[Statedef 3700]
type = S
physics = N
movetype = A
ctrl = 0
velset = 0,0
juggle = 0
anim= 3700
[State 800,SND]
type = PlaySnd
trigger1 = time = 0
value =6653,7
[State xxx, Explod]
type = Explod
trigger1 = animelem=1
anim = 2224
ID = 2224
pos = -30,20
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
sprpriority = 0
ontop = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 1
supermovetime = 9999
pausemovetime = 9999
[State 7500, portrait]
type=helper
trigger1 = AnimElem = 1
helpertype=normal
stateno=7510
ID=7510
name="Super Charge Portrait"
postype=p1
supermovetime=300
ownpal=1
[State 3000, Black BG]
type = Explod
trigger1 = Time = 0
removetime = -1
id = 6035
anim = 6035
pos = 0,0
postype = Left
scale = 1,1
sprpriority = -99999
facing = 1
vfacing = 1
ownpal = 1
bindtime = -1
ontop = 0
ownpal = 1
supermove = 1
pausemove = 1
removeongethit = 1
ignorehitpause = 1
persistent = 1
supermovetime = 60
pausemovetime = 60
[State 0, Helper]
type = Helper
trigger1= time=0
helpertype = normal ;player
name = "Super Fx"
ID = 2063
stateno = 2063
pos = 25,-85
postype = p1 ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 48
[State 2000,SuperPause]
type = SuperPause
trigger1 = Time = 0
time = 60
anim = -1
sound = s550,2
pos = 0,0
movetime = 60
darken = 0
unhittable = 1
supermove = 1
poweradd = -3000
[State 1001,1]
type = ChangeState
trigger1 = time= 60
value = 3701
ctrl = 0
;------------------------------------------------------------------------
[Statedef 3701]
type = S
physics = N
movetype = A
ctrl = 0
velset = 16,0
juggle = 0
anim= 3701
[State 0, VelSet]
type = VelSet
trigger1 =movehit=1
trigger2 =animelem=4
x = 0
ignorehitpause = 1
[State 6034, HyperBG]
type=helper
trigger1 = time=0
helpertype=normal
stateno=6031
ID=6034
name="HyperBG"
postype=Back
supermovetime=99999
pausemovetime=99999
ownpal=1
ignorehitpause=1
size.xscale=.6
size.yscale=.6
[State 800, 1]
type = HitDef
Trigger1 = time=0
attr = S, HA ;Attributes: Standing, Normal Throw
hitflag = MAF ;Affect only ground people who are not being hit
guardflag =M
hitflag=MAF
priority=7,Hit
pausetime=1,1
guard.pausetime=12,12
sparkno=s7030+(random%8)
guard.sparkno=s7001
sparkxy=-10,-65
hitsound=s2,3
guardsound=s2,0
ground.type=High
sprpriority = 1 ;Draw in front of p2
p2facing = 1 ;Force p2 to face player
fall = 1
fall.recover = 1
getpower=0
id=3700
[State 0, p2state]
type=targetstate
trigger1= movehit && numtarget(3700)
trigger1= target(3700),Movetype=H
ID=3700
value=3715
ignorehitpause=1
[State 0, p1state]
type=changestate
trigger1= movehit && numtarget(3700)
trigger1= target(3700),Movetype=H
value=3710
ignorehitpause=1
[State 1001,1]
type = ChangeState
trigger1 = animtime=0
value = 0
ctrl = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = 3,2
;------------------------------------------------------------------------
[Statedef 3710]
type = S
physics = N
movetype = A
ctrl = 0
velset = 0,0
anim = 3710
juggle = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 2,1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = 2,3
[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 3
trigger2 = animelem = 9
ampl = 8
time = 12
[State 0, HitAdd]
type = HitAdd
trigger1 =animelem=3||animelem=9
value = 1
[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 =animelem=3||animelem=9
value =-20
ID = -1
kill = 0
absolute = 1
[State 0, landing explode]
type = Explod
trigger1 = animelem = 3
anim = 7030+(random%8)
sprpriority = 2
postype = p1
pos = 80,-55
bindtime = 1
pausemovetime = -2
removetime = -2
ignorehitpause = 0
scale = 1,1
ownpal = 1
pausemove = 1
[State 0, landing explode]
type = Explod
trigger1 = animelem = 9
anim = 7030+(random%8)
sprpriority = 2
postype = p1
pos = 60,-80
bindtime = 1
pausemovetime = -2
removetime = -2
ignorehitpause = 0
scale = 1,1
ownpal = 1
pausemove = 1
[State 0, TargetBind]
type = TargetBind
trigger1 = time = 0
time = 1
pos = 60,0 ;x - more then more near P1
[State 0, PosSet]
type = null; Posset
trigger1 = var(31) = 1
