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Blazing Ace

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Messages by Blazing Ace

    

Re: INFINITE EDIT'S 1.0-INFINITE VICE

 September 02, 2012, 06:14:04 pm View in topic context
avatar  Posted by Blazing Ace  in INFINITE EDIT'S 1.0-INFINITE K' (Started by Infinite Crisis June 25, 2012, 01:39:32 am
 Board: Edits & Addons 1.0+

Man... your edits are the best so far, love them all... nice work.

May I ask you something?, ask permission from POTS, take his Sakura and do your thing to her... she´s already the best Sakura out there, but I think she deserves your edit.
He already has, my friend. I'll leave it up to Infinite to post the link either to the direct download or to his site, as a matter of courtesy. Or you can PM me and I'd gladly send "I-ISM" Sakura your way.
    

Re: INFINITE EDIT'S 1.0-INFINITE ZANGIEF

 August 26, 2012, 08:00:34 am View in topic context
avatar  Posted by Blazing Ace  in INFINITE EDIT'S 1.0-INFINITE K' (Started by Infinite Crisis June 25, 2012, 01:39:32 am
 Board: Edits & Addons 1.0+

why do I always get the feeling that siberian blizzard looks like air spinning lariat super? Here I'll show u how the real siberian blizzard's done:

http://www.youtube.com/watch?v=uzuBZAsTLzo
Not sure if you've already heard this from anyone, but I'm pretty sure Infinite was going with the old school MVC Siberian Blizzard. Not the Ultra 2 Blizzard.

P.S: Zangief + Stone Cold Stunner = God Tier

well, i played super street fighter Iv before, so i'm pretty sure he'll change it or not
I had guessed that was the case. I was just hoping that I cleared it up for you. ^^
    

Re: INFINITE EDIT'S 1.0-INFINITE ZANGIEF

 August 26, 2012, 01:41:27 am View in topic context
avatar  Posted by Blazing Ace  in INFINITE EDIT'S 1.0-INFINITE K' (Started by Infinite Crisis June 25, 2012, 01:39:32 am
 Board: Edits & Addons 1.0+

why do I always get the feeling that siberian blizzard looks like air spinning lariat super? Here I'll show u how the real siberian blizzard's done:

http://www.youtube.com/watch?v=uzuBZAsTLzo
Not sure if you've already heard this from anyone, but I'm pretty sure Infinite was going with the old school MVC Siberian Blizzard. Not the Ultra 2 Blizzard.

P.S: Zangief + Stone Cold Stunner = God Tier
    

Re: RYU AND KEN KOF XIII STYLE for Mugen

 August 03, 2012, 04:45:46 am View in topic context
avatar  Posted by Blazing Ace  in RYU AND KEN KOF XIII STYLE for Mugen  (Started by methiou January 10, 2012, 12:52:18 am
 Board: Projects

@Blazing ace Nice suggestion ! only one thing ken never had a flaming hadoken perhaps making an EX one with multiple hits
Unless you count Pocket Fighter, Ken didn't have the flaming HadouKen, that's true. Figured it'd be an interesting idea for him and something new instead of just the multi-hit EX Hadou. But I digress.

Aside from Ryu's stance being a little jerky (you already responded to that, though) everything looks fantastic. Once you get down to smoothing out the animations, I'm pretty sure it's gonna be one of the best Ryus, at least one of the best *looking* in MUGEN since the release of 1.0.
    

Re: INFINITE EDIT'S 1.0-INFINITE BROLY

 August 02, 2012, 04:01:38 am View in topic context
avatar  Posted by Blazing Ace  in INFINITE EDIT'S 1.0-INFINITE K' (Started by Infinite Crisis June 25, 2012, 01:39:32 am
 Board: Edits & Addons 1.0+

Currently have the entire roster of Infinite's Edits on my MUGEN roster, and I couldn't be happier. Fantastic work on those! I wonder, will there be a possibility of you working your magic on characters from Rage of the Dragons?

