The other character does have it
Spoiler, click to toggle visibilty
; 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.
[Data]
life = 2500 ;Amount of life to start with
power = 3000 ;Amount of maximum power
attack = 100 ;attack power (more is stronger)
defence = 100 ;defensive power (more is stronger)
fall.defence_up = 50 ;Percentage to increase defense everytime player is knocked down
liedown.time = 11000 ;Time which player lies down for, before getting up
airjuggle = 50 ;Number of points for juggling
sparkno = 2 ;Default hit spark number for HitDefs
guard.sparkno = 40 ;Default guard spark number
KO.echo = 0 ;1 to enable echo on KO
volume = 255 ;Volume offset (negative for softer)
IntPersistIndex = 60 ;Variables with this index and above will not have their values
FloatPersistIndex = 40 ;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.
[Size]
xscale = .4 ;Horizontal scaling factor.
yscale = .34 ;Vertical scaling factor.
ground.back = 15 ;Player width (back, ground)
ground.front = 16 ;Player width (front, ground)
air.back = 12 ;Player width (back, air)
air.front = 12 ;Player width (front, air)
height = 60 ;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 = -5, -90 ;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 = 4.4 ;Walk forward
walk.back = -4.2 ;Walk backward
run.fwd = 6.6, 0 ;Run forward (x, y)
run.back = -15,-3.8 ;Hop backward (x, y)
jump.neu = 0,-8.4 ;Neutral jumping velocity (x, y)
jump.back = -2.55 ;Jump back Speed (x, y)
jump.fwd = 2.5 ;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1;Running jump speeds (opt)
runjump.fwd = 4,-8.1 ;.
airjump.neu = 0,-8.1 ;.
airjump.back = -2.55 ;Air jump speeds (opt)
airjump.fwd = 2.5 ;.
[Movement]
airjump.num = 1 ;Number of air jumps allowed (opt)
airjump.height = 35 ;Minimum distance from ground before you can air jump (opt)
yaccel = .5 ;Vertical acceleration
stand.friction = .85 ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching
;---------------------------------------------------------------------------
; Format:
; [Statedef STATENO]
; type = ? S/C/A/L stand/crouch/air/liedown
; movetype = ? I/A/H idle/attack/gethit
; physics = ? S/C/A/N stand/crouch/air/none
; juggle = ? air juggle points move requires
;
; [State STATENO, ?] ? - any number you choose
; type = ?
; ...
;---------------------------------------------------------------------------
; Lose by Time Over
; CNS difficulty: basic
[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
[Statedef 180]
type = S
[State 180, 1]
type = ChangeState
trigger1 = Time = 0
value = IfElse(random<=500,181,182)
;---------------------------------------------------------------------------
; Win pose 1
; CNS difficulty: basic
[Statedef 181]
type = S
ctrl = 0
anim = 180
velset = 0,0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 10
value = S180,1
channel = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 20
value = S3000,2
[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
; Win pose 2
; CNS difficulty: basic
[Statedef 182]
type = S
ctrl = 0
anim = 181
velset = 0,0
[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S180,0
[State 0, Explod]
type = Explod
trigger1 = time = 51
anim = 1811
pos = 5/2.5,-190/2.5
postype = p1
bindtime = -1
removetime = -1
scale = 0.2,0.1
sprpriority = 3
ownpal = 1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time < 300
flag = roundnotover
;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0
[State 190, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = time < 314
flag = Intro
[State 190, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S190,0
[State 190, PlaySnd]
type = PlaySnd
trigger1 = Time = 214
value = S3000,9
[State 0, Explod]
type = Explod
trigger1 = Time = 214
anim = 825
pos = -82/2.5,-207/2.5
postype = p1
bindtime = -1
scale = 0.7,0.7
sprpriority = 5
ownpal = 1
[State 190, 4] ;Change to stand state
type = ChangeState
trigger1 = time >= 314
value = 0
;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 191]
type = S
ctrl = 0
anim = 191
velset = 0,0
[State 190, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = time < 304
flag = Intro
[State 190, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S190,2
[State 190, PlaySnd]
type = PlaySnd
trigger1 = Time = 264
value = S3000,9
[State 0, Explod]
type = Explod
trigger1 = Time = 264
anim = 825
pos = -82/2.5,-207/2.5
postype = p1
bindtime = -1
scale = 0.7,0.7
sprpriority = 5
ownpal = 1
[State 190, 4] ;Change to stand state
type = ChangeState
trigger1 = time >= 304
value = 0
;-----------------------------------------------------------------------------
[StateDef 201]
type = S
movetype= A
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 201
poweradd = 50
sprpriority = 2
[State 0, VelSet]
type = VelSet
trigger1 = time = 0 && var(59)
x = p2dist x /15
[State 200, 1]
type = null
trigger1 = Time = 0
attr = S, NA
damage = 20,5
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 4
getpower = 80,120
sparkno = S7000
guard.sparkno = S7020
sparkxy = -72/2.5, -132/2.5
hitsound = s210, 0 .
