Gustav's
Spoiler, click to toggle visibilty
[Statedef 1130]
type = S
movetype = A
physics = S
juggle = 0
poweradd = -2000
velset = 0,0
anim = 1130
ctrl = 0
[State 1000, HitBy]
type = null;HitBy
trigger1 = 1
value = SA,HA,NP,HP,NT,ST,HT
[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S14,21
[State 1000, ReversalDef]
type = ReversalDef
trigger1 = 1
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound = S13,17
reversal.attr = SCA, NA, SA, HA
numhits = 0
ignorehitpause = 1
p1stateno = 1135
[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;Reversion of light Target
[Statedef 1135]
type = S
movetype = A
physics = S
juggle = 0
poweradd = 0
velset = 0,0
anim = 1135
ctrl = 0
[State 1000, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S9,1
[State 2000, BGPalFX]
type = BGPalFX
trigger1 = Time = 0
time = 28
mul = 0,0,0
[State 2000, Explod]
type = Explod
trigger1 = Time = 0
anim = 7110
pos = 52,-95
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
sprpriority = 9
[State 2000, Explod]
type = Explod
trigger1 = Time = 0
anim = 7100
pos = 52,-95
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
sprpriority = -1
[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 30
value = S14,7
[State 1000, Explod]
type = Explod
trigger1 = time = 0
anim = 1137
ID = 1137
pos = 52,-95
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -1
supermove = 1
pausemove = 1
sprpriority = 9
removeongethit = 1
[State 1000, Explod]
type = Explod
trigger1 = animelem = 2
anim = 1139
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove = 1
sprpriority = 9
removeongethit = 1
[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 2
id = 1137
[State 1000, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 64
movetime = 64
darken = 0
anim = -1
[State 4000, bgPalFX]
type = bgpalfx
trigger1 = animelem = 3
add = 0, 0, 0
sinadd = 255,255,255,210
time = 105
invertall = 0
[State 1000, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "light Reflection"
ID = 1136
stateno = 1136
pos = 0,0
postype = back
facing = 1
keyctrl = 0
ownpal = 0
[State 1000, Explod]
type = Explod
trigger1 = animelem = 4
anim = 1138
id = 1138
sprpriority = -1
postype = back
pos = 0,0
bindtime = -1
ownpal = 1
removetime = -2
removeongethit = 1
supermove = 1
pausemove = 1
scale = 1.06,1.075
[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S13,0
[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S13,3
[State , Helper0]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "destroy helpers"
ID = 2002
pos = 0,0
postype = back
stateno = 2005
keyctrl = 0
ownpal = 1
scale = 1,1
supermovetime = 9999
[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;Light Reflection destroy helpers
[Statedef 2005]
type = S
movetype = I
physics = N
ctrl = 0
anim = 6005
[state haha]
type = nothitby
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1
[state haha]
type = changeanim
triggerall = time < 100
trigger1 = root, stateno = 1135
trigger2 = root, stateno = 1140
value = 2006
[State 800, Repel]
type = ReversalDef
trigger1 = anim = 2006
reversal.attr = SCA, NA, SA, HA
pausetime = -2,0
priority = 99, hit
numhits = 0
sparkno = -1
sparkxy = 100, -100
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.xvelocity = -3.27272725105286
fall.yvelocity = -3.25555985694885
p2stateno = 2006
[State haha]
type = DestroySelf
trigger1 = Time >= 100
trigger2 = root, MoveType = H