trigger1 = time=0
x = -20
[State 0, PosSet]
type = null; Posset
trigger1 = var(31) = 2
trigger1 = time=0
x = 20
[State 0, landing explode]
type = Explod
trigger1 = animtime = 0
anim = 3160
sprpriority = 4
postype = p1
pos = 0,0
bindtime = 1
pausemovetime = -2
removetime = 6
ignorehitpause = 0
scale = 1,1
ownpal = 1
facing = 1
vfacing = 1
ontop = 1
vel = -40,0
[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 3711
ctrl = 0
[Statedef 3711]
type = S
physics = N
movetype = A
ctrl = 0
velset = 0,0
anim = 3720
juggle = 0
[State 0, VelSet]
type = VelSet
trigger1 = time>= 0
x = 10
[State 0, ChangeState]
type = ChangeState
trigger1 = time = 10
value = 3712
ctrl = 0
[Statedef 3712]
type = S
physics = N
movetype = A
ctrl = 0
velset = 0,0
anim = 3722
juggle = 0
[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
;====================================================================
[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "3712"
ID = 3712
stateno = 37120
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "3712"
ID = 3712
stateno = 37121
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "3712"
ID = 3712
stateno = 37122
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
;====================================================================
[State 0, PosAdd]
type = PosAdd
trigger1 = time=0
x = -140
[State 0, VelSet]
type = VelSet
trigger1 = time>= 0
x = 40
y = 0
[State 0, ChangeState]
type = ChangeState
trigger1 = time = 10
value = 3730
ctrl = 0
;====================================================================
[Statedef 37120]
type = S
physics = N
movetype = A
ctrl = 0
velset = 0,0
anim = 3722
juggle = 0
[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
[State 0, PosAdd]
type = PosAdd
trigger1 = time=0
x = -145
[State 0, VelSet]
type = VelSet
trigger1 = time>= 0
x = 40
[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 10
[Statedef 37121]
type = S
physics = N
movetype = A
ctrl = 0
velset = 0,0
anim = 3722
juggle = 0
[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
[State 0, PosAdd]
type = PosAdd
trigger1 = time=0
x = -152
[State 0, VelSet]
type = VelSet
trigger1 = time>= 0
x = 40
[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 10
[Statedef 37122]
type = S
physics = N
movetype = A
ctrl = 0
velset = 0,0
anim = 3722
juggle = 0
[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
[State 0, PosAdd]
type = PosAdd
trigger1 = time=0
x = -162
[State 0, VelSet]
type = VelSet
trigger1 = time>= 0
x = 40
[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 10
;====================================================================
;====================================================================
[Statedef 3730]
type = S
physics = N
movetype = A
ctrl = 0
velset = 0,0
anim = 3730
juggle = 0
[State 0, landing explode]
type = Explod
trigger1 = Time = 0
anim = 7305
ID= 3730
sprpriority = 0
postype = p1
pos = -20,-50
bindtime = 1
pausemovetime = -2
removetime = -2
ignorehitpause = 0
scale = 0.5,0.4
ownpal = 1
facing = -1
vfacing = -1
ontop = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 2,3
[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 4
ampl = 16
time = 6
[State 0, HitAdd]
type = HitAdd
trigger1 =animelem=4||animelem=9
value = 1
[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 =animelem=4||animelem=9
value =-10
ID = -1
kill = 0
absolute = 1
[State 0, XXX]
type = Explod
trigger1 = animelem = 4
anim = 7030+(random%8)
sprpriority = 4
postype = p1
pos = -20,-70
bindtime = 1
pausemove = 1
removetime = -2
ignorehitpause = 0
scale = 1,1
ownpal = 1
pausemovetime = -2
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 3731
ctrl = 0
[State 0, PosSet]
type = Posset
trigger1 = var(31)= 1
trigger1 = time = 0
x = 60
[State 0, PosSet]
type = Posset
trigger1 = var(31)= 2
trigger1 = time = 0
x = -60
;---------------------------------------------------------------------
[Statedef 3731]
type = S
physics = N
movetype = A
ctrl = 0
velset = 0,0
anim = 3731
