;===========================================================================
;Marvel vs. Capcom - Eternity of Heroes - Commands Template V.5
;by REDHOT, Acey & eSkRo
;===========================================================================
;---------------------------------------------------------------------------
;Hyper1
[Command]
name = "Hyper2"
command = ~D, DB, B, a+b
[Command]
name = "Hyper2"
command = ~D, DB, B, a+c
[Command]
name = "Hyper2"
command = ~D, DB, B, b+c
;---------------------------------------------------------------------------
;Hyper2
[Command]
name = "Hyper1"
command = ~D, DF, F, x+y
[Command]
name = "Hyper1"
command = ~D, DF, F, x+z
[Command]
name = "Hyper1"
command = ~D, DF, F, y+z
;---------------------------------------------------------------------------
;Hyper3
[Command]
name = "Lightning"
command = a+x
[Command]
name = "Health"
command = b+y
;---------------------------------------------------------------------------
;Hyper4
[Command]
name = "Level3"
command = c+z
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;=O
[command]
name = "wth?"
command = x, x, F, a, z
time = 35
;---------------------------------------------------------------------------
;Dude
[Command]
name = "Dude"
command = ~D,DB,B, a
time = 15
;Bomb
[Command]
name = "Bomb"
command = ~D,DB,B, b
time = 15
;PBomb
[Command]
name = "PBomb"
command = ~D,DB,B, c
time = 15
;---------------------------------------------------------------------------
;Boo
[Command]
name = "Boo1"
command = ~D,DF,F, a
time = 15
;Boo
[Command]
name = "Boo2"
command = ~D,DF,F, b
time = 15
;Boo
[Command]
name = "Boo3"
command = ~D,DF,F, c
time = 15
;---------------------------------------------------------------------------
;Specail1
[Command]
name = "SpecialX"
command = ~D,DF,F, x
time = 15
[Command]
name = "SpecialY"
command = ~D,DF,F, y
time = 15
[Command]
name = "SpecialZ"
command = ~D,DF,F, z
time = 15
;-------------------------------------------------------------------------
;Special2
[command]
name = "Shoryuken_Light"
command = D, DB, B, x
time = 35
[command]
name = "Shoryuken_Medium"
command = D, DB, B, y
time = 35
[command]
name = "Shoryuken_Strong"
command = D, DB, B, z
time = 35
;-------------------------------------------------------------------------
;Counter
[Command]
name = "Counter"
command = ~F, x+a
[Command]
name = "Counter"
command = ~F, y+b
[Command]
name = "Counter"
command = ~F, z+c
;---------------------------------------------------------------------------
; Roll
[Command]
name = "roll_n"
command = ~B, D, DB, x
[Command]
name = "roll_m"
command = ~B, D, DB, y
[Command]
name = "roll_f"
command = ~B, D, DB, z
;---------------------------------------------------------------------------
; Forward Recovery Roll or Alpha Counter1
[Command]
name = "ac_f_roll_n"
command = ~B, DB, D, x
[Command]
name = "ac_f_roll_m"
command = ~B, DB, D, y
[Command]
name = "ac_f_roll_f"
command = ~B, DB, D, z
;---------------------------------------------------------------------------
; Backward Recovery Roll or Alpha Counter2
[Command]
name = "ac_sweep_b_roll_n"
command = ~B, DB, D, a
[Command]
name = "ac_sweep_b_roll_m"
command = ~B, DB, D, b
[Command]
name = "ac_sweep_b_roll_f"
command = ~B, DB, D, c
;---------------------------------------------------------------------------------------------
;Super Jump
[Command]
name = "Super_Jump"
command = ~D, U
;---------------------------------------------------------------------------------------------
;Double_Tap
[Command]
name = "FF" ;Required (do not remove)
command = F, F
time = 10
[Command]
name = "BB" ;Required (do not remove)
command = B, B
time = 10
;---------------------------------------------------------------------------------------------
;2/3 button combination
[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1
[Command]
name = "guardpush"
command = x+y
time = 5
[Command]
name = "guardpush"
command = x+z
time = 5
[Command]
name = "guardpush"
command = y+z
time = 5
[Command]
name = "throw_p"
command = x+y
time = 5
[Command]
name = "throw_p"
command = y+z
time = 5
[Command]
name = "throw_p"
command = x+z
time = 5
[Command]
name = "throw_k"
command = a+b
time = 5
[Command]
name = "throw_k"
command = b+c
time = 5
[Command]
name = "throw_k"
command = a+c
time = 5
;---------------------------------------------------------------------------------------------
;Dir + button
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
[Command]
name = "fwd_z"
command = /$F,z
time = 1
[Command]
name = "fwd_a"
command = /$F,a
time = 1
[Command]
name = "fwd_b"
command = /$F,b
time = 1
[Command]
name = "fwd_c"
command = /$F,c
time = 1
[Command]
name = "back_b" ;Alternative button command
command = /$B,b
time = 1
[Command]
name = "back_c" ;Alternative button command
command = /$B,c
time = 1
;---------------------------------------------------------------------------------------------
;One button
[Command]
name = "a"
command = a
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "x"
command = x
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "z"
command = z
time = 1
[Command]
name = "s"
command = s
time = 1
;---------------------------------------------------------------------------------------------
;Hold button
[Command]
name = "holdx"
command = /x
time = 1
[Command]
name = "holdy"
command = /y
time = 1
[Command]
name = "holdz"
command = /z
time = 1
[Command]
name = "holda"
command = /a
time = 1
[Command]
name = "holdc"
command = /c
time = 1
[Command]
name = "holdb"
command = /b
time = 1
[Command]
name = "pc1"
command = b+y
[Command]
name = "ki"
command = /b+y
;---------------------------------------------------------------------------------------------
;Hold dir
[Command]
name = "holdfwd";Required (do not remove)
command = /$F
time = 1
[Command]
name = "holdback";Required (do not remove)
command = /$B
time = 1
[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1
[Command]
name = "holddown";Required (do not remove)
command = /$D
time = 1
[Command]
name = "SJ"
command = $D, $U
[Statedef -1]
;---------------------------------------------------------------------------------------------
;AI
;---------------------------------------------------------------------------------------------
[State -1, AI ON] ; Turn the AI on when
Type = VarSet
TriggerAll = Var(59) < 1 ; it is not on yet and
TriggerAll = RoundState=2 ; the fight has started and is not over yet and
Trigger1 = AILevel>0 ; the computer is playing the character
v = 59
value= 1 ; value of 1 will mean the AI is on
Ignorehitpause=1
[State -1, AI OFF] ; Turn the AI off when
Type=VarSet
Trigger1=var(59)>0 ; it is on and
Trigger1=RoundState=3 && (stateno = 195 || lose) ; the player taunted OR lost
Trigger2=!IsHelper ; OR if we are a player, but
Trigger2=AILevel=0 ; the computer is not in control
v=59
value=0 ; value of 0 will mean the AI is off. values other than 0 and 1 are not used in this example, we have only one AI mode, the normal one.
Ignorehitpause=1
[State -1]
Type=VarSet
Trigger1=1
var(50)=(AILevel=1)*8+(AILevel=2)*16+(AILevel=3)*32+(AILevel=4)*63+(AILevel=5)*125+(AILevel=6)*250+ (AILevel=7)*500+(AILevel=8)*1000
[State -1]
Type=Changestate
Triggerall=Inguarddist; Guard when in guard distance
Triggerall=var(59)>0; and the AI is on
Triggerall=ctrl; and we have control
Trigger1 = random< (var(50)*2+(AiLevel>=3)*30); chance is higher than for attacking, but not by too much.
value=120
[State -1]; The engine will still guard by through pressing the back button, we need to disable that.
