[Data] life = 1000 attack = 100 defence = 100 power = 3000 fall.defence_up = 100 liedown.time = 60 airjuggle = 15 sparkno = -1 guard.sparkno = -1 KO.echo = 0 volume = 0 IntPersistIndex = 60 FloatPersistIndex = 40 [Size] xscale = 1 ;Horizontal scaling factor. yscale = 1 ;Vertical scaling factor. ground.back = 20 ;Player width (back, ground) ground.front = 20 ;Player width (front, ground) air.back = 20 ;Player width (back, air) air.front = 20 ;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 = 0,0 ;Player drawing offset in pixels (x, y) [Velocity] walk.fwd = 4 ;Walk forward walk.back = -4 ;Walk backward run.fwd = 6, 0 ;Run forward (x, y) run.back = -6,0 ;Hop backward (x, y) jump.neu = 0,-10 ;Neutral jumping velocity (x, y) jump.back = -5,-10 ;Jump back Speed (x, y) jump.fwd = 5,-10 ;Jump forward Speed (x, y) runjump.back = -6,-8 ;Running jump speeds (opt) runjump.fwd = 6,-8 ;. airjump.neu = 0,-8 ;. airjump.back = -4, -8 ;Air jump speeds (opt) airjump.fwd = 4,-8 ;. [Movement] airjump.num = 1 ;Number of air jumps allowed (opt) airjump.height = 35 ;Minimum distance from ground before you can air jump (opt) yaccel = .44 ;Vertical acceleration stand.friction = .85 ;Friction coefficient when standing crouch.friction = .82 ;Friction coefficient when crouching ;--------------------------------------------------------------------------- ; Lose by Time Over [Statedef 170] type = S ctrl = 0 anim = 170 velset = 0,0 [State 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;--------------------------------------------------------------------------- ; Win pose 1 [Statedef 180] type = S ctrl = 0 velset = 0,0 anim = 180+(var(7)*10000) [state 0] type = playsnd trigger1 = time = 20 value = S0,17 [state 0] type = changeanim trigger1 = time = 240 value = 181+(var(7)*10000) [state 0] type = assertspecial triggerall = time <= 300 trigger1 = 1 flag = roundnotover [State 0] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;--------------------------------------------------------------------------- ; Introduction [Statedef 190] type = S ctrl = 0 anim = 190 velset = 0,0 anim = 190 [state 0] type = assertspecial trigger1 = 1 flag = intro [state 0] type = playsnd trigger1 = time = 30 value = S0,16 channel = 1 [state 0] type = changeanim trigger1 = time = 30 value = 191 [state 0] type = changeanim trigger1 = time = 80 value = 190 [state 0] type = changeanim trigger1 = time = 120 value = 191 [state 0] type = changeanim trigger1 = time = 170 value = 190 [State 0] type = ChangeState trigger1 = Time = 200 value = 0 ;--------------------------------------------------------------------------- [StateDef 6005] type = A physics = N ctrl = 1 velset = 0,0 anim = 6005+(var(7)*1000) [state 0] type = velset trigger1 = time = 0 x = 15 y = 0 [state 0] type = velset trigger1 = animtime = 0 x = 2 y = 0 [State 0] type = AssertSpecial trigger1 = 1 flag = NoWalk [state 0] type = playsnd trigger1 = time = 0 value = S1,4 [State 0] type = Explod trigger1 = time = 0 anim = 6002 pos = -10,8 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.2,0.2 [State 0] type = ChangeState trigger1 = animtime = 0 value = 50 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 6006] type = A physics = N ctrl = 1 velset = 0,0 anim = 6006+(var(7)*1000) [state 0] type = velset trigger1 = time = 0 x = -15 y = 0 [state 0] type = velset trigger1 = animtime = 0 x = -2 y = 0 [State 0] type = AssertSpecial trigger1 = 1 flag = NoWalk [state 0] type = playsnd trigger1 = time = 0 value = S1,4 [State 0] type = Explod trigger1 = time = 0 anim = 6002 pos = 0,8 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.2,0.2 facing = -1 [State 0] type = ChangeState trigger1 = animtime = 0 value = 50 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 6007] type = A movetype= A physics = N ctrl = 0 poweradd = 0 velset = 0,0 anim = 6007 [state 0] type = velset trigger1 = animelem = 2 x = 40 [state 0] type = velset trigger1 = animelem = 3 x = 0 [state 0] type = playsnd trigger1 = time = 0 value = S1,5 [state 0] type = playsnd trigger1 = animelem = 3 value = S1,6 [State 0] type = Explod trigger1 = time = 0 anim = 6008 pos = 0,-35 postype = p1 ;p2,front,back,left,right removetime = -2 sprpriority = 5 scale = 0.35,0.35 [State 0] type = Explod trigger1 = animelem = 3 anim = 6009 pos = 0,-35 postype = p1 ;p2,front,back,left,right removetime = -2 sprpriority = 5 scale = 0.35,0.35 [State 0] type = ChangeState triggerall = pos y = 0 trigger1 = AnimTime = 0 value = 0 ctrl = 1 [State 0] type = ChangeState triggerall = pos y != 0 trigger1 = AnimTime = 0 value = 50 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 6008] type = A movetype= A physics = N ctrl = 0 poweradd = 0 velset = 0,0 anim = 6007 [state 0] type = velset trigger1 = animelem = 2 x = -40 [state 0] type = velset trigger1 = animelem = 3 x = 0 [state 0] type = playsnd trigger1 = time = 0 value = S1,5 [state 0] type = playsnd trigger1 = animelem = 3 value = S1,6 [State 0] type = Explod trigger1 = time = 0 anim = 6008 pos = 0,-35 postype = p1 ;p2,front,back,left,right removetime = -2 sprpriority = 5 scale = 0.35,0.35 [State 0] type = Explod trigger1 = animelem = 3 anim = 6009 pos = 0,-35 postype = p1 ;p2,front,back,left,right removetime = -2 sprpriority = 5 scale = 0.35,0.35 [State 0] type = ChangeState triggerall = pos y = 0 trigger1 = AnimTime = 0 value = 0 ctrl = 1 [State 0] type = ChangeState triggerall = pos y != 0 trigger1 = AnimTime = 0 value = 50 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 6010] type = S physics = S velset = 0,0 ctrl = 0 anim = 6010+var(7)*1000 [state 0] type = poweradd triggerall = time > 20 trigger1 = 1 value = 10 [state 0] type = envshake triggerall = time >= 20 trigger1 = timemod = 5,0 ampl = 5 time = 5 [state 0] type = playsnd trigger1 = time = 0 value = S1,10 [state 0] type = playsnd trigger1 = time = 20 value = S0,1 channel = 2 [state 0] type = playsnd trigger1 = time = 20 value = S1,7 [state 0] type = playsnd triggerall = time >= 20 trigger1 = timemod = 23,0 value = S1,8 [State 0] type = Explod trigger1 = time = 20 anim = 6013+var(7)*1000 id = 6010 pos = 0,0 postype = p1 ;p2,front,back,left,right removetime = -1 ontop = 0 scale = 0.55,0.5 ownpal = 1 bindtime = -1 [State 0] type = Explod triggerall = var(7) = 1 trigger1 = time = 20 anim = 7011 id = 6010 pos = 0,-10 postype = p1 ;p2,front,back,left,right removetime = -1 ontop = 0 scale = 0.4,0.4 ownpal = 0 bindtime = -1 [State 0] type = Explod trigger1 = time = 20 anim = 6012+var(7)*1000 id = 6010 pos = 0,0 postype = p1 ;p2,front,back,left,right removetime = -1 ontop = 1 scale = 0.7,0.7 ownpal = 1 bindtime = -1 [State 0] type = Explod triggerall = time >= 20 trigger1 = timemod = 15,0 anim = 6011 pos = 0,15 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.75,1 [State 0] type = Explod triggerall = time >= 20 trigger1 = timemod = 15,0 anim = 6011 pos = 0,15 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.75,1 facing = -1 [State 0] type = Explod trigger1 = time = 20 anim = 6018 pos = 0,-40 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 1,1 ownpal = 1 [State 0] type = ChangeState triggerall = var(10) = 0 triggerall = time >= 20 trigger1 = Command != "holds" value = 6014 ctrl = 0 [State 0] type = ChangeState triggerall = var(10) = 1 trigger1 = time = 120 value = 6014 ctrl = 0 ;--------------------------------------------------------------------------- [StateDef 6014] type = S physics = S velset = 0,0 ctrl = 0 anim = 6014+var(7)*1000 [state 0] type = envshake trigger1 = time = 0 ampl = 10 time = 10 [state 0] type = playsnd trigger1 = time = 0 value = S0,2 [state 0] type = playsnd trigger1 = time = 0 value = S1,9 [State 0] type = Explod trigger1 = time = 0 anim = 6018 pos = 0,-40 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 1,1 ownpal = 1 [State 0] type = ChangeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 6020] type = S movetype= A physics = S ctrl = 0 poweradd = 100 velset = 2,0 anim = 6020+var(7)*1000 [state 0] type = envshake trigger1 = movecontact = 1 ampl = 2 time = 5 [state 0] type = playsnd trigger1 = animelem = 2 value = S1,11+(random%2) [State 0] type = Explod trigger1 = animelem = 2 anim = 6019 pos = 35,-61 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.4,0.5 ownpal = 1 [State 0] type = HitDef trigger1 = movecontact = 0 damage = 25,10 attr = S, NA hitflag = MAF guardflag = MAF hitsound = S1,13+(random%2) guardsound = S1,15 pausetime = 0,5 ground.slidetime = 0 ground.hittime = 15 air.hittime = 15 ground.velocity = -2 air.velocity = -1,-2 getpower = 25 [State 0] type = Explod trigger1 = movehit = 1 anim = 6015 pos = 50,-61 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.75,0.75 ownpal = 1 [State 0] type = Explod trigger1 = movehit = 0 trigger1 = movecontact = 1 anim = 6016 pos = 50,-61 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.5,0.5 ownpal = 1 [State 0] type = ChangeState triggerall = var(10) = 1 trigger1 = movecontact && Time = 15 value = 6025 ctrl = 0 [State 0] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 6025] type = S movetype= A physics = S ctrl = 0 poweradd = 100 velset = 2,0 anim = 6025+var(7)*1000 [state 0] type = envshake trigger1 = movecontact = 1 ampl = 2 time = 5 [state 0] type = playsnd trigger1 = animelem = 2 value = S1,11+(random%2) [State 0] type = Explod trigger1 = animelem = 2 anim = 6019 pos = 38,-61 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.4,0.5 ownpal = 1 [State 0] type = HitDef trigger1 = movecontact = 0 damage = 25,10 attr = S, NA hitflag = MAF guardflag = MAF hitsound = S1,13+(random%2) guardsound = S1,15 pausetime = 0,5 ground.slidetime = 0 ground.hittime = 15 air.hittime = 15 ground.velocity = -2 air.velocity = -1,-2 getpower = 25 [State 0] type = Explod trigger1 = movehit = 1 anim = 6015 pos = 50,-61 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.75,0.75 ownpal = 1 [State 0] type = Explod trigger1 = movehit = 0 trigger1 = movecontact = 1 anim = 6016 pos = 50,-61 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.5,0.5 ownpal = 1 [State 0] type = ChangeState triggerall = var(10) = 1 trigger1 = movecontact && Time = 15 value = 6030 ctrl = 0 [State 0] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 6030] type = S movetype= A physics = S ctrl = 0 poweradd = 100 velset = 2,0 anim = 6030+var(7)*1000 [state 0] type = envshake trigger1 = movecontact = 1 ampl = 5 time = 15 [state 0] type = playsnd trigger1 = animelem = 3 value = S0,3 [state 0] type = playsnd trigger1 = animelem = 3 value = S1,11+(random%2) [State 0] type = Explod trigger1 = animelem = 2 anim = 6146 pos = 5,-35 postype = p1 ;p2,front,back,left,right removetime = 10 removeongethit = 1 bindtime = -1 ontop = 1 scale = 0.75,0.75 ownpal = 1 [State 0] type = HitDef trigger1 = movecontact = 0 damage = 25,10 attr = S, NA hitflag = MAF guardflag = MAF hitsound = S1,16+(random%2) guardsound = S1,15 pausetime = 0,5 ground.slidetime = 0 ground.hittime = 15 air.hittime = 15 ground.velocity = -8,-6 air.velocity = -4,-2 getpower = 25 fall = 1 [State 0] type = Explod trigger1 = movehit = 1 anim = 6017 pos = 45,-30 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 1,1 ownpal = 1 [State 0] type = Explod trigger1 = movehit = 0 trigger1 = movecontact = 1 anim = 6016 pos = 45,-30 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.5,0.5 ownpal = 1 [State 0] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 6040] type = S movetype= A physics = S ctrl = 0 poweradd = 100 velset = 2,0 anim = 6040+var(7)*1000 [state 0] type = envshake trigger1 = movecontact = 1 ampl = 2 time = 5 [state 0] type = playsnd trigger1 = animelem = 2 value = S1,11+(random%2) [State 0] type = Explod trigger1 = animelem = 2 anim = 6019 pos = 38,-61 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.4,0.5 ownpal = 1 [State 0] type = HitDef trigger1 = movecontact = 0 damage = 25,10 attr = S, NA hitflag = MAF guardflag = MAF hitsound = S1,13+(random%2) guardsound = S1,15 pausetime = 0,5 ground.slidetime = 0 ground.hittime = 15 air.hittime = 15 ground.velocity = -2 air.velocity = -1,-2 getpower = 25 [State 0] type = Explod trigger1 = movehit = 1 anim = 6015 pos = 50,-61 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.75,0.75 ownpal = 1 [State 0] type = Explod trigger1 = movehit = 0 trigger1 = movecontact = 1 anim = 6016 pos = 50,-61 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.5,0.5 ownpal = 1 [State 0] type = ChangeState triggerall = var(10) = 1 trigger1 = movecontact && Time = 15 value = 6045 ctrl = 0 [State 0] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 6045] type = S movetype= A physics = S ctrl = 0 poweradd = 100 velset = 2,0 anim = 6045+var(7)*1000 [state 0] type = envshake trigger1 = movecontact = 1 ampl = 2 time = 5 [state 0] type = playsnd trigger1 = animelem = 2 value = S1,11+(random%2) [State 0] type = Explod trigger1 = animelem = 2 anim = 6019 pos = 32,-53 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.6,0.7 ownpal = 1 [State 0] type = HitDef trigger1 = movecontact = 0 damage = 25,10 attr = S, NA hitflag = MAF guardflag = MAF hitsound = S1,13+(random%2) guardsound = S1,15 pausetime = 0,5 ground.slidetime = 0 ground.hittime = 15 air.hittime = 15 ground.velocity = -2 air.velocity = -1,-2 getpower = 25 [State 0] type = Explod trigger1 = movehit = 1 anim = 6015 pos = 55,-53 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.75,0.75 ownpal = 1 [State 0] type = Explod trigger1 = movehit = 0 trigger1 = movecontact = 1 anim = 6016 pos = 55,-53 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.5,0.5 ownpal = 1 [State 0] type = ChangeState triggerall = var(10) = 1 trigger1 = movecontact && Time = 15 value = 6050 ctrl = 0 [State 0] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 6050] type = S movetype= A physics = S ctrl = 0 poweradd = 100 velset = 2,0 anim = 6050+var(7)*1000 [state 0] type = envshake trigger1 = movecontact = 1 ampl = 5 time = 15 [state 0] type = playsnd trigger1 = animelem = 2 value = S0,4 [state 0] type = playsnd trigger1 = animelem = 2 value = S1,11+(random%2) [State 0] type = Helper trigger1 = animelem = 2 helpertype = normal name = "Effect" ID = 6051 stateno = 6051 pos = 28,-40 postype = p1 ownpal = 1 [State 0] type = HitDef trigger1 = movecontact = 0 damage = 25,10 attr = S, NA hitflag = MAF guardflag = MAF hitsound = S1,16+(random%2) guardsound = S1,15 pausetime = 0,5 ground.slidetime = 0 ground.hittime = 15 air.hittime = 15 ground.velocity = -2,-12 air.velocity = -1,-2 getpower = 25 fall = 1 [State 0] type = Explod trigger1 = movehit = 1 anim = 6017 pos = 40,-55 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 1,1 ownpal = 1 [State 0] type = Explod trigger1 = movehit = 0 trigger1 = movecontact = 1 anim = 6016 pos = 40,-55 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.5,0.5 ownpal = 1 [State 0] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 6051] type = S physics = S ctrl = 0 anim = 6019 sprpriority = 5 [state 0] type = bindtoroot trigger1 = 1 pos = 28,-40 [State 0] type = AngleDraw trigger1 = 1 scale = 0.5,1 [State 0] type = Angleset trigger1 = 1 value = 60 [State 0] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0] type = Destroyself trigger1 = Time = 2 ;--------------------------------------------------------------------------- [StateDef 6060] type = S movetype= A physics = S ctrl = 0 poweradd = 100 velset = 2,0 anim = 6060+var(7)*1000 [state 0] type = envshake trigger1 = movecontact = 1 ampl = 2 time = 5 [state 0] type = playsnd trigger1 = animelem = 2 value = S1,11+(random%2) [State 0] type = Helper trigger1 = animelem = 2 helpertype = normal name = "Effect" ID = 6061 stateno = 6061 pos = 28,-50 postype = p1 ownpal = 1 [State 0] type = HitDef trigger1 = movecontact = 0 damage = 25,10 attr = S, NA hitflag = MAF guardflag = MAF hitsound = S1,13+(random%2) guardsound = S1,15 pausetime = 0,5 ground.slidetime = 0 ground.hittime = 15 air.hittime = 15 ground.velocity = -2 air.velocity = -1,-2 getpower = 25 [State 0] type = Explod trigger1 = movehit = 1 anim = 6015 pos = 50,-65 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.75,0.75 ownpal = 1 [State 0] type = Explod trigger1 = movehit = 0 trigger1 = movecontact = 1 anim = 6016 pos = 50,-65 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.5,0.5 ownpal = 1 [State 0] type = ChangeState triggerall = var(10) = 1 trigger1 = movecontact && Time = 15 value = 6065 ctrl = 0 [State 0] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 6061] type = S physics = S ctrl = 0 anim = 6019 sprpriority = 5 [state 0] type = bindtoroot trigger1 = 1 pos = 28,-50 [State 0] type = AngleDraw trigger1 = 1 scale = 0.6,0.6 [State 0] type = Angleset trigger1 = 1 value = 35 [State 0] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0] type = Destroyself trigger1 = Time = 2 ;--------------------------------------------------------------------------- [StateDef 6065] type = S movetype= A physics = S ctrl = 0 poweradd = 100 velset = 2,0 anim = 6065+var(7)*1000 [state 0] type = envshake trigger1 = movecontact = 1 ampl = 2 time = 5 [state 0] type = playsnd trigger1 = animelem = 2 value = S1,11+(random%2) [State 0] type = Explod trigger1 = animelem = 2 anim = 6019 pos = 32,-53 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.6,0.7 ownpal = 1 [State 0] type = HitDef trigger1 = movecontact = 0 damage = 25,10 attr = S, NA hitflag = MAF guardflag = MAF hitsound = S1,13+(random%2) guardsound = S1,15 pausetime = 0,5 ground.slidetime = 0 ground.hittime = 15 air.hittime = 15 ground.velocity = -2 air.velocity = -1,-2 getpower = 25 [State 0] type = Explod trigger1 = movehit = 1 anim = 6015 pos = 55,-53 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.75,0.75 ownpal = 1 [State 0] type = Explod trigger1 = movehit = 0 trigger1 = movecontact = 1 anim = 6016 pos = 55,-53 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.5,0.5 ownpal = 1 [State 0] type = ChangeState triggerall = var(10) = 1 trigger1 = movecontact && Time = 15 value = 6070 ctrl = 0 [State 0] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 6070] type = S movetype= A physics = S ctrl = 0 poweradd = 100 velset = 2,0 anim = 6070+var(7)*1000 [state 0] type = envshake trigger1 = movecontact = 1 ampl = 5 time = 15 [state 0] type = playsnd trigger1 = animelem = 3 value = S0,5 [state 0] type = playsnd trigger1 = animelem = 3 value = S1,11+(random%2) [State 0] type = Explod trigger1 = animelem = 3 anim = 6019 pos = 20,-53 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.6,0.7 ownpal = 1 [State 0] type = HitDef trigger1 = movecontact = 0 damage = 25,10 attr = S, NA hitflag = MAF guardflag = MAF hitsound = S1,16+(random%2) guardsound = S1,15 pausetime = 0,5 ground.slidetime = 25 ground.hittime = 25 air.hittime = 15 ground.velocity = -20 air.velocity = -1,-2 getpower = 25 [State 0] type = Explod trigger1 = movehit = 1 anim = 6017 pos = 44,-55 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.75,0.75 ownpal = 1 [State 0] type = Explod trigger1 = movehit = 0 trigger1 = movecontact = 1 anim = 6016 pos = 44,-55 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.5,0.5 ownpal = 1 [State 0] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 6080] type = S movetype= A physics = S ctrl = 0 poweradd = 100 velset = 