;--------------------------------------------------------------------------- ;Call Companion [Sandy] [Statedef 1300] type = S movetype= A physics = N juggle = 1 velset = 0,0 poweradd = 0 anim = 1300 ctrl = 0 sprpriority = 1 [State 25002, PlaySnd] type = PlaySnd trigger1 = time = 0 value = 1000,15 volume = 404 [State 8800, 3] type = Helper trigger1 = Time = 0 trigger1 = facing = 1 trigger1 = numhelper(25000) = 0 helpertype = normal name = "Sandy" id = 25000 postype = left facing = 1 pos = 0,-10 stateno = 25000 keyctrl = 0 ownpal = 1 supermovetime = 1 [State 8800, 3] type = Helper triggerall = palno = 12 trigger1 = Time = 0 trigger1 = facing = 1 trigger1 = numhelper(25001) = 0 helpertype = normal name = "Sandy2" id = 25001 postype = left facing = 1 pos = -50,-10 stateno = 25000 keyctrl = 0 ownpal = 1 supermovetime = 1 [State 8800, 3] type = Helper triggerall = palno = 12 trigger1 = Time = 0 trigger1 = facing = 1 trigger1 = numhelper(25002) = 0 helpertype = normal name = "Sandy3" id = 25002 postype = left facing = 1 pos = 50,-10 stateno = 25000 keyctrl = 0 ownpal = 1 supermovetime = 1 [State 8800, 4] type = Helper trigger1 = Time = 0 trigger1 = facing = -1 trigger1 = numhelper(25000) = 0 helpertype = normal name = "Sandy" id = 25000 postype = right facing = -1 pos = 0,-10 stateno = 25000 keyctrl = 0 ownpal = 1 supermovetime = 1 [State 8800, 4] type = Helper triggerall = palno = 12 trigger1 = Time = 0 trigger1 = facing = -1 trigger1 = numhelper(25001) = 0 helpertype = normal name = "Sandy2" id = 25001 postype = right facing = -1 pos = 50,-10 stateno = 25000 keyctrl = 0 ownpal = 1 supermovetime = 1 [State 8800, 4] type = Helper triggerall = palno = 12 trigger1 = Time = 0 trigger1 = facing = -1 trigger1 = numhelper(25002) = 0 helpertype = normal name = "Sandy3" id = 25002 postype = right facing = -1 pos = -50,-10 stateno = 25000 keyctrl = 0 ownpal = 1 supermovetime = 1 [State 8800, End1] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [State 8800, End2] type = ChangeState trigger1 = AnimTime = 0 trigger1 = P2BodyDist X <= 100 value = 0 ctrl = 1 [State 8800, End3] type = ChangeState trigger1 = AnimTime = 0 trigger1 = P2BodyDist X > 100 value = 1 ;--------------------------------------------------------------------------- ;Sandy [Statedef 25000] type = A movetype= A physics = N velset = 34,0 ctrl = 0 anim = 25000 [State 25000, 1] type = HitOverride trigger1 = Time = 1 attr = SCA, AA, AP, AT stateno = 25004 time = -1 [State 25000, 1] type = Playerpush trigger1 = time >= 1 value = 1 [State 25000, 3] type = SprPriority trigger1 = Time = 1 value = 43 [State 25000, 2] type = VelAdd trigger1 = Time >= 1 x = 0 y =.50 [State 8800, End1] type = ChangeState trigger1 = AnimTime = 0 value = 25002 ctrl = 1 ;--------------------------------------------------------------------------- ;Sandy Attack [Statedef 25002] type = S movetype= A physics = S velset = 0,0 anim = 25002 ctrl = 0 [State 3100, Ground Flash] type = Explod trigger1 = time = 1 anim = 6666 ID = 8400 postype = P1 pos = -40,0 sprpriority = 3 ownpal = 1 supermovetime = 0 [State 3002, VelSet] type = VelSet trigger1 = AnimElem = 1 trigger2 = AnimElem = 3 trigger3 = AnimElem = 5 trigger4 = AnimElem = 6 trigger5 = AnimElem = 8 trigger6 = AnimElem = 10 trigger7 = AnimElem = 11 trigger8 = AnimElem = 13 trigger9 = AnimElem = 15 x = 5 [State 3002, 1] type = HitDef triggerall = parent,var(24) = 0 trigger1 = AnimElem = 1 trigger2 = AnimElem = 3 trigger3 = AnimElem = 5 trigger4 = AnimElem = 6 trigger5 = AnimElem = 8 trigger6 = AnimElem = 10 trigger7 = AnimElem = 11 trigger8 = AnimElem = 13 attr = S,NA damage = 20,1 animtype = High guardflag = MA hitflag = MAF priority = 1, Hit pausetime = 11,11 sparkno = s8202 sparkxy = -10, -60 guard.sparkno = s6767 hitsound = s8000,4 guardsound = S8500,0 ground.type = High ground.slidetime = 18 ground.hittime = 18 ground.velocity = -6 air.type = Low air.hittime = 18 air.velocity = -6,-7 envshake.time = 7 envshake.ampl = 7 fall.envshake. = 7 fall.envshake.freq = 7 fall.envshake.ampl = 7 palfx.time = 5 palfx.add = 256,256,256 palfx.mul = 256,256,256 palfx.sinadd = -256,256,256,1 palfx.color = 0; [State 3002, 1] type = Projectile triggerall = parent,var(24)=1 trigger1 = AnimElem = 1 trigger2 = AnimElem = 3 trigger3 = AnimElem = 5 trigger4 = AnimElem = 6 trigger5 = AnimElem = 8 trigger6 = AnimElem = 10 trigger7 = AnimElem = 11 trigger8 = AnimElem = 13 attr = S,NA projanim = anim projremove = 10 projremovetime = 10 projscale = 0.8,0.8 damage = 20,1 animtype = High guardflag = MA hitflag = MAF priority = 1, Hit pausetime = 11,11 sparkno = s8202 sparkxy = -10, -60 guard.sparkno = s6767 hitsound = s8000,4 guardsound = S8500,0 ground.type = High ground.slidetime = 18 ground.hittime = 18 ground.velocity = -6 air.type = Low air.hittime = 18 air.velocity = -6,-7 envshake.time = 7 envshake.ampl = 7 fall.envshake. = 7 fall.envshake.freq = 7 fall.envshake.ampl = 7 palfx.time = 5 palfx.add = 256,256,256 palfx.mul = 256,256,256 palfx.sinadd = -256,256,256,1 palfx.color = 0; [State 1205, 1] type = HitDef triggerall = parent,var(24) = 0 trigger1 = AnimElem = 15 attr = S, HP animtype = Heavy damage = 29, 5 hitflag = MAF priority = 4, Hit guardflag = M pausetime = 2,4 sparkno = s8220 sparkxy = 0,0 hitsound = S8000,2 guardsound = s8500,0 guard.sparkno = s6767 ground.type = Low ground.slidetime = 20 ground.hittime = 30 ground.velocity = -9,-1 air.animtype = Back air.velocity = -5,-3 air.juggle = 10 air.fall = 1 fall = 1 fall.recover = 0 palfx.time = 10 palfx.add = 256,256,256 palfx.mul = 256,256,256 palfx.sinadd = -256,256,256,1 palfx.color = 0; [State 1205, 1] type = Projectile triggerall = parent,var(24) = 1 trigger1 = AnimElem = 15 attr = S, HP projanim = anim projremove = 10 projremovetime = 10 projscale = 0.8,0.8 animtype = Heavy damage = 29, 5 hitflag = MAF priority = 4, Hit guardflag = M pausetime = 2,4 sparkno = s8220 sparkxy = 0,0 hitsound = S8000,2 guardsound = s8500,0 guard.sparkno = s6767 ground.type = Low ground.slidetime = 20 ground.hittime = 30 ground.velocity = -9,-1 air.animtype = Back air.velocity = -5,-3 air.juggle = 10 air.fall = 1 fall = 1 fall.recover = 0 palfx.time = 10 palfx.add = 256,256,256 palfx.mul = 256,256,256 palfx.sinadd = -256,256,256,1 palfx.color = 0; [State 25002, Win] type = changestate triggerall = time >= 1 trigger1 = win trigger2 = RoundState = 4 value = 25003 ctrl = 0 [State 25002, PlaySnd] type = PlaySnd trigger1 = time = 0 value = 25000,0 [State 25002, Lose] type = changestate triggerall = time >= 1 trigger1 = LoseKo trigger2 = RoundState = 4 value = 25001 ctrl = 0 [State 25002, 5] type = ChangeState trigger1 = animtime = 0 value = 25006 ;--------------------------------------------------------------------------- ; Sandy Injured [Statedef 25004] type = A movetype= I physics = N velset = 0,0 anim = 25004 [State 25006, 1] type = VelSet trigger1 = time = 1 x = -30 [State 25002, PlaySnd] type = PlaySnd trigger1 = time = 0 value = 25000,2 volume = 404 [State 0, ScreenBound] type = ScreenBound trigger1 = time = 0 value = 1 movecamera = 0,0 [State 25004, 1] type = SprPriority trigger1 = Time = 0 value = -1 [State 25002, Win] type = changestate triggerall = time >= 30 trigger1 = win trigger2 = RoundState = 4 value = 25003 ctrl = 0 [State 25002, Lose] type = changestate triggerall = time >= 10 trigger1 = LoseKo trigger2 = RoundState = 4 value = 25001 ctrl = 0 [State 25004, 3] type = DestroySelf trigger1 = Time = 60 ;--------------------------------------------------------------------------- ; Sandy Return [Statedef 25006] type = A movetype= I physics = N velset = 0,0 anim = 25006 [State 25006, 1] type = SprPriority trigger1 = Time = 0 value = -1 [State 25002, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 25000,1 volume = 404 [State 25002, Win] type = changestate triggerall = time >= 1 trigger1 = win trigger2 = RoundState = 4 value = 25003 ctrl = 0 [State 25002, Lose] type = changestate triggerall = time >= 1 trigger1 = LoseKo trigger2 = RoundState = 1 value = 25001 ctrl = 0 [State 25006, 1] type = HitOverride trigger1 = Time = 0 attr = SCA, AA, AP, AT stateno = 25004 time = -1 [State 0, ScreenBound] type = ScreenBound trigger1 = time = 0 value = 1 movecamera = 0,0 [State 25006, 1] type = VelSet trigger1 = time = 30 x = -30 [State 25006, 3] type = DestroySelf trigger1 = Time = 60 ;-------------------------------------------------------------------------- ;Sandy Win pose [Statedef 25003] type = S anim = 25003 velset = 0,0 ctrl = 0 [State 25002, PlaySnd] type = PlaySnd trigger1 = AnimElem = 10 value = 25000,1 volume = 404 [State 25003, 1] type = velset trigger1 = time >= 0 x = 0 y = 0 ;-------------------------------------------------------------------------- ;Sandy Lose Pose [Statedef 25001] type = S movetype = I physics = N anim = 25001 velset = 0,0 [State 25002, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 