;Knuckle Waterfall [Statedef 3000] type = A movetype = A physics = N anim = 3000 velset = 0,0 poweradd = -1000 movehitpersist = 1 hitcountpersist = 1 ctrl = 0 juggle = 0 [state 3000, UUURAAAAAAAAAAAAAA!] type = playsnd trigger1 = !time value = 8,2 channel = 0 [state 1100, nothitby] type = nothitby trigger1 = time <= 52 value = SCA [State 0, Projectile] type = Projectile triggerall = anim = 3002 trigger1 = animelemtime(5) > 0 trigger1 = movehit ProjID = 3001 projanim = 15999 projremovetime = 1 ignorehitpause=1 ;---------------Start-------------; ;----Common Superpause Effects ------------ [State 0, AssertSpecial] type = AssertSpecial trigger1 = time = [5,45] flag = noBG flag2 = noFG [State 1000, shake] type = EnvShake triggerall = anim = 3000 trigger1 = !(time%4) time=4 freq=80 ampl=1.5+0.02*time [State 3000, superpause] type = superpause trigger1 = time=5 time = 40 p2defmul = 1 unhittable = 1 anim = -1 sound = s5,100 darken = 0 movetime = 40 [State 0, Super FX] type = Explod trigger1 = time = 5 anim = 30000 id = 30000 pos = -114,30 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 8 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 ;---------------Middle-------------; [state 3000,changeanim] type = changeanim triggerall = anim = 3000 trigger1 = animtime = 0 value = 3001 [state 3000, velset] type = velset trigger1 = anim = 3001 y = 3 [State 200, 1] type = HitDef triggerall = anim = 3001 trigger1 = animelem = 2 || animelem = 5 attr = A, HA damage = ceil(ifElse(fvar(11) * 15 < 3, 3, fvar(11) * 15)), 5 kill = 0 animtype = Heavy guardflag = MA hitflag = MAFD pausetime = 3,3 guard.pausetime = 3,3 sparkno = s7020 guard.sparkno = s7000 sparkxy = -40+(random%40),-10 hitsound = s5, 1 guardsound = S6,1 ground.type = High ground.slidetime = 15 ground.hittime = 30 ground.velocity = 1 guard.velocity = -1 airguard.velocity = -1,-1 air.type = High air.velocity = 1,-1 air.hittime = 12 fall = 1 p2facing = 1 fall.recover = 0 air.animtype = back getpower= 0,0 givepower = 30,20 envshake.time = 6 envshake.freq = 60 envshake.ampl = 6 yaccel = 0.5 ID = 3050 [state 3000, velset] type = velset triggerall = movehit trigger1 = anim = 3001 trigger1 = enemy,stateno = 3050 trigger1 = Vel Y > 0 && Pos Y >= 0 y = 0 [state 3000,changeanim] type = changeanim triggerall = movehit triggerall = anim = 3001 triggerall = Pos Y >= 0 trigger1 = enemy,stateno = 3050 && hitcount > 6 value = 3002 [State 0, NotHitBy] type = NotHitBy trigger1 = movehit value = SCA time = 1 [state 3000,changeanim] type = changeanim triggerall = anim = 3001 triggerall = Vel Y > 0 && Pos Y >= 0 trigger1 = enemy,stateno != 3050 trigger2 = time > 50 value = 3003 ;---------------Hit-------------; [state 1201, playerpush] type = playerpush trigger1 = p2bodydist X > -30 value = 0 [state 3000, velset] type = velset trigger1 = anim = 3002 trigger1 = animelem = 6 x = -2.5 y = -6 persistent = 0 [State 9011, VelAdd] type = VelAdd triggerall = anim = 3002 trigger1 = animelemtime(6) >= 0 y = 0.35 [state 3000, break you] type = playsnd triggerall = anim = 3002 trigger1 = animelem = 1 value = 3000,5+random%2 channel = 0 [State 200, 1] type = HitDef triggerall = anim = 3002 trigger1 = animelem = 5 attr = A, HA damage = ceil(ifElse(fvar(11) * 60 < 20, 20, fvar(11) * 60)), 5 animtype = Heavy guardflag = MA hitflag = MAFD pausetime = 17,17 guard.pausetime = 17,17 sparkno = s3600 guard.sparkno = s7000 sparkxy = -20,-20 hitsound = s3000, 1 guardsound = S6,1 ground.type = High ground.slidetime = 15 ground.hittime = 30 ground.velocity = 1 guard.velocity = -1 airguard.velocity = -1,-1 air.type = High air.velocity = 1,-1 air.hittime = 12 fall = 1 fall.recover = 0 air.animtype = back getpower= 0,0 givepower = 30,20 envshake.time = 50 envshake.freq = 40 envshake.ampl = 5 yaccel = 0.5 ID = 3060 [State 200, 1] type = PlaySnd triggerall = anim = 3001 trigger1 = AnimElem = 2 || animelem = 5 value = 3000, 0 channel = 1 [state 2001, Ground Smash FX] type = explod triggerall = anim = 3002 trigger1 = animelem = 5 anim = 3500 id = 3500 pos = 9,-3 postype = P1 sprpriority = -3 ownpal = 1 removetime = -2 persistent = 0 ignorehitpause = 0 scale = 1,1 [state 3000,changestate] type = changeanim triggerall = anim = 3002 trigger1 = Vel Y > 0 && Pos Y >= 0 trigger1 = animelemtime(11) >= 0 value = 3003 ;---------------Whiff-------------; [state 3000, velset] type = velset trigger1 = anim = 3003 x = 0 y = 0 [state 17100, Landing Effect] type = explod trigger1 = anim = 3003 && animelemtime(1) = 0 anim = 17100 id = 17100 pos = 0,0 postype = P1 sprpriority = -3 ownpal = 1 supermovetime = -1 [State 17100, Landing Sound] type = PlaySnd trigger1 = anim = 3003 && animelemtime(1) = 0 value = 40, 0 persistent = 0 [state 3000, posset] type = posset trigger1 = anim = 3003 y = 0 [state 3000, statetypeset] type = statetypeset trigger1 = anim = 3003 statetype = S [State 1050, targetstate] type = targetstate trigger1 = movehit = 1 trigger1 = numtarget(3050) trigger1 = !(target, ishelper) value = 3050 ID = 3050 ignorehitpause = 1 persistent = 1 [state 1050, targetbind] type = targetbind trigger1 = movehit = 1 trigger1 = numtarget(3050) trigger1 = !(target, ishelper) pos = 0,0 ignorehitpause = 1 persistent = 1 [state 1050, targetstate] type = targetstate trigger1 = movehit = 1 trigger1 = numtarget(3060) trigger1 = !(target, ishelper) value = 3060 ID = 3060 ignorehitpause = 1 persistent = 0 [State 1100, changestate] type = changestate triggerall = anim = 3003 trigger1 = animtime = 0 value = 0 ctrl = 1 ;---------------------------------------------- ;Hit By Knuckle Waterfall [Statedef 3050] type = A movetype = H physics = N velset = 0, 1 ctrl = 0 anim = 5080 [state 3050, playerpush] type = playerpush trigger1 = 1 value = 0 [state 3000, posset] type = posset trigger1 = pos y > 0 y = 0 ignorehitpause = 1 [state 3000, velset] type = velset trigger1 = pos Y >= 0 && Vel Y < 0 y = 0 [state 3050, changeanim] type = changestate trigger1 = pos Y >= 0 && Vel Y < 0 value = 3060 ;---------------------------------------------- ;Hit By Knuckle Waterfall Final [Statedef 3060] type = L movetype = H physics = N velset= 0,0 ctrl = 0 [state 3050, invul] type = nothitby trigger1 = 1 value = SCA time = 100 [state 3050, playerpush] type = playerpush trigger1 = p2stateno = 3000 value = 0 [state 3060, changeanim] type = changeanim2 trigger1 = !time value = 3050 [state 3000, posset] type = posset trigger1 = pos y > 0 y = 0 ignorehitpause = 1 [state 3000, changestate] type = selfstate triggerall = time = 87 trigger1 = alive value = 5120 [state 3000, changestate] type = selfstate triggerall = time = 20 triggerall = !alive trigger1 = enemy,var(49) = 0 trigger2 = TeamMode = Simul trigger2 = enemyNear,TeamMode = Simul value = 5110 [state 1060, changestate] type = changestate triggerall = time = 20 triggerall = !alive trigger1 = enemy,var(49) != 0 trigger1 = TeamMode != Simul trigger1 = enemyNear,TeamMode != Simul value = 5110 ;---------------------------------------------- ;Emo Mode Activation [Statedef 3100] type = S movetype = A physics = S anim = 3100 velset = 0,0 poweradd = -2000 ctrl = 0 [state 3102, varset] type = varset trigger1 = !time var(54) = 0 [State 1003, Helper] type = Helper trigger1 = AnimElemTime(5)=1 trigger2=AnimElemTime(5)>1&&time%5=0 helpertype = Normal name = "PerseEffect" id = 2932 ;pos = ((random%240)-120),((random%240)-120) pos =((random%Const(Size.Ground.Front))-10),((random%Const(Size.Height))-50) postype = p1 facing = 1 stateno = 2932 keyctrl = 0 ownpal = 1 sprpriority=-1 supermovetime = 9999 pausemovetime = 9999 ignorehitpause = 1 size.xscale = .02 - (.1*.5) size.yscale = .02 - (.1*.5) [State 1003, Helper] type = Helper trigger1 = AnimElemTime(5)=1 trigger2=AnimElemTime(5)>1&&time%40=0 helpertype = Normal name = "PerseEffect" id = 2932 pos =((random%Const(Size.Ground.Front))-10),0 ;pos = 0,0;-ceil(random/10) postype = p1 facing = 1 stateno = 2932 keyctrl = 0 ownpal = 1 supermovetime = 9999 pausemovetime = 9999 ignorehitpause = 1 size.xscale = .04 - (.1*.5) size.yscale = .04 - (.1*.5) [State 1003, Helper] type = Helper trigger1 = AnimElemTime(5)=1 trigger2=AnimElemTime(5)>1&&time%80=0 helpertype = Normal name = "PerseEffect" id = 2932 pos =((random%Const(Size.Ground.Front))-10),0 ;pos = 0,0;-ceil(random/10) postype = p1 facing = 1 stateno = 2932 keyctrl = 0 ownpal = 1 supermovetime = 9999 pausemovetime = 9999 ignorehitpause = 1 size.xscale = .06 - (.1*.5) size.yscale = .06 - (.1*.5) [state 3100, varset] type = varset trigger1 = !time var(28) = 1 [state 3100, varset] type = varset trigger1 = !time var(19) = 1000 [state 2750, varset] type = varset trigger1 = !time var(52) = 0 ignorehitpause = 1 [State 0, Helper] type = Helper trigger1 = AnimElemTime(3)=0 && anim = 3100 name = "Shield" ID = 2705 stateno = 2705 pos = 0,0 postype = p1 ;p2,front,back,left,right ownpal = 1 supermovetime = 999999 pausemovetime = 999999 [state 3100, playsnd] type = playsnd trigger1 = animelem = 6 && var(51) != 1 value = 3100,0 [state 3100, playsnd] type = playsnd trigger1 = animelem = 7 && var(51) != 1 value = 3100,1 persistent = 0 [state 3100, playsnd] type = playsnd trigger1 = animelemtime(6) = 0 && var(51) != 1 value = 3100,2 [State 3000, superpause] type = superpause trigger1 = animelemtime(6) = 0 && var(51) != 1 time = 145 p2defmul = 1 unhittable = 1 anim = -1 sound = s2350,0 darken = 0 movetime = 145 [State 200, BGPalFX] type = BGPalFX trigger1 = animelemtime(6)>=0 && time<150 time = 1 add = -100,-100,-100 mul = 100,100,256 invertall = 0 color = 256 [state 3000, UUURAAAAAAAAAAAAAA!] type = playsnd triggerall = anim = 3100 trigger1 = animelemtime(3) = 0 value = 8,5 channel = 0 volumescale = 255 [State 3000, nhb] type = NotHitBy trigger1 = time<=97 time = 1 value = SCA [State 1000, shake] type = EnvShake trigger1 = animelemtime(6)>=0 trigger1 = !(time%12) time=12 freq=100 ampl=3+0.02*time [State 0, RemapPal] type = RemapPal trigger1 = AnimElemTime(6)=0 trigger1 = var(58) source = 1,1 dest = 2,Var(58) [State 1900, Aura helper] type = Explod triggerall = anim = 3100 trigger1 = animelemtime(6)=0 id = 2700 anim = 2700 pos = 0,0 sprpriority = 7 postype = P1 ownpal = 1 pausemovetime = 99999 supermovetime = 99999 ignorehitpause = 1 persistent = 0 [state 3100, varset] type = varset trigger1 = animelemtime(6) = 0 var(51) = 1 [state 3100, changeanim] type = changeanim trigger1 = anim = 3100 && time >= 150 value = 901 [State 1200, changestate] type = changestate triggerall = anim = 901 trigger1 = animtime = 0 value = 0 ctrl = 1 ;---------------------------------------------- ;Emo Exit [Statedef 3101] type = S movetype = A physics = S anim = 2801 velset = 0,0 sprpriority = 3 ctrl = 0 [state 4100, flash white] type = palfx trigger1 = var(35) = 1 add = 255,255,255 time = 3 ignorehitpause = 1 persistent = 0 [state 3101, assertspecial] type = assertspecial trigger1 = var(55) = 0 flag = nomusic [State 1900, Burst Aura] type = explod trigger1 = !time anim = 2803 id = 2803 pos = 0,0 sprpriority = 3 bindtime = -1 ownpal = 1 removetime = -2 supermovetime = 9999 ignorehitpause = 1 [state muteki] type = NotHitBy trigger1 = 1 value = SCA [state 3101, playsnd] type = playsnd trigger1 = animelemtime(8) = 0 value = 8,6 channel = 0 [State 3000, superpause] type = superpause trigger1 = !time time = 233 p2defmul = 1 unhittable = 1 anim = -1 sound = s2350,0 darken = 0 movetime = 233 [State 200, BGPalFX] type = BGPalFX trigger1 = !time time = 221 add = -100,-100,-100 mul = 100,100,256 invertall = 0 color = 256 [State 1000, shake] type = EnvShake trigger1 = !(time%12) time=12 freq=100 ampl=1 [state 3102, playsnd] type = playsnd trigger1 = animelem = 1 value = 3102,0 persistent = 0 [state 3102, playsnd] type = playsnd trigger1 = animelem = 9 value = 3102,5 persistent = 0 [state 3101, palfx] type = null trigger1 = animelemtime(5) >= 0 && time < 80 add = 0,0,ifelse(time*4 < 256,time*4,256) mul = ifelse(256-time*4 > 0,256-time*4,0),ifelse(256-time*4 > 0,256-time*4,0),256 time = 1 [State 0,from sky lightning] type = null trigger1 = time = 30 || time = 38 || time = 46 || time = 54 || time = 62 anim = 34500+random%6 sprpriority = 7 postype = p1 pos = -30,0 facing = 1 random = 20,0 scale = .7,2 pausemovetime = -1 supermovetime = -1 ownpal = 1 [State 0,from sky lightning] type = null trigger1 = time = 34 || time = 42 || time = 50 || time = 58 || time = 66 anim = 34500+random%6 sprpriority = 7 postype = p1 pos = 25,0 facing = 1 random = 20,0 scale = .7,2 pausemovetime = -1 supermovetime = -1 ownpal = 1 [State 0, lightning sound] type = null trigger1 = time = 30 || time = 38 || time = 46 || time = 54 || time = 62 || time = 34 || time = 42 || time = 50 || time = 58 || time = 66 value = 2400,3 freqmul = .9 + (random/5000.0) volumescale = 25 channel = 17 [State 1900, SSJ white circle] type = explod trigger1 = time = 66 anim = 2804 id = 2804 pos = 0,0 sprpriority = 4 ontop = 1 bindtime = -1 ownpal = 1 supermovetime = 9999 ignorehitpause = 1 removetime = -2 [state 3101, modifyexplod] type = modifyexplod trigger1 = time = 84 scale = 5,5 id = 2804 [State 1900, Fire fx] type = explod trigger1 = animelemtime(23) = 0 anim = 2802 id = 2802 pos = 0,0 sprpriority = 3 bindtime = -1 ownpal = 1 supermovetime = 9999 ignorehitpause = 1 removetime = -2 [State 4500, 1];transform theme type = null triggerall = cond(teammode = simul,cond(partner,name = "SSJ Vegeta Z2",partner,var(51) != 2,1),1) triggerall = cond(enemynear, teammode != simul,cond(enemy,name = "SSJ Vegeta Z2",enemy,var(51) != 2,1),1) triggerall = cond(enemynear,teammode = simul,cond(enemy(0),name = "SSJ Vegeta Z2",enemy(0),var(51) != 2,1),1) triggerall = cond(enemynear,teammode = simul,cond(enemy(1),name = "SSJ Vegeta Z2",enemy(1),var(51) != 2,1),1) trigger1 = animelemtime(39) = 0 value = 3102,1 channel = 18 loop = 1 [State 4500, 1];transform theme type = PlaySnd triggerall = animelemtime(39) = 0 trigger1 = var(55) = 0 trigger1 = cond(Numpartner, cond(partner ,name = "SSJ Vegeta Z2", partner, var(51) != 2,1),1) trigger1 = cond(Numenemy, cond(enemy(0) ,name = "SSJ Vegeta Z2", enemy(0), var(51) != 2,1),1) trigger1 = cond(Numenemy, cond(enemy(Numenemy = 2) ,name = "SSJ Vegeta Z2", enemy(Numenemy = 2), var(51) != 2,1),1) value = 3102,1 channel = 18 loop = 1 [State 4500, 1];transform SND type = PlaySnd trigger1 = time = 60 value = 194,0 channel = 1 [State 0, RemapPal] type = RemapPal trigger1 = AnimElemTime(23)=0 trigger1 = var(58) source = 1,1 dest = 3,Var(58) [state 0, varset] type = varset trigger1 = AnimElemTime(23)=0 trigger1 = var(58) var(51) = 2 [State 41, Train] type = AfterImage trigger1 = animtime = 0 time= -1 timegap= 1 framegap= 4 length= 10 palbright= 0,0,0 palcontrast= 0,0,150 palpostbright= 0,0,150 trans= add [State 1200, changestate] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;---------------------------------------------- ;Death [Statedef 3102] type = S movetype = A physics = S anim = 5300 velset = 0,0 ctrl = 0 [state 3102, attackdist] type = attackdist trigger1 = 1 value = 0 [state 3102, detransform] type = playsnd trigger1 = !time value = 3102,3 persistent = 0 [state 3102, palfx] type = palfx trigger1 = time < 10 add = 256,256,256 time = 1 [State 0, RemapPal] ; type = RemapPal trigger1 = !time source = 1,1 dest = 1,Var(58) [state 195, emo] type = varset trigger1 = !time var(51) = 0 [state 3102, varset] type = varset trigger1 = !time var(54) = 2 [state 3101, metergain] type = powerset trigger1 = !time value = 0 ignorehitpause = 1 [State 1200, changestate] type = changestate trigger1 = time = 77 value = 11+(!NumExplod(90000001) && !NumExplod(90000002) && !NumExplod(90000003)) ctrl = 1 ;-------------------------------------------- ;Atomic Burst [Statedef 3200] type = S movetype = A physics = S anim = 3200 poweradd = -1000 sprpriority = 2 juggle = 0 ctrl = 0 velset = 0,0 [state 4100, flash white] type = palfx trigger1 = var(35) = 1 add = 255,255,255 time = 3 ignorehitpause = 1 persistent = 0 [state 3200, varset] type = varset trigger1 = !time var(39) = 0 [state 3200, !time] type = playsnd trigger1 = !time value = 3200,5+random%2 channel = 0 [state 3200, posset] type = posset trigger1 = !time y = 0 ;----Common Superpause Effects ------------ [State 0, AssertSpecial] type = AssertSpecial trigger1 = time = [2,58] flag = noBG flag2 = noFG [State 3000, superpause] type = superpause trigger1 = time=2 time =58 p2defmul = 1 unhittable = 1 anim = -1 sound = s5,100 darken = 0 movetime = 58 [State 0, Super FX] type = Explod trigger1 = time = 2 anim = 30000 id = 30000 pos = -132,39 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 8 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 [state 3200, playsnd] type = playsnd trigger1 = anim = 3200 && animtime = 0 value = 3200,0 ;-----Charging----------------------------- [State 3201, changeanim] type = changeanim triggerall = anim = 3200 trigger1 = animtime = 0 value = 3201 [State 200, 1] type = PlaySnd triggerall = anim = 3201 trigger1 = animelemtime(1) = 0 trigger2 = time % 50 = 0 value = 3300, 0 [State 0, Super FX] type = Explod triggerall = anim = 3201 trigger1 = !numexplod(32020) anim = 32020 id = 32020 pos = 30,-75 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 9 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 1 [State 0, Super FX] type = Helper triggerall = anim = 3201 trigger1 = animelemtime(1) = 0 stateno = 3510 id = 3510 pos = 25,-38 postype = p1 sprpriority = 7 ownpal = 1 scale = 1,1 persistent = 0 [State 1000, shake] type = EnvShake triggerall = anim= 3201 trigger1 = !(time%8) time=4 freq= 30 ampl=2 [state 3202, removeexplod] type = removeexplod trigger1 = anim = 3202 id = 32020 ;--------Fire!------------------------------ [state 3202, fire] type = changeanim triggerall = var(39) = 1 && anim = 3201 triggerall = !AILEVEL trigger1 = command != "holdz" && command != "holdy" && command != "holdx" trigger2 = time = 250 value = 3202 [state 3202, ai fire] type = changeanim triggerall = var(39) = 1 && anim = 3201 triggerall = AILEVEL trigger1 = (enemynear, movetype != H || enemynear, stateno = [150,155]) ;Enemy not hit trigger1 = enemynear, pos y > -60 || enemynear, vel y > 0 trigger2 = enemynear, movetype = H && enemynear, pos y > -40 ;Enemy hit trigger2 = enemynear, vel y > 0 trigger3 = prevstateno = 310 trigger4 = time = 250 value = 3202 [state 3202, varset] type = varset trigger1 = anim = 3201 trigger1 = animtime = 0 var(39) = 1 [State 1200, changestate] type = changestate triggerall = anim = 3202 trigger1 = animtime = 0 value = 0 ctrl = 1 ;----------------------------------- ;Hit by Enhanced EX Superdash [statedef 3270] type = A movetype = H physics = N anim = IfElse(selfanimexist(5052),5052,5030) ctrl = 0 velset = 0,0 facep2 = 1 [state 3270,screen] type = screenbound trigger1 = 1 value = 1 movecamera = 0,1 [State 4005, vel] type = velset trigger1 = AnimElemtime(2)=0 x = -18 y = -9 persistent = 0 [State 9011, VelAdd] type = VelAdd trigger1 = Pos Y < 0 trigger1 = animelemtime(2) = 0 y = 0.35 [State 2070, Hit wall] type = ChangeState triggerall = alive triggerall = Pos y < -15 trigger1 = BackEdgeBodyDist <= 20 trigger2 = FrontEdgeBodyDist <= 20 value = 3272 [State 2070, Hit wall] type = ChangeState triggerall = !alive triggerall = Pos y < -15 trigger1 = BackEdgeBodyDist <= 20 trigger2 = FrontEdgeBodyDist <= 20 value = 1323 [State 2070, Hit ground] type = SelfState trigger1 = (Vel y > 0) && (Pos y >= 0) value = 5100 ;------------------ ;Wall stick 1 [Statedef 3272] type = A movetype= H physics = N [state 3272, playerpush] type = playerpush trigger1 = 1 value = 0 [State 1557, Turn] type = Turn trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30) [State 1557, Pos] type = PosAdd trigger1 = Time = 0 x = 15 - BackEdgeBodyDist [state 3270, lifeadd] type = lifeadd trigger1 = !time value = -ceil(ifElse(enemy,fvar(11) * 20 < 10, 10, enemy,fvar(11) * 20)) [State 1557, Stop moving] type = PosFreeze trigger1 = 1 x = 1 y = 1 [state 3272, shake] type = envshake trigger1 = !time freq = 40 ampl = 9 time = 5 [State 1557, Anim] type = ChangeAnim2 trigger1 = Time = 0 value = 2004 ;[State 1557, Sound] ;type = PlaySnd ;trigger1 = Time = 0 ;value = F7,0 [State 1557, State] type = ChangeState trigger1 = time = 1 value = 3273 ;------------------ ;Bounce off [Statedef 3273] type = A movetype= H physics = N [state 3272, playerpush] type = playerpush trigger1 = 1 value = 0 [state 3270,screen] type = screenbound trigger1 = 1 value = 1 movecamera = 0,1 [State 1558, Vel Y] type = VelSet trigger1 = Time = 0 y = -6 [State 1558, Vel X] type = VelSet trigger1 = Time = 0 x = 25 [State 1558, Turn] type = Turn trigger1 = (Time = 0) && (BackEdgeDist < 30) [State 1558, Gravity] type = VelAdd trigger1 = 1 y = .35 [State 1028, Anim 5050] ;Self falling animation type = ChangeAnim trigger1 = Time = 0 trigger1 = !SelfAnimExist(5052) value = 5050 [State 1028, Anim 5052] ;Self falling animation (diagup type) type = ChangeAnim trigger1 = Time = 0 trigger1 = SelfAnimExist(5052) value = 5052 [State 1028, Anim 5060] ;Coming down - normal type = ChangeAnim trigger1 = Vel Y > -2 trigger1 = Anim = 5050 trigger1 = SelfAnimExist(5060) persistent = 0 value = 5060 [State 1028, Anim 5062] ;Coming down - diagup type type = ChangeAnim trigger1 = Vel Y > -2 trigger1 = Anim = 5052 trigger1 = SelfAnimExist(5062) persistent = 0 value = 5062 [State 2070, Hit wall] type = ChangeState triggerall = alive triggerall = time > 10 trigger1 = BackEdgeBodyDist <= 20 trigger2 = FrontEdgeBodyDist <= 20 value = 3274 [State 2070, Hit wall] type = ChangeState triggerall = !alive triggerall = time > 10 trigger1 = BackEdgeBodyDist <= 20 trigger2 = FrontEdgeBodyDist <= 20 value = 1323 [State 1028, Hit ground] type = SelfState trigger1 = (Vel y > 0) && (Pos y >= 0) value = 5100 ;------------------ ;Wall stick 2 [Statedef 3274] type = A movetype= H physics = N [state 3272, playerpush] type = playerpush trigger1 = 1 value = 0 [State 1557, Turn] type = Turn trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30) [State 1557, Pos] type = PosAdd trigger1 = Time = 0 x = 15 - BackEdgeBodyDist [State 1557, Stop moving] type = PosFreeze trigger1 = 1 x = 1 y = 1 [state 3270, lifeadd] type = lifeadd trigger1 = !time value = -ceil(ifElse(enemy,fvar(11) * 20 < 10, 10, enemy,fvar(11) * 20)) [state 3272, shake] type = envshake trigger1 = !time freq = 40 ampl = 9 time = 5 [State 1557, Anim] type = ChangeAnim2 trigger1 = Time = 0 value = 2004 ;[State 1557, Sound] ;type = PlaySnd ;trigger1 = Time = 0 ;value = F7,0 [State 1557, State] type = ChangeState trigger1 = time = 1 value = 3275 ;------------------ ;Bounce off [Statedef 3275] type = A movetype= H physics = N [State 1558, Vel Y] type = VelSet trigger1 = Time = 0 y = -6 [State 1558, Vel X] type = VelSet trigger1 = Time = 0 x = 25 [State 1558, Turn] type = Turn trigger1 = (Time = 0) && (BackEdgeDist < 30) [State 1558, Gravity] type = VelAdd trigger1 = 1 y = .35 [State 1028, Anim 5050] ;Self falling animation type = ChangeAnim trigger1 = Time = 0 trigger1 = !SelfAnimExist(5052) value = 5050 [State 1028, Anim 5052] ;Self falling animation (diagup type) type = ChangeAnim trigger1 = Time = 0 trigger1 = SelfAnimExist(5052) value = 5052 [State 1028, Anim 5060] ;Coming down - normal type = ChangeAnim trigger1 = Vel Y > -2 trigger1 = Anim = 5050 trigger1 = SelfAnimExist(5060) persistent = 0 value = 5060 [State 1028, Anim 5062] ;Coming down - diagup type type = ChangeAnim trigger1 = Vel Y > -2 trigger1 = Anim = 5052 trigger1 = SelfAnimExist(5062) persistent = 0 value = 5062 [State 2070, Hit wall] type = ChangeState triggerall = alive triggerall = time > 10 trigger1 = BackEdgeBodyDist <= 20 trigger2 = FrontEdgeBodyDist <= 20 value = 3276 [State 2070, Hit wall] type = ChangeState triggerall = !alive triggerall = time > 10 trigger1 = BackEdgeBodyDist <= 20 trigger2 = FrontEdgeBodyDist <= 20 value = 1323 [State 1028, Hit ground] type = SelfState trigger1 = (Vel y > 0) && (Pos y >= 0) value = 5100 ;------------------ ;Wall stick 3 [Statedef 3276] type = A movetype= H physics = N [state 3272, playerpush] type = playerpush trigger1 = 1 value = 0 [State 1557, Turn] type = Turn trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30) [State 1557, Pos] type = PosAdd trigger1 = Time = 0 x = 15 - BackEdgeBodyDist [State 1557, Stop moving] type = PosFreeze trigger1 = 1 x = 1 y = 1 [state 3270, lifeadd] type = lifeadd trigger1 = !time value = -ceil(ifElse(enemy,fvar(11) * 20 < 10, 10, enemy,fvar(11) * 20)) [state 3272, shake] type = envshake trigger1 = !time freq = 40 ampl = 9 time = 5 [State 1557, Anim] type = ChangeAnim2 trigger1 = Time = 0 value = 2004 ;[State 1557, Sound] ;type = PlaySnd ;trigger1 = Time = 0 ;value = F7,0 [State 1557, State] type = ChangeState trigger1 = time = 1 value = 3277 ;------------------ ;Bounce off [Statedef 3277] type = A movetype= H physics = N [state 3272, playerpush] type = playerpush trigger1 = 1 value = 0 [State 1558, Vel Y] type = VelSet trigger1 = Time = 0 y = -6 [State 1558, Vel X] type = VelSet trigger1 = Time = 0 x = 25 [State 1558, Turn] type = Turn trigger1 = (Time = 0) && (BackEdgeDist < 30) [State 1558, Gravity] type = VelAdd trigger1 = 1 y = .35 [State 1028, Anim 5050] ;Self falling animation type = ChangeAnim trigger1 = Time = 0 trigger1 = !SelfAnimExist(5052) value = 5050 [State 1028, Anim 5052] ;Self falling animation (diagup type) type = ChangeAnim trigger1 = Time = 0 trigger1 = SelfAnimExist(5052) value = 5052 [State 1028, Anim 5060] ;Coming down - normal type = ChangeAnim trigger1 = Vel Y > -2 trigger1 = Anim = 5050 trigger1 = SelfAnimExist(5060) persistent = 0 value = 5060 [State 1028, Anim 5062] ;Coming down - diagup type type = ChangeAnim trigger1 = Vel Y > -2 trigger1 = Anim = 5052 trigger1 = SelfAnimExist(5062) persistent = 0 value = 5062 [State 2070, Hit wall] type = ChangeState triggerall = alive triggerall = time > 10 trigger1 = BackEdgeBodyDist <= 20 trigger2 = FrontEdgeBodyDist <= 20 value = 3278 [State 2070, Hit wall] type = ChangeState triggerall = !alive triggerall = time > 10 trigger1 = BackEdgeBodyDist <= 20 trigger2 = FrontEdgeBodyDist <= 20 value = 1323 [State 1028, Hit ground] type = SelfState trigger1 = (Vel y > 0) && (Pos y >= 0) value = 5100 ;------------------ ;Wall stick 4 [Statedef 3278] type = A movetype= H physics = N [state 3272, playerpush] type = playerpush trigger1 = 1 value = 0 [State 1557, Turn] type = Turn trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30) [State 1557, Pos] type = PosAdd trigger1 = Time = 0 x = 15 - BackEdgeBodyDist [State 1557, Stop moving] type = PosFreeze trigger1 = 1 x = 1 y = 1 [state 3270, lifeadd] type = lifeadd trigger1 = !time value = -ceil(ifElse(enemy,fvar(11) * 20 < 10, 10, enemy,fvar(11) * 20)) [state 3272, shake] type = envshake trigger1 = !time freq = 40 ampl = 9 time = 5 [State 1557, Anim] type = ChangeAnim2 trigger1 = Time = 0 value = 2004 ;[State 1557, Sound] ;type = PlaySnd ;trigger1 = Time = 0 ;value = F7,0 [State 1557, State] type = ChangeState trigger1 = time = 1 value = 3279 ;------------------ ;Bounce off [Statedef 3279] type = A movetype= H physics = N [State 1558, Vel Y] type = VelSet trigger1 = Time = 0 y = -6 [State 1558, Vel X] type = VelSet trigger1 = Time = 0 x = 18 [State 1558, Turn] type = Turn trigger1 = (Time = 0) && (BackEdgeDist < 30) [State 1558, Gravity] type = VelAdd trigger1 = 1 y = .35 [State 1028, Anim 5050] ;Self falling animation type = ChangeAnim trigger1 = Time = 0 trigger1 = !SelfAnimExist(5052) value = 5050 [State 1028, Anim 5052] ;Self falling animation (diagup type) type = ChangeAnim trigger1 = Time = 0 trigger1 = SelfAnimExist(5052) value = 5052 [State 1028, Anim 5060] ;Coming down - normal type = ChangeAnim trigger1 = Vel Y > -2 trigger1 = Anim = 5050 trigger1 = SelfAnimExist(5060) persistent = 0 value = 5060 [State 1028, Anim 5062] ;Coming down - diagup type type = ChangeAnim trigger1 = Vel Y > -2 trigger1 = Anim = 5052 trigger1 = SelfAnimExist(5062) persistent = 0 value = 5062 [state 1060, changestate] type = selfstate triggerall = pos Y >= 0 && Vel Y > 0 trigger1 = enemy,var(49) = 0 trigger2 = TeamMode = Simul trigger2 = enemyNear,TeamMode = Simul trigger3 = alive value = 5100 [state 1060, changestate] type = changestate triggerall = pos Y >= 0 && Vel Y > 0 triggerall = !alive trigger1 = enemy,var(49) != 0 trigger1 = TeamMode != Simul trigger1 = enemyNear,TeamMode != Simul value = 5100 ;-------------------------------------------- ;Light Final Impact [Statedef 3400] type = S movetype = A physics = N anim = 3400 poweradd = -1000 juggle = 0 ctrl = 0 velset = 0,0 [state 4100, flash white] type = palfx trigger1 = var(35) = 1 add = 255,255,255 time = 3 ignorehitpause = 1 persistent = 0 [state 3420, width] type = width trigger1 = time > 50 && animelemtime(13) <= 0 value = 30,30 [state 3400, varset] type = varset trigger1 = !time var(25) = 0 [state 3400, playsnd] type = playsnd trigger1 = animelem = 3 value = 3400,2 channel = 0 [State 0, Projectile] type = Projectile trigger1 = movehit = 1 ProjID = 3001 projanim = 15999 projremovetime = 1 ignorehitpause=1 ;----Common Superpause Effects ------------ [State 0, AssertSpecial] type = AssertSpecial trigger1 = time = [0,52] flag = noBG flag2 = noFG [State 3000, superpause] type = superpause trigger1 = !time time = 52 p2defmul = 1 unhittable = 1 anim = -1 sound = s5,100 darken = 0 movetime = 52 [State 0, Super FX] type = Explod trigger1 = time = 5 anim = 30000 id = 30000 pos = -126,50 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 8 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 ;--------------------------- [state 3400, velset] type = velset trigger1 = animelemtime(6) = 0 x = 8 [state 3400, playsnd] type = playsnd trigger1 = animelemtime(6) = 0 value = 3400,0 [State 200, 1] type = HitDef trigger1 = AnimElemTime(7)=0 attr = S, HA ;damage = 50, 0 damage = ceil(ifElse(fvar(11) * 40 < 10, 10, fvar(11) * 40)), 10 animtype = Hard guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 19,18 ;13,13 guard.pausetime = 19,18 ;13,13 sparkno = s3600 guard.sparkno = s7000 sparkxy = -40,-65 hitsound = s3400, 1 guardsound = S6,1 ground.type = High ground.slidetime = 15 ground.hittime = 35 ground.velocity = -7 guard.velocity = -9 airguard.velocity = -2.5,-1.3 air.fall = 1 fall.recover = 0 air.type = High air.velocity = -4,-7 air.hittime = 28 air.animtype = back envshake.time = 16 envshake.freq = 80 envshake.ampl = 9 getpower = 0,0 givepower = 35,35 yaccel = 0.5 [state 3400, velset] type = velset trigger1 = animelemtime(8) = 0 x = 4 [state 3400, velmul] type = velmul trigger1 = animelemtime(13) >= 0 x = .80 [state 3400, posadd] type = posadd trigger1 = animelemtime(13) = 0 x = 10 [state 3400, palfx] type = palfx triggerall = movehit trigger1 = time = 65 add = 255,255,255 time = 6 [state 3400, varset] type = varset trigger1 =time = 65 var(25) = 1 [state 3400, varset] type = varset trigger1 = time = 72 var(25) = 0 [State 1200, changestate] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;-------------------------------------------- ;Second Impact [Statedef 3401] type = S movetype = A physics = N anim = 3401 juggle = 0 ctrl = 0 velset = 4,0 [state 3400, playsnd] type = playsnd trigger1 = animelem = 2 value = 0,2 [State 0, Projectile] type = Projectile trigger1 = movehit = 1 ProjID = 3001 projanim = 15999 projremovetime = 1 ignorehitpause=1 [State 0, VarAdd] type = VarAdd trigger1 = var(51) = 1 trigger1 = numtarget(3401) trigger1 = movehit>0&&movehit<=5 v = 52 value = 10 ignorehitpause = 0 persistent = 1 [State 200, 1] type = HitDef triggerall = var(25) = 1 trigger1 = AnimElemTime(3)=0 attr = S, HA ;damage = 50, 0 damage = ceil(ifElse(fvar(11) * 40 < 10, 10, fvar(11) * 40)), 10 animtype = Hard guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 19,18 ;13,13 guard.pausetime = 19,18 ;13,13 sparkno = s3600 guard.sparkno = s7000 sparkxy = -40,-70 hitsound = s3400, 1 guardsound = S6,1 ground.type = High ground.slidetime = 15 ground.hittime = 35 ground.velocity = -7 guard.velocity = -9 airguard.velocity = -2.5,-1.3 air.fall = 1 fall.recover = 0 air.type = High air.velocity = -3,-7 air.hittime = 28 air.animtype = back envshake.time = 16 envshake.freq = 80 envshake.ampl = 9 getpower = 0,0 givepower = 35,35 yaccel = 0.5 id = 3401 [State 200, 1] type = HitDef triggerall = var(25) = 0 trigger1 = AnimElemTime(3)=0 attr = S, HA ;damage = 50, 0 damage = ceil(ifElse(fvar(11) * 20 < 4, 4, fvar(11) * 20)), 10 animtype = Hard guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 9,9 ;13,13 guard.pausetime = 9,9 ;13,13 sparkno = s7030 guard.sparkno = s7000 sparkxy = -40,-60 hitsound = s5, 2 guardsound = S6,1 ground.type = High ground.slidetime = 15 ground.hittime = 35 ground.velocity = -7 guard.velocity = -9 airguard.velocity = -2.5,-1.3 air.fall = 1 fall.recover = 0 air.type = High air.velocity = -4,-6 air.hittime = 2 air.animtype = back getpower = 0,0 givepower = 35,35 yaccel = 0.5 [state 3400, varset] type = varset trigger1 = movehit = 1 var(25) = 0 ignorehitpause = 1 [state 3400, velmul] type = velmul trigger1 = animelemtime(7) >= 0 x = .80 [state 3400, palfx] type = palfx triggerall = movehit trigger1 = time = 17 add = 255,255,255 time = 6 [state 3400, varset] type = varset trigger1 =time = 17 var(25) = 1 [state 3400, varset] type = varset trigger1 = time = 24 var(25) = 0 [State 1200, changestate] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;-------------------------------------------- ;Third Strike [Statedef 3402] type = S movetype = A physics = N anim = 3402 juggle = 0 ctrl = 0 velset = 4,0 [state 3400, playsnd] type = playsnd trigger1 = animelem = 2 value = 0,5 [State 0, Projectile] type = Projectile trigger1 = movehit = 1 ProjID = 3001 projanim = 15999 projremovetime = 1 ignorehitpause=1 [State 0, VarAdd] type = VarAdd trigger1 = var(51) = 1 trigger1 = numtarget(3402) trigger1 = movehit>0&&movehit<=5 v = 52 value = 10 ignorehitpause = 0 persistent = 1 [State 200, 1] type = HitDef triggerall = var(25) = 1 trigger1 = AnimElemTime(3)=0 attr = S, HA ;damage = 50, 0 damage = ceil(ifElse(fvar(11) * 40 < 10, 10, fvar(11) * 40)), 10 animtype = Hard guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 19,18 ;13,13 guard.pausetime = 19,18 ;13,13 sparkno = s3600 guard.sparkno = s7000 sparkxy = -40,-70 hitsound = s3400, 1 guardsound = S6,1 ground.type = High ground.slidetime = 15 ground.hittime = 28 ground.velocity = -3,-5 guard.velocity = -9 airguard.velocity = -2.5,-1.3 fall = 1 fall.recover = 0 air.type = High air.velocity = -3,-5 air.hittime = 28 air.animtype = back envshake.time = 16 envshake.freq = 80 envshake.ampl = 9 getpower = 0,0 givepower = 35,35 yaccel = 0.5 id = 3402 [State 200, 1] type = HitDef triggerall = var(25) = 0 trigger1 = AnimElemTime(3)=0 attr = S, HA ;damage = 50, 0 damage = ceil(ifElse(fvar(11) * 20 < 4, 4, fvar(11) * 20)), 10 animtype = Hard guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 9,9 ;13,13 guard.pausetime = 9,9 ;13,13 sparkno = s7030 guard.sparkno = s7000 sparkxy = -40,-60 hitsound = s5, 2 guardsound = S6,1 ground.type = High ground.slidetime = 15 ground.hittime = 28 ground.velocity = -4,-4 guard.velocity = -9 fall = 1 airguard.velocity = -2.5,-1.3 fall.recover = 0 air.type = High air.velocity = -4,-4 air.hittime = 28 air.animtype = back getpower = 0,0 givepower = 35,35 yaccel = 0.5 [state 3400, varset] type = varset trigger1 = movehit = 1 var(25) = 0 ignorehitpause = 1 [state 3400, palfx] type = palfx triggerall = movehit trigger1 = time = 17 add = 255,255,255 time = 6 [state 3400, varset] type = varset trigger1 =time = 17 var(25) = 1 [state 3400, varset] type = varset trigger1 = time = 24 var(25) = 0 [state 3400, velmul] type = velmul trigger1 = animelemtime(9) >= 0 x = .80 [State 1200, changestate] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;-------------------------------------------- ;Fourth Wallop [Statedef 3403] type = S movetype = A physics = N anim = 3403 juggle = 0 ctrl = 0 velset = 4,0 [state 3400, playsnd] type = playsnd trigger1 = animelem = 1 value = 0,5 [State 0, Projectile] type = Projectile trigger1 = movehit = 1 ProjID = 3001 projanim = 15999 projremovetime = 1 ignorehitpause=1 [State 0, VarAdd] type = VarAdd trigger1 = var(51) = 1 trigger1 = numtarget(3403) trigger1 = movehit>0&&movehit<=5 v = 52 value = 10 ignorehitpause = 0 persistent = 1 [State 200, 1] type = HitDef triggerall = var(25) = 1 trigger1 = AnimElemTime(2)=0 attr = S, HA ;damage = 50, 0 damage = ceil(ifElse(fvar(11) * 40 < 10, 10, fvar(11) * 40)), 10 animtype = Hard guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 19,18 ;13,13 guard.pausetime = 19,18 ;13,13 sparkno = s3600 guard.sparkno = s7000 sparkxy = -40,-80 hitsound = s3400, 1 guardsound = S6,1 ground.type = High ground.slidetime = 15 ground.hittime = 28 ground.velocity = -6,-12 guard.velocity = -9 airguard.velocity = -2.5,-1.3 air.fall = 1 fall.recover = 0 air.type = High air.velocity = -6,-12 air.hittime = 28 kill = 0 air.animtype = back envshake.time = 16 envshake.freq = 80 envshake.ampl = 9 getpower = 0,0 givepower = 35,35 yaccel = 0.5 id = 3403 [State 200, 1] type = HitDef triggerall = var(25) = 0 trigger1 = AnimElemTime(2)=0 attr = S, HA ;damage = 50, 0 damage = ceil(ifElse(fvar(11) * 20 < 4, 4, fvar(11) * 20)), 10 animtype = Hard guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 9,9 ;13,13 guard.pausetime = 9,9 ;13,13 sparkno = s7030 guard.sparkno = s7000 sparkxy = -40,-60 hitsound = s5, 2 guardsound = S6,1 ground.type = High ground.slidetime = 15 ground.hittime = 28 ground.velocity = -6,-12 guard.velocity = -9 airguard.velocity = -2.5,-1.3 air.fall = 1 fall.recover = 0 air.type = High kill = 0 air.velocity = -6,-12 air.hittime = 28 air.animtype = back getpower = 0,0 givepower = 35,35 yaccel = 0.5 [state 3400, velmul] type = velmul trigger1 = animelemtime(7) >= 0 trigger1 = anim = 3403 x = .80 [state 300, targetstate] type = targetstate triggerall = anim = 3404 trigger1 = movehit trigger1 = animelemtime(2) = 0 trigger1 = !(target, ishelper) value = 3450 ignorehitpause = 1 persistent = 0 [State 1200, changestate] type = changeanim triggerall = movehit && anim = 3403 trigger1 = animelemtime(7)= 0 value = 3404 [state 3403, posadd] type = posadd trigger1 = animelemtime(1) = 0 trigger1 = anim = 3404 x = -10 y = -10 [state 3403, posadd] type = velset trigger1 = animelemtime(1) = 0 trigger1 = anim = 3404 x = -3 y = -1 ;----------------Finger Miss(Somehow)----------------------- [State 1200, changestate] type = changeanim triggerall = movehit && anim = 3404 trigger1 = animelem = 3 trigger1 = target,stateno != 3450 value = 3405 [state 4100, centering] type = velmul trigger1 = animelemtime(2) < 0 trigger1 = anim = 3405 x = .90 y = .90 [state 4100, centering] type = velset trigger1 = animelemtime(2) = 0 trigger1 = anim = 3405 x = 0 y = 0 [state 803, playsnd] type = playsnd trigger1 = animelemtime(2) = 0 trigger1 = anim = 3405 value = 2302,0 [state 3403, posset] type = posset trigger1 = animelemtime(4) = 0 trigger1 = anim = 3405 y = 0 [state 3403, posadd] type = posadd trigger1 = animelemtime(4) = 0 trigger1 = anim = 3405 x = 30 ;----------------------------------------------------- [State 1200, changestate] type = changestate triggerall = anim = 3404 trigger1 = animelem = 3 trigger1 = target,stateno = 3450 value = 3404 [State 1200, changestate] type = changestate triggerall = anim = 3403 trigger1 = animtime = 0 value = 0 ctrl = 1 [State 1200, changestate] type = changestate triggerall = anim = 3405 trigger1 = animtime = 0 value = 0 ctrl = 1 ;-------------------------------------------- ;Boom [Statedef 3404] type = A movetype = A physics = N juggle = 0 ctrl = 0 [state 3404, playsnd] type = playsnd trigger1 = !time value = 3400,4 channel = 1 [state 4100, centering] type = velmul trigger1 = Vel X < -.1 x = .90 y = .90 [State 0, Super FX] type = Explod triggerall = anim = 3404 trigger1 = animelemtime(3) = 0 anim = 340601 id = 340601 pos = 10,0 postype = p2 facing = -1 removetime = -2 sprpriority = 8 ownpal = 1 persistent = 0 [state 3404, playsnd] type = playsnd triggerall = anim = 3404 trigger1 = animelemtime(3) = 0 value = 3400,3 channel = 0 [state 3404, varset] type = varset trigger1 = !time var(25) = 0 [State 0, Super FX] type = Explod trigger1 = !time anim = 340500 id = 340500 pos = -40,8 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 8 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 [state 3404, varset] type = varset triggerall = anim = 3404 trigger1 = time = 40 var(25) = 1 [state 3404, varset] type = varset triggerall = anim = 3404 trigger1 = time = 65 var(25) = 3 [state 3400, palfx] type = palfx triggerall = anim = 3404 trigger1 = time >= 65 && time <= 76 add = 255,255,255 time = 1 [state 3404, varset] type = varset triggerall = anim = 3404 trigger1 = time = 77 var(25) = 1 [state 3404, changeanim] type = changeanim trigger1 = !time value = 3404 elem = 3 [state 3404, changeanim] type = changeanim triggerall = anim = 3404 trigger1 = time = 100 value = 3408 [state 3404, changeanim] type = changeanim triggerall = anim = 3404 && var(25) = 3 trigger1 = !AIlevel trigger1 = command = "x" || command = "y" || command = "z" trigger2 = AIlevel = [6,8] value = 3406 [state 3404, changeanim] type = changeanim triggerall = anim = 3404 && var(25) = 1 trigger1 = !AIlevel trigger1 = command = "x" || command = "y" || command = "z" trigger2 = AIlevel = [3,5] value = 3407 [state 3404, changeanim] type = changeanim triggerall = anim = 3404 && var(25) = 0 trigger1 = !AIlevel trigger1 = command = "x" || command = "y" || command = "z" trigger2 = AIlevel = [1,2] value = 3408 [State 0, Super FX] type = Helper triggerall = anim != 3404 trigger1 = animelemtime(1) = 0 stateno = 34040 id = 34040 pos = 0,0 postype = p2 facing = -1 supermovetime = 9999 pausemovetime = 9999 sprpriority = 8 ownpal = 1 scale = 1,1 persistent = 0 [state 4100, centering] type = velset trigger1 = animelemtime(2) = 0 trigger1 = anim != 3404 x = 0 y = 0 [state 803, playsnd] type = playsnd trigger1 = animelemtime(2) = 0 trigger1 = anim != 3404 value = 2302,0 [state 3403, posset] type = posset trigger1 = animelemtime(4) = 0 trigger1 = anim != 3404 y = 0 [state 3403, posadd] type = posadd trigger1 = animelemtime(4) = 0 trigger1 = anim != 3404 x = 30 [state 3403, statetypeset] type = statetypeset trigger1 = animelemtime(4) = 0 trigger1 = anim != 3404 statetype = S ;------------Perfect----------------- [state 3404, removeexplod] type = removeexplod trigger1 = animelemtime(1) = 0 id = 340500 [state -2, helper] type = helper triggerall = anim = 3406 trigger1 = animelemtime(1) = 0 pos = 0,0 postype = left stateno = 8600 helpertype = normal name = "Fire" sprpriority = -5 ownpal = 1 ignorehitpause = 1 [state 3404, envshake] type = envshake triggerall = anim = 3406 trigger1 = animelemtime(1) = 0 ampl = 7 freq = 30 time = 60 [State 0, VarAdd] type = VarAdd trigger1 = var(51) = 1 trigger1 = anim = 3406 trigger1 = animelemtime(1)>0 && animelemtime(1)<=50 v = 52 value = 3 ignorehitpause = 0 persistent = 1 [state 195, Activate Pride UP] type = varset triggerall = var(51) = 1 trigger1 = anim = 3406 && animelemtime(1) = 1 fvar(20) = 1 [State -2, Explod];Pride UP Explod for P1 Side. type = Explod triggerall = roundstate=2 triggerall = teamside = 1 triggerall = var(51) = 1 triggerall = fvar(20) = 0 trigger1 = anim = 3406 && animelemtime(1) = 0 anim = 13302 pos = 10,IfElse(numexplod(13000) || numexplod(13100),120,100) postype = left ;p2,front,back,left,right removetime = -2 ;scale = 0.5,0.5 sprpriority = 0 id = 13302 bindtime = -1 ontop = 1 ownpal = 1 ignorehitpause = 1 pausemovetime = -1 [State -2, Explod];Pride UP Explod for P2 Side. type = Explod triggerall = roundstate=2 triggerall = teamside = 2 triggerall = var(51) = 1 triggerall = fvar(20) = 0 trigger1 = anim = 3406 && animelemtime(1) = 0 anim = 13303 pos = -83,IfElse(numexplod(13000) || numexplod(13100),120,100) postype = right ;p2,front,back,left,right removetime = -2 ;scale = 0.5,0.5 sprpriority = 0 id = 13302 bindtime = -1 ontop = 1 ownpal = 1 ignorehitpause = 1 pausemovetime = -1 [state 183, air] type = playsnd trigger1 = animelemtime(9) = 0 trigger1 = anim = 3406 value = 0,0 ;------------------------------- [state 3404, playsnd] type = playsnd triggerall = anim = 3406 trigger1 = animelemtime(1) = 0 value = 33000,2 [state 3404, playsnd] type = playsnd triggerall = anim = 3407 trigger1 = animelemtime(1) = 0 value = 33000,0 [state 3404, playsnd] type = playsnd triggerall = anim = 3408 trigger1 = animelemtime(1) = 0 value = 33002,2 [State 1200, changestate] type = changestate trigger1 = !animtime value = 0 ctrl = 1 ;-------------------------------------------- ;Medium Final Impact [Statedef 3410] type = S movetype = A physics = N anim = 3400 poweradd = -1000 juggle = 0 ctrl = 0 velset = 0,0 [state 3420, width] type = width trigger1 = time > 50 && animelemtime(13) <= 0 value = 30,30 [state 3400, varset] type = varset trigger1 = !time var(25) = 0 [state 3400, playsnd] type = playsnd trigger1 = animelem = 3 value = 3400,2 channel = 0 [State 0, Projectile] type = Projectile trigger1 = movehit = 1 ProjID = 3001 projanim = 15999 projremovetime = 1 ignorehitpause=1 ;----Common Superpause Effects ------------ [State 0, AssertSpecial] type = AssertSpecial trigger1 = time = [0,50] flag = noBG flag2 = noFG [State 3000, superpause] type = superpause trigger1 = !time time = 51 p2defmul = 1 unhittable = 1 anim = -1 sound = s5,100 darken = 0 movetime = 51 [State 0, Super FX] type = Explod trigger1 = time = 5 anim = 30000 id = 30000 pos = -126,50 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 8 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 ;--------------------------- [state 3400, velset] type = velset trigger1 = animelemtime(6) = 0 x = 10 [state 3400, playsnd] type = playsnd trigger1 = animelemtime(6) = 0 value = 3400,0 [State 200, 1] type = HitDef trigger1 = AnimElemTime(7)=0 attr = S, HA ;damage = 50, 0 damage = ceil(ifElse(fvar(11) * 40 < 10, 10, fvar(11) * 40)), 10 animtype = Hard guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 19,18 ;13,13 guard.pausetime = 19,18 ;13,13 sparkno = s3600 guard.sparkno = s7000 sparkxy = -40,-65 hitsound = s3400, 1 guardsound = S6,1 ground.type = High ground.slidetime = 15 ground.hittime = 35 ground.velocity = -7 guard.velocity = -9 airguard.velocity = -2.5,-1.3 air.fall = 1 fall.recover = 0 air.type = High air.velocity = -4,-4 air.hittime = 28 air.animtype = back envshake.time = 16 envshake.freq = 80 envshake.ampl = 9 getpower = 0,0 givepower = 35,35 yaccel = 0.5 [state 3400, velset] type = velset trigger1 = animelemtime(8) = 0 x = 4 [state 3400, velmul] type = velmul trigger1 = animelemtime(13) >= 0 x = .80 [state 3400, posadd] type = posadd trigger1 = animelemtime(13) = 0 x = 10 [state 3400, palfx] type = palfx triggerall = movehit trigger1 = time = 65 add = 255,255,255 time = 6 [state 3400, varset] type = varset trigger1 =time = 65 var(25) = 1 [state 3400, varset] type = varset trigger1 = time = 72 var(25) = 0 [State 1200, changestate] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;-------------------------------------------- ;Heavy Final Impact [Statedef 3420] type = S movetype = A physics = N anim = 3400 poweradd = -1000 juggle = 0 ctrl = 0 velset = 0,0 [state 3420, width] type = width trigger1 = time > 50 && animelemtime(13) <= 0 value = 30,30 [state 3400, varset] type = varset trigger1 = !time var(25) = 0 [state 3400, playsnd] type = playsnd trigger1 = animelem = 3 value = 3400,2 channel = 0 [State 0, Projectile] type = Projectile trigger1 = movehit = 1 ProjID = 3001 projanim = 15999 projremovetime = 1 ignorehitpause=1 ;----Common Superpause Effects ------------ [State 0, AssertSpecial] type = AssertSpecial trigger1 = time = [0,50] flag = noBG flag2 = noFG [State 3000, superpause] type = superpause trigger1 = !time time = 50 p2defmul = 1 unhittable = 1 anim = -1 sound = s5,100 darken = 0 movetime = 50 [State 0, Super FX] type = Explod trigger1 = time = 5 anim = 30000 id = 30000 pos = -126,50 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 8 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 ;--------------------------- [state 3400, velset] type = velset trigger1 = animelemtime(6) = 0 x = 16 [State 0, Adjust speed];i'm tired of using P2BodyDist :) type = VelMul triggerall = animelemtime(6)>0&&animelemtime(8)<0 triggerall = enemynear,statetype=A triggerall = enemynear,vel x>=-16;Keep chasing if they retreat trigger1 = facing = 1 && pos x-(enemynear,pos x)>=-60 trigger2 = facing = -1 && pos x-(enemynear,pos x)<=60 x = 0.4 persistent = 1 [state 3400, playsnd] type = playsnd trigger1 = animelemtime(6) = 0 value = 3400,0 [State 200, 1] type = HitDef trigger1 = AnimElemTime(7)=0 attr = S, HA ;damage = 50, 0 damage = ceil(ifElse(fvar(11) * 40 < 10, 10, fvar(11) * 40)), 10 animtype = Hard guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 19,18 ;13,13 guard.pausetime = 19,18 ;13,13 sparkno = s3600 guard.sparkno = s7000 sparkxy = -40,-65 hitsound = s3400, 1 guardsound = S6,1 ground.type = High ground.slidetime = 15 ground.hittime = 35 ground.velocity = -7 guard.velocity = -9 airguard.velocity = -2.5,-1.3 air.fall = 1 fall.recover = 0 air.type = High air.velocity = -7,-4 air.hittime = 28 air.animtype = back envshake.time = 16 envshake.freq = 80 envshake.ampl = 9 getpower = 0,0 givepower = 35,35 yaccel = 0.5 [state 3400, velset] type = velset trigger1 = animelemtime(8) = 0 x = 4 [state 3400, velmul] type = velmul trigger1 = animelemtime(13) >= 0 x = .80 [state 3400, posadd] type = posadd trigger1 = animelemtime(13) = 0 x = 10 [state 3400, palfx] type = palfx triggerall = movehit trigger1 = time = 65 add = 255,255,255 time = 6 [state 3400, varset] type = varset trigger1 =time = 65 var(25) = 1 [state 3400, varset] type = varset trigger1 = time = 72 var(25) = 0 [State 1200, changestate] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;---------------------------- ;Hit by Fourth Wallop [statedef 3450] type = A movetype = H physics = N ctrl = 0 velset = 0,0 [state 3450, turn] type = turn triggerall = facing = enemy,facing trigger1 = !time [state 3450, nothitby] type = nothitby trigger1 = 1 value = ,AA,AT [state 3450, palfx] type = palfx trigger1 = 1 add = time*3,0,0 time = 1 [state 2450, changeanim2] type = changeanim2 trigger1 = !time value = 2450 [state 1060, changestate] type = changestate trigger1 = time = 300 value = 5030 ctrl = 1 ;---------------------------- ;Perfect Blasted Upwards [statedef 3451] type = A movetype = H physics = N anim = 5051 ctrl = 0 velset = -.1,-16 [state 3451, playerpush] type = playerpush trigger1 = 1 value = 0 [state 3450, nothitby] type = nothitby trigger1 = vel y < 0 value = SCA [state 3451, camera] type = screenbound trigger1 = 1 value = 0 [state 3451, changeanim] type = changeanim trigger1 = vel y > 0 trigger1 = anim = 5051 value = 5061 [state 3451, veladd] type = veladd trigger1 = time >= 40 y = .50 [state 1060, changestate] type = selfstate triggerall = pos Y >= 0 && Vel Y > 0 trigger1 = enemy,var(49) = 0 trigger2 = TeamMode = Simul trigger2 = enemyNear,TeamMode = Simul trigger3 = alive value = 5100 [state 1060, changestate] type = changestate triggerall = pos Y >= 0 && Vel Y > 0 triggerall = !alive trigger1 = enemy,var(49) != 0 trigger1 = TeamMode != Simul trigger1 = enemyNear,TeamMode != Simul value = 5100 ;-------------------------------------------- ;Emo Exit (old) [Statedef 3501] type = S movetype = A physics = N anim = 3700 juggle = 0 ctrl = 0 velset = 0,0 [state 3500, playsnd] type = playsnd trigger1 = time = 6 value = 2340,0+random%3 channel = 0 [State 0, AssertSpecial] type = AssertSpecial trigger1 = time = [5,100] flag = noBG flag2 = noFG [State 3000, superpause] type = superpause trigger1 = time=5 time = 95 p2defmul = 1 unhittable = 1 anim = -1 sound = s5,100 darken = 0 movetime = 95 [State 0, Super FX] type = Explod trigger1 = time = 5 anim = 30000 id = 30000 pos = -110,45 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 8 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 [State 0, Super FX] type = Helper trigger1 = time = 101 stateno = 2800 id = 2800 pos = 30,0 postype = p1 supermovetime = 0 sprpriority = 8 ownpal = 1 scale = 1,1 persistent = 0 [State 1200, changestate] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;-------------------------------------------- ;Final Flash [Statedef 3600] type = S movetype = A physics = N anim = 3804 poweradd = -2000 juggle = 0 ctrl = 0 velset = 0,0 sprpriority = 6 [state 3600, you'll be nothing but space dust after this] type = playsnd trigger1 = !time value = 3600,5+random%2 channel = 0 [State 2103, Super BG Proj] type = null triggerall = RoundState = 2 trigger1 = animelemtime(113) >= 2 ProjID = 3000 ;Ki attack projAnim = 15999 projremoveTime = 1 ignorehitpause = 1 [state 3600, playerpush] type = playerpush trigger1 = movehit = 1 trigger1 = NumTarget trigger1 = !