guardsound = s120,0
ground.type = High
ground.slidetime = 10
ground.hittime = 16
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 30
[State 0, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S,NA
hitflag = MAFD
guardflag = MA
animtype = light
damage = 20,5
pausetime = 4 ,4
getpower = 80,100
sparkno = S7000
guard.sparkno = S7020
sparkxy = -72/2.5, -132/2.5
hitsound = S210,8
guardsound = S120,0
ground.type = High
ground.slidetime = 16
ground.hittime = 20
air.hittime = 20
ground.velocity = -2
air.velocity = -1.4,-3
[State 400, 4]
type = ChangeState
trigger1 = time >=7 && (p2dist x =[0, 130]) && var(59)
value = IfElse(random<=700,201,41)
ctrl = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 5
value = 3000,13
[State 200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-----------------------------------------------------------------------------
[StateDef 200]
type = S
movetype= A
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 200
poweradd = 20
sprpriority = 2
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 3
value = S200,1
channel = 0
[State 0, Turn]
type = Turn
trigger1 = p2dist x < 0 && time = 0
[State 0, VelSet]
type = VelSet
trigger1 = time = 0 && var(59)
x = p2dist x /15
[State 0, Explod]
type = Explod
trigger1 = time = 9
anim = 202
pos = 0,-40
postype = p1
scale = 1,1
sprpriority = 3
ownpal = 1
ignorehitpause = 0
[state a];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Helper
trigger1 = movehit
trigger1 = numtarget(200)
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-(104/2.5)), -(87/2.5)-Ceil(P2BodyDist Y)
postype = p2
stateno = 7003
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
[state a];ƒK[ƒhƒGƒtƒFƒNƒg
type = Helper
trigger1 = moveguarded
trigger1 = numtarget(200)
id = 7021
name = "hit"
pos = Ceil(P2Dist X/2-(104/2.5)), -(87/2.5)-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 40,20
animtype = Medium
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 5, 5
sparkno = -1
sparkxy = -13, -36
getpower = 180,250
hitsound = s210, 1
guardsound = s120, 1
ground.type = High
ground.slidetime = 13
ground.hittime = 15
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.freq = 200
envshake.ampl = -2
id = 200
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 3000,14
[State 200, end]
type = ChangeState
trigger1 = power >= 800 && Enemynear,movetype = A && var(59)
value = 225
ctrl = 0
ignorehitpause = 1
[State 200, end]
type = ChangeState
trigger1 = movecontact && var(59) && Enemynear,movetype = H && random<=500
value = IfElse(moveguarded,800,IfElse(random<=800,240,230))
ctrl = 0
[State 200, end]
type = ChangeState
trigger1 = movecontact && var(59) && Enemynear,movetype = H && random>500
value = 201
ctrl = 0
[State 200, end]
type = ChangeState
trigger1 = var(59) && Enemynear,movetype != H && time >= 14
value = IfElse(power >=1000,3000,220)
ctrl = 0
[State 200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-----------------------------------------------------------------------------
[StateDef 205]
type = S
movetype= A
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 200
poweradd = 20
sprpriority = 2
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S120,5
channel = 0
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 10
add = 100,100,100
mul = 256,256,256
sinadd = -100,-100,-100,45
invertall = 0
color = 256
ignorehitpause = 1
[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SC,NA,NP,NT
time = 20
[State 0, VelSet]
type = VelSet
trigger1 = time = 0 && var(59)
x = p2dist x /15
[State 0, PowerAdd]
type = PowerAdd
trigger1 = life <= lifemax/2 && time = 0
value = -500
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 3
value = S200,1
channel = 0
[State 0, Turn]
type = Turn
trigger1 = p2dist x < 0 && time = 0
[State 0, VelSet]
type = VelSet
trigger1 = time = 0 && var(59)
x = p2dist x /15
[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 40,20
animtype = Medium
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 5, 5
sparkno = -1
sparkxy = -13, -36
getpower = 180,250
hitsound = s210, 1
guardsound = s120, 1
ground.type = High
ground.slidetime = 13
ground.hittime = 15
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.freq = 200
envshake.ampl = -2
id = 200
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 3000,14
[State 200, end]
type = ChangeState
trigger1 = power >= 800 && Enemynear,movetype = A && var(59)
value = 225
ctrl = 0
ignorehitpause = 1
[State 200, end]
type = ChangeState
trigger1 = movecontact && var(59) && Enemynear,movetype = H && random<=500
value = IfElse(moveguarded,800,IfElse(random<=800,240,230))
ctrl = 0
[State 200, end]
type = ChangeState
trigger1 = movecontact && var(59) && Enemynear,movetype = H && random>500
value = 201
ctrl = 0
[State 200, end]
type = ChangeState
trigger1 = var(59) && Enemynear,movetype != H && time >= 14
value = IfElse(power >=1000,3000,220)
ctrl = 0
[State 200, end]
type = ChangeState
trigger1 = Time >= 24
value = 0
ctrl = 1
;-----------------------------------------------------------------------------
[StateDef 210]
type = S
movetype= A
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 210
poweradd = 20
sprpriority = 2
[State 0, VelSet]
type = VelSet
trigger1 = (time = [0, 1]) && var(59)
x = p2dist x /15
[state a];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Helper
trigger1 = movehit
trigger1 = numtarget(210)
