[Data] ;Amount of life to start with ;体力ゲージの初期値 life = 1000 ;attack power (more is stronger) ;攻撃ダメージ attack = 100 ;defensive power (more is stronger) ;体力パワー defence = 100 ;Percentage to increase defense everytime player is knocked down fall.defence_up = 50 ;Time which player lies down for, before getting up liedown.time = 60 ;Number of points for juggling airjuggle = 15 ;Default hit spark number for HitDefs sparkno = s 7102 ;Default guard spark number guard.sparkno = 40 ;1 to enable echo on KO KO.echo = 0 ;Volume offset (negative for softer) volume = 0 ;Variables with this index and above will not have their values ;reset to 0 between rounds or matches. There are 60 int variables, ;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39. ;If omitted, then it defaults to 60 and 40 for integer and float ;variables repectively, meaning that none are persistent, i.e. all ;are reset. If you want your variables to persist between matches, ;you need to override state 5900 from common1.cns. IntPersistIndex = 30 FloatPersistIndex = 30 [Size] xscale = .95 ;Horizontal scaling factor. yscale = .95 ;Vertical scaling factor. ground.back = 16 ;Player width (back, ground) ground.front = 18 ;Player width (front, ground) air.back = 12 ;Player width (back, air) air.front = 12 ;Player width (front, air) height = 60 ;Height of player (for opponent to jump over) attack.dist = 160 ;Default attack distance proj.attack.dist = 90 ;Default attack distance for projectiles proj.doscale = 0 ;Set to 1 to scale projectiles too head.pos = 5, -86 ;Approximate position of head mid.pos = 0, -56 ;Approximate position of midsection shadowoffset = 0 ;Number of pixels to vertically offset the shadow draw.offset = 0,0 ;Player drawing offset in pixels (x, y) [Velocity] walk.fwd = 2.0 ;Walk forward walk.back = -1.5 ;Walk backward run.fwd = 4.6, 0 ;Run forward (x, y) run.back = -4.5,-3.8 ;Hop backward (x, y) jump.neu = 0,-6.8 ;Neutral jumping velocity (x, y) jump.back = -2.1 ;Jump back Speed (x, y) jump.fwd = 2.3 ;Jump forward Speed (x, y) runjump.back = -2.55,-8.1 ;Running jump speeds (opt) runjump.fwd = 4,-8.1 ;. airjump.neu = 0,-8.1 ;. airjump.back = -2.55 ;Air jump speeds (opt) airjump.fwd = 2.5 ;. [Movement] airjump.num = 1 ;Number of air jumps allowed (opt) airjump.height = 35 ;Minimum distance from ground before you can air jump (opt) yaccel = .26; .24 ;Vertical acceleration stand.friction = 0.828125 crouch.friction = 0.828125 ;Default language victory quotes (optional). **MUGEN 1.0** ;If this section is included, the default language victory quotes must be in English. [Quotes] ; Up to 100 victory quotes can be specified per language (victory0 - victory99) victory1 = "..." ;--------------------------------------------------------------------------- ; Lose by Time Over [Statedef 170] type = S ctrl = 0 velset = 0,0 [State 170, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 0, ChangeAnim] type = ChangeAnim trigger1 = anim != 3150 && time=0 value = 170 [State 0, ChangeAnim] type = ChangeAnim trigger1 = anim = 3150 value = 3162 elem = 2 [State 0, PlaySnd] type = PlaySnd trigger1 = anim = 3162 && animelem = 3 value = 12,12 volume = 100 ;Generated by Fighter Factory PalFX Editor [State 0, PalFXWiz] type = PalFX trigger1 = anim != 3150 && anim != 3162 trigger1 = time = 10 time = 100 add = 0,0,0 mul = 256,256,256 sinadd = -256,-256,-256,150 invertall = 0 color = 0 [State 0, PalFXWiz] type = PalFX trigger1 = anim != 3150 && anim != 3162 trigger1 = animelem = 7 time = -1 add = 0,0,0 mul = 0,0,0 sinadd = 0,0,0,1 [State 0, Explod] type = Explod trigger1 = anim != 3150 && anim != 3162 trigger1 = animelem = 7 anim = 171 ownpal = 1 [State 0, EnvShake] type = EnvShake trigger1 = anim != 3150 && anim != 3162 trigger1 = animelem = 7 time = 4 [State 0, PlaySnd] type = PlaySnd trigger1 = anim != 3150 && anim != 3162 trigger1 = animelem = 2 value = 12,0 channel = 0 freqmul = 1.3+(random/2500.0) volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = anim != 3150 && anim != 3162 trigger1 = animelem = 7 value = 10,4 freqmul = 0.4 volume = 200 [State 0, PlaySnd] type = PlaySnd trigger1 = anim != 3150 && anim != 3162 trigger1 = animelemtime(7)= 15 value = 12,7 volume = 250 freqmul = 1.1 volume = 100 ;--------------------------------------------------------------------------- ; Win state decider [Statedef 180] type = S [State 180, 1] type = ChangeState trigger1 = anim != 3150 && !time value = ifelse(random<400,181,ifelse(random<700,183,184)) [State 180, 1] type = ChangeState trigger1 = anim = 3150 && !time value = 3160 ;--------------------------------------------------------------------------- ; Win pose 1 - Flota [Statedef 181] type = S physics = N ctrl = 0 anim = 180 velset = 0,0 sprpriority = 2 [State -3] type = AfterImage trigger1 = animelem = 2 time = -1 FrameGap = 1 length = 10 PalContrast = 200,0,0 PalBright = 0,0,0 TimeGap = 2 PalColor = 0 Trans = add persistent = 0 paladd = 0,0,0 [State 0, Trans] type = Trans trigger1 = 1 trans = addalpha alpha = 150+(random/10),0+(random/3) [State 0, PlaySnd] type = PlaySnd trigger1 = !time value = 20,7 volume = -250 loop = 1 channel = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 3 value = 20,8 freqmul = 0.8 [State 0, ScreenBound] type = ScreenBound trigger1 = 1 value = 1 movecamera = 1,0 [State 0, VelAdd] type = VelAdd trigger1 = numhelper(182)!=0 trigger1 = animelemtime(5) >= 0 && helper(182), anim = 30000 y = -.1 [State 0, VelAdd] type = VelAdd trigger1 = numhelper(182)!=0 trigger1 = helper(182),rootdist y < 0 && helper(182), anim = 30001 y = .2 [State 0, VelAdd] type = VelAdd trigger1 = numhelper(182)!=0 trigger1 = helper(182),rootdist y > 0 && helper(182), anim = 30001 y = -.2 [State 0, Helper] type = Helper trigger1 = !time ID = 182 pos = 0,-60 stateno = 182 [State 181, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 182, 1] type = AssertSpecial trigger1 = time < 250 flag = roundnotover ;Generated by Fighter Factory PalFX Editor [State 0, PalFXWiz] type = PalFX trigger1 = animelem = 5 time = -1 add = 0,-100,-100 mul = 256,256,256 sinadd = 40,40,40,30 ;aura roja [State 0, Explod] type = Explod trigger1 = animelem = 5 anim = 3102 pos = 10,0 bindtime = -1 removetime = -1 sprpriority = 1 ownpal = 1 scale = 1.5,2 ;--------------------------------------------------------------------------- ; Winpose 1 - helper invisible (182) [Statedef 182] type = S physics = N anim = 30000 [State 0, ChangeAnim] type = ChangeAnim trigger1 = rootdist y < 0 value = 30001 persistent = 0 [State 0, DestroySelf] type = DestroySelf trigger1 = parent, stateno = 194 && anim = 3150 ;--------------------------------------------------------------------------- ; Win pose 2 - cuello [Statedef 183] type = S physics = S ctrl = 0 anim = 183 velset = 0,0 sprpriority = 2 [State 182, 1] type = AssertSpecial trigger1 = time < 200 flag = roundnotover [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 2 value = 12,1 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 3 value = 20,15 freqmul = 0.8 volume = -50 ;Generated by Fighter Factory PalFX Editor [State 0, PalFXWiz] type = PalFX trigger1 = animelem = 9 time = -1 add = 0,-100,-100 mul = 256,256,256 sinadd = 40,40,40,30 invertall = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 12 value = 20,7 freqmul = 0.6 volume = -70 loop = 1 abspan = -100 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 12 value = 20,7 freqmul = 0.7 volume = -70 loop = 1 abspan = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 12 value = 20,4 freqmul = 0.6 abspan = -100 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 12 value = 20,4 freqmul = 0.8 abspan = 100 ;--------------------------------------------------------------------------- ; Win pose 3 - mano [Statedef 184] type = S physics = S ctrl = 0 anim = 184 velset = 0,0 sprpriority = 2 [State 182, 1] type = AssertSpecial trigger1 = time < 350 flag = roundnotover [State 182, 1] type = AssertSpecial trigger1 = animelemtime(6)>=1 trigger2 = anim = 185 flag = noshadow [State 191, Snd 1] type = PlaySnd trigger1 = !time value = 15,6 volume = 200 [State 0, ScreenBound] type = ScreenBound trigger1 = 1 value = 1 movecamera = 1,0 [State 0, PlaySnd] type = PlaySnd trigger1 = !time value = 20,15 freqmul = 1.3 volume = -70 ;Generated by Fighter Factory PalFX Editor [State 0, PalFXWiz] type = PalFX trigger1 = !time time = 50 mul = 256,256,256 sinadd = -256,-256,-256,160 [State 0, afterimage] type = AfterImage trigger1 = anim = 184 && animelem = 6 time = -1 FrameGap = 1 length = 6 TimeGap = 2 PalColor = 0 Trans = sub paladd = 0,0,0 [State 0, SprPriority] type = SprPriority trigger1 = anim = 184 && animelem = 6 trigger2 = anim = 185 value = 5 [State 0, PlaySnd] type = PlaySnd trigger1 = anim = 184 && animelem = 6 value = 20,13 freqmul = 0.4+(random/5000.0) volume = -50 [State 0, ChangeAnim] type = ChangeAnim trigger1 = time = 200 value = 185 [State 0, afterimage] type = AfterImage trigger1 = anim = 185 time = -1 FrameGap = 1 length = 6 TimeGap = 2 PalColor = 0 Trans = sub paladd = 0,0,0 persistent = 0 [State 0, PosSet] type = PosSet trigger1 = anim = 185 x = 0 y = (pos y-screenpos y)+260 persistent = 0 [State 0, VelSet] type = VelSet trigger1 = anim = 185 y = -13 persistent = 0 ;desaparece en 30 ticks [State 23, trans] type = Trans trigger1 = anim = 185 trans = addalpha alpha = 256-(random/9) [State 0, VelSet] type = VelSet trigger1 = anim = 185 && animelem = 4 trigger2 = anim = 185 && animelem = 5 y = 0 [State 0, BGPalFX] type = BGPalFX trigger1 = anim = 185 && animelem = 4 time = -1 add = -100,-100,-100 color = 256 [State 0, EnvShake] type = EnvShake trigger1 = anim = 185 && animelem = 4 time = 4 ampl = -4 [State 0, PlaySnd] type = PlaySnd trigger1 = anim = 185 && animelem = 4 value = 20,10 freqmul = 0.7+(random/5000.0) [State 0, Explod] type = Explod trigger1 = anim = 185 && animelem = 4 anim = 186 pos = -81,-13 facing = ifelse(random<500,1,-1) ontop = 1 [State 0, Explod] type = Explod trigger1 = anim = 185 && animelem = 4 anim = 186 pos = 9,-50 facing = ifelse(random<500,1,-1) ontop = 1 [State 0, Explod] type = Explod trigger1 = anim = 185 && animelem = 4 anim = 186 pos = 55,-64 facing = ifelse(random<500,1,-1) ontop = 1 [State 0, Explod] type = Explod trigger1 = anim = 185 && animelem = 4 anim = 186 pos = 98,-33 facing = ifelse(random<500,1,-1) ontop = 1 [State 0, Explod] type = Explod trigger1 = anim = 185 && animelem = 4 anim = 186 pos = 104,96 facing = ifelse(random<500,1,-1) ontop = 1 ;susto [State 3900, 1] type = Explod trigger1 = anim = 185 && animelem = 4 anim = 3204+(random/200) pos = 0,0 postype = left supermove = 1 bindtime = -1 ownpal = 1 ontop = 1 persistent = 0 removetime = 5 ;textura terror [State 3900, 1] type = Explod trigger1 = anim = 185 && animelem = 4 anim = 1104 pos = 0,0 postype = left supermove = 1 bindtime = -1 ownpal = 1 ontop = 1 id = 3543 persistent = 0 [State 0, VelSet] type = VelSet trigger1 = anim = 185 && animelemtime(4)=50 y = 10 [State 0, PlaySnd] type = PlaySnd trigger1 = anim = 185 && animelemtime(4)=50 value = 12,16 [State 0, PlaySnd] type = PlaySnd trigger1 = anim = 185 && animelemtime(4)=50 value = 10,3 freqmul = 0.7 volume = -70 [State 0, PosSet] type = PosSet trigger1 = anim = 185 && animelem = 5 y = 0 ;--------------------------------------------------------------------------- ; Intro state decider [Statedef 191] type = S ;intro full game [State 180, 1] type = ChangeState trigger1 = P2name = "final" trigger1=!(teammode=simul)&&!(enemy,teammode=simul) value = 0 ;intro vs himself [State 180, 1] type = ChangeState trigger1 = P2name = "noroko" trigger1 =!(teammode=simul)&&!(enemy,teammode=simul) value = 196 [State 0, VarRandom] type = VarRandom trigger1 = !time v = 19 range = 1,3 [State 180, 1] type = ChangeState trigger1 = !time && var(19) = 1 value = 192 [State 180, 1] type = ChangeState trigger1 = !time && var(19) = 2 value = 193 [State 180, 1] type = ChangeState trigger1 = !time && var(19) = 3 value = 194 ;--------------------------------------------------------------------------- ; Intro 1 [Statedef 192] type = S ctrl = 0 anim = 190 sprpriority = 1 [State 191, 1] ;Freeze animation until PreIntro is over type = ChangeAnim trigger1 = RoundState = 0 value = 190 [State 191, 2] ;Assert this until you want "round 1, fight" to begin type = AssertSpecial trigger1 = 1 flag = Intro [State 0, Explod] type = Explod trigger1 = !time anim = 191 bindtime = 1 sprpriority = 2 ownpal = 1 [State 191, 1] ;Freeze animation until PreIntro is over type = ChangeAnim trigger1 = time = 250 value = 5120 [State 191, 3] ;Change to stand state when done type = ChangeState trigger1 = anim = 5120 && AnimTime = 0 value = 0 [State 191, Snd 1] type = PlaySnd trigger1 = time = 10 value = 15,3 volume = 200 channel = 16 [State 0, PlaySnd] type = PlaySnd trigger1 = time = 130 value = 12,7 volume = 250 freqmul = 0.8 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = time = 245 value = 12,0 channel = 0 freqmul = 1.3+(random/2500.0) volume = 100 ;--------------------------------------------------------------------------- ; Intro 2 [Statedef 193] type = S physics = n ctrl = 0 anim = 193 sprpriority = 1 [State 191, 1] ;Freeze animation until PreIntro is over type = ChangeAnim trigger1 = RoundState = 0 value = 193 [State 191, 2] ;Assert this until you want "round 1, fight" to begin type = AssertSpecial trigger1 = 1 flag = Intro [State 0, ScreenBound] type = ScreenBound trigger1 = 1 value = 1 movecamera = 1,0 [State 0, PosSet] type = PosSet trigger1 = 1 y=ceil(pos y-screenpos y)+115 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 2 trigger2 = animelem = 6 trigger3 = animelem = 10 value = 12,13 freqmul = 2.0+(random/3000.0) [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 13 value = 12,15 freqmul = 0.4+(random/5000.0) [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 13 value = 20,8 freqmul = 3.3+(random/5000.0) [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 13 value = 20,15 freqmul = 1.5+(random/5000.0) volume = -120 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 20 value = 0,2 freqmul = 0.7+(random/5000.0) [State 0, ChangeState] type = ChangeState trigger1 = animtime = 0 value = 1211 ctrl = 0 ;--------------------------------------------------------------------------- ; Intro 3 [Statedef 194] type = S physics = n ctrl = 0 anim = 3150 sprpriority = 1 [State 191, 2] type = AssertSpecial trigger1 = 1 flag = Intro [State 0, PosAdd] type = PosAdd trigger1 = !time x = 30 [State 191, 1] ;Freeze animation until PreIntro is over type = ChangeAnim trigger1 = time = 20 value = 3163 [State 0, PlaySnd] type = PlaySnd trigger1 = anim = 3163 value = 15,1 freqmul = 0.9+(random/3333.3) persistent = 0 channel = 16 [State 0, PlaySnd] type = PlaySnd trigger1 = anim = 3163 value = 12,0 freqmul = 0.9+(random/3333.3) persistent = 0 [State 0, ScreenBound] type = ScreenBound trigger1 = 1 value = 1 movecamera = 1,0 [State 0, Helper] type = Helper trigger1 = !time ID = 182 pos = 0,-60 stateno = 182 [State 0, VelAdd] type = VelAdd trigger1 = animelemtime(2) >= 0 && helper(182), anim = 30000 trigger1 = anim = 3163 y = -.1 [State 0, VelAdd] type = VelAdd trigger1 = helper(182),rootdist y < 0 && helper(182), anim = 30001 trigger1 = anim = 3163 y = .2 [State 0, VelAdd] type = VelAdd trigger1 = helper(182),rootdist y > 0 && helper(182), anim = 30001 trigger1 = anim = 3163 y = -.2 [State 0, VelAdd] type = VelAdd trigger1 = time > 150 && anim = 3163 y = .2 [State 0, ChangeAnim] type = ChangeAnim trigger1 = time > 150 && pos y > -3 && anim != 3150 value = 3150 elem = 2 [State 0, PlaySnd] type = PlaySnd trigger1 = anim = 3150 && time > 150 value = 12,12 freqmul = 0.8+(random/3333.3) persistent = 0 [State 0, VelSet] type = VelSet trigger1 = anim = 3150 y = 0 [State 0, posSet] type = posSet trigger1 = anim = 3150 y = 0 [State 0, ChangeState] type = ChangeState trigger1 = time = 230 value = 3101 ctrl = 0 ;--------------------------------------------------------------------------- ; Taunt [Statedef 195] type = S ctrl = 0 anim = 195 velset = 0,0 movetype = I physics = S sprpriority =0 [State 195, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [State 0, Explod] type = Explod trigger1 = random <300 anim = 1221 pos = ceil(-40+(random/16.6)),0 vfacing = -1 accel = 0,-.5 removetime = 50 sprpriority = 0+(random/500) shadow = -1 ownpal = 1 [State 0, PalFXWiz] type = PalFX trigger1 = !time time = 60 add = 0,50,240 mul = 120,224,150 sinadd = 85,55,110,20 invertall = 0 color = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = !time value = 12,13 volume = 100 channel = 0 freqmul = 0.4 [State 0, PlaySnd] type = PlaySnd trigger1 = random<200 value = 10,ifelse((random<500),0,1) freqmul = 0.8+(random/5000.0) ;--------------------------------------------------------------------------- ; Introduction VS himself [Statedef 196] type = S ctrl = 0 anim = 9123000 velset = 0,0 sprpriority = 1 [State 191, 2] ;Assert this until you want "round 1, fight" to begin type = AssertSpecial trigger1 = 1 flag = Intro [State 0, Helper] type = Helper trigger1 = !time && facing = 1 helpertype = normal ;player name = "intro himself1" ID = 196 stateno = 197 pos = 160,0 postype = left ownpal = 1 [State 0, Helper] type = Helper trigger1 = time = 260 && facing = -1 helpertype = normal ;player name = "intro himself1" ID = 196 stateno = 197 pos = 160,0 postype = left ownpal = 1 facing = -1 [State 0, ChangeAnim] type = ChangeAnim trigger1 = time = 363 value = 198 [State 191, 3] ;Change to stand state when done type = ChangeState trigger1 = anim = 198 && AnimTime = 0 value = 0 ;--------------------------------------------------------------------------- ;Introduction VS himself HELPER 1 [Statedef 197] type = S ctrl = 0 anim = 0 velset = 0,0 sprpriority = 1 ;Generated by Fighter Factory PalFX Editor [State 0, PalFXWiz] type = PalFX trigger1 = parent, facing = 1 && time = 180 time = 300 add = 0,0,0 mul = 256,256,256 sinadd = -256,-256,-256,250 invertall = 0 color = 256 [State 0, PlaySnd] type = PlaySnd trigger1 = parent, facing = 1 && time = 180 value = 20,15 freqmul = 0.9 volume = -70 [State 0, ChangeAnim] type = ChangeAnim trigger1 = parent, facing = 1 && time = 260 trigger2 = parent, facing = -1 && !time value = 197 [State 0, Turn] type = Turn trigger1 = anim = 197 && animelem = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = anim = 197 && animelem = 3 && facing = -1 value = 20,7 volume = 200 channel = 16 freqmul = 0.8 [State 0, PlaySnd] type = PlaySnd trigger1 = anim = 197 && animelem = 3 && facing = -1 value = 12,14 volume = 200 channel = 14 freqmul = 0.5 [State 0, VelSet] type = VelSet trigger1 = anim = 197 && animelem = 2 x = ((rootdist x)/100.0) ;Generated by Fighter Factory PalFX Editor [State 0, PalFXWiz] type = PalFX trigger1 = anim = 197 && animelem = 1 trigger2 = parent, facing = -1 && !time time = 300 add = -256,-256,-256 mul = 256,256,256 invertall = 1 color = 0 [State 0, Explod] type = Explod trigger1 = parent, facing = -1 && !time anim = 199 pos = 0,0 sprpriority = 5 ownpal = 1 facing = -1 [State 0, afterimage] type = AfterImage trigger1 = anim = 197 && animelem = 3 time = 100 FrameGap = 1 length = 8 TimeGap = 1 PalColor = 0 Trans = sub paladd = 40,40,40 [State 0, EnvShake] type = EnvShake trigger1 = anim = 197 && animelem = 2 time = 100 freq = 60 ampl = -3 [State -2, StopSnd] type = StopSnd trigger1 = parent, facing = 1 && time = 363 trigger2 = parent, facing = -1 && time = 103 channel = 16 [State 0, DestroySelf] type = DestroySelf trigger1 = parent, facing = 1 && time = 363 trigger2 = parent, facing = -1 && time = 103 ;--------------------------------------------------------------------------- ; Stand Light Punch ; CNS difficulty: easy [Statedef 200] type = S ;State-type: S-stand, C-crouch, A-air, L-liedown movetype= A ;Move-type: A-attack, I-idle, H-gethit physics = S ;Physics: S-stand, C-crouch, A-air juggle = 1 ;Number of air juggle points move takes ;Commonly-used controllers: velset = 0,0 ;Set velocity (x,y) (Def: no change) ctrl = 0 ;Set ctrl (Def: no change) anim = 200 ;Change animation (Def: no change) poweradd = 20 ;Power to add (Def: 0) sprpriority = 2 ;Set p1's sprite layering priority to 2 (in front) [State 200, 1] type = HitDef trigger1 = AnimElem = 3 attr = S, NA ;Attribute: Standing, Normal Attack damage = ifelse(var(16)>=2,17,23),0 animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 4, Hit ;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit) pausetime = 6, 8 ;Time attacker pauses, time opponent shakes sparkno = s 7100 ;Spark anim no (Def: set above) sparkxy = -10, -76 ;X-offset for the "hit spark" rel. to p2, ;Y-offset for the spark rel. to p1 hitsound = s 33, 0 ;Sound to play on hit guardsound = 6, 0 ;Sound to play on guard ground.type = High ;Type: High, Low, Trip (def: Normal) ground.slidetime = 5 ;Time that the opponent slides back ground.hittime = 10 ;Time opponent is in hit state ground.velocity = -4 ;Velocity at which opponent is pushed airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -1.4,-.5 ;X-velocity at which opponent is pushed, ;Y-velocity at which opponent is pushed air.hittime = 12 ;Time before opponent regains control in air ground.cornerpush.veloff = -4 air.cornerpush.veloff = -4 [State 200, 1] type = PlaySnd trigger1 = !Time value = 7, 1 volume = -150 freqmul =0.9+(random/3333.0) [State 200, 1] type = PlaySnd trigger1 = !Time value = 0,0 freqmul =0.9+(random/3333.0) ;anti light attacks super combos [State 0, VarAdd] type = VarAdd trigger1 = !time var(25)=1 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Standing strong punch [Statedef 210] type = S movetype= A physics = S juggle = 1 poweradd= 65 ctrl = 0 velset = 0,0 anim = 210 [State 210, Width] type = Width trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0) value = 15,0 [State 210, 1] type = PlaySnd trigger1 = animelem = 3 value = 0, 3 freqmul = 0.9+(random/3333.3) volume = -80 [State 640, 2] type = PlaySnd trigger1 = animelem = 3 && random <500 value = 10,ifelse(random<500,6,7) channel = 0 freqmul = 0.9+(random/3333.3) [State 210, 2] type = HitDef trigger1 = AnimElem = 3 attr = S, NA animtype = Medium damage = ifelse(var(16)>=2,30,57),0 guardflag = MA pausetime = 8,ifelse(var(16)>=4,3,8) sparkno = ifelse((enemynear,name = "noroko" && enemynear,var(10)=1),2,-1) sparkxy = -10,-70 hitsound = s 7,0 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -2,-6 air.velocity = -2.5,ifelse(var(16)>=4,2,-4) fall = 1 envshake.time = 8 envshake.ampl = 7 priority = 4, Hit ground.cornerpush.veloff = -4 air.cornerpush.veloff = -4 [State 0, VarAdd] type = VarAdd trigger1 = movehit var(16)=1 ignorehitpause = 1 persistent = 0 ;sangre [State 191] type = Explod trigger1 = movehit trigger1 = !