;X-Factor

[Statedef 197]

type = A

movetype=I

physics = N

anim = 196

sprpriority = 1

poweradd = 0

ctrl = 0

[State 0, RemoveExplod]

type = RemoveExplod

trigger1 = 1

id = 3012

[State 0, StateTypeSet]

type = StateTypeSet

trigger1 = pos Y >= 0

statetype = S

[State 0, ChangeAnim]

type = ChangeAnim

trigger1 = time = 0

value = 41

elem = 6

persistent = 0

[State 0, ChangeAnim]

type = ChangeAnim

trigger1 = time = 0

trigger1 = statetype = S

value = 196

elem = 1

persistent = 0

ignorehitpause = 0

[State 0, VelSet]

type = VelSet

trigger1 = time=0

x = ifelse(vel x !=0,vel x/2,0)

y =0

[State 0, VelMul]

type = VelMul

trigger1 = 1

x = .5

[State 0, NotHitBy]

type = NotHitBy

trigger1 = 1

value = SCA

time = 1

[State assert, *]

type = AssertSpecial

trigger1 = 1

flag = NoWalk

[State 0, Pause]

type = Pause

trigger1 =time=0

time =30

movetime = 30

endcmdbuftime = 30

[State 0, CtrlSet]

type = CtrlSet

trigger1 = time>17

value = 1

[State 0, PlaySnd]

type = PlaySnd

trigger1 =time=0

value = S195,0

[State 0, VarSet]

type = VarSet

trigger1 =time=8

v =21 ;fv = 10

value = 1

[State 0, VarSet]

type = VarSet

trigger1 =time=8

fv =21 ;fv = 10

value = 1000

[State 0, PosFreeze]

type = PosFreeze

trigger1 = time <8

value = 1

[State 0, Trans]

type = Trans

triggerall = command != "xfactor"

triggerall = numhelper(197)

trigger1 = 1

trans = addalpha

alpha = 256, 256

[State 0, Explod]

type = Explod

triggerall = command != "xfactor"

trigger1 = 1

trans = addalpha

alpha = 256, 256

shadow = 255,-220,-220

anim = 13003

sprpriority = -3

pos = 0,0

ownpal = 0

scale = .5,.5

bindtime = -1

removetime = -1

persistent = 1

[State 0, Helper]

type = Helper

triggerall = command = "xfactor"

triggerall =numhelper(197)

trigger1 = 1

helpertype = normal

name = "X-Factor_Aura"

ID = 753

stateno = 753

pos = 0,0

scale = .5,.5

postype = p1

sprpriority = -3

facing = 1

keyctrl = 0

ownpal = 0

pausemovetime = 40

[State 0, Angledraw]

type = AngleDraw

trigger1 = 1

value = 1

scale = 1+(sin(.0025*var(10))),1+(sin(.0025*var(10)))

ignorehitpause = 0

[State 0, Pal]

type = PalFX

triggerall = command != "xfactor"

triggerall = numhelper(197)

trigger1 = 1

time = 100

add = 255,-220,-220

invertall = 0

color = 256

[State 0, StateTypeSet]

type = StateTypeSet

trigger1 = time = 8

trigger1 = statetype != S

physics = A ;A,C,S,N

[State cs, *]

type = ChangeState

trigger1 = statetype = S

trigger1 = animtime=0

value = 0

ctrl = 1

;---------------------------------------------------------------------------

;X-Factor_Aura

[Statedef 753]

type = A

movetype = I

physics = N

sprpriority = -3

anim = 13003

velset = 0,0

[State 0,Bind]

type = BindToRoot

trigger1 = 1

pos = 0,0

[State 0,Turn]

type = Turn

trigger1 = facing != root,facing

[State 0,Muteki]

type = NotHitBy

trigger1 = 1

value = SCA

[State 0,Var]

type = VarSet

trigger1 = Root, HitPauseTime = 0

var(0) = Root, AnimElemNo(0)

[State 0,Anim]

type = ChangeAnim

trigger1 = SelfAnimExist(Root, Anim)

trigger1 = AnimExist(Root, Anim)

value = Root, Anim

elem = var(0)

[State 0,Anim]

type = ChangeAnim

triggerall = SelfAnimExist(Root,Anim)

triggerall = AnimExist(Root,Anim)

triggerall = Root,HitPauseTime > 0

trigger1 = Root,AnimElemNo(0) > AnimElemNo(0)

value = Root,Anim

elem = Root,AnimElemNo(0)

[State 0,Cena]

type = AssertSpecial

trigger1 = Time <= 0

trigger2 = !SelfAnimExist(Root,Anim)

trigger3 = !AnimExist(Root,Anim)

flag = Invisible

[State 0,Angle]

type = AngleDraw

trigger1 = 1

scale = 1+var(1)*.002,1+var(1)*.0015

[State 0,Trans]

type = Trans

triggerall = command = "xfactor"

trigger1 = 1

trans = addalpha

alpha = 256, 256

[State 0,Pal]

type = PalFX

triggerall = command = "xfactor"

trigger1 = 1

time = 1

add = 255,-220,-220

invertall = 0

color = 256

[State 0,Var]

type = VarAdd

trigger1 = 1

var(2) = 1

[State 0,Var]

type = VarAdd

trigger1 = var(2) <= 30

var(1) = 1

[State 0,Var]

type = VarAdd

trigger1 = var(2) > 30

var(1) = -1

[State 0,Var]

type = VarSet

trigger1 = var(2) >= 60

var(2) = 0

[State 0,Done]

type = DestroySelf

trigger1 = root, var(58) = 2

;--------------------------------------------------