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-(101/2.5)), -(51/2.5)-Ceil(P2BodyDist Y)
postype = p2
stateno = 7003
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
[state a];ƒK[ƒhƒGƒtƒFƒNƒg
type = Helper
trigger1 = moveguarded
trigger1 = numtarget(210)
id = 7021
name = "hit"
pos = Ceil(P2Dist X/2-(101/2.5)), -(51/2.5)-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 60,40
animtype = Medium
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 6, 6
sparkno = -1
sparkxy = -13, -36
getpower = 180,250
hitsound = s210, 3
guardsound = s120, 2
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -6,20
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,20
air.hittime = 12
down.velocity = 0,-9
yaccel = 0.5
envshake.time = 10
envshake.freq = 150
envshake.ampl = 3
fall = 1
fall.recover = 0
id = 210
fall.damage = 10
fall.envshake.time = 15
fall.envshake.freq = 160
fall.envshake.ampl = -4
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 3000,15
[State 200, end]
type = ChangeState
trigger1 = power >= 800 && Enemynear,movetype = A && var(59)
value = 225
ctrl = 0
ignorehitpause = 1
[State 200, end]
type = ChangeState
trigger1 = movecontact && var(59) && Enemynear,movetype = H && random<=500
value = IfElse(moveguarded,800,220)
ctrl = 0
[State 200, end]
type = ChangeState
trigger1 = movecontact && var(59) && Enemynear,movetype = H && random>500
value = 230
ctrl = 0
[State 200, end]
type = ChangeState
trigger1 = movecontact && var(59) && Enemynear,movetype != H
value = 101
ctrl = 0
[State 200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-----------------------------------------------------------------------------
[StateDef 220]
type = A
movetype= A
physics = N
juggle = 1
velset = 0,0
ctrl = 0
anim = 220
poweradd = 20
sprpriority = 2
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = CA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 2
[State 0, VelSet]
type = VelSet
trigger1 = time = 0 && var(59)
x = 6
[state a];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Helper
trigger1 = Enemynear,movetype = H && ENemynear,gethitvar(damage) && movehit = 1
trigger1 = numtarget(220)
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-((70+random%80)/2.5)), -((50+random%100)/2.5)-Ceil(P2BodyDist Y)
postype = p2
stateno = 7003
helpertype = normal
;persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
[state a];ƒK[ƒhƒGƒtƒFƒNƒg
type = Helper
trigger1 = Enemynear,movetype = H && ENemynear,gethitvar(damage) && moveguarded = 1
trigger1 = numtarget(220)
id = 7022
name = "hit"
pos = Ceil(P2Dist X/2-((70+random%80)/2.5)), -((50+random%40)/2.5)-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
;persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
[State 202, Žc‘œ]
type = AfterImage
trigger1 = Time = 0
Time = 60
PalBright = 95,0,255
PalContrast = 262,100,100
Trans = add
TimeGap = 3
FrameGap = 1
length = 10
[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 226
pos = 0,-20
postype = p1
scale = 1.2,1.4
sprpriority = 3
ownpal = 1
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = time = 2
anim = 227
pos = 0,-60
postype = p1
scale = 1.2,1.4
bindtime = 12
sprpriority = 3
ownpal = 1
ignorehitpause = 1
[State 0, VelSet]
type = VelSet
trigger1 = time = 2
x = 2.5
y = -10
ignorehitpause = 1
[State 0, Gravity]
type = Gravity
trigger1 = time > 2
ignorehitpause = 1
[State 200, 1]
type = HitDef
trigger1 = GameTime%10 = 1 && time < 15
attr = S, SA
damage = 5,2
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 0
sparkno = -1
sparkxy = -12, -76
getpower = 20,50
hitsound = s210, 9
guardsound = s120, 3+random%2
ground.type = High
ground.slidetime = 30
ground.hittime = 20
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-6
air.hittime = 30
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.freq = 150
envshake.ampl = 2
id= 220
yaccel = 0.3
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 60
add = 20,0,100
mul = 255,255,255
sinadd = -20,0,-100,3
invertall = 0
color = 256
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 2
value = 3000,21
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 2
value = 3000,9
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 3000,6
[State 200, end]
type = ChangeState
trigger1 = time >= 12 && pos y >= -5
value = 221
ctrl = 0
;-----------------------------------------------------------------------------
[StateDef 221]
type = A
movetype= A
physics = N
juggle = 1
velset = 0,0
ctrl = 0
anim = 221
poweradd = 20
sprpriority = 2
[State 0, Turn]
type = Turn
trigger1 = p2dist x < 0 && time = 0
[state a];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Helper
trigger1 = movehit
trigger1 = numtarget(221)
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-((70+random%80)/2.5)), -((50+random%40)/2.5)-Ceil(P2BodyDist Y)
postype = p2
stateno = 7003
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
[state a];ƒK[ƒhƒGƒtƒFƒNƒg
type = Helper
trigger1 = moveguarded
trigger1 = numtarget(221)
id = 7022
name = "hit"
pos = Ceil(P2Dist X/2-((70+random%80)/2.5)), -((50+random%40)/2.5)-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
[State 202, Žc‘œ]
type = AfterImage
trigger1 = Time = 0
Time = 30
PalBright = 95,0,255
PalContrast = 262,100,100
Trans = add
TimeGap = 3
FrameGap = 1
length = 10
[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 226
pos = 0,-20
postype = p1
scale = 1.4,0.8
sprpriority = 3
ownpal = 1