juggle = 0
[State 0, ModifyExplod]
type = Explod
trigger1 = Time = 0
anim = 7305
ID = 3731
postype = p1
sprpriority = 4
postype = p1
pos = 30,-40
bindtime = 1
pausemovetime = -2
removetime = -2
ignorehitpause = 0
scale = 0.5,0.4
ownpal = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 2,6
[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 2
freq = 100
ampl = 10
time = 6
[State 0, HitAdd]
type = HitAdd
trigger1 =animelem=2
value = 1
[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 =animelem=2
value =-10
ID = -1
kill = 0
absolute = 1
[State 0, XXX]
type = Explod
trigger1 = animelem = 2
anim = 7030+(random%8)
sprpriority = 4
postype = p1
pos = 30,-50
bindtime = 1
pausemove = 1
removetime = -2
ignorehitpause = 0
scale = 1,1
ownpal = 1
pausemovetime = -2
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 3732
ctrl = 0
[State 0, PosSet]
type = Posset
trigger1 = var(31)= 1
trigger1 = time = 0
x = -60
[State 0, PosSet]
type = Posset
trigger1 = var(31)= 2
trigger1 = time = 0
x = 60
;---------------------------------------------------------------------
[Statedef 3732]
type = S
physics = N
movetype = A
ctrl = 0
velset = 0,0
anim = 3732
juggle = 0
[State 0, landing explode]
type = Explod
trigger1 = Time = 0
anim = 7305
ID= 3732
sprpriority = 4
postype = p1
pos = -20,-50
bindtime = 1
pausemovetime = -2
removetime = -2
ignorehitpause = 0
scale = 0.5,0.4
ownpal = 1
facing = -1
vfacing = -1
ontop = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 2,3
[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 2
ampl = 10
time = 16
[State 0, HitAdd]
type = HitAdd
trigger1 =animelem=2
value = 1
[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 =animelem=2
value =-15
ID = -1
kill = 0
absolute = 1
[State 0, XXX]
type = Explod
trigger1 = animelem = 2
anim = 7030+(random%8)
sprpriority = 4
postype = p1
pos = -40,-90
bindtime = 1
pausemove = 1
removetime = -2
ignorehitpause = 0
scale = 1,1
ownpal = 1
pausemovetime = -2
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 3733
ctrl = 0
[State 0, PosSet]
type = Posset
trigger1 = var(31)= 1
trigger1 = time = 0
x = 60
[State 0, PosSet]
type = Posset
trigger1 = var(31)= 2
trigger1 = time = 0
x = -60
;---------------------------------------------------------------------
[Statedef 3733]
type = S
physics = N
movetype = A
ctrl = 0
velset = 0,0
anim = 3733
juggle = 0
[State 0, landing explode]
type = Explod
trigger1 = Time = 0
anim = 7305
ID= 3733
sprpriority = 4
postype = p1
pos = 40,-30
bindtime = 1
pausemovetime = -2
removetime = -2
ignorehitpause = 0
scale = 0.7,0.3
ownpal = 1
facing = 1
vfacing = 1
ontop = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 2,6
[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 2
ampl = 10
time = 6
[State 0, HitAdd]
type = HitAdd
trigger1 =animelem=2
value = 1
[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 =animelem=2
value =-15
ID = -1
kill = 0
absolute = 1
[State 0, XXX]
type = Explod
trigger1 = animelem = 2
anim = 7030+(random%8)
sprpriority = 4
postype = p1
pos = 40,-20
bindtime = 1
pausemove = 1
removetime = -2
ignorehitpause = 0
scale = 1,1
ownpal = 1
pausemovetime = -2
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 3734
ctrl = 0
[State 0, PosSet]
type = Posset
trigger1 = var(31)= 1
trigger1 = time = 0
x = -60
[State 0, PosSet]
type = Posset
trigger1 = var(31)= 2
trigger1 = time = 0
x = 60
;---------------------------------------------------------------------
[Statedef 3734]
type = S
physics = N
movetype = A
ctrl = 0
velset = 0,0
anim = 3734
juggle = 0
[State 0, landing explode]
type = Explod
trigger1 = animtime = 0
anim = 3760
sprpriority = 4
postype = p1
pos = 0,0
bindtime = 1
pausemovetime = -2
removetime = 6
ignorehitpause = 0
scale = 1,1
ownpal = 1
facing = -1
vfacing = 1
ontop = 1
vel = 40,0
[State 0, landing explode]
type = Explod
trigger1 = Time = 0
anim = 7305
ID= 3734
sprpriority = 4
postype = p1
pos = -40,-80
bindtime = 1
pausemovetime = -2
removetime = -2
