;---------------------------------------------------------------------------
; Jawbreaker Jamboree - Projectile
[Statedef 3560]
physics = A ;switches to aerial physics
movetype = A ;activates red hitboxes
juggle = 6 ;attack costs 6 juggle points
anim = 3561 ;helper appears as Jawbreaker Jamboree - Projectile 1 (sprites)
velset = 5, -4 ;how fast projectile moves
[State 3560, HitDef]
type = HitDef
trigger1 = Anim = 3561
;^helper as first projectile (Jawbreaker Jamboree - Projectile 1)^
attr = S, HP ;Attributes (Standing, Super Projectile)
damage = 120, 12 ;Damage points to deal
getpower = 0, 0
givepower = 120, 12
hitflag = MAFD ;Can hit standing, aireal, falling, and lying down opponent
guardflag = MA ;Can be blocked by standing or aerial opponent
ground.type = High ;opponent goes into hit high animation
animtype = Hard ;opponent goes into hit hard animation
ground.hittime = 14 ;opponent recovery time
ground.velocity = -12, 0 ;how fast grounded opponent slides back
ground.slidetime = 12 ;how long opponent slides back
air.velocity = -14, 0 ;how fast aerial opponent slides back
fall = 1 ;knocks down opponent
sparkno = -1 ;displays no spark
hitsound = S0, 8 ;plays Slam - Super (sound effect)
guardsound = S0, 10 ;plays Hard hit - Blocked (sound effect)
;[State 3560, HitDef]
;type = HitDef
;trigger1 = Anim = 3562
;;^helper as first projectile (Jawbreaker Jamboree - Projectile 2)^
;attr = S, HP ;Attributes (Standing, Super Projectile)
;damage = 105, 10 ;Damage points to deal
;getpower = 0, 0
;givepower = 105, 10
;hitflag = MAFD ;Can hit standing, aireal, falling, and lying down opponent
;guardflag = MA ;Can be blocked by standing or aerial opponent
;ground.type = High ;opponent goes into hit high animation
;animtype = Hard ;opponent goes into hit hard animation
;ground.hittime = 12 ;opponent recovery time
;ground.velocity = -10, 0 ;how fast grounded opponent slides back
;ground.slidetime = 10 ;how long opponent slides back
;air.velocity = -12, 0 ;how fast aerial opponent slides back
;fall = 1 ;knocks down opponent
;sparkno = -1 ;displays no spark
;hitsound = S0, 8 ;plays Slam - Super (sound effect)
;guardsound = S0, 10 ;plays Hard hit - Blocked (sound effect)
;[State 3560, HitDef]
;type = HitDef
;trigger1 = Anim = 3563
;;^helper as first projectile (Jawbreaker Jamboree - Projectile 3)^
;attr = S, HP ;Attributes (Standing, Super Projectile)
;damage = 90, 9 ;Damage points to deal
;getpower = 0, 0
;givepower = 90, 9
;hitflag = MAFD ;Can hit standing, aireal, falling, and lying down opponent
;guardflag = MA ;Can be blocked by standing or aerial opponent
;ground.type = High ;opponent goes into hit high animation
;animtype = Hard ;opponent goes into hit hard animation
;ground.hittime = 11 ;opponent recovery time
;ground.velocity = -9, 0 ;how fast grounded opponent slides back
;ground.slidetime = 9 ;how long opponent slides back
;air.velocity = -11, 0 ;how fast aerial opponent slides back
;fall = 1 ;knocks down opponent
;sparkno = -1 ;displays no spark
;hitsound = S0, 8 ;plays Slam - Super (sound effect)
;guardsound = S0, 10 ;plays Hard hit - Blocked (sound effect)
;[State 3560, HitDef]
;type = HitDef
;trigger1 = Anim = 3564
;;^helper as first projectile (Jawbreaker Jamboree - Projectile 4)^
;attr = S, HP ;Attributes (Standing, Super Projectile)
;damage = 75, 7 ;Damage points to deal
;getpower = 0, 0
;givepower = 75, 7
;hitflag = MAFD ;Can hit standing, aireal, falling, and lying down opponent
;guardflag = MA ;Can be blocked by standing or aerial opponent
;ground.type = High ;opponent goes into hit high animation
;animtype = Hard ;opponent goes into hit hard animation
;ground.hittime = 9 ;opponent recovery time
;ground.velocity = -7, 0 ;how fast grounded opponent slides back
;ground.slidetime = 7 ;how long opponent slides back
;air.velocity = -9, 0 ;how fast aerial opponent slides back
;fall = 1 ;knocks down opponent
;sparkno = -1 ;displays no spark
;hitsound = S0, 7 ;plays Slam - Normal (sound effect)
;guardsound = S0, 10 ;plays Hard hit - Blocked (sound effect)
;[State 3560, HitDef]