Could happen, I really like the Rage of the Dragons sprites.
Seeing that reply literally made my day. It actually got a huge grin outta me! I'll definitely be keeping an eye out for more of your work. It'll at least make me feel better about not being able to follow through on my full-game idea for Rage of the Dragons 2. *lol*
    

Re: INFINITE EDIT'S 1.0-INFINITE BROLY

 August 01, 2012, 02:46:28 am View in topic context
avatar  Posted by Blazing Ace  in INFINITE EDIT'S 1.0-INFINITE K' (Started by Infinite Crisis June 25, 2012, 01:39:32 am
 Board: Edits & Addons 1.0+

Currently have the entire roster of Infinite's Edits on my MUGEN roster, and I couldn't be happier. Fantastic work on those! I wonder, will there be a possibility of you working your magic on characters from Rage of the Dragons?
    

Re: RYU AND KEN KOF XIII STYLE for Mugen

 August 01, 2012, 02:20:11 am View in topic context
avatar  Posted by Blazing Ace  in RYU AND KEN KOF XIII STYLE for Mugen  (Started by methiou January 10, 2012, 12:52:18 am
 Board: Projects

Thanks. I figured possibilities for how the attacks work might bring some inspiration as far as the spriting goes.

I mean, when I do character designs and artwork, sometimes I wind up starting with how it would look in motion.
    

Re: RYU AND KEN KOF XIII STYLE for Mugen

 August 01, 2012, 01:47:16 am View in topic context
avatar  Posted by Blazing Ace  in RYU AND KEN KOF XIII STYLE for Mugen  (Started by methiou January 10, 2012, 12:52:18 am
 Board: Projects

I'm sure you're well on your way to finishing up Ryu and possibly even Ken. However, I'd still like to throw some movelist ideas by you, if you don't mind. Separated into spoilers to keep the post nice and tidy.

Ryu:

Spoiler, click to toggle visibilty

Ken:

Spoiler, click to toggle visibilty
    

Re: KOFE v0.8 comments, glitch reporting and other issues/helpful hints

 August 11, 2010, 07:39:30 am View in topic context
avatar  Posted by Blazing Ace  in KOFE v0.8 comments, glitch reporting and other issues/helpful hints (Started by swipergod May 27, 2010, 06:56:53 pm
 Board: King of Fighters E

I really like your project but i think you must conserv the 3 players Team :sugoi:

If you play all KOF games (like me ;P) you can see only KOF1999-KOF2000-KOF2001 have 4 Players Team

3 is the perfect number for KOF in my fan opinion.
I'm pretty sure that swipergod has played every King of Fighters game out there, much like you and me. You gotta remember, though, the story for KOFE (I'd like to call it "KOF Exceed") is pre-2003, I think pre-2002. Meaning the 4-person teams will still be in effect for this one. IIRC, there's an option to keep your team down to 3 or less (like in KOF 2K1).
    

Re: [Full Game] The King of Fighters Wing β (2010)

 July 30, 2010, 09:54:03 am View in topic context
avatar  Posted by Blazing Ace  in [Full Game] The King of Fighters Wing β (2010) (Started by DizzyTheConquer July 19, 2010, 02:16:32 am
 Board: Found Releases 1.0+

Site disappeared before I could get the post count necessary to hit the downloads. :(

...Crap.
    

Re: [Full Game] The King of Fighters Wing β (2010)

 July 30, 2010, 12:00:46 am View in topic context
avatar  Posted by Blazing Ace  in [Full Game] The King of Fighters Wing β (2010) (Started by DizzyTheConquer July 19, 2010, 02:16:32 am
 Board: Found Releases 1.0+

I just registered to the site (again, since I forgot my password) and will be eventually picking up the most recent update for King of Fighters Wing β. Over the course of the week, while down in Cali for my vacation. I'll be looking into and playing it. Possibly setting up a download link for it, unless I'm beaten to it or don't have permission to do so.
    

Re: [Full Game] The King of Fighters Wing β (2010)

 July 20, 2010, 07:05:04 am View in topic context
avatar  Posted by Blazing Ace  in [Full Game] The King of Fighters Wing β (2010) (Started by DizzyTheConquer July 19, 2010, 02:16:32 am
 Board: Found Releases 1.0+

I have a previous version of KoF Wing, and I really would like to get an update for it. I had no idea the newest version was released back in May. Yikes! Long time!
    

