;--------------------------------------------------------------------------------------------- ;Hyper1 - Emit large tomato sauce [Statedef 3000] type = S movetype= A physics = N juggle = 1 velset = 0,0 poweradd = 0 anim = 3000 ctrl = 0 sprpriority = 1 [State 3000, Super] type = Helper trigger1 = Time = 0 trigger1 = PrevStateNo = [1000,2999] persistent = 0 id = 30005 name = "Super Cancel Helper" pos = 0,-48 postype = P1 stateno = 40005 helpertype = normal supermove = 1 keyctrl = 0 ownpal = 1 ignorehitpause = 1 supermovetime = 99999 pausemovetime = 99999 [State 5300, PosAdd] type = posadd trigger1 = pos y < 0 y = 1 [State 5300, PosSet] type = posset trigger1 = pos y > 0 y = 0 [State 320, Anim] type = ChangeAnim trigger1 = Anim != 3000 trigger1 = StateType != A value = 3000 elem = AnimElemNo(0) [State 320, Anim] type = ChangeAnim trigger1 = Anim != 3001 trigger1 = StateType = A value = 3001 elem = AnimElemNo(0) [State 0, StateTypeSet] type = StateTypeSet trigger1 = Pos Y <0 statetype = A [State 610, Explod] type = explod trigger1 = Time = [0,13] anim = 1080 postype = back sprpriority = -3 supermovetime = 1 removetime = 1 supermove = 1 scale = (3 - (time * 0.15))*(0.5), (3 - (time * 0.15))*(0.5) ;Scaled ;for double res pos = 0,60-time * 5 ownpal = 1 [state 610, Explod] type = Explod trigger1 = AnimElem = 4 ;shown in the other Xplod anim = 1080 ;Same anim as the other postype = back vel = 0, 0 ;Vel for portrait after showing it sprpriority = -3 supermovetime = 40 supermove = 1 removetime = 34 pos = 0,0 scale = 0.5, 0.5 ownpal = 1 [State 3000, assertspecial] type = assertspecial trigger1 = time = [0,40] flag = noBG flag2 = noFG ignorehitpause = 1 [State 3000, SuperPause] type = SuperPause trigger1 = AnimElem = 4 Time = 60 pos = 9999,-9951 sound = S8889,0 poweradd = -1000 ;movetime = 40 [State 3000, HyperBg] type = Explod trigger1 = !time anim = 750 pos = 160,-5 id = 750 sprpriority = -4 supermovetime = -1 postype = back bindtime = -1 removetime = -1 removeongethit = 1 facing = 1 shadow = 68,68,68 ownpal = 1 ignorehitpause = 1 [State 3000, HyperBg] type = Explod trigger1 = !time anim = 750 pos = 160,-5 id = 750 sprpriority = -4 supermovetime = -1 postype = back bindtime = -1 removetime = -1 removeongethit = 1 facing = -1 shadow = 68,68,68 ownpal = 1 ignorehitpause = 1 [State 3000, Hyper Explode] type = Explod trigger1 = !time anim = 4532 postype = p1 pos = 19,-80 ownpal = 1 sprpriority = 5 supermovetime = 40 [State 3000, Hyper Circle] type = Explod trigger1 = !time anim = 4533 postype = p1 pos = 19,-80 ownpal = 1 sprpriority = 5 supermovetime = 40 [State 3000, som] type = PlaySnd trigger1 = AnimElem = 1 value = s1,3 channel = 0 [State 3100, Ground Flash] type = Explod triggerall = Pos Y = 0 trigger1 = AnimElem = 4 anim = 6666 ID = 8400 postype = P1 pos = -40,0 sprpriority = 3 ownpal = 1 supermovetime = 0 [State 0, Helper] type = Helper trigger1 = var(42) = 1 trigger1 = AnimElem = 5 helpertype = normal name = "Emit large tomato sauce" ID = 3006 stateno = 3006 pos = 0, 35 postype = p1 facing = 1 keyctrl = 0 ownpal = 1 sprpriority = 300 [State 0, Helper] type = Helper trigger1 = AnimElem = 5 helpertype = normal name = "Emit large tomato sauce" ID = 3005 stateno = 3005 pos = 0,0 postype = p1 facing = 1 keyctrl = 0 ownpal = 1 sprpriority = 300 [State 0, Helper] type = Helper trigger1 = var(42) = 1 trigger1 = AnimElem = 5 helpertype = normal name = "Emit large tomato sauce" ID = 3007 stateno = 3007 pos = 0,-35 bindtime = -1 postype = p1 facing = 1 keyctrl = 0 ownpal = 1 sprpriority = 300 [State 3100, spark] type = Explod trigger1 = AnimElem = 6 anim = 3006 ID = 3006 postype = P1 pos = 30, -48 sprpriority = 2 ownpal = 1 bindtime = -1 removetime = -1 removeongethit = 1 [State 1000, 1.2] type = PlaySnd trigger1 = AnimElem = 5 value = s5,0 [State 0, RemoveExplod] type = RemoveExplod trigger1 = AnimElem = 20 id = 1006 [State 0, RemoveExplod] type = RemoveExplod trigger1 = AnimElem = 20 id = 3006 [State 1000, Fim] type = ChangeState trigger1 = !AnimTime value = ifelse (pos Y <0,50,0) ctrl = 1 ;--------------------------------------------------------------------------- ;Emit large tomato sauce [Statedef 3005] type = S movetype= A physics = N poweradd= 15 anim = 3005 ctrl = 0 [State 0, BindToParent] type = BindToParent trigger1 = 1 pos = 0,0 ignorehitpause = 1 [State 170, 1] type = notHitBy trigger1 = 1 value = SCA,AT ;[State 5300, PosAdd] ;type = PosAdd ;trigger1 = pos y < 0 ;y = 1 ;[State 5300, PosSet] ;type = PosSet ;trigger1 = pos y > 0 ;y = 0 [State 0, SprPriority] type = SprPriority trigger1 = 1 value = 2000 ignorehitpause = 1 persistent = 1 [State 1000, 1.2] type = PlaySnd trigger1 = !time; && random < 500 value = s1210,1+random%2 channel = 1 [State 1005, 5.2] type = HitOverride trigger1 = (!Time) slot = 0 time = -1 attr = SCA, AA, AT, AP, NA, NP, HP, NT, HT stateno = 3005 [State 1205, 1] type = HitDef trigger1 = !time trigger2 = time%6 = 0 attr = S, HP animtype = Heavy damage = 29, 5 getpower = 28,8 givepower = 28,10 hitflag = MAFD priority = 4, Hit guardflag = M pausetime = 2,4 sparkno = s8220 sparkxy = 0,-50 hitsound = S2,1 guardsound = s8500,0 guard.sparkno = s6767 ground.type = Low ground.slidetime = 20 ground.hittime = 30 ground.velocity = -9,-1 air.animtype = Back air.velocity = -5,-3 air.juggle = 10 air.fall = 1 down.velocity = -5,3 down.hittime = 20 fall = 1 fall.recover = 0 envshake.time = 15 envshake.ampl = 7 fall.envshake.time = 15 fall.envshake.ampl = -7 palfx.time = 40 palfx.add = 0,-200,-200 palfx.mul = 240,50,0 palfx.sinadd = -240,50,0 palfx.color = 0; ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 down.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 airguard.cornerpush.veloff = 0 [State 0, DestroySelf] type = DestroySelf trigger1 = Time = 42 trigger2 = root,MoveType = H trigger3 = root,Stateno != 3000 ignorehitpause = 1 ;--------------------------------------------------------------------------- ;Emit large tomato sauce [Statedef 3006] type = S movetype= A physics = N poweradd= 15 anim = 3005 ctrl = 0 [State 0, BindToParent] type = BindToParent trigger1 = 1 pos = 0,35 ignorehitpause = 1 [State 170, 1] type = notHitBy trigger1 = 1 value = SCA,AT ;[State 5300, PosAdd] ;type = PosAdd ;trigger1 = pos y < 0 ;y = 1 ;[State 5300, PosSet] ;type = PosSet ;trigger1 = pos y > 0 ;y = 0 [State 0, SprPriority] type = SprPriority trigger1 = 1 value = 2000 ignorehitpause = 1 persistent = 1 [State 1000, 1.2] type = PlaySnd trigger1 = !time; && random < 500 value = s1210,1+random%2 channel = 1 [State 1005, 5.2] type = HitOverride trigger1 = (!Time) slot = 0 time = -1 attr = SCA, AA, AT, AP, NA, NP, HP, NT, HT stateno = 3006 [State 1205, 1] type = HitDef trigger1 = !time trigger2 = time%6 = 0 attr = S, HP animtype = Heavy damage = 29, 5 getpower = 28,8 givepower = 28,10 hitflag = MAFD priority = 4, Hit guardflag = M pausetime = 2,4 sparkno = s8220 sparkxy = 0,-50 hitsound = S2,1 guardsound = s8500,0 guard.sparkno = s6767 ground.type = Low ground.slidetime = 20 ground.hittime = 30 ground.velocity = -9,-1 air.animtype = Back air.velocity = -5,-3 air.juggle = 10 air.fall = 1 down.velocity = -5,3 down.hittime = 20 fall = 1 fall.recover = 0 envshake.time = 15 envshake.ampl = 7 fall.envshake.time = 15 fall.envshake.ampl = -7 palfx.time = 40 palfx.add = 0,-200,-200 palfx.mul = 240,50,0 palfx.sinadd = -240,50,0 palfx.color = 0; ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 down.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 airguard.cornerpush.veloff = 0 [State 0, DestroySelf] type = DestroySelf trigger1 = Time = 42 trigger2 = root,MoveType = H trigger3 = root,Stateno != 3000 ignorehitpause = 1 ;--------------------------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;Emit large tomato sauce [Statedef 3007] type = S movetype= A physics = N poweradd= 15 anim = 3005 ctrl = 0 [State 0, BindToParent] type = BindToParent trigger1 = 1 pos = 0,-35 ignorehitpause = 1 [State 170, 1] type = notHitBy trigger1 = 1 value = SCA,AT ;[State 5300, PosAdd] ;type = PosAdd ;trigger1 = pos y < 0 ;y = 1 ;[State 5300, PosSet] ;type = PosSet ;trigger1 = pos y > 0 ;y = 0 [State 0, SprPriority] type = SprPriority trigger1 = 1 value = 2000 ignorehitpause = 1 persistent = 1 [State 1000, 1.2] type = PlaySnd trigger1 = !time; && random < 500 value = s1210,1+random%2 channel = 1 [State 1005, 5.2] type = HitOverride trigger1 = (!Time) slot = 0 time = -1 attr = SCA, AA, AT, AP, NA, NP, HP, NT, HT stateno = 3007 [State 1205, 1] type = HitDef trigger1 = !time trigger2 = time%6 = 0 attr = S, HP animtype = Heavy damage = 29, 5 getpower = 28,8 givepower = 28,10 hitflag = MAFD priority = 4, Hit guardflag = M pausetime = 2,4 sparkno = s8220 sparkxy = 0,-50 hitsound = S2,1 guardsound = s8500,0 guard.sparkno = s6767 ground.type = Low ground.slidetime = 20 ground.hittime = 30 ground.velocity = -9,-1 air.animtype = Back air.velocity = -5,-3 air.juggle = 10 air.fall = 1 down.velocity = -5,3 down.hittime = 20 fall = 1 fall.recover = 0 envshake.time = 15 envshake.ampl = 7 fall.envshake.time = 15 fall.envshake.ampl = -7 palfx.time = 40 palfx.add = 0,-200,-200 palfx.mul = 240,50,0 palfx.sinadd = -240,50,0 palfx.color = 0; ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 down.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 airguard.cornerpush.veloff = 0 [State 0, DestroySelf] type = DestroySelf trigger1 = Time = 42 trigger2 = root,MoveType = H trigger3 = root,Stateno != 3000 ignorehitpause = 1 ;--------------------------------------------------------------------------------------------- ;Hyper2 - Elastic big sponge [Statedef 3100] type = S movetype= A physics = N juggle = 1 velset = 0,0 poweradd = 0 anim = 3100 ctrl = 0 sprpriority = 1 [State 0, Explod] type = Explod trigger1 = animelem = 18 anim = 7510 ID = 7510 pos = 0,0 postype = p1 ;p2,front,back,left,right [State 0, Velset] type = Velset trigger1 = animelem = 15 y = -10 [State 0, Velset] type = Velset trigger1 = animelem = 16 y = 5 [State 5300, PosSet] type = PosSet trigger1 = pos y > 0 y = 0 [State 521, 1] type = HitDef trigger1 = AnimElem = 14 trigger2 = AnimElem = 15 attr = S, HP damage = 50,10 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 2,1 sparkno = s8210 sparkxy = -10, -10 hitsound = S8000,2 guardsound = s8500,0 ground.type = High guard.sparkno = S6767 ground.slidetime = 5 ground.hittime = 14 ground.velocity = -1.4,-5 airguard.velocity = -1.9,-.10 air.type = High air.velocity = -1.4,-5 air.hittime = 12 down.velocity = -5,0 down.hittime = 20 palfx.time = 5 palfx.add = 256,256,256 palfx.mul = 256,256,256 palfx.sinadd = -256,256,256,1 palfx.color = 0; [State 521, 1] type = HitDef trigger1 = AnimElem = 16 attr = S, SA damage = 50,10 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 2,1 sparkno = s8210 sparkxy = -10, -10 hitsound = S8000,2 guardsound = s8500,0 ground.type = High guard.sparkno = S6767 ground.slidetime = 5 ground.hittime = 14 ground.velocity = 0,-3 airguard.velocity = 0,-.8 air.type = High air.velocity = 0,-3 air.hittime = 12 palfx.time = 5 palfx.add = 256,256,256 palfx.mul = 256,256,256 palfx.sinadd = -256,256,256,1 palfx.color = 0; [State 521, 1] type = HitDef trigger1 = AnimElem = 18 attr = S, HP damage = 200,90 animtype = Light guardflag = MA hitflag = MAFD priority = 3, Hit pausetime = 2,1 sparkno = s8210 sparkxy = -10, -10 hitsound = S8000,2 guardsound = s8500,0 ground.type = High guard.sparkno = S6767 ground.slidetime = 5 ground.hittime = 14 ground.velocity = -10,10 airguard.velocity = -10,-.8 air.type = High air.velocity = -1.4,10 air.hittime = 12 down.velocity = -10,0 down.hittime = 20 fall = 1 palfx.time = 5 palfx.add = 256,256,256 palfx.mul = 256,256,256 palfx.sinadd = -256,256,256,1 palfx.color = 0; [State 0, StateTypeSet] type = StateTypeSet trigger1 = Pos Y <0 statetype = A [State 610, Explod] type = explod trigger1 = Time = [0,7] anim = 1080 postype = back sprpriority = -3 supermovetime = 1 removetime = 1 supermove = 1 scale = (3 - (time * 0.15))*(0.5), (3 - (time * 0.15))*(0.5) ;Scaled ;for double res pos = 0,60-time * 5 ownpal = 1 [state 610, Explod] type = Explod trigger1 = AnimElem = 3 ;shown in the other Xplod anim = 1080 ;Same anim as the other postype = back vel = 0, 0 ;Vel for portrait after showing it sprpriority = -3 supermovetime = 40 supermove = 1 removetime = 34 pos = 0,0 scale = 0.5, 0.5 ownpal = 1 [State 3000, assertspecial] type = assertspecial trigger1 = time = [0,40] flag = noBG flag2 = noFG ignorehitpause = 1 [State 3000, SuperPause] type = SuperPause trigger1 = AnimElem = 4 Time = 60 pos = 9999,-9951 sound = S8889,0 poweradd = -1000 ;movetime = 40 [State 3000, HyperBg] type = Explod trigger1 = !time anim = 750 pos = 160,-5 id = 750 sprpriority = -4 supermovetime = -1 postype = back bindtime = -1 removetime = -1 removeongethit = 1 facing = 1 shadow = 68,68,68 ownpal = 1 ignorehitpause = 1 [State 3000, HyperBg] type = Explod trigger1 = !time anim = 750 pos = 160,-5 id = 750 sprpriority = -4 supermovetime = -1 postype = back bindtime = -1 removetime = -1 removeongethit = 1 facing = -1 shadow = 68,68,68 ownpal = 1 ignorehitpause = 1 [State 3000, Hyper Explode] type = Explod trigger1 = !time anim = 4532 postype = p1 pos = 19,-80 ownpal = 1 sprpriority = 5 supermovetime = 40 [State 3000, Hyper Circle] type = Explod trigger1 = !time anim = 4533 postype = p1 pos = 19,-80 ownpal = 1 sprpriority = 5 supermovetime = 40 [State 1200, Shake Screen] type = EnvShake trigger1 = AnimElem = 18 time = 10 ;Time to shake screen ampl = 9 ;Amount to shake freq = 180 ;A frequency of 180 shakes the screen rapidly [State 3000, som] type = PlaySnd trigger1 = AnimElem = 1 value = s1,6 [State 3000, som] type = PlaySnd trigger1 = AnimElem = 15 value = s54,17 [State 3100, Ground Flash] type = Explod triggerall = Pos Y = 0 trigger1 = AnimElem = 4 anim = 6666 ID = 8400 postype = P1 pos = -40,0 sprpriority = 3 ownpal = 1 supermovetime = 0 [State hadouken hit helper] type = Helper trigger1 = var(42) = 1 trigger1 = time = 57 helpertype = normal name = "Thunderbolt" postype = p1 pos = 60,floor(-Pos Y) stateno = 10440 ID = 10440 ownpal = 1 size.xscale = 1.0 size.yscale = 1.0 [State hadouken hit helper] type = Helper trigger1 = var(42) = 1 trigger1 = time = 57 helpertype = normal name = "Thunderbolt" postype = p1 pos = -60,floor(-Pos Y) stateno = 10441 ID = 10441 ownpal = 1 size.xscale = 1.0 size.yscale = 1.0 [State 1000, 1.2] type = PlaySnd trigger1 = AnimElem = 5 value = s2000,5 [State 1000, 1.2] type = PlaySnd trigger1 = AnimElem = 17 value = s8200,0 [State 1000, Fim] type = ChangeState trigger1 = !AnimTime value = ifelse (pos Y <0,50,0) ctrl = 1 ;--------------------------------------------------------------------------------------------- ;Hyper3 - goofy goober rock blasting [Statedef 3200] type = A movetype= A juggle = 1 velset = 0,0 poweradd = 0 anim = 3200 ctrl = 0 sprpriority = 1 [State 0, Helper] type = Helper trigger1 = var(42) = 1 trigger1 = time = 0 helpertype = normal name = "Illusion" ID = 3202 stateno = 3202 pos = 0, 35 postype = p1 facing = 1 keyctrl = 0 ownpal = 1 sprpriority = 300 [State 0, Helper] type = Helper trigger1 = var(42) = 1 trigger1 = time = 0 helpertype = normal name = "Illusion" ID = 3201 stateno = 3201 pos = 0, -35 postype = p1 facing = 1 keyctrl = 0 ownpal = 1 sprpriority = 300 [State 3000, Super] type = Helper trigger1 = Time = 0 trigger1 = PrevStateNo = [1000,2999] persistent = 0 id = 30005 name = "Super Cancel Helper" pos = 0,-48 postype = P1 stateno = 40005 helpertype = normal supermove = 1 keyctrl = 0 ownpal = 1 ignorehitpause = 1 supermovetime = 99999 pausemovetime = 99999 [State 5300, PosAdd] type = velset trigger1 = pos y < 0 y = 1 [State 5300, PosSet] type = velset trigger1 = pos y > 0 y = 0 [State 1000, AfterImage] type = AfterImage triggerall = var(42) != 1 trigger1 = animelem = 1 time = 79 length = 20 palcolor = 256 [State 1000, 1.2] type = PlaySnd trigger1 = AnimElem = 1 value = s3200,0 [State 610, Explod] type = explod trigger1 = Time = [0,13] anim = 1080 postype = back sprpriority = -3 supermovetime = 1 removetime = 1 supermove = 1 scale = (3 - (time * 0.15))*(0.5), (3 - (time * 0.15))*(0.5) ;Scaled ;for double res pos = 0,60-time * 5 ownpal = 1 [state 610, Explod] type = Explod trigger1 = AnimElem = 8 ;shown in the other Xplod anim = 1080 ;Same anim as the other postype = back vel = 0, 0 ;Vel for portrait after showing it sprpriority = -3 supermovetime = 40 supermove = 1 removetime = 34 pos = 0,0 scale = 0.5, 0.5 ownpal = 1 [State 3000, assertspecial] type = assertspecial trigger1 = time = [0,40] flag = noBG flag2 = noFG ignorehitpause = 1 [State 3000, SuperPause] type = SuperPause trigger1 = AnimElem = 8 Time = 60 pos = 9999,-9951 sound = S8889,0 poweradd = -2000 ;movetime = 40 [State 3000, HyperBg] type = Explod trigger1 = AnimElem = 3 anim = 750 pos = 160,-5 id = 750 sprpriority = -4 supermovetime = -1 postype = back bindtime = -1 removetime = -1 removeongethit = 1 facing = 1 shadow = 68,68,68 ownpal = 1 ignorehitpause = 1 [State 3000, HyperBg] type = Explod trigger1 = AnimElem = 3 anim = 750 pos = 160,-5 id = 750 sprpriority = -4 supermovetime = -1 postype = back bindtime = -1 removetime = -1 removeongethit = 1 facing = -1 shadow = 68,68,68 ownpal = 1 ignorehitpause = 1 [State 3000, Hyper Explode] type = Explod trigger1 = AnimElem = 3 anim = 4532 postype = p1 pos = 19,-80 ownpal = 1 sprpriority = 5 supermovetime = 40 [State 3000, Hyper Circle] type = Explod trigger1 = AnimElem = 3 anim = 4533 postype = p1 pos = 19,-80 ownpal = 1 sprpriority = 5 supermovetime = 40 [State 1000, 1.2] type = PlaySnd trigger1 = AnimElem = 4 value = s2000,3 [State 1000, 1.2] type = PlaySnd trigger1 = AnimElem = 13 value = s9999,4 [State 1000, 1.2] type = PlaySnd trigger1 = AnimElem = 14 value = s8200,0 [State 3007, 1] type = HitDef trigger1 = AnimElem = 13 trigger2 = AnimElem = 14 trigger3 = AnimElem = 15 trigger4 = AnimElem = 16 trigger5 = AnimElem = 17 trigger6 = AnimElem = 18 trigger7 = AnimElem = 19 trigger8 = AnimElem = 20 trigger9 = AnimElem = 21 trigger10 = AnimElem = 22 trigger11 = AnimElem = 23 trigger12 = AnimElem = 24 trigger13 = AnimElem = 25 trigger14 = AnimElem = 26 trigger15 = AnimElem = 27 trigger16 = AnimElem = 28 attr = S, HP animtype = Heavy damage = 30,9 hitflag = MAFD priority = 4, Hit guardflag = M pausetime = 4,4 sparkno = s8220 sparkxy = 0,0 hitsound = S2,1 guardsound = s8500,0 guard.sparkno = s6767 ground.type = Low ground.slidetime = 20 ground.hittime = 30 ground.velocity = -9,-1 air.animtype = Back air.velocity = -5,-1 air.juggle = 10 air.fall = 1 down.velocity = -5,-10 down.hittime = 20 fall = 1 fall.recover = 0 envshake.time = 15 envshake.ampl = 7 fall.envshake.time = 15 fall.envshake.ampl = -7 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 down.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 airguard.cornerpush.veloff = 0 [State 3100, Ground Flash] type = Explod trigger1 = AnimElem = 11 anim = 6666 ID = 8400 postype = P1 pos = -40,0 sprpriority = 3 ownpal = 1 supermovetime = 0 [State 3100, spark] type = Explod trigger1 = AnimElem = 12 anim = 3007 ID = 3007 postype = P1 pos = 1,-59 sprpriority = 1000 ownpal = 1 bindtime = -1 removetime = -1 removeongethit = 1 ontop = 1 supermovetime = 9999 [State 1000, 1.2] type = PlaySnd trigger1 = AnimElem = 12 value = s5,0 [State 0, RemoveExplod] type = RemoveExplod trigger1 = AnimElem = 20 id = 3007 [State 0, RemoveExplod] type = RemoveExplod trigger1 = AnimElem = 20 id = 1007 [State 1000, Fim] type = ChangeState trigger1 = !AnimTime value = ifelse (pos Y <0,50,0) ctrl = 1 ;--------------------------------------------------------------------------------------------- ;Hyper3 - goofy goober rock blasting [Statedef 3201] type = S movetype= A physics = N juggle = 1 velset = 0,0 poweradd = 0 anim = 3200 ctrl = 0 sprpriority = 1 [State 0, BindToParent] type = BindToParent trigger1 = 1 pos = 0,-35 ignorehitpause = 1 [State 170, 1] type = notHitBy trigger1 = 1 value = SCA,AT [State 4539] type = Trans trigger1 = 1 trans = addalpha alpha = 256, 256 ignorehitpause = 1 [State 1000, AfterImage] type = AfterImage trigger1 = animelem = 1 time = 79 length = 20 palcolor = 256 [State 3000, assertspecial] type = assertspecial trigger1 = time = [0,40] flag = noBG flag2 = noFG flag3 = noshadow ignorehitpause = 1 [State 1000, 1.2] type = PlaySnd trigger1 = AnimElem = 14 value = s8200,0 [State 3007, 1] type = HitDef trigger1 = AnimElem = 13 trigger2 = AnimElem = 14 trigger3 = AnimElem = 15 trigger4 = AnimElem = 16 trigger5 = AnimElem = 17 trigger6 = AnimElem = 18 trigger7 = AnimElem = 19 trigger8 = AnimElem = 20 trigger9 = AnimElem = 21 trigger10 = AnimElem = 22 trigger11 = AnimElem = 23 trigger12 = AnimElem = 24 trigger13 = AnimElem = 25 trigger14 = AnimElem = 26 trigger15 = AnimElem = 27 trigger16 = AnimElem = 28 attr = S, HP animtype = Heavy damage = 30,9 hitflag = MAFD priority = 4, Hit guardflag = M pausetime = 4,4 sparkno = s8220 sparkxy = 0,0 hitsound = S2,1 guardsound = s8500,0 guard.sparkno = s6767 ground.type = Low ground.slidetime = 20 ground.hittime = 30 ground.velocity = -9,-1 air.animtype = Back air.velocity = -5,-1 air.juggle = 10 air.fall = 1 down.velocity = -5,-10 down.hittime = 20 fall = 1 fall.recover = 0 envshake.time = 15 envshake.ampl = 7 fall.envshake.time = 15 fall.envshake.ampl = -7 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 down.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 airguard.cornerpush.veloff = 0 [State 3100, Ground Flash] type = Explod trigger1 = AnimElem = 11 anim = 6666 ID = 8400 postype = P1 pos = -40,0 sprpriority = 3 ownpal = 1 supermovetime = 0 [State 3100, spark] type = Explod trigger1 = AnimElem = 12 anim = 3007 ID = 3007 postype = P1 pos = 1,-59 sprpriority = 1000 ownpal = 1 bindtime = -1 removetime = -1 removeongethit = 1 ontop = 1 supermovetime = 9999 [State 1000, 1.2] type = PlaySnd trigger1 = AnimElem = 12 value = s5,0 [State 1000, Fim] type = destroyself trigger1 = !AnimTime ;--------------------------------------------------------------------------------------------- ;Hyper3 - goofy goober rock blasting [Statedef 3202] type = S movetype= A physics = N juggle = 1 velset = 0,0 poweradd = 0 anim = 3200 ctrl = 0 sprpriority = 1 [State 0, BindToParent] type = BindToParent trigger1 = 1 pos = 0,35 ignorehitpause = 1 [State 170, 1] type = notHitBy trigger1 = 1 value = SCA,AT [State 4539] type = Trans trigger1 = 1 trans = addalpha alpha = 256, 256 ignorehitpause = 1 [State 1000, AfterImage] type = AfterImage trigger1 = animelem = 1 time = 79 length = 20 palcolor = 256 [State 3000, assertspecial] type = assertspecial trigger1 = time = [0,40] flag = noBG flag2 = noFG flag3 = noshadow ignorehitpause = 1 [State 1000, 1.2] type = PlaySnd trigger1 = AnimElem = 14 value = s8200,0 [State 3007, 1] type = HitDef trigger1 = AnimElem = 13 trigger2 = AnimElem = 14 trigger3 = AnimElem = 15 trigger4 = AnimElem = 16 trigger5 = AnimElem = 17 trigger6 = AnimElem = 18 trigger7 = AnimElem = 19 trigger8 = AnimElem = 20 trigger9 = AnimElem = 21 trigger10 = AnimElem = 22 trigger11 = AnimElem = 23 trigger12 = AnimElem = 24 trigger13 = AnimElem = 25 trigger14 = AnimElem = 26 trigger15 = AnimElem = 27 trigger16 = AnimElem = 28 attr = S, HP animtype = Heavy damage = 30,9 hitflag = MAFD priority = 4, Hit guardflag = M pausetime = 4,4 sparkno = s8220 sparkxy = 0,0 hitsound = S2,1 guardsound = s8500,0 guard.sparkno = s6767 ground.type = Low ground.slidetime = 20 ground.hittime = 30 ground.velocity = -9,-1 air.animtype = Back air.velocity = -5,-1 air.juggle = 10 air.fall = 1 down.velocity = -5,-10 down.hittime = 20 fall = 1 fall.recover = 0 envshake.time = 15 envshake.ampl = 7 fall.envshake.time = 15 fall.envshake.ampl = -7 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 down.