;type = HitDef
;trigger1 = Anim = 3565
;;^helper as first projectile (Jawbreaker Jamboree - Projectile 5)^
;attr = S, HP ;Attributes (Standing, Super Projectile)
;damage = 60, 6 ;Damage points to deal
;getpower = 0, 0
;givepower = 60, 6
;hitflag = MAFD ;Can hit standing, aireal, falling, and lying down opponent
;guardflag = MA ;Can be blocked by standing or aerial opponent
;ground.type = High ;opponent goes into hit high animation
;animtype = Hard ;opponent goes into hit hard animation
;ground.hittime = 8 ;opponent recovery time
;ground.velocity = -6, 0 ;how fast grounded opponent slides back
;ground.slidetime = 6 ;how long opponent slides back
;air.velocity = -8, 0 ;how fast aerial opponent slides back
;fall = 1 ;knocks down opponent
;sparkno = -1 ;displays no spark
;hitsound = S0, 7 ;plays Slam - Normal (sound effect)
;guardsound = S0, 10 ;plays Hard hit - Blocked (sound effect)
;[State 3560, HitDef]
;type = HitDef
;trigger1 = Anim = 3566
;;^helper as first projectile (Jawbreaker Jamboree - Projectile 6)^
;attr = S, HP ;Attributes (Standing, Super Projectile)
;damage = 45, 4 ;Damage points to deal
;getpower = 0, 0
;givepower = 45, 4
;hitflag = MAFD ;Can hit standing, aireal, falling, and lying down opponent
;guardflag = MA ;Can be blocked by standing or aerial opponent
;ground.type = High ;opponent goes into hit high animation
;animtype = Hard ;opponent goes into hit hard animation
;ground.hittime = 6 ;opponent recovery time
;ground.velocity = -4, 0 ;how fast grounded opponent slides back
;ground.slidetime = 4 ;how long opponent slides back
;air.velocity = -6, 0 ;how fast aerial opponent slides back
;fall = 1 ;knocks down opponent
;sparkno = -1 ;displays no spark
;hitsound = S0, 7 ;plays Slam - Normal (sound effect)
;guardsound = S0, 10 ;plays Hard hit - Blocked (sound effect)
;[State 3560, HitDef]
;type = HitDef
;trigger1 = Anim = 3567
;;^helper as first projectile (Jawbreaker Jamboree - Projectile 7)^
;attr = S, HP ;Attributes (Standing, Super Projectile)
;damage = 30, 3 ;Damage points to deal
;getpower = 0, 0
;givepower = 30, 3
;hitflag = MAFD ;Can hit standing, aireal, falling, and lying down opponent
;guardflag = MA ;Can be blocked by standing or aerial opponent
;ground.type = High ;opponent goes into hit high animation
;animtype = Hard ;opponent goes into hit hard animation
;ground.hittime = 5 ;opponent recovery time
;ground.velocity = -3, 0 ;how fast grounded opponent slides back
;ground.slidetime = 3 ;how long opponent slides back
;air.velocity = -5, 0 ;how fast aerial opponent slides back
;fall = 1 ;knocks down opponent
;sparkno = -1 ;displays no spark
;hitsound = S0, 6 ;plays Knock Down (sound effect)
;guardsound = S0, 10 ;plays Hard Hit - Blocked (sound effect)
;[State 3560, HitDef]
;type = HitDef
;trigger1 = Anim = 3568
;;^helper as first projectile (Jawbreaker Jamboree - Projectile 8)^
;attr = S, HP ;Attributes (Standing, Super Projectile)
;damage = 15, 1 ;Damage points to deal
;getpower = 0, 0
;givepower = 15, 1
;hitflag = MAFD ;Can hit standing, aireal, falling, and lying down opponent
;guardflag = MA ;Can be blocked by standing or aerial opponent
;ground.type = High ;opponent goes into hit high animation
;animtype = Hard ;opponent goes into hit hard animation
;ground.hittime = 3 ;opponent recovery time
;ground.velocity = -1, 0 ;how fast grounded opponent slides back
;ground.slidetime = 1 ;how long opponent slides back
;air.velocity = -3, 0 ;how fast aerial opponent slides back
;fall = 1 ;knocks down opponent
;sparkno = -1 ;displays no spark
;hitsound = S0, 6 ;plays Knock Down (sound effect)
;guardsound = S0, 10 ;plays Hard Hit - Blocked (sound effect)
[State 3560, Helper]
type = Helper ;type of state: Helper
triggerall = AnimTime > 12
;^kicks in after 12 ticks to give projectile time to get away from back wall^
triggerall = Anim = 3561
;^helper as first projectile (Jawbreaker Jamboree - Projectile 1)^
trigger1 = ScreenPos X <= 80
;^kicks in if projectiles center is 80 pixels away from the left wall or closer^
trigger2 = ScreenPos X >= 240