Re: KOFZ 100501 mk3 up4 by MUGENCHINA Team

 May 02, 2010, 09:26:16 am View in topic context
avatar  Posted by Blazing Ace  in KOFZ 100501 mk3 up4 by MUGENCHINA Team (Started by kkhohoho May 01, 2010, 04:23:52 pm
 Board: Found Releases

RaySource is driving me up the wall... I think I'll wait to test this until there's a MegaUpload, MultiUpload or RapidShare link.

Got the hang of RaySource, although a bit of a hassle. Will be posting to MU and/or RS later, unless someone else can do so before I do.
    

Re: Muaythaiman Update.07/02/10

 February 07, 2010, 04:28:59 am View in topic context
avatar  Posted by Blazing Ace  in Muaythaiman Update.07/02/10 (Started by zion January 27, 2010, 06:52:09 pm
 Board: Your Releases, older Mugen

Just tested the update. When I saw that screenshot, I was a little curious. However, I saw it in motion.

Wow! That little cutscene just catapulted MuayThai Man from "cool original character" to "just plain badass." Plays a little stiff for a 4-button character. I was partially expecting command moves like -->+LK, or something to that effect like KoF. That's only a minor gripe. I'd like to see a couple more specials, like the Golden Heel/Jaguar Kick, followups to his QCF+punch special, and (in keeping with the flavor of Sagat/Adon-style Muay Thai characters) something like Sagat's Tiger Storm from Street Fighter EX2.

I don't expect all of this, by any means. Just take what you can from this and keep improving on an already solid character, man.

*thumbs up*
    

Re: James Lee V1 released 24/12/09

 December 26, 2009, 07:50:26 pm View in topic context
avatar  Posted by Blazing Ace  in James Lee V1 released 24/12/09 (Started by i_oVo_i December 24, 2009, 12:59:24 pm
 Board: Your Releases, older Mugen

Took a look at the vids, downloaded and will test the character later tonight. Needless to say, you've put what work I've done on Jimmy to shame. Not to difficult to do as I'm still a rookie, but... Yikes! Exceptional work. If I find any other bugs, I'll be sure to let you know.
    

Re: King Of Fighters XI UM BG Chars Faces - W.I.P

 December 06, 2009, 08:53:27 pm View in topic context
avatar  Posted by Blazing Ace  in King Of Fighters XI UM BG Chars Faces - W.I.P (Started by kofguy December 06, 2009, 07:24:47 pm
 Board: Projects

Took a look, and I'm very much liking what I'm seeing there. Here's to when you manage to get this whole project completed and released.
    

Re: KOF2002 UM HSDM Background

 November 02, 2009, 08:20:59 pm View in topic context
avatar  Posted by Blazing Ace  in KOF2002 UM HSDM Background (Started by Blazing Ace October 27, 2009, 04:02:05 am
 Board: M.U.G.E.N Development Help

Aha! Okay okay, I'm starting to see it, now. As for the huge post earlier, I wasn't sure what would be necessary to figure it out. The input's invaluable, Byakko. This plus the tutorials and the wiki's I've been finding... I'm sure I can put it to use.

It figures I've been going about this wrong the whole time. I'll go on and lock the thread, for now. Thanks again.
    

Re: [FULL GAME] RD2: Rage of the Dragons

 November 02, 2009, 08:13:45 pm View in topic context
avatar  Posted by Blazing Ace  in [FULL GAME] RD2: Rage of the Dragons (Started by Blazing Ace September 09, 2009, 08:53:21 pm
 Board: Idea Engineering

One thing I'm gonna ask though... is why have Juke's Fuuma/Hanzo ninja girl twins?

Also, I think Reiji Oyama would be a good addition... and maybe when sprites become available, his niece Rin Oyama.

Finally, seeing you have Freeman as part of the roster... I think MOTW Terry would be a worthy addition, because he'd totally put Jimmy in his place, seeing he took some of his moves. :P
A good question. The answer's a pretty simple one for me to give. The two girls who usually show up in Abubo's intro. So far as I've been able to find, they have no names. I figured that using the twins as Abubo's escorts would be feasible. Aside from that, both girls were sprited based on Anny Hamilton from Matrimelee, unless I miss my guess. Thereby, the visual style of those two works well enough to blend with the others.