(enemynear,name = "noroko" && enemynear,var(10)=1) trigger1 = !(enemynear,name = "animus" && enemynear,stateno = 3100) anim = 7009 postype = p1 pos = 75, -86 sprpriority = 3 ignorehitpause = 1 persistent = 0 ;sangre [State 191] type = Explod trigger1 = movehit trigger1 = !(enemynear,name = "noroko" && enemynear,var(10)=1) trigger1 = !(enemynear,name = "animus" && enemynear,stateno = 3100) anim = 7004 postype = p1 pos = 75, -86 sprpriority = 3 ignorehitpause = 1 persistent = 0 ;sangre volatil [State 0, Helper] type = Helper trigger1 = movehit && animelemtime(3)=1 && random < 100 trigger1 = !(enemynear,name = "noroko" && enemynear,var(10)=1) trigger1 = !(enemynear,name = "animus" && enemynear,stateno = 3100) name = "sangre volatil" ID = 6101 stateno = 6101 pos = 75,-86 ownpal = 1 ignorehitpause = 1 persistent = 0 ;sangre volatil [State 0, Helper] type = Helper trigger1 = movehit && animelemtime(3)=1 && random < 100 trigger1 = !(enemynear,name = "noroko" && enemynear,var(10)=1) trigger1 = !(enemynear,name = "animus" && enemynear,stateno = 3100) name = "sangre volatil" ID = 6101 stateno = 6101 pos = 75,-86 ownpal = 1 ignorehitpause = 1 persistent = 0 [State 0, ChangeAnim] type = ChangeAnim trigger1 = animelemtime(3)=1 && movecontact value = 210 elem = 4 ignorehitpause = 1 [State 210, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Standing light kick [Statedef 230] type = S movetype= A physics = S juggle = 1 poweradd= 22 ctrl = 0 velset = 0,0 anim = 230 sprpriority = 2 [State 230, 1] type = PlaySnd trigger1 = Time = 2 value = 0, 1 freqmul =0.9+(random/3333.0) [State 640, 2] type = PlaySnd trigger1 = animelem = 2 && random <500 value = 10,7 channel = 0 freqmul = 0.9+(random/3333.3) volume = -100 [State 230, 2] type = HitDef trigger1 = Time = 0 attr = S, NA animtype = Medium damage = ifelse(var(16)>=2,18,26),0 guardflag = MA pausetime = 9,12 sparkno = s 7100 sparkxy = -10,-17 hitsound = s 33,1 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 11 ground.velocity = -5 air.velocity = -2.5,-.5 priority = 4, Hit ground.cornerpush.veloff = -4 air.cornerpush.veloff = -4 ;anti light attacks super combos [State 0, VarAdd] type = VarAdd trigger1 = !time var(25)=1 [State 230, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Standing strong kick [Statedef 240] type = S movetype= A physics = S juggle = 1 poweradd= 65 ctrl = 0 velset = 0,0 anim = 240 sprpriority = 2 [State 240, 1] type = PlaySnd trigger1 = animelem = 3 value = 0, 2 freqmul =0.9+(random/3333.0) [State 640, 2] type = PlaySnd trigger1 = animelem = 3 && random <500 value = 10,ifelse(random<500,6,7) channel = 0 freqmul = 0.9+(random/3333.3) [State 240, 2] type = HitDef trigger1 = Time = 0 attr = S, NA animtype = Medium damage = ifelse(var(16)>=2,43,63),0 guardflag = MA pausetime = 6,12 sparkno = s 7101 sparkxy = -10,-10 hitsound = s 33,2 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 envshake.time = 7 envshake.ampl = 5 priority = 4, Hit [State 240, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;Crouching light punch [Statedef 400] type = C movetype= A physics = C juggle = 1 poweradd= 15 ctrl = 0 anim = 400 sprpriority = 2 [State 200, 1] type = PlaySnd trigger1 = !Time value = 7, 1 volume = -150 freqmul =0.9+(random/3333.0) [State 200, 1] type = PlaySnd trigger1 = !Time value = 0,0 freqmul =0.9+(random/3333.0) [State 400, 2] type = HitDef trigger1 = Time = 0 attr = C, NA damage = ifelse(var(16)>=2,17,23),0 priority = 4, Hit animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = s 7100 sparkxy = -10,-42 hitsound = s 33,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 10 ground.velocity = -4 air.velocity = -1.5,-.5 ground.cornerpush.veloff = -4 ;anti light attacks super combos [State 0, VarAdd] type = VarAdd trigger1 = !time var(25)=1 [State 400, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;Crouching strong punch [Statedef 410] type = C movetype= A physics = C juggle = 1 poweradd= 50 ctrl = 0 anim = 410 sprpriority = 2 [State 410, 1] type = PlaySnd trigger1 = animelem = 3 value = 0, 2 freqmul =0.9+(random/3333.0) [State 410, 2] type = HitDef trigger1 = AnimElem = 3 attr = C, NA damage = ifelse(var(16)>=2,21,37),0 animtype = Medium hitflag = MAF guardflag = M pausetime = 6,12 sparkno = ifelse((enemynear,name = "noroko" && enemynear,var(10)=1),1,-1) sparkxy = -10,-55 hitsound = -1,-1 guardsound = 6,0 ground.type = trip ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6,-2 air.velocity = -5,-1 envshake.time = 7 envshake.ampl = 5 priority = 4, Hit [State 191] type = Explod trigger1 = movehit trigger1 = animelemtime(3)=1 trigger1 = !(enemynear,name = "noroko" && enemynear,var(10)=1) anim = ifelse(random<500,7004,7005) postype = p1 pos = 56, -45 sprpriority = 3 persistent = 0 ignorehitpause = 1 [State 0, PlaySnd] type = PlaySnd triggerall = movehit trigger1 = animelemtime(3)=1 value = 7,0 freqmul = 1.0+(random/3333.3) ignorehitpause = 1 persistent = 0 [State 0, ChangeAnim] type = ChangeAnim trigger1 = animelemtime(3)=1 && movecontact value = 410 elem = 4 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = animelemtime(3)=1 var(13)=1 [State 0, MoveHitReset] type = MoveHitReset trigger1 = animelem = 4 [State 410, 2] type = HitDef trigger1 = animelem = 4 attr = C, NA damage = ifelse(var(16)>=2,21,37),0 animtype = Medium hitflag = MAF guardflag = M pausetime = 6,12 sparkno = s ifelse((enemynear,name = "noroko" && enemynear,var(10)=1),7101,ifelse(random<500,7004,7005)) sparkxy = -50,-40 hitsound = -1,-1 guardsound = 6,0 ground.type = Trip ground.slidetime = 12 ground.hittime = 15 ground.velocity = 6,-1 air.velocity = -5,-2 ignorehitpause = 1 persistent = 0 envshake.time = 7 envshake.ampl = 5 priority = 4, Hit [State 0, PlaySnd] type = PlaySnd triggerall = movehit trigger1 = animelemtime(4)=1 value = 7,0 freqmul = 1.0+(random/3333.3) ignorehitpause = 1 persistent = 0 [State 410, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;Crouching light kick [Statedef 430] type = C movetype= A physics = C juggle = 1 poweradd= 22 ctrl = 0 anim = 430 sprpriority = 2 [State 430, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 1 freqmul = 0.9+(random/3333.3) [State 640, 2] type = PlaySnd trigger1 = animelem = 2 && random <500 value = 10,7 channel = 0 freqmul = 0.9+(random/3333.3) volume = -100 [State 430, 2] type = HitDef trigger1 = Time = 0 attr = C, NA damage = ifelse(var(16)>=2,22,28),0 animtype = Light hitflag = MAF guardflag = L pausetime = 12,12 sparkno = s 7100 sparkxy = -10,-8 hitsound = s 33,1 guardsound = 6,0 ground.type = Low ground.slidetime = 6 ground.hittime = 10 ground.velocity = -5 air.velocity = -2,-.5 down.velocity = -5,0 down.hittime = 20 priority = 4, Hit ground.cornerpush.veloff = -4 ;anti light attacks super combos [State 0, VarAdd] type = VarAdd trigger1 = !time var(25)=1 [State 430, 3] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;Crouch Strong Kick [Statedef 440] type = C movetype= A physics = C juggle = 1 poweradd= 70 ctrl = 0 anim = 440 sprpriority = 2 [State 440, 2] type = PlaySnd trigger1 = Time = animelem = 3 value = 0, 2 freqmul = 0.9+(random/3333.3) [State 640, 2] type = PlaySnd trigger1 = animelem = 3 && random <500 value = 10,ifelse(random<500,6,7) channel = 0 freqmul = 0.9+(random/3333.3) [State 440, 3] type = HitDef trigger1 = Time = 0 attr = C, NA damage = ifelse(var(16)>=2,32,45),0 hitflag = MAF guardflag = L pausetime = 6,12 sparkno = s 7101 sparkxy = -5,-10 hitsound = s 33,2 guardsound = 6,0 ground.type = low ground.slidetime = 10 ground.hittime = 15 ground.velocity = -1.5,-2 air.velocity = -1.2,-3 guard.velocity = -5 fall = 1 envshake.time = 7 envshake.ampl = 5 priority = 4, Hit ID = 450 [State Custom Trip] type = TargetState triggerall = numtarget(450) triggerall = target(450),stateno!=[120,155] trigger1 = movehit=1 && !movereversed trigger1 = !target(450),ishelper trigger1 = target(450),time=0 && target(450),movetype=H value = 470 ID = 450 ignorehitpause = 1 persistent = 0 [State 440, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ; CUSTOM TRIP (shaking) (Modified) [Statedef 470] type = A movetype= H physics = N velset = 0,0 [State 5070, 1] type = ChangeAnim trigger1 = 1 value = 5070 [State 5070, 2] type = ChangeState trigger1 = HitShakeOver value = 471 ;--------------------------------------------------------------------------- ; CUSTOM TRIP2 (fall through air) (Modded) [Statedef 471] type = A movetype= H physics = N [State 5071, 1] type = HitVelSet trigger1 = Time = 0 x = 1 y = 1 [State 5071, 2] ;Acceleration type = VelAdd trigger1 = 1 y = GetHitVar(yaccel) [State 5071, 3] ;Hit ground trigger1 = Vel Y > 0 trigger1 = Pos Y >= 15 type = SelfState value = 5110 ;--------------------------------------------------------------------------- ;Jump Light Punch [Statedef 600] type = A movetype= A physics = A juggle = 1 poweradd= 11 ctrl = 0 anim = 600 sprpriority = 2 [State 600, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 0 freqmul = 0.9+(random/3333.3) [State 600, 2] type = HitDef trigger1 = Time = 0 attr = A, NA damage = ifelse(var(16)>=2,13,20) guardflag = HA priority = 4, Hit pausetime = 7,8 sparkno = s 7100 sparkxy = -10,-58 hitsound = s 33,0 guardsound = 6,0 ground.type = High ground.slidetime = 5 ground.hittime = 5 ground.velocity = -4 air.velocity = -1.3,-3 [State 0, CtrlSet] type = CtrlSet trigger1 = animelem = 6 value = 1 ;anti light attacks super combos [State 0, VarAdd] type = VarAdd trigger1 = !time var(25)=1 ;--------------------------------------------------------------------------- ;Jump Strong Punch [Statedef 610] type = A movetype= A physics = A juggle = 1 poweradd= 65 ctrl = 0 anim = 610 sprpriority = 2 [State 610, 2] type = PlaySnd trigger1 = animelem = 4 value = 0, 3 freqmul = 0.9+(random/3333.3) volume = -80 [State 640, 2] type = PlaySnd trigger1 = animelem = 4 && random <500 value = 10,ifelse(random<500,6,7) channel = 0 freqmul = 0.9+(random/3333.3) [State 210, 2] type = HitDef trigger1 = AnimElem = 4 attr = S, NA animtype = Medium damage = ifelse(var(16)>=2,35,57) guardflag = MA pausetime = 8,8 sparkno = ifelse((enemynear,name = "noroko" && enemynear,var(10)=1),2,-1) sparkxy = -10,-20 hitsound = -1,-1 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -2,-6 air.velocity = -2.5,ifelse(var(16)<4,-4,6) fall = 1 envshake.time = 8 envshake.ampl = 7 priority = 4, Hit [State 0, VarAdd] type = VarAdd trigger1 = movehit var(16)=1 ignorehitpause = 1 persistent = 0 [State 191] type = Explod trigger1 = movehit trigger1 = !(enemynear,name = "noroko" && enemynear,var(10)=1) anim = 7009 postype = p1 pos = 50, -36 sprpriority = 3 ignorehitpause = 1 persistent = 0 [State 191] type = Explod trigger1 = movehit trigger1 = !(enemynear,name = "noroko" && enemynear,var(10)=1) anim = 7004 postype = p1 pos = 50, -36 sprpriority = 3 ignorehitpause = 1 persistent = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = movehit value = 7,0 freqmul = 1.0+(random/3333.3) persistent = 0 ignorehitpause = 1 [State 0, ChangeAnim] type = ChangeAnim trigger1 = animelemtime(4)=1 && movecontact value = 610 elem = 5 ignorehitpause = 1 [State 0, CtrlSet] type = CtrlSet trigger1 = animelem = 14 value = 1 ;--------------------------------------------------------------------------- ;Jump Light Kick [Statedef 630] type = A movetype= A physics = A juggle = 1 poweradd= 20 ctrl = 0 anim = 630 sprpriority = 2 [State 630, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 1 freqmul = 0.9+(random/3333.3) [State 640, 2] type = PlaySnd trigger1 = animelem = 2 && random <500 value = 10,7 channel = 0 freqmul = 0.9+(random/3333.3) volume = -100 [State 630, 2] type = HitDef trigger1 = Time = 0 attr = A, NA damage = ifelse(var(16)>=2,19,26) guardflag = HA priority = 4, Hit pausetime = 8,8 sparkno = s 7101 sparkxy = -5,-35 hitsound = s 33,0 guardsound = 6,0 ground.type = High ground.slidetime = 6 ground.hittime = 6 ground.velocity = -4 air.velocity = -2,-3 [State 0, CtrlSet] type = CtrlSet trigger1 = animelem = 7 value = 1 ;anti light attacks super combos [State 0, VarAdd] type = VarAdd trigger1 = !time var(25)=1 ;--------------------------------------------------------------------------- ;Jump Strong Kick [Statedef 640] type = A movetype= A physics = A juggle = 1 poweradd= 65 ctrl = 0 anim = 640 sprpriority = 2 [State 640, 2] type = PlaySnd trigger1 = animelem = 3 value = 0, 3 freqmul = 0.9+(random/3333.3) volume = -80 [State 640, 2] type = PlaySnd trigger1 = animelem = 3 value = 10,ifelse(random<500,6,7) channel = 0 freqmul = 0.9+(random/3333.3) [State 640, 3] type = HitDef trigger1 = Time = 0 attr = A, NA damage = ifelse(var(16)>=2,45,70) guardflag = HA priority = 4, Hit pausetime = 8,8 sparkno = s 7102 sparkxy = -10,10 hitsound = s 33,3 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -5,5 air.velocity = -8,12 fall = 1 envshake.time = 7 envshake.ampl = 7 [State 0, CtrlSet] type = CtrlSet trigger1 = animtime = 0 value = 1 ;--------------------------------------------------------------------------- ;Throw punch - Attempt [Statedef 800] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 850 sprpriority = 2 [State 800, 1] type = HitDef Trigger1 = Time = 0 attr = S, NT ;Attributes: Standing, Normal Throw hitflag = M- ;Affect only ground people who are not being hit priority = 1, Miss ;Throw has low priority, must be miss or dodge type. sparkno = -1 ;No spark p1sprpriority = 1 ;Draw p1's sprite in front of p2 ;p2's sprite priority is set to 0 by default p1facing = 1 p2facing = 1 ;Force p2 to face KFM p1stateno = 811 ;On success, KFM changes to state 810 p2stateno = 825 ;If hit, p2 changes to state 820 in KFM's cns guard.dist = 0 ;This prevents p2 from going into a guard state if close fall = 1 ;Force p2 into falling down [State 800, 2] type = ChangeState Trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;throw punch p1 - PREVIO TURN [Statedef 811] type = S movetype= A physics = N anim = 811 poweradd = 60 [State 810, Width 2-11] type = Width trigger1 = !time edge = 60,0 [State 0, PlaySnd] type = PlaySnd trigger1 = !time value = 1,1 freqmul = 1.1+(random/3333.3) [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 2 value = 0,3 freqmul = 0.9+(random/3333.3) volume = -100 [State 810, Bind 1] type = TargetBind trigger1 = AnimElem = 1 pos = 49,-77 [State 810, Bind 1] type = TargetBind trigger1 = AnimElem = 2 pos = 22,-90 [State 0, Turn] type = Turn trigger1 = animelem = 3 [State 810, Bind 1] type = TargetBind trigger1 = AnimElem = 3 pos = 22,-90 [State 810, State End] type = ChangeState trigger1 = AnimTime = 0 value = 810 ctrl = 0 ;--------------------------------------------------------------------------- ;throw punch p1 [Statedef 810] type = S movetype= A physics = N anim = 810 [State 810, Width 2-11] type = Width trigger1 = !time edge = 60,0 [State 0, PlaySnd] type = null;PlaySnd trigger1 = !time value = 1,1 freqmul = 1.1+(random/3333.3) [State 0, PlaySnd] type = null;PlaySnd trigger1 = animelem = 3 value = 0,3 freqmul = 0.9+(random/3333.3) volume = -100 [State 810, Bind 1] type = TargetBind trigger1 = AnimElem = 1 pos = 49,-77 [State 810, Bind 1] type = TargetBind trigger1 = AnimElem = 2 pos = 22,-93 [State 810, Bind 1] type = TargetBind trigger1 = AnimElem = 3 pos = 8,-104 [State 810, Bind 1] type = TargetBind trigger1 = AnimElem = 4 pos = -7,-100 [State 810, Bind 1] type = TargetBind trigger1 = AnimElem = 5 pos = -9,-99 [State 810, Bind 1] type = TargetBind trigger1 = AnimElem = 7 pos = 3,-99 [State 810, Bind 1] type = TargetBind trigger1 = AnimElem = 8 pos = 10,-99 time = 3 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 9 value = -150 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 9 value = 12,13 volume = 200 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 9 value = 7,0 freqmul = 0.7+(random/3333) ;cara negra [State 0, Helper] type = Helper trigger1 = animelemtime(6) = 10 helpertype = normal name = "cara" ID = 815 pos = -1,0 postype = p1 stateno = 815 ownpal = 1 bindtime = -1 [State 0, EnvShake] type = EnvShake trigger1 = animelem = 9 time = 25 ampl = -4 [State 191] type = Explod trigger1 = animelem = 9 anim = 7009 postype = p1 pos = 77, -80 sprpriority = 3 [State 34, BGPalFX] type = BGPalFX trigger1 = animelem = 9 time = 2 add = 50,-50,-50 ;color = 0 ignorehitpause = 1 [State 810, State End] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;----------------------------------------------------- ;Throw punch - cara negra [Statedef 815] type = S movetype= A physics = N anim = 815 poweradd = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = !time trigger2 = animelem = 6 value = 12,11 freqmul = 1.4+(random/1500.0) [State 0, BindToRoot] type = BindToRoot trigger1 = 1 time = -1 [State 0, SprPriority] type = SprPriority trigger1 = !time value = 3 ;aparece en 20 ticks [State 23, trans] type = Trans trigger1 = anim = 815 && animelemtime(1) >= 0 trans = addalpha alpha=ceil(12.8*(animelemtime(1))),ceil(256-12.8*animelemtime(1)) [State 0, AssertSpecial] type = AssertSpecial trigger1 = root, animelemtime(7) >=0 && root, animelemtime(8) <=2 flag = invisible [State 0, ChangeAnim] type = ChangeAnim trigger1 = root, animelem = 9 value = 816 ;desaparece en 20 ticks [State 23, trans] type = Trans trigger1 = anim = 816 && animelemtime(6) >= 0 trans = addalpha alpha=ceil(256-12.8*(animelemtime(6))),ceil(0+12.8*animelemtime(6)) [State 0, DestroySelf] type = DestroySelf trigger1 = anim = 816 && animelemtime(6) >=21 ;--------------------------------------------------------------------------- ;throw punch - p2 -PREVIO TURN [Statedef 825] type = A movetype= H physics = N velset = 0,0 [State 0, ScreenBound] type = ScreenBound trigger1 = 1 movecamera = 1,0 ;ES Peketo DF [State 700, 10] type = Changeanim ;trigger1 = !time trigger1 = name = "peketo" && var(10)=1 value = 6280 [State 820, 1] type = ChangeAnim2 Trigger1 = !time && anim != 6280 value = 825 [State 0, SprPriority] type = SprPriority trigger1 = anim != 6280 && animelem = 2 ;peketo df trigger2 = anim = 6280 && time = 5 value = 3 [State 0, Turn] type = Turn trigger1 = anim != 6280 && animelem = 3 ;peketo df trigger2 = anim = 6280 && time = 9 [State 820, 1] type = Changestate Trigger1 = anim != 6280 && animtime = 0 ;peketo df trigger2 = anim = 6280 && time = 13 value = 820 ctrl = 0 ;--------------------------------------------------------------------------- ;throw punch - p2 [Statedef 820] type = A movetype= H physics = N velset = 0,0 sprpriority = 1 [State 0, ScreenBound] type = ScreenBound trigger1 = 1 movecamera = 1,0 ;ES Peketo DF [State 700, 10] type = Changeanim trigger1 = !time trigger1 = name = "peketo" && var(10)=1 value = 6280 [State 820, 1] type = ChangeAnim2 Trigger1 = !time && anim != 6280 value = 820 [State 820, 1] type = Changestate Trigger1 = time = 65 value = 821 ctrl = 0 ;--------------------------------------------------------------------------- ;throw punch - p2 2 [Statedef 821] type = A movetype= H physics = N velset = -5,-4 poweradd = 40 ;ES Peketo DF [State 700, 10] type = Changeanim trigger1 = !time trigger1 = (anim = 6280)||(anim = 6282) value = ifelse(prevstateno=870,6286,6281) [State 820, 1] type = ChangeAnim2 Trigger1 = anim !