2,0 anim = 6080 [state 0] type = envshake trigger1 = movecontact = 1 ampl = 2 time = 5 [state 0] type = playsnd trigger1 = animelem = 2 value = S1,11+(random%2) [State 0] type = Explod trigger1 = animelem = 2 anim = 6019 pos = 32,-53 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.6,0.7 ownpal = 1 [State 0] type = HitDef trigger1 = movecontact = 0 damage = 25,10 attr = S, NA hitflag = MAF guardflag = MAF hitsound = S1,13+(random%2) guardsound = S1,15 pausetime = 0,5 ground.slidetime = 0 ground.hittime = 15 air.hittime = 15 ground.velocity = -2 air.velocity = -1,-2 getpower = 25 [State 0] type = Explod trigger1 = movehit = 1 anim = 6015 pos = 55,-53 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.75,0.75 ownpal = 1 [State 0] type = Explod trigger1 = movehit = 0 trigger1 = movecontact = 1 anim = 6016 pos = 55,-53 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.5,0.5 ownpal = 1 [State 0] type = ChangeState triggerall = var(10) = 1 trigger1 = movecontact && Time = 15 value = 6085 ctrl = 0 [State 0] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 6085] type = S movetype= A physics = S ctrl = 0 poweradd = 100 velset = 2,0 anim = 6085 [state 0] type = envshake trigger1 = movecontact = 1 ampl = 5 time = 15 [state 0] type = playsnd trigger1 = animelem = 2 value = S1,11+(random%2) [State 0] type = Helper trigger1 = animelem = 2 helpertype = normal name = "Effect" ID = 6086 stateno = 6086 pos = 16,-60 postype = p1 ownpal = 1 [State 0] type = HitDef trigger1 = movecontact = 0 damage = 25,10 attr = S, NA hitflag = MAF guardflag = MAF hitsound = S1,16+(random%2) guardsound = S1,15 pausetime = 0,5 ground.slidetime = 0 ground.hittime = 15 air.hittime = 15 ground.velocity = -2,-10 air.velocity = -1,-2 getpower = 25 fall = 1 [State 0] type = Explod trigger1 = movehit = 1 anim = 6017 pos = 35,-88 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 1,1 ownpal = 1 [State 0] type = Explod trigger1 = movehit = 0 trigger1 = movecontact = 1 anim = 6016 pos = 35,-88 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.5,0.5 ownpal = 1 [State 0] type = ChangeState triggerall = var(10) = 1 trigger1 = movecontact && Time = 15 value = 6090 ctrl = 0 [State 0] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 6086] type = S physics = S ctrl = 0 anim = 6019 sprpriority = 5 [state 0] type = bindtoroot trigger1 = 1 pos = 16,-60 [State 0] type = AngleDraw trigger1 = 1 scale = 0.8,0.6 [State 0] type = Angleset trigger1 = 1 value = 60 [State 0] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0] type = Destroyself trigger1 = Time = 2 ;--------------------------------------------------------------------------- [StateDef 6090] type = A movetype= A physics = S ctrl = 0 poweradd = 100 velset = 2,0 anim = 6090 [state 0] type = posadd trigger1 = animelem = 2 x = 50 y = -150 [state 0] type = velset trigger1 = movecontact = 1 x = -2 y = -4 [state 0] type = envshake trigger1 = movecontact = 1 ampl = 5 time = 15 [state 0] type = playsnd trigger1 = time = 0 value = S1,5 [state 0] type = playsnd trigger1 = animelem = 2 value = S1,6 [state 0] type = playsnd trigger1 = animelem = 4 value = S0,6 [state 0] type = playsnd trigger1 = animelem = 4 value = S1,11+(random%2) [State 0] type = Explod trigger1 = time = 0 anim = 6091 pos = 0,-40 postype = p1 ;p2,front,back,left,right removetime = -2 sprpriority = 5 scale = 0.35,0.35 [State 0] type = Explod trigger1 = animelem = 2 anim = 6092 pos = 0,-40 postype = p1 ;p2,front,back,left,right removetime = -2 sprpriority = 5 scale = 0.35,0.35 [State 0] type = Helper trigger1 = animelem = 4 helpertype = normal name = "Effect" ID = 6091 stateno = 6091 pos = 28,-22 postype = p1 ownpal = 1 [State 0] type = HitDef trigger1 = movecontact = 0 damage = 25,10 attr = S, NA hitflag = MAF guardflag = MAF hitsound = S1,16+(random%2) guardsound = S1,15 pausetime = 0,5 ground.slidetime = 0 ground.hittime = 15 air.hittime = 15 ground.velocity = -2,10 air.velocity = -2,10 getpower = 25 fall = 1 [State 0] type = Explod trigger1 = movehit = 1 anim = 6017 pos = 15,-5 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 1,1 ownpal = 1 [State 0] type = Explod trigger1 = movehit = 0 trigger1 = movecontact = 1 anim = 6016 pos = 15,-5 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.5,0.5 ownpal = 1 [State 0] type = ChangeState trigger1 = AnimTime = 0 value = 50 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 6091] type = S physics = S ctrl = 0 anim = 6019 sprpriority = 5 [state 0] type = bindtoroot trigger1 = 1 pos = 28,-22 [State 0] type = AngleDraw trigger1 = 1 scale = 0.75,0.5 [State 0] type = Angleset trigger1 = 1 value = 60 [State 0] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0] type = Destroyself trigger1 = Time = 2 ;--------------------------------------------------------------------------- [StateDef 6100] type = A movetype= A physics = A ctrl = 0 poweradd = 100 anim = 6100+(var(7)*1000) [state 0] type = velset trigger1 = movecontact = 1 x = -2 y = -4 [state 0] type = envshake trigger1 = movecontact = 1 ampl = 5 time = 15 [state 0] type = playsnd trigger1 = animelem = 2 value = S0,5 [state 0] type = playsnd trigger1 = animelem = 2 value = S1,11+(random%2) [State 0] type = HitDef trigger1 = movecontact = 0 damage = 50,20 attr = S, NA hitflag = MAF guardflag = MAF hitsound = S1,16+(random%2) guardsound = S1,15 pausetime = 0,5 ground.slidetime = 0 ground.hittime = 15 air.hittime = 15 ground.velocity = -2,10 air.velocity = -2,10 getpower = 25 fall = 1 [State 0] type = Explod trigger1 = movehit = 1 anim = 6017 pos = 15,-5 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 1,1 ownpal = 1 [State 0] type = Explod trigger1 = movehit = 0 trigger1 = movecontact = 1 anim = 6016 pos = 15,-5 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.5,0.5 ownpal = 1 [State 0] type = ChangeState trigger1 = AnimTime = 0 value = 50 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 6105] type = A movetype= A physics = A ctrl = 0 poweradd = 100 anim = 6105+(var(7)*1000) [state 0] type = velset trigger1 = movecontact = 1 x = -2 y = -4 [state 0] type = envshake trigger1 = movecontact = 1 ampl = 5 time = 15 [state 0] type = playsnd trigger1 = animelem = 2 value = S0,6 [state 0] type = playsnd trigger1 = animelem = 2 value = S1,11+(random%2) [State 0] type = HitDef trigger1 = movecontact = 0 damage = 50,20 attr = S, NA hitflag = MAF guardflag = MAF hitsound = S1,16+(random%2) guardsound = S1,15 pausetime = 0,5 ground.slidetime = 0 ground.hittime = 15 air.hittime = 15 ground.velocity = -10,10 air.velocity = -10,10 getpower = 25 fall = 1 [State 0] type = Explod trigger1 = movehit = 1 anim = 6017 pos = 35,10 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 1,1 ownpal = 1 [State 0] type = Explod trigger1 = movehit = 0 trigger1 = movecontact = 1 anim = 6016 pos = 35,10 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.5,0.5 ownpal = 1 [State 0] type = ChangeState trigger1 = AnimTime = 0 value = 50 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 6110] type = S movetype= A physics = S ctrl = 0 poweradd = -100 velset = 0,0 anim = 6110+(var(7)*1000) [state 0] type = playsnd trigger1 = animelem = 2 value = S1,18 [State 0] type = Explod trigger1 = animelem = 2 anim = 6111+var(7)*1000 pos = 35,-60 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.75,0.75 [State 0] type = Helper trigger1 = animelem = 2 helpertype = normal name = "Effect" ID = 6112 stateno = 6112 pos = 35,-60 postype = p1 ownpal = 1 [State 0] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 6112] type = S movetype= A physics = N ctrl = 0 sprpriority = 5 anim = 6112+(root,var(7)*1000) [state 0] type = angledraw trigger1 = 1 scale = 0.25,0.25 [State 0] type = AngleAdd trigger1 = 1 value = -40 [state 0] type = velset trigger1 = time = 0 x = 15 y = 0+(random%2)-(random%2) [state 0] type = envshake trigger1 = movecontact = 1 ampl = 2 time = 5 [State 0] type = HitDef trigger1 = movecontact = 0 damage = 15,5 attr = S, NA hitflag = MAF guardflag = MAF hitsound = S1,19 guardsound = S1,19 pausetime = 0,5 ground.slidetime = 0 ground.hittime = 10 air.hittime = 10 ground.velocity = -2 air.velocity = -2 getpower = 0 [State 0] type = Explod trigger1 = movecontact = 1 trigger2 = time = 50 anim = 6113 pos = 0,0 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.75,0.75 [State 0] type = Destroyself trigger1 = movecontact = 1 trigger2 = time = 50 ;--------------------------------------------------------------------------- [StateDef 6120] type = S movetype= A physics = S ctrl = 0 poweradd = 0 velset = 2,0 anim = 6120+var(7)*1000 [state 0] type = envshake trigger1 = movecontact = 1 ampl = 5 time = 15 [state 0] type = playsnd trigger1 = animelem = 2 value = S0,3 [state 0] type = playsnd trigger1 = animelem = 2 value = S1,11+(random%2) [State 0] type = Helper trigger1 = animelem = 2 helpertype = normal name = "Effect" ID = 6051 stateno = 6051 pos = 28,-40 postype = p1 ownpal = 1 [State 0] type = HitDef trigger1 = movecontact = 0 damage = 50,20 attr = S, NA hitflag = MAF guardflag = MAF hitsound = S1,16+(random%2) guardsound = S1,15 pausetime = 0,5 ground.slidetime = 0 ground.hittime = 15 air.hittime = 15 ground.velocity = -2,-8 air.velocity = -2,-4 getpower = 0 fall = 1 [State 0] type = Explod trigger1 = movehit = 1 anim = 6017 pos = 40,-55 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 1,1 ownpal = 1 [State 0] type = Explod trigger1 = movehit = 0 trigger1 = movecontact = 1 anim = 6016 pos = 40,-55 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.5,0.5 ownpal = 1 [State 0] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 6125] type = S movetype= A physics = S ctrl = 0 poweradd = 0 velset = 5,0 anim = 6125+var(7)*1000 [state 0] type = envshake trigger1 = movecontact = 1 ampl = 5 time = 15 [state 0] type = playsnd trigger1 = animelem = 3 value = S0,3 [state 0] type = playsnd trigger1 = animelem = 3 value = S1,11+(random%2) [State 0] type = Explod trigger1 = animelem = 3 anim = 6019 pos = 20,-53 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.6,0.7 ownpal = 1 [State 0] type = HitDef trigger1 = movecontact = 0 damage = 50,20 attr = S, NA hitflag = MAF guardflag = MAF hitsound = S1,16+(random%2) guardsound = S1,15 pausetime = 0,5 ground.slidetime = 0 ground.hittime = 15 air.hittime = 15 ground.velocity = -6,-2 air.velocity = -6,-2 getpower = 0 fall = 1 [State 0] type = Explod trigger1 = movehit = 1 anim = 6017 pos = 44,-55 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.75,0.75 ownpal = 1 [State 0] type = Explod trigger1 = movehit = 0 trigger1 = movecontact = 1 anim = 6016 pos = 44,-55 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.5,0.5 ownpal = 1 [State 0] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 6130] type = S movetype= A physics = N ctrl = 0 poweradd = 0 velset = 2,0 anim = 6130+var(7)*1000 [state 0] type = envshake trigger1 = movecontact = 1 ampl = 5 time = 15 [state 0] type = playsnd trigger1 = time = 0 value = S0,7 [state 0] type = playsnd trigger1 = animelem = 2 trigger2 = animelem = 4 trigger3 = animelem = 6 trigger4 = animelem = 8 trigger5 = animelem = 11 value = S1,11+(random%2) [State 0] type = Explod trigger1 = animelem = 10 anim = 6146 pos = 5,-35 postype = p1 ;p2,front,back,left,right removetime = 10 removeongethit = 1 bindtime = -1 ontop = 1 scale = 0.75,0.75 ownpal = 1 [State 0] type = Explod trigger1 = animelem = 2 trigger2 = animelem = 6 anim = 6019 pos = 35,-61 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.4,0.5 ownpal = 1 [State 0] type = Explod trigger1 = animelem = 4 trigger2 = animelem = 8 anim = 6019 pos = 38,-61 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.4,0.5 ownpal = 1 [State 0] type = HitDef triggerall = time < 30 trigger1 = animelem = 2 trigger2 = animelem = 4 trigger3 = animelem = 6 trigger4 = animelem = 8 damage = 10,5 attr = S, NA hitflag = MAF guardflag = MAF hitsound = S1,13+(random%2) guardsound = S1,15 pausetime = 0,10 ground.slidetime = 0 ground.hittime = 15 air.hittime = 15 ground.velocity = -2 air.velocity = -2,-2 getpower = 0 [State 0] type = HitDef triggerall = time >= 30 trigger1 = animelem = 11 damage = 10,5 attr = S, NA hitflag = MAF guardflag = MAF hitsound = S1,16+(random%2) guardsound = S1,15 pausetime = 0,5 ground.slidetime = 0 ground.hittime = 15 air.hittime = 15 ground.velocity = -8,-4 air.velocity = -8,-4 getpower = 0 fall = 1 [State 0] type = Explod triggerall = time < 30 trigger1 = movehit = 1 anim = 6015 pos = 50,-62+random%20-random%20 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.75,0.75 ownpal = 1 [State 0] type = Explod triggerall = time < 30 trigger1 = movehit = 0 trigger1 = movecontact = 1 anim = 6016 pos = 50,-62+random%20-random%20 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.5,0.5 ownpal = 1 [State 0] type = Explod triggerall = time >= 30 trigger1 = movehit = 1 anim = 6017 pos = 45,-30 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 1,1 ownpal = 1 [State 0] type = Explod triggerall = time >= 30 trigger1 = movehit = 0 trigger1 = movecontact = 1 anim = 6016 pos = 45,-30 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.5,0.5 ownpal = 1 [State 0] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 6135] type = S movetype= A physics = N ctrl = 0 poweradd = 0 velset = 2,0 anim = 6135+var(7)*1000 [state 0] type = envshake trigger1 = movecontact = 1 ampl = 5 time = 15 [state 0] type = playsnd trigger1 = animelem = 6 value = S0,4 [state 0] type = playsnd trigger1 = animelem = 2 trigger2 = animelem = 4 trigger3 = animelem = 6 value = S1,11+(random%2) [State 0] type = Helper trigger1 = animelem = 2 helpertype = normal name = "Effect" ID = 6061 stateno = 6061 pos = 28,-50 postype = p1 ownpal = 1 [State 0] type = Explod trigger1 = animelem = 4 anim = 6019 pos = 32,-53 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.6,0.7 ownpal = 1 bindtime = -1 [State 0] type = Helper trigger1 = animelem = 6 helpertype = normal name = "Effect" ID = 6086 stateno = 6086 pos = 16,-60 postype = p1 ownpal = 1 [State 0] type = HitDef triggerall = time < 25 trigger1 = animelem = 2 trigger2 = animelem = 4 damage = 15,5 attr = S, NA hitflag = MAF guardflag = MAF hitsound = S1,13+(random%2) guardsound = S1,15 pausetime = 0,10 ground.slidetime = 0 ground.hittime = 15 air.hittime = 15 ground.velocity = -2 air.velocity = -2,-2 getpower = 0 [State 0] type = HitDef triggerall = time >= 25 trigger1 = animelem = 6 damage = 20,10 attr = S, NA hitflag = MAF guardflag = MAF hitsound = S1,16+(random%2) guardsound = S1,15 pausetime = 0,5 ground.slidetime = 0 ground.hittime = 15 air.hittime = 15 ground.velocity = -2,-10 air.velocity = -2,-4 getpower = 0 fall = 1 [State 0] type = Explod triggerall = time < 25 trigger1 = movehit = 1 anim = 6015 pos = 50,-60+random%20-random%20 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.75,0.75 ownpal = 1 [State 0] type = Explod triggerall = time < 25 trigger1 = movehit = 0 trigger1 = movecontact = 1 anim = 6016 pos = 50,-60+random%20-random%20 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.5,0.5 ownpal = 1 [State 0] type = Explod triggerall = time >= 25 trigger1 = movehit = 1 anim = 6017 pos = 35,-88 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 1,1 ownpal = 1 [State 0] type = Explod triggerall = time >= 25 trigger1 = movehit = 0 trigger1 = movecontact = 1 anim = 6016 pos = 35,-88 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.5,0.5 ownpal = 1 [State 0] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 6140] type = A movetype= A physics = S ctrl = 0 poweradd = 0 velset = 2,0 anim = 6140+var(7)*1000 [state 0] type = varset trigger1 = time = 0 v = 1 value = 1 [state 0] type = velset trigger1 = animelem = 2 x = 20 [state 0] type = envshake trigger1 = movecontact = 1 ampl = 5 time = 15 [state 0] type = playsnd trigger1 = animelem = 2 value = S0,6 [state 0] type = playsnd trigger1 = animelem = 2 value = S1,11+(random%2) [state 0] type = playsnd trigger1 = animelem = 2 value = S1,4 [State 0] type = Explod trigger1 = time = 0 anim = 6002 pos = 0,8 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.2,0.2 [State 0] type = Explod trigger1 = animelem = 2 anim = 6019 pos = 18,-50 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.4,0.6 ownpal = 1 bindtime = -1 [State 0] type = HitDef trigger1 = movecontact = 0 damage = 50,20 attr = S, NA hitflag = MAF guardflag = MAF hitsound = S1,16+(random%2) guardsound = S1,15 pausetime = 0,5 ground.slidetime = 0 ground.hittime = 25 air.hittime = 15 ground.velocity = -2 air.velocity = -2,-2 getpower = 0 [State 0] type = Explod trigger1 = movehit = 1 anim = 6017 pos = 44,-57 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.75,0.75 ownpal = 1 [State 0] type = Explod trigger1 = movehit = 0 trigger1 = movecontact = 1 anim = 6016 pos = 44,-57 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.5,0.5 ownpal = 1 [State 0] type = ChangeState triggerall = pos y = 0 trigger1 = AnimTime = 0 value = 0 ctrl = 1 [State 0] type = ChangeState triggerall = pos y != 0 trigger1 = AnimTime = 0 value = 50 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 6145] type = A movetype= A physics = N ctrl = 0 poweradd = 0 velset = 2,-3 anim = 6145+var(7)*1000 [state 0] type = varset trigger1 = time = 0 v = 2 value = 1 [state 0] type = envshake trigger1 = movecontact = 1 ampl = 5 time = 15 [state 0] type = playsnd trigger1 = time = 0 value = S0,8 [state 0] type = playsnd trigger1 = animelem = 3 trigger2 = animelem = 6 trigger3 = animelem = 9 value = S1,11+(random%2) [state 0] type = playsnd trigger1 = animelem = 2 value = S1,4 [State 0] type = Explod trigger1 = time = 0 anim = 6002 pos = 0,8 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.2,0.2 [State 0] type = Explod trigger1 = time = 0 anim = 6146 pos = 5,-35 postype = p1 ;p2,front,back,left,right removetime = 40 removeongethit = 1 bindtime = -1 ontop = 1 scale = 0.75,0.75 ownpal = 1 [State 0] type = HitDef trigger1 = animelem = 3 trigger2 = animelem = 6 damage = 15,5 attr = S, NA hitflag = MAF guardflag = MAF hitsound = S1,16+(random%2) guardsound = S1,15 pausetime = 0,5 ground.slidetime = 0 ground.hittime = 25 air.hittime = 15 ground.velocity = -2,-6 air.velocity = -2,-6 getpower = 0 fall = 1 [State 0] type = HitDef trigger1 = animelem = 9 damage = 20,10 attr = S, NA hitflag = MAF guardflag = MAF hitsound = S1,16+(random%2) guardsound = S1,15 pausetime = 0,5 ground.slidetime = 0 ground.hittime = 25 air.hittime = 15 ground.velocity = -2,-6 air.velocity = -2,-6 getpower = 0 fall = 1 [State 0] type = Explod trigger1 = movehit = 1 anim = 6017 pos = 45,-30 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 1,1 ownpal = 1 [State 0] type = Explod trigger1 = movehit = 0 trigger1 = movecontact = 1 anim = 6016 pos = 45,-30 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.5,0.5 ownpal = 1 [State 0] type = ChangeState trigger1 = AnimTime = 0 value = 50 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 6150] type = A movetype= A physics = S ctrl = 0 poweradd = 0 velset = 2,0 anim = 6150+var(7)*1000 [state 0] type = posadd trigger1 = animelem = 2 x = (p2dist x) -25 y = (p2dist y) -50 [state 0] type = velset trigger1 = movecontact = 1 x = -2 y = -4 [state 0] type = envshake trigger1 = movecontact = 1 ampl = 5 time = 15 [state 0] type = playsnd trigger1 = time = 0 value = S1,5 [state 0] type = playsnd trigger1 = animelem = 2 value = S1,6 [state 0] type = playsnd trigger1 = animelem = 4 value = S0,6 [state 0] type = playsnd trigger1 = animelem = 4 value = S1,11+(random%2) [State 0] type = Explod trigger1 = time = 0 anim = 6091 pos = 0,-40 postype = p1 ;p2,front,back,left,right removetime = -2 sprpriority = 5 scale = 0.35,0.35 [State 0] type = Explod trigger1 = animelem = 2 anim = 6092 pos = 0,-40 postype = p1 ;p2,front,back,left,right removetime = -2 sprpriority = 5 scale = 0.35,0.35 [State 0] type = Helper trigger1 = animelem = 4 helpertype = normal name = "Effect" ID = 6091 stateno = 6091 pos = 28,-22 postype = p1 ownpal = 1 [State 0] type = HitDef trigger1 = movecontact = 0 damage = 25,10 attr = S, NA hitflag = MAF guardflag = MAF hitsound = S1,16+(random%2) guardsound = S1,15 pausetime = 0,5 ground.slidetime = 0 ground.hittime = 15 air.hittime = 15 ground.velocity = -2,10 air.velocity = -2,10 getpower = 0 fall = 1 [State 0] type = Explod trigger1 = movehit = 1 anim = 6017 pos = 15,-5 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 1,1 ownpal = 1 [State 0] type = Explod trigger1 = movehit = 0 trigger1 = movecontact = 1 anim = 6016 pos = 15,-5 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.5,0.5 ownpal = 1 [State 0] type = ChangeState trigger1 = AnimTime = 0 value = 50 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 6155] type = A movetype= A physics = S ctrl = 0 poweradd = 0 velset = 2,0 anim = 6155+var(7)*1000 [state 0] type = posadd trigger1 = animelem = 2 x = (p2dist x) +25 y = (p2dist y) -0 [state 0] type = turn trigger1 = animelem = 2 [state 0] type = velset trigger1 = movecontact = 1 x = -2 y = -2 [state 0] type = envshake trigger1 = movecontact = 1 ampl = 5 time = 15 [state 0] type = playsnd trigger1 = time = 0 value = S1,5 [state 0] type = playsnd trigger1 = animelem = 2 value = S1,6 [state 0] type = playsnd trigger1 = animelem = 5 value = S0,6 [state 0] type = playsnd trigger1 = animelem = 5 value = S1,11+(random%2) [State 0] type = Explod trigger1 = time = 0 anim = 6091 pos = 0,-40 postype = p1 ;p2,front,back,left,right removetime = -2 sprpriority = 5 scale = 0.35,0.35 [State 0] type = Explod trigger1 = animelem = 2 anim = 6092 pos = 0,-40 postype = p1 ;p2,front,back,left,right removetime = -2 sprpriority = 5 scale = 0.35,0.35 [State 0] type = Explod trigger1 = animelem = 4 anim = 6146 pos = 5,-35 postype = p1 ;p2,front,back,left,right removetime = 10 removeongethit = 1 bindtime = -1 ontop = 1 scale = 0.75,0.75 ownpal = 1 [State 0] type = HitDef trigger1 = movecontact = 0 damage = 25,10 attr = S, NA hitflag = MAF guardflag = MAF hitsound = S1,16+(random%2) guardsound = S1,15 pausetime = 0,5 ground.slidetime = 0 ground.hittime = 15 air.hittime = 15 ground.velocity = -6,-4 air.velocity = -6,-4 getpower = 0 fall = 1 [State 0] type = Explod trigger1 = movehit = 1 anim = 6017 pos = 45,-30 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 1,1 ownpal = 1 [State 0] type = Explod trigger1 = movehit = 0 trigger1 = movecontact = 1 anim = 6016 pos = 45,-30 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.5,0.5 ownpal = 1 [State 0] type = ChangeState trigger1 = AnimTime = 0 value = 50 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 6200] type = S movetype= A physics = S velset = 0,0 ctrl = 0 poweradd = -1000 sprpriority = 0 anim = 6200+(var(7)*1000) [State 0] type = SuperPause trigger1 = time = 0 time = 15 anim = -1 movetime = 15 darken = 0 unhittable = 0 [state 0] type = playsnd trigger1 = time = 0 value = S1,20 [State 0] type = Explod trigger1 = time = 0 anim = 6199 pos = 0,-40 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.1,0.1 supermove = 1 [state 0] type = playsnd trigger1 = animelem = 2 value = S0,9 [state 0] type = playsnd triggerall = time >= 20 triggerall = time < 120 trigger1 = timemod = 10,0 value = S1,18 [State 0] type = Explod triggerall = time >= 20 triggerall = time < 120 trigger1 = timemod = 10,0 anim = 6201+var(7)*1000 pos = 30,-60 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.75,1 [State 0] type = Helper triggerall = time >= 20 triggerall = time < 120 trigger1 = timemod = 10,0 helpertype = normal name = "Effect" ID = 6202 stateno = 6202 pos = 30,-60 postype = p1 ownpal = 1 [State 0] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 6202] type = S movetype= A physics = N ctrl = 0 sprpriority = 5 anim = 6202+(root,var(7)*1000) [state 0] type = angledraw trigger1 = 1 scale = 0.5,0.5 [State 0] type = AngleAdd trigger1 = 1 value = -40 [state 0] type = velset trigger1 = time = 0 x = 20 y = 0+(random%2)-(random%2) [state 0] type = envshake trigger1 = movecontact = 1 ampl = 10 time = 5 [State 0] type = HitDef trigger1 = movecontact = 0 damage = 15,5 attr = S, NA hitflag = MAF guardflag = MAF hitsound = S1,19 guardsound = S1,19 pausetime = 0,8 ground.slidetime = 0 ground.hittime = 10 air.hittime = 10 ground.velocity = -2,-1 air.velocity = -2,-1 getpower = 0 fall = 1 fall.recover = 0 [State 0] type = Explod trigger1 = movecontact = 1 trigger2 = time = 50 anim = 6203 pos = 0,0 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 1,1 [State 0] type = Destroyself trigger1 = movecontact = 1 trigger2 = time = 50 ;--------------------------------------------------------------------------- [StateDef 6210] type = S movetype= A physics = S velset = 0,0 ctrl = 0 poweradd = -1000 sprpriority = 0 anim = 6210+(var(7)*1000) [State 0] type = SuperPause trigger1 = time = 0 time = 85 anim = -1 movetime = 85 darken = 0 unhittable = 0 [state 0] type = playsnd trigger1 = time = 0 value = S1,20 [State 0] type = Explod trigger1 = time = 0 anim = 6199 pos = 0,-40 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.1,0.1 supermove = 1 [state 0] type = playsnd trigger1 = animelem = 2 value = S0,18 [state 0] type = playsnd trigger1 = animelem = 3 value = S0,19 [state 0] type = playsnd trigger1 = animelem = 2 value = S1,21 [state 0] type = playsnd trigger1 = animelem = 3 value = S1,22 [State 0] type = Helper trigger1 = animelem = 2 helpertype = normal name = "Effect" ID = 6211 stateno = 6211 pos = 0,0 postype = p1 supermovetime = 65 [State 0] type = Helper trigger1 = animelem = 3 helpertype = normal name = "Effect" ID = 6212 stateno = 6212 pos = 0,0 postype = p1 [State 0] type = Helper trigger1 = animelem = 3 helpertype = normal name = "Effect" ID = 6213 stateno = 6213 pos = 0,0 postype = p1 size.xscale = 0.5 size.yscale = 0.75 [State 0] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 6211] type = S physics = S ctrl = 0 anim = 6211+root,var(7)*1000 sprpriority = 10 [state 0] type = bindtoroot trigger1 = 1 pos = -15,-44 [State 0] type = AngleDraw triggerall = time < 10 trigger1 = 1 scale = 0+(time/20.000),0+(time/20.000) [State 0] type = AngleDraw triggerall = time >= 10 trigger1 = 1 scale = 0.5,0.5 [State 0] type = AngleAdd trigger1 = 1 value = -40 [State 0] type = Destroyself trigger1 = Time = 70 trigger2 = root,stateno != 6210 ;--------------------------------------------------------------------------- [StateDef 6212] type = S movetype= A physics = N ctrl = 0 sprpriority = 5 anim = 6212+root,var(7)*1000 [state 0] type = bindtoroot trigger1 = 1 pos = 45,-50 [state 0] type = envshake trigger1 = timemod = 5,0 ampl = 10 time = 5 [State 0] type = HitDef trigger1 = timemod = 5,0 damage = 15,5 attr = S, NA hitflag = MAF guardflag = MAF pausetime = 0,5 ground.slidetime = 0 ground.hittime = 10 air.hittime = 10 ground.velocity = -4,-6 air.velocity = -4,-6 getpower = 0 fall = 1 fall.recover = 0 [State 0] type = Helper triggerall = time >= 45 trigger1 = movecontact = 1 helpertype = normal name = "Effect" ID = 6214 stateno = 6214 pos = 0,0 postype = p1 size.xscale = 2 size.yscale = 2 [State 0] type = Destroyself trigger1 = Time = 50 trigger2 = root,stateno != 6210 ;--------------------------------------------------------------------------- [StateDef 6213] type = S physics = S ctrl = 0 anim = 6213+root,var(7)*1000 sprpriority = 10 [state 0] type = bindtoroot trigger1 = 1 pos = 45,-50 [State 0] type = Destroyself trigger1 = Time = 50 trigger2 = root,stateno != 6210 ;--------------------------------------------------------------------------- [StateDef 6214] type = S movetype= A physics = S ctrl = 0 anim = 6214 sprpriority = 20 [state 0] type = posadd trigger1 = time = 0 x = (p2dist x) -0 [state 0] type = playsnd trigger1 = time = 0 value = S1,23 [State 0] type = Destroyself trigger1 = AnimTime = 0 ;--------------------------------------------------------------------------- [StateDef 6220] type = S movetype= A physics = S velset = 0,0 ctrl = 0 poweradd = -3000 sprpriority = 0 anim = 6220+(var(7)*1000) [State 0] type = SuperPause trigger1 = time = 0 time = 615 anim = -1 movetime = 615 darken = 0 unhittable = 0 [state 0] type = playsnd trigger1 = time = 0 value = S1,20 [State 0] type = Explod trigger1 = time = 0 anim = 6199 pos = 0,-40 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.3,0.3 supermove = 1 [state 0] type = envshake trigger1 = time = 160 ampl = 1 time = 460 [state 0] type = playsnd trigger1 = animelem = 2 value = S0,11 [state 0] type = playsnd trigger1 = animelem = 3 value = S0,12 [state 0] type = playsnd trigger1 = animelem = 3 value = S1,24 [State 0] type = Explod triggerall = time >= 620 triggerall = time < 770 trigger1 = timemod = 5,0 anim = 6002 pos = -20,20 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.6,0.4 supermove = 1 [State 0] type = Helper trigger1 = time = 160 helpertype = normal name = "Effect" ID = 6221 stateno = 6221 pos = 0,0 