;---------------------------------------------------------------------------
; Squish Claytality
[Statedef 4200]
type = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 8001
[State HIT]
type = HitDef
Trigger1 = !movecontact && !time
attr = S,NA
guardflag = M
animtype = light
sparkno = -1
p2stateno = 9002
[State NOhit]
type = ChangeState
trigger1 = !movecontact && time = 1
value = 200
[State hit]
type = ChangeState
trigger1 = movecontact
value = 4201
; SC - Splat!!
[Statedef 4201]
type = S
movetype= A
physics = S
anim = 4200
ctrl = 0
velset = 0,0
[State SetFatality]
type = VarSet
trigger1 = !time
var(21) = 1
[State silence]
type = StopSnd
trigger1 = !time
channel = -1
[State Dark]
type = BGPalFX
trigger1 = !time
time = 9999
add = -20,-100,-100
[State posFIX]
type = TargetBind
trigger1 = anim = 8003 && movecontact
time = 10
pos = 50,0
persistent = 0
[State 1101, Jim]
type = PlaySnd
trigger1 = animelem = 1
value = 0,0
[State 1101, golpe]
type = PlaySnd
trigger1 = time = 0
value = 1,2
[State 1350, CS]
type = assertspecial
trigger1 = 1
flag = nokoslow
flag2 = unguardable
[State 1350, CS]
type = assertspecial
trigger1 = time = 40
flag = roundnotover
flag2 = nomusic
[State 250, 2]
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype = heavy
damage = 9999,9999
pausetime = 3, 3
sparkno = s11100
sparkxy = -10,-50
hitsound = s5,0
ground.type = high
ground.slidetime = 12
ground.hittime = 15
ground.velocity = 0,5
fall = 1
air.fall = 1
air.recover = 0
fall.recover = 0
kill = 1
air.juggle = 15
fall.xvelocity = 0
fall.yvelocity = 2
down.velocity = 0,5
p2stateno = 4205
[State pos]
type = PosSet
trigger1 = 1
y = 0
[State 1101, Jim]
type = PlaySnd
trigger1 = animelem = 7
value = 0,1
[State 1000, salto]
type = Explod
trigger1 = animelem = 7
anim = 4201
pos = 0,0
sprpriority = 4
postype = p1
persistent = 0
vel = 0,-10
removetime = 40
shadow = -1
accel = 0,.5
[State 1101, suelo]
type = PlaySnd
trigger1 = animelem = 8
value = 1,4
[State pos]
type = PosSet
trigger1 = 1
y = 0
;------
;win especial
[State 13100, WinP]
type = VarSet
triggerall = var(2) = 0
trigger1 = NumEnemy = 1
trigger1 = P2Life = 0
trigger2 = NumEnemy = 2
trigger2 = (EnemyNear(0), Life) + (EnemyNear(1), Life) = 0
var(2) = 1
[state 13100, give control]
type = ctrlset
trigger1 = (time = 80) && (var(2)=1) && winko
value = 1
[state 13100, no control]
type = ctrlset
trigger1 = (time = 80+1) && (var(2)=1) && winko
value = 0
[State 13100, End]
type = ChangeState
trigger1 = winko && (var(2) = 1) && (time = 80)
value = 180
[State End]
type = null;changestate
trigger1 = enemynear,stateno = 5150 && enemynear,time = 80
value = 0
ctrl = 1
;-----------
; Estados aplastados por KONG
; SC - player 2 golpeado (con 7689)
[Statedef 4205]
type = L
movetype= H
physics = N
sprpriority = -1
[State 1242]
type = changestate
trigger1 = time = 0
trigger1 = selfanimexist(7689) = 0
value = 4206
[State 1242]
type = ChangeAnim2
trigger1 = Time = 0
value = 7689
[State 1242]
type = ChangeAnim2
trigger1 = Time = [4,6]
value = 7689
elem = 2
[State 1242]
type = ChangeAnim2
trigger1 = Time = [7,9]
value = 7689
elem = 3
[State 1242]
type = ChangeAnim2
trigger1 = Time > 9
value = 7689
elem = 4
[State dead]
type = LifeAdd
trigger1 = time = 0
value = -9999
[State dead]
type = ChangeState
trigger1 = time = 80
value = 5150
;-----------
; SC - player 2 golpeado (sin 7689)
[Statedef 4206]
type = L
movetype= H
physics = N
sprpriority = -1
[State 1242]
type = ChangeAnim2
trigger1 = 1;Time = 0
value = 4205
[State 1242]
type = ChangeAnim2
trigger1 = Time = [4,6]
value = 4205
elem = 2
[State 1242]
type = ChangeAnim2
trigger1 = Time = [7,9]
value = 4205
elem = 3
[State 1242]
type = ChangeAnim2
trigger1 = Time > 9
value = 4205
elem = 4
[State 1243]
type = AngleDraw
trigger1 = Time > 9
value = 0
scale = 1,0.3
[State dead]
type = LifeAdd
trigger1 = time = 0
value = -9999
[State dead]
type = ChangeState
trigger1 = time = 80
value = 5150
I don't know where're the problems here (I can give up with the squish stuff but the double "claytality" is unacceptable), so anyone can help me with this I appretiate so much