=6281 && anim !=6286 && !time value = ifelse(prevstateno=870,871,821) [State 0, target sufre sound] type = PlaySnd triggerall = Authorname = "Andres Borghi" trigger1 = !time trigger1 = life >= 151 trigger1 = (anim = 821)||(anim = 871) value = 11,ifelse(random<333,1,ifelse(random<500,2,3)) channel = 15 volume = ifelse(name = "shar-makai",-70,20) freqmul = 0.9+(random/3333.3) [State 0, ScreenBound] type = ScreenBound trigger1 = 1 movecamera = 1,0 value = 1 [State 0, PosSet] type = PosSet trigger1 = !time y = ifelse(prevstateno = 820,-10,10) [State 0, PosSet] type = Posadd trigger1 = !time && prevstateno = 820 x = -45 [State 821, 1] ;Gravity type = VelAdd Trigger1 = 1 y = .32 [State 821, 2] ; Recover near ground (use ChangeState) type = ChangeState triggerall = Vel Y > 0 triggerall = Pos Y >= -20 triggerall = alive triggerall = CanRecover trigger1 = Command = "recovery" value = 5200 ;HITFALL_RECOVER [State 821, 3] ; Recover in mid air (use SelfState) type = SelfState triggerall = Vel Y > 0 triggerall = alive triggerall = CanRecover trigger1 = Command = "recovery" value = 5210 ;HITFALL_AIRRECOVER [State 821, 4] ;Hit ground type = SelfState trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 5100 ;Hit ground ;--------------------------------------------------------------------------- ;Throw kick - Attempt [Statedef 850] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 850 sprpriority = 2 [State 800, 1] type = HitDef Trigger1 = Time = 0 attr = S, NT ;Attributes: Standing, Normal Throw hitflag = M- ;Affect only ground people who are not being hit priority = 1, Miss ;Throw has low priority, must be miss or dodge type. sparkno = -1 ;No spark p1sprpriority = 1 ;Draw p1's sprite in front of p2 ;p2's sprite priority is set to 0 by default p1facing = 1 p2facing = 1 ;Force p2 to face KFM p1stateno = 860 ;On success, KFM changes to state 810 p2stateno = 870 ;If hit, p2 changes to state 820 in KFM's cns guard.dist = 0 ;This prevents p2 from going into a guard state if close fall = 1 ;Force p2 into falling down [State 800, 2] type = ChangeState Trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;throw kick p1 [Statedef 860] type = S movetype= A physics = N anim = 860 poweradd = 60 [State 810, Width 2-11] type = Width trigger1 = !time edge = 60,0 [State 0, PlaySnd] type = PlaySnd trigger1 = !time value = 1,1 freqmul = 1.1+(random/3333.3) [State 0, PlaySnd] type = PlaySnd trigger1 = !time value = 12,11 freqmul = 0.7+(random/5000.0) [State 0, PlaySnd] type = PlaySnd trigger1 = !time value = 12,11 freqmul = 0.9+(random/5000.0) [State 0, PlaySnd] type = PlaySnd trigger1 = !time value = 20,12 freqmul = 0.7 volume = -60 [State 810, Bind 1] type = TargetBind trigger1 = AnimElem = 1 pos = 49,0 [State 0, EnvShake] type = EnvShake trigger1 = !time time = 45 ampl = -3 ;Generated by Fighter Factory PalFX Editor [State 0, PalFXWiz] type = PalFX trigger1 = !time time = 50 mul = 256,256,256 sinadd = -256,-256,-256,160 ;Generated by Fighter Factory PalFX Editor [State 0, PalFXWiz] type = PalFX trigger1 = time = 50 time = 110 add = 40,40,40 mul = 256,256,256 sinadd = -80,-80,-80,12 color = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem =2 value = 12,14 freqmul = 0.7 ;sube [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 2 trigger2 = animelem = 18 trigger3 = animelem = 34 value = 12,0 freqmul = 1.3+(random/5000.0) volume = -70 ;baja [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 14 trigger2 = animelem = 29 trigger3 = animelem = 44 value = 12,6 freqmul = 0.6+(random/5000.0) volume = -50 [State 0, PlaySnd] type = playsnd trigger1 = animelemtime(17)=5 trigger2 = animelemtime(33)=3 trigger3 = animelemtime(48)=4 value = f 5,3 volume = -50 freqmul = 0.9+(random/2500.0) [State 0, PlaySnd] type = PlaySnd trigger1 = animelemtime(17)=5 trigger2 = animelemtime(33)=3 trigger3 = animelemtime(48)=4 value = 20,16 freqmul = 1.2+(random/2500.0) [State 810, Hurt 11] type = TargetLifeAdd trigger1 = animelemtime(17)=5 trigger2 = animelemtime(33)=3 value = -50 kill = 0 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = animelemtime(48)=4 value = -50 [State 800, 2] type = ChangeState Trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;throw kick - p2 [Statedef 870] type = S movetype= H physics = N velset = 0,0 ;ES Peketo DF [State 700, 10] type = Changeanim trigger1 = !time trigger1 = name = "peketo" && var(10)=1 value = 6282 [State 820, 1] type = ChangeAnim2 Trigger1 = !time && anim != 6282 value = 870 ;Generated by Fighter Factory PalFX Editor [State 0, PalFXWiz] type = PalFX trigger1 = !time time = 44 mul = 256,256,256 sinadd = -256,-256,-256,160 [State 23, trans] type = Trans trigger1 = animelemtime(1) >= 45 trigger1 = animelemtime(10) <0 trans = addalpha alpha=125,131 ;Generated by Fighter Factory PalFX Editor [State 0, PalFXWiz] type = PalFX trigger1 = animelemtime(1)= 44 time = 116 add = -256,-256,-256 mul = 256,256,256 invertall = 1 color = 0 [State 0, afterimage] type = AfterImage trigger1 = animelemtime(1)= 45 time = -1 FrameGap = 1 length = 6 TimeGap = 2 PalColor = 0 Trans = sub paladd = 0,0,0 ;se aleja [State 0, VelSet] type = VelSet trigger1 = animelem = 2 x = - 6 y = -5 ;se detiene [State 0, VelSet] type = VelSet trigger1 = animelem = 3 trigger2 = animelem = 4 trigger3 = animelem = 6 trigger4 = animelem = 7 trigger5 = animelem = 9 trigger6 = animelem = 10 x = 0 y = 0 [State 0, VelAdd] type = VelAdd trigger1 = animelemtime(3)>=1 && animelemtime(4)<0 trigger2 = animelemtime(6)>=1 && animelemtime(7)<0 trigger3 = animelemtime(9)>=1 && animelemtime(10)<0 y = .7 [State 0, posset] type = posset trigger1 = animelem = 4 trigger2 = animelem = 7 y = 30 [State 0, posset] type = posset trigger1 = animelem = 10 y = 0 ;sube despues de porrazo [State 0, VelSet] type = VelSet trigger1 = animelem = 5 trigger2 = animelem = 8 y = -9 [State 0, AfterImage] type = AfterImagetime trigger1 = animelem = 10 time = 0 [State 0, EnvShake] type = EnvShake trigger1 = animelem = 4 trigger2 = animelem = 7 trigger3 = animelem = 10 time = 6 ampl = -6 [State 0, target sufre sound] type = PlaySnd triggerall = Authorname = "Andres Borghi" triggerall = random < 700 triggerall = anim = 870 trigger1 = animelem = 4 trigger2 = animelem = 7 value = 11,ifelse(random<333,1,ifelse(random<500,2,3)) channel = 15 volume = ifelse(name = "shar-makai",-70,20) freqmul = 0.9+(random/3333.3) [State 0, target sufre sound] type = PlaySnd triggerall = Authorname = "Andres Borghi" triggerall = random < 700 triggerall = anim = 870 trigger1 = life >= 51 trigger1 = animelem = 10 value = 11,ifelse(random<333,1,ifelse(random<500,2,3)) channel = 15 volume = ifelse(name = "shar-makai",-70,20) freqmul = 0.9+(random/3333.3) [State 0, Explod] type = Explod trigger1 = animelem = 4 trigger2 = animelem = 7 trigger3 = animelem = 10 anim = f 61 pos = 0, ifelse((animelem=10),0,-30) ;para que hashi siga dejando estela en df [State 0, afterimage] type = AfterImage trigger1 = animtime = 0 trigger1 = name = "hashi" && var(10)=1 time = -1 FrameGap = 1 length = 8 TimeGap = 2 paladd = -30,10,-30 PalContrast = 0,200,0 PalBright = -180,0,-180 palmul = .65,.65,.65 Trans = add persistent = 0 [State 820, 1] type = Changestate Trigger1 = animtime = 0 value = 821 ctrl = 0 ;--------------------------------------------------------------------------- ; Suicidio debil [Statedef 1000] type = S movetype= I physics = S juggle = 4 poweradd= 110 velset = 0,0 anim = 1000 ctrl = 0 sprpriority = 2 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 3 value = 10,4 volume = 200 freqmul = 1.1+(random/2000.0) [State 0, Width] type = Width trigger1 = animelem = 7 player = 35,0 [State 0, Helper] type = Helper trigger1 = animelem = 7 helpertype = normal name = "sangre" pos = 44,-63 postype = p1 stateno = 1001 ownpal = 1 id = 1001 [State 191] type = Explod trigger1 = animelem = 3 anim = ifelse(random<500,7004,7005) postype = p1 pos = 1, -52 sprpriority = 3 scale = 0.5,0.5 facing = ifelse(random<500,-1,1) [State 1000, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Suicidio fuerte [Statedef 1010] type = S movetype= I physics = S juggle = 4 poweradd= 110 velset = 0,0 anim = 1010 ctrl = 0 sprpriority = 2 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 3 value = 10,4 volume = 200 freqmul = 1.1+(random/2000.0) [State 0, Width] type = Width trigger1 = animelem = 7 player = 35,0 [State 0, Helper] type = Helper trigger1 = animelem = 7 helpertype = normal name = "sangre" pos = 44,-63 postype = p1 stateno = 1001 ownpal = 1 id = 1001 [State 191] type = Explod trigger1 = animelem = 3 anim = ifelse(random<500,7004,7005) postype = p1 pos = 1, -52 sprpriority = 3 scale = 0.5,0.5 facing = ifelse(random<500,-1,1) [State 1000, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;Sangre suicidio [Statedef 1001] type = S movetype= A physics = N juggle = 2 poweradd= 0 velset = 0,0 anim = 1001 ctrl = 0 sprpriority = 1 [State 0, afterimage] type = AfterImage trigger1 = !time time = 70 FrameGap = 0 length = 35 TimeGap = 0 paladd = 0,0,0 PalContrast = 50,50,50 PalBright = 50,50,50 palmul = .65,.65,.65 Trans = add [State 0, AfterImageTime] type = AfterImageTime trigger1 = animelem = 32 time = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = !time value = 10,2 volume = 100 freqmul = 1.1+(random/2000.0) [State 0, PlaySnd] type = PlaySnd trigger1 = !time value = 0,3 volume = -150 freqmul = 1.3+(random/2000.0) [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, BindToRoot] type = BindToRoot trigger1 = parent, stateno = 1000 && animelemtime(21)<0 time = 1 pos = 44,-63 [State 0, HitDef] type = HitDef trigger1 = 1 attr = S, SP hitflag = MAF guardflag = MA animtype = hard air.animtype = hard damage = ifelse(parent,stateno=1000,70,120),7 pausetime = 5,10 sparkno = s 7008 sparkxy = -10,0 ground.type = High air.type = High ground.velocity = ifelse(parent,stateno=1000,-3,-6),-4 air.velocity = ifelse(parent,stateno=1000,-3,-6),-4 airguard.velocity = -2,0 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 fall = 1 palfx.time = 50 palfx.add = 0,-100,-100 persistent = 0 hitsound = S10,3 priority = 4, Hit envshake.time = 7 [State 0, PlaySnd] type = PlaySnd trigger1 = movehit value = 7,0 volume = -100 freqmul = 0.6+(random/2000.0) persistent = 0 ignorehitpause = 1 [State 0, DestroySelf] type = DestroySelf trigger1 = animtime = 0 ;--------------------------------------------------------------------------- ; Llanto de Okiku FUERTE [Statedef 1100] type = S movetype= I physics = S juggle = 4 poweradd= 110 velset = 0,0 anim = 1100 ctrl = 0 sprpriority = 2 [State 0, PlaySnd] type = PlaySnd trigger1 = !time value = 15,5 channel = 16 freqmul = 0.9+(random/5000.0) [State 0, StopSnd] type = StopSnd trigger1 = animelem = 10 channel = 16 [State 0, ReversalDef] type = ReversalDef trigger1 = 1 reversal.attr = SAC, NA,SA p1stateno = 1101 sparkno = -1 pausetime = 15,15 [State 800, Don't Guard] type=attackdist trigger1= 1 value=0 [State 1050, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Llanto de Okiku DEBIL [Statedef 1102] type = S movetype= I physics = S juggle = 4 poweradd= 110 velset = 0,0 anim = 1100 ctrl = 0 sprpriority = 2 [State 0, PlaySnd] type = PlaySnd trigger1 = !time value = 15,5 channel = 16 freqmul = 0.9+(random/5000.0) [State 0, ChangeAnim] type = ChangeAnim trigger1 = animelem = 7 value = 1100 elem = 10 [State 0, StopSnd] type = StopSnd trigger1 = animelem = 10 channel = 16 [State 0, ReversalDef] type = ReversalDef trigger1 = 1 reversal.attr = SAC, NA,SA p1stateno = 1101 sparkno = -1 pausetime = 15,15 [State 800, Don't Guard] type=attackdist trigger1= 1 value=0 [State 1050, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;-------------------------------------- ; Llanto de Okiku - reaccion [Statedef 1101] type = S movetype= A physics = S juggle = 4 poweradd= 0 ctrl = 0 velset = 0,0 anim = 1101 [State 0, Turn] type = Turn trigger1 = !time trigger1 = enemynear, facing = facing [State 0, StopSnd] type = StopSnd trigger1 = !time channel = 16 [State 191, Snd 1] type = PlaySnd trigger1 = !time value = 20,4 volume = 70 freqmul =1.1+(random/5000.0) ;Generated by Fighter Factory PalFX Editor [State 0, PalFXWiz] type = PalFX trigger1 = !time time = 21 add = 0,-150,-150 mul = 256,256,256 sinadd = 40,80,40,10 invertall = 0 color = 0 [State 210, 2] type = HitDef trigger1 = AnimElem = 2 attr = S, SA animtype = heavy damage = 107 guardflag = MA pausetime = 0,0 sparkno = -1 sparkxy = 10,-86 hitsound = s 33,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -10,-3 air.velocity = -10,-3 fall = 1 priority = 4, Hit [State 0, Explod] type = Explod trigger1 = animelem = 2 anim = 1102 removetime = 20 sprpriority = -1 ownpal = 1 ignorehitpause = 1 ID = 1102 pos = 0,-10 bindtime = -1 ;textura [State 0, Explod] type = Explod trigger1 = animelem = 2 anim = 1103 removetime = 20 ontop = 1 ownpal = 1 ignorehitpause = 1 postype = left ;pos = 0,-10 bindtime = -1 [State 0, RemoveExplod] type = RemoveExplod trigger1 = animelem = 10 ID = 1102 [State 0, BGPalFX] type = BGPalFX trigger1 = time = 3 time = 21 add = -100,-100,-100 ignorehitpause = 1 [State 0, EnvShake] type = EnvShake trigger1 = animelem = 2 time = 21 [State 210, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Mujer de nieve - sube [Statedef 1200] type = A movetype= A physics = N juggle = 1 poweradd= 110 velset = 0,0 anim = 1200 ctrl = 0 sprpriority = 2 [State 0, PlaySnd] type = PlaySnd trigger1 = !time value = 12,0 channel = 0 freqmul = 1.3+(random/2500.0) volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 2 value = 0,3 freqmul = 0.9+(random/5000.0) [State 0, ScreenBound] type = ScreenBound trigger1 = 1 value = 0 movecamera = 1,0 [State 0, VelSet] type = VelSet trigger1 = animelem = 2 y = -3 [State 0, VelAdd] type = VelAdd trigger1 = animelemtime(2) >=0 y = -.2 [State 210, 2] type = HitDef trigger1 = AnimElem = 4 attr = S, NA animtype = Medium damage = 57 guardflag = MA pausetime = 7,7 sparkno = s 7101 sparkxy = -10,-30 hitsound = s 33,3 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -1.5,-10.5 air.velocity = -1.5,ifelse(var(16)<4,ifelse(enemynear,pos y >-60,-10,-8),4) fall = 1 envshake.time = 5 envshake.ampl = 8 fall.recover = 0 priority = 4, Hit [State 0, VarAdd] type = VarAdd trigger1 = movehit var(16)=1 ignorehitpause = 1 persistent = 0 [State 0, ChangeState] type = ChangeState trigger1 = ScreenPos Y <= 60 value = 1210 ctrl = 0 ;--------------------------------------------------------------------------- ; Mujer de nieve - techo - quieto [Statedef 1210] type = A physics = N juggle = 4 poweradd= 0 velset = 0,0 anim = 1210 ctrl = 0 sprpriority = 2 ;var de ataque atras [State 0, VarSet] type = VarSet trigger1 = !time var(21)=0 [State 0, PlaySnd] type = PlaySnd trigger1 = !time value = 12,1 freqmul = 1.0+(random/5000.0) volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = !time value = 12,2 volume = -256 channel = 13 freqmul = 0.9+(random/3333.3) loop = 1 ;paneo de respiracion [State 0, SndPan] type = SndPan trigger1 = 1 channel = 13 pan = 0 [State 0, EnvShake] type = EnvShake trigger1 = !time time = 5 ampl = -3 [State 0, ScreenBound] type = ScreenBound trigger1 = 1 value = 1 movecamera = 1,0 ;correcion de posicion ;--------- -- -------- [State 0, PosSet] type = Posadd trigger1 = ScreenPos Y <= 59 y = 1 [State 0, PosSet] type = Posadd trigger1 = ScreenPos Y <= 58 y = 2 [State 0, PosSet] type = Posadd trigger1 = ScreenPos Y <= 57 y = 3 [State 0, PosSet] type = Posadd trigger1 = ScreenPos Y >= 61 y = -1 [State 0, PosSet] type = Posadd trigger1 = ScreenPos Y >= 62 y = -2 [State 0, PosSet] type = Posadd trigger1 = ScreenPos Y >= 63 y = -3 ;movimiento horizontal ;---------- ---------- [State 0, VelSet] type = VelSet trigger1 = command = "holdfwd" x = 1.8 [State 0, VelSet] type = VelSet trigger1 = command = "holdback" x = -1.8 [State 0, VelSet] type = VelSet trigger1 = command != "holdfwd" trigger1 = command != "holdback" x = 0 [State 0, ChangeAnim] type = ChangeAnim triggerall = anim!=1211 trigger1 = command = "holdfwd" trigger2 = command = "holdback" value = 1211 [State 0, ChangeAnim] type = ChangeAnim trigger1= anim!=1210 trigger1 = command != "holdfwd" trigger1 = command != "holdback" value = 1210 ;comandos ;-------- ;abajo human [State 0, ChangeState] type = ChangeState triggerall = var(24)=0 trigger1 = command = "holddown" trigger2 = roundstate = 3 value = 1211 ctrl = 1 ;baja por tiempo [State 0, ChangeState] type = ChangeState trigger1 = time = 250 value = 1211 ctrl = 1 ;abajo AI [State 0, ChangeState] type = ChangeState trigger1 = var(24)!=0 && random < 10 && p2statetype = s trigger1 = p2dist x <= 90 && p2dist x >= -90 trigger2 = roundstate = 3 value = 1211 ctrl = 1 ;var de ataque atras HUMAN [State 0, VarSet] type = VarSet trigger1 = command = "y" trigger1 = facing = -1 trigger2 = command = "b" trigger2 = facing = -1 trigger3 = command = "x" trigger3 = facing = 1 trigger4 = command = "a" trigger4 = facing = 1 var(21)=1 ;ataca HUMAN [State 0, ChangeState] type = ChangeState triggerall = var(24)<=1 trigger1 = command = "y" trigger2 = command = "b" trigger3 = command = "x" trigger4 = command = "a" value = 1215 ctrl = 0 ;ataca AI [State 0, ChangeState] type = ChangeState triggerall = var(24)>=2 triggerall = (p2statetype!=L) trigger1 = p2dist x >= 90 && p2dist x <= 200 && random < 50 trigger2 = p2dist x <= -90 && p2dist x >= -200 && random < 50 ;combo trigger3 = enemynear, pos y <- 70 && enemynear, pos y >- 210 && enemynear, movetype = h ;enemigo saltando trigger4 = p2dist x <= 90 && p2dist x >= -90 && enemynear, pos y <- 40 && enemynear, pos y >- 210 && random < 50 value = 1215 ctrl = 0 ;------- ;gota de agua [State 0, Helper] type = Helper trigger1 = random >= 700 trigger1 = time % 2 = 0 trigger1 = numhelper(1220) <= 15 name = "gota de agua" ID = 1220 pos = ceil(-47+(random/10.6)),-56 stateno = 1220 ownpal = 1 size.shadowoffset = 4 ;--------------------------------------------------------------------------- ;Mujer de nieve - cae [Statedef 1211] type = A physics = n anim = 1212 sprpriority = 1 [State 0, ScreenBound] type = ScreenBound trigger1 = 1 value = 1 movecamera = 1,0 [State 0, VelAdd] type = VelAdd trigger1 = 1 y = .26 [State 0, PosSet] type = PosSet trigger1 = pos y >0 y = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = pos y = 0 value = 40,0 [State 0, ChangeState] type = ChangeState trigger1 = pos y = 0 value = 0 ;--------------------------------------------------------------------------- ;Mujer de nieve - ataca [Statedef 1215] type = A movetype = A physics = N anim = 1215 juggle = 1 [State 0, AssertSpecial] type = AssertSpecial trigger1 = random<300 flag = invisible ignorehitpause = 1 ;turn HUMAN [State 0, Turn] type = Turn trigger1 = !time && var(21)=1 && var(24)=0 && prevstateno != 3300 ;turn AI [State 0, Turn] type = Turn trigger1 = var(24)>=2 && p2dist x < 0 && !time && prevstateno != 3300 [State 0, PlaySnd] type = PlaySnd trigger1 = !time value = 12,10 volume = -56 freqmul = 1.0+(random/5000.0) [State 0, PlaySnd] type = PlaySnd trigger1 = !time value = 0,3 freqmul = 0.9+(random/5000.0) [State 0, VelSet] type = VelSet trigger1 = !time x = 9 y = 8 [State 0, ScreenBound] type = ScreenBound trigger1 = 1 value = 1 movecamera = 1,0 [State 23, trans] type = Trans trigger1 = 1 trans = addalpha alpha= 200,56 [State 0, AfterImage] type = AfterImage trigger1 = !time time = 6 length = 10 palcolor = 0 trans = add palbright = -60,-60,-30 framegap = 1 [State 0, AfterImageTime] type = AfterImageTime trigger1 = !time time = 16 ;Generated by Fighter Factory PalFX Editor [State 0, PalFXWiz] type = PalFX trigger1 = !time time = 25 add = 0,50,240 mul = 120,224,150 sinadd = 85,55,110,10 invertall = 0 color = 0 [State 640, 3] type = HitDef trigger1 = Time = 0 attr = A, NA damage = ifelse(prevstateno=3300,15,80),7 guardflag = HA priority = 4, Hit pausetime = 5,5 guard.pausetime = 7,3 sparkno = ifelse((enemynear,name = "noroko" && enemynear,var(10)=1),2,-1) sparkxy = -10,10 hitsound = s 33,3 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -13,2 air.velocity = -8,5 fall = 1 envshake.time = 6 envshake.ampl = 10 fall.envshake.time = 5 fall.recovertime = 10 [State 0, PlaySnd] type = PlaySnd trigger1 = movehit value = 7,0 freqmul = 0.7+(random/3333) persistent = 0 ignorehitpause = 1 [State 0, AllPalFX] type = AllPalFX trigger1 = movehit time = 3 add = 0,0,250 mul = 156,156,256 ignorehitpause = 1 persistent = 0 [State 191] type = Explod trigger1 = movehit trigger1 = !