Possible font problem with the life bars?
Try it using different life bars and see if that changes anything.
Used a different life bar, same problem.
Maybe something having to do with Pikachu?
EDIT: So here is the code for Pikachu.
Maybe the problem is in here:
; Pikachu's constants.
;-| Revision by Mr,Funny A.K.A. XRedDragonClawsX |--------------------------
[Data]
life = 1000
power = 3000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 60
airjuggle = 25
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 0
IntPersistIndex = 60
FloatPersistIndex = 40
[Size]
xscale = 1
yscale = 1
ground.back = 15
ground.front = 13
air.back = 12
air.front = 12
height = 30
attack.dist = 160
proj.attack.dist = 90
proj.doscale = 1
head.pos = 0, -39
mid.pos = -14, -15
shadowoffset = 0
draw.offset = 0,0
[Velocity]
walk.fwd = 6.3
walk.back = -6.2
run.fwd = 9.6, 0
run.back = -7.5,-3.8
jump.neu = 0,-10.5
jump.back = -5
jump.fwd = 5
runjump.back = -2.55,-8.1
runjump.fwd = 4,-8.1
airjump.neu = 0,-8.1
airjump.back = -2.55,-8.1
airjump.fwd = 2.5,-8.1
[Movement]
airjump.num = 1
airjump.height = 35
yaccel = .55
stand.friction = .5
crouch.friction = .5
air.gethit.groundrecover = -.15,-3.5 ;Velocity for ground recovery state (x, y) **MUGEN 1.0**
air.gethit.airrecover.mul = .5,.2 ;Multiplier for air recovery velocity (x, y) **MUGEN 1.0**
air.gethit.airrecover.add = 0,-4.5 ;Velocity offset for air recovery (x, y) **MUGEN 1.0**
air.gethit.airrecover.back = -1 ;Extra x-velocity for holding back during air recovery **MUGEN 1.0**
air.gethit.airrecover.fwd = 0 ;Extra x-velocity for holding forward during air recovery **MUGEN 1.0**
air.gethit.airrecover.up = -2 ;Extra y-velocity for holding up during air recovery **MUGEN 1.0**
air.gethit.airrecover.down = 1.5 ;Extra y-velocity for holding down during air recovery **MUGEN 1.0**
stand.friction.threshold = 2 ;If player's speed drops below this threshold while standing, stop his movement **MUGEN 1.0**
crouch.friction.threshold = .05 ;If player's speed drops below this threshold while crouching, stop his movement **MUGEN 1.0**
air.gethit.groundlevel = 25 ;Y-position at which a falling player is considered to hit the ground **MUGEN 1.0**
air.gethit.groundrecover.ground.threshold = -20 ;Y-position below which falling player can use the recovery command **MUGEN 1.0**
air.gethit.groundrecover.groundlevel = 10 ;Y-position at which player in the ground recovery state touches the ground **MUGEN 1.0**
air.gethit.airrecover.threshold = -1 ;Y-velocity above which player may use the air recovery command **MUGEN 1.0**
air.gethit.airrecover.yaccel = .35 ;Vertical acceleration for player in the air recovery state **MUGEN 1.0**
air.gethit.trip.groundlevel = 15 ;Y-position at which player in the tripped state touches the ground **MUGEN 1.0**
down.bounce.offset = 0,0 ;Offset for player bouncing off the ground (x, y) **MUGEN 1.0**
down.bounce.yaccel = .4 ;Vertical acceleration for player bouncing off the ground **MUGEN 1.0**
down.bounce.groundlevel = 12 ;Y-position at which player bouncing off the ground touches the ground again **MUGEN 1.0**
down.friction.threshold = .05 ;If the player's speed drops below this threshold while lying down, stop his movement **MUGEN 1.0**
;---------------------------------------------------------------------------
;=| Basic Information |=======================================================
;---------------------------------------------------------------------------
;OverRide of Statedef 100
; RUN_FWD
[Statedef 100]
type = S
physics = S
anim = 100
sprpriority = 1
[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)
[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk
[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
;[State 100, 1]
;type = ChangeAnim
;trigger1 = Time = 0
;value = 100
[State 100, 2]
type = AfterImage
trigger1 = Time = 1
time = 2
PalContrast = 220, 220, 120
PalAdd = 100, 100, -64
PalMul = .75, .75, .45
[State 100, 2]
type = AfterImageTime
trigger1 = Time = [2,10000]