;-------------------------------------------------------------------------------
; Reflector Victim
[Statedef 2006]
type = U
ctrl = 0
velset = 0,0
movetype = H
physics = U
[state haha]
type = nothitby
trigger1 = ishelper
value = SCA,NA,SA,HA,AA,NP,SP,HP,AP
time = 0
ignorehitpause = 1
[State , RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger1 = ishelper
[state haha]
type = destroyself
trigger1 = time=0
[State , Changestate]
type = Changestate
trigger1 = time >= 1
value = 2003
;-------------------------------------------------------------------------------
[Statedef 2003]
type = U
movetype= H
physics = N
velset = 0,0
[State , HitBy0]
type = HitBy
trigger1 = 1
value = SCA, NA, SA, HA
time = -1
ignorehitpause = 1
[state haha]
type = lifeset
trigger1 = life <= 1
value = 0
ignorehitpause = 1
[state haha]
type = lifeadd
trigger1 = life <= 1
value = -99999
ignorehitpause = 1
[State 5000, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)
[State 5000, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030
[State 5000, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type
[State 5000, 4]
type = ChangeAnim
trigger1 = Time > 0
value = anim
[State 5000, 5]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a
[State 5000, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 5030
[State 5000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square
[State 5000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3
[State 5000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140
;-------------------------------------------------------------------------------
;light Reflection
[StateDef 1136]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 1136
poweradd = 0
[State 10000, NotHitBy]
type = null;NotHitBy
trigger1 = 1
value = SCA
;KO Flash Effect
[State -2, Sp Finish]
type = Explod
triggerall = numexplod(9910) <= 0
trigger1 = winKo = 1 && movehit
anim = 9910
removetime = -2
id = 9910
sprpriority = -9
pos = 0,0
postype = left
bindtime = -1
ignorehitpause = 1
ownpal = 1
[State 3200, 14]
type = HitDef
trigger1 = animelem = 1 = 1
trigger2 = animelem = 1 = 2
trigger3 = animelem = 1 = 3
trigger4 = animelem = 1 = 4
trigger5 = animelem = 1 = 5
trigger6 = animelem = 1 = 6
trigger7 = animelem = 1 = 7
trigger8 = animelem = 1 = 8
trigger9 = animelem = 1 = 9
trigger10 = animelem = 1 = 10
trigger11 = animelem = 1 = 11
trigger12 = animelem = 1 = 12
trigger13 = animelem = 1 = 13
trigger14 = animelem = 1 = 14
trigger15 = animelem = 1 = 15
trigger16 = animelem = 1 = 16
trigger17 = animelem = 1 = 17
trigger18 = animelem = 1 = 18
trigger19 = animelem = 1 = 19
trigger20 = animelem = 1 = 20
trigger21 = animelem = 1 = 21
trigger22 = animelem = 1 = 22
trigger23 = animelem = 1 = 23
trigger24 = animelem = 1 = 24
trigger25 = animelem = 1 = 25
trigger26 = animelem = 1 = 26
trigger27 = animelem = 1 = 27
trigger28 = animelem = 1 = 28
trigger29 = animelem = 1 = 29
trigger30 = animelem = 1 = 30
trigger31 = animelem = 1 = 31
trigger32 = animelem = 1 = 32
trigger33 = animelem = 1 = 33
trigger34 = animelem = 1 = 34
trigger35 = animelem = 1 = 35
trigger36 = animelem = 1 = 36
trigger37 = animelem = 1 = 37
trigger38 = animelem = 1 = 38
trigger39 = animelem = 1 = 39
trigger40 = animelem = 1 = 40
trigger41 = animelem = 1 = 41
trigger42 = animelem = 1 = 42
trigger43 = animelem = 1 = 43
trigger44 = animelem = 1 = 44
trigger45 = animelem = 1 = 45