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 airguard.cornerpush.veloff = 0 [State 3100, Ground Flash] type = Explod trigger1 = AnimElem = 11 anim = 6666 ID = 8400 postype = P1 pos = -40,0 sprpriority = 3 ownpal = 1 supermovetime = 0 [State 3100, spark] type = Explod trigger1 = AnimElem = 12 anim = 3007 ID = 3007 postype = P1 pos = 1,-59 sprpriority = 1000 ownpal = 1 bindtime = -1 removetime = -1 removeongethit = 1 ontop = 1 supermovetime = 9999 [State 1000, 1.2] type = PlaySnd trigger1 = AnimElem = 12 value = s5,0 [State 1000, Fim] type = destroyself trigger1 = !AnimTime ;--------------------------------------------------------------------------------------------- ;Hyper1 - call big Jellyfish [Statedef 3300] type = S movetype= A physics = N juggle = 1 velset = 0,0 poweradd = 0 anim = 3300 ctrl = 0 sprpriority = 1 [State 3000, Super] type = Helper trigger1 = Time = 0 trigger1 = PrevStateNo = [1000,2999] persistent = 0 id = 30005 name = "Super Cancel Helper" pos = 0,-48 postype = P1 stateno = 40005 helpertype = normal supermove = 1 keyctrl = 0 ownpal = 1 ignorehitpause = 1 supermovetime = 99999 pausemovetime = 99999 [State 0, StateTypeSet] type = StateTypeSet trigger1 = Pos Y <0 statetype = A [State 610, Explod] type = explod trigger1 = Time = [0,11] anim = 1080 postype = back sprpriority = -3 supermovetime = 1 removetime = 1 supermove = 1 scale = (3 - (time * 0.15))*(0.5), (3 - (time * 0.15))*(0.5) ;Scaled ;for double res pos = 0,60-time * 5 ownpal = 1 [state 610, Explod] type = Explod trigger1 = AnimElem = 4 ;shown in the other Xplod anim = 1080 ;Same anim as the other postype = back vel = 0, 0 ;Vel for portrait after showing it sprpriority = -3 supermovetime = 40 supermove = 1 removetime = 34 pos = 0,0 scale = 0.5, 0.5 ownpal = 1 [State 3000, assertspecial] type = assertspecial trigger1 = time = [0,40] flag = noBG flag2 = noFG ignorehitpause = 1 [State 3000, SuperPause] type = SuperPause trigger1 = AnimElem = 4 Time = 60 pos = 9999,-9951 sound = S8889,0 poweradd = -1000 ;movetime = 40 [State 3000, HyperBg] type = Explod trigger1 = !time anim = 750 pos = 160,-5 id = 750 sprpriority = -4 supermovetime = -1 postype = back bindtime = -1 removetime = -1 removeongethit = 1 facing = 1 shadow = 68,68,68 ownpal = 1 ignorehitpause = 1 [State 3000, HyperBg] type = Explod trigger1 = !time anim = 750 pos = 160,-5 id = 750 sprpriority = -4 supermovetime = -1 postype = back bindtime = -1 removetime = -1 removeongethit = 1 facing = -1 shadow = 68,68,68 ownpal = 1 ignorehitpause = 1 [State 3000, Hyper Explode] type = Explod trigger1 = !time anim = 4532 postype = p1 pos = 19,-80 ownpal = 1 sprpriority = 5 supermovetime = 40 [State 3000, Hyper Circle] type = Explod trigger1 = !time anim = 4533 postype = p1 pos = 19,-80 ownpal = 1 sprpriority = 5 supermovetime = 40 [State 3000, som] type = PlaySnd trigger1 = AnimElem = 5 value = s3300,0 channel = 0 [State 3000, som] type = PlaySnd trigger1 = AnimElem = 1 value = s0,4 [State 3100, Ground Flash] type = Explod triggerall = Pos Y = 0 trigger1 = AnimElem = 4 anim = 6666 ID = 8400 postype = P1 pos = -40,0 sprpriority = 3 ownpal = 1 supermovetime = 0 [State 6000, Helper] type = Helper trigger1 = var(42) != 1 trigger1 = AnimElem = 5 helpertype = normal name = "big Jellyfish" stateno = 33003 id = 33003 pos = -100,-50 postype = back facing = 1 [State 6000, Helper] type = Helper trigger1 = var(42) = 1 trigger1 = AnimElem = 5 helpertype = normal name = "big Jellyfish" stateno = 33007 id = 33003 pos = -200,-50 postype = back facing = 1 [State 6000, Helper] type = Helper trigger1 = var(42) = 1 trigger1 = AnimElem = 5 helpertype = normal name = "big Jellyfish" stateno = 33007 id = 33003 pos = -100,-50 postype = back facing = 1 [State 1000, Fim] type = ChangeState trigger1 = !AnimTime value = ifelse (pos Y <0,50,0) ctrl = 1 ;--------------------------------------------------------------------------------------------- ; big Jellyfish [Statedef 33003] movetype = A physics = N velset = 0,0 ctrl = 0 anim = 33003 juggle = 15 [State 1000, AfterImage] type = AfterImage trigger1 = time = 1 time = 100 length = 5 paladd = 240,240,240 framegap = 1 timegap = 2 trans = add1 [State 25000, 1] type = HitOverride trigger1 = Time = 1 attr = SCA, AA, AP, AT stateno = 33004 time = -1 [State 170, 1] type = notHitBy trigger1 = enemy,authorname = "kishio&Donalddesu" && enemy,palno = [11,12] trigger2 = enemy,name = "RareAkuma" value = SCA,AT [State 6001, VelSet] type = VelSet trigger1 = time > 0 x = 5 [State 6001, VelSet] type = VelSet trigger1 = time > 0 y = -0.1 [State 1205, 1] type = HitDef trigger1 = time = 0 attr = S, HP animtype = Heavy damage = 300,80 getpower = 28,8 givepower = 28,10 hitflag = MAF priority = 4, Hit guardflag = M pausetime = 2,4 sparkno = s8220 sparkxy = 0,0 hitsound = S8000,5 guardsound = s8500,0 guard.sparkno = s6767 ground.type = Low ground.slidetime = 20 ground.hittime = 30 ground.velocity = -20,-10 air.animtype = Back air.velocity = -20,-10 air.juggle = 10 air.fall = 1 fall = 1 fall.recover = 0 envshake.time = 15 envshake.ampl = 7 fall.envshake.time = 15 fall.envshake.ampl = -7 palfx.time = 40 palfx.add = 256,44,0 palfx.mul = 256,500,120 palfx.sinadd = 256,113,85,10 palfx.color = 0 p2stateno = 7600 [State 6001, DestroySelf] type = DestroySelf trigger1 = time = 200 ;--------------------------------------------------------------------------------------------- ; big Jellyfish [Statedef 33004] movetype = A physics = N velset = 0,0 ctrl = 0 anim = 33003 juggle = 15 [State 25000, 1] type = HitOverride trigger1 = Time = 1 attr = SCA, AA, AP, AT stateno = 33005 time = -1 [State 6001, VelSet] type = VelSet trigger1 = time > 0 x = 5 [State 6001, VelSet] type = VelSet trigger1 = time > 0 y = -0.1 [State 1205, 1] type = HitDef trigger1 = time = 0 attr = S, HP animtype = Heavy damage = 300,80 getpower = 28,8 givepower = 28,10 hitflag = MAF priority = 4, Hit guardflag = M pausetime = 2,4 sparkno = s8220 sparkxy = 0,0 hitsound = S8000,5 guardsound = s8500,0 guard.sparkno = s6767 ground.type = Low ground.slidetime = 20 ground.hittime = 30 ground.velocity = -20,-10 air.animtype = Back air.velocity = -20,-10 air.juggle = 10 air.fall = 1 fall = 1 fall.recover = 0 envshake.time = 15 envshake.ampl = 7 fall.envshake.time = 15 fall.envshake.ampl = -7 palfx.time = 40 palfx.add = 256,44,0 palfx.mul = 256,500,120 palfx.sinadd = 256,113,85,10 palfx.color = 0 p2stateno = 7600 [State 6001, DestroySelf] type = DestroySelf trigger1 = time = 200 ;--------------------------------------------------------------------------------------------- ; big Jellyfish [Statedef 33005] movetype = A physics = N velset = 0,0 ctrl = 0 anim = 33003 juggle = 15 [State 25000, 1] type = HitOverride trigger1 = Time = 1 attr = SCA, AA, AP, AT stateno = 33006 time = -1 [State 6001, VelSet] type = VelSet trigger1 = time > 0 x = 5 [State 6001, VelSet] type = VelSet trigger1 = time > 0 y = -0.1 [State 1205, 1] type = HitDef trigger1 = time = 0 attr = S, HP animtype = Heavy damage = 300,80 getpower = 28,8 givepower = 28,10 hitflag = MAF priority = 4, Hit guardflag = M pausetime = 2,4 sparkno = s8220 sparkxy = 0,0 hitsound = S8000,5 guardsound = s8500,0 guard.sparkno = s6767 ground.type = Low ground.slidetime = 20 ground.hittime = 30 ground.velocity = -20,-10 air.animtype = Back air.velocity = -20,-10 air.juggle = 10 air.fall = 1 fall = 1 fall.recover = 0 envshake.time = 15 envshake.ampl = 7 fall.envshake.time = 15 fall.envshake.ampl = -7 palfx.time = 40 palfx.add = 256,44,0 palfx.mul = 256,500,120 palfx.sinadd = 256,113,85,10 palfx.color = 0 p2stateno = 7600 [State 6001, DestroySelf] type = DestroySelf trigger1 = time = 200 ;--------------------------------------------------------------------------------------------- ; big Jellyfish die [Statedef 33006] movetype = A physics = N velset = 0,0 ctrl = 0 anim = 33004 juggle = 15 [State 6001, DestroySelf] type = DestroySelf trigger1 = time = 50 ;--------------------------------------------------------------------------------------------- ; big Jellyfish Cheap [Statedef 33007] movetype = A physics = N velset = 0,0 ctrl = 0 anim = 33003 juggle = 15 [State 1000, AfterImage] type = AfterImage trigger1 = time = 1 time = 100 length = 5 paladd = 240,240,240 framegap = 1 timegap = 2 trans = add1 [State 170, 1] type = notHitBy trigger1 = 1 value = SCA,AT [State 6001, VelSet] type = VelSet trigger1 = time > 0 x = 5 [State 6001, VelSet] type = VelSet trigger1 = time > 0 y = -0.1 [State 1205, 1] type = HitDef trigger1 = time = 0 attr = S, HP animtype = Heavy damage = 999,80 getpower = 28,8 givepower = 28,10 hitflag = MAF priority = 4, Hit guardflag = M pausetime = 2,4 sparkno = s8220 sparkxy = 0,0 hitsound = S8000,5 guardsound = s8500,0 guard.sparkno = s6767 ground.type = Low ground.slidetime = 20 ground.hittime = 30 ground.velocity = -20,-10 air.animtype = Back air.velocity = -20,-10 air.juggle = 10 air.fall = 1 fall = 1 fall.recover = 0 envshake.time = 15 envshake.ampl = 7 fall.envshake.time = 15 fall.envshake.ampl = -7 palfx.time = 40 palfx.add = 256,44,0 palfx.mul = 256,500,120 palfx.sinadd = 256,113,85,10 palfx.color = 0 [State 6001, DestroySelf] type = DestroySelf trigger1 = time = 200 ;--------------------------------------------------------------------------------------------- ;------------------------------------------------------------------------------ ; Being eletriced [Statedef 7600] type = A physics = N movetype = H velset = 0,0 ctrl = 0 anim = 5030 juggle = 0 [State 7600, Shock] type = ChangeAnim trigger1 = AnimExist(7696) trigger1 = Anim != 7696 value = 7696 [State 7600, Fau-Shock] type = Palfx trigger1 = !AnimExist(7696) && TimeMod = 2, 3 time = 2 mul = 199,198,226 [State 7600, Fau-Shock] type = Palfx trigger1 = authorname != "kishio and PineappleProducer" trigger1 = !AnimExist(7696) && TimeMod = 2, 1 time = 3 add = 256,44,0 mul = 256,500,120 sinadd = 256,113,85,10 [State 7600, Fau-Shock] type = Palfx trigger1 = authorname = "kishio and PineappleProducer" trigger1 = !AnimExist(7696) && TimeMod = 2, 1 time = 3 invertall = 1 [State 7600, No hit] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 7600, Fall Back] type = velset trigger1 = Time = 18 x = -4.5 y = -6.4 [State 7600, Fall Back] type = gravity trigger1 = Time >= 18 [State 7600, Change] type = Selfstate trigger1 = Pos Y > 0 value = 5100 ;----------------------------------------------------------------------- ;ultimate sword thorwer [Statedef 3400] type = S movetype= A physics = N juggle = 1 velset = 0,0 poweradd = 0 anim = 3400 ctrl = 0 sprpriority = 1 [State 0, StateTypeSet] type = StateTypeSet trigger1 = Pos Y <0 statetype = A [State 610, Explod] type = explod trigger1 = Time = [0,11] anim = 1080 postype = back sprpriority = -3 supermovetime = 1 removetime = 1 supermove = 1 scale = (3 - (time * 0.15))*(0.5), (3 - (time * 0.15))*(0.5) ;Scaled ;for double res pos = 0,60-time * 5 ownpal = 1 [state 610, Explod] type = Explod trigger1 = AnimElem = 3 ;shown in the other Xplod anim = 1080 ;Same anim as the other postype = back vel = 0, 0 ;Vel for portrait after showing it sprpriority = -3 supermovetime = 40 supermove = 1 removetime = 34 pos = 0,0 scale = 0.5, 0.5 ownpal = 1 [State 3000, assertspecial] type = assertspecial trigger1 = time = [0,40] flag = noBG flag2 = noFG ignorehitpause = 1 [State 3000, SuperPause] type = SuperPause trigger1 = AnimElem = 3 Time = 60 pos = 9999,-9951 sound = S8889,0 poweradd = -1000 ;movetime = 40 [State 3000, HyperBg] type = Explod trigger1 = !time anim = 750 pos = 160,-5 id = 750 sprpriority = -4 supermovetime = -1 postype = back bindtime = -1 removetime = -1 removeongethit = 1 facing = 1 shadow = 68,68,68 ownpal = 1 ignorehitpause = 1 [State 3000, HyperBg] type = Explod trigger1 = !time anim = 750 pos = 160,-5 id = 750 sprpriority = -4 supermovetime = -1 postype = back bindtime = -1 removetime = -1 removeongethit = 1 facing = -1 shadow = 68,68,68 ownpal = 1 ignorehitpause = 1 [State 3000, Hyper Explode] type = Explod trigger1 = !time anim = 4532 postype = p1 pos = 19,-80 ownpal = 1 sprpriority = 5 supermovetime = 40 [State 3000, Hyper Circle] type = Explod trigger1 = !time anim = 4533 postype = p1 pos = 19,-80 ownpal = 1 sprpriority = 5 