(target,ishelper) value = 0 [state 3600, statetypeset] type = statetypeset trigger1 = animelemtime(3) = 0 trigger1 = anim = 3804 statetype = A [state 3610, velset] type = velset triggerall = anim = 3804 trigger1 = animelemtime(24) = 0 x = -.1 y = -.05 [State 4500, 1];Small sound type = PlaySnd triggerall = anim = 3804 trigger1 = animelemtime(24)=0 value = 193,1 volumescale = 255 [State 4500, 2];long sound type = PlaySnd triggerall = anim = 3804 trigger1 = animelemtime(24)=0 value = 8,0 loop = 1 pan = 1 volumescale = 25 channel = 3 [State 0, Timer Freeze] type = AssertSpecial trigger1 = 1 flag = timerfreeze ignorehitpause = 1 [state 3600, nothitby] type = nothitby trigger1 = time <= 69 trigger2 = anim = 3811 value = SCA [State 0, Super FX] type = Explod trigger1 = animelemtime(6) = 0 anim = 380004 id = 380004 pos = 0,0 postype = p1 supermovetime = 9999 pausemovetime = 9999 removeongethit = 1 supermove = 1 removetime = -2 sprpriority = 6 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 ;----Common Superpause Effects ------------ [State 0, AssertSpecial] type = AssertSpecial trigger1 = time = [16,61] flag = noBG flag2 = noFG [State 3000, superpause] type = superpause trigger1 = time = 16 time = 45 p2defmul = 1 unhittable = 1 anim = -1 sound = s2350,0 darken = 0 movetime = 45 [State 0, Hyper Charge FX] type = Explod trigger1 = time = 16 anim = 2441 id = 2441 pos = 0,-74 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 8 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 ;--------------------------- [State 0, Super FX] type = Explod triggerall = anim = 3804 trigger1 = animelemtime(24) = 0 anim = 380211 id = 380211 pos = 0,0 postype = p1 supermovetime = 9999 pausemovetime = 9999 removeongethit = 1 supermove = 1 removetime = -2 sprpriority = 1 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 [State 650, 3] type = HitDef triggerall = anim = 3804 trigger1 = AnimElem = 24 attr = A, HA damage = ceil(ifElse(fvar(11) * 20 < 10, 10, fvar(11) * 20)), 0 hitflag = MAFD guardflag = MA animtype = Hard pausetime = 0,16 guard.pausetime = 0,25 sparkno = s7030 guard.sparkno = s7000 sparkxy = -30,-55 hitsound = s3200,2 guardsound = S3200,4 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = -16 air.velocity = -6,-8 ;envshake.time = 12 ;envshake.freq = 60 ;envshake.ampl = 6 p2facing = 1 fall = 1 fall.recover = 0 p2facing = 1 ground.cornerpush.veloff = 0 airguard.cornerpush.veloff= 0 air.animtype = Back fall.animtype = Back getpower= 0, 0 givepower = 35,35 yaccel = 0.5 kill = 0 id = 3270 [State 0, EnvShake] type = EnvShake triggerall = anim = 3804 trigger1 = AnimElem = 24 time = 12 freq = 60 ampl = 6 [State 0, Impact FX1] type = explod triggerall = anim = 3804 trigger1 = animelem = 24 anim = 3815 id = 3815 pos = 0,0 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 9 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 [State 0, Impact FX2] type = explod triggerall = anim = 3804 trigger1 = animelem = 24 anim = 3816 id = 3816 pos = 0,0 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 5 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 [state 3600, stopsnd] type = stopsnd trigger1 = anim = 3804 trigger1 = animelemtime(42) = 0 channel = 3 [State 0, Super FX] type = null triggerall = anim = 3811 trigger1 = animelemtime(7) = 0 anim = 3803 id = 3803 pos = 0,0 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 9 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 [state 3600, end it] type = null triggerall = anim = 3811 trigger1 = animelemtime(7) = 0 value = 3600,0 channel = 0 [State 0, Super FX] type = Explod trigger1 = movehit = 1 trigger1 = NumTarget trigger1 = !(target,ishelper) anim = 380012 id = 380012 pos = 0,0 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -1 sprpriority = 1 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 [State 0, Super FX] type = Explod triggerall = anim = 3811 trigger1 = animelemtime(14) = 0 anim = 380001 id = 380001 pos = -3,-25 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -1 sprpriority = 8 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 [State 0, Super FX] type = Explod triggerall = anim = 3811 trigger1 = animelemtime(14) = 0 anim = 380003 id = 380003 pos = -3,-25 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -1 sprpriority = 8 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 [State 200, 1] type = PlaySnd triggerall = anim = 3811 trigger1 = animelemtime(14) = 0 trigger2 = animelemtime(57) > 0 && animelemtime(119) < 2 trigger2 = time % 50 = 0 trigger3 = time = 195 || time = 219 || time = 241 || time = 258 || time = 275 value = 3300, 0 channel = 4 [state 3600, stopsnd] type = stopsnd trigger1 = time = 184 || time = 213 || time = 236 || time = 253 || time = 270 channel = 4 [State 0, Super FX] type = Explod triggerall = anim = 3811 trigger1 = animelemtime(30) = 2 anim = 380200 id = 380200 pos = -3,-25 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 8 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 [State 0, Super FX] type = Explod triggerall = anim = 3811 trigger1 = animelemtime(30) = 2 anim = 380203 id = 380203 pos = -3,-25 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 1 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 [State 0, Super FX] type = Explod triggerall = anim = 3811 trigger1 = animelemtime(14) = 0 anim = 380212 id = 380212 pos = 0,0 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 1 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 [State 0, Super FX] type = Explod triggerall = anim = 3811 trigger1 = animelemtime(58) = 0 anim = 380003 id = 380003 pos = -3,-25 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -1 sprpriority = 9 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 [State 0, Super FX] type = Explod triggerall = anim = 3811 trigger1 = animelemtime(58) = 0 anim = 3802 id = 3802 pos = 0,0 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -1 sprpriority = 10 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 [State 1000, shake] type = EnvShake triggerall = anim=3811 && animelemtime(130)<0 trigger1 = time%4 = 0 time=4 freq=80 ampl=0.01*time [state 3600, playsnd] type = playsnd triggerall = anim = 3811 trigger1 = time = 184 || time = 213 || time = 236 || time = 253 || time = 270 value = 193,1 [state 3600, playsnd] type = playsnd triggerall = anim = 3811 trigger1 = animelemtime(33) = 0 value = 3600,1+random%2 channel = 0 [state 3600, playsnd] type = playsnd triggerall = anim = 3811 trigger1 = animelemtime(58) = 0 value = 3600,3+random%2 channel = 0 [state 3600, removeexplod] type = removeexplod trigger1 = movehit = 1 trigger1 = NumTarget trigger1 = !(target,ishelper) id = 380211 [state 3600, removeexplod] type = removeexplod trigger1 = anim = 3811 trigger1 = animelemtime(30) = 2 id = 380001 [state 3600, removeexplod] type = removeexplod trigger1 = anim = 3811 trigger1 = animelemtime(30) = 2 id = 380003 [state 3600, removeexplod] type = removeexplod trigger1 = anim = 3804 trigger1 = animelemtime(23) = 0 id = 380004 [state 3600, removeexplod] type = removeexplod trigger1 = anim = 3811 trigger1 = animelemtime(119) = 2 id = 380003 [state 3600, removeexplod] type = removeexplod trigger1 = anim = 3811 trigger1 = animelemtime(14) = 0 id = 380012 [state 3600, attkdist] type =AttackDist triggerall = anim = 3804 trigger1 = animelemtime(25) = 0 value = 0 [state 3600, changeanim] type = changeanim triggerall = anim = 3804 trigger1 = movehit trigger1 = NumTarget trigger1 = !(target,ishelper) value = 3811 [state 3600, targetstate] type = targetstate trigger1 = movehit = 1 trigger1 = NumTarget trigger1 = !(target,ishelper) value = 3650 ignorehitpause = 1 [State 2500, bgpalfx1] type = null trigger1 = time < 112 trigger1 = movehit = 1 trigger1 = NumTarget trigger1 = !(target,ishelper) time = 1 color=0 mul=0,0,0 [State 200, BGPalFX] type = null triggerall = animelemtime(58) < 0 trigger1 = time>=112 time = 1 add = ceil(-280+time),ceil(-280+time),ceil(-280+time) mul = 256,256,256 invertall = 0 color = 256 ;--------Fire----------------- [State 0, Super FX] type = Helper triggerall = anim = 3811 trigger1 = animelemtime(58) = 0 stateno = 3570 id = 3570 pos = 0,-25 facing = 1 postype = p1 supermovetime = 9999 pausemovetime = 9999 ownpal = 1 persistent = 0 [state 3600, velset] type = velset triggerall = anim = 3811 trigger1 = animelemtime(58) = 0 x = -15 y = 0 [state 3600, velset] type = velmul triggerall = anim = 3811 trigger1 = animelemtime(58) >= 0 trigger1 = vel X < 0 x = .93 [State -2, Explod] type = RemoveExplod trigger1 = animelemtime(129) = 0 id = 3802 [State 9011, VelAdd] type = VelAdd triggerall = Pos Y < 0 trigger1 = animelemtime(131) >= 0 && anim = 3811 trigger2 = animelemtime(131) >= 0 && anim = 3811 trigger3 = animelemtime(36) >= 0 && anim = 3804 y = 0.35 [state 311, posset] type = posset trigger1 = Pos Y > 0 y = 0 [state killed opponent] type = changestate triggerall = NumHelper(3572) trigger1 = Helper(3572), var(3) = 1 value = 3612 [state 311, statetypeset] type = statetypeset triggerall = anim = 48 trigger1 = vel y = 0 && statetype = A statetype = S physics = S [state 311, changeanim] type = changeanim triggerall = anim != 48 trigger1 = Pos Y >= 0 && Vel Y > 0 value = 48 [state 311, posset] type = velset triggerall = anim = 48 trigger1 = animelemtime(1) = 0 y = 0 [state 52, Land FX] type = helper trigger1 = anim = 48 && animelemtime(1) = 1 name = "LandFX" StateNo = 17100 id = 17100 postype = P1 ownpal = 1 keyctrl = 0 supermovetime = 99999 pausemovetime = 99999 [State -3, Landing Sound] type = PlaySnd trigger1 = anim = 48 && animelemtime(1) = 1 value = 40, 0 [State 1200, changestate] type = changestate triggerall = anim = 48 trigger1 = animtime = 0 value = 0 ctrl = 1 ;-------------------------------------------- ;(unused) Ground Final Flash [Statedef 3601] type = S movetype = A physics = N anim = 3800 poweradd = -2000 juggle = 0 ctrl = 0 velset = 0,0 sprpriority = 6 [state 4100, flash white] type = palfx trigger1 = var(35) = 1 add = 255,255,255 time = 3 ignorehitpause = 1 persistent = 0 [State 2103, Super BG Proj] type = Projectile triggerall = RoundState = 2 trigger1 = animelemtime(70) >= 0 ProjID = 3000 ;Ki attack projAnim = 15999 projremoveTime = 1 ignorehitpause = 1 [state 3600, playerpush] type = playerpush trigger1 = movehit = 1 trigger1 = NumTarget trigger1 = !(target,ishelper) value = 0 [State 4500, 1];Small sound type = PlaySnd triggerall = anim = 3800 trigger1 = animelemtime(5)=0 value = 193,1 volumescale = 255 [State 4500, 2];long sound type = PlaySnd triggerall = anim = 3800 trigger1 = animelemtime(5)=0 value = 8,0 loop = 1 pan = 1 volumescale = 25 channel = 3 [State 0, Timer Freeze] type = AssertSpecial trigger1 = 1 flag = timerfreeze ignorehitpause = 1 [state 3600, nothitby] type = nothitby trigger1 = time <= 69 trigger2 = anim = 3801 value = SCA [State 0, Super FX] type = Explod trigger1 = !time anim = 380000 id = 380000 pos = 0,0 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 8 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 ;----Common Superpause Effects ------------ [State 0, AssertSpecial] type = AssertSpecial trigger1 = time = [16,61] flag = noBG flag2 = noFG [State 3000, superpause] type = superpause trigger1 = time = 16 time = 45 p2defmul = 1 unhittable = 1 anim = -1 sound = s2350,0 darken = 0 movetime = 45 [State 0, Hyper Charge FX] type = Explod trigger1 = time = 16 anim = 2441 id = 2441 pos = 0,-50 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 8 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 ;--------------------------- [State 0, Super FX] type = Explod triggerall = anim = 3800 trigger1 = animelemtime(5) = 0 anim = 380201 id = 380201 pos = 0,0 postype = p1 removetime = -2 sprpriority = 1 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 [State 650, 3] type = HitDef triggerall = anim = 3800 trigger1 = AnimElem = 5 attr = S, HA damage = ceil(ifElse(fvar(11) * 60 < 20, 20, fvar(11) * 60)), 0 hitflag = MAFD guardflag = MA animtype = Hard pausetime = 0,16 guard.pausetime = 0,25 sparkno = s7030 guard.sparkno = s7000 sparkxy = -30,-55 hitsound = s3200,2 guardsound = S3200,4 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = -16 air.velocity = -6,-8 envshake.time = 12 envshake.freq = 60 envshake.ampl = 6 p2facing = 1 fall = 1 fall.recover = 0 p2facing = 1 ground.cornerpush.veloff = 0 airguard.cornerpush.veloff= 0 air.animtype = Back fall.animtype = Back getpower= 0, 0 givepower = 35,35 yaccel = 0.5 kill = 0 id = 3270 [state 3600, stopsnd] type = stopsnd trigger1 = anim = 3800 trigger1 = animelemtime(23) = 0 channel = 3 [State 0, Super FX] type = null triggerall = anim = 3801 trigger1 = animelemtime(7) = 0 anim = 3803 id = 3803 pos = 0,0 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 9 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 [state 3600, end it] type = null triggerall = anim = 3801 trigger1 = animelemtime(7) = 0 value = 3600,0 channel = 0 [State 0, Super FX] type = Explod trigger1 = movehit = 1 trigger1 = NumTarget trigger1 = !(target,ishelper) anim = 380002 id = 380002 pos = 0,0 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -1 sprpriority = 1 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 [State 0, Super FX] type = Explod triggerall = anim = 3801 trigger1 = animelemtime(14) = 0 anim = 380001 id = 380001 pos = 0,0 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -1 sprpriority = 8 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 [State 0, Super FX] type = Explod triggerall = anim = 3801 trigger1 = animelemtime(14) = 0 anim = 380003 id = 380003 pos = 0,0 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -1 sprpriority = 10 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 [State 200, 1] type = PlaySnd triggerall = anim = 3801 trigger1 = animelemtime(14) = 0 trigger2 = animelemtime(14) > 0 && animelemtime(90) < 0 trigger2 = time % 40 = 0 trigger3 = time = 195 || time = 219 || time = 241 || time = 258 || time = 275 value = 3300, 0 channel = 4 [state 3600, stopsnd] type = stopsnd trigger1 = time = 184 || time = 213 || time = 236 || time = 253 || time = 270 channel = 4 [State 0, Super FX] type = Explod triggerall = anim = 3801 trigger1 = animelemtime(13) = 66 anim = 380200 id = 380200 pos = 0,0 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 8 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 [State 0, Super FX] type = Explod triggerall = anim = 3801 trigger1 = animelemtime(14) = 66 anim = 380203 id = 380203 pos = 0,0 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 1 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 [State 0, Super FX] type = Explod triggerall = anim = 3801 trigger1 = animelemtime(13) = 0 anim = 380202 id = 380202 pos = 0,0 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 1 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 [State 0, Super FX] type = Explod triggerall = anim = 3801 trigger1 = animelemtime(15) = 0 anim = 3802 id = 3802 pos = 0,0 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -1 sprpriority = 10 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 [State 0, Super FX] type = Explod triggerall = anim = 3801 trigger1 = animelemtime(15) = 0 anim = 380003 id = 380003 pos = 0,0 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -1 sprpriority = 10 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 [State 1000, shake] type = EnvShake triggerall = anim=3801 trigger1 = time%4 = 0 time=4 freq=80 ampl=0.01*time [state 3600, playsnd] type = playsnd trigger1 = time = 184 || time = 213 || time = 236 || time = 253 || time = 270 value = 193,1 [state 3600, playsnd] type = playsnd triggerall = anim = 3801 trigger1 = animelemtime(14) = 0 value = 3600,1+random%2 channel = 0 [state 3600, playsnd] type = playsnd triggerall = anim = 3801 trigger1 = animelemtime(15) = 0 value = 3600,3+random%2 channel = 0 [state 3600, removeexplod] type = removeexplod trigger1 = movehit = 1 trigger1 = NumTarget trigger1 = !(target,ishelper) id = 380201 [state 3600, removeexplod] type = removeexplod trigger1 = anim = 3801 trigger1 = animelemtime(14) = 66 id = 380001 [state 3600, removeexplod] type = removeexplod trigger1 = anim = 3801 trigger1 = animelemtime(14) = 66 id = 380003 [state 3600, removeexplod] type = removeexplod trigger1 = anim = 3801 trigger1 = animelemtime(13) = 0 id = 380002 [state 3600, attkdist] type =AttackDist triggerall = anim = 3800 trigger1 = animelemtime(6) = 0 value = 0 [state 3600, changeanim] type = changeanim triggerall = anim = 3800 trigger1 = movehit trigger1 = NumTarget trigger1 = !(target,ishelper) value = 3801 [state 3600, targetstate] type = targetstate trigger1 = movehit = 1 trigger1 = NumTarget trigger1 = !(target,ishelper) value = 3650 ignorehitpause = 1 [State 2500, bgpalfx1] type = null trigger1 = time < 110 trigger1 = movehit = 1 trigger1 = NumTarget trigger1 = !(target,ishelper) time = 1 color=0 mul=0,0,0 [State 200, BGPalFX] type = null triggerall = animelemtime(15) < 0 trigger1 = time>=110 time = 1 add = ceil(-280+time),ceil(-280+time),ceil(-280+time) mul = 256,256,256 invertall = 0 color = 256 ;--------Fire----------------- [State 0, Super FX] type = Helper triggerall = anim = 3801 trigger1 = animelemtime(15) = 0 stateno = 3560 id = 3560 pos = 0,0 facing = 1 postype = p1 supermovetime = 9999 pausemovetime = 9999 ownpal = 1 persistent = 0 [state 3600, velset] type = velset triggerall = anim = 3801 trigger1 = animelemtime(15) = 0 x = -15 [state 3600, velset] type = velmul trigger1 = vel X < 0 x = .93 [state 3610, removeexplod] type = removeexplod trigger1 = animelemtime(96) = 0 id = 380003 [state 3610, removeexplod] type = removeexplod trigger1 = animelemtime(96) = 0 id = 380100 [state 3610, removeexplod] type = removeexplod trigger1 = animelemtime(96) = 0 id = 380101 [state 3610, removeexplod] type = removeexplod trigger1 = animelemtime(110) = 0 id = 3802 [State 1200, changestate] type = changestate triggerall = anim = 3800 || anim = 3801 trigger1 = animtime = 0 value = 0 ctrl = 1 ;-------------------------------------------- ;Air Final Flash [Statedef 3610] type = A movetype = A physics = N anim = 3810 poweradd = -2000 juggle = 0 ctrl = 0 velset = 0,0 sprpriority = 6 [State 0, VarSet] type = VarSet trigger1 = !time fv = 17 value = 0 [state 3600, you'll be nothing but space dust after this] type = playsnd trigger1 = !time value = 3600,5+random%2 channel = 0 [State 2103, Super BG Proj] type = null triggerall = RoundState = 2 trigger1 = animelemtime(99) >= 2 ProjID = 3000 ;Ki attack projAnim = 15999 projremoveTime = 1 ignorehitpause = 1 [state 3600, playerpush] type = playerpush trigger1 = movehit = 1 trigger1 = NumTarget trigger1 = !(target,ishelper) value = 0 [state 3610, velset] type = velset triggerall = anim = 3810 trigger1 = animelemtime(23) = 0 x = -.1 y = -.05 [State 4500, 1];Small sound type = PlaySnd triggerall = anim = 3810 trigger1 = animelemtime(23)=0 value = 193,1 volumescale = 255 [State 4500, 2];long sound type = PlaySnd triggerall = anim = 3810 trigger1 = animelemtime(23)=0 value = 8,0 loop = 1 pan = 1 volumescale = 25 channel = 3 [State 0, Timer Freeze] type = AssertSpecial trigger1 = 1 flag = timerfreeze ignorehitpause = 1 [state 3600, nothitby] type = nothitby trigger1 = time <= 69 trigger2 = anim = 3811 value = SCA [State 0, Super FX] type = Explod trigger1 = !time anim = 380004 id = 380004 pos = 0,0 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 8 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 ;----Common Superpause Effects ------------ [State 0, AssertSpecial] type = AssertSpecial trigger1 = time = [16,61] flag = noBG flag2 = noFG [State 3000, superpause] type = superpause trigger1 = time = 16 time = 45 p2defmul = 1 unhittable = 1 anim = -1 sound = s2350,0 darken = 0 movetime = 45 [State 0, Hyper Charge FX] type = Explod trigger1 = time = 16 anim = 2441 id = 2441 pos = 0,-74 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 8 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 ;--------------------------- [State 0, Super FX] type = Explod triggerall = anim = 3810 trigger1 = animelemtime(23) = 0 anim = 380211 id = 380211 pos = 0,0 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 1 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 [State 650, 3] type = HitDef triggerall = anim = 3810 trigger1 = AnimElem = 23 attr = A, HA damage = ceil(ifElse(fvar(11) * 20 < 10, 10, fvar(11) * 20)), 0 hitflag = MAFD guardflag = MA animtype = Hard pausetime = 0,16 guard.pausetime = 0,25 sparkno = s7030 guard.sparkno = s7000 sparkxy = -30,-55 hitsound = s3200,2 guardsound = S3200,4 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = -16 air.velocity = -6,-8 ;envshake.time = 12 ;envshake.freq = 60 ;envshake.ampl = 6 p2facing = 1 fall = 1 fall.recover = 0 p2facing = 1 ground.cornerpush.veloff = 0 airguard.cornerpush.veloff= 0 air.animtype = Back fall.animtype = Back getpower= 0, 0 givepower = 35,35 yaccel = 0.5 kill = 0 id = 3270 [State 0, EnvShake] type = EnvShake triggerall = anim = 3810 trigger1 = AnimElem = 23 time = 12 freq = 60 ampl = 6 [State 0, Impact FX1] type = explod triggerall = anim = 3810 trigger1 = animelem = 23 anim = 3815 id = 3815 pos = 0,0 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 9 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 [State 0, Impact FX2] type = explod triggerall = anim = 3810 trigger1 = animelem = 23 anim = 3816 id = 3816 pos = 0,0 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 5 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 [state 3600, stopsnd] type = stopsnd trigger1 = anim = 3810 trigger1 = animelemtime(40) = 0 channel = 3 [State 0, Super FX] type = null triggerall = anim = 3811 trigger1 = animelemtime(7) = 0 anim = 3803 id = 3803 pos = 0,0 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 9 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 [state 3600, end it] type = null triggerall = anim = 3811 trigger1 = animelemtime(7) = 0 value = 3600,0 channel = 0 [State 0, Super FX] type = Explod trigger1 = movehit = 1 trigger1 = NumTarget trigger1 = !(target,ishelper) anim = 380012 id = 380012 pos = 0,0 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -1 sprpriority = 1 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 [State 0, Super FX] type = Explod triggerall = anim = 3811 trigger1 = animelemtime(14) = 0 anim = 380001 id = 380001 pos = -3,-25 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -1 sprpriority = 8 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 [State 0, Super FX] type = Explod triggerall = anim = 3811 trigger1 = animelemtime(14) = 0 anim = 380003 id = 380003 pos = -3,-25 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -1 sprpriority = 8 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 [State 200, 1] type = PlaySnd triggerall = anim = 3811 trigger1 = animelemtime(14) = 0 trigger2 = animelemtime(57) > 0 && animelemtime(119) < 2 trigger2 = time % 50 = 0 trigger3 = time = 195 || time = 219 || time = 241 || time = 258 || time = 275 value = 3300, 0 channel = 4 [state 3600, stopsnd] type = stopsnd trigger1 = time = 184 || time = 213 || time = 236 || time = 253 || time = 270 channel = 4 [State 0, Super FX] type = Explod triggerall = anim = 3811 trigger1 = animelemtime(30) = 2 anim = 380200 id = 380200 pos = -3,-25 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 8 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 [State 0, Super FX] type = Explod triggerall = anim = 3811 trigger1 = animelemtime(30) = 2 anim = 380203 id = 380203 pos = -3,-25 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 1 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 [State 0, Super FX] type = Explod triggerall = anim = 3811 trigger1 = animelemtime(14) = 0 anim = 380212 id = 380212 pos = 0,0 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 1 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 [State 0, Super FX] type = Explod triggerall = anim = 3811 trigger1 = animelemtime(58) = 0 anim = 380003 id = 380003 pos = -3,-25 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -1 sprpriority = 9 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 [State 0, Super FX] type = Explod triggerall = anim = 3811 trigger1 = animelemtime(58) = 0 anim = 3802 id = 3802 pos = 0,0 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -1 sprpriority = 10 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 [State 1000, shake] type = EnvShake triggerall = anim=3811 && animelemtime(130)<0 trigger1 = time%4 = 0 time=4 freq=80 ampl=0.01*time [state 3600, playsnd] type = playsnd triggerall = anim = 3811 trigger1 = time = 184 || time = 213 || time = 236 || time = 253 || time = 270 value = 193,1 [state 3600, playsnd] type = playsnd triggerall = anim = 3811 trigger1 = animelemtime(33) = 0 value = 3600,1+random%2 channel = 0 [state 3600, playsnd] type = playsnd triggerall = anim = 3811 trigger1 = animelemtime(58) = 0 value = 3600,3+random%2 channel = 0 [state 3600, removeexplod] type = removeexplod trigger1 = movehit = 1 trigger1 = NumTarget trigger1 = !(target,ishelper) id = 380211 [state 3600, removeexplod] type = removeexplod trigger1 = anim = 3811 trigger1 = animelemtime(30) = 2 id = 380001 [state 3600, removeexplod] type = removeexplod trigger1 = anim = 3811 trigger1 = animelemtime(30) = 2 id = 380003 [state 3600, removeexplod] type = removeexplod trigger1 = anim = 3811 trigger1 = animelemtime(119) = 2 id = 380003 [state 3600, removeexplod] type = removeexplod trigger1 = anim = 3811 trigger1 = animelemtime(14) = 0 id = 380012 [state 3600, attkdist] type =AttackDist triggerall = anim = 3810 trigger1 = animelemtime(24) = 0 value = 0 [state 3600, changeanim] type = changeanim triggerall = anim = 3810 trigger1 = movehit trigger1 = NumTarget trigger1 = !(target,ishelper) value = 3811 [state 3600, targetstate] type = targetstate trigger1 = movehit = 1 trigger1 = NumTarget trigger1 = !(target,ishelper) value = 3650 ignorehitpause = 1 [State 2500, bgpalfx1] type = null trigger1 = time < 112 trigger1 = movehit = 1 trigger1 = NumTarget trigger1 = !