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Anitype 1
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Anitype CD 01.iso
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Juegotaku
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Demo Jugable Saint Seiya
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seiya
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seiya.cns
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Text File
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2001-05-24
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118KB
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7,373 lines
;------------------------------------------------
;CNS file for "Pegasus" character
;created by Claudio Ricci
;-----------------------------------------------
[Data]
life=1000
attack=95
defence=95
fall.defence_up=50
liedown.time=60
airjuggle=15
sparkno=0,3
guard.sparkno=0,20
volume=255
echo = 0
[Size]
xscale=1
yscale=1
z.width=3
ground.back=20
ground.front=20
air.back=12
air.front=11
height=0
attack.width=0
attack.dist=160
proj.attack.dist=90
proj.doscale=0
[Movement]
airjump.num=1
airjump.height=0
yaccel=0.35
crouch.friction=0.8
stand.friction=0.8
[Velocity]
walk.fwd=2.7
walk.back=-2.5
run.fwd=8,0
run.back=0,0
runjump.back=0,0
runjump.fwd=7,0
jump.neu=0,-8.5
jump.back=-2.8,0
jump.fwd=3.9,0
airjump.neu=0,-12
airjump.back=-5,-12
airjump.fwd=5,-12
;--------------------------------------------------
; Scatto indietro
[Statedef 105]
type = A
physics = A
ctrl = 1
anim = 105
[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)
[State 105, 2]
type = CtrlSet
trigger1 = Time = 2
value = 1
[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106
;-------------------------------------
;scatto
[Statedef 106]
type = A
movetype = I
physics = N
anim = 106
velset = -8,-3.5
[State 106 , 1]
type = VelAdd
trigger1 = Time > 0
y = .7
[State 106 , 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52
;---------------------------------------
;scatto
[Statedef 108]
type = A
movetype = I
physics = N
anim = 106
velset = -10,-9
[State 106 , 1]
type = VelAdd
trigger1 = Time > 0
y = .7
[State 106 , 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52
;-----------------------------------
[Statedef 170]
type = S
anim = 170
[State 170 , 1]
type = AssertSpecial
trigger1 = Time = [0,160]
flag = RoundNotOver
;----------------------------
;winpose general controller
[Statedef 180]
type = S
velset = 0
[State 180, 1]
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0,99
[State 180 , 2]
type = ChangeState
trigger1 = command = "hold_a"
value = 181
[State 180 , 3]
type = ChangeState
trigger1 = RoundNo = 1;"hold_b"
value = 182
[State 180 , 5]
type = ChangeState
trigger1 = command = "hold_x"
value = 182
[State 180 , 6]
type = ChangeState
trigger1 = command = "hold_y"
value = 182
[State 180 , 6]
type = ChangeState
trigger1 = command = "hold_z"
value = 181
[State 180 , 7]
type = ChangeState
trigger1 = Var(2) = [0,19]
value = 181
[State 180 , 8]
type = ChangeState
trigger1 = Var(2) = [20,39]
value = 181
[State 180 , 9]
type = ChangeState
trigger1 = Var(2) = [40,59]
value = 181
[State 180 , 9]
type = ChangeState
trigger1 = Var(2) = [60,79]
value = 182
;--------------------------------------------------------
; WIN-STATE
;--------------------------------------------------------
;winpose 1 SKYEYE
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0,0
[State 2100, athena]
type = Explod
trigger1 = AnimElem = 7
anim = 3699
pos = 0,18
postype = p1
sprpriority = 4
supermove = 1
removetime = -1
ignorehitpause = 1
ontop = 1
ownpal = 1
bindtime = -1
persistent = 1
;lens flare
[State 181, 3.3]
type = Explod
trigger1 = AnimElem = 7
anim = 3671
id = 3671
pos = 0,-0
postype = Left
sprpriority = 4
ontop = 1
removetime = -1
bindtime = -1
ownpal = 1
supermove = 1
;codice per muovere la telecamera
[State 181, camera]
type = Helper
trigger1 = AnimElem = 6
name = "Skycam2"
postype = Left
pos = 160, -1500
stateno = 3785
supermovetime = -1
helpertype = player
keyctrl = 0
ownpal = 1
[State 181, 1]
type = AssertSpecial
trigger1 = Time = [0, 0]
flag = roundnotover
[State 181 , 1]
type = AssertSpecial
trigger1 = Time = [0,200]
flag = RoundNotOver
[State 181 , 2]
type = PlaySnd
trigger1 = AnimElem = 5, = 14
value = 181,0
[State 181 , 3]
type = PlaySnd
trigger1 = AnimElem = 9, = 27
value = 181,1
;------------------------------------
; Win Pose 2
[Statedef 182]
type = S
ctrl = 0
anim = 3714
velset = 0,0,0
[State 182, 1]
type = AssertSpecial
trigger1 = Time = [0, 0]
flag = roundnotover
[State 182, 1]
type = AssertSpecial
trigger1 = Time = [0,200]
flag = RoundNotOver
;---------------------------------------
;------------------------------------------
; INTRO
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0,0
[State 191, 0]
type = AssertSpecial
trigger1 = Time = [0,140]
flag = Intro
;cosmosound
[State 191, 0.1]
type = PlaySnd
trigger1 = Animelem = 1
value = 2115, 1
[State 191, 1] ;Intro not yet over
type = VarSet
trigger1 = Time = 0
v = 9
value = 1
[State 191, 2]
type = PlaySnd
trigger1 = Animelem = 25
value = 5, 0
[State 191, 3] ;Intro over, set v9 to 0
type = VarSet
trigger1 = Time = 65
v = 9
value = 0
[State 191, 4]
type = null
trigger1 = AnimTime = 0
value = 0
ctrl = 0
;-----------------------.---------------------------
[State 191 , 5]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2100,1
;castalia
[State 191, castalia]
type = helper
triggerall = PalNo = 1
triggerall = NumHelper(3711) = 0
triggerall = p2name != "seiya"
trigger1 = AnimElem = 3
id = 3711
name = "castalia"
shadow = 0
postype = p1
pos = -40, 6
stateno = 3711
helpertype = normal
keyctrl = 0
ownpal = 1
;pegasus armor
[State 191 , 6]
type = Explod
trigger1 = AnimElem = 1 = 7
anim = 3450
sprpriority = 1
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
ownpal = 1
;light
[State 191 , 6]
type = Explod
trigger1 = AnimElem = 30
anim = 3500
sprpriority = -1
postype = p1
pos = 0,35
bindtime = 1
supermove = 1
ownpal = 1
;Bg effect
[State 191, super]
type = BGPalfx
trigger1 = Time = 0
ignorehitpause = 1
time = 200
mul = 150,150,222
sinadd = 34,56,67,240
add = 5,5,5
invertall = 0
;pegaso zoom
[State 191 , 6]
type = Explod
trigger1 = AnimElem = 10
anim = 3686
sprpriority = 4
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
ownpal = 1
;intro kosumo
[State 191 , 6]
type = Explod
ID = 3635
trigger1 = Time = 0
anim = 3635
sprpriority = -2
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
ownpal = 1
;light remove
[State 191,2]
type = RemoveExplod
trigger1 = AnimElem = 27
ID = 3635
[State 191 , 3]
type = EnvShake
trigger1 = AnimElem = 29
time = 60
;intro kosumo
[State 191 , 6]
type = Explod
trigger1 = AnimElem = 29
anim = 3697
sprpriority = -2
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
ownpal = 1
[State 191 , 5]
type = PlaySnd
trigger1 = AnimElem = 29
value = 2100,1
[State 191 , 5]
type = PlaySnd
trigger1 = AnimElem = 28
value = 2000,0
;pegasus armor kosumo
[State 191 , 7]
type = Explod
trigger1 = AnimElem = 1 = 7
anim = 3451
sprpriority = -1
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
ownpal = 1
;esplosione
[State 191, 8]
type = Explod
trigger1 = AnimElem = 2 = 8 ;14, =8
anim = 3400
sprpriority = 20
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
ownpal = 1
;----------------------------------
[Statedef 192]
type = S
anim = 192
[State 192 , 1]
type = AssertSpecial
trigger1 = Time = [0,311]
flag = Intro
[State 192 , 2]
type = PlaySnd
trigger1 = AnimElem = 17
value = 191,0
[State 192 , 3]
type = PlaySnd
trigger1 = AnimElem = 29
value = 192,0
[State 192 , 4]
type = PlaySnd
trigger1 = AnimElem = 43
value = 192,1
[State 192 , 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
[Statedef 193]
type = S
anim = 193
[State 193 , 1]
type = AssertSpecial
trigger1 = Time = [0,80]
flag = Intro
[State 193 , 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 193,0
[State 193 , 3]
type = PlaySnd
trigger1 = AnimElem = 13, = 3
value = 193,1
[State 193 , 4]
type = Explod
trigger1 = AnimElem = 14, = 8
anim = 198
sprpriority = 2
postype = p1
pos = 0,0
shadow = 68,68,68
bindtime = 1
supermove = 1
ownpal = 1
[State 193 , 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
[Statedef 194]
type = S
anim = 194
[State 194 , 1]
type = AssertSpecial
trigger1 = Time = [0,320]
flag = Intro
[State 194 , 2]
type = PlaySnd
trigger1 = AnimElem = 1, = 14
value = 194,0
[State 194 , 3]
type = PlaySnd
trigger1 = AnimElem = 5, = 35
value = 194,1
[State 194 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
[Statedef 195]
type = S
anim = 195
[State 195 , 1]
type = AssertSpecial
trigger1 = Time = [0,100]
flag = Intro
[State 195 , 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 195,0
[State 195 , 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;------------------------------------
;Provoking
[Statedef 199]
type = S
movetype = I
physics = S
anim = 3714
velset = 0
ctrl = 0
[State 199 , 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,2
[State 199 , 3]
type = ChangeState
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
trigger4 = command = "x"
trigger5 = command = "y"
trigger6 = command = "z"
trigger7 = command = "holdfwd"
trigger8 = command = "holdback"
trigger9 = command = "holdup"
trigger10 = command = "holddown"
value = 0
ctrl = 1
;-----------------------------------------------
;pugno debole
[Statedef 200]
type = S
movetype = A
physics = S
anim = 200
juggle = 1
velset = 0
ctrl = 0
[State 200 , 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,2
[State 200 , 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = random < 250
value = 200,3
[State 200 , 3]
type = HitDef
