;==========< INTRO RYU vs EVIL RYU >==========
[Statedef 6800]
type = S
physics = N
anim = 6800 + (var(1) = 2)
sprpriority = 1 - (var(1) = 2) * 2
; This one is simple, it is pretty much a VelSet play.
[State 6800, intro]
type = assertspecial
trigger1 = 1
flag = intro
[State 6800, Camera]
type = helper
trigger1 = !numhelper(7650)
helpertype = normal
stateno = 7650
ID = 7650
name = "Camera"
postype = p1
[State 6800, screen]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0, 1
[State 6800, Pos]
type = posset
trigger1 = time <= 2
x = -9 * facing
[State 6800, Snd]
type = playsnd
trigger1 = (var(1) = 2) && animelemtime(1) = 30
value = 14, 7
channel = 0
[State 6800, Snd]
type = playsnd
trigger1 = (var(1) != 2) && animelem = 3
value = 4, 9
channel = 0
[State 6800, Pos]
type = posadd
trigger1 = var(1) != 2 && animelem = 7
trigger2 = var(1) = 2 && animelem = 11
x = -6
[State 6800, Vel]
type = velset
trigger1 = var(1) != 2 && animelem = 7
trigger2 = var(1) = 2 && animelem = 11
x = (helper(7650), rootdist x) / -12
[State 6800, Pos]
type = posset
trigger1 = var(1) != 2 && animelemtime(10) >= 0
trigger2 = var(1) = 2 && animelemtime(14) >= 0
trigger3 = animelemtime(10) >= 0 && (helper(7650), rootdist x) <= 0
x = ceil(helper(7650), pos x)
[State 6800, Vel]
type = velset
trigger1 = var(1) != 2 && animelemtime(10) >= 0
trigger2 = var(1) = 2 && animelemtime(14) >= 0
trigger3 = animelemtime(10) >= 0 && (helper(7650), rootdist x) <= 0
x = 0
[State 6800, Snd]
type = playsnd
trigger1 = var(1) != 2 && animelem = 7
trigger2 = var(1) = 2 && animelem = 11
value = 105, 0
[State 6800, Dust]
type = explod
trigger1 = var(1) != 2 && animelem = 7
trigger2 = var(1) = 2 && animelem = 11
anim = 7103
ID = 7103
sprpriority = 3
postype = p1
vel = -1, 0
removetime = -2
ownpal = 1
[State 6800, Snd]
type = playsnd
trigger1 = var(1) != 2 && animelem = 7
trigger2 = var(1) = 2 && animelem = 11
value = 3 + (var(1) = 2) * 10, (var(1) = 2) * 3
[State 6800, End]
type = changestate
trigger1 = !animtime
value = 0
;Ryu vs Evil
[Begin Action 6800]
190,0, 0,1, 90
190,1, 0,1, 3
190,4, 0,1, 41
5,1, 0,1, 2
5,2, 0,1, 2
11,0, 0,0, 2
105,0, 0,0, 4
105,1, 0,0, 4
105,2, 0,0, 2
11,0, 0,0, 2
;Evil vs Ryu
[Begin Action 6801]
198,6, 12,-1, 30, H
198,5, 12,-1, 3,H
198,4, 12,-1, 3,H
198,3, 12,-1, 3,H
198,2, 12,-1, 90,H
198,1, 6,-1, 2,H
198,0, 6,-1, 2,H
5,1, 0,0, 2
5,2, 0,0, 2
11,0, 0,0, 2
105,0, 0,0, 4
105,1, 0,0, 4
105,2, 0,0, 2
11,0, 0,0, 2
;==========<INTRO RYU vs EVIL RYU (SFA3 STYLE)>==========
[Statedef 6801]
type = S
physics = N
anim = ifElse(var(1) != 2, 6800, 6811)
sprpriority = 1 - (var(1) = 2) * 2
; Oh boy, this one is complex. But the result is
; an awesome cinematic fight! I'm keeping the
; old animnumbers in this one because it's a
; multianimation intro.