supermovetime = 40 [State 3000, som] type = PlaySnd trigger1 = AnimElem = 1 value = s1,3 channel = 0 [State 3000, som] type = PlaySnd trigger1 = AnimElem = 3 value = s0,114 [State 3000, som] type = PlaySnd trigger1 = AnimElem = 7 value = s1,4 [State 3100, Ground Flash] type = Explod triggerall = Pos Y = 0 trigger1 = AnimElem = 4 anim = 6666 ID = 8400 postype = P1 pos = -40,0 sprpriority = 3 ownpal = 1 supermovetime = 0 [State -1, Helper1] Type = Helper trigger1 = AnimElemTime(3) = 0 Stateno = 33400 ID = 33400 Name = "attack" Pos = 0,-56 PosType = P1 Ownpal = 1 [State -1, Helper3] Type = Helper trigger1 = AnimElemTime(3) = 0 Stateno = 33400 ID = 33400 Name = "sword" Pos = 45,-101 PosType = P1 Ownpal = 1 [State -1, Helper4] Type = Helper trigger1 = AnimElemTime(3) = 0 Stateno = 33400 ID = 33400 Name = "sword" Pos = 0,-73 PosType = P1 Ownpal = 1 [State -1, Helper6] Type = Helper trigger1 = AnimElemTime(3) = 0 Stateno = 33400 ID = 33400 Name = "sword" Pos = -9,-82 PosType = P1 Ownpal = 1 [State -1, Helper7] Type = Helper trigger1 = AnimElemTime(3) = 0 Stateno = 33400 ID = 33400 Name = "sword" Pos = 9,-49 PosType = P1 Ownpal = 1 [State -1, Helper10] Type = Helper trigger1 = AnimElemTime(3) = 0 Stateno = 33400 ID = 33400 Name = "sword" Pos = -11,-82 PosType = P1 Ownpal = 1 [State -1, Helper12] Type = Helper trigger1 = AnimElemTime(3) = 0 Stateno = 33400 ID = 33400 Name = "sword" Pos = 20,-38 PosType = P1 Ownpal = 1 [State -1, Helper13] Type = Helper trigger1 = AnimElemTime(3) = 0 Stateno = 33400 ID = 33400 Name = "sword" Pos = -6,-14 PosType = P1 Ownpal = 1 [State -1, Helper1] Type = Helper trigger1 = AnimElemTime(6) = 0 Stateno = 33401 ID = 33401 Name = "shovel" Pos = 0,-56 PosType = P1 Ownpal = 1 [State -1, Helper4] Type = Helper trigger1 = AnimElemTime(6) = 0 Stateno = 33401 ID = 33401 Name = "shovel" Pos = 0,-73 PosType = P1 Ownpal = 1 [State -1, Helper6] Type = Helper trigger1 = AnimElemTime(6) = 0 Stateno = 33401 ID = 33401 Name = "shovel" Pos = -9,-82 PosType = P1 Ownpal = 1 [State -1, Helper7] Type = Helper trigger1 = AnimElemTime(6) = 0 Stateno = 33401 ID = 33401 Name = "shovel" Pos = 9,-49 PosType = P1 Ownpal = 1 [State -1, Helper10] Type = Helper trigger1 = AnimElemTime(6) = 0 Stateno = 33401 ID = 33401 Name = "shovel" Pos = -11,-82 PosType = P1 Ownpal = 1 [State -1, Helper12] Type = Helper trigger1 = AnimElemTime(6) = 0 Stateno = 33401 ID = 33401 Name = "shovel" Pos = 20,-38 PosType = P1 Ownpal = 1 [State -1, Helper13] Type = Helper trigger1 = AnimElemTime(6) = 0 Stateno = 33401 ID = 33401 Name = "shovel" Pos = -6,-14 PosType = P1 Ownpal = 1 [State 1000, Fim] type = ChangeState trigger1 = !AnimTime value = ifelse (pos Y <0,50,0) ctrl = 1 ;----------- ;Sword [StateDef 33400] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 33400 poweradd = 2 sprpriority = 2 [State 1000, AfterImage] type = AfterImage trigger1 = time = 1 time = 45 length = 5 paladd = 0,70,100 framegap = 1 timegap = 2 trans = add1 [State 0, PlaySnd] type = PlaySnd trigger1 = time = 0 value = S300,0 volume = 0 channel = -1 [State 0, ChangeState] type = ChangeState trigger1 = moveHit value = 14102 [State 25000, 1] type = HitOverride trigger1 = Time = 1 attr = SCA, AA, AP, AT stateno = 14102 time = -1 [State 5300, PosSet] type = PosSet trigger1 = pos y > 0 y = 0 [State 521, VelSet] type = VelSet trigger1 = time >= 0 x = 15 [State 20801, 2] type = PosAdd trigger1 = parent,command = "holdup" y = -6 [State 20801, 2] type = PosAdd trigger1 = parent,command = "holdfwd" x = 2 [State 20801, 2] type = PosAdd trigger1 = parent,command = "holddown" y = 6 [State 0, ChangeState] type = ChangeState trigger1 = MoveGuarded value = 14102 [State 5300, PosSet] type = PosSet trigger1 = pos y > 0 y = 0 [State 521, 1] type = HitDef trigger1 = !time trigger2 = time%14 = 0 attr = S, SA animtype = Low damage = 5, 2 animtype = heavy guardflag = MA hitflag = MAFDP priority = 3, Hit pausetime = 8,8 sparkno = s8224 sparkxy = -10, -10 hitsound = S9100,13 guardsound = S8500,0 guard.sparkno = S6767 ground.type = Low ground.slidetime = 25 ground.hittime = 25 ground.velocity = -6 air.animtype = Back air.velocity = -4,-6 air.juggle = 3 air.fall = 1 down.velocity = -4,-6 down.hittime = 30 down.bounce = 0 palfx.time = 5 palfx.add = 256,256,256 palfx.mul = 256,256,256 palfx.sinadd = -256,256,256,1 palfx.color = 0; [State 521, 1] type = HitDef trigger1 = !time trigger1 = enemy,name = "Rare Akuma" attr = S, SA animtype = Low damage = 99999999, 999999 animtype = heavy guardflag = MA hitflag = MAFDP priority = 3, Hit pausetime = 8,8 sparkno = s8224 sparkxy = -10, -10 hitsound = S9100,13 guardsound = S8500,0 guard.sparkno = S6767 ground.type = Low ground.slidetime = 25 ground.hittime = 25 ground.velocity = -6 air.animtype = Back air.velocity = -4,-6 air.juggle = 3 air.fall = 1 down.velocity = -4,-6 down.hittime = 30 down.bounce = 0 palfx.time = 5 palfx.add = 256,256,256 palfx.mul = 256,256,256 palfx.sinadd = -256,256,256,1 palfx.color = 0; [State 521, end] type = Destroyself trigger1 = movecontact trigger2 = time = 100 ;----------- ;Shovel [StateDef 33401] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1060 poweradd = 2 sprpriority = 2 [State 1000, AfterImage] type = AfterImage trigger1 = time = 1 time = 45 length = 5 paladd = 0,70,100 framegap = 1 timegap = 2 trans = add1 [State 0, PlaySnd] type = PlaySnd trigger1 = time = 0 value = S300,0 volume = 0 channel = -1 [State 0, ChangeState] type = ChangeState trigger1 = moveHit value = 1062 [State 25000, 1] type = HitOverride trigger1 = Time = 1 attr = SCA, AA, AP, AT stateno = 1062 time = -1 [State 5300, PosSet] type = PosSet trigger1 = pos y > 0 y = 0 [State 521, VelSet] type = VelSet trigger1 = time >= 0 x = 15 [State 20801, 2] type = PosAdd trigger1 = parent,command = "holdup" y = -6 [State 20801, 2] type = PosAdd trigger1 = parent,command = "holdfwd" x = 2 [State 20801, 2] type = PosAdd trigger1 = parent,command = "holddown" y = 6 [State 0, ChangeState] type = ChangeState trigger1 = MoveGuarded value = 14102 [State 5300, PosSet] type = PosSet trigger1 = pos y > 0 y = 0 [State 521, 1] type = HitDef trigger1 = !time trigger2 = time%14 = 0 attr = S, SA animtype = Low damage = 5, 2 animtype = heavy guardflag = MA hitflag = MAFDP priority = 3, Hit pausetime = 8,8 sparkno = s8224 sparkxy = -10, -10 hitsound = S9100,13 guardsound = S8500,0 guard.sparkno = S6767 ground.type = Low ground.slidetime = 25 ground.hittime = 25 ground.velocity = -6 air.animtype = Back air.velocity = -4,-6 air.juggle = 3 air.fall = 1 down.velocity = -4,-6 down.hittime = 30 down.bounce = 0 palfx.time = 5 palfx.add = 256,256,256 palfx.mul = 256,256,256 palfx.sinadd = -256,256,256,1 palfx.color = 0; [State 521, end] type = Destroyself trigger1 = movecontact trigger2 = time = 100 ;---------------------------------------- ;Rising elertic fist [Statedef 3800] type = S movetype = A physics = S anim = 3900 velset = 0,0 ctrl = 0 juggle = 8 poweradd = -3000 [State 1000, 1] type = PlaySnd trigger1 = animelem = 1 value = 1,6 [State 0, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT time = 1 [State 3000, Super] type = Helper trigger1 = Time = 0 trigger1 = PrevStateNo = 3200 persistent = 0 id = 30006 name = "DREAM Cancel Helper" pos = 0,0 postype = P1 stateno = 40000 helpertype = normal supermove = 1 keyctrl = 0 ownpal = 1 ignorehitpause = 1 supermovetime = 99999 pausemovetime = 99999 [State 3000, Super] type = Helper trigger1 = AnimElem = 2 trigger1 = var(39) = 0 persistent = 0 id = 13900 name = "Super Spark Helper" pos = -65,-45 postype = P1 stateno = 13900 helpertype = normal supermove = 1 keyctrl = 0 ownpal = 1 ignorehitpause = 1 supermovetime = 99999 pausemovetime = 99999 [State 1506, TargetState] type = TargetState trigger1 = time = 0 trigger1 = PrevStateNo = 3200 value = 3668 [State 13000, EnvColor] type = EnvColor trigger1 = animelem = 2 value = 255,255,255 time = 4 under = 1 ignorehitpause = 1 persistent = 0 [State -2, PalFX] type = PalFX trigger1 = prevstateno = [1000,1500] trigger1 = time < 17 time = 1 add = 255,255,255 sinadd = 0,0,0 invertall = 0 color = 256 ignorehitpause = 1 persistent = 2 [State 1000, VarAdd] type = VarAdd triggerall = !var(33) trigger1 = prevstateno = [1000,1500] fvar(5) = -1000 persistent = 0 [State 3000, VarSet] type = VarSet trigger1 = animelem = 2 ;Superpause tick error fix. var(6) = 29 [State 3000, AssertSpecial] type = AssertSpecial trigger1 = time = [7,34] flag = noBG flag2 = noFG ignorehitpause = 1 [State 6001, pause] type = SuperPause trigger1 = animelem = 2 time = 30 movetime = 30 anim = -1 darken = 0 sound = s3,14 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 2 value = S3,15 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 2 value = S3,15 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 2 value = S3,14 [State -2, Helper] type = Helper triggerall = !numhelper(40001) trigger1 = time = 34 helpertype = normal name = "HSDM" ID = 40001 stateno = 40001 pos = 160,120 postype = left ;p2,front,back,left,right facing = 1 keyctrl = 0 ownpal = 0 supermovetime = 999999999999 pausemovetime = 999999999999 ignorehitpause = 1 [State -2, Helper] type = Helper triggerall = !numhelper(40003) trigger1 = animelem = 2 helpertype = normal name = "H.Port" ID = 40003 stateno = 40003 pos = 160,120 postype = left ;p2,front,back,left,right facing = 1 keyctrl = 0 ownpal = 0 supermovetime = 999999999999 pausemovetime = 999999999999 ignorehitpause = 1 [State -2, Helper] type = Helper triggerall = !numhelper(40004) trigger1 = animelem = 2 helpertype = normal name = "Player 1" ID = 40004 stateno = 40004 pos = 160,120 postype = left ;p2,front,back,left,right facing = 1 keyctrl = 0 ownpal = 0 supermovetime = 999999999999 pausemovetime = 999999999999 ignorehitpause = 1 [State 6001, pause] type = Explod trigger1 = animelem = 2 anim = 4532 pos = -65,-45 postype = p1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 supermove = 1 removetime = 28 sprpriority = 3 ownpal = 1 [State 6001, pause] type = Explod trigger1 = animelem = 2 anim = 4533 pos = -65,-45 postype = p1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 supermove = 1 removetime = 22 ontop = 1 sprpriority = 4 ownpal = 1 [State 3700, NotHitBy] type = NotHitBy trigger1 = animelemtime(5) < 4 value = SCA time = 1 [State 220,2] type = ChangeState trigger1 = AnimTime = 0 value = 3801 ctrl = 0 ;--------------------------------------------------------------------------- ;Fast Dash [Statedef 3801] type = S movetype= A physics = N juggle = 1 velset = 0,0 ctrl = 0 poweradd = 15 anim = 3901 sprpriority = 1 [State ,after image] type = AfterImage triggerall = var(42) != 1 trigger1 = AnimElem = 1 time = 20 trans = add1 timegap = 4 framegap = 1 length = 3 palbright = 100,0,0 palcontrast = 0,0,0 paladd = 50,50,50 [State 0, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT time = 1 [State 100, 3] type = PlaySnd trigger1 = time = 3 value = 1100,1 channel = 0 [State 100, 4] type = PlaySnd trigger1 = time = 19 value = 8100,0 [State 100, 5] type = PlaySnd trigger1 = AnimElem = 7 value = 2, 4 [State 100, 6] type = Explod trigger1 = time < 15 trigger1 = (time % 4) = 1 ID = 41 anim = 2222 postype = p1 pos = -20, -40 bindtime = 1 removetime = -2 vel = -1, 0 ownpal = 1 random = 20, 60 sprpriority = 2 [State 100, 7] type = Explod trigger1 = time < 15 trigger1 = (time % 4) = 0 ID = 42 anim = 2222 postype = p1 pos = -20, -40 bindtime = 1 removetime = -2 vel = -.8, 0 ownpal = 1 random = 20, 60 sprpriority = 2 [State 100, dash dust] type = Explod trigger1 = Time = 7 anim = 2223 ID = 2223 pos = 0,6 scale = 1,0.5 sprpriority = 8 ownpal = 1 ignorehitpause = 1 [State 100, 9] type = Explod trigger1 = time = [16,35] trigger1 = (time % 4) = 0 ID = 43 anim = 6000 postype = p1 pos = 10, 0 bindtime = 1 removetime = -2 vel = -.2, 0 ownpal = 1 sprpriority = 2 [State 200, HitDef] type = HitDef trigger1 = time=0 attr = S, NA ;Attribute: Standing, Normal Attack damage = 23, 0 ;Damage that move inflicts, guard damage animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default pausetime = 8, 8 ;Time attacker pauses, time opponent shakes sparkno = s8200 sparkxy = -10, -60 guard.sparkno = s6767 hitsound = S8000,0 guardsound = S8500,0 ground.type = High ;Type: High, Low, Trip (def: Normal) ground.slidetime = 5 ;Time that the opponent slides back ground.hittime = 10 ;Time opponent is in hit state ground.velocity = -4 ;Velocity at which opponent is pushed airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed, ;Y-velocity at which opponent is pushed air.hittime = 12 kill = 0 [State 100, dash dust] type = Explod trigger1 = Time = 1 anim = 2223 ID = 2223 pos = 0,6 scale = 1,0.5 sprpriority = 8 ownpal = 1 ignorehitpause = 1 [State 100, 9] type = Explod trigger1 = time = [16,35] trigger1 = (time % 4) = 0 ID = 43 anim = 6000 postype = p1 pos = 10, 0 bindtime = 1 removetime = -2 vel = -.2, 0 ownpal = 1 sprpriority = 2 [State 100, 6] type = Explod trigger1 = time < 15 trigger1 = (time % 4) = 1 ID = 41 anim = 2222 postype = p1 pos = -20, -40 bindtime = 1 removetime = -2 vel = -1, 0 ownpal = 1 random = 20, 60 sprpriority = 2 [State 3100, Ground Flash] type = Explod trigger1 = AnimElem = 1 anim = 6666 ID = 8400 postype = P1 pos = -40,0 sprpriority = 3 ownpal = 1 supermovetime = 0 [State 0, VelSet] type = VelSet trigger1 = animelem = 1 x = 15 y = 0 [State 5300, PosAdd] type = PosAdd trigger1 = pos y < 0 y = 1 [State 5300, PosSet] type = PosSet trigger1 = pos y > 0 y = 0 [State 2201, ChangeState] type = ChangeState trigger1 = movehit value = 3802 ctrl = 0 [State 1000, Fim] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------------------------- ; Combo [Statedef 3802] type = S movetype= A physics = N anim = 3903 poweradd = 35 ctrl = 0 sprpriority = 3 [State ,after image] type = AfterImage triggerall = var(42) = 1 trigger1 = AnimElem = 1 time = 44 trans = add1 timegap = 4 framegap = 1 length = 3 palbright = 100,0,0 palcontrast = 0,0,0 paladd = 50,50,50 [State 0, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT time = 1 [State 0, Explod] type = Explod trigger1 = animelem = 1 anim = 211 ID = 211 pos = -5,11 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermovetime = 0 pausemovetime = 0 scale = 1,1 sprpriority = 6 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 [State 0, VelSet] type = VelSet trigger1 = animelem = 1 x = 6 y = 0 [State 210, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 8400,1 [State 0, PlaySnd] type = PlaySnd trigger1 = !time && random >500 value = S0,112 [State 210, HitDef] type = HitDef trigger1 = AnimElem = 12 trigger2 = AnimElem = 13 trigger3 = AnimElem = 14 trigger4 = AnimElem = 15 attr = S,NA damage = 20,1 animtype = Medium guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 6,7 sparkno = s8201 sparkxy = -10,-60 guard.sparkno = s6767 hitsound = s8000,9 guardsound = S8500,0 ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -4 air.type = Low air.hittime = 15 air.velocity = -6,-5 envshake.time = 4 envshake.ampl = 4 fall.envshake. = 4 fall.envshake.freq = 4 fall.envshake.ampl = 4 kill = 0 [State 210, HitDef] type = HitDef trigger1 = AnimElem = 25 trigger2 = AnimElem = 26 trigger3 = AnimElem = 28 trigger4 = AnimElem = 29 trigger5 = AnimElem = 31 trigger6 = AnimElem = 32 trigger7 = AnimElem = 35 trigger8 = AnimElem = 37 trigger9 = AnimElem = 38 trigger10 = AnimElem = 40 trigger11 = AnimElem = 41 trigger12 = AnimElem = 43 attr = S,NA damage = 25,1 animtype = Hard guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 6,7 sparkno = s8201 sparkxy = -10,-60 guard.sparkno = s6767 hitsound = s8000,9 guardsound = S8500,0 ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -4 air.type = Low air.hittime = 15 air.velocity = -6,-5 envshake.time = 4 envshake.ampl = 4 fall.envshake. = 4 fall.envshake.freq = 4 fall.envshake.ampl = 4 kill = 0 [State 221, HitDef] type = HitDef trigger1 = AnimElem = 6 trigger2 = AnimElem = 7 trigger3 = AnimElem = 10 trigger4 = AnimElem = 11 trigger5 = AnimElem = 19 trigger6 = AnimElem = 20 trigger7 = AnimElem = 22 trigger8 = AnimElem = 23 attr = S,NA damage = 25,1 animtype = High guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 6,7 sparkno = s8200 sparkxy = -10, -60 guard.sparkno = s6767 hitsound = s8000,8 guardsound = S8500,0 ground.type = Low ground.slidetime = 18 ground.hittime = 18 ground.velocity = 0 air.type = Low air.hittime = 18 air.velocity = 0,0 envshake.time = 10 envshake.ampl = 10 fall.envshake. = 10 fall.envshake.freq = 10 fall.envshake.ampl = 10 kill = 0 [State 0, hit] type = HitDef trigger1 = AnimElem = 2 trigger2 = AnimElem = 4 trigger3 = AnimElem = 9 trigger4 = AnimElem = 17 trigger5 = AnimElem = 21 attr = S, HA damage = 20 animtype = Light hitflag = MAF priority = 4, Hit pausetime = 6, 7 getpower=0,0 givepower=0,0 sparkno = s8220 sparkxy = -10, -60 guard.sparkno = s6767 hitsound = S8000,7 guardsound = S8500,0 air.cornerpush.veloff = -20 ground.cornerpush.veloff = -2 ground.type = Low ground.slidetime = 16 ground.hittime = 25 forcenofall = 1 ground.velocity = 0 air.velocity = 0,0 air.fall = 0 air.recover = 0 fall.recover = 0 kill = 0 [State 0, hit] type = HitDef trigger1 = AnimElem = 44 attr = S, HA damage = 25 animtype = Heavy hitflag = MAF priority = 4, Hit pausetime = 6, 7 getpower=0,0 givepower=0,0 sparkno = s8220 sparkxy = -10, -60 guard.sparkno = s6767 hitsound = S8000,5 guardsound = S8500,0 air.cornerpush.veloff = -20 ground.cornerpush.veloff = -2 ground.type = Low ground.slidetime = 16 ground.hittime = 25 forcenofall = 1 ground.velocity = 0 air.velocity = 0,0 air.fall = 0 air.recover = 0 fall.recover = 0 kill = 0 [State 210, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 3803 ;--------------------------------------------------------------------------------------------- ;Blow uppercut [Statedef 3803] type = S movetype= A physics = S juggle = 4 ctrl = 0 anim = 3904 poweradd = 55 sprpriority = 2 [State ,after image] type = AfterImage triggerall = !var(42) = 1 trigger1 = AnimElem = 1 time = 40 trans = add1 timegap = 4 framegap = 1 length = 3 palbright = 100,0,0 palcontrast = 0,0,0 paladd = 50,50,50 [State 200, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 8400,2 [State 420, VelMul] type = VelMul trigger1 = Time = 0 trigger1 = PrevStateNo = 100 x = .8 [State 420, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 8400,2 [State 0, PlaySnd] type = PlaySnd trigger1 = !time && random >500 value = S0,113 [State 420, HitDef] type = HitDef trigger1 = animelem = 4 attr = S,NA damage = 45,1 animtype = Heavy guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 11,11 sparkno = s8306 sparkxy = -10, -53 guard.sparkno = s6767 hitsound = s8000,5 guardsound = s8500,0 ground.type = High ground.slidetime = 20 ground.hittime = 15 ground.velocity = -.50, -36.75 air.velocity = -.50,-36.75 airguard.velocity = -6,0 air.hittime = 19 yaccel = 0.39+(enemynear,const(movement.yaccel)/2) envshake.time = 10 envshake.ampl = 10 air.fall = 1 fall = 1 fall.recover = 0 fall.envshake. = 10 fall.envshake.freq = 10 fall.envshake.ampl = 10 kill = 0 [State 0, ] type = ScreenBound trigger1 = 1 value = 0 movecamera = 1,0 [State 2201, ChangeState] type = ChangeState trigger1 = movehit value = 3804 ctrl = 1 [State 420, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------------------------- ;Eletric Flaming Fist final [Statedef 3804] type = S movetype= A physics = S poweradd= 40 ctrl = 0 velset = 0,0 anim = 3905 [State 0, ] type = ScreenBound trigger1 = 1 value = 0 movecamera = 1,0 [State ,after image] type = AfterImage triggerall = !var(42) = 1 trigger1 = AnimElem = 1 time = 240 trans = add1 timegap = 4 framegap = 1 length = 3 palbright = 100,0,0 palcontrast = 0,0,0 paladd = 50,50,50 [State 0, Explod] type = Explod trigger1 = time = 109 anim = 15400 pos = -65,-45 postype = p1 ;p2,front,back,left,right sprpriority = 3 removetime = -2 supermove = 1 supermovetime = 9999 pausemovetime = 9999 scale = 1,1 [State 0, Explod] type = Explod trigger1 = time = 109 anim = 15401 pos = -65,-45 postype = p1 ;p2,front,back,left,right sprpriority = 6 removetime = -2 supermove = 1 supermovetime = 9999 pausemovetime = 9999 scale = 1,1 [State 0, SuperPause] type = SuperPause trigger1 = time = 109 time = 30 anim = -1 sound = S3,16 movetime = 30 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 4 value = S14001,3 volume = 255 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 4 value = S14001,6 volume = 255 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 4 value = S14001,7 volume = 255 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 4 value = S14001,8 volume = 255 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 4 value = S14001,9 volume = 255 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 5 value = S14001,1 volume = 255 [State 0, Explod] type = Explod trigger1 = animelem = 4 anim = 12231 pos = -65,-45 postype = p1 ;p2,front,back,left,right facing = 1 bindtime = 1 removetime = 100 sprpriority = 6 pausemovetime = 99999 supermovetime = 99999 scale = .3,.3 [State 0, Explod] type = Explod trigger1 = animelem = 4 anim = 12232 pos = -65,-45 postype = p1 ;p2,front,back,left,right facing = 1 bindtime = 1 removetime = 100 sprpriority = 6 pausemovetime = 99999 supermovetime = 99999 scale = .5,.5 [State 0, Explod] type = Explod trigger1 = animelem = 4 anim = 12223 pos = -65,-45 postype = p1 ;p2,front,back,left,right facing = 1 bindtime = 1 removetime = 100 sprpriority = 6 pausemovetime = 99999 supermovetime = 99999 scale = 1,1 [State 0, Helper] type = Helper trigger1 = time = 140 helpertype = normal ;player name = "eletric shockwave" ID = 10610 stateno = 10610 pos = 0,-50 postype = p1 ;p2,front,back,left,right facing = 1 removetime = 100 supermovetime = 9999 pausemovetime = 9999 [State 0, Explod] type = Explod trigger1 = time = 140 anim = 10400 pos = 0,0 postype = p1 ;p2,front,back,left,right facing = 2 bindtime = 1 removetime = 100 sprpriority = 7 pausemovetime = 99999 supermovetime = 99999 scale = 1,1 [State 0, PlaySnd] type = PlaySnd trigger1 = time = 140 value = S14001,4 volume = 255 [State 0, PlaySnd] type = PlaySnd trigger1 = time = 140 value = S14001,5 volume = 255 [State 0, PlaySnd] type = PlaySnd trigger1 = time = 150 value = S14001,6 volume = 255 [State 0, Helper] type = Helper trigger1 = animelem = 5 helpertype = normal name = "Frigthing Blow" ID = 4110 stateno = 4110 postype = p1 pos = 65,-45 size.xscale = 2 size.yscale = 2 facing = 2 [State 0, ChangeState] type = ChangeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;----------------------------[2002 UM MAX2 BG]---------------------------------- [Statedef 40001] anim = 99999 [State 40001, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noBG flag2 = noFG [State 40001, Tile #1-7] type = Explod triggerall = !numexplod(15600) trigger1 = !time anim = 15600 ID = 15600 pos = 0,0 postype = left ;p2,front,back,left,right removetime = 10 pausemovetime = -1 supermovetime = -1 scale = 1,1 sprpriority = -20 ownpal = 1 ignorehitpause = 1 bindtime = -1 persistent = 0 [State 40001, Tile #1-7] type = Explod triggerall = !numexplod(15601) < 2 trigger1 = !time trigger2 = (time%10) = 0 anim = 15600 ID = 15601 pos = 320,0 postype = left ;p2,front,back,left,right removetime = 20 pausemovetime = -1 supermovetime = -1 scale = 1,1 sprpriority = -20 ownpal = 1 ignorehitpause = 1 bindtime = -1 [State 40001, Tile #2-6] type = Explod triggerall = !numexplod(15610) trigger1 = !time anim = 15601 ID = 15610 pos = 0,0 postype = left ;p2,front,back,left,right removetime = 20 pausemovetime = -1 supermovetime = -1 scale = 1,1 sprpriority = -20 ownpal = 1 ignorehitpause = 1 persistent = 0 bindtime = -1 [State 40001, Tile #2-6] type = Explod triggerall = !numexplod(15611) < 2 trigger1 = !time trigger2 = (time%20) = 0 anim = 15601 ID = 15611 pos = 320,0 postype = left ;p2,front,back,left,right removetime = 40 pausemovetime = -1 supermovetime = -1 scale = 1,1 sprpriority = -20 ownpal = 1 ignorehitpause = 1 bindtime = -1 [State 40001, Tile #3-5] type = Explod triggerall = !numexplod(15620) trigger1 = !time anim = 15602 ID = 15620 pos = 0,0 postype = left ;p2,front,back,left,right removetime = 40 pausemovetime = -1 supermovetime = -1 scale = 1,1 sprpriority = -20 ownpal = 1 ignorehitpause = 1 persistent = 0 bindtime = -1 [State 40001, Tile #3-5] type = Explod triggerall = !numexplod(15621) < 2 trigger1 = !time trigger2 = (time%40) = 0 anim = 15602 ID = 15621 pos = 320,0 postype = left ;p2,front,back,left,right removetime = 80 pausemovetime = -1 supermovetime = -1 scale = 1,1 sprpriority = -20 ownpal = 1 ignorehitpause = 1 bindtime = -1 [State 40001, Tile #4] type = Explod triggerall = !numexplod(15630) trigger1 = !time anim = 15603 ID = 15630 pos = 0,0 postype = left ;p2,front,back,left,right removetime = 80 pausemovetime = -1 supermovetime = -1 scale = 1,1 sprpriority = -20 ownpal = 1 ignorehitpause = 1 persistent = 0 bindtime = -1 [State 40001, Tile #3-5] type = Explod triggerall = !numexplod(15631) < 2 trigger1 = !time trigger2 = (time%80) = 0 anim = 15603 ID = 15631 pos = 320,0 postype = left ;p2,front,back,left,right removetime = 160 pausemovetime = -1 supermovetime = -1 scale = 1,1 sprpriority = -20 ownpal = 1 ignorehitpause = 1 bindtime = -1 [State 40001, Glass Break] type = ChangeState trigger1 = root, stateno != [3800,3804] trigger1 = root, stateno != [3900,3901] trigger2 = WinKO value = stateno+1 ;--------------------------------------------------------------------------------- ;Removed [Statedef 40002] anim = 99999 [State 40002, RemoveExplod] type = RemoveExplod trigger1 = !time id = 15600 [State 40002, RemoveExplod] type = RemoveExplod trigger1 = !time id = 15601 [State 40002, RemoveExplod] type = RemoveExplod trigger1 = !time id = 15610 [State 40002, RemoveExplod] type = RemoveExplod trigger1 = !time id = 15611 [State 40002, RemoveExplod] type = RemoveExplod trigger1 = !time id = 15620 [State 40002, RemoveExplod] type = RemoveExplod trigger1 = !time id = 15621 [State 40002, RemoveExplod] type = RemoveExplod trigger1 = !time id = 15630 [State 40002, RemoveExplod] type = RemoveExplod trigger1 = !time id = 15631 [State 40002, PlaySnd] type = PlaySnd trigger1 = !time value = S14001,0 volume = 255 [State 40001, Glass Break] type = Explod triggerall = !numexplod(15640) trigger1 = !time anim = 15604 ID = 15640 pos = 0,0 postype = left ;p2,front,back,left,right pausemovetime = -1 supermovetime = -1 removetime = -2 bindtime = -1 scale = 1,1 sprpriority = -20 ownpal = 1 ignorehitpause = 1 [State 40001, DestroySelf] type = DestroySelf trigger1 = time = 1 ;--------------------------[2002 UM MAX2 PORTRAIT]------------------------------ [Statedef 40003] anim = 99999 [State 40003, VarSet] type = VarSet triggerall = enemy, numhelper(40003) triggerall = !enemy, numhelper(40004) trigger1 = enemy, authorname = "Vans" trigger2 = enemy, authorname = "K.O.D" trigger3 = enemy, authorname = "K.O.D & Vans" trigger4 = enemy, authorname = "OrochiKOF97" trigger5 = enemy, authorname = "Dark Saviour" trigger6 = enemy, authorname = "Kung Fu Man" trigger7 = enemy, authorname = "KoopaKoot" trigger8 = enemy, authorname = "Anjel" trigger9 = enemy, authorname = "infantry00" trigger10 = enemy, authorname = "Toshio" trigger11 = enemy, name = "Homer J Simpson" trigger12 = enemy, name = "Spongebob the Sponge" trigger13 = enemy, name = "Potpourri" trigger14 = enemy, name = "Princess Meteo+" var(0) = 1 [State 40003, VarSet] type = VarSet triggerall = teamside = 2 triggerall = enemy, numhelper(40004) trigger1 = enemy, authorname = "Vans" trigger2 = enemy, authorname = "K.O.D" trigger3 = enemy, authorname = "K.O.D & Vans" trigger4 = enemy, authorname = "OrochiKOF97" trigger5 = enemy, authorname = "Dark Saviour" trigger6 = enemy, authorname = "Kung Fu Man" trigger7 = enemy, authorname = "KoopaKoot" trigger8 = enemy, authorname = "Anjel" trigger9 = enemy, authorname = "infantry00" trigger10 = enemy, authorname = "Toshio" trigger11 = enemy, name = "Homer J Simpson" trigger12 = enemy, name = "Spongebob the Sponge" trigger13 = enemy, name = "Potpourri" trigger14 = enemy, name = "Princess Meteo+" var(0) = 1 [State 40001, P1 BG] type = Explod triggerall = !numexplod(15650) triggerall = teamside = 1 trigger1 = !time anim = 15605 ID = 15650 pos = 0,abs((240*var(0))-81) postype = left ;p2,front,back,left,right pausemovetime = -1 supermovetime = -1 removetime = -2 bindtime = -1 scale = 0.5,0.5 sprpriority = -20 ownpal = 1 ignorehitpause = 1 [State 40001, P2 BG] type = Explod triggerall = !numexplod(15651) triggerall = teamside = 2 trigger1 = !time anim = 15606 ID = 15651 pos = 0,abs((240*var(0))-81) postype = right ;p2,front,back,left,right pausemovetime = -1 supermovetime = -1 removetime = -2 bindtime = -1 scale = 0.5,0.5 facing = -1 sprpriority = -20 ownpal = 1 ignorehitpause = 1 [State 40001, P1 PORTRAIT] type = Explod triggerall = !numexplod(15660) triggerall = teamside = 1 trigger1 = !time anim = 15607 ID = 15660 pos = 0,abs((240*var(0))-81) postype = left ;p2,front,back,left,right pausemovetime = -1 supermovetime = -1 removetime = -2 bindtime = -1 scale = 0.5,0.5 sprpriority = -19 ownpal = 1 ignorehitpause = 1 [State 40001, P2 PORTRAIT] type = Explod triggerall = !numexplod(15661) triggerall = teamside = 2 trigger1 = !time anim = 15607 ID = 15661 pos = 0,abs((240*var(0))-81) postype = right ;p2,front,back,left,right pausemovetime = -1 supermovetime = -1 removetime = -2 bindtime = -1 scale = 0.5,0.5 facing = -1 sprpriority = -19 ownpal = 1 ignorehitpause = 1 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 2 ID = 15650 scale = .505,0.155 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 4 ID = 15650 scale = .52,0.29 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 6 ID = 15650 scale = .53,0.42 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 8 ID = 15650 scale = .529,.529 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 56 ID = 15650 scale = .529,0.42 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 57 ID = 15650 scale = .529,0.29 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 58 ID = 15650 scale = .529,0.155 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 66 ID = 15651 scale = 0.5,0.5 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 2 ID = 15651 scale = .505,0.155 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 4 ID = 15651 scale = .52,0.29 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 6 ID = 15651 scale = .53,0.42 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 8 ID = 15651 scale = .529,.529 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 56 ID = 15651 scale = .529,0.42 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 57 ID = 15651 scale = .529,0.29 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 58 ID = 15651 scale = .529,0.155 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 66 ID = 15651 scale = 0.5,0.5 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 2 ID = 15660 scale = .505,0.155 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 4 ID = 15660 scale = .52,0.29 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 6 ID = 15660 scale = .53,0.42 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 8 ID = 15660 scale = .529,.529 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 56 ID = 15660 scale = .529,0.42 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 57 ID = 15660 scale = .529,0.29 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 58 ID = 15660 scale = .529,0.155 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 2 ID = 15661 scale = .505,0.155 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 4 ID = 15661 scale = .52,0.29 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 6 ID = 15661 scale = .53,0.42 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 8 ID = 15661 scale = .529,.529 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 56 ID = 15661 scale = .529,0.42 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 57 ID = 15661 scale = .529,0.29 [State 40003, ModifyExplod] type = ModifyExplod trigger1 = time = 58 ID = 15661 scale = .529,0.155 [State 40001, DestroySelf] type = DestroySelf trigger1 = time = 60 ;----------------------------[2002 UM MAX2 BG]---------------------------------- [Statedef 40004] anim = 99999 [State 40001, DestroySelf] type = DestroySelf trigger1 = time = 1 ;--------------------------------------------------- ;P2 launched upward [Statedef 3950] type = A movetype = H physics = N poweradd = 0 ctrl = 0 [State 0, ScreenBound] type=ScreenBound trigger1=1 movecamera=0,0 [State 719,0] type = ChangeAnim2 trigger1 = SelfAnimExist(5051) = 0 trigger1 = !Time value = 5051 [State 719,1] type = ChangeAnim2 trigger1 = SelfAnimExist(5051) = 1 trigger1 = !Time value = 5051 [State 719,2] type = VelSet trigger1 = !Time x = -.50 y = -25.25 [State 719,3] type = Veladd trigger1 = Time <= 30 y = .250 [State 719,3] type = Veladd trigger1 = Time > 30 y = 0.50 [State 719,4] type = ChangeAnim2 Trigger1 = SelfAnimExist(5052) = 0 Trigger1 = Anim != 5052 trigger1 = time >= 5 Trigger1 = vel Y > -1 value = 5052 [State 719,5] type = ChangeAnim2 Trigger1 = SelfAnimExist(5052) = 1 Trigger1 = Anim != 5052 trigger1 = time >= 5 Trigger1 = vel Y > -2 value = 5052 [State 719,6] type = selfstate trigger1 = vel y > 0 trigger1 = pos y > -vel y value = 5100 + (!SelfAnimExist(5100)) ctrl = 1 ;---------------------------------------------------------- ;============================================================================================== ;eletric after image [Statedef 10610] type = S movetype = A physics = N ctrl = 0 anim = 12233 velset = 0, 0 sprpriority = 5 [State Pos] type = posset trigger1 = 1 x = 0 [State 1] type = palfx trigger1 = time = 0 time = 9999 add = -50, -50, 0 sinadd = -40, -40, -40, 5 [State Shadows] type = Afterimage trigger1 = time = 0 time = 9999 length = 20 PalBright = 1, 1, 1 PalContrast = 25, 155, 255 PalAdd = 0, 0, 0 PalMul = 0.80, .80, .80 Timegap = 1 FrameGap = 1 Trans = add [State NHB] type = NotHitBy trigger1 = 1 value = SCA time = -1 [State Dissipate] type = destroyself trigger1 = time >= 10 ;------------------------------------------------------------------------------ ; Eletric by flaming eletric fist [Statedef 7700] type = A physics = N movetype = H velset = 0,0 ctrl = 0 anim = 5030 juggle = 0 [State 7600, Shock] type = ChangeAnim trigger1 = AnimExist(7696) trigger1 = Anim != 7696 value = 7696 [State 7600, Fau-Shock] type = Palfx trigger1 = !AnimExist(7696) && TimeMod = 2, 3 time = 2 mul = 199,198,226 [State 7600, Fau-Shock] type = Palfx trigger1 = !AnimExist(7696) && TimeMod = 2, 1 time = 100 add = 100,100,100 mul = 256,256,256 sinadd = -80,-80,-80,30 invertall = 1 color = 100 [State 7600, No hit] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 7600, Fall Back] type = velset trigger1 = Time = 18 x = -4.5 y = -6.4 [State 7600, Fall Back] type = gravity trigger1 = Time >= 18 [State 7600, Change] type = Selfstate trigger1 = Pos Y > 0 value = 5100 ;------------------------------------------------------------------------------ ;DREAMCANCEL Helper States [Statedef 40000] type = S movetype = I physics = S ctrl = 0 velset = 0, 0 ownpal = 1 anim = 16003 sprpriority = -1 [State 7001, Assert] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 1000, Explod] ;DREAMCANCEL type = Explod trigger1 = !time anim = 16000 ID = 16000 pos = 0,75;160 ;118 in KOFXI ... facing = 1 postype = right supermove = 1 supermovetime = 68 pausemovetime = 68 scale = .5,.5 sprpriority = 776 ignorehitpause = 1 persistent = 0 bindtime = 68 ownpal = 1 removeongethit = 0 [State 1000, Explod] ;Marquee type = Explod trigger1 = !time anim = 16001 ID = 16001 pos = 0,75 postype = right supermove = 1 supermovetime = 68 pausemovetime = 68 scale = .5,.5 sprpriority = 777 bindtime = 68 ignorehitpause = 1 persistent = 0 [State 1000, Explod] ;Black type = Explod trigger1 = !time anim = 16002 ID = 16002 pos = 0,75 postype = right supermove = 1 supermovetime = 68 pausemovetime = 68 scale = .5,.5 sprpriority = 775 bindtime = 68 ignorehitpause = 1 persistent = 0 trans = addalpha alpha = 128,128 [State 65000: DestroySelf] type = DestroySelf trigger1 = time = 68 ;DREAMCANCEL Helper States [Statedef 11111] type = S movetype = I physics = S ctrl = 0 velset = 0, 0 ownpal = 1 anim = 16003 sprpriority = -1 [State 111111, DestroySelf] type = DestroySelf trigger1 = time = 80 ;------------------------------------------------------------------------------- ;------------------------------------------------------------------------------ ;SUPERCANCEL Helper States [Statedef 40005] type = S movetype = I physics = S ctrl = 0 velset = 0, 0 ownpal = 1 anim = 16003 sprpriority = -1 [State 7001, Assert] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 30006, Explod] ;DREAMCANCEL type = Explod trigger1 = !time anim = 17000 ID = 30005 pos = 0,75;160 ;118 in KOFXI ... facing = 1 postype = right supermove = 1 supermovetime = 68 pausemovetime = 68 scale = .5,.5 sprpriority = 776 ignorehitpause = 1 persistent = 0 bindtime = 68 ownpal = 1 removeongethit = 0 [State 30006, Explod] ;Marquee type = Explod trigger1 = !time anim = 17001 ID = 30005 pos = 0,75 postype = right supermove = 1 supermovetime = 68 pausemovetime = 68 scale = .5,.5 sprpriority = 777 bindtime = 68 ignorehitpause = 1 persistent = 0 [State 30005, Explod] ;Black type = Explod trigger1 = !time anim = 17002 ID = 30005 pos = 0,75 postype = right supermove = 1 supermovetime = 68 pausemovetime = 68 scale = .5,.5 sprpriority = 775 bindtime = 68 ignorehitpause = 1 persistent = 0 trans = addalpha alpha = 128,128 [State 65000: DestroySelf] type = DestroySelf trigger1 = time = 68 ;------------------------------------------------------------------------------- ;Dream Cancel Custom State [Statedef 3668] type = A movetype = H physics = N velset = 0,0 ctrl = 0 sprpriority = 2 [State 1506, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = NoAutoTurn [State 3668, ChangeAnim] type = ChangeAnim trigger1 = Time = 0 value = 5300 [Stage 3668, End] type = ChangeState trigger1 = Time > 500 value = 0 ctrl = 1 ;---------------------------------------- ;Lightling Shovel [Statedef 3900] type = S movetype = A physics = N anim = 4900 velset = 0,0 ctrl = 0 juggle = 8 sprpriority = 4 poweradd = -3000 [State ,after image] type = AfterImage triggerall = !var(42) = 1 trigger1 = AnimElem = 1 time = 189 trans = add1 timegap = 4 framegap = 1 length = 3 palbright = 100,0,0 palcontrast = 0,0,0 paladd = 50,50,50 [State 3000, Super] type = Helper trigger1 = Time = 0 trigger1 = PrevStateNo = [1000,2999] persistent = 0 id = 30005 name = "Super Cancel Helper" pos = 0,-48 postype = P1 stateno = 40005 helpertype = normal supermove = 1 keyctrl = 0 ownpal = 1 ignorehitpause = 1 supermovetime = 99999 pausemovetime = 99999 [State 3000, Super] type = Helper trigger1 = AnimElem = 4 persistent = 0 id = 13900 name = "Super Spark Helper" pos = 0,-45 postype = P1 stateno = 13900 helpertype = normal supermove = 1 keyctrl = 0 ownpal = 1 ignorehitpause = 1 supermovetime = 99999 pausemovetime = 99999 [State 3000, Super] type = Helper trigger1 = Time = 0 trigger1 = PrevStateNo = 3200 persistent = 0 id = 30006 name = "DREAM Cancel Helper" pos = 0,0 postype = P1 stateno = 40000 helpertype = normal supermove = 1 keyctrl = 0 ownpal = 1 ignorehitpause = 1 supermovetime = 99999 pausemovetime = 99999 [State 0, VelAdd] type = Velset trigger1 = animelem = 5 x = 13 [State 1000, 1] type = PlaySnd trigger1 = animelem = 1 value = 1,6 [State 0, Helper] type = Helper trigger1 = animelem = 7 helpertype = normal ;player name = "eletric shockwave" ID = 10610 stateno = 10610 pos = 0,-50 postype = p1 ;p2,front,back,left,right facing = 1 removetime = 100 supermovetime = 9999 pausemovetime = 9999 [State 0, Explod] type = Explod trigger1 = animelem = 5 anim = 10400 pos = 0,0 postype = p1 ;p2,front,back,left,right facing = 2 bindtime = -1 removetime = 150 sprpriority = 7 pausemovetime = 99999 supermovetime = 99999 scale = 1,1 [State 198, A3] type = Explod trigger1 = time = [50,179] ;trigger1 = time % 10 sprpriority = 7 id = 8900 anim = 8900 postype = p1 pos = 0, -50 vel = -3,0 random = -140,90 scale = .5,.5 [State 3000, Super] type = Helper trigger1 = Time = 0 trigger1 = PrevStateNo = 3200 persistent = 0 id = 30006 name = "DREAM Cancel Helper" pos = 0,0 postype = P1 stateno = 40000 helpertype = normal supermove = 1 keyctrl = 0 ownpal = 1 ignorehitpause = 1 supermovetime = 99999 pausemovetime = 99999 [State 1506, TargetState] type = TargetState trigger1 = time = 0 trigger1 = PrevStateNo = 3200 value = 3668 [State 13000, EnvColor] type = EnvColor trigger1 = animelem = 2 value = 255,255,255 time = 4 under = 1 ignorehitpause = 1 persistent = 0 [State -2, PalFX] type = PalFX trigger1 = prevstateno = [1000,1500] trigger1 = time < 17 time = 1 add = 255,255,255 sinadd = 0,0,0 invertall = 0 color = 256 ignorehitpause = 1 persistent = 2 [State 1000, VarAdd] type = VarAdd triggerall = !var(33) trigger1 = prevstateno = [1000,1500] fvar(5) = -1000 persistent = 0 [State 3000, VarSet] type = VarSet trigger1 = animelem = 2 ;Superpause tick error fix. var(6) = 29 [State 3000, AssertSpecial] type = AssertSpecial trigger1 = time = [7,34] flag = noBG flag2 = noFG ignorehitpause = 1 [State 6001, pause] type = SuperPause trigger1 = animelem = 3 time = 35 movetime = 35 anim = -1 darken = 0 sound = s3,14 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 3 value = S3,15 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 3 value = S3,15 [State 0, Explod] type = Explod trigger1 = animelem = 4 anim = 3912 ID = 3912 pos = -30,-16 postype = p1 ;p2,front,back,left,right facing = 1 bindtime = -1 removetime = -1 scale = 1,1 sprpriority = 1 ownpal = 1 removeongethit = 1 [State 0, RemoveExplod] type = RemoveExplod trigger1 = animelem = 8 id = 3912 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 7 value = S14001,4 volume = 255 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 7 value = S14001,5 volume = 255 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 7 value = S14001,6 volume = 255 [State 0, PlaySnd] type = PlaySnd trigger1 = numexplod(3912) trigger1 =(gametime%15) = 1 value = S14001,5 volume = 255 persistent = 1 ignorehitpause = 1 [State Shinryuken] type = PlaySnd trigger1 = numexplod(3912) trigger1 =(gametime%5) = 1 value = s14001, 6 persistent = 1 ignorehitpause = 1 [State 1205, 1] type = HitDef trigger1 = time%1 = 0 attr = S, HP animtype = Heavy damage = 6, 1 getpower = 9,9 givepower = 4,4 hitflag = MAFD priority = 5, Hit guardflag = M pausetime = 1,1 sparkno = S8320+(random%7) sparkxy = 0,-50 hitsound = S14001,3 guardsound = s8500,0 guard.sparkno = S6767 ground.type = Low ground.slidetime = 18 ground.hittime = 18 ground.velocity = 0 air.type = Low air.hittime = 18 air.velocity = 0,0 palfx.time = 100 palfx.add = 100,100,100 palfx.mul = 256,256,256 palfx.sinadd = -80,-80,-80,10 palfx.invertall = 1 palfx.color = 0 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 down.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 airguard.cornerpush.veloff = 0 [State 1205, 1] type = HitDef trigger1 = animelem = 7 attr = S, HP animtype = Heavy damage = 10, 10 getpower = 28,8 givepower = 50,10 hitflag = MAFD priority = 4, Hit guardflag = M pausetime = 3,2 sparkno = S8320+(random%7) sparkxy = 0,-50 hitsound = S14001,3 guardsound = s8500,0 guard.sparkno = S6767 ground.type = Low ground.slidetime = 18 ground.hittime = 18 ground.velocity = 0 air.type = Low air.hittime = 18 air.velocity = 0,0 palfx.time = 100 envshake.time = 15 envshake.ampl = 7 fall.envshake.time = 15 fall.envshake.ampl = -7 palfx.add = 100,100,100 palfx.mul = 256,256,256 palfx.sinadd = -80,-80,-80,10 palfx.invertall = 1 palfx.color = 0 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 down.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 airguard.cornerpush.veloff = 0 p2stateno = 7700 [State -2, Helper] type = Helper triggerall = !numhelper(40001) trigger1 = time = 20 helpertype = normal name = "HSDM" ID = 40001 stateno = 40001 pos = 160,120 postype = left ;p2,front,back,left,right facing = 1 keyctrl = 0 ownpal = 0 supermovetime = 999999999999 pausemovetime = 999999999999 ignorehitpause = 1 [State -2, Helper] type = Helper triggerall = !numhelper(40003) trigger1 = animelem = 4 helpertype = normal name = "H.Port" ID = 40003 stateno = 40003 pos = 160,120 postype = left ;p2,front,back,left,right facing = 1 keyctrl = 0 ownpal = 0 supermovetime = 999999999999 pausemovetime = 999999999999 ignorehitpause = 1 [State -2, Helper] type = Helper triggerall = !numhelper(40004) trigger1 = animelem = 4 helpertype = normal name = "Player 1" ID = 40004 stateno = 40004 pos = 160,120 postype = left ;p2,front,back,left,right facing = 1 keyctrl = 0 ownpal = 0 supermovetime = 999999999999 pausemovetime = 999999999999 ignorehitpause = 1 [State 6001, pause] type = Explod trigger1 = animelem = 2 anim = 4532 pos = 0,-45 postype = p1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 supermove = 1 removetime = 28 sprpriority = -2 ownpal = 1 [State 6001, pause] type = Explod trigger1 = animelem = 2 anim = 4533 pos = 0,-45 postype = p1 supermovetime = 9999999999999999 pausemovetime = 9999999999999999 supermove = 1 removetime = 22 ontop = 1 sprpriority = 4 ownpal = 1 [State 0, Helper] type = Helper trigger1 = movehit trigger1 = time = 171 helpertype = normal name = "p2 Eletred" ID = 1305 stateno = 1305 postype = p2 pos = 0,0 [State 3700, NotHitBy] type = NotHitBy trigger1 = animelemtime(5) < 4 value = SCA time = 1 [State 220,2] type = ChangeState trigger1 = AnimTime = 0 value = 3901 ctrl = 0 ;--------------------------------------------------------------------------- ;Lightling Shovel Fall [Statedef 3901] type = A ctrl = 0 anim = 4901 velset = 0,0 movetype = I physics = S sprpriority = 2 [State 2704,1] type=Gravity trigger1=time>0 [State 220,2] type = ChangeState trigger1 = AnimTime = 0 value = ifelse (pos Y <0,50,0) ctrl = 1 ;--------------------------------------------------------------------------------------------- ;Shock Canceled [StateDef 3990] type = A movetype= I physics = N juggle = 1 ctrl = 0 anim = 3912 Sprpriority = 1 [State 4539] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 198, A3] type = Explod trigger1 = time % 30 sprpriority = 7 id = 8900 anim = 8900 postype = P1 pos = 0, -50 random = -140,90 scale = 1,1 [State 1000, AfterImage] type = AfterImage trigger1 = animelem = 1 time = 79 length = 20 palcolor = 256 [State 1205, 1] type = HitDef ;triggerall = !Var(39) trigger1 = time%3 = 0 attr = S, HP animtype = Heavy damage = 12, 12 getpower = 28,8 givepower = 50,10 hitflag = MAFD priority = 4, Hit guardflag = M pausetime = 8,8 sparkno = S8320+(random%7) sparkxy = 0,-50 hitsound = S14001,3 guardsound = s8500,0 guard.sparkno = S2010 ground.type = Low ground.slidetime = 20 ground.hittime = 30 ground.velocity = -9,-1 air.animtype = Back air.velocity = -5,-3 air.juggle = 10 air.fall = 1 down.velocity = -5,3 down.hittime = 20 fall = 1 fall.recover = 0 envshake.time = 15 envshake.ampl = 7 fall.envshake.time = 15 fall.envshake.ampl = -7 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 down.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 airguard.cornerpush.veloff = 0 ;kill = 0 [State 521, end] type = Destroyself trigger1 = time = 220 ;---------------------------------------------------------------------------- ;Projectile 1 [StateDef 4110] type = S movetype= A physics = N juggle = 1 facing = 2 ctrl = 0 anim = 3910 Sprpriority = 5 [State 4539] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 0, VelSet] type = VelSet trigger1 = time = 0 x = 8 [State 0, Helper] type = Helper trigger1 = time = 0 helpertype = normal name = "Flame shock" ID = 4111 stateno = 4111 postype = p1 pos = 0,0 size.xscale = 2 size.yscale = 2 facing = 2 [State 0, Helper] type = Helper trigger1 = movehit trigger1 = numhelper(1305) = 0 persistent = 7 helpertype = normal name = "p2 Eletred" ID = 1305 stateno = 1305 postype = p2 pos = 0,0 [State 1205, 1] type = HitDef trigger1 = time = 0 attr = S, HA animtype = Heavy damage = 340, 10 getpower = 28,8 givepower = 4,4 hitflag = MAFD priority = 4, Hit pausetime = 2,11 sparkno = s8570 sparkxy = 0,0 hitsound = S14001,2 ground.type = Low ground.slidetime = 20 ground.hittime = 30 ground.velocity = -9,-1 air.animtype = Back air.velocity = -10,-10 air.juggle = 10 air.fall = 1 down.velocity = -5,3 down.hittime = 20 fall = 1 fall.recover = 0 envshake.time = 15 envshake.ampl = 7 fall.envshake.time = 15 fall.envshake.ampl = -7 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 down.