As for Reiji, you read my mind on that. I'm still a little stuck on how or if I can really add him to the roster, though, storywise. I can possibly work him in alongside Elias, as at the end of RotD, he and Alice went their separate ways.

As much as I would like including Terry, I've got a good enough MotW-based cast with Freeman, Xavier (Kain), and Hauser (Kevin). I'm pretty sure you'll recognize them immediately, as at this point, I haven't gotten to editing the sprites.
    

Re: KOF2002 UM HSDM Background

 November 02, 2009, 09:36:57 am View in topic context
avatar  Posted by Blazing Ace  in KOF2002 UM HSDM Background (Started by Blazing Ace October 27, 2009, 04:02:05 am
 Board: M.U.G.E.N Development Help

The last time I got this to work, it replayed the glass shattering effect with each hit that landed. I was wondering how to set it so that the background remains throughout the entire attack and shatters on the last hit.
    

Re: KOF2002 UM HSDM Background

 November 02, 2009, 08:24:55 am View in topic context
avatar  Posted by Blazing Ace  in KOF2002 UM HSDM Background (Started by Blazing Ace October 27, 2009, 04:02:05 am
 Board: M.U.G.E.N Development Help

Took some time to look over the code and I'm still a little confused.

Here's the code I'm using. The complete attack (which works just fine) and even the helper states for the BG and the finish. Perhaps there's something I'm not seeing here.

Quote
;------------------------------------------------------------------------------
;-| Rage of the Dragon |-------------------------------------------------------
;------------------------------------------------------------------------------

; Prepare
;--------

[StateDef 2200]
type = S
movetype = I
physics = S
anim = 2200
sprpriority = 2
velset = 0,0
ctrl = 0

[State 2200, SuperPause]
type = SuperPause
trigger1 = Time = 2
time = 30
movetime = 30
anim = -1
darken = 0
poweradd = -3000
p2defmul = 1

[State 2200, PlaySnd]
type = PlaySND
trigger1 = AnimElem = 1
value = 5,1

[State 2200, EnvColor]
type = EnvColor
trigger1 = Time = 2
ignorehitpause = 1
value = 0, 0, 0
time = 31
under = 1

[State 2200, Explod]
type = Explod
trigger1 = Time = 2
anim = 6060
pos = 0,-65
postype = p1
sprpriority = 0
supermove = 1
bindtime = 1
removetime = -2
ownpal = 1

[State 2200, Explod]
type = Explod
trigger1 = Time = 2
anim = 6061
pos = 0,-65
postype = p1
sprpriority = 3
supermove = 1
bindtime = 1
removetime = -2
ownpal = 1

[state 2200, Helper]
type = Helper
trigger1 = Animelem = 2
id = 6320
name = "MAX2 Background"
pos = 0,0
postype = left
stateno = 6320
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[State 2200, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [1,31]
flag = NoFG
flag1 = noshadow
ignorehitpause = 1

[State 2200, end state]
type = ChangeState
trigger1 = AnimTime = 0
value = 2210

; Run
;----

[StateDef 2210]
type = S
movetype = A
physics = S
anim = 2210
sprpriority = 2
juggle = 5

[State 2210,1]
type = targetBind
trigger1 = time > 1 && movehit && numtarget
pos =60, 0
postype = P1
time = -1

[State 2210, velocity]
type = VelSet
trigger1 = 1
x = 14.11

[State 2210, after images]
type = AfterImage
trigger1 = time = 0
time = 60
length = 9
palbright = 72,72,72
palcontrast = 128,128,128
paladd = 0,0,0
palmul = 1,1,1
timegap = 1
framegap = 4