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = time = 5
anim = 225
pos = 60,0
postype = p1
scale = 1.2,1
sprpriority = 5
ownpal = 1
ignorehitpause = 1
[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 30,15
animtype = Hard
guardflag = L
hitflag = MAFD
priority = 3, Hit
pausetime = 5, 5
sparkno = -1
sparkxy = -12, -76
getpower = 50,80
hitsound = s210, 6
guardsound = s120, 3+random%2
ground.type = High
ground.slidetime = 30
ground.hittime = 20
ground.velocity = -2,-10
airguard.velocity = -10,-.8
air.type = High
air.velocity = -1.4,-7
air.hittime = 30
fall = 1
fall.recover = 0
envshake.time = 10
envshake.freq = 150
envshake.ampl = -4
id = 221
yaccel = 0.5
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 3000,15
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 2
value = 3000,5
[State 200, end]
type = ChangeState
trigger1 = power >= 800 && Enemynear,movetype = A && var(59)
value = 225
ctrl = 0
ignorehitpause = 1
[State 200, end]
type = ChangeState
trigger1 = movecontact && var(59) && Enemynear,movetype = H && random<=500 && time >= 25
value = 220
ctrl = 0
[State 200, end]
type = ChangeState
trigger1 = movecontact && var(59) && Enemynear,movetype = H && random>500 && time >= 25
value = IfElse(power>=1000,3000,230)
ctrl = 0
[State 200, end]
type = ChangeState
trigger1 = movecontact && var(59) && Enemynear,movetype != H
value = 101
ctrl = 0
[State 200, end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;-----------------------------------------------------------------------------
[StateDef 225]
type = S
movetype= A
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 228
poweradd = -500
sprpriority = 2
[State 0, Turn]
type = Turn
trigger1 = p2dist x < 0 && time = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 3 && random <= 500
value = S200,0
channel = 0
[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 30
[state a];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Helper
trigger1 = Enemynear,movetype = H && ENemynear,gethitvar(damage) && movehit = 1
trigger1 = numtarget(2200)
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-((70+random%80)/2.5)), -((50+random%100)/2.5)-Ceil(P2BodyDist Y)
postype = p2
stateno = 7003
helpertype = normal
;persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
[state a];ƒK[ƒhƒGƒtƒFƒNƒg
type = Helper
trigger1 = Enemynear,movetype = H && ENemynear,gethitvar(damage) && moveguarded = 1
trigger1 = numtarget(2200)
id = 7022
name = "hit"
pos = Ceil(P2Dist X/2-((70+random%80)/2.5)), -((50+random%40)/2.5)-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
;persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
[State 202, Žc‘œ]
type = AfterImage
trigger1 = Time = 0
Time = 52
PalBright = 95,0,255
PalContrast = 262,100,100
Trans = add
TimeGap = 3
FrameGap = 1
length = 10
[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 223
pos = 0,0
postype = p1
scale = 0.5,0.5
sprpriority = -10
ownpal = 1
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 224
pos = 0,0
postype = p1
scale = 0.5,0.5
sprpriority = 10
ownpal = 1
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 226
pos = 0,-20
postype = p1
scale = 1.2,1.4
sprpriority = 3
ownpal = 1
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = time = 2
trigger2 = time = 25
anim = 227
pos = 0,-60
postype = p1
scale = 1.4,1
bindtime = 12
sprpriority = 3
ownpal = 1
ignorehitpause = 1
[State 0, VelSet]
type = VelSet
trigger1 = (time = [2, 25])
x = (6-(var(3)/3))*IfElse(Frontedgedist<=80,-1,1)
ignorehitpause = 1
[State 200, 1]
type = HitDef
trigger1 = GameTime%10 = 1 && time < 25
attr = S, SA
damage = 5,2
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 5, 5
getpower = 10,30
sparkno = -1
sparkxy = -12, -76
hitsound = s210, 9
guardsound = s120, 3+random%2
ground.type = High
ground.slidetime = 30
ground.hittime = 20
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-6
air.hittime = 30
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.freq = 150
envshake.ampl = 2
id= 2200
yaccel = 0.3
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 60
add = 20,0,100
mul = 255,255,255
sinadd = -20,0,-100,3
invertall = 0
color = 256
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 2
value = 3000,21
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 2
value = 3000,17
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 3000,6
[state a];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Helper
triggerall = movehit
trigger1 = numtarget(220)
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-((70+random%80)/2.5)), -((50+random%40)/2.5)-Ceil(P2BodyDist Y)
postype = p2
stateno = 7003
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
[state a];ƒK[ƒhƒGƒtƒFƒNƒg
type = Helper
triggerall = moveguarded
trigger1 = numtarget(220)
id = 7022
name = "hit"
pos = Ceil(P2Dist X/2-((70+random%80)/2.5)), -((50+random%40)/2.5)-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
[State 202, Žc‘œ]
type = AfterImage
trigger1 = Time = 0
Time = 30
PalBright = 95,0,255
PalContrast = 262,100,100
Trans = add
TimeGap = 3
FrameGap = 1
length = 10
[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = time = 28
anim = 225
pos = 60,0
postype = p1
scale = 1.2,1
sprpriority = 5
ownpal = 1
ignorehitpause = 1
[State 200, 1]
type = HitDef
trigger1 = animelem = 24
attr = S, SA
damage = 50,30
animtype = Hard
guardflag = M
hitflag = MAFD
priority = 3, Hit
pausetime = 5, 5
sparkno = -1
sparkxy = -12, -76