;^kicks in if projectiles center is 80 pixels away from the right wall or closer^
trigger3 = Pos Y >= -80
;^kicks in if projectiles center is 80 pixels above the ground or lower^
Pos = 0, 0 ;adjusts the explosions origin to the main jawbreaker
size.xscale = 8
size.yscale = 8
StateNo = 3571 ;explosions custom state
[State 3560, Helper]
type = Helper ;type of state: Helper
triggerall = Anim = 3562
;^helper as second projectile (Jawbreaker Jamboree - Projectile 2)^
trigger1 = ScreenPos X <= 70
;^kicks in if projectiles center is 70 pixels away from the left wall or closer^
trigger2 = ScreenPos X >= 250
;^kicks in if projectiles center is 70 pixels away from the right wall or closer^
trigger3 = Pos Y >= -70
;^kicks in if projectiles center is 70 pixels above the ground or lower^
Pos = 0, 0 ;adjusts the explosions origin to the main jawbreaker
size.xscale = 7
size.yscale = 7
StateNo = 3572 ;explosions custom state
[State 3560, Helper]
type = Helper ;type of state: Helper
triggerall = Anim = 3563
;^helper as third projectile (Jawbreaker Jamboree - Projectile 3)^
trigger1 = ScreenPos X <= 60
;^kicks in if projectiles center is 60 pixels away from the left wall or closer^
trigger2 = ScreenPos X >= 260
;^kicks in if projectiles center is 60 pixels away from the right wall or closer^
trigger3 = Pos Y >= -60
;^kicks in if projectiles center is 60 pixels above the ground or lower^
Pos = 0, 0 ;adjusts the explosions origin to the main jawbreaker
size.xscale = 6
size.yscale = 6
StateNo = 3573 ;explosions custom state
[State 3560, Helper]
type = Helper ;type of state: Helper
triggerall = Anim = 3564
;^helper as fourth projectile (Jawbreaker Jamboree - Projectile 4)^
trigger1 = ScreenPos X <= 50
;^kicks in if projectiles center is 50 pixels away from the left wall or closer^
trigger2 = ScreenPos X >= 270
;^kicks in if projectiles center is 50 pixels away from the right wall or closer^
trigger3 = Pos Y >= -50
;^kicks in if projectiles center is 50 pixels above the ground or lower^
Pos = 0, 0 ;adjusts the explosions origin to the main jawbreaker
size.xscale = 5
size.yscale = 5
StateNo = 3574 ;explosions custom state
[State 3560, Helper]
type = Helper ;type of state: Helper
triggerall = Anim = 3565
;^helper as fifth projectile (Jawbreaker Jamboree - Projectile 5)^
trigger1 = ScreenPos X <= 40
;^kicks in if projectiles center is 40 pixels away from the left wall or closer^
trigger2 = ScreenPos X >= 280
;^kicks in if projectiles center is 40 pixels away from the right wall or closer^
trigger3 = Pos Y >= -40
;^kicks in if projectiles center is 40 pixels above the ground or lower^
Pos = 0, 0 ;adjusts the explosions origin to the main jawbreaker
size.xscale = 4
size.yscale = 4
StateNo = 3575 ;explosions custom state
[State 3560, Helper]
type = Helper ;type of state: Helper
triggerall = Anim = 3566
;^helper as sixth projectile (Jawbreaker Jamboree - Projectile 6)^
trigger1 = ScreenPos X <= 30
;^kicks in if projectiles center is 30 pixels away from the left wall or closer^
trigger2 = ScreenPos X >= 290
;^kicks in if projectiles center is 30 pixels away from the right wall or closer^
trigger3 = Pos Y >= -30
;^kicks in if projectiles center is 30 pixels above the ground or lower^
Pos = 0, 0 ;adjusts the explosions origin to the main jawbreaker
size.xscale = 3
size.yscale = 3
StateNo = 3576 ;explosions custom state
[State 3560, Helper]
type = Helper ;type of state: Helper
triggerall = Anim = 3567
;^helper as seventh projectile (Jawbreaker Jamboree - Projectile 7)^
trigger1 = ScreenPos X <= 20
;^kicks in if projectiles center is 20 pixels away from the left wall or closer^
trigger2 = ScreenPos X >= 300
;^kicks in if projectiles center is 20 pixels away from the right wall or closer^
trigger3 = Pos Y >= -20
;^kicks in if projectiles center is 20 pixels above the ground or lower^
Pos = 0, 0 ;adjusts the explosions origin to the main jawbreaker
size.xscale = 2
size.yscale = 2
StateNo = 3577 ;explosions custom state
[State 3560, Helper]
type = Helper ;type of state: Helper
triggerall = Anim = 3568