trigger1 = AnimElem = 3
priority = 3
attr = S, NA
damage = 30,3
getpower = 10
givepower = 5
animtype = light
guardflag = MA
sparkxy = -10,-80
hitsound = S200,0
guardsound = S200,1
pausetime = 4,4
ground.hittime = 13
ground.type = high
ground.slidetime = 9
ground.velocity = -1
air.velocity = -3,-3
[State 200 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------------------------------------------------------
;Pugno hard
[Statedef 201]
type = S
movetype = A
physics = S
anim = 201
juggle = 3
velset = 0
ctrl = 0
[State 201, polvere]
type = MakeDust
trigger1 = Time = 0
pos = -15,3
pos2 = -22,-3
spacing = 2
[State 201, 3]
type = VelSet
trigger1 = AnimElem = 3
x = 15
[State 201 , 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 240,3
[State 201 , 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 200,2
[State 201 , 3]
type = HitDef
trigger1 = AnimElem = 3
priority = 5
attr = S, NA
damage = 100,10
getpower = 100
givepower = 50
animtype = hard
guardflag = HA
sparkxy = -0,-11
sparkno =S3630
hitsound = S240,0
guardsound = S200,1
pausetime = 10,15
ground.hittime = 19
ground.type = hight
ground.slidetime = 19
ground.velocity = -10
air.velocity = -4,-3
[State 201 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------------------------------
;Pugno medio
[Statedef 215]
type = S
movetype = A
physics = S
anim = 215
juggle = 3
velset = 0
ctrl = 0
[State 215 , 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 240,3
[State 215 , 2]
type = PlaySnd
trigger1 = AnimElem = 6
value = 200,2
[State 215 , 3]
type = HitDef
trigger1 = AnimElem = 7
priority = 4
attr = S, NA
damage = 60,6
getpower = 60
givepower = 30
animtype = hard
guardflag = HA
sparkxy = -0,0
sparkno =S3630
hitsound = S240,0
guardsound = S200,1
pausetime = 12,12
ground.hittime = 19
ground.type = hight
ground.slidetime = 19
ground.velocity = -10
air.velocity = -4,-3
[State 215 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------------
;Calcio debole
[Statedef 220]
type = S
movetype = A
physics = S
anim = 220
juggle = 1
velset = 0
ctrl = 0
[State 220 , 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 220,2
[State 220 , 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = random < 250
value = 200,3
[State 220 , 3]
type = HitDef
trigger1 = AnimElem = 3
priority = 4
attr = S, NA
damage = 35,4
getpower = 15
givepower = 7
animtype = light
guardflag = MA
sparkxy = -10,-80
hitsound = S220,0
guardsound = S200,1
pausetime = 12,12
ground.hittime = 13
ground.type = high
ground.slidetime = 9
ground.velocity = -5
air.velocity = -3,-3
[State 220 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-----------------------------------------------
;Mini comete standing
[Statedef 225]
type = S
movetype = A
physics = S
anim = 228
juggle = 3
velset = 0
ctrl = 0
[State 225, kiai]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1100,1
[State 225, light]
type = Explod
trigger1 = AnimElem = 4
anim = 3661
ID = 3661
pos = -0,0
postype = p1
sprpriority = 2
supermove = 1
removetime = 10
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
removeongethit = 1
[State 225, 1]
type = Projectile
trigger1 = AnimElem = 5
attr = S, SP
ignorehitpause = 1
projanim = 3520
projhitanim = 3630
offset = 0,-13
velocity = 15
damage = 10,1
animtype = Hard
guardflag = MA
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
hitsound = S240,0
guardsound = S1000,2
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -8
air.velocity = -2.5,-5
projremove = 1
[State 191 , 6]
type = Explod
trigger1 = AnimElem = 9
anim = 3670
ignorehitpause = 1
sprpriority = -2
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removeongethit = 1
ownpal = 1
[State 225, kiai]
type = PlaySnd
trigger1 = AnimElem = 13
value = 1100,1
[State 225, light]
type = Explod
trigger1 = AnimElem = 12
ignorehitpause = 1
anim = 3661
ID = 3661
pos = -0,0
postype = p1
sprpriority = 2
supermove = 1
removetime = -1
ignorehitpause = 1
ownpal = 1
bindtime = -1
removeongethit = 1
;light remove
[State 225,2]
type = RemoveExplod
trigger1 = AnimElem = 27
ID = 3661
[State 225, 3]
type = Projectile
trigger1 = AnimElem = 13
attr = S, SP
ignorehitpause = 1
projanim = 3520
projhitanim = 3630
offset = 0,-13
velocity = 10
damage = 15,1
animtype = Hard
guardflag = MA
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
hitsound = S240,0
guardsound = S1000,2
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -8
air.velocity = -2.5,-5
projremove = 1
[State 225, 4]
type = Projectile
trigger1 = AnimElem = 17 = 3
ignorehitpause = 1
attr = S, SP
projanim = 3520
projhitanim = 3630
offset = 0,-13
velocity = 10
damage = 20,2
animtype = Hard
guardflag = MA
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
hitsound = S240,0
guardsound = S1000,2
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -8
air.velocity = -2.5,-5
projremove = 1
[State 225 , 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------
;mini comete multiples
[Statedef 229]
type = S
movetype = A
physics = S
anim = 229
poweradd = 2
juggle = 3
velset = 0
ctrl = 0
[State 229, 0]
type = SuperPause
trigger1 = Time = 0
time = 34
anim = -1
movetime = 0
[State 229, 1]
type = Projectile
trigger1 = AnimElem = 4
trigger2 = AnimElem = 12
trigger3 = AnimElem = 22
trigger4 = AnimElem = 32
trigger5 = AnimElem = 40
trigger6 = AnimElem = 50
attr = S, SP
projanim = 3520
projhitanim = 3630
offset = 0,-13
velocity = 15
damage = 30,4
animtype = Hard
guardflag = MA
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
hitsound = S240,0
guardsound = S1000,2
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -8
air.velocity = -2.5,-5
[State 229, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------------------------------
[Statedef 226]
type = A
movetype = A
physics = N
anim = 226
velset = 3.5,-2.2
[State 226 , 1]
type = PlaySnd
trigger1 = Time = 0
value = 200,3
[State 226 , 2]
type = PlaySnd
trigger1 = Time = 2
value = 40,0
[State 226 , 3]
type = VelAdd
trigger1 = Time > 0
y = .3
[State 226 , 4]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 80
animtype = hard
guardflag = MA
sparkxy = -10,-90
hitsound = S260,0
guardsound = S200,1
pausetime = 12,12
ground.hittime = 19
ground.type = high
ground.slidetime = 19
ground.velocity = -10
air.velocity = -4,-3
[State 226 , 5]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 227
;-------------------------
[Statedef 227]
type = S
movetype = I
phsyics = S
anim = 227
velset = 0,0
[State 227 , 1]
type = PosSet
trigger1 = Time = 0
y = 0
[State 227 , 2]
type = PlaySnd
trigger1 = Time = 0
value = 52,0
[State 227 , 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------------------------------------
;auto-ginocchiata
[Statedef 230]
type = S
movetype = A
physics = S
anim = 230
juggle = 1
velset = 0
ctrl = 0
[State 230 , vel]
type = VelSet
trigger1 = AnimElem = 3
x = 8
[State 230 , 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 220,2
[State 230 , 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = random < 250
value = 200,3
[State 230 , 3]
type = HitDef
trigger1 = AnimElem = 3
priority = 4
attr = S, NA
damage = 35,3
getpower = 10
givepower = 5
animtype = light
guardflag = MA
sparkxy = -10,-65
hitsound = S220,0
guardsound = S200,1
pausetime = 12,6
ground.hittime = 13
ground.type = low
ground.slidetime = 9
ground.velocity = -5
air.velocity = -3,-3
[State 230 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 52
ctrl = 1
;----------------
;calcio forte per combo aerea
[Statedef 210]
type = S
movetype = A
physics = S
anim = 3721
velset = 0
ctrl = 0
;energia su p2
[State 210 , 0]
type = Explod
triggerall = NumExplod(3500) = 0
trigger1 = movecontact = 1
id = 3500
anim = 3500
sprpriority = -3
removetime = 120
postype = p2
pos = -20,30
bindtime = 120
ownpal = 1
supermove = 1
removeongethit = 1
[State 210 , 1]
type = PlaySnd
trigger1 = AnimElem = 4
trigger1 = random < 250
value = 280,0
[State 210 , 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 220,2
[State 210 , 3]
type = HitDef
trigger1 = AnimElem = 4
priority = 6
attr = S, NA
damage = 60,6
getpower = 60
givepower = 30
animtype = hard
guardflag = MA
sparkxy = -0,0
sparkno =S3630
hitsound = S1200,1
groundtype = up
guardsound = S200,1
pausetime = 9,12
ground.velocity = 0,-19
air.velocity = 0,0
ground.hittime = 40
getpower = 500
givepower = 400
air.hittime = 40
fall = 1
fallrecover = 1
envshake.time = 10
envshake.freq = 10
envshake.ampl = 10
envshake.phase = 10
[State 210 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------
;Calcio alto
[Statedef 240]
type = S
movetype = A
physics = S
anim = 240
juggle = 2
velset = 0
ctrl = 0
[State 240, 4]
type = CtrlSet
trigger1 = AnimElem = 7
value = 1
[State 240 , 1]
type = PlaySnd
trigger1 = Time = 0
trigger1 = random < 250
value = 240,3
[State 240 , 2]
type = PosAdd
trigger1 = AnimElem = 2
x = 0
[State 240 , 3]
type = PlaySnd
trigger1 = AnimElem = 3
value = 200,2
[State 240 , 4]
type = HitDef
trigger1 = AnimElem = 4
priority = 6
attr = S, NA
damage = 120,12
getpower = 120
givepower = 60
animtype = hard
guardflag = MA
sparkxy = -10,-75
hitsound = S240,0
guardsound = S200,1
pausetime = 25,10
ground.hittime = 16
ground.type = hight;low
ground.slidetime = -5
ground.velocity = -6,-6;0
air.velocity = -7;,-3
[State 240 , 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------
;raffica
[Statedef 241]
type = S
movetype = A
physics = S
anim = 241
juggle = 2
velset = 0
ctrl = 0
;Bg effect
[State 241, super]
type = BGPalfx
trigger1 = Time = 0
ignorehitpause = 1
time = 150
mul = 150,150,222
add = 5,5,5
invertall = 0
[State 241, 4]
type = StopSnd
trigger1 = Time = 0
channel = -1
;persistent = 1
[State 241 , 1]
type = PlaySnd
trigger1 = Time = 0
trigger1 = random < 250
