[State 10191]
type = Explod
TriggerAll = numenemy
TriggerAll = Teamside = 2
TriggerAll = roundstate >= 2 || (Roundstate <= 1 && (root,stateno != 5900 || (root,stateno = 5900 && time >= 1)))
TriggerAll = NumExplod(6255) = 0
Trigger1 = root,var(39) = 50
anim = 6265
ID = 6255
pos = -var(1)+1,var(2)-4
postype = right
sprpriority = -2
bindtime = -1
removetime = 999999
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
persistent = 1
supermovetime = 999
The three that I have narrowed down
---------------------------------------------------------------------------------------------
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[Statedef 11000]
type = A
movetype = I
physics = N
ctrl = 0
anim = 9999
sprpriority = 0
velset = 10, 0
[State 11000]
type = selfstate
Trigger1 = !ishelper
value=0
[State 11000]
type = assertspecial
Trigger1 = 1
flag = noshadow
flag2 = invisible
ignorehitpause = 1
[State 11000]
type = Nothitby
Trigger1 = 1
value = SCA
[State 11000]
type = ScreenBound
Trigger1 = 1
value = 0
movecamera = 0,0
[State 11000]
type = Projectile
Trigger1 = time = 0
projID = 11001
projanim = 9999
velocity = 10, 0
projpriority = 4
projsprpriority = 2
projstagebound = 0
projedgebound = 99999
offset = 0, 0
postype = right
supermovetime = 9**8
pausemovetime = 9**8
projremovetime = -1
[State 11000]
type = velset
Trigger1 = !(root,numprojID(11001))
x=0
y=0
;–½’†Šm”FŠwK—p
[State 11000]
Type = Null
TriggerAll=(root,var(59)&&Random<=root,var(59)*100)
Trigger1 = root,stateno = 210||root,stateno = 410
Trigger1 = Var(20):=200
Trigger2 = root,stateno = 300
Trigger2 = Var(21):=200
Trigger3 = root,stateno = 220||root,stateno = 420
Trigger3 = Var(22):=200
Trigger4 = (root,stateno != [210,420])&&root,MoveType != H
Trigger4 = Var(20):=0
Trigger5 = (root,stateno != [210,420])&&root,MoveType != H
Trigger5 = Var(21):=0
Trigger6 = (root,stateno != [210,420])&&root,MoveType != H
Trigger6 = Var(22):=0
Trigger7 = Var(25):=Var(20)+Var(21)
Trigger8 = Var(26):=Var(21)+Var(22)
ignorehitpause = 1
[State 11000]
type = VarAdd
TriggerAll=(root,var(59)&&Random<=root,var(59)*100)
Trigger1 = root,StateNo = 5000||root,StateNo = 5030||root,StateNo = 5070||(root,stateno != [5000,5299])&&root,MoveType = H
Trigger1 = root,Time = 1
Trigger1 = var(25) = 400
var(15) = 2
ignorehitpause = 1
[State 11000]
type = VarAdd
TriggerAll=(root,var(59)&&Random<=root,var(59)*100)
Trigger1 = root,StateNo = 5000||root,StateNo = 5030||root,StateNo = 5070||(root,stateno != [5000,5299])&&root,MoveType = H
Trigger1 = root,Time = 1
Trigger1 = var(26) = 400
var(16) = 2
ignorehitpause = 1
[State 11000]
Type = Null
TriggerAll=(root,var(59)&&Random<=root,var(59)*100)
Trigger1 = root,stateno = [300,302]
Trigger1 = Var(30):=300
Trigger2 = (root,stateno != [300,302])&&root,MoveType != H
Trigger2 = Var(30):=0
ignorehitpause = 1
[State 11000]
type = VarAdd
TriggerAll=(root,var(59)&&Random<=root,var(59)*100)
Trigger1 = root,StateNo = 5000||root,StateNo = 5030||root,StateNo = 5070||(root,stateno != [5000,5299])&&root,MoveType = H
Trigger1 = root,Time = 1
Trigger1 = var(30) = 300
var(35) = 1
ignorehitpause = 1
[State 11000]
Type = VarAdd
TriggerAll=(root,var(59)&&Random<=root,var(59)*100)
Trigger1 = root,StateNo = 302
Trigger1 = root,AnimTime = -1
Trigger1 = root,P2BodyDist X=[0,ceil(77*0.88*root,const(size.xscale))]