ignorehitpause = 0
scale = 0.6,0.4
ownpal = 1
facing = -1
vfacing = 1
ontop = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 2,3
[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 3
ampl = 14
time = 18
[State 0, HitAdd]
type = HitAdd
trigger1 =animelem=3
value = 1
[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 =animelem=3
value =-20
ID = -1
kill = 0
absolute = 1
[State 0, XXX]
type = Explod
trigger1 = animelem = 3
anim = 7030+(random%8)
sprpriority = 4
postype = p1
pos = -60,-40
bindtime = 1
pausemove = 1
removetime = -2
ignorehitpause = 0
scale = 1,1
ownpal = 1
pausemovetime = -2
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 37344
ctrl = 0
[State 0, PosSet]
type = Posset
trigger1 = var(31)= 1
trigger1 = time = 0
x = 60
[State 0, PosSet]
type = Posset
trigger1 = var(31)= 2
trigger1 = time = 0
x = -60
;---------------------------------------------------------------------
[Statedef 37344]
type = S
physics = N
movetype = A
ctrl = 0
velset = 0,0
anim = 3723
juggle = 0
[State 6034, HyperBG]
type=helper
trigger1 = time=0
helpertype=normal
stateno=6031
ID=6034
name="HyperBG"
postype=Back
supermovetime=99999
pausemovetime=99999
ownpal=1
ignorehitpause=1
size.xscale=.6
size.yscale=.6
[State 0, VelSet]
type = VelSet
trigger1 = time>= 0
x = -10
[State 0, ChangeState]
type = ChangeState
trigger1 = time = 10
value = 37345
ctrl = 0
[Statedef 37345]
type = S
physics = N
movetype = A
ctrl = 0
velset = 0,0
anim = 3723
juggle = 0
[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 5
[State 0, PosAdd]
type = PosAdd
trigger1 = time=0
x = 120
[State 0, VelSet]
type = VelSet
trigger1 = time>= 0
x = -30
y = 0
[State 0, ChangeState]
type = ChangeState
trigger1 = time = 15
value = 3735
ctrl = 0
;====================================================================
;====================================================================
[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "3790"
ID = 3790
stateno = 3790
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "3791"
ID = 3791
stateno = 3791
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "3792"
ID = 3792
stateno = 3792
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
;====================================================================
;====================================================================
;====================================================================
;====================================================================
[Statedef 3790]
type = S
physics = N
movetype = A
ctrl = 0
velset = 0,0
anim = 3723
juggle = 0
[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
[State 0, PosAdd]
type = PosAdd
trigger1 = time=0
x = 5
[State 0, VelSet]
type = VelSet
trigger1 = time>= 0
x = -30
[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 15
[Statedef 3791]
type = S
physics = N
movetype = A
ctrl = 0
velset = 0,0
anim = 3723
juggle = 0
[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
[State 0, PosAdd]
type = PosAdd
trigger1 = time=0
x = 10
[State 0, VelSet]
type = VelSet
trigger1 = time>= 0
x = -30
[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 15
[Statedef 3792]
type = S
physics = N
movetype = A
ctrl = 0
velset = 0,0
anim = 3723
juggle = 0
[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
[State 0, PosAdd]
type = PosAdd
trigger1 = time=0
x = 15
[State 0, VelSet]
type = VelSet
trigger1 = time>= 0
x = -30
[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 15
;====================================================================
;====================================================================
;------------------------------------------------------------------------
[Statedef 3735]
type = S
physics = N
movetype = A
ctrl = 0
velset = 0,0
anim = 3735
juggle = 0
[State 0, landing explode]
type = Explod
trigger1 = Time = 0
anim = 7305
ID= 3735
sprpriority = 4
postype = p1
pos = 30,-50
bindtime = 1
pausemovetime = -2
removetime = -2
ignorehitpause = 0
scale = 0.6,0.4
ownpal = 1
