;++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
;++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
; |||||||||||||||||||||||||||||||||||| ;
; || || ;
; || THUNDER STRIKE || ;
; || || ;
; |||||||||||||||||||||||||||||||||||| ;
;++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
;++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
[Statedef 1005]
type = S
movetype= A
physics = S
juggle = 4
poweradd= 110
velset = 0,0
anim = 1100
ctrl = 0
sprpriority = 2
[State 0, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 6969
id = 6969
;sprpriority = 1
pos = 0,0
postype = p1
bindtime = 1
supermovetime = -1
ownpal = 1
ontop = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S1100,0+random%2
volume = 200
channel = 3
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = pos y < 0
statetype = A
movetype = A
physics = A
[State 0, VelSet]
type = VelSet
trigger1 = time > 13
x = 12
[State 0, VelSet]
type = VelSet
trigger1 = 1
y = 0
[State 1100, 2]
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype = Med
damage = 42,4
priority = 5
guardflag = MA
pausetime = 0,0 ; 4,8
sparkno = S10100
guard.sparkno = S7000
sparkxy = 0, -70
hitsound = s221,0 ; 5,2
guardsound = s6,0 ;6,0
ground.type = Trip
ground.slidetime = 15
ground.hittime = 4+18
ground.velocity = 3, -6.5
guard.velocity = -3
air.velocity = 3, -6.5
airguard.velocity = -4,-4.5
p2stateno = 1103
p2facing = 1
fall = 1
fall.recover = 0
kill = !var(58) || 1*p2stateno = 003 ;
[State 1100, 5]
type = ChangeState
trigger1 = movehit
value = 1101
ctrl = 0
[State 1100, 5]
type = ChangeState
trigger1 = moveguarded || frontedgebodydist <= 40
value = 1102
ctrl = 0
[Statedef 1101]
type = S
movetype= A
physics = S
juggle = 4
poweradd= 1
velset = 0,0
anim = 1101
ctrl = 0
sprpriority = 2
[State 0, TargetBind]
type = TargetBind
trigger1 = 1
time = -1
pos = 80,-70
[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 12
[State 1100, 5]
type = ChangeState
trigger1 = frontedgebodydist <= 50 || p2stateno = 4532
value = 1102
ctrl = 0
[Statedef 1102]
type = A
movetype= H
physics = A
juggle = 4
poweradd= 0
velset = 0,0
anim = 41000
ctrl = 0
sprpriority = 2
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = ifelse((enemy,stateno = 4532),4500,400),0
volume = 120
[State 0, AngleDraw]
type = null;AngleDraw
trigger1 = pos y < 0 && vel y < 0
value = 23*time
[State 0, VelSet]
type = VelSet
trigger1 = 1
x = -5
y = -5+time*.45
[State 1100, 5]
type = ChangeState
trigger1 = pos y >= 0 && vel y > 0
value = 50
ctrl = 0
[Statedef 1103]
type = S
movetype= A
physics = S
juggle = 4
poweradd= 0
velset = 0,0
ctrl = 0
facep2 = 1
sprpriority = 2
[State 0, VelSet]
type = VelSet
trigger1 = 1
x = -12
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 4531
[State 0, ChangeState]
type = ChangeState
trigger1 = backedgedist <= 1
value = 4532
ctrl = 0
[Statedef 1200]
type = S
movetype= A
physics = S
juggle = 4
poweradd= -500
ctrl = 0
anim = 1600
sprpriority = 2
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S21,0
volume = 100
[State 0, ChangeAnim]
type = ChangeState
trigger1 = animtime = 0
value = 1201
[Statedef 1201]
type = S
movetype= A
physics = S
juggle = 4
poweradd= 0
ctrl = 0
anim = 1601
sprpriority = 2
[State 0, PosSet]
type = PosAdd
trigger1 = time = 0
x = p2bodydist x
[State 0, Turn]
type = Turn
trigger1 = time = 0 && p2dist x < -5
[State 0, VelSet]
type = ChangeState
trigger1 = animtime = 0
value = 1202
ctrl = 0
[Statedef 1202]
type = S
movetype= A
physics = S
juggle = 4
poweradd= 0
ctrl = 0
anim = 1600
sprpriority = 2
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S21,0
volume = 100
[State 1201, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = MF
getpower = 0
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p2stateno = 1310
fall = 1
kill = !var(58) || 1*p2stateno = 003 ;
[State 0, ChangeAnim]
type = ChangeState
trigger1 = animtime = 0
value = 1203
[Statedef 1203]
type = S
movetype= A
physics = S
juggle = 4
poweradd= 0
ctrl = 0
anim = 1601
sprpriority = 2
[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
x = -175
[State 0, ChangeAnim]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
[Statedef 1310]
type = S
movetype= H
physics = S
juggle = 4
poweradd= 100
velset = 0,0
ctrl = 0
sprpriority = 2
[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 = time = 0
value = 0
[State 0, AngleDraw]
type = AngleDraw
trigger1 = time = [0,2]
trigger2 = time = [18,20]