(target,ishelper) time = 1 color=0 mul=0,0,0 [State 200, BGPalFX] type = null triggerall = animelemtime(58) < 0 trigger1 = time>=112 time = 1 add = ceil(-280+time),ceil(-280+time),ceil(-280+time) mul = 256,256,256 invertall = 0 color = 256 ;--------Fire----------------- [State 0, Super FX] type = Helper triggerall = anim = 3811 trigger1 = animelemtime(58) = 0 stateno = 3570 id = 3570 pos = 0,-25 facing = 1 postype = p1 supermovetime = 9999 pausemovetime = 9999 ownpal = 1 persistent = 0 [state 3600, velset] type = velset triggerall = anim = 3811 trigger1 = animelemtime(58) = 0 x = -15 y = 0 [state 3600, velset] type = velmul triggerall = anim = 3811 trigger1 = animelemtime(58) >= 0 trigger1 = vel X < 0 x = .93 [State -2, Explod] type = RemoveExplod trigger1 = animelemtime(129) = 0 id = 3802 [State 9011, VelAdd] type = VelAdd triggerall = Pos Y < 0 trigger1 = animelemtime(131) >= 0 && anim = 3811 trigger2 = animelemtime(131) >= 0 && anim = 3811 trigger3 = animelemtime(39) >= 0 && anim = 3810 y = 0.35 [state 311, posset] type = posset trigger1 = Pos Y > 0 y = 0 [state killed opponent] type = changestate triggerall = NumHelper(3572) trigger1 = Helper(3572), var(3) = 1 value = 3612 [state 311, statetypeset] type = statetypeset triggerall = anim = 48 trigger1 = vel y = 0 && statetype = A statetype = S physics = S [state 311, changeanim] type = changeanim triggerall = anim != 48 trigger1 = Pos Y >= 0 && Vel Y > 0 value = 48 [state 311, posset] type = velset triggerall = anim = 48 trigger1 = animelemtime(1) = 0 y = 0 [state 52, Land FX] type = helper trigger1 = anim = 48 && animelemtime(1) = 1 name = "LandFX" StateNo = 17100 id = 17100 postype = P1 ownpal = 1 keyctrl = 0 supermovetime = 99999 pausemovetime = 99999 [State -3, Landing Sound] type = PlaySnd trigger1 = anim = 48 && animelemtime(1) = 1 value = 40, 0 [State 1200, changestate] type = changestate triggerall = anim = 48 trigger1 = animtime = 0 value = 0 ctrl = 1 ;-------------------------------------------- ;Final Flash Kill [Statedef 3612] type = A movetype = A physics = N anim = 3812 ctrl = 0 velset = 0,0 sprpriority = 6 [State 0, Deactivate special winpose] type = VarSet trigger1 = 1 v = 49 value = 0 [state no ko slow] type = AssertSpecial trigger1 = 1 flag = noKOSlow [state shake] type = envshake trigger1 = time % 3 = 0 time = 16 ampl = 2 freq = 100 [State -2, Explod] type = RemoveExplod trigger1 = !time id = 3802 [state 3600, removeexplod] type = removeexplod trigger1 = !time id = 380003 [state white screen] type = explod trigger1 = !time anim = 3813 id = 3813 postype = p1 pos = 0,0 scale = 10,10 ontop = 1 ownpal = 1 sprpriority = -1 bindtime = -1 removetime = -2 persistent = 0 [state 4201, trans] type = modifyexplod trigger1 = NumExplod(3813) id = 3813 trans = addalpha alpha = (time) * 2, 256 - ((time) * 2) [state in space] type = changestate trigger1 = (time * 2) >= 256 value = 3613 ;FF Kill IN SPACE [Statedef 3613] type = A movetype = A physics = N anim = 3812 ctrl = 0 velset = 0,0 sprpriority = 6 [state no ko slow] type = AssertSpecial trigger1 = 1 flag = noKOSlow flag2 = nofg [state shake] type = envshake trigger1 = time % 3 = 0 time = 16 ampl = 1 freq = 100 [state invisible in space] type = AssertSpecial trigger1 = !time flag = invisible [State 0, Explod] ;Space type = Explod trigger1 = !time anim = 3820 ID = 3820 pos = -150, 240 postype = right ;p2,front,back,left,right facing = facing bindtime = -1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 ;2 pausemovetime = 0 scale = 1,1 sprpriority = 10 shadow = 0,0,0 ownpal = 0 removeongethit = 0 persistent = 0 [State 0, Explod] ;Space mask for planets effects type = Explod trigger1 = !time anim = 3821 ID = 3821 pos = -150, 240 postype = right ;p2,front,back,left,right facing = facing bindtime = -1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 ;2 pausemovetime = 0 scale = 1,1 sprpriority = 8 ontop = 0 shadow = 0,0,0 ownpal = 1 removeongethit = 0 persistent = 0 [State FF Horizon Beam] type = Explod trigger1 = !time anim = 380107 id = 380107 pos = -175, 160 postype = right facing = facing removetime = -1 sprpriority = 9 ownpal = 1 bindtime = -1 scale = .5, .5 persistent = 0 [state Beam Sound] type = playsnd trigger1 = time = 10 value = 3612, 0 [state white screen] type = explod trigger1 = time = 120 anim = 3814 id = 3814 postype = p1 pos = 0,0 scale = 10,10 ontop = 1 ownpal = 1 sprpriority = -1 bindtime = -1 removetime = -2 persistent = 0 [state hite screen appear] type = modifyexplod trigger1 = NumExplod(3814) id = 3814 trans = addalpha alpha = (time - 110) * 3, 256 - ((time - 110) * 3) [state out of space] type = changestate trigger1 = (time - 110) * 3 >= 256 value = 3614 ;-------------------------------------------- ;FF Kill Land [Statedef 3614] type = A movetype = A physics = N anim = 3812 ctrl = 0 velset = 0,0 sprpriority = 6 [state no ko slow] type = AssertSpecial trigger1 = 1 flag = noKOSlow [State Explod] type = RemoveExplod trigger1 = !time id = 3820 [state removeexplod] type = removeexplod trigger1 = !time id = 3821 [state removeexplod] type = removeexplod trigger1 = !time id = 380107 [State FF Horizon Beam] type = helper trigger1 = !time stateno = 361400 id = 361400 pos = 0, -25 - 59 postype = p1 sprpriority = 9 ownpal = 1 scale = 1, 1 persistent = 0 [state falling] type = changeanim trigger1 = time = 200 value = 44 [State 9011, VelAdd] type = VelAdd triggerall = Pos Y < 0 trigger1 = anim = 44 y = 0.35 [state 311, posset] type = posset trigger1 = Pos Y > 0 y = 0 [state 311, statetypeset] type = statetypeset triggerall = anim = 48 trigger1 = vel y = 0 && statetype = A statetype = S physics = S [state 311, changeanim] type = changeanim triggerall = anim != 48 trigger1 = Pos Y >= 0 && Vel Y > 0 value = 48 [state 311, posset] type = velset triggerall = anim = 48 trigger1 = animelemtime(1) = 0 y = 0 [state 52, Land FX] type = helper trigger1 = anim = 48 && animelemtime(1) = 1 name = "LandFX" StateNo = 17100 id = 17100 postype = P1 ownpal = 1 keyctrl = 0 supermovetime = 99999 pausemovetime = 99999 [State -3, Landing Sound] type = PlaySnd trigger1 = anim = 48 && animelemtime(1) = 1 value = 40, 0 [State 1200, changestate] type = changestate triggerall = anim = 48 trigger1 = animtime = 0 value = 0 ctrl = 1 ;F_KMH Tail [Statedef 361400] type = A physics = N movetype = I anim = 380107 ctrl = 0 sprpriority = 8 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow ;flag2 = invisible ;flag3 = roundnotover ignorehitpause = 1 [State 0, BindToParent] type = BindToParent trigger1 = 1 time = 1 ;facing = 0 pos = 0,-25 - 59 ignorehitpause = 1 ;persistent = [State 0, AngleDraw] type = AngleDraw trigger1 = 1 value = 0 scale = 1, 1 - (var(2)) / 10.0 ignorehitpause = 0 ;persistent = [State Scale Tracker Y] type = VarAdd triggerall = var(2) < 10 trigger1 = root, time >= 120 trigger1 = time % 3 = 0 var(2) = 1 ignorehitpause = 0 [State 1061, End] type = destroyself trigger1 = root, stateno != 3614 ;---------------------------- ;Launched Upwards [statedef 3650] type = A movetype = H physics = N anim = 5051 ctrl = 0 velset = -2,-20 [state 3650, nothitby] type = nothitby trigger1 = vel y < 0 value = SCA [state 3650, changeanim] type = changeanim triggerall = anim = 5051 trigger1 = vel y > 0 value = 5061 [state 3650, turn] type = turn trigger1 = !time trigger1 = facing = enemy, facing [state 3600, camera] type = screenbound trigger1 = time < 60 trigger2 = p2dist Y > 40 value = 0 [state 3650, velset] type = velset trigger1 = time = 60 x = 0 [state 3650, velset] type = posset trigger1 = time = 60 x = (enemynear,facing*50)+enemynear, pos X y = -1250+(enemynear,pos Y) [state 3650, velset] type = posadd trigger1 = BackEdgeBodyDist < 0 x = -(backedgebodydist) [state 3650, veladd] type = velset trigger1 = time = 100 || time = 300 y = 16 [state 3650, velset] type = velset trigger1 = pos y >= enemynear, pos y-40 && vel y > 0 trigger1 = time < 300 y = 0 [state 3650, selfstate] type = selfstate triggerall = pos Y >= 0 && Vel Y > 0 trigger1 = enemy,var(49) = 0 trigger2 = TeamMode != Simul trigger2 = enemyNear,TeamMode != Simul trigger3 = alive value = 5100 [state 3650, selfstate] type = changestate triggerall = pos Y >= 0 && Vel Y > 0 triggerall = !alive trigger1 = enemy,var(49) != 0 trigger1 = TeamMode != Simul trigger1 = enemyNear,TeamMode != Simul value = 5100 ;---------------------------- ;Killed by Final Flash [statedef 3651] type = A movetype = H physics = N anim = 5010 ctrl = 0 velset = -3, 0 [state invisible] type = AssertSpecial trigger1 = 1 flag = invisible [state leave screen] type = ScreenBound trigger1 = 1 value = 0 [state muteki] type = NotHitBy trigger1 = 1 value = SCA [state posset] type = posset trigger1 = 1 y = 0 [state dead state] type = changestate trigger1 = enemynear, stateno = 3614 value = 5150 ;-------------------------------------------- ;Tryin something out [Statedef 3700] type = S movetype = A physics = N anim = 3300 poweradd = -2000 juggle = 0 ctrl = 0 velset = 0,0 [state 4000, posset] type = posset trigger1 = !time y = 0 ;----Common Superpause Effects ------------ [State 0, AssertSpecial] type = AssertSpecial trigger1 = time = [5,50] flag = noBG flag2 = noFG [State 3000, superpause] type = superpause trigger1 = time= 5 time = 51 p2defmul = 1 unhittable = 1 anim = -1 sound = s2350,0 darken = 0 movetime = 51 [State 0, Hyper Charge FX] type = Explod triggerall = anim = 3300 trigger1 = time = 5 anim = 2441 id = 2441 pos = -1,-24 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 6 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 ;------------------------------------ [state 3300, velset] type = veladd trigger1 = animelemtime(3) = 0 x = 20 [State 0, Adjust speed];i'm tired of using P2BodyDist :) type = VelMul triggerall = animelemtime(3) > 0 && animelemtime(5)<0 triggerall = enemynear,vel x>=-10;Keep chasing if they retreat trigger1 = facing = 1 && pos x-(enemynear,pos x)>=-60 trigger2 = facing = -1 && pos x-(enemynear,pos x)<=60 x = 0.4 persistent = 1 [state 3300, velset] type = velset trigger1 = animelemtime(5) = 0 x = 0 [state 3400, playsnd] type = playsnd trigger1 = animelemtime(5) = 0 value = 0,2 [State 200, 1] type = HitDef triggerall = anim = 3300 trigger1 = animelem = 6 attr = S, HA ;damage = 50, 0 damage = ceil(ifElse(fvar(11) * 20 < 10, 10, fvar(11) * 20)), 1 animtype = Hard guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 10,20 ;13,13 guard.pausetime = 10,30 ;13,13 sparkno = s7030 guard.sparkno = s7000 sparkxy = -10,-55 hitsound = s5, 2 guardsound = S6,1 ground.type = Low ground.slidetime = 15 ground.hittime = 40 ground.velocity = 0 guard.velocity = 2 airguard.velocity = -2.5,-1.3 air.type = Low fall.recover = 0 forcenofall = 1 kill = 0 air.velocity = 0,0 air.hittime = 40 ground.cornerpush.veloff = 0 envshake.time = 13 envshake.freq = 80 envshake.ampl = 6 getpower= 0,0 givepower = 35,35 yaccel = 0.5 ID = 2450 [state 3700, targetbind] type = targetbind triggerall = Numtarget(2450) triggerall = target, name != "Vegetto Z2" trigger1 = movehit = 1 trigger1 = !(target,ishelper) pos = 50,0 ignorehitpause = 1 [State 1050, targetstate] type = targetstate triggerall = Numtarget(2450) trigger1 = movehit = 1 trigger1 = NumTarget trigger1 = !(target,ishelper) value = 2450 ID = 2450 ignorehitpause = 1 persistent = 0 [state 123456, 0] type = changestate triggerall = !Ailevel triggerall = command = "x" trigger1 = movehit && animelemtime(7) >= 0 value = 3701 [state 3300, changestate] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;---------------------------------------- ;First Followup [statedef 3701] type = S movetype = A physics = N anim = 330000 juggle = 0 ctrl = 0 velset = 0,0 [state 730000, nothitby] type = nothitby trigger1 = 1 value = SCA [State 200, snd];voice type = playsnd trigger1 = animelem=2 value = 3,0 channel = 0 [State 200, 1] type = HitDef triggerall = anim = 330000 trigger1 = animelem = 6 attr = S, HA ;damage = 50, 0 damage = ceil(ifElse(fvar(11) * 20 < 15, 15, fvar(11) * 20)), 1 animtype = Hard guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 6,8 ;13,13 guard.pausetime = 6,8 ;13,13 sparkno = s7030 guard.sparkno = s7000 sparkxy = -10,-55 hitsound = s5, 2 guardsound = S6,1 ground.type = Low ground.slidetime = 15 ground.hittime = 28 ground.velocity = -4 guard.velocity = -2 airguard.velocity = -2.5,-1.3 air.type = Low fall.recover = 0 forcenofall = 1 air.velocity = 0,-4 air.hittime = 28 air.fall = 1 kill = 0 air.animtype = back ground.cornerpush.veloff = 0 envshake.time = 13 envshake.freq = 80 envshake.ampl = 6 getpower= 0,0 givepower = 35,35 yaccel = 0.5 ID = ifelse(prevstateno = 1100,2450,1098) [state 123456, 0] type = changestate triggerall = !Ailevel triggerall = command = "x" trigger1 = movehit value = 3702 [state 130000, changestate] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;---------------------------------------- ;Second Followup [statedef 3702] type = S movetype = A physics = N anim = 330001 juggle = 0 ctrl = 0 velset = 0,0 [state 730000, nothitby] type = nothitby trigger1 = 1 value = SCA [state 0, posadd] type= posadd trigger1 = !time x = 30 [State 200, snd];voice type = playsnd trigger1 = animelem=2 value = 3,1 channel = 0 [State 200, 1] type = HitDef triggerall = anim = 330001 trigger1 = animelem = 4 attr = S, HA ;damage = 50, 0 damage = ceil(ifElse(fvar(11) * 20 < 15, 15, fvar(11) * 20)), 1 animtype = Hard guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 6,8 ;13,13 guard.pausetime = 6,8 ;13,13 sparkno = s7030 guard.sparkno = s7000 sparkxy = -10,-55 hitsound = s5, 2 guardsound = S6,1 ground.type = High ground.slidetime = 15 ground.hittime = 28 ground.velocity = -4 guard.velocity = -2 airguard.velocity = -2.5,-1.3 kill = 0 air.type = Low fall.recover = 0 air.velocity = 0,-4 air.hittime = 28 air.fall = 1 air.animtype = back ground.cornerpush.veloff = 0 envshake.time = 13 envshake.freq = 80 envshake.ampl = 6 getpower= 0,0 givepower = 35,35 yaccel = 0.5 ID = ifelse(prevstateno = 1100,2450,1098) [state 123456, 0] type = changestate triggerall = !Ailevel triggerall = command = "a" trigger1 = movehit value = 3703 [state 130000, changestate] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;---------------------------------------- ;Third Followup [statedef 3703] type = S movetype = A physics = N anim = 330002 juggle = 0 ctrl = 0 velset = 0,0 [state 730000, nothitby] type = nothitby trigger1 = 1 value = SCA [state 0, posadd] type= posadd trigger1 = !time x = 30 [State 200, snd];voice type = playsnd trigger1 = animelem=2 value = 3,2 channel = 0 [State 200, 1] type = HitDef triggerall = anim = 330002 trigger1 = animelem = 4 attr = S, NA ;damage = 50, 0 damage = ceil(ifElse(fvar(11) * 20 < 15, 15, fvar(11) * 20)), 1 animtype = Hard guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 6,8 ;13,13 guard.pausetime = 6,8 ;13,13 sparkno = s7030 guard.sparkno = s7000 sparkxy = -10,-55 hitsound = s5, 5 guardsound = S6,1 ground.type = Low ground.slidetime = 15 ground.hittime = 28 ground.velocity = -4 guard.velocity = -2 airguard.velocity = -2.5,-1.3 air.type = Low fall.recover = 0 air.velocity = 0,-4 air.hittime = 28 air.fall = 1 kill = 0 air.animtype = back ground.cornerpush.veloff = 0 envshake.time = 13 envshake.freq = 80 envshake.ampl = 6 getpower= 0,0 givepower = 35,35 yaccel = 0.5 ID = ifelse(prevstateno = 1100,2450,1098) [state 123456, 0] type = changestate triggerall = !Ailevel triggerall = command = "a" trigger1 = movehit value = 3704 [state 330000, changestate] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;---------------------------------------- ;Fourth Followup [statedef 3704] type = S movetype = A physics = N anim = 330003 juggle = 0 ctrl = 0 velset = 0,0 [state 730000, nothitby] type = nothitby trigger1 = 1 value = SCA [state 0, posadd] type= posadd trigger1 = !time x = 30 [State 200, snd];voice type = playsnd trigger1 = animelem=2 value = 3,3 channel = 0 [State 200, 1] type = HitDef triggerall = anim = 330003 trigger1 = animelem = 4 attr = S, NA ;damage = 50, 0 damage = ceil(ifElse(fvar(11) * 20 < 15, 15, fvar(11) * 20)), 1 animtype = Hard guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 6,8 ;13,13 guard.pausetime = 6,8 ;13,13 sparkno = s7030 guard.sparkno = s7000 sparkxy = -10,-55 hitsound = s5, 5 guardsound = S6,1 ground.type = High ground.slidetime = 15 ground.hittime = 28 ground.velocity = -4 guard.velocity = -2 airguard.velocity = -2.5,-1.3 air.type = Low fall.recover = 0 air.velocity = 0,-4 kill = 0 air.hittime = 28 air.fall = 1 air.animtype = back ground.cornerpush.veloff = 0 envshake.time = 13 envshake.freq = 80 envshake.ampl = 6 getpower= 0,0 givepower = 35,35 yaccel = 0.5 ID = ifelse(prevstateno = 1100,2450,1098) [state 123456, 0] type = changestate triggerall = !Ailevel triggerall = command = "y" trigger1 = movehit value = 3705 [state 330000, changestate] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;---------------------------------------- ;Fifth Followup [statedef 3705] type = S movetype = A physics = N anim = 330004 juggle = 0 ctrl = 0 velset = 0,0 [state 730000, nothitby] type = nothitby trigger1 = 1 value = SCA [state 0, posadd] type= posadd trigger1 = !time x = 30 [State 200, snd];voice type = playsnd trigger1 = animelem=2 value = 3,4 channel = 0 [State 200, 1] type = HitDef triggerall = anim = 330004 trigger1 = animelem = 4 attr = S, NA ;damage = 50, 0 damage = ceil(ifElse(fvar(11) * 20 < 15, 15, fvar(11) * 20)), 1 animtype = Hard guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 6,8 ;13,13 guard.pausetime = 6,8 ;13,13 sparkno = s7030 guard.sparkno = s7000 sparkxy = -10,-55 hitsound = s5, 2 guardsound = S6,1 ground.type = High ground.slidetime = 15 ground.hittime = 28 ground.velocity = -4 guard.velocity = -2 airguard.velocity = -2.5,-1.3 air.type = Low Kill = 0 fall.recover = 0 air.velocity = 0,-4 air.hittime = 28 air.fall = 1 air.animtype = back ground.cornerpush.veloff = 0 envshake.time = 13 envshake.freq = 80 envshake.ampl = 6 getpower= 0,0 givepower = 35,35 yaccel = 0.5 ID = ifelse(prevstateno = 1100,2450,1098) [state 123456, 0] type = changestate triggerall = !Ailevel triggerall = command = "b" trigger1 = movehit value = 3706 [state 330000, changestate] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;---------------------------------------- ;Sixth Followup [statedef 3706] type = S movetype = A physics = N anim = 330005 juggle = 0 ctrl = 0 velset = 0,0 [state 730000, nothitby] type = nothitby trigger1 = 1 value = SCA [state 0, posadd] type= posadd trigger1 = !time x = 30 [State 200, snd];voice type = playsnd trigger1 = animelem=2 value = 3,5 channel = 0 [State 200, 1] type = HitDef triggerall = anim = 330005 trigger1 = animelem = 4 attr = S, NA ;damage = 50, 0 damage = ceil(ifElse(fvar(11) * 20 < 15, 15, fvar(11) * 20)), 1 animtype = Hard guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 6,8 ;13,13 guard.pausetime = 6,8 ;13,13 sparkno = s7030 guard.sparkno = s7000 sparkxy = -10,-55 hitsound = s5, 5 guardsound = S6,1 ground.type = High kill = 0 ground.slidetime = 15 ground.hittime = 28 ground.velocity = -4 guard.velocity = -2 airguard.velocity = -2.5,-1.3 air.type = Low fall.recover = 0 air.velocity = 0,-4 air.hittime = 28 air.fall = 1 air.animtype = back ground.cornerpush.veloff = 0 envshake.time = 13 envshake.freq = 80 envshake.ampl = 6 getpower= 0,0 givepower = 35,35 yaccel = 0.5 ID = ifelse(prevstateno = 1100,2450,1098) [state 123456, 0] type = changestate triggerall = !Ailevel triggerall = command = "z" trigger1 = movehit value = 3707 [state 330000, changestate] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;---------------------------------------- ;Seventh Followup [statedef 3707] type = S movetype = A physics = N anim = 330006 juggle = 0 ctrl = 0 velset = 0,0 [state 730000, nothitby] type = nothitby trigger1 = 1 value = SCA [state 0, posadd] type= posadd trigger1 = !time x = 30 [State 200, snd];voice type = playsnd triggerall = anim = 330006 trigger1 = animelem=2 value = 3,6 channel = 0 [state 420, statetypeset] type = statetypeset trigger1 = animelemtime(4) = 0 statetype = A [state 420, velset] type = velset trigger1 = animelemtime(4) = 0 x = 1.5 y = -5 persistent = 0 [state 420, veladd] type = veladd trigger1 = animelemtime(4) >= 0 y = 0.35 [State 200, 1] type = HitDef triggerall = anim = 330006 trigger1 = animelem = 5 attr = S, NA ;damage = 50, 0 damage = ceil(ifElse(fvar(11) * 20 < 15, 15, fvar(11) * 20)), 1 animtype = Hard guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 6,8 ;13,13 guard.pausetime = 6,8 ;13,13 sparkno = s7030 guard.sparkno = s7000 sparkxy = -10,-55 hitsound = s5, 2 guardsound = S6,1 ground.type = High kill = 0 ground.slidetime = 15 ground.hittime = 32 ground.velocity = -4 guard.velocity = -2 airguard.velocity = -2.5,-1.3 air.type = Low fall.recover = 0 air.velocity = 0,-4 air.hittime = 28 air.fall = 1 air.animtype = back ground.cornerpush.veloff = 0 envshake.time = 13 envshake.freq = 80 envshake.ampl = 6 getpower= 0,0 givepower = 35,35 yaccel = 0.5 ID = ifelse(prevstateno = 1100,2450,1098) [state 420, statetypeset] type = statetypeset trigger1 = Pos Y >= 0 && Vel Y > 0 statetype = S [State 221, finish] type = Changeanim triggerall = anim= 330006 trigger1 = Pos Y >= 0 && Vel Y > 0 value = 48 [state 0, posset] type = velset trigger1 = anim = 48 x = 0 y = 0 [state 0, posset] type = posset trigger1 = anim = 48 y = 0 [state 123456, 0] type = changestate triggerall = !Ailevel triggerall = command = "c" triggerall = statetype = A trigger1 = movehit && animelemtime(8) < 5 value = 3708 [state 330000, changestate] type = changestate triggerall = anim = 48 trigger1 = animtime = 0 value = 0 ctrl = 1 ;---------------------------------------- ;Eigth Followup [statedef 3708] type = A movetype = A physics = N anim = 330007 juggle = 0 ctrl = 0 [state 420, veladd] type = veladd trigger1 = anim = 330007 y = 0.35 [state 730000, nothitby] type = nothitby trigger1 = 1 value = SCA [State 200, snd];voice type = playsnd triggerall = anim = 330007 trigger1 = animelem=2 value = 3,13 channel = 0 [State 200, 1] type = HitDef triggerall = anim = 330007 trigger1 = animelem = 5 attr = S, NA ;damage = 50, 0 damage = ceil(ifElse(fvar(11) * 20 < 15, 15, fvar(11) * 20)), 1 animtype = Hard guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 6,8 ;13,13 guard.pausetime = 6,8 ;13,13 sparkno = s7030 guard.sparkno = s7000 sparkxy = -10,-55 hitsound = s5, 5 guardsound = S6,1 ground.type = High ground.slidetime = 15 ground.hittime = 32 ground.velocity = -4 guard.velocity = -2 airguard.velocity = -2.5,-1.3 air.type = Low Kill = 0 fall.recover = 0 air.velocity = 0,-4 air.hittime = 28 air.fall = 1 air.animtype = back ground.cornerpush.veloff = 0 envshake.time = 13 envshake.freq = 80 envshake.ampl = 6 getpower= 0,0 givepower = 35,35 yaccel = 0.5 ID = ifelse(prevstateno = 1100,2450,1098) [State 221, finish] type = Changeanim triggerall = anim= 330007 trigger1 = Pos Y >= 0 && Vel Y > 0 value = 48 [state 0, posset] type = velset trigger1 = anim = 48 x = 0 y = 0 [state 0, posset] type = posset trigger1 = anim = 48 y = 0 [state 123456, 0] type = changestate triggerall = !Ailevel triggerall = command = "z" triggerall = ((ifElse(P2DisT x < -12, Facing = -1, Facing = 1) && NumExplod(90010104)) || (ifElse(P2DisT x < -12, Facing = 1, Facing = -1) && NumExplod(90010006))) trigger1 = movehit && anim= 48 trigger1 = enemynear, movetype = H value = 3720 [state 123456, LVL 3] type = changestate triggerall = !Ailevel triggerall = command = "c" triggerall = power >= 1000 triggerall = ((ifElse(P2DisT x < -12, Facing = -1, Facing = 1) && NumExplod(90010104)) || (ifElse(P2DisT x < -12, Facing = 1, Facing = -1) && NumExplod(90010006))) trigger1 = movehit && anim= 48 trigger1 = enemynear, movetype = H value = 3730 [state 330000, changestate] type = changestate triggerall = anim = 48 trigger1 = animtime = 0 value = 0 ctrl = 1 ;---------------------------------------- ;First Ender [statedef 3720] type = S movetype = A physics = N anim = 330008 juggle = 0 ctrl = 0 velset = 0,0 [State 200, snd];voice type = playsnd trigger1 = animelem=2 value = 3,14 channel = 0 [State 200, 1] type = HitDef triggerall = anim = 330008 trigger1 = animelem = 5 attr = S, SA ;damage = 50, 0 damage = ceil(ifElse(fvar(11) * 20 < 7, 7, fvar(11) * 20)), 1 animtype = Hard guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 33,50 ;13,13 guard.pausetime = 33,50 ;13,13 sparkno = s3600 guard.sparkno = s7000 sparkxy = -15,-55 hitsound = s33000, 0 guardsound = S6,1 ground.type = Low ground.slidetime = 15 ground.hittime = 28 ground.velocity = -4 guard.velocity = -2 airguard.velocity = -2.5,-1.3 air.type = Low fall.recover = 0 air.velocity = 0,-4 air.hittime = 28 air.fall = 1 kill = 0 air.animtype = back ground.cornerpush.veloff = 0 envshake.time = 40 envshake.freq = 60 envshake.ampl = 10 getpower= 0,0 givepower = 35,35 yaccel = 0.5 ID = ifelse(prevstateno = 1100,2450,1098) [state 123456, 0] type = changestate triggerall = !Ailevel trigger1 = movehit && animtime = 0 value = 3721 [state 130000, changestate] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;---------------------------------------- ;First Ender- Second Part [statedef 3721] type = S movetype = A physics = N anim = 330009 juggle = 0 ctrl = 0 velset = 0,0 [state 730000, nothitby] type = nothitby trigger1 = 1 value = SCA [State 200, snd];voice type = playsnd trigger1 = animelem=2 value = 3,15 channel = 0 [State 200, 1] type = HitDef triggerall = anim = 330009 trigger1 = animelem = 4 attr = S, HA ;damage = 50, 0 damage = ceil(ifElse(fvar(11) * 20 < 7, 7, fvar(11) * 20)), 1 animtype = Hard guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 33,50 ;13,13 guard.pausetime = 33,50 ;13,13 sparkno = s3600 guard.sparkno = s7000 sparkxy = -15,-55 hitsound = s33000, 0 guardsound = S6,1 ground.type = Low ground.slidetime = 15 ground.hittime = 40 ground.velocity = -4 guard.velocity = -2 airguard.velocity = -2.5,-1.3 air.type = Low fall.recover = 0 air.velocity = 0,-4 air.hittime = 28 air.fall = 1 kill = 0 air.animtype = back ground.cornerpush.veloff = 0 envshake.time = 40 envshake.freq = 60 envshake.ampl = 10 getpower= 0,0 givepower = 35,35 yaccel = 0.5 ID = ifelse(prevstateno = 1100,2450,1098) [state 123456, 0] type = changestate triggerall = !Ailevel trigger1 = movehit && animtime = 0 value = 3722 [state 130000, changestate] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;---------------------------------------- ;First Ender-Third Part [statedef 3722] type = S movetype = A physics = N anim = 330010 juggle = 0 ctrl = 0 velset = 0,0 [state 730000, nothitby] type = nothitby trigger1 = 1 value = SCA [State 200, snd];voice type = playsnd triggerall = anim = 330010 trigger1 = animelem=1 value = 1400,11 channel = 0 [State 200, 1] type = HitDef triggerall = anim = 330010 trigger1 = animelem = 2 attr = S, HA ;damage = 50, 0 damage = ceil(ifElse(fvar(11) * 40 < 10, 10, fvar(11) * 40)), 1 animtype = Hard guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 10,30 ;13,13 guard.pausetime = 6,30 ;13,13 sparkno = s2512 guard.sparkno = s7000 sparkxy = -20,-70 hitsound = -1 guardsound = S6,1 ground.type = Low ground.slidetime = 15 ground.hittime = 28 ground.velocity = -4 guard.velocity = -2 airguard.velocity = -2.5,-1.3 air.type = Low fall.recover = 0 forcenofall = 1 air.velocity = 0,-4 air.hittime = 28 air.fall = 1 kill = 0 air.animtype = back ground.cornerpush.veloff = 0 envshake.time = 30 envshake.freq = 60 envshake.ampl = 6 getpower= 0,0 givepower = 35,35 yaccel = 0.5 ID = 5104 [State 200, snd];voice type = playsnd trigger1 = NumExplod(332301) value = 33000,2 persistent = 0 volume = 355 [State 13100, explosion sound] type = playsnd triggerall = anim = 330010 trigger1 = animelem = 2 value = 33000,1 volume = 355 [State 0, Super FX] type = Explod triggerall = enemy, stateno = 5104 trigger1 = enemy, time %3 = 0 anim = 330013 id = 330013 pos = 0,0 random = 60,60 postype = p2 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 8 ownpal = 1 scale = 1,1 persistent = 1 [State 0, Super FX] type = Explod triggerall = enemy, stateno = 5105 trigger1 = !NumExplod(332301) anim = 332301 id = 332301 pos = 0,0 postype = p2 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 10 ownpal = 1 scale = 1,1 persistent = 0 [State 2103, Super BG Proj] type = Projectile trigger1 = target,anim = 330012 ProjID = 3000 ;Ki attack projAnim = 15999 projremoveTime = 1 ignorehitpause = 1 [state 0, changeanim] type = changeanim triggerall = anim = 330010 trigger1 = time > 90 value = 330011 [State 13100, Hmmmp] type = playsnd triggerall = anim = 330010 trigger1 = animelemtime(6)=0 value = 181,6+random%3 channel = 0 [state 0, targetstate] type = targetstate triggerall = numtarget(5104) trigger1 = movehit value = 5104 id = 5104 ignorehitpause = 1 persistent = 0 [state 0, changestate] type = changestate triggerall = anim = 330011 trigger1 = animtime = 0 value = 0 ctrl = 1 ;---------------------------------------- ;LVL 3 Ender [statedef 3730] type = S movetype = A physics = N anim = 332400 juggle = 0 ctrl = 0 velset = 0,0 [state 1230000, assertspecial] type = assertspecial trigger1 = 1 flag = timerfreeze [state 0, varset] type = null trigger1 = !time var(21) = 0 [State 200, 1] type = HitDef triggerall = anim = 332400 trigger1 = animelem = 4 attr = S, HA ;damage = 50, 0 damage = ceil(ifElse(fvar(11) * 20 < 10, 10, fvar(11) * 20)), 1 animtype = Hard guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 33,60 ;13,13 guard.pausetime = 33,60 ;13,13 sparkno = s3600 guard.sparkno = s7000 sparkxy = -15,-75 hitsound = s33001, 0 guardsound = S6,1 ground.type = Low ground.slidetime = 15 ground.hittime = 40 ground.velocity = 0 guard.velocity = -2 airguard.velocity = -2.5,-1.3 air.type = Low fall.recover = 0 air.velocity = 0,-4 air.hittime = 28 air.fall = 1 kill = 0 air.animtype = back ground.cornerpush.veloff = 0 envshake.time = 40 envshake.freq = 60 envshake.ampl = 10 getpower= 0,0 givepower = 35,35 yaccel = 0.5 [State 200, 1] type = HitDef triggerall = anim = 332400 trigger1 = animelem = 10 attr = S, HA ;damage = 50, 0 damage = ceil(ifElse(fvar(11) * 40 < 20, 20, fvar(11) * 40)), 1 animtype = Hard guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 33,50 ;13,13 guard.pausetime = 33,50 ;13,13 sparkno = s3600 guard.sparkno = s7000 sparkxy = -10,-40 hitsound = s33000, 0 guardsound = S6,1 ground.type = Low ground.slidetime = 15 ground.hittime = 99 ground.velocity = 0 guard.velocity = -2 airguard.velocity = -2.5,-1.3 air.type = Low fall.recover = 0 air.velocity = 0,-4 air.hittime = 28 air.fall = 1 kill = 0 air.animtype = back ground.cornerpush.veloff = 0 envshake.time = 40 envshake.freq = 60 envshake.ampl = 10 getpower= 0,0 givepower = 35,35 yaccel = 0.5 [state 1230000, velset] type = velset triggerall = anim = 332400 trigger1 = animelemtime(19) = 0 x = -38 [state 123000, velmul] type = velset triggerall = anim = 332400 trigger1 = !animtime x = 0 [state 324000, changeanim] type = changeanim triggerall = anim = 332400 trigger1 = !animtime value = 332401 ;----Common Superpause Effects ------------ [State 0, AssertSpecial] type = AssertSpecial trigger1 = time = [84,157] flag = noBG flag2 = noFG [State 3000, superpause] type = superpause trigger1 = time=84 time = 56 p2defmul = 1 unhittable = 1 anim = -1 sound = s2350,1 darken = 0 movetime = 56 poweradd = -1000 [State 0, Hyper Charge FX] type = Explod triggerall = anim = 332401 trigger1 = time = 102 anim = 2440 id = 2440 pos = 45,-62 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 8 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 ;--------------------------------------------- [State 3101, dust FX] type = null triggerall = anim = 332401 trigger1 = animelemtime(1) = 37 || animelemtime(5) = 7 || animelemtime(9) = 5 || animelemtime(13) = 5 || animelemtime(17) = 3 trigger2 = animelemtime(21) = 3 || animelemtime(25) = 3 helpertype = normal stateno = 80000000 ID = 80000000 name = "SLOW_PEW" postype = p1 pos = 0,0 ownpal = 1 sprpriority = 7 [State 0, Hyper Charge FX] type = null triggerall = anim = 332401 trigger1 = animelemtime(1) = 35 || animelemtime(5) = 5 || animelemtime(9) = 2 || animelemtime(13) = 2 anim = 332402 id = 332402 pos = 0,0 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 8 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 1 [State 0, Hyper Charge FX] type = null triggerall = anim = 332401 trigger1 = animelemtime(17) = 1 ||animelemtime(21) = 1 || animelemtime(25) = 1 anim = 332413 id = 332413 pos = 0,0 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 8 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 1 [State 0, Hyper Charge FX] type =null triggerall = anim = 332401 trigger1 = animelemtime(1) = 35 || animelemtime(5) = 5 || animelemtime(9) = 2 || animelemtime(13) = 2 anim = 332412 id = 332412 pos = 0,0 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 10 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 1 [State 0, Hyper Charge FX] type = null triggerall = anim = 332401 trigger1 = animelemtime(17) = 1 || animelemtime(21) = 1 || animelemtime(25) = 1 anim = 332411 id = 332411 pos = 0,0 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 10 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 1 [State 3101, background FX] type = null triggerall = anim = 332401 trigger1 = animelemtime(1) = 30 helpertype = normal stateno = 80000005 ID = 80000005 name = "Background" postype = left pos = 158,0 ownpal = 1 size.yscale = .5 supermovetime = 9999 sprpriority = -1 [State 3101, dust FX] type = helper triggerall = anim = 332401 trigger1 = animelemtime(2) = 2 helpertype = normal stateno = 80000001 ID = 80000001 name = "FAST_PEW" postype = p1 pos = 0,0 ownpal = 1 sprpriority = 7 [State 3101, dust FX] type = helper triggerall = anim = 332401 trigger1 = animelemtime(2) = 2 helpertype = normal stateno = 80000001 ID = 80000001 name = "FAST_PEW" postype = p1 pos = 0,0 ownpal = 1 sprpriority = 7 [state 0, pew] type = playsnd triggerall = anim = 332401 trigger1 = animelemtime(2) = 2 value = 33001,2 [state 0, recoil] type = playsnd triggerall = anim = 332401 trigger1 = animelemtime(2) = 2 value = 33002,3+random%3 [State 0, Hyper Charge FX] type = Explod triggerall = anim = 332401 trigger1 = animelemtime(2) = 1 anim = 332402 id = 332402 pos = 0,0 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 10 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 1 [State 0, Hyper Charge FX] type = Explod triggerall = anim = 332401 trigger1 = animelemtime(2) = 1 anim = 332411 id = 332411 pos = 0,0 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 8 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 1 [State 200, BGPalFX] type = null triggerall = anim = 332401 trigger1 = animelemtime(1) = 0 time = 120 add = -100,-100,-100 mul = 100,100,256 invertall = 0 color = 256 [State 200, BGPalFX] type = null triggerall = anim = 332401 trigger1 = animelemtime(9) >= 0 && animelemtime(29) < 0 time = 1 add = ifelse((-100)+var(21)/2 < 0,0,(-100)+var(21)/2),ifelse((-100)+var(21)/2 < 0,0,(-100)+var(21)/2),ifelse((-100)+var(21)/2 < 0,0,(-100)+var(21)/2) mul = ifelse((100+var(21)) > 256,256,100+var(21)),ifelse((100+var(21)) > 256,256,100+var(21)),256 invertall = 0 color = 256 [state 0 ,varadd] type = null triggerall = anim = 332401 && animelemtime(29) < 0 trigger1 = animelemtime(9) > 0 && time%2 = 0 var(21) = 3 [State 3101, dust FX] type = helper triggerall = anim = 332401 trigger1 = animelemtime(2) = 0 helpertype = normal stateno = 80000002 ID = 80000002 name = "dust" postype = p1 pos = 0,0 ownpal = 1 sprpriority = 7 [state 0, changeanim] type = changeanim trigger1 = time = 309 value = 332405 [state 0, velset] type = velset triggerall = anim = 332405 trigger1 = animelemtime(1) = 0 x = 0 [State 0, Hyper Charge FX] type = Helper triggerall = anim = 332405 trigger1 = animelemtime(1) = 0 stateno = 23000 id = 23000 pos = 0,0 postype = p1 supermovetime = 9999 pausemovetime = 9999 sprpriority = 8 ownpal = 1 scale = 1,1 persistent = 1 [State 0, Hyper Charge FX] type = Explod triggerall = anim = 332405 trigger1 = animelemtime(6) = 0 anim = 332414 id = 332414 pos = 0,0 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -1 sprpriority = 8 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 1 [state 0, playsnd] type = null triggerall = anim = 332405 trigger1 = animelem = 7 value = 32400,1 [state 0, modifyexplod] type = modifyExplod triggerall = anim = 332405 trigger1 = animelemtime(8) = 0 pos = 0,3 postype = p1 id = 332414 [state 0, removeexplod] type = RemoveExplod triggerall = anim = 332405 trigger1 = animelemtime(11) = 0 id = 332414 [state 1230000,changestate] type = changestate triggerall = anim = 332405 trigger1 = animtime = 0 value = 0 ctrl = 1 ;-------------------------------------------- ;Elite Assault [Statedef 4000] type = S movetype = A physics = N anim = 4000 poweradd = ifelse(var(51) != 1,-3000, -2000) juggle = 0 ctrl = 0 velset = 0,0 [state 4100, flash white] type = palfx trigger1 = var(35) = 1 add = 255,255,255 time = 3 ignorehitpause = 1 persistent = 0 [state 4000, varset] type = varset triggerall = var(51) = 1 trigger1 = !time var(25) = 2 [state 4000, timeover] type = assertspecial trigger1 = 1 flag = timerfreeze ignorehitpause = 1 [state 730000, nothitby] type = nothitby trigger1 = movehit value = SCA [state 4000, posset] type = posset trigger1 = !time y = 0 [state 3101, Smoke FX] type = explod triggerall = anim = 4000 trigger1 = animelemtime(4) = 0 anim = 1206 id = 1206 pos = 0,0 postype = P1 sprpriority = 3 ownpal = 1 removetime = -2 persistent = 0 ignorehitpause = 1 scale = .8,.8 [state 310, grunt] type = playsnd trigger1 = !time value = 2845,0+random%3 channel = 0 [state 310, grunt] type = playsnd triggerall = anim = 4000 trigger1 = animelemtime(4) = 0 value = 40,1 ;----Common Superpause Effects ------------ [State 0, AssertSpecial] type = AssertSpecial trigger1 = time = [0,45] flag = noBG flag2 = noFG [State 3000, superpause] type = superpause trigger1 = !time time = 45 p2defmul = 1 unhittable = 1 anim = -1 sound = s2350,1 darken = 0 movetime = 45 [State 0, Hyper Charge FX] type = Explod triggerall = anim = 4000 trigger1 = !time anim = 2440 id = 2440 pos = 0,-55 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 6 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 ;------------------------------------ [state 4000, velset] type = velset triggerall = anim = 4000 trigger1 = animelemtime(4) = 0 x = 15 [State 200, 1] type = HitDef triggerall = anim = 4000 trigger1 = animelem = 4 attr = S, HA ;damage = 50, 0 damage = ceil(ifElse(fvar(11) * 30 < 10, 10, fvar(11) * 30)), 0 animtype = Hard guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 20,20 ;13,13 guard.pausetime = 20,20 ;13,13 sparkno = s3600 guard.sparkno = s7000 sparkxy = -5,-45 hitsound = s3000, 1 guardsound = S6,1 ground.type = Low ground.slidetime = 15 ground.hittime = 28 ground.velocity = 4 guard.velocity = 2 airguard.velocity = -2.5,-1.3 air.type = Low fall.recover = 0 forcenofall = 1 kill = 0 air.velocity = 0,-4 air.hittime = 28 air.fall = 1 air.animtype = hard ground.cornerpush.veloff = 0 envshake.time = 20 envshake.freq = 80 envshake.ampl = 8 getpower= 0,0 givepower = 35,35 yaccel = 0.5 ID = 4050 [state 4000, camera] type = velset triggerall = anim = 4000 trigger1 = animelemtime(7) = 0 x = 3 [state 4000, nothitby] type = nothitby trigger1 = movehit value = SCA ignorehitpause = 1 [State 1050, targetstate] type = targetstate triggerall = Numtarget(4050) trigger1 = movehit trigger1 = !(target,ishelper) value = 4050 ID = 4050 ignorehitpause = 0 persistent = 0 [state 4000, changestate] type = changestate triggerall = Numtarget(4050) trigger1 = movehit trigger1 = !(target,ishelper) value = 4001 ctrl = 0 [state 4000, changestate] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;-------------------------------------------- ;Flip Kick [Statedef 4001] type = S movetype = A physics = N anim = 4001 juggle = 0 ctrl = 0 velset = 3,0 [state 4000, nothitby] type = nothitby trigger1 = 1 value = SCA ignorehitpause = 1 [state 4000, varset] type = varset triggerall = var(51) = 1 trigger1 = !time var(51) = 0 [state 4001, hitadd] type = hitadd trigger1 = animelemtime(10) = 0 value = 1 [State 0, AssertSpecial] type = AssertSpecial trigger1 = animelemtime(4) > 0 flag = noBG flag2 = noFG [state 4000, timeover] type = AssertSpecial trigger1 = 1 flag = timerfreeze flag2 = nobardisplay [State 0, Explod] ;Piccolo Compatibility type = Explod trigger1 = animelemtime(2) = 0 anim = 5939 ID = 991901 pos = 0,0 postype = p1 ;p2,front,back,left,right bindtime = -1 removetime = -1 removeongethit = 1 [state 4001, turn] type = turn trigger1 = animelemtime(4) = 0 [state 4001, posset] type = posset trigger1 = animelemtime(5) = 0 x = -50*facing [state 4000, camera] type = velset triggerall = anim = 4001 trigger1 = animelemtime(3) = 0 x = 0 [State 250, 1] type = PlaySnd triggerall = anim = 4001 trigger1 = animelemtime(9) = 0 value = 0, 5 [State 250, 1] type = PlaySnd triggerall = anim = 4001 trigger1 = animelemtime(10) = 0 value = 4000, 6 [State 250, 1] type = PlaySnd triggerall = anim = 4001 trigger1 = animelemtime(2) = 0 value = 2302, 0 [State 250, 1] type = PlaySnd triggerall = anim = 4001 trigger1 = animelemtime(5) = 0 value = 2302, 0 [state 4001, lifeadd] type = targetlifeadd triggerall = anim = 4001 trigger1 = animelemtime(9) = 0 value = -ceil(ifElse(fvar(11) * 80 < 50, 50, fvar(11) * 80)) kill = 0 [State 650, 2] type = Explod triggerall = anim = 4001 trigger1 = animelemtime(10) = 0 anim = 3600 pos = 0,-60 postype = p2 ignorehitpause = 1 persistent = 0 sprpriority = 5 ownpal = 1 [state 310, grunt] type = playsnd triggerall = anim = 4001 trigger1 = animelemtime(10) = 0 value = 3,0 channel = 0 [state 4000, Finisher 0] type = changestate trigger1 = animtime = 0 trigger1 = p2stateno = 4051 trigger1 = var(52) < 1000 trigger2 = var(51) = 2 trigger2 = animtime = 0 trigger2 = p2stateno = 4051 value = 4002 [state 4000, Finisher 1] type = changestate triggerall = var(51) != 2 trigger1 = animtime = 0 trigger1 = p2stateno = 4051 trigger1 = var(52) >= 1000 && var(52) < 2000 value = 4100 [state 4000, Finisher 2] type = changestate triggerall = var(51) != 2 trigger1 = animtime = 0 trigger1 = p2stateno = 4051 trigger1 = var(52) >= 2000 && var(52) < 3000 value = 4200 [state 4000, Finisher 3] type = changestate triggerall = var(51) != 2 trigger1 = animtime = 0 trigger1 = p2stateno = 4051 trigger1 = var(52) >= 3000 value = 4320 ;-------------------------------------------- ;Finisher 0 - Jump and Slam [Statedef 4002] type = S movetype = A physics = N anim = 4002 juggle = 0 ctrl = 0 velset = 0,0 [state 4000, timeover] type = assertspecial trigger1 = 1 flag = timerfreeze [State 41, Train] type = AfterImage triggerall = var(51) = 2 ;Evolution afterimages trigger1 = !time time= -1 timegap= 1 framegap= 4 length= 10 palbright= 0,0,0 palcontrast= 0,0,150 palpostbright= 0,0,150 trans= add [state 4001, lifeadd] type = targetlifeadd trigger1 = animelemtime(18) = 0 value = -ceil(ifElse(fvar(11) * 80 < 50, 50, fvar(11) * 80)) kill = 0 [state 4001, hitadd] type = hitadd trigger1 = animelemtime(18) = 0 value = 1 [state 4000, timeover] type = assertspecial trigger1 = 1 flag = timerfreeze flag2 = nobardisplay [State 1000, shake] type = EnvShake triggerall = animelemtime(6) < 0 trigger1 = !(time%4) time=4 freq=80 ampl=2+0.02*time [State 4500, 1];power up SFX type = PlaySnd trigger1 = !time value = 193,1 volume = 500 [State 4500, 1];power up SFX 2 type = PlaySnd trigger1 = !time value = 4000,0 volume = 500 [State 4500, 1];fly sfx type = PlaySnd trigger1 = animelem = 3 value = 2700,2 volume = 500 [State 4500, 1];fly sfx 2 type = PlaySnd trigger1 = animelem = 3 value = 4000,1 volume = 500 [state 17100, aura] type = explod trigger1 = !time anim = 4070 id = 4070 pos = 8,33 postype = P1 sprpriority = -1 ownpal = 0 supermovetime = -1 removetime = 64 persistent = 0 bindtime = -1 [state 17100, aura] type = helper trigger1 = animelemtime(3) = 0 stateno = 4071 id = 4071 pos = -3,-68 postype = P1 sprpriority = -1 ownpal = 0 supermovetime = 9999 persistent = 0 [state 4001, helper] type = helper trigger1 = animelemtime(3) = 0 stateno = 19901 id = 19901 pos = 0,0 postype = back sprpriority = -27 scale = 1,1 ownpal = 1 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noBG flag2 = noFG [state 4002, velset] type = velset triggerall = animelem = 3 trigger1 = pos y > -30 y = -10 [state 4002, velset] type = velset trigger1 = pos y = -30 y = 0 [State 650, 2] type = Explod triggerall = anim = 4002 trigger1 = animelemtime(18) = 0 anim = 3600 pos = 0,-60 postype = p2 ignorehitpause = 1 persistent = 0 sprpriority = 5 ownpal = 1 [State 250, 1] type = PlaySnd triggerall = anim = 4002 trigger1 = animelemtime(17) = 0 value = 0, 2 [state 310, grunt] type = playsnd triggerall = anim = 4002 trigger1 = animelemtime(18) = 0 value = 3,4 channel = 0 [State 250, 1] type = PlaySnd triggerall = anim = 4002 trigger1 = animelemtime(18) = 0 value = 3000, 1 [State 250, 1] type = PlaySnd triggerall = anim = 4002 trigger1 = animelemtime(18) = 0 value = 4000, 2 [state 4000, changestate] type = changestate trigger1 = enemy, stateno = 4053 value = 4003 ctrl = 1 ;-------------------------------------------- ;Stomp [Statedef 4003] type = A movetype = A physics = N anim = 4003 juggle = 0 ctrl = 0 [State 0, Projectile] type = Projectile trigger1 = movehit ProjID = 3001 projanim = 15999 projremovetime = 1 ignorehitpause=1 [State 250, 1] type = PlaySnd trigger1 = !time value = 4000, 3 [state 4000, timeover] type = assertspecial trigger1 = 1 flag = timerfreeze [state 4003, posset] type = posset trigger1 = !time y = -300 [state 4003, velset] type = velset trigger1 = time = 160 y = 20 [state 4000, camera] type = screenBound trigger1 = 1 value = 0 [state 4004, changestate] type = posset trigger1 = !time x = enemy, pos X + 10 [State 200, 1] type = HitDef triggerall = time > 160 trigger1 = !movecontact attr = S, NA ;damage = 50, 0 damage = ceil(ifElse(fvar(11) * 40 < 20, 20, fvar(11) * 40)) animtype = Hard guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 0,0 ;13,13 guard.pausetime = 0,0 ;13,13 sparkno = -1 guard.sparkno = s7000 sparkxy = -5,-45 hitsound = -1 guardsound = S6,1 ground.type = Low ground.slidetime = 15 ground.hittime = 28 ground.velocity = 4 guard.velocity = 2 airguard.velocity = -2.5,-1.3 air.type = Low fall.recover = 0 forcenofall = 1 kill = 0 air.velocity = 0,-4 air.hittime = 28 air.fall = 1 air.animtype = back ground.cornerpush.veloff = 0 envshake.time = 20 envshake.freq = 80 envshake.ampl = 8 getpower= 0,0 givepower = 35,35 yaccel = 0.5 ID = 4050 [state 4004, changeanim] type = changeanim triggerall = anim = 4003 trigger1 = pos Y >= 0 && Vel Y > 0 value = 4004 ;-------Land----------------- [state 4054, envshake] type = envshake triggerall = anim =4004 trigger1 = animelemtime(1) = 0 time = 30 freq = 50 ampl = 10 [state 2001, Ground Smash FX] type = explod triggerall = anim =4004 trigger1 = animelemtime(1) = 0 anim = 3500 id = 3500 pos = 9,-3 postype = P1 sprpriority = -3 ownpal = 1 removetime = -2 persistent = 0 ignorehitpause = 0 scale = 1,1 [State 250, 1] type = PlaySnd triggerall = anim = 4004 trigger1 = animelemtime(1) = 0 value = 4000, 5 [state 4001, hitadd] type = hitadd triggerall = anim = 4004 trigger1 = animelemtime(1) = 0 value = 1 [State 650, 2] type = Explod triggerall = anim = 4004 trigger1 = animelemtime(1) = 0 anim = 7030 pos = 0,0 postype = p1 ignorehitpause = 1 persistent = 0 sprpriority = 5 ownpal = 1 [state 4003, velset] type = velset triggerall = anim = 4004 trigger1 = animelemtime(1) = 0 y = 0 [State 0, RemoveExplod] ;Piccolo's clones type = RemoveExplod triggerall = anim = 4004 trigger1 = animelemtime(1) = 0 id = 991901 persistent = 0 [state 4003, velset] type = velset triggerall = anim = 4004 trigger1 = animelemtime(4) = 0 x = -1.5 y = -5 [State 9011, VelAdd] type = VelAdd triggerall = anim = 4004 trigger1 = animelemtime(6) >= 0 y = 0.35 [state 4003, targetbind] type = targetbind trigger1 = movehit = 1 trigger1 = !(target, ishelper) pos = 0,0 [state 4003, targetstate] type = targetstate trigger1 = movehit = 1 trigger1 = !(target, ishelper) value = 4054 ignorehitpause = 1 persistent = 0 [state 4004, changestate] type = changeanim triggerall = anim = 4004 trigger1 = pos Y >= 0 && Vel Y > 0 value = 48 [state 4004, posset] type = velset trigger1 = anim = 48 x = 0 y = 0 [state 4004, posset] type = posset trigger1 = anim = 48 y = 0 [state 4004, changestate] type = changestate triggerall = anim = 48 trigger1 = animtime = 0 value = 0 ctrl = 1 ;------------------------------------------------- ;Hit by Elite Assault [statedef 4050] type = A movetype = H physics = N anim = IfElse(selfanimexist(5052),5052,5030) velset = 0,0 ctrl = 0 [state 3650, turn] type = turn trigger1 = !time trigger1 = facing = enemy, facing [state 730000, nothitby] type = nothitby trigger1 = 1 value = SCA [state 4000, camera] type = screenBound trigger1 = 1 value = 0 [State 4005, vel] type = velset trigger1 = time = 2 x = -18 persistent = 0 [state 4000, changestate] type = changestate trigger1 = enemy, anim = 4001 trigger1 = enemy,animelemtime(7) = 0 value = 4051 [state 4000, failed] type = changestate trigger1 = time = 100 value = 0 ctrl = 1 ;------------------------------------------------- ;Fly Upwards [statedef 4051] type = A movetype = H physics = N anim = IfElse(selfanimexist(5052),5052,5030) ctrl = 0 velset = -25,0 [state 4051, nothitby] type = nothitby trigger1 = 1 value = SCA [state 4000, camera] type = screenBound trigger1 = 1 value = 0 [state 4051, posset] type = posset trigger1 = !time x = 305*enemy,facing y = -20 [state 4051, velset] type = velset triggerall = enemy, anim = 4001 trigger1 = enemy,animelemtime(9) = 0 x = 0 [state 4001, turn] type = turn triggerall = enemy, anim = 4001 trigger1 = enemy,animelemtime(9) = 0 [state 4051, changeanim] type = changeanim2 triggerall = anim != 4051 triggerall = enemy, anim = 4001 trigger1 = enemy,animelemtime(9) = 0 value = 4051 [state 4051, changeanim] type = changeanim triggerall = anim = 4051 trigger1 = animtime = 0 value = 5051 [state 4051, changeanim] type = changeanim triggerall = anim = 5051 trigger1 = animtime = 0 value = 5051 elem = animelemno(0) [state 4051, velset] type = velset trigger1 = anim = 5051 y = -20 [state 4051, envshake] type = envshake trigger1 = anim = 4051 && animelemtime(1) = 0 time = 20 freq = 80 ampl = 8 [state 4000, changestate] type = changestate trigger1 = enemy, var(52) < 1000 trigger1 = pos Y < -300 trigger2 = enemy,var(51) = 2 trigger2 = pos Y < -300 value = 4052 [state 4000, changestate] type = changestate triggerall = enemy,var(51) != 2 triggerall = enemy, var(52) >= 1000 && enemy,var(52) < 2000 trigger1 = pos Y < -300 value = 4150 [state 4000, changestate] type = changestate triggerall = enemy,var(51) != 2 triggerall = enemy, var(52) >= 2000 && enemy, var(52) < 3000 trigger1 = pos Y < -300 value = 4250 [state 4000, changestate] type = changestate triggerall = enemy,var(51) != 2 triggerall = enemy, var(52) >= 3000 trigger1 = pos Y < -300 value = 4350 ;------------------------------------------------- ;Passed By [statedef 4052] type = A movetype = H physics = N ctrl = 0 velset = 0,0 [state 4052, assertspecial] type = assertspecial trigger1 = 1 flag = noshadow [state 4052, velset] type = velset trigger1 = time = 100 y = 30 [state 4000, camera] type = screenBound trigger1 = 1 value = 0 [state 4051, changeanim] type = changeanim triggerall = anim = 5051 trigger1 = animtime = -1 value = anim elem = animelemno(0) ;-----Go Back Up---------- [state 4051, velset] type = velset trigger1 = enemy, animelemtime(4) = 0 y = -26 [state 4051, velset] type = velset trigger1 = enemy, animelemtime(18) = 0 y = 0 [state 4051, changeanim2] type = changeanim2 trigger1 = enemy, animelemtime(18) = 0 value = 4052 [state 4051, changeanim] type = changeanim triggerall = anim = 4052 trigger1 = animtime = 0 value = 5061 [state 4051, velset] type = velset trigger1 = anim = 5061 y = 12 [state 4051, envshake] type = envshake trigger1 = enemy, animelemtime(18) = 0 time = 30 freq = 80 ampl = 8 [state 4000, changestate] type = changestate trigger1 = anim = 5061 && pos Y > 20 value = 4053 ctrl = 1 ;------------------------------------------------- ;Slammed into ground [statedef 4053] type = A movetype = H physics = N ctrl = 0 velset = 0,0 [state 4000, camera] type = screenBound trigger1 = 1 value = 0 [state 4053, velset] type = velset trigger1 = time = 120 y = 40 [state 4000, camera] type = screenBound trigger1 = 1 value = 0 [state 4053, posset] type = posset trigger1 = !time y = -400 [state 4000, changestate] type = changestate triggerall = prevstateno != 4055 trigger1 = pos Y >= 0 && Vel Y > 0 value = 4055 ;------------------------------------------------- ;Knee'd [statedef 4054] type = A movetype = H physics = N ctrl = 0 anim = 5080 [state 4053, velset] type = velset trigger1 = !time y = 20 [state 4004, changeanim] type = changeanim2 triggerall = anim != 4053 trigger1 = pos Y >= 0 && Vel Y > 0 value = 4053 [state 4053, velset] type = velset trigger1 = anim = 4053 y = 0 [state 4055, lifeadd] type = lifeadd triggerall = anim = 4053 trigger1 = animelemtime(1) = 0 value = -ceil(ifElse(enemynear, fvar(11) * 40 < 20, 20, enemynear, fvar(11) * 40)) [state 4055, posset] type = posset trigger1 = anim = 4053 y = 0 [state 4000, changestate] type = changestate triggerall = anim = 4053 trigger1 = animtime = 0 value = 4056 ctrl = 1 ;--------------------------------------------------------------------------- ;P2 bouncing on the ground from a.SP [Statedef 4055] type = L movetype= H physics = N velset = 0,0 [state 4000, camera] type = screenBound trigger1 = 1 value = 0 [state 4055, lifeadd] type = lifeadd trigger1 = !time value = -ceil(ifElse(enemynear, fvar(11) * 40 < 20, 20, enemynear, fvar(11) * 40)) kill = 0 [State 5100, EnvShake] type = FallEnvShake trigger1 = Time = 0 [State 5100, Var] ;Save fall velocity type = VarSet trigger1 = Time = 0 sysvar(1) = floor(vel y) [State 5100, 2] ;Hit ground anim (normal) type = ChangeAnim triggerall = time = 0 trigger1 = (anim != [5051,5059]) && (anim != [5061,5069]) trigger2 = !SelfAnimExist(5100 + (anim % 10)) value = 5100 [State 5100, 3] ;Hit ground anim (for hit up) type = ChangeAnim trigger1 = time = 0 trigger1 = (anim = [5051,5059]) || (anim = [5061,5069]) trigger1 = SelfAnimExist(5100 + (anim % 10)) value = 5100 + (anim % 10) [State 5100, 4] type = PosSet trigger1 = Time = 0 y = 0 [State 5100, 5] type = VelSet trigger1 = Time = 0 y = 0 ;[State 5100, 10] ;type = PlaySnd ;trigger1 = Time = 1 ;;value = F7, (sysvar(1) > 5) + (sysvar(1) > 14) ;value = f7,2 [State 5100, 5] type = VelSet trigger1 = AnimTime = 0 y = -8 [State 5100, 12] type = ChangeState trigger1 = AnimTime = 0 value = 4057 ;---------------------------------------------- ;Hit By Stomp Final [Statedef 4056] type = L movetype = H physics = N velset= 0,0 ctrl = 0 [state 3050, invul] type = nothitby trigger1 = 1 value = SCA time = 100 [state 3050, playerpush] type = playerpush trigger1 = p2stateno = 3000 value = 0 [state 3060, changeanim] type = changeanim2 trigger1 = !time value = 3050 [state 3000, posset] type = posset trigger1 = 1 y = 0 ignorehitpause = 1 [state 3000, changestate] type = selfstate triggerall = alive trigger1 = time = 114 value = 5120 [state 3000, changestate] type = selfstate triggerall = !alive triggerall = enemy,var(49) = 0 trigger1 = time >= 20 value = 5110 [state 1060, changestate] type = changestate triggerall = !alive triggerall = enemy,var(49) = 1 trigger1 = time >= 20 value = 5110 ;--------------------------------------------------------------------------- ; HITA_FALL (knocked up, falling) [Statedef 4057] type = A movetype= H physics = N [State 5050, 1] ;Change anim when done with transition type = ChangeAnim trigger1 = AnimTime = 0 trigger1 = Anim = 5035 trigger2 = Time = 0 ;If no transition anim trigger2 = Anim != 5035 trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069]) trigger2 = Anim != 5090 ;Not if hit off ground anim value = 5050 [State 5050, 2] ;Coming down anim type = ChangeAnim trigger1 = anim = [5050,5059] trigger1 = Vel Y >= IfElse(anim = 5050, 1, -2) trigger1 = SelfAnimExist(anim+10) value = anim+10 persistent = 0 [State 5050, 3] ;Gravity type = VelAdd trigger1 = time > 0 ;Vans Fix !!! y = .41 [State 5050, 6] type = ChangeState trigger1 = Vel Y > 0 trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, Const(movement.air.gethit.groundlevel)) value = 5100 ;Downed get-hit (hit ground from fall) ;-------------------------------------------- ;Finisher 1 - SSG Fireball [Statedef 4100] type = S movetype = A physics = N anim = 4100 juggle = 0 ctrl = 0 sprpriority = 6 velset = 5,0 [state 4100, centering] type = velmul trigger1 = Vel X != 0 x = .90 [state 4100, velset] type = velset trigger1 = Vel X < .2 x = 0 [state 4000, timeover] type = assertspecial trigger1 = 1 flag = timerfreeze flag2 = nobardisplay [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noBG flag2 = noFG [State 41, Train] type = AfterImage triggerall = var(51) = 2 ;Evolution afterimages trigger1 = !time time= -1 timegap= 1 framegap= 4 length= 10 palbright= 0,0,0 palcontrast= 0,0,150 palpostbright= 0,0,150 trans= add [State 1000, shake] type = EnvShake triggerall = anim = 4100 trigger1 = !