value = 240,3
[State 241 , 2]
type = PosAdd
trigger1 = AnimElem = 2
x = 0
[State 241 , 3]
type = PlaySnd
trigger1 = AnimElem = 3
value = 200,2
[State 241, 1]
type = Projectile
trigger1 = AnimElem = 4
trigger2 = AnimElem = 6
trigger3 = AnimElem = 8
trigger4 = AnimElem = 10
trigger5 = AnimElem = 12
attr = A, SP
ignorehitpause = 1
projanim = 3698
projhitanim = 3661
offset = 0,0
velocity = 15,-8
damage = 5,1
animtype = Hard
guardflag = MA
pausetime = 12,0
sparkno = -1
guard.sparkno = -1
hitsound = S240,0
guardsound = S1000,2
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -8
air.velocity = -2.5,-5
[State 241, 1]
type = Projectile
trigger1 = AnimElem = 5
trigger2 = AnimElem = 7
trigger3 = AnimElem = 9
trigger4 = AnimElem = 11
attr = A, SP
ignorehitpause = 1
projanim = 3698
projhitanim = 3661
offset = 0,0
velocity = 16,-7
damage = 5,1
animtype = light
guardflag = MA
pausetime = 12,3
sparkno = -1
guard.sparkno = -1
hitsound = S240,0
guardsound = S1000,2
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -8
air.velocity = -2.5,-5
fall = 1
[State 241 , 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-----------------------------------------------
;Calcio medio
[Statedef 250]
type = S
movetype = A
physics = S
anim = 225
juggle = 1
velset = 0
ctrl = 0
[State 250 , 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 200,2
[State 250 , 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = random < 250
value = 240,3
[State 250 , 3]
type = HitDef
trigger1 = AnimElem = 4
priority = 5
attr = S, NA
damage = 80
animtype = hard
guardflag = MA
sparkxy = -10,-80
hitsound = S240,0
guardsound = S200,1
pausetime = 8,11
ground.hittime = 19
ground.type = low
ground.slidetime = 19
ground.velocity = -6
air.velocity = -4,-3
[State 250, 5]
type = AfterImage
trigger1 = time = 4
time = 20
FrameGap = 2
length = 10
PalBright = 0, 0, 0
PalContrast = 128,128,128
PalAdd = 0, 0, 0
PalMul = 1,1,1
Trans = Add1
[State 250 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------
;calcio girato
[Statedef 260]
type = S
movetype = A
physics = S
anim = 260
juggle = 2
velset = 0
ctrl = 0
[State 260 , 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 220,2
[State 260 , 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = random < 250
value = 240,3
[State 260 , 3]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 80,8
getpower = 80
givepower = 40
animtype = hard
guardflag = MA
sparkno = 12
sparkxy = -10,-90
hitsound = S260,0
guardsound = S200,1
pausetime = 9,15
ground.hittime = 19
ground.type = high
ground.slidetime = 19
ground.velocity = -5
air.velocity = -4,-3
[State 260 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------------
;Calcio capovolto
[Statedef 270]
type = S
movetype = A
physics = S
anim = 3645
juggle = 2
velset = 0
ctrl = 0
[State 270 , 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 220,2
[State 270 , 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = random < 250
value = 240,3
;first
[State 270 , 3]
type = HitDef
trigger1 = AnimElem = 6
priority = 6
attr = S, NA
damage = 60
animtype = hard
guardflag = MA
sparkxy = -0,0
sparkno = S3630
hitsound = S260,0
guardsound = S200,1
pausetime = 10,15
ground.hittime = 19
ground.type = hight
ground.slidetime = 19
ground.velocity = -16
air.velocity = -4,-3
;2nd hit
[State 270 , 4]
type = HitDef
trigger1 = AnimElem = 9
priority = 3
attr = S, NA
damage = 80
animtype = hard
guardflag = MA
sparkxy = -0,0
sparkno = S3630
hitsound = S260,0
guardsound = S200,1
pausetime = 3,4
ground.hittime = 19
ground.type = hight
ground.slidetime = 19
ground.velocity = -4,15
air.velocity = -4,-3
fall = 1
fall.damage = 20
[State 270, 5]
type = Turn
trigger1 = Time = 48
;trigger1 = p2dist X > 0
[State 270, 6]
type = PosAdd
trigger1 = Time = 48
x = -95
[State 270, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------
;Pugno ravvicinato
[Statedef 280]
type = S
movetype = A
physics = S
anim = 280
velset = 0
ctrl = 0
;scia luminosa
[State 280 , 0]
type = Explod
trigger1 = AnimElem = 4
anim = 3687
sprpriority = -1
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
ownpal = 1
;cosmo remove
[State 280,0]
type = RemoveExplod
trigger1 = Time = 0
ID = 2
[State 280 , 1]
type = PlaySnd
trigger1 = AnimElem = 4
trigger1 = random < 250
value = 280,0
[State 280 , 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 220,2
[State 280 , 3]
type = HitDef
trigger1 = AnimElem = 5
priority = 5
attr = S, NA
damage = 100,10
getpower = 100
givepower = 50
animtype = hard
guardflag = MA
sparkxy = -0,0
sparkno =S3630
hitsound = S1200,1
guardsound = S200,1
pausetime = 12,12
ground.velocity = -4,-4
air.velocity = -4,0;-4
[State 280 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------
;Calcio hard
[Statedef 290]
type = S
movetype = A
physics = S
anim = 290
velset = 0
ctrl = 0
[State 290, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = 220,2
[State 290, 0.1]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = random < 250
value = 1100,1
[State 290, 1]
type = HitDef
trigger1 = AnimElem = 4
priority = 6
attr = S, NA
damage = 140
animtype = hard
guardflag = MA
sparkxy = -0,0
sparkno =S3630
getpower = 120
givepower = 60
hitsound = S1200,1
guardsound = S200,1
guard.hittime = 20
guard.velocity = -20
pausetime = 12,12
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -10,-0
[State 290, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-----------------------------------------------
;Pugno basso debole
[Statedef 400]
type = C
movetype = A
physics = C
anim = 400
juggle = 1
velset = 0
ctrl = 0
[State 400 , 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,2
[State 400 , 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = random < 250
value = 200,3
[State 400 , 3]
type = HitDef
trigger1 = AnimElem = 2
priority = 3
attr = C, NA
damage = 30,3
getpower = 30
givepower = 15
animtype = light
guardflag = LA
sparkxy = -10,-55
hitsound = S200,0
guardsound = S200,1
pausetime = 12,12
ground.hittime = 12
ground.type = low
ground.slidetime = 12
ground.velocity = -4
air.velocity = -2,-2
[State 400 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;-------------------------------------
;Scivolata
[Statedef 440]
type = C
movetype = A
physics = C
anim = 440
juggle = 1
velset = 0
ctrl = 0
[State 440, polvere]
type = MakeDust
trigger1 = Time = 0
trigger2 = Time = 3
pos = 15,3
pos2 = 22,-3
spacing = 2
[State 440, 0]
type = VelAdd
trigger1 = AnimElem = 2
x = 20
[State 440 , 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,2
;slide sound
[State 440 , 1]
type = PlaySnd
trigger1 = Time = 0
value = 1300,2
[State 440 , 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 250
value = 240,3
[State 440 , 3]
type = HitDef
trigger1 = AnimElem = 2
priority = 5
attr = C, NA
damage = 70,7
getpower = 70
givepower = 30
animtype = hard
guardflag = LA
sparkxy = 0,70
sparkno =S3630
hitsound = S240,0
guardsound = S200,1
pausetime = 12,12
ground.hittime = 19
ground.type = low
ground.slidetime = 19
ground.velocity = -10
air.velocity = -4,-3
[State 440 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;------------------------------------------
;Pugno basso medio\forte
[Statedef 460]
type = C
movetype = A
physics = C
anim = 460
juggle = 2
velset = 0
ctrl = 0
[State 460 , 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 220,2
[State 460 , 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 250
value = 240,3
[State 460, light]
type = Explod
trigger1 = AnimElem = 3
anim = 3661
ID = 3661
pos = -25,30
postype = p1
sprpriority = 2
supermove = 1
removetime = 30
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
[State 460, Kosumo]
type = Explod
trigger1 = Time = 0
anim = 3694
pos = 0,0
postype = p1
sprpriority = -4
supermove = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
[State 460, strike]
type = Projectile
trigger1 = AnimElem = 3
attr = S, SP
projanim = 3520
projhitanim = 3630
offset = -5,19
velocity = 13
damage = 10,1
animtype = light
guardflag = LA
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
hitsound = S240,0
guardsound = S1000,2
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -8
air.velocity = -2.5,-5
[State 460, strike2]
type = Projectile
trigger1 = AnimElem = 6
attr = S, SP
projanim = 3520
projhitanim = 3630
offset = -5,19
velocity = 13
damage = 10,1
animtype = light
guardflag = LA
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
hitsound = S240,0
guardsound = S1000,2
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -8
air.velocity = -2.5,-5
[State 460 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;----------------------------------------
;air super kick hard
[Statedef 600]
type = A
movetype = A
physics = A
juggle = 2
anim = 600
ctrl = 0
[State 600 , 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 200,2
[State 600 , 3]
type = HitDef
trigger1 = AnimElem = 3
priority = 6
attr = A, NA
damage = 120,12
getpower = 120
givepower = 60
animtype = hard
guardflag = HA
sparkxy = -10,-45
hitsound = S240,0
guardsound = S200,1
pausetime = 12,12
ground.hittime = 19
ground.type = high
ground.slidetime = 9
ground.velocity = -4,-5
air.velocity = -6,-6
[State 600 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;-----------------------------------------
;Calcio in volo medio/leggero
[Statedef 630]
type = A
movetype = A
physics = A
anim = 630
juggle = 1
ctrl = 0
[State 630 , 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 220,2
[State 630 , 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = random < 250
value = 200,3
[State 630 , 3]
type = HitDef
trigger1 = AnimElem = 3
priority = 4
attr = A, NA
damage = 40,4
getpower = 40
givepower = 20
animtype = light
guardflag = HA
sparkxy = -10,-50
hitsound = S220,0