time = 2
[State 100, 3]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0
;---------------------------------------------------------------------------
;Override of Statedef 105
; RUN_BACK
[Statedef 105]
type = A
physics = A
ctrl = 0
anim = 105
sprpriority = 1
[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)
;[State 105, 1]
;type = CtrlSet
;trigger1 = Time = 0
;value = 0
[State 105, 2]
type = AfterImage
trigger1 = Time = 1
time = 2
PalContrast = 220, 220, 120
PalAdd = 100, 100, -64
PalMul = .75, .75, .45
[State 105, 2]
type = AfterImageTime
trigger1 = Time = [2,10000]
time = 2
[State 105, 3]
type = CtrlSet
trigger1 = Time = 2
value = 1
[State 105, 4]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 0
;---------------------------------------------------------------------------
; Lose by Time Over
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0
[State 170, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,210]
flag = roundnotover
[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
; Win state decider
[Statedef 180]
type = S
[State 180, 2]
type = ChangeState
trigger1 = Life <= 50
value = 182
[State 180, 1]
type = ChangeState
trigger1 = Time = 0
value = 181
;---------------------------------------------------------------------------
; Win pose 1
[Statedef 181]
type = S
ctrl = 0
anim = 180
velset = 0,0
[State 181, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,210]
flag = roundnotover
[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
;Win pose 2
[Statedef 182]
type = S
ctrl = 0
anim = 181
velset = 0,0
[State 182, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,180]
flag = roundnotover
[State 182, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
;Preintro: Override of Statedef 190
[Statedef 190]
type = S
ctrl = 0
velset = 0,0
[State 190]
type = VarSet
trigger1 = time = 0
v = 9
value = 1
[State 190, Opponent is Psyduck] ;If opponent is Psyduck, go to alternate intro
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "Psyduck"
trigger2 = P4Name = "Psyduck"
value = 192
[State 190, Opponent is Jigglypuff] ;If opponent is Jigglypuff, go to alternate intro
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "Jigglypuff"
trigger2 = P4Name = "Jigglypuff"
value = 193
[State 191, Opponent is Pikachu] ;If opponent is Pikachu, go to alternate intro
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "Pikachu"
trigger2 = P4Name = "Pikachu"
value = 194
[State 191, Normal Introduction]
type = ChangeState
trigger1 = Time = 0
value = 191
;---------------------------------------------------------------------------
; Introduction
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0
[State 191, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 190
[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro
[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------
; INTRO versus Psyduck
[Statedef 192]
type = S
ctrl = 0
anim = 191
velset = 2, 0 ;3, 0 ;4.4, 0
[State 192, 1] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time = [0, 300] ;[0,128]
flag = Intro
[State 192, 1.01]
type = ScreenBound
trigger1 = time >= 0
value = 0
movecamera = 0,0
[State 192, 1.1]
type = ChangeAnim
trigger1 = Time = 0
value = 191
[State 192, 1.2]
Type = Posset
trigger1 = time = 0
X = -225 ;-250 ;-300 ;-400
[State 192, 1.5]
Type = Velset
trigger1 = Pos X >= -70
X = 0
persistent = 0
[State 192, 1.7]
type = Posset
trigger1 = Pos X >= -70
trigger1 = Vel X = 0
X = -70
persistent = 0
[State 192, 1.8] ;dizzy
type = ChangeAnim
trigger1 = Pos X = -70
value = 170 ;191
persistent = 0
[State 192, 2]
type = Playsnd
trigger1 = Pos X = -70
value = 1,2
persistent = 0
[State 192, 3]
type = Changestate
trigger1 = Time > 121
value = 0
;---------------------------------------------------------------------------
; INTRO versus Jigglypuff
[Statedef 193]
type = S
ctrl = 0
anim = 192
velset = 4.4, 0
[State 193, 1] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time = [0,128]
flag = Intro
[State 193, 1.01]
type = ScreenBound