(time%4) time=4 freq=80 ampl=2+0.02*time [State 4500, 1];power up SFX type = PlaySnd trigger1 = !time value = 193,1 volume = 500 [State 4500, 1];power up SFX 2 type = PlaySnd trigger1 = !time value = 4000,0 volume = 500 [State 4500, 1];fly sfx type = PlaySnd triggerall = anim = 4100 trigger1 = animelem = 3 value = 2700,2 volume = 500 [State 4500, 1];fly sfx 2 type = PlaySnd triggerall = anim = 4100 trigger1 = animelem = 3 value = 4000,1 volume = 500 [state 17100, aura] type = explod trigger1 = !time anim = 4070 id = 4070 pos = 8,33 postype = P1 sprpriority = -1 ownpal = 0 supermovetime = -1 removetime = 64 persistent = 0 bindtime = -1 [state 17100, aura] type = helper triggerall = anim = 4100 trigger1 = animelemtime(3) = 0 stateno = 4071 id = 4071 pos = -3,-68 postype = P1 sprpriority = -1 ownpal = 0 supermovetime = 9999 persistent = 0 [state 4001, helper] type = helper triggerall = anim = 4100 trigger1 = animelemtime(3) = 0 stateno = 19901 id = 19901 pos = 0,0 postype = back sprpriority = -27 scale = 1,1 ownpal = 1 [state 4002, velset] type = velset triggerall = anim = 4100 triggerall = animelem = 3 trigger1 = pos y > -9 y = -9 [state 4002, velset] type = velset triggerall = anim = 4100 trigger1 = pos y = -9 y = 0 [state 4100, palfx] type = palfx triggerall = anim = 4100 trigger1 = animelemtime(4) = 0 add = 255,255,255 time = 3 [state 4100, playsnd] type = playsnd triggerall = anim = 4100 trigger1 = animelemtime(4) = 0 value = 4100,5 [state 4100, playsnd] type = playsnd triggerall = anim = 4100 trigger1 = animelemtime(4) = 0 value = 4100,6 [state 4100, changeanim] type = changeanim triggerall = anim = 4100 trigger1 = enemy,pos y > pos y - 147 value = 4101 [state 4002, velset] type = velset triggerall = anim = 4101 trigger1 = animelemtime(2) = 0 y = -.1 [State 650, 2] type = Explod triggerall = anim = 4101 trigger1 = animelemtime(2) = 0 anim = 3600 pos = 0,0 postype = p2 ignorehitpause = 1 persistent = 0 sprpriority = 8 ownpal = 1 [state 4001, hitadd] type = hitadd triggerall = anim = 4101 trigger1 = animelemtime(2) = 0 value = 1 [state 4051, envshake] type = envshake triggerall = anim = 4101 trigger1 = animelemtime(2) = 0 time = 20 freq = 80 ampl = 8 [state 4150, kick woosh] type = PlaySnd triggerall = anim = 4101 trigger1 = animelemtime(1) = 0 value = 0, 5 [State 4150, kick sound] type = PlaySnd triggerall = anim = 4101 trigger1 = animelemtime(2) = 0 value = 4000, 6 [State 4150, kick sound] type = PlaySnd triggerall = anim = 4101 trigger1 = animelemtime(2) = 0 value = 4100, 3 [state 4002, velset] type = velset triggerall = anim = 4101 trigger1 = animelemtime(4) = 0 y = 0 [State 250, 1] type = PlaySnd triggerall = anim = 4101 trigger1 = animelemtime(4) = 0 value = 2302, 0 [state 4002, teleport] type = posadd triggerall = anim = 4101 trigger1 = animelemtime(6) = 0 y = -80 [State 650, Elbow] type = Explod triggerall = anim = 4101 trigger1 = animelemtime(11) = 0 anim = 3600 pos = -60,0 postype = p2 ignorehitpause = 1 persistent = 0 sprpriority = 8 ownpal = 1 [state 4150, elbow woosh] type = PlaySnd triggerall = anim = 4101 trigger1 = animelemtime(10) = 0 value = 0, 2 [state 4002, velset] type = velset triggerall = anim = 4101 trigger1 = animelemtime(10) = 0 y = 3 [state 4002, velset] type = velset triggerall = anim = 4101 trigger1 = animelemtime(11) = 0 y = 0 [State 4150, elbow sound] type = PlaySnd triggerall = anim = 4101 trigger1 = animelemtime(11) = 0 value = 3000, 1 [state 4001, Elbow] type = hitadd triggerall = anim = 4101 trigger1 = animelemtime(11) = 0 value = 1 [state 4051, envshake] type = envshake triggerall = anim = 4101 trigger1 = animelemtime(11) = 0 time = 20 freq = 80 ampl = 8 [state 4002, velset] type = velset triggerall = anim = 4101 trigger1 = animelemtime(11) = 20 y = 3 [state 4100, centering] type = velmul triggerall = anim = 4101 trigger1 = animelemtime(11) >= 20 y = .91 [state 4002, velset] type = velset triggerall = anim = 4101 trigger1 = animelemtime(12) = 0 y = 5 [state 4100, centering] type = velmul triggerall = anim = 4101 trigger1 = animelemtime(12) >= 0 y = .90 [State 0, Super FX] type = Explod triggerall = anim = 4101 trigger1 = animelemtime(13) = 0 anim = 410100 id = 410100 pos = 0,0 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -1 sprpriority = 5 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 [State 0, Super FX] type = Explod triggerall = anim = 4101 trigger1 = animelemtime(13) = 0 anim = 410101 id = 410101 pos = 0,0 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 5 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 [State 4500, Flame Charge] type = PlaySnd triggerall = anim = 4101 trigger1 = animelemtime(13) = 0 value = 4100,0 [State 0, Super FX] type = Explod triggerall = anim = 4101 trigger1 = animelemtime(14) = 0 anim = 410102 id = 410102 pos = 0,0 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 7 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 [State 4500, Flame Charge] type = PlaySnd triggerall = anim = 4101 trigger1 = animelemtime(14) = 0 value = 4100,7+random%2 channel = 0 [State 4100, changeanim] type = changeanim triggerall = anim = 4101 trigger1 = !animtime value = 4102 [state 4100, removeexplod] type = removeexplod triggerall = anim = 4102 trigger1 = animelemtime(1) = 0 id = 410100 [State 0, Super FX] type = Explod triggerall = anim = 4102 trigger1 = animelemtime(1) = 0 anim = 410200 id = 410200 pos = 0,0 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 5 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 [State 0, Super FX] type = Explod triggerall = anim = 4102 trigger1 = animelemtime(1) = 0 anim = 410201 id = 410201 pos = 0,0 postype = p1 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 7 ownpal = 1 bindtime = -1 scale = 1,1 [state 3000, Heugh] type = null triggerall = anim = 4102 trigger1 = animelemtime(1) = 0 value = 3,12 channel = 0 [State 0, Super FX] type = Helper triggerall = anim = 4102 trigger1 = animelemtime(2) = 0 stateno = 4110 id = 4110 pos = 0,0 postype = p1 supermovetime = 9999 pausemovetime = 9999 sprpriority = 8 ownpal = 1 scale = 1,1 persistent = 0 [state 4001, upwards speedlines] type = helper triggerall = anim = 4102 trigger1 = animelemtime(2) = 0 stateno = 19902 id = 19902 pos = 0,0 postype = back sprpriority = -27 scale = 1,1 ownpal = 1 [state 4100, screenbound] type = ScreenBound trigger1 = anim = 4102 trigger1 = animelemtime(2) >= 0 trigger2 = anim = 4103 value = 0 [state 4100, velset] type = velset triggerall = anim = 4102 trigger1 = animelemtime(2) = 0 y = -10 [state 4100, explosion] type = hitadd triggerall = NumHelper(4110) && anim = 4102 trigger1 = Helper(4110), anim = 410204 value = 1 [state 4100, changeanim] type = changeanim triggerall = NumHelper(4110) && anim = 4102 trigger1 = Helper(4110), anim = 410204 value = 4103 [state 4100, changestate] type = changestate trigger1 = enemy, stateno = 4151 value = 4101 ;-------------------------------------------- ;Flight Landing [Statedef 4101] type = A movetype = A physics = N ctrl = 0 sprpriority = 6 [state 4101, bgpalfx] type = bgpalfx trigger1 = time < 30 trigger1 = time*7 < 150 add = 256-(time*13),150-(time*7),0 time = 1 [State 0, Timer Freeze] type = AssertSpecial trigger1 = 1 flag = timerfreeze ignorehitpause = 1 [State 0, Projectile] type = Projectile trigger1 = anim = 4103 ProjID = 3001 projanim = 15999 projremovetime = 1 ignorehitpause=1 [State 0, Super FX] type = Explod trigger1 = enemy, pos y >= 0 && enemy, vel y > 0 anim = 8453 id = 8453 pos = 0,0 postype = p2 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 9 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 [State 0, Flames FX 1] type = Explod triggerall = anim = 4103 trigger1 = numexplod(8600)=0 anim = 8600 id = 8600 pos = -25,-3 postype = p2 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = 156 sprpriority = 8 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 [State 0, Flames FX 2] type = Explod triggerall = anim = 4103 trigger1 = numexplod(8601)=0 anim = 8601 id = 8601 pos = 25,-3 postype = p2 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = 138 sprpriority = 8 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 facing = -1 [State 0, Flames FX 3] type = Explod triggerall = anim = 4103 trigger1 = numexplod(8602)=0 anim = 8601 id = 8602 pos = 5,-5 postype = p2 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = 138 sprpriority = 6 ownpal = 1 bindtime = -1 scale = 1,1 persistent = 0 facing = 1 [State 4150, kick sound] type = PlaySnd trigger1 = enemy, pos y >= 0 && enemy, vel y > 0 value = 4100, 4 [State 3078, Debris Generator] type = Helper trigger1 = enemy, pos y >= 0 && enemy, vel y > 0 helpertype = normal name = "Debris Generator" ID = 66853 stateno = 66853 pos = 0,0 postype = p2 ;p2,front,back,left,right facing = 1 keyctrl = 0 persistent = 0 ownpal = 1 size.xscale = .5 size.yscale = .5 supermovetime = 0 pausemovetime = 0 [State 4003, X set] type = posset trigger1 = time=0 y = -500 [state 4003, posadd] type = posadd trigger1 = !time x = -60 [State 3010, gravity] type = Velset trigger1 = time=0 Y = 4 [State 3010, speed down when arriving] type = Velmul trigger1 = (Pos Y > -70) && (Pos Y <= 0) && (vel Y > 0.5) Y = 0.95 [State 3010, ScreenBound] type = ScreenBound trigger1 = 1 value = 1 movecamera = 1,0 [state 4101, flame explosion] type = hitadd trigger1 = enemy,pos y >= 0 && enemy, vel y > 0 value = 1 persistent = 0 [state 4101, changeanim] type = changeanim triggerall = anim = 4103 trigger1 = pos y >= 0 && vel y > 0 value = 4104 [state 17100, Landing Effect] type = explod trigger1 = anim = 4104 && animelemtime(1) = 0 anim = 17100 id = 17100 pos = 0,0 postype = P1 sprpriority = -3 ownpal = 1 supermovetime = -1 [State 0, RemapPal] type = RemapPal trigger1 = anim = 4104 && animelemtime(1) = 0 source = 1,1 dest = 1,var(58) [State 17100, Landing Sound] type = PlaySnd trigger1 = anim = 4104 && animelemtime(1) = 0 value = 40, 0 persistent = 0 [state 4101, velset] type = velset triggerall = anim = 4104 trigger1 = animelemtime(1) = 0 y = 0 [state 4101, posset] type = posset triggerall = anim = 4104 trigger1 = animelemtime(1) = 0 y = 0 [State 0, RemoveExplod] ;Piccolo's clones type = RemoveExplod triggerall = anim = 4104 trigger1 = animelemtime(1) = 0 id = 991901 persistent = 0 [state 4101, changestate] type = changestate triggerall = anim = 4104 trigger1 = !animtime value = 0 ctrl = 1 ;------------------------------------------------- ;Kicked and Elbowed [statedef 4150] type = A movetype = H physics = N ctrl = 0 sprpriority = 7 velset = 0,0 [state 4051, changeanim] type = changeanim triggerall = anim = 5051 trigger1 = animtime = -1 value = anim elem = animelemno(0) [state 4052, posset] type = posset trigger1 = time < 120 x = (enemy, pos X)+(30*enemy,facing) [state 4052, assertspecial] type = assertspecial trigger1 = 1 flag = noshadow [state 4052, velset] type = velset trigger1 = time = 140 y = 30 [state 4000, camera] type = screenBound trigger1 = 1 value = 0 [state 4150, velset] type = velset triggerall = anim = 5051 trigger1 = pos Y > enemy,pos y - 147 y = 0 [state 4150, velset] type = velset trigger1 = enemy, anim = 4101 && enemy, animelemtime(2) = 0 y = -.1 [state 4150, broken back] type = changeanim trigger1 = enemy, anim = 4101 && enemy, animelemtime(1) = 0 value = ifelse(selfanimexist(5946),5946,5030) [state 4001, lifeadd] type = lifeadd trigger1 = enemy, anim = 4101 && enemy, animelemtime(1) = 0 value = -ceil(ifElse(enemy,fvar(11) * 80 < 50, 50, enemy,fvar(11) * 80)) kill = 0 [state 2001, Broken Back (Back)] type = explod triggerall = anim = 5946 trigger1 = animelemtime(1) = 0 anim = 5947 id = 5947 pos = 0,0 postype = P1 sprpriority = 3 ownpal = 1 removetime = -1 bindtime = -1 persistent = 0 ignorehitpause = 0 scale = 1,1 [state 2001, removeexplod] type = removeexplod trigger1 = enemy, anim = 4101 && enemy, animelemtime(10) = 0 id = 5947 [state 4150, changeanim] type = changeanim trigger1 = enemy, anim = 4103 && enemy, animelemtime(1) = 0 value = 5061 [state 4150, hit by elbow] type = changeanim2 trigger1 = enemy, anim = 4101 && enemy, animelemtime(10) = 0 value = 651 [state 4150, angledraw] type = angledraw trigger1 = enemy, anim = 4101 && enemy, animelemtime(10) >= 0 trigger2 = anim = 651 value = 90 [state 4150, posset] type = posadd trigger1 = enemy, anim = 4103 && enemy, animelemtime(1) = 0 x = -57 y = 50 [state 4150, posset] type = posadd trigger1 = enemy, anim = 4101 && enemy, animelemtime(10) = 0 x = 57 [state 4150, velset] type = velset trigger1 = enemy, anim = 4101 && enemy, animelemtime(10) = 0 y = 0 [state 4001, lifeadd] type = lifeadd trigger1 = enemy, anim = 4101 && enemy, animelemtime(10) = 0 value = -ceil(ifElse(enemy,fvar(11) * 80 < 50, 50, enemy,fvar(11) * 80)) kill = 0 [state 4150, velset] type = velset trigger1 = enemy, anim = 4101 && enemy, animelemtime(10) = 20 y = 30 [state 4150, velset] type = velset triggerall = enemy, anim = 4101 trigger1 = enemy, animelemtime(27) = 0 y = 0 [state 4150, velset] type = velset triggerall = enemy, anim = 4102 trigger1 = enemy, animelemtime(2) = 0 y = -48 [state 4150, velset] type = velset triggerall = enemy, anim = 4102 trigger1 = pos y < -30 y = -.5 [State -2, CAPCOM Fire PalFX] type = PalFX triggerall = enemy, anim = 4102 trigger1 = pos y < -30 time = 1 add = Ceil(240 + 110 * sin(2 * pi * gametime / 10)),Ceil(50 + 55 * sin(2 * pi * gametime / 10)),Ceil(120 + 85 * sin(2 * pi * gametime / 10)) mul = 250,224,120 color = 0 invertall = 0 ignorehitpause = 1 [state 4150, velset] type = velset trigger1 = enemy, anim = 4103 && enemy, animelemtime(2) = 0 y = 20 [state 4001, lifeadd] type = lifeadd trigger1 = enemy, anim = 4103 && enemy, animelemtime(1) = 0 value = -ceil(ifElse(enemy,fvar(11) * 120 < 60, 60, enemy,fvar(11) * 120)) kill = 0 persistent = 0 [state 4150, changestate] type = changestate trigger1 = enemy, anim = 4103 && enemy, animelemtime(1) >= 30 trigger2 = time = 800 value = 4151 ;------------------------------------------------- ;Falling Down [statedef 4151] type = A movetype = H physics = N ctrl = 0 sprpriority = 7 velset = 0,25 [State -2, CAPCOM Fire PalFX] type = PalFX trigger1 = enemy,anim = 4103 time = 1 add = Ceil(240 + 110 * sin(2 * pi * gametime / 10)),Ceil(50 + 55 * sin(2 * pi * gametime / 10)),Ceil(120 + 85 * sin(2 * pi * gametime / 10)) mul = 250,224,120 color = 0 invertall = 0 ignorehitpause = 1 [State 3010, ScreenBound] type = ScreenBound trigger1 = anim = 5061 value = 0 [State 4003, X set] type = posset trigger1 = time=0 y = -1000 ;---------Hit Ground----------------------- [state 1251, shake it] type = envshake triggerall = anim = 5061 trigger1 = pos y >= 0 && vel y > 0 freq = 60 time = 25 ampl = 8 [state 4151, statetypeset] type = statetypeset triggerall = anim = 5061 trigger1 = pos y >= 0 && vel y > 0 statetype = L [state 4001, lifeadd] type = lifeadd triggerall = anim = 5061 trigger1 = pos y >= 0 && vel y > 0 value = -10 [state 4151, changeanim] type = changeanim2 triggerall = anim = 5061 trigger1 = pos y >= 0 && vel y > 0 value = 4150 [state 4151, velset] type = velset trigger1 = pos y >= 0 && vel y > 0 y = 0 [state 4151, posset] type = posset trigger1 = pos y > 0 y = 0 [state 1060, changestate] type = changestate triggerall = anim = 4150 triggerall = animelemtime(2) = 10 triggerall = !alive trigger1 = enemy,var(49) != 0 trigger1 = TeamMode != Simul trigger1 = enemyNear,TeamMode != Simul value = 5150 [state 1060, changestate] type = selfstate triggerall = anim = 4150 triggerall = animelemtime(2) = 10 trigger1 = enemy,var(49) = 0 trigger2 = TeamMode != Simul trigger2 = enemyNear,TeamMode != Simul trigger3 = alive value = ifelse(alive,5120,5150) ;-------------------------------------------- ;Finisher 2 - Big Bang Attack [Statedef 4200] type = S movetype = A physics = N anim = 4200 juggle = 0 ctrl = 0 sprpriority = 1 velset = 5,0 [state 4100, centering] type = velmul trigger1 = Vel X != 0 x = .90 [state 4100, velset] type = velset trigger1 = Vel X < .2 x = 0 [state 4000, timeover] type = assertspecial trigger1 = 1 flag = timerfreeze flag2 = nobardisplay [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noBG flag2 = noFG [State 41, Train] type = AfterImage triggerall = var(51) = 2 ;Evolution afterimages trigger1 = !time time= -1 timegap= 1 framegap= 4 length= 10 palbright= 0,0,0 palcontrast= 0,0,150 palpostbright= 0,0,150 trans= add [State 1000, shake] type = EnvShake triggerall = anim = 4200 trigger1 = !(time%4) time=4 freq=80 ampl=2+0.02*time [State 4500, 1];power up SFX type = PlaySnd trigger1 = !time value = 193,1 volume = 500 [State 4500, 1];power up SFX 2 type = PlaySnd trigger1 = !time value = 4000,0 volume = 500 [State 4500, 1];fly sfx type = PlaySnd triggerall = anim = 4200 trigger1 = animelem = 3 value = 2700,2 volume = 500 [State 4500, 1];fly sfx 2 type = PlaySnd triggerall = anim = 4200 trigger1 = animelem = 3 value = 4000,1 volume = 500 [state 17100, aura] type = explod trigger1 = !time anim = 4070 id = 4070 pos = 8,33 postype = P1 sprpriority = -1 ownpal = 0 supermovetime = -1 removetime = 64 persistent = 0 bindtime = -1 [state 17100, aura] type = helper triggerall = anim = 4200 trigger1 = animelemtime(3) = 0 stateno = 4071 id = 4071 pos = -3,-68 postype = P1 sprpriority = -1 ownpal = 0 supermovetime = 9999 persistent = 0 [state 4001, helper] type = helper triggerall = anim = 4200 trigger1 = animelemtime(3) = 0 stateno = 19901 id = 19901 pos = 0,0 postype = back sprpriority = -27 scale = 1,1 ownpal = 1 [state 4002, velset] type = velset triggerall = anim = 4200 triggerall = animelem = 3 trigger1 = pos y > -9 y = -9 [state 4002, velset] type = velset triggerall = anim = 4200 trigger1 = pos y = -9 y = 0 [state 4200, changeanim] type = changeanim triggerall = anim = 4200 trigger1 = !animtime value = 4201 [state 4200, posadd] type = posadd triggerall = anim = 4201 trigger1 = animelemtime(1) = 0 y = -60 [State 250, 1] type = PlaySnd triggerall = anim = 4201 trigger1 = animelemtime(1) = 0 value = 2302, 0 [State 250, 1] type = PlaySnd triggerall = anim = 4201 trigger1 = animelemtime(4) = 0 value = 2302, 0 [state 4200, changeanim] type = changeanim triggerall = anim = 4201 && animelemtime(8) >= 0 trigger1 = enemy, pos y <= 0 value = 4202 [State 650, 2] type = Explod triggerall = anim = 4202 trigger1 = animelemtime(2) = 0 anim = 3600 pos = -60,0 postype = p2 ignorehitpause = 1 persistent = 0 sprpriority = 8 ownpal = 1 [state 4001, hitadd] type = hitadd triggerall = anim = 4202 trigger1 = animelemtime(2) = 0 value = 1 [state 4051, envshake] type = envshake triggerall = anim = 4202 trigger1 = animelemtime(2) = 0 time = 20 freq = 70 ampl = 6 [state 4150, kick woosh] type = PlaySnd triggerall = anim = 4202 trigger1 = animelemtime(2) = 0 value = 0, 5 [State 4150, kick sound] type = PlaySnd triggerall = anim = 4202 trigger1 = animelemtime(2) = 0 value = 4000, 6 [State 4150, kick sound] type = PlaySnd triggerall = anim = 4202 trigger1 = animelemtime(2) = 0 value = 4100, 3 [state 4201, playsnd] type = playsnd triggerall = anim = 4202 trigger1 = animelemtime(2) = 0 value = 4201,1 [state 4200, velset] type = velset triggerall = anim = 4202 trigger1 = animelemtime(2) = 20 y = .1 [state 4200, changestate] type = changestate triggerall = anim = 4202 trigger1 = !animtime value = 4201 ;-------------------------------------------- ;Big Bang Attack Fire [Statedef 4201] type = S movetype = A physics = N anim = 4203 sprpriority = 1 velset = 0,0 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = nokoslow [state 4200, posset] type = posset trigger1 = !time y = 0 [state 4200, posadd] type = posadd trigger1 = !time x = -30 [State 4150, kick sound] type = PlaySnd trigger1 = enemy, pos y >= 0 && enemy, vel y > 0 trigger1 = time > 30 && time < 60 value = 4100, 4 persistent = 0 [state 2001, Ground Smash FX] type = explod trigger1 = enemy, pos y >= 0 && enemy, vel y > 0 trigger1 = time > 30 && time < 60 anim = 3500 id = 3500 pos = 0,0 postype = P2 sprpriority = -3 ownpal = 1 removetime = -2 ignorehitpause = 0 scale = 1,1 [State 250, 1] type = PlaySnd triggerall = anim = 4203 trigger1 = animelemtime(2) = 0 value = 2302, 0 [state 4000, timeover] type = assertspecial trigger1 = time < 430 flag = timerfreeze flag2 = nobardisplay [state 4200, explod] type = explod triggerall = anim = 4203 trigger1 = animelemtime(6) = 0 anim = 4204 id = 4204 postype = p1 pos = 0,0 ownpal = 1 sprpriority = 3 bindtime = -1 removetime = -2 persistent = 0 [state 4201, Bastard!] type = playsnd triggerall = anim = 4203 trigger1 = animelemtime(6) = 0 value = 4200,0+random%2 channel = 0 [state 4200, explod] type = explod triggerall = anim = 4203 trigger1 = animelemtime(6) = 0 anim = 4215 id = 4215 postype = p1 pos = 0,0 sprpriority = 3 ownpal = 1 bindtime = -1 removetime = -2 persistent = 0 [state 4201, Charge sound] type = playsnd triggerall = anim = 4203 trigger1 = animelemtime(6) = 0 value = 4200,4 [state 4201, envshake] type = envshake triggerall = anim = 4203 trigger1 = animelemtime(6) = 0 ampl = 1 freq = 60 time = 74 [state 4201, Fire sound] type = playsnd trigger1 = time = 268 value = 4200,6 [state 4201, envshake] type = envshake triggerall = anim = 4203 triggerall = time%4 = 0 triggerall = anim = 4203 trigger1 = animelemtime(7) >= 0 && time < 290 ampl = ceil((time-200)/5) freq = 60 time = 4 [state 4201, envshake] type = envshake triggerall = anim = 4203 trigger1 = time%4=0 trigger1 = time >= 290 trigger1 = ((time - 290)/2)<20 ampl = 20 - ((time - 290)/2) freq = 80 time = 4 [state 4201, Big Bang Attack!] type = playsnd triggerall = anim = 4203 trigger1 = animelemtime(8) = 0 value = 4200,2+random%2 channel = 0 [state 4200, explod] type = explod triggerall = anim = 4203 trigger1 = animelemtime(8) = 10 anim = 4210 id = 4210 postype = p1 pos = 0,0 sprpriority = 3 ownpal = 1 bindtime = -1 removetime = -2 persistent = 0 [state 4201, Impact sound] type = playsnd trigger1 = time = 280 value = 4200,5 [state 4001, hitadd] type = hitadd trigger1 = time = 280 value = 1 [state 4001, targetlifeadd] type = targetlifeadd trigger1 = time = 280 value = -ceil(ifElse(fvar(11) * 80 < 50, 50, fvar(11) * 80)) kill = 0 [state 4200, explod] type = explod trigger1 = time = 280 anim = 4205 id = 4205 postype = p2 pos = 0,0 sprpriority = 4 ownpal = 1 bindtime = -1 removetime = -2 persistent = 0 [state 4201, modifyexplod] type = modifyexplod trigger1 = time = 283 sprpriority = 6 id = 4205 [state 4201, assertspecial] type = assertspecial trigger1 = time > 286 && time <= 389 flag = noFG flag2 = noBG [state 4201, palfx] type = palfx trigger1 = time > 286 && time < 389 mul = 0,0,0 time = 1 [state 4200, explod] type = explod trigger1 = time = 289 anim = 4206 id = 4206 postype = p1 pos = 0,0 scale = 10,10 ownpal = 1 sprpriority = -1 bindtime = -1 removetime = -2 persistent = 0 [state 4200, explod] type = explod trigger1 = time = 290 anim = 4207 id = 4207 postype = left pos = 40,240 ownpal = 1 sprpriority = 7 bindtime = -1 removetime = -2 persistent = 0 [state 4200, explod] type = explod trigger1 = time = 290 anim = 4207 id = 4207 postype = right pos = -40,240 ownpal = 1 sprpriority = 7 facing = -1 bindtime = -1 removetime = -2 persistent = 0 [state 4200, white transparent foreground] type = explod trigger1 = time = 290 anim = 4216 id = 4216 postype = p1 pos = 0,0 scale = 10,10 ownpal = 1 sprpriority = 10 bindtime = -1 removetime = -2 persistent = 0 [state 4201, trans] type = modifyexplod trigger1 = time >= 290 && time <= 389 id = 4216 trans = addalpha alpha = (time-290)*4,256-((time-290)*4) [state 4200, kill circle] type = null triggerall = enemy, alive = 0 trigger1 = time = 370 anim = 4208 id = 4208 postype = p2 pos = 0,0 scale = 1,1 ownpal = 1 sprpriority = 8 bindtime = -1 removetime = -2 persistent = 0 [state 4001, targetlifeadd] type = targetlifeadd trigger1 = time = 290 value = -ceil(ifElse(fvar(11) * 220 < 110, 110, fvar(11) * 220)) [state 4201, modifyexplod] type = modifyexplod trigger1 = time = 389 ontop = 1 id = 4206 [state 4201, changeanim] type = changeanim triggerall = enemy, alive trigger1 = time = 389 value = 4209 [state 4201, changeanim] type = changeanim triggerall = enemy, alive = 0 trigger1 = time = 389 value = 4214 [state 4200, smoke] type = explod triggerall = time%8 = 0 trigger1 = time > 389 && time < 590 anim = 4211 id = 4211 postype = p1 random = 30,14 pos = 0,0 scale = 1,1 ownpal = 1 sprpriority = 2 bindtime = -1 removetime = -2 [State 0, RemapPal] type = RemapPal trigger1 = time = 400 source = 1,1 dest = 1,var(58) [state 4000, timeover] type = assertspecial triggerall = enemy, alive = 0 trigger1 = time >= 290 flag = nomusic flag2 = noFG [state 3410, BG - Ground] type = Explod triggerall = enemy, alive = 0 trigger1 = time = 371 anim = 4213 scale = 1,1 pos = 0,0 postype = Left sprpriority = -5 ownpal = 1 removetime = -1 supermovetime = 99999 supermove = 1 Pausemovetime = 99999 [state 3410, BG - Sky] type = Explod triggerall = enemy, alive = 0 trigger1 = time = 371 anim = 4212 scale = 1,1 pos = 0,0 postype = Left sprpriority = -5 ownpal = 1 removetime = -1 supermovetime = 99999 supermove = 1 Pausemovetime = 99999 [state 4201, Special KO] type = varset triggerall = enemy, alive = 0 trigger1 = time = 371 var(49) = 2 [State 3410, PlaySND];Sound