Trigger1 = enemynear,Statetype != A
Trigger1 = enemynear,MoveType != H
var(35) = 2
ignorehitpause = 1
[State 11000]
Type = Null
TriggerAll=(root,var(59)&&Random<=root,var(59)*100)
Trigger1 = root,stateno = 800
Trigger1 = Var(31):=800
Trigger2 = root,stateno != 800&&root,MoveType != H
Trigger2 = Var(31):=0
ignorehitpause = 1
[State 11000]
type = VarAdd
TriggerAll=(root,var(59)&&Random<=root,var(59)*100)
Trigger1 = root,StateNo = 5000||root,StateNo = 5030||root,StateNo = 5070||(root,stateno != [5000,5299])&&root,MoveType = H
Trigger1 = root,Time = 1
Trigger1 = var(31) = 800
var(36) = 1
ignorehitpause = 1
[State 11000]
Type = VarAdd
TriggerAll=(root,var(59)&&Random<=root,var(59)*100)
Trigger1 = root,StateNo = 800
Trigger1 = root,AnimTime = -1
Trigger1 = root,P2BodyDist X=[0,ceil(100*0.82*const(size.xscale))]
Trigger1 = enemynear,Statetype != A
Trigger1 = enemynear,MoveType != H
var(36) = 2
ignorehitpause = 1
;’nã’†’i•‹ó’†‰º’iŠwK—p
[State 11000]
type = varset
Trigger1 = root,stateno=131||(root,stateno=[152,153])
var(50) = 1
ignorehitpause = 1
[State 11000]
type = varset
Trigger1=root,stateno=130||(root,stateno=[150,151])
var(50) = -1
ignorehitpause = 1
[State 11000]
type = VarSet
Trigger1=!((root,stateno=[130,131])||(root,stateno=[150,153]))
Trigger1=root,time >=2
var(50) = 0
ignorehitpause = 1
;’nã’†’iŠwK—p1
[State 11000]
type = VarSet
Trigger1 = var(50) = 1
Trigger1 = var(41) = 0
Trigger1 = root,movetype = H
Trigger1 = root,stateno > 200
Trigger1 = enemynear,Statetype != A
Trigger1 = enemynear,Movetype = A
var(41) = enemynear,Stateno
ignorehitpause = 1
[State 11000]
type = VarSet
Trigger1 = var(50) = -1
Trigger1 = var(41) = enemynear,Stateno
Trigger1 = root,movetype = H
Trigger1 = root,stateno > 200
Trigger1 = enemynear,Statetype != A
Trigger1 = enemynear,Movetype = A
var(41) = 0
ignorehitpause = 1
;’nã’†’iŠwK—p2
[State 11000]
type = VarSet
Trigger1 = var(50) = 1
Trigger1 = var(41) != enemynear,Stateno
Trigger1 = root,movetype = H
Trigger1 = root,stateno > 200
Trigger1 = enemynear,Statetype != A
Trigger1 = enemynear,Movetype = A
var(42) = enemynear,Stateno
ignorehitpause = 1
[State 11000]
type = VarSet
Trigger1 = var(50) = -1
Trigger1 = var(42) = enemynear,Stateno
Trigger1 = root,movetype = H
Trigger1 = root,stateno > 200
Trigger1 = enemynear,Statetype != A
Trigger1 = enemynear,Movetype = A
var(42) = 0
ignorehitpause = 1
;’nã’†’iŠwK—p3
[State 11000]
type = VarSet
Trigger1 = var(50) = 1
Trigger1 = var(41) != enemynear,Stateno
Trigger1 = var(42) != root,P2Stateno
Trigger1 = root,movetype = H
Trigger1 = root,stateno > 200
Trigger1 = enemynear,Statetype != A
Trigger1 = enemynear,Movetype = A
var(43) = enemynear,Stateno
ignorehitpause = 1
[State 11000]
type = VarSet
Trigger1 = var(50) = -1
Trigger1 = var(43) = enemynear,Stateno
Trigger1 = root,movetype = H
Trigger1 = root,stateno > 200
Trigger1 = enemynear,Statetype != A
Trigger1 = enemynear,Movetype = A
var(43) = 0
ignorehitpause = 1
;‹ó’†‰º’iŠwK—p1
[State 11000]
type = VarSet
Trigger1 = var(50) = -1
Trigger1 = var(44) = 0
Trigger1 = root,movetype = H
Trigger1 = root,stateno > 200
Trigger1 = enemynear,Statetype = A
Trigger1 = enemynear,Movetype = A
var(44) = enemynear,Stateno
ignorehitpause = 1
[State 11000]
type = VarSet
Trigger1 = var(50) = 1
Trigger1 = var(44) = enemynear,Stateno
Trigger1 = root,movetype = H
Trigger1 = root,stateno > 200