facing = 1
vfacing = 1
ontop = 1
trans=sub
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 11
value = 2,2+random%2
[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 3
trigger2 = animelem = 11
ampl = 10
time = 16
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 9996
ID = 9996
pos = 0,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime =30
supermovetime = 9999
pausemovetime = 9999
scale = 1.2,1.2
sprpriority = -990
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 1
;persistent =
[State 0, HitAdd]
type = HitAdd
trigger1 =animelem=3||animelem=11
value = 1
[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 =animelem=3||animelem=11
value =-30
ID = -1
kill = 0
absolute = 1
[State 0, XXX]
type = Explod
trigger1 = animelem = 3
anim = 7030+(random%8)
sprpriority = 4
postype = p1
pos = 70,-90
bindtime = 1
pausemove = 1
removetime = -2
ignorehitpause = 0
scale = 1,1
ownpal = 1
pausemovetime = -2
ontop = 1
[State 0, XXX]
type = Explod
trigger1 = animelem = 11
anim = 7030+(random%8)
sprpriority = 4
postype = p1
pos = 90,-100
bindtime = 1
pausemove = 1
removetime = -2
ignorehitpause = 0
scale = 1,1
ownpal = 1
pausemovetime = -2
ontop = 1
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
[State 0, PosSet]
type = Posset
trigger1 = var(31)= 1
trigger1 = time = 0
x = -65
[State 0, PosSet]
type = Posset
trigger1 = var(31)= 2
trigger1 = time = 0
x = 65
[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 3737
ctrl = 0
;------------------------------------------------------------------------
[Statedef 3737]
type = S
physics = N
movetype = A
ctrl = 0
velset = 0,0
anim = 3737
juggle = 0
[State 0, landing explode]
type = Explod
trigger1 = Time = 0
anim = 7305
ID= 3735
sprpriority = 4
postype = p1
pos = -50,-50
bindtime = 1
pausemovetime = -2
removetime = -2
ignorehitpause = 0
scale = 0.6,0.3
ownpal = 1
facing = -1
vfacing = 1
ontop = 1
trans=sub
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 10
value = 2,1+random%3
[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 3
trigger2 = animelem = 10
ampl = 10
time = 14
[State 0, HitAdd]
type = HitAdd
trigger1 =animelem=3||animelem=10
value = 1
[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 =animelem=3||animelem=10
value =-30
ID = -1
kill = 0
absolute = 1
[State 0, XXX]
type = Explod
trigger1 = animelem = 3
anim = 7030+(random%8)
sprpriority = 4
postype = p1
pos = -80,-60
bindtime = 1
pausemove = 1
removetime = -2
ignorehitpause = 0
scale = 1,1
ownpal = 1
pausemovetime = -2
ontop = 1
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 9996
ID = 9996
pos = 0,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime =70
supermovetime = 9999
pausemovetime = 9999
scale = 1.2,1.2
sprpriority = -990
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 1
;persistent =
[State 0, XXX]
type = Explod
trigger1 = animelem = 10
anim = 7030+(random%8)
sprpriority = 4
postype = p1
pos = -70,-50
bindtime = 1
pausemove = 1
removetime = -2
ignorehitpause = 0
scale = 1,1
ownpal = 1
pausemovetime = -2
ontop = 1
[State 0, PosSet]
type = Posset
trigger1 = var(31)= 1
trigger1 = time = 0
x = 65
[State 0, PosSet]
type = Posset
trigger1 = var(31)= 2
trigger1 = time = 0
x = -65
[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 3739
ctrl = 0
;------------------------------------------------------------------------
[Statedef 3739]
type = S
physics = N
movetype = A
ctrl = 0
velset = 0,0
anim = 3739
juggle = 0
[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = time=0
time = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 30
value = 4,1
channel=2
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 30
value = 4,1
channel=3
[State 0, landing explode]
type = Explod
trigger1 = Time = 0
anim = 7305
ID= 3735
sprpriority = 4
postype = p1
pos = 30,-40
bindtime = 1
pausemovetime = -2
removetime = -2
ignorehitpause = 0
scale = 0.7,0.4
ownpal = 1
facing = 1
vfacing = 1
ontop = 1
trans=sub
[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
