; KFM's constants and state file. ; There are comments scattered through this file, so you may like to ; take a look if would like to learn more about the cns. [Data] ;Amount of life to start with life = 1000 ;attack power (more is stronger) attack = 80 ;defensive power (more is stronger) 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 = 2 ;Default guard spark number guard.sparkno = 40 ;1 to enable echo on KO KO.echo = 0 ;Volume offset (negative for softer) volume = 100 power= 3000 ;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 = 60 FloatPersistIndex = 40 [Size] xscale = .47 ;Horizontal scaling factor. yscale = .5 ;Vertical scaling factor. ground.back = 15 ;Player width (back, ground) ground.front = 16 ;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, -90 ;Approximate position of head mid.pos = -5, -60 ;Approximate position of midsection shadowoffset = 0 ;Number of pixels to vertically offset the shadow draw.offset = 0,2 ;Player drawing offset in pixels (x, y). Recommended 0,0 [Velocity] walk.fwd = 1.8 ;Walk forward walk.back = -1.7 ;Walk backward run.fwd = 6, 0 ;Run forward (x, y) run.back = -4.5,-3.8 ;Hop backward (x, y) jump.neu = 0,-8.4 ;Neutral jumping velocity (x, y) jump.back = -2.55 ;Jump back Speed (x, y) jump.fwd = 2.5 ;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 ;. air.gethit.groundrecover = -.15,-3.5 ;Velocity for ground recovery state (x, y) **MUGEN 1.0** air.gethit.airrecover.mul = .5,.2 ;Multiplier for air recovery velocity (x, y) **MUGEN 1.0** air.gethit.airrecover.add = 0,-4.5 ;Velocity offset for air recovery (x, y) **MUGEN 1.0** air.gethit.airrecover.back = -1 ;Extra x-velocity for holding back during air recovery **MUGEN 1.0** air.gethit.airrecover.fwd = 0 ;Extra x-velocity for holding forward during air recovery **MUGEN 1.0** air.gethit.airrecover.up = -2 ;Extra y-velocity for holding up during air recovery **MUGEN 1.0** air.gethit.airrecover.down = 1.5 ;Extra y-velocity for holding down during air recovery **MUGEN 1.0** [Movement] airjump.num = 0 ;Number of air jumps allowed (opt) airjump.height = 35 ;Minimum distance from ground before you can air jump (opt) yaccel = .34 ;Vertical acceleration stand.friction = .85 ;Friction coefficient when standing crouch.friction = .82 ;Friction coefficient when crouching stand.friction.threshold = 2 ;If player's speed drops below this threshold while standing, stop his movement **MUGEN 1.0** crouch.friction.threshold = .05 ;If player's speed drops below this threshold while crouching, stop his movement **MUGEN 1.0** air.gethit.groundlevel = 25 ;Y-position at which a falling player is considered to hit the ground **MUGEN 1.0** air.gethit.groundrecover.ground.threshold = -20 ;Y-position below which falling player can use the recovery command **MUGEN 1.0** air.gethit.groundrecover.groundlevel = 10 ;Y-position at which player in the ground recovery state touches the ground **MUGEN 1.0** air.gethit.airrecover.threshold = -1 ;Y-velocity above which player may use the air recovery command **MUGEN 1.0** air.gethit.airrecover.yaccel = .35 ;Vertical acceleration for player in the air recovery state **MUGEN 1.0** air.gethit.trip.groundlevel = 15 ;Y-position at which player in the tripped state touches the ground **MUGEN 1.0** down.bounce.offset = 0, 20 ;Offset for player bouncing off the ground (x, y) **MUGEN 1.0** down.bounce.yaccel = .4 ;Vertical acceleration for player bouncing off the ground **MUGEN 1.0** down.bounce.groundlevel = 12 ;Y-position at which player bouncing off the ground touches the ground again **MUGEN 1.0** down.friction.threshold = .05 ;If the player's speed drops below this threshold while lying down, stop his movement **MUGEN 1.0** ;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 = "I got some plans fer ya" ;--------------------------------------------------------------------------- ; Variable usage: ; This is a record of the variables that KFM uses. Keeping a record of your ; variable usage helps you avoid careless mistakes later. ; var(1) - Used in kfm.cmd for combo condition (updated every tick) ; var(2) - Used in Kung Fu Throw (state 800) to remember if fwd was being ; held (remembered from state 800 through state 810). ;--------------------------------------------------------------------------- ; Lose by Time Over ; CNS difficulty: basic [Statedef 170] type = S ctrl = 0 anim = 170 velset = 0,0 [State 170, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;--------------------------------------------------------------------------- ; Win state decider ; CNS difficulty: basic [Statedef 180] type = S [State 180, 1] type = ChangeState trigger1 = Time = 0 value = 181 ;--------------------------------------------------------------------------- ; Win pose 1 - Bow ; CNS difficulty: basic [Statedef 181] type = S ctrl = 0 anim = 181 velset = 0,0 [State 181, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;--------------------------------------------------------------------------- ; PREINTRO [Statedef 190] type = S ctrl = 0 velset = 0,0 [State 190, 2] type = ChangeState trigger1 = Time = 0 value = 191 ;--------------------------------------------------------------------------- ; Introduction ; CNS difficulty: basic [Statedef 191] type = S ctrl = 0 anim = 190 velset = 0,0 [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 191, 3] ;Change to stand state when done type = ChangeState trigger1 = AnimTime = 0 value = 0 ; You can delete the following two controllers if you're building your own ; character using KFM. These are the wood pieces that KFM kicks. [State 191, 1] type = Explod trigger1 =time=60 persistent = 0 anim = 191 postype = p1 pos = 0, 0 scale= .6, .6 accel = 0, 0 ontop=1 [State 191, 1] type = Explod trigger1 =time=60 persistent = 0 anim = 1911 postype = p1 pos = 0, 0 scale= .6, .6 accel = 0, 0 ontop=1 [State 191, 1] type = Explod trigger1 =time=60 persistent = 0 anim = 1912 postype = p1 pos = 0, 0 scale= .6, .6 accel = 0, 0 ontop=1 [State 191, 1] type = Explod trigger1 =time=60 persistent = 0 anim = 1913 postype = p1 pos = 0, 0 scale= .6, .6 accel = 0, 0 ontop=1 [State 191, 1] type = Explod trigger1 =time=60 persistent = 0 anim = 1914 postype = p1 pos =0, 0 scale= .6, .6 accel = 0, 0 ontop=1 [State 191, 1] type = Explod trigger1 =time=60 persistent = 0 anim = 1915 postype = p1 pos = 0, 0 scale= .6, .6 accel = 0, 0 ontop=1 [State 191, 1] type = Explod trigger1 =time=60 persistent = 0 anim = 1916 postype = p1 pos = 0, 0 scale= .6, .6 accel = 0, 0 ontop=1 [State 191, 1] type = Explod trigger1 =time=60 persistent = 0 anim = 1917 postype = p1 pos = 0, 0 scale= .6, .6 accel = 0, 0 ontop=1 [State 191, 1] type = Explod trigger1 =time=60 persistent = 0 anim = 1918 postype = p1 pos = 0, 0 scale= .6, .6 accel = 0, 0 ontop=1 [State 191, 1] type = Explod trigger1 =time=60 persistent = 0 anim = 1919 postype = p1 pos = 0, 0 scale= .6, .6 accel = 0, 0 ontop=1 [State 191, 1] type = Explod trigger1 =time=60 persistent = 0 anim = 1920 postype = p1 pos = 0, 0 scale= .6, .6 accel = 0, 0 ontop=1 [State 191, 1] type = Explod trigger1 =time=60 persistent = 0 anim = 1921 postype = p1 pos = 0, 0 scale= .6, .6 accel = 0, 0 ontop=1 [State 191, 1] type = Explod trigger1 =time=60 persistent = 0 anim = 1922 postype = p1 pos = 0, 0 scale= .6, .6 accel = 0, 0 ontop=1 [State 191, 1] type = Explod trigger1 =time=60 persistent = 0 anim = 1923 postype = p1 pos = 0, 0 scale= .6, .6 accel = 0, 0 ontop=1 [State 191, 1] type = Explod trigger1 =time=60 persistent = 0 anim = 1924 postype = p1 pos = 0, 0 scale= .6, .6 accel = 0, 0 ontop=1 ; You can delete the following two controllers if you're building your own ; character using KFM. These play back the sounds of the wood block being ; broken. [State 0, PlaySnd] type = PlaySnd trigger1 = time = 0 value = 2,0 [State 0, PlaySnd] type = PlaySnd trigger1 = time = 57 value = 2,2 ;--------------------------------------------------------------------------- ; Taunt ; CNS difficulty: easy [Statedef 195] type = S ctrl = 0 anim = 195 velset = 0,0 movetype = I physics = S sprpriority = 2 poweradd= 450 [State 195, 1] type = CtrlSet trigger1 = Time = 40 value = 1 [State 0, Explod] type = Explod trigger1 = time=0 anim = 196 ID = 196 pos = 10,-90 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermovetime = 0 pausemovetime = 0 scale = .8,.8 sprpriority = 0 ontop = 1 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 195, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [statedef 700] type = s movetype = i physics = s anim = 500 poweradd = ifelse((prevstateno = 150 || prevstateno = 152),-1000,0) ctrl = 0 [state 1000,playsnd] type = playsnd trigger1 = time = 0 value = 0, 1 [state 750, 1] type = hitby trigger1 = time = 0 value = sca, nt, st, ht time = 22 [State 0, PalFX] type = PalFX trigger1 = Time = 1 time = 30 add = 50,50,50 sinadd = -150,-150,-150, 0 color = 250 [state 750, 2] type = pause trigger1 = time = 0 && (prevstateno = 150 || prevstateno = 152) time = 6 movetime = 6 [state 750, 3] type = envcolor trigger1 = time = 0 && (prevstateno = 150 || prevstateno = 152) time = 4 value = 255,255,255 under = 1 [state 750, 5] type = afterimage trigger1 = time = 3 time = 10 trans = add1 timegap = 1 framegap = 2 length = 8 [state 750, 6] type = sprpriority trigger1 = time = 6 value = -2 [state 750, 7] type = velset trigger1 = time = [6,22] x = ifelse((prevstateno = 150 || prevstateno = 152),7,5) [state 750, 8] type = playerpush trigger1 = time = [6,22] value = 0 [state 750, 9] type = velset trigger1 = animelem = 9 x = 0 [state 750, 10] type = changestate trigger1 = animtime = 0 value = 12 ctrl = 1 ;------------------ ; Hypno [StateDef 730] type = S physics = S moveType = A anim = 1999 velSet = 0,0 ctrl = 0 [State 0, EnvColor] type = EnvColor trigger1 = time=20 value = 200,255,255 time = 5 ;under = 0 ;ignorehitpause = ;persistent = [State 0, PowerAdd] type = PowerAdd trigger1 = AnimElem = 3 value = 50 [State 2000, HitDef] type = HitDef trigger1 = time = 20 hitsound = 1,1 attr = S, ST damage=1 hitflag = MFD priority = 7, miss sparkno = -1 p2stateno = 830 sprpriority = 2 p2facing = 1 fall = 0 [State 0, Explod] type = Explod triggerall = anim = 1999 triggerall = numexplod(22000) = 0 trigger1 = time=20 anim = 22000 ID = 22000 pos = 0,-70 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 pausemovetime = 0 scale = 3,3 sprpriority = 1 ontop = 1 shadow = 0,0,0 ownpal = 0 [State 21004, PlaySnd 2] type = PlaySnd trigger1 = AnimElem = 1 value = 2,2 [State 21004, PlaySnd 2] type = PlaySnd trigger1 = AnimElem = 4 value = 3001,0 [State 2000, 1] type = changeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;Dodge Roll [statedef 750] type = s movetype = i physics = s anim = 550 poweradd = ifelse((prevstateno = 150 || prevstateno = 152),-1000,0) ctrl = 0 [state 1000,playsnd] type = playsnd trigger1 = time = 0 value = 0, 1 [state 750, 1] type = hitby trigger1 = time = 0 value = sca, nt, st, ht time = 22 [state 750, 2] type = pause trigger1 = time = 0 && (prevstateno = 150 || prevstateno = 152) time = 6 movetime = 6 [State 0, PalFX] type = PalFX trigger1 = Time = 1 time = 30 add = 50,50,50 sinadd = -150,-150,-150, 0 color = 250 [state 750, 3] type = envcolor trigger1 = time = 0 && (prevstateno = 150 || prevstateno = 152) time = 4 value = 255,255,255 under = 1 [state 750, 5] type = afterimage trigger1 = time = 3 time = 10 trans = add1 timegap = 1 framegap = 2 length = 8 [state 775, 6] type = sprpriority trigger1 = time = 9 value = -2 [state 775, 7] type = velset trigger1 = time = [9,25] x = ifelse((prevstateno = 150 || prevstateno = 152),-7,-5) [state 750, 8] type = playerpush trigger1 = time = [6,22] value = 0 [state 750, 9] type = velset trigger1 = animelem = 9 x = 0 [state 750, 10] type = changestate trigger1 = animtime = 0 value = 12 ctrl = 1 ; Top Cum [Statedef 21004] type = S movetype = A physics = N ctrl = 0 velset = 0,0 anim = 21400 sprpriority = 1 [State 0, PosSet] type = PosSet trigger1 = 1 x = -80 ;ignorehitpause = ;persistent = [State 0, PlaySnd] type = PlaySnd trigger1 = time=0 value = 2003,0 [State 0, Explod] type = Explod triggerall = anim = 21400 triggerall = numexplod(22400) = 0 trigger1 = 1 anim = 22400 ID = 22400 pos = 50,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = 275 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 [State 0, Explod] type = Explod triggerall = anim = 21400 triggerall = numexplod(180800) = 0 trigger1 = time= 275 anim = 20503 ID = 180800 pos = 50,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 [State 21004 VelSet] type = PosSet trigger1 = time = 0 y = 0 [State 21004 ] type = NotHitBy trigger1 = Time >= 0 value = SC [State 21004 ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 21004] type = ChangeState trigger1 = Time > 275 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;T Doggy Grab [Statedef 2000] type = S physics = S movetype = A ctrl = 0 anim = 2000 velset = 0,0 sprpriority = 5 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 2,1 volume= 10 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 2003,0 [State 0, VelAdd] type = VelAdd trigger1 = time= 0 x = -8 y = 0 [State 0, VelAdd] type = VelAdd trigger1 = time= 25 x = 30 y = 0 [State 0, AfterImage] type = AfterImage trigger1 = AnimElem = 1 time = 30 ;length = 20 ;palcolor = 256 ;palinvertall = 0 palbright = 100,100,100 palcontrast = 120,120,220 palpostbright = 0,0,0 ;paladd = 10,10,25 ;palmul = .65,.65,.75 ;timegap = 1 ;framegap = 4 trans = Add ;None, Add1, Sub ;ignorehitpause = ;persistent = [State 2000, HitDef] type = HitDef trigger1 = time >= 5 hitsound = 1,1 attr = S, ST hitflag = MAFD priority = 7, miss sparkno = -1 p2stateno = 2011 p1stateno = 2001 sprpriority = 2 p2facing = 1 fall = 0 [State 2000, 1] type = changeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;-- ;--------------------------------------------------------------------------- ;T Hit [Statedef 2001] type = S movetype= A physics = N anim = 2001 poweradd = 0 velset = 0,0 sprpriority = 10 [State 0, PowerAdd] type = Poweradd trigger1 = prevstateno= [9002,9004] value = -10 ;ignorehitpause = ;persistent = [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 1000,0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 2000,5 [State 0, HitAdd] type = HitAdd trigger1 = AnimElem = 2 value = 1 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 10,-30 [State 0, Explod] type = Explod triggerall =enemy,name= "BaderbearXXX" triggerall = anim = 2001 triggerall = numexplod(24223) = 0 trigger1 = 1 anim = 24223 ID = 24223 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =!enemy,name= "BaderbearXXX" triggerall =!enemy,name= "Reksus" triggerall = anim = 2002 triggerall = numexplod(22224) = 0 trigger1 = 1 anim = 22224 ID = 22224 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "Reksus" triggerall = anim = 2002 triggerall = numexplod(26224) = 0 trigger1 = 1 anim = 26224 ID = 26224 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 0, TargetLifeAdd] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 0, TargetState] type = TargetState trigger1 = time = 200 value = 2012 [State 0, ChangeState] type = ChangeState trigger1 = time = 200 value = 2002 ;------------------------------------------------------------------------------------------ ;T Speed 1 [Statedef 2002] type = S movetype= A physics = N anim = 2002 poweradd = 0 velset = 0,0 sprpriority = 3 [State 0, Explod] type = Explod triggerall = anim = 2002 triggerall = numexplod(302) = 0 trigger1 = 1 anim = 302 ID = 302 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_a" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, Explod] type = Explod triggerall = anim = 2002 triggerall = numexplod(20021) = 0 trigger1 = 1 anim = 20021 ID = 20021 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 10 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 2002 triggerall = numexplod(200211) = 0 trigger1 =command = "hold_a" anim = 20021 ID = 200211 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 sprpriority = 10 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "hold_a" id = 20021 [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "release_a" id = 200211 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 3001,1 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5218,21 + random % 2 channel = 1 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,10 channel = 2 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 4 