;^helper as eighth projectile (Jawbreaker Jamboree - Projectile 8)^
trigger1 = ScreenPos X <= 10
;^kicks in if projectiles center is 10 pixels away from the left wall or closer^
trigger2 = ScreenPos X >= 310
;^kicks in if projectiles center is 10 pixels away from the right wall or closer^
trigger3 = Pos Y >= -10
;^kicks in if projectiles center is 10 pixels above the ground or lower^
Pos = 0, 0 ;adjusts the explosions origin to the main jawbreaker
size.xscale = 1
size.yscale = 1
StateNo = 3578 ;explosions custom state
[State 3560, Play Sound]
type = Playsnd ;type of state: Play Sound
triggerall = AnimTime > 12
;^kicks in after 12 ticks to give projectile time to get away from back wall^
triggerall = Anim = 3561
;^helper as first projectile (Jawbreaker Jamboree - Projectile 1)^
trigger1 = ScreenPos X <= 80
;^kicks in if projectiles center is 80 pixels away from the left wall or closer^
trigger2 = ScreenPos X >= 240
;^kicks in if projectiles center is 80 pixels away from the right wall or closer^
trigger3 = Pos Y >= -80
;^kicks in if projectiles center is 80 pixels above the ground or lower^
value = S0, 8 ;plays Slam - Super (sound effect)
[State 3560, Play Sound]
type = Playsnd ;type of state: Play Sound
triggerall = Anim = 3562
;^helper as second projectile (Jawbreaker Jamboree - Projectile 2)^
trigger1 = ScreenPos X <= 70
;^kicks in if projectiles center is 70 pixels away from the left wall or closer^
trigger2 = ScreenPos X >= 250
;^kicks in if projectiles center is 70 pixels away from the right wall or closer^
trigger3 = Pos Y >= -70
;^kicks in if projectiles center is 70 pixels above the ground or lower^
value = S0, 8 ;plays Slam - Super (sound effect)
[State 3560, Play Sound]
type = Playsnd ;type of state: Play Sound
triggerall = Anim = 3563
;^helper as third projectile (Jawbreaker Jamboree - Projectile 3)^
trigger1 = ScreenPos X <= 60
;^kicks in if projectiles center is 60 pixels away from the left wall or closer^
trigger2 = ScreenPos X >= 260
;^kicks in if projectiles center is 60 pixels away from the right wall or closer^
trigger3 = Pos Y >= -60
;^kicks in if projectiles center is 60 pixels above the ground or lower^
value = S0, 8 ;plays Slam - Super (sound effect)
[State 3560, Play Sound]
type = Playsnd ;type of state: Play Sound
triggerall = Anim = 3564
;^helper as fourth projectile (Jawbreaker Jamboree - Projectile 4)^
trigger1 = ScreenPos X <= 50
;^kicks in if projectiles center is 50 pixels away from the left wall or closer^
trigger2 = ScreenPos X >= 270
;^kicks in if projectiles center is 50 pixels away from the right wall or closer^
trigger3 = Pos Y >= -50
;^kicks in if projectiles center is 50 pixels above the ground or lower^
value = S0, 7 ;plays Slam - Normal (sound effect)
[State 3560, Play Sound]
type = Playsnd ;type of state: Play Sound
triggerall = Anim = 3565
;^helper as fifth projectile (Jawbreaker Jamboree - Projectile 5)^
trigger1 = ScreenPos X <= 40
;^kicks in if projectiles center is 40 pixels away from the left wall or closer^
trigger2 = ScreenPos X >= 280
;^kicks in if projectiles center is 40 pixels away from the right wall or closer^
trigger3 = Pos Y >= -40
;^kicks in if projectiles center is 40 pixels above the ground or lower^
value = S0, 7 ;plays Slam - Normal (sound effect)
[State 3560, Play Sound]
type = Playsnd ;type of state: Play Sound
triggerall = Anim = 3566
;^helper as sixth projectile (Jawbreaker Jamboree - Projectile 6)^
trigger1 = ScreenPos X <= 30
;^kicks in if projectiles center is 30 pixels away from the left wall or closer^
trigger2 = ScreenPos X >= 290
;^kicks in if projectiles center is 30 pixels away from the right wall or closer^
trigger3 = Pos Y >= -30
;^kicks in if projectiles center is 30 pixels above the ground or lower^
value = S0, 7 ;plays Slam - Normal (sound effect)
[State 3560, Play Sound]
type = Playsnd ;type of state: Play Sound
triggerall = Anim = 3567
;^helper as seventh projectile (Jawbreaker Jamboree - Projectile 7)^
trigger1 = ScreenPos X <= 20
;^kicks in if projectiles center is 20 pixels away from the left wall or closer^