guardsound = S200,1
pausetime = 12,12
ground.hittime = 13
ground.type = high
ground.slidetime = 9
ground.velocity = -5
air.velocity = -3,-3
[State 630 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;----------------------------
;Pugno in volo
[Statedef 640]
type = A
movetype = A
physics = A
juggle = 2
anim = 640
ctrl = 0
[State 640 , 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 200,2
[State 640 , 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = random < 250
value = 240,3
[State 640 , 3]
type = HitDef
trigger1 = AnimElem = 3
priority = 4
attr = A, NA
damage = 60,6
getpower = 60
givepower = 30
animtype = hard
guardflag = HA
sparkxy = -10,-45
hitsound = S240,0
guardsound = S200,1
pausetime = 12,12
ground.hittime = 19
ground.type = high
ground.slidetime = 9
ground.velocity = -5
air.velocity = -3,-3
[State 640 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------
;Calcio volante alato
[Statedef 660]
type = A
movetype = A
physics = A
anim = 660
juggle = 2
ctrl = 0
[State 660, afterimage]
type = AfterImage
trigger1 = time = 0
time = 40
FrameGap = 2
length = 10
PalBright = 0, 0, 0
PalContrast = 107,107,222 ;blue
PalAdd = 0, 0, 0
PalMul = 1,1,1
Trans = Add1
[State 660 , vel]
type = VelSet
trigger1 = AnimElem = 4
x = 18
y = 13
[State 660, pegasofly]
type = Explod
trigger1 = AnimElem = 3
anim = 3691
pos = 0,0
postype = p1
sprpriority = -2
supermove = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
[State 660, kosumo]
type = Explod
trigger1 = AnimElem = 4
anim = 3695
pos = 0,0
postype = p1
sprpriority = -2
removetime = 20
supermove = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
[State 660 , 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 220,2
[State 660 , 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = random < 250
value = 240,3
[State 660 , 3]
type = HitDef
trigger1 = AnimElem = 4
priority = 7
attr = A, NA
damage = 150,75
getpower = 150
animtype = hard
guardflag = HA
sparkxy = -0,50
sparkno =S3630
hitsound = S260,0
guardsound = S200,1
pausetime = 18,18
ground.hittime = 19
ground.type = high
ground.slidetime = 9
ground.velocity = -5
air.velocity = -3,-3
[State 660 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;-----------------------------------------------------------------
;calcio missile
[Statedef 680]
type = A
movetype = A
physics = A
anim = 680
ctrl = 0
[State 1000, light]
type = Explod
trigger1 = AnimElem = 5
anim = 3723
ID = 3723
pos = 26,0
postype = p1
sprpriority = 3
supermove = 1
removetime = 20
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
[State 680 , 9]
type = SuperPause
trigger1 = Time = 0
time = 15
anim = -1
movetime = 15
[State 680 , vel]
type = VelSet
trigger1 = AnimElem = 5
y = 14
[State 680 , 1]
type = PlaySnd
trigger1 = Time = 0
value = 220,2
[State 680 , 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = random < 250
value = 280,0
[State 680 , 3]
type = HitDef
trigger1 = AnimElem = 5
priority = 2
attr = S, NA
damage = 40,5
animtype = hard
guardflag = MA
sparkxy = -10,-35
hitsound = S1200,1
guardsound = S200,1
pausetime = 12,10
ground.velocity = -4,15
air.velocity = -4,15
fall = 1
fall.recover = 0
[State 680 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;------------------------------------------
;lighting cometa standing
[Statedef 1000]
type = S
movetype = A
physics = S
anim = 1000
poweradd = -250
juggle = 5
ctrl = 0
velset = 0
[State 1000 , 5]
type = PlaySnd
trigger1 = Time = 5
value = 1100,2
[State 1000, cometalucente]
type = PlaySnd
trigger1 = Time = 0
value = 1100,0
[State 1000, light]
type = Explod
trigger1 = AnimElem = 6
anim = 3661
ID = 3661
pos = 15,4
postype = p1
sprpriority = 2
supermove = 1
removetime = 10
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
[State 1000 , 3]
type = Projectile
trigger1 = AnimElem = 7, = 1
attr = S, SP
projanim = 3630
projhitanim = 3500
offset = 100,0
velocity = 7
damage = 100,50
animtype = Hard
guardflag = MA
pausetime = 0,12
sparkno = -1
guard.sparkno = -1
hitsound = S240,0
guardsound = S1000,2
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -8
air.velocity = -2.5,-5
[State 1000 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-----------------------------------------------
;Cometa lucente(suiseiken)in volo
[Statedef 1100]
type = A
movetype = A
physics = N
anim = 1100
poweradd = -250
juggle = 5
velset = 0,0
ctrl = 0
[State 1100, star]
type = Explod
trigger1 = Time = 4
anim = 3724
pos = -320,0
postype = right
sprpriority = -3
supermove = 1
removetime = 100
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
[State 1100 , 1]
type = PlaySnd
trigger1 = AnimElem = 1, = 1
value = 1100,0
[State 1100 , 2]
type = VelSet
trigger1 = AnimElem = 7
x = 8
y = 8
[State 1100 , 3]
type = VelAdd
trigger1 = Time > 21
y = .5
[State 1100, 2]
type = SuperPause
trigger1 = Time = 0
time = 10
darken = 0
anim = S3500
pos = -30,0
movetime = 0
[State 1100, 0]
type = Explod
trigger1 = AnimElem = 7
anim = 3630
pos = 40,60
postype = p1
sprpriority = 2
supermove = 1
removetime = 20
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
;Bg effect
[State 1100, super]
type = BGPalfx
trigger1 = Time = 0
ignorehitpause = 1
time = 200
mul = 150,150,222
sinadd = 34,56,67,240
add = 5,5,5
[State 1100, 0]
type = Explod
trigger1 = AnimElem = 8
anim = 3719
pos = 0,0
postype = p1
sprpriority = -2
supermove = 1
removetime = 20
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
[State 1100, 0]
type = Explod
trigger1 = AnimElem = 6
anim = 3722
pos = -55,0
postype = p1
sprpriority = -2
supermove = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
[State 1100, 0]
type = Explod
trigger1 = AnimElem = 8
anim = 3722
pos = -50,0
postype = p1
sprpriority = 4
supermove = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
[State 1100 , 5]
type = PlaySnd
trigger1 = Time = 22
value = 1100,2
[State 1100 , 6]
type = HitDef
trigger1 = AnimElem = 7
trigger2 = AnimElem = 9
priority = 7
attr = A, SA
damage = 150,40
getpower = 100
givepower = 50
priority = 7
animtype = hard
guardflag = MA
sparkxy = -10,-45
sparkno = -1
hitsound = S260,0
guardsound = S1000,2
pausetime = 2,12
ground.hittime = 19
ground.type = high
ground.slidetime = 9
ground.velocity = -5,-5
air.velocity = -3,-3
fall = 1
[State 1100 , 7]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1120
;----------------------------------------
;atterraggio da suiseiken
[Statedef 1120]
type = C
movetype = A
physics = N
anim = 1120
velset = 4,0
[State 1120 , 1]
type = PosSet
trigger1 = Time = 0
y = 0
[State 1120 , 2]
type = PlaySnd
trigger1 = Time = 0
value = 52,0
[State 1120 , 3]
type = VelAdd
trigger1 = Vel X > 0
x = -.3
[State 1120 , 4]
type = VelSet
trigger1 = Vel X < 0
x = 0
[State 1120 , 5]
type = HitDef
trigger1 = AnimElem = 4
priority = 5
attr = C, SA
damage = 50,5
animtype = hard
guardflag = MA
sparkxy = -10,-30
sparkno = -1
hitsound = S260,0
guardsound = S1000,2
pausetime = 12,10
ground.hittime = 19
ground.type = hight
ground.slidetime = 19
ground.velocity = -23,-35
air.velocity = -4,-3
fall = 1
[State 1120 , 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------------------------------------
;gomitata
[Statedef 1200]
type = S
movetype = A
physics = S
anim = 1200
juggle = 5
velset = 0
ctrl = 0
[State 1200, 0]
type = AfterImage
trigger1 = time = 0
time = 50
FrameGap = 2
length = 10
PalBright = 0, 0, 0
PalContrast = 107,107,222 ;blue
PalAdd = 0, 0, 0
PalMul = 1,1,1
Trans = Add1
[State 1200 , 1]
type = PlaySnd
trigger1 = Time = 0
value = 1200,0
[State 1200 , 2]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 3
[State 3650, 3]
type = VelAdd
trigger1 = AnimElem = 2
x = 1
[State 3650, 4]
type = VelAdd
trigger1 = AnimElem = 3
x = 15
[State 1200 , 5]
type = HitDef
trigger1 = AnimElem = 4
priority = 4
attr = A, SA
damage = 60,6
getpower = 60
givepower = 30
animtype = medium
guardflag = MA
sparkxy = -10,-100
hitsound = S1200,1
guardsound = S1000,2
pausetime = 13,15
ground.hittime = 19
ground.type = high
ground.slidetime = 9
ground.velocity = -5
air.velocity = -2,-8
[State 1220, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------
[Statedef 1210]
type = A
movetype = A
phsyics = N
anim = 3650
velset = 3,-8
[State 1210 , 1]
type = PlaySnd
trigger1 = Time = 0
value = 1200,2
[State 1210 , 2]
type = VelAdd
trigger1 = Time > 0
y = 0
[State 1210 , 3]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage = 40,5
animtype = hard
guardflag = MA
sparkxy = -10,-100
hitsound = S1200,1
guardsound = S1000,2
pausetime = 12,12
ground.hittime = 19
ground.type = high
ground.slidetime = 9
ground.velocity = -5
air.velocity = -2,-8
[State 1210 , 4]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
damage = 40,5
animtype = hard
guardflag = MA
sparkxy = -10,-100
hitsound = S1200,1
guardsound = S1000,2
pausetime = 12,12
ground.hittime = 19
ground.type = high
ground.slidetime = 9
ground.velocity = -5
air.velocity = -2,-8
[State 1210 , 5]
type = VelSet
trigger1 = AnimElem = 4
x = 0
[State 1210 , 6]
type = HitDef
trigger1 = AnimElem = 4
trigger1 = MoveContact = 0
attr = A, SA
damage = 40,5
animtype = hard
guardflag = MA
sparkxy = -10,-85
hitsound = S1200,1
guardsound = S1000,2
pausetime = 12,12
ground.hittime = 19
ground.type = high
ground.slidetime = 9
ground.velocity = -5
air.velocity = -2,-8
[State 1210 , 7]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1220
[Statedef 1220]
type = S
movetype = I
physics = S
anim = 3650
velset = 0,0
[State 1220 , 1]
type = PlaySnd
trigger1 = Time = 0
value = 52,0
[State 1220 , 2]
type = PosSet
trigger1 = Time = 0
y = 0
[State 1220 , 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;.......................................................................