Trigger1 = enemynear,Statetype = A
Trigger1 = enemynear,Movetype = A
var(44) = 0
ignorehitpause = 1
;‹ó’†‰º’iŠwK—p2
[State 11000]
type = VarSet
Trigger1 = var(50) = -1
Trigger1 = var(44) != enemynear,Stateno
Trigger1 = root,movetype = H
Trigger1 = root,stateno > 200
Trigger1 = enemynear,Statetype = A
Trigger1 = enemynear,Movetype = A
var(45) = enemynear,Stateno
ignorehitpause = 1
[State 11000]
type = VarSet
Trigger1 = var(50) = 1
Trigger1 = var(45) = enemynear,Stateno
Trigger1 = root,movetype = H
Trigger1 = root,stateno > 200
Trigger1 = enemynear,Statetype = A
Trigger1 = enemynear,Movetype = A
var(45) = 0
ignorehitpause = 1
;‹ó’†‰º’iŠwK—p3
[State 11000]
type = VarSet
Trigger1 = var(50) = -1
Trigger1 = var(44) != enemynear,Stateno
Trigger1 = var(45) != root,P2Stateno
Trigger1 = root,movetype = H
Trigger1 = root,stateno > 200
Trigger1 = enemynear,Statetype = A
Trigger1 = enemynear,Movetype = A
var(46) = enemynear,Stateno
ignorehitpause = 1
[State 11000]
type = VarSet
Trigger1 = var(50) = 1
Trigger1 = var(46) = enemynear,Stateno
Trigger1 = root,movetype = H
Trigger1 = root,stateno > 200
Trigger1 = enemynear,Statetype = A
Trigger1 = enemynear,Movetype = A
var(46) = 0
ignorehitpause = 1
[State 11000]
type = VarSet
Trigger1 = 1
var(40) = 0
ignorehitpause = 1
;‰º’iƒK[ƒh
[State 11000]
type = VarSet
TriggerAll = numenemy
Trigger1 = enemynear,stateno=var(44)
Trigger2 = enemynear,stateno=var(45)
Trigger3 = enemynear,stateno=var(46)
Trigger4 = EnemyNear,StateType != A
var(40) = 1
ignorehitpause = 1
;’†’iƒK[ƒh
[State 11000]
type = VarSet
TriggerAll = numenemy
Trigger1 = enemynear,stateno=var(41)
Trigger2 = enemynear,stateno=var(42)
Trigger3 = enemynear,stateno=var(43)
Trigger4 = EnemyNear,StateType = A
var(40) = 2
ignorehitpause = 1
[Statedef 11010]
type = A
movetype = I
physics = N
ctrl = 0
anim = 9999
sprpriority = 0
velset = 10, 0
[State 11010]
type = selfstate
Trigger1 = !ishelper
value=0
[State 11010]
type = assertspecial
Trigger1 = 1
flag = noshadow
flag2 = invisible
ignorehitpause = 1
[State 11010]
type = Nothitby
Trigger1 = 1
value = SCA
[State 11010]
type = ScreenBound
Trigger1 = 1
value = 0
movecamera = 0,0
[State 11010]
type = Projectile
Trigger1 = time = 0
projID = 11011
projanim = 9999
velocity = 10, 0
projpriority = 4
projsprpriority = 2
projstagebound = 0
projedgebound = 99999
offset = 0, 0
postype = left
supermovetime = 9**8
pausemovetime = 9**8
projremovetime = -1
[State 11010]
type = velset
Trigger1 = !(root,numprojID(11011))
x=0
y=0
[Statedef 11001]
type = A
movetype = I
physics = N
ctrl = 0
anim = 9999
sprpriority = 0
velset = 0, 0
[State 11001]
type = selfstate
Trigger1 = !ishelper
value=0
[State 11001]
type = assertspecial
Trigger1 = 1
flag = noshadow
flag2 = invisible
ignorehitpause = 1
[State 11001]
type = Nothitby
Trigger1 = 1
value = SCA
[State 11001]
Type = turn
Trigger1 = Facing != root,Facing
[State 11001]
Type = Posset
Trigger1 = 1
X = Root,Pos X
[State 11001]
Type = Posadd
Trigger1 = 1
X = 100
[State 11001]
Type = Varset
Trigger1 = 1
var(30) = InGuardDist
[State 11001]
Type = Posadd
Trigger1 = 1
X = -200
[State 11001]
Type = Varset
Trigger1 = 1
var(31) = InGuardDist
[State 11001]
Type = Posadd
Trigger1 = 1
X = 100
[State 11001]
Type = null;DestroySelf
TriggerAll = Time >= 0
Trigger1 = Facing = root,Facing
Trigger1 = RootDist X = 0