;---------------------------------------------------------------------------
; Introduction
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0
[State 190, 1] ;Freeze animation until PreIntro is over
type = ChangeState
trigger1 = RoundState = 0
value = 191
[State 190, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro
;---------------------------------------------------------------------------
; Introduction: Jumping In
[Statedef 191]
type = A
physics = N
ctrl = 0
anim = 190
velset = 0,0
[State 0, PosAdd]
type = Posset
trigger1 = time = 0
x = -150*facing
y = -60
[State 190, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro
[State 0, VelSet]
type = VelSet
trigger1 = AnimElem=2
x = 3
y = -6
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,1
[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 0, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) >= 0
y = .49
[State 0, Explod]
type = Explod
trigger1 = time = 30
anim = 192
ID = 192
pos = 150,30
postype = p1 ;p2,front,back,left,right
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 3
ownpal = 1
removeongethit = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 32
trigger2 = time = 38
trigger3 = time = 44
trigger4 = time = 50
value = S4,0
volume = 0
channel = -1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 82
value = S4,1
volume = 128
channel = -1
[State 0, velset]
type=VelSet
trigger1= animelemtime(15)>=0 ;&& (helper(7650),rootdist x>=0)
x=0
[State 190, 4]
type = ChangeState
triggerall = AnimElemTime(2) >= 0
trigger1 = Vel Y >= 0
trigger1 = Pos Y >= 0
value = 192
;---------------------------------------------------------------------------
; Introduction
[Statedef 192]
type = S
ctrl = 0
anim = 191
velset = 0,0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 12
value = S3,9
volume = 0
channel = 5
[State 190, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro
[State 0, PosSet]
type = PosSet
trigger1 = !time
y = 0
[State 190, 4] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 21