There are some hijinx with one of Marisa's special intros:
;VS Mima_RP
[Statedef 19002]
Type = S
MoveType= A
Physics = S
Anim = 19002
Ctrl = 0
Sprpriority = 2
[State 19002, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = nobardisplay
[State 19002, PS]
type = PosSet
trigger1 = 1
x = (enemynear, pos x)+80
[State 210, PSND]
type = playsnd
trigger1 = animelem = 5;time = 0
value = 220,0
channel = 0
[State 220, 1]
type = PlaySnd
trigger1 = animelem = 6
value = 0, 1
[State 220, 1]
type = PlaySnd
trigger1 = animelem = 7
value = s2, 0
[State 19002, Explod]
type = Explod
trigger1 = anim = 19002
trigger1 = animelem = 7
anim = 190023
ID = 19002
pos = -63,-91
postype = p1
bindtime = 1
removetime = 30
ownpal = 1
sprpriority = 5
[State 19002, CS]
type = changestate
trigger1 = anim = 19002
trigger1 = animtime = 0
value = 190021
[Statedef 190021]
Type = S
Physics = S
Anim = 190021
Ctrl = 0
Sprpriority = 2
[State 19002, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = nobardisplay
[State 105, 1]
type = VelSet
trigger1 = 1;Time >= 2
x = -2.29*const(velocity.run.fwd.x)
[State 105, 1]
type = VelSet
trigger1 = Time >= 2
trigger1 = statetype != A
x = -2.29*const(velocity.run.fwd.x)
y = 0
[State 700, Explod]
type = Explod
trigger1 = Time = 2
ID = 700
anim = 701
pos = -50,-50
removetime = 11
sprpriority = 1
facing = 1
[State 700, Effect]
type = helper
trigger1 = time = 2
helpertype = normal
name = "Dash_FX"
ID = 700
pos = -15,-50
postype = p1
stateno = 700
ownpal = 1
facing = 1
[State 100, Snd]
type = PlaySnd
trigger1 = Time = 2
value = 100,0
[State 190021, CS]
type = ChangeState
trigger1 = time > 2
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
trigger2 = time > 30
trigger2 = (statetype = S) || (statetype = C)
trigger3 = time > 12
trigger3 = (statetype = S) || (statetype = C)
value = 190022
[Statedef 190022]
type = S
physics = S
ctrl = 0
anim = 190022
[State 19002, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = nobardisplay
[State 101, PS]
type = posset
trigger1 = time = 0
y = 0
[State 106, 1]
type = VelSet
trigger1 = Time = 0
y = 0
[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0
[State 106, 3]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1
[State 19002, end]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
It looks correct, if Marisa is Player 1 and Mima is Player 2.
But if vice-versa, Marisa appears behing Mima instead of in front.
because of that, she also stops at the wrong position. How to fix that? Thanks in advance!