Type=Assertspecial
Triggerall=StateNo!=[120,160]
Trigger1=var(59)>0
flag=noairguard
flag2=nocrouchguard
flag3=nostandguard
;-----------------------------
[State 200, KingKobunAttack]
type = ChangeState
value = 4500
triggerall = Var(59)>0 && RoundState = 2
triggerall = (StateType = S) && var(25) = 1 && ctrl
triggerall = P2BodyDist X = [40,130]
trigger1 = var(4) = 0
;-----------------------------
[State -1, Dash Forward]
type = ChangeState
value = 100
triggerall = Var(59)>0 && RoundState = 2
triggerall = Var(25) = 0
triggerall = Alive = 1
triggerall = StateType = S
triggerall = (Ctrl) && (StateNo != 100)
trigger1 = p2bodydist X > 200
trigger1 = random = [0,500]
;-----------------------------
[State -1, KingKobun]
type = ChangeState
value = 3100
triggerall = Var(59)>0 && RoundState = 2
triggerall = (power >= 1000) && Statetype != A && ctrl && var(25) = 0 && p2life > 0 && palno <= 6
trigger1 = var(4) = 0
trigger1 = random < var(59) * 80
;-----------------------------
[State -1, Hyper1]
type = ChangeState
value = 3000
triggerall = Var(59)>0 && RoundState = 2
triggerall = Var(25) = 0
triggerall = power >= 1000
triggerall = P2BodyDist X = [0,300]
trigger1 = Statetype != A && ctrl
trigger1 = random < var(59) * 80
[State -1, A Demon tat is Raging]
type = Changestate
value = 1150
triggerall = Var(59)>0 && RoundState = 2
triggerall = Power >= 3000 && Palno > 6
triggerall = P2StateType != A
triggerall = P2BodyDist X < 150
trigger1 = Statetype != A && ctrl
trigger1 = random < var(59) * 80
;-----------------------------
[State -1, Dude]
type = ChangeState
value = 8000
triggerall = Var(59)>0 && RoundState = 2
triggerall = Var(25) = 0
triggerall = numhelper = 0
triggerall = NumHelper(1050) = 0
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
triggerall = P2BodyDist X > 80
trigger1 = Statetype != A && ctrl
trigger1 = Random < 600
;-----------------------------
[State -1, Bomb]
type = ChangeState
value = 8100
triggerall = Var(59)>0 && RoundState = 2
triggerall = Var(25) = 0
triggerall = numhelper = 0
triggerall = NumHelper(1050) = 0
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
triggerall = P2BodyDist X = [10,50]
trigger1 = Statetype != A && ctrl
trigger1 = Random < 600
;-----------------------------
[State -1, PBomb]
type = ChangeState
value = 8110
triggerall = Var(59)>0 && RoundState = 2
triggerall = Var(25) = 0
triggerall = numhelper = 0
triggerall = NumHelper(1050) = 0
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
triggerall = P2BodyDist X = [10,80]
trigger1 = Statetype != A && ctrl
trigger1 = Random < 600
;-----------------------------
[State -1, Boo]
type = ChangeState
value = 8150
triggerall = Var(59)>0 && RoundState = 2
triggerall = Var(25) = 0
triggerall = numhelper = 0
triggerall = NumHelper(1050) = 0
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
triggerall = P2BodyDist X = [15,60]
trigger1 = Statetype != A && ctrl
trigger1 = Random < 600
;-----------------------------
[State -1, Boo]
type = ChangeState
value = 8155
triggerall = Var(59)>0 && RoundState = 2
triggerall = Var(25) = 0
triggerall = numhelper = 0
triggerall = NumHelper(1050) = 0
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
triggerall = P2BodyDist X = [120,160]
trigger1 = Statetype != A && ctrl
trigger1 = Random < 600
;-----------------------------
[State -1, Boo]
type = ChangeState
value = 8156
triggerall = Var(59)>0 && RoundState = 2
triggerall = Var(25) = 0
triggerall = numhelper = 0
triggerall = NumHelper(1050) = 0
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
triggerall = P2BodyDist X > 80
trigger1 = Statetype != A && ctrl
trigger1 = Random < 600
;-----------------------------
[State -1, Special1]
type = ChangeState
value = 1000
triggerall = Var(59)>0 && RoundState = 2
triggerall = Var(25) = 0
triggerall = NumHelper(1050) = 0
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
triggerall = P2BodyDist X = [80,300]
trigger1 = Statetype != A && ctrl
trigger1 = Random < 300
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;-----------------------------
[State -1, Special1]
type = ChangeState
value = 1010
triggerall = Var(59)>0 && RoundState = 2
triggerall = Var(25) = 0
triggerall = NumHelper(1050) = 0
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
triggerall = P2BodyDist X = [80,300]
trigger1 = Statetype != A && ctrl
trigger1 = Random < 300
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;-----------------------------
[State -1, Special1]
type = ChangeState
value = 1020
triggerall = Var(59)>0 && RoundState = 2
triggerall = Var(25) = 0
triggerall = NumHelper(1050) = 0
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
triggerall = P2BodyDist X = [80,300]
trigger1 = Statetype != A && ctrl
trigger1 = Random < 300
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;-----------------------------
[State -1, Lightning]
type = ChangeState
value =8200
triggerall = Var(59)>0 && RoundState = 2
triggerall = Var(25) = 0
triggerall = power >= 1000
triggerall = P2BodyDist X > 150
trigger1 = Statetype != A && ctrl
trigger1 = random < var(59) * 80
;-----------------------------
[State -1, Level 3]
type = ChangeState
value =8210
triggerall = Var(59)>0 && RoundState = 2
triggerall = Var(25) = 0
triggerall = power >= 3000
triggerall = NumHelper(1050) = 0
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
triggerall = P2BodyDist X = [0,80]
trigger1 = Statetype != A && ctrl
trigger1 = random < var(59) * 80
;-----------------------------
[State -1, Mushroom]
type = ChangeState
value =8205
triggerall = Var(59)>0 && RoundState = 2
triggerall = Var(25) = 0
triggerall = power >= 1000
triggerall = Life < 500
triggerall = P2BodyDist X > 150
trigger1 = Statetype != A && ctrl
trigger1 = random < var(59) * 80
;-----------------------------
;Shoryuken_Light
[State -1, "Shoryuken_Light"]
type = ChangeState
value = 2000
triggerall = Var(59)>0 && RoundState = 2
triggerall = Var(25) = 0
triggerall = statetype != A
triggerall = P2BodyDist X < 10
triggerall = P2StateType != A
trigger1 = ctrl
trigger1 = random < var(59) * 70
;===========================================================================
;Shoryuken_Medium
[State -1, "Shoryuken_Medium"]
type = ChangeState
value = 2200
triggerall = Var(59)>0 && RoundState = 2
triggerall = Var(25) = 0
triggerall = statetype != A
triggerall = P2BodyDist X < 25
triggerall = P2Dist Y = [-60,-10]
trigger1 = ctrl
trigger1 = random < var(59) * 70
;===========================================================================
;Shoryuken_Strong
[State -1, "Shoryuken_Strong"]
type = ChangeState
value = 2300
triggerall = Var(59)>0 && RoundState = 2
triggerall = Var(25) = 0
triggerall = statetype != A
triggerall = P2BodyDist X < 45
triggerall = P2StateType = A
triggerall = P2Dist Y = [-90,-60]
trigger1 = ctrl
trigger1 = random < var(59) * 70
;-----------------------------
[State -1, X]
type = ChangeState
value = 600
triggerall = Var(59)>0 && RoundState = 2
triggerall = Var(25) = 0
triggerall = PrevStateNo = 7000
triggerall = Statetype = A && ctrl
triggerall = P2Statetype = A
triggerall = P2BodyDist X = [-5,20]
triggerall = P2Dist Y = [-60,30]
trigger1 = Random <=500
;-----------------------------
[State -1, Y]
type = ChangeState
value = 610
triggerall = Var(59)>0 && RoundState = 2
triggerall = Var(25) = 0
trigger1 = (StateNo = 600) && (Movecontact) && time > 2
;-----------------------------
[State -1, Z]
type = ChangeState
value = 620
triggerall = Var(59)>0 && RoundState = 2
triggerall = Var(25) = 0
trigger1 = (StateNo = 610) && (Movecontact) && time > 2
;-----------------------------
[State -1, B]
type = ChangeState
value = 640
triggerall = Var(59)>0 && RoundState = 2
triggerall = Var(25) = 0
trigger1 = (StateNo = 630) && (Movecontact)
;-----------------------------
[State -1, C]
type = ChangeState
value = 650
triggerall = Var(59)>0 && RoundState = 2
triggerall = Var(25) = 0
trigger1 = (StateNo = 640) && (Movecontact)
;-----------------------------
[State -1, A]
type = ChangeState
value = 630
triggerall = Var(59)>0 && RoundState = 2
triggerall = Var(25) = 0
triggerall = Statetype = A && ctrl
triggerall = P2Statetype = A
triggerall = P2Dist Y = [-50,20]
triggerall = P2BodyDist X = [-5,20]
trigger1 = Random <= 500
;-----------------------------
[State -1, X agachado]
type = ChangeState
value = 400