25000,3 volume = 404 [State 25001, 1] type = velset trigger1 = time >= 0 x = 0 y = 0 ;--------------------------------------------------------------------------- ;Call Companion [Squidward] [Statedef 1310] type = S movetype= A physics = N juggle = 1 velset = 0,0 poweradd = 0 anim = 1300 ctrl = 0 sprpriority = 1 [State 25002, PlaySnd] type = PlaySnd trigger1 = time = 0 value = 1000,15 volume = 404 [State 8100, 3] type = Helper trigger1 = Time = 0 trigger1 = facing = 1 trigger1 = numhelper(81000) = 0 helpertype = normal name = "Squidward" id = 81000 postype = left facing = 1 pos = 0,0 stateno = 81000 keyctrl = 0 ownpal = 1 supermovetime = 1 [State 8100, 4] type = Helper trigger1 = Time = 0 trigger1 = facing = -1 trigger1 = numhelper(81000) = 0 helpertype = normal name = "Squidward" id = 81000 postype = right facing = -1 pos = 0,0 stateno = 81000 keyctrl = 0 ownpal = 1 supermovetime = 1 [State 8800, End1] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [State 8800, End2] type = ChangeState trigger1 = AnimTime = 0 trigger1 = P2BodyDist X <= 100 value = 0 ctrl = 1 [State 8800, End3] type = ChangeState trigger1 = AnimTime = 0 trigger1 = P2BodyDist X > 100 value = 1 ;--------------------------------------------------------------------------- ;Squidward [Statedef 81000] type = A movetype= A physics = N velset = 0,0 ctrl = 0 anim = 81000 [State 25006, 1] type = VelSet trigger1 = time = 1 x = 2 [State 25002, PlaySnd] type = PlaySnd trigger1 = time = 0 value = 81000,1 volume = 404 [State 8101, 1] type = HitOverride trigger1 = Time = 1 attr = SCA, AA, AP, AT stateno = 81030 time = -1 [State 25000, 1] type = Playerpush trigger1 = time >= 10 value = 1 [State 25000, 3] type = SprPriority trigger1 = Time = 1 value = 43 [State 8800, End1] type = ChangeState trigger1 = AnimTime = 0 value = 81010 ctrl = 1 ;--------------------------------------------------------------------------- ;Squidward Attack [Statedef 81010] type = S movetype= A physics = S velset = 0,0 anim = 81010 ctrl = 0 [State 25002, PlaySnd] type = PlaySnd trigger1 = AnimElem = 4 value = 81000,7 volume = 404 [State 25002, PlaySnd] type = PlaySnd trigger1 = AnimElem = 8 value = 81000,0 volume = 404 [State 3100, Ground Flash] type = Explod trigger1 = AnimElem = 4 anim = 6666 ID = 8400 postype = P1 pos = -40,0 sprpriority = 3 ownpal = 1 supermovetime = 0 [State 1000, 1] type = Projectile trigger1 = AnimElem = 4 projanim = 81020 projhitanim = 6668 projpriority = 1 projheightbound = -240, 100 projedgebound = 100 projscreenbound = 100 projshadow = -1 offset = 47,-41 velocity = 3 attr = S, SP damage = 40 animtype = heavy guardflag = MA hitflag = MAFDP pausetime = 10,10 hitsound = S81000,6 sparkxy = 200,200 guardsound = s8500,0 ground.type = Low ground.slidetime = 25 ground.hittime = 25 ground.velocity = -6 air.animtype = Back air.velocity = -4,-6 air.juggle = 3 air.fall = 1 down.velocity = -4,-6 down.hittime = 30 down.bounce = 0 palfx.time = 20 palfx.add = -104,-104,7 palfx.mul = 256,256,256 palfx.sinadd = 56,56,0,10 palfx.color = 1 [State 1000, 1] type = Projectile trigger1 = AnimElem = 5 projanim = 81020 projhitanim = 6668 projpriority = 1 projheightbound = -240, 100 projedgebound = 100 projscreenbound = 100 projshadow = -1 offset = 47,-41 velocity = 3,-1 attr = S, SP damage = 40 animtype = heavy guardflag = MA hitflag = MAFDP pausetime = 10,10 hitsound = S81000,6 sparkxy = 200,200 guardsound = s8500,0 ground.type = Low ground.slidetime = 25 ground.hittime = 25 ground.velocity = -6 air.animtype = Back air.velocity = -4,-6 air.juggle = 3 air.fall = 1 down.velocity = -4,-6 down.hittime = 30 down.bounce = 0 palfx.time = 20 palfx.add = -104,-104,7 palfx.mul = 256,256,256 palfx.sinadd = 56,56,0,10 palfx.color = 1 [State 1000, 1] type = Projectile trigger1 = AnimElem = 5 projanim = 81020 projhitanim = 6668 projpriority = 1 projheightbound = -240, 100 projedgebound = 100 projscreenbound = 100 projshadow = -1 offset = 47,-41 velocity = 3,1 attr = S, SP damage = 40 animtype = heavy guardflag = MA hitflag = MAFDP pausetime = 10,10 hitsound = S81000,6 sparkxy = 200,200 guardsound = s8500,0 ground.type = Low ground.slidetime = 25 ground.hittime = 25 ground.velocity = -6 air.animtype = Back air.velocity = -4,-6 air.juggle = 3 air.fall = 1 down.velocity = -4,-6 down.hittime = 30 down.bounce = 0 palfx.time = 20 palfx.add = -104,-104,7 palfx.mul = 256,256,256 palfx.sinadd = 56,56,0,10 palfx.color = 1 [State 1000, 1] type = Projectile triggerall = palno = 12 trigger1 = AnimElem = 4 projanim = 81020 projhitanim = 6668 projpriority = 1 projheightbound = -240, 100 projedgebound = 100 projscreenbound = 100 projshadow = -1 offset = 47,-41 velocity = 2 attr = S, SP damage = 40 animtype = heavy guardflag = MA hitflag = MAFDP pausetime = 10,10 hitsound = S81000,6 sparkxy = 200,200 guardsound = s8500,0 ground.type = Low ground.slidetime = 25 ground.hittime = 25 ground.velocity = -6 air.animtype = Back air.velocity = -4,-6 air.juggle = 3 air.fall = 1 down.velocity = -4,-6 down.hittime = 30 down.bounce = 0 palfx.time = 20 palfx.add = -104,-104,7 palfx.mul = 256,256,256 palfx.sinadd = 56,56,0,10 palfx.color = 1 [State 1000, 1] type = Projectile triggerall = palno = 12 trigger1 = AnimElem = 5 projanim = 81020 projhitanim = 6668 projpriority = 1 projheightbound = -240, 100 projedgebound = 100 projscreenbound = 100 projshadow = -1 offset = 47,-41 velocity = 2,-1 attr = S, SP damage = 40 animtype = heavy guardflag = MA hitflag = MAFDP pausetime = 10,10 hitsound = S81000,6 sparkxy = 200,200 guardsound = s8500,0 ground.type = Low ground.slidetime = 25 ground.hittime = 25 ground.velocity = -6 air.animtype = Back air.velocity = -4,-6 air.juggle = 3 air.fall = 1 down.velocity = -4,-6 down.hittime = 30 down.bounce = 0 palfx.time = 20 palfx.add = -104,-104,7 palfx.mul = 256,256,256 palfx.sinadd = 56,56,0,10 palfx.color = 1 [State 1000, 1] type = Projectile triggerall = palno = 12 trigger1 = AnimElem = 5 projanim = 81020 projhitanim = 6668 projpriority = 1 projheightbound = -240, 100 projedgebound = 100 projscreenbound = 100 projshadow = -1 offset = 47,-41 velocity = 2,1 attr = S, SP damage = 40 animtype = heavy guardflag = MA hitflag = MAFDP pausetime = 10,10 hitsound = S81000,6 sparkxy = 200,200 guardsound = s8500,0 ground.type = Low ground.slidetime = 25 ground.hittime = 25 ground.velocity = -6 air.animtype = Back air.velocity = -4,-6 air.juggle = 3 air.fall = 1 down.velocity = -4,-6 down.hittime = 30 down.bounce = 0 palfx.time = 20 palfx.add = -104,-104,7 palfx.mul = 256,256,256 palfx.sinadd = 56,56,0,10 palfx.color = 1 [State 25002, Win] type = changestate triggerall = time >= 1 trigger1 = win trigger2 = RoundState = 4 value = 81050 ctrl = 0 [State 25002, Lose] type = changestate triggerall = time >= 1 trigger1 = LoseKo trigger2 = RoundState = 4 value = 810600 ctrl = 0 [State 25002, 5] type = ChangeState trigger1 = animtime = 0 value = 81040 ;--------------------------------------------------------------------------- ;Squidward Injured [Statedef 81030] type = A movetype= I physics = N velset = 0,0 anim = 81030 [State 25006, 1] type = VelSet trigger1 = time = 1 x = -10 y = -10 [State 8101, 1] type = HitOverride trigger1 = Time = 1 attr = SCA, AA, AP, AT stateno = 81030 time = -1 [State 8101, 1] type = NotHitBy trigger1 = 1 value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT time=999999 [State 25002, PlaySnd] type = PlaySnd trigger1 = time = 0 value = 81000,4 volume = 404 [State 0, ScreenBound] type = ScreenBound trigger1 = time = 0 value = 1 movecamera = 0,0 [State 25004, 1] type = SprPriority trigger1 = Time = 0 value = -1 [State 25002, Win] type = changestate triggerall = time >= 1 trigger1 = win trigger2 = RoundState = 4 value = 81050 ctrl = 0 [State 25002, Lose] type = changestate triggerall = time >= 1 trigger1 = LoseKo trigger2 = RoundState = 4 value = 810600 ctrl = 0 [State 25004, 3] type = DestroySelf trigger1 = Time = 60 ;--------------------------------------------------------------------------- ;Squidward Return [Statedef 81040] type = A movetype= I physics = N velset = 0,0 anim = 81040 [State 25006, 1] type = SprPriority trigger1 = Time = 1 value = -1 [State 25002, Win] type = changestate triggerall = time >= 1 trigger1 = win trigger2 = RoundState = 4 value = 81050 ctrl = 0 [State 25002, Lose] type = changestate triggerall = time >= 1 trigger1 = LoseKo trigger2 = RoundState = 4 value = 810600 ctrl = 0 [State 25006, 1] type = HitOverride trigger1 = Time = 1 attr = SCA, AA, AP, AT stateno = 81030 time = -1 [State 0, ScreenBound] type = ScreenBound trigger1 = time = 0 value = 1 movecamera = 0,0 [State 25006, 1] type = VelSet trigger1 = time = 1 x = -2 [State 25006, 3] type = DestroySelf trigger1 = Time = 50 ;-------------------------------------------------------------------------- ;Squidward Win pose [Statedef 81050] type = S anim = 81050 