trigger1 = time >= 0
value = 0
movecamera = 0,0
[State 193, 1.1]
type = ChangeAnim
trigger1 = Time = 0
value = 193 ;191
[State 193, 1.2]
Type = Posset
trigger1 = time = 0
X = -400
[State 193, 1.5]
Type = Velset
trigger1 = Pos X >= -70
X = 0
persistent = 0
[State 193, 1.7]
type = Posset
trigger1 = Pos X >= -70
trigger1 = Vel X = 0
X = -70
persistent = 0
[State 193, 1.71]
type = ChangeAnim
trigger1 = Pos X = -70
value = 193
persistent = 0
[State 193, Explod]
type = Explod
trigger1 = Pos X = -70
anim = 30
pos = 0,-14
[State 193, 2]
type = Playsnd
trigger1 = Pos X = -70
value = 7, 2 ;1,2
persistent = 0
[State 193, 3]
type = Changestate
trigger1 = Time > 121
value = 0
;---------------------------------------------------------------------------
; INTRO versus Pikachu
[Statedef 194]
type = S
physics = S
ctrl = 0
anim = 192
velset = 0,0
[State 193, 1] ;Intro not yet over
type = AssertSpecial
trigger1 = Time = [0,108]
flag = Intro
[State 193, 3]
type = ChangeState
trigger1 = AnimTime = -10
value = 0
;---------------------------------------------------------------------------
; Taunt
;[Statedef 195]
;type = S
;ctrl = 0
;anim = 195
;velset = 0,0
;movetype = I
;physics = S
;sprpriority = 2
;[State 195, 1]
;type = CtrlSet
;trigger1 = Time = 40
;value = 1
;[State 195, 2]
;type = ChangeState
;trigger1 = AnimTime = 0
;value = 0
;ctrl = 1
;---------------------------------------------------------------------------
;=| Other Information |=====================================================
;---------------------------------------------------------------------------
; STAND_A
[Statedef 200]
type = S ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A ;Move-type: A-attack, I-idle, H-gethit
physics = S ;Physics: S-stand, C-crouch, A-air
juggle = 1 ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0 ;Set velocity (x,y) (Def: no change)
ctrl = 0 ;Set ctrl (Def: no change)
anim = 200 ;Change animation (Def: no change)
poweradd = 20 ;Power to add (Def: 0)
[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA ;Attribute: Standing, Normal Attack
damage = 23,0 ;Damage that move inflicts
animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light)
getpower = 30,15 ;Power to get on hit, on guard
;(Def Hit: 0) (Def Guard: 1/2 of hit power)
givepower = 15,8 ;Power to give opponent on hit, on guard
;(Def Hit: 0) (Def Guard: 1/2 of hit power)
guardflag = MA ;Flags on how move is to be guarded against
hitflag = MAF ;Flags of conditions that move can hit
priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 7,8 ;Time attacker pauses, time victim shakes
numhits = 1 ;Number of hits to count as (Def: 1)
sparkno = 0 ;Spark image group and no (Def: set above)
sparkxy = -10,-70 ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = 5,0 ;Sound to play on hit
guardsound = 6,0 ;Sound to play on guard
; mindist = 0,0,0 ;Min distance of p2 from p1 when hit
; maxdist = 0,0,0 ;Max distance of p2 from p1 when hit
; snap = 0,0,0 ;Snaps p2 to position rel to p1
ground.type = High ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5 ;Time that the victim slides back
ground.hittime = 11 ;Time victim is in hit state
ground.velocity = -4,0 ;Velocity at which victim is pushed
; guard.slidetime = 5 ;Values for guarded attack (def: ground.slidetime)
; guard.hittime = 15 ; (def: ground.hittime)
; guard.velocity = -4 ; (def: ground.velocity)
; guard.ctrltime = 7 ;Time to regain control after guard (def: guard.slidetime)
airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
; airguard.ctrltime = 7 ;Time to regain control after air guard (def: ground.ctrltime)
; air.type = High ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.3,-3 ;X-velocity at which victim is pushed,
;Y-velocity at which victim is pushed
;air.hittime = 20 ;Time before oppoment regains control in air
; attack.width = 3, 3 ;Override default attack width
; fall = 0 ;1 to cause opponent to fall (def: 0)
; fall.damage = 0 ;Damage opponent takes on fall
; fall.velocity = n/a,-4.5 ;X, Y-velocity after bouncing off ground