trigger46 = animelem = 1 = 46
trigger47 = animelem = 1 = 47
trigger48 = animelem = 1 = 48
trigger49 = animelem = 1 = 49
trigger50 = animelem = 1 = 50
trigger51 = animelem = 1 = 51
trigger52 = animelem = 1 = 52
trigger53 = animelem = 1 = 53
trigger54 = animelem = 1 = 54
trigger55 = animelem = 1 = 55
trigger56 = animelem = 1 = 56
trigger57 = animelem = 1 = 57
trigger58 = animelem = 1 = 58
trigger59 = animelem = 1 = 59
trigger60 = animelem = 1 = 60
trigger61 = animelem = 1 = 61
trigger62 = animelem = 1 = 62
trigger63 = animelem = 1 = 63
trigger64 = animelem = 1 = 64
trigger65 = animelem = 1 = 65
trigger66 = animelem = 1 = 66
trigger67 = animelem = 1 = 67
trigger68 = animelem = 1 = 68
trigger69 = animelem = 1 = 69
trigger70 = animelem = 1 = 70
trigger71 = animelem = 1 = 71
trigger72 = animelem = 1 = 72
trigger73 = animelem = 1 = 73
trigger74 = animelem = 1 = 74
trigger75 = animelem = 1 = 75
trigger76 = animelem = 1 = 76
trigger77 = animelem = 1 = 77
trigger78 = animelem = 1 = 78
trigger79 = animelem = 1 = 79
trigger80 = animelem = 1 = 80
trigger81 = animelem = 1 = 81
trigger82 = animelem = 1 = 82
trigger83 = animelem = 1 = 83
trigger84 = animelem = 1 = 84
trigger85 = animelem = 1 = 85
trigger86 = animelem = 1 = 86
trigger87 = animelem = 1 = 87
trigger88 = animelem = 1 = 88
trigger89 = animelem = 1 = 89
trigger90 = animelem = 1 = 90
trigger91 = animelem = 1 = 91
trigger92 = animelem = 1 = 92
trigger93 = animelem = 1 = 93
trigger94 = animelem = 1 = 94
trigger95 = animelem = 1 = 95
trigger96 = animelem = 1 = 96
trigger97 = animelem = 1 = 97
trigger98 = animelem = 1 = 98
trigger99 = animelem = 1 = 99
trigger100 = animelem = 1 = 100
trigger101 = animelem = 1 = 101
trigger102 = animelem = 1 = 102
trigger103 = animelem = 1 = 103
trigger104 = animelem = 1 = 104
trigger105 = animelem = 1 = 105
trigger106 = animelem = 1 = 106
trigger107 = animelem = 1 = 107
trigger108 = animelem = 1 = 108
trigger109 = animelem = 1 = 109
trigger110 = animelem = 1 = 110
trigger111 = animelem = 1 = 111
trigger112 = animelem = 1 = 112
trigger113 = animelem = 1 = 113
trigger114 = animelem = 1 = 114
trigger115 = animelem = 1 = 115
trigger116 = animelem = 1 = 116
trigger117 = animelem = 1 = 117
trigger118 = animelem = 1 = 118
trigger119 = animelem = 1 = 119
trigger120 = animelem = 1 = 120
attr = A, HA
animtype = diagup
damage = 5,1
hitflag = MAF
guardflag = MA
priority = 9
pausetime = -4,5
sparkno = s4020
guard.sparkno = s4120
sparkxy = -10,floor(-75+(enemynear, pos y))
hitsound = s3200,8
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime = 30
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 0
air.fall = 1
fall.recover = 0
air.recover = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
[state 1000, destroyself]
type = destroyself
Trigger1 = animtime = 0
trigger2 = parent,movetype = H
trigger3 = parent,animelem = 37
Yukino's
Spoiler, click to toggle visibilty
[Statedef 2040]
type = S
movetype = A
physics = S
juggle = 0
poweradd = -3000
velset = 0,0
anim = 2040
ctrl = 0
;-------------------------------------------------------------------------------
;Super Cancel Effect
[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1206
trigger2 = prevstateno = 1170
trigger3 = prevstateno = 1175
anim = 7500
pos = 0,75
postype = left
removetime = -2
bindtime = -1
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
sprpriority = 9