velset = 0,0 ctrl = 0 [State 25002, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 81000,5 volume = 404 [State 8101, 1] type = HitOverride trigger1 = Time = 1 attr = SCA, AA, AP, AT stateno = 81030 time = -1 [State 25002, PlaySnd] type = PlaySnd trigger1 = AnimElem = 9 value = 81000,3 volume = 404 [State 25003, 1] type = velset trigger1 = time >= 0 x = 0 y = 0 ;-------------------------------------------------------------------------- ;Squidward Lose Pose [Statedef 810600] type = S movetype = I physics = N anim = 810600 velset = 0,0 [State 8101, 1] type = HitOverride trigger1 = Time = 1 attr = SCA, AA, AP, AT stateno = 81030 time = -1 [State 25002, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 81000,2 volume = 404 [State 25001, 1] type = velset trigger1 = time >= 0 x = 0 y = 0 ;--------------------------------------------------------------------------- ;Call Companion [Mr. Krabs] [Statedef 1320] type = S movetype= A physics = N juggle = 1 velset = 0,0 poweradd = 0 anim = 1300 ctrl = 0 sprpriority = 1 [State 25002, PlaySnd] type = PlaySnd trigger1 = time = 0 value = 1000,15 volume = 404 [State 8100, 3] type = Helper trigger1 = Time = 0 trigger1 = facing = 1 trigger1 = numhelper(1340) = 0 helpertype = normal name = "Mr. Krabs" id = 1340 postype = left facing = 1 pos = 0,0 stateno = 1340 keyctrl = 0 ownpal = 1 supermovetime = 1 [State 8100, 3] type = Helper triggerall = palno = 12 trigger1 = Time = 0 trigger1 = facing = 1 trigger1 = numhelper(1341) = 0 helpertype = normal name = "Mr. Krabs2" id = 1341 postype = left facing = 1 pos = -40,0 stateno = 1340 keyctrl = 0 ownpal = 1 supermovetime = 1 [State 8100, 3] type = Helper triggerall = palno = 12 trigger1 = Time = 0 trigger1 = facing = 1 trigger1 = numhelper(1342) = 0 helpertype = normal name = "Mr. Krabs3" id = 1342 postype = left facing = 1 pos = 40,0 stateno = 1340 keyctrl = 0 ownpal = 1 supermovetime = 1 [State 8100, 4] type = Helper trigger1 = Time = 0 trigger1 = facing = -1 trigger1 = numhelper(1340) = 0 helpertype = normal name = "Mr. Krabs" id = 1340 postype = right facing = -1 pos = 0,0 stateno = 1340 keyctrl = 0 ownpal = 1 supermovetime = 1 [State 8100, 4] type = Helper triggerall = palno = 12 trigger1 = Time = 0 trigger1 = facing = -1 trigger1 = numhelper(1341) = 0 helpertype = normal name = "Mr. Krabs2" id = 1341 postype = right facing = -1 pos = -40,0 stateno = 1340 keyctrl = 0 ownpal = 1 supermovetime = 1 [State 8100, 4] type = Helper triggerall = palno = 12 trigger1 = Time = 0 trigger1 = facing = -1 trigger1 = numhelper(1342) = 0 helpertype = normal name = "Mr. Krabs3" id = 1342 postype = right facing = -1 pos = 40,0 stateno = 1340 keyctrl = 0 ownpal = 1 supermovetime = 1 [State 8800, End1] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [State 8800, End2] type = ChangeState trigger1 = AnimTime = 0 trigger1 = P2BodyDist X <= 100 value = 0 ctrl = 1 [State 8800, End3] type = ChangeState trigger1 = AnimTime = 0 trigger1 = P2BodyDist X > 100 value = 1 ;--------------------------------------------------------------------------- ;Mr. Krabs [Statedef 1340] type = A movetype= A physics = N velset = 0,0 ctrl = 0 anim = 1340 [State 25006, 1] type = VelSet trigger1 = time = 1 x = 19 [State 25002, PlaySnd] type = PlaySnd trigger1 = time = 0 value = 1340,0 volume = 404 [State 1205, 1] type = HitDef triggerall = parent,var(24) = 0 trigger1 = !time attr = S, HP animtype = Heavy damage = 29, 5 hitflag = MAF priority = 4, Hit guardflag = M pausetime = 2,4 sparkno = s8220 sparkxy = 0,0 hitsound = S8000,2 guardsound = s8500,0 guard.sparkno = s6767 ground.type = Low ground.slidetime = 20 ground.hittime = 30 ground.velocity = -50,-1 air.animtype = Back air.velocity = -50,-1 air.juggle = 10 air.fall = 1 fall = 1 fall.recover = 0 palfx.time = 10 palfx.add = 256,256,256 palfx.mul = 256,256,256 palfx.sinadd = -256,256,256,1 palfx.color = 0; [State 8101, 1] type = HitOverride trigger1 = Time = 1 attr = SCA, AA, AP, AT stateno = 1343 time = -1 [State 25000, 1] type = Playerpush trigger1 = time >= 10 value = 1 [State 25000, 3] type = SprPriority trigger1 = Time = 1 value = 43 [State 8800, End1] type = ChangeState trigger1 = AnimTime = 0 value = 1341 ctrl = 1 ;--------------------------------------------------------------------------- ;Mr. Krabs Attack [Statedef 1341] type = S movetype= A physics = S velset = 0,0 anim = 1341 ctrl = 0 [State 25002, PlaySnd] type = PlaySnd trigger1 = AnimElem = 4 value = 1340,3 volume = 404 [State 25002, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 8888,0 volume = 404 [State 3100, Ground Flash] type = Explod trigger1 = AnimElem = 4 anim = 6666 ID = 8400 postype = P1 pos = -40,0 sprpriority = 3 ownpal = 1 supermovetime = 0 [State 1100, Projectile] type = Projectile trigger1 = AnimElem = 4 ProjID = 1342 projanim = 1342 projhitanim = 1342 projremanim = 1342 projcancelanim = 1342 projscale = 1, 1 projremove = 1 projremovetime = -1 velocity= 10, .6 velmul = 1 projhits = 4 projmiss = 0 projpriority = 1 projsprpriority = 3 projedgebound = 100 projscreenbound = 100 projheightbound = -240, 100 offset = 61,-30 postype = p1 projshadow = 0,0,0 supermovetime = 0 pausemovetime = 0 attr = S, SA animtype = Low damage = 30, 1 animtype = heavy guardflag = MA hitflag = MAFDP pausetime = 8,8 sparkno = s8224 sparkxy = -20,-10 hitsound = S8000,1 guardsound = S8500,0 guard.sparkno = S8500 ground.type = Low ground.slidetime = 25 ground.hittime = 25 ground.velocity = -6 air.animtype = Back air.velocity = -4,-6 air.juggle = 3 air.fall = 1 down.velocity = -4,-6 down.hittime = 30 down.bounce = 0 palfx.time = 10 palfx.add = 256,256,256 palfx.mul = 256,256,256 palfx.sinadd = -256,256,256,1 palfx.color = 0; [State 1100, Projectile] type = Projectile triggerall = root,palno = 12 trigger1 = AnimElem = 4 ProjID = 1342 projanim = 1342 projhitanim = 1342 projremanim = 1342 projcancelanim = 1342 projscale = 1, 1 projremove = 1 projremovetime = -1 velocity= 8, .6 velmul = 1 projhits = 4 projmiss = 0 projpriority = 1 projsprpriority = 3 projedgebound = 100 projscreenbound = 100 projheightbound = -240, 100 offset = 61,-30 postype = p1 projshadow = 0,0,0 supermovetime = 0 pausemovetime = 0 attr = S, SA animtype = Low damage = 30, 1 animtype = heavy guardflag = MA hitflag = MAFDP pausetime = 8,8 sparkno = s8224 sparkxy = -20,-10 hitsound = S8000,1 guardsound = S8500,0 guard.sparkno = S8500 ground.type = Low ground.slidetime = 25 ground.hittime = 25 ground.velocity = -6 air.animtype = Back air.velocity = -4,-6 air.juggle = 3 air.fall = 1 down.velocity = -4,-6 down.hittime = 30 down.bounce = 0 palfx.time = 10 palfx.add = 256,256,256 palfx.mul = 256,256,256 palfx.sinadd = -256,256,256,1 palfx.color = 0; [State 1100, Projectile] type = Projectile triggerall = root,palno = 12 trigger1 = AnimElem = 4 ProjID = 1342 projanim = 1342 projhitanim = 1342 projremanim = 1342 projcancelanim = 1342 projscale = 1, 1 projremove = 1 projremovetime = -1 velocity= 12, .6 velmul = 1 projhits = 4 projmiss = 0 projpriority = 1 projsprpriority = 3 projedgebound = 100 projscreenbound = 100 projheightbound = -240, 100 offset = 61,-30 postype = p1 projshadow = 0,0,0 supermovetime = 0 pausemovetime = 0 attr = S, SA animtype = Low damage = 30, 1 animtype = heavy guardflag = MA hitflag = MAFDP pausetime = 8,8 sparkno = s8224 sparkxy = -20,-10 hitsound = S8000,1 guardsound = S8500,0 guard.sparkno = S8500 ground.type = Low ground.slidetime = 25 ground.hittime = 25 ground.velocity = -6 air.animtype = Back air.velocity = -4,-6 air.juggle = 3 air.fall = 1 down.velocity = -4,-6 down.hittime = 30 down.bounce = 0 palfx.time = 10 palfx.add = 256,256,256 palfx.mul = 256,256,256 palfx.sinadd = -256,256,256,1 palfx.color = 0; [State 25002, Win] type = changestate triggerall = time >= 1 trigger1 = win trigger2 = RoundState = 4 value = 1345 ctrl = 0 [State 25002, Lose] type = changestate triggerall = time >= 1 trigger1 = LoseKo trigger2 = RoundState = 4 value = 1346 ctrl = 0 [State 25002, 5] type = ChangeState trigger1 = animtime = 0 value = 1344 ;--------------------------------------------------------------------------- ;Mr. Krabs Injured [Statedef 1343] type = A movetype= I physics = N velset = 0,0 anim = 1343 [State 25006, 1] type = VelSet trigger1 = time = 1 x = -5 [State 25002, PlaySnd] type = PlaySnd trigger1 = time = 0 value = 1340,2 volume = 404 [State 0, ScreenBound] type = ScreenBound trigger1 = time = 0 value = 1 movecamera = 0,0 [State 25004, 1] type = SprPriority trigger1 = Time = 0 value = -1 [State 25002, Win] type = changestate triggerall = time >= 1 trigger1 = win trigger2 = RoundState = 4 value = 1345 ctrl = 0 [State 25002, Lose] type = changestate triggerall = time >= 1 trigger1 = LoseKo trigger2 = RoundState = 4 value = 1346 ctrl = 0 [State 25004, 3] type = DestroySelf trigger1 = Time = 60 ;--------------------------------------------------------------------------- ;Mr. Krabs