triggerall = Var(59)>0 && RoundState = 2
triggerall = Var(25) = 0
triggerall = StateType !=A
triggerall = P2StateType !=A
triggerall = P2Dist Y = [-50,20]
triggerall = P2BodyDist X = [-5,25]
trigger1 = ctrl
trigger1 = random <= 500
;-----------------------------
[State -1, X]
type = ChangeState
value = 200
triggerall = Var(59)>0 && RoundState = 2
triggerall = Var(25) = 0
triggerall = StateType !=A
triggerall = P2StateType !=A
triggerall = P2BodyDist X = [-5,10]
trigger1 = ctrl
trigger1 = random <= 750
;-----------------------------
[State -1, Y agachado]
type = ChangeState
value = 410
triggerall = Var(59)>0 && RoundState = 2
triggerall = Var(25) = 0
trigger1 = (StateNo = 400) && (Movecontact)
;-----------------------------
[State -1, Y]
type = ChangeState
value = IfElse(P2BodyDist X > 28,210,211)
triggerall = Var(59)>0 && RoundState = 2
triggerall = Var(25) = 0
triggerall = Command = "y"
triggerall = Command != "holddown"
trigger1 = (StateType = S) && (Ctrl)
trigger2 = (StateNo = 200) && (Movecontact) && time > 3
trigger3 = (StateNo = 230) && (Movecontact) && time > 3
;-----------------------------
[State -1, Z]
type = ChangeState
value = IfElse(P2BodyDist X > 28,220,221)
triggerall = Var(59)>0 && RoundState = 2
triggerall = Var(25) = 0
triggerall = Command = "z"
triggerall = Command != "holddown"
trigger1 = (StateType = S) && (Ctrl)
trigger2 = (StateNo = 200) && (Movecontact) && time > 3
trigger3 = (StateNo = 230) && (Movecontact) && time > 3
trigger4 = (StateNo = 210) && (Movecontact) && time > 3
trigger5 = (StateNo = 211) && (Movecontact) && time > 3
trigger6 = (StateNo = 240) && (Movecontact) && time > 3
trigger7 = (StateNo = 241) && (Movecontact) && time > 3
;-----------------------------
[State -1, C]
type = ChangeState
value = IfElse(P2BodyDist X > 28,250,251)
triggerall = Var(59)>0 && RoundState = 2
triggerall = Var(25) = 0
triggerall = Command = "c"
triggerall = Command != "holddown"
trigger1 = (StateType = S) && (Ctrl)
trigger2 = (StateNo = 200) && (Movecontact)
trigger3 = (StateNo = 230) && (Movecontact)
trigger4 = (StateNo = 210) && (Movecontact)
trigger5 = (StateNo = 211) && (Movecontact)
trigger6 = (StateNo = 240) && (Movecontact)
trigger7 = (StateNo = 241) && (Movecontact)
trigger8 = (StateNo = 221) && (Movecontact)
trigger9 = (StateNo = 220) && (Movecontact)
;-----------------------------
[State -1, Z agachado]
type = ChangeState
value = 420
triggerall = Var(59)>0 && RoundState = 2
triggerall = Var(25) = 0
trigger1 = (StateNo = 440) && (Movecontact)
trigger2 = (StateNo = 410) && (Movecontact)
;-----------------------------
[State -1, A agachado]
type = ChangeState
value = 430
triggerall = Var(59)>0 && RoundState = 2
triggerall = Var(25) = 0
triggerall = StateType !=A
triggerall = P2StateType !=A
triggerall = P2Dist Y = [-50,20]
triggerall = P2BodyDist X = [-5,25]
trigger1 = ctrl
trigger1 = random <= 500
;-----------------------------
[State -1, s]
type = ChangeState
value = 195
triggerall = AILevel
triggerall = Var(25) = 0
triggerall = StateType = S
triggerall = RoundState = 3
triggerall = win || winko
triggerall = time = [0,120]
triggerall = stateno != 195
triggerall = prevstateno != 195
triggerall = stateno != 100
trigger1 = Ctrl
;-----------------------------
[State -1, A]
type = ChangeState
value = 230
triggerall = Var(59)>0 && RoundState = 2
triggerall = Var(25) = 0
triggerall = stateno != 100
trigger1 = (Stateno = 200) && (Movecontact)
;-----------------------------
[State -1, B]
type = ChangeState
value = IfElse(P2BodyDist X > 28,240,241)
triggerall = Var(59)>0 && RoundState = 2
triggerall = Var(25) = 0
trigger1 = (StateNo = 230) && (Movecontact)
;-----------------------------
[State -1, B agachado]
type = ChangeState
value = 440
triggerall = Var(59)>0 && RoundState = 2
triggerall = Var(25) = 0
trigger1 = (StateNo = 240) && (Movecontact)
trigger2 = (StateNo = 241) && (Movecontact)
trigger3 = (StateNo = 430) && (Movecontact)
;-----------------------------
[State -1, C agachado]
type = ChangeState
value = 450
triggerall = Var(59)>0 && RoundState = 2
triggerall = Var(25) = 0
trigger1 = (StateNo = 440) && (Movecontact)
;------------------------------------------------------------------------
[State -1, Super Jump]
type = ChangeState
value = 7000
triggerall = Var(59)>0 && RoundState = 2
triggerall = Var(25) = 0
trigger1 = stateno = 420 && movehit
;---------------------------------------------------------------------------
;------------------------ Lie Down Recovery Roll ---------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Lie Down Forward Recovery Roll
[State -1]
type = ChangeState
value = 832
triggerall = Var(59) != 2
triggerall = Var(59)=1 && RoundState = 2
triggerall = time = 1
triggerall = life > 0
triggerall = P2BodyDist X < 70
trigger1 = stateno = 5120
trigger1 = alive = 1
;---------------------------------------------------------------------------
; Lie Down Backward Recovery Roll
[State -1]
type = ChangeState
value = 855
triggerall = Var(59) != 2
triggerall = Var(59)=1 && RoundState = 2
triggerall = time = 1
triggerall = life > 0
triggerall = P2BodyDist X > 70
trigger1 = stateno = 5120
trigger1 = alive = 1
;---------------------------------------------------------------------------------------------
;AI END
;---------------------------------------------------------------------------------------------
[State 200, KingKobunAttack]
type = ChangeState
value = 4500
triggerall = Var(59)=0
triggerall = (StateType = S) && var(25) = 1 && ctrl
trigger1 = command = "x" && var(4) = 0
trigger2 = command = "y" && var(4) = 0
trigger3 = command = "z" && var(4) = 0
trigger4 = command = "a" && var(4) = 0
trigger5 = command = "b" && var(4) = 0
trigger6 = command = "c" && var(4) = 0
trigger7 = var(4) = 1 && (P2BodyDist X = [0, 100])
;-----------------------------
[State -1, Dash Forward]
type = ChangeState
value = 100
triggerall = Var(59)=0
triggerall = StateType = S
triggerall = (Ctrl) && (StateNo != 100)
trigger1 = Command = "FF"
;-----------------------------
[State -1, Jump Back]
type = ChangeState
value = 105
triggerall = Var(59)=0
triggerall = StateType = S
triggerall = (Ctrl) && (StateNo != 100)
trigger1 = Command = "BB"
;-----------------------------
[State -1, KingKobun]
type = ChangeState
value = 3100
triggerall = Var(59)=0
triggerall = (power >= 1000) && Statetype != A && ctrl && var(25) = 0 && p2life > 0 && palno <= 6
trigger1 = (command = "Hyper2") && var(4) = 0
trigger2 = var(4) = 1 && random > 900 && var(58) = 0 && (P2BodyDist X > 50)
;-----------------------------
[State -1, Hyper1]
type = ChangeState
value = 3000
triggerall = Var(59)=0
triggerall = command = "Hyper1"
triggerall = power >= 1000
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
trigger3 = stateno = 3100
[State -1, A Demon tat is Raging]
type = Changestate
value = 1150
triggerall = Var(59)=0
triggerall = (command = "wth?") && (Power >= 3000) && Palno > 6
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
trigger3 = stateno = 1150
trigger4 = (stateno = 200) && (MoveContact)
trigger5 = (stateno = 205) && (MoveContact)
trigger6 = (stateno = 210) && (MoveContact)
trigger7 = (stateno = 230) && (MoveContact)
trigger8 = (stateno = 235) && (MoveContact)
trigger9 = (stateno = 240) && (MoveContact)
;-----------------------------
[State -1, Dude]
type = ChangeState
value = 8000
triggerall = Var(59)=0
triggerall = command = "Dude"
triggerall = numhelper = 0
triggerall = NumHelper(1050) = 0
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;-----------------------------
[State -1, Bomb]
type = ChangeState
value = 8100
triggerall = Var(59)=0
triggerall = command = "Bomb"
triggerall = numhelper = 0
triggerall = NumHelper(1050) = 0
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;-----------------------------
[State -1, PBomb]
type = ChangeState
value = 8110
triggerall = Var(59)=0
triggerall = command = "PBomb"
triggerall = numhelper = 0
triggerall = NumHelper(1050) = 0
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;-----------------------------
[State -1, Boo]
type = ChangeState
value = 8150
triggerall = Var(59)=0
triggerall = command = "Boo1"
triggerall = numhelper = 0
triggerall = NumHelper(1050) = 0
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;-----------------------------
[State -1, Boo]
type = ChangeState
value = 8155
triggerall = Var(59)=0