[State 2210, hit def]
type = HitDef
trigger1 = !MoveContact
attr = S, HA
hitflag = MAF
guardflag = MA
animtype = hard
ground.type = low
priority = 4, hit
damage = 0,0
getpower = 0,0
givepower = 0,0
sparkno = s1550
guard.sparkno = s1540
sparkxy = 0, -32
hitsound = s110,3
guardsound = s110,4
pausetime = 8,8
ground.slidetime = 14
ground.hittime = 30
ground.velocity = -5.3
guard.pausetime = 8,8
guard.slidetime = 14
guard.hittime = 19
guard.ctrtime = 19
guard.velocity = -5.3
P2Facing = 1
forcestand = 1

[State 2210, PlaySnd]
type = PlaySnd
trigger1 = StateNo = 2210 && (AnimElem = 2 || AnimElem = 6)
value = 1,0
channel = 4

[State 2210, brake state]
type = ChangeState
trigger1 = MoveGuarded
trigger2 = time = 60
value = 2211

[State 2210, combo state]
type = ChangeState
trigger1 = MoveHit && (facing * pos x) >= 0
value = 2220

; Brake
;------

[StateDef 2211]
type = S
movetype = I
physics = S
anim = 2211
sprpriority = 2

[State 2211, after images]
type = AfterImageTime
trigger1 = time = 0
value = 0

[State 2211, end state]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Combo
;------

[StateDef 2220]
type = S
movetype = A
physics = S
anim = 200
sprpriority = 2

[State 2220, after images]
type = AfterImageTime
trigger1 = time = 54
value = 0

[State 2220, screen bound]
type = ScreenBound
trigger1 = AnimElem = 25, >= 0
trigger1 = AnimElem = 28, < 0
value = 0

[State 2220, velocity]
type = VelSet
trigger1 = AnimElem = 25, < 0
x = 5.3

[State 2220, velocity]
type = VelSet
trigger1 = AnimElem = 25
x = 18

[State 2220, velocity]
type = VelSet
trigger1 = AnimElem = 28, = 1
x = 0

[State 2220, hit def]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
hitflag = MAF
animtype = light
ground.type = high
priority = 4, hit
damage = 20
getpower = 0,0
givepower = 2,0
sparkno = S6003
sparkxy = 0, -70
hitsound = s4, 0
pausetime = 4,8
ground.slidetime = 1
ground.velocity = -2
forcestand = 1
bindtime = 26
kill = 0

[State 2220, combo state]
type = ChangeState
trigger1 = MoveHit && (facing * pos x) >= 0
value = 2221

[State 2220, combo state]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[StateDef 2221]
type = S
movetype = A
physics = U
anim = 200
sprpriority = 2

[State 2221, hit def]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
hitflag = MAF
animtype = light
ground.type = high
priority = 4, hit
damage = 20
getpower = 0,0
givepower = 2,0
sparkno = S6003
guard.sparkno = 6020
sparkxy = 0, -70
hitsound = s4, 0
pausetime = 4,8
ground.slidetime = 1
ground.velocity = -1
bindtime = 26
kill = 0
forcestand = 1

[State 2221, combo state]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 2221, combo state]
type = ChangeState
trigger1 = MoveHit && (facing * pos x) >= 0
value = 2222


[StateDef 2222]
type = S
movetype = A
physics = U
anim = 220
sprpriority = 2

[State 2222, hit def]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
hitflag = MAF
animtype = light
ground.type = low
priority = 4, hit
damage = 30
getpower = 0,0
givepower = 2,0
sparkno = S6003
guard.sparkno = 6020
sparkxy = 0, -70
hitsound = s4, 0
pausetime = 4,8
ground.slidetime = 1
ground.velocity = -1
bindtime = 26
kill = 0
forcestand = 1

[State 2222, combo state]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 2222, combo state]
type = ChangeState
trigger1 = MoveHit && (facing * pos x) >= 0
value = 2223


[StateDef 2223]
type = S
movetype = A
physics = U
anim = 215
sprpriority = 2

[State 2223, hit def]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
attr = S, HA
hitflag = MAF
animtype = hard
ground.type = high
priority = 4, hit
damage = 40
getpower = 0,0
givepower = 2,0
sparkno = S6003
guard.sparkno = 6020
sparkxy = 0, -70
hitsound = s4, 1
pausetime = 6,14
ground.slidetime = 1
ground.velocity = -1
bindtime = 26
kill = 0
forcestand = 1