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 airguard.cornerpush.veloff = 0 palfx.time = 100 palfx.add = 100,100,100 palfx.mul = 256,256,256 palfx.sinadd = -80,-80,-80,-30 palfx.color = 100 palfx.invertall = 1 afterimage.time = -1 afterimage.trans = add afterimage.framegap = 4 afterimage.PalBright = 30, 0, 0 afterimage.PalContrast = 70, 20, 20 afterimage.PalAdd = -3,-3,-3 afterimage.PalMul = .85,.50,.50 envshake.time = 15 envshake.ampl = 7 fall.envshake.time = 15 fall.envshake.ampl = -7 p2stateno = 7700 [State 521, end] type = Destroyself trigger1 = animtime = 0 ;---------------------------------------------------------------------------- ;Projectile 2 [StateDef 4111] type = S movetype= A physics = N juggle = 1 facing = 2 ctrl = 0 anim = 3911 Sprpriority = 5 [State 4539] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [state 21900] type = BindToparent trigger1 = 1 time = 1 facing = 0 pos = 0, 0 [State 0, Helper] type = Helper trigger1 = movehit trigger1 = numhelper(1305) = 0 persistent = 7 helpertype = normal name = "p2 Eletred" ID = 1305 stateno = 1305 postype = p2 pos = 0,0 [State 1205, 1] type = HitDef trigger1 = time = 0 attr = S, HA animtype = Heavy damage = 160, 10 getpower = 28,8 givepower = 4,4 hitflag = MAFD priority = 4, Hit pausetime = 2,11 sparkno = s10420 sparkxy = 0,0 hitsound = S14001,11 ground.type = Low ground.slidetime = 20 ground.hittime = 30 ground.velocity = -9,-1 air.animtype = Back air.velocity = -10,-10 air.juggle = 10 air.fall = 1 down.velocity = -5,3 down.hittime = 20 fall = 1 fall.recover = 0 envshake.time = 15 envshake.ampl = 7 fall.envshake.time = 15 fall.envshake.ampl = -7 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 down.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 airguard.cornerpush.veloff = 0 palfx.time = 100 palfx.add = 100,100,100 palfx.mul = 256,256,256 palfx.sinadd = -80,-80,-80,-30 palfx.color = 100 palfx.invertall = 1 afterimage.time = -1 afterimage.trans = add afterimage.framegap = 4 afterimage.PalBright = 30, 0, 0 afterimage.PalContrast = 70, 20, 20 afterimage.PalAdd = -3,-3,-3 afterimage.PalMul = .85,.50,.50 envshake.time = 15 envshake.ampl = 7 fall.envshake.time = 15 fall.envshake.ampl = -7 p2stateno = 7700 [State 521, end] type = Destroyself trigger1 = animtime = 0 ;--------------------------[2002 UM MAX2 PORTRAIT]------------------------------ ; Super Start Spark Helper [Statedef 13900] type = A movetype = I physics = N ctrl = 0 anim = 99999 velset = 0,0 ownpal = 1 [State 820,PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 3, 15 persistent = 0 [State 3000, BGPalFX] type = BGPalFX trigger1 = 1 time = 1 add = 0,0,0 mul = 32,32,32 sinadd = 0,0,0,1 invertall = 0 color = 256 ;Super Spark left half, facing right [State 3000, 1] type = Explod trigger1 = Time = 3 trigger1 = Pos X <= 0 trigger1 = Facing = 1 anim = 13900 postype = P1 pos = 0,0 facing = -1 sprpriority = 6 pausemovetime = 99999999999999 supermovetime = 99999999999999 persistent = 0 [State 4110, DestroySelf] type = DestroySelf trigger1 = Time > 39 ;Super Spark right half, facing right [State 3000, 1] type = Explod trigger1 = Time = 3 trigger1 = Pos X > 0 trigger1 = Facing = 1 anim = 13900 postype = P1 pos = 0,0 facing = 1 sprpriority = 6 pausemovetime = 99999999999999 supermovetime = 99999999999999 persistent = 0 ;Super Spark left half, facing left [State 3000, 1] type = Explod trigger1 = Time = 3 trigger1 = Pos X < 0 trigger1 = Facing = -1 anim = 13900 postype = P1 pos = 0,0 facing = 1 sprpriority = 6 pausemovetime = 99999999999999 supermovetime = 99999999999999 persistent = 0 [State 4110, DestroySelf] type = DestroySelf trigger1 = Time > 39 ;Super Spark right half, facing left [State 3000, 1] type = Explod trigger1 = Time = 3 trigger1 = Pos X > 0 trigger1 = Facing = -1 anim = 13900 postype = P1 pos = 0,0 facing = -1 sprpriority = 6 pausemovetime = 99999999999999 supermovetime = 99999999999999 persistent = 0 ;Fade out [State 4001, Fade Out] type=palfx trigger1= Time = 30 time=12 sinadd=-255,-255,-255,60 [State 4110, DestroySelf] type = DestroySelf trigger1 = Time > 39 ;============================================================================================== ;Frighting Smash 1 [Statedef 10440] type = S movetype = A physics = N ctrl = 0 anim = 10440 velset = 0, 0 sprpriority = 3 [State 0, Helper] type = Helper trigger1 = movehit trigger1 = numhelper(1305) = 0 helpertype = normal name = "p2 Eletred" ID = 1305 stateno = 1305 postype = p2 pos = 0,0 [State FireB] type = Explod trigger1 = time = 0 anim = 2921 id = 2921 scale = 1, 1 postype = p1 pos = 0,0 bindtime = -1 sprpriority = 7 ownpal = 1 [State 1] type = playsnd trigger1 = time = 0 value = s14001, 4 freqmul = 1.2 [State 1] type = playsnd trigger1 = time = 0 value = s14001, 14 [State 7] type = HitDef trigger1 = animelem = 1 attr = S, HA damage = 185,10 animtype = Heavy fall.animtype = Back getpower = 0, 0 givepower = 20 priority = 5, Hit hitflag = MAFD guardflag = MA pausetime = 0, 0 sparkno = s8570 hitsound = S14001, 15 guard.sparkno = s6767; S9200 guardsound = S8500, 0 ground.type = Low air.type = Low fall = 1 air.hittime = 50 ground.slidetime = 40 ground.hittime = 50 ground.velocity = -12.0, -2.0 air.velocity = -12.0, -2.0 fall.recover = 0 fall.recovertime = 120 palfx.time = 20 palfx.add = 10, 10, 100 palfx.sinadd = -20, -20, -89, 8 palfx.color = 20 forcestand = 1 [State hadouken hit helper] type = Helper trigger1 = time = 13 helpertype = normal name = "Fire" postype = p1 pos = 100,0 stateno = 10300 ID = 10300 ownpal = 1 size.xscale = 1.0 size.yscale = 1.0 [State Dissipate] type = destroyself trigger1 = time = 53 ;============================================================================================== ;Frighting Smash 2 [Statedef 10441] type = S movetype = A physics = N ctrl = 0 anim = 10440 velset = 0, 0 sprpriority = 3 [State 0, Helper] type = Helper trigger1 = movehit trigger1 = numhelper(1305) = 0 helpertype = normal name = "p2 Eletred" ID = 1305 stateno = 1305 postype = p2 pos = 0,0 [State FireB] type = Explod trigger1 = time = 0 anim = 2921 id = 2921 scale = 1, 1 postype = p1 pos = 0,0 bindtime = -1 sprpriority = 7 ownpal = 1 [State 1] type = playsnd trigger1 = time = 0 value = s14001, 4 freqmul = 1.2 [State 1] type = playsnd trigger1 = time = 0 value = s14001, 14 [State 7] type = HitDef trigger1 = animelem = 1 attr = S, HA damage = 175,10 animtype =Heavy fall.animtype = Back getpower = 0, 0 givepower = 20 priority = 5, Hit hitflag = MAFD guardflag = MA pausetime = 0, 0 sparkno = s8570 hitsound = S14001, 15 guard.sparkno = s6767; S9200 guardsound = S8500, 0 ground.type = Low air.type = Low fall = 1 air.hittime = 50 ground.slidetime = 40 ground.hittime = 50 ground.velocity = -12.0, -2.0 air.velocity = -12.0, -2.0 fall.recover = 0 fall.recovertime = 120 palfx.time = 20 palfx.add = 10, 10, 100 palfx.sinadd = -20, -20, -89, 8 palfx.color = 20 forcestand = 1 [State hadouken hit helper] type = Helper trigger1 = time = 13 helpertype = normal name = "Fire" postype = p1 pos = -100,0 stateno = 10301 ID = 10300 ownpal = 1 size.xscale = 1.0 size.yscale = 1.0 [State Dissipate] type = destroyself trigger1 = time = 53 ;============================================================================================== ;Volcano Smash 1 [Statedef 10300] type = S movetype = A physics = N ctrl = 0 anim = 10300 velset = 0, 0 sprpriority = 3 [State FireB] type = Explod trigger1 = time = 0 anim = 10100 id = 10100 scale = 1, 1 postype = p1 pos = 0,0 bindtime = -1 scale = 1.2,1 sprpriority = 7 ownpal = 1 [State 1] type = playsnd trigger1 = time = 0 value = s14001, 16 freqmul = 1.2 [State 1] type = playsnd trigger1 = time = 0 value = s14001, 2 [State 7] type = HitDef trigger1 = time = 0 attr = S, HA damage = 100,10 animtype = Heavy fall.animtype = Back getpower = 0, 0 givepower = 20 priority = 5, Hit hitflag = MAFD guardflag = MA pausetime = 2, 1 sparkno = s10420 hitsound = S14001, 11 guard.sparkno = s6767; S9200 guardsound = S8500, 0 ground.type = Low air.type = Low fall = 1 air.hittime = 50 ground.slidetime = 40 ground.hittime = 50 ground.velocity = -12.0, -2.0 air.velocity = -12.0, -2.0 fall.recover = 0 fall.recovertime = 120 palfx.time = 20 palfx.add = 10, 10, 100 palfx.sinadd = -20, -20, -89, 8 palfx.color = 20 forcestand = 1 [State hadouken hit helper] type = Helper trigger1 = time = 13 helpertype = normal name = "Thunderbolt" postype = p1 pos = 100,0 stateno = 10442 ID = 10440 ownpal = 1 size.xscale = 1.0 size.yscale = 1.0 [State Dissipate] type = destroyself trigger1 = time = 35 ;============================================================================================== ;Volcano Smash 2 [Statedef 10301] type = S movetype = A physics = N ctrl = 0 anim = 10300 velset = 0, 0 sprpriority = 3 [State FireB] type = Explod trigger1 = time = 0 anim = 10100 id = 10100 scale = 1, 1 postype = p1 pos = 0,0 bindtime = -1 scale = 1.2,1 sprpriority = 7 ownpal = 1 [State 1] type = playsnd trigger1 = time = 0 value = s14001, 16 freqmul = 1.2 [State 1] type = playsnd trigger1 = time = 0 value = s14001, 2 [State 1] type = palfx trigger1 = time = 0 time = -1 add = -50, -50, 0 sinadd = -40, -40, -40, 5 [State 7] type = HitDef trigger1 = time = 0 attr = S, HA damage = 175,10 animtype = Heavy fall.animtype = Back getpower = 0, 0 givepower = 20 priority = 5, Hit hitflag = MAFD guardflag = MA pausetime = 2, 1 sparkno = s10420 hitsound = S14001, 11 guard.sparkno = s6767; S9200 guardsound = S8500, 0 ground.type = Low air.type = Low fall = 1 air.hittime = 50 ground.slidetime = 40 ground.hittime = 50 ground.velocity = -12.0, -2.0 air.velocity = -12.0, -2.0 fall.recover = 0 fall.recovertime = 120 palfx.time = 20 palfx.add = 10, 10, 100 palfx.sinadd = -20, -20, -89, 8 palfx.color = 20 forcestand = 1 [State hadouken hit helper] type = Helper trigger1 = time = 13 helpertype = normal name = "Thunderbolt" postype = p1 pos = -100,0 stateno = 10442 ID = 10440 ownpal = 1 size.xscale = 1.0 size.yscale = 1.0 [State NHB] type = NotHitBy trigger1 = 1 value = SCA time = -1 [State Dissipate] type = destroyself trigger1 = time = 35 ;============================================================================================== ;Frighting Finaly [Statedef 10442] type = S movetype = A physics = N ctrl = 0 anim = 2921 sprpriority = 3 [State 0, Helper] type = Helper trigger1 = movehit trigger1 = numhelper(1305) = 0 persistent = 10 helpertype = normal name = "p2 Eletred" ID = 1305 stateno = 1305 postype = p2 pos = 0,0 [State FireB] type = Explod trigger1 = time = 0 anim = 10440 id = 10440 scale = 1, 1 postype = p1 pos = 0,0 bindtime = -1 sprpriority = 7 ownpal = 1 [State 1] type = playsnd trigger1 = time = 0 value = s14001, 4 freqmul = 1.2 [State 1] type = playsnd trigger1 = time = 0 value = s14001, 14 [State 7] type = HitDef trigger1 = animelem = 1 attr = S, HA damage = 105,10 animtype = Heavy fall.animtype = Back getpower = 0, 0 givepower = 20 priority = 5, Hit hitflag = MAFD guardflag = MA pausetime = 2, 1 sparkno = s8570 hitsound = S14001, 15 guard.sparkno = s6767; S9200 guardsound = S8500, 0 ground.type = Low air.type = Low fall = 1 air.hittime = 50 ground.slidetime = 40 ground.hittime = 50 ground.velocity = -12.0, -2.0 air.velocity = -12.0, -2.0 fall.recover = 0 fall.recovertime = 120 palfx.time = 20 palfx.add = 10, 10, 100 palfx.sinadd = -20, -20, -89, 8 palfx.color = 20 forcestand = 1 p2stateno = 1306 [State Dissipate] type = destroyself trigger1 = time = 53