trigger2 = ScreenPos X >= 300
;^kicks in if projectiles center is 20 pixels away from the right wall or closer^
trigger3 = Pos Y >= -20
;^kicks in if projectiles center is 20 pixels above the ground or lower^
value = S0, 6 ;plays Knock Down (sound effect)
[State 3560, Play Sound]
type = Playsnd ;type of state: Play Sound
triggerall = Anim = 3568
;^helper as eighth projectile (Jawbreaker Jamboree - Projectile 8)^
trigger1 = ScreenPos X <= 10
;^kicks in if projectiles center is 10 pixels away from the left wall or closer^
trigger2 = ScreenPos X >= 310
;^kicks in if projectiles center is 10 pixels away from the right wall or closer^
trigger3 = Pos Y >= -10
;^kicks in if projectiles center is 10 pixels above the ground or lower^
value = S0, 6 ;plays Knock Down (sound effect)
[State 3560, Velocity Set]
type = VelSet ;type of state: Velocity Set
triggerall = Anim = 3561
;^helper as first projectile (Jawbreaker Jamboree - Projectile 1)^
trigger1 = Pos Y >= -80
;^kicks in if projectiles center is 80 pixels above the ground or lower^
trigger2 = MoveContact ;kicks in when projectile hits opponent
y = -8
[State 3560, Velocity Set]
type = VelSet ;type of state: Velocity Set
triggerall = Anim = 3562
;^helper as second projectile (Jawbreaker Jamboree - Projectile 2)^
trigger1 = Pos Y >= -70
;^kicks in if projectiles center is 70 pixels above the ground or lower^
trigger2 = MoveContact ;kicks in when projectile hits opponent
y = -8
[State 3560, Velocity Set]
type = VelSet ;type of state: Velocity Set
triggerall = Anim = 3563
;^helper as third projectile (Jawbreaker Jamboree - Projectile 3)^
trigger1 = Pos Y >= -60
;^kicks in if projectiles center is 60 pixels above the ground or lower^
trigger2 = MoveContact ;kicks in when projectile hits opponent
y = -8
[State 3560, Velocity Set]
type = VelSet ;type of state: Velocity Set
triggerall = Anim = 3564
;^helper as fourth projectile (Jawbreaker Jamboree - Projectile 4)^
trigger1 = Pos Y >= -50
;^kicks in if projectiles center is 60 pixels above the ground or lower^
trigger2 = MoveContact ;kicks in when projectile hits opponent
y = -8
[State 3560, Velocity Set]
type = VelSet ;type of state: Velocity Set
triggerall = Anim = 3565
;^helper as fifth projectile (Jawbreaker Jamboree - Projectile 5)^
trigger1 = Pos Y >= -40
;^kicks in if projectiles center is 60 pixels above the ground or lower^
trigger2 = MoveContact ;kicks in when projectile hits opponent
y = -8
[State 3560, Velocity Set]
type = VelSet ;type of state: Velocity Set
triggerall = Anim = 3566
;^helper as sixth projectile (Jawbreaker Jamboree - Projectile 6)^
trigger1 = Pos Y >= -30
;^kicks in if projectiles center is 60 pixels above the ground or lower^
trigger2 = MoveContact ;kicks in when projectile hits opponent
y = -8
[State 3560, Velocity Set]
type = VelSet ;type of state: Velocity Set
triggerall = Anim = 3567
;^helper as seventh projectile (Jawbreaker Jamboree - Projectile 7)^
trigger1 = Pos Y >= -20
;^kicks in if projectiles center is 60 pixels above the ground or lower^
trigger2 = MoveContact ;kicks in when projectile hits opponent
y = -8
[State 3560, Velocity Set]
type = VelSet ;type of state: Velocity Set
triggerall = Anim = 3568
;^helper as eighth projectile (Jawbreaker Jamboree - Projectile 8)^
trigger1 = Pos Y >= -10
;^kicks in if projectiles center is 60 pixels above the ground or lower^
trigger2 = MoveContact ;kicks in when projectile hits opponent
y = -8
[State 3560, Velocity Set]
type = VelSet ;type of state: Velocity Set
triggerall = AnimTime > 12
;^kicks in after 12 ticks to give projectile time to get away from back wall^
triggerall = Anim = 3561
;^helper as first projectile (Jawbreaker Jamboree - Projectile 1)^
trigger1 = Facing = 1 ;projectile is facing right
trigger1 = ScreenPos X <= 80
;^kicks in if projectiles center is 80 pixels away from the left wall or closer^
trigger2 = Facing = -1 ;projectile is facing left
trigger2 = ScreenPos X >= 240
;^kicks in if projectiles center is 80 pixels away from the right wall or closer^
x = -5
[State 3560, Velocity Set]