[State 2223, combo state]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 2223, combo state]
type = ChangeState
trigger1 = MoveHit && (facing * pos x) >= 0
value = 2224


[StateDef 2224]
type = S
movetype = A
physics = U
anim = 235
sprpriority = 2

[State 2224, hit def]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
hitflag = MAF
animtype = hard
ground.type = high
priority = 4, hit
damage = 35,1
getpower = 0,0
givepower = 2,0
sparkno = S6003
guard.sparkno = 6020
sparkxy = 0, -70
hitsound = s4, 1
pausetime = 4,16
ground.slidetime = 1
ground.velocity = -1
bindtime = 26
kill = 0
forcestand = 1

[State 2224, combo state]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 2224, combo state]
type = ChangeState
trigger1 = MoveHit && (facing * pos x) >= 0
value = 2225


[StateDef 2225]
type = S
movetype = A
physics = U
anim = 230
sprpriority = 2

[State 2225, hit def]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
hitflag = MAF
animtype = hard
ground.type = high
priority = 4, hit
damage = 35,1
getpower = 0,0
givepower = 2,0
sparkno = S6003
guard.sparkno = 6020
sparkxy = 0, -70
hitsound = s4, 2
pausetime = 10,24
ground.slidetime = 1
ground.velocity = -1
bindtime = 26
kill = 0
forcestand = 1

[State 2225, combo state]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 2225, combo state]
type = ChangeState
trigger1 = MoveHit && (facing * pos x) >= 0
value = 2226


[StateDef 2226]
type = S
movetype = A
physics = U
anim = 320
sprpriority = 2

[State 2226, hit def]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
attr = S, HA
hitflag = MAF
animtype = hard
ground.type = high
priority = 4, hit
damage = 35,1
getpower = 0,0
givepower = 2,0
sparkno = S6003
guard.sparkno = 6020
sparkxy = 0, -70
hitsound = s4, 2
pausetime = 10,24
ground.slidetime = 1
ground.velocity = -1
bindtime = 26
kill = 0
forcestand = 1

[State 2226, combo state]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 2226, combo state]
type = ChangeState
trigger1 = MoveHit && (facing * pos x) >= 0
value = 2227


[StateDef 2227]
type = S
movetype = A
physics = U
anim = 240
sprpriority = 2

[State 2227, hit def]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
hitflag = MAF
animtype = hard
ground.type = high
priority = 4, hit
damage = 35,1
getpower = 0,0
givepower = 2,0
sparkno = S6003
guard.sparkno = 6020
sparkxy = 0, -70
hitsound = s4, 3
pausetime = 16,32
ground.slidetime = 1
ground.velocity = -1
bindtime = 26
kill = 0
forcestand = 1

[State 2227, combo state]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 2227, combo state]
type = ChangeState
trigger1 = MoveHit && (facing * pos x) >= 0
value = 2230


; Finisher
;---------

[Statedef 2230]
type    = S
movetype = A
physics = N
poweradd = 60
velset = 0,0
ctrl = 0
anim = 2110
juggle = 8

[State 2230, PlaySnd]
type = PlaySND
trigger1 = AnimElem = 3
value = 50,3

[State 2230, PlaySnd]
type = PlaySND
trigger1 = AnimElem = 3
trigger2 = AnimElem = 16
value = 62,2

[State 2230, PlaySnd]
type = PlaySND
trigger1 = AnimElem = 15
value = 65,0

[State 2230, PlaySnd]
type = PlaySND
trigger1 = AnimElem = 18
value = 65,1

[State 2230, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 31100
ID = 31100
pos = 0,0
postype = p1
ownpal = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1
ignorehitpause = 0

[State 2230, Explod]
type = Explod
trigger1 = AnimElem = 18
anim = 31101
ID = 31101
pos = 0,0
postype = p1
ownpal = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1
ignorehitpause = 0

[State 2230, Helper]
type = Helper
trigger1 = MoveHit
trigger1 = HitPauseTime = 1
id = 6080
name = "6080"
pos =0,0
postype = P2
stateno = 6080
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 2230, VelSet]
type = VelSet
trigger1 = Animelem = 1
x = 8.5