[State 6801, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 15 && Anim = 6800
value = 6800
elem = 4
[State 6801, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 6800 && AnimElem = 6
value = 6810
[State 6801, intro]
type = assertspecial
trigger1 = 1
flag = intro
[State 6801, camera]
type = helper
trigger1 = !numhelper(7650)
helpertype = normal
stateno = 7650
ID = 7650
name = "Camera"
postype = p1
[State 6801, screen]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0
[State 6801, Snd]
type = playsnd
trigger1= animelem = 3 && anim = 6810
value = 3, ifelse(random < 500, 2, 3)
channel = 0
[State 6801, Snd]
type = playsnd
trigger1= animelem = 3 && anim = 6810
value = 1,3
channel = 1
[State 6801, Vel]
type = velset
trigger1 = animelem = 3 && anim = 6810
x = p2dist x/20
[State 6801, Snd]
type = playsnd
trigger1 = animelem = 3 && anim = 6810
value = 5,12
[State 6801, Dust]
type = explod
trigger1 = animelemtime(3) >= 0 && vel x > .5 && !(time%3)
trigger1 = anim = 6810
anim = 7103
ID = 7103
sprpriority = 3
postype = p1
pos = 45,0
vel = -2,0
removetime = -2
ownpal = 1
pausemovetime = -1
supermovetime = -1
[State 6801, Ryu velset]
type = velset
trigger1 = P2dist x < 80 && var(1) != 2 && anim = 6810
x = 0
[State 6801, Ryu velset]
type = posadd
trigger1 = P2dist x < 80 && var(1) != 2 && anim = 6810
x = ceil(P2Dist X - 70)
[State 6801, ]
type = changeanim
trigger1 = enemy,animelemtime(3) >= 0 && enemy,anim = 6810
trigger1 = p2dist x = 70
trigger1 = anim = 6811
value = 6812
[State 6801, Snd]
type = playsnd
trigger1 = Anim = 6812 && AnimElem = 1
value = 3 + (var(1) = 2) * 10, 7 -(var(1) = 2) * 4
channel = 0
[State 6801, Super Pause FX]
type = helper
trigger1 = Anim = 6812 && AnimElem = 1
helpertype = normal
stateno = 7250
ID = 7250
postype = p1
pos = 16,-79
ownpal = 1
persistent = 0
supermovetime = 999
[State 6801, Super Pause]
type = superpause
trigger1 = Anim = 6812 && AnimElem = 1
time = 20
movetime = 20
anim = -1
sound = s7,1
p2defmul = 1
darken = 0
[State 6801, ChangeAnim]
type = changeanim
trigger1 = anim = 6812 && !animtime
value = 1000
[State 6801, ChangeAnim]
type = changeanim
trigger1 = enemy, anim = 1000 && anim = 6812
value = 120
[State 6801, ChangeAnim]
type = changeanim
trigger1 = anim = 120 && !animtime
value = 130
[State 6801, Hadouken]
type = explod
trigger1 = animelemtime(5) = 1 && anim = 1000
anim = 1005
ID = 6022
sprpriority = 3
postype = p1
pos = 80,-68
vel = 3,0
removetime = 1
ownpal = 1
scale = .5, .5
[State 6801, Snd]
type = playsnd
trigger1 = animelem = 3 && anim = 1000
value = 4 + (var(1) = 2) * 10, 0
channel = 0
[State 6801, Snd]
type = playsnd
trigger1 = animelemtime(5) = 1 && anim = 1000
value = 5, 0
[State 6801, Snd]
type = playsnd
trigger1 = animelemtime(5) = 1 && anim = 1000
value = 2, 0
[State 6801, Snd]
type = playsnd
trigger1 = animelemtime(5) = 2 && anim = 1000
value = 2,7
[State 6801, Guard spark]
type = explod
trigger1 = animelemtime(5) = 1 && anim = 1000
anim = 7001
ID = 7000
sprpriority = 5
postype = p2
pos = (enemy,const(size.ground.front) - 10), -68
removetime = -2
ownpal = 1
facing = -1
ignorehitpause = 1
pausemovetime = 100
supermovetime = 100
[State 6801, Hadouken]
type = explod
trigger1 = animelemtime(5) = 2 && anim = 1000
anim = 1006
ID = 6022
sprpriority = 3
postype = p2
pos = (enemy,const(size.ground.front) - 10), -68
vel = 0,0
ownpal = 1
scale = .5,.5
facing = -1
[State 6801, Vel]
type = velset
trigger1 = anim = 130 && enemy, animelemtime(5) = 2