from Majin Vegeta Aftermath type = PlaySND triggerall = enemy, alive = 0 trigger1 = time = 520 value = 4201, 0 volumescale = 175 [state 4201, changestate] type = null triggerall = enemy, alive = 0 trigger1 = time = 3701 value = 4202 [State 0, RemoveExplod] ;Piccolo's clones type = RemoveExplod trigger1 = anim = 4209 id = 991901 persistent = 0 [state 4201, changestate] type = changestate triggerall = anim = 4209 trigger1 = !animtime value = 0 ctrl = 1 [state 4201, changestate] type = changestate triggerall = anim = 4214 trigger1 = animelemtime(5) = 0 value = 0 ctrl = 1 ;-------------------------------------------- ;Special WINPOSE - Big Bang Attack [Statedef 4202] type = S movetype = A physics = N sprpriority = 1 velset = 0,0 [state 3101, assertspecial] type = assertspecial trigger1 = 1 flag = nomusic flag2 = noFG [state 181, 1] type = assertspecial trigger1 = time < 150 flag = roundnotover ;------------------------------------------------- ;Stomped [statedef 4250] type = A movetype = H physics = N ctrl = 0 sprpriority = 7 velset = 0,0 [state 4051, changeanim] type = changeanim triggerall = anim = 5051 trigger1 = animtime = -1 value = anim elem = animelemno(0) [state 4052, posset] type = posset trigger1 = time < 120 x = (enemy, pos X) [state 4052, assertspecial] type = assertspecial trigger1 = 1 flag = noshadow [state 4052, velset] type = velset trigger1 = time = 140 y = 40 [state 4052, velset] type = velset trigger1 = enemy, anim = 4201 trigger1 = enemy, animelemtime(3) = 40 y = -20 [state 4250, velset] type = posset trigger1 = pos y <= -20 && vel y <= -20 y = -20 [state 4250, velset] type = velset trigger1 = pos y <= -20 && vel y <= -20 y = 0 [state 4150, hit by elbow] type = changeanim2 trigger1 = enemy, anim = 4202 && enemy, animelemtime(2) = 0 value = 651 [state 4150, angledraw] type = angledraw trigger1 = enemy, anim = 4202 && enemy, animelemtime(2) = 0 trigger2 = anim = 651 value = 90 [state 4150, posset] type = posadd trigger1 = enemy, anim = 4202 && enemy, animelemtime(2) = 0 x = 57 y = -50 [state 4250, velset] type = velset triggerall = pos y <= -20 trigger1 = enemy, anim = 4202 && enemy, animelemtime(2) = 20 y = 40 [state 4001, lifeadd] type = lifeadd trigger1 = enemy, anim = 4202 && enemy, animelemtime(2) = 20 value = -ceil(ifElse(enemy,fvar(11) * 80 < 50, 50, enemy,fvar(11) * 80)) kill = 0 [state 4250, posset] type = posset trigger1 = enemy, anim = 4203 && enemy, animelemtime(1) = 0 y = -2000 [state 4150, posset] type = posadd trigger1 = enemy, anim = 4203 && enemy, animelemtime(1) = 0 x = -57 [state 4250, changeanim] type = changeanim trigger1 = enemy, anim = 4203 && enemy, animelemtime(1) = 0 value = 5061 [state 4000, camera] type = screenBound trigger1 = 1 value = 0 [state 4250, changestate] type = changestate triggerall = enemy, anim = 4203 trigger1 = pos y >= 0 && vel y > 0 value = 4251 [Statedef 4251] type = L movetype = H physics = N velset = 0,0 [state 4251, posset] type = posset trigger1 = !time y = 0 [state 4251, changeanim2] type = changeanim2 trigger1 = !time value = 4251 [state 4251, envshake] type = envshake triggerall = time>=0&&time<=80 trigger1 = time%4=0 trigger1 = (time/10)<8 ampl = 8 - (time/10) freq = 60 time = 4;80 [State 0, ChangeState] type = ChangeState trigger1 = enemy, time = 280 value = 4252 ;--------------------------------------------- ;Hit by Blast [Statedef 4252] type = L movetype= H physics = N sprpriority = 5 [state 4254, nothitby] type = nothitby trigger1 = 1 value = SCA [state 4254, changeanim2] type = changeanim2 trigger1 = !time value = 4250 [state 4253, palfx] type = palfx trigger1 = enemy, time >= 269 && enemy, time < 286 add = (enemy,time-268)*5,(enemy,time-268)*5,(enemy,time-268)*5 time = 1 [state 4253, palfx] type = palfx trigger1 = enemy, time >= 286 && enemy, time < 389 mul = 0,0,0 time = 1 [state 4253, velset] type = posadd triggerall = anim = 4250 trigger1 = animelemtime(2) = 0 y = -10 [state 4253, velset] type = velset triggerall = anim = 4250 trigger1 = animelemtime(2) = 0 y = -.1 [state 4253, posset] type = posset trigger1 = enemy, time = 389 y = 0 [state 4253, velset] type = velset trigger1 = !time y = 0 [State 49999, 1] type = LifeSet triggerall = !alive trigger1 = enemy,time = 390 value = 0 [State 49999, 1] type = PosSet triggerall = !alive trigger1 = enemy,time = 390 y = 9000 [State 49999, 5] type = ChangeAnim2 triggerall = anim != 15999 triggerall = !alive trigger1 = enemy,time = 390 value = 15999 [State 182, 1] type = screenbound triggerall = !alive trigger1 = enemy,time >= 390 movecamera = 0,0 value = 1 [State 49999, 1] type = PosSet triggerall = !alive trigger1 = enemy,time = 390 y = 9000 [State 49999, 5] type = ChangeAnim2 triggerall = !alive trigger1 = enemy,time = 390 value = 15999 [state 4254, changestate] type = changestate triggerall = !alive trigger1 = enemy,time = 390 value = 5150 [state 4253, posset] type = posset trigger1 = enemy, time = 390 y = -3000 [state 4254, changeanim] type = changeanim trigger1 = enemy, time = 390 value = 5061 [state 4253, velset] type = velset trigger1 = enemy,time > 390 y = 20 [state 4253, velset] type = velset trigger1 = enemy, time > 460 x = -2 [state 4201, trans] type = trans trigger1 = enemy,time >= 289 && enemy, time <= 389 trans = addalpha alpha = 256-((enemy,time-289)*10),(enemy,time-289)*10 [state 4254, changestate] type = changestate triggerall = pos Y >= 0 && Vel Y > 0 trigger1 = enemy,var(49) = 0 trigger2 = TeamMode = Simul trigger2 = enemyNear,TeamMode = Simul trigger3 = alive value = 5954 [state 1060, changestate] type = changestate triggerall = pos Y >= 0 && Vel Y > 0 triggerall = !alive trigger1 = enemy,var(49) != 0 trigger1 = TeamMode = Simul trigger1 = enemyNear,TeamMode = Simul value = 5100 ;-------------------------------------------- ;Finisher 3 - Falling Empire [Statedef 4300] type = S movetype = A physics = N anim = 4300 juggle = 0 ctrl = 0 sprpriority = 2 velset = 5,0 [state 4100, centering] type = velmul trigger1 = Vel X != 0 x = .90 [state 4100, velset] type = velset trigger1 = Vel X < .2 x = 0 [state 4000, timeover] type = assertspecial trigger1 = time <= 960 flag = timerfreeze flag2 = nobardisplay [State 0, AssertSpecial] type = AssertSpecial trigger1 = time <= 960 flag = noBG flag2 = noFG [State 1000, shake] type = EnvShake triggerall = anim = 4300 trigger1 = !(time%4) time=4 freq=80 ampl=2+0.02*time [State 4500, 1];power up SFX type = PlaySnd trigger1 = !time value = 193,1 volume = 500 [State 4500, 1];power up SFX 2 type = PlaySnd trigger1 = !time value = 4000,0 volume = 500 [State 4500, 1];fly sfx type = PlaySnd triggerall = anim = 4300 trigger1 = animelem = 3 value = 2700,2 volume = 500 [State 4500, 1];fly sfx 2 type = PlaySnd triggerall = anim = 4300 trigger1 = animelem = 3 value = 4000,1 volume = 500 [state 17100, aura] type = explod trigger1 = !time anim = 4070 id = 4070 pos = 8,33 postype = P1 sprpriority = -1 ownpal = 0 supermovetime = -1 removetime = 64 persistent = 0 bindtime = -1 [state 17100, aura] type = helper triggerall = anim = 4300 trigger1 = animelemtime(3) = 0 stateno = 4071 id = 4071 pos = -3,-68 postype = P1 sprpriority = -1 ownpal = 0 supermovetime = 9999 persistent = 0 [state 4001, Speedlines] type = helper triggerall = anim = 4300 trigger1 = animelemtime(3) = 0 stateno = 19901 id = 19901 pos = 0,0 postype = back sprpriority = -27 scale = 1,1 ownpal = 1 [state 4002, velset] type = velset triggerall = anim = 4300 triggerall = animelem = 3 trigger1 = pos y > -72 y = -9 [state 4002, velset] type = velset triggerall = anim = 4300 trigger1 = pos y = -72 y = 0 [state 4200, changeanim] type = changeanim triggerall = anim = 4300 trigger1 = !animtime value = 4301 ;-------------Transformation------------------------------ [state 4500, assertspecial] type = assertspecial trigger1 = time >= 150 flag = nomusic [State 4500, 1];transform theme type = PlaySnd trigger1 = anim = 4301 trigger1 = animelemtime(1) = 0 value = 3102,6 channel = 18 [State 0, RemapPal] type = RemapPal trigger1 = AnimElemTime(1)=0 trigger1 = anim = 4301 trigger1 = var(58) source = 3,1 dest = 3,Var(58) [State 1900, Spinning Aura] type = Explod triggerall = anim = 4301 trigger1 = animelemtime(1) = 0 id = 4306 anim = 4306 pos = 5,10 sprpriority = 4 postype = P1 ownpal = 1 removetime = -2 ignorehitpause = 1 persistent = 0 [state 4300, end it] type = playsnd triggerall = anim = 4301 trigger1 = animelemtime(1) = 0 value = 4300,2+random%2 channel = 0 [state 4300, blue2 transform snd] type = playsnd triggerall = anim = 4301 trigger1 = animelemtime(7) = 2 value = 3102,0 [state 4300, black vegeta] type = palfx triggerall = anim = 4301 trigger1 = animelemtime(7) = 1 add = -255,-255,-255 time = 11 [state 4200, white screen] type = explod triggerall = animelemtime(7) = 2 trigger1 = anim = 4301 anim = 4206 id = 4206 postype = p1 pos = 0,0 scale = 10,10 ownpal = 1 sprpriority = -1 bindtime = -1 removetime = 11 persistent = 0 [state 4200, black lines] type = explod triggerall = animelemtime(7) = 6 trigger1 = anim = 4301 anim = 4304 id = 4304 postype = left pos = 165,240 scale = 1,1 ownpal = 1 sprpriority = 6 bindtime = -1 removetime = -2 persistent = 0 [state 4300, white vegeta] type = palfx triggerall = anim = 4301 trigger1 = animelemtime(7) = 12 add = 255,255,255 time = 7 [state 4200, white lines] type = explod triggerall = animelemtime(7) = 13 trigger1 = anim = 4301 anim = 4305 id = 4305 postype = left pos = 165,240 scale = 1,1 ownpal = 1 sprpriority = 6 bindtime = -1 removetime = -2 persistent = 0 [state 4300, blue vegeta] type = null triggerall = anim = 4301 trigger1 = animelemtime(8) = 1 add = 0,0,256 mul = 0,0,256 time = 4 [State 1000, shake] type = EnvShake trigger1 = animelemtime(10) >= 0 trigger1 = anim = 4301 trigger1 = !(time%4) time=4 freq=80 ampl=3 [State 0, RemapPal] type = RemapPal trigger1 = animelemtime(10) = 0 trigger1 = anim = 4301 source = 3,1 dest = 3,1 [State 0, Switch to Evolution Palette] type = RemapPal trigger1 = animelemtime(10) = 0 trigger1 = anim = 4301 source = 1,1 dest = 3,Var(58) [State 1900, Evolution Aura] type = Explod trigger1 = animelemtime(10) = 0 trigger1 = anim = 4301 id = 4303 anim = 4303 pos = 0,0 sprpriority = 0 postype = P1 ownpal = 1 bindtime = -1 removetime = -1 ignorehitpause = 1 persistent = 0 ;----------------------Falling Punches------------------------------- [state 4200, start punching] type = changeanim triggerall = anim = 4301 trigger1 = !animtime value = 4302 [state 4350, waterfall sound] type = playsnd trigger1 = animelemtime(1) = 0 trigger1 = anim = 4302 value = 4300,4 [state 4350, shift downwards] type = velset trigger1 = animelemtime(1) = 0 trigger1 = anim = 4302 y = .3 [state 4001, Upwards speedlines] type = helper trigger1 = animelemtime(1) = 0 trigger1 = anim = 4302 stateno = 19902 id = 19902 pos = 0,0 postype = back sprpriority = -27 scale = 1,1 ownpal = 1 persistent = 0 [state 4300, remove evolution aura] type = removeexplod trigger1 = animelemtime(2) = 0 trigger1 = anim = 4302 id = 4303 [State 1900, Punch Aura] type = Explod trigger1 = animelemtime(2) = 0 trigger1 = anim = 4302 id = 4307 anim = 4307 pos = 0,0 sprpriority = 0 postype = P1 ownpal = 1 bindtime = -1 removetime = -1 ignorehitpause = 1 persistent = 0 [state 4350, punch counter] type = hitadd trigger1 = animelemtime(3) = 0 || animelemtime(6) = 0 trigger1 = anim = 4302 value = 2 [state 4300, punch damage] type = targetlifeadd trigger1 = animelemtime(3) = 0 || animelemtime(6) = 0 trigger1 = anim = 4302 value = -ceil(ifElse(fvar(11) * 7 < 4, 4, fvar(11) * 7)) kill = 0 [State 650, punch hit spark] type = Explod trigger1 = animelemtime(3) = 0 || animelemtime(6) = 0 trigger1 = anim = 4302 anim = 7020 pos = 0,0 postype = p2 ignorehitpause = 1 sprpriority = 8 ownpal = 1 [state 4350, punch sound] type = playsnd trigger1 = animelemtime(3) = 0 || animelemtime(6) = 0 trigger1 = anim = 4302 value = 4300,5 [state 4350, punch shake] type = envshake triggerall = time < 460 trigger1 = animelemtime(3) = 0 || animelemtime(6) = 0 trigger1 = anim = 4302 time = 6 freq = 60 ampl = 6 [state 4350, stop] type = velset trigger1 = time = 460 y = 0 [state 17100, Slam effect] type=explod trigger1 = time = 460 anim=17100 id=17100 pos= 0,0 postype=P2 sprpriority=-3 ownpal=1 scale = 2,2 supermovetime=-1 [State 1000, shake] type = EnvShake trigger1 = time = 460 time=50 freq=80 ampl=8 [state 1510, slam sound] type = playsnd trigger1 = time = 460 value = 1500,3 [state 4350, posadd] type = posadd trigger1 = time = 520 y = 20 [state 17100, Harder Slam effect] type=explod trigger1 = time = 520 anim=956 id=956 pos= 0,0 postype=P2 sprpriority=-3 ownpal=1 scale = 2,2 supermovetime=-1 [State 1000, shake] type = EnvShake trigger1 = time = 520 time=70 freq=80 ampl=12 [State 250, harder slam sound] type = PlaySnd trigger1 = time = 520 value = 4000, 5 [state 4350, posadd] type = posadd trigger1 = time = 600 y = 20 [State 0, Crater FX] type = explod trigger1 = time = 600 anim = 8454 id = 8454 pos = 0,-5 postype = p2 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 8 ownpal = 0 bindtime = -1 scale = 2,2 persistent = 0 [State 1000, shake] type = EnvShake trigger1 = time = 600 time=90 freq=80 ampl=16 [State 4150, large slam sound] type = PlaySnd trigger1 = time = 600 value = 4100, 4 ;-----------------Final Punch------------------- [state 4300, remove punchy aura] type = removeexplod trigger1 = time = 690 id = 4307 [State 1900, Big Face Sprite] type = Explod trigger1 = time = 690 trigger1 = facing = 1 id = 4308 anim = 4308 pos = 160,240 sprpriority = 0 ontop = 1 postype = Left ownpal = 1 bindtime = -1 removetime = -2 ignorehitpause = 1 persistent = 0 [State 1900, Big Face Sprite] type = Explod trigger1 = time = 690 trigger1 = facing = -1 id = 4315 anim = 4315 pos = 160,240 sprpriority = 0 ontop = 1 postype = Left ownpal = 1 bindtime = -1 removetime = -2 ignorehitpause = 1 persistent = 0 [state 4200, black screen] type = explod trigger1 = time = 690 anim = 4310 id = 4310 postype = p1 pos = 0,0 scale = 10,10 ownpal = 1 sprpriority = 9 bindtime = -1 removetime = -2 persistent = 0 [state 4300, changeanim] type = changeanim trigger1 = time = 690 value = 4309 [state 4350, zoom out sound] type = playsnd trigger1 = time = 702 value = 4300,6 [state 4300, ehhaaaaaaaaaaaaaaaaaa!] type = playsnd trigger1 = time = 730 value = 8,10 channel = 0 [state 4350,final punch sound] type = playsnd trigger1 = animelemtime(2) = 0 trigger1 = anim = 4309 value = 4300,6 ;Thunder Strike hit sound [State 901, thunder sound] type = Playsnd trigger1 = animelemtime(2) = 0 trigger1 = anim = 4309 value = 4311,0 ignorehitpause = 1 [state 1215, Thunder Strike FX] type = explod trigger1 = animelemtime(2) = 0 trigger1 = anim = 4309 anim = 4311 id = 4311 pos = 34,10 postype = P1 sprpriority = 5 ownpal = 1 removetime = -2 persistent = 0 ignorehitpause = 1 [State 1900, lightning ground burst] type = null trigger1 = animelemtime(3) = 0 trigger1 = anim = 4309 anim = 4312 Postype = P2 pos = 0,25 sprpriority = 8 bindtime = 1 ownpal = 1 ignorehitpause = 1 removetime = -2 persistent = 0 [State 1000, shake] type = EnvShake trigger1 = animelemtime(3) = 0 trigger1 = anim = 4309 time=90 freq=80 ampl=16 [state 4300, black vegeta] type = palfx trigger1 = time = 829 add = -255,-255,-255 mul = 0,0,0 time = 6 [state 4350,final punch sound] type = playsnd trigger1 = time = 830 value = 4300,8 [state 4200, white screen] type = explod trigger1 = time = 830 anim = 4206 id = 4206 postype = p1 pos = 0,0 scale = 10,10 ownpal = 1 sprpriority = -1 bindtime = -1 removetime = 6 persistent = 0 [State 1900, lightning ground burst] type = explod trigger1 = time = 830 anim = 4317 Postype = P1 pos = 0,0 sprpriority = 8 bindtime = 1 ownpal = 1 ignorehitpause = 1 removetime = -2 persistent = 0 [state 4300, white vegeta] type = palfx trigger1 = time = 835 add = 255,255,255 time = 6 [state 4300, black vegeta] type = palfx trigger1 = time = 841 add = -255,-255,-255 mul = 0,0,0 time = 6 [state 4200, white screen] type = explod trigger1 = time = 842 anim = 4206 id = 4206 postype = p1 pos = 0,0 scale = 10,10 ownpal = 1 sprpriority = -1 bindtime = -1 removetime = 6 persistent = 0 [state 4300, white vegeta] type = palfx trigger1 = time = 848 add = 255,255,255 time = 6 [state 4200, white screen] type = explod trigger1 = time = 854 anim = 4318 id = 4318 postype = p1 pos = 0,0 scale = 10,10 ownpal = 1 ontop = 1 bindtime = -1 removetime = -2 persistent = 0 [State 1900, Big Face Sprite] type = Explod trigger1 = time = 854 id = 4316 anim = 4316 pos = 160,260 sprpriority = 0 ontop = 1 postype = Left ownpal = 1 bindtime = -1 removetime = 162 ignorehitpause = 1 scale = .8,.8 persistent = 0 [state 4300, modifyexplod] type = modifyexplod triggerall = NumExplod(4316) trigger1 = time > 934 id = 4316 trans = addalpha alpha = 255-((time-935)*11),(time-935)*11 [State 1900, white circle] type = null trigger1 = time = 860 anim = 90203 id = 90203 Postype = P2 pos = -10,-10 sprpriority = 9 bindtime = -1 ownpal = 1 ignorehitpause = 1 removetime = -2 scale = .005,.005 [State 1900, white circle] type = null trigger1 = numexplod(90203) scale = .14*(time-860),.14*(time-860) ID = 90203 [State 3078, Debris Generator] type = null trigger1 = time = 860 helpertype = normal name = "Debris Generator" ID = 66855 stateno = 66855 pos = -10,-54 postype = p2 ;p2,front,back,left,right facing = 1 keyctrl = 0 ownpal = 1 size.xscale = .5 size.yscale = .5 supermovetime = 0 pausemovetime = 0 [state 4300, final punch damage] type = targetlifeadd trigger1 = time = 880 value = -ceil(ifElse(fvar(11) * 140 < 60, 60, fvar(11) * 140)) [state 4300, remove Crater] type = removeexplod trigger1 = time = 930 id = 8454 [state 4300, posset] type = posset trigger1 = time = 930 y = 0 [state 4300, posset] type = posadd trigger1 = time = 930 x = -70 [state 4300, recovery] type = changeanim trigger1 = time = 960 value = 4313 ;-------------End Pose------------------------------- [state 4300, waterfall] type = playsnd trigger1 = time = 951 value = 3000,3+random%2 channel = 0 [state 4300, waterfall face] type = explod trigger1 = time = 951 anim = 4314 id = 4314 pos = 0,0 postype = P1 removetime = -2 sprpriority = 3 ownpal = 1 bindtime = -1 ignorehitpause = 1 [state 4300, remove waterfall face] type = removeexplod trigger1 = time = 1062 id = 4314 [State 200, hit ground sound] type = PlaySnd trigger1 = animelemtime(5)=0 trigger1 = anim = 4313 value = 5100,0 channel = 1 [state 17100, Landing Effect] type = explod trigger1 = animelemtime(5)=0 trigger1 = anim = 4313 anim = 17100 id = 17100 pos = 0,0 postype = P1 sprpriority = -3 ownpal = 1 supermovetime = -1 [State 1000, shake] type = EnvShake trigger1 = animelemtime(5)=0 trigger1 = anim = 4313 time=32 freq=60 ampl=4 [state 4300, varset] type = varset triggerall = anim = 4313 trigger1 = !animtime && Winko var(51) = 2 [state 4300, varset] type = varset triggerall = anim = 4313 trigger1 = !animtime && Winko var(25) = 0 [state 4300, end] type = changestate triggerall = anim = 4313 trigger1 = !animtime value = 0 ctrl = 1 ;Finisher 3 - Falling Empire [Statedef 4320] type = S movetype = A physics = N anim = 4300 juggle = 0 ctrl = 0 sprpriority = 2 velset = 5,0 [state 4100, centering] type = velmul trigger1 = Vel X != 0 x = .90 [state 4100, velset] type = velset trigger1 = Vel X < .2 x = 0 [State 4320, AssertSpecial: TimeFreeze || NoBarDisplay] type = AssertSpecial trigger1 = Time <= 960 flag = TimerFreeze flag2 = NoBarDisplay [State 4320, AssertSpecial: noBG || no FG] type = AssertSpecial trigger1 = Time <= 960 flag = noBG flag2 = noFG [State 4320, EnvShake] type = EnvShake triggerAll = Anim = 4300 trigger1 = !(Time % 4) time = 4 freq = 80 ampl = 2 + 0.02*time [State 4320, PlaySnd] type = PlaySnd trigger1 = !Time value = 193, 1 volume = 500 [State 4320, PlaySnd];power up SFX 2 type = PlaySnd trigger1 = !time value = 4000,0 volume = 500 [State 4320, 1];fly sfx type = PlaySnd trigger1 = Anim = 4300 && AnimElem = 3 value = 2700,2 volume = 500 [State 4320, 1];fly sfx 2 type = PlaySnd trigger1 = Anim = 4300 && AnimElem = 3 value = 4000,1 volume = 500 [state 4320, aura] type = explod trigger1 = !time anim = 4070 id = 4070 pos = 8,33 postype = P1 sprpriority = -1 ownpal = 0 supermovetime = -1 removetime = 64 persistent = 0 bindtime = -1 [state 4320, aura] type = helper trigger1 = Anim = 4300 && AnimElem = 3 stateno = 4071 id = 4071 pos = -3,-68 postype = P1 sprpriority = -1 ownpal = 0 supermovetime = 9999 persistent = 0 [state 4320, Speedlines] type = helper trigger1 = Anim = 4300 && AnimElem = 3 stateno = 19901 id = 19901 pos = 0,0 postype = back sprpriority = -27 scale = 1,1 ownpal = 1 [state 4320, velset] type = velset trigger1 = Anim = 4300 && AnimElem = 3 trigger1 = pos y > 100 y = 10 [state 4320, velset] type = velset triggerAll = anim = 4300 trigger1 = pos y = 100 y = 0 [state 4320, changeanim] type = changeanim triggerall = anim = 4300 trigger1 = !animtime value = 4321 ;-------------Transformation------------------------------ [State 4321, PosSet] type = PosAdd trigger1 = anim = 4321 x = ((GameWidth / 2.0) - (ScreenPos X)) * facing y = ((GameHeight / 2.0) - (ScreenPos Y)) [state 4321, assertspecial] type = assertspecial trigger1 = time >= 150 flag = nomusic [State 4321, 1];transform theme type = PlaySnd trigger1 = anim = 4321 trigger1 = animelemtime(1) = 0 value = 3102,6 channel = 18 [State 4321, Spinning Aura] type = Explod triggerall = anim = 4321 trigger1 = animelemtime(1) = 0 id = 4326 anim = 4326 pos = 5,10 sprpriority = 4 postype = P1 ownpal = 1 removetime = -2 ignorehitpause = 1 persistent = 0 [State 4321, Spinning Aura] type = Explod triggerall = anim = 4321 trigger1 = AnimElem = 6 ID = 4327 anim = 4327 pos = 0,0 sprpriority = -1 postype = P1 ownpal = 1 ignorehitpause = 1 persistent = 0 [State 0, ModifyExplod] type = ModifyExplod trigger1 = AnimElemTime(7) = 3 ID = 4327 anim = 4327 pos = 0,0 sprpriority = 3 postype = P1 ownpal = 1 [State 4321, Ultra Ego Aura 1] type = Explod trigger1 = AnimElem = 8 && Anim = 4321 id = 4329 anim = 4329 pos = 0, 0 sprpriority = -1 postype = P1 ownpal = 1 bindtime = -1 removetime = -1 ignorehitpause = 1 persistent = 0 [State 4321, Ultra Ego Hair] type = Explod trigger1 = AnimElem = 8 && Anim = 4321 id = 14321 anim = 14321 pos = 0, 0 sprpriority = 3 postype = P1 ownpal = 1 bindtime = -1 removetime = -2 ignorehitpause = 1 persistent = 0 [State 4321, Ultra Ego Aura 2] type = Explod trigger1 = AnimElem = 8 && Anim = 4321 id = 4330 anim = 4330 pos = 0, 0 sprpriority = 4 postype = P1 ownpal = 1 bindtime = -1 removetime = -1 ignorehitpause = 1 persistent = 0 [state 4321, end it] type = playsnd triggerall = anim = 4321 trigger1 = animelemtime(1) = 0 value = 4320,0 channel = 0 [state 4321, blue2 transform snd] type = playsnd triggerall = anim = 4321 trigger1 = animelemtime(7) = 4 value = 3102,0 [State 4321, shake] type = EnvShake trigger1 = animelemtime(10) >= 0 trigger1 = anim = 4321 trigger1 = !