;corsa avanti
[Statedef 100]
type = S
physics = S
anim = 100
sprpriority = 1
[State 100, 1]
type = VelSet
trigger1 = 1
x = 6
[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk
[State 100, 3]
type = AfterImage
trigger1 = Time = 0
time = 114
FrameGap = 3
length = 15
Trans = Add1
[State 100, polvere]
type = MakeDust
trigger1 = command != "holdfwd"
pos = 0,0
spacing = 2
[State 100, 4]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0
;.................................................
;Combo gomitata/calcio
[Statedef 1230]
type = S
movetype = A
physics = S
anim = 1230
juggle = 5
velset = 0
ctrl = 0
[State 1330, nothittable]
type = NotHitBy
trigger1 = 1
type = NotHitBy
value = , NA, AP
[State 1240 , 2]
type = VelAdd
trigger1 = Time = 4
y = -5
x = 4
[State 1230 , 1]
type = PlaySnd
trigger1 = Time = 0
value = 1200,0
[State 1230 , 2]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 3
[State 1230 , 3]
type = HitDef
trigger1 = AnimElem = 4
priority = 4
attr = S, SA
damage = 30,3
animtype = hard
guardflag = MA
sparkno = -1
sparkxy = -10,-75
hitsound = S1200,1
guardsound = S1000,2
pausetime = 12,12
ground.hittime = 19
ground.type = high
ground.slidetime = 9
ground.velocity = -4,-15
air.velocity = -3,-3
fall = 1
[State 1230 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1240
;----------------------------------
;Star kick
[Statedef 1240]
type = A
movetype = A
phsyics = N
anim = 1240
velset = 5,-13
[State 1330, nothittable]
type = NotHitBy
trigger1 = 1
type = NotHitBy
value = , NA, AP
[State 1240 , 1]
type = PlaySnd
trigger1 = Time = 0
value = 1200,2
[State 1240 , 2]
type = VelAdd
trigger1 = Time > 0
y = .5
;1st hit
[State 1240 , 3]
type = HitDef
trigger1 = AnimElem = 3
priority = 5
attr = A, SA
damage = 40,4
animtype = hard
guardflag = MA
sparkno = -1
sparkxy = -10,-100
hitsound = S1200,1
guardsound = S1000,2
pausetime = 12,12
ground.hittime = 19
ground.type = high
ground.slidetime = 9
ground.velocity = -3,-10
air.velocity = -3,-3
fall = 1
;2nd hit
[State 1240 , 4]
type = HitDef
trigger1 = AnimElem = 8
priority = 6
attr = A, SA
damage = 60,6
getpower = 60
givepower = 30
animtype = hard
guardflag = MA
sparkxy = -10,-100
hitsound = S1200,1
guardsound = S1000,2
pausetime = 12,10
ground.hittime = 19
ground.type = high
ground.slidetime = 9
ground.velocity = -3
air.velocity = -7,15
fall = 1
[State 1240 , 5]
type = VelSet
trigger1 = AnimElem = 7
x = 0
[State 1240 , 7]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 50
;--------------------------------------------
;1░ fulmine di Pegasus
[Statedef 1330]
type = S
movetype = A
physics = S
anim = 1330
poweradd = -2000
juggle = 5
velset = 7
ctrl = 0
[State 1330, polvere]
type = MakeDust
trigger1 = time = 0
pos = -15,3
pos2 = -22,-3
spacing = 2
[State 1330, nothittable]
type = NotHitBy
trigger1 = 1
type = NotHitBy
value = , NA, AP
;flash
[State 1330 , 0]
type = Explod
trigger1 = AnimElem = 3
anim = 3500
postype = p1
pos = 20,30
bindtime = 1
supermove = 1
ownpal = 1
[State 1330, toggleng]
type = LifeAdd
trigger1 = AnimElem = 5
value = -10
[State 1330 , sound]
type = PlaySnd
trigger1 = Time = 0
trigger1 = AnimElem = 1
value = 1200,2
;Bg effect
[State 1330, super]
type = BGPalfx
trigger1 = time >= 0
ignorehitpause = 1
time = 1
mul = 107,107,222
add = -5,-5,-5
invertall = 1
[State 1330, showgalaxian]
type = Explod
trigger1 = AnimElem = 4
anim = 3480
ID = 3480
pos = -320,0
postype = right
sprpriority = -2
supermove = 1
removetime = 120
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
[State 1330 , 1]
type = PlaySnd
trigger1 = Time = 0
value = 2100,0
[State 1330 , 2]
type = VelSet
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 5
x = 4
[State 1330 , 2.1]
type = PosAdd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
trigger3 = AnimElem = 8
x = 30
[State 1330 , 4]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 7
trigger5 = AnimElem = 11
priority = 7
attr = S, NA
damage = 30,5
animtype = hard
guardflag = MA
sparkxy = -10,-60
sparkno = S3661
hitsound = S1200,1
guardsound = S1200,1
pausetime = 12,35
ground.hittime = 19
ground.type = low
ground.slidetime = 9
ground.velocity = -10
air.velocity = -3,-3
envshake.time = 10
envshake.freq = 10
envshake.ampl = 10
envshake.phase = 10
numhits = 10
[State 1330 , 5]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1300,1
;Light flash punch
[State 1330, one]
type = Projectile
trigger1 = AnimElem = 4, = 1
trigger2 = AnimElem = 5, = 2
trigger3 = AnimElem = 6, = 3
trigger4 = AnimElem = 7, = 1
trigger5 = AnimElem = 8, = 2
trigger6 = AnimElem = 9, = 3
attr = S, HP
projanim = 3520
projhitanim = 3661;3530
offset = 12,0
velocity = 16
damage = 20,5
animtype = Hard
guardflag = -1
pausetime = 0,12
sparkno = -1
guard.sparkno = -1
hitsound = S240,0
guardsound = S1000,2
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -8
air.velocity = 1,1
envshake.time = 5
envshake.freq = 5
envshake.ampl = 5
envshake.phase = 5
palfx.time = 35
palfx.mul = 240,192,128
palfx.sinadd = 96,128,160,16
palfx.add = 224,128,64
numhits = 10
;Light flash punch seconda scarica
[State 1330, two]
type = Projectile
trigger1 = AnimElem = 4, = 0
trigger2 = AnimElem = 5, = 3
trigger3 = AnimElem = 6, = 5
trigger4 = AnimElem = 7, = 6
trigger5 = AnimElem = 8, = 7
trigger6 = AnimElem = 9, = 8
guardflag = -1
attr = S, HP
projanim = 3661;3519
projhitanim = 3530
offset = 40,8
velocity = 20
;Light flash punch finale
[State 1330, three]
type = Projectile
trigger1 = AnimElem = 4, = 3
trigger2 = AnimElem = 5, = 0
trigger3 = AnimElem = 6, = 2
trigger4 = AnimElem = 7, = 4
trigger5 = AnimElem = 8, = 6
trigger6 = AnimElem = 9, = 5
guardflag = -1
attr = S, HP
projanim = 3519
projhitanim = 3661;3530
offset = -12,-12
velocity = 25
[State 1330 , 5]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1300,1
volume = 255
[State 1330 , 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 1340
;--------------------------------------------------------------------
[Statedef 1340]
type = S
movetype = A
phsyics = N
anim = 1340
velset = 7
[State 1340, nothittable]
type = NotHitBy
trigger1 = 1
type = NotHitBy
value = , NA, AP
;Bg effect
[State 1340, super]
type = BGPalfx
trigger1 = time >= 0
ignorehitpause = 1
time = 1
mul = 107,107,222
add = -5,-5,-5
invertall = 1
[State 1340 , 0]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
x = 20
[State 1340, afterimage]
type = AfterImage
trigger1 = time = 4
time = 40
FrameGap = 2
length = 10
PalBright = 0, 0, 0
PalContrast = 107,107,222 ;blue
PalAdd = 0, 0, 0
PalMul = 1,1,1
Trans = Add1
[State 1340 , 1]
type = PlaySnd
trigger1 = Time = 0
value = 1300,2
[State 1340 , 2]
type = VelSet
trigger1 = Time > 0
x = 5
;Final
[State 1340 , 3]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 11
priority = 7
attr = S, NA
damage = 30,5
animtype = hard
guardflag = -1
sparkxy = -10,-60
hitsound = S1200,1
guardsound = S1000,2
pausetime = 0,4;35
ground.hittime = 19
ground.type = low ;punto di collisione del p2
envshake.freq = 10
envshake.ampl = 10
envshake.phase = 10
[State 1340 , 4]
type = ChangeState
trigger1 = Time = 20
value = 1350
;-----------------------------------------------
[Statedef 1350]
type = S
movetype = A
phsyics = N
anim = 1350
velset = 0,0 ;30
[State 1350, nothittable]
type = NotHitBy
trigger1 = 1
type = NotHitBy
value = , NA, AP
[State 1350 , 0]
type = HitDef
trigger1 = AnimElem = 6
priority = 7
attr = S, HA
damage = 30,5
animtype = hard
guardflag = -1
sparkxy = -10,-60
hitsound = S240,0
guardsound = S1000,2
pausetime = 0,12
p2stateno = 2295
ground.hittime = 19
ground.type = high
ground.slidetime = 9
ground.velocity = -10
air.velocity = -3,-3
envshake.time = 10
envshake.freq = 10
envshake.ampl = 10
