] type = ChangeState triggerall = Time >= 130 trigger1 = command = "b" value = 12028 [State 22004,] type = TargetState triggerall = Time >= 130 trigger1 = command = "c" value = 12039 [State 22004,] type = ChangeState triggerall = Time >= 130 trigger1 = command = "c" value = 12029 ;EjacReceive [Statedef 22031] type = A movetype= H physics = N velset = 0,0 sprpriority = 1 [State 0] type = PosSet trigger1 = 1 y = 0 ;cust8454------------------------------------------- [State 22005] ;専用アニメ19230が存在するとき 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 = -100 kill = 0 ;-------------------------------------------------------------- ;Ejac2 [Statedef 22033] type = S movetype = A physics = N velset = 0,0 anim = 22033 ctrl = 0 sprpriority = 10 [State 6072, ooxx] type = Explod trigger1 = time = 0 anim = 23033 ID = 23033 pos = 0,0 postype = p1 scale = .75,.75 sprpriority = 0 bindtime = -1 [State 22004] type = HitDef trigger1 = time >= 10 attr = S, ST hitflag = M priority = 7, miss sparkno = -1 p1stateno = 22002 p2facing = 1 fall = 0 [State 22004] type = BindToTarget trigger1 = 1 pos = 0, 20,food ;この位置を調節することで締め上げる触手の位置を変えれます。 [State 22004, ooxx] type = Explod trigger1 = p2stateno !=22034 trigger2 = animelem = 138 anim = 99989 ID = 99989 pos = 0, -9 postype = p1 scale = 1, 1 sprpriority = 2 ontop = 0 removetime = 355 [State 22004] type = PlaySnd trigger1 = AnimElem = 1 || AnimElem = 30 || AnimElem = 59 value = 3652, 0 [State 22006] type = PlaySnd trigger1 = AnimElem = 1 value = 900, 9 [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 = 900,4 [State 15418] type = Explod trigger1 = AnimElem = 1 || AnimElem = 30 anim = 12002 pos = 0, -9 scale = 0.7,0.7 postype = p1 removetime = -2 sprpriority = 2 bindtime = 6 ownpal = 1 [State 15418] type = Explod trigger1 = AnimElem = 30 || AnimElem = 59 anim = 12003 scale = 0.8,0.8 pos = 0, -9 postype = p1 removetime = -2 sprpriority = 2 bindtime = 5 ownpal = 1 [State 15418] type = Explod trigger1 = AnimElem = 59 || AnimElem = 88 || AnimElem = 110 || AnimElem = 124 value = 0, 6 anim = 12004 scale = 0.8,0.8 pos = 0, -9 postype = p1 removetime = -2 sprpriority = 2 bindtime = -1 ownpal = 1 [State 15418] type = Explod trigger1 = AnimElem = 31 anim = 12006 scale = 0.8,0.8 pos = 0, -9 postype = p1 removetime = 700 sprpriority = 2 bindtime = 1 ownpal = 1 [State 4615, Explod] type = Explod trigger1 = AnimElem = 88|| AnimElem = 110 || AnimElem = 124 anim = 110201 ID = 999 pos = -0, -9 postype = p1 scale = 1, 1 sprpriority = 3 ontop = 0 [State 4615, Explod] type = Explod trigger1 = AnimElem = 88|| AnimElem = 110 || AnimElem = 124 anim = 110205 ID = 999 pos = -0, -9 postype = p1 scale = 1, 1 sprpriority = 3 ontop = 0 ;add8454------------------------------------------- ;aliveordead [State 22004] type = TargetState trigger1 = AnimTime = 0 value = 30091 [State 22004] type = ChangeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;EjacReceive2 [Statedef 22034] type = A movetype= H physics = N velset = 0,0 sprpriority = 1 [State 0] type = PosSet trigger1 = 1 y = 0 ;cust8454------------------------------------------- [State 22005] ;専用アニメ19230が存在するとき 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 = -500 kill = 1 ;Victim Throw Away [Statedef 30097] type = S physics = N movetype= H ctrl = 0 [state 0] type = removeExplod trigger1 = time = 0 [State 30097,] type = VelAdd trigger1 = 1 y = .4 [State 30097] type = ChangeAnim2 trigger1 = time = 0 value = 5100 [State 30097] type = ChangeState triggerall = enemynear,var(25) != 0 triggerall = selfanimexist(36699) = 1 trigger1 = time >= 0 trigger1 = Vel Y > 0 trigger1 = Pos Y >= -5 value = 30091 [State 30097] type = SelfState triggerall = selfanimexist(36699) = 0 || enemynear,fvar(25) = 0 trigger1 = time >= 0 trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 5100 ;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 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 [State 30097] type = null;ChangeState triggerall = alive = 0 trigger1 = Time > 25 value = 5150 [Statedef 21004, gloat] type = S movetype = A physics = N ctrl = 0 velset = 0,0 anim = 21400 sprpriority = -5 [State 21004 VelSet] type = PosSet trigger1 = time = 0 y = 0 [State 21004, PlaySnd 2] type = PlaySnd trigger1 = AnimElem = 5 trigger1 = Anim = 21400 value = s900,4 [State 21004 ] type = NotHitBy trigger1 = Time >= 0 value = SC [State 21004 ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 21004] type = ChangeState trigger1 = Time > 275 value = 0 ctrl = 1