(time%4) time=4 freq=80 ampl=3 ;----------------------Falling Punches------------------------------- [state 4322, start punching] type = changeanim triggerall = anim = 4321 trigger1 = !animtime value = 4322 [State 4322, Ultra Ego Hair] type = Explod trigger1 = animelemtime(1) = 0 && Anim = 4322 ID = 14322 anim = 14322 pos = 0,0 sprpriority = 3 postype = P1 ownpal = 1 bindtime = -1 removetime = -1 ignorehitpause = 1 persistent = 0 [state 4322, waterfall sound] type = playsnd trigger1 = animelemtime(1) = 0 trigger1 = anim = 4322 value = 4300,4 [state 4322, shift downwards] type = Null;velset trigger1 = animelemtime(1) = 0 trigger1 = anim = 4322 y = .3 [state 4322, Upwards speedlines] type = helper trigger1 = animelemtime(1) = 0 trigger1 = anim = 4322 stateno = 19902 id = 19902 pos = 0,0 postype = back sprpriority = -27 scale = 1,1 ownpal = 1 persistent = 0 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemTime(2) >= 0 && Anim = 4322 pos = 12, 90 [state 4322, remove evolution aura] type = RemoveExplod trigger1 = AnimElemTime(2) = 0 && Anim = 4322 ID = 4329 [state 4322, remove Ultra Ego aura] type = RemoveExplod trigger1 = AnimElemTime(2) = 0 && Anim = 4322 ID = 4330 [State 4322, Punch Aura 1] type = Explod trigger1 = AnimElemTime(2) = 0 && Anim = 4322 ID = 4331 anim = 4331 pos = 0,0 sprpriority = -1 postype = P1 ownpal = 1 bindtime = -1 removetime = -1 ignorehitpause = 1 persistent = 0 [State 4322, Punch Aura 2] type = Explod trigger1 = AnimElemTime(2) = 0 && Anim = 4322 ID = 4332 anim = 4332 pos = 0,0 sprpriority = 4 postype = P1 ownpal = 1 bindtime = -1 removetime = -1 ignorehitpause = 1 persistent = 0 [state 4322, punch counter] type = hitadd trigger1 = (AnimElem = 3 || AnimElem = 6) && Anim = 4322 value = 1 [state 4322, punch damage] type = targetlifeadd trigger1 = (AnimElem = 3 || AnimElem = 6) && Anim = 4322 value = -ceil(ifElse(fvar(11) * 7 < 4, 4, fvar(11) * 7)) kill = 0 [State 4322, punch hit spark] type = Explod trigger1 = (AnimElem = 3 || AnimElem = 6) && Anim = 4322 anim = 7020 pos = 0+Random%12*ifElse(Random<500, 1, -1),82+Random%8*ifElse(Random<500, 1, -1) postype = p1 ignorehitpause = 1 sprpriority = 8 ownpal = 1 [state 4322, punch sound] type = playsnd trigger1 = (AnimElem = 3 || AnimElem = 6) && Anim = 4322 value = 4300,5 [state 4322, punch shake] type = envshake trigger1 = (AnimElem = 3 || AnimElem = 6) && Anim = 4322 time = 6 freq = 60 ampl = 6 [State 4322, Crater FX] type = explod trigger1 = time = 450 ID = 4340 anim = 4340 pos = 0,16 sprpriority = 6 postype = P1 ownpal = 1 bindtime = -1 removetime = -1 ignorehitpause = 1 persistent = 0 [State 4322, Crater FX] type = explod trigger1 = time = 450 ID = 5339 anim = 5339 pos = 0,0 sprpriority = 5 postype = P1 ownpal = 1 bindtime = -1 removetime = -1 ignorehitpause = 1 persistent = 0 [State 4322, large slam sound] type = PlaySnd trigger1 = time = 450 trigger2 = time = 600 value = 4100, 4 [State 0, ModifyExplod] type = ModifyExplod trigger1 = time = 600 ID = 4340 anim = 4340 pos = 0,0 sprpriority = 6 postype = P1 ownpal = 1 bindtime = -1 removetime = -1 ignorehitpause = 1 persistent = 0 [state 4322, stop] type = Null;velset trigger1 = time = 460 y = 0 [state 4322, Slam effect] type=Null;explod trigger1 = time = 460 anim=17100 id=17100 pos= 0,0 postype=P2 sprpriority=-3 ownpal=1 scale = 2,2 supermovetime=-1 [State 4322, shake] type = Null;EnvShake trigger1 = time = 460 time=50 freq=80 ampl=8 [state 4322, slam sound] type = Null;playsnd trigger1 = time = 460 value = 1500,3 [state 4322, posadd] type = Null;posadd trigger1 = time = 520 y = 20 [state 4322, Harder Slam effect] type=Null;explod trigger1 = time = 520 anim=956 id=956 pos= 0,0 postype=P2 sprpriority=-3 ownpal=1 scale = 2,2 supermovetime=-1 [State 4322, shake] type = Null;EnvShake trigger1 = time = 520 time=70 freq=80 ampl=12 [State 4322, harder slam sound] type = Null;PlaySnd trigger1 = time = 520 value = 4000, 5 [state 4322, posadd] type = Null;posadd trigger1 = time = 600 y = 20 [State 4322, Crater FX] type = Null;explod trigger1 = time = 600 anim = 8454 id = 8454 pos = 0,-5 postype = p2 supermovetime = 9999 pausemovetime = 9999 supermove = 1 removetime = -2 sprpriority = 8 ownpal = 0 bindtime = -1 scale = 2,2 persistent = 0 [State 4322, shake] type = Null;EnvShake trigger1 = time = 600 time=90 freq=80 ampl=16 ;-----------------Final Punch------------------- [state 4323, remove punchy aura] type = removeexplod trigger1 = time = 690 id = 14322 [state 4323, remove punchy aura] type = removeexplod trigger1 = time = 690 id = 4331 [state 4323, remove punchy aura] type = removeexplod trigger1 = time = 690 id = 4332 [state 4323, remove punchy aura] type = removeexplod trigger1 = time = 690 id = 4340 [state 4323, remove punchy aura] type = removeexplod trigger1 = time = 690 id = 5339 [state 4322, punch shake] type = envshake trigger1 = time = 690 time = 0 freq = 0 ampl = 0 [State 4323, Purple BG] type = Explod trigger1 = time = 690 trigger1 = facing = 1 id = 4338 anim = 4338 pos = 160,240 sprpriority = -1 ontop = 1 postype = Left ownpal = 1 bindtime = -1 removetime = -2 ignorehitpause = 1 persistent = 0 [State 4323, Big Screen] type = Explod trigger1 = time = 690 trigger1 = facing = 1 id = 4328 anim = 4328 pos = 160,240 sprpriority = 0 ontop = 1 postype = Left ownpal = 1 bindtime = -1 removetime = -2 ignorehitpause = 1 persistent = 0 [State 4323, Big Screen (Hair)] type = Explod trigger1 = time = 690 trigger1 = facing = 1 id = 5337 anim = 5337 pos = 160,240 sprpriority = 1 ontop = 1 postype = Left ownpal = 1 bindtime = -1 removetime = -2 ignorehitpause = 1 persistent = 0 [State 4323, Big Screen (Aura)] type = Explod trigger1 = time = 690 trigger1 = facing = 1 id = 5338 anim = 5338 pos = 160,240 sprpriority = 3 ontop = 1 postype = Left ownpal = 1 bindtime = -1 removetime = -2 ignorehitpause = 1 persistent = 0 [State 4323, Mirrored Purple BG] type = Explod trigger1 = time = 690 trigger1 = facing = -1 id = 4345 anim = 4345 pos = 160,240 sprpriority = -1 ontop = 1 postype = Left ownpal = 1 bindtime = -1 removetime = -2 ignorehitpause = 1 persistent = 0 [State 4323, Mirrored Big Screen] type = Explod trigger1 = time = 690 trigger1 = facing = -1 id = 4335 anim = 4335 pos = 160,240 sprpriority = 0 ontop = 1 postype = Left ownpal = 1 bindtime = -1 removetime = -2 ignorehitpause = 1 persistent = 0 [State 4323, Mirrored Big Screen (Hair)] type = Explod trigger1 = time = 690 trigger1 = facing = -1 id = 5340 anim = 5340 pos = 160,240 sprpriority = 1 ontop = 1 postype = Left ownpal = 1 bindtime = -1 removetime = -2 ignorehitpause = 1 persistent = 0 [State 4323, Mirrored Big Screen (Aura)] type = Explod trigger1 = time = 690 trigger1 = facing = -1 id = 5341 anim = 5341 pos = 160,240 sprpriority = 3 ontop = 1 postype = Left ownpal = 1 bindtime = -1 removetime = -2 ignorehitpause = 1 persistent = 0 [State 4323, PosSet] type = PosSet trigger1 = Time = 690 x = 0 y = 0 [state 4323, changeanim] type = changeanim trigger1 = time = 690 value = 4323 persistent = 0 [State 0, TargetBind] type = TargetBind trigger1 = AnimElemTime(2) = 0 && Anim = 4323 pos = 5, -22 [state 4322, punch counter] type = hitadd trigger1 = AnimElemTime(2) = 0 && Anim = 4323 value = 1 [state 4323, white screen] type = explod trigger1 = AnimElemTime(1) = 127 && Anim = 4323 anim = 4206 id = 4206 postype = p1 pos = 0,0 scale = 10,10 ownpal = 1 sprpriority = -1 bindtime = -1 removetime = 3 persistent = 0 [State 4322, Ultra Ego Hair] type = Explod trigger1 = AnimElem = 2 && Anim = 4323 ID = 14323 anim = 14323 pos = 0,0 sprpriority = 3 postype = P1 ownpal = 1 bindtime = -1 removetime = -1 ignorehitpause = 1 persistent = 0 [state 4323, zoom out sound] type = playsnd trigger1 = time = 702 value = 4300,6 [state 4323, ehhaaaaaaaaaaaaaaaaaa!] type = playsnd trigger1 = time = 730 value = 8,10 channel = 0 [state 4323,final punch sound] type = playsnd trigger1 = animelemtime(2) = 0 trigger1 = anim = 4323 value = 4300,6 ;Thunder Strike hit sound [State 901, thunder sound] type = Playsnd trigger1 = animelemtime(2) = 0 trigger1 = anim = 4323 value = 4311,0 ignorehitpause = 1 [state 1215, Thunder Strike FX] type = explod trigger1 = animelemtime(2) = 0 trigger1 = anim = 4323 anim = 4311 id = 4311 pos = 5, -22 postype = P1 sprpriority = 5 ownpal = 1 removetime = -2 persistent = 0 ignorehitpause = 1 [State 1000, shake] type = EnvShake trigger1 = animelemtime(2) = 0 trigger1 = anim = 4323 time=28 freq=80 ampl=16 [state 4350,final punch sound] type = playsnd trigger1 = time = 848 value = 4300,8 [State 1900, lightning ground burst] type = explod trigger1 = time = 848 id = 4347 anim = 4347 pos = 160,240 sprpriority = 3 ontop = 1 postype = Left ownpal = 1 bindtime = -1 removetime = -2 ignorehitpause = 1 persistent = 0 [state 4200, white screen] type = explod trigger1 = time = 854 anim = 4318 id = 4318 postype = p1 pos = 0,0 scale = 10,10 ownpal = 1 ontop = 1 bindtime = -1 removetime = -2 persistent = 0 [State 1900, Big Face Sprite] type = Explod trigger1 = time = 854 id = 4316 anim = 4316 pos = 160,260 sprpriority = 0 ontop = 1 postype = Left ownpal = 1 bindtime = -1 removetime = 162 ignorehitpause = 1 scale = .8,.8 persistent = 0 [state 4300, modifyexplod] type = modifyexplod triggerall = NumExplod(4316) trigger1 = time > 934 id = 4316 trans = addalpha alpha = 255-((time-935)*11),(time-935)*11 [state 4300, final punch damage] type = targetlifeadd trigger1 = time = 880 value = -ceil(ifElse(fvar(11) * 140 < 60, 60, fvar(11) * 140)) [state 4300, remove Crater] type = removeexplod trigger1 = time = 930 id = 8454 [state 4300, remove Crater] type = removeexplod trigger1 = time = 930 id = 14323 [state 4300, posset] type = posset trigger1 = time = 930 y = 0 [state 4300, posset] type = posadd trigger1 = time = 930 x = -70 [state 4300, ChangeState: Special Win Pose] type = ChangeState trigger1 = Time = 930 && WinKO value = 189 [state 4300, recovery] type = changeanim trigger1 = time = 960 value = 4313 ;-------------End Pose------------------------------- [state 4300, waterfall] type = playsnd trigger1 = time = 951 value = 3000,3+random%2 channel = 0 [state 4300, waterfall face] type = explod trigger1 = time = 951 anim = 4314 id = 4314 pos = 0,0 postype = P1 removetime = -2 sprpriority = 3 ownpal = 1 bindtime = -1 ignorehitpause = 1 [state 4300, remove waterfall face] type = removeexplod trigger1 = time = 1062 id = 4314 [State 200, hit ground sound] type = PlaySnd trigger1 = animelemtime(5)=0 trigger1 = anim = 4313 value = 5100,0 channel = 1 [state 17100, Landing Effect] type = explod trigger1 = animelemtime(5)=0 trigger1 = anim = 4313 anim = 17100 id = 17100 pos = 0,0 postype = P1 sprpriority = -3 ownpal = 1 supermovetime = -1 [State 1000, shake] type = EnvShake trigger1 = animelemtime(5)=0 trigger1 = anim = 4313 time=32 freq=60 ampl=4 [state 4300, varset] type = varset triggerall = anim = 4313 trigger1 = !animtime && Winko var(51) = 3 [state 4300, varset] type = varset triggerall = anim = 4313 trigger1 = !animtime && Winko var(25) = 0 [state 4300, end] type = changestate triggerall = anim = 4313 trigger1 = !animtime value = 0 ctrl = 1 ;------------------------------------------------- ;Pummeled [statedef 4350] type = A movetype = H physics = N ctrl = 0 velset = 0,0 [state 4051, changeanim] type = changeanim triggerall = anim = 5051 trigger1 = animtime = -1 value = anim elem = animelemno(0) [state 4052, posset] type = posset trigger1 = time < 120 x = (enemy, pos X) [state 4052, velset] type = velset trigger1 = time = 140 y = 40 [state 4052, velset] type = velset trigger1 = enemy, anim = 4301 || enemy, anim = 4321 trigger1 = enemy, animelemtime(12) = 0 y = -30 [State 4052, SprPriority] type = SprPriority trigger1 = enemy, animelemtime(1) = 0 trigger1 = enemy, anim = 4302 || enemy, anim = 4322 value = 1 [state 4350, getting punched] type = changeanim2 trigger1 = enemy, animelemtime(2) = 0 trigger1 = enemy, anim = 4302 || enemy, anim = 4322 value = 4350 [state 4052, velset] type = velset trigger1 = enemy, animelemtime(2) = 0 trigger1 = enemy, anim = 4302 || enemy, anim = 4322 y = .3 [state 4350, stop] type = velset trigger1 = time = 459 y = 0 [state 4000, camera] type = screenBound trigger1 = 1 value = 0 [state 4300. assertspecial] type = changeanim2 trigger1 = time = 690 value = 4351 [state 4300, posset] type = posset trigger1 = time = 930 trigger2 = Enemy, StateNo = 189 y = 0 [state 4300, recovery] type = changeanim2 trigger1 = time = 960 value = 4352 [state 4300, end] type = selfstate trigger1 = !(Enemy, StateNo = 4300) && !(Enemy, StateNo = 4320) trigger2 = time >= 1200 ;failsafe value = ifelse(alive,5120,5150) ;-------------------------------------------- ;Beerus Appearance [Statedef 4400] type = S movetype = A physics = S velset = 0,0 anim = 4400 sprpriority = 2 ctrl = 0 poweradd = -3000 [State 0, Timer Freeze] type = AssertSpecial trigger1 = 1 flag = timerfreeze ignorehitpause = 1 [state 4400, posset] type = posset trigger1 = !time y = 0 ;----Common Superpause Effects ------------ [State 0, AssertSpecial] type = AssertSpecial trigger1 = time = [20,71] flag = noBG flag2 = noFG [State 3000, superpause] type = superpause trigger1 = time= 20 time = 40 p2defmul = 1 unhittable = 1 anim = -1 sound = s703,1 darken = 0 movetime = 40 ;------------------------------------------------------------- [State 0, Surprise Line] type = Explod trigger1 = time = 20 anim = 44000 id = 44000 pos = 0,100 postype = back supermovetime = 9999 pausemovetime = 9999 removetime = -1 sprpriority = -9 scale = 15,.5 vel = 45,0 ownpal = 1 persistent = 0 [state 4400, muteki] type = nothitby trigger1 = time > 10 && animelemtime(15) < 0 value = SCA [State 810, hit] type = hitdef trigger1 = animelemtime(14) = 0 attr = S,HT hitflag = M- priority = 1,Miss sparkno = -1 p1facing = 1 p2facing = 1 guard.dist = 0 fall = 0 fall.recover = 0 id = 4450 [State 1050, targetstate] type = targetstate triggerall = Numtarget(4450) trigger1 = movehit trigger1 = !(target,ishelper) value = 4450 ID = 4450 ignorehitpause = 1 persistent = 0 [state 4400, movehit] type = changestate trigger1 = movehit = 1 trigger1 = numtarget trigger1 = !(target, ishelper) ignorehitpause = 1 value = 4401 ;----------Miss----------------------------------- [state 4401, beerus aura] type = explod trigger1 = animelemtime(16) = 0 anim = 4405 id = 4405 pos = 0,-60 postype = front facing = -1 vel = -20,0 sprpriority = -1 removetime = 50 [state 4401, aura sound] type = playsnd trigger1 = animelemtime(16) = 0 value = 2700,2 [state 4400, changestate] type = changestate trigger1 = !animtime trigger1 = anim = 4400 value = 0 ctrl = 1 ;-------------------------------------------------------------- ;Beerus Success [Statedef 4401] type = S movetype = A physics = S anim = 4401 [State 0, Timer Freeze] type = AssertSpecial trigger1 = 1 flag = timerfreeze ignorehitpause = 1 [state 4401, nopush] type = playerpush trigger1 = 1 value = 0 [state 4401, muteki] type = nothitby trigger1 = 1 value = SCA [state 4401, beerus] type = explod trigger1 = time = 10 anim = 4403 id = 4403 pos = -60,0 postype = p2 sprpriority = -1 removetime = 120 [state 803, playsnd] type = playsnd trigger1 = time = 10 value = 2302,0 [state 4401, sweat drop] type = helper trigger1 = time = 40 stateno = 44000 id = 44000 pos = 0,0 postype = p1 sprpriority = 3 [State 0, question mark] type = Explod trigger1 = Facing = 1 trigger1 = Time = 60 anim = 4407 ID = 2208 pos = 50,enemy,Const(Size.Head.Pos.Y)-30 postype = p2 removetime = 70 scale = 1,1 sprpriority = -6 facing = -1 [State 0, question mark] type = Explod trigger1 = Facing = -1 trigger1 = Time = 60 anim = 4406 ID = 2208 pos = 50,enemy,Const(Size.Head.Pos.Y)-30 postype = p2 removetime = 70 scale = 1,1 sprpriority = -6 facing = 1 [state 4401, white screen] type = explod trigger1 = time = 100 anim = 4402 id = 4402 pos = 0,0 postype = p1 bindtime = -1 scale = 10,10 ontop = 1 removetime = -2 [state 4401, beerus] type = helper trigger1 = time = 150 stateno = 44001 id = 44001 pos = -160,-380 postype = front ownpal = 1 [state 4400, changestate] type = changestate trigger1 = time = 150 value = 4402 ;-------------------------------------------------------- ;Dance [Statedef 4402] type = S movetype = A physics = S anim = 4412 [state 4402, p2dance check] type = varset trigger1 = NumHelper(44003) var(50) = Helper(44003), var(50) [state 4401, bingo song] type = playsnd trigger1 = time = 15 abspan = 0 value = 4401,1 channel = 18 [state 4401, No Music] type = AssertSpecial trigger1 = 1 flag = nomusic [State 0, Timer Freeze] type = AssertSpecial trigger1 = 1 flag = timerfreeze ignorehitpause = 1 [state 4401, nopush] type = playerpush trigger1 = 1 value = 0 [state 4402, assertspecial] type = assertSpecial trigger1 = 1 flag = nobardisplay [State 0, Explod] ;Piccolo Compatibility type = Explod trigger1 = !time anim = 5939 ID = 991901 pos = 0,0 postype = p1 ;p2,front,back,left,right bindtime = -1 removetime = -1 removeongethit = 1 [state 4402, rhythm] type = helper trigger1 = !time stateno = 44002 id = 44002 postype = front pos = -200,0 facing = 1 [state 4402, rhythm] type = helper trigger1 = !time stateno = 44003 id = 44003 postype = front pos = -120,0 facing = -1 [state 4402, posset] type = posset trigger1 = !time x = 100*-facing [state 44002, darken background] type = bgpalfx trigger1 = 1 add = -200,-200,-200 time = 1 [state 4402, cycling through dances] type = changeanim trigger1 = !animtime trigger1 = anim != 4417 value = anim+1 [state 4402, Bingo!] type = playsnd trigger1 = animelemtime(3) = 0 trigger1 = anim = 4412 value = 4400,0+random%2 channel = 0 [state 4402, Earth is a fun place to be, oh!] type = playsnd trigger1 = animelemtime(1) = 0 trigger1 = anim = 4413 value = 4400,2+random%2 channel = 0 [state 4402, The food is tasty too, yum!] type = playsnd trigger1 = animelemtime(1) = 0 trigger1 = anim = 4414 value = 4400,5+random%2 channel = 0 [state 4402, Let's go play, oh!] type = playsnd trigger1 = animelemtime(4) = 0 trigger1 = anim = 4415 value = 4400,8+random%2 channel = 0 [state 4402, Let's be friends, oh!] type = playsnd trigger1 = animelemtime(1) = 0 trigger1 = anim = 4416 value = 4400,10+random%2 channel = 0 [state 4402, Funtime Bingo!] type = playsnd trigger1 = animelemtime(1) = 0 trigger1 = anim = 4417 value = 4400,14+random%2 channel = 0 [state 4402, It's time to play some bingo!] type = playsnd trigger1 = animelemtime(12) = 0 trigger1 = anim = 4417 value = 4400,16 channel = 0 [state 4400, changestate] type = changestate trigger1 = !animtime trigger1 = anim = 4417 value = 4403 ;-------------------------------------------------------- ;Success [Statedef 4403] type = S movetype = A physics = N anim = 4450 [State 0, Timer Freeze] type = AssertSpecial trigger1 = 1 flag = timerfreeze flag2 = nomusic ignorehitpause = 1 [state 4403, muteki] type = nothitby trigger1 = 1 value = SCA [state 4401, nopush] type = playerpush trigger1 = 1 value = 0 [state 4403, gyaaah] type = playsnd trigger1 = animelemtime(2) = 0 trigger1 = anim = 4450 value = 4450,1 channel = 0 [state 4403, velset] type = velset trigger1 = animelemtime(22) = 0 trigger1 = anim = 4450 x = 23 y = -2 [State 115, dash Sound] type = PlaySnd trigger1 = animelemtime(22) = 0 trigger1 = anim = 4450 value = 100,0 [state 4403, velmul] type = velmul trigger1 = animelemtime(22) >= 0 && animelemtime(26) < 0 trigger1 = anim = 4450 x = .86 y = .89 [State 200, 1] type = PlaySnd trigger1 = animelem = 25 value = 0, 2 channel = 1 [State 2103, Super BG Proj] type = Projectile triggerall = RoundState = 2 trigger1 = MoveHit = 1 ProjID = 3000 ;Ki attack projAnim = 15999 projremoveTime = 1 ignorehitpause = 1 [State 200, 1] type = HitDef triggerall = NumHelper(44002) && NumHelper(44003) trigger1 = AnimElemTime(26)=0 attr = S, HA ;damage = 50, 0 damage = 250+floor(abs(Helper(44002),var(3) - Helper(44003), var(3)) / 2),5+floor(abs(Helper(44002), var(3) - Helper(44003),var(3))/6) animtype = Hard guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 19,18 ;13,13 guard.pausetime = 19,18 ;13,13 sparkno = s3600 guard.sparkno = s7000 sparkxy = -25,-90 hitsound = -1 guardsound = S6,1 ground.type = Low ground.slidetime = 15 ground.hittime = 35 ground.velocity = -7 guard.velocity = -9 airguard.velocity = -2.5,-1.3 air.fall = 1 fall.recover = 0 air.type = High air.velocity = -4,-4 air.hittime = 28 air.animtype = back envshake.time = 16 envshake.freq = 80 envshake.ampl = 14 getpower = 0,0 givepower = 35,35 yaccel = 0.5 [state 44005, ] type = playsnd trigger1 = movehit = 1 value = 4401, 3 abspan = 0 ignorehitpause = 1 persistent = 0 [state 4452, targetstate] type = targetstate trigger1 = Numtarget trigger1 = movehit trigger1 = !(target, ishelper) value = 4452 persistent = 0 [state 4403, velset] type = velset trigger1 = animelemtime(26) = 0 trigger1 = anim = 4450 y = -4 [state 4403, velmul] type = velmul trigger1 = animelemtime(26) >= 0 && animelemtime(28) < 0 trigger1 = anim = 4450 y = .93 [state 4403, veladd] type = veladd trigger1 = animelemtime(28) >= 0 trigger1 = anim = 4450 y = .35 ;------Land---------------- [state 803, changeanim] type = changeanim trigger1 = pos Y >= 0 && Vel y > 0 trigger1 = anim = 4450 value = 48 [state 420, rise] type = statetypeset triggerall = statetype = A trigger1 = pos y >= 0 && vel y > 0 physics = S statetype = S [state 52, Land FX] type = helper trigger1 = anim = 48 && animelemtime(1) = 1 name = "LandFX" StateNo = 17100 id = 17100 postype = P1 ownpal = 1 keyctrl = 0 supermovetime = 99999 pausemovetime = 99999 [State -3, Landing Sound] type = PlaySnd trigger1 = anim = 48 && animelemtime(1) = 1 value = 40, 0 [state 751, posset] type = posset trigger1 = pos y > 0 y = 0 [state 751, velset] type = velset trigger1 = pos y >= 0 && vel y > 0 y = 0 [State 0, RemoveExplod] ;Piccolo's clones type = RemoveExplod trigger1 = !animtime trigger1 = anim = 48 id = 991901 persistent = 0 [state 4400, changestate] type = changestate trigger1 = !animtime trigger1 = anim = 48 value = 0 ctrl = 1 ;-------------------------------------------------------- ;Fail [Statedef 4404] type = S movetype = A physics = S anim = 4450 [State 0, RemoveExplod] ;Piccolo's clones type = RemoveExplod trigger1 = !time id = 991901 persistent = 0 [state 4400, changestate] type = changestate trigger1 = time = 100 value = 0 ctrl = 1 ;-------------------------------------------------------- ;Hit By Beerus [Statedef 4450] type = S movetype = H physics = N anim = 0 sprpriority = 3 ctrl = 0 velset = 0,0 [state 4401, nopush] type = playerpush trigger1 = 1 value = 0 [state 4450, nothitby] type = nothitby trigger1 = 1 value = SCA [state 4450, changestate] type = changestate trigger1 = time = 150 value = 4451 ;-------------------------------------------------------- ;P2 Dance [Statedef 4451] type = S movetype = H physics = N sprpriority = 3 ctrl = 0 velset = 0,0 [state 4451, muteki] type = nothitby trigger1 = !(enemy, stateno = 4403 && enemy, animelemtime(26) >= 0) value = SCA [state 4451, playerpush] type = playerpush trigger1 = 1 value = 0 [state 4451, posset] type = posset trigger1 = !time x = 100*-facing [state 4451, neutral] type = changeanim trigger1 = !time trigger1 = SelfAnimExist(9006) value = ifelse(SelfAnimExist(9006),9006,0) ;------------------------------------------------------- [state 4451, LP] type = changeanim triggerall = enemy, stateno = 4402 triggerall = !(enemy, anim = 4417 && enemy, animelemtime(12) >= 0) triggerall = !((anim = 9000 || anim = 20) && animelemtime(1) < 8) trigger1 = command = "x" trigger2 = enemynear, numprojid(44060) value = ifelse(SelfAnimExist(9000),9000,20) [state 4451, MP] type = changeanim triggerall = enemy, stateno = 4402 triggerall = !(enemy, anim = 4417 && enemy, animelemtime(12) >= 0) triggerall = !((anim = 9001 || anim = 200) && animelemtime(1) < 8) trigger1 = command = "y" trigger2 = enemynear, numprojid(44061) value = ifelse(SelfAnimExist(9001),9001,200) [state 4451, HP] type = changeanim triggerall = enemy, stateno = 4402 triggerall = !(enemy, anim = 4417 && enemy, animelemtime(12) >= 0) triggerall = !((anim = 9002 || anim = 5040) && animelemtime(1) < 8) trigger1 = command = "z" trigger2 = enemynear, numprojid(44062) value = ifelse(SelfAnimExist(9002),9002,5040) [state 4451, LK] type = changeanim trigger1 = command = "a" trigger1 = enemy, stateno = 4402 trigger1 = !(enemy, anim = 4417 && enemy, animelemtime(12) >= 0) trigger1 = !((anim = 9003 || anim = 21) && animelemtime(1) < 8) trigger2 = enemynear, numprojid(44063) value = ifelse(SelfAnimExist(9003),9003,21) [state 4451, MK] type = changeanim trigger1 = command = "b" trigger1 = enemy, stateno = 4402 trigger1 = !(enemy, anim = 4417 && enemy, animelemtime(12) >= 0) trigger1 = !((anim = 9004 || anim = 11) && animelemtime(1) < 8) trigger2 = enemynear, numprojid(44064) value = ifelse(SelfAnimExist(9004),9004,11) [state 4451, HK] type = changeanim trigger1 = command = "c" trigger1 = enemy, stateno = 4402 trigger1 = !(enemy, anim = 4417 && enemy, animelemtime(12) >= 0) trigger1 = !((anim = 9005 || anim = 100) && animelemtime(1) < 8) trigger2 = enemynear, numprojid(44065) value = ifelse(SelfAnimExist(9005),9005,100) [state 4451, animtime end] type = changeanim trigger1 = !animtime trigger1 = ifelse(SelfAnimExist(9006),anim != 9006,anim != 0) value = ifelse(SelfAnimExist(9006),9006,0) [state 4451, finish] type = changeanim trigger1 = enemy, anim = 4450 && enemy, animelemtime(2) = 0 trigger1 = SelfAnimExist(9007) trigger2 = enemy, stateno != [4402,4404] value = ifelse(SelfAnimExist(9007),9007,0) persistent = 0 [state 4450, changestate] type = selfstate trigger1 = time = 1150 trigger2 = enemy, statetype = L value = 0 ctrl = 1 ;---------------------------- ;Perfect Blasted Upwards [statedef 4452] type = A movetype = H physics = N anim = 5051 juggle = 15 ctrl = 0 velset = -.1,-20 [state 3451, playerpush] type = playerpush trigger1 = 1 value = 0 [state 3450, nothitby] type = nothitby trigger1 = vel y < 0 value = SCA [state 3451, camera] type = screenbound trigger1 = 1 value = 0 [state 3451, changeanim] type = changeanim trigger1 = vel y > 0 trigger1 = anim = 5051 value = 5061 [state 3451, veladd] type = veladd trigger1 = time >= 10 y = 1 [state 1060, changestate] type = selfstate triggerall = pos Y >= 0 && Vel Y > 0 trigger1 = enemy,var(49) = 0 trigger2 = TeamMode = Simul trigger2 = enemyNear,TeamMode = Simul trigger3 = alive value = 5100 [state 1060, changestate] type = changestate triggerall = pos Y >= 0 && Vel Y > 0 triggerall = !alive trigger1 = enemy,var(49) != 0 trigger1 = TeamMode != Simul trigger1 = enemyNear,TeamMode != Simul value = 5100 ;--------------------------------------------------------- ;Appearing Beerus [Statedef 44000] type = A movetype = I physics = N anim = 4404 velset = 0,.5 sprpriority = 3 [state 44000, velmul] type = velmul trigger1 = 1 y = .94 [state 44000, y stop] type = velset trigger1 = vel y < .1 y = 0 [state 44000, shadow] type = assertspecial trigger1 = 1 flag = noShadow [state 44000, destroyself] type = destroyself trigger1 = root, stateno != 4401 ;--------------------------------------------------------- ;Floating Beerus [Statedef 44001] type = A movetype = I physics = N anim = 4408 velset = 0,0 sprpriority = -27 [state 44001, idletime] type = varadd trigger1 = anim = 4408 var(1) = 1 [state 44001, velset] type = velset trigger1 = anim != 4430 y = .2*cos(time/56.0) [state 44001, velmul] type = velmul trigger1 = anim = 4430 y = .99 [state 44001, changeanim] type = changeanim trigger1 = var(1)%240 = 0 trigger1 = anim = 4408 value = 4409+random%3 [state 44001, back to idle] type = changeanim trigger1 = !animtime trigger1 = anim != 4408 && anim != 4430 && anim != 4429 value = 4408 [state 44001, success] type = changeanim trigger1 = root, animelemtime(25) = 0 trigger1 = root, anim = 4417 trigger1 = Helper(44002),var(3) > Helper(44003),var(3) value = 4429 [state 44001, fail] type = changeanim trigger1 = root, animelemtime(12) = 0 trigger1 = root, anim = 4417 trigger1 = !(Helper(44002),var(3) > Helper(44003),var(3)) value = 4430 [state 4402, charge ball] type = explod trigger1 = animelemtime(2) = 0 trigger1 = anim = 4430 anim = 332407 id = 332407 postype = p1 pos = -54,276 sprpriority = -26 bindtime = -1 scale = .5,.5 ownpal = 1 removetime = 90 [state 4402, finger beam] type = helper trigger1 = animelemtime(2) = 90 trigger1 = anim = 4430 stateno = 44004 id = 44004 postype = p1 pos = -41,205 sprpriority = -26 size.xscale = .45 size.yscale = .5 ownpal = 1 [state 803, charge sound] type = playsnd trigger1 = animelemtime(1) = 0 trigger1 = anim = 4430 value = 4430,1 [state 803, teleport sound] type = playsnd trigger1 = animelemtime(1) = 0 trigger1 = anim = 4429 trigger2 = animelemtime(3) = 0 trigger2 = anim = 4430 value = 2302,0 [state 44000, destroyself] type = destroyself trigger1 = !animtime trigger1 = anim = 4429 || anim = 4430 ;--------------------------------------------------- ;Beerus Beam [Statedef 44004] type = A movetype = I physics = N anim = 332406 velset = 0,0 sprpriority = -26 [state 803, shoot sound] type = playsnd trigger1 = !time value = 4430,2 [state 44003, angledraw] type = angledraw trigger1 = 1 value = -125 [state 4402, ground shockwave] type = explod trigger1 = animelemtime(3) = 0 anim = 4449 id = 4449 postype = back pos = floor(pos x)+ifelse(facing = 1,80,0),230 sprpriority = -24 bindtime = -1 ownpal = 1 removetime = -2 [state 4402, hitbox] type = helper trigger1 = animelemtime(3) = 0 stateno = 44005 id = 44005 postype = back pos = floor(pos x)+ifelse(facing = 1,80,-80),0 sprpriority = -24 ownpal = 1 [state 44000, destroyself] type = destroyself trigger1 = animelemtime(7) = 0 ;--------------------------------------------------- ;Beerus Beam Hitbox [Statedef 44005] type = A movetype = A physics = N anim = 44001 velset = 0,0 sprpriority = -26 [State 2103, Super BG Proj];Unique Proj for loseko type = Projectile triggerall = RoundState = 2 trigger1 = movehit = 1 ProjID = 300044005 ;Ki attack projAnim = 15999 projremoveTime = 1 ignorehitpause = 1 [State 200, 1] type = Hitdef trigger1 = animelemtime(1) = 0 attr = A, HA damage = 250+floor(abs(Helper(44002), var(3) - Helper(44003), var(3)) / 2), 5+floor(abs(Helper(44002),var(3) - Helper(44003),var(3))/6) animtype = Heavy guardflag = MA hitflag = MAFD pausetime = 40,40 guard.pausetime = 40,40 sparkno = s7020 guard.sparkno = s7000 sparkxy = -20,-10 hitsound = s4430, 4 guardsound = S6,1 ground.type = High ground.slidetime = 15 ground.hittime = 30 ground.velocity = 1,-6 guard.velocity = -1 airguard.velocity = -1,-1 air.type = High air.velocity = 1,-6 air.hittime = 12 fall = 1 envshake.time = 40 envshake.ampl = 10 envshake.freq = 60 fall.recover = 0 air.animtype = back getpower= 0,0 givepower = 0,0 affectteam = F [state 44005, ] type = playsnd trigger1 = movehit = 1 value = 4401, 2 ignorehitpause = 1 persistent = 0 [state 44000, destroyself] type = destroyself trigger1 = movehit