envshake.phase = 10
fall = 1
fallrecover=0
[State 1350, screenmove]
type = Screenbound
trigger1 = AnimElem = 6
value = 50
movecamera = 99,99
[State 1350 , kiai]
type = PlaySnd
trigger1 = Time = 0
trigger1 = AnimElem = 1
value = 1100,1
[State 1350 , 1]
type = VelAdd
trigger1 = AnimElem = 5
x = 20
[State 1350 , 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------end of ryuseiken light effect
;-----------------------------------------------------------
;reversal attack
[Statedef 1400]
type = S
movetype = A
physics = S
anim = 3675
juggle = 5
velset = 0
ctrl = 0
[State 1400 , 4]
type = ReversalDef
priority = 7
trigger1 = time = 0
reversal.attr = SCA, NA, SA, HA
p1stateno = 1401
hitsound = S240,0
pausetime = 40,50
sparkxy = 10,-60
[State 1400 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------
;new state of reversal attack
;reversal attack
[Statedef 1401]
type = S
movetype = A
physics = S
anim = 1401
poweradd = 450
juggle = 5
velset = 0
ctrl = 0
[State 1400 , 1]
type = PlaySnd
trigger1 = time = 0
value = 1400,0
[State 1401, light]
type = Explod
trigger1 = MoveContact = 1
ID = 3678
anim = 3678
pos = 90,3
postype = p1
sprpriority = 4
supermove = 1
removetime = 70
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
[State 1401, polvere]
type = MakeDust
trigger1 = time = 0
pos = -15,3
pos2 = -22,-3
spacing = 2
[State 1401 , 2]
type = VelAdd
trigger1 = time = 0
x = -9
[State 1401 , 2]
type = VelMul
trigger1 = AnimElem = 1
x = 3.6
[State 1401 , 6]
type = ChangeState
triggerall = MoveContact = 1
trigger1 = Life <= 300
value = 2160
ctrl = 0
[State 1401 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------
;Pugno volante combo
[Statedef 1425]
type = S
movetype = A
physics = S
anim = 1425
juggle = 5
velset = 0,0
ctrl = 0
[State 1425, nothittable]
type = NotHitBy
trigger1 = 1
type = NotHitBy
value = , NA, AP
[State 1425, 3.3]
type = Explod
trigger1 = AnimElem = 3
anim = 3630
pos = 20,-55
postype = p1
sprpriority = 3
bindtime = 42
removetime = 42
ownpal = 1
supermove = 1
removeongethit = 1
[State 1425 , 8]
type = VelMul
trigger1 = AnimElem = 3
y = -8
[State 1425 , 2]
type = VelAdd
trigger1 = AnimElem = 3
y = -8
[State 1425 , 2]
type = VelAdd
trigger1 = AnimElem = 8
y = 0.45
[State 1425 , 1]
type = PlaySnd
trigger1 = Time = 0
value = 1400,0
[State 1425 , 3]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 9
value = 1400,1
[State 1425 , 5]
type = HitDef
trigger1 = Time = 0
priority = 4
attr = S, SA
damage = 20,2
getpower = 20
givepower = 10
animtype = hard
guardflag = MA
sparkxy = -10,-110
hitsound = S240,0
guardsound = S1000,2
pausetime = 12,12
ground.hittime = 19
ground.type = high
ground.slidetime = 9
ground.velocity = 0,-8
air.velocity = 0,-25
fall = 1
[State 1425 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0
;--------------------------------------------------
[Statedef 1500]
type = S
movetype = A
physics = S
anim = 1500
hitsound = S260,0
poweradd = 200
velset = 0
ctrl = 0
[State 1500 , 1]
type = PlaySnd
trigger1 = Time = 0
value = 1500,0
[State 1500 , 3]
type = PlaySnd
trigger1 = AnimElem = 3, = 1
trigger2 = AnimElem = 8, = 1
trigger3 = AnimElem = 16, = 1
value = 200,2
[State 1500 , 4]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 10,5
animtype = hard
hitflag = MA
guardflag = MA
sparkxy = -10,-50
hitsound = S240,0
guardsound = S1000,2
pausetime = 3,3
ground.hittime = 19
ground.type = low
ground.slidetime = 0
ground.velocity = 0
air.velocity = -3,-3
[State 1500 , 5]
type = HitDef
trigger1 = AnimElem = 10
attr = S, SA
damage = 10,5
animtype = hard
hitflag = MA
guardflag = MA
sparkxy = -10,-45
hitsound = S240,0
guardsound = S1000,2
pausetime = 3,3
ground.hittime = 19
ground.type = high
ground.slidetime = 0
ground.velocity = 0
air.velocity = -3,-3
[State 1500 , 6]
type = HitDef
trigger1 = AnimElem = 17
attr = S, SA
damage = 30,5
animtype = hard
hitflag = MA
guardflag = MA
sparkxy = -10,-50
hitsound = S240,0
guardsound = S1000,2
pausetime = 4,4
ground.hittime = 19
ground.type = low
ground.slidetime = 0
ground.velocity = 0
air.velocity = -3,-3
[State 1500 , 7]
type = HitDef
trigger1 = AnimElem = 22
attr = S, SA
damage = 10,5
animtype = hard
hitflag = MA
guardflag = MA
sparkxy = -10,-110
hitsound = S240,0
guardsound = S1000,2
pausetime = 6,12
ground.velocity = -3,-7
air.velocity = -3,-3
fall = 1
[State 1500 , 8]
type = PosAdd
trigger1 = AnimElem = 19
trigger2 = AnimElem = 20
trigger3 = AnimElem = 21
trigger4 = AnimElem = 22
trigger5 = AnimElem = 23
trigger6 = AnimElem = 24
trigger7 = AnimElem = 25
x = 8
[State 1500 , 9]
type = PosAdd
trigger1 = AnimElem = 26
x = 4
[State 1500 , 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 1525]
type = S
movetype = A
physics = S
anim = 1525
poweradd = 200
velset = 0
ctrl = 0
[State 1525 , 1]
type = PlaySnd
trigger1 = Time = 0
value = 1500,0
[State 1525 , 3]
type = PlaySnd
trigger1 = AnimElem = 3, = 1
trigger2 = AnimElem = 8, = 1
trigger3 = AnimElem = 16, = 1
value = 200,2
[State 1525 , 4]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 10,5
animtype = hard
hitflag = MA
guardflag = MA
sparkxy = -10,-50
hitsound = S240,0
guardsound = S1000,2
pausetime = 3,3
ground.hittime = 19
ground.type = low
ground.slidetime = 0
ground.velocity = 0
air.velocity = -3,-3
[State 1525 , 5]
type = HitDef
trigger1 = AnimElem = 10
attr = S, SA
damage = 10,5
animtype = hard
hitflag = MA
guardflag = MA
sparkxy = -10,-45
hitsound = S240,0
guardsound = S1000,2
pausetime = 3,3
ground.hittime = 19
ground.type = high
ground.slidetime = 0
ground.velocity = 0
air.velocity = -3,-3
[State 1525 , 6]
type = HitDef
trigger1 = AnimElem = 17
attr = S, SA
damage = 30,5
animtype = hard
hitflag = MA
guardflag = MA
sparkxy = -10,-50
hitsound = S240,0
guardsound = S1000,2
pausetime = 4,4
ground.hittime = 19
ground.type = low
ground.slidetime = 0
ground.velocity = 0
air.velocity = -3,-3
[State 1525 , 7]
type = ChangeState
trigger1 = AnimElem = 18
;trigger1 = Var(1) > 0
;trigger1 = Var(1) < 4
value = 1530
[State 1525 , 8]
type = ChangeState
trigger1 = AnimElem = 18
;trigger1 = Var(1) >= 4
value = 1540
[State 1525 , 9]
type = HitDef
trigger1 = AnimElem = 22
attr = S, SA
damage = 10,5
animtype = hard
hitflag = MA
guardflag = MA
sparkxy = -10,-110
hitsound = S240,0
guardsound = S1000,2
pausetime = 6,12
ground.velocity = -3,-7
air.velocity = -3,-3
fall = 1
[State 1525 , 10]
type = PosAdd
trigger1 = AnimElem = 19
trigger2 = AnimElem = 20
trigger3 = AnimElem = 21
trigger4 = AnimElem = 22
trigger5 = AnimElem = 23
trigger6 = AnimElem = 24
trigger7 = AnimElem = 25
x = 8
[State 1525 , 11]
type = PosAdd
trigger1 = AnimElem = 26
x = 4
[State 1525 , 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 1530]
type = S
movetype = A
physics = S
anim = 1530
[State 1530 , 1]
type = VelSet
trigger1 = Time = [0,4]
x = 1.3
[State 1530 , 2]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage = 30,5
animtype = hard
hitflag = MA
guardflag = MA
sparkxy = -10,-50
hitsound = S240,0
guardsound = S1000,2
pausetime = 4,4
ground.hittime = 19
ground.type = low
ground.slidetime = 0
ground.velocity = 0
air.velocity = -3,-3
[State 1530 , 3]
type = HitDef
trigger1 = AnimElem = 10
attr = S, SA
damage = 10,5
animtype = hard
hitflag = MA
guardflag = MA
sparkxy = -10,-110
hitsound = S240,0
guardsound = S1000,2
pausetime = 6,12
ground.velocity = -3,-7
air.velocity = -3,-3
fall = 1
[State 1530 , 4]
type = PosAdd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
trigger4 = AnimElem = 10
trigger5 = AnimElem = 11
trigger6 = AnimElem = 12
trigger7 = AnimElem = 13
x = 8
[State 1530 , 5]
type = PosAdd
trigger1 = AnimElem = 14
x = 4
[State 1530 , 6]
type = VarSet
trigger1 = AnimTime = 0