triggerall = command = "Boo2"
triggerall = numhelper = 0
triggerall = NumHelper(1050) = 0
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;-----------------------------
[State -1, Boo]
type = ChangeState
value = 8156
triggerall = Var(59)=0
triggerall = command = "Boo3"
triggerall = numhelper = 0
triggerall = NumHelper(1050) = 0
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;-----------------------------
[State -1, Special1]
type = ChangeState
value = 1000
triggerall = Var(59)=0
triggerall = command = "SpecialX"
triggerall = NumHelper(1050) = 0
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;-----------------------------
[State -1, Special1]
type = ChangeState
value = 1010
triggerall = Var(59)=0
triggerall = command = "SpecialY"
triggerall = NumHelper(1050) = 0
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;-----------------------------
[State -1, Special1]
type = ChangeState
value = 1020
triggerall = Var(59)=0
triggerall = command = "SpecialZ"
triggerall = NumHelper(1050) = 0
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;-----------------------------
[State -1, Lightning]
type = ChangeState
value =8200
triggerall = Var(59)=0
triggerall = command = "Lightning"
triggerall = power >= 1000
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;-----------------------------
[State -1, Level 3]
type = ChangeState
value =8210
triggerall = Var(59)=0
triggerall = command = "Level3"
triggerall = power >= 3000
triggerall = NumHelper(1050) = 0
triggerall = NumHelper(1060) = 0
triggerall = NumHelper(1070) = 0
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;-----------------------------
[State -1, Mushroom]
type = ChangeState
value =8205
triggerall = Var(59)=0
triggerall = command = "Health"
triggerall = power >= 1000
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;-----------------------------
;Shoryuken_Light
[State -1, "Shoryuken_Light"]
type = ChangeState
value = 2000
triggerall = Var(59)=0
triggerall = command = "Shoryuken_Light"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = [200,440]
trigger2 = movecontact
trigger2 = (stateno = 200) && (MoveContact)
trigger3 = (stateno = 205) && (MoveContact)
trigger4 = (stateno = 210) && (MoveContact)
trigger5 = (stateno = 230) && (MoveContact)
trigger6 = (stateno = 235) && (MoveContact)
trigger7 = (stateno = 240) && (MoveContact)
;===========================================================================
;Shoryuken_Medium
[State -1, "Shoryuken_Medium"]
type = ChangeState
value = 2200
triggerall = Var(59)=0
triggerall = command = "Shoryuken_Medium"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && (MoveContact)
trigger3 = (stateno = 205) && (MoveContact)
trigger4 = (stateno = 210) && (MoveContact)
trigger5 = (stateno = 230) && (MoveContact)
trigger6 = (stateno = 235) && (MoveContact)
trigger7 = (stateno = 240) && (MoveContact)
;===========================================================================
;Shoryuken_Strong
[State -1, "Shoryuken_Strong"]
type = ChangeState
value = 2300
triggerall = Var(59)=0
triggerall = command = "Shoryuken_Strong"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && (MoveContact)
trigger3 = (stateno = 205) && (MoveContact)
trigger4 = (stateno = 210) && (MoveContact)
trigger5 = (stateno = 230) && (MoveContact)
trigger6 = (stateno = 235) && (MoveContact)
trigger7 = (stateno = 240) && (MoveContact)
;-----------------------------
[State -1]
type = ChangeState
value = 7500
triggerall = Var(59)=0
triggerall = Power < 3000 && (command = "pc1")
trigger1 = statetype = S
trigger1 = ctrl
;-----------------------------
[State -1, X]
type = ChangeState
value = 600
triggerall = Var(59)=0
triggerall = command = "x"
trigger1 = Statetype = A && ctrl
trigger2 = stateno = 105 && time > 4
;-----------------------------
[State -1, Y]
type = ChangeState
value = 610
triggerall = Var(59)=0
triggerall = command = "y"
trigger1 = Statetype = A && ctrl
trigger2 = (StateNo = 600) && (Movecontact) && time > 2
trigger3 = (StateNo = 630) && (Movecontact) && time > 2
trigger4 = stateno = 105 && time > 4
;-----------------------------
[State -1, Z]
type = ChangeState
value = 620
triggerall = Var(59)=0
triggerall = command = "z"
trigger1 = Statetype = A && ctrl
trigger2 = (StateNo = 600) && (Movecontact) && time > 2
trigger3 = (StateNo = 630) && (Movecontact) && time > 2
trigger4 = (StateNo = 610) && (Movecontact) && time > 2
trigger5 = (StateNo = 640) && (Movecontact) && time > 2
trigger6 = stateno = 105 && time > 4
;-----------------------------
[State -1, B]
type = ChangeState
value = 640
triggerall = Var(59)=0
triggerall = command = "b"
trigger1 = Statetype = A && ctrl
trigger2 = (StateNo = 600) && (Movecontact)
trigger3 = (StateNo = 610) && (Movecontact)
trigger4 = (StateNo = 620) && (Movecontact)
trigger5 = (StateNo = 630) && (Movecontact)
trigger6 = stateno = 105 && time > 4
;-----------------------------
[State -1, C]
type = ChangeState
value = 650
triggerall = Var(59)=0
triggerall = command = "c"
trigger1 = Statetype = A && ctrl
trigger2 = (StateNo = 600) && (Movecontact)
trigger3 = (StateNo = 610) && (Movecontact)
trigger4 = (StateNo = 620) && (Movecontact)
trigger5 = (StateNo = 630) && (Movecontact)
trigger6 = (StateNo = 640) && (Movecontact)
trigger7 = stateno = 105 && time > 4
;-----------------------------
[State -1, A]
type = ChangeState
value = 630
triggerall = Var(59)=0
triggerall = command = "a"
trigger1 = Statetype = A && ctrl
trigger2 = (StateNo = 600) && (Movecontact)
trigger3 = stateno = 105 && time > 4
;-----------------------------
[State -1, X agachado]
type = ChangeState
value = 400
triggerall = Var(59)=0
triggerall = Command = "x"
triggerall = Command = "holddown"
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (StateNo = 200) && (Movecontact)
trigger3 = (StateNo = 230) && (Movecontact)
;-----------------------------
[State -1, X]
type = ChangeState
value = 200
triggerall = Var(59)=0
triggerall = Command = "x"
triggerall = Command != "holddown"
trigger1 = (StateType = S) && (Ctrl)
;-----------------------------
[State -1, Y agachado]
type = ChangeState
value = 410
triggerall = Var(59)=0
triggerall = Command = "y"
triggerall = Command = "holddown"
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (StateNo = 200) && (Movecontact)
trigger3 = (StateNo = 230) && (Movecontact)
trigger4 = (StateNo = 400) && (Movecontact)
trigger5 = (StateNo = 430) && (Movecontact)
trigger6 = (StateNo = 210) && (Movecontact)
trigger7 = (StateNo = 211) && (Movecontact)
;-----------------------------
[State -1, Y]
type = ChangeState
value = IfElse(P2BodyDist X > 28,210,211)
triggerall = Var(59)=0
triggerall = Command = "y"
triggerall = Command != "holddown"
trigger1 = (StateType = S) && (Ctrl)
trigger2 = (StateNo = 200) && (Movecontact) && time > 3
trigger3 = (StateNo = 230) && (Movecontact) && time > 3
;-----------------------------
[State -1, Z]
type = ChangeState
value = IfElse(P2BodyDist X > 28,220,221)
triggerall = Var(59)=0
triggerall = Command = "z"
triggerall = Command != "holddown"
trigger1 = (StateType = S) && (Ctrl)
trigger2 = (StateNo = 200) && (Movecontact) && time > 3
trigger3 = (StateNo = 230) && (Movecontact) && time > 3
trigger4 = (StateNo = 210) && (Movecontact) && time > 3
trigger5 = (StateNo = 211) && (Movecontact) && time > 3
trigger6 = (StateNo = 240) && (Movecontact) && time > 3
trigger7 = (StateNo = 241) && (Movecontact) && time > 3
;-----------------------------
[State -1, C]
type = ChangeState
value = IfElse(P2BodyDist X > 28,250,251)
triggerall = Var(59)=0
triggerall = Command = "c"
triggerall = Command != "holddown"
trigger1 = (StateType = S) && (Ctrl)
trigger2 = (StateNo = 200) && (Movecontact)
trigger3 = (StateNo = 230) && (Movecontact)
trigger4 = (StateNo = 210) && (Movecontact)
trigger5 = (StateNo = 211) && (Movecontact)
trigger6 = (StateNo = 240) && (Movecontact)
trigger7 = (StateNo = 241) && (Movecontact)
trigger8 = (StateNo = 221) && (Movecontact)
trigger9 = (StateNo = 220) && (Movecontact)
;-----------------------------
[State -1, Z agachado]
type = ChangeState
value = 420
triggerall = Var(59)=0
triggerall = Command = "z"
triggerall = Command = "holddown"
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (StateNo = 200) && (Movecontact)
trigger3 = (StateNo = 230) && (Movecontact)
