;---------------------------------------------------------------------------
; Walk
[Statedef 20]
type = S
physics = N
sprpriority = 0
[State 20, 1]
type = VelSet
triggerall = command = "holdfwd"
trigger1 = time = 1
x = const(velocity.walk.fwd.x)
[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)
[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20
[State 20, turn]
type = turn
trigger1 = command = "holdback"
[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21
[State 20, Walking Arms - Frame 1]
type = Explod
triggerall = anim = 20 || anim = 21 ;Only for anims 20 and 21
trigger1 = AnimElem = 2, < 0 ;Whenever Animelem 1 is active
anim = 17
[State 20, Walking Arms - Frames 2 & 4]
type = Explod
triggerall = anim = 20 || anim = 21 ;Only for anims 20 and 21
trigger1 = AnimElem = 2, >= 0 && animelem = 3, < 0 ;Whenever Animelem 2 is active
trigger2 = AnimElem = 4, >= 0 ;Whenever Animelem 4 is active
anim = 18
[State 20, Walking Arms - Frame 3]
type = Explod
triggerall = anim = 20 || anim = 21 ;Only for anims 20 and 21
trigger1 = AnimElem = 3, >= 0 && animelem = 4, < 0 ;Whenever Animelem 3 is active
anim = 19
;---------------------------------------------------------------------------
; Standard Walking Shot
[Statedef 201]
type = S ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A ;Move-type: A-attack, I-idle, H-gethit
physics = N ;Physics: S-stand, C-crouch, A-air ;Change animation (Def: no change)
poweradd = 0 ;Power to add (Def: 0) ;Set p1's sprite layering priority to 2 (in front)
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S200,0
[State 200, Change to Standing Still Shooting Anim]
type = ChangeAnim
triggerall = anim = 0 ;If you changed from Idle anim
trigger1 = time = 0
value = 202 ;The "standing still and shooting" anim
[State 20, Shooting Arms - Frames 1 & 3]
type = Explod
triggerall = anim = 20 || anim = 21 ;Only for anims 20 and 21
trigger1 = AnimElem = 2, < 0 ;Whenever Animelem 1 is active
trigger2 = AnimElem = 3, >= 0 && animelem = 4, < 0 ;Whenever Animelem 3 is active
anim = 22
[State 20, Shooting Arms - Frames 2 & 4]
type = Explod
triggerall = anim = 20 || anim = 21 ;Only for anims 20 and 21
trigger1 = AnimElem = 2, >= 0 && animelem = 3, < 0 ;Whenever Animelem 2 is active
trigger2 = AnimElem = 4, >= 0 ;Whenever Animelem 4 is active
anim = 23
[State 20, 1]
type = VelSet
trigger1 = anim = 20 || anim = 21
x = const(velocity.walk.fwd.x)
[State 200, Projectile]
type = Projectile
trigger1 = time = 0
ProjID = 2000
projanim = 2000
projscale = 1,1
projremove = 1
projremovetime = -1
velocity = 5,0
remvelocity = 0,0
accel = 0,0
projhits = 1
projpriority = 1
projsprpriority = 3
projedgebound = 40
projstagebound = 40
offset = 18,-11
postype = p1 ;p2,front,back,left,right
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
; HitDef
attr = S, NA
animtype = Medium
damage = 23
guardflag = MA
pausetime = 12,12
sparkno = -1
sparkxy = -10,-70
hitsound = S5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 2
ground.hittime = 16
ground.velocity = -5.5
air.velocity = -2.5,-4
forcenofall = 1
getpower = 0,0
givepower = 0,0
[State 200, 3]
type = ChangeState
trigger1 = Time >= 9
value = 20
ctrl = 1