x = -((Helper(7650), RootDist x))/10
[State 6801, PosSet]
type = PosSet
trigger1 = abs(Helper(7650), RootDist x) < 10 && anim = 130
x = Helper(7650), pos x
[State 6801, Vel]
type = velset
trigger1= anim = 130 && pos x = Helper(7650), pos x
x = 0
[State 6801, ChangeAnim]
type = changeanim
trigger1 = anim = 130 && pos x = Helper(7650), pos x
value = 140
[State 6801, End]
type = changestate
trigger1 = !animtime && var(1) != 2 && anim = 140
trigger2 = !animtime && var(1) = 2 && anim = 1000
value = 0
;Ryu vs Evil (SFA3)
[Begin Action 6810]
3100,1, 0,0, 4
3100,2, 0,0, 4
3100,3, 0,0, 12
3100,4, 0,0, 4
213,6, 0,0, 3
213,7, 0,0, 2
;Ryu vs Evil (SFA3)
[Begin Action 6811]
198,6, 0,0, -1
;Ryu vs Evil (SFA3)
[Begin Action 6812]
700,0, 0,0, 1
700,1, 0,0, 1
750,0, 0,0, 3
750,1, 0,0, 3
750,0, 0,0, 3
750,1, 0,0, 3
750,0, 0,0, 3
750,1, 0,0, 3
;==========<INTRO vs KYO>==========
[Statedef 6802]
type = S
anim = 6802
[State 6802, intro]
type = assertspecial
trigger1 = 1
flag = intro
[State 6802, intro]
type = changestate
trigger1 = Enemy, AuthorName = "Jmorphman" && Enemy, var(40) = 1
value = ifElse(Random < 333, 194, ifElse(Random < 500, 191, 190))
; This line is to ensure that, if the opponent is Jmorphman's Kyo
; in his Kusanagi mode, the normal intros will be chosen.
[State 6802, changeanim]
type = changeanim
triggerAll = AnimElemTime(1) = 20
trigger1 = !(Enemy, AuthorName = "Hero")
trigger1 = !(Enemy, AuthorName = "Jmorphman")
value = 375
elem = 2
[State 6802, Snd]
type = playsnd
trigger1= animelem = 8
value = 4,10
channel = 0
[State 6802, End]
type = changestate
trigger1 = !animtime
value = 0
;Intro vs Kyo
[Begin Action 6802]
190,0, 0,0, 200
190,1, 0,0, 7
190,2, 0,0, 7
190,3, 0,0, 7
190,4, 0,0, 48
190,5, 0,0, 7
190,6, 0,0, 7
191,9, 0,0, 5
;==========< INTRO vs RYO >==========
[Statedef 6803]
type = A
physics = N
anim = 6803
[State 6803, intro]
type = assertspecial
trigger1 = 1
flag = intro
[State 6803, screen]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0, 0
[State 6803, Camera]
type = helper
trigger1 = !numhelper(7650)
helpertype = normal
stateno = 7650
ID = 7650
name = "Camera"
postype = p1
pos = 0, 0
facing = 1
[State 6803, Pos]
type = posset
trigger1 = !time
x = -20 * facing
[State 6803, Snd]
type = playsnd
trigger1 = time = 15
value = 4 + (var(1) = 2) * 10, 9
channel = 0
[State 6803, Snd]
type = playsnd
trigger1 = animelem = 7
value = 40, 0
[State 6803, Dust]
type = helper
trigger1 = animelem = 7
helpertype = normal
stateno = 7100
ID = 7100
name = "Dust"
postype = p1
ownpal = 1
[State 6803, Vel]
type = velset
trigger1 = anim = 6803 && animelem = 7
x = (helper(7650), rootdist x) / -50
y = -8
[State 6803, Accel]
type = veladd
trigger1 = anim = 6803 && animelemtime(7) >= 0
y = 0.35
[State 6803, Anim]
type = changeanim
trigger1 = anim = 6803 && animelemtime(7) >= 0 && vel y > 0 && pos y >= -5
value = 48
[State 6803, Pos]
type = posset
trigger1 = anim = 48
x = ceil(helper(7650), pos x)
y = 0
[State 6803, Vel]
type = velset
trigger1 = anim = 48
x = 0
y = 0
[State 6803, Snd]
type = playsnd
trigger1 = anim = 48 && animelem = 1
value = 52,0
[State 6803, Dust]
type = explod
trigger1 = anim = 48 && animelem = 1
anim = 7102
ID = 7102
sprpriority = -2
postype = p1
scale = 0.5, 0.5
ownpal = 1
[State 6803, End]
type = changestate
trigger1 = anim = 48 && !animtime
value = 0
;Intro vs Ryo
[Begin Action 6803]
190,0, 0,0, 5
190,1, 0,0, 5
190,4, 0,0, 5
190,5, 0,0, 40
5,2, 0,0, 2
