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