type = VelSet ;type of state: Velocity Set
triggerall = Anim = 3561
;^helper as first projectile (Jawbreaker Jamboree - Projectile 1)^
trigger1 = Facing = 1 ;projectile is facing right
trigger1 = ScreenPos X >= 240
;^kicks in if projectiles center is 80 pixels away from the right wall or closer^
trigger2 = Facing = -1 ;projectile is facing left
trigger2 = ScreenPos X <= 80
;^kicks in if projectiles center is 80 pixels away from the left wall or closer^
x = -5
[State 3560, Velocity Set]
type = VelSet ;type of state: Velocity Set
triggerall = Anim = 3562
;^helper as second projectile (Jawbreaker Jamboree - Projectile 2)^
trigger1 = ScreenPos X <= 70
;^kicks in if projectiles center is 70 pixels away from the left wall or closer^
trigger2 = ScreenPos X >= 250
;^kicks in if projectiles center is 70 pixels away from the right wall or closer^
x = -5
[State 3560, Velocity Set]
type = VelSet ;type of state: Velocity Set
triggerall = Anim = 3563
;^helper as third projectile (Jawbreaker Jamboree - Projectile 3)^
trigger1 = ScreenPos X <= 60
;^kicks in if projectiles center is 60 pixels away from the left wall or closer^
trigger2 = ScreenPos X >= 260
;^kicks in if projectiles center is 60 pixels away from the right wall or closer^
x = -5
[State 3560, Velocity Set]
type = VelSet ;type of state: Velocity Set
triggerall = Anim = 3564
;^helper as fourth projectile (Jawbreaker Jamboree - Projectile 4)^
trigger1 = ScreenPos X <= 50
;^kicks in if projectiles center is 50 pixels away from the left wall or closer^
trigger2 = ScreenPos X >= 270
;^kicks in if projectiles center is 50 pixels away from the right wall or closer^
x = -5
[State 3560, Velocity Set]
type = VelSet ;type of state: Velocity Set
triggerall = Anim = 3565
;^helper as fifth projectile (Jawbreaker Jamboree - Projectile 5)^
trigger1 = ScreenPos X <= 40
;^kicks in if projectiles center is 40 pixels away from the left wall or closer^
trigger2 = ScreenPos X >= 280
;^kicks in if projectiles center is 40 pixels away from the right wall or closer^
x = -5
[State 3560, Velocity Set]
type = VelSet ;type of state: Velocity Set
triggerall = Anim = 3566
;^helper as sixth projectile (Jawbreaker Jamboree - Projectile 6)^
trigger1 = ScreenPos X <= 63
;^kicks in if projectiles center is 30 pixels away from the left wall or closer^
trigger2 = ScreenPos X >= 290
;^kicks in if projectiles center is 30 pixels away from the right wall or closer^
x = -5
[State 3560, Velocity Set]
type = VelSet ;type of state: Velocity Set
triggerall = Anim = 3567
;^helper as seventh projectile (Jawbreaker Jamboree - Projectile 7)^
trigger1 = ScreenPos X <= 20
;^kicks in if projectiles center is 20 pixels away from the left wall or closer^
trigger2 = ScreenPos X >= 300
;^kicks in if projectiles center is 20 pixels away from the right wall or closer^
x = -5
[State 3560, Velocity Set]
type = VelSet ;type of state: Velocity Set
triggerall = Anim = 3568
;^helper as eighth projectile (Jawbreaker Jamboree - Projectile 8)^
trigger1 = ScreenPos X <= 10
;^kicks in if projectiles center is 10 pixels away from the left wall or closer^
trigger2 = ScreenPos X >= 310
;^kicks in if projectiles center is 10 pixels away from the right wall or closer^
x = -5
[State 3560, Turn]
type = Turn ;type of state: Turn (turns projectile around)
triggerall = AnimTime > 12
;^kicks in after 12 ticks to give projectile time to get away from back wall^
triggerall = Anim = 3561
;^helper as first projectile (Jawbreaker Jamboree - Projectile 1)^
trigger1 = Facing = 1 ;projectile is facing right
trigger1 = ScreenPos X <= 80
;^kicks in if projectiles center is 80 pixels away from the left wall or closer^
trigger2 = Facing = -1 ;projectile is facing left
trigger2 = ScreenPos X >= 240
;^kicks in if projectiles center is 80 pixels away from the right wall or closer^
[State 3560, Turn]
type = Turn ;type of state: Turn (turns projectile around)
triggerall = Anim = 3561
;^helper as first projectile (Jawbreaker Jamboree - Projectile 1)^
trigger1 = Facing = 1 ;projectile is facing right
trigger1 = ScreenPos X >= 240