Return [Statedef 1344] type = A movetype= I physics = N velset = 0,0 anim = 1344 [State 25006, 1] type = SprPriority trigger1 = Time = 1 value = -1 [State 25002, PlaySnd] type = PlaySnd trigger1 = Time = 1 value = 1340,1 volume = 404 [State 25002, Win] type = changestate triggerall = time >= 1 trigger1 = win trigger2 = RoundState = 4 value = 1345 ctrl = 0 [State 25002, Lose] type = changestate triggerall = time >= 1 trigger1 = LoseKo trigger2 = RoundState = 4 value = 1346 ctrl = 0 [State 25006, 1] type = HitOverride trigger1 = Time = 1 attr = SCA, AA, AP, AT stateno = 1343 time = -1 [State 0, ScreenBound] type = ScreenBound trigger1 = time = 0 value = 1 movecamera = 0,0 [State 25006, 1] type = VelSet trigger1 = time = 1 x = -5 [State 25006, 3] type = DestroySelf trigger1 = Time = 50 ;-------------------------------------------------------------------------- ;Mr. Krabs Win pose [Statedef 1345] type = S anim = 1345 velset = 0,0 ctrl = 0 [State 25002, PlaySnd] type = PlaySnd trigger1 = AnimElem = 88 value = 1340,1 volume = 404 [State 25003, 1] type = velset trigger1 = time >= 0 x = 0 y = 0 ;-------------------------------------------------------------------------- ;Mr. Krabs Lose Pose [Statedef 1346] type = S movetype = I physics = N anim = 1346 velset = 0,0 [State 25002, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1340,4 volume = 404 [State 25001, 1] type = velset trigger1 = time >= 0 x = 0 y = 0 ;--------------------------------------------------------------------------- ;Call Companion [Bat Orb] [Statedef 1350] type = S movetype= A physics = N juggle = 1 velset = 0,0 poweradd = 0 anim = 1300 ctrl = 0 sprpriority = 1 [State 25002, PlaySnd] type = PlaySnd trigger1 = time = 0 value = 1000,15 volume = 404 [State -2, ビート呼び出し] type = Helper trigger1 = numhelper(2840) = 0 helpertype = normal name = "beat" ID = 2840 pos = 0, -50 postype = p1 stateno = 2841 keyctrl = 0 ownpal = 0 ignorehitpause = 1 [State 8800, End1] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [State 8800, End2] type = ChangeState trigger1 = AnimTime = 0 trigger1 = P2BodyDist X <= 100 value = 0 ctrl = 1 [State 8800, End3] type = ChangeState trigger1 = AnimTime = 0 trigger1 = P2BodyDist X > 100 value = 1 ;---------------------------------------------------------------------- ;ビート(ヘルパー) [Statedef 2841] type = A movetype= I physics = S juggle = 1 velset = 0,0 anim = 502 ctrl = 0 sprpriority = 9 [State 1868] type = PlaySnd trigger1 = time = 0 value = 284, 2 volume = 255 [State 1868] type = SprPriority trigger1 = 1 value = 9 [State 1980, ぶつかり判定] type = PlayerPush trigger1 = 1 value = 0 [State 1899, 重力] type = VelAdd trigger1 = 1 y = .0 [State 1899, 向きを変える] type = turn triggerall = ParentDist X = [-500,30] trigger1 = root,facing = 1 trigger1 = facing = -1 trigger2 = root,facing = -1 trigger2 = facing = 1 trigger3 = P2BodyDist X <= -30 [State 2841] type = Veladd trigger1 = ParentDist X > 30 x = 3 [State 2841] type = Veladd trigger1 = ParentDist X < 20 x = -3 [State 2841] type = Velset trigger1 = ParentDist Y > 130 y = 10 [State 2841] type = Velset trigger1 = ParentDist Y < 100 y = -6 [State 2841] type = Velset trigger1 = ParentDist X = [25,30] trigger1 = ParentDist Y = [111,120] x = 0 y = 0 [State 640] type = PosFreeze trigger1 = ParentDist X = [25,30] trigger1 = ParentDist Y = [111,120] value = 1 [State 2000, 2] type = Helper trigger1 = animelem = 6 && time > 72 id = 2842 name = "Bat attack" pos = -10,5 stateno = ifelse(random<100,2845,2842) helpertype = normal keyctrl = 0 ownpal = 0 supermovetime = 0 pausemovetime = 99999 size.xscale = 0.5 size.yscale = 0.5 [State -3, byebye] type=changestate triggerall = 1 trigger1 = time > 1111 trigger2 = root,alive = 0 value=2842 ;=================================================================== ;------------------------------------------------------------------- [Statedef 2842] type = A movetype = A physics = N ctrl = 0 anim = 501 SprPriority = 9 poweradd = ifelse(Var(59),-50,0) [State 1868] type = PlaySnd trigger1 = time = 1 value = 284, 0 [State 6030, 残像] Type = AfterImage Trigger1 = (Time = 0) Trans = Add Time = 2 Length = 8 TimeGap = 1 FrameGap = 1 PalBright = 0,0,0 PalContrast = 255,128,128 PalAdd = 0,0,0 PalMul = .8,.4,.4 [State 6030, 残像表示時間] Type = AfterImageTime Trigger1 = 1 Time = 2 [State 1000, ヒット定義] Type = HitDef triggerall = root,var(24) = 0 Trigger1 = 1 Trigger1 = root,stateno = [3000,3002] Attr = A, SP Damage = 5,2 AnimType = Hard HitFlag = MAFDP Priority = 9,hit PauseTime = 0,0 SparkNo = -1 Guard.SparkNo = -1 SparkXY = 0,0 HitSound = s284,1 Ground.Type = High Air.Type = High Ground.SlideTime = 7 Ground.HitTime = 26 Air.HitTime = 26 Ground.Velocity = (enemynear,vel x);0 Air.Velocity = 0,-4 Fall.Recover = 0 [State 1000, ヒット定義] Type = HitDef triggerall = root,var(24) = 0 Trigger1 = 1 Trigger1 = root,stateno != [3000,3002] Attr = A, SP Damage = 5,2 AnimType = Hard HitFlag = MAFDP Priority = 9,hit PauseTime = 0,0 SparkNo = -1 Guard.SparkNo = -1 SparkXY = 0,0 HitSound = s284,1 Ground.Type = High Air.Type = High Ground.SlideTime = 7 Ground.HitTime = 26 Air.HitTime = 26 Ground.Velocity = (enemynear,vel x) Air.Velocity = 0,ifelse(root,p2bodydist Y <-30,0.5,-3.5) Fall.Recover = 0 [State 1000, ヒット定義] Type = Projectile triggerall = root,var(24) = 1 Trigger1 = 1 Trigger1 = root,stateno != [3000,3002] projanim = anim projremove = 3 projremovetime = 3 Attr = A, SP Damage = 20,2 AnimType = DiagUp HitFlag = MAFDP Priority = 9,hit PauseTime = 0,0 SparkNo = -1 Guard.SparkNo = -1 SparkXY = 0,0 HitSound = s284,1 Ground.Type = Trip Air.Type = Trip Ground.SlideTime = 7 Ground.HitTime = 26 Air.HitTime = 26 Ground.Velocity = (enemynear,vel x) Air.Velocity = 0,ifelse(root,p2bodydist Y <-30,0.5,-3.5) Fall.Recover = 0 [State 10032, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 1000, 移動速度] type = VelSet trigger1 = 1 trigger1 = roundstate >= 3 x = 15 y = 2+ceil(random%3) [State 1000, 移動速度] type = VelSet trigger1 = 1 trigger1 = p2bodydist y >= 30 x = 15 y = 2+ceil(random%3) [State 1000, 移動速度] type = VelSet trigger1 = 1 trigger1 = p2bodydist y <= 30 trigger1 = roundstate = 2 x = 15 y = -2-ceil(random%3) [State 1820, このヘルパーを消す] type = DestroySelf Trigger1 = (FrontEdgeBodyDist < -60) || (BackEdgeBodyDist < -60) ;=================================================================== ;------------------------------------------------------------------- ;バウンス [Statedef 2845] type = A movetype = A physics = N ctrl = 0 anim = 502 SprPriority = 9 poweradd = ifelse(root,palno=12,-100,-1000) [State 10032, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 1868] type = PlaySnd trigger1 = root,stateno != 5999 trigger1 = time = 0 value = 284, 2 volume = 255 [State 6030, 残像] Type = AfterImage Trigger1 = (Time = 0) Trans = Add Time = 2 Length = 8 TimeGap = 1 FrameGap = 1 PalBright = 0,0,0 PalContrast = 255,128,128 PalAdd = 0,0,0 PalMul = .8,.4,.4 [State 6030, 残像表示時間] Type = AfterImageTime Trigger1 = 1 Time = 2 [State 6030, 残像] Type = AfterImage Trigger1 = (Time = 0) Trans = Add Time = 2 Length = 8 TimeGap = 1 FrameGap = 1 PalBright = 0,0,0 PalContrast = 255,128,128 PalAdd = 0,0,0 PalMul = .8,.4,.4 [State 6030, 残像表示時間] Type = AfterImageTime Trigger1 = 1 Time = 2 [State 1000, ヒット定義] Type = HitDef triggerall = root,var(24) = 0 Trigger1 = 1 Attr = A, SP Damage = 10,2 AnimType = Hard HitFlag = MAFDP Priority = 9,hit PauseTime = 0,0 SparkNo = -1 Guard.SparkNo = -1 SparkXY = 0,0 HitSound = s284,1 Ground.Type = High Air.Type = High Ground.SlideTime = 7 Ground.HitTime = 26 Air.HitTime = 26 Ground.Velocity = (enemynear,vel x) Air.Velocity = 0,ifelse(root,p2bodydist Y <-30,-2,-4.5) Fall.Recover = 0 [State 1000, ヒット定義] Type = Projectile triggerall = root,var(24) = 1 Trigger1 = 1 projanim = anim projremove = 3 projremovetime = 3 Attr = A, SP Damage = 10,2 AnimType = Hard HitFlag = MAFDP Priority = 9,hit PauseTime = 0,0 SparkNo = -1 Guard.SparkNo = -1 SparkXY = 0,0 HitSound = s284,1 Ground.Type = High Air.Type = High Ground.SlideTime = 7 Ground.HitTime = 26 Air.HitTime = 26 Ground.Velocity = (enemynear,vel x) Air.Velocity = 0,ifelse(root,p2bodydist Y <-30,-2,-4.5) Fall.Recover = 0 [State 10032, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 35120, Hitbound] type = VelSet triggerall = vel x = 0 triggerall = vel y = 0 trigger1 = ScreenPos X > 0 trigger2 = ScreenPos Y > 0 trigger3 = ScreenPos X < 320 trigger4 = Pos Y < 0 x = ifelse(random<500,10,-10) y = ifelse(random<500,10,-10) [State 35120, Hitbound] type = VelSet triggerall = Time = [0,1000] trigger1 = facing = 1 trigger1 = ScreenPos X < 0 x = 10 [State 35120, Hitbound] type = VelSet triggerall = Time = [0,1000] trigger1 = facing = 1 trigger1 = ScreenPos X > 320 x = -10 [State 35120, Hitbound] type = VelSet triggerall = Time = [0,1000] trigger1 = facing = -1 trigger1 = ScreenPos X < 0 x = -10 [State 35120, Hitbound] type = VelSet triggerall = Time = [0,1000] trigger1 = facing = -1 trigger1 = ScreenPos X > 320 x = 10 [State 35120, Hitbound] type = VelSet triggerall = Time = [0,1000] trigger1 = ScreenPos Y < 0 y = 10 [State 35120, Hitbound] type = VelSet triggerall = Time = [0,1000] trigger1 = Pos Y > 5 y = -10 [State 1820, このヘルパーを消す] type = DestroySelf trigger1 = Time >= 200 ;--------------------------------------------------------------------------- ;Call Companion [Dark Sanders] [Statedef 1360] type = S movetype= A physics = N juggle = 1 velset = 0,0 poweradd = 0 anim = 1300 ctrl = 0 sprpriority = 1 [State 25002, PlaySnd] type = PlaySnd trigger1 = time = 0 value = 1000,15 volume = 404 [State 8100, 3] type = Helper trigger1 = Time = 0 trigger1 = facing = 1 trigger1 = numhelper(6201) = 0 helpertype = normal name = "DarkSanders" id = 6201 postype = left facing = 1 pos = 0,0 stateno = ifelse(random<500,62000,6201) size.xscale = 1 size.yscale = 1 keyctrl = 0 ownpal = 1 supermovetime = 1 [State 8100, 3] type = Helper triggerall = palno = 12 trigger1 = Time = 0 trigger1 = facing = 1 trigger1 = numhelper(6202) = 0 helpertype = normal name = "DarkSanders2" id = 6202 postype = left facing = 1 pos = -40,0 stateno = ifelse(random<500,62000,6201) size.xscale = 1 size.yscale = 1 keyctrl = 0 ownpal = 1 supermovetime = 1 [State 8100, 3] type = Helper triggerall = palno = 12 trigger1 = Time = 0 trigger1 = facing = 1 trigger1 = numhelper(6203) = 0 helpertype = normal name = "DarkSanders3" id = 6203 postype = left facing = 1 pos = 40,0 stateno = ifelse(random<500,62000,6201) size.xscale = 1 size.yscale = 1 keyctrl = 0 ownpal = 1 supermovetime = 1 [State 8100, 4] type = Helper trigger1 = Time = 0 trigger1 = facing = -1 trigger1 = numhelper(6201) = 0 helpertype = normal name = "DarkSanders" id = 6201 postype = right facing = -1 pos = 0,0 stateno = ifelse(random<500,62000,6201) size.xscale = 1 size.yscale = 1 keyctrl = 0 ownpal = 1 supermovetime = 1 [State 8100, 4] type = Helper triggerall = palno = 12 trigger1 = Time = 0 trigger1 = facing = -1 trigger1 = numhelper(6202) = 0 helpertype = normal name = "DarkSanders2" id = 6202 postype = right facing = -1 pos = -40,0 stateno = ifelse(random<500,62000,6201) size.xscale = 1 size.yscale = 1 keyctrl = 0 ownpal = 1 supermovetime = 1 [State 8100, 4] type = Helper triggerall = palno = 12 trigger1 = Time = 0 trigger1 = facing = -1 trigger1 = numhelper(6203) = 0 helpertype = normal name = "DarkSanders3" id = 6203 postype = right facing = -1 pos = 40,0 stateno = ifelse(random<500,62000,6201) size.xscale = 1 size.yscale = 1 keyctrl = 0 ownpal = 1 supermovetime = 1 [State 8800, End1] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [State 8800, End2] type = ChangeState trigger1 = AnimTime = 0 trigger1 = P2BodyDist X <= 100 value = 0 ctrl = 1 [State 8800, End3] type = ChangeState trigger1 = AnimTime = 0 trigger1 = P2BodyDist X > 100 value = 1 ;--------------------------------------------------------------------------- ; Dark Sander's Attack [Statedef 6201] type = S movetype = A physics = N velset = 6,0 anim = 6300 ctrl = 0 [State 6201, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = S6200,4 [State 3002, 1] type = HitDef triggerall = parent,var(24) = 0 trigger1 = 1 attr = S,NA damage = 20,1 animtype = High guardflag = MA hitflag = MAF priority = 1, Hit pausetime = 11,11 sparkno = s8202 sparkxy = -10, -60 guard.sparkno = s6767 hitsound = s8000,4 guardsound = S8500,0 ground.type = High ground.slidetime = 18 ground.hittime = 18 ground.velocity = -6 air.type = Low air.hittime = 18 air.velocity = -6,-7 envshake.time = 7 envshake.ampl = 7 fall.envshake. = 7 fall.envshake.freq = 7 fall.envshake.ampl = 7 palfx.time = 5 palfx.add = 256,256,256 palfx.mul = 256,256,256 palfx.sinadd = -256,256,256,1 palfx.color = 0; [State 3002, 1] type = Projectile triggerall = parent,var(24)=1 trigger1 = 1 attr = S,NA projanim = anim projremove = 3 projremovetime = 3 projscale = 1,1 damage = 20,1 animtype = High guardflag = MA hitflag = MAF priority = 1, Hit pausetime = 11,11 sparkno = s8202 sparkxy = -10, -60 guard.sparkno = s6767 hitsound = s8000,4 guardsound = S8500,0 ground.type = High ground.slidetime = 18 ground.hittime = 18 ground.velocity = -6 air.type = Low air.hittime = 18 air.velocity = -6,-7 envshake.time = 7 envshake.ampl = 7 fall.envshake. = 7 fall.envshake.freq = 7 fall.envshake.ampl = 7 palfx.time = 5 palfx.add = 256,256,256 palfx.mul = 256,256,256 palfx.sinadd = -256,256,256,1 palfx.color = 0; [State 6201, Win] type = ChangeState triggerall = time >= 24 trigger1 = Win trigger2 = RoundState = 4 value = 6204 ctrl = 0 [State 6201, Lose] type = ChangeState triggerall = time >= 20 trigger1 = LoseKO trigger2 = RoundState = 4 value = 6205 ctrl = 0 [State 6201, 1] type = HitOverride trigger1 = Time = 1 attr = SCA, AA, AP, AT stateno = 6202 time = -1 [State 6301, 2] type = SprPriority trigger1 = Time = 1 value = 43 [State 25002, 5] type = ChangeState trigger1 = time = 45 value = 62055 ;--------------------------------------------------------------------------- ;Dark Sanders walks in [Statedef 62000] type = A movetype= A physics = N velset = 0,0 ctrl = 0 anim = 63004 [State 25006, 1] type = VelSet trigger1 = time = 1 x = 2 [State 6201, Win] type = ChangeState triggerall = time >= 24 trigger1 = Win trigger2 = RoundState = 4 value = 6204 ctrl = 0 [State 6201, Lose] type = ChangeState triggerall = time >= 20 trigger1 = LoseKO trigger2 = RoundState = 4 value = 6205 ctrl = 0 [State 6201, 1] type = HitOverride trigger1 = Time = 1 attr = SCA, AA, AP, AT stateno = 6202 time = -1 [State 6301, 2] type = SprPriority trigger1 = Time = 1 value = 43 [State 8800, End1] type = ChangeState trigger1 = AnimTime = 0 value = 62001 ctrl = 1 ;--------------------------------------------------------------------------- ;Dark Sanders Nugget Throw [Statedef 62001] type = S movetype= A physics = S poweradd= 50 anim = 63000 ctrl = 0 sprpriority = 2 [State 1205,] type = AttackDist trigger1 = 1 value = 280 [State 6201, Win] type = ChangeState triggerall = time >= 24 trigger1 = Win trigger2 = RoundState = 4 value = 6204 ctrl = 0 [State 6201, Lose] type = ChangeState triggerall = time >= 20 trigger1 = LoseKO trigger2 = RoundState = 4 value = 6205 ctrl = 0 [State 6201, 1] type = HitOverride trigger1 = Time = 1 attr = SCA, AA, AP, AT stateno = 6202 time = -1 [State 6301, 2] type = SprPriority trigger1 = Time = 1 value = 43 [State 1200, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 4 value = 8400, 0 [State 1200, 物理的なキャラの幅] type = Width trigger1 = ((AnimElemTime(2) >= 0) && (AnimElemTime(10) < 0)) edge = 28,0 player = 15,0 [State 1200, 飛び道具を出す] ;弱 type = Projectile trigger1 = AnimElem = 4 attr = S, SP ;Standing, Special Projectile(立ち必殺技の飛び道具) damage = 25,5 getpower = 10 animtype = Hard pausetime = 0,12 offset = 75,-60 ;飛び道具の出現位置 velocity = 6.5,-5.5 ;飛び道具の移動初速度 accel = 0,0.4 ;飛び道具の加速度 projID = 12200 ;飛び道具のIDナンバー projanim = 12202 ;飛び道具のアニメ projhitanim = 12203 ;飛び道具がヒットした時のアニメ projremanim = 12204 ;飛び道具が消える時のアニメ projscale = 0.5,0.5 ;飛び道具の大きさ projshadow = 0,0,0 ;飛び道具の影(現在は0,0,0なので影無し) projhits = 1 ;飛び道具のヒット数 projmisstime = 1 ;飛び道具がヒットしない間隔(2ヒット以上のみ作用する) projpriority = 1 ;飛び道具の攻撃優先度 projremovetime = -1 ;飛び道具が消えるまでの時間(-1なので画面外に出るか当たるまで消えない) guardflag = MA priority = 3 sparkno = 2 sparkxy = 0,0 guard.sparkno = 40 hitsound = s8500,0 guardsound = 6,0 ground.type = High ground.slidetime = 10 ground.hittime = 10 ground.velocity = -6,0 guard.hittime = 5 air.velocity = -3,-4 air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 [State 1200, 飛び道具を出す] ;弱 type = Projectile trigger1 = AnimElem = 4 attr = S, SP ;Standing, Special Projectile(立ち必殺技の飛び道具) damage = 25,5 getpower = 10 animtype = Hard pausetime = 0,12 offset = 75,-60 ;飛び道具の出現位置 velocity = 7.5,-6.5 ;飛び道具の移動初速度 accel = 0,0.4 ;飛び道具の加速度 projID = 12200 ;飛び道具のIDナンバー projanim = 12202 ;飛び道具のアニメ projhitanim = 12203 ;飛び道具がヒットした時のアニメ projremanim = 12204 ;飛び道具が消える時のアニメ projscale = 0.5,0.5 ;飛び道具の大きさ projshadow = 0,0,0 ;飛び道具の影(現在は0,0,0なので影無し) projhits = 1 ;飛び道具のヒット数 projmisstime = 1 ;飛び道具がヒットしない間隔(2ヒット以上のみ作用する) projpriority = 1 ;飛び道具の攻撃優先度 projremovetime = -1 ;飛び道具が消えるまでの時間(-1なので画面外に出るか当たるまで消えない) guardflag = MA priority = 3 sparkno = 2 sparkxy = 0,0 guard.sparkno = 40 hitsound = s8500,0 guardsound = 6,0 ground.type = High ground.slidetime = 10 ground.hittime = 10 ground.velocity = -6,0 guard.hittime = 5 air.velocity = -3,-4 air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 [State 1200, 飛び道具を出す] ;弱 type = Projectile trigger1 = AnimElem = 4 attr = S, SP ;Standing, Special Projectile(立ち必殺技の飛び道具) damage = 25,5 getpower = 10 animtype = Hard pausetime = 0,12 offset = 75,-60 ;飛び道具の出現位置 velocity = 8.5,-1.5 ;飛び道具の移動初速度 accel = 0,0.4 ;飛び道具の加速度 projID = 12200 ;飛び道具のIDナンバー projanim = 12202 ;飛び道具のアニメ projhitanim = 12203 ;飛び道具がヒットした時のアニメ projremanim = 12204 ;飛び道具が消える時のアニメ projscale = 0.5,0.5 ;飛び道具の大きさ projshadow = 0,0,0 ;飛び道具の影(現在は0,0,0なので影無し) projhits = 1 ;飛び道具のヒット数 projmisstime = 1 ;飛び道具がヒットしない間隔(2ヒット以上のみ作用する) projpriority = 1 ;飛び道具の攻撃優先度 projremovetime = -1 ;飛び道具が消えるまでの時間(-1なので画面外に出るか当たるまで消えない) guardflag = MA priority = 3 sparkno = 2 sparkxy = 0,0 guard.sparkno = 40 hitsound = s8500,0 guardsound = 6,0 ground.type = High ground.slidetime = 10 ground.hittime = 10 ground.velocity = -6,0 guard.hittime = 5 air.velocity = -3,-4 air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 [State 1200, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 62055 ;--------------------------------------------------------------------------- ; Dark Sander's Stop [Statedef 62055] type = S movetype = A physics = N velset = 0,0 anim = 6305 ctrl = 0 [State 6201, Win] type = ChangeState triggerall = time >= 24 trigger1 = Win trigger2 = RoundState = 4 value = 6204 ctrl = 0 [State 6201, Lose] type = ChangeState triggerall = time >= 20 trigger1 = LoseKO trigger2 = RoundState = 4 value = 6205 ctrl = 0 [State 6201, 1] type = HitOverride trigger1 = Time = 1 attr = SCA, AA, AP, AT stateno = 6202 time = -1 [State 6301, 2] type = SprPriority trigger1 = Time = 1 value = 43 [State 25002, 5] type = ChangeState trigger1 = time = 30 value = 6203 ;------------------------------------------------------------------------------- ; Dark Sander Hit [Statedef 6202] type = A movetype= I physics = N velset = 0,0 anim = 6301 [State 6201, 1] type = HitOverride trigger1 = Time = 1 attr = SCA, AA, AP, AT stateno = 6202 time = -1 [State 6202, 1] type = VelSet trigger1 = time = 1 x = -10 y = -10 [State 6202, PlaySnd] type = PlaySnd trigger1 = time = 0 value = S6200,11 [State 6202, ScreenBound] type = ScreenBound trigger1 = time = 0 value = 1 movecamera = 0,0 [State 6202, 2] type = SprPriority trigger1 = Time = 0 value = -1 [State 6202, 3] type = DestroySelf trigger1 = Time = 60 ;--------------------------------------------------------------------------- ; Dark Sander Leaves [Statedef 6203] type = S movetype = A physics = N velset = -6,0 anim = 6304 ctrl = 0 [State 6203, PlaySnd2] type = PlaySnd trigger1 = time = 0 value = S6200,1 [State 6201, 1] type = HitOverride trigger1 = Time = 1 attr = SCA, AA, AP, AT stateno = 6202 time = -1 [State 6203, Win] type = ChangeState triggerall = time >= 24 trigger1 = Win trigger2 = RoundState = 4 value = 6204 ctrl = 0 [State 6203, Lose] type = ChangeState triggerall = time >= 20 trigger1 = LoseKO trigger2 = RoundState = 4 value = 6205 ctrl = 0 [State 6203, 1] type = SprPriority trigger1 = Time = 1 value = 43 [State 6203, 2] type = DestroySelf trigger1 = Time = 120 ;------------------------------------------------------------------------------- ; Dark Sander's Win pose [Statedef 6204] type = S anim = 6302 velset = 0,0 ctrl = 0 [State 6204, PlaySnd] type = PlaySnd trigger1 = time = 2 value = S6200,2 [State 6204, 1] type = VelSet trigger1 = time >= 0 x = 0 y = 0 ;------------------------------------------------------------------------------- ; Dark Sander's Lose Pose [Statedef 6205] type = S movetype = I physics = N anim = 6303 velset = 0,0 [State 6205, PlaySnd] type = PlaySnd trigger1 = time = 2 value = S6200,3 [State 6205, 1] type = VelSet trigger1 = time >= 0 x = 0 y = 0 ;--------------------------------------------------------------------------- ;Call Companion [Mini-Sponge] [Statedef 1370] type = S movetype= A physics = N juggle = 1 velset = 0,0 poweradd = 0 anim = 1300 ctrl = 0 sprpriority = 1 [State 25002, PlaySnd] type = PlaySnd trigger1 = time = 0 value = 1000,15 volume = 404 [State 8100, 3] type = Helper trigger1 = Time = 0 trigger1 = facing = 1 trigger1 = numhelper(6101) = 0 helpertype = normal name = "Mini-Spongebob" id = 6101 postype = left facing = 1 pos = 0,0 stateno = 6101 size.xscale = 0.5 size.yscale = 0.5 keyctrl = 0 ownpal = 1 supermovetime = 1 [State 8100, 4] type = Helper trigger1 = Time = 0 trigger1 = facing = -1 trigger1 = numhelper(6101) = 0 helpertype = normal name = "Mini-Spongebob" id = 6101 postype = right facing = -1 pos = 0,0 stateno = 6101 size.xscale = 0.5 size.yscale = 0.5 keyctrl = 0 ownpal = 1 supermovetime = 1 [State 8800, End1] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [State 8800, End2] type = ChangeState trigger1 = AnimTime = 0 trigger1 = P2BodyDist X <= 100 value = 0 ctrl = 1 [State 8800, End3] type = ChangeState trigger1 = AnimTime = 0 trigger1 = P2BodyDist X > 100 value = 1 ;------------------------------------------------------------------------------- ; Mini-Spongebob Walks In [Statedef 6101] type = S movetype= A physics = N velset = 0,0 ctrl = 0 anim = 20 [State 6101, 1] type = HitOverride trigger1 = Time = 0 attr = SCA, AA, AP, AT stateno = 6104 time = -1 [State 6101, 3] type = SprPriority trigger1 = Time = 0 value = 2 [State 6101, 2] type = VelAdd trigger1 = time = 0 x = 3 [State 6101, Win] type = changestate triggerall = time >= 24 trigger1 = Win trigger2 = RoundState = 4 value = 6105 ctrl = 0 [State 6101, Lose] type = changestate triggerall = time >= 20 trigger1 = LoseKO trigger2 = RoundState = 4 value = 6106 ctrl = 0 [State 6101, 3] type = ChangeState Trigger1 = time = 40 value = 6102 ctrl = 0 ;------------------------------------------------------------------------------- ; Mini-Spongebob Attack [Statedef 6102] type = S movetype= A physics = S velset = 0,0 anim = 1200 ctrl = 0 [State 6101, 1] type = HitOverride trigger1 = Time = 0 attr = SCA, AA, AP, AT stateno = 6104 time = -1 [State 6102, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = S5000,0 [State 1100, Projectile] type = Projectile trigger1 = AnimElem = 1 ProjID = 1201 projanim = 1201 projhitanim = 1201 projremanim = 1201 projcancelanim = 1201 projscale = 1, 1 projremove = 1 projremovetime = -1 velocity= 10, .6 velmul = 1 projhits = 4 projmiss = 0 projpriority = 1 projsprpriority = 3 projedgebound = 100 projscreenbound = 100 projheightbound = -240, 100 offset = 61,10 postype = p1 projshadow = 0,0,0 supermovetime = 0 pausemovetime = 0 attr = S, SA animtype = Low damage = 30, 1 animtype = heavy guardflag = MA hitflag = MAFDP pausetime = 8,8 sparkno = s8224 sparkxy = -20,-10 hitsound = S8000,1 guardsound = S8500,0 guard.sparkno = S8500 ground.type = Low ground.slidetime = 25 ground.hittime = 25 ground.velocity = -6 air.animtype = Back air.velocity = -4,-6 air.juggle = 3 air.fall = 1 down.velocity = -4,-6 down.hittime = 30 down.bounce = 0 palfx.time = 10 palfx.add = 256,256,256 palfx.mul = 256,256,256 palfx.sinadd = -256,256,256,1 palfx.color = 0; [State 1100, Projectile] type = Projectile triggerall = root,palno = 12 trigger1 = AnimElem = 1 ProjID = 1201 projanim = 1201 projhitanim = 1201 projremanim = 1201 projcancelanim = 1201 projscale = 1, 1 projremove = 1 projremovetime = -1 velocity= 8, .6 velmul = 1 projhits = 4 projmiss = 0 projpriority = 1 projsprpriority = 3 projedgebound = 100 projscreenbound = 100 projheightbound = -240, 100 offset = 61,50 postype = p1 projshadow = 0,0,0 supermovetime = 0 pausemovetime = 0 attr = S, SA animtype = Low damage = 30, 1 animtype = heavy guardflag = MA hitflag = MAFDP pausetime = 8,8 sparkno = s8224 sparkxy = -20,-10 hitsound = S8000,1 guardsound = S8500,0 guard.sparkno = S8500 ground.type = Low ground.slidetime = 25 ground.hittime = 25 ground.velocity = -6 air.animtype = Back air.velocity = -4,-6 air.juggle = 3 air.fall = 1 down.velocity = -4,-6 down.hittime = 30 down.bounce = 0 palfx.time = 10 palfx.add = 256,256,256 palfx.mul = 256,256,256 palfx.sinadd = -256,256,256,1 palfx.color = 0; [State 1100, Projectile] type = Projectile triggerall = root,palno = 12 trigger1 = AnimElem = 1 ProjID = 1201 projanim = 1201 projhitanim = 1201 projremanim = 1201 projcancelanim = 1201 projscale = 1, 1 projremove = 1 projremovetime = -1 velocity= 12, .6 velmul = 1 projhits = 4 projmiss = 0 projpriority = 1 projsprpriority = 3 projedgebound = 100 projscreenbound = 100 projheightbound = -240, 100 offset = 61,-50 postype = p1 projshadow = 0,0,0 supermovetime = 0 pausemovetime = 0 attr = S, SA animtype = Low damage = 30, 1 animtype = heavy guardflag = MA hitflag = MAFDP pausetime = 8,8 sparkno = s8224 sparkxy = -20,-10 hitsound = S8000,1 guardsound = S8500,0 guard.sparkno = S8500 ground.type = Low ground.slidetime = 25 ground.hittime = 25 ground.velocity = -6 air.animtype = Back air.velocity = -4,-6 air.juggle = 3 air.fall = 1 down.velocity = -4,-6 down.hittime = 30 down.bounce = 0 palfx.time = 10 palfx.add = 256,256,256 palfx.mul = 256,256,256 palfx.sinadd = -256,256,256,1 palfx.color = 0; [State 6102, Win] type = ChangeState triggerall = time >= 24 trigger1 = Win trigger2 = RoundState = 4 value = 6105 ctrl = 0 [State 6102, Lose] type = ChangeState triggerall = time >= 20 trigger1 = LoseKO trigger2 = RoundState = 4 value = 6106 ctrl = 0 [State 6102, 2] type = ChangeState trigger1 = AnimTime = 0 value = 6104 ;------------------------------------------------------------------------------- ; Mini-Spongebob