ownpal = 1
[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1206
trigger2 = prevstateno = 1170
trigger3 = prevstateno = 1175
anim = 7510
pos = 0,73
postype = left
removetime = -2
bindtime = -1
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
sprpriority = 8
trans = addalpha
alpha = 256, 135
ownpal = 1
;-------------------------------------------------------------------------------
[State 1175, PlaySnd]
type = PlaySnd
trigger1 = time = 10
value = S12,27
channel = 4
[State -2 ,7(0)]
type = Pause
trigger1 = timemod = 2,0
ignorehitpause = 1
anim = -1
time = 3
p2defmul = 1
movetime = 2
[State 1000, Helper]
type = Helper
trigger1 = animelem = 5
helpertype = normal
name = "Guante"
stateno = 2061
pos = -7,-48
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
supermove = 1
pausemove = 1
[State 1000, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 2060
ctrl = 0
;-------------------------------------------------------------------------------
[Statedef 2060]
type = A
movetype = A
juggle = 0
poweradd = 0
velset = 0,0
anim = 2060
ctrl = 0
[State 1000 ,7(0)]
type = Pause
trigger1 = timemod = 2,0
ignorehitpause = 1
anim = -1
time = 3
;p2defmul = 2.9
movetime = 2
[State 1175, VelSet]
type = VelSet
trigger1 = AnimElem = 16,<=1
y = -1
[State 1175, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S12,25
[State 1000, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 2063
ctrl = 0
;-------------------------------------------------------------------------------
[Statedef 2063]
type = A
movetype = A
juggle = 0
poweradd = 0
velset = 0,0
anim = 2063
ctrl = 0
[State 2000, 4]
type = SuperPause
trigger1 = animelem = 2
time = 70
movetime = -1
anim = -1
sound = S9,2
[State 2000, BGPalFX]
type = BGPalFX
trigger1 = animelem = 1
time = 85
mul = 0,0,0
[State 2000, Explod]
type = Explod
trigger1 = animelem = 2
anim = 7120
pos = 4,-77
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
sprpriority = 9
[State 2000, Explod]
type = Explod
trigger1 = animelem = 2
anim = 7115
pos = 4,-77
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
sprpriority = -1
[State 4000, bgPalFX]
type = bgpalfx
trigger1 = animelem = 8
add = 0, 0, 0
sinadd = 255,255,255,245
time = 122
invertall = 0
[State 1175, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S12,26
persistent = 9
[State 1000, Explod]
type = Explod
trigger1 = animelem = 3
anim = 2070
id = 2070
sprpriority = -9
postype = back
pos = 0,0
bindtime = -1
ownpal = 1
removetime = -2
removeongethit = 1
supermove = 1
pausemove = 1
scale = 1.06,1.075
[State 1112,1 Explod]
type = Explod
trigger1 = animelem = 3
anim = 2069
id = 2070
sprpriority = 9
postype = back
pos = 0,0
bindtime = -1
ownpal = 1
removeongethit = 1
supermove = 1
[State 2070, Helper]
type = Helper
trigger1 = animelem = 1
helpertype = normal
name = "light"
ID = 2071
stateno = 2071
pos = 0,0
postype = back
facing = 1
supermove = 1
keyctrl = 0
ownpal = 0
[State 1112, Helper]
type = Helper
trigger1 = animelem = 1
helpertype = normal
name = "colition"
ID = 2072
stateno = 2072
pos = 0,0
postype = back
facing = 1
keyctrl = 0
ownpal = 0
[State 2070, EnvShake]
type = EnvShake
trigger1 = animelem = 3
time = 140
freq = 190
ampl = 6
[State 1000, Ž²ˆÊ’uˆÚ“®]
type = Velset
trigger1 = AnimElem = 81
y = 6.5
[State 1000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = noMusic
[State 1000, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 2065
