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Command List — MarioAI.zip ← Back to Overview

;=========================================================================== ;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
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