;^kicks in if projectiles center is 80 pixels away from the right wall or closer^
trigger2 = Facing = -1 ;projectile is facing left
trigger2 = ScreenPos X <= 80
;^kicks in if projectiles center is 80 pixels away from the left wall or closer^
[State 3560, Turn]
type = Turn ;type of state: Turn (turns projectile around)
triggerall = Anim = 3562
;^helper as second projectile (Jawbreaker Jamboree - Projectile 2)^
trigger1 = ScreenPos X <= 70
;^kicks in if projectiles center is 70 pixels away from the left wall or closer^
trigger2 = ScreenPos X >= 250
;^kicks in if projectiles center is 70 pixels away from the right wall or closer^
[State 3560, Turn]
type = Turn ;type of state: Turn (turns projectile around)
triggerall = Anim = 3563
;^helper as third projectile (Jawbreaker Jamboree - Projectile 3)^
trigger1 = ScreenPos X <= 60
;^kicks in if projectiles center is 60 pixels away from the left wall or closer^
trigger2 = ScreenPos X >= 260
;^kicks in if projectiles center is 60 pixels away from the right wall or closer^
[State 3560, Turn]
type = Turn ;type of state: Turn (turns projectile around)
triggerall = Anim = 3564
;^helper as fourth projectile (Jawbreaker Jamboree - Projectile 4)^
trigger1 = ScreenPos X <= 50
;^kicks in if projectiles center is 50 pixels away from the left wall or closer^
trigger2 = ScreenPos X >= 270
;^kicks in if projectiles center is 50 pixels away from the right wall or closer^
[State 3560, Turn]
type = Turn ;type of state: Turn (turns projectile around)
triggerall = Anim = 3565
;^helper as fifth projectile (Jawbreaker Jamboree - Projectile 5)^
trigger1 = ScreenPos X <= 40
;^kicks in if projectiles center is 40 pixels away from the left wall or closer^
trigger2 = ScreenPos X >= 280
;^kicks in if projectiles center is 40 pixels away from the right wall or closer^
[State 3560, Turn]
type = Turn ;type of state: Turn (turns porjectile around)
triggerall = Anim = 3566
;^helper as sixth projectile (Jawbreaker Jamboree - Projectile 6)^
trigger1 = ScreenPos X <= 30
;^kicks in if projectiles center is 30 pixels away from the left wall or closer^
trigger2 = ScreenPos X >= 290
;^kicks in if projectiles center is 30 pixels away from the right wall or closer^
[State 3560, Turn]
type = Turn ;type of state: Turn (turns porjectile around)
triggerall = Anim = 3567
;^helper as seventh projectile (Jawbreaker Jamboree - Projectile 7)^
trigger1 = ScreenPos X <= 20
;^kicks in if projectiles center is 20 pixels away from the left wall or closer^
trigger2 = ScreenPos X >= 300
;^kicks in if projectiles center is 20 pixels away from the right wall or closer^
[State 3560, Turn]
type = Turn ;type of state: Turn (turns porjectile around)
triggerall = Anim = 3568
;^helper as eighth projectile (Jawbreaker Jamboree - Projectile 8)^
trigger1 = ScreenPos X <= 10
;^kicks in if projectiles center is 10 pixels away from the left wall or closer^
trigger2 = ScreenPos X >= 310
;^kicks in if projectiles center is 10 pixels away from the right wall or closer^
[State 3560, Change Animation]
type = ChangeAnim ;type of state: Change Animation
triggerall = AnimTime > 12
;^kicks in after 12 ticks to give projectile time to get away from back wall^
triggerall = Anim = 3561
;^helper as first projectile (Jawbreaker Jamboree - Projectile 1)^
trigger1 = ScreenPos X <= 80
;^kicks in if projectiles center is 80 pixels away from the left wall or closer^
trigger2 = ScreenPos X >= 240
;^kicks in if projectiles center is 80 pixels away from the right wall or closer^
trigger3 = Pos Y >= -80
;^kicks in if projectiles center is 80 pixels above the ground or lower^
trigger4 = MoveContact ;kicks in when projectile hits opponent
value = 3562 ;switches to Animation 3562 (Jawbreaker Jamboree - Projectile 2)
[State 3560, Change Animation]
type = ChangeAnim ;type of state: Change Animation
triggerall = Anim = 3562
;^helper as second projectile (Jawbreaker Jamboree - Projectile 2)^
trigger1 = ScreenPos X <= 70
;^kicks in if projectiles center is 70 pixels away from the left wall or closer^
trigger2 = ScreenPos X >= 250