(enemynear,name = "noroko" && enemynear,var(10)=1) anim = 7008 postype = p1 pos = 40, 30 sprpriority = 3 ignorehitpause = 1 persistent = 0 ownpal = 1 [State 700, 10] type = changestate trigger1 = pos Y >= -1 && vel y > 0 value = 1212 ctrl = 0 ;gota de agua [State 0, Helper] type = Helper trigger1 = random >= 600 && prevstateno != 3300 trigger1 = time % 2 = 0 name = "gota de agua" ID = 1220 pos = ceil(-27+(random/18.6)),ceil(-10-(random/50.0)) stateno = 1220 ownpal = 1 size.shadowoffset = 4 ;--------------------------------------------------------------------------- ;Mujer de nieve - aterriza [Statedef 1212] type = S physics = S anim = 1216 [State 0, VelSet] type = VelSet trigger1 = !time y = 0 [State 0, PosSet] type = PosSet trigger1 = !time y = 0 ;ondita [State 0, Explod] type = Explod trigger1 = !time anim = f 61 sprpriority = 0 ownpal = 1 pos = 0,0 [State 0, MakeDust] type = MakeDust trigger1 = !time pos = 0,0 spacing = 1 [State 0, EnvShake] type = EnvShake trigger1 = !time time = 6 [State 0, PlaySnd] type = PlaySnd trigger1 = !time value = 1,1 freqmul = 0.7 volume = 100 [State 0, PalFX] type = PalFX trigger1 = 1 time = 1 add = 0,0,0 mul = 256,256,256 sinadd = 0,0,0,1 [State 0, ChangeState] type = ChangeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;Mujer de nieve - gota de agua (helper) [Statedef 1220] type = S movetype= I physics = N sprpriority = 5 [State 0, ChangeAnim] type = ChangeAnim trigger1 = root, stateno = 1210 && !time value = 1220 [State 0, ChangeAnim] type = ChangeAnim trigger1 = anim = 1220 && animtime = 0 trigger2 = root, stateno = 1215 || root, stateno = 1216 trigger2 = !time value = 1221 [State 0, Velset] type = Velset trigger1 = root, stateno = 1215 && !time x = -2-(random/250.0) y = -2+(random/200.0) [State 0, VelAdd] type = Velset trigger1 = root, stateno = 1216 && !time x = 2+(random/250.0) y = -2+(random/200.0) [State 0, VelAdd] type = VelAdd trigger1 = anim = 1221 y = 0.4 [State 0, ChangeAnim] type = ChangeAnim trigger1 = anim = 1221 && pos y >= -5 value = 1222 [State 0, VelSet] type = VelSet trigger1 = anim = 1222 || anim = 1223 y = 0 x = 0 [State 0, VelSet] type = posSet trigger1 = anim = 1222 && animelem = 1 y = 4+(random/166.6) [State 0, SprPriority] type = SprPriority trigger1 = anim = 1222 && pos y > 0 value = -1 [State 0, Explod] type = Explod trigger1 = random >500 trigger1 = anim = 1222 && animelem = 1 anim = 1224 vel = -2+(random/250.0),-2-(random/1000.0) accel = 0,0.3 removetime = 40 [State 0, Explod] type = Explod trigger1 = random >500 trigger1 = anim = 1222 && animelem = 1 anim = 1224 vel = -2+(random/250.0),-2-(random/1000.0) accel = 0,0.3 removetime = 40 [State 0, PlaySnd] type = PlaySnd trigger1 = (anim = 1222|| anim = 1223) value = 10,(ifelse(random<500,0,1)) freqmul = 0.6+(random/333.0) persistent = 0 ;desaparece en 30 ticks [State 23, trans] type = Trans trigger1 = anim = 1222 && animelemtime(3) >= 30 trans = addalpha alpha=ceil(256-8.53*(animelemtime(3)-30)),ceil(0+8.53*animelemtime(3)-30) [State 0, DestroySelf] type = DestroySelf trigger1 = anim = 1222 && animelemtime(3) >=60 trigger2 = anim = 1223 && animtime = 0 [State 220, 3] type = DestroySelf trigger1 = FrontEdgeBodyDist <= -10 || backedgedist <= -10 ;pega en cabeza - STAND [State 0, ChangeAnim2] type = ChangeAnim trigger1 = anim = 1221 trigger1 = enemynear, statetype = S trigger1 = pos y>=(enemynear,const(size.head.pos.y)-20) trigger1 = p2dist x=[-enemynear,const(size.ground.back),enemynear,const(size.ground.front)] value = 1223 ;pega en cabeza - CROUCH [State 0, ChangeAnim] type = ChangeAnim trigger1 = anim = 1221 trigger1 = enemynear, statetype = C trigger1 = pos y>=(enemynear,const(size.head.pos.y)/1.5) trigger1 = p2dist x=[-enemynear,const(size.ground.back),enemynear,const(size.ground.front)] value = 1223 [State 0, VelSet] type = posadd trigger1 = anim = 1223 && animelem = 1 y = 4+(random/166.6) ;--------------------------------------------------------------------------- ; Kwaidan debil [Statedef 1300] type = S movetype= A physics = S juggle = 1 poweradd= 110 velset = 0,0 anim = 1300 ctrl = 0 sprpriority = 2 [State 0, AssertSpecial] type = AssertSpecial trigger1 = animelemtime(7)>=0 && animelemtime(14)<0 && random<300 flag = invisible ignorehitpause = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 7 value = 12,14 volume = -50 channel = 0 freqmul = 1.0+(random/5000.0) [State 0, VelAdd] type = VelAdd trigger1 = animelemtime(4)>=1 && animelemtime(13) <=1 x = 1.3 ;Generated by Fighter Factory PalFX Editor [State 0, PalFXWiz] type = PalFX trigger1 = animelem = 5 time = 15 add = 50,-100,-100 mul = 250,224,120 sinadd = 50,55,55,20 color = 0 [State 0, afterimage] type = AfterImage trigger1 = animelem = 8 time = 13 FrameGap = 1 length = 10 PalContrast = 200,0,0 PalBright = 100,-80,-180 TimeGap = 1 PalColor = 0 Trans = add persistent = 0 paladd = 50,0,0 [State 0, AfterImageTime] type = AfterImageTime trigger1 = animelem = 14 time = 0 [State 210, 2] type = HitDef trigger1 = !time attr = S, NA animtype = Medium damage = 0 guardflag = MA pausetime = 0,6 sparkno = 300 guard.sparkno = 40 sparkxy = 10,-86 hitsound = 325,2 guardsound = 6,0 ground.slidetime = 12 ground.hittime = 13 ground.velocity = 0,-1 air.velocity = 0,-1 fall = 1 envshake.time = 6 numhits = 0 snap = 60 givepower = 0 guard.velocity = -4 airguard.velocity = -4 fall.animtype = Medium ground.type = Low priority = 4, Hit [State 0, AllPalFX] type = BGPalFX trigger1 = movehit time = 2 add = 150,-50,-50 mul = 156,56,56 ignorehitpause = 1 persistent = 0 [State 220, 3] type = changestate value = 1301 trigger1 = Movehit [State 220, 3] type = changestate value = 1303 trigger1 = Moveguarded [State 0, ChangeState] type = ChangeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Kwaidan fuerte [Statedef 1310] type = S movetype= A physics = S juggle = 1 poweradd= 110 velset = 0,0 anim = 1310 ctrl = 0 sprpriority = 2 [State 0, AssertSpecial] type = AssertSpecial trigger1 = animelemtime(7)>=0 && animelemtime(14)<0 && random<300 flag = invisible ignorehitpause = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 7 value = 12,14 volume = -50 channel = 0 freqmul = 1.0+(random/5000.0) [State 0, VelAdd] type = VelAdd trigger1 = animelemtime(6)>=1 && animelemtime(13) <=1 x = 1.8 ;Generated by Fighter Factory PalFX Editor [State 0, PalFXWiz] type = PalFX trigger1 = animelem = 5 time = 15 add = 50,-100,-100 mul = 250,224,120 sinadd = 50,55,55,20 color = 0 [State 0, afterimage] type = AfterImage trigger1 = animelem = 8 time = 13 FrameGap = 1 length = 10 PalContrast = 200,0,0 PalBright = 100,-80,-180 TimeGap = 1 PalColor = 0 Trans = add persistent = 0 paladd = 50,0,0 [State 0, AfterImageTime] type = AfterImageTime trigger1 = animelem = 14 time = 0 [State 210, 2] type = HitDef trigger1 = !time attr = S, NA animtype = Medium damage = 0 guardflag = MA pausetime = 0,6 sparkno = 300 guard.sparkno = 40 sparkxy = 10,-86 hitsound = 325,2 guardsound = 6,0 ground.slidetime = 12 ground.hittime = 13 ground.velocity = 0,-1 air.velocity = 0,-1 fall = 1 envshake.time = 6 numhits = 0 snap = 60 givepower = 0 guard.velocity = -4 airguard.velocity = -4 fall.animtype = Medium ground.type = Low priority = 4, Hit [State 0, AllPalFX] type = BGPalFX trigger1 = movehit time = 2 add = 150,-50,-50 mul = 156,56,56 ignorehitpause = 1 persistent = 0 [State 220, 3] type = changestate value = 1301 trigger1 = Movehit [State 220, 3] type = changestate value = 1303 trigger1 = Moveguarded [State 0, ChangeState] type = ChangeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; kwaidan 2 - lanza fantasma [Statedef 1301] type = S movetype= A physics = S juggle = 0 poweradd= 100 velset = 0,0 anim = 1301 ctrl = 0 sprpriority = 1 [State 0, VarAdd] type = VarAdd trigger1 = time = 10 var(16)=1 ignorehitpause = 1 [State 0, AfterImageTime] type = AfterImageTime trigger1 = !time time = 0 [State 0, PosAdd] type = PosAdd trigger1 = !time && frontedgedist >= 50 x = 50 [State 0, Helper] type = Helper trigger1 = animelem = 2 pos = 18,-78 stateno = 1302 ownpal = 1 id = 1300 [State 0, ChangeAnim] type = ChangeAnim trigger1 = prevstateno = 1310 && time = 18 value = 1301 elem = 3 [State 0, ChangeState] type = ChangeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; kwaidan - fantasma - helper [Statedef 1302] type = S movetype= A physics = N juggle = 6 poweradd= 0 velset = 0,-7 anim = 1302 ctrl = 0 sprpriority = 2 [State 0, PlaySnd] type = PlaySnd trigger1 = !time value = 12,9 volume = 100 freqmul = 0.9+(random/5000.0) [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 0, AssertSpecial] type = AssertSpecial trigger1 = random<500 flag = invisible ignorehitpause = 1 [State 0, afterimage] type = AfterImage trigger1 = !time time = 30 FrameGap = 1 PalContrast = 200,0,0 PalBright = 0,-80,-180 TimeGap = 2 PalColor = 0 Trans = add persistent = 0 palmul = .65,.65,.65 [State 210, 2] type = HitDef trigger1 = !time attr = S, SP animtype = up damage = ifelse((root,var(16)>=2),ifelse(parent,prevstateno=1300,35,55),ifelse(parent,prevstateno=1300,60,85)) ;damage = ifelse(parent,prevstateno=1300,60,85) guardflag = MA pausetime = 0,0 sparkno = 300 sparkxy = 34214321,321321;10,-86 hitsound = 325,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -2,ifelse(parent,prevstateno=1300,-7,-10) air.velocity = -2,ifelse(root,var(16)>=4,0,ifelse(parent,prevstateno=1300,-7,-10)) fall = 1 envshake.time = 6 palfx.add = 50,-50,-50 palfx.time = 40 givepower = 0 fall.recover = 0 priority = 4, Hit [State 0, DestroySelf] type = DestroySelf trigger1 = time = 60 ;--------------------------------------------------------------------------- ; kwaidan guarded [Statedef 1303] type = A movetype= I physics = A juggle = 0 poweradd= 0 velset = -3,-3 anim = 43 ctrl = 0 sprpriority = 1 [State 0, PosAdd] type = PosAdd trigger1 = !time x = 30 ;--------------------------------------------------------------------------- ; Mascara de Emma-O (hyper) [Statedef 3000] type = S movetype= I physics = S juggle = 4 velset = 0,0 anim = 3000 ctrl = 0 sprpriority = 2 [State 3000, Width] type = Width trigger1 = AnimElem = 5 value = 40,0 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 2 value = 10,5 freqmul = 1.1 [State 3000, Super A] type = SuperPause trigger1 = AnimElem = 2 pos = 25, -57 anim = -1 poweradd = -1000 time = 30 movetime = 30 [State 3900, 1] type = Explod trigger1 = AnimElem = 2 anim = 4000 pos = 0,0 postype = left supermove = 1 facing = 1 bindtime = 30 sprpriority = -2 removetime = 30 ownpal = 1 [State 0, Explod] type = Explod trigger1 = animelem = 5 anim = 1102 removetime = 98 sprpriority = -1 ownpal = 1 ignorehitpause = 1 ID = 1102 pos = 0,-10 bindtime = -1 removeongethit = 1 [State 0, BGPalFX] type = BGPalFX trigger1 = time = 32 time = 98 add = -100,-100,-100 ignorehitpause = 1 ;Helper invisible [State 0, Helper] type = Helper trigger1 = animelem = 3 helpertype = normal name = "helper" pos = 0,0 postype = p1 stateno = 3002 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 5 value = 12,4 channel = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 3 value = 40,0 volume = 200 [State 0, Helper] type = Helper trigger1 = animelem = 5 trigger2 = animelem = 9 trigger3 = animelem = 13 trigger4 = animelem = 17 trigger5 = animelem = 21 trigger6 = animelem = 25 trigger7 = animelem = 29 trigger8 = animelem = 33 helpertype = normal name = "fantasma" pos = 46,-79 postype = p1 stateno = 3001 ownpal = 1 ID = 3000 [State 3000, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;Emma-O fantasma [Statedef 3001] type = S movetype= A physics = N juggle = 4 poweradd= 0 anim = 3001 ctrl = 0 sprpriority = 3 [State 0, AssertSpecial] type = AssertSpecial trigger1 = random<300 flag = invisible ignorehitpause = 1 [State 0, VarRandom] type = VarRandom trigger1 = time = 0 v = 2 range = 1,4 [State 0, ChangeAnim] type = ChangeAnim trigger1 = time = 0 trigger1 = var(2) = 1 value = 3001 [State 0, ChangeAnim] type = ChangeAnim trigger1 = time = 0 trigger1 = var(2) = 2 value = 3002 [State 0, ChangeAnim] type = ChangeAnim trigger1 = time = 0 trigger1 = var(2) = 3 value = 3003 [State 0, ChangeAnim] type = ChangeAnim trigger1 = time = 0 trigger1 = var(2) = 4 value = 3004 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow ;vel Emma-O [State 0, VelAdd] type = Velset trigger1 = (ishelper(3000)||ishelper(3171)) && !time y = 2.5-(random/200.0) ;vel posesion - cara normal [State 0, VelAdd] type = Velset trigger1 = ishelper(3170) && !time y = 1-(random/180.0) ;vel posesion - cara super [State 0, VelAdd] type = Velset trigger1 = ishelper(3173) && !time y = -3+(random/200.0) [State 0, VelAdd] type = VelAdd trigger1 = vel y < 0 y = .1 [State 0, VelAdd] type = VelAdd trigger1 = vel y > 0 y = -.1 [State 0, VelAdd] type = VelAdd trigger1 = 1 x = .03+(random/2000.0) ;afterimage Emma-O [State 0, afterimage] type = AfterImage trigger1 = ishelper(3000) && !time time = 30 FrameGap = 2 length = 30 PalContrast = 0,0,200 PalBright = -80,-80,0 TimeGap = 2 PalColor = 0 Trans = add persistent = 0 paladd = -50,-50,0 ;afterimage posesion [State 0, afterimage] type = AfterImage trigger1 = (ishelper(3170)||ishelper(3171)||ishelper(3173)) && !time time = 30 FrameGap = 2 length = 30 PalContrast = 100,0,0 PalBright = 0,-80,-80 TimeGap = 2 PalColor = 0 Trans = add persistent = 0 paladd = 10,-50,-50 [State 0, AfterImageTime] type = AfterImageTime trigger1 = 1 time = -1 ;Emma-O [State 0, HitDef] type = HitDef trigger1 = ishelper(3000) attr = S, SP hitflag = MAF guardflag = MA animtype = hard air.animtype = hard damage = 30,5 pausetime = 0,10 sparkno = -1 sparkxy = 0,0 ground.type = High air.type = High ground.velocity = -3,-3.5 air.velocity = -3,-3.5 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 fall = 1 palfx.time = 6 palfx.add = 150,150,150 persistent = 0 envshake.time = 5 envshake.freq = 60 envshake.ampl = -8 getpower = 0 priority = 4, Hit ;posesion normal [State 0, HitDef] type = HitDef trigger1 = ishelper(3170) attr = S, SP hitflag = MAF guardflag = MA animtype = hard air.animtype = hard damage = 75,5 pausetime = 5,10 sparkno = -1 sparkxy = 0,0 ground.type = High air.type = High ground.velocity = -6,-6 air.velocity = -6,-6 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 fall = 1 palfx.time = 6 palfx.add = 150,150,150 persistent = 0 envshake.time = 5 envshake.freq = 60 envshake.ampl = -8 getpower = 0 priority = 4, Hit ;posesion super [State 0, HitDef] type = HitDef trigger1 = ishelper(3173) && !time attr = S, SP hitflag = MAF guardflag = MA animtype = hard air.animtype = hard damage = 50,7 pausetime = 5,10 sparkno = -1 sparkxy = 0,0 ground.type = High air.type = High ground.velocity = -6,-6 air.velocity = -6,-6 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 fall = 1 palfx.time = 6 palfx.add = 150,150,150 envshake.time = 5 envshake.freq = 60 envshake.ampl = -8 getpower = 0 priority = 4, Hit [State 0, PlaySnd] type = PlaySnd trigger1 = !ishelper(3170) trigger1 = !time && random <500 trigger2 = ishelper(3170) trigger2 = !time value = 12,5 channel = 1 freqmul = 0.8+(random/2500.0) volume = ifelse(ishelper(3000),-100,0) [State 0, SndPan] type = SndPan trigger1 = 1 channel = 1 pan = 0 ;spark [State 0, Explod] type = Explod trigger1 = movehit anim = 3233 sprpriority = 3 ignorehitpause = 1 ownpal = 1 pos = 10,-10 persistent = 0 facing = ifelse(random<500,-1,1) [State 0, PlaySnd] type = PlaySnd trigger1 = movehit value = 12,6 volume = ifelse(ishelper(3173),-150,-80) freqmul = 0.9+(random/2500.0) persistent = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = moveguarded value = s 6,0 volume = ifelse(ishelper(3173),-100,0) freqmul = 0.9+(random/2500.0) persistent = 0 [State 220, 3] type = DestroySelf trigger1 = FrontEdgeBodyDist <= -160 ;--------------------------------------------------------------------------- ;Emma-O , helper invisible [Statedef 3002] type = S movetype= I physics = N juggle = 4 poweradd= 0 velset = 0,0 anim = 30000 ctrl = 0 [State 0, BGPalFX] type = BGPalFX trigger1 = parent, stateno != 3000 time = 1 add = 0,0,0 ignorehitpause = 1 [State 0, Explod] type = Explod trigger1 = parent, movetype = H anim = 3010 removetime = 98 sprpriority = 2 ownpal = 1 ignorehitpause = 1 pos = 0,-78 velocity = -1,-1 accel = 0,.2 persistent = 0 [State 220, 3] type = DestroySelf trigger1 = time = 137 ;--------------------------------------------------------------------------- ; Posesion 1 [Statedef 3100] type = S movetype= I physics = S juggle = 4 velset = 0,0 ctrl = 0 sprpriority = 2 [State 0, PlaySnd] type = PlaySnd trigger1 = anim = 3100 && animelem = 2 trigger2 = anim = 3104 && time = 27 value = 10,5 freqmul = 1.1 [State 3900, 1] type = Explod trigger1 = anim = 3100 && AnimElem = 2 trigger2 = anim = 3104 && time = 27 anim = 4001 pos = 0,0 postype = left supermove = 1 facing = 1 bindtime = -1 sprpriority = -2 removetime = 97 ownpal = 1 ID = 4001 [State 0, RemoveExplod] type = RemoveExplod trigger1 = anim = 3161 && animelemtime(1) = 2 ID = 4001 [State 0, ChangeAnim] type = ChangeAnim trigger1 = !time value =ifelse((numhelper(3102)=0),3100,3104) [State 0, ChangeAnim] type = ChangeAnim trigger1 = anim = 3104 && time = 27 value = 3100 elem = 2 [State 3050, Super D] type = NotHitBy trigger1 = time >=4 value = , NA, SA, AT time = 1 [State 1100, 5] type=superpause trigger1 = anim = 3100 && animelem = 2 movetime = 97 time = 97 anim = -1 ;mueca en el aire [State 191] type = Explod trigger1 = animelem = 3 anim = 3160 postype = p1 pos = 14, -33 sprpriority = 0 ignorehitpause = 1 persistent = 0 ownpal = 1 shadow = -1 id = 3160 facing = -1 [State 0, PalFXWiz] type = PalFX trigger1 = anim = 3100 && animelem = 3 time = 19 sinadd = 256,256,256,80 invertall = 0 [State 191, 1] type = ChangeAnim trigger1 = anim = 3100 && !animtime value = 3101 [State 0, PlaySnd] type = PlaySnd trigger1 = anim = 3101 && animelem = 1 value = 12,11 volume = 120 [State 191, 1] type = assertspecial trigger1 = anim = 3101 flag = noshadow [State 0, RemoveExplod] type = RemoveExplod trigger1 = anim = 3160 id = 3160 [State 3050, 5] type = Changeanim trigger1 = anim = 3101 && !animtime value = 3160 ctrl = 0 [State 0, Turn] type = Turn trigger1 = anim = 3160 && animelem = 1 [State 0, PosAdd] type = PosAdd trigger1 = anim = 3160 && animelem = 1 x = -14 y = -33 [State 0, ScreenBound] type = ScreenBound trigger1 = anim = 3160 value = 1 movecamera = 1,0 [State 0, PosAdd] type = veladd trigger1 = anim = 3160 y = .3 [State 3050, 5] type = Changeanim trigger1 = pos Y >= -1 && vel y > 0 value = 3161 ctrl = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = anim = 3161 && animelem = 1 value = 12,12 volume = -100 freqmul = 0.9+(random/5000.0) [State 0, PosAdd] type = velset trigger1 = anim = 3161 y = 0 [State 0, PosAdd] type = posset trigger1 = anim = 3161 y = 0 [State 0, VarSet] type = VarSet trigger1 = anim = 3161 && animelem = 1 v = 10 value = 1 [State 3050, 5] type = Changestate trigger1 = anim = 3161 && !animtime value = 3150 ctrl = 0 ;aura roja [State 0, Explod] type = Explod trigger1 = anim = 3161 && animelem = 1 && numexplod(3102) = 0 anim = 3102 ID = 3102 pos = 2,0 bindtime = -1 removetime = -1 sprpriority = 1 ownpal = 1 scale = 0,0 [State 9999,0] type = ModifyExplod trigger1 = anim = 3161&&animelemtime(1) >=0 ID = 3102 scale=animelemtime(1) *.025, animelemtime(1) *.025 ;--------------------------------------------------------------------------- ;posesion - termina DF [Statedef 3101] type = S movetype= I physics = N anim = 3173 ctrl = 0 sprpriority = 1 velset = 0,0 ;para intro [State 191, 2] type = AssertSpecial trigger1 = prevstateno = 194 flag = Intro [State 0, VarSet] type = VarSet trigger1 = time = 37 v = 10 value = 0 [State 181, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 0, Explod] type = Explod trigger1 = animelem = 3 && backedgedist >= 46 && prevstateno != 194 trigger2 = animelem = 3 && prevstateno = 194 anim = 3103 pos = -27,2 bindtime = -1 ontop = 1 ownpal = 1 [State 0, Explod] type = Explod trigger1 = animelem = 3 && backedgedist <= 45 && prevstateno != 194 anim = 3103 pos = 27,2 bindtime = -1 ontop = 1 ownpal = 1 facing = -1 id = 3103 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 3 value = 12,11 volume = 120 freqmul = 1.2 [State 0, Helper] type = Helper trigger1 = time = 37 helpertype = normal name = "mueca inerte" ID = 3102 stateno = 3102 ownpal = 1 supermove = 1 [State 0, PosAdd] type = PosAdd trigger1 = time = 38 && numexplod(3103) = 0 trigger2 = time = 38 && prevstateno = 194 x = -30 [State 0, PosAdd] type = PosAdd trigger1 = time = 38 && numexplod(3103) != 0 trigger1 = prevstateno != 194 x = 30 [State 0, ChangeAnim] type = ChangeAnim trigger1 = time = 38 value = 11 [State 0, Turn] type = Turn trigger1 = anim = 11 && numexplod(3103) !