[State 0, PosSet]
type = Posset
trigger1 = var(31)= 1
trigger1 = time = 0
x = -65
[State 0, PosSet]
type = Posset
trigger1 = var(31)= 2
trigger1 = time = 0
x = 65
[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 3750
ctrl = 0
;------------------------------------------------------------------------
[Statedef 3750]
type = S
physics = N
movetype = A
ctrl = 0
velset = 0,0
anim = 9999
juggle = 0
[State 0, NotHitBy]
type = NotHitBy
trigger1= 1
value = SCA
ignorehitpause =1
[State 0, Explod]
type = Explod
trigger1 = time = 30
anim =6035
ID =6035
pos = 0,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime =140
supermovetime = 9999
pausemovetime = 9999
scale = 1.2,1.2
sprpriority = 9999
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 1
;persistent =
[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 9996
ID = 9996
pos = 0,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime =50
supermovetime = 9999
pausemovetime = 9999
scale = 1.2,1.2
sprpriority = -990
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 1
;persistent =
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time>=10
ID = 9996
trans = addalpha
alpha=256-((time)*10),256
[State 0, HitAdd]
type = HitAdd
trigger1 = time = 10
trigger2 = time = 40
trigger3 = time = 90
trigger4 = time = 100
trigger5 = time = 115
trigger6 = time = 125
trigger7 = time = 135
value = 1
[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = 10
trigger2 = time = 40
trigger3 = time = 90
trigger4 = time = 100
trigger5 = time = 115
trigger6 = time = 125
trigger7 = time = 135
value =-15
ID = -1
kill = 0
absolute = 1
[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = 60
trigger2 = time = 80
trigger3 = time = 105
trigger4 = time = 110
trigger5 = time = 120
trigger6 = time = 130
value =-15
ID = -1
kill = 0
absolute = 1
[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = 135
value =-50
ID = -1
kill = 1
absolute = 1
[State 0, HitAdd]
type = HitAdd
trigger1 = time = 60
trigger2 = time = 80
trigger3 = time = 105
trigger4 = time = 110
trigger5 = time = 120
trigger6 = time = 130
value = 1
[State 0, XXX]
type = Explod
trigger1 = time = 10
anim = 7030+(random%8)
sprpriority = 4
postype = p1
pos = 80,-80
bindtime = 1
removetime = -2
ignorehitpause = 0
scale = 1,1
ownpal = 1
ontop =1
[State 0, XXX]
type = Explod
trigger1 = time = 40
anim = 7030+(random%8)
sprpriority = 4
postype = p1
pos = 20,-30
bindtime = 1
removetime = -2
ignorehitpause = 0
scale = 1,1
ownpal = 1
ontop =1
[State 0, XXX]
type = Explod
trigger1 = time = 60
anim = 7030+(random%8)
sprpriority = 4
postype = p1
pos = 120,-120
bindtime = 1
removetime = -2
ignorehitpause = 0
scale = 1,1
ownpal = 1
ontop =1
[State 0, XXX]
type = Explod
trigger1 = time = 80
anim = 7030+(random%8)
sprpriority = 4
postype = p1
pos = 120,-120
bindtime = 1
removetime = -2
ignorehitpause = 0
scale = 1,1
ownpal = 1
ontop =1
[State 0, XXX]
type = Explod
trigger1 = time = 90
anim = 7030+(random%8)
sprpriority = 4
postype = p1
pos = 70,-60
bindtime = 1
removetime = -2
ignorehitpause = 0
scale = 1,1
ownpal = 1
ontop =1
[State 0, XXX]
type = Explod
trigger1 = time = 100
anim = 7030+(random%8)
sprpriority = 4
postype = p1
pos = 10,-80
bindtime = 1
removetime = -2
ignorehitpause = 0
scale = 1,1
ownpal = 1
ontop =1
[State 0, XXX]
type = Explod
trigger1 = time = 105
anim = 7030+(random%8)
sprpriority = 4
postype = p1
pos = 120,-40
bindtime = 1
removetime = -2
ignorehitpause = 0
scale = 1,1
ownpal = 1
ontop =1
[State 0, XXX]
type = Explod
trigger1 = time = 110
anim = 7030+(random%8)
sprpriority = 4
postype = p1
pos = 60,-10
bindtime = 1
removetime = -2
ignorehitpause = 0
scale = 1,1
ownpal = 1
ontop =1
[State 0, XXX]
type = Explod
trigger1 = time = 115
anim = 7030+(random%8)
sprpriority = 4
postype = p1
pos = 180,-90
bindtime = 1
removetime = -2
ignorehitpause = 0
scale = 1,1
ownpal = 1
ontop =1
[State 0, XXX]
type = Explod
trigger1 = time = 120
anim = 7030+(random%8)
sprpriority = 4
postype = p1