;^kicks in if projectiles center is 70 pixels away from the right wall or closer^
trigger3 = Pos Y >= -70
;^kicks in if projectiles center is 70 pixels above the ground or lower^
trigger4 = MoveContact ;kicks in when projectile hits opponent
value = 3563 ;switches to Animation 3562 (Jawbreaker Jamboree - Projectile 3)
[State 3560, Change Animation]
type = ChangeAnim ;type of state: Change Animation
triggerall = Anim = 3563
;^helper as third projectile (Jawbreaker Jamboree - Projectile 3)^
trigger1 = ScreenPos X <= 60
;^kicks in if projectiles center is 60 pixels away from the left wall or closer^
trigger2 = ScreenPos X >= 260
;^kicks in if projectiles center is 60 pixels away from the right wall or closer^
trigger3 = Pos Y >= -60
;^kicks in if projectiles center is 60 pixels above the ground or lower^
trigger4 = MoveContact ;kicks in when projectile hits opponent
value = 3564 ;switches to Animation 3564 (Jawbreaker Jamboree - Projectile 4)
[State 3560, Change Animation]
type = ChangeAnim ;type of state: Change Animation
triggerall = Anim = 3564
;^helper as fourth projectile (Jawbreaker Jamboree - Projectile 4)^
trigger1 = ScreenPos X <= 50
;^kicks in if projectiles center is 50 pixels away from the left wall or closer^
trigger2 = ScreenPos X >= 270
;^kicks in if projectiles center is 50 pixels away from the right wall or closer^
trigger3 = Pos Y >= -50
;^kicks in if projectiles center is 50 pixels above the ground or lower^
trigger4 = MoveContact ;kicks in when projectile hits opponent
value = 3565 ;switches to Animation 3564 (Jawbreaker Jamboree - Projectile 4)
[State 3560, Change Animation]
type = ChangeAnim ;type of state: Change Animation
triggerall = Anim = 3565
;^helper as fifth projectile (Jawbreaker Jamboree - Projectile 5)^
trigger1 = ScreenPos X <= 40
;^kicks in if projectiles center is 40 pixels away from the left wall or closer^
trigger2 = ScreenPos X >= 280
;^kicks in if projectiles center is 40 pixels away from the right wall or closer^
trigger3 = Pos Y >= -40
;^kicks in if projectiles center is 40 pixels above the ground or lower^
trigger4 = MoveContact ;kicks in when projectile hits opponent
value = 3566 ;switches to Animation 3564 (Jawbreaker Jamboree - Projectile 4)
[State 3560, Change Animation]
type = ChangeAnim ;type of state: Change Animation
triggerall = Anim = 3566
;^helper as sixth projectile (Jawbreaker Jamboree - Projectile 6)^
trigger1 = ScreenPos X <= 30
;^kicks in if projectiles center is 30 pixels away from the left wall or closer^
trigger2 = ScreenPos X >= 290
;^kicks in if projectiles center is 30 pixels away from the right wall or closer^
trigger3 = Pos Y >= -30
;^kicks in if projectiles center is 30 pixels above the ground or lower^
trigger4 = MoveContact ;kicks in when projectile hits opponent
value = 3567 ;switches to Animation 3564 (Jawbreaker Jamboree - Projectile 4)
[State 3560, Change Animation]
type = ChangeAnim ;type of state: Change Animation
triggerall = Anim = 3567
;^helper as seventh projectile (Jawbreaker Jamboree - Projectile 7)^
trigger1 = ScreenPos X <= 20
;^kicks in if projectiles center is 20 pixels away from the left wall or closer^
trigger2 = ScreenPos X >= 300
;^kicks in if projectiles center is 20 pixels away from the right wall or closer^
trigger3 = Pos Y >= -20
;^kicks in if projectiles center is 20 pixels above the ground or lower^
trigger4 = MoveContact ;kicks in when projectile hits opponent
value = 3568 ;switches to Animation 3564 (Jawbreaker Jamboree - Projectile 4)
[State 3560, Destroy Self]
type = DestroySelf ;type of state: Destroy Self
triggerall = Anim = 3568
;^helper as eighth projectile (Jawbreaker Jamboree - Projectile 8)^
trigger1 = ScreenPos X <= 10
;^kicks in if projectiles center is 10 pixels away from the left wall or closer^
trigger2 = ScreenPos X >= 310
;^kicks in if projectiles center is 10 pixels away from the right wall or closer^
trigger3 = Pos Y >= -10
;^kicks in if projectiles center is 10 pixels above the ground or lower^
trigger4 = MoveContact ;kicks in when projectile hits opponent