v = 1
value = 0
[State 1530 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 1540]
type = S
movetype = A
physics = S
anim = 1540
;[State 1540 , 1]
;type = VelSet
;trigger1 = Time [0,21]
;x = 1.3
[State 1540 , 2]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
damage = 10,5
animtype = hard
hitflag = MA
guardflag = MA
sparkxy = -10,-45
hitsound = S240,0
guardsound = S1000,2
pausetime = 3,3
ground.hittime = 19
ground.type = high
ground.slidetime = 0
ground.velocity = 0
air.velocity = -3,-3
[State 1540 , 3]
type = HitDef
trigger1 = AnimElem = 13
attr = S, SA
damage = 30,5
animtype = hard
hitflag = MA
guardflag = MA
sparkxy = -10,-50
hitsound = S240,0
guardsound = S1000,2
pausetime = 4,4
ground.hittime = 19
ground.type = low
ground.slidetime = 0
ground.velocity = 0
air.velocity = -3,-3
[State 1540 , 4]
type = HitDef
trigger1 = AnimElem = 18
attr = S, SA
damage = 10,5
animtype = hard
hitflag = MA
guardflag = MA
sparkxy = -10,-110
hitsound = S240,0
guardsound = S1000,2
pausetime = 6,12
ground.velocity = -3,-7
air.velocity = -3,-3
fall = 1
[State 1540 , 5]
type = PosAdd
trigger1 = AnimElem = 15
trigger2 = AnimElem = 16
trigger3 = AnimElem = 17
trigger4 = AnimElem = 18
trigger5 = AnimElem = 19
trigger6 = AnimElem = 20
trigger7 = AnimElem = 21
x = 8
[State 1540 , 6]
type = PosAdd
trigger1 = AnimElem = 22
x = 4
[State 1540 , 7]
type = VarSet
trigger1 = AnimTime = 0
v = 1
value = 0
[State 1540 , 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------
;multiple combo
[Statedef 1600]
type = A
movetype = A
physics = N
anim = 1610
velset = 0,-3.2
[State 1600 , 1]
type = CtrlSet
trigger1 = Time = 0
value = 0
[State 1600 , 1]
type = VelSet
trigger1 = Time > 0
x = 5.3
[State 1600 , 2]
type = VelAdd
trigger1 = Time > 0
y = .5
[State 1600 , 3]
type = PlaySnd
trigger1 = Time = 0
value = 1600,0
[State 1600 , 4]
type = HitDef
trigger1 = AnimElem = 1
priority = 5
attr = S, NA
damage = 20,2
animtype = light
guardflag = MA
sparkxy = -10,-70
hitsound = S240,0
guardsound = S1000,2
pausetime = 12,12
ground.hittime = 19
ground.type = low
ground.slidetime = 16
ground.velocity = -11
air.velocity = -7,-3
[State 1600 , 5]
type = PlaySnd
trigger1 = Time = 2
value = 1400,1
[State 1600 , 6]
type = ChangeState
trigger1 = Pos y > 0
trigger1 = Vel Y > 0
value = 1620
;---------------------
[Statedef 1620]
type = S
movetype = A
physics = N
anim = 1620
[State 1620 , 1]
type = CtrlSet
trigger1 = Time = 0
value = 0
[State 1620 , 1]
type = PosSet
trigger1 = Time = 0
y = 0
[State 1620 , 2]
type = VelSet
trigger1 = Time = 0
y = 0
[State 1620 , 4]
type = HitDef
trigger1 = AnimElem = 3
priority = 6
attr = A, SA
damage = 50,5
getpower = 50
givepower = 25
animtype = hard
guardflag = MA
sparkxy = -10,0
hitsound = S240,0
guardsound = S1000,2
pausetime = 20,6
ground.hittime = 19
ground.type = low
ground.slidetime = 16
ground.velocity = -5,-2
air.velocity = -3,-3
fall = 1
[State 1620 , 3]
type = PlaySnd
trigger1 = Time = 0
value = 52,0
[State 1620 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;--------------------------------------------------
;--------------------------------------------------
;--------------------------------------------------
;--------------------------------------------------
;--------------------------------------------------
;--------------------------------------------------
;recover energie and new state
[Statedef 2000]
type = S
movetype = I
physics = S
anim = 2000
poweradd = -3000
velset = 0
ctrl = 0
[State 2240 , 2]
type = VarSet
trigger1 = time = 0
v = 1
value = 0
;sign
;[State 2000, 0]
;type = Explod
;trigger1 = time = [0,1500]
;anim = 3800
;pos = 26,238
;postype = Left
;sprpriority = -3
;removetime = -1
;bindtime = -1
;ownpal = 1
[State 2000, palfx]
type = PalFX
trigger1 = time = [0,1500]
time = 1500
add = 5,5,5
sinadd = 40,40,40,3
;7th sense
;[State 2000, 5]
;type = PalFX
;trigger1 = Time = 10
;time = 100000000000000
;add = 128,128,255
;mul = 100,100,100
;sinadd = 50,50,50
;color = 255
;cosmo standing remove
[State 2000,2]
type = RemoveExplod
trigger1 = 1
ID = 2
[State 2000, 0]
type = DisplayToClipboard
trigger1 = Time = 0
text="pegasus settimo senso"
[State 2000, 0]
type = AssertSpecial
trigger1 = Time = [0,9000]
flag = nomusic
persistent = 1
[State 2000 , 1]
type = NotHitBy
trigger1 = Time = 0
time = 5
value = SCA
[State 2000 , 2]
type = SuperPause
trigger1 = Time = 0
time = 20
anim = -1
[State 2000 , 3]
type = EnvShake
trigger1 = Time = 0
time = 50
[State 2000 , 3]
type = PlaySnd
trigger1 = Time = 4
value = 3000,0
[State 2000 , 3]
type = PlaySnd
trigger1 = Time = 4
value = 2100,1
[State 2000 , 4]
type = PlaySnd
trigger1 = Time = 4
value = 2000,0
[State 2000 , 5]
type = Explod
trigger1 = Time = 3
anim = 3400
sprpriority = 2
postype = p1
pos = 0,-0
supermove = 1
ownpal = 1
bindtime = 1
[State 2000 , 7]
type = PlaySnd
trigger1 = AnimElem = 1
value = 191,0
[State 2000 , 8]
type = LifeAdd
trigger1 = AnimElem = 3
value = 100
;ultra power
[State 2000, 10]
type = AttackMulSet
trigger1 = time = [0,1500]
value = 1.7
;ultra defence
[State 2000, 11]
type = DefenceMulSet
trigger1 = time = [0,1500]
value = 1.9
[State 2000 , 12.1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;end of recover
;----------------------------------------------------------
;Freccia di Sagitter
[Statedef 2100]
type = S
movetype = A
physics = S
anim = 2100
poweradd = -3000
velset = 0
ctrl = 0
[State 2100, nothittableanything]
type = NotHitBy
trigger1 = 1
type = NotHitBy
value = SCA
[State 2100, antiattack]
type = HitDef
trigger1 = Time = 0
priority = 7
attr = S, HA
damage = 1
animtype = hard
sparkno = -1
;sparkxy = -10,-70
hitsound = S2100,1
pausetime = 0,12
ground.hittime = 16
ground.type = hight
ground.slidetime = 0
ground.velocity = -15
air.velocity = -3
;lens flare
[State 2100, lensflare]
type = Explod
trigger1 = Time = 0
anim = 3671
pos = 0,-0
postype = Left
sprpriority = -2
ontop = 1
supermovetime = 300
removetime = 230
bindtime = -1
ownpal = 1
supermove = 1
;---------------golden cloth
;golden cloth helper screen move
[State 2100, cloth]
type = Helper
trigger1 = Time = 53
name = "Skycam"
postype = Left
pos = 160, -700
stateno = 3684
supermovetime = 100
helpertype = player
keyctrl = 0
ownpal = 1
;dleng
[State 2100, 5]
type = PlaySnd
trigger1 = Time = 0
value = 3550,0
;cloth
[State 2100, cloth]
type = Explod
anim = 3717
trigger1 = time = 119
pos = 0,0
postype = p1
sprpriority = 4
supermove = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
;golden cloth explod real
[State 2100, cloth]
type = Explod
anim = 3684
trigger1 = Time = 5
pos = 60,-220
postype = p1
sprpriority = 4
supermove = 1
removetime = 200
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
;flash
[State 2100, 0.2]
type = Explod
trigger1 = AnimElem = 24
anim = 3620
sprpriority = 4
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
ownpal = 1
;flash
[State 2100, 0]
type = Explod
trigger1 = AnimElem = 24
anim = 3610
postype = p1
pos = 20,30
bindtime = 1
supermove = 1
ownpal = 1
;Micene
[State 2100, aioros]
type = Explod
trigger1 = time = 157
anim = 3631
pos = 0,-25
postype = p1
sprpriority = -2
supermove = 1
;removetime = 80
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
[State 2100, kosumosagitter]
type = Explod
trigger1 = AnimElem = 27
anim = 3580
pos = 0,-3
postype = p1
sprpriority = -2
supermove = 1
removetime = 200
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
[State 2100 , 1]
type = SprPriority
trigger1 = Time = 0
value = 2
[State 2100 , 2]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 13
[State 2100 , 3]
type = SuperPause
trigger1 = AnimElem = 11
time = 250
darken = 0
anim = S3400
movetime = 110