11,0, 0,0, 4
42,7, 0,0, 4
42,6, 0,0, 4
42,5, 0,0, 4
42,4, 0,0, 4
42,3, 0,0, 4
42,2, 0,0, 4
42,1, 0,0, 4
42,0, 0,0, -1
;==========< INTRO EVIL vs AKUMA >==========
[Statedef 6804]
type = S
physics = N
anim = 6804
sprpriority = 0
[State 6804, intro]
type = assertspecial
trigger1 = 1
flag = intro
[State 6804, Camera]
type = helper
trigger1 = !numhelper(7650)
helpertype = normal
stateno = 7650
ID = 7650
name = "Camera"
postype = p1
[State 6804, screen]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0, 1
[State 6804, Vel]
type = posset
trigger1 = !time
x = -240 * facing
[State 6804, Vel]
type = velset
trigger1 = !time
x = 6
[State 6804, Snd]
type = playsnd
trigger1 = !time
value = 5, 4
[State 6804, Anim]
type = changeanim
trigger1 = animelemtime(2) < 0 && p2dist x <= 72
value = 6804
elem = 2
[State 6804, Snd]
type = playsnd
trigger1 = animelem = 2
value = ifelse(var(1) = 2, 14, 4), ifelse(var(1) = 2, 9, 10)
channel = 0
[State 6804, Vel]
type = velset
trigger1 = animelemtime(2) >= 0 && animelemtime(3) < 0
x = 0
[State 6804, Pos]
type = posset
trigger1 = animelemtime(2) >= 0 && animelemtime(3) < 0
x = -36 * facing
[State 6804, fadeout]
type = allpalfx
trigger1 = animelemtime(2) = 10
time = 20
sinadd = -255, -255, -255, 80
[State 6804, black]
type = envcolor
trigger1 = animelemtime(2) >= 30 && animelemtime(3) < 0
time = 2
value = 0, 0, 0
[State 6804, Assert]
type = assertspecial
trigger1 = animelemtime(2) >= 30 && animelemtime(3) < 0
flag = nobardisplay
[State 6804, HitSound]
type = playsnd
trigger1 = animelemtime(2) >= 30 && animelemtime(3) < 0
trigger1 = (animelemtime(2) % 8) = 1
value = 2, 0
[State 6804, Sparks]
type = explod
trigger1 = animelemtime(2) >= 30 && animelemtime(3) < 0
trigger1 = (animelemtime(2) % 8) = 1
anim = 7001
ID = 7000
sprpriority = 5
postype = p2
pos = 0, -70
random = 60, 60
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 300
supermovetime = 300
[State 6804, Shake]
type = envshake
trigger1 = animelemtime(2) >= 30 && animelemtime(3) < 0
trigger1 = (animelemtime(2) % 8) = 1
time = 2
freq = 90
ampl = -3
[State 6804, Anim]
type = changeanim
trigger1 = animelemtime(2) >= 72 && animelemtime(3) < 0
value = 6804
elem = 3
[State 6804, Snd]
type = playsnd
trigger1 = animelem = 3
value = ifelse(var(1) = 2, 5010, 5000), ifelse(var(1) = 2, 5, 2)
channel = 0
[State 6804, Vel]
type = velset
trigger1 = animelem = 3
x = -6
[State 6804, Pos]
type = posset
trigger1 = animelemtime(3) >= 0 && (helper(7650), rootdist x <= 0)
x = ceil(helper(7650), pos x)
[State 6804, Vel]
type = velset
trigger1 = animelemtime(3) >= 0 && (helper(7650), rootdist x <= 0)
x = 0
[State 6804, End]
type = changestate
trigger1 = !animtime
value = 0
;Intro Evil vs Akuma
[Begin Action 6804]
42,0, 0,0, 600
801,0, 0,0, 600
5910,0, 0,0, 5
5910,1, 0,0, 5
5910,2, 0,0, 5
5910,1, 0,0, 5
5910,2, 0,0, 5
5910,1, 0,0, 5
5910,2, 0,0, 5
5910,1, 0,0, 5
5910,2, 0,0, 5
5911,0, 0,0, 6
5911,1, 0,0, 6
;==========< INTRO vs SAKURA >==========
[Statedef 6805]
type = S
anim = 6805
[State 6805, intro]
type = assertspecial
trigger1 = 1
flag = intro
[State 6805, Anim]
type = changeanim
trigger1 = animelemtime(20) >= 5 && animelemtime(21) < 0 && numenemy
trigger1 = enemy, animelemtime(28) >= 0
value = 6805
elem = 21
persistent = 0
[State 6805, Flash]
type = palfx
trigger1 = animelem = 23
add = 0,64,255
sinadd = 0,-64,-255,60
time = 15
; Here, I'm updating the pelf values with the new ones
; I found in most recent characters.