getpower = 80,150
hitsound = s210, 6
guardsound = s120, 3+random%2
ground.type = High
ground.slidetime = 30
ground.hittime = 20
ground.velocity = -5,-5
airguard.velocity = -10,-.8
air.type = High
air.velocity = -1.4,-12
air.hittime = 30
fall = 1
fall.recover = 0
envshake.time = 10
envshake.freq = 150
envshake.ampl = -4
id = 220
yaccel = 0.4
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 24
value = 3000,15
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 24
value = 3000,5
[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 27
value = 3000,8
[State 3000, 1]
type = Projectile
trigger1 = AnimElem = 27
attr = S, SP
damage = 100,50
animtype = DIAGUp
guardflag = M
hitflag = MAFD
pausetime = 0,0
sparkno = s7002
guard.sparkno = -1
sparkxy = p2dist x, p2dist y
hitsound = S3000,7
guardsound = S120,2
getpower = 100,200
ground.type = Low
ground.slidetime = 10
ground.velocity = -3,-8
air.velocity = -3,-8
guard.velocity = -10
fall = 1
fall.recover = 0
projid = 222
projanim = 222
projremove = 0
projremovetime = 53
offset = 85,0
envshake.time = 12
envshake.ampl = -8
fall.envshake.time = 8
fall.envshake.ampl = -6
projpriority = 10
projscale = .575, .457
[State 200, end]
type = ChangeState
trigger1 = movecontact && var(59) && (power >= 1000) && time >= 48
value = 3000
ctrl = 0
[State 200, end]
type = ChangeState
trigger1 = movecontact && var(59) && Enemynear,movetype = H && (power = [0, 899]) && time >= 25 && random<=80
value = IfElse(random<=500,201,200)
ctrl = 0
[State 200, end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;-----------------------------------------------------------------------------
[StateDef 230]
type = S
movetype= A
physics = N
juggle = 1
velset = 0,0
ctrl = 0
anim = 230
poweradd = 20
sprpriority = 2
[State 0, VelSet]
type = VelSet
trigger1 = (time = [0, 1]) && var(59)
x = p2dist x /15
[State 0, Explod]
type = Explod
trigger1 = time = 10
anim = 203
pos = -35,-80
postype = p1
scale = 1,1
sprpriority = 3
ownpal = 1
ignorehitpause = 0
[state a];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Helper
trigger1 = movehit
trigger1 = numtarget(230)
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-(53/2.5)), -(123/2.5)-Ceil(P2BodyDist Y)
postype = p2
stateno = 7003
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
[state a];ƒK[ƒhƒGƒtƒFƒNƒg
type = Helper
trigger1 = moveguarded
trigger1 = numtarget(230)
id = 7021
name = "hit"
pos = Ceil(P2Dist X/2-(53/2.5)), -(123/2.5)-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 30,10
animtype = Medium
guardflag = MA
hitflag = MAFDP
priority = 3, Hit
pausetime = 10, 10
sparkno = -1
sparkxy = -13, -36
hitsound = s210, 1
getpower = 150,180
guardsound = s120, 1
ground.type = High
ground.slidetime = 13
ground.hittime = 15
ground.velocity = -5,-6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5,-6
air.hittime = 24
envshake.time = 15
envshake.freq = 130
envshake.ampl = -3
fall = 1
fall.recover = 0
id = 230
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 3000,16
[State 200, end]
type = ChangeState
trigger1 = movecontact && var(59) && Enemynear,movetype = H && random<=500
value = IfElse(moveguarded,800,230)
ctrl = 0
[State 200, end]
type = ChangeState
trigger1 = movecontact && var(59) && Enemynear,movetype = H && random>500
value = 201
ctrl = 0
[State 200, end]
type = ChangeState
trigger1 = movecontact && var(59) && Enemynear,movetype != H
value = 41
ctrl = 0
[State 200, end]
type = ChangeState
trigger1 = !movecontact && var(59) && Enemynear,movetype != H && time >= 15
value = 225
ctrl = 0
[State 200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-----------------------------------------------------------------------------
[StateDef 211]
type = S
movetype= H
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 211
poweradd = 20
sprpriority = 2
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 3
value = S200,2
channel = 0
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 30
add = 20,0,100
mul = 255,255,255
sinadd = -20,0,-100,3
invertall = 0
color = 256
ignorehitpause = 1
[state a];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Helper
trigger1 = movehit
trigger1 = numtarget(210)
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-(101/2.5)), -(51/2.5)-Ceil(P2BodyDist Y)
postype = p2
stateno = 7003
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
[state a];ƒK[ƒhƒGƒtƒFƒNƒg
type = Helper
trigger1 = moveguarded
trigger1 = numtarget(210)
id = 7021
name = "hit"
pos = Ceil(P2Dist X/2-(101/2.5)), -(51/2.5)-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
[State 0, Explod]
type = Explod
trigger1 = time = 7
anim = 215
pos = 20,-25
postype = p1
scale = 0.7,1.2
sprpriority = 3
ownpal = 1
ignorehitpause = 1
[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = C, SA
damage = 60,40
animtype = Medium
guardflag = L
hitflag = MAFD
priority = 3, Hit
pausetime = 6, 6
sparkno = -1
sparkxy = -13, -36
getpower = 180,250
hitsound = s210, 6
guardsound = s120,3
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -20
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,20
air.hittime = 12
down.velocity = 0,-9
yaccel = 0.5
envshake.time = 10
envshake.freq = 150
envshake.ampl = 3
air.fall = 1
fall.recover = 0
id = 210
fall.damage = 10
fall.envshake.time = 15
fall.envshake.freq = 160
fall.envshake.ampl = -4
[State 0, Helper]
type = Helper
trigger1 = Time = 7
name = "I WANT TO SEKUS WITH TOHKA"