trigger4 = (StateNo = 400) && (Movecontact)
trigger5 = (StateNo = 430) && (Movecontact)
trigger6 = (StateNo = 210) && (Movecontact)
trigger7 = (StateNo = 211) && (Movecontact)
trigger8 = (StateNo = 240) && (Movecontact)
trigger9 = (StateNo = 241) && (Movecontact)
trigger10 = (StateNo = 220) && (Movecontact)
trigger11 = (StateNo = 221) && (Movecontact)
trigger12 = (StateNo = 410) && (Movecontact)
trigger13 = (StateNo = 440) && (Movecontact)
;-----------------------------
[State -1, A agachado]
type = ChangeState
value = 430
triggerall = Var(59)=0
triggerall = Command = "a"
triggerall = Command = "holddown"
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (Stateno = 200) && (Movecontact)
trigger3 = (Stateno = 230) && (Movecontact)
trigger4 = (Stateno = 400) && (Movecontact)
;-----------------------------
[State -1, s]
type = ChangeState
value = 195
triggerall = Var(59)=0
triggerall = Command = "s"
triggerall = Command != "holddown"
triggerall = stateno != 100
trigger1 = (StateType = S) && (Ctrl)
;-----------------------------
[State -1, A]
type = ChangeState
value = 230
triggerall = Var(59)=0
triggerall = Command = "a"
triggerall = Command != "holddown"
triggerall = stateno != 100
trigger1 = (StateType = S) && (Ctrl)
trigger2 = (Stateno = 200) && (Movecontact)
;-----------------------------
[State -1, B]
type = ChangeState
value = IfElse(P2BodyDist X > 28,240,241)
triggerall = Var(59)=0
triggerall = Command = "b"
triggerall = Command != "holddown"
trigger1 = (StateType = S) && (Ctrl)
trigger2 = (StateNo = 200) && (Movecontact)
trigger3 = (StateNo = 230) && (Movecontact)
trigger4 = (StateNo = 210) && (Movecontact)
trigger5 = (StateNo = 211) && (Movecontact)
;-----------------------------
[State -1, B agachado]
type = ChangeState
value = 440
triggerall = Var(59)=0
triggerall = Command = "b"
triggerall = Command = "holddown"
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (StateNo = 200) && (Movecontact)
trigger3 = (StateNo = 230) && (Movecontact)
trigger4 = (StateNo = 400) && (Movecontact)
trigger5 = (StateNo = 430) && (Movecontact)
trigger6 = (StateNo = 210) && (Movecontact)
trigger7 = (StateNo = 211) && (Movecontact)
trigger8 = (StateNo = 240) && (Movecontact)
trigger9 = (StateNo = 241) && (Movecontact)
trigger10 = (StateNo = 220) && (Movecontact)
trigger11 = (StateNo = 221) && (Movecontact)
;-----------------------------
[State -1, C agachado]
type = ChangeState
value = 450
triggerall = Var(59)=0
triggerall = Command = "c"
triggerall = Command = "holddown"
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (StateNo = 200) && (Movecontact)
trigger3 = (StateNo = 230) && (Movecontact)
trigger4 = (StateNo = 400) && (Movecontact)
trigger5 = (StateNo = 430) && (Movecontact)
trigger6 = (StateNo = 210) && (Movecontact)
trigger7 = (StateNo = 211) && (Movecontact)
trigger8 = (StateNo = 250) && (Movecontact)
trigger9 = (StateNo = 251) && (Movecontact)
trigger10 = (StateNo = 420) && (Movecontact)
trigger11 = (StateNo = 421) && (Movecontact)
trigger12 = (StateNo = 410) && (Movecontact)
trigger13 = (StateNo = 440) && (Movecontact)
;------------------------------------------------------------------------
[State -1, Super Jump]
type = ChangeState
value = 7000
triggerall = Var(59)=0
triggerall = Command = "SJ"
trigger1 = StateType = S
trigger1 = ctrl
;-----------------------------
[State -1, Super Jump]
type = ChangeState
value = 7000
triggerall = Var(59)=0
triggerall = Command = "holdup"
trigger1 = stateno = 420 && movehit
[State -1, Guard Push stand]
type = ChangeState
value = 6300
triggerall = Var(59)=0
triggerall = command = "guardpush" && statetype = S
trigger1 = stateno = [150,153]
[State -1, Guard Push crouch]
type = ChangeState
value = 6310
triggerall = Var(59)=0
triggerall = command = "guardpush" && statetype = C
trigger1 = stateno = [150,153]
[State -1, Guard Push aerial]
type = ChangeState
value = 6320
triggerall = Var(59)=0
triggerall = command = "guardpush" && statetype = A
trigger1 = stateno = [154,155]
;---------------------------------------------------------------------------
;----------------------------- Recovery Roll -------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Near Foward Recovery Roll
[State -1]
type = VarSet
triggerall = Var(59) != 2
triggerall = command = "ac_f_roll_n"
triggerall = alive = 1
trigger1 = stateno = 5050 || stateno = 5071
v = 30
value = 1
[State -1]
type = ChangeState
value = 831
triggerall = Var(59) != 2
triggerall = Var(30) = 1
trigger1 = (Pos Y >= 0) && (Vel Y > 0)
;---------------------------------------------------------------------------
; Medium Foward Recovery Roll
[State -1]
type = VarSet
triggerall = Var(59) != 2
triggerall = command = "ac_f_roll_m"
triggerall = alive = 1
trigger1 = stateno = 5050 || stateno = 5071
v = 30
value = 2
[State -1]
type = ChangeState
value = 832
triggerall = Var(59) != 2
triggerall = Var(30) = 2
trigger1 = (Pos Y >= 0) && (Vel Y > 0)
;---------------------------------------------------------------------------
; Far Foward Recovery Roll
[State -1]
type = VarSet
triggerall = Var(59) != 2
triggerall = command = "ac_f_roll_f"
triggerall = alive = 1
trigger1 = stateno = 5050 || stateno = 5071
v = 30
value = 3
[State -1]
type = ChangeState
value = 840
triggerall = Var(59) != 2
triggerall = Var(30) = 3
trigger1 = (Pos Y >= 0) && (Vel Y > 0)
;---------------------------------------------------------------------------
; Near Backward Recovery Roll
[State -1]
type = VarSet
triggerall = Var(59) != 2
triggerall = command = "ac_sweep_b_roll_n"
triggerall = alive = 1
trigger1 = stateno = 5050 || stateno = 5071
v = 30
value = 4
[State -1]
type = ChangeState
value = 850
triggerall = Var(59) != 2
triggerall = Var(30) = 4
trigger1 = (Pos Y >= 0) && (Vel Y > 0)
;---------------------------------------------------------------------------
; Medium Backward Recovery Roll
[State -1]
type = VarSet
triggerall = Var(59) != 2
triggerall = command = "ac_sweep_b_roll_m"
triggerall = alive = 1
trigger1 = stateno = 5050 || stateno = 5071
v = 30
value = 5
[State -1]
type = ChangeState
value = 855
triggerall = Var(59) != 2
triggerall = Var(30) = 5
trigger1 = (Pos Y >= 0) && (Vel Y > 0)
;---------------------------------------------------------------------------
; Far Backward Recovery Roll
[State -1]
type = VarSet
triggerall = Var(59) != 2
triggerall = command = "ac_sweep_b_roll_f"
triggerall = alive = 1
trigger1 = stateno = 5050 || stateno = 5071
v = 30
value = 6
[State -1]
type = ChangeState
value = 860
triggerall = Var(59) != 2
triggerall = Var(30) = 6
trigger1 = (Pos Y >= 0) && (Vel Y > 0)
;---------------------------------------------------------------------------
;------------------------ Lie Down Recovery Roll ---------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Lie Down Forward Recovery Roll
[State -1]
type = ChangeState
value = 832
triggerall = Var(59) != 2
triggerall = Var(59)=0
triggerall = command = "holdfwd"
triggerall = time = 1
triggerall = life > 0
trigger1 = stateno = 5120
trigger1 = alive = 1
;---------------------------------------------------------------------------
; Lie Down Backward Recovery Roll
[State -1]
type = ChangeState
value = 855
triggerall = Var(59) != 2
triggerall = Var(59)=0
triggerall = command = "holdback"
triggerall = time = 1
triggerall = life > 0
trigger1 = stateno = 5120
trigger1 = alive = 1
;---------------------------------------------------------------------------
;----------------------------- Alpha Counter -------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Alpha Counter
[State -1]
type = ChangeState
value = 880
triggerall = Var(59) != 2
triggerall = command = "ac_f_roll_n" || command = "ac_f_roll_m" || command = "ac_f_roll_f"
triggerall = power >= 1000
triggerall = (StateType != A) && (StateType != L)
trigger1 = stateno = [150,152]
;---------------------------------------------------------------------------
; Alpha Counter - Sweep
[State -1]
type = ChangeState
value = 886
triggerall = Var(59) != 2
triggerall = command = "ac_sweep_b_roll_n" || command = "ac_sweep_b_roll_m" || command = "ac_sweep_b_roll_f"
triggerall = power >= 1000
triggerall = (StateType != A) && (StateType != L)
trigger1 = stateno = [150,152]
;--------------------------------------------------------------------------
; Stage Interaction helper. _SyN_RotD stage only!