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 value = 1 [State 0, PowerAdd] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 0, TargetLifeAdd] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 6005, HitAdd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 10,-30 [State 6072,] type = TargetState trigger1 = Time = 0 value = 2012 [State 810, Throw 11] type = TargetState triggerall = Time >= 25 trigger1 = command = "holdfwd" value = 2013 [State 810, State End] type = ChangeState triggerall = Time >= 25 trigger1 = command = "holdfwd" value = 2003 [State 810, State End] type = TargetState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 2211 [State 810, State End] type = ChangeState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 9001 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "b" value = 4011 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "b" value = 4002 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "x" value = 6011 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "x" value = 6002 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 8012 [State 810, State End] type = ChangeState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 8002 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 7012 [State 810, State End] type = ChangeState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 7002 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;------------------------------------------------------------------------------------------ ;T Speed 2 [Statedef 2003] type = S movetype= A physics = N anim = 2003 poweradd = 0 velset = 0,0 sprpriority = 3 [State 0, Explod] type = Explod triggerall = anim = 2003 triggerall = numexplod(303) = 0 trigger1 = 1 anim = 303 ID = 303 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_a" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, Explod] type = Explod triggerall = anim = 2003 triggerall = numexplod(20031) = 0 trigger1 = 1 anim = 20031 ID = 20031 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 10 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 2003 triggerall = numexplod(200311) = 0 trigger1 =command = "hold_a" anim = 20031 ID = 200311 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 sprpriority = 10 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "hold_a" id = 20031 [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "release_a" id = 200311 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 3002,1 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5219,21 + random % 2 channel = 1 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,10 channel = 2 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 2 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 4 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 10,-30 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 1 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 6072,] type = TargetState trigger1 = Time = 0 value = 2013 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "b" value = 4012 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "b" value = 4003 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "x" value = 6012 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "x" value = 6003 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 7013 [State 810, State End] type = ChangeState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 7003 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 8013 [State 810, State End] type = ChangeState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 8003 [State 810, Throw 11] type = TargetState triggerall = Time >= 50 trigger1 = command = "holdback" value = 2012 [State 810, State End] type = ChangeState triggerall = Time >= 50 trigger1 = command = "holdback" value = 2002 [State 810, Throw 11] type = TargetState triggerall = Time >= 50 trigger1 = command = "holdfwd" value = 2014 [State 810, State End] type = ChangeState triggerall = Time >= 50 trigger1 = command = "holdfwd" value = 2004 [State 810, State End] type = TargetState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 2211 [State 810, State End] type = ChangeState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 9001 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;------------------------------------------------------------------------------------------ ;T Speed 3 [Statedef 2004] type = S movetype= A physics = N anim = 2004 poweradd = 0 velset = 0,0 sprpriority = 3 [State 0, Explod] type = Explod triggerall = anim = 2004 triggerall = numexplod(304) = 0 trigger1 = 1 anim = 304 ID = 304 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_a" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, Explod] type = Explod triggerall = anim = 2004 triggerall = numexplod(20041) = 0 trigger1 = 1 anim = 20031 ID = 20041 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 10 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 2004 triggerall = numexplod(200411) = 0 trigger1 =command = "hold_a" anim = 20031 ID = 200411 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 sprpriority = 10 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "hold_a" id = 20041 [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "release_a" id = 200411 [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "release_a" id = 200311 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 3003,1 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5220,21 + random % 2 channel = 1 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,10 channel = 2 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 3 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 4 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 10,-30 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 1 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 6072,] type = TargetState trigger1 = Time = 0 value = 2014 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "b" value = 4013 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "b" value = 4004 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "x" value = 6013 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "x" value = 6004 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 7014 [State 810, State End] type = ChangeState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 7004 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 8014 [State 810, State End] type = ChangeState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 8004 [State 810, Throw 11] type = TargetState triggerall = Time >= 100 trigger1 = command = "holdback" value = 2013 [State 810, State End] type = ChangeState triggerall = Time >= 100 trigger1 = command = "holdback" value = 2003 [State 810, Throw 11] type = TargetState triggerall = Time >= 100 trigger1 = command = "holdfwd" value = 2015 [State 810, State End] type = ChangeState triggerall = Time >= 100 trigger1 = command = "holdfwd" value = 2005 [State 810, State End] type = TargetState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 2211 [State 810, State End] type = ChangeState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 9001 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;--------------------------------------------------------------- ;Cum [Statedef 2005] type = S movetype= A physics = N anim = 2005 poweradd = 0 velset = 0,0 sprpriority = 3 ;‘Ì—ÍŒ¸­ [State 6210, LifeAdd] type = TargetLifeAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = -19 Kill=0 [State 0, Explod] type = Explod triggerall = anim = 2005 triggerall = numexplod(305) = 0 trigger1 = 1 anim = 305 ID = 305 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_a" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, Explod] type = Explod triggerall = anim = 2005 triggerall = numexplod(20051) = 0 trigger1 = 1 anim = 20051 ID = 20051 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 10 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 2005 triggerall = numexplod(200511) = 0 trigger1 =command = "hold_a" anim = 20051 ID = 200511 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 sprpriority = 10 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "hold_a" id = 20051 [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "release_a" id = 200511 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 10,-30 [State -2, EnvShake] type = EnvShake trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 || animelem = 124 trigger8 = animelem = 3 || animelem = 29 trigger9 = animelem = 56 || animelem = 83 time = 10 freq = 120 ampl = -6 [State 6005, HitAdd] type = HitAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 || animelem = 124 trigger8 = animelem = 3 || animelem = 29 trigger9 = animelem = 56 || animelem = 83 value = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 2002,1 channel = 0 volume = 50 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 3 trigger2 = animelem = 56 value = 2000,0 +random%2 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 10 trigger2 = animelem = 40 trigger3 = animelem = 70 value = 5010, 7 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 1000,3 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 1000,4 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 90 value = 12,0 volume = 5000 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 12,1 volume = 5000 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 10 trigger2 = animelem = 40 trigger3 = animelem = 70 trigger4 = animelem = 100 anim = 10000 ID = 4000 pos = 10, -30 postype = p1 scale = .6,.6 sprpriority = 1 ontop = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 40 trigger2 = animelem = 70 trigger3 = animelem = 100 anim = 10001 ID = 4001 pos = 0, -20 postype = p1 scale = .6,.6 sprpriority = 1 ontop = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 16 trigger2 = animelem = 40 trigger3 = animelem = 70 trigger4 = animelem = 100 anim = 10002 ID = 4002 pos = 0, -26 postype = p1 scale = .6,.6 sprpriority = 1 ontop = 0 [State 6210, LifeAdd] type = LifeAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = 9 absolute = 1 [State 6210, LifeAdd] type = PowerAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = 75 [State 1120, Position] type = PosSet trigger1 = time = 0 y = 0 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 value = 2216 [State 810, State End] type = ChangeState trigger1 = animtime = 0 value = 21004 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;--------------------------------------------------------------------------- ;B Hit [Statedef 2011] type = A movetype= H physics = N velset = 0,0 sprpriority = 2 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100000 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 12 [State 920] type = NotHitBy trigger1 = Time >= 0 value = SC [State 920, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 920, 1] type = ChangeAnim2 triggerall= authorname= "Morinetsu" Trigger1 = Time = 0 value = 2050 [State 920, 1] type = ChangeAnim2 triggerall= !authorname= "Morinetsu" Trigger1 = Time = 0 value = 2233 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 15 value = 2001,0 channel = 0 volume = 100 ;--------------------------------------------------------------------------- ;B Speed 1 [Statedef 2012] type = A movetype= H physics = N velset = 0,0 sprpriority = 2 [State 0, PlaySnd] type = PlaySnd triggerall= authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218,21 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd triggerall= !authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218,21 + random % 2 channel = 0 volume = 100 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 [State 920, 1] triggerall= !authorname= "Morinetsu" type = ChangeAnim2 Trigger1 = Time = 0 value = 2012 [State 920, 1] type = ChangeAnim2 triggerall= authorname= "Morinetsu" Trigger1 = Time = 0 value = 2051 ;--------------------------------------------------------------------------- ;B Speed 2 [Statedef 2013] type = A movetype= H physics = N velset = 0,0 sprpriority = 2 [State 0, PlaySnd] type = PlaySnd triggerall= authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4219,21 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd triggerall= !authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218,23 + random % 4 channel = 0 volume = 100 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 920, 1] type = ChangeAnim2 triggerall= authorname= "Morinetsu" Trigger1 = Time = 0 value = 2052 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 [State 920, 1] type = ChangeAnim2 triggerall= !authorname= "Morinetsu" Trigger1 = Time = 0 value = 2013 ;--------------------------------------------------------------------------- ;B speed 3 [Statedef 2014] type = A movetype= H physics = N velset = 0,0 sprpriority = 2 [State 0, PlaySnd] type = PlaySnd triggerall= authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4220,21 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd triggerall= !authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218,25 + random % 6 channel = 0 volume = 100 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 920, 1] type = ChangeAnim2 triggerall= authorname= "Morinetsu" Trigger1 = Time = 0 value = 2053 [State 820, 1] triggerall= !authorname= "Morinetsu" type = ChangeAnim2 Trigger1 = Time = 0 value = 2014 ;--------------------------------------------------------------------------- ;B Cum [Statedef 2015] type = A movetype= H physics = N velset = 0,0 sprpriority = 2 [State 6210, LifeAdd] type = PowerAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = 150 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 11,0 volume = 5000 [State 920, 1] type = ChangeAnim2 triggerall= authorname= "Morinetsu" Trigger1 = Time = 0 value = 2054 [State 756, 2] triggerall= !authorname= "Morinetsu" type = ChangeAnim2 trigger1 = Time = 0 value = 2015 ;--------------------------------------------------------------------------- ;Bot Waking Up [Statedef 2216] type = S physics = S movetype= H velset = 0,0 ctrl = 0 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [state 0] type = posset trigger1 = time = 0 y = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem= 4 value = 1000,7 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem= 5 value = 1000,6 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem= 4 value = 2002,1 [State 30097] type = ChangeAnim trigger1 = SelfAnimExist(36699) trigger1 = time = 0 value = 36699 [State 30097] type = ChangeAnim trigger1 = !SelfAnimExist(36699) trigger1 = time = 0 value = 5110 [State 30097] type = SelfState trigger1 = life >2 trigger1 = Time > 275 value = 12 [State 30097] type = ChangeState triggerall = life = 1 trigger1 = Time > 275 value = 1 [Statedef 5150] type = L movetype= H physics = N sprpriority = -3 [State 5150, 1] type = ChangeAnim triggerall = Time = 0 triggerall = Anim != 36699 triggerall = SelfAnimExist(5140) trigger1 = (anim != [5111,5119]) && (anim != [5171,5179]) trigger2 = !SelfAnimExist(5140 + (anim % 10)) value = 5140 [State 5150, 3] type = ChangeAnim triggerall = Anim != 36699 trigger1 = Time = 0 trigger1 = (anim = [5111,5119]) || (anim = [5171,5179]) trigger1 = SelfAnimExist(5140 + (anim % 10)) value = 5140 + (anim % 10) [State 5150, 4] type = ChangeAnim persistent = 0 triggerall = Anim != 36699 trigger1 = MatchOver = 1 trigger1 = Anim = [5140,5149] trigger1 = SelfAnimExist(anim+10) value = anim+10 [State 5150, 5] type = ChangeAnim triggerall = Anim != 36699 trigger1 = Time = 0 trigger1 = Anim != [5140,5159] trigger1 = Anim != [5110,5119] value = 5110 [State 5150, 6] type = VelMul trigger1 = 1 x = 0.85 [State 5150, 7] type = VelSet trigger1 = Vel x < .05 persistent = 0 x = 0 [State 5150, 8] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;--------------------------------------------------------------------------- ;T Missionary Grab [Statedef 4000] type = S physics = S movetype = A ctrl = 0 anim = 2000 velset = 0,0 sprpriority = 5 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 2,1 volume= 10 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 2003,0 [State 0, VelAdd] type = VelAdd trigger1 = time= 0 x = -8 y = 0 [State 0, VelAdd] type = VelAdd trigger1 = time= 25 x = 30 y = 0 [State 0, AfterImage] type = AfterImage trigger1 = AnimElem = 1 time = 30 ;length = 20 ;palcolor = 256 ;palinvertall = 0 palbright = 100,100,100 palcontrast = 120,120,220 palpostbright = 0,0,0 ;paladd = 10,10,25 ;palmul = .65,.65,.75 ;timegap = 1 ;framegap = 4 trans = Add ;None, Add1, Sub ;ignorehitpause = ;persistent = [State 2000, HitDef] type = HitDef trigger1 = time >= 5 hitsound = 1,1 attr = S, ST hitflag = MAFD priority = 7, miss sparkno = -1 p2stateno = 4010 p1stateno = 4001 sprpriority = 2 p2facing = 1 fall = 0 [State 2000, 1] type = changeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;T Hit [Statedef 4001] type = S movetype= A physics = N anim = 4001 poweradd = 0 velset = 0,0 sprpriority = 10 [State 0, PowerAdd] type = Poweradd trigger1 = prevstateno= [10002,10004] value = -10 ;ignorehitpause = ;persistent = [State 0, PosSet] type = PosSet trigger1 = time=0 x = 0 y = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 4001 triggerall = numexplod(301) = 0 trigger1 = 1 anim = 301 ID = 301 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_b" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,6 channel=0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 1000,0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 2003,1 [State 0, HitAdd] type = HitAdd trigger1 = AnimElem = 2 value = 1 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 0,0 [State 0, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 0, TargetLifeAdd] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -12 kill = 0 [State 0, TargetState] type = TargetState trigger1 = time = 200 value = 4011 [State 0, ChangeState] type = ChangeState trigger1 = time = 200 value = 4002 ;------------------------------------------------------------------------------------------ ;T Speed 1 [Statedef 4002] type = S movetype= A physics = N anim = 4002 poweradd = 0 velset = 0,0 sprpriority = 10 [State 0, Explod] type = Explod triggerall = anim = 4002 triggerall = numexplod(302) = 0 trigger1 = 1 anim = 302 ID = 302 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_b" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 3001,1 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 4 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5218,21 + random % 2 channel = 1 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,10 channel = 2 volume = 50 [State 0, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 value = 1 [State 0, PowerAdd] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 0, TargetLifeAdd] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 6005, HitAdd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 0,0 [State 6072,] type = TargetState trigger1 = Time = 0 value = 4011 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "a" value = 2012 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "a" value = 2002 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "x" value = 6011 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "x" value = 6002 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 7012 [State 810, State End] type = ChangeState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 7002 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 8012 [State 810, State End] type = ChangeState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 8002 [State 810, Throw 11] type = TargetState triggerall = Time >= 25 trigger1 = command = "holdfwd" value = 4012 [State 810, State End] type = ChangeState triggerall = Time >= 25 trigger1 = command = "holdfwd" value = 4003 [State 810, State End] type = TargetState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 4210 [State 810, State End] type = ChangeState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 10001 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;------------------------------------------------------------------------------------------ ;T Speed 2 [Statedef 4003] type = S movetype= A physics = N anim = 4003 poweradd = 0 velset = 0,0 sprpriority = 10 [State 0, Explod] type = Explod triggerall = anim = 4003 triggerall = numexplod(303) = 0 trigger1 = 1 anim = 303 ID = 303 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_b" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 3002,1 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5219,21 + random % 2 channel = 1 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,10 channel = 2 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 2 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 4 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 0,0 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 1 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 6072,] type = TargetState trigger1 = Time = 0 value = 4012 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "a" value = 2013 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "a" value = 2003 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "x" value = 6012 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "x" value = 6003 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 7013 [State 810, State End] type = ChangeState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 7003 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 8013 [State 810, State End] type = ChangeState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 8003 [State 810, Throw 11] type = TargetState triggerall = Time >= 50 trigger1 = command = "holdback" value = 4011 [State 810, State End] type = ChangeState triggerall = Time >= 50 trigger1 = command = "holdback" value = 4002 [State 810, Throw 11] type = TargetState triggerall = Time >= 50 trigger1 = command = "holdfwd" value = 4013 [State 810, State End] type = ChangeState triggerall = Time >= 50 trigger1 = command = "holdfwd" value = 4004 [State 810, State End] type = TargetState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 4210 [State 810, State End] type = ChangeState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 10001 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;------------------------------------------------------------------------------------------ ;T Speed 3 [Statedef 4004] type = S movetype= A physics = N anim = 4004 poweradd = 0 velset = 0,0 sprpriority = 10 [State 0, Explod] type = Explod triggerall = anim = 4004 triggerall = numexplod(304) = 0 trigger1 = 1 anim = 304 ID = 304 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_b" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 3003,1 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5220,21 + random % 2 channel = 1 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,10 channel = 2 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 3 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 4 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 0,0 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 1 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 6072,] type = TargetState trigger1 = Time = 0 value = 4013 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "a" value = 2014 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "a" value = 2004 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "x" value = 6013 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "x" value = 6004 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 7014 [State 810, State End] type = ChangeState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 7004 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 8014 [State 810, State End] type = ChangeState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 8004 [State 810, Throw 11] type = TargetState triggerall = Time >= 100 trigger1 = command = "holdback" value = 4012 [State 810, State End] type = ChangeState triggerall = Time >= 100 trigger1 = command = "holdback" value = 4003 [State 810, Throw 11] type = TargetState triggerall = Time >= 100 trigger1 = command = "holdfwd" value = 4014 [State 810, State End] type = ChangeState triggerall = Time >= 100 trigger1 = command = "holdfwd" value = 4005 [State 810, State End] type = TargetState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 4210 [State 810, State End] type = ChangeState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 10001 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;--------------------------------------------------------------- ;Cum [Statedef 4005] type = S movetype= A physics = N anim = 4005 poweradd = 0 velset = 0,0 sprpriority = 10 ;‘Ì—ÍŒ¸­ [State 6210, LifeAdd] type = TargetLifeAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = -19 Kill=0 [State 0, Explod] type = Explod triggerall = anim = 4005 triggerall = numexplod(305) = 0 trigger1 = 1 anim = 305 ID = 305 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State -2, EnvShake] type = EnvShake trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 || animelem = 124 trigger8 = animelem = 3 || animelem = 29 trigger9 = animelem = 56 || animelem = 83 time = 10 freq = 120 ampl = -6 [State 6005, HitAdd] type = HitAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 || animelem = 124 trigger8 = animelem = 3 || animelem = 29 trigger9 = animelem = 56 || animelem = 83 value = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 2002,1 channel = 0 volume = 50 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 3 trigger2 = animelem = 56 value = 2000,0 +random%2 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 10 trigger2 = animelem = 40 trigger3 = animelem = 70 value = 5010, 7 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 1000,3 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 1000,4 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 90 value = 12,0 volume = 5000 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 12,1 volume = 5000 [State 6210, LifeAdd] type = LifeAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = 9 absolute = 1 [State 6210, LifeAdd] type = PowerAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = 75 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 [State 1120, Position] type = PosSet trigger1 = time = 0 y = 0 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 value = 2216 [State 810, State End] type = ChangeState trigger1 = animtime = 0 value = 21004 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;--------------------------------------------------------------------------- ;B Hit [Statedef 4010] type = A movetype= H physics = N velset = 0,0 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100000 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 40540 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 40550 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 42540 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 42550 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 12 [State 920] type = NotHitBy trigger1 = Time >= 0 value = SC [State 920, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 920, 1] type = ChangeAnim2 triggerall= authorname= "Morinetsu" Trigger1 = Time = 0 value = 4051 [State 920, 1] type = ChangeAnim2 triggerall= !authorname= "Morinetsu" Trigger1 = Time = 0 value = 4011 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 15 value = 2001,0 channel = 0 volume = 100 ;--------------------------------------------------------------------------- ;B Speed 1 [Statedef 4011] type = A movetype= H physics = N velset = 0,0 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 0, PlaySnd] type = PlaySnd triggerall= authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218,21 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd triggerall= !authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218,21 + random % 2 channel = 0 volume = 100 [State 920, 1] type = ChangeAnim2 triggerall= authorname= "Morinetsu" Trigger1 = Time = 0 value = 4052 [State 920, 1] type = ChangeAnim2 triggerall= !authorname= "Morinetsu" Trigger1 = Time = 0 value = 4012 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ;--------------------------------------------------------------------------- ;B Speed 2 [Statedef 4012] type = A movetype= H physics = N velset = 0,0 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, PlaySnd] type = PlaySnd triggerall= authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4219,21 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd triggerall= !authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218,23 + random % 4 channel = 0 volume = 100 [State 920, 1] type = ChangeAnim2 triggerall= authorname= "Morinetsu" Trigger1 = Time = 0 value = 4053 [State 920, 1] type = ChangeAnim2 triggerall= !authorname= "Morinetsu" Trigger1 = Time = 0 value = 4012 ;--------------------------------------------------------------------------- ;B speed 3 [Statedef 4013] type = A movetype= H physics = N velset = 0,0 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 0, RemoveExplod] type = RemoveExplod triggerall= !numexplod= 40540 trigger1 = time=0 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 70140 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 22271 [State 8000, 2] type = Explod scale = 1,1 trigger1 = !time trigger2 = selfanimexist(40540) = 0 sprpriority = 15 id = 40540 bindtime = 0 postype = p1 pos = 0,25 anim = 40540 removetime = -1 [State 0, PlaySnd] type = PlaySnd triggerall= authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4220,21 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd triggerall= !authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218,25 + random % 6 channel = 0 volume = 100 [State 920, 1] type = ChangeAnim2 triggerall= authorname= "Morinetsu" Trigger1 = Time = 0 value = 4054 [State 820, 1] type = ChangeAnim2 triggerall= !authorname= "Morinetsu" Trigger1 = Time = 0 value = 4014 ;--------------------------------------------------------------------------- ;B Cum [Statedef 4014] type = A movetype= H physics = N velset = 0,0 [State 8000, 2] type = Explod scale = 1,1 trigger1 = !time trigger2 = selfanimexist(40550) = 0 sprpriority = 15 id = 40550 bindtime = 0 postype = p1 pos = 0,25 anim = 40550 removetime = -1 [State 0, RemoveExplod] type = RemoveExplod triggerall= !numexplod= 40550 trigger1 = time = 0 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 ID=40540 [State 6210, LifeAdd] type = PowerAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = 150 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 11,0 volume = 5000 [State 920, 1] type = ChangeAnim2 triggerall= authorname= "Morinetsu" Trigger1 = Time = 0 value = 4055 [State 756, 2] type = ChangeAnim2 triggerall= !authorname= "Morinetsu" trigger1 = Time = 0 value = 4015 ;--------------------------------------------------------------------------- ;T Cowboy Grab [Statedef 6000] type = S physics = S movetype = A ctrl = 0 anim = 2000 velset = 0,0 sprpriority = 5 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 2,1 volume= 10 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 2003,0 [State 0, VelAdd] type = VelAdd trigger1 = time= 0 x = -8 y = 0 [State 0, VelAdd] type = VelAdd trigger1 = time= 25 x = 30 y = 0 [State 0, AfterImage] type = AfterImage trigger1 = AnimElem = 1 time = 30 ;length = 20 ;palcolor = 256 ;palinvertall = 0 palbright = 100,100,100 palcontrast = 120,120,220 palpostbright = 0,0,0 ;paladd = 10,10,25 ;palmul = .65,.65,.75 ;timegap = 1 ;framegap = 4 trans = Add ;None, Add1, Sub ;ignorehitpause = ;persistent = [State 2000, HitDef] type = HitDef trigger1 = time >= 5 hitsound = 1,1 attr = S, ST hitflag = MAFD priority = 7, miss sparkno = -1 p2stateno = 6010 p1stateno = 6001 sprpriority = 2 p2facing = 1 fall = 0 [State 2000, 1] type = changeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;T Hit [Statedef 6001] type = S movetype= A physics = N anim = 6001 poweradd = 0 velset = 0,0 sprpriority = -10 [State 0, PowerAdd] type = Poweradd trigger1 = prevstateno= [11002,11004] value = -10 ;ignorehitpause = ;persistent = [State 0, PosSet] type = PosSet trigger1 = time=0 x = 0 y = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 6001 triggerall = numexplod(301) = 0 trigger1 = 1 anim = 301 ID = 301 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod trigger1 = time=60 anim = 100000 ID = 100000 pos = -20,-100 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermovetime = 0 pausemovetime = 0 scale = .6,.6 sprpriority = 10 ontop = 0 sprpriority= 10 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 6001 triggerall = numexplod(60010) = 0 trigger1 = 1 anim = 60010 ID = 60010 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 11 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 1000,0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 2003,1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,6 channel=0 [State 0, HitAdd] type = HitAdd trigger1 = AnimElem = 2 value = 1 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 0,7 [State 0, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 0, TargetLifeAdd] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, TargetState] type = TargetState trigger1 = time = 200 value = 6011 [State 0, ChangeState] type = ChangeState trigger1 = time = 200 value = 6002 ;------------------------------------------------------------------------------------------ ;T Speed 1 [Statedef 6002] type = S movetype= A physics = N anim = 6002 poweradd = 0 velset = 0,0 sprpriority = -10 [State 0, Explod] type = Explod triggerall = anim = 6002 triggerall = numexplod(302) = 0 trigger1 = 1 anim = 302 ID = 302 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 6002 triggerall = numexplod(60020) = 0 trigger1 = 1 anim = 60020 ID = 60020 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 10 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 id = 60030 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 3001,1 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5218,21 + random % 2 channel = 1 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,10 channel = 2 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 4 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, Explod] type = Explod trigger1 = AnimElem = 3 anim = 4442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = -5 bindtime = -1 [State 0, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 value = 1 [State 0, PowerAdd] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 0, TargetLifeAdd] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 6005, HitAdd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 0,7 [State 6072,] type = TargetState trigger1 = Time = 0 value = 6011 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "a" value = 2012 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "a" value = 2002 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "b" value = 4011 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "b" value = 4002 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 7012 [State 810, State End] type = ChangeState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 7002 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 8012 [State 810, State End] type = ChangeState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 8002 [State 810, Throw 11] type = TargetState triggerall = Time >= 25 trigger1 = command = "holdfwd" value = 6012 [State 810, State End] type = ChangeState triggerall = Time >= 25 trigger1 = command = "holdfwd" value = 6003 [State 810, State End] type = TargetState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 6210 [State 810, State End] type = ChangeState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 11001 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;------------------------------------------------------------------------------------------ ;T Speed 2 [Statedef 6003] type = S movetype= A physics = N anim = 6003 poweradd = 0 velset = 0,0 sprpriority = -10 [State 0, Explod] type = Explod triggerall = anim = 6003 triggerall = numexplod(303) = 0 trigger1 = 1 anim = 303 ID = 303 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 6003 triggerall = numexplod(60030) = 0 trigger1 = 1 anim = 60030 ID = 60030 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 10 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 3002,1 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5219,21 + random % 2 channel = 1 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,10 channel = 2 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 2 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 4 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 0,7 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 0, Explod] type = Explod trigger1 = AnimElem = 3 anim = 4442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = -5 bindtime = -1 [State 4615, Explod] type = Explod trigger1 = animelem = 1 ontop = 1 anim = 10001 ID = 4001 pos = 0, -40 postype = p1 trans= addalpha alpha= 150,150 removetime= -1 scale = .5,.6 sprpriority = 20 [State 4615, Explod] type = Explod trigger1 = animelem = 1 anim = 10001 ID = 40033 pos = 0, -50 postype = p2 trans= addalpha alpha= 150,150 removetime= -1 scale = .5,.6 sprpriority = 10 ontop = 1 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 1 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 6072,] type = TargetState trigger1 = Time = 0 value = 6012 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "a" value = 2013 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "a" value = 2003 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "b" value = 4012 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "b" value = 4003 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 7013 [State 810, State End] type = ChangeState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 7003 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 8013 [State 810, State End] type = ChangeState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 8003 [State 810, Throw 11] type = TargetState triggerall = Time >= 50 trigger1 = command = "holdback" value = 6011 [State 810, State End] type = ChangeState triggerall = Time >= 50 trigger1 = command = "holdback" value = 6002 [State 810, Throw 11] type = TargetState triggerall = Time >= 50 trigger1 = command = "holdfwd" value = 6013 [State 810, State End] type = ChangeState triggerall = Time >= 50 trigger1 = command = "holdfwd" value = 6004 [State 810, State End] type = TargetState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 6210 [State 810, State End] type = ChangeState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 11001 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;------------------------------------------------------------------------------------------ ;T Speed 3 [Statedef 6004] type = S movetype= A physics = N anim = 6004 poweradd = 0 velset = 0,0 sprpriority = -10 [State 0, Explod] type = Explod triggerall = anim = 6004 triggerall = numexplod(304) = 0 trigger1 = 1 anim = 304 ID = 304 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 6004 triggerall = numexplod(60040) = 0 trigger1 = 1 anim = 60040 ID = 60040 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 10 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 3003,1 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5220,21 + random % 2 channel = 1 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,10 channel = 2 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 3 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 4 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 0,7 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 810] type = Explod trigger1 = AnimElem = 3 anim = 4442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = -5 bindtime = -1 [State 4615, Explod] type = Explod trigger1 = animelem = 1 ontop = 1 anim = 10001 ID = 4001 pos = 0, -40 postype = p1 trans= addalpha alpha= 150,150 removetime= -1 scale = .5,.6 sprpriority = 20 [State 4615, Explod] type = Explod trigger1 = animelem = 1 anim = 10001 ID = 40033 pos = 0, -50 postype = p2 trans= addalpha alpha= 150,150 removetime= -1 scale = .5,.6 sprpriority = 10 ontop = 1 [State 4615, Explod] type = Explod trigger1 = animelem = 1 anim = 10002 ID = 400333 pos = 0, -40 postype = p2 trans= addalpha alpha= 150,150 removetime= -1 scale = .5,.6 sprpriority = 10 ontop = 1 [State 4615, Explod] type = Explod trigger1 = animelem = 1 anim = 10002 ID = 4003333 pos = 0, -30 postype = p1 trans= addalpha alpha= 150,150 removetime= -1 scale = .5,.6 sprpriority = 10 ontop = 1 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 1 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 6072,] type = TargetState trigger1 = Time = 0 value = 6013 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "a" value = 2014 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "a" value = 2004 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "b" value = 4013 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "b" value = 4004 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 7014 [State 810, State End] type = ChangeState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 7004 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 8014 [State 810, State End] type = ChangeState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 8004 [State 810, Throw 11] type = TargetState trigger1 = Time >= 100 trigger1 = command = "holdback" value = 6012 [State 810, State End] type = ChangeState triggerall = Time >= 100 trigger1 = command = "holdback" value = 6003 [State 810, Throw 11] type = TargetState triggerall = Time >= 100 trigger1 = command = "holdfwd" value = 6014 [State 810, State End] type = ChangeState triggerall = Time >= 100 trigger1 = command = "holdfwd" value = 6005 [State 810, State End] type = TargetState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 6210 [State 810, State End] type = ChangeState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 11001 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;--------------------------------------------------------------- ;Cum [Statedef 6005] type = S movetype= A physics = N anim = 6005 poweradd = 0 velset = 0,0 sprpriority = -10 ;‘Ì—ÍŒ¸­ [State 6210, LifeAdd] type = TargetLifeAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = -19 Kill=0 [State 0, Explod] type = Explod triggerall = anim = 6005 triggerall = numexplod(305) = 0 trigger1 = 1 anim = 305 ID = 305 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 3000, Super A] type = SuperPause triggerall = power >= 1000 triggerall = time >= 250 trigger1 = command = "holddown" pos = -60,-120 anim = s28000 time = 200 sound = s2, 7 poweradd = -1000 [State 0, Explod] type = Explod triggerall = anim = 6005 triggerall = power >= 1000 triggerall = time >= 250 trigger1 = 1 anim = 100003 ID = 100003 pos = -50,-120 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 0 vel = 0,0 accel = 0,0 random = 0,0 removetime = 15 supermovetime = 0 pausemovetime = 0 scale = .4,.4 sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod triggerall = power >= 1000 triggerall = time >= 250 trigger1 = command = "holddown" id = 100003 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 6005 triggerall = numexplod(60050) = 0 trigger1 = 1 anim = 60050 ID = 60050 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 10 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 0,7 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State -2, EnvShake] type = EnvShake trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 || animelem = 124 trigger8 = animelem = 3 || animelem = 29 trigger9 = animelem = 56 || animelem = 83 time = 10 freq = 120 ampl = -6 [State 6005, HitAdd] type = HitAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 || animelem = 124 trigger8 = animelem = 3 || animelem = 29 trigger9 = animelem = 56 || animelem = 83 value = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 2002,1 channel = 0 volume = 50 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 3 trigger2 = animelem = 56 value = 2000,0 +random%2 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 10 trigger2 = animelem = 40 trigger3 = animelem = 70 value = 5010, 7 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 1000,3 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 1000,4 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 90 value = 12,0 volume = 5000 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 12,1 volume = 5000 [State 4615, Explod] type = Explod trigger1 = animelem = 10 trigger2 = animelem = 40 trigger3 = animelem = 70 trigger4 = animelem = 100 anim = 10000 ID = 4000 pos = 0, -50 postype = p1 scale = .6,.6 sprpriority = 10 ontop = 1 [State 4615, Explod] type = Explod trigger1 = animelem = 40 trigger2 = animelem = 70 trigger3 = animelem = 100 anim = 10001 ID = 4001 pos = 0, -50 postype = p1 scale = .6,.6 sprpriority = 10 ontop = 1 [State 4615, Explod] type = Explod trigger1 = animelem = 16 trigger2 = animelem = 40 trigger3 = animelem = 70 trigger4 = animelem = 100 anim = 10002 ID = 4002 pos = 0, -50 postype = p1 scale = .6,.6 sprpriority = 10 ontop = 1 [State 6005, Explod] type = Explod trigger1 = AnimElem = 90 anim = 4445 scale = .6,.6 pos = 6, -55 postype = p1 removetime = -2 sprpriority = 10 bindtime = 1 ontop = 1 ownpal = 1 [State 6210, LifeAdd] type = LifeAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = 9 absolute = 1 [State 6210, LifeAdd] type = PowerAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = 75 [State 1120, Position] type = PosSet trigger1 = time = 0 y = 0 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 value = 2216 [State 810, State End] type = ChangeState trigger1 = animtime = 0 value = 21004 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;--------------------------------------------------------------------------- ;B Hit [Statedef 6010] type = A movetype= H physics = N velset = 0,0 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100000 [State 0, Trans] type = Trans trigger1 = enemy,command = "hold_x" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 12 [State 920] type = NotHitBy trigger1 = Time >= 0 value = SC [State 920, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 920, 1] type = ChangeAnim2 triggerall= authorname= "Morinetsu" Trigger1 = Time = 0 value = 6051 [State 920, 1] type = ChangeAnim2 triggerall= !authorname= "Morinetsu" Trigger1 = Time = 0 value = 6011 [State 920, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 6011 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 15 value = 2001,0 channel = 0 volume = 100 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ;--------------------------------------------------------------------------- ;B Speed 1 [Statedef 6011] type = A movetype= H physics = N velset = 0,0 [State 0, Trans] type = Trans trigger1 = enemy,command = "hold_x" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 0, PlaySnd] type = PlaySnd triggerall= authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218,21 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd triggerall= !authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218,21 + random % 2 channel = 0 volume = 100 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 [State 920, 1] type = ChangeAnim2 triggerall= authorname= "Morinetsu" Trigger1 = Time = 0 value = 6052 [State 920, 1] type = ChangeAnim2 triggerall= !authorname= "Morinetsu" Trigger1 = Time = 0 value = 6012 ;--------------------------------------------------------------------------- ;B Speed 2 [Statedef 6012] type = A movetype= H physics = N velset = 0,0 [State 0, Trans] type = Trans trigger1 = enemy,command = "hold_x" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 [State 0, PlaySnd] type = PlaySnd triggerall= authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4219,21 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd triggerall= !authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218,23 + random % 4 channel = 0 volume = 100 [State 920, 1] type = ChangeAnim2 triggerall= authorname= "Morinetsu" Trigger1 = Time = 0 value = 6053 [State 920, 1] type = ChangeAnim2 triggerall= !authorname= "Morinetsu" Trigger1 = Time = 0 value = 6013 ;--------------------------------------------------------------------------- ;B speed 3 [Statedef 6013] type = A movetype= H physics = N velset = 0,0 [State 0, Trans] type = Trans trigger1 = enemy,command = "hold_x" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 [State 0, PlaySnd] type = PlaySnd triggerall= authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4220,21 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd triggerall= !authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218,25 + random % 6 channel = 0 volume = 100 [State 920, 1] type = ChangeAnim2 triggerall= authorname= "Morinetsu" Trigger1 = Time = 0 value = 6054 [State 920, 1] type = ChangeAnim2 triggerall= !authorname= "Morinetsu" Trigger1 = Time = 0 value = 6014 ;--------------------------------------------------------------------------- ;B Cum [Statedef 6014] type = A movetype= H physics = N velset = 0,0 [State 0, Trans] type = Trans trigger1 = enemy,command = "hold_x" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 6210, LifeAdd] type = PowerAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = 150 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 11,0 volume = 5000 [State 920, 1] type = ChangeAnim2 triggerall= authorname= "Morinetsu" Trigger1 = Time = 0 value = 6055 [State 920, 1] type = ChangeAnim2 triggerall= !authorname= "Morinetsu" Trigger1 = Time = 0 value = 6015 ;--------------------------------------------------------------------------- ;T Spoon Grab [Statedef 7000] type = S physics = S movetype = A ctrl = 0 anim = 2000 velset = 0,0 sprpriority = 5 [State 2000, 1] type = changeState trigger1= enemy,authorname= "MorinetsuO" value = 8000 ctrl = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 2,1 volume= 10 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 2003,0 [State 0, VelAdd] type = VelAdd trigger1 = time= 0 x = -8 y = 0 [State 0, VelAdd] type = VelAdd trigger1 = time= 25 x = 30 y = 0 [State 0, AfterImage] type = AfterImage trigger1 = AnimElem = 1 time = 30 ;length = 20 ;palcolor = 256 ;palinvertall = 0 palbright = 100,100,100 palcontrast = 120,120,220 palpostbright = 0,0,0 ;paladd = 10,10,25 ;palmul = .65,.65,.75 ;timegap = 1 ;framegap = 4 trans = Add ;None, Add1, Sub ;ignorehitpause = ;persistent = [State 2000, HitDef] type = HitDef trigger1 = time >= 5 hitsound = 1,1 attr = S, ST hitflag = MAFD priority = 7, miss sparkno = -1 p2stateno = 7011 p1stateno = 7001 sprpriority = 2 p2facing = 1 fall = 0 [State 2000, 1] type = changeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;T Hit [Statedef 7001] type = S movetype= A physics = N anim = 7001 poweradd = 0 velset = 0,0 sprpriority = 5 [State 0, PowerAdd] type = Poweradd trigger1 = prevstateno= [12002,12004] value = -10 ;ignorehitpause = ;persistent = [State 0, PosSet] type = PosSet trigger1 = time=0 x = 0 y = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 7001 triggerall = numexplod(301) = 0 trigger1 = 1 anim = 301 ID = 301 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_y" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, Explod] type = Explod triggerall = anim = 7001 triggerall = numexplod(70010) = 0 trigger1 = 1 anim = 70010 ID = 70010 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 11 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 7001 triggerall = numexplod(700201) = 0 trigger1 =command = "hold_y" anim = 70010 ID = 700201 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 sprpriority = 0 ontop = 1 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "hold_y" id = 70010 [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "release_y" id = 700201 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 id = 70020 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 id = 70030 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 id = 70040 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 id = 72020 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 id = 72030 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 id = 72040 [State 0, Explod] type = Explod trigger1 = time=60 anim = 100000 ID = 100000 pos = 30,-50 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermovetime = 0 pausemovetime = 0 scale = .6,.6 sprpriority = 3 ontop = 1 sprpriority= 10 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 1000,0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 2003,1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,6 channel=0 [State 0, HitAdd] type = HitAdd trigger1 = AnimElem = 2 value = 1 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 5,-12 [State 0, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 0, TargetLifeAdd] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 0, TargetState] type = TargetState trigger1 = time = 200 value = 7012 [State 0, ChangeState] type = ChangeState trigger1 = time = 200 value = 7002 ;------------------------------------------------------------------------------------------ ;T Speed 1 [Statedef 7002] type = S movetype= A physics = N anim = 7002 poweradd = 0 velset = 0,0 sprpriority = 5 [State 0, Explod] type = Explod triggerall = anim = 7002 triggerall = numexplod(302) = 0 trigger1 = 1 anim = 302 ID = 302 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_y" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, Explod] type = Explod triggerall = anim = 7002 triggerall = numexplod(70020) = 0 trigger1 = 1 anim = 70020 ID = 70020 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 11 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 7002 triggerall = numexplod(700210) = 0 trigger1 =command = "hold_y" anim = 70020 ID = 700210 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 sprpriority = 11 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "hold_y" id = 70020 [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "release_y" id = 700210 [State 0, Explod] type = Explod triggerall = anim = 7002 triggerall = numexplod(7002100) = 0 trigger1 = 1 anim = 70021 ID = 7002100 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = -1 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 3001,1 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5218,21 + random % 2 channel = 1 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,10 channel = 2 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 4 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, Explod] type = Explod trigger1 = AnimElem = 3 anim = 4442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = -5 bindtime = -1 [State 0, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 value = 1 [State 0, PowerAdd] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 0, TargetLifeAdd] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 6005, HitAdd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 5,-12 [State 6072,] type = TargetState trigger1 = Time = 0 value = 7012 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "a" value = 2012 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "a" value = 2002 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "b" value = 4011 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "b" value = 4002 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "x" value = 6011 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "x" value = 6002 [State 810, Throw 11] type = TargetState triggerall = Time >= 25 trigger1 = command = "holdfwd" value = 7013 [State 810, State End] type = ChangeState triggerall = Time >= 25 trigger1 = command = "holdfwd" value = 7003 [State 810, State End] type = TargetState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 7211 [State 810, State End] type = ChangeState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 12001 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;------------------------------------------------------------------------------------------ ;T Speed 2 [Statedef 7003] type = S movetype= A physics = N anim = 7003 poweradd = 0 velset = 0,0 sprpriority = 5 [State 0, Explod] type = Explod triggerall = anim = 7003 triggerall = numexplod(303) = 0 trigger1 = 1 anim = 303 ID = 303 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_y" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, Explod] type = Explod triggerall = anim = 7003 triggerall = numexplod(70030) = 0 trigger1 = 1 anim = 70030 ID = 70030 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 11 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 7003 triggerall = numexplod(700310) = 0 trigger1 =command = "hold_y" anim = 70030 ID = 700310 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 sprpriority = 11 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "hold_y" id = 70030 [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "release_y" id = 700310 [State 0, Explod] type = Explod triggerall = anim = 7003 triggerall = numexplod(7003100) = 0 trigger1 = 1 anim = 70031 ID = 7003100 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = -1 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 3002,1 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5219,21 + random % 2 channel = 1 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,10 channel = 2 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 2 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 4 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 5,-12 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 0, Explod] type = Explod trigger1 = AnimElem = 3 anim = 4442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = -5 bindtime = -1 [State 4615, Explod] type = Explod trigger1 = animelem = 1 anim = 10001 ID = 4001 pos = 0, -40 postype = p1 trans= addalpha alpha= 150,150 removetime= -1 scale = .6,.6 sprpriority = 0 ontop = 0 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 6072,] type = TargetState trigger1 = Time = 0 value = 7013 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "a" value = 2013 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "a" value = 2003 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "b" value = 4012 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "b" value = 4003 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "x" value = 6012 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "x" value = 6003 [State 810, Throw 11] type = TargetState triggerall = Time >= 50 trigger1 = command = "holdback" value = 7012 [State 810, State End] type = ChangeState triggerall = Time >= 50 trigger1 = command = "holdback" value = 7002 [State 810, Throw 11] type = TargetState triggerall = Time >= 50 trigger1 = command = "holdfwd" value = 7014 [State 810, State End] type = ChangeState triggerall = Time >= 50 trigger1 = command = "holdfwd" value = 7004 [State 810, State End] type = TargetState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 7211 [State 810, State End] type = ChangeState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 12001 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;------------------------------------------------------------------------------------------ ;T Speed 3 [Statedef 7004] type = S movetype= A physics = N anim = 7004 poweradd = 0 velset = 0,0 sprpriority = 5 [State 0, Explod] type = Explod triggerall = anim = 7004 triggerall = numexplod(304) = 0 trigger1 = 1 anim = 304 ID = 304 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_y" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, Explod] type = Explod triggerall = anim = 7004 triggerall = numexplod(70040) = 0 trigger1 = 1 anim = 70040 ID = 70040 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 11 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 7004 triggerall = numexplod(700410) = 0 trigger1 =command = "hold_y" anim = 70040 ID = 700410 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 sprpriority = 11 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "hold_y" id = 70040 [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "release_y" id = 700410 [State 0, Explod] type = Explod triggerall = anim = 7004 triggerall = numexplod(7004100) = 0 trigger1 = 1 anim = 70041 ID = 7004100 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = -1 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 3003,1 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5220,21 + random % 2 channel = 1 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,10 channel = 2 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 3 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 4 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 5,-12 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 810] type = Explod trigger1 = AnimElem = 3 anim = 4442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = -5 bindtime = -1 [State 4615, Explod] type = Explod trigger1 = animelem = 1 anim = 10001 ID = 4001 pos = 0, -40 postype = p1 trans= addalpha alpha= 150,150 removetime= -1 scale = .6,.6 sprpriority = 0 ontop = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 1 anim = 10002 ID = 4001331 pos = 0, -40 postype = p1 trans= addalpha alpha= 150,150 removetime= -1 scale = .6,.6 sprpriority = 0 ontop = 0 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 1 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 6072,] type = TargetState trigger1 = Time = 0 value = 7014 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "a" value = 2014 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "a" value = 2004 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "b" value = 4013 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "b" value = 4004 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "x" value = 6013 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "x" value = 6004 [State 810, Throw 11] type = TargetState triggerall = Time >= 100 trigger1 = command = "holdback" value = 7013 [State 810, State End] type = ChangeState triggerall = Time >= 100 trigger1 = command = "holdback" value = 7003 [State 810, Throw 11] type = TargetState triggerall = Time >= 100 trigger1 = command = "holdfwd" value = 7015 [State 810, State End] type = ChangeState triggerall = Time >= 100 trigger1 = command = "holdfwd" value = 7005 [State 810, State End] type = TargetState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 7211 [State 810, State End] type = ChangeState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 12001 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;--------------------------------------------------------------- ;Cum [Statedef 7005] type = S movetype= A physics = N anim = 7005 poweradd = 0 velset = 0,0 sprpriority = 5 ;‘Ì—ÍŒ¸­ [State 6210, LifeAdd] type = TargetLifeAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = -19 Kill=0 [State 0, Explod] type = Explod triggerall = anim = 7005 triggerall = numexplod(305) = 0 trigger1 = 1 anim = 305 ID = 305 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 3000, Super A] type = SuperPause triggerall = power >= 1000 triggerall = time >= 250 trigger1 = command = "holddown" pos = -60,-120 anim = s28000 time = 200 sound = s2, 7 poweradd = -1000 [State 0, Explod] type = Explod triggerall = anim = 7005 triggerall = power >= 1000 triggerall = time >= 250 trigger1 = 1 anim = 100003 ID = 100003 pos = -50,-120 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 0 vel = 0,0 accel = 0,0 random = 0,0 removetime = 15 supermovetime = 0 pausemovetime = 0 scale = .4,.4 sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod triggerall = power >= 1000 triggerall = time >= 250 trigger1 = command = "holddown" id = 100003 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_y" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, Explod] type = Explod triggerall = anim = 7005 triggerall = numexplod(70050) = 0 trigger1 = 1 anim = 70050 ID = 70050 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 11 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 7005 triggerall = numexplod(700510) = 0 trigger1 =command = "hold_y" anim = 70050 ID = 700510 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 sprpriority = 11 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "hold_y" id = 70050 [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "release_y" id = 700510 [State 0, Explod] type = Explod triggerall = anim = 7005 triggerall = numexplod(7005100) = 0 trigger1 = 1 anim = 70051 ID = 7005100 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = -1 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 5,-12 [State -2, EnvShake] type = EnvShake trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 || animelem = 124 trigger8 = animelem = 3 || animelem = 29 trigger9 = animelem = 56 || animelem = 83 time = 10 freq = 120 ampl = -6 [State 6005, HitAdd] type = HitAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 || animelem = 124 trigger8 = animelem = 3 || animelem = 29 trigger9 = animelem = 56 || animelem = 83 value = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 2002,1 channel = 0 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 90 value = 2002,1 channel = 0 volume = 50 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 3 trigger2 = animelem = 56 value = 2000,0 +random%2 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 10 trigger2 = animelem = 40 trigger3 = animelem = 70 value = 5010, 7 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 1000,3 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 1000,4 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 90 value = 12,0 volume = 5000 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 12,1 volume = 5000 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 10 trigger2 = animelem = 40 trigger3 = animelem = 70 trigger4 = animelem = 100 anim = 10000 ID = 4000 pos = 10, -30 postype = p1 scale = .6,.6 sprpriority = 1 ontop = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 40 trigger2 = animelem = 70 trigger3 = animelem = 100 anim = 10001 ID = 4001 pos = 0, -20 postype = p1 scale = .6,.6 sprpriority = 1 ontop = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 16 trigger2 = animelem = 40 trigger3 = animelem = 70 trigger4 = animelem = 100 anim = 10002 ID = 4002 pos = 0, -26 postype = p1 scale = .6,.6 sprpriority = 1 ontop = 0 [State 6005, Explod] type = Explod trigger1 = AnimElem = 90 anim = 4444 scale = .6,.6 pos = 0, -45 postype = p1 removetime = -2 sprpriority = 1 bindtime = 1 ownpal = 1 [State 6210, LifeAdd] type = LifeAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = 9 absolute = 1 [State 6210, LifeAdd] type = PowerAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = 75 [State 1120, Position] type = PosSet trigger1 = time = 0 y = 0 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 value = 2216 [State 810, State End] type = ChangeState trigger1 = animtime = 0 value = 21004 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;--------------------------------------------------------------------------- ;B Hit [Statedef 7011] type = A movetype= H physics = N velset = 0,0 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100000 [State 8000, 2] type = Explod scale = 1,1 trigger1 = !time trigger2 = animexist(7011) = 0 sprpriority = 20 id = 70110 ontop= 0 bindtime = 0 postype = p1 pos = 0,0 anim = 70110 removetime = -1 [State 8000, 2] type = Explod scale = 1,1 triggerall = !authorname = "Morinetsu" triggerall = !animexist(70110) = 0 trigger1 = !time trigger2 = animexist(22268) = 0 sprpriority = 20 id = 22268 ontop= 0 sprpriority = 20 bindtime = 0 postype = p1 pos = 0,0 anim = 22268 removetime = -1 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 72120 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 72130 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 72140 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 70120 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 70130 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 70140 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 12 [State 920] type = NotHitBy trigger1 = Time >= 0 value = SC [State 920, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 920, 1] type = ChangeAnim2 triggerall= authorname= "Morinetsu" Trigger1 = Time = 0 value = 7011 [State 920, 1] type = ChangeAnim2 triggerall= !authorname= "Morinetsu" Trigger1 = Time = 0 value = 12268 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 15 value = 2002,0 channel = 0 volume = 100 ;--------------------------------------------------------------------------- ;B Speed 1 [Statedef 7012] type = A movetype= H physics = N velset = 0,0 [State 8000, 2] type = Explod scale = 1,1 trigger1 = !time trigger2 = selfanimexist(70120) = 0 sprpriority = 20 id = 70120 ontop= 0 bindtime = 0 postype = p1 pos = 0,0 anim = 70120 removetime = -1 [State 8000, 2] type = Explod scale = 1,1 triggerall = !authorname = "Morinetsu" triggerall =!animexist(70120) = 0 trigger1 = !time trigger2 = animexist(22269) = 0 sprpriority = 20 id = 22269 ontop= 0 bindtime = 0 postype = p1 pos = 0,0 anim = 22269 removetime = -1 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 22268 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 22270 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 70110 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 70130 [State 0, RemoveExplod] type = RemoveExplod triggerall= !numexplod= [70110,79999] trigger1 = time=0 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 0, PlaySnd] type = PlaySnd triggerall= authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218,21 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd triggerall= !authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218,21 + random % 2 channel = 0 volume = 100 [State 920, 1] type = ChangeAnim2 triggerall= authorname= "Morinetsu" Trigger1 = Time = 0 value = 7012 [State 920, 1] type = ChangeAnim2 triggerall= !authorname= "Morinetsu" Trigger1 = Time = 0 value = 12269 ;--------------------------------------------------------------------------- ;B Speed 2 [Statedef 7013] type = A movetype= H physics = N velset = 0,0 [State 8000, 2] type = Explod scale = 1,1 trigger1 = !time trigger2 = selfanimexist(70130) = 0 sprpriority = 20 id = 70130 ontop= 0 bindtime = 0 postype = p1 pos = 0,0 anim = 70130 removetime = -1 [State 8000, 2] type = Explod scale = 1,1 triggerall = !authorname = "Morinetsu" triggerall =!animexist(70130) = 0 trigger1 = !time trigger2 = animexist(22270) = 0 sprpriority = 20 id = 22270 ontop= 0 bindtime = 0 postype = p1 pos = 0,0 anim = 22270 removetime = -1 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 22269 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 22271 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 70120 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 70140 [State 0, RemoveExplod] type = RemoveExplod triggerall= !numexplod= [70110,79999] trigger1 = time=0 [State 0, PlaySnd] type = PlaySnd triggerall= authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4219,21 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd triggerall= !authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218,23 + random % 4 channel = 0 volume = 100 [State 920, 1] type = ChangeAnim2 triggerall= authorname= "Morinetsu" Trigger1 = Time = 0 value = 7013 [State 920, 1] type = ChangeAnim2 triggerall= !authorname= "Morinetsu" Trigger1 = Time = 0 value = 12270 ;--------------------------------------------------------------------------- ;B speed 3 [Statedef 7014] type = A movetype= H physics = N velset = 0,0 sprpriority= 2 [State 8000, 2] type = Explod scale =1,1 trigger1 = !time trigger2 = selfanimexist(70140) = 0 sprpriority = 20 id = 70140 ontop= 0 bindtime = 0 postype = p1 pos = 0,0 anim = 70140 removetime = -1 [State 8000, 2] type = Explod scale = 1,1 triggerall = !authorname = "Morinetsu" triggerall =!animexist(70140) = 0 trigger1 = !time trigger2 = animexist(22271) = 0 sprpriority = 20 id = 22271 ontop= 0 bindtime = 0 postype = p1 pos = 0,0 anim = 22271 removetime = -1 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 22270 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 70130 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 40540 [State 0, RemoveExplod] type = RemoveExplod triggerall= !numexplod= [70110,79999] trigger1 = time=0 [State 0, PlaySnd] type = PlaySnd triggerall= authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4220,21 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd triggerall= !authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218,25 + random % 6 channel = 0 volume = 100 [State 920, 1] type = ChangeAnim2 triggerall= authorname= "Morinetsu" Trigger1 = Time = 0 value = 7014 [State 920, 1] type = ChangeAnim2 triggerall= !authorname= "Morinetsu" Trigger1 = Time = 0 value = 12271 ;--------------------------------------------------------------------------- ;B Cum [Statedef 7015] type = A movetype= H physics = N velset = 0,0 sprpriority= 2 [State 8000, 2] type = Explod scale = 1,1 trigger1 = !time trigger2 = selfanimexist(70150) = 0 sprpriority = 20 id = 70150 ontop= 0 bindtime = 0 postype = p1 pos = 0,0 anim = 70150 removetime = -2 [State 8000, 2] type = Explod scale = 1,1 triggerall = !authorname = "Morinetsu" triggerall =!animexist(70150) = 0 trigger1 = !time trigger2 = animexist(22273) = 0 sprpriority = 20 id = 22273 ontop= 0 bindtime = 0 postype = p1 pos = 0,0 anim = 22273 removetime = -2 [State 6210, LifeAdd] type = PowerAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = 150 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 11,0 volume = 5000 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 70140 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 22271 [State 0, RemoveExplod] type = RemoveExplod triggerall= !numexplod= [70110,79999] trigger1 = time=0 [State 920, 1] type = ChangeAnim2 triggerall= authorname= "Morinetsu" Trigger1 = Time = 0 value = 7015 [State 920, 1] type = ChangeAnim2 triggerall= !authorname= "Morinetsu" Trigger1 = Time = 0 value = 12273 ;--------------------------------------------------------------------------- ;T Spoon Grab [Statedef 8000] type = S physics = S movetype = A ctrl = 0 anim = 2000 velset = 0,0 sprpriority = 5 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 2,1 volume= 10 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 2003,0 [State 0, VelAdd] type = VelAdd trigger1 = time= 0 x = -8 y = 0 [State 0, VelAdd] type = VelAdd trigger1 = time= 25 x = 30 y = 0 [State 0, AfterImage] type = AfterImage trigger1 = AnimElem = 1 time = 30 ;length = 20 ;palcolor = 256 ;palinvertall = 0 palbright = 100,100,100 palcontrast = 120,120,220 palpostbright = 0,0,0 ;paladd = 10,10,25 ;palmul = .65,.65,.75 ;timegap = 1 ;framegap = 4 trans = Add ;None, Add1, Sub ;ignorehitpause = ;persistent = [State 2000, HitDef] type = HitDef trigger1 = time >= 5 hitsound = 1,1 attr = S, ST hitflag = MAFD priority = 7, miss sparkno = -1 p2stateno = 8011 p1stateno = 8001 sprpriority = 2 p2facing = 1 fall = 0 [State 2000, 1] type = changeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;T Hit [Statedef 8001] type = S movetype= A physics = N anim = 7001 poweradd = 0 velset = 0,0 sprpriority = 1 [State 0, PowerAdd] type = Poweradd trigger1 = prevstateno= [13002,13004] value = -10 ;ignorehitpause = ;persistent = [State 0, PosSet] type = PosSet trigger1 = time=0 x = 0 y = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 7701 triggerall = numexplod(301) = 0 trigger1 = 1 anim = 301 ID = 301 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_y" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, Explod] type = Explod trigger1 = time=60 anim = 100000 ID = 100000 pos = 30,-50 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermovetime = 0 pausemovetime = 0 scale = .6,.6 sprpriority = 10 ontop = 1 sprpriority= 10 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 1000,0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 2003,1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,6 channel=0 [State 0, HitAdd] type = HitAdd trigger1 = AnimElem = 2 value = 1 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 5,-12 [State 0, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 0, TargetLifeAdd] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 0, TargetState] type = TargetState trigger1 = time = 200 value = 8012 [State 0, ChangeState] type = ChangeState trigger1 = time = 200 value = 8002 ;------------------------------------------------------------------------------------------ ;T Speed 1 [Statedef 8002] type = S movetype= A physics = N anim = 7002 poweradd = 0 velset = 0,0 sprpriority = 10 [State 0, Explod] type = Explod triggerall = anim = 7702 triggerall = numexplod(302) = 0 trigger1 = 1 anim = 302 ID = 302 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_y" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 3001,1 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5218,21 + random % 2 channel = 1 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,10 channel = 2 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 4 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, Explod] type = Explod trigger1 = AnimElem = 3 anim = 4442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = -5 bindtime = -1 [State 0, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 value = 1 [State 0, PowerAdd] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 0, TargetLifeAdd] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 6005, HitAdd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 5,-12 [State 6072,] type = TargetState trigger1 = Time = 0 value = 8012 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "a" value = 2012 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "a" value = 2002 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "b" value = 4011 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "b" value = 4002 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "x" value = 8011 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "x" value = 8002 [State 810, Throw 11] type = TargetState triggerall = Time >= 25 trigger1 = command = "holdfwd" value = 8013 [State 810, State End] type = ChangeState triggerall = Time >= 25 trigger1 = command = "holdfwd" value = 8003 [State 810, State End] type = TargetState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 8211 [State 810, State End] type = ChangeState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 13001 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;------------------------------------------------------------------------------------------ ;T Speed 2 [Statedef 8003] type = S movetype= A physics = N anim = 7003 poweradd = 0 velset = 0,0 sprpriority = 10 [State 0, Explod] type = Explod triggerall = anim = 7703 triggerall = numexplod(303) = 0 trigger1 = 1 anim = 303 ID = 303 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_y" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 3002,1 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5219,21 + random % 2 channel = 1 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,10 channel = 2 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 2 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 4 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 5,-12 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 4615, Explod] type = Explod trigger1 = animelem = 2 anim = 10001 ID = 4001 pos = 0, -40 postype = p1 trans= addalpha alpha= 150,150 removetime= -1 scale = .5,.5 sprpriority = 0 ontop = 0 [State 0, Explod] type = Explod trigger1 = AnimElem = 3 anim = 4442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = -5 bindtime = -1 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 6072,] type = TargetState trigger1 = Time = 0 value = 8013 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "a" value = 2013 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "a" value = 2003 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "b" value = 4012 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "b" value = 4003 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "x" value = 6012 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "x" value = 6003 [State 810, Throw 11] type = TargetState triggerall = Time >= 50 trigger1 = command = "holdback" value = 8012 [State 810, State End] type = ChangeState triggerall = Time >= 50 trigger1 = command = "holdback" value = 8002 [State 810, Throw 11] type = TargetState triggerall = Time >= 50 trigger1 = command = "holdfwd" value = 8014 [State 810, State End] type = ChangeState triggerall = Time >= 50 trigger1 = command = "holdfwd" value = 8004 [State 810, State End] type = TargetState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 8211 [State 810, State End] type = ChangeState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 13001 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;------------------------------------------------------------------------------------------ ;T Speed 3 [Statedef 8004] type = S movetype= A physics = N anim = 7004 poweradd = 0 velset = 0,0 sprpriority = 10 [State 0, Explod] type = Explod triggerall = anim = 7704 triggerall = numexplod(304) = 0 trigger1 = 1 anim = 304 ID = 304 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_y" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 3003,1 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5220,21 + random % 2 channel = 1 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,10 channel = 2 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 3 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 4 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 5,-12 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 810] type = Explod trigger1 = AnimElem = 3 anim = 4442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = -5 bindtime = -1 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 1 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 6072,] type = TargetState trigger1 = Time = 0 value = 8014 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "a" value = 2014 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "a" value = 2004 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "b" value = 4013 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "b" value = 4004 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "x" value = 6013 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "x" value = 6004 [State 810, Throw 11] type = TargetState triggerall = Time >= 100 trigger1 = command = "holdback" value = 8013 [State 810, State End] type = ChangeState triggerall = Time >= 100 trigger1 = command = "holdback" value = 8003 [State 810, Throw 11] type = TargetState triggerall = Time >= 100 trigger1 = command = "holdfwd" value = 8015 [State 810, State End] type = ChangeState triggerall = Time >= 100 trigger1 = command = "holdfwd" value = 8005 [State 810, State End] type = TargetState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 8211 [State 810, State End] type = ChangeState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 13001 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;--------------------------------------------------------------- ;Cum [Statedef 8005] type = S movetype= A physics = N anim = 7005 poweradd = 0 velset = 0,0 sprpriority = 10 ;‘Ì—ÍŒ¸­ [State 6210, LifeAdd] type = TargetLifeAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = -19 Kill=0 [State 0, Explod] type = Explod triggerall = anim = 7705 triggerall = numexplod(305) = 0 trigger1 = 1 anim = 305 ID = 305 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 3000, Super A] type = SuperPause triggerall = power >= 1000 triggerall = time >= 250 trigger1 = command = "holddown" pos = -60,-120 anim = s28000 time = 200 sound = s2, 7 poweradd = -1000 [State 0, Explod] type = Explod triggerall = anim = 8005 triggerall = power >= 1000 triggerall = time >= 250 trigger1 = 1 anim = 100003 ID = 100003 pos = -50,-120 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 0 vel = 0,0 accel = 0,0 random = 0,0 removetime = 15 supermovetime = 0 pausemovetime = 0 scale = .4,.4 sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod triggerall = power >= 1000 triggerall = time >= 250 trigger1 = command = "holddown" id = 100003 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_y" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 5,-12 [State -2, EnvShake] type = EnvShake trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 || animelem = 124 trigger8 = animelem = 3 || animelem = 29 trigger9 = animelem = 56 || animelem = 83 time = 10 freq = 120 ampl = -6 [State 6005, HitAdd] type = HitAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 || animelem = 124 trigger8 = animelem = 3 || animelem = 29 trigger9 = animelem = 56 || animelem = 83 value = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 2002,1 channel = 0 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 90 value = 2002,1 channel = 0 volume = 50 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 3 trigger2 = animelem = 56 value = 2000,0 +random%2 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 10 trigger2 = animelem = 40 trigger3 = animelem = 70 value = 5010, 7 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 1000,3 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 1000,4 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 90 value = 12,0 volume = 5000 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 12,1 volume = 5000 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 10 trigger2 = animelem = 40 trigger3 = animelem = 70 trigger4 = animelem = 100 anim = 10000 ID = 4000 pos = 10, -30 postype = p1 scale = .6,.6 sprpriority = 1 ontop = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 40 trigger2 = animelem = 70 trigger3 = animelem = 100 anim = 10001 ID = 4001 pos = 0, -20 postype = p1 scale = .6,.6 sprpriority = 1 ontop = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 16 trigger2 = animelem = 40 trigger3 = animelem = 70 trigger4 = animelem = 100 anim = 10002 ID = 4002 pos = 0, -26 postype = p1 scale = .6,.6 sprpriority = 1 ontop = 0 [State 6005, Explod] type = Explod trigger1 = AnimElem = 90 anim = 4444 scale = .6,.6 pos = 0, -45 postype = p1 removetime = -2 sprpriority = 1 bindtime = 1 ownpal = 1 [State 6210, LifeAdd] type = LifeAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = 9 absolute = 1 [State 6210, LifeAdd] type = PowerAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = 75 [State 1120, Position] type = PosSet trigger1 = time = 0 y = 0 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 value = 2216 [State 810, State End] type = ChangeState trigger1 = animtime = 0 value = 21004 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;--------------------------------------------------------------------------- ;B Hit [Statedef 8011] type = A movetype= H physics = N velset = 0,0 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100000 [State 920] type = NotHitBy trigger1 = Time >= 0 value = SC [State 920, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 920, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 8811 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 15 value = 2001,0 channel = 0 volume = 100 ;--------------------------------------------------------------------------- ;B Speed 1 [Statedef 8012] type = A movetype= H physics = N velset = 0,0 [State 0, PlaySnd] type = PlaySnd triggerall= authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218,21 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd triggerall= !authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218,21 + random % 2 channel = 0 volume = 100 [State 920, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 8812 ;--------------------------------------------------------------------------- ;B Speed 2 [Statedef 8013] type = A movetype= H physics = N velset = 0,0 [State 0, PlaySnd] type = PlaySnd triggerall= authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4219,21 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd triggerall= !authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218,23 + random % 4 channel = 0 volume = 100 [State 920, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 8813 ;--------------------------------------------------------------------------- ;B speed 3 [Statedef 8014] type = A movetype= H physics = N velset = 0,0 [State 0, PlaySnd] type = PlaySnd triggerall= authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4220,21 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd triggerall= !authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218,25 + random % 6 channel = 0 volume = 100 [State 820, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 8814 ;--------------------------------------------------------------------------- ;B Cum [Statedef 8015] type = A movetype= H physics = N velset = 0,0 [State 6210, LifeAdd] type = PowerAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = 150 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 11,0 volume = 5000 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 8815 ;--------------------------------------------------------------------------- ; Scape [Statedef 100000] type = A physics = A movetype = I ctrl = 0 anim = 38699 velset = 0,0 sprpriority = 2 [State 0, VelAdd] type = VelAdd trigger1 = time=0 x = 0 y = 0 ;ignorehitpause = ;persistent = [State -1, Scape] type = ChangeState value = 105 triggerall = roundstate < 3 triggerall = statetype = A ;cannot be in air triggerall = command = "z" triggerall = !HitFall ;cannot be in a fall state trigger1 = StateNo = 2011 trigger2 = StateNo = 2012 [State 0, PlaySnd] type = PlaySnd trigger1 = time=1 value = 5,1 volume = 0 [State 0, TargetState] type = TargetState trigger1 = time = 10 value = 2002 [State 3000, Super A] type = SuperPause trigger1 = animelem = 1 pos = 30, -50 anim = s100001 time = 50 sound = s2,5 poweradd = -1000 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ;--------------------------------------------------------------------------- ;Top Scape [Statedef 100001] type = S physics = S sprpriority = 0 ctrl = 0 anim= 37699 [State 0, PlaySnd] type = PlaySnd trigger1 = time=0 value = 4218,25 volume = 0 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 40540 [State 0, 4] ;Are you dead? type = ChangeState trigger1 = time=25 value = 1 ctrl = 0 ;--------------------------------------------------------------------------- ; Override common states (use same number to override) : ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; States that are always executed (use statedef -2) ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; States that are executed when in self's state file (use statedef -3) ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; Override common states (use same number to override) : ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; States that are always executed (use statedef -2) ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- [Statedef -2] ;Flee---------------------------------------------------------------------- [State -2] Type=Selfstate Triggerall= enemy, authorname= "Morinetsu" || enemy, authorname= "Morishasu"|| enemy, authorname= "MorinetsuO" Trigger1=var(44)!=Gametime Trigger1=power >= 1000 Trigger1=command="z" Trigger1=stateno= [2012,2014] value= 100000 [State -2] Type=Selfstate Triggerall= enemy, authorname= "Morinetsu" || enemy, authorname= "Morishasu"|| enemy, authorname= "MorinetsuO" Trigger1=var(44)!=Gametime Trigger1=power >= 1000 Trigger1=command="z" Trigger1=stateno= [4011,4013] value= 100000 [State -2] Type=Selfstate Triggerall= enemy, authorname= "Morinetsu" || enemy, authorname= "Morishasu"|| enemy, authorname= "MorinetsuO" Trigger1=var(44)!=Gametime Trigger1=power >= 1000 Trigger1=command="z" Trigger1=stateno= [6011,6013] value= 100000 [State -2] Type=Selfstate Triggerall= enemy, authorname= "Morinetsu" || enemy, authorname= "Morishasu"|| enemy, authorname= "MorinetsuO" Trigger1=var(44)!=Gametime Trigger1=power >= 1000 Trigger1=command="z" Trigger1=stateno= [7012,7014] value= 100000 [State -2] Type=Selfstate Triggerall= enemy, authorname= "Morinetsu" || enemy, authorname= "Morishasu"|| enemy, authorname= "MorinetsuO" Trigger1=var(44)!=Gametime Trigger1=power >= 1000 Trigger1=command="z" Trigger1=stateno= [8012,8014] value= 100000 [State -2] Type=Selfstate Triggerall= enemy, authorname= "Morinetsu" || enemy, authorname= "Morishasu"|| enemy, authorname= "MorinetsuO" Trigger1=var(44)!=Gametime Trigger1=power >= 1000 Trigger1=command="z" Trigger1=stateno= [9012,9014] value= 100000 [State -2] Type=Selfstate Triggerall= enemy, authorname= "Morinetsu" || enemy, authorname= "Morishasu"|| enemy, authorname= "MorinetsuO" Trigger1=var(44)!=Gametime Trigger1=power >= 1000 Trigger1=command="z" Trigger1=stateno= [10011,10013] value= 100000 [State -2] Type=Selfstate Triggerall= enemy, authorname= "Morinetsu" || enemy, authorname= "Morishasu"|| enemy, authorname= "MorinetsuO" Trigger1=var(44)!=Gametime Trigger1=power >= 1000 Trigger1=command="z" Trigger1=stateno= [11011,11013] value= 100000 [State -2] Type=Selfstate Triggerall= enemy, authorname= "Morinetsu" || enemy, authorname= "Morishasu"|| enemy, authorname= "MorinetsuO" Trigger1=var(44)!=Gametime Trigger1=power >= 1000 Trigger1=command="z" Trigger1=stateno= [12012,12014] value= 100000 [State -2] Type=Selfstate Triggerall= enemy, authorname= "Morinetsu" || enemy, authorname= "Morishasu"|| enemy, authorname= "MorinetsuO" Trigger1=var(44)!=Gametime Trigger1=power >= 1000 Trigger1=command="z" Trigger1=stateno= [13012,13014] value= 100000 [State -2] Type=Selfstate Triggerall= enemy, authorname= "Morinetsu" || enemy, authorname= "Morishasu"|| enemy, authorname= "MorinetsuO" Trigger1=var(44)!=Gametime Trigger1=power >= 1000 Trigger1=command="z" Trigger1=stateno= [2212,214] value= 100000 [State -2] Type=Selfstate Triggerall= enemy, authorname= "Morinetsu" || enemy, authorname= "Morishasu"|| enemy, authorname= "MorinetsuO" Trigger1=var(44)!=Gametime Trigger1=power >= 1000 Trigger1=command="z" Trigger1=stateno= [4211,4213] value= 100000 [State -2] Type=Selfstate Triggerall= enemy, authorname= "Morinetsu" || enemy, authorname= "Morishasu"|| enemy, authorname= "MorinetsuO" Trigger1=var(44)!=Gametime Trigger1=power >= 1000 Trigger1=command="z" Trigger1=stateno= [6211,6213] value= 100000 [State -2] Type=Selfstate Triggerall= enemy, authorname= "Morinetsu" || enemy, authorname= "Morishasu"|| enemy, authorname= "MorinetsuO" Trigger1=var(44)!=Gametime Trigger1=power >= 1000 Trigger1=command="z" Trigger1=stateno= [7212,7214] value= 100000 [State -2] Type=Selfstate Triggerall= enemy, authorname= "Morinetsu" || enemy, authorname= "Morishasu"|| enemy, authorname= "MorinetsuO" Trigger1=var(44)!=Gametime Trigger1=power >= 1000 Trigger1=command="z" Trigger1=stateno= [8212,8214] value= 100000 [State -2] Type=Selfstate Triggerall= enemy, authorname= "Morinetsu" || enemy, authorname= "Morishasu"|| enemy, authorname= "MorinetsuO" Trigger1=var(44)!=Gametime Trigger1=power >= 1000 Trigger1=command="z" Trigger1=stateno= [14012,14014] value= 100000 [State -2] Type=Selfstate Triggerall= enemy, authorname= "Morinetsu" || enemy, authorname= "Morishasu"|| enemy, authorname= "MorinetsuO" Trigger1=var(44)!=Gametime Trigger1=power >= 1000 Trigger1=command="z" Trigger1=stateno= [15011,15013] value= 100000 [State -2] Type=Selfstate Triggerall= enemy, authorname= "Morinetsu" || enemy, authorname= "Morishasu"|| enemy, authorname= "MorinetsuO" Trigger1=var(44)!=Gametime Trigger1=power >= 1000 Trigger1=command="z" Trigger1=stateno= [16011,16013] value= 100000 [State -2] Type=Selfstate Triggerall= enemy, authorname= "Morinetsu" || enemy, authorname= "Morishasu"|| enemy, authorname= "MorinetsuO" Trigger1=var(44)!=Gametime Trigger1=power >= 1000 Trigger1=command="z" Trigger1=stateno= [17012,17014] value= 100000 [State -2] Type=Selfstate Triggerall= enemy, authorname= "Morinetsu" || enemy, authorname= "Morishasu"|| enemy, authorname= "MorinetsuO" Trigger1=var(44)!=Gametime Trigger1=power >= 1000 Trigger1=command="z" Trigger1=stateno= [18012,18014] value= 100000 ;HitI---------------------------------------------------------------------- [State 0, Explod] type = Explod trigger1= alive=1 trigger1 = p2stateno = 2011 || p2stateno = 7011 || p2stateno = 8011 || p2stateno = 2211 || p2stateno = 7211 || p2stateno = 8211 trigger1 = time=60 anim = 100000 ID = 100000 pos = 30,-50 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermovetime = 0 pausemovetime = 0 scale = .6,.6 sprpriority = 3 ontop = 1 sprpriority= 10 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod trigger1= alive=1 trigger1 = p2stateno = 4010 || p2stateno = 6010 || p2stateno = 4210 || p2stateno = 6210 trigger1 = time=60 anim = 100000 ID = 100000 pos = -20,-100 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermovetime = 0 pausemovetime = 0 scale = .6,.6 sprpriority = 3 ontop = 1 sprpriority= 10 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State -2] type = Explod trigger1= alive=1 triggerall =!enemy,name= "BubbaXXX" triggerall =!enemy,name= "BaderbearXXX" triggerall =!enemy,name= "Reksus" triggerall = numexplod(22223) = 0 trigger1 = p2stateno = 2011 || p2stateno = 4010 || p2stateno = 6010 || p2stateno = 7011 || p2stateno = 8011 || p2stateno = 2211 || p2stateno = 4210 || p2stateno = 6210 || p2stateno = 7211 || p2stateno = 8211 anim = 22223 ID = 22223 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod trigger1= alive=1 triggerall =enemy,name= "BubbaXXX" triggerall = numexplod(28223) = 0 trigger1 = p2stateno = 2011 || p2stateno = 4010 || p2stateno = 6010 || p2stateno = 7011 || p2stateno = 8011 || p2stateno = 2211 || p2stateno = 4210 || p2stateno = 6210 || p2stateno = 7211 || p2stateno = 8211 anim = 28223 ID = 28223 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod trigger1= alive=1 triggerall =enemy,name= "BaderbearXXX" triggerall = numexplod(24223) = 0 trigger1 = p2stateno = 2011 || p2stateno = 4010 || p2stateno = 6010 || p2stateno = 7011 || p2stateno = 8011 || p2stateno = 2211 || p2stateno = 4210 || p2stateno = 6210 || p2stateno = 7211 || p2stateno = 8211 anim = 24223 ID = 24223 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod trigger1= alive=1 triggerall =enemy,name= "Reksus" triggerall = numexplod(26223) = 0 trigger1 = p2stateno = 2011 || p2stateno = 4010 || p2stateno = 6010 || p2stateno = 7011 || p2stateno = 8011 || p2stateno = 2211 || p2stateno = 4210 || p2stateno = 6210 || p2stateno = 7211 || p2stateno = 8211 anim = 