ID = 212
stateno = 212
pos = 125/2.5,4/2.5
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1
[State 0, Explod]
type = Explod
trigger1 = Time = 7
anim = 214
pos = 125/2.5,4/2.5
postype = p1
removetime = -2
scale = 0.7,0.7
sprpriority = -3
ownpal = 1
[State 0, EnvShake]
type = EnvShake
trigger1 = Time = 7
time = 15
freq = 150
ampl = 3
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 3000,23
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 7
value = 3000,8
[State 200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------------------------------------------------
[Statedef 212]
type = S
movetype= H
physics = S
juggle = 0
ctrl = 0
anim = 212
[State 0, SprPriority]
type = SprPriority
trigger1 = time = 0
value = 8
[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 6
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 812
pos = 0,5
postype = p1
scale = 1.4,1
bindtime = -1
sprpriority = 3
ownpal = 1
ignorehitpause = 1
[state a];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Helper
trigger1 = movehit
trigger1 = numtarget(212)
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-(101/2.5)), -(51/2.5)-Ceil(P2BodyDist Y)
postype = p2
stateno = 7003
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
[state a];ƒK[ƒhƒGƒtƒFƒNƒg
type = Helper
trigger1 = moveguarded
trigger1 = numtarget(212)
id = 7021
name = "hit"
pos = Ceil(P2Dist X/2-(101/2.5)), -(51/2.5)-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
[State 200, 1]
type = HitDef
trigger1 = !Movecontact && Enemynear,movetype != H
trigger2 = Movecontact && Enemynear,movetype != H
attr = A, SP
damage = 40,20
animtype = low
guardflag = M
hitflag = MAFDP
priority = 10, Hit
pausetime = 5, 5
sparkno = s7002
sparkxy = -40, -4
getpower = 180,250
hitsound = s3000, 7
guardsound = s3000, 7
ground.type = High
ground.slidetime = 13
ground.hittime = 15
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.freq = 200
envshake.ampl = 3
palfx.time = 60
palfx.mul = 180,180,180
palfx.add = 95,0,255
palfx.sinadd = -95,0,-255,8
id = 212
[State 0, TargetState]
type = TargetState
trigger1 = Movecontact && Enemynear,movetype = H
value = 3001
ID = 212
[State 0, ChangeState]
type = ChangeState
trigger1 = Movecontact && Enemynear,movetype = H
trigger2 = Frontedgedist<=-50
value = 213
ctrl = 0
;--------------------------------------------------------------------------------
[Statedef 213]
type = S
movetype= A
physics = S
juggle = 0
ctrl = 0
anim = 213
velset = 0,0
[State 0, SprPriority]
type = SprPriority
trigger1 = time = 0
value = 8
[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
;-------------------------------------------------------------------------------
;PUSH THEM
[StateDef 240]
type = S
movetype= H
physics = S
juggle = 0
ctrl = 0
anim = 240
poweradd = -100
sprpriority = 2
[State 0, Turn]
type = Turn
trigger1 = p2dist x < 0
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 242
pos = 68/2.5,-135/2.5
postype = p1
bindtime = 5
scale = 0.5,0.5
sprpriority = 10
ownpal = 1
[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 10
freq = 150
ampl = -2
[State 202, Žc‘œ]
type = AfterImage
trigger1 = Time = 0
Time = 25
PalBright = 95,0,255
PalContrast = 262,100,100
Trans = add
TimeGap = 3
FrameGap = 1
length = 10
[State 0]
type = Helper
trigger1 = Time = 0
pos = 0,0
postype = p1
id = 241
stateno = 241
keyctrl = 0
ownpal = 1
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S700,0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 3
value = S3000,22
volume = 256
[State 0, SelfState]
type = SelfState
trigger1 = var(59) && time >= 19 && Enemynear,movetype != A
value = 211
ctrl = 0
[State 0, SelfState]
type = SelfState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; ¹ÐÃij»±â
[Statedef 241]
type = S
movetype= H
physics = N
velset = 0,0
anim = 241
ctrl = 0
[State 0, HitBy]
type = HitBy
trigger1 = 1
value =
value2 =
time = -1
ignorehitpause = 1
[State 0, ReversalDef]
type = ReversalDef
trigger1 = Enemynear,hitdefattr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
pausetime = 0,999
sparkno =-1
hitsound =-1
[State 0, HitDef]
type = HitDef
trigger1 = 1
attr = S,NA
hitflag = MAF
guardflag = DF
animtype = light
damage = 1,1
pausetime = 0 ,15
sparkno = -1
sparkxy = 0,0
hitsound = -1
[State 1001]
type = PlayerPush
trigger1 = Time >= 0
value = 1
[State 1001]
type = VelSet
trigger1 = Time >= 0
x = 20
[State 1001]
type = DestroySelf
trigger1 = Time = 10
;-----------------------------------------------------------------------------
[StateDef 600]
type = A
movetype= A
physics = A
juggle = 1
ctrl = 0
anim = 600
poweradd = 120
sprpriority = 2
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 3
value = S200,1
channel = 0
[State 0, Turn]
type = Turn
trigger1 = p2dist x < 0 && time = 0
[State 0, VelSet]
type = VelSet
trigger1 = time = 0 && var(59)
x = p2dist x /15
[State 0, CtrlSet]
type = CtrlSet
trigger1 = time >= 10 && var(59) = 0
value = 1
[State 0, Explod]
type = Explod
trigger1 = time = 2
anim = 202
pos = 0,-40
postype = p1
scale = 1,1
sprpriority = 3
ownpal = 1
ignorehitpause = 0
[state a];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Helper
trigger1 = movehit
trigger1 = numtarget(600)
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-(104/2.5)), -(87/2.5)-Ceil(P2BodyDist Y)
postype = p2
stateno = 7003
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
[state a];ƒK[ƒhƒGƒtƒFƒNƒg
type = Helper