=0 persistent = 0 ;Generated by Fighter Factory PalFX Editor [State 0, PalFXWiz] type = PalFX trigger1 = time = 37 time = 15 add = 256,256,256 sinadd = -256,-256,-256,80 invertall = 0 color = 256 [State 0, Changeanim] type = Changeanim trigger1 = time = 70 value = 12 [State 0, Changestate] type = Changestate trigger1 = anim = 12 && animtime = 0 value = 0 ctrl = ifelse(roundstate = 2,1,0) [State 0, AfterImageTime] type = AfterImageTime trigger1 = animelem = 3 time = 0 ;--------------------------------------------------------------------------- ; Posesion - mueca INERTE [Statedef 3102] type = S movetype= I physics = N velset = 0,0 ctrl = 0 sprpriority = 0 poweradd = 0 [State 0, ChangeAnim] type = ChangeAnim trigger1 = !time value = 3162 elem = ifelse((parent, stateno = 0),4,1) [State 0, PlaySnd] type = PlaySnd trigger1 = anim = 3162 && animelem = 3 value = 12,12 volume = -100 freqmul = 0.9+(random/5000.0) [State 3050, Super D] type = NotHitBy trigger1 = 1 value = , NA, SA, AT time = 1 [State 0, ChangeAnim] type = ChangeAnim trigger1 = root, anim = 3104 value = 3160 [State 0, spr] type = sprpriority trigger1 = root, anim = 3104 value = 3 [State 0, VelSet] type = VelSet trigger1 = anim = 3160 && facing = root, facing x = ((rootdist x+30)/27.0) y = -5.5 persistent = 0 [State 0, VelSet] type = VelSet trigger1 = anim = 3160 && facing != root, facing x = ((rootdist x-30)/27.0) y = -5.5 persistent = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = anim = 3160 value = 0,3 persistent = 0 freqmul = 2.5 [State 0, VelAdd] type = VelAdd trigger1 = anim = 3160 y = 0.3 [State 0, ChangeAnim] type = ChangeAnim trigger1 = parent, anim = 3120 && parent, animelem = 4 value = 3123 ignorehitpause = 1 [State 0, DestroySelf] type = DestroySelf trigger1 = root, anim = 3104 && root, time = 27 trigger2 = anim = 3123 && animtime = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = root, anim = 3104 && root, time = 27 value = 12,1 ;--------------------------------------------------------------------------- ; Posesion COMBO! 1 [Statedef 3120] type = S movetype= I physics = S velset = 0,0 ctrl = 0 sprpriority = 2 anim = 3120 [State 1100, 5] type=superpause trigger1 = anim = 3120 && animelem = 4 movetime = 63 time = 63 anim = -1 poweradd = -1000 [State -2, BGPalFX] type = BGPalFX trigger1 = animelem = 4 time = -1 add = -40,-150,-150 color = 0 ignorehitpause = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = anim = 3120 && animelem = 4 value = 10,5 freqmul = 1.1 [State 3900, 1] type = Explod trigger1 = anim = 3120 && AnimElem = 4 anim = 4001 pos = 0,0 postype = left supermove = 1 facing = 1 bindtime = -1 sprpriority = -2 removetime = 97 ownpal = 1 ID = 4001 ;mueca en el aire [State 191] type = Explod trigger1 = animelem = 4 anim = 3121 pos = 18, -35 sprpriority = 1 ignorehitpause = 1 ownpal = 1 shadow = -1 id = 3121 supermove = 1 [State 0, PalFXWiz] type = PalFX trigger1 = anim = 3120 && animelem = 4 time = 29 sinadd = 256,256,256,100 invertall = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = anim = 3120 && animelem = 5 value = 12,11 volume = 120 [State 0, RemoveExplod] type = RemoveExplod trigger1 = animtime = 0 ID = 4001 [State 0, RemoveExplod] type = RemoveExplod trigger1 = animtime = 0 ID = 3121 [State 0, ChangeState] type = ChangeState trigger1 = animtime = 0 value = 3121 ctrl = 0 ;--------------------------------------------------------------------------- ; Posesion COMBO! 2 [Statedef 3121] type = S movetype= a physics = n velset = 0,0 ctrl = 0 sprpriority = 2 anim = 3160 [State 0, VarSet] type = VarSet trigger1 = !time v = 10 value = 1 [State 0, PosAdd] type = PosAdd trigger1 = !time x = 18 y = -35 [State 0, ChangeAnim] type = ChangeAnim trigger1 = time = 5 value = 3173 ;aura roja [State 0, Explod] type = Explod trigger1 = !time anim = 3102 ID = 3102 pos = 2,0 bindtime = -1 removetime = -1 sprpriority = 1 ownpal = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = anim = 3173 && animelem = 3 value = 12,14 freqmul = 0.6 volume = -150 [State 0, Helper] type = Helper trigger1 = anim = 3173 && animelem = 3 trigger2 = anim = 3173 && animelemtime(3)= 20 trigger3 = anim = 3173 && animelemtime(3)= 40 helpertype = normal name = "fantasma" pos = 0,-25 postype = p1 stateno = 3122 ownpal = 1 ;ondita [State 0, Explod] type = Explod trigger1 = anim = 3173 && animelem = 3 anim = f 61 sprpriority = 0 ownpal = 1 pos = 0,35 [State 0, VelAdd] type = VelAdd trigger1 = anim = 3173 && animelemtime(3)>=50 y = .3 [State 0, ChangeState] type = ChangeState trigger1 = anim = 3173 && pos y >= -5 && vel y > 0 value = 3150 ctrl = 0 ;--------------------------------------------------------------------------- ;df COMBO! fantasma [Statedef 3122] type = S movetype= A physics = N juggle = 4 poweradd= 0 anim = 3122 ctrl = 0 sprpriority = 6 velset = 6,0 [State 0, AssertSpecial] type = AssertSpecial trigger1 = random<300 flag = invisible ignorehitpause = 1 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, VelAdd] type = VelAdd trigger1 = 1 x = .05+(random/2000.0) [State 0, afterimage] type = AfterImage trigger1 = !time time = 30 FrameGap = 1 length = 50 PalContrast = 0,0,0 PalBright = 50,50,50 TimeGap = 1 PalColor = 0 Trans = add persistent = 0 paladd = 20,-50,-50 [State 0, AfterImageTime] type = AfterImageTime trigger1 = 1 time = -1 ;posesion normal [State 0, HitDef] type = HitDef trigger1 = !time attr = S, SP hitflag = MAF guardflag = MA animtype = hard air.animtype = hard damage = 87,10 pausetime = 0,14 sparkno = -1 sparkxy = 0,0 ground.type = High air.type = High ground.velocity = -6,-3 air.velocity = -6,-3 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 fall = 1 palfx.time = 14 palfx.add = 150,150,150 envshake.time = 14 envshake.ampl = -11 getpower = 0 priority = 4, Hit [State 0, PlaySnd] type = PlaySnd trigger1 = !time value = 12,5 channel = 1 freqmul = 0.6+(random/3333.3) volume = -50 [State 0, SndPan] type = SndPan trigger1 = 1 channel = 1 pan = 0 ;spark [State 0, Explod] type = Explod trigger1 = movehit anim = 3233 sprpriority = 3 ignorehitpause = 1 ownpal = 1 pos = 10,-10 persistent = 0 facing = ifelse(random<500,-1,1) scale = 3.0,3.0 ;motita muerte 1 [State 0, Explod1] type = Explod trigger1 = movehit anim = 3232 vel = -5+(random/100.0),-4-(random/500.0) removetime = 40 sprpriority = 1 persistent = 0 ignorehitpause = 1 scale = 2,2 ;motita muerte 1 [State 0, Explod1] type = Explod trigger1 = movehit anim = 3232 vel = -5+(random/100.0),-4-(random/500.0) removetime = 40 sprpriority = 1 persistent = 0 ignorehitpause = 1 scale = 2,2 ;motita muerte 2 [State 0, Explod2] type = Explod trigger1 = movehit anim = 3232 vel = -5+(random/100.0),4+(random/500.0) removetime = 40 sprpriority = 1 persistent = 0 ignorehitpause = 1 scale = 2,2 ;motita muerte 2 [State 0, Explod2] type = Explod trigger1 = movehit anim = 3232 vel = -5+(random/100.0),4+(random/500.0) removetime = 40 sprpriority = 1 persistent = 0 ignorehitpause = 1 scale = 2,2 ;motita muerte 3 [State 0, Explod3] type = Explod trigger1 = movehit anim = 3232 vel = -4-(random/500.0), 5-(random/100.0) removetime = 40 sprpriority = 1 persistent = 0 ignorehitpause = 1 scale = 2,2 ;motita muerte 3 [State 0, Explod3] type = Explod trigger1 = movehit anim = 3232 vel = -4-(random/500.0), 5-(random/100.0) removetime = 40 sprpriority = 1 persistent = 0 ignorehitpause = 1 scale = 2,2 ;motita muerte 4 [State 0, Explod4] type = Explod trigger1 = movehit anim = 3232 vel = 4+(random/500.0), 5-(random/100.0) removetime = 40 sprpriority = 1 persistent = 0 ignorehitpause = 1 scale = 2,2 ;motita muerte 4 [State 0, Explod4] type = Explod trigger1 = movehit anim = 3232 vel = 4+(random/500.0), 5-(random/100.0) removetime = 40 sprpriority = 1 persistent = 0 ignorehitpause = 1 scale = 2,2 [State 0, PlaySnd] type = PlaySnd trigger1 = movehit value = 12,6 freqmul = 0.5 persistent = 0 ignorehitpause = 1 volume = -50 [State 0, PlaySnd] type = PlaySnd trigger1 = moveguarded value = s 6,0 volume = ifelse(ishelper(3173),-100,0) freqmul = 0.9+(random/2500.0) persistent = 0 [State 220, 3] type = DestroySelf trigger1 = FrontEdgeBodyDist <= -160 ;--------------------------------------------------------------------------- ; Posesion - mueca normal [Statedef 3150] type = S movetype= I physics = S velset = 0,0 anim = 3150 ctrl = 0 sprpriority = 2 ;movimiento horizontal ;---------- ---------- [State 0, VelSet] type = VelSet trigger1 = command = "holdfwd" x = 1.5 [State 0, VelSet] type = VelSet trigger1 = command = "holdback" x = -1.2 [State 0, VelSet] type = VelSet trigger1 = command != "holdfwd" trigger1 = command != "holdback" x = 0 [State 0, ChangeAnim] type = ChangeAnim triggerall = command = "holdfwd" trigger1 = anim!=3151 && anim!=3153 trigger2 = anim = 3153 && animtime = 0 value = 3151 [State 0, ChangeAnim] type = ChangeAnim triggerall = command = "holdback" trigger1 = anim!=3152 && anim!=3153 trigger2 = anim = 3153 && animtime = 0 value = 3152 [State 0, ChangeAnim] type = ChangeAnim trigger1= anim!=3150 && anim!=3153 trigger1 = command != "holdfwd" trigger1 = command != "holdback" trigger2 = anim = 3153 && animtime = 0 value = 3150 ;turn [State 0, ChangeAnim] type = ChangeAnim ;triggerall = anim!=3151 trigger1 = P2Dist x < 0 value = 3153 [State 0, Turn] type = Turn trigger1 = anim = 3153 && animelem = 1 ;comandos ;-------- ;DF cancela DF [State -3, cancela] type = ChangeState triggerall = power > 0 && life !=0 triggerall = command = "posesion" trigger1 = var(24) = 0 trigger2 = var(24) = 3 trigger3 = var(24) = 1 && power <=1000 trigger4 = var(24) = 2 && power <=1000 value = 3101 ctrl = 0 ;cancela DF se queda sin poder [State -3, cancela] type = ChangeState trigger1 = power = 0 value = 3101 ctrl = 0 ;super cara fantasma [State 0, ChangeState] type = ChangeState trigger1 = command = "x" && command = "y" trigger1 = power >= 350 value = 3173 ctrl = 0 ;cara fantasma [State 0, ChangeState] type = ChangeState trigger1 = command = "x" trigger2 = command = "y" value = 3170 ctrl = 0 ; super mano fantasma [State 0, ChangeState] type = ChangeState trigger1 = command = "a" && command = "b" trigger1 = power >= 350 value = 3171 ctrl = 0 ;giro [State 0, ChangeState] type = ChangeState trigger1 = command = "a" trigger2 = command = "b" value = 3172 ctrl = 0 ;detalles ;-------- [State 0, VarSet] type = VarSet trigger1 = !time v = 20 value = 0 [State 0, PosSet] type = PosSet trigger1 = !time y = 0 [State 0, MakeDust] type = MakeDust trigger1 = !time trigger1 = prevstateno =3190 || prevstateno = 3173 || prevstateno = 3171 pos = 0,0 ;sonido aterrizaje [State 0, PlaySnd] type = PlaySnd trigger1 = !time trigger1 = prevstateno =3190 || prevstateno = 3173 || prevstateno = 3171 || prevstateno = 3121 value = 12,12 volume = -100 freqmul = 0.9+(random/5000.0) ;After image [State -3] type = AfterImage trigger1 = !time time = -1 FrameGap = 1 length = 10 PalContrast = 200,0,0 PalBright = 0,-80,-180 TimeGap = 2 PalColor = 0 Trans = add persistent = 0 paladd = 0,-30,-30 ;Changestates ;------------ ;termina round [State 0, ChangeState] type = ChangeState trigger1 = roundstate = 3 value = 0 ctrl = 0 ;--------------------------------------------------------------------------- ;posesion - HIT 1 [Statedef 3190] type = A movetype= H physics = N ctrl = 0 anim = 3160 sprpriority = 2 [State 0, ChangeAnim] type = ChangeAnim trigger1 = life = 0 && anim != 3174 value = 3174 ignorehitpause = 1 [State 0, VarAdd] type = VarAdd trigger1 = !time v = 20 value = 1 [State -3, NotHitBy] type = NotHitBy trigger1 = var(20) >= 5 value = SCA time = 1 [State 0, VelSet] type = VelSet trigger1 = !time x = -2 y = -3.5-(random/500.0) [State 0, VelAdd] type = VelAdd trigger1 = 1 y = .3 [State 0, ChangeState] type = ChangeState trigger1 = pos y >= -4 && vel Y > 0 && anim = 3160 trigger2 = pos y >= 13 && vel Y > 0 && anim = 3174 value = ifelse((anim != 3174),3150,5150) ctrl = 0 ;cabeza muerte [State 0, Helper] type = Helper trigger1 = anim = 3174 pos = -7,-36 name = "cabeza" stateno = 3191 persistent = 0 ;piernas muerte [State 0, Helper] type = Helper trigger1 = anim = 3174 pos = 2,0 name = "piernas" stateno = 3192 persistent = 0 ;--------------------- ;cabeza de mueca [Statedef 3191] type = S movetype= I physics = N anim = 3176 ctrl = 0 sprpriority = 3 [State 0, VelAdd] type = VelAdd trigger1 = anim = 3176 y = .3 [State 0, VelSet] type = VelSet trigger1 = !time x = -7+(random/100.0) y = -4 [State 0, ChangeAnim] type = ChangeAnim trigger1 = pos y >= -6 && vel y > 0 && anim = 3176 value = 3177 [State 0, VelSet] type = VelSet trigger1 = anim = 3177 x = 0 y = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = anim = 3177 value = 12,12 volume = -100 freqmul = 0.9+(random/5000.0) persistent = 0 [State 0, PosSet] type = PosSet trigger1 = anim = 3177 y = 0 [State 0, SprPriority] type = SprPriority trigger1 = anim = 3177 value = 1 ;motita muerte 1 [State 0, Explod1] type = Explod trigger1 = time >0 && time < 4 anim = 3232 vel = -5+(random/100.0),-4-(random/500.0) removetime = 40 sprpriority = 1 ;motita muerte 2 [State 0, Explod2] type = Explod trigger1 = time >0 && time < 4 anim = 3232 vel = -5+(random/100.0),4+(random/500.0) removetime = 40 sprpriority = 1 ;motita muerte 3 [State 0, Explod3] type = Explod trigger1 = time >0 && time < 4 anim = 3232 vel = -4-(random/500.0), 5-(random/100.0) removetime = 40 sprpriority = 1 ;motita muerte 4 [State 0, Explod4] type = Explod trigger1 = time >0 && time < 4 anim = 3232 vel = 4+(random/500.0), 5-(random/100.0) removetime = 40 sprpriority = 1 ;--------------------- ;piernas de mueca [Statedef 3192] type = S movetype= I physics = N anim = 3178 ctrl = 0 sprpriority = 31 [State 0, VelAdd] type = VelAdd trigger1 = anim = 3178 y = .3 [State 0, VelSet] type = VelSet trigger1 = !time x = -2+(random/100.0) y = -2 [State 0, ChangeAnim] type = ChangeAnim trigger1 = pos y >= -6 && vel y > 0 && anim = 3178 value = 3179 [State 0, PlaySnd] type = PlaySnd trigger1 = anim = 3179 value = 12,12 volume = -100 freqmul = 0.9+(random/5000.0) persistent = 0 [State 0, VelSet] type = VelSet trigger1 = anim = 3179 x = 0 y = 0 [State 0, PosSet] type = PosSet trigger1 = anim = 3179 y = 0 ;motita muerte 1 [State 0, Explod1] type = Explod trigger1 = time >0 && time < 4 anim = 3232 vel = -5+(random/100.0),-4-(random/500.0) removetime = 40 sprpriority = 1 ;motita muerte 2 [State 0, Explod2] type = Explod trigger1 = time >0 && time < 4 anim = 3232 vel = -5+(random/100.0),4+(random/500.0) removetime = 40 sprpriority = 1 ;motita muerte 3 [State 0, Explod3] type = Explod trigger1 = time >0 && time < 4 anim = 3232 vel = -4-(random/500.0), 5-(random/100.0) removetime = 40 sprpriority = 1 ;motita muerte 4 [State 0, Explod4] type = Explod trigger1 = time >0 && time < 4 anim = 3232 vel = 4+(random/500.0), 5-(random/100.0) removetime = 40 sprpriority = 1 ;--------------------------------------------------------------------------- ;posesion - ataque - cara fantasma [Statedef 3170] type = S movetype= I physics = S anim = 3170 ctrl = 0 sprpriority = 2 velset = 0,0 [State 0, PlaySnd] type = PlaySnd trigger1 = !time value = 12,0 volume = 250 channel = 0 freqmul = 1.8 [State 0, Helper] type = Helper trigger1 = animelem = 5 helpertype = normal name = "fantasma" pos = 0,-25 postype = p1 stateno = 3001 ownpal = 1 ID = 3170 [State 0, ChangeState] type = ChangeState trigger1 = animtime = 0 value = 3150 ctrl = 0 ;--------------------------------------------------------------------------- ;posesion - ataque - super mano fantasma [Statedef 3171] type = S movetype= I physics = N anim = 3160 ctrl = 0 sprpriority = 2 velset = 0,-3 [State 3171, PowerAdd] type = PowerAdd trigger1 = !time value = -350 [State 0, VelAdd] type = VelAdd trigger1 = anim = 3160 y = .1 [State 0, ChangeAnim] type = ChangeAnim trigger1 = anim = 3160 && vel y >= 0 value = 3173 [State 0, VelSet] type = VelSet trigger1 = anim = 3173 && animelem = 1 y = 0 [State 0, Helper] type = Helper trigger1 = anim = 3173 && animelemtime(3)= 1 helpertype = normal name = "mano" pos = ceil(20+(random/3.57)),0 postype = left stateno = 3180 ownpal = 1 [State 0, Helper] type = Helper trigger1 = anim = 3173 && animelemtime(3)= 3 helpertype = normal name = "mano" pos = ceil(20+(random/3.57)),0 postype = left stateno = 3180 ownpal = 1 [State 0, Helper] type = Helper trigger1 = anim = 3173 && animelemtime(3)= 5 helpertype = normal name = "mano" pos = ceil(20+(random/3.57)),0 postype = left stateno = 3180 ownpal = 1 [State 0, Helper] type = Helper trigger1 = anim = 3173 && animelemtime(3)= 7 helpertype = normal name = "mano" pos = ceil(20+(random/3.57)),0 postype = left stateno = 3180 ownpal = 1 [State 0, Helper] type = Helper trigger1 = anim = 3173 && animelemtime(3)= 9 helpertype = normal name = "mano" pos = ceil(20+(random/3.57)),0 postype = left stateno = 3180 ownpal = 1 [State 0, VelAdd] type = VelAdd trigger1 = anim = 3173 && animelemtime(3)>=25 y = .3 [State 0, ChangeState] type = ChangeState trigger1 = anim = 3173 && pos y >= -5 && vel y > 0 value = 3150 ctrl = 0 ;--------------------------------------------------------------------------- ;mano fantasma (helper) [Statedef 3180] type = S movetype= I physics = S anim = 3180 ctrl = 0 sprpriority = 2 velset = 0,0 [State 0, PlaySnd] type = PlaySnd trigger1 = !time value = 10,6 volume = -150 freqmul = 0.9+(random/1000.0) [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, PosSet] type = PosSet trigger1 = !time y = 0 [State 0, Turn] type = Turn trigger1 = !time && random < 500 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 26 value = 12,15 volume = -150 freqmul = 0.9+(random/5000.0) [State 0, StateTypeSet] type = StateTypeSet trigger1 = animelem = 26 movetype = A [State 0, Turn] type = HitDef trigger1 = !time attr = S, SP hitflag = MAF guardflag = MA animtype = hard air.animtype = hard damage = 60,10 pausetime = 0,2 sparkno = s 3233 sparkxy = 0,-60 ground.type = High air.type = High ground.velocity = 8,-3 air.velocity = 8,-3 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 fall = 1 envshake.time = 5 envshake.freq = 60 envshake.ampl = -8 getpower = 0 priority = 4, Hit [State 0, PlaySnd] type = PlaySnd trigger1 = movehit value = 20,1 freqmul = 0.7+(random/5000.0) persistent = 0 [State 0, DestroySelf] type = DestroySelf trigger1 =animtime = 0 ;--------------------------------------------------------------------------- ;posesion - ataque - giro [Statedef 3172] type = S movetype= A physics = N anim = 3170 ctrl = 0 sprpriority = 2 [State 0, PlaySnd] type = PlaySnd trigger1 = !time value = 12,0 freqmul = 