;---------------------------------------------------------------------------
; Player Death KO
[Statedef 5151]
type = U
movetype = H
physics = N
sprpriority = 0
velset = 0,0
[State 5151, 0]
type = VelSet
trigger1 = 1
x = 0
y = 0
[State 5150, 0]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 5150, Anim]
type = ChangeAnim
trigger1 = Time <= 0
value = ifelse((GetHitVar(groundtype) = 1),5000,5010)
[State 5150, PlaySnd]
type = PlaySnd
trigger1 = Time <= 0
persistent = 0
value = 12, 0
channel = 0
[State 5150, Sound]
type = PlaySnd
trigger1 = Anim = 5000 || Anim = 5010
trigger1 = AnimTime = 0
value = 11,10
channel = 5
;----- Explosions -----
[State 5150, Projectile]
type = Projectile
trigger1 = Anim = 5000 || Anim = 5010
trigger1 = AnimTime = 0
trigger2 = Time = 25
projanim = 6000
projhitanim = 6000
offset = 0, (-35 * Const(size.yscale))
velocity = 0, (-2.5 * Const(size.yscale))
projheightbound = -1000,1000
projedgebound = 1000
projstagebound = 1000
sprpriority = 5
[State 5150, Projectile]
type = Projectile
trigger1 = Anim = 5000 || Anim = 5010
trigger1 = AnimTime = 0
trigger2 = Time = 25
projanim = 6000
projhitanim = 6000
offset = (5 * Const(size.xscale)), (-30 * Const(size.yscale))
velocity = (1.5 * Const(size.xscale)), (-1.5 * Const(size.yscale))
projheightbound = -1000,1000
projedgebound = 1000
projstagebound = 1000
sprpriority = 5
[State 5150, Projectile]
type = Projectile
trigger1 = Anim = 5000 || Anim = 5010
trigger1 = AnimTime = 0
trigger2 = Time = 25
projanim = 6000
projhitanim = 6000
offset = (10 * Const(size.xscale)), (-25 * Const(size.yscale))
velocity = (2.5 * Const(size.xscale)), 0
projheightbound = -1000,1000
projedgebound = 1000
projstagebound = 1000
sprpriority = 5
[State 5150, Projectile]
type = Projectile
trigger1 = Anim = 5000 || Anim = 5010
trigger1 = AnimTime = 0
trigger2 = Time = 25
projanim = 6000
projhitanim = 6000
offset = (5 * Const(size.xscale)), (-20 * Const(size.yscale))
velocity = (1.5 * Const(size.xscale)), (1.5 * Const(size.yscale))
projheightbound = -1000,1000
projedgebound = 1000
projstagebound = 1000
sprpriority = 5
[State 5150, Projectile]
type = Projectile
trigger1 = Anim = 5000 || Anim = 5010
trigger1 = AnimTime = 0
trigger2 = Time = 25
projanim = 6000
projhitanim = 6000
offset = 0, (-15 * Const(size.yscale))
velocity = 0, (2.5 * Const(size.yscale))
projheightbound = -1000,1000
projedgebound = 1000
projstagebound = 1000
sprpriority = 5
[State 5150, Projectile]
type = Projectile
trigger1 = Anim = 5000 || Anim = 5010
trigger1 = AnimTime = 0
trigger2 = Time = 25
projanim = 6000
projhitanim = 6000
offset = (-5 * Const(size.xscale)), (-20 * Const(size.yscale))
velocity = (-1.5 * Const(size.xscale)), (1.5 * Const(size.yscale))
projheightbound = -1000,1000
projedgebound = 1000
projstagebound = 1000
sprpriority = 5
[State 5150, Projectile]
type = Projectile
trigger1 = Anim = 5000 || Anim = 5010
trigger1 = AnimTime = 0
trigger2 = Time = 25
projanim = 6000
projhitanim = 6000
offset = (-10 * Const(size.xscale)), (-25 * Const(size.yscale))
velocity = (-2.5 * Const(size.xscale)), 0
projheightbound = -1000,1000
projedgebound = 1000
projstagebound = 1000
sprpriority = 5
[State 5150, Projectile]
type = Projectile
trigger1 = Anim = 5000 || Anim = 5010
trigger1 = AnimTime = 0
trigger2 = Time = 25
projanim = 6000
projhitanim = 6000
offset = (-5 * Const(size.xscale)), (-30 * Const(size.yscale))
velocity = (-1.5 * Const(size.xscale)), (-1.5 * Const(size.yscale))
projheightbound = -1000,1000
projedgebound = 1000
projstagebound = 1000
sprpriority = 5
;--------------------
[State 5150, StateTypeSet]
type = StateTypeSet
trigger1 = Anim = 5000 || Anim = 5010
trigger1 = AnimTime = 0
trigger2 = Anim != 5000 && Anim != 5010
StateType = L
[State 5150, AssertSpecial]
type = AssertSpecial
trigger1 = Anim = 5000 || Anim = 5010
trigger1 = AnimTime = 0
trigger2 = Anim != 5000 && Anim != 5010
flag = NoShadow
flag2 = Invisible
[State 5150, Anim]
type = ChangeAnim
trigger1 = Anim = 5000 || Anim = 5010
trigger1 = AnimTime = 0
value = 5150
[state 5150, State]
type = ChangeState
trigger1 = Time >= 25
value = 5150