trigger1 = moveguarded
trigger1 = numtarget(600)
id = 7021
name = "hit"
pos = Ceil(P2Dist X/2-(104/2.5)), -(87/2.5)-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = A, SA
damage = 40,20
animtype = Medium
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 5, 5
sparkno = -1
sparkxy = -13, -36
getpower = 20,100
hitsound = s210, 1
guardsound = s120, 1
ground.type = High
ground.slidetime = 25
ground.hittime = 20
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.freq = 200
envshake.ampl = -2
id = 600
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 3000,14
[State 200, end]
type = ChangeState
trigger1 = var(59) && time >= 7
value = 600
ctrl = 0
[State 0, HitOverride]
type = HitOverride
trigger1 = time = 0
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 601
time = 30
ignorehitpause = 1
;-----------------------------------------------------------------------------
[StateDef 601]
type = A
movetype= A
physics = A
juggle = 1
ctrl = 0
anim = 600
poweradd = 120
sprpriority = 2
[State 0, PowerAdd]
type = PowerAdd
trigger1 = life <= lifemax/2 && time = 0
value = -500
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S120,5
channel = 0
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 10
add = 100,100,100
mul = 256,256,256
sinadd = -100,-100,-100,45
invertall = 0
color = 256
ignorehitpause = 1
[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SC,NA,NP,NT
time = 20
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 3
value = S200,1
channel = 0
[State 0, Turn]
type = Turn
trigger1 = p2dist x < 0 && time = 0
[State 0, VelSet]
type = VelSet
trigger1 = time = 0 && var(59)
x = p2dist x /15
[State 0, CtrlSet]
type = CtrlSet
trigger1 = time >= 10 && var(59) = 0
value = 1
[State 0, Explod]
type = Explod
trigger1 = time = 2
anim = 202
pos = 0,-40
postype = p1
scale = 1,1
sprpriority = 3
ownpal = 1
ignorehitpause = 0
[state a];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Helper
trigger1 = movehit
trigger1 = numtarget(600)
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-(104/2.5)), -(87/2.5)-Ceil(P2BodyDist Y)
postype = p2
stateno = 7003
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
[state a];ƒK[ƒhƒGƒtƒFƒNƒg
type = Helper
trigger1 = moveguarded
trigger1 = numtarget(600)
id = 7021
name = "hit"
pos = Ceil(P2Dist X/2-(104/2.5)), -(87/2.5)-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = A, SA
damage = 40,20
animtype = Medium
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 5, 5
sparkno = -1
sparkxy = -13, -36
getpower = 180,250
hitsound = s210, 1
guardsound = s120, 1
ground.type = High
ground.slidetime = 25
ground.hittime = 20
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.freq = 200
envshake.ampl = -2
id = 600
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 3000,14
[State 200, end]
type = ChangeState
trigger1 = var(59) && time >= 7
value = 600
ctrl = 0
;--------------------------------------------------------------------------------
[Statedef 800]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 800
[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, HT
hitflag = MAF
Guardflag = FD
sparkno = s7000
sparkxy = -72/2.5, -132/2.5
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 809
p2stateno = 820
getpower = 300,400
fall = 1
hitsound = s3000,6
[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-----------------------------------------------------------------------------
[StateDef 809]
type = S
movetype= A
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 809
poweradd = 300
sprpriority = 2
[State 200, 1]
type = null
trigger1 = Time = 0
attr = S, NA
damage = 20,5
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 4
getpower = 80,120
sparkno = S7000
guard.sparkno = S7020
sparkxy = -72/2.5, -132/2.5
hitsound = s210, 0 .
guardsound = s120,0
ground.type = High
ground.slidetime = 10
ground.hittime = 16
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 30
[State 0, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S,HT
hitflag = MAF
guardflag = DF
animtype = light
damage = 20,5
pausetime = 8 ,8
sparkno = S7002
guard.sparkno = S7022
sparkxy = -72/2.5, -132/2.5
hitsound = S210,2
guardsound = S120,1
ground.type = High
ground.slidetime = 16
ground.hittime = 20
air.hittime = 20
ground.velocity = -6,-5
air.velocity = -6,-5
fall = 1
p2stateno = 822
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 5
value = 3000,15
[State 200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 810
ctrl = 0
;----------------------------------------------------------------------
[Statedef 810]
type = A
movetype= A
physics = N
ctrl = 0
anim = 810
poweradd = 60
[State 0, VelAdd]
type = Veladd
trigger1 = time = [2, 5]
x = 7
ignorehitpause = 1
[State 0, VelAdd]
type = Velset
trigger1 = GameTime%5 = 1 && time = [6,34]
x = 2
ignorehitpause = 1
[State 0, VelAdd]
type = Velset
trigger1 = time = 2
y = -4
[State 0, VelAdd]
type = Velset
trigger1 = time = 33
y = 2
ignorehitpause = 1
[State 0, Gravity]
type = Gravity
trigger1 = time > 33
[State 0, Explod]
type = Explod
trigger1 = GameTime%5 = 1 && time < 34
anim = 820+random%5
pos = 0,-40
postype = p1
vel = 7,0
accel = -1,0
scale = 1,1
sprpriority = 5
ownpal = 1
ignorehitpause = 0
[state a];ƒqƒbƒgƒGƒtƒFƒNƒg
type = Helper
trigger1 = Enemynear,movetype = H && ENemynear,gethitvar(damage) && movehit = 1
trigger1 = numtarget(810)