postype = p1 supermovetime = 615 [State 0] type = Helper trigger1 = animelem = 3 helpertype = normal name = "Effect" ID = 6222 stateno = 6222 pos = 0,0 postype = p1 size.xscale = 3 size.yscale = 1.5 [State 0] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 6221] type = S physics = S ctrl = 0 anim = 6211+root,var(7)*1000 sprpriority = 10 [state 0] type = bindtoroot trigger1 = 1 pos = -15,-44 [State 0] type = AngleDraw trigger1 = 1 scale = 0+(time/460.000),0+(time/460.000) [State 0] type = AngleAdd trigger1 = 1 value = -40 [State 0] type = Destroyself trigger1 = Time = 460 trigger2 = root,stateno != 6220 ;--------------------------------------------------------------------------- [StateDef 6222] type = S movetype= A physics = N ctrl = 0 sprpriority = 5 anim = 6222+root,var(7)*1000 [state 0] type = bindtoroot trigger1 = 1 pos = 60,-50 [state 0] type = envshake trigger1 = timemod = 5,0 ampl = 10 time = 5 [State 0] type = HitDef trigger1 = timemod = 5,0 damage = 15,5 attr = S, NA hitflag = MAF guardflag = MAF pausetime = 0,5 ground.slidetime = 0 ground.hittime = 10 air.hittime = 10 ground.velocity = -4,-6 air.velocity = -4,-6 getpower = 0 fall = 1 fall.recover = 0 [State 0] type = Helper triggerall = time >= 145 trigger1 = movecontact = 1 helpertype = normal name = "Effect" ID = 6224 stateno = 6224 pos = 0,0 postype = p1 size.xscale = 5 size.yscale = 5 [State 0] type = Destroyself trigger1 = Time = 150 trigger2 = root,stateno != 6220 ;--------------------------------------------------------------------------- [StateDef 6224] type = S movetype= A physics = S ctrl = 0 anim = 6224 sprpriority = 20 [state 0] type = posadd trigger1 = time = 0 x = (p2dist x) -0 [state 0] type = playsnd trigger1 = time = 0 value = S1,23 [State 0] type = Destroyself trigger1 = AnimTime = 0 ;--------------------------------------------------------------------------- [StateDef 6230] type = S movetype= A physics = S velset = 0,0 ctrl = 0 poweradd = -1000 sprpriority = 0 anim = 6230+(var(7)*1000) [State 0] type = SuperPause trigger1 = time = 0 time = 65 anim = -1 movetime = 65 darken = 0 unhittable = 0 [state 0] type = playsnd trigger1 = time = 0 value = S1,20 [State 0] type = Explod trigger1 = time = 0 anim = 6199 pos = 0,-40 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.1,0.1 supermove = 1 [state 0] type = playsnd trigger1 = animelem = 4 value = S0,4 [state 0] type = playsnd trigger1 = animelem = 3 value = S1,21 [state 0] type = playsnd trigger1 = animelem = 4 value = S1,25 [State 0] type = Explod trigger1 = animelem = 4 anim = 6235+var(7)*1000 pos = 35,-60 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 2,3 [State 0] type = Helper trigger1 = animelem = 3 helpertype = normal name = "Effect" ID = 6231 stateno = 6231 pos = 0,0 postype = p1 supermovetime = 65 [State 0] type = Helper trigger1 = animelem = 3 helpertype = normal name = "Effect" ID = 6232 stateno = 6232 pos = 0,0 postype = p1 supermovetime = 65 size.xscale = 0.8+(var(7)*0.2) size.yscale = 0.8+(var(7)*0.2) [State 0] type = Helper trigger1 = animelem = 4 helpertype = normal name = "Effect" ID = 6233 stateno = 6233 pos = 75,-58 postype = p1 size.xscale = 0.8+(var(7)*0.2) size.yscale = 0.8+(var(7)*0.2) [State 0] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 6231] type = S physics = S ctrl = 0 anim = 6231+(root,var(7)*1000) sprpriority = 10 [state 0] type = bindtoroot trigger1 = 1 pos = 75,-58 [State 0] type = AngleDraw triggerall = time < 20 trigger1 = 1 scale = 0+(time/20.000),0+(time/20.000) [State 0] type = AngleDraw triggerall = time >= 20 trigger1 = 1 scale = 1,1 [State 0] type = AngleAdd trigger1 = 1 value = -2 [State 0] type = Destroyself trigger1 = Time = 50 trigger2 = root,stateno != 6230 ;--------------------------------------------------------------------------- [StateDef 6232] type = S physics = S ctrl = 0 anim = 6232 sprpriority = 15 [state 0] type = bindtoroot trigger1 = 1 pos = 75,-58 [State 0] type = AngleDraw triggerall = time < 20 trigger1 = 1 scale = 0+(time/40.000),0+(time/40.000) [State 0] type = AngleDraw triggerall = time >= 20 trigger1 = 1 scale = 0.5,0.5 [State 0] type = AngleAdd trigger1 = 1 value = -60 [State 0] type = assertspecial trigger1 = 1 flag = noshadow [State 0] type = Destroyself trigger1 = Time = 50 trigger2 = root,stateno != 6230 ;--------------------------------------------------------------------------- [StateDef 6233] type = S movetype = A physics = N ctrl = 0 anim = 6233 velset = 15,0 sprpriority = 15 [State 0] type = AngleDraw trigger1 = 1 scale = 0.5,0.5 [State 0] type = AngleAdd trigger1 = 1 value = -60 [State 0] type = assertspecial trigger1 = 1 flag = noshadow [State 0] type = Explod trigger1 = time = 0 anim = 6231+(root,var(7)*1000) id = 6233 pos = 0,0 postype = p1 ;p2,front,back,left,right removetime = -1 bindtime = -1 sprpriority = 10 scale = 1,1 supermove = 1 [state -3] type = removeexplod trigger1 = Time = 100 trigger2 = movecontact = 1 id = 6233 [state 0] type = envshake trigger1 = movecontact = 1 ampl = 5 time = 30 [State 0] type = HitDef trigger1 = movecontact = 0 damage = 150,50 attr = S, NA hitflag = MAF guardflag = MAF hitsound = S1,26 guardsound = S1,26 pausetime = 0,5 ground.slidetime = 0 ground.hittime = 10 air.hittime = 10 ground.velocity = -3,-6 air.velocity = -3,-6 getpower = 0 fall = 1 [State 0] type = Explod trigger1 = movecontact = 1 trigger2 = time = 100 anim = 6113 pos = 0,0 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 3,3 [State 0] type = Helper trigger1 = movecontact = 1 helpertype = normal name = "Effect" ID = 6234 stateno = 6234 pos = 0,0 postype = p1 [State 0] type = Destroyself trigger1 = Time = 100 trigger2 = movecontact = 1 ;--------------------------------------------------------------------------- [StateDef 6234] type = S physics = S ctrl = 0 anim = 6234+(root,var(7)*1000) sprpriority = 10 [State 0] type = AngleDraw trigger1 = 1 scale = 0+(time/2.000),0+(time/2.000) [State 0] type = Angleadd trigger1 = 1 value = -30 [State 0] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0] type = Destroyself trigger1 = Time = 50 ;--------------------------------------------------------------------------- [StateDef 6240] type = S movetype= A physics = S velset = 0,0 ctrl = 0 poweradd = -2000 sprpriority = 0 anim = 6240+(var(7)*1000) [State 0] type = SuperPause trigger1 = time = 0 time = 70 anim = -1 movetime = 70 darken = 0 unhittable = 0 [state 0] type = playsnd trigger1 = time = 0 value = S1,20 [State 0] type = Explod trigger1 = time = 0 anim = 6199 pos = 0,-40 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.2,0.2 supermove = 1 [state 0] type = velset trigger1 = animelem = 4 trigger2 = animelem = 6 trigger3 = animelem = 8 trigger4 = animelem = 10 trigger5 = animelem = 12 x = 5 [state 0] type = playsnd trigger1 = animelem = 4 trigger2 = animelem = 6 trigger3 = animelem = 8 trigger4 = animelem = 10 trigger5 = animelem = 12 value = S1,11+(random%2) [state 0] type = playsnd trigger1 = animelem = 4 trigger2 = animelem = 6 trigger3 = animelem = 8 trigger4 = animelem = 10 value = S0,6 [state 0] type = playsnd trigger1 = animelem = 12 value = S0,12 [state 0] type = playsnd trigger1 = animelem = 2 value = S1,27 [State 0] type = Explod trigger1 = animelem = 3 trigger2 = animelem = 5 trigger3 = animelem = 7 trigger4 = animelem = 9 anim = 6242 pos = 10,-61 postype = p1 ;p2,front,back,left,right removetime = 5 ontop = 1 scale = 0.1,0.1 bindtime = -1 [State 0] type = Explod trigger1 = animelem = 3 trigger2 = animelem = 5 trigger3 = animelem = 7 trigger4 = animelem = 9 anim = 6242 pos = -8,-59 postype = p1 ;p2,front,back,left,right removetime = 5 ontop = 1 scale = 0.1,0.1 bindtime = -1 [State 0] type = Explod trigger1 = animelem = 4 trigger2 = animelem = 8 anim = 6242 pos = 39,-61 postype = p1 ;p2,front,back,left,right removetime = 10 ontop = 1 scale = 0.1,0.1 bindtime = -1 [State 0] type = Explod trigger1 = animelem = 4 trigger2 = animelem = 8 anim = 6242 pos = -10,-60 postype = p1 ;p2,front,back,left,right removetime = 10 ontop = 1 scale = 0.1,0.1 bindtime = -1 [State 0] type = Explod trigger1 = animelem = 6 trigger2 = animelem = 10 anim = 6242 pos = 42,-62 postype = p1 ;p2,front,back,left,right removetime = 10 ontop = 1 scale = 0.1,0.1 bindtime = -1 [State 0] type = Explod trigger1 = animelem = 6 trigger2 = animelem = 10 anim = 6242 pos = -9,-63 postype = p1 ;p2,front,back,left,right removetime = 10 ontop = 1 scale = 0.1,0.1 bindtime = -1 [State 0] type = Explod trigger1 = animelem = 11 anim = 6242 pos = -5,-75 postype = p1 ;p2,front,back,left,right removetime = 10 ontop = 1 scale = 0.2,0.2 bindtime = -1 facing = -1 [State 0] type = Helper trigger1 = animelem = 2 helpertype = normal name = "Effect" ID = 6241 stateno = 6241 pos = 18,-44 postype = p1 ownpal = 1 size.xscale = 0.1 size.yscale = 0.1 supermovetime = 70 [State 0] type = Helper trigger1 = animelem = 2 helpertype = normal name = "Effect" ID = 6241 stateno = 6241 pos = -10,-44 postype = p1 ownpal = 1 size.xscale = 0.1 size.yscale = 0.1 supermovetime = 70 [State 0] type = Helper trigger1 = animelem = 12 helpertype = normal name = "Effect" ID = 6243 stateno = 6243 pos = 0,0 postype = p1 ownpal = 1 size.xscale = 0.2 size.yscale = 0.2 [State 0] type = Helper trigger1 = animelem = 12 helpertype = normal name = "Effect" ID = 6244 stateno = 6244 pos = 0,0 postype = p1 ownpal = 1 size.xscale = 1 size.yscale = 1 [state 0] type = envshake triggerall = time < 140 trigger1 = movecontact = 1 ampl = 2 time = 10 [state 0] type = envshake triggerall = time >= 140 trigger1 = movecontact = 1 ampl = 5 time = 30 [State 0] type = HitDef