;--------------------------------------------------------------------------
[State -1, Helper]
type = helper
trigger1 = Floor(Pos x = 6) && !numhelper(666000)
helpertype = Normal
id = 666000
name = "soundFX helper"
pos = 0,99990
stateno = 666000
supermovetime = 999999999
pausemovetime = 999999999
;-----------------------------------------------------------------------
;_SyN_Meteor Storm stage
;-----------------------------------------------------------------------
[State -1, Meteor Storm id]
type = VarSet
trigger1 = Floor(Pos x = 3)
var(55) = 1
[State -1, Top Floor Helper]
type = helper
triggerall = Floor(Pos x = 3);var(55) = 1
trigger1 = 1 && !numhelper(887702)
helpertype = Normal
id = 887702
name = "Ground Level"
pos = 0,200;9999999999
stateno = 887702
supermovetime = 999999999
pausemovetime = 999999999
ownpal = 0
[State -1, Meteor Shower Helper]
type = helper
triggerall = Floor(Pos x = 3);var(55) = 1
trigger1 = 1 && !numhelper(887701)
helpertype = Normal
id = 887701
name = "Meteor Shower"
pos = 0,9999999999
stateno = 887701
supermovetime = 999999999
pausemovetime = 999999999
ownpal = 0
[State -1, VarAdd]
type = VarAdd
triggerall = var(55) = 1 && !p2life = 0
trigger1 = (time = 1 && (stateno = 5110)) || (enemy,time = 1 && (enemy,stateno = 5110 )) || (enemy,stateno = 5504060 && (time = 1 || enemy,time = 1)) || (enemy,stateno = 5504060 && (time = 50 || enemy,time = 50))
trigger2 = (stateno = 5504061 && (time = 1 || enemy,time = 1)) || (stateno = 5504061 && (time = 50 || enemy,time = 50))
v = 56
value = 1
[State -1, VarAdd]
type = VarAdd
trigger1 = stateno = 6660020 || enemy,stateno = 6660021
v = 57
value = 1
[State -1, ChangeState]
type = ChangeState
triggerall = stateno != 5504061
trigger1 = var(56) = 3
value = 6660020
ctrl = 0
[State -1, ChangeState]
type = ChangeState
triggerall = var(56) = 2 && !life = 0
trigger1 = Movetype = H && Pos Y >= 0 && pos y > 12
value = 5504061
;====================_SyN_RotD Helper states below===================
;-----------------------------------------------------------------------
;Sound and other effects helper states.
;-----------------------------------------------------------------------
[Statedef 666000]
type = s
movetype = i
physics = n
[State 0, ]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible
[State 0]
type = NotHitBy
trigger1 = 1
value = SCA
[State 0]
type = PlayerPush
trigger1 = 1
value = 1
[State 0];water in the BG
type = PlaySnd
trigger1 = time = 0
value = f6000,0
volume = 100
channel = -1
loop = 1
ignorehitpause = 1
;----------------------------------------------------------
;these state controllers below are for the lighting effects
;----------------------------------------------------------
[State 0, ];timing variables
type = VarAdd
triggerall = root,Floor(Pos x = 6)
trigger1 = 1
v = 1
value = 1
ignorehitpause = 1
[State 0];lightning strikes
type = PlaySnd
trigger1 = var(1) = 100 || var(1) = 321
value = f6000,2
volume = 100
channel = -1
ignorehitpause = 1
[State 0]
type = allpalfx
triggerall = root,roundstate >= 2
trigger1 = var(1) = 91 || var(1) = 312
time = 5
add = 0,0,0
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 1
color = 256
ignorehitpause = 1
[State 0, ];resets everything above and the process starts over.
type = Varset
trigger1 = var(1) = 509
v = 1
value = 0
ignorehitpause = 1
;----------------------------------------------------------
;splash sound effects state controllers
;----------------------------------------------------------
[State 0, ];timing variables
type = VarAdd
triggerall = root,Floor(Pos x = 6)
trigger1 = 1
v = 2
value = 1
ignorehitpause = 1
[State 0];splash soundFX
type = PlaySnd
trigger1 = var(2) = 200
value = f6000,0
volume = 100
channel = -1
loop = 1
ignorehitpause = 1
[State 0, ];resets everything above and the process starts over.
type = Varset
trigger1 = var(2) = 800
v = 2
value = 0
ignorehitpause = 1
;------------------------------------------------------------------
;Vortex effects and sndFX
;------------------------------------------------------------------
[State 0, ];timing variables
type = VarAdd
triggerall = root,Floor(Pos x = 6)
trigger1 = 1
v = 3
value = 1
ignorehitpause = 1
[State 0];vortex open sndFX
type = PlaySnd
trigger1 = var(3) = 600
value = f6000,4
volume = 100
channel = -1
ignorehitpause = 1
[State 0];vortex close sndFX
type = PlaySnd
trigger1 = var(3) = 850
value = f6000,3
volume = 100
channel = -1
ignorehitpause = 1
[State 0, ];resets everything above and the process starts over.
type = Varset
trigger1 = var(3) = 1340
v = 3
value = 0
ignorehitpause = 1
;------------------------------------------------------------------
;Warlocks static sndFX
;------------------------------------------------------------------
[State 0, ];timing variables
type = VarAdd
triggerall = root,Floor(Pos x = 6)
trigger1 = 1
v = 4
value = 1
ignorehitpause = 1
[State 0];emits static sndfx
type = PlaySnd
trigger1 = var(4) = 550
value = f6000,6
volume = 100
channel = -1
ignorehitpause = 1
[State 0, ];resets everything above and the process starts over.
type = Varset
trigger1 = var(4) = 1350
v = 4
value = 0
ignorehitpause = 1
;====================<_SyN_Meteor Storm Helper states below>===================
;-----------------------------------------------
;Top Level
;-----------------------------------------------
[Statedef 887702]
type = s
movetype = a
physics = s
anim = 666000
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible
;flag3 = nofg
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1
[State 0, Bottom floor Helper]
type = helper
;triggerall = Floor(Pos Z = 3)
trigger1 = 1 && !numhelper(887700)
helpertype = normal
id = 887700
name = "Ground Level"
pos = 0,9999999999
stateno = 887700
supermovetime = 999999999
pausemovetime = 999999999
ownpal = 0
;------------------------------------<hit def to mimic desending>-----------------------
[State 0, HitDef]
type = HitDef
triggerall = root,var(56) = 2 && !p2life = 0
trigger1 = enemy,Movetype = H && enemy,Pos Y >= 0 && enemy,pos y > 12
attr = S,NA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF ;HLAFD+-
guardflag = MA ;HLA
animtype = light ;light,medium,hard,back,up,diagup
air.animtype = light
damage = 0,0
pausetime = 0,20
sparkno = 0
guard.sparkno = 0
sparkxy = 0,-99999999999999
hitsound = s0,0112233445566778899
guardsound = 0,0112233445566778899
p2stateno = 5504060
persistent = 0
[State 0, HitDef]
type = HitDef
trigger1 = root,stateno = 5504061
attr = S,NA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF ;HLAFD+-
guardflag = MA ;HLA
animtype = light ;light,medium,hard,back,up,diagup
air.animtype = light
damage = 0,0
pausetime = 0,20
sparkno = 0
guard.sparkno = 0
sparkxy = 0,-99999999999999
hitsound = s0,0112233445566778899
guardsound = 0,0112233445566778899
p2stateno = 6660021
persistent = 0
;-------------------------------<p1 falling states>--------------------------------------------
[Statedef 5504061]
type = s
movetype = h
physics = n
[state 0, ChangeAnim2]
type = changeanim2
trigger1 = 1
value = 666001
persistent = 0
[State 5040, Velset]
type = Velset
trigger1 = 1
x = 0
y = -.7
persistent = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = 1
value = s11,0
volume = 100
channel = -1
persistent = 0
ignorehitpause = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = 1
value = s11,1
volume = 100
channel = -1
persistent = 0
ignorehitpause = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = 1
value = s110,0
volume = 100
channel = -1
persistent = 0
ignorehitpause = 0
[State 5040, Velset]
type = Velset
trigger1 = var(57) >= 700
x = 0
y = 16.7
persistent = 0
[State 0, ChangeState]
type = ChangeState
triggerall = var(57) >= 700
trigger1 = Pos Y > 0
value = 5110
ctrl = 0
;-----------------------<p1 jumpdown states>--------------------------------
[Statedef 6660020]
type = a
movetype = i
physics = n
[state 0, ChangeAnim]
type = changeanim
trigger1 = time = 0
value = ifelse(!AnimExist(44), 41, 44)
persistent = 0
[State 5040, Velset]