pos = 20,-10
bindtime = 1
removetime = -2
ignorehitpause = 0
scale = 1,1
ownpal = 1
ontop =1
[State 0, XXX]
type = Explod
trigger1 = time = 125
anim = 7030+(random%8)
sprpriority = 4
postype = p1
pos = 40,-90
bindtime = 1
removetime = -2
ignorehitpause = 0
scale = 1,1
ownpal = 1
ontop =1
[State 0, XXX]
type = Explod
trigger1 = time = 130
anim = 7030+(random%8)
sprpriority = 4
postype = p1
pos = 140,-20
bindtime = 1
removetime = -2
ignorehitpause = 0
scale = 1,1
ownpal = 1
ontop =1
[State 0, XXX]
type = Explod
trigger1 = time = 135
anim = 7030+(random%8)
sprpriority = 4
postype = p1
pos = 120,-120
bindtime = 1
removetime = -2
ignorehitpause = 0
scale = 1,1
ownpal = 1
ontop =1
[State 0, XXX]
type = Explod
trigger1 = time = 140
anim = 7030+(random%8)
sprpriority = 4
postype = p1
pos = 60,-70
bindtime = 1
removetime = -2
ignorehitpause = 0
scale = 1,1
ownpal = 1
ontop =1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 10
trigger2 = time = 40
trigger3 = time = 90
trigger4 = time = 100
trigger5 = time = 115
trigger6 = time = 125
trigger7 = time = 135
value = 2,1+random%6
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 60
trigger2 = time = 80
trigger3 = time = 105
trigger4 = time = 110
trigger5 = time = 120
trigger6 = time = 130
value = 2,1+random%6
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 140
value = 2,10
[State 0, ChangeState]
type = ChangeState
trigger1 = time = 140
value = 3751
ctrl = 0
;------------------------------------------------------------------------
[Statedef 3751]
type = S
physics = N
movetype = A
ctrl = 0
velset = 0,0
anim = 3751
juggle = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 15
value = 4,3
channel=5
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 15
value = 3100,0
channel=6
[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;------------------------------------------------------------------------
;------------------------------------------------------------------------
[Statedef 3715]
type = A
physics = N
movetype = H
ctrl = 0
velset = 0,0
juggle = 0
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 3715
[State 0, PosSet]
type = PosSet
trigger1 =1
y = 0
ignorehitpause = 1
[State 0, VelSet]
type = VelSet
trigger1 = time>= 20
x = -10
y = 0
[State 0, ChangeState]
type = ChangeState
trigger1 = p2stateno = 3730
value = 3740
ctrl = 0
;------------------------------------------------------------------------
;------------------------------------------------------------------------
[Statedef 3740]
type = A
physics = N
movetype = H
ctrl = 0
velset = 0,0
juggle = 0
[State 0, VelSet]
type = VelSet
trigger1 = time>=0
x = -10
[State 0, VelSet]
type = VelSet
trigger1 = time>=4
x = 0
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 3740
[State 0, PosSet]
type = Posset
trigger1 = time = 0
x = 0
[State 0, ChangeState]
type = ChangeState
trigger1 = p2stateno = 3731
value = 3741
ctrl = 0
;------------------------------------------------------------------------
[Statedef 3741]
type = A
physics = N
movetype = H
ctrl = 0
velset = 0,0
juggle = 0
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 3741
[State 0, PosSet]
type = Posset
trigger1 = time = 0
x = 0
[State 0, ChangeState]
type = ChangeState
trigger1 = p2stateno = 3732
value = 3742
ctrl = 0
;------------------------------------------------------------------------
[Statedef 3742]
type = A
physics = N
movetype = H
ctrl = 0
velset = 0,0
juggle = 0
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 3742
[State 0, PosSet]
type = Posset
trigger1 = time = 0
x = 0
[State 0, ChangeState]
type = ChangeState
trigger1 = p2stateno = 3733
value = 3743
ctrl = 0
;------------------------------------------------------------------------
[Statedef 3743]
type = A
physics = N
movetype = H
ctrl = 0
velset = 0,0
juggle = 0
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 3743
[State 0, PosSet]
type = Posset
trigger1 = time = 0
x = 0
[State 0, ChangeState]
type = ChangeState
trigger1 = p2stateno = 3734