trigger1 = animelem = 4 trigger2 = animelem = 6 trigger3 = animelem = 8 trigger4 = animelem = 10 damage = 50,20 attr = S, NA hitflag = MAF guardflag = MAF hitsound = S1,28 guardsound = S1,15 pausetime = 0,50 ground.slidetime = 0 ground.hittime = 15 air.hittime = 15 ground.velocity = -2 air.velocity = -1,-2 getpower = 0 [State 0] type = HitDef trigger1 = animelem = 12 damage = 100,20 attr = S, NA hitflag = MAF guardflag = MAF hitsound = S1,29 guardsound = S1,15 pausetime = 0,5 ground.slidetime = 0 ground.hittime = 15 air.hittime = 15 ground.velocity = -2,15 air.velocity = -2,15 getpower = 0 fall = 1 [State 0] type = Explod triggerall = time < 140 trigger1 = movehit = 1 anim = 6017 pos = 50,-61 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.5,0.5 ownpal = 1 [State 0] type = Explod triggerall = time >= 140 trigger1 = movehit = 1 anim = 6017 pos = 50,-61 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 1.5,1.5 ownpal = 1 [State 0] type = Explod trigger1 = movehit = 0 trigger1 = movecontact = 1 anim = 6016 pos = 50,-61 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.5,0.5 ownpal = 1 [State 0] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 6241] type = S physics = S ctrl = 0 anim = 6241 sprpriority = 10 [State 0] type = AngleDraw trigger1 = 1 scale = 1,1 [State 0] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0] type = Destroyself trigger1 = Time = 50 ;--------------------------------------------------------------------------- [StateDef 6243] type = S physics = S ctrl = 0 anim = 6241 sprpriority = 10 [state 0] type = bindtoroot trigger1 = 1 pos = 14,-35 [State 0] type = AngleDraw trigger1 = 1 scale = 1,1 [State 0] type = AngleSet trigger1 = 1 value = -90 [State 0] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0] type = Destroyself trigger1 = Time = 30 ;--------------------------------------------------------------------------- [StateDef 6244] type = S physics = S ctrl = 0 anim = 6244 sprpriority = 10 [state 0] type = bindtoroot trigger1 = 1 pos = 30,-50 [State 0] type = AngleDraw trigger1 = 1 scale = 1,1 [State 0] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0] type = Destroyself trigger1 = Time = 10 ;--------------------------------------------------------------------------- [StateDef 7000] type = S movetype= A physics = S velset = 0,0 ctrl = 0 poweradd = -1000 sprpriority = 0 anim = 7000 [State 0] type = BGPalFX triggerall = time < 10 trigger1 = 1 time = 1 add = 0,0,0 mul = 250-(time*20),250-(time*20),250-(time*20) supermove = 1 [State 0] type = BGPalFX triggerall = time >= 10 triggerall = time < 340 trigger1 = 1 time = 1 add = 0,0,0 mul = 50,50,50 supermove = 1 [State 0] type = SuperPause trigger1 = time = 0 time = 340 anim = -1 movetime = 340 darken = 0 unhittable = 0 [state 0] type = playsnd trigger1 = time = 0 value = S1,20 [State 0] type = Explod trigger1 = time = 0 anim = 6199 pos = 0,-40 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.1,0.1 supermove = 1 [state 0] type = lifeadd trigger1 = animelem = 3 value = 200 [state 0] type = varset trigger1 = animelem = 3 v = 7 value = 1 [state 0] type = envshake trigger1 = animelem = 2 ampl = 1 time = 150 [state 0] type = envshake trigger1 = animelem = 3 ampl = 2 time = 150 [state 0] type = envshake trigger1 = animelem = 4 ampl = 5 time = 20 [state 0] type = playsnd trigger1 = animelem = 2 value = S0,13 [state 0] type = playsnd trigger1 = animelem = 2 value = S1,7 [state 0] type = playsnd triggerall = time >= 20 trigger1 = timemod = 23,0 value = S1,8 [state 0] type = playsnd trigger1 = animelem = 4 value = S1,9 [State 0] type = Explod trigger1 = animelem = 2 anim = 6013 pos = 0,0 postype = p1 ;p2,front,back,left,right removetime = 150 ontop = 0 scale = 0.55,0.5 ownpal = 1 bindtime = -1 supermove = 1 [State 0] type = Explod trigger1 = animelem = 2 anim = 6012 pos = 0,0 postype = p1 ;p2,front,back,left,right removetime = 150 ontop = 1 scale = 0.7,0.7 ownpal = 1 bindtime = -1 supermove = 1 [State 0] type = Explod trigger1 = animelem = 3 anim = 7013 pos = 0,0 postype = p1 ;p2,front,back,left,right removetime = 150 ontop = 0 scale = 0.55,0.55 ownpal = 1 bindtime = -1 supermove = 1 [State 0] type = Explod trigger1 = animelem = 3 anim = 7011 pos = 0,-10 postype = p1 ;p2,front,back,left,right removetime = 150 ontop = 0 scale = 0.4,0.4 ownpal = 0 bindtime = -1 supermove = 1 [State 0] type = Explod trigger1 = animelem = 3 anim = 7012 pos = 0,0 postype = p1 ;p2,front,back,left,right removetime = 150 ontop = 1 scale = 0.7,0.75 ownpal = 1 bindtime = -1 supermove = 1 [State 0] type = Explod triggerall = time >= 20 triggerall = time < 320 trigger1 = timemod = 15,0 anim = 6011 pos = 0,15 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.75,1 supermove = 1 [State 0] type = Explod triggerall = time >= 20 triggerall = time < 320 trigger1 = timemod = 15,0 anim = 6011 pos = 0,15 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.75,1 facing = -1 supermove = 1 [State 0] type = Explod trigger1 = animelem = 2 trigger2 = animelem = 4 anim = 6018 pos = 0,-40 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 1,1 ownpal = 1 supermove = 1 [State 0] type = Helper trigger1 = animelem = 3 helpertype = normal name = "Effect" stateno = 7001 pos = 0,0 postype = p1 supermovetime = 30 [State 0] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 7001] type = S physics = S ctrl = 0 anim = 7001 sprpriority = 10 [state 0] type = bindtoroot trigger1 = 1 pos = 0,-40 [State 0] type = AngleDraw trigger1 = 1 scale = 0+(time/5.000),0+(time/5.000) [State 0] type = AssertSpecial trigger1 = 1 flag = noshadow [state 0] type = playsnd trigger1 = time = 0 value = S1,30 [State 0] type = Destroyself trigger1 = Time = 30 ;--------------------------------------------------------------------------- [StateDef 7080] type = S movetype= A physics = S ctrl = 0 poweradd = 100 velset = 2,0 anim = 7080 [state 0] type = envshake trigger1 = movecontact = 1 ampl = 2 time = 5 [state 0] type = playsnd trigger1 = animelem = 2 value = S1,11+(random%2) [State 0] type = Explod trigger1 = animelem = 2 anim = 6019 pos = 32,-53 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.6,0.7 ownpal = 1 [State 0] type = HitDef trigger1 = movecontact = 0 damage = 15,5 attr = S, NA hitflag = MAF guardflag = MAF hitsound = S1,13+(random%2) guardsound = S1,15 pausetime = 0,5 ground.slidetime = 0 ground.hittime = 15 air.hittime = 15 ground.velocity = -2 air.velocity = -1,-2 getpower = 25 [State 0] type = Explod trigger1 = movehit = 1 anim = 6015 pos = 55,-53 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.75,0.75 ownpal = 1 [State 0] type = Explod trigger1 = movehit = 0 trigger1 = movecontact = 1 anim = 6016 pos = 55,-53 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.5,0.5 ownpal = 1 [State 0] type = ChangeState triggerall = var(10) = 1 trigger1 = movecontact && Time = 15 value = 7085 ctrl = 0 [State 0] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 7085] type = S movetype= A physics = S ctrl = 0 poweradd = 100 velset = 2,0 anim = 7085 [state 0] type = envshake trigger1 = movecontact = 1 ampl = 2 time = 5 [state 0] type = playsnd trigger1 = animelem = 2 value = S1,11+(random%2) [State 0] type = Explod trigger1 = animelem = 2 anim = 6019 pos = 38,-61 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.4,0.5 ownpal = 1 [State 0] type = HitDef trigger1 = movecontact = 0 damage = 15,5 attr = S, NA hitflag = MAF guardflag = MAF hitsound = S1,13+(random%2) guardsound = S1,15 pausetime = 0,5 ground.slidetime = 15 ground.hittime = 15 air.hittime = 15 ground.velocity = -10 air.velocity = -1,-2 getpower = 25 [State 0] type = Explod trigger1 = movehit = 1 anim = 6015 pos = 50,-61 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.75,0.75 ownpal = 1 [State 0] type = Explod trigger1 = movehit = 0 trigger1 = movecontact = 1 anim = 6016 pos = 50,-61 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.5,0.5 ownpal = 1 [State 0] type = ChangeState triggerall = var(10) = 1 trigger1 = movecontact && Time = 15 value = 7090 ctrl = 0 [State 0] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 7090] type = S movetype= A physics = S velset = 2,0 ctrl = 0 poweradd = 100 sprpriority = 0 anim = 7090 [state 0] type = velset trigger1 = animelem = 2 x = 5 [state 0] type = playsnd trigger1 = animelem = 2 value = S0,12 [state 0] type = playsnd trigger1 = time = 0 value = S1,27 [State 0] type = Helper trigger1 = time = 0 helpertype = normal name = "Effect" ID = 7091 stateno = 7091 pos = -5,-75 postype = p1 ownpal = 1 size.xscale = 0.5 size.yscale = 0.1 supermovetime = 70 [State 0] type = Helper trigger1 = animelem = 2 helpertype = normal name = "Effect" ID = 7092 stateno = 7092 pos = 0,0 postype = p1 ownpal = 1 size.xscale = 0.5 size.yscale = 0.1 [State 0] type = Helper trigger1 = animelem = 2 helpertype = normal name = "Effect" ID = 7093 stateno = 7093 pos = 0,0 postype = p1 ownpal = 1 size.xscale = 1.5 size.yscale = 1 [state 0] type = envshake trigger1 = movecontact = 1 ampl = 5 time = 15 [State 0] type = HitDef trigger1 = movecontact = 0 damage = 25,10 attr = S, NA hitflag = MAF guardflag = MAF hitsound = S1,29 guardsound = S1,15 pausetime = 0,5 ground.slidetime = 0 ground.hittime = 15 air.hittime = 15 ground.velocity = -2,15 air.velocity = -2,15 getpower = 0 fall = 1 [State 0] type = Explod trigger1 = movehit = 1 anim = 6017 pos = 50,-61 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 1.5,1.5 ownpal = 1 [State 0] type = Explod trigger1 = movehit = 0 trigger1 = movecontact = 1 anim = 6016 pos = 50,-61 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.5,0.5 ownpal = 1 [State 0] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 7091] type = S physics = S ctrl = 0 anim = 7091 sprpriority = 10 [state 0] type = turn trigger1 = time = 0 [state 0] type = bindtoroot trigger1 = 1 pos = -15,-74 [State 0] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0] type = Destroyself trigger1 = Time = 10 ;--------------------------------------------------------------------------- [StateDef 7092] type = S physics = S ctrl = 0 anim = 7092 sprpriority = 10 [state 0] type = bindtoroot trigger1 = 1 pos = 14,-30 [State 0] type = AngleDraw trigger1 = 1 scale = 1,1 [State 0] type = AngleSet trigger1 = 1 value = -90 [State 0] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0] type = Destroyself trigger1 = Time = 30 ;--------------------------------------------------------------------------- [StateDef 7093] type = S physics = S ctrl = 0 anim = 7093 sprpriority = 10 [state 0] type = bindtoroot trigger1 = 1 pos = 30,-50 [State 0] type = AngleDraw trigger1 = 1 scale = 1,1 [State 0] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0] type = Destroyself trigger1 = Time = 10 ;--------------------------------------------------------------------------- [StateDef 7240] type = S movetype= A physics = S velset = 0,0 ctrl = 0 poweradd = -2000 sprpriority = 0 anim = 7240 [State 0] type = SuperPause trigger1 = time = 0 time = 140 anim = -1 movetime = 140 darken = 0 unhittable = 0 [state 0] type = playsnd trigger1 = time = 0 value = S1,20 [State 0] type = Explod trigger1 = time = 0 anim = 6199 pos = 0,-40 postype = p1 ;p2,front,back,left,right removetime = -2 ontop = 1 scale = 0.2,0.2 supermove = 1 [state 0] type = playsnd trigger1 = animelem = 2 value = S0,14 [state 0] type = playsnd trigger1 = animelem = 10 value = S0,15 [state 0] type = playsnd trigger1 = animelem = 2 value = S1,27 [state 0] type = playsnd trigger1 = animelem = 3 value = S1,11 [state 0] type = playsnd trigger1 = animelem = 4 value = S1,12 [state 0] type = playsnd trigger1 = animelem = 5 value = S1,4 [State 0] type = Explod trigger1 = animelem = 5 anim = 6146 pos = 0,-20 postype = p1 ;p2,front,back,left,right removetime = 25 removeongethit = 1 bindtime = -1 ontop = 1 scale = 0.75,0.75 ownpal = 1 [State 0] type = Explod trigger1 = animelem = 5 anim = 6146 pos = 0,-60 postype = p1 ;p2,front,back,left,right removetime = 25 removeongethit = 1 bindtime = -1 ontop = 1 scale = 0.75,0.75 ownpal = 1 [State 0] type = Helper trigger1 = animelem = 2 helpertype = normal name = "Effect" ID = 7241 stateno = 7241 pos = 0,0 postype = p1 supermovetime = 165 size.xscale = 0.5 size.yscale = 0.1 [State 0] type = Helper trigger1 = animelem = 3 helpertype = normal name = "Effect" ID = 7242 stateno = 7242 pos = 0,0 postype = p1 supermovetime = 165 size.xscale = 0.5 size.yscale = 0.1 [State 0] type = Helper trigger1 = animelem = 4 helpertype = normal name = "Effect" ID = 7243 stateno = 7243 pos = 0,0 postype = p1 size.xscale = 0.5 size.yscale = 0.1 [State 0] type = Helper trigger1 = animelem = 4 helpertype = normal name = "Effect" ID = 7244 stateno = 7244 pos = 0,0 postype = p1 size.xscale = 1.5 size.yscale = 1 [State 0] type = Helper triggerall = time >= 145 triggerall = time < 155 trigger1 = timemod = 2,0 helpertype = normal name = "Effect" ID = 7245 stateno = 7245 pos = 35,-57+random%30-random%30 postype = p1 size.xscale = 0.2 size.yscale = 0.1 [State 0] type = Helper trigger1 = animelem = 5 trigger2 = animelem = 8 helpertype = normal name = "Effect" ID = 7246 stateno = 7246 pos = 0,0 postype = p1 size.xscale = 0.5 size.yscale = 0.1 [State 0] type = Helper trigger1 = animelem = 6 trigger2 = animelem = 9 helpertype = normal name = "Effect" ID = 7247 stateno = 7247 pos = 0,0 postype = p1 size.xscale = 0.5 size.yscale = 0.1 [State 0] type = Helper trigger1 = animelem = 7 helpertype = normal name = "Effect" ID = 7248 stateno = 7248 pos = 0,0 postype = p1 size.xscale = 0.5 size.yscale = 0.1 [State 0] type = Helper trigger1 = animelem = 10 helpertype = normal name = "Effect" ID = 7249 stateno = 7249 pos = 0,0 postype = p1 size.xscale = 0.5 size.yscale = 0.1 [State 0] type = Helper trigger1 = animelem = 11 helpertype = normal name = "Effect" ID = 7250 stateno = 7250 pos = 0,0 postype = p1 size.xscale = 2 size.yscale = 2 [State 0] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [StateDef 7241] type = S physics = S ctrl = 0 anim = 7241 sprpriority = 10 [state 0] type = bindtoroot trigger1 = 1 pos = 11,-42 [State 0] type = AngleDraw trigger1 = 1 scale = 1,1 [State 0] type = AngleSet trigger1 = 1 value = -90 [State 0] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0] type = Destroyself trigger1 = Time = 100 ;--------------------------------------------------------------------------- [StateDef 7242] type = S physics = S ctrl = 0 anim = 7241 sprpriority = 10 [state 0] type = bindtoroot trigger1 = 1 pos = -15,-62 [State 0] type = AngleDraw trigger1 = 1 scale = 1,1 [State 0] type = AngleSet trigger1 = 1 value = 140 [State 0] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0] type = Destroyself trigger1 = Time = 25 ;--------------------------------------------------------------------------- [StateDef 7243] type = S physics = S ctrl = 0 anim = 7241 sprpriority = 10 [state 0] type = bindtoroot trigger1 = 1 pos = 34,-57 [State 0] type = AngleDraw trigger1 = 1 scale = 1,1 [State 0] type = AngleSet trigger1 = 1 value = 0 [State 0] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0] type = Destroyself trigger1 = Time = 75 ;--------------------------------------------------------------------------- [StateDef 7244] type = S physics = S ctrl = 0 anim = 7244 sprpriority = 10 [state 0] type = bindtoroot trigger1 = 1 pos = 20,-60 [State 0] type = AngleDraw trigger1 = 1 scale = 1,1 [State 0] type = AngleSet trigger1 = 1 value = -100 [State 0] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0] type = Destroyself trigger1 = Time = 10 ;--------------------------------------------------------------------------- [StateDef 7245] type = S movetype= A physics = N ctrl = 0 sprpriority = 5 anim = 7245 [state 0] type = velset trigger1 = time = 0 x = 15 y = 0+random%2-random%2 [state 0] type = velset trigger1 = movecontact = 1 x = 0 y = 0 [state 0] type = envshake trigger1 = movecontact = 1 ampl = 2 time = 5 [State 0] type = HitDef trigger1 = movecontact = 0 damage = 20,10 attr = S, NA hitflag = MAF guardflag = MAF hitsound = S1,28 guardsound = S1,28 pausetime = 0,200 ground.slidetime = 0 ground.hittime = 10 air.hittime = 10 ground.velocity = 0 air.velocity = 0 getpower = 0 fall = 1 fall.recover = 0 [State 0] type = Destroyself trigger1 = time = 200 trigger2 = numhelper(7250) = 1 ;--------------------------------------------------------------------------- [StateDef 7246] type = S physics = S ctrl = 0 anim = 7241 sprpriority = 10 [state 0] type = bindtoroot trigger1 = 1 pos = 29,-42 [State 0] type = AngleDraw trigger1 = 1 scale = 1,1 [State 0] type = AngleSet trigger1 = 1 value = -35 [State 0] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0] type = Destroyself trigger1 = Time = 5 ;--------------------------------------------------------------------------- [StateDef 7247] type = S physics = S ctrl = 0 anim = 7241 sprpriority = 10 [state 0] type = bindtoroot trigger1 = 1 pos = -5,-52 [State 0] type = AngleDraw trigger1 = 1 scale = 1,1 [State 0] type = AngleSet trigger1 = 1 value = -180 [State 0] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0] type = Destroyself trigger1 = Time = 5 ;--------------------------------------------------------------------------- [StateDef 7248] type = S physics = S ctrl = 0 anim = 7241 sprpriority = 10 [state 0] type = bindtoroot trigger1 = 1 pos = -20,-58 [State 0] type = AngleDraw trigger1 = 1 scale = 1,1 [State 0] type = AngleSet trigger1 = 1 value = 0 [State 0] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0] type = Destroyself trigger1 = Time = 5 ;--------------------------------------------------------------------------- [StateDef 7249] type = S physics = S ctrl = 0 anim = 7241 sprpriority = 10 [state 0] type = bindtoroot trigger1 = 1 pos = -5,-95 [State 0] type = AngleDraw trigger1 = 1 scale = 1,1 [State 0] type = AngleSet trigger1 = 1 value = 20 [State 0] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0] type = Destroyself trigger1 = Time = 100 trigger2 = root,stateno != 7240 ;--------------------------------------------------------------------------- [StateDef 7250] type = S movetype = A physics = S ctrl = 0 anim = 7250 sprpriority = 10 [state 0] type = posadd trigger1 = time = 0 x = (p2dist x) -0 y = (p2dist y)-40 [state 0] type = playsnd trigger1 = time = 0 value = S1,31 [State 0] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0] type = Helper trigger1 = time = 0 helpertype = normal name = "Effect" ID = 7251 stateno = 7251 pos = 0,0 postype = p1 [state 0] type = envshake trigger1 = movecontact = 1 ampl = 10 time = 30 [State 0] type = HitDef trigger1 = movecontact = 0 damage = 200,50 attr = S, NA hitflag = MAF guardflag = MAF pausetime = 0,5 ground.slidetime = 0 ground.hittime = 10 air.hittime = 10 ground.velocity = -4,-6 air.velocity = -4,-6 getpower = 0 fall = 1 fall.recover = 0 [State 0] type = Destroyself trigger1 = AnimTime = 0 ;--------------------------------------------------------------------------- [StateDef 7251] type = S physics = S ctrl = 0 anim = 7234 sprpriority = 10 [State 0] type = AngleDraw trigger1 = 1 scale = 0+(time/7.500),0+(time/7.500) [State 0] type = Angleadd trigger1 = 1 value = -30 [State 0] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0] type = Destroyself trigger1 = Time = 50