26223 ID = 26223 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State -2] type = Explod trigger1= alive=1 triggerall = power >= 2000 triggerall = time = 10 trigger1 = p2stateno = 2011 || p2stateno = 4010 || p2stateno = 6010 || p2stateno = 7011 || p2stateno = 8011 || p2stateno = 2211 || p2stateno = 4210 || p2stateno = 6210 || p2stateno = 7211 || p2stateno = 8211 anim = 100004 + random % 2 ID = 100004 pos = -50,-120 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 0 vel = 0,0 accel = 0,0 random = 0,0 removetime = 60 supermovetime = 0 pausemovetime = 0 scale = .4,.4 sprpriority = 0 ;Speed1I---------------------------------------------------------------------- [State 0, Explod] type = Explod trigger1= alive=1 triggerall =enemy,name= "BaderbearXXX" triggerall = numexplod(24224) = 0 trigger1 = p2stateno = 2012 || p2stateno = 4011 || p2stateno = 6011 || p2stateno = 7012 || p2stateno = 8012 || p2stateno = 2212 || p2stateno = 4211 || p2stateno = 6211 || p2stateno = 7212 || p2stateno = 8212 anim = 24224 ID = 24224 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod trigger1= alive=1 triggerall =enemy,name= "BubbaXXX" triggerall = numexplod(28224) = 0 trigger1 = p2stateno = 2012 || p2stateno = 4011 || p2stateno = 6011 || p2stateno = 7012 || p2stateno = 8012 || p2stateno = 2212 || p2stateno = 4211 || p2stateno = 6211 || p2stateno = 7212 || p2stateno = 8212 anim = 28224 ID = 28224 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod trigger1= alive=1 triggerall =!enemy,name= "BubbaXXX" triggerall =!enemy,name= "BaderbearXXX" triggerall =!enemy,name= "Reksus" triggerall = numexplod(22224) = 0 trigger1 = p2stateno = 2012 || p2stateno = 4011 || p2stateno = 6011 || p2stateno = 7012 || p2stateno = 8012 || p2stateno = 2212 || p2stateno = 4211 || p2stateno = 6211 || p2stateno = 7212 || p2stateno = 8212 anim = 22224 ID = 22224 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod trigger1= alive=1 triggerall =enemy,name= "Reksus" triggerall = numexplod(26224) = 0 trigger1 = p2stateno = 2012 || p2stateno = 4011 || p2stateno = 6011 || p2stateno = 7012 || p2stateno = 8012 || p2stateno = 2212 || p2stateno = 4211 || p2stateno = 6211 || p2stateno = 7212 || p2stateno = 8212 anim = 26224 ID = 26224 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod trigger1= alive=1 trigger1 = p2stateno = 2012 || p2stateno = 4011 || p2stateno = 6011 || p2stateno = 7012 || p2stateno = 8012 || p2stateno = 2212 || p2stateno = 4211 || p2stateno = 6211 || p2stateno = 7212 || p2stateno = 8212 trigger1 = AnimElem = 3 anim = 4442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = -5 bindtime = -1 [State -2] type = Explod trigger1= alive=1 triggerall = power >= 2000 triggerall = time = 10 trigger1 = p2stateno = 2012 || p2stateno = 4011 || p2stateno = 6011 || p2stateno = 7012 || p2stateno = 8012 || p2stateno = 2212 || p2stateno = 4211 || p2stateno = 6211 || p2stateno = 7212 || p2stateno = 8212 anim = 100004+ random % 5 ID = 100004 pos = -50,-120 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 0 vel = 0,0 accel = 0,0 random = 0,0 removetime = 60 supermovetime = 0 pausemovetime = 0 scale = .4,.4 sprpriority = 0 ;Speed2I---------------------------------------------------------------------- [State 0, Explod] type = Explod trigger1= alive=1 triggerall =enemy,name= "BubbaXXX" triggerall = numexplod(28225) = 0 trigger1 = p2stateno = 2013 || p2stateno = 4012 || p2stateno = 6012 || p2stateno = 7013 || p2stateno = 8013 || p2stateno = 2213 || p2stateno = 4212 || p2stateno = 6212 || p2stateno = 7213 || p2stateno = 8213 anim = 28225 ID = 28225 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod trigger1= alive=1 triggerall =enemy,name= "BaderbearXXX" triggerall = numexplod(24225) = 0 trigger1 = p2stateno = 2013 || p2stateno = 4012 || p2stateno = 6012 || p2stateno = 7013 || p2stateno = 8013 || p2stateno = 2213 || p2stateno = 4212 || p2stateno = 6212 || p2stateno = 7213 || p2stateno = 8213 anim = 24225 ID = 24225 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod trigger1= alive=1 triggerall =!enemy,name= "BubbaXXX" triggerall = !enemy,name= "BaderbearXXX" triggerall = !enemy,name= "Reksus" triggerall = numexplod(22225) = 0 trigger1 = p2stateno = 2013 || p2stateno = 4012 || p2stateno = 6012 || p2stateno = 7013 || p2stateno = 8013 || p2stateno = 2213 || p2stateno = 4212 || p2stateno = 6212 || p2stateno = 7213 || p2stateno = 8213 anim = 22225 ID = 22225 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod trigger1= alive=1 triggerall =enemy,name= "Reksus" triggerall = numexplod(26225) = 0 trigger1 = p2stateno = 2013 || p2stateno = 4012 || p2stateno = 6012 || p2stateno = 7013 || p2stateno = 8013 || p2stateno = 2213 || p2stateno = 4212 || p2stateno = 6212 || p2stateno = 7213 || p2stateno = 8213 anim = 26225 ID = 26225 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod trigger1= alive=1 trigger1 = p2stateno = 2013 || p2stateno = 4012 || p2stateno = 6012 || p2stateno = 7013 || p2stateno = 8013 || p2stateno = 2213 || p2stateno = 4212 || p2stateno = 6212 || p2stateno = 7213 || p2stateno = 8213 trigger1 = time=1 anim = 4442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = -5 bindtime = -1 [State 4615, Explod] type = Explod trigger1= alive=1 trigger1 = p2stateno = 2013 || p2stateno = 7013 || p2stateno = 8013 || p2stateno = 2213 || p2stateno = 7213 || p2stateno = 8213 trigger1 = time=1 anim = 10001 ID = 4001 pos = 0, -40 postype = p1 trans= addalpha alpha= 150,150 removetime= -1 scale = .5,.5 sprpriority = 0 ontop = 0 [State 4615, Explod] type = Explod trigger1= alive=1 trigger1 = p2stateno = 4012 || p2stateno = 6012 || p2stateno = 4212 || p2stateno = 6212 trigger1 = time = 1 anim = 10001 ID = 4003 pos = 0, -20 postype = p2 trans= addalpha alpha= 150,150 removetime= -1 scale = .5,.5 sprpriority = 9 ontop = 0 [State 4615, Explod] type = Explod trigger1= alive=1 trigger1 = p2stateno = 4012 || p2stateno = 6012 || p2stateno = 4212 || p2stateno = 6212 trigger1 = time = 1 anim = 10001 ID = 4003 pos = 0, -20 postype = p1 trans= addalpha alpha= 150,150 removetime= -1 scale = .5,.5 sprpriority = 9 ontop = 0 [State -2] type = Explod trigger1= alive=1 triggerall = power >= 2000 triggerall = time = 10 trigger1 = p2stateno = 2013 || p2stateno = 4012 || p2stateno = 6012 || p2stateno = 7013 || p2stateno = 8013 || p2stateno = 2213 || p2stateno = 4212 || p2stateno = 6212 || p2stateno = 7213 || p2stateno = 8213 anim = 100004+ random % 5 ID = 100004 pos = -50,-120 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 0 vel = 0,0 accel = 0,0 random = 0,0 removetime = 60 supermovetime = 0 pausemovetime = 0 scale = .4,.4 sprpriority = 0 ;Speed3I---------------------------------------------------------------------- [State 0, Explod] type = Explod trigger1= alive=1 triggerall =enemy,name= "BubbaXXX" triggerall = numexplod(28227) = 0 trigger1 = p2stateno = 2014 || p2stateno = 4013 || p2stateno = 6013 || p2stateno = 7014 || p2stateno = 8014 || p2stateno = 2214 || p2stateno = 4213 || p2stateno = 6213 || p2stateno = 7214 || p2stateno = 8214 anim = 28227 ID = 28227 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod trigger1= alive=1 triggerall =enemy,name= "BaderbearXXX" triggerall = numexplod(24226) = 0 trigger1 = p2stateno = 2014 || p2stateno = 4013 || p2stateno = 6013 || p2stateno = 7014 || p2stateno = 8014 || p2stateno = 2214 || p2stateno = 4213 || p2stateno = 6213 || p2stateno = 7214 || p2stateno = 8214 anim = 24226 ID = 24226 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod trigger1= alive=1 triggerall =!enemy,name= "BubbaXXX" triggerall = !enemy,name= "BaderbearXXX" triggerall = !enemy,name= "Reksus" triggerall = numexplod(22226) = 0 trigger1 = p2stateno = 2014 || p2stateno = 4013 || p2stateno = 6013 || p2stateno = 7014 || p2stateno = 8014 || p2stateno = 2214 || p2stateno = 4213 || p2stateno = 6213 || p2stateno = 7214 || p2stateno = 8214 anim = 22226 ID = 22226 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod trigger1= alive=1 triggerall =enemy,name= "Reksus" triggerall = numexplod(26226) = 0 trigger1 = p2stateno = 2014 || p2stateno = 4013 || p2stateno = 6013 || p2stateno = 7014 || p2stateno = 8014 || p2stateno = 2214 || p2stateno = 4213 || p2stateno = 6213 || p2stateno = 7214 || p2stateno = 8214 anim = 26226 ID = 26226 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 810] type = Explod trigger1= alive=1 trigger1 = p2stateno = 2014 || p2stateno = 4013 || p2stateno = 6013 || p2stateno = 7014 || p2stateno = 8014 || p2stateno = 2214 || p2stateno = 4213 || p2stateno = 6213 || p2stateno = 7214 || p2stateno = 8214 trigger1 = time=1 anim = 4442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = -5 bindtime = -1 [State 4615, Explod] type = Explod trigger1= alive=1 trigger1 = p2stateno = 2014 || p2stateno = 7014 || p2stateno = 8014 || p2stateno = 2214 || p2stateno = 7214 || p2stateno = 8214 trigger1 = time=1 anim = 10001 ID = 4001 pos = 0, -40 postype = p1 trans= addalpha alpha= 150,150 removetime= -1 scale = .5,.5 sprpriority = 0 ontop = 0 [State 4615, Explod] type = Explod trigger1= alive=1 trigger1 = p2stateno = 2014 || p2stateno = 7014 || p2stateno = 8014 || p2stateno = 2214 || p2stateno = 7214 || p2stateno = 8214 trigger1 = time=1 anim = 10002 ID = 4002000 pos = 0, -40 postype = p1 trans= addalpha alpha= 150,150 removetime= -1 scale = .5,.5 sprpriority = 0 ontop = 0 [State 4615, Explod] type = Explod trigger1= alive=1 trigger1 = p2stateno = 4013 || p2stateno = 6013 || p2stateno = 4213 || p2stateno = 6213 trigger1 = time = 1 anim = 10001 ID = 4003 pos = 0, -20 postype = p2 trans= addalpha alpha= 150,150 removetime= -1 scale = .5,.5 sprpriority = 9 ontop = 0 [State 4615, Explod] type = Explod trigger1= alive=1 trigger1 = p2stateno = 4013 || p2stateno = 6013 || p2stateno = 4213 || p2stateno = 6213 trigger1 = time = 1 anim = 10002 ID = 4002000 pos = 0, -20 postype = p1 trans= addalpha alpha= 150,150 removetime= -1 scale = .5,.5 sprpriority = 10 ontop = 0 [State 4615, Explod] type = Explod trigger1= alive=1 trigger1 = p2stateno = 4013 || p2stateno = 6013 || p2stateno = 4213 || p2stateno = 6213 trigger1 = time = 1 anim = 10001 ID = 4003 pos = 0, -20 postype = p1 trans= addalpha alpha= 150,150 removetime= -1 scale = .5,.5 sprpriority = 9 ontop = 0 [State 4615, Explod] type = Explod trigger1= alive=1 trigger1 = p2stateno = 4013 || p2stateno = 6013 || p2stateno = 4213 || p2stateno = 6213 trigger1 = time = 1 anim = 10002 ID = 4002000 pos = 0, -20 postype = p2 trans= addalpha alpha= 150,150 removetime= -1 scale = .5,.5 sprpriority = 10 ontop = 0 [State -2] type = Explod trigger1= alive=1 triggerall = power >= 2000 triggerall = time = 10 trigger1 = p2stateno = 2014 || p2stateno = 4013 || p2stateno = 6013 || p2stateno = 7014 || p2stateno = 8014 || p2stateno = 2214 || p2stateno = 4213 || p2stateno = 6213 || p2stateno = 7214 || p2stateno = 8214 anim = 100004+ random % 5 ID = 100004 pos = -50,-120 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 0 vel = 0,0 accel = 0,0 random = 0,0 removetime = 60 supermovetime = 0 pausemovetime = 0 scale = .4,.4 sprpriority = 0 ;Cum---------------------------------------------------------------------- [State 3000, Super A] type = SuperPause triggerall = power >= 1000 triggerall = time >= 250 trigger1 = command = "holddown" trigger1 = p2stateno = 2015 || p2stateno = 4014 || p2stateno = 6014 || p2stateno = 7015 || p2stateno = 8015 || p2stateno = 2215 || p2stateno = 4214 || p2stateno = 6214 || p2stateno = 7215 || p2stateno = 8215 pos = -60,-120 anim = s28000 time = 200 sound = s2, 7 poweradd = -1000 [State 0, Explod] type = Explod trigger1= alive=1 triggerall = anim = 2005 triggerall = power >= 1000 triggerall = time >= 250 trigger1 = p2stateno = 2015 || p2stateno = 4014 || p2stateno = 6014 || p2stateno = 7015 || p2stateno = 8015 || p2stateno = 2215 || p2stateno = 4214 || p2stateno = 6214 || p2stateno = 7215 || p2stateno = 8215 anim = 100003 ID = 100003 pos = -50,-120 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 0 vel = 0,0 accel = 0,0 random = 0,0 removetime = 25 supermovetime = 0 pausemovetime = 0 scale = .4,.4 sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod trigger1= alive=1 triggerall =enemy,name= "BubbaXXX" triggerall = numexplod(28232) = 0 trigger1 = p2stateno = 2015 || p2stateno = 4014 || p2stateno = 6014 || p2stateno = 7015 || p2stateno = 8015 || p2stateno = 2215 || p2stateno = 4214 || p2stateno = 6214 || p2stateno = 7215 || p2stateno = 8215 anim = 28232 ID = 28232 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod trigger1= alive=1 triggerall =enemy,name= "BaderbearXXX" triggerall = numexplod(24232) = 0 trigger1 = p2stateno = 2015 || p2stateno = 4014 || p2stateno = 6014 || p2stateno = 7015 || p2stateno = 8015 || p2stateno = 2215 || p2stateno = 4214 || p2stateno = 6214 || p2stateno = 7215 || p2stateno = 8215 anim = 24232 ID = 24232 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod trigger1= alive=1 triggerall = !enemy,name= "BaderbearXXX" triggerall = !enemy,name= "Reksus" triggerall =!enemy,name= "BubbaXXX" triggerall = numexplod(22232) = 0 trigger1 = p2stateno = 2015 || p2stateno = 4014 || p2stateno = 6014 || p2stateno = 7015 || p2stateno = 8015 || p2stateno = 2215 || p2stateno = 4214 || p2stateno = 6214 || p2stateno = 7215 || p2stateno = 8215 anim = 22232 ID = 22232 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod trigger1= alive=1 triggerall =enemy,name= "Reksus" triggerall = numexplod(26232) = 0 trigger1 = p2stateno = 2015 || p2stateno = 4014 || p2stateno = 6014 || p2stateno = 7015 || p2stateno = 8015 || p2stateno = 2215 || p2stateno = 4214 || p2stateno = 6214 || p2stateno = 7215 || p2stateno = 8215 anim = 26232 ID = 26232 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 4615, Explod] type = Explod trigger1= alive=1 trigger1 = p2stateno = 2015 || p2stateno = 4014 || p2stateno = 6014 || p2stateno = 7015 || p2stateno = 8015 || p2stateno = 2215 || p2stateno = 4214 || p2stateno = 6214 || p2stateno = 7215 || p2stateno = 8215 trigger1 = animelem = 10 trigger2 = animelem = 40 trigger3 = animelem = 70 trigger4 = animelem = 100 anim = 10000 ID = 4000 pos = 10, -30 postype = p1 scale = .6,.6 sprpriority = 1 ontop = 0 [State 4615, Explod] type = Explod trigger1= alive=1 trigger1 = p2stateno = 2015 || p2stateno = 4014 || p2stateno = 6014 || p2stateno = 7015 || p2stateno = 8015 || p2stateno = 2215 || p2stateno = 4214 || p2stateno = 6214 || p2stateno = 7215 || p2stateno = 8215 trigger1 = animelem = 40 trigger2 = animelem = 70 trigger3 = animelem = 100 anim = 10001 ID = 4001 pos = 0, -20 postype = p1 scale = .6,.6 sprpriority = 1 ontop = 0 [State 4615, Explod] type = Explod trigger1= alive=1 trigger1 = p2stateno = 2015 || p2stateno = 4014 || p2stateno = 6014 || p2stateno = 7015 || p2stateno = 8015 || p2stateno = 2215 || p2stateno = 4214 || p2stateno = 6214 || p2stateno = 7215 || p2stateno = 8215 trigger1 = animelem = 16 trigger2 = animelem = 40 trigger3 = animelem = 70 trigger4 = animelem = 100 anim = 10002 ID = 4002 pos = 0, -26 postype = p1 scale = .6,.6 sprpriority = 1 ontop = 0 [State 6005, Explod] type = Explod trigger1= alive=1 trigger1 = p2stateno = 2015 || p2stateno = 7015 || p2stateno = 8015 || p2stateno = 2215 || p2stateno = 7215 || p2stateno = 8215 trigger1 = time = 90 anim = 4444 scale = .6,.6 pos = 0, -25 postype = p2 removetime = -2 sprpriority = 1 bindtime = 1 ownpal = 1 [State 6005, Explod] type = Explod trigger1= alive=1 trigger1 = p2stateno = 4014 || p2stateno = 6014 || p2stateno = 4214 || p2stateno = 6214 trigger1 = time = 90 anim = 4445 scale = .6,.6 pos = 5, -45 postype = p1 removetime = -2 sprpriority = 1 bindtime = 1 ownpal = 1 [State 0, Explod] type = Explod trigger1= alive=1 triggerall = anim = 2005 triggerall = numexplod(305) = 0 trigger1 = p2stateno = 2015 || p2stateno = 4014 || p2stateno = 6014 || p2stateno = 7015 || p2stateno = 8015 || p2stateno = 2215 || p2stateno = 4214 || p2stateno = 6214 || p2stateno = 7215 || p2stateno = 8215 anim = 305 ID = 305 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = ;--------------------------------------------------------------------------- ; States that are executed when in self's state file (use statedef -3) ;--------------------------------------------------------------------------- [Statedef -3] [State -3] Type=Varset Trigger1=1 var(44)=Gametime ignorehitpause=1 ;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 trigger2 = stateno = 106 ;Run-back land value = 40, 0