; fall.animtype = Back ;Animation type for falling people (def: Back)
; air.fall = 0 ;1 to cause opponent to fall if in air (def: same as fall)
; down.velocity = ?,? ;Velocity for opponents lying down (def: same as air.velocity)
; down.hittime = 20 ;Time opponent is stunned on ground (only for down.y-velocity = 0) (def: 20)
; down.bounce = 0 ;Set to 1 for opponent to bounce on ground (def: 0)
[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; STAND_B
[Statedef 210]
type = S
movetype= A
physics = S
juggle = 4
poweradd= 60
ctrl = 0
velset = 0,0
anim = 210
[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1
[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = S, NA
animtype = Medium
damage = 55,0
guardflag = MA
pausetime = 11,11
sparkxy = -10,-70
hitsound = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,0
air.velocity = -2.2,-3.2
[State 210, 3]
type = PosAdd
trigger1 = AnimElem = 3
x = 20 ;15
[State 210, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;CROUCH_A
[Statedef 400]
type = C
movetype= A
physics = C
juggle = 6
poweradd= 15
ctrl = 0
anim = 400
[State 400, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0
[State 400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage = 23,0
animtype = Light
getpower = 10,0
givepower = 8,0
hitflag = MAFD
guardflag = L
pausetime = 10,12
sparkxy = -2,-41
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime = 15
ground.velocity = -4,0
air.velocity = -1.3,-3
down.velocity = -4,0
down.hittime = 20
[State 400, 3]
type = CtrlSet
trigger1 = Time = 4
value = 1
[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
;---------------------------------------------------------------------------
;CROUCH_B
[Statedef 410]
type = C
movetype= A
physics = C
juggle = 7
poweradd= 70
ctrl = 0
anim = 410
[State 410, 2]
type = PlaySnd
trigger1 = Time = 2
channel = 0
value = 5, 0 ;0, 2
[State 410, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = S ;S,A,C,L
movetype = A ;I,A,H
physics = N ;A,C,S,N
[State 410, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 16
[State 410, VelSet]
type = Veladd
trigger1 = vel X > 0
trigger1 = AnimElem = 2,>= 0
x = -2
[State 410, 4]
type = HitDef
trigger1 = Time = 0
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
attr = C, NA
damage = 70,0
getpower = 40,0
givepower = 40,0
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkxy = -5,-10
sparkno = 1
hitsound = 5,2
guardsound = 6,0
ground.type = Trip
ground.slidetime = 10
ground.hittime = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5
fall = 1
[State 410, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;JUMP_A
[Statedef 600]
type = A
movetype= A
physics = A
juggle = 2
poweradd= 11
ctrl = 0
anim = 600
[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0
[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 12,0
getpower = 10,0
givepower = 10,0
guardflag = HA
priority = 3
pausetime = 7,8
sparkxy = -10,-58
hitsound = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -4,0
air.velocity = -1.3,-3
[State 600, 3]
type = CtrlSet
trigger1 = Time = 17
value = 1
[State 600, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
;---------------------------------------------------------------------------
;JUMP_B
[Statedef 610]
type = A
movetype= A
physics = A
juggle = 3
poweradd= 55
ctrl = 0
anim = 610
[State 610, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1
[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 70,0
getpower = 50,0
givepower = 25,0
guardflag = HA
priority = 3
pausetime = 9,10
sparkxy = -10,-51
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -4,0
air.velocity = -1.3,-3
[State 610, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
;FIREBALL_X
[Statedef 1000]
type = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
anim = 1000
velset = 0
[State 1000, 1]
type = PlaySnd
trigger1 = Time = 6
channel = 0
value = 0, 2
[State 1000, 4]
type = Projectile
trigger1 = AnimElem = 8
projanim = 1005 ;Action id 1005 is Shinobu's fireball animation