1.1+(random/5000.0) volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = !time value = 15,0 channel = 0 freqmul = 0.9+(random/5000.0) volume = 100 [State 0, VelSet] type = Veladd trigger1 = animelemtime(7)<0 && animelemtime(2)>0 x = .32 [State 0, VelSet] type = Veladd trigger1 = animelemtime(7)>=0 && animelemtime(14)<0 x = -.22 [State 0, VelSet] type = VelSet trigger1 = animelem = 14 x = 0 y = 0 [State 0, HitDef] type = HitDef trigger1 = animelem = 3 attr = s,na hitflag = MAF guardflag = Ma animtype = medium air.animtype = Medium damage = 80,0 pausetime = 6,6 guard.pausetime = 0,5 sparkxy = 0,-15 ground.type = Trip ground.velocity = 0,-7 air.velocity = 0,-4 fall = 1 envshake.time = 6 envshake.ampl = -4 getpower = 0 hitsound = s 33,2 priority = 4, Hit [State 0, playerpush] type = playerpush trigger1 = 1 value = 0 [State 0, ChangeState] type = ChangeState trigger1 = moveguarded value = 3161 ctrl = 0 [State 0, ChangeState] type = ChangeState trigger1 = animtime = 0 value = 3150 ctrl = 0 ;--------------------------------------------------------------------------- ;posesion - ataque giro BLOQUEADO [Statedef 3161] type = A movetype= I physics = N ctrl = 0 sprpriority = 2 [State 0, PlaySnd] type = PlaySnd trigger1 = !time value = s 6,0 volume = -50 freqmul = 0.9+(random/2500.0) [State 0, ChangeAnim] type = ChangeAnim trigger1 = !time value = 3163 elem = 2 ignorehitpause = 1 [State 0, VelSet] type = VelSet trigger1 = !time x = -2 y = -3.5-(random/500.0) ignorehitpause = 1 [State 0, VelAdd] type = VelAdd trigger1 = 1 y = .3 [State 0, ChangeState] type = ChangeState trigger1 = pos y >= -4 && vel Y > 0 value = 3150 ctrl = 0 ;--------------------------------------------------------------------------- ;posesion - ataque - super cara fantasma [Statedef 3173] type = S movetype= I physics = N anim = 3160 ctrl = 0 sprpriority = 2 velset = 0,-3 [State 3171, PowerAdd] type = PowerAdd trigger1 = !time value = -350 [State 0, VelAdd] type = VelAdd trigger1 = anim = 3160 y = .1 [State 0, ChangeAnim] type = ChangeAnim trigger1 = anim = 3160 && vel y >= 0 value = 3173 [State 0, VelSet] type = VelSet trigger1 = anim = 3173 && animelem = 1 y = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = anim = 3173 && animelem = 1 value = 12,0 volume = 250 channel = 0 freqmul = 1.8 [State 0, Helper] type = Helper trigger1 = anim = 3173 && animelem = 3 helpertype = normal name = "fantasma" pos = 30,-22 postype = p1 stateno = 3001 ownpal = 1 id = 3173 [State 0, Helper] type = Helper trigger1 = anim = 3173 && animelem = 3 helpertype = normal name = "fantasma" pos = -30,-22 postype = p1 stateno = 3001 ownpal = 1 id = 3173 [State 0, Helper] type = Helper trigger1 = anim = 3173 && animelem = 3 helpertype = normal name = "fantasma" pos = 0,-60 postype = p1 stateno = 3001 ownpal = 1 id = 3173 [State 0, Helper] type = Helper trigger1 = anim = 3173 && animelem = 3 helpertype = normal name = "fantasma" pos = 0,20 postype = p1 stateno = 3001 ownpal = 1 id = 3173 [State 0, VelAdd] type = VelAdd trigger1 = anim = 3173 && animelemtime(3)>=25 y = .3 [State 0, ChangeState] type = ChangeState trigger1 = anim = 3173 && pos y >= -5 && vel y > 0 value = 3150 ctrl = 0 ;--------------------------------------------------------------------------- ; mueca - Win pose - Flota [Statedef 3160] type = S physics = N ctrl = 0 anim = 3163 velset = 0,0 [State 0, PlaySnd] type = PlaySnd trigger1 = !time value = 15,1 freqmul = 1.0+(random/5000.0) volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 3 value = 20,8 freqmul = 0.8 persistent = 0 [State 0, ScreenBound] type = ScreenBound trigger1 = 1 value = 1 movecamera = 1,0 [State 0, VelAdd] type = VelAdd trigger1 = animelemtime(2) >= 0 && helper(182), anim = 30000 y = -.1 [State 0, VelAdd] type = VelAdd trigger1 = helper(182),rootdist y < 0 && helper(182), anim = 30001 y = .2 [State 0, VelAdd] type = VelAdd trigger1 = helper(182),rootdist y > 0 && helper(182), anim = 30001 y = -.2 [State 0, Helper] type = Helper trigger1 = !time ID = 182 pos = 0,-60 stateno = 182 [State 181, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 182, 1] type = AssertSpecial trigger1 = time < 250 flag = roundnotover ;Generated by Fighter Factory PalFX Editor [State 0, PalFXWiz] type = PalFX trigger1 = animelem = 2 time = -1 add = 0,-100,-100 mul = 256,256,256 sinadd = 40,40,40,30 [State -3] type = AfterImage trigger1 = animelem = 2 time = -1 FrameGap = 1 length = 10 PalContrast = 200,0,0 PalBright = 100,-80,-180 TimeGap = 2 PalColor = 0 Trans = add persistent = 0 paladd = 50,0,0 ;--------------------------------------------------------------------------- ; Castigo del alma (hyper) [Statedef 3200] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 1300 ctrl = 0 sprpriority = 2 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 4 value = 10,5 freqmul = 1.1 [State 3000, Super A] type = SuperPause trigger1 = AnimElem = 4 pos = 25, -57 anim = -1 poweradd = -1000 time = 30 [State 3900, 1] type = Explod trigger1 = AnimElem = 4 anim = 4002 pos = 0,0 postype = left supermove = 1 facing = 1 bindtime = 30 sprpriority = -2 removetime = 30 ownpal = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 5 value = 12,14 volume = -50 channel = 0 freqmul = 0.8 [State 0, VelAdd] type = VelAdd trigger1 = animelemtime(4)>=1 && animelemtime(13) <=1 x = 1.3 ;Generated by Fighter Factory PalFX Editor [State 0, PalFXWiz] type = PalFX trigger1 = animelem = 7 time = 17 add = 0,40,200 color = 0 [State 0, afterimage] type = AfterImage trigger1 = animelem = 8 time = -1 FrameGap = 1 length = 6 TimeGap = 2 PalColor = 0 Trans = add persistent = 0 [State 0, AfterImageTime] type = AfterImageTime trigger1 = animelem = 8 time = 14 [State 210, 2] type = HitDef trigger1 = !time attr = S, HT animtype = Medium damage = 0 guardflag = MA pausetime = 0,0 guard.pausetime = 4,10 sparkno = 300 sparkxy = -10,-86 hitsound = s 20,1 guardsound = 6,0 ground.type=High ground.slidetime=18 ground.hittime=18 ground.velocity=-10,0 air.type=Low air.velocity=-5,-5 fall = 1 envshake.time = 6 ID = 3200 p2facing = 1 priority = 4, Hit hitonce = 1 [State 3300, p2state] type=targetstate trigger1= movehit && numtarget(3200) ID=3200 value=3220 [State 3300, p1state] type=changestate trigger1= movehit && numtarget(3200) value=3210 [State 220, 3] type = changestate value = 1303 trigger1 = Moveguarded ctrl = 0 [State 3000, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Castigo del alma P1 - 1 [Statedef 3210] type = S movetype= A physics = N juggle = 4 velset = 0,0 anim = 3210 ctrl = 0 sprpriority = 2 ;musica [State 0, PlaySnd] type = PlaySnd trigger1 = !time value = 20,0 volume = 50 channel = 20 ignorehitpause = 1 freqmul = 0.98 ;Generated by Fighter Factory PalFX Editor [State 0, PalFXWiz] type = PalFX trigger1 = !time time = -1 add = 0,40,200 color = 0 [State 0, TargetBind] type = TargetBind trigger1 = !time time = 1 ID = 3200 pos = 60,0 persistent = 0 [State 0, PosAdd] type = PosAdd trigger1 = !time && frontedgedist <= 40 x = -25 [State 0, Helper] type = Helper trigger1 = !time helpertype = normal name = "alma" ID = 3230 pos = 60,-64 stateno = 3230 ownpal = 1 facing = -1 sprpriority = 2 [State 0, ScreenBound] type = ScreenBound trigger1 = anim != 3215 value = 0 movecamera = 1,1 [State 0, BGPalFX] type = bgPalFX trigger1 = anim != 3215 time = 10 add = -100,-100,0 color = 0 ignorehitpause = 1 [State 0, BGPalFX] type = bgPalFX trigger1 = !time trigger2 = anim = 3211 && animelemtime(1)=1 trigger3 = anim = 3212 && animelemtime(1)=1 trigger4 = anim = 3213 && animelemtime(1)=1 trigger5 = anim = 3214 && animelemtime(1)=1 trigger6 = anim = 3215 && animelem = 3 time = 1 add = 100,100,100 ignorehitpause = 1 [State 0, Pause] type = Pause trigger1 = !time trigger2 = anim = 3211 && animelemtime(1)=1 trigger3 = anim = 3212 && animelemtime(1)=1 trigger4 = anim = 3213 && animelemtime(1)=1 trigger5 = anim = 3214 && animelemtime(1)=1 time = 15 movetime = 15 [State 0, EnvShake] type = EnvShake trigger1 = !time trigger2 = anim = 3211 && animelemtime(1)=1 trigger3 = anim = 3212 && animelemtime(1)=1 trigger4 = anim = 3213 && animelemtime(1)=1 trigger5 = anim = 3214 && animelemtime(1)=1 trigger6 = anim = 3215 && animelem = 3 time = 10 ampl = -6 [State 0, TargetLifeAdd] type = TargetLifeAdd trigger1 = !time trigger2 = anim = 3211 && animelemtime(1)=1 trigger3 = anim = 3212 && animelemtime(1)=1 trigger4 = anim = 3213 && animelemtime(1)=1 trigger5 = anim = 3214 && animelemtime(1)=1 value = -40 ID = 3200 kill = 0 [State 0, HitAdd] type = HitAdd trigger1 = anim = 3211 && animelemtime(1)=1 trigger2 = anim = 3212 && animelemtime(1)=1 trigger3 = anim = 3213 && animelemtime(1)=1 trigger4 = anim = 3214 && animelemtime(1)=1 trigger5 = anim = 3215 && animelem = 3 value = 1 ;desaparece en 15 ticks [State 23, trans] type = Trans trigger1 = animelemtime(1) >= 5 && anim != 3215 trans = addalpha alpha=ceil(256-17.06*(animelemtime(1))-5),ceil(0+17.06*animelemtime(1)-5) ;cambio 1 [State 0, ChangeAnim] type = ChangeAnim ;trigger1 = numtarget(3200) trigger1 = numhelper(3230)!=0 trigger1 = helper(3230), time = 23 value = 3211 [State 0, Turn] type = Turn trigger1 = anim = 3211 persistent = 0 [State 0, PosAdd] type = Posset trigger1 = anim = 3211 trigger1 = facing = -1 trigger1 = numhelper(3230)!=0 x = helper(3230), pos x + 55 y = helper(3230), pos y + 30 persistent = 0 [State 0, PosAdd] type = Posset trigger1 = anim = 3211 trigger1 = facing = 1 trigger1 = numhelper(3230)!=0 x = helper(3230), pos x - 55 y = helper(3230), pos y + 30 persistent = 0 ;cambio 2 [State 0, ChangeAnim] type = ChangeAnim trigger1 = numhelper(3230)!=0 trigger1 = helper(3230), time = 45 value = 3212 [State 0, Turn] type = Turn trigger1 = anim = 3212 persistent = 0 [State 0, PosAdd] type = Posset trigger1 = anim = 3212 trigger1 = facing = -1 trigger1 = numhelper(3230)!=0 x = helper(3230), pos x + 40 y = helper(3230), pos y persistent = 0 [State 0, PosAdd] type = Posset trigger1 = anim = 3212 trigger1 = facing = 1 trigger1 = numhelper(3230)!=0 x = helper(3230), pos x - 40 y = helper(3230), pos y persistent = 0 ;cambio 3 [State 0, ChangeAnim] type = ChangeAnim trigger1 = numhelper(3230)!=0 trigger1 = helper(3230), time = 61 value = 3213 [State 0, PosAdd] type = Posset trigger1 = anim = 3213 trigger1 = facing = -1 trigger1 = numhelper(3230)!=0 x = helper(3230), pos x + 45 y = 0 persistent = 0 [State 0, PosAdd] type = Posset trigger1 = anim = 3213 trigger1 = facing = 1 trigger1 = numhelper(3230)!=0 x = helper(3230), pos x - 45 y = 0 persistent = 0 ;cambio 4 [State 0, ChangeAnim] type = ChangeAnim trigger1 = numhelper(3230)!=0 trigger1 = helper(3230), time = 73 value = 3214 [State 0, Turn] type = Turn trigger1 = anim = 3214 persistent = 0 [State 0, PosAdd] type = Posset trigger1 = anim = 3214 trigger1 = facing = -1 trigger1 = numhelper(3230)!=0 x = helper(3230), pos x + 40 y = helper(3230), pos y persistent = 0 [State 0, PosAdd] type = Posset trigger1 = anim = 3214 trigger1 = facing = 1 trigger1 = numhelper(3230)!=0 x = helper(3230), pos x - 40 y = helper(3230), pos y persistent = 0 ;cambio 5 [State 0, Turn] type = varset trigger1 = anim = 3215 fvar(1) = target(3200), pos x persistent = 0 [State 0, ChangeAnim] type = ChangeAnim trigger1 = numhelper(3230)!=0 trigger1 = helper(3230), time = 85;90 value = 3215 [State 0, Explod] type = Explod trigger1 = anim = 3215 && animelemtime(3)=1 && random <500 trigger1 = target(3200), life > 50 anim = 3204+(random/200) pos = 0,0 postype = left bindtime = -1 pausemovetime = -1 ontop = 1 ownpal = 1 ignorehitpause = 1 id = 3204 [State 0, PlaySnd] type = PlaySnd trigger1 = numexplod(3204)!=0 value = 20,10 freqmul = 1.0+(random/5000.0) persistent = 0 [State 0, EnvShake] type = EnvShake trigger1 = numexplod(3204)!=0 time = 1 freq = 0 ampl = 0 [State 0, Turn] type = Turn trigger1 = anim = 3215 persistent = 0 [State 0, PosAdd] type = Posset trigger1 = anim = 3215 trigger1 = facing = 1 trigger1 = numhelper(3230)!=0 x = helper(3230), pos x - 50 y = 0 persistent = 0 [State 0, PosAdd] type = Posset trigger1 = anim = 3215 trigger1 = facing = -1 trigger1 = numhelper(3230)!=0 x = helper(3230), pos x + 50 y = 0 persistent = 0 [State 0, Pause] type = Pause trigger1 = numhelper(3230)!=0 trigger1 = helper(3230), time = 90 time = 35 [State 0, BGPalFX] type = bgPalFX trigger1 = numhelper(3230)!=0 trigger1 = helper(3230), time = 90 time = 35 add = -256,-256,-256 color = 0 [State 0, Pause] type = Pause trigger1 = numhelper(3230)!=0 trigger1 = helper(3230), time = 91 time = 4 [State 0, TargetLifeAdd] type = TargetLifeAdd trigger1 = numhelper(3230)!=0 trigger1 = helper(3230), time = 91 value = -50 ID = 3200 ;Generated by Fighter Factory PalFX Editor [State 0, PalFXWiz] type = PalFX trigger1 = anim = 3215 && animelem = 4 time = 1 add = 0,0,0 [State 0, ChangeState] type = ChangeState trigger1 = anim = 3215 && animtime = 0 trigger2 = time = 5 && target(3200), stateno != 3220 value = 0 ctrl = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = anim = 3215 && animelem = 3 value = 20,3 [State 0, PlaySnd] type = PlaySnd trigger1 = anim = 3215 && animelem = 3 value = 20,1 freqmul = 0.5 ;mata a target [State 0, Turn] type = varset trigger1 = target(3200), life = 0 var(2) = 1 persistent = 0 ;motita muerte 1 [State 0, Explod] type = Explod trigger1 = target(3200), life = 0 trigger1 = anim = 3215 && animelemtime(4) >=1 trigger1 = anim = 3215 && animelemtime(4) <=3 anim = 3232 pos = 14,-104 vel = -5+(random/100.0),-4-(random/500.0) removetime = 40 sprpriority = 1 ;motita muerte 2 [State 0, Explod] type = Explod trigger1 = target(3200), life = 0 trigger1 = anim = 3215 && animelemtime(4) >=1 trigger1 = anim = 3215 && animelemtime(4) <=3 anim = 3232 pos = 14,-104 vel = -5+(random/100.0),4+(random/500.0) removetime = 40 sprpriority = 1 ;motita muerte 3 [State 0, Explod] type = Explod trigger1 = target(3200), life = 0 trigger1 = anim = 3215 && animelemtime(4) >=1 trigger1 = anim = 3215 && animelemtime(4) <=3 anim = 3232 pos = 14,-104 vel = -4-(random/500.0), 5-(random/100.0) removetime = 40 sprpriority = 1 ;motita muerte 4 [State 0, Explod] type = Explod trigger1 = target(3200), life = 0 trigger1 = anim = 3215 && animelemtime(4) >=1 trigger1 = anim = 3215 && animelemtime(4) <=3 anim = 3232 pos = 14,-104 vel = 4+(random/500.0), 5-(random/100.0) removetime = 40 sprpriority = 1 ;helper para musica [State 0, Helper] type = Helper trigger1 = !time name = "para-musica" stateno = 3231 supermovetime = 1000 pausemovetime = 1000 ignorehitpause = 1 ;--------------------------------------------------------------------------- ; Castigo del alma - P2 [Statedef 3220] type = A movetype= H physics = N ctrl = 0 sprpriority = 1 ;ES Peketo DF [State 700, 10] type = Changeanim trigger1 = !time trigger1 = name = "peketo" && var(10)=1 value = 6283 [State 0, ChangeAnim] type = ChangeAnim2 trigger1 = !time && anim != 6283 value = 3220 [State 0, VelSet] type = VelSet trigger1 = time = 1 x = -2 y = -3 ;Generated by Fighter Factory PalFX Editor [State 0, PalFXWiz] type = PalFX trigger1 = !time time = -1 color = 0 [State 0, ScreenBound] type = ScreenBound trigger1 = 1 value = 1 movecamera = 0,0 [State 0, VelAdd] type = VelAdd trigger1 = anim = 3220 trigger2 = anim = 6283 y = .3 ;ES Peketo DF [State 0, ChangeAnim2] type = ChangeAnim trigger1 = pos y > 25 && vel y > 0 && anim = 6283 value = 6284 [State 0, ChangeAnim2] type = ChangeAnim2 trigger1 = pos y > 25 && vel y > 0 && anim = 3220 value = 3221 [State 0, VelSet] type = VelSet trigger1 = anim = 3221 trigger2 = anim = 6284 x = 0 y = 0 [State 0, VelSet] type = posSet trigger1 = anim = 3221 trigger2 = anim = 6284 y = 0 [State 0, MakeDust] type = MakeDust trigger1 = anim = 3221 && animelemtime(1) = 1 trigger2 = anim = 6284 && animelemtime(1) = 1 pos = ceil(-30+(random/16.6)),ceil(3+(random/333.3)) pos2 = ceil(-30+(random/16.6)),ceil(3+(random/333.3)) spacing =1 ;Generated by Fighter Factory PalFX Editor [State 0, PalFXWiz] type = PalFX trigger1 = life != 0 trigger1 = time = 153 time = 7 add = 256,256,256 [State 0, PlaySnd] type = PlaySnd trigger1 = time = 91 trigger1 = anim != 6284 value = 11,0 freqmul = 0.9 [State 0, PlaySnd] type = PlaySnd trigger1 = time = 91 trigger1 = anim != 6284 value = 11,0 freqmul = 1.1 [State 0, selfstate] type = selfstate trigger1 = life != 0 trigger1 = time = 154 value = 5110 [State 0, selfstate] type = selfstate trigger1 = life = 0 trigger1 = time = 200 value = 5150 ;--------------------------------------------------------------------------- ; Castigo del alma - ALMA - Helper [Statedef 3230] type = S movetype= H physics = N ctrl = 0 sprpriority = 2 velset = -7,-2 [State 0, AssertSpecial] type = AssertSpecial trigger1 = random<300 flag = invisible ignorehitpause = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = random < 50 && time <70 value = 20,2 ignorehitpause = 1 freqmul = 1.0+(random/4000.3) abspan = ceil(-160+(random/3.125)) [State 0, afterimage] type = AfterImage trigger1 = !time time = 30 FrameGap = 1 length = 30 PalContrast = 0,0,200 PalBright = -80,-80,0 TimeGap = 2 PalColor = 0 Trans = add persistent = 0 paladd = -50,-50,0 [State 0, AfterImage] type = AfterImagetime trigger1 = 1 time = -1 [State 0, ScreenBound] type = ScreenBound trigger1 = 1 value = 1 movecamera = 1,1 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, ChangeAnim] type = ChangeAnim trigger1 = !time trigger2 = time = 46 trigger3 = time = 62 trigger4 = time = 91 value = 3231 [State 0, ChangeAnim] type = ChangeAnim trigger1 = time = 24 trigger2 = time = 74 value = 3230 [State 0, VelAdd] type = Velset trigger1 = time = 24 x = 9 y = -2.5 [State 0, VelAdd] type = Velset trigger1 = time = 46 x = -5 y = 6 [State 0, VelAdd] type = Velset trigger1 = time = 62 x = -6 y = -7 [State 0, VelAdd] type = Velset trigger1 = time = 74 x = 8 y = 4 persistent = 0 [State 0, VelAdd] type = VelAdd trigger1 = time >=90 y = .3 [State 0, VelAdd] type = Velset trigger1 = time = 90 x = ((root,fvar(1)-pos x)/60.0)*facing y = -8 ;spark comun [State 0, Explod] type = Explod trigger1 = !time trigger2 = time = 24 trigger3 = time = 46 trigger4 = time = 62 trigger5 = time = 74 anim = 3233 sprpriority = 3 ignorehitpause = 1 ownpal = 1 pausemovetime = 100 ;spark final [State 0, Explod] type = Explod trigger1 = time = 91 anim = 3233 sprpriority = 3 ignorehitpause = 1 ownpal = 1 pausemovetime = 100 scale = 2,2 [State 0, PlaySnd] type = PlaySnd trigger1 = time = 24 value = 20,1 volume = 256 freqmul = 1.1 [State 0, PlaySnd] type = PlaySnd trigger1 = time = 46 value = 20,1 volume = 256 freqmul = 1.2 [State 0, PlaySnd] type = PlaySnd trigger1 = time = 62 value = 20,1 volume = 256 freqmul = 1.3 [State 0, PlaySnd] type = PlaySnd trigger1 = time = 74 value = 20,1 volume = 256 freqmul = 1.4 ;motita [State 0, Explod] type = Explod trigger1 = random < 300 anim = 3232 pos = ceil(-5+(random/100.0)),0 vel = 0,-1-(random/333.0) accel = 0,.3 removetime = 25 sprpriority = 1 [State 0, DestroySelf] type = DestroySelf trigger1 = time >= 91 trigger1 = pos y >= -10 && vel y > 0 [State 0, DestroySelf] type = DestroySelf trigger1 = root, var(2) = 1 ;--------------------------------------------------------------------------- ; helper para musica [Statedef 3231] type = S movetype= I physics = N anim = 8055024 ctrl = 0 [State 0, AssertSpecial] type = AssertSpecial trigger1 = time = [165,200] flag = nomusic [State 0, DestroySelf] type = DestroySelf trigger1 = time = 201 ;-------------------------------------------------- ;--------------------------------------------------------------------------- ; funeral (hyper) [Statedef 3300] type = a movetype= A physics = n juggle = 4 velset = 0,0 anim = 3300 ctrl = 0 sprpriority = 1 [State 0, ScreenBound] type = ScreenBound trigger1 = anim = 3300 && animelemtime(9)>=1 trigger2 = anim = 1210 value = 1 movecamera = 1,0 [State 3000, Super A] type = SuperPause trigger1 = anim = 3300 && AnimElem = 3 pos = 25, -57 anim = -1 poweradd = -1000 time = 30 [State 0, PlaySnd] type = PlaySnd trigger1 = anim = 3300 && animelem = 3 value = 10,5 ;freqmul = 0.9 channel = 19 [State 3900, 1] type = Explod trigger1 = anim = 3300 && AnimElem = 3 anim = 4004 pos = 0,0 postype = left supermove = 1 facing = 1 bindtime = 30 sprpriority = -2 removetime = 30 ownpal = 1 ;Generated by Fighter Factory PalFX Editor [State 0, PalFXWiz] type = PalFX trigger1 = anim = 3300 && animelemtime(7)=1 time = 3 add = 200,200,200 [State 0, EnvShake] type = EnvShake trigger1 = anim = 3300 && animelemtime(7)=1 time = 3 ampl = -5 [State 0, PlaySnd] type = PlaySnd trigger1 = anim = 3300 && animelemtime(7)=1 trigger2 = anim = 1210 && animelemtime(1) = 4 value = 12,6 freqmul = 0.4+(random/5000.0) [State 0, PlaySnd] type = PlaySnd trigger1 = anim = 3300 && animelemtime(7)=1 value = 20,8 freqmul = 2.0+(random/5000.0) [State 0, Explod] type = Explod trigger1 = anim = 3300 && animelemtime(7)=1 anim = 3350 scale = 1.5, 1 sprpriority = -1 ownpal = 1 pos = 0,ceil((pos y -pos y -pos y) +5) ;farol 1 [State 0, Helper] type = Helper trigger1 = anim = 3300 && animelemtime(7)=1 stateno = 3330 ownpal = 1 pos = ceil(-20+(random/25)),ceil(0+(random/200)) ;farol 2 [State 0, Helper] type = Helper trigger1 = anim = 3300 && animelemtime(7)=1 stateno = 3330 ownpal = 1 pos = ceil(-20+(random/25)),ceil(0+(random/200)) ;farol 3 [State 0, Helper] type = Helper trigger1 = anim = 3300 && animelemtime(7)=1 stateno = 3330 ownpal = 1 pos = ceil(-20+(random/25)),ceil(0+(random/200)) ;farol 4 [State 0, Helper] type = Helper trigger1 = anim = 3300 && animelemtime(7)=1 stateno = 3330 ownpal = 1 pos = ceil(-20+(random/25)),ceil(0+(random/200)) ;farol 5 [State 0, Helper] type = Helper trigger1 = anim = 3300 && animelemtime(7)=1 stateno = 3330 ownpal = 1 pos = ceil(-20+(random/25)),ceil(0+(random/200)) ;clones suben [State 0, Helper] type = Helper triggerall = anim = 3300 trigger1 = animelemtime(7)=1 trigger2 = animelemtime(7)=5 trigger3 = animelemtime(7)=9 trigger4 = animelemtime(7)=13 trigger5 = animelemtime(7)=17 trigger6 = animelemtime(7)=21 trigger7 = animelemtime(7)=25 stateno = 3310 ownpal = 1 [State 0, VelSet] type = VelSet trigger1 = anim = 3300 && animelem = 8 y = -3 [State 0, VelAdd] type = VelAdd trigger1 = anim = 3300 && animelemtime(8)>=1 y = -.2 [State 0, ChangeState] type = Changeanim trigger1 = ScreenPos Y <= 60 && anim != 1210 value = 1210 [State 0, VelSet] type = VelSet trigger1 = anim = 1210 x = 0 y = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = anim = 1210 value = 12,1 freqmul = 1.0+(random/5000.0) volume = 100 persistent = 0 [State 0, EnvShake] type = EnvShake trigger1 = anim = 1210 && animelem = 1 time = 5 ampl = -3 ;correcion de posicion ;--------- -- -------- [State 0, PosSet] type = Posadd trigger1 = anim = 1210 && ScreenPos Y <= 59 y = 1 [State 0, PosSet] type = Posadd trigger1 = anim = 1210 && ScreenPos Y <= 58 y = 2 [State 0, PosSet] type = Posadd trigger1 = anim = 1210 && ScreenPos Y <= 57 y = 3 [State 0, PosSet] type = Posadd trigger1 = anim = 1210 && ScreenPos Y >= 61 y = -1 [State 0, PosSet] type = Posadd trigger1 = anim = 1210 && ScreenPos Y >= 62 y = -2 [State 0, PosSet] type = Posadd trigger1 = anim = 1210 && ScreenPos Y >= 63 y = -3 ;clones bajan [State 0, Helper] type = Helper triggerall = anim = 1210 trigger1 = animelemtime(1) = 4 trigger2 = animelemtime(1) = 8 trigger3 = animelemtime(1) = 12 trigger4 = animelemtime(1) = 16 trigger5 = animelemtime(1) = 20 trigger6 = animelemtime(1) = 24 trigger7 = animelemtime(1) = 28 stateno = 3320 ownpal = 1 [State 0, ChangeState] type = ChangeState trigger1 = anim = 1210 && animelemtime(1) = 32 value = 1215 ctrl = 0 ;--------------------------------------------------------------------------- ; funeral helper fantasma SUBE [Statedef 3310] type = A movetype= A physics = N juggle = 1 poweradd= 0 anim = 1200 ctrl = 0 sprpriority = 2 velset = 0.9+(random/250.0),-4 [State 0, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA [State 0, ChangeAnim] type = ChangeAnim trigger1 = !time value = 1200 elem = 2 [State 23, trans] type = Trans trigger1 = 1 trans = addalpha alpha= 200,56 ;Generated by Fighter Factory PalFX Editor [State 0, PalFXWiz] type = PalFX trigger1 = !time time = -1 add = 0,50,240 mul = 120,224,150 sinadd = 85,55,110,20 invertall = 0 color = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = !time value = 12,0 channel = 0 freqmul = 1.3+(random/2000.0) volume = 50 [State 0, VelAdd] type = VelAdd trigger1 = 1 y = -.2 [State 210, 2] type = HitDef trigger1 = AnimElem = 4 attr = S, NA animtype = Medium damage = 15,2 guardflag = MA pausetime = 5,7 sparkno = -1 sparkxy = -10,-30 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 13 ground.velocity = -.3,-9 air.velocity = -.3,-8 fall = 1 envshake.time = 5 fall.recover = 0 priority = 4, Hit [State 0, PlaySnd] type = PlaySnd trigger1 = movehit value = f 5,3 volume = -50 freqmul = 0.9+(random/2500.0) persistent = 0 [State 191] type = Explod trigger1 = movehit anim = 3233 postype = p1 pos = 20, -35 sprpriority = 3 ignorehitpause = 1 persistent = 0 ownpal = 1 [State 0, DestroySelf] type = DestroySelf trigger1 = ScreenPos Y < 0 ;--------------------------------------------------------------------------- ;funeral helper BAJA [Statedef 3320] type = A movetype = A physics = N anim = 1215 juggle = 1 sprpriority = 2 [State 0, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA [State 0, VelSet] type = VelSet trigger1 = !time x = 12-(random/200.0) y = 8 [State 23, trans] type = Trans trigger1 = 1 trans = addalpha alpha= 200,56 ;Generated by Fighter Factory PalFX Editor [State 0, PalFXWiz] type = PalFX trigger1 = !time time = 25 add = 0,50,240 mul = 120,224,150 sinadd = 85,55,110,10 invertall = 0 color = 0 [State 640, 3] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 15,2 guardflag = HA priority = 4 pausetime = 5,7 sparkno = -1 sparkxy = 15,-60 hitsound = s 33,3 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -2,3 air.velocity = -2,3 fall = 1 envshake.time = 6 envshake.ampl = 10 fall.envshake.time = 5 priority = 4, Hit [State 0, PlaySnd] type = PlaySnd trigger1 = movehit value = f 5,3 volume = -50 freqmul = 0.9+(random/2500.0) persistent = 0 [State 191] type = Explod trigger1 = movehit trigger1 = 1 anim = 3233 postype = p1 pos = 56, 20 sprpriority = 3 ignorehitpause = 1 persistent = 0 ownpal = 1 [State 700, 10] type = destroyself trigger1 = pos Y >= -1 && vel y > 0 value = 1212 ctrl = 0 ;--------------------------------------------------------------------------- ; farolito [Statedef 3330] type = s movetype= I physics = N anim = 3330 ctrl = 0 sprpriority = ifelse(rootdist y <-1,3,-2) velset = ifelse(rootdist x < 0,0.3+(random/2000.0),-0.3-(random/2000.0)),0 ;desaparece en 30 ticks [State 23, trans] type = Trans trigger1 = 1 trans = addalpha alpha = 170,86 [State 0, Explod] type = Explod trigger1 = !time anim = ifelse(random<500,3331,3332) bindtime = -1 sprpriority = ifelse(rootdist y <-1,3,-2)+1 ownpal = 1 removetime = -1 id = 3331 [State 0, RemoveExplod] type = RemoveExplod trigger1 = frontedgedist <= -25 trigger2 = backedgedist <= -25 ID = 3331 [State 0, DestroySelf] type = DestroySelf trigger1 = frontedgedist <= -25 trigger2 = backedgedist <= -25 ;--------------------------------------------------------------------------- ; fatal move (hyper) [Statedef 3500] type = S movetype= A physics = N velset = 0,0 anim = 3500 ctrl = 0 sprpriority = 2 [State 3000, Super A] type = SuperPause trigger1 = AnimElem = 3 pos = 25, -57 anim = -1 poweradd = -3000 time = 30 movetime = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 3 value = 10,5 freqmul = 0.9 channel = 19 [State 3900, 1] type = Explod trigger1 = AnimElem = 3 anim = 4003 pos = 0,0 postype = left supermove = 1 facing = 1 bindtime = 30 sprpriority = -2 removetime = 30 ownpal = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 5 value = 20,7 volume = 200 channel = 16 freqmul = 0.8 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 5 value = 12,14 volume = 200 channel = 14 freqmul = 0.5 [State 0, VelSet] type = VelSet trigger1 = animelem = 4 x = 4.5 [State 23, trans] type = Trans trigger1 = animelemtime(4) >= 0 trans = addalpha alpha=155,101 ;Generated by Fighter Factory PalFX Editor [State 0, PalFXWiz] type = PalFX trigger1 = animelem = 4 time = 33 add = -256,-256,-256 mul = 256,256,256 invertall = 1 color = 0 [State 0, afterimage] type = AfterImage trigger1 = animelem = 5 time = 30 FrameGap = 1 length = 8 TimeGap = 1 PalColor = 0 Trans = sub paladd = 40,40,40 [State 0, AfterImage] type = AfterImagetime trigger1 = animelem = 15 time = 0 [State 0, EnvShake] type = EnvShake trigger1 = animelemtime(4) >=0 trigger1 = time % 2 = 0 time = 3 freq = 60 ampl = -5 [State 210, 2] type = HitDef trigger1 = !time attr = S,HA guardflag = M hitflag = MAF animtype = Hard sparkno = -1 guard.sparkno = 40 sparkxy = -10,-86 hitsound = 325,2 guardsound = 6,0 ground.type=High ground.slidetime=18 ground.hittime=18 ground.velocity=-10,0 air.type=Low air.velocity=-5,-5 fall = 1 p2facing = 1 id = 3500 pausetime = 10,10 priority = 4, Hit hitonce = 1 [State 3300, p2state] type=targetstate trigger1= movehit && numtarget(3500) ID=3500 value=3550 [State 3300, p1state] type=changestate trigger1= moveguarded value = 1303 [State 3300, p1state] type=changestate trigger1= movehit && numtarget(3500) value=3510 [State 0, PlaySnd] type = PlaySnd trigger1 = movehit value = 20,13 ignorehitpause = 1 persistent = 0 freqmul = 1.5 volume = -100 channel = 0 [State 0, AllPalFX] type = AllPalFX trigger1 = movehit time = 15 add = 100,100,100 ignorehitpause = 1 color = 0 persistent = 0 [State 0, Explod] type = Explod trigger1 = movehit anim = 3543 pos = 0,0 postype = left facing = 1 vfacing = 1 bindtime = -1 removetime = 12 scale = 3,3 ontop = 1 ownpal = 1 persistent = 0 ignorehitpause = 1 [State 0, Explod] type = Explod trigger1 = movehit anim = 3543 pos = 0,0 postype = left facing = 1 vfacing = 1 bindtime = -1 removetime = 12 scale = 3,3 ontop = 1 ownpal = 1 persistent = 0 ignorehitpause = 1 [State 0, ChangeState] type = ChangeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; fatal move p1 - 1 (hyper) [Statedef 3510] type = S movetype= A physics = N velset = 0,0 anim = 3510 ctrl = 0 sprpriority = 1 [State 0, StopSnd] type = StopSnd trigger1 = !time channel = 0 ;P2 tiene mas de 330 ;------------------- ;spark [State 0, Explod] type = Explod trigger1= numtarget(3500) trigger1 = target(3500),life > 330 trigger1 = !time anim = f 2 pos = 30, -70 ontop = 1 pausemovetime = 10 [State 0, Pause] type = Pause trigger1= numtarget(3500) trigger1 = target(3500),life > 330 trigger1 = !time time = 10 movetime = 0 [State 5210, 1] ;Blink white type = PalFX trigger1= numtarget(3500) trigger1 = target(3500),life > 330 trigger1 = !time time = 3 add = 128,128,128 [State 0, EnvShake] type = EnvShake trigger1= numtarget(3500) trigger1 = target(3500),life > 330 trigger1 = !time time = 5 ampl = -6 [State 0, PlaySnd] type = PlaySnd trigger1= numtarget(3500) trigger1 = target(3500),life > 330 trigger1 = !time value = 1,1 volume = 100 freqmul = 0.5 [State 0, PlaySnd] type = PlaySnd trigger1= numtarget(3500) trigger1 = target(3500),life > 330 trigger1 = !time value = S 5,3 freqmul = 0.6 [State 3300, p1state] type=changestate trigger1= numtarget(3500) trigger1 = target(3500),life > 330 trigger1 = !time value=1303 ;------ [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = timerfreeze [State 0, StopSnd] type = StopSnd trigger1 = !time channel = 14 [State 0, StopSnd] type = StopSnd trigger1 = !time channel = 19 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = nomusic [State 0, PlaySnd] type = PlaySnd trigger1 = !time value = 20,6 channel = 17 volume = 150 loop = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = !time value = 20,9 volume = -200 channel = 18 loop = 1 freqmul =0.8 [State 0, AfterImage] type = AfterImagetime trigger1 = !time time = 0 [State 0, PosSet] type = PosSet trigger1 = facing = 1 && !time x = -75 [State 0, PosSet] type = PosSet trigger1 = facing = -1 && !time x = 75 [State 0, AllPalFX] type = AllPalFX trigger1 = !time time = -1 add = 256,256,256 color = 0 [State 0, AllPalFX] type = AllPalFX trigger1 = time >= 3 time = 1 add = 0,0,0 color = 0 ignorehitpause = 1 [State 0, AllPalFX] type = PalFX trigger1 = !time time = -1 add = 256,256,256 color = 0 [State 0, AllPalFX] type = PalFX trigger1 = time = 3 time = -1 add = 0,0,0 color = 0 ;polvo 1 [State 3900, 1] type = Explod trigger1 = time = 2 anim = 3540 pos = 160,0 postype = left supermove = 1 facing = 1 bindtime = -1 sprpriority = 8 removetime = -1 ownpal = 1 id = 3540 ;polvo 2 [State 3900, 1] type = Explod trigger1 = time = 2 anim = 3541 pos = 160,0 postype = left supermove = 1 bindtime = -1 sprpriority = 8 removetime = -1 ownpal = 1 id = 3541 ;widescreen [State 3900, 1] type = Explod trigger1 = time = 2 anim = 3542 pos = -4,-5 postype = left supermove = 1 bindtime = -1 ontop = 1 removetime = -1 ownpal = 1 id = 3542 ;ruido [State 3900, 1] type = Explod trigger1 = time = 2 anim = 3543 pos = 0,0 postype = left supermove = 1 bindtime = -1 removetime = -1 ownpal = 1 sprpriority = 3 id = 3543 ;ruido [State 3900, 1] type = Explod trigger1 = time = 2 anim = 3543 pos = 0,0 postype = left supermove = 1 bindtime = -1 removetime = -1 ownpal = 1 sprpriority = 9 id = 3544 ;flicker [State 3900, 1] type = Explod trigger1 = time = 2 anim = 3545 pos = 0,0 postype = left supermove = 1 bindtime = -1 removetime = -1 ownpal = 1 sprpriority = 9 id = 3545 [State 0, EnvShake] type = EnvShake trigger1 = random < 6 time = 3 freq = 60 ampl = -3 [State 0, EnvShake] type = EnvShake trigger1 = random < 6 time = 6 freq = 200 ampl = -2 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = nobardisplay ;helper screenbound [State 0, Helper] type = Helper trigger1 = time = 2 helpertype = normal name = "screenbound bitch" ID = 3512 pos = 160,0 postype = back stateno = 3512 pausemovetime = 1000 ignorehitpause = 1 [State 0, ChangeState] type = ChangeState trigger1 = time >= 250 && random < 10 trigger2 = time = 400 value = 3520 ctrl = 0 ;------------------------------------------ ;fatal move p1 - 2 [Statedef 3520] type = S ctrl = 0 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = nomusic [State 0, AllPalFX] type = AllPalFX trigger1 = 1 time = 1 add = 0,0,0 color = 0 ignorehitpause = 1 [State 3000, Super A] type = SuperPause trigger1 = 1 anim = -1 time = 2 movetime = 2 darken = 0 ;remove widescreen [State 0, RemoveExplod] type = RemoveExplod trigger1 = !time ID = 3542 ignorehitpause = 1 [State 0, Helper] type = Helper trigger1 = !time name = "helperfinal-1" ID = 3521 stateno = 3521 ownpal = 1 supermovetime = 1000 pausemovetime = 1000 size.yscale = 1.07 ignorehitpause = 1 [State 0, StopSnd] type = StopSnd trigger1 = helper(3521), anim = 3521 trigger2 = helper(3521), anim = 3525 channel = 17 [State 0, StopSnd] type = StopSnd trigger1 = helper(3521), anim = 3521 trigger2 = helper(3521), anim = 3525 channel = 18 [State 0, ChangeState] type = ChangeState trigger1 = helper(3521), anim = 3522 && helper(3521), animtime = 0 trigger2 = helper(3521), anim = 3525 && helper(3521), animtime = 0 value = 3511 ctrl = 0 ;------------------------------------------ ;HELPER final [Statedef 3521] type = S ctrl = 0 anim = 3520 sprpriority = 7 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow flag2 = noFG [State 0, PosSet] type = PosSet trigger1 = 1 x = 0 y=ceil(pos y-screenpos y)+120 ;puede cambiar a susto lento o directo [State 0, ChangeAnim] type = ChangeAnim trigger1 = time >= 80 && anim =3520 && random<10 trigger2 = anim = 3520 && time = 280 value = ifelse((random<500),3521,3525) [State 0, PlaySnd] type = PlaySnd trigger1 = anim = 3521 && animelem = 1 value = 20,11 channel = 19 [State 0, PlaySnd] type = PlaySnd trigger1 = !time value = 20,16 freqmul = 0.5 [State 0, PlaySnd] type = PlaySnd trigger1 = anim = 3521 && animelem = 9 value = 20,12 channel = 19 loop=1 [State 0, PlaySnd] type = PlaySnd trigger1 = anim = 3521 && animelem = 9 value = 12,2 channel = 20 loop=1 [State 0, ChangeAnim] type = ChangeAnim trigger1 = anim = 3521 && animelemtime(9) >= 20 && random<10 trigger2 = anim = 3521 && animelemtime(9) >= 150 value = 3522 [State 0, PlaySnd] type = PlaySnd trigger1 = anim = 3522 && animelem = 1 value = 20,13 channel = 19 [State 0, PlaySnd] type = PlaySnd trigger1 = anim = 3525 && animelem = 1 value = 20,14 volume = 100 [State 0, StopSnd] type = StopSnd trigger1 = anim = 3522 && animtime = 0 channel = 20 [State 0, DestroySelf] type = DestroySelf trigger1 = anim = 3522 && animtime = 0 trigger2 = anim = 3525 && animtime = 0 ;------------------------------------- ;------------------------------------------ ;termina fatal move [Statedef 3511] type = S ctrl = 0 anim = 3511 [State 0, TargetLifeAdd] type = TargetLifeAdd trigger1 = !time value = -(target,lifemax) ID = 3500 absolute=1 [State 0, ChangeState] type = ChangeState trigger1 = animtime = 0 value = 0 ctrl = 1 [State 0, AllPalFX] type = AllPalFX trigger1 = !time time = 2 add = 256,256,256 color = 256 [State 0, PalFX] type = PalFX trigger1 = !time time = 1 add = 0,0,0 mul = 256,256,256 color = 256 [State 0, RemoveExplod] type = RemoveExplod trigger1 = !time ID = 3540 [State 0, RemoveExplod] type = RemoveExplod trigger1 = !time ID = 3541 [State 0, RemoveExplod] type = RemoveExplod trigger1 = !time ID = 3543 [State 0, RemoveExplod] type = RemoveExplod trigger1 = !time ID = 3544 [State 0, RemoveExplod] type = RemoveExplod trigger1 = !time ID = 3545 [State 0, TargetState] type = TargetState trigger1 = !time value = 3551 ID = 3500 ;--------- ---------------------------- ;------------------------------------ ;SCREENBOUND helper [Statedef 3512] physics=N velset=0,0 anim = 9123000 sprpriority = 2 [State 7650, bound] type=screenbound trigger1=1 value=0 movecamera=1,1 [State 7650, width] type=width trigger1=1 edge=320,320 [State 7650, pos] type=posset trigger1=1 x=0 y=0 [State 0, DestroySelf] type = DestroySelf trigger1 = root, stateno = 3511 ;--------------------------------------------------------------------------- ; fatal move p2 - 1 [Statedef 3550] type = S movetype= H physics = N velset = 0,0 ctrl = 0 sprpriority = 1 ;tiene mas de 330 ;---------------- [State 0, SelfState] type = SelfState trigger1 = !time && life > 330 value = 5210 ;---------------- ;ES Peketo DF [State 700, 10] type = Changeanim trigger1 = !time trigger1 = name = "peketo" && var(10)=1 value = 31000 [State 0, ChangeAnim] type = ChangeAnim trigger1 = !time && anim != 31000 value = 0 [State 0, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA [State 0, PosSet] type = PosSet trigger1 = facing = -1 && time = 1 x = 75 y = -1 [State 0, PosSet] type = PosSet trigger1 = facing = 1 && time = 1 x = -75 y = -1 ;ES Peketo DF [State 700, 10] type = Changeanim trigger1 = time = 200 && anim = 31000 value = 31020 [State 0, ChangeAnim] type = ChangeAnim trigger1 = time = 200 && anim = 0 value = 20 [State 0, VelSet] type = VelSet trigger1 = anim = 20 trigger2 = anim = 31020 x = 2.4 ;ES Peketo DF [State 700, 10] type = Changeanim trigger1 = time = 235 && anim = 31020 value = 31010 [State 0, ChangeAnim] type = ChangeAnim trigger1 = time = 235 && anim = 20 value = 10 [State 0, VelSet] type = VelSet trigger1 = anim = 10 trigger2 = anim = 31010 x = 0 ;ES Peketo DF [State 700, 10] type = Changeanim trigger1 = anim = 31010 && animtime = 0 value = 31011 [State 0, ChangeAnim] type = ChangeAnim trigger1 = anim = 10 && animtime = 0 value = 11 [State 0, playerpush] type = playerpush trigger1 = 1 value = 0 ;--------------------------------------------------------------------------- ; fatal move p2 - 2 [Statedef 3551] type = S movetype= H physics = N velset = -3,-4 ctrl = 0 [State 0, PalFX] type = PalFX trigger1 = 1 time = -1 color = 0 [State 0, VelAdd] type = VelAdd trigger1 = 1 y = .3 ;ES Peketo DF [State 700, 10] type = Changeanim trigger1 = anim = 31011 && !time value = 6285 [State 0, ChangeAnim2] type = ChangeAnim2 trigger1 = anim = 11 && !time value = 3551 [State 700, 10] type = selfstate trigger1 = pos Y >= -10 && vel y > 0 value = 5100 ctrl = 0 ;--------------------------------------------------- ;--------------------------------------------------- ;sangre constante - (helper) [Statedef 6100] type = S movetype= I physics = N poweradd= 0 velset = 0,0 anim = 9123000 ctrl = 0 sprpriority = 5 [State 821, 2.2] type = veladd trigger1 = 1 y = 0.25 ;gota de AIR [State 0, Explod] type = Explod trigger1 = !time anim = 7000 ID = 7000 pos = 0,ceil(-2+(random/250)) scale = 1,1 sprpriority = 10 bindtime = -1 removetime = -1 ownpal = 1 [State 0, RemoveExplod] type = RemoveExplod trigger1 = pos Y >= -2 && vel y > 0 id = 7000 ;charco [State 0, Explod] type = Explod trigger1 = pos Y >= -2 && vel y > 0 anim = ifelse(random/500,7001,7002) ID = 7001 pos = 0,ceil(-2+(random/250)) scale = 1,1 sprpriority = -1 removetime = 1000 ownpal = 1 [State 700, 10] type = destroyself trigger1 = pos Y >= -2 && vel y > 0 ;--------------------------------------------------- ;--------------------------------------------------- ;sangre VOLATIL - (helper) [Statedef 6101] type = S movetype= I physics = N poweradd= 0 velset = -4.5-(random/500.0),-3+(random/333.3) anim = 9123000 ctrl = 0 [State 821, 2.2] type = veladd trigger1 = 1 y = 0.3 ;gota de AIR [State 0, Explod] type = Explod trigger1 = !time anim = 7007 ID = 7007 scale = 1,1 sprpriority = 10 bindtime = -1 removetime = -1 ownpal = 1 [State 0, RemoveExplod] type = RemoveExplod trigger1 = pos Y >= -2 && vel y > 0 id = 7007 ;charco [State 0, Explod] type = Explod trigger1 = pos Y >= -2 && vel y > 0 anim = ifelse(random/500,7001,7002) ID = 7001 pos = 0,ceil(-2+(random/250)) scale = 2,1 sprpriority = -1 removetime = 700 ownpal = 1 [State 700, 10] type = destroyself trigger1 = pos Y >= -2 && vel y > 0 ;--------------------------------------------------- ;--------------------------------------------------- ;TEXTO FATAL (helper) [Statedef 1999] type = S movetype= I physics = N poweradd= 0 velset = 0,0 anim = 1999 ctrl = 0 sprpriority = 5 [State 0, Turn] type = Turn trigger1 = facing = -1 [State 0, PosSet] type = PosSet trigger1 = 1 x = ifelse(parent,var(33)=1,-100,100) y = pos y - screenpos y + 220; + [State 0, PlaySnd] type = PlaySnd trigger1 = !time value = 55,ifelse(ishometeam,55,56) volume = 100 ;success [State 0, ChangeAnim] type = ChangeAnim triggerall = anim !