type = Velset
trigger1 = 1
x = 0
y = -.7
persistent = 0
[State 0, AllPalFX]
type = AllPalFX
trigger1 = time = 400
time = 250
add = 0,0,0
mul = 256,256,256
sinadd = 255,255,255,-500
invertall = 0
color = 256
persistent = 0
[State 5040, Velset]
type = Velset
trigger1 = var(57) >= 700
x = 0
y = 16.7
persistent = 0
[State 0, ChangeState]
type = ChangeState
trigger1 = Pos Y > 0
value = 52
ctrl = 0
;-------------------------------<p2 jump down states>------------------------------------------
[Statedef 6660021]
type = a
movetype = i
physics = n
[state 0, ChangeAnim]
type = changeanim
trigger1 = time = 0
value = 44
persistent = 0
[State 5040, Velset]
type = Velset
trigger1 = 1
x = 0
y = -.7
persistent = 0
[State 0, AllPalFX]
type = AllPalFX
trigger1 = time = 400
time = 250
add = 0,0,0
mul = 256,256,256
sinadd = 255,255,255,-500
invertall = 0
color = 256
persistent = 0
[State 5040, Velset]
type = Velset
trigger1 = enemy,var(57) >= 700
x = 0
y = 16.7
persistent = 0
[State 0, SelfState]
type = SelfState
trigger1 = Pos Y > 0
value = 52
ctrl = 0
;-------------------------------<p2 falling states>--------------------------------------------
[Statedef 5504060]
type = s
movetype = h
physics = n
[state 0, ChangeAnim2]
type = changeanim2
trigger1 = 1
value = 666001
persistent = 0
[State 5040, Velset]
type = Velset
trigger1 = 1
x = 0
y = -.7
persistent = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = 1
value = s11,0
volume = 100
channel = -1
persistent = 0
ignorehitpause = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = 1
value = s11,1
volume = 100
channel = -1
persistent = 0
ignorehitpause = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = 1
value = s110,0
volume = 100
channel = -1
persistent = 0
ignorehitpause = 0
[State 5040, Velset]
type = Velset
trigger1 = enemy,var(57) >= 700
x = 0
y = 16.7
persistent = 0
[State 0, SelfState]
type = SelfState
triggerall = enemy,var(57) >= 700
trigger1 = Pos Y > 0
value = 5110
ctrl = 0
;-----------------------------------------------
;Ground Level
;-----------------------------------------------
[Statedef 887700]
type = s
movetype = i
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1
;-----------------<Top Level>---------------------------
[State 0, Playsnd];explosion
type = PlaySnd
trigger1 = root,var(56) = 3
value = f8000
volume = 100
persistent = 0
[State 0, RemoveExplod];bridge
type = RemoveExplod
trigger1 = root,var(56) = 3
ID = 8018
[State 0, Explod];bridge
type = Explod
trigger1 = time = 1 && !numexplod(8018)
anim = f8004
ID = 8018
pos = 259,288
postype = left ;p2,front,back,left,right
facing = 1
removetime = -1
sprpriority = -3
shadow = 0,0,0
ownpal = 0
scale = .8,.8
bindtime = parent,time = -1
;------------------------------------<exploding bridge>---------------------------------
[State 0, Explod];explosion
type = Explod
trigger1 = root,var(56) = 3
anim = f8005
pos = 17,195
postype = left ;p2,front,back,left,right
facing = 1
removetime = 102
sprpriority = 4
shadow = 0,0,0
ownpal = 0
scale = .7,.7
persistent = 0
[State 0, Explod];explosion
type = Explod
trigger1 = root,var(56) = 3
anim = f8005
pos = -200,195
postype = left ;p2,front,back,left,right
facing = 1
removetime = 102
sprpriority = 4
shadow = 0,0,0
ownpal = 0
scale = .7,.7
persistent = 0
[State 0, Explod];explosion
type = Explod
trigger1 = root,var(56) = 3
anim = f8005
pos = 300,195
postype = left ;p2,front,back,left,right
facing = 1
removetime = 102
sprpriority = 5
shadow = 0,0,0
ownpal = 0
scale = .7,.7
persistent = 0
;-----------------------------<bridge breaking>----------------------------
[State 0, Explod];explosion
type = Explod
trigger1 = root,var(56) = 3
anim = f8007
pos = -100,216
postype = left ;p2,front,back,left,right
facing = 1
removetime = 51
sprpriority = 4
shadow = 0,0,0
ownpal = 0
scale = .7,.7
persistent = 0
[State 0, Explod];explosion
type = Explod
trigger1 = root,var(56) = 3
anim = f8007
pos = 0,216
postype = left ;p2,front,back,left,right
facing = 1
removetime = 51
sprpriority = 4
shadow = 0,0,0
ownpal = 0
scale = .7,.7
persistent = 0
[State 0, Explod];explosion
type = Explod
trigger1 = root,var(56) = 3
anim = f8007
pos = 100,216
postype = left ;p2,front,back,left,right
facing = 1
removetime = 51
sprpriority = 4
shadow = 0,0,0
ownpal = 0
scale = .7,.7
persistent = 0
[State 0, Explod];explosion
type = Explod
trigger1 = root,var(56) = 3
anim = f8007
pos = 200,216
postype = left ;p2,front,back,left,right
facing = 1
removetime = 51
sprpriority = 4
shadow = 0,0,0
ownpal = 0
scale = .7,.7
persistent = 0
[State 0, Explod];explosion
type = Explod
trigger1 = root,var(56) = 3
anim = f8007
pos = 300,216
postype = left ;p2,front,back,left,right
facing = 1
removetime = 51
sprpriority = 4
shadow = 0,0,0
ownpal = 0
scale = .7,.7
persistent = 0
[State 0, Explod];explosion
type = Explod
trigger1 = root,var(56) = 3
anim = f8007
pos = 400,216
postype = left ;p2,front,back,left,right
facing = 1
removetime = 51
sprpriority = 4
shadow = 0,0,0
ownpal = 0
scale = .7,.7
persistent = 0
[State 0, Explod];explosion
type = Explod
trigger1 = root,var(56) = 3
anim = f8007
pos = 500,216
postype = left ;p2,front,back,left,right
facing = 1
removetime = 51
sprpriority = 4
shadow = 0,0,0
ownpal = 0
scale = .7,.7
persistent = 0
[State 0, Explod];explosion
type = Explod
trigger1 = root,var(56) = 3
anim = f8007
pos = 600,216
postype = left ;p2,front,back,left,right
facing = 1
removetime = 51
sprpriority = 4
shadow = 0,0,0
ownpal = 0
scale = .7,.7
persistent = 0
;------------------------------<end of top level>--------------------------
[State 0, Explod];polls
type = Explod
trigger1 = time = 1 && !numexplod(8004)
anim = f8008
ID = 8004
pos = 259,288
postype = left ;p2,front,back,left,right
facing = 1
removetime = -1
sprpriority = -3
shadow = 0,0,0
ownpal = 0
scale = .8,.8
bindtime = parent,time = -1
[State 0, ModifyExplod];polls
type = ModifyExplod
trigger1 = root,var(56) = 3
ID = 8004
pos = 259,288
postype = left ;p2,front,back,left,right
facing = 1
removetime = -1
sprpriority = -2
shadow = 0,0,0
ownpal = 0
scale = .8,.8
vel = 0,-4
bindtime = parent,time = -1
[State 0, RemoveExplod];bridge
type = RemoveExplod
trigger1 = root,var(57) >= 550
ID = 8004
[State 0, Explod];ground
type = Explod
trigger1 = root,var(57) >= 600 && !numexplod(18000)
anim = f8000
ID = 18000
pos = 0,195;347;195
postype = left ;p2,front,back,left,right
facing = 1
removetime = -1
sprpriority = -3
shadow = 0,0,0
ownpal = 0
scale = .5,.5
bindtime = parent,time = -1
;-------------------------------<flame urn 1>----------------------------
[State 0, Explod];urn
type = Explod
trigger1 = root,var(57) >= 600
anim = f8001
pos = 100,194
postype = left ;p2,front,back,left,right
facing = 1
removetime = -1
sprpriority = -4
shadow = 0,0,0
ownpal = 0
scale = .5,.5
persistent = 0
ID = 8000
bindtime = parent,time = -1
[State 0, Explod];flame
type = Explod
triggerall = root,var(57) >= 700 && root,pos y >= 0
trigger1 = root,stateno != 6660020 || enemy,stateno != 6660021
trigger2 = root,roundno >= 2 && root,roundstate = 2
anim = f8002
pos = 100,154
postype = left ;p2,front,back,left,right
facing = 1
removetime = -1
sprpriority = -4
shadow = 0,0,0
ownpal = 0
scale = .5,.5
persistent = 0
ID = 8000
bindtime = parent,time = -1
;-------------------------------<flame urn 2>----------------------------
[State 0, Explod];urn
type = Explod
trigger1 = root,var(57) >= 600
anim = f8001
pos = 300,190
postype = left ;p2,front,back,left,right
facing = 1
removetime = -1
sprpriority = -4
shadow = 0,0,0
ownpal = 0
scale = .5,.5
persistent = 0
ID = 8000
bindtime = parent,time = -1
[State 0, Explod];flame
type = Explod
triggerall = root,var(57) >= 700 && root,pos y >= 0
trigger1 = root,stateno != 6660020 || enemy,stateno != 6660021
trigger2 = root,roundno >= 2 && root,roundstate = 2
anim = f8002
pos = 300,150
postype = left ;p2,front,back,left,right
facing = 1
removetime = -1
sprpriority = -4
shadow = 0,0,0
ownpal = 0
scale = .5,.5
persistent = 0