projhitanim = 1006 ;Action id when fireball hits
offset = -57, -80 ;-70, -80 ;Creation offset from player (x,y)
velocity = 3.5, 0 ;Speed fireball moves (x,y) (optional)
velmul = 1.01, 1
; HitDef part of projectile info
attr = S, SP
damage = 72,4
getpower = 60,0
givepower = 40,0
guardflag = MA
pausetime = 0,12
sparkno = 2
sparkxy = 0, 0
hitsound = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -8,0
airguard.velocity = -3.5,-2.75
air.velocity = -2.5,-5.5
air.juggle = 3
air.fall = 1
[State 1000, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;FIREBALL_Y
[Statedef 1010]
type = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
anim = 1000
velset = 0
[State 1010, 1]
type = PlaySnd
trigger1 = Time = 6
channel = 0
value = 7, 1 ;0, 2
[State 1010, 4]
type = Projectile
trigger1 = AnimElem = 8
projanim = 1005 ;Action id 1005 is Shinobu's fireball animation
projhitanim = 1006 ;Action id when fireball hits
offset = -57, -88 ;-70, -88 ;Creation offset from player (x,y)
velocity = 3.5, -3.5 ;Speed fireball moves (x,y) (optional)
velmul = 1.01, 1
; HitDef part of projectile info
attr = S, SP
damage = 72,4
getpower = 60,0
givepower = 40,0
guardflag = MA
pausetime = 0,12
sparkno = 2
sparkxy = 0, 0
hitsound = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -8,0
airguard.velocity = -3.5,-2.75
air.velocity = -2.5,-5.5
air.juggle = 3
air.fall = 1
[State 1010, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; SUPERWAZA A
[Statedef 3000]
type = S
movetype= A
physics = S
juggle = 4
velset = 0,0
anim = 3000
ctrl = 0
[State 3000, Super A]
type = SuperPause
trigger1 = AnimElem = 1,=0
anim = -1
unhittable = 1
[State 3000, Explod]
type = Explod
trigger1 = AnimElem = 1,=0
anim = F100
pos = 18,-29
supermovetime = 999
pausemovetime = 999
ontop = 1
[State 3000, Explod]
type = Explod
trigger1 = AnimElem = 1,=0
anim = F100
pos = -3,-29
supermovetime = 999
pausemovetime = 999
ontop = 1
[State 3000, Super B]
type = PlaySnd
trigger1 = AnimElem = 1,=0
value = F20, 0 ;Play fight sound of super
[State 3000, Super C]
type = PowerAdd
trigger1 = AnimElem = 1,=0
value = -1000
[State 3000, Super D]
type = AfterImage
trigger1 = AnimElem = 1,=0
time = 2
[State 3000, Super E]
type = AfterImageTime
trigger1 = Time = [0,66]
time = 2
[State 3000, NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 1,=0
value = SCA
time = 72
[State 3000, 1]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 11
trigger3 = AnimElem = 17
channel = 0
value = 5, 0 ;0, 2
[State 3000, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 1,=1
statetype = S ;S,A,C,L
movetype = A ;I,A,H
physics = N ;A,C,S,N
[State 3000, VelSet]
type = VelSet
trigger1 = AnimELem = 1,=1
trigger2 = AnimElem = 7,=1
trigger3 = AnimELem = 13,=1
x = 6
[State 3000, VelSet]
type = VelAdd
trigger1 = AnimELem = 3,=1
trigger2 = AnimElem = 9,=1
trigger3 = AnimELem = 15,=1
x = -3
[State 3000, VelSet]
type = VelSet
trigger1 = AnimELem = 6,=1
trigger2 = AnimELem = 12,=1
trigger3 = AnimElem = 18,=1
x = 0
[State 3000, 5]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 10
trigger4 = AnimElem = 11
trigger5 = AnimElem = 16
attr = S, HA
animtype = Hard
damage = 40,4
getpower = 0,0
priority = 6
guardflag = L
pausetime = 5, 5 ;15,15
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 22
ground.hittime = 26;22
ground.velocity = 1,0;-6,0
air.velocity = 2,2;-3,-3
fall.animtype = Hard
fall = 0;1
;fall.recover = 0
[State 3000, 6]
type = HitDef
trigger1 = AnimElem = 17
attr = S, HA
animtype = Hard
damage = 75,7
getpower = 0,0
priority = 6
guardflag = L
pausetime = 15,15
sparkxy = -10,-60
hitsound = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -5, -4
guard.velocity = -9
air.velocity = -5,-4
airguard.velocity = -3,-3
fall.animtype = Hard
fall = 1
fall.recover = 0
[State 3000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Begin Shield
[Statedef 6000]
type = S
movetype= A
physics = S
velset = 0,0
poweradd = -3000
juggle = 0
ctrl = 0
anim = 6000
[State 6000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 6000, 2]