[State 6805, Snd]
type = playsnd
trigger1 = animelem = 23
value = 3 + (var(1) = 2) * 10, 6 -(var(1) = 2) * 3
channel = 0
[State 6805, Snd]
type = playsnd
trigger1 = animelem = 23
value = 7, 3
[State 6805, Spark]
type = explod
trigger1 = animelem = 23
anim = 7200
ID = 7200
sprpriority = 5
postype = p1
pos = 31, -69
removetime = -2
pausemovetime = 60
ownpal = 1
scale = 0.5, 0.5
[State 6805, End]
type = changestate
trigger1 = !animtime
value = 0
;Intro vs Sakura
[Begin Action 6805]
191,0, 0,0, 30
191,1, 0,0, 6
191,0, 0,0, 6
191,1, 0,0, 6
191,0, 0,0, 6
191,1, 0,0, 4
191,2, 0,0, 6
191,3, 0,0, 12
191,4, 0,0, 6
191,5, 0,0, 6
191,6, 0,0, 22
191,7, 0,0, 5
191,8, 0,0, 5
199,2, 0,0, 9
199,3, 0,0, 6
199,4, 0,0, 6
199,5, 0,0, 6
199,6, 0,0, 18
199,7, 0,0, 4
199,8, 0,0, 300
760,0, 0,0, 2
760,1, 0,0, 2
760,2, 0,0, 30
760,3, 0,0, 6
760,4, 0,0, 4
;==========< INTRO vs CvS2 ANOTHER KYO >==========
[Statedef 6806]
type = S
physics = N
anim = ifelse(var(1) != 2, 6822, 6820)
sprpriority = 0
[State 6806, intro]
type = assertspecial
trigger1 = 1
flag = intro
[State 6806, Camera]
type = helper
trigger1 = !numhelper(7650)
helpertype = normal
stateno = 7650
ID = 7650
name = "Camera"
postype = p1
[State 6806, screen]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0, 1
[State 6806, Anim]
type = changeanim
trigger1 = time >= 120 && anim != 6821
value = 6821
[State 6806, Vel]
type = velset
trigger1 = anim = 6821 && animelem = 1
x = ((p2dist x / 2) -25) / 12
[State 6806, Vel]
type = velset
trigger1 = anim = 6821 && animelemtime(5) >= 0 && animelemtime(33) < 0
trigger2 = anim = 6821 && animelemtime(37) >= 0
x = 0
[state 6806, posfix]
type = posadd
trigger1 = anim = 6821 && (animelem = 16 || animelem = 17 || animelem = 18)
x = ifelse((animelem = 16), -10, ifelse((animelem = 17), -6, -5))
[State 6806, Snd]
type = playsnd
trigger1 = time = 15
value = 4 + (var(1) = 2) * 10, 8 -(var(1) = 2) * 2
channel = 0
[State 6806, Snd]
type = playsnd
trigger1 = anim = 6821 && animelem = 5
value = 3 + (var(1) = 2) * 10, 6 -(var(1) = 2) * 3
channel = 0
[State 6806, Snd]
type = playsnd
trigger1 = anim = 6821 && animelem = 11
value = 3 + (var(1) = 2) * 10, 4 -(var(1) = 2) * 4
channel = 0
[State 6806, Snd]
type = playsnd
trigger1 = anim = 6821 && animelem = 18
value = 3 + (var(1) = 2) * 10, 2 -(var(1) = 2)
channel = 0
[State 6806, Snd]
type = playsnd
trigger1 = anim = 6821 && animelem = 27
value = 3 + (var(1) = 2) * 10, 3 -(var(1) = 2)
channel = 0
[State 6806, Snd]
type = playsnd
trigger1 = anim = 6821 && (animelem = 11 || animelem = 18)
value = 1, 3
[State 6806, Snd]
type = playsnd
trigger1 = anim = 6821 && animelem = 27
value = 1, 6
[State 6806, Snd]
type = playsnd
trigger1 = anim = 6821 && (animelem = 19 || animelem = 28)
value = 2, 8
[State 6806, Sparks]
type = helper
trigger1 = anim = 6821 && (animelem = 19 || animelem = 28)
helpertype = normal