Hit [Statedef 6103] type = A movetype= I physics = N velset = 0,0 anim = 5000 [State 6101, 1] type = HitOverride trigger1 = Time = 0 attr = SCA, AA, AP, AT stateno = 6104 time = -1 [State 8101, 1] type = NotHitBy trigger1 = 1 value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT time=999999 [State 6202, 1] type = VelSet trigger1 = time = 1 x = -10 y = -10 [State 6202, PlaySnd] type = PlaySnd trigger1 = time = 0 value = S11,0 [State 6202, ScreenBound] type = ScreenBound trigger1 = time = 0 value = 1 movecamera = 0,0 [State 6202, 2] type = SprPriority trigger1 = Time = 0 value = -1 [State 6202, 3] type = DestroySelf trigger1 = Time = 60 ;------------------------------------------------------------------------------- ; Mini-Spongebob Leaves [Statedef 6104] type = A movetype= I physics = N velset = 0,0 anim = 21 [State 6104, 1] type = SprPriority trigger1 = Time = 0 value = -1 [State 6104, ScreenBound] type = ScreenBound trigger1 = time = 0 value = 1 movecamera = 0,0 [State 6104, Win] type = changestate triggerall = time >= 24 trigger1 = Win trigger2 = RoundState = 4 value = 6105 ctrl = 0 [State 6104, Lose] type = changestate triggerall = time >= 20 trigger1 = LoseKO trigger2 = RoundState = 4 value = 6106 ctrl = 0 [State 6104, 1] type = HitOverride trigger1 = Time = 0 attr = SCA, AA, AP, AT stateno = 6103 time = -1 [State 6104, ScreenBound] type = ScreenBound trigger1 = time = 0 value = 1 movecamera = 0,0 [State 6104, 2] type = VelSet trigger1 = time = 0 x = -3 [State 6104, 3] type = DestroySelf trigger1 = Time = 120 ;------------------------------------------------------------------------------- ; Mini-Spongebob Win pose [Statedef 6105] type = S anim = 181 velset = 0,0 ctrl = 0 [State 8101, 1] type = NotHitBy trigger1 = 1 value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT time=999999 [State 6105, 1] type = VelSet trigger1 = time >= 0 x = 0 y = 0 ;------------------------------------------------------------------------------- ; Mini-Spongebob Lose Pose [Statedef 6106] type = S movetype = I physics = N anim = 175 velset = 0,0 [State 8101, 1] type = NotHitBy trigger1 = 1 value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT time=999999 [State 6106, PlaySnd] type = PlaySnd trigger1 = time = 2 value = S11,0 [State 6106, 1] type = VelSet trigger1 = time >= 0 x = 0 y = 0 ;------------------------------------------------------------------------------- ;Call Companion [Mewtwo] [Statedef 2134] type = S movetype= A physics = N juggle = 1 velset = 0,0 poweradd = 0 anim = 1300 ctrl = 0 sprpriority = 1 [State 25002, PlaySnd] type = PlaySnd trigger1 = time = 0 value = 3000,0 volume = 404 [State 1060, ヘルパーを出す] type = Helper trigger1 = AnimElem = 4 Persistent = 0 name = "Mewtwo" ;ヘルパーの名前 stateno = 2100 ;ヘルパーが最初に行くステート ID = 2100 ;ヘルパーのIDナンバー pos = 400,-80 ;ヘルパーの出現位置 postype = P2 ;ヘルパーの最初に出る軸位置の属性(Explodのpostypeと書き方は同じだが効果が少し違う) facing = -1 keyctrl = 0 ;ヘルパーがコントロール可能かどうか(0=操作不可・1=操作可能) ownpal = 1 ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか(Explodのownpalと一緒) size.xscale = .35 ;ヘルパーの横のサイズ size.yscale = .35 ;ヘルパーの縦のサイズ helpertype = Normal ;ヘルパーの属性:画面スクロールの影響を受けるか否かを決める pausemovetime = -1 supermovetime = -1 [State 1060, ヘルパーを出す] type = Helper trigger1 = palno = 12 trigger1 = AnimElem = 4 Persistent = 0 name = "Mewtwo" ;ヘルパーの名前 stateno = 2100 ;ヘルパーが最初に行くステート ID = 2100 ;ヘルパーのIDナンバー pos = 450,-80 ;ヘルパーの出現位置 postype = P2 ;ヘルパーの最初に出る軸位置の属性(Explodのpostypeと書き方は同じだが効果が少し違う) facing = -1 keyctrl = 0 ;ヘルパーがコントロール可能かどうか(0=操作不可・1=操作可能) ownpal = 1 ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか(Explodのownpalと一緒) size.xscale = .35 ;ヘルパーの横のサイズ size.yscale = .35 ;ヘルパーの縦のサイズ helpertype = Normal ;ヘルパーの属性:画面スクロールの影響を受けるか否かを決める pausemovetime = -1 supermovetime = -1 [State 1060, ヘルパーを出す] type = Helper trigger1 = palno = 12 trigger1 = AnimElem = 4 Persistent = 0 name = "Mewtwo" ;ヘルパーの名前 stateno = 2100 ;ヘルパーが最初に行くステート ID = 2100 ;ヘルパーのIDナンバー pos = 350,-80 ;ヘルパーの出現位置 postype = P2 ;ヘルパーの最初に出る軸位置の属性(Explodのpostypeと書き方は同じだが効果が少し違う) facing = -1 keyctrl = 0 ;ヘルパーがコントロール可能かどうか(0=操作不可・1=操作可能) ownpal = 1 ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか(Explodのownpalと一緒) size.xscale = .35 ;ヘルパーの横のサイズ size.yscale = .35 ;ヘルパーの縦のサイズ helpertype = Normal ;ヘルパーの属性:画面スクロールの影響を受けるか否かを決める pausemovetime = -1 supermovetime = -1 [State 8800, End1] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [State 8800, End2] type = ChangeState trigger1 = AnimTime = 0 trigger1 = P2BodyDist X <= 100 value = 0 ctrl = 1 [State 8800, End3] type = ChangeState trigger1 = AnimTime = 0 trigger1 = P2BodyDist X > 100 value = 1 ;------------------ ;Mewtwo Attack [Statedef 2100] type = A movetype= A physics = N velset = 12,-12 ctrl = 0 anim = 2100 [State 2100, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 3 value = 444, 2 [State 2100, ヒット定義] type = HitDef triggerall = root,var(24) = 0 trigger1 = AnimElem = 3,4 attr = A, SA animtype = Hard damage = 70, 4 priority = 5 guardflag = MA pausetime = 15,15 sparkxy = -10,-70 sparkno = 3 hitsound = s0,3 guardsound = s0,3 ground.type = High ground.slidetime = 18 ground.hittime = 18 guard.hittime = 18 guard.ctrltime = 18 ground.velocity = -2,19 guard.velocity = -7 air.velocity = -2,19 envshake.time = 20 envshake.ampl = 5 envshake.freq = 170 fall = 1 fall.recover = 0 [State 2100, ヒット定義] type = Projectile triggerall = root,var(24) = 1 trigger1 = AnimElem = 3,4 attr = A, SA projanim = anim projremove = 10 projremovetime = 3 projscale = .35,.35 animtype = Hard damage = 70, 4 priority = 5 guardflag = MA pausetime = 15,15 sparkxy = -10,-70 sparkno = 3 hitsound = s0,3 guardsound = s0,3 ground.type = High ground.slidetime = 18 ground.hittime = 18 guard.hittime = 18 guard.ctrltime = 18 ground.velocity = -2,19 guard.velocity = -7 air.velocity = -2,19 envshake.time = 20 envshake.ampl = 5 envshake.freq = 170 fall = 1 fall.recover = 0 [State 2100, 速度加算] type = VelAdd trigger1 = 1 y = 1.0 [State 2100] type = HitOverride trigger1 = Time = 0 attr = SCA, NA, SA, HA, NP, SP, HP stateno = 2120 time = -1 [State 2100] type = NotHitBy trigger1 = Time = 0 value = , AT time = -1 [State 2100] type = Playerpush trigger1 = time >= 0 value = 1 [State 2100, このヘルパーを消す] type = DestroySelf trigger1 = Time = 150 [State 2100,sift] type = ChangeState trigger1 = NumHelper(2100) >= 1 trigger1 = Pos Y >= -10 trigger1 = Vel Y > 0 value = 2110 ;--------------------------------------------------------------------------- ; Mewtwo Win Animation [Statedef 2105] type = S ctrl = 0 anim = 2105 velset = 0,0 [State 2105, ステート変更] type = ChangeState trigger1 = Time = 150 value = 2400 [State 2105, 無敵] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;--------------------------------------------------------------------------- ;Mewtwo Standing [Statedef 2110] type = S movetype= I physics = N velset = 0,0 ctrl = 0 anim = 2110 [State 2100,sift] type = posset trigger1 = helper,Pos Y != 0 y=0 [State 2110] type = HitOverride trigger1 = Time = 0 attr = SCA, NA, SA, HA, NP, SP, HP stateno = 2120 time = -1 [State 2110] type = NotHitBy trigger1 = Time = 0 value = , AT time = -1 [State 2110] type = Playerpush trigger1 = time >= 0 value = 1 [State 2110, ステート変更] type = ChangeState trigger1 = WinKO = 1 value = 2105 [State 2110] type = ChangeState trigger1 = AnimTime = 0 value = 1930 ctrl = 1 ;--------------------------------------------------------------------------- ;Mewtwo Hit [Statedef 2120] type = S movetype= H physics = N velset = -10,-7 ctrl = 0 anim = 2120 [State 2120, 速度加算] type = VelAdd trigger1 = 1 y = .45 [State 2120, このヘルパーを消す] type = DestroySelf trigger1 = Time = 70 ;--------------------------------------------------------------------------- ;Mewtwo jumps off [Statedef 1930] type = A movetype = I physics = N ctrl = 0 anim = 193 SprPriority = 5 velset = -13,-14 [State 1930, 速度加算] type = VelAdd trigger1 = 1 y = .45 [State 1930, このヘルパーを消す] type = DestroySelf trigger1 = Time = 70 ;--------------------------------------------------------------------------- ;Call Companion [Noivern] [Statedef 5555] type = S movetype= A physics = N juggle = 1 velset = 0,0 poweradd = 0 anim = 1300 ctrl = 0 sprpriority = 1 [State 25002, PlaySnd] type = PlaySnd trigger1 = time = 0 value = 1000,15 volume = 404 [State 8800, 3] type = Helper trigger1 = Time = 0 trigger1 = numhelper(555555) = 0 helpertype = normal name = "Noivern" id = 555555 postype = p1 facing = 1 pos = 0,0 size.xscale = 1.2 size.yscale = 1.2 stateno = 555555 keyctrl = 0 ownpal = 1 supermovetime = 1 [State 8800, End1] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [State 8800, End2] type = ChangeState trigger1 = AnimTime = 0 trigger1 = P2BodyDist X <= 100 value = 0 ctrl = 1 [State 8800, End3] type = ChangeState trigger1 = AnimTime = 0 trigger1 = P2BodyDist X > 100 value = 1 ;------------------------------------------------------------------------------- ; Noivern (moving forward) [Statedef 555555] type = S physics = N anim = 55555 ctrl = 0 velset = 0,0 sprpriority = 3 [State 6000, 移動速度] type = posSet trigger1 = 1 y = 0 [State 45, 7] type = ChangeState trigger1 = roundstate = 0 value = 555556 ctrl = 0 [State 2100] type = NotHitBy trigger1 = Time = 0 value = SCA, NA, SA, HA, NP, SP, HP, AT, AP time = -1 IgnoreHitPause = 1 [State 0, Angleset] type = Angleset trigger1 = 3 ignorehitpause = 1 persistent = 1 [State 1060, 2] type = projectile triggerall = roundstate = 2 trigger1 = (gametime%30) = 10 attr = A, SP damage = 35,3 getpower = 10 animtype = Hard pausetime = 0,12 offset = 0,-1-ceil(random%111) velocity = 4+ceil(random%6),-4 accel = 0,0.4 projID = 1200 projanim = 120222 projhitanim = 120333 projremanim = 120444 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 1 projremovetime = -1 projstagebound = 80 projheightbound = -640,1 guardflag = HA hitflag = MAFD priority = 3 sparkno = 2 sparkxy = 0,0 guard.sparkno = 40 hitsound = s111,444 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 30 guard.hittime = 30 guard.ctrltime = 30 air.hittime = 30 ground.velocity = 0,0 guard.hittime = 5 air.velocity = 0,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 fall.recover = 0 ignorehitpause = 1 [State 1060, 2] type = projectile triggerall = roundstate = 2 triggerall = parent,palno = [11,12] trigger1 = (gametime%5) = 3 attr = A, SP damage = 50,10 getpower = 10 animtype = Hard pausetime = 0,12 offset = 0,-1-ceil(random%111) velocity = 4+ceil(random%6),-4 accel = 0,0.4 projID = 1200 projanim = 120222 projhitanim = 120333 projremanim = 120444 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 1 projremovetime = -1 projstagebound = 80 projheightbound = -640,1 guardflag = HA hitflag = MAFD priority = 3 sparkno = 2 sparkxy = 0,0 guard.sparkno = 40 hitsound = s111,444 guardsound = 6,0 ground.type = High ground.slidetime = 14 ground.hittime = 30 guard.hittime = 30 guard.ctrltime = 30 air.hittime = 30 ground.velocity = 0,0 guard.hittime = 5 air.velocity = 0,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 fall.recover = 0 ignorehitpause = 1 [State 409] Type = turn trigger1 = 1 Trigger1 = p2dist X < 0 [State 409] Type = VelSet trigger1 = 1 Trigger1 = root,palno != [11,12] Trigger1 = p2dist X > 1 X = 1 [State 409] Type = VelSet trigger1 = 1 Trigger1 = root,palno != [11,12] Trigger1 = p2dist X < 0 X = -1 [State 409] Type = VelSet trigger1 = 1 Trigger1 = root,palno = [11,12] Trigger1 = p2dist X > 1 X = 3 [State 409] Type = VelSet trigger1 = 1 Trigger1 = root,palno = [11,12] Trigger1 = p2dist X < 0 X = -3 [State 6203, Win] type = ChangeState triggerall = time >= 24 trigger1 = Win trigger2 = RoundState = 4 value = 555556 ctrl = 0 [State 6203, Lose] type = ChangeState triggerall = time >= 20 trigger1 = LoseKO trigger2 = RoundState = 4 value = 555556 ctrl = 0 [State 45, 7] type = ChangeState trigger1 = time = 1000 value = 555557 ctrl = 0 ;--------------------------------------------------------------------------- ; Noirvern (wait) [Statedef 555556] type = S movetype = I physics = N anim = 55556 ctrl = 0 velset = 0,0 sprpriority = 3 [State 2111, 音を鳴らす] trigger1 = 1 type = NotHitBy value = SCA ;--------------------------------------------------------------------------- ; Noivern Leaves [Statedef 555557] type = S movetype = A physics = N velset = -6,0 anim = 55557 ctrl = 0 [State 6203, Win] type = ChangeState triggerall = time >= 24 trigger1 = Win trigger2 = RoundState = 4 value = 555556 ctrl = 0 [State 6203, Lose] type = ChangeState triggerall = time >= 20 trigger1 = LoseKO trigger2 = RoundState = 4 value = 555556 ctrl = 0 [State 6203, 1] type = SprPriority trigger1 = Time = 1 value = 43 [State 6203, 2] type = DestroySelf trigger1 = Time = 120 ;--------------------------------------------------------------------------- ;Call Companion [Lightning] [Statedef 11034] type = S movetype= A physics = N juggle = 1 velset = 0,0 poweradd = 0 anim = 1300 ctrl = 0 sprpriority = 1 [State 25002, PlaySnd] type = PlaySnd trigger1 = time = 0 value = 1000,15 volume = 404 [State 2000, 2];Voltz type = Helper trigger1 = numhelper(11035) = 0 trigger1 = roundstate = 2 id = 11035 name = "Lightning" pos = 0,0 postype = right stateno = 10035 helpertype = normal keyctrl = 0 ownpal = 1 size.xscale = 1 size.yscale = 1 [State 2000, 2];Voltz type = Helper trigger1 = numhelper(11036) = 0 trigger1 = roundstate = 2 id = 11036 name = "Lightning" pos = 0,0 postype = left stateno = 10035 helpertype = normal keyctrl = 0 ownpal = 1 size.xscale = 1 size.yscale = 1 [State 8800, End1] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [State 8800, End2] type = ChangeState trigger1 = AnimTime = 0 trigger1 = P2BodyDist X <= 100 value = 0 ctrl = 1 [State 8800, End3] type = ChangeState trigger1 = AnimTime = 0 trigger1 = P2BodyDist X > 100 value = 1 ;------------------------------------------------------------------- ;Lightning [Statedef 10035] type = A movetype= A physics = N ctrl = 0 anim = 10035 sprpriority = 5 [State 10032, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 210, 1] type = PlaySnd trigger1 = Time = 0 value = 1030, 4 [State 1051] type = screenbound trigger1 = 1 value = 1 [State 1820] type = Playerpush trigger1 = time >= 0 value = 1 [state 500,4] type = nothitby trigger1 = 1 value = SCA, AA, AP, AT, NA, NP, NT, SA, SP, ST, HA, HP, HT time = -1 ignorehitpause = 1 [State 1811] type = HitOverride trigger1 = Time >= 0 attr = SCA, NA, SA, HA, NP, SP, HP stateno = 10035 time = 2 [State 1881, 速度加算] ;重力 type = posset trigger1 = time = 0 y = -500 [State 1881, 速度加算] ;重力 type = velset trigger1 = time = 1 y = 11 [State 1881, 速度加算] ;重力 type = posset trigger1 = 1 trigger1 = POS Y >= 0 y = 0 [State 1881, 速度加算] ;重力 type = Velset triggerall = 1 trigger1 = FrontEdgeBodyDist <= 5 trigger1 = Random <= 50 trigger1 = POS Y >= -1 trigger2 = time >= 100 trigger2 = POS Y >= -1 trigger2 = vel X = 0 trigger2 = Random <= 500 x = -1 [State 1881, 速度加算] ;重力 type = Velset triggerall = 1 trigger1 = backEdgeBodyDist <= 5 trigger1 = Random <= 50 trigger1 = POS Y >= -1 trigger2 = time >= 100 trigger2 = POS Y >= -1 trigger2 = vel X = 0 trigger2 = Random >= 500 x = 1 [State 3040, 7] type = EnvShake trigger1 = Time = 0 time = 10 ampl = -10 freq = 95 phase = 95 [State 1060, 2] type = Projectile trigger1 = time%5 = 0 projanim = anim projremovetime = 10 projremove = 10 attr = C, HA damage = 2, 1 animtype = Medium hitflag = MAFD guardflag = HA pausetime = 0,0 sparkno = -1 guard.sparkno = -1 hitsound = s1030,0 guardsound = 6,0 ground.type = High ground.slidetime = 200 ground.hittime = 200 ground.velocity = 0 air.velocity = 0,-3 down.velocity = 0,-3 fall.recover = 0 air.fall = 1 fall = 0 yaccel = .52 palfx.time = 200 palfx.add = -100,0,130 palfx.sinadd = 110,110,110,10 palfx.invertall = 1 palfx.color = 0 [State 2000, 2] type = Helper trigger1 = time%100 = 0 && time > 100 id = 10037 name = "Lightning Ball" pos = 0,0 stateno = 10036 helpertype = normal keyctrl = 0 ownpal = 0 supermovetime = 0 pausemovetime = 99999 size.xscale = 1 size.yscale = 1 [State 3040, 7] type = EnvShake trigger1 = Time = 2110 time = 10 ampl = -10 freq = 95 phase = 95 [State 3040, 7] type = BGPalfx trigger1 = Time >= 2110 time = 3 add = (256-(time)*256/30)*(-1), (256-(time)*256/30)*(-1), (256-(time)*256/30)*(-1) under = 2 [State 2120, このヘルパーを消す] type = DestroySelf trigger1 = Time = 2111 trigger2 = roundstate = 3 ;------------------------------------------------------------------------------- ;Lightning Ball [Statedef 10036] type = A movetype = A physics = N ctrl = 0 anim = 10036 SprPriority = 9 [State 1100, 音を鳴らす] type = PlaySnd trigger1 = time = 1 value = 1030, 2 volume = 999999 [State 10032, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State 1000, 移動速度] type = posSet trigger1 = time = 0 y = 0 - ceil(random%222) [State 1000, 移動速度] type = VelSet trigger1 = time = 1 trigger1 = p2dist x <=0 x = -5 [State 1000, 移動速度] type = VelSet trigger1 = time = 1 trigger1 = p2dist x >=0 x = 5 [State 1000, 移動速度] type = VelSet trigger1 = time >= 2 trigger1 = vel y = 0 trigger1 = p2dist x = [-10,10] trigger1 = p2dist y >= 1 x = 0 y = 5 [State 1000, 移動速度] type = VelSet trigger1 = time >= 2 trigger1 = vel y = 0 trigger1 = p2dist x = [-10,10] trigger1 = p2dist y <= 0 x = 0 y = -5 [State 1060, 2] type = projectile trigger1 = 1 attr = C, HP projanim = anim projremovetime = 10 projremove = 10 damage = 5, 1 animtype = Medium hitflag = MAFDP guardflag = pausetime = 0,0 sparkno = -1 guard.sparkno = -1 hitsound = s1030,1 guardsound = 6,0 ground.type = High ground.slidetime = 200 ground.hittime = 200 ground.velocity = 0 air.velocity = 0,0 down.velocity = 0,0 fall.recover = 0 air.fall = 1 fall = 1 yaccel = .52 palfx.time = 40 palfx.add = -100,0,130 palfx.sinadd = 110,110,110,10 palfx.invertall = 1 palfx.color = 0 [State 1820, このヘルパーを消す] type = DestroySelf trigger1 = time = 100