[State 2230, VelSet]
type = VelSet
trigger1 = Animelem = 2,5
x = 0

[State 2230, VelMul]
type = VelMul
trigger1 = Animelem = 1,>= 0
x = .95

[State 2230, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
animtype = Up
damage = 100, 6
guardflag = MA
hitflag = MAF
getpower  = 10,5
givepower = 10,5
pausetime = 32, 32
sparkno = S6002
guard.sparkno = S6011
sparkxy = -20, -70
hitsound = S4, 3
guardsound = S2,0
ground.type = High
guard.slidetime = 6
ground.hittime  = 15
ground.velocity = -.5, -8.5
air.velocity = -.5, -8.5
fall = 1
fall.recover = 0
palfx.time = 48
palfx.color = 0
palfx.invertall = 1
palfx.add = 120,24,8
palfx.sinadd = 40,8,8,8

[State 2230, HitDef]
type = HitDef
trigger1 = AnimElem = 19
attr = A, SA
animtype = DiagUp
damage = 100, 6
guardflag = MA
hitflag = MAF
getpower  = 10,5
givepower = 10,5
pausetime = 32, 32
sparkno = S90000
guard.sparkno = S6011
sparkxy = -20, -70
hitsound = S4, 3
guardsound = S2,0
ground.type = High
guard.slidetime = 6
ground.hittime  = 15
ground.velocity = -6.5, -6.5
air.velocity = -6.5, -6.5
fall = 1
fall.recover = 0
envshake.time = 32
envshake.freq = 180
envshake.ampl = 4
palfx.time = 48
palfx.color = 0
palfx.invertall = 1
palfx.add = 120,24,8
palfx.sinadd = 40,8,8,8

[State 2230, end state]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

======================================================
======================================================
======================================================
; MAX2 Background Helper
======================================================
======================================================
======================================================

[Statedef 6320]
type = A
movetype = I
physics = N
anim = 10000
velset = 0, 0
ctrl = 0
sprpriority = -99

[State 6320, 1]
type = Explod
trigger1 = time = 0
anim = 6320
id = 6320
postype = right
pos = 0, 0
bindtime = -1
removetime = -1
sprpriority = -999
facing = -1

[State 6320, 2]
type = Explod
trigger1 = time = 0
anim = 6320
id = 6320
postype = right
pos = 320, 0
bindtime = -1
removetime = -1
sprpriority = -999
facing = -1

[State 6320, 3]
type = Explod
trigger1 = time = 0
anim = 6321
id = 6320
postype = right
pos = 0, 0
bindtime = -1
removetime = -1
sprpriority = -998
facing = -1

[State 6320, 4]
type = Explod
trigger1 = time = 0
anim = 6321
id = 6320
postype = right
pos = 320, 0
bindtime = -1
removetime = -1
sprpriority = -998
facing = -1

[State 6320, 5]
type = Explod
trigger1 = time = 0
anim = 6322
id = 6320
postype = right
pos = 0, 0
bindtime = -1
removetime = -1
sprpriority = -997
facing = -1

[State 6320, 6]
type = Explod
trigger1 = time = 0
anim = 6322
id = 6320
postype = right
pos = 320, 0
bindtime = -1
removetime = -1
sprpriority = -997
facing = -1

[State 6320, 7]
type = Explod
trigger1 = time = 0
anim = 6323
id = 6320
postype = right
pos = 0, 0
bindtime = -1
removetime = -1
sprpriority = -996
facing = -1

[State 6320, 8]
type = Explod
trigger1 = time = 0
anim = 6323
id = 6320
postype = right
pos = 320, 0
bindtime = -1
removetime = -1
sprpriority = -996
facing = -1