stateno = 7050
ID = 7050
name = "Shin Shoryuken Spark"
postype = back
pos = 160, -72
ownpal = 1
ignorehitpause = 1
[State 6806, Vel]
type = velset
trigger1 = anim = 6821 && animelem = 35
x = (helper(7650), rootdist x) / -12
[State 6806, Snd]
type = playsnd
trigger1 = anim = 6821 && animelem = 2
value = 105,0
[State 6806, Dust]
type = explod
trigger1 = anim = 6821 && animelem = 2
anim = 7103
ID = 7103
sprpriority = 3
postype = p1
vel = 1, 0
removetime = -2
ownpal = 1
[State 6806, Snd]
type = playsnd
trigger1 = anim = 6821 && animelem = 35
value = 105,0
[State 6806, Dust]
type = explod
trigger1 = anim = 6821 && animelem = 35
anim = 7103
ID = 7103
sprpriority = 3
postype = p1
pos = -17, 0
vel = -1, 0
removetime = -2
ownpal = 1
[State 6806, Pos]
type = posset
trigger1 = anim = 6821 && animelemtime(38) >= 0
x = ceil(helper(7650), pos x)
[State 6806, End]
type = changestate
trigger1 = anim = 6821 && !animtime
value = 0
;Intro vs CvS2AKyo
[Begin Action 6820]
197,4, 0,0, 5
197,5, 0,0, 5
;Intro vs CvS2AKyo
[Begin Action 6821]
110,0, 0,0, 2
110,1, 0,0, 5
110,2, 0,0, 3
110,3, 0,0, 2
700,0, 0,0, 2
700,1, 0,0, 2
700,2, 0,0, 8
700,1, 0,0, 2
700,0, 0,0, 2
3100,1, 0,0, 3
3100,2, 0,0, 3
3100,3, 0,0, 8
3100,4, 0,0, 3
213,6, 0,0, 2
213,7, 0,0, 2
210,0, 0,0, 3
210,1, 0,0, 2
210,2, 0,0, 2
210,3, 0,0, 3
210,4, 0,0, 2
210,5, 0,0, 2
210,6, 0,0, 2
210,7, 0,0, 2
210,8, 0,0, 2
1300,0, 0,0, 3
1300,3, 0,0, 3
1300,4, 0,0, 3
1300,5, 0,0, 4
1300,6, 0,0, 5
1300,7, 0,0, 6
1300,8, 0,0, 6
1300,9, 0,0, 5
1300,10, 0,0, 4
11,0, 0,0, 2
105,0, 0,0, 3
105,1, 0,0, 5
105,2, 0,0, 2
11,0, 0,0, 2
; Intro vs CvS2AKyo
[Begin Action 6822]
191,0, 0,0, 30
191,1, 0,0, 6
191,0, 0,0, 6
191,1, 0,0, 6
191,0, 0,0, 6
191,1, 0,0, 6
191,2, 0,0, 6
191,3, 0,0, 44
191,7, 0,0, 4
191,8, 0,0, 4
191,9, 0,0, -1
;==========< INTRO VS VIOLENT KEN >==========
[Statedef 6807]
type = S
anim = 6807
[State 6807, intro]
type = assertspecial
trigger1 = 1
flag = intro
[State 6807, End]
type = changestate
trigger1 = !animtime
value = 0
;Intro vs Violent Ken
[Begin Action 6807]
190,0, 0,0, 120
190,1, 0,0, 5
190,2, 0,0, 30
190,3, 0,0, 5
190,4, 0,0, 4
190,5, 0,0, 4
190,6, 0,0, 3
5,2, 0,0, 2
;==========< INTRO vs AKUMA >==========
[Statedef 6808]
type = S
anim = 6808
[State 6808, intro]
type = assertspecial
trigger1 = 1
flag = intro
[State 6808, Snd]
type = playsnd
trigger1 = var(1) != 2
trigger1 = animelemtime(5) = 15
value = 4, 11
channel = 0
[State 6808, End]
type = changestate
trigger1 = !animtime
value = 0
;Intro vs Akuma
[Begin Action 6808]
190,0, 0,0, 75
190,1, 0,0, 3
190,2, 0,0, 3
190,3, 0,0, 5
190,4, 0,0, 75
190,5, 0,0, 2
190,6, 0,0, 3
191,9, 0,0, 2
;==========<EVIL INTRO vs VIOLENT KEN>==========
[Statedef 6809]
type = S
sprpriority = -1
anim = 1
; Here, we only need a blank animation. This intro
; doesn't have new animations, it recycles some
; special move ones.