scale = 1,.95
[State 0, AngleDraw]
type = AngleDraw
trigger1 = time = [3,5]
trigger2 = time = [15,17]
scale = 1,.75
[State 0, AngleDraw]
type = AngleDraw
trigger1 = time = [6,8]
trigger2 = time = [12,14]
scale = 1,.55
[State 0, AngleDraw]
type = AngleDraw
trigger1 = time = [9,11]
scale = 1,.5
[State 0, Turn]
type = Turn
trigger1 = time = 12
[State 0, PalFX]
type = PalFX
trigger1 = time > 3
time = 1
add = 256,256,256
mul = 256,256,256
invertall = 0
color = 256
[State 0, PosAdd]
type = PosAdd
trigger1 = time = 13
x = -175
[State 0, SelfState]
type = ChangeState
trigger1 = time = 22
value = 1311
ctrl = 0
[Statedef 1311]
type = S
movetype= H
physics = S
juggle = 4
poweradd= 0
ctrl = 0
sprpriority = 2
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 0
[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0
[State 0, Turn]
type = Turn
trigger1 = time = 16
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 16
value = 5
[State 0, ChangeState]
type = SelfState
trigger1 = anim = 5 && animtime = 0
value = 0
ctrl = 1
[Statedef 1320]
type = S
movetype= I
physics = S
juggle = 4
poweradd= 0
ctrl = 0
sprpriority = 2
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 1310
[State 0, AngleDraw]
type = AngleDraw
trigger1 = time = [0,2]
trigger2 = time = [18,20]
scale = 1.1,1.05
[State 0, AngleDraw]
type = AngleDraw
trigger1 = time = [3,5]
trigger2 = time = [15,17]
scale = 1.1,.85
[State 0, AngleDraw]
type = AngleDraw
trigger1 = time = [6,8]
trigger2 = time = [12,14]
scale = 1.1,.65
[State 0, AngleDraw]
type = AngleDraw
trigger1 = time = [9,11]
scale = 1.1,.6
[State 0, PalFX]
type = PalFX
trigger1 = time = 0
time = 22
add = 0,140,256
mul = 256,256,256
invertall = 0
[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = -1
[State 0, SelfState]
type = DestroySelf
trigger1 = time = 22
[Statedef 4532]
type = S
movetype= A
physics = S
juggle = 4
poweradd = 0
velset = 0,0
ctrl = 0
sprpriority = 2
[State 0, PosAdd]
type = PosAdd
trigger1 = 1
x = -backedgedist
[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = -90
[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 2
value = -110
kill = 1
[State 0, PosAdd]
type = PosAdd
trigger1 = life = 0
y = const(size.height)/2
[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = .07
[State 0, ChangeState]
type = StateTypeSet
trigger1 = pos y >= -30
statetype = A
[State 0, SelfState]
type = ChangeState
trigger1 = time = 4
value = 6035
[Statedef 6035]
type = S
movetype= A
physics = S
juggle = 4
poweradd = 0
ctrl = 0
sprpriority = 2
[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 0
[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = .45
[State 0, SelfState]
type = SelfState
trigger1 = pos y >= 0
value = 5100
[Statedef 4532]
type = S
movetype= A
physics = S
juggle = 4
poweradd = 0
velset = 0,0
ctrl = 0
sprpriority = 2
[Statedef 4540]
type = A
movetype= A
physics = S
juggle = 4
poweradd = 0
velset = -.1,-5
anim = 41000
ctrl = 0
sprpriority = 2
[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 25
freq = 20
ampl = 15
[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 20
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S4500,0
volume = 130
[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = .45
[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 30*time
[State 0, ChangeState]
type = ChangeState
trigger1 = pos y >= 0
value = 4550
ctrl = 0
[Statedef 4531]
type = S
movetype= H
physics = S
juggle = 4
poweradd = 0
velset = 0,0
ctrl = 0
sprpriority = 2
[State 0, VelSet]
type = VelSet
trigger1 = 1
x = -17
y = .03
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 4531
[State 0, ChangeAnim2]
type = PlaySnd
trigger1 = time = 0
value = s5000,0+random%10
[State 0, ChangeState]
type = ChangeState
trigger1 = backedgedist <= 1
value = 4532
ctrl = 0
[Statedef 4500]
type = S
movetype= A
physics = S
juggle = 4
poweradd = -1000
velset = 0,0
anim = 4500
ctrl = 0
sprpriority = 2
[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = Medium
damage = 21
guardflag = MA
getpower = 0
pausetime = 0,0 ; 0,6
sparkno = s6000 ; 1
guard.sparkno = s160
sparkxy = -10,-70
hitsound = s221,0 ; 5,2
guardsound = s6,0 ;6,0
envshake.time=10
envshake.freq=20
envshake.ampl=6
ground.type = High
ground.slidetime = 12
ground.hittime = 4+13
p1stateno = 4510
p2stateno = 9031
p2facing = 1
fall = 1
kill = !var(58) || 1*p2stateno = 003 ;
[State 1000, 7]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1