ctrl = 0
;-------------------------------------------------------------------------------
[Statedef 2065]
type = S
movetype = I
physics = S
juggle = 0
poweradd = 0
velset = 0,0
anim = 2065
ctrl = 0
[State 2065, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S13,20
[State 2065, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S4,0
[State 1000, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;Light
[StateDef 2071]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 2071
poweradd = 0
[State -2, Helper]
type = Helper
triggerall = numhelper(9910) <= 0
trigger1 = winKo = 1 && movehit
helpertype = normal
name = "KO Flash"
Id = 9910
stateno = 9910
pos = 0,0
postype = p1
facing = 1
ignorehitpause = 1
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
ownpal = 1
;Movehit Sparks
[State explod]
type = Explod
trigger2 = stateno = 2071
triggerall = movehit
trigger1 = time = [3,115]
anim = 4020
sprpriority = 5
removetime = -2
postype = p2
pos = 2,-52
bindtime = 1
supermove = 1
random = 50,50
;Moveguard Sparks
[State explod]
type = Explod
trigger2 = stateno = 2071
triggerall = moveguarded
trigger1 = time = [3,115]
anim = 4120
sprpriority = 5
removetime = -2
postype = p2
pos = 2,-52
bindtime = 1
supermove = 1
random = 50,50
[State 3200, 14]
type = HitDef
trigger1 = animelem = 1 = 1
trigger2 = animelem = 1 = 2
trigger3 = animelem = 1 = 3
trigger4 = animelem = 1 = 4
trigger5 = animelem = 1 = 5
trigger6 = animelem = 1 = 6
trigger7 = animelem = 1 = 7
trigger8 = animelem = 1 = 8
trigger9 = animelem = 1 = 9
trigger10 = animelem = 1 = 10
trigger11 = animelem = 1 = 11
trigger12 = animelem = 1 = 12
trigger13 = animelem = 1 = 13
trigger14 = animelem = 1 = 14
trigger15 = animelem = 1 = 15
trigger16 = animelem = 1 = 16
trigger17 = animelem = 1 = 17
trigger18 = animelem = 1 = 18
trigger19 = animelem = 1 = 19
trigger20 = animelem = 1 = 20
trigger21 = animelem = 1 = 21
trigger22 = animelem = 1 = 22
trigger23 = animelem = 1 = 23
trigger24 = animelem = 1 = 24
trigger25 = animelem = 1 = 25
trigger26 = animelem = 1 = 26
trigger27 = animelem = 1 = 27
trigger28 = animelem = 1 = 28
trigger29 = animelem = 1 = 29
trigger30 = animelem = 1 = 30
trigger31 = animelem = 1 = 31
trigger32 = animelem = 1 = 32
trigger33 = animelem = 1 = 33
trigger34 = animelem = 1 = 34
trigger35 = animelem = 1 = 35
trigger36 = animelem = 1 = 36
trigger37 = animelem = 1 = 37
trigger38 = animelem = 1 = 38
trigger39 = animelem = 1 = 39
trigger40 = animelem = 1 = 40
trigger41 = animelem = 1 = 41
trigger42 = animelem = 1 = 42
trigger43 = animelem = 1 = 43
trigger44 = animelem = 1 = 44
trigger45 = animelem = 1 = 45
trigger46 = animelem = 1 = 46
trigger47 = animelem = 1 = 47
trigger48 = animelem = 1 = 48
trigger49 = animelem = 1 = 49
trigger50 = animelem = 1 = 50
trigger51 = animelem = 1 = 51
trigger52 = animelem = 1 = 52
trigger53 = animelem = 1 = 53
trigger54 = animelem = 1 = 54
trigger55 = animelem = 1 = 55
trigger56 = animelem = 1 = 56
trigger57 = animelem = 1 = 57
trigger58 = animelem = 1 = 58
trigger59 = animelem = 1 = 59
trigger60 = animelem = 1 = 60
trigger61 = animelem = 1 = 61
trigger62 = animelem = 1 = 62
trigger63 = animelem = 1 = 63
trigger64 = animelem = 1 = 64
trigger65 = animelem = 1 = 65
trigger66 = animelem = 1 = 66
trigger67 = animelem = 1 = 67
trigger68 = animelem = 1 = 68
trigger69 = animelem = 1 = 69
trigger70 = animelem = 1 = 70