[State 6809, Change to Regular Intro]
type = PosSet
trigger1 = time > 0 && Enemy, AuthorName = "Jmorphman" && Enemy, Name = "Ken Masters" && Enemy, var(40) != 1
x = Helper(7650), pos x
y = 0
[State 6809, Change to Regular Intro]
type = changestate
trigger1 = time > 0 && Enemy, AuthorName = "Jmorphman" && Enemy, Name = "Ken Masters" && Enemy, var(40) != 1
value = ifElse(Random < 500, 198, 197)
[State 6809, intro]
type = assertspecial
trigger1 = 1
flag = intro
[State 6809, camera]
type = helper
trigger1 = !numhelper(7650)
helpertype = normal
stateno = 7650
ID = 7650
name = "Camera"
postype = p1
[State 6809, screen]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0
[State 6809, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 15
value = 1400
elem = 6
[State 6809, Vel]
type = posset
trigger1 = !time
x = 240 * facing
[State 6809, afterimage]
type = afterimage
trigger1 = Time = 15
time = 2
timegap = 1
framegap = 6
length = 24
palbright = 0, 0, 0
paladd = 0, 0, 0
palmul = 0.9, 0.9, 0.9
palcontrast = 160, 160, 160
palpostbright = 0, 0, 0
trans = add1
[State 6809, Vel]
type = velset
trigger1 = Time = 15
x = ifelse(var(10) = 3, 12, ifelse(var(10) = 2, 7.5, ifelse(var(10) = -3, -12, -7.5)))
[State 6809, Vel]
type = velmul
trigger1 = (Helper(7650), rootdist x) < 70
x = 0.9
[State 6809, Snd]
type = playsnd
trigger1 = Time = 15
value = 13,0
channel = 0
[State 6809, Snd]
type = playsnd
trigger1 = Time = 15
value = 5,4
persistent = 0
[State 6809, Push]
type = playerpush
trigger1 = 1
value = 0
[State 6809, Turn]
type = turn
trigger1 = Anim = 1400
trigger1 = animelemtime(6) > 0 && p2dist x < 0
[State 6809, PosSet]
type = PosSet
trigger1 = !animtime && Anim = 1400
x = Helper(7650), pos x
y = 0
[State 6809, End]
type = changestate
trigger1 = !animtime
value = 0
;Turns Intro Normal
[Begin Action 6901]
11,0, 0,0, 2
11,1, 0,0, 2
11,0, 0,0, 2
0,0, 0,0, 3
0,1, 0,0, 2
0,2, 0,0, 2
191,8, 0,0, 3
191,7, 0,0, 3
191,0, 0,0, 6
191,1, 0,0, 6
191,0, 0,0, 6
191,1, 0,0, 4
191,2, 0,0, 6
191,3, 0,0, 6
191,4, 0,0, 4
191,5, 0,0, 4
191,6, 0,0, 4
195,0, 0,0, 3
195,1, 0,0, 4
195,2, 0,0, 4
195,1, 0,0, 4
195,2, 0,0, 4
195,3, 0,0, 4
195,4, 0,0, 4
195,3, 0,0, 4
195,4, 0,0, 4
191,8, 0,0, 3
191,9, 0,0, 3
;Turns Intro Evil
[Begin Action 6902]
11,0, 0,0, 2
11,1, 0,0, 2
11,0, 0,0, 2
0,0, 0,0, 3
0,1, 0,0, 2
0,2, 0,0, 2
197,0, 0,0, 3
197,1, 0,0, 4
197,2, 0,0, 2
197,3, 0,0, 3
197,4, 0,0, 3
197,5, 0,0, 3
197,4, 0,0, 3
197,5, 0,0, 3
197,4, 0,0, 3
197,5, 0,0, 3
197,4, 0,0, 3
197,5, 0,0, 3
197,4, 0,0, 5
197,5, 0,0, 8
700,3, 0,0, 3
700,4, 0,0, 3