[State 6320, 9]
type = RemoveExplod
trigger1 = root,Movetype = H
trigger2 = root,Anim = 35012 && root,Animelem = 3,3
trigger3 = root,StateNo = 35011 && root,Animelem = 4
trigger4 = root,StateNo = 3600 && root,Animelem = 9,2
trigger5 = root,StateNo = 3601 && root,Animelem = 84
trigger6 = root,StateNo = 3602 && root,Animelem = 3,1
trigger7 = root,StateNo = 3605 && root,Animelem = 6,1
trigger8 = root,StateNo = 3610 && root,Animelem = 1
trigger9 = root,StateNo = 3611 && root,Animelem = 4,1
trigger10 = root,StateNo = 3650 && root,Animelem = 1
trigger11 = root,StateNo = 3650 && root,Animelem = 18,1
trigger12 = (root,stateno != 3600) && (root,stateno != 3601) && (root,stateno != 3602) && (root,stateno != 3603) && (root,stateno != 3604) && (root,stateno != 3605) &&(root,stateno != 3610) && (root,stateno != 3611) && (root,stateno != 3650)
trigger12 = (root,stateno != 3500) && (root,stateno != 35011) && (root,stateno != 35012) && (root,stateno != 35013) && (root,stateno != 35021) && (root,stateno != 35022) && (root,stateno != 3503) && (root,stateno != 3504)
trigger12 = (root,stateno != 3505) && (root,stateno != 3506) && (root,stateno != 35071) && (root,stateno != 35072) && (root,stateno != 3508)
trigger12 = (root,stateno != 3510) && (root,stateno != 3511) && (root,stateno != 3512) && (root,stateno != 3513) && (root,stateno != 3514) && (root,stateno != 3515) && (root,stateno != 3516) && (root,stateno != 3517)
ID = 6320

[State 6320, 10]
type = DestroySelf
trigger1 = root,Movetype = H
trigger2 = root,Anim = 35012 && root,Animelem = 3,3
trigger3 = root,StateNo = 35011 && root,Animelem = 4
trigger4 = root,StateNo = 3600 && root,Animelem = 9,2
trigger5 = root,StateNo = 3601 && root,Animelem = 84
trigger6 = root,StateNo = 3602 && root,Animelem = 3,1
trigger7 = root,StateNo = 3605 && root,Animelem = 6,1
trigger8 = root,StateNo = 3610 && root,Animelem = 1
trigger9 = root,StateNo = 3611 && root,Animelem = 4,1
trigger10 = root,StateNo = 3650 && root,Animelem = 1
trigger11 = root,StateNo = 3650 && root,Animelem = 18,1
trigger12 = (root,stateno != 3600) && (root,stateno != 3601) && (root,stateno != 3602) && (root,stateno != 3603) && (root,stateno != 3604) && (root,stateno != 3605) && (root,stateno != 3610) && (root,stateno != 3611) && (root,stateno != 3650)
trigger12 = (root,stateno != 3500) && (root,stateno != 35011) && (root,stateno != 35012) && (root,stateno != 35013) && (root,stateno != 35021) && (root,stateno != 35022) && (root,stateno != 3503) && (root,stateno != 3504)
trigger12 = (root,stateno != 3505) && (root,stateno != 3506) && (root,stateno != 35071) && (root,stateno != 35072) && (root,stateno != 3508)
trigger12 = (root,stateno != 3510) && (root,stateno != 3511) && (root,stateno != 3512) && (root,stateno != 3513) && (root,stateno != 3514) && (root,stateno != 3515) && (root,stateno != 3516) && (root,stateno != 3517)


------------------------------------------------------
; MAX2 Finish Helper
------------------------------------------------------

[Statedef 6011]
type = A
movetype = I
physics = N
anim = 8010
velset = 0, 0
ctrl = 0
sprpriority = -99

[State 6011, 1]
type = BGPalFX
trigger1 = Time < 27
time = 1
color = 12+(time*9)
add = 256-time*9,256-time*9,256-time*9
ignorehitpause = 1

[State 6011, 2]
type = Explod
trigger1 = time = 1
anim = 8010
id = 8010
postype = left
pos = 0, 0
ownpal = 1
bindtime = -1
sprpriority = -996
ignorehitpause = 1

[State 6011, 3]
type = PlaySnd
trigger1 = time = 1
value = s6330,0
ignorehitpause = 1

[State 6011, 4]
type = DestroySelf
trigger1 = Time >= 34