trigger71 = animelem = 1 = 71
trigger72 = animelem = 1 = 72
trigger73 = animelem = 1 = 73
trigger74 = animelem = 1 = 74
trigger75 = animelem = 1 = 75
trigger76 = animelem = 1 = 76
trigger77 = animelem = 1 = 77
trigger78 = animelem = 1 = 78
trigger79 = animelem = 1 = 79
trigger80 = animelem = 1 = 80
trigger81 = animelem = 1 = 81
trigger82 = animelem = 1 = 82
trigger83 = animelem = 1 = 83
trigger84 = animelem = 1 = 84
trigger85 = animelem = 1 = 85
trigger86 = animelem = 1 = 86
trigger87 = animelem = 1 = 87
trigger88 = animelem = 1 = 88
trigger89 = animelem = 1 = 89
trigger90 = animelem = 1 = 90
trigger91 = animelem = 1 = 91
trigger92 = animelem = 1 = 92
trigger93 = animelem = 1 = 93
trigger94 = animelem = 1 = 94
trigger95 = animelem = 1 = 95
trigger96 = animelem = 1 = 96
trigger97 = animelem = 1 = 97
trigger98 = animelem = 1 = 98
trigger99 = animelem = 1 = 99
trigger100 = animelem = 1 = 100
trigger101 = animelem = 1 = 101
trigger102 = animelem = 1 = 102
trigger103 = animelem = 1 = 103
trigger104 = animelem = 1 = 104
trigger105 = animelem = 1 = 105
trigger106 = animelem = 1 = 106
trigger107 = animelem = 1 = 107
trigger108 = animelem = 1 = 108
trigger109 = animelem = 1 = 109
trigger110 = animelem = 1 = 110
trigger111 = animelem = 1 = 111
trigger112 = animelem = 1 = 112
trigger113 = animelem = 1 = 113
trigger114 = animelem = 1 = 114
trigger115 = animelem = 1 = 115
attr = A, HA
animtype = diagup
damage = 6,1
hitflag = MAF
guardflag = MA
priority = 10
pausetime = 3,10
sparkno = -1
guard.sparkno = -1
sparkxy = -10,floor(-75+(enemynear, pos y))
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 20
ground.hittime = 30
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 0
air.fall = 1
air.juggle = 0
fall.recover = 0
air.recover = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
[state 1000, destroyself]
type = destroyself
Trigger1 = parent,animelem = 57
Trigger2 = parent,movetype = H
Trigger3 = parent,stateno != 2063
;-------------------------------------------------------------------------------
[StateDef 2072]
type = S
movetype= A
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 2072
poweradd = 0
[state 1000]
type = null;nothitby
trigger1 = 1
value = SCA
time = -1
[state 1000]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP
time = -1
[state 1000]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP
stateno = 2072
[state 1000, destroyself]
type = destroyself
Trigger1 = parent,animelem = 57
Trigger2 = parent,movetype = H
Trigger3 = parent,stateno != 2063
;-------------------------------------------------------------------------------
;Guante
[Statedef 2061]
type = A
statetype = A
ctrl = 0
anim = 2061
sprpriority = 9
[State 1000, VelSet]
type = VelSet
trigger1 = time = 0
x = -2
[State 1000, Ž²ˆÊ’uˆÚ“®]
type = VelAdd
trigger1 = AnimElemtime(2) > 0
y = .38
[State 1000, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 2062
[State 1000, DestroySelf]
type = DestroySelf
trigger1 = parent,stateno = 2040
trigger1 = parent,stateno = 2060
trigger1 = parent,stateno = 2063
;-------------------------------------------------------------------------------
[Statedef 2062]
type = S
ctrl = 0
anim = 2062
sprpriority = 9
[State 1000,]
type = Posset
trigger1 = time = 0
y = 0
[State 1000, Ž²ˆÊ’uˆÚ“®]
type = Velset
trigger1 = time = 0
x = 0
y = 0
[State 1000, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0