value = 3744
ctrl = 0
;------------------------------------------------------------------------
[Statedef 3744]
type = A
physics = N
movetype = H
ctrl = 0
velset = 0,0
juggle = 0
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 3744
[State 0, PosSet]
type = Posset
trigger1 = time = 0
x = 0
[State 0, ChangeState]
type = ChangeState
trigger1 = p2stateno = 37344
value = 37444
ctrl = 0
;------------------------------------------------------------------------
[Statedef 37444]
type = A
physics = N
movetype = H
ctrl = 0
velset = 0,0
juggle = 0
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 37444
[State 0, VelSet]
type = VelSet
trigger1 = time>=0
x = 10
y = 0
[State 0, ChangeState]
type = ChangeState
trigger1 = p2stateno = 3735
value = 3745
ctrl = 0
;------------------------------------------------------------------------
[Statedef 3745]
type = A
physics = N
movetype = H
ctrl = 0
velset = 0,0
juggle = 0
[State 0, VelSet]
type = VelSet
trigger1 = time>=0
x = 5
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = time>=4
x = 0
y = 0
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 3745
[State 0, PosSet]
type = Posset
trigger1 = time >= 0
x = 0
[State 0, ChangeState]
type = ChangeState
trigger1 = p2stateno = 3737
value = 3747
ctrl = 0
;------------------------------------------------------------------------
[Statedef 3747]
type = A
physics = N
movetype = H
ctrl = 0
velset = 0,0
juggle = 0
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 3747
[State 0, PosSet]
type = Posset
trigger1 = time = 0
x = 0
[State 0, ChangeState]
type = ChangeState
trigger1 = p2stateno = 3739
value = 3749
ctrl = 0
;------------------------------------------------------------------------
[Statedef 3749]
type = A
physics = N
movetype = H
ctrl = 0
velset = 0,0
juggle = 0
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 37499
[State 0, PosSet]
type = Posset
trigger1 = time = 0
x = 0
[State 0, ChangeState]
type = ChangeState
trigger1 = p2stateno = 3750
value = 37499
ctrl = 0
;------------------------------------------------------------------------
[Statedef 37499]
type = A
physics = N
movetype = H
ctrl = 0
velset = 0,0
juggle = 0
[State 0, PalFX]
type = PalFX
trigger1 = time = 0
time = 140
add = 0,0,0
mul =0,0,0
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 0
[State 0, PosSet]
type = Posset
trigger1 = time = 0
x = 0
[State 0, NotHitBy]
type = NotHitBy
trigger1= 1
value = SCA
ignorehitpause =1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
[State 0, ChangeState]
type = ChangeState
trigger1 = p2stateno = 3751
value = 3755
ctrl = 0
;------------------------------------------------------------------------
[Statedef 3755]
type = A
physics = N
movetype = H
ctrl = 0
velset = 0,0
juggle = 0
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 2999
[State 0, AngleDraw]
type = AngleDraw
trigger1 = time>=0
value =45; (winmugen only)
[State 0, AngleDraw]
type = AngleDraw
trigger1 = time>=15
value =70; (winmugen only)
[State 0, AngleDraw]
type = AngleDraw
trigger1 = time>=30
value =110; (winmugen only)
[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
y = -60
[State 0, VelSet]
type = VelSet
trigger1 = time >= 0
x = -4
y = -10
[State 0, VelSet]
type = VelSet
trigger1 = time >= 3
y = -8
[State 0, VelSet]
type = VelSet
trigger1 = time >= 6
y = -6
[State 0, VelSet]
type = VelSet
trigger1 = time >= 9
y = -4
[State 0, VelSet]
type = VelSet
trigger1 = time >= 12
y = -2
[State 0, VelSet]
type = VelSet
trigger1 = time >= 15
y = -1
[State 0, VelSet]
type = VelSet
trigger1 = time >= 18
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = time >= 21
y = 2
[State 0, VelSet]
type = VelSet
trigger1 = time >= 24
y = 4
[State 0, VelSet]
type = VelSet
trigger1 = time >= 27
y = 6
[State 0, VelSet]
type = VelSet
trigger1 = time >= 30
y = 8
[State 0, VelSet]
type = VelSet
trigger1 = time >= 33
y = 10
[State 0, SelfState]
type = SelfState
trigger1 = Pos Y >= 0 && vel Y > 0 && time >= 10
value = 5100