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-((70+random%80)/2.5)), -((50+random%100)/2.5)-Ceil(P2BodyDist Y)
postype = p2
stateno = 7003
helpertype = normal
;persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
[state a];ƒK[ƒhƒGƒtƒFƒNƒg
type = Helper
trigger1 = Enemynear,movetype = H && ENemynear,gethitvar(damage) && moveguarded = 1
trigger1 = numtarget(810)
id = 7022
name = "hit"
pos = Ceil(P2Dist X/2-((70+random%80)/2.5)), -((50+random%40)/2.5)-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
;persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
[State 202, Žc‘œ]
type = AfterImage
trigger1 = Time = 0
Time = 52
PalBright = 95,0,255
PalContrast = 262,100,100
Trans = add
TimeGap = 3
FrameGap = 1
length = 10
[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 223
pos = 0,0
postype = p1
scale = 0.5,0.5
sprpriority = -10
ownpal = 1
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 224
pos = 0,0
postype = p1
scale = 0.5,0.5
sprpriority = 10
ownpal = 1
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 226
pos = 0,-20
postype = p1
scale = 1.2,1.4
sprpriority = 3
ownpal = 1
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = time = 2
anim = 812
pos = 0,-10
postype = p1
scale = 1.4,1
bindtime = 12
sprpriority = 3
ownpal = 1
ignorehitpause = 1
[State 200, 1]
type = HitDef
trigger1 = GameTime%5 = 1 && time < 34
attr = S, SA
damage = 3,1
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 5, 5
sparkno = -1
sparkxy = -12, -76
hitsound = s210, 9
guardsound = s120, 3+random%2
ground.type = High
ground.slidetime = 30
ground.hittime = 20
ground.velocity = -1.4,-0.5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-0.5
air.hittime = 30
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.freq = 150
envshake.ampl = 2
id = 810
yaccel = 0.1
airjuggle = 0
[State 200, 1]
type = HitDef
trigger1 = animelem = 20
attr = S, SA
damage = 20,8
animtype = Hard
guardflag = M
hitflag = MAFD
priority = 3, Hit
pausetime = 5, 5
sparkno = -1
sparkxy = -12, -76
hitsound = s210, 6
guardsound = s120, 3+random%2
ground.type = High
ground.slidetime = 30
ground.hittime = 20
ground.velocity = -6,-2
airguard.velocity = -10,-.8
air.type = High
air.velocity = -6,-2
air.hittime = 30
fall = 1
fall.recover = 0
envshake.time = 10
envshake.freq = 150
envshake.ampl = -5
id = 810
yaccel = 0.4
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 60
add = 20,0,100
mul = 255,255,255
sinadd = -20,0,-100,3
invertall = 0
color = 256
ignorehitpause = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 2
value = 3000,17
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 3000,6
[State 0, SelfState]
type = SelfState
trigger1 = time >= 50 && pos y >= -5
value = 811
;----------------------------------------------------------------------
[Statedef 811]
type = S
movetype = I
physics = S
velset = 0,0
poweradd = 40
[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
[State 821, 4]
type = SelfState
trigger1 = animtime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------------
[Statedef 820]
type = A
movetype = H
physics = N
velset = 0,0
[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5000
;----------------------------------------------------------------------
[Statedef 821]
type = A
movetype = H
physics = N
velset = 0,4
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 822]
type = A
movetype = H
physics = A
poweradd = 40
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 5030
[State 0, HitVelSet]
type = VelSet
trigger1 = time = 0
x = -5
y = -8
ignorehitpause = 1
[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
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;HITSATSU!!!!!
;---------------------------------------------------------------------------
[Statedef 6100]
type = A
ctrl = 0
anim = 6100
velset = 0,0
movetype = I
physics = N
sprpriority = 7
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
ignorehitpause = 1
flag = globalnoshadow
pausemovetime = 9999
[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 1,1
ignorehitpause = 1
[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 0
value = 3000,12
[state a]
type = Helper
trigger1 = time = 0
id = 6155
name = "BASARA"
pos = 0 , 0
postype = back
stateno = 6155
pausemovetime = 999
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
[State explod]
type = Explod
trigger1 = time = 0
anim = 6150
id = 6160
sprpriority = -72
postype = back
pos = 0,0
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 999
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
scale = 72,2
[State explod]
type = Explod
trigger1 = time = 0
anim = 6151
id = 6151
sprpriority = -52
postype = back
pos = 320,130
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 999
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
scale = 640,1;2.5
[state a]
type = ModifyExplod
trigger1 = time = 44
ID = 6151
scale= 640, 6.7
[state a]
type = assertspecial
trigger1 = time >= 8
flag = noBG
flag2 = noFG
[State a];
type = bgpalfx
trigger1 = time = 0
time = 8
mul = 255,255,255
sinadd = -255,-255,-255,16
color = 255
[state a]
type = removeexplod
trigger1 = root,movetype = H
trigger2 = root,stateno != [3000,3900]
trigger2 = !numhelper(2000)
trigger3 = numhelper(2000)
trigger3 = numhelper(2300)
trigger3 = helper(2000),stateno != [2050,2059]
trigger4 = numhelper(2000)
trigger4 = !numhelper(2300)
trigger4 = root,stateno != [3000,3900]
trigger5 = root,stateno = 3105
trigger5 = root,time >= 181
tri