ID = 8000
bindtime = parent,time = -1
;-------------------------------<flame urn 3>----------------------------
[State 0, Explod];urn
type = Explod
trigger1 = root,var(57) >= 600
anim = f8001
pos = 500,196
postype = left ;p2,front,back,left,right
facing = 1
removetime = -1
sprpriority = -4
shadow = 0,0,0
ownpal = 0
scale = .5,.5
persistent = 0
ID = 8000
bindtime = parent,time = -1
[State 0, Explod];flame
type = Explod
triggerall = root,var(57) >= 700 && root,pos y >= 0
trigger1 = root,stateno != 6660020 || enemy,stateno != 6660021
trigger2 = root,roundno >= 2 && root,roundstate = 2
anim = f8002
pos = 500,156
postype = left ;p2,front,back,left,right
facing = 1
removetime = -1
sprpriority = -4
shadow = 0,0,0
ownpal = 0
scale = .5,.5
persistent = 0
ID = 8000
bindtime = parent,time = -1
;-------------------------------<flame urn 1 front>----------------------------
[State 0, Explod];urn
type = Explod
trigger1 = root,var(57) >= 600
anim = f8001
pos = 20,294
postype = left ;p2,front,back,left,right
facing = 1
removetime = -1
sprpriority = 2
shadow = 0,0,0
ownpal = 0
scale = .7,.7
persistent = 0
ID = 8000
bindtime = parent,time = -1
[State 0, Explod];flame
type = Explod
triggerall = root,var(57) >= 700 && root,pos y >= 0
trigger1 = root,stateno != 6660020 || enemy,stateno != 6660021
trigger2 = root,roundno >= 2 && root,roundstate = 2
anim = f8002
pos = 20,254
postype = left ;p2,front,back,left,right
facing = 1
removetime = -1
sprpriority = 1
shadow = 0,0,0
ownpal = 0
scale = .6,.6
persistent = 0
ID = 8000
bindtime = parent,time = -1
;-------------------------------<flame urn 2 front>----------------------------
[State 0, Explod];urn
type = Explod
trigger1 = root,var(57) >= 600
anim = f8001
pos = 300,300
postype = left ;p2,front,back,left,right
facing = 1
removetime = -1
sprpriority = 2
shadow = 0,0,0
ownpal = 0
scale = .7,.7
persistent = 0
ID = 8000
bindtime = parent,time = -1
[State 0, Explod];flame
type = Explod
triggerall = root,var(57) >= 700 && root,pos y >= 0
trigger1 = root,stateno != 6660020 || enemy,stateno != 6660021
trigger2 = root,roundno >= 2 && root,roundstate = 2
anim = f8002
pos = 300,260
postype = left ;p2,front,back,left,right
facing = 1
removetime = -1
sprpriority = 1
shadow = 0,0,0
ownpal = 0
scale = .6,.6
persistent = 0
ID = 8000
bindtime = parent,time = -1
;-------------------------------<flame urn 3 front>----------------------------
[State 0, Explod];urn
type = Explod
trigger1 = root,var(57) >= 600
anim = f8001
pos = 570,294
postype = left ;p2,front,back,left,right
facing = 1
removetime = -1
sprpriority = 2
shadow = 0,0,0
ownpal = 0
scale = .7,.7
persistent = 0
ID = 8000
bindtime = parent,time = -1
[State 0, Explod];flame
type = Explod
triggerall = root,var(57) >= 700 && root,pos y >= 0
trigger1 = root,stateno != 6660020 || enemy,stateno != 6660021
trigger2 = root,roundno >= 2 && root,roundstate = 2
anim = f8002
pos = 570,254
postype = left ;p2,front,back,left,right
facing = 1
removetime = -1
sprpriority = 1
shadow = 0,0,0
ownpal = 0
scale = .6,.6
persistent = 0
ID = 8000
bindtime = parent,time = -1
[State 0, VarAdd]
type = VarAdd
triggerall = root,var(57) >= 700
trigger1 = 1
v = 1
value = 1
[State 0, PlaySnd]
type = PlaySnd
triggerall = root,var(57) >= 700 && root,pos y >= 0
trigger1 = root,stateno != 6660020 || enemy,stateno != 6660021
trigger2 = root,roundno >= 2 && root,roundstate = 2
value = f8000,1
volume = 0
loop = 1
channel = 4
persistent = 0
;-----------------------------------------------
;Meteor Shower
;-----------------------------------------------
[Statedef 887701]
type = s
movetype = i
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1
;====================================<meteor shower mid>=====================================
[State 0, Explod];metor
type = Explod
trigger1 = (gametime%200) = 0 && !numexplod(8010)
anim = f8003
pos = 100,100
postype = left ;p2,front,back,left,right
facing = 1
removetime = 200
sprpriority = -4
shadow = 0,0,0
ownpal = 0
vel = 10,7
scale = .5,.5
random = 120,150
id = 8010
[State 0, Explod];metor
type = Explod
trigger1 = (gametime%300) = 0 && !numexplod(8011)
anim = f8003
pos = 100,100
postype = left ;p2,front,back,left,right
facing = 1
removetime = 300
sprpriority = -4
shadow = 0,0,0
ownpal = 0
vel = 10,7
scale = .5,.5
random = 120,150
id = 8011
[State 0, Explod];metor
type = Explod
trigger1 = (gametime%100) = 0 && !numexplod(8013)
anim = f8003
pos = 150,100
postype = left ;p2,front,back,left,right
facing = 1
removetime = 100
sprpriority = -4
shadow = 0,0,0
ownpal = 0
vel = 10,7
scale = .5,.5
random = 170,150
id = 8012
[State 0, Explod];metor
type = Explod
trigger1 = (gametime%400) = 0 && !numexplod(8013)
anim = f8003
pos = 180,100
postype = left ;p2,front,back,left,right
facing = 1
removetime = 300
sprpriority = -4
shadow = 0,0,0
ownpal = 0
vel = 10,7
scale = .5,.5
random = 200,150
id = 8013
;====================================<meteor shower far>=====================================
[State 0, Explod];metor
type = Explod
trigger1 = (gametime%100) = 0 && !numexplod(8110)
anim = f8003
pos = -100,-100
postype = left ;p2,front,back,left,right
facing = 1
removetime = -1
sprpriority = -4
shadow = 0,0,0
ownpal = 0
vel = 1,.4
scale = .1,.1
random = -120,-150
id = 8110
[State 0, Explod];metor
type = Explod
trigger1 = (gametime%200) = 0 && !numexplod(8111)
anim = f8003
pos = -100,-100
postype = left ;p2,front,back,left,right
facing = 1
removetime = -1
sprpriority = -4
shadow = 0,0,0
ownpal = 0
vel = 1,.4
scale = .1,.1
random = -120,-150
id = 8111
[State 0, Explod];metor
type = Explod
trigger1 = (gametime%300) = 0 && !numexplod(8112)
anim = f8003
pos = -150,-100
postype = left ;p2,front,back,left,right
facing = 1
removetime = -1
sprpriority = -4
shadow = 0,0,0
ownpal = 0
vel = 1,.4
scale = .1,.1
random = -170,-150
id = 8112
[State 0, Explod];metor
type = Explod
trigger1 = (gametime%400) = 0 && !numexplod(8113)
anim = f8003
pos = -180,-100
postype = left ;p2,front,back,left,right
facing = 1
removetime = 400
sprpriority = -1
shadow = 0,0,0
ownpal = 0
vel = 1,.4
scale = .1,.1
random = -200,-150
id = 8113
;====================================<meteor shower front>=====================================
[State 0, Explod];metor
type = Explod
trigger1 = (gametime%200) = 0 && !numexplod(8210)
anim = f8003
pos = 100,100
postype = left ;p2,front,back,left,right
facing = 1
removetime = 200
sprpriority = 1
shadow = 0,0,0
ownpal = 0
vel = 11,8
scale = .7,.7
;random = 120,150
id = 8210
[State 0, Explod];metor
type = Explod
trigger1 = (gametime%300) = 0 && !numexplod(8211)
anim = f8003
pos = 100,100
postype = left ;p2,front,back,left,right
facing = 1
removetime = 300
sprpriority = 1
shadow = 0,0,0
ownpal = 0
vel = 11,8
scale = .7,.7
;random = 120,150
id = 8211
[State 0, Explod];metor
type = Explod
trigger1 = (gametime%100) = 0 && !numexplod(8213)
anim = f8003
pos = 150,100
postype = left ;p2,front,back,left,right
facing = 1
removetime = 100
sprpriority = 1
shadow = 0,0,0
ownpal = 0
vel = 11,8
scale = .7,.7
;random = 170,150
id = 8212
[State 0, Explod];metor
type = Explod
trigger1 = (gametime%400) = 0 && !numexplod(8213)
anim = f8003
pos = 180,100
postype = left ;p2,front,back,left,right
facing = 1
removetime = 300
sprpriority = 1
shadow = 0,0,0
ownpal = 0
vel = 11,8
scale = .7,.7
;random = 200,150
id = 8213
[State 0, PlaySnd]
type = PlaySnd
trigger1 = ((gametime%100) = 0 || (gametime%200) = 0 || (gametime%300) = 0 || (gametime%400) = 0)
value = f8000,2
volume = 100
channel = -1
;--------------------------------------------
;Time stopped while falling
;--------------------------------------------
[Statedef 8877020]
type = s
movetype = i
physics = n
[State 0, ]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible
[State 0]
type = NotHitBy
trigger1 = 1
value = SCA
[State 0]
type = PlayerPush
trigger1 = 1
value = 1
[State 0, ]
type = AssertSpecial
triggerall = root,stateno = 6660020 || enemy,stateno = 6660021
trigger1 = 1
flag = timerfreeze