=1997 trigger1 = parent, anim = 3500 & parent, animelem = 3 value = 1997 ;se va [State 0, ChangeAnim] type = ChangeAnim triggerall = anim !=1998 triggerall = parent, stateno !=3500 trigger1 = parent, power < 3000 trigger2 = enemy,life > 330 trigger3 = enemy,life = 0 trigger4 = roundstate =3 value = 1998 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 700, 10] type = destroyself trigger1 = anim = 1998 && animtime = 0 trigger2 = anim = 1997 && animtime = 0 ;--------------------------------------------------- ;--------------------------------------------------- ;--------------------------------------------------- ;STAGES COMMON ;------------- ;Lanza desierto - (helper) [Statedef 8500] type = S movetype= I physics = N poweradd= 0 velset = 0,0 anim = 9123000 ctrl = 0 ;lanza [State 0, Explod] type = Explod trigger1 = anim = 9123000 && !time anim = f 8500 ID = ifelse(ishelper(8500),8500,8501) sprpriority = -1 bindtime = -1 removetime = -1 ownpal = 1 supermovetime = -1 ;pega parent [State 0, RemoveExplod] type = changeanim triggerall = parent, pos y - pos y = [-60,0] triggerall = parent, pos x - pos x = [0,10] triggerall = parent, movetype = h triggerall = parent, stateno != [120,155] triggerall = parent, pos y < 0 triggerall = anim = 9123000 trigger1 = parent, vel x < -3.5 trigger2 = parent, vel x > 3.5 value = 8055000 ;pega enemy [State 0, RemoveExplod] type = changeanim triggerall = numenemy = 1 triggerall = enemynear, pos y - pos y = [-60,0] triggerall = enemynear, pos x - pos x = [0,10] triggerall = enemynear, movetype = h triggerall = enemynear, stateno != [120,155] triggerall = enemynear, pos y < 0 triggerall = anim = 9123000 trigger1 = enemynear, vel x < -3.5 trigger2 = enemynear, vel x > 3.5 value = 8055000 ;pega partner [State 0, RemoveExplod] type = changeanim triggerall = numpartner = 1 triggerall = partner, pos y - pos y = [-60,0] triggerall = partner, pos x - pos x = [0,10] triggerall = partner, movetype = h triggerall = partner, stateno != [120,155] triggerall = partner, pos y < 0 triggerall = anim = 9123000 trigger1 = partner, vel x < -3.5 trigger2 = partner, vel x > 3.5 value = 8055000 [State 0, RemoveExplod] type = RemoveExplod trigger1 = anim = 8055000 ID = ifelse(ishelper(8500),8500,8501) persistent = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = anim = 8055000 value = f 50,0 volume = 100 freqmul = 1.0 loop = 0 pan = 0 persistent = 0 ;base [State 0, Explod] type = Explod trigger1 = anim = 8055000 anim = f 8501 ID = 8501 sprpriority = -1 removetime = -1 ownpal = 1 persistent = 0 ;parte alta [State 0, Explod] type = Explod trigger1 = anim = 8055000 anim = f 8502 ID = 8502 sprpriority = 0 removetime = 100 ownpal = 1 vel = -4+(random/125),-3-(random/333) accel = 0,0.3 persistent = 0 facing = ifelse(random/500,1,-1) ;parte media [State 0, Explod] type = Explod trigger1 = anim = 8055000 anim = f 8503 ID = 8503 sprpriority = 0 removetime = 100 ownpal = 1 vel = -4+(random/125),-3-(random/333) accel = 0,0.3 persistent = 0 facing = ifelse(random/500,1,-1) ;polvo [State 0, Explod] type = Explod trigger1 = anim = 8055000 anim = f 120 ID = 8504 pos = ceil(-10+(random/100)),ceil(-20-(random/100)) ownpal = 1 sprpriority = 2 facing = ifelse(random/500,1,-1) persistent = 0 scale = 2.,2 ;astilla 1 [State 0, Explod] type = Explod trigger1 = anim = 8055000 anim = f 8504 ID = 8504 pos = ceil(-10+(random/100)),ceil(-20-(random/100)) vel = -4+(random/125),-3-(random/125) accel = 0,0.3 removetime = 100 ownpal = 1 sprpriority = 2 facing = ifelse(random/500,1,-1) persistent = 0 ;astilla 2 [State 0, Explod] type = Explod trigger1 = anim = 8055000 anim = f 8504 ID = 8504 pos = ceil(-10+(random/100)),ceil(-20-(random/100)) vel = -4+(random/125),-3-(random/125) accel = 0,0.3 removetime = 100 ownpal = 1 sprpriority = 2 facing = ifelse(random/500,1,-1) persistent = 0 ;astilla 3 [State 0, Explod] type = Explod trigger1 = anim = 8055000 anim = f 8504 ID = 8504 pos = ceil(-10+(random/100)),ceil(-20-(random/100)) vel = -4+(random/125),-3-(random/125) accel = 0,0.3 removetime = 100 ownpal = 1 sprpriority = 2 facing = ifelse(random/500,1,-1) persistent = 0 ;astilla 4 [State 0, Explod] type = Explod trigger1 = anim = 8055000 anim = f 8504 ID = 8504 pos = ceil(-10+(random/100)),ceil(-20-(random/100)) vel = -4+(random/125),-3-(random/125) accel = 0,0.3 removetime = 100 ownpal = 1 sprpriority = 2 facing = ifelse(random/500,1,-1) persistent = 0 ;astilla 5 [State 0, Explod] type = Explod trigger1 = anim = 8055000 anim = f 8504 ID = 8504 pos = ceil(-10+(random/100)),ceil(-20-(random/100)) vel = -4+(random/125),-3-(random/125) accel = 0,0.3 removetime = 100 ownpal = 1 sprpriority = 2 facing = ifelse(random/500,1,-1) persistent = 0 ;astilla 6 [State 0,Explod] type = Explod trigger1 = anim = 8055000 anim = f 8504 ID = 8504 pos = ceil(-10+(random/100)),ceil(-20-(random/100)) vel = -4+(random/125),-3-(random/125) accel = 0,0.3 removetime = 100 ownpal = 1 sprpriority = -1 facing = ifelse(random/500,1,-1) persistent = 0 [State 0, EnvShake] type = EnvShake trigger1 = anim = 8055000 time = 6 ampl = 6 persistent = 0 ;------------------------------------------------- ;cao prision - (helper) [Statedef 8510] type = S movetype= I physics = N poweradd= 0 velset = 0,0 anim = 9123000 ctrl = 0 ;cao [State 0, Explod] type = Explod trigger1 = anim = 9123000 && !time anim = f 8510 ID = 8510 sprpriority = -5 bindtime = -1 removetime = -1 ownpal = 1 supermovetime = -1 facing = -1 ;pega parent [State 0, RemoveExplod] type = changeanim triggerall = parent, pos y - pos y = [-60,0] triggerall = parent, pos x - pos x = [0,10] triggerall = parent, movetype = h triggerall = parent, stateno != [120,155] triggerall = parent, pos y < 0 triggerall = anim = 9123000 trigger1 = parent, vel x < -3.5 trigger2 = parent, vel x > 3.5 value = 8055000 ;pega enemy [State 0, RemoveExplod] type = changeanim triggerall = numenemy = 1 triggerall = enemynear, pos y - pos y = [-60,0] triggerall = enemynear, pos x - pos x = [0,10] triggerall = enemynear, movetype = h triggerall = enemynear, stateno != [120,155] triggerall = enemynear, pos y < 0 triggerall = anim = 9123000 trigger1 = enemynear, vel x < -3.5 trigger2 = enemynear, vel x > 3.5 value = 8055000 ;pega partner [State 0, RemoveExplod] type = changeanim triggerall = numpartner = 1 triggerall = partner, pos y - pos y = [-60,0] triggerall = partner, pos x - pos x = [0,10] triggerall = partner, movetype = h triggerall = partner, stateno != [120,155] triggerall = partner, pos y < 0 triggerall = anim = 9123000 trigger1 = partner, vel x < -3.5 trigger2 = partner, vel x > 3.5 value = 8055000 [State 0, RemoveExplod] type = RemoveExplod trigger1 = anim = 8055000 ID = 8510 persistent = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = anim = 8055000 value = f 50,1 volume = 200 freqmul = 1.0 loop = 0 pan = 0 persistent = 0 ;cao roto [State 0, Explod] type = Explod trigger1 = anim = 8055000 anim = f 8511 ID = 8511 sprpriority = -1 removetime = -1 ownpal = 1 persistent = 0 facing = -1 ;valvula [State 0, Explod] type = Explod trigger1 = anim = 8055000 anim = f 8515 ID = 8515 pos = 0,-75 sprpriority = 0 removetime = 100 ownpal = 1 vel = -4+(random/125),-3-(random/333) accel = 0,0.3 persistent = 0 facing = ifelse(random/500,1,-1) ;spark [State 0, Explod] type = null;Explod trigger1 = anim = 8055000 anim = f 2 pos = 0,-75 ownpal = 1 sprpriority = 1 facing = ifelse(random/500,1,-1) persistent = 0 ;humitos [State 0, Explod] type = Explod trigger1 = anim = 8055000 && random<100 anim = f 120 pos = 0,-90 ;ownpal = 0 sprpriority = -1 facing = ifelse(random/500,1,-1) scale = 0.5+(random/1000),1.0+(random/1000) vel =1+(random/500),1.5+(random/700) ;astilla 1 [State 0, Explod] type = Explod trigger1 = anim = 8055000 anim = f 8514 ID = 8514 pos = ceil(-10+(random/100)),ceil(-50-(random/20)) vel = -4+(random/125),-3-(random/125) accel = 0,0.3 removetime = 100 ownpal = 1 sprpriority = 2 facing = ifelse(random/500,1,-1) persistent = 0 ;astilla 2 [State 0, Explod] type = Explod trigger1 = anim = 8055000 anim = f 8514 ID = 8514 pos = ceil(-10+(random/100)),ceil(-50-(random/20)) vel = -4+(random/125),-3-(random/125) accel = 0,0.3 removetime = 100 ownpal = 1 sprpriority = 2 facing = ifelse(random/500,1,-1) persistent = 0 ;astilla 3 [State 0, Explod] type = Explod trigger1 = anim = 8055000 anim = f 8514 ID = 8514 pos = ceil(-10+(random/100)),ceil(-50-(random/20)) vel = -4+(random/125),-3-(random/125) accel = 0,0.3 removetime = 100 ownpal = 1 sprpriority = 2 facing = ifelse(random/500,1,-1) persistent = 0 ;astilla 4 [State 0, Explod] type = Explod trigger1 = anim = 8055000 anim = f 8514 ID = 8514 pos = ceil(-10+(random/100)),ceil(-50-(random/20)) vel = -4+(random/125),-3-(random/125) accel = 0,0.3 removetime = 100 ownpal = 1 sprpriority = 2 facing = ifelse(random/500,1,-1) persistent = 0 ;astilla 5 [State 0, Explod] type = Explod trigger1 = anim = 8055000 anim = f 8514 ID = 8514 pos = ceil(-10+(random/100)),ceil(-50-(random/20)) vel = -4+(random/125),-3-(random/125) accel = 0,0.3 removetime = 100 ownpal = 1 sprpriority = 2 facing = ifelse(random/500,1,-1) persistent = 0 ;astilla 6 [State 0,Explod] type = Explod trigger1 = anim = 8055000 anim = f 8514 ID = 8514 pos = ceil(-10+(random/100)),ceil(-50-(random/20)) vel = -4+(random/125),-3-(random/125) accel = 0,0.3 removetime = 100 ownpal = 1 sprpriority = -1 facing = ifelse(random/500,1,-1) persistent = 0 [State 0, EnvShake] type = EnvShake trigger1 = anim = 8055000 time = 10 ampl = 10 persistent = 0 ;--------------------------------------------------------------------------- ; States that are always executed (use statedef -2) ;--------------------------------------------------------------------------- [Statedef -2] [State 0, Explod]; Cum Bar explod type = Explod trigger1 = numexplod(40001) = 0 && !AILevel anim = 40001 ID = 40001 pos = 65, 27 postype = back scale = 1, .5 facing = 1 vfacing = 1 sprpriority = 1 ontop = 0 bindtime = -1 removetime = -1 [State 0, Explod]; Cum Bar charge explod type = Explod trigger1 = numexplod(40005) = 0 && !AILevel anim = 40005 ID = 40005 pos = 65, 27 postype = back scale = 1, .5 facing = 1 vfacing = 1 sprpriority = 1 ontop = 0 bindtime = -1 removetime = -1 [State 0, ModifyExplod]; Cum Bar, charger type = Modifyexplod trigger1 = fvar(29) < 69 && !AILevel ID = 40005 scale = 1+Fvar(29), .5 [State 0, VarAdd]; Cum Bar decrease type = VarAdd triggerall = Stateno != 50003 && fvar(29) >= 1 && fvar(29) < 69 trigger1 = (GameTime % 100) = 0 fv = 29 value = -1 [State 0, Cooldown] type = VarAdd triggerall = Stateno != 50003 && fvar(24) > 0 trigger1 = (GameTime % 25) = 0 fv = 24 value = -1 ;[State 0, Cum Count] ;type = VarSet ;trigger1 = roundstate = 4 ;fv = 28 ;value = 0 ;AI [State -2, varset] type = varset trigger1 = AILevel var(59)=1 [State 0, VarSet] type = VarSet trigger1 = ctrl var(25)=0 ;anti BUG [State 0, ChangeState] type = ChangeState trigger1 = stateno = 3210 trigger1 = numhelper(3230)=0 trigger1 = time < 100 value = 0 ctrl = 1 ;var para JUGGLE 1 [State 0, VarSet] type = VarSet trigger1 = enemynear, movetype != h trigger2 = enemynear, ctrl=1 var(16)=0 ignorehitpause =1 ;;var detector ;[State 0, PalFX] ;type = PalFX ;trigger1 = var(16)=4 ;time = 1 ;add = 0,250,0 ;mul = 256,256,256 ;;sinadd = 0,0,0,10 ;invertall = 0 ;color = 256 ;ignorehitpause = 1 ;;persistent = ;var para fatal texto [State 0, VarSet] type = VarSet trigger1 = roundstate = 0 && facing = 1 var(33)=1 ;----------------------- ;TEXTO FATAL ;----------------------- [State 0, Helper] type = Helper triggerall = power >= 3000 triggerall= enemy,life<=330 triggerall = roundstate = 2 trigger1 = numhelper(1999) = 0 helpertype = normal name = "texto-fatal" ID = 1999 stateno = 1999 ;pos = ifelse(var(33)=1,55,255),210 ;postype = left facing = ifelse(var(33)=1,1,-1) keyctrl = 0 ownpal = 1 supermovetime = 50000 pausemovetime = 50000 ;---------------------------------- ;---------------------------------- ;grito cuando sufre [State -2, 1] type = PlaySnd trigger1 = var(10) = 0 && time = 1 && alive trigger1 = random < 500 trigger1 = (stateno = 5000)||(stateno = 5020)||(stateno = 5070)||(stateno = 5080) value = 11,ifelse(random<333,1,ifelse(random<500,2,3)) channel = 8 freqmul = 0.9+(random/3333.3) ignorehitpause = 1 ;paneo de respiracion [State 0, SndPan] type = SndPan trigger1 = 1 channel = 0 pan = 0 ;apaga var de combo para cr-hp [State 0, VarSet] type = VarSet trigger1 = stateno != 410 var(13)=0 [State -2, StopSnd] type = StopSnd trigger1 = stateno != 1210 && stateno!= 44 && stateno!= 101 channel = 13 [State -2, StopSnd] type = StopSnd trigger1 = stateno != 1100 && stateno != 1102 && stateno != 192 && stateno != 194 && stateno != 3500 channel = 16 [State -2, StopSnd] type = StopSnd trigger1 = stateno != 100 && stateno != 101 channel = 30 [State -2, StopSnd] type = StopSnd trigger1 = stateno != 100 && stateno != 101 channel = 31 [State -2, StopSnd] type = StopSnd trigger1 = stateno != 100 && stateno != 101 channel = 29 ;DF ;bg palfx [State -2, BGPalFX] type = BGPalFX trigger1 = var(10) = 1 time = 1 add = -40,-150,-150 color = 0 ignorehitpause = 1 ;DF ;cancela aura [State 0, RemoveExplod] type = RemoveExplod trigger1 = var(10) = 0 ID = 3102 ;DF ;apaga variable [State 0, VarSet] type = VarSet trigger1 = life = 0 v = 10 value = 0 ;stages common ;------------- ;lanza desierto1 [State 0, Helper] type = Helper trigger1 = numhelper(8500)=0 && id = 56 trigger1 = StageVar(info.name) = "el desierto" name = "lanza-desierto" ID = 8500 stateno = 8500 postype = left pos = -100,0 ownpal = 1 facing = -1 bindtime = -1 supermovetime = -1 ;lanza desierto2 [State 0, Helper] type = Helper trigger1 = numhelper(8501)=0 && id = 56 trigger1 = StageVar(info.name) = "el desierto" name = "lanza-desierto" ID = 8501 stateno = 8500 postype = left pos = 430,0 ownpal = 1 facing = -1 bindtime = -1 supermovetime = -1 ;cao prision 1 [State 0, Helper] type = Helper trigger1 = numhelper(8510)=0 && id = 56 trigger1 = StageVar(info.name) = "La prision" name = "cao-prision" ID = 8510 stateno = 8510 postype = left pos = -220,0 ownpal = 1 facing = 1 bindtime = -1 supermovetime = -1 ;cao prision 2 [State 0, Helper] type = Helper trigger1 = numhelper(8511)=0 && id = 56 trigger1 = StageVar(info.name) = "La prision" name = "cao-prision" ID = 8511 stateno = 8510 postype = right pos = 220,0 ownpal = 1 facing = -1 bindtime = -1 supermovetime = -1 ;--------------------------------------------------------------------------- ; States that are executed when in self's state file (use statedef -3) ;--------------------------------------------------------------------------- [Statedef -3] ;This controller plays a sound everytime KFM lands from a jump, or ;from his back-dash. [State -3, Landing Sound] type = PlaySnd triggerall = Time = 1 trigger1 = stateno = 52 ;Jump land value = 40, 0 freqmul = 0.6+(random/5000.0) volume = 100 [State 0, PlaySnd] type = PlaySnd triggerall = time=1 trigger1 = stateno = 50 value = 0,1 volume = -100 freqmul = 0.6+(random/6666.6) ;se cancela afterimage si es golpeado [State 0, AfterImageTime] type = AfterImageTime trigger1 = movetype = h time = 0 ;DF ;baja el poder mientras esta en DF [State -3, PowerAdd] type = PowerAdd triggerall = var(10) = 1 trigger1 = roundstate = 2 value = -3 ignorehitpause = 1 ;DF ;baja el poder mientras esta en DF si es golpeado [State -3, PowerAdd] type = PowerAdd triggerall = var(10) = 1 trigger1 = movetype = H && !time value = -60 ;DF ;hit custom [State -3, HitOverride] type = HitOverride trigger1 = var(10) = 1 slot = 0 attr = SCA, AA,AP stateno = 3190 time = 1 ;DF ;inmune a throws [State -3, NotHitBy] type = NotHitBy trigger1 = var(10) = 1 value = ,AT time = 1 ;DF ;width [State 0, Width] type = Width trigger1 = var(10) = 1 value = -10,-10 ;sangre constante [State 0, Helper] type = Helper trigger1 = life <= 250 && random < 10 trigger1 = roundstate = 2 && movetype != H && alive = 1 trigger1 = var(10)=0 trigger1 = stateno != 3210 && stateno != 3510 && stateno != 3511 && stateno != 3520 name = "sangre constante" ID = 6100 stateno = 6100 pos = ceil(-8+(random/60)), ceil(ifelse(statetype != c,-40,-20)-(ifelse(statetype != c,(random/21),(random/40)))) facing = ifelse(random<500,1,-1) ownpal = 1 ;----------------- ;fatal move Peketo ;----------------- ;decapitado - cabeza (helper) [Statedef 912320] type = A movetype= I physics = N poweradd= 0 ctrl = 0 velset = ifelse(backedgedist<160,0+(random/800.0),0-(random/800.0)),ifelse(root,stateno=3011,-10,-5) sprpriority = 7 anim = 912320 [State 210, Width] type = veladd trigger1 = 1 y = .3 [State 191, Snd 2] type = PlaySnd trigger1 = pos Y >= -3 && vel y > 0 value = F7,0 freqmul = 1.3 volume = 100 persistent = 0 [State 220, 3] type = velset trigger1 = pos Y >= -3 && vel y > 0 y = -4.8 persistent = 0 [State 220, 3] type = changeanim trigger1 = pos Y >= 0 && vel y > 0 value = 912321 [State 0, VelSet] type = VelSet trigger1 = anim = 912321 x = 0 y = 0 [State 0, VelSet] type = posSet trigger1 = anim = 912321 y = 4 [State 191, Snd 2] type = PlaySnd trigger1 = anim = 912321 value = F7,0 freqmul = 1.3 volume = 100 persistent = 0 [State 0, DestroySelf] type = DestroySelf trigger1 = anim = 912321 trigger1 = parent, life !=0 ;---------------------------- ;------------------------ ;fatal move custom Animus ;------------------------ ;cortado al medio - piernas (helper) ;helper MORPH [Statedef 91241] type = S movetype= I physics = N poweradd= 0 ctrl = 0 [State 0, ChangeAnim2] type = ChangeAnim trigger1 = !time value = 91242 [State 0, VelSet] type = VelSet trigger1 = !time x = 3+(random/500.0) y = -3 [State 0, VelAdd] type = VelAdd trigger1 = 1 y = .4 [State 0, ChangeAnim2] type = ChangeAnim trigger1 = vel y > 0 && pos y > 0 value = 91243 [State 0, VelSet] type = VelSet trigger1 = anim = 91243 x = 0 y = 0 [State 0, VelSet] type = posset trigger1 = anim = 91243 y = 0 ;ondita [State 0, Explod] type = Explod trigger1 = anim = 91243 anim = f 61 pos = 20,0 sprpriority = 0 persistent = 0 [State 0, EnvShake] type = EnvShake trigger1 = anim = 91243 time = 10 ampl = -8 persistent = 0 [State 440, 2] type = PlaySnd trigger1 = anim = 91243 value = f 7, 1 persistent = 0 [State 0, DestroySelf] type = DestroySelf trigger1 = anim = 91243 trigger1 = parent, life !=0 ;--------------------------------------------------- ;--------------------------------------------------- ;CANALES DE SONIDO ;13: -respiracion mujer de nieve - grito de stand random ;14: -supergrave fatal ;16: -daskete intro - llanto okiku - grito juon fatal ;17: -fatal psicofonia ;18: -fatal llanto ;19: -gong fatal - finallento1 ;30,31,32 - sonidos run forward