type = AfterImage
trigger1 = Time = 1
time = 2
[State 6000, 2]
type = AfterImageTime
trigger1 = Time = [2,10000]
time = 2
[State 6000, Super B]
type = PlaySnd
trigger1 = Time = 0
channel = 0
value = 7, 0 ;F20, 0 ;Play fight sound of super
[State 6000, 1]
type = SuperPause
trigger1 = AnimElem = 3
time = 40
pos = 5, -40 ;7,-140
anim = 100
[State 6000, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 6000, 0
[State 6000, 1]
type = VarSet
trigger1 = AnimElem = 4
v = 1
value = 1
[State 6000, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = normal
name = "Shock Shield"
ID = 6900
stateno = 6900
pos = 0,-70
postype = p1 ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1
persistent = 0
[State 6000, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Shock Shield
[Statedef 6900]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 1
anim = 6900 ;1000
velset = 0
[State 6900, BindToParent]
type = BindToParent
trigger1 = 1
time = 1
facing = 1
pos = 0,-70
ignorehitpause = 1
[State 6900, 1]
type = PlaySnd
trigger1 = Time = 6
channel = 0
value = 0, 2
[State 6900, 4]
type = HitDef
;trigger1 = AnimElem = 2
;trigger2 = AnimElem = 3
trigger1 = Time >=0
attr = S, NA
animtype = Medium
damage = 20,0;55,0
guardflag = MA
pausetime = 0,0 ;11,11
sparkxy = -10,-70
hitsound = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5,0
air.velocity = -2.2,-3.2
persistent = 20
[State 6900, DestroySelf]
type = DestroySelf
trigger1 = Parent, var(3) > 80
trigger2 = Parent, Stateno = 7000
;---------------------------------------------------------------------------
;Dizzy
[Statedef 7000]
type = C
movetype= A
physics = S
velset = 0,0
poweradd = 0
juggle = 0
ctrl = 0
anim = 5300
[State 7000, 1]
type = VarSet
trigger1 = Time = 0
v = 3
value = 0
[State 7000, 2]
type = PlaySnd
trigger1 = Time = 2 ;50
channel = 0
value = 7, 1 ;0, 2 ;9,0
[State 7000, 8]
type = ChangeState
trigger1 = Time = 280
value = 11
ctrl = 1
;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------
;Changed Win = 0 to Lose
;Note: Realized that was so friggen' stoopidz x)
[Statedef -2]
;Used as a counter
[State -2, 1]
type = varadd
trigger1 = var(1) > 0
v = 1
value = 1
;Activated the shield explode effect every 8 ticks
[State -2, 2]
type = varadd
trigger1 = var(1) = 8
v = 2
value = 1
;read above
[State -2, 4]
type = varset
trigger1 = var(1) > 8
v = 2
value = 0
;Counter 'til shield expires
[State -2, 4]
type = varadd
trigger1 = var(1) > 8
v = 3
value = 1
;resets var(1)
[State -2, 3]
type = varset
trigger1 = var(1) > 8
v = 1
value = 1
;---------------
[State -2, 5]
type = null;explod
trigger1 = var(2) = 1
anim = 6900
pos = 0,-70
postype = p1
sprpriority = -1
bindtime = 13
ignorehitpause = 1
ownpal = 1
;---------------
[State -2, 4]
type = palfx
trigger1 = var(1) = 1
add = 100,100,100
blink = 1
time = 3
[State -2, 4]
type = veladd
triggerall = var(1) > 0
triggerall = vel X > 0
trigger1 = stateno = 20 ; walk
trigger2 = stateno = 50 ; jump
trigger2 = time = 1
trigger3 = stateno = 100 ; run
x = 1
[State -2, 4]
type = veladd
triggerall = var(1) > 0
triggerall = vel X < 0
trigger1 = stateno = 20 ;walk
trigger2 = stateno = 50 ; jump
trigger2 = time = 1
trigger3 = stateno = 105 ; run
trigger3 = time = 1
x = -1
[State -2, 4]
type = PowerSet
trigger1 = var(1) > 0
trigger1 = Power > 0
value = 0
[State -2, 4]
type = varset
trigger1 = var(3) > 80
trigger1 = Win = 0
v = 1
value = 0
[State -2, 4]
type = varset
trigger1 = var(3) > 80
trigger1 = Win = 0
v = 2
value = 0
[State -2, 4]
type = veladd
trigger1 = var(3) > 80
trigger1 = stateno != 5050
trigger1 = Win = 0
x = -3
y = -3
[State -2, 4]
type = ChangeState
trigger1 = var(3) > 80
trigger1 = stateno != 5050
trigger1 = stateno != 905
trigger1 = Win = 0
value = 5050
[State -2, 4]
type = varset
trigger1 = var(3) > 80
trigger1 = Win = 0
v = 3
value = 1
[State -2, 4]
type = ChangeState
triggerall = var(3) = 1
triggerall = var(1) = 0
triggerall = ctrl = 1
trigger1 = statetype = S
trigger2 = statetype = C
value = 7000
;[Statedef -3]