[State 2100 , 5]
type = PlaySnd
trigger1 = AnimElem = 27 = 0
value = 2130,1
[State 2100 , 5]
type = PlaySnd
trigger1 = time = 1
value = 3000,0
[State 2100 , goldencloth]
type = PlaySnd
trigger1 = Time = 0
value = 2110,1
[State 2100 , 10]
type = EnvColor
trigger1 = AnimElem = 6, = 2
trigger2 = AnimElem = 9, = 2
trigger3 = AnimElem = 12, = 2
trigger4 = AnimElem = 16, = 2
trigger5 = AnimElem = 20, = 1
value = 231,231,231
time = 1
;little light
[State 2100 , 6]
type = Explod
trigger1 = AnimElem = 27
anim = 3673
removetime = 150
sprpriority = 4
supermovetime = 300
postype = p1
pos = 80,-33
bindtime = 1
supermove = 1
ownpal = 1
[State 2100, arrowofsun];hit
type = Projectile
trigger1 = AnimElem = 29
sprpriority = 6
forcestand = 1
attr = S, SP
projanim = 3590
projhitanim = 3495
projstagebound = 40
projshadow = 255,255,255
supermovetime = 1000
offset = 0,-3
postype = p1
velocity = 10
damage = 550,200
animtype = Hard
guardflag = -1
pausetime = 20,20
sparkno = -1
guard.sparkno = -1
hitsound = S1200,1
guardsound = S200,1
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -15,-10
air.velocity = 8,6
fall = 1
;[State 2100 , 5]
;type = PlaySnd
;trigger1 = AnimElem = 29
;value = 1400,0
[State 2100, arrowofsunkosumo]
type = Projectile
trigger1 = AnimElem = 29
sprpriority = -6
attr = S, SP
projanim = 3600
projhitanim = 3600
offset = 0,-3
postype = p1
velocity = 10
[State 2100 , 19]
type = ChangeState
trigger1 = AnimTime = 0
value = 2110
;--------------------------
;free of the armor
[Statedef 2110]
type = S
movetype = I
physics = S
anim = 3690
velset = 0
[State 1330, nothittable]
type = NotHitBy
trigger1 = time = 0
type = NotHitBy
value = -1;, NA, AP
[State 2110, free]
type = Explod
trigger1 = AnimElem = 3
anim = 3692
sprpriority = 4
postype = p1
pos = 0,0
supermove = 1
bindtime = 1
ownpal = 1
;elmo
[State 2110, free]
type = Explod
trigger1 = AnimElem = 3
anim = 3693
sprpriority = 4
postype = p1
pos = 0,0
supermove = 1
bindtime = 1
ownpal = 1
;luce
[State 2110, free]
type = Explod
trigger1 = AnimElem = 3
anim = 3630
sprpriority = 4
removetime = 55
ontop = 1
postype = p1
pos = 15,8
supermove = 1
bindtime = 1
ownpal = 1
;luce 2
[State 2110, free]
type = Explod
trigger1 = AnimElem = 4
anim = 3630
sprpriority = 4
ontop = 1
postype = p1
pos = 15,-20
supermove = 1
bindtime = 1
ownpal = 1
[State 2110, flash]
type = EnvColor
Trigger1 = AnimElem = 20
value = 255,255,255
under = 0
time = 8
[State 2110 , 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-----------------------------------
[Statedef 2150]
type = S
movetype = A
physics = S
anim = 2150
poweradd = -3000
velset = 0
ctrl = 0
[State 2150 , 1]
type = SprPriority
trigger1 = Time = 0
value = 2
[State 2150 , 2]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 13
[State 2150 , 3]
type = SuperPause
trigger1 = Time = 0
time = 34
anim = -1
movetime = 13
[State 2150 , 4]
type = PlaySnd
trigger1 = Time = 1
value = 2100,0
[State 2150 , 5]
type = PlaySnd
trigger1 = Time = 1
value = 3000,0
[State 2150 , 6]
type = Explod
trigger1 = Time = 1
anim = 3020
sprpriority = -2
postype = p1
pos = 48,-67
supermove = 1
bindtime = 1
ownpal = 1
[State 2150 , 7]
type = Explod
trigger1 = Time = 1
anim = 3030
sprpriority = 2
postype = p1
pos = 48,-67
supermove = 1
bindtime = 1
ownpal = 1
[State 2150 , 8]
type = Explod
trigger1 = AnimElem = 6, = 1
trigger2 = AnimElem = 10, = 1
trigger3 = AnimElem = 14, = 1
trigger4 = AnimElem = 18, = 1
trigger5 = AnimElem = 22, = 1
trigger6 = AnimElem = 26, = 1
trigger7 = AnimElem = 30, = 1
trigger8 = AnimElem = 34, = 1
trigger9 = AnimElem = 38, = 1
trigger10 = AnimElem = 42, = 1
trigger11 = AnimElem = 46, = 1
anim = 2170
postype = p1
pos = 0,0
shadow = 68,68,68
sprpriority = -2
bindtime = 1
supermove = 1
ownpal = 1
[State 2150 , 9]
type = Explod
trigger1 = AnimElem = 6, = 1
trigger2 = AnimElem = 10, = 1
trigger3 = AnimElem = 14, = 1
trigger4 = AnimElem = 18, = 1
trigger5 = AnimElem = 22, = 1
trigger6 = AnimElem = 26, = 1
trigger7 = AnimElem = 30, = 1
trigger8 = AnimElem = 34, = 1
trigger9 = AnimElem = 38, = 1
trigger10 = AnimElem = 42, = 1
trigger11 = AnimElem = 46, = 1
anim = 2180
postype = p1
pos = 0,0
shadow = 68,68,68
sprpriority = 2
bindtime = 1
supermove = 1
ownpal = 1
[State 2150 , 10]
type = EnvColor
trigger1 = AnimElem = 10, = 1
trigger2 = AnimElem = 14, = 1
trigger3 = AnimElem = 18, = 1
trigger4 = AnimElem = 22, = 1
trigger5 = AnimElem = 26, = 1
trigger6 = AnimElem = 30, = 1
trigger7 = AnimElem = 34, = 1
trigger8 = AnimElem = 38, = 1
trigger9 = AnimElem = 42, = 1
trigger10 = AnimElem = 46, = 1
trigger11 = AnimElem = 50, = 1
value = 231,231,231
time = 1
[State 2150 , 11]
type = HitDef
trigger1 = AnimElem = 6, = 1
attr = S, HA
damage = 200
animtype = hard
sparkxy = -10,-70
hitsound = S2100,1
pausetime = 0,4
ground.hittime = 16
ground.type = low
ground.slidetime = 0
ground.velocity = 0
air.velocity = -3
forcestand = 1
[State 2150 , 12]
type = HitDef
trigger1 = AnimElem = 10, = 1
attr = S, HA
damage = 100
animtype = hard
sparkxy = -10,-70
hitsound = S2100,1
pausetime = 0,4
ground.hittime = 16
ground.type = low
ground.slidetime = 0
ground.velocity = 0
air.velocity = -3
[State 2150 , 13]
type = HitDef
trigger1 = AnimElem = 14, = 1
attr = S, HA
damage = 40
animtype = hard
sparkxy = -10,-70
hitsound = S2100,1
pausetime = 0,4
ground.hittime = 16
ground.type = low
ground.slidetime = 0
ground.velocity = 0
air.velocity = -3
[State 2150 , 14]
type = HitDef
trigger1 = AnimElem = 18, = 1
attr = S, HA
damage = 20
animtype = hard
sparkxy = -10,-70
hitsound = S2100,1
pausetime = 0,4
ground.hittime = 16
ground.type = low
ground.slidetime = 0
ground.velocity = 0
air.velocity = -3
[State 2150 , 15]
type = HitDef
trigger1 = AnimElem = 22, = 1
trigger2 = AnimElem = 26, = 1
trigger3 = AnimElem = 30, = 1
trigger4 = AnimElem = 34, = 1
trigger5 = AnimElem = 38, = 1
trigger6 = AnimElem = 42, = 1
trigger7 = AnimElem = 46, = 1
attr = S, HA
damage = 10
animtype = hard
sparkxy = -10,-70
hitsound = S2100,1
pausetime = 0,4
ground.hittime = 16
ground.type = low
ground.slidetime = 0
ground.velocity = 0
air.velocity = -3
[State 2150 , 16]
type = PlaySnd
trigger1 = AnimElem = 40
value = 2150,0
[State 2150 , 17]
type = Explod
trigger1 = AnimElem = 50
anim = 2170
postype = p1
pos = 0,0
shadow = 68,68,68
removetime = 6
sprpriority = -2
bindtime = 1
supermove = 1
ownpal = 1
[State 2150 , 18]
type = Explod
trigger1 = AnimElem = 50
anim = 2180
postype = p1
pos = 0,0
shadow = 68,68,68
removetime = 6
sprpriority = 2
bindtime = 1
supermove = 1
ownpal = 1
[State 2150 , 19]
type = HitDef
trigger1 = AnimElem = 50
attr = S, HA
damage = 80
animtype = hard
sparkxy = -10,-70
hitsound = S2100,1
pausetime = 0,8
ground.velocity = -3,-7
air.velocity = -3
fall = 1
fall.recover = 0
[State 2150 , 20]
type = ChangeState
trigger1 = AnimTime = 0
value = 2160
;-----------------------------------------
;supercaduta
[Statedef 2160]
type = A
movetype = I
physics = N
anim = 2160
ctrl = 1
;remove light block
[State 2160,remove]
type = RemoveExplod
trigger1 = Time = 1
ID = 3678
[State 2160 , 1]
type = Explod
trigger1 = Time = 2
anim = 2190
postype = p1
pos = 0,0
shadow = 68,68,68
sprpriority = -2
bindtime = 1
supermove = 1
ownpal = 1
[State 2160 , 2]
type = VelSet
trigger1 = Time = 3
x = -5
y = -9
[State 2160 , 3]
type = VelAdd
trigger1 = Time > 3
y = .5
[State 2160 , 4]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 2161
[Statedef 2161]
type = A
movetype = I
physics = N
anim = 2161
velset = 0,-4
[State 2161 , 1]
type = PosSet
trigger1 = Time = 0
y = 0
[State 2161 , 2]
type = EnvShake
trigger1 = Time = 0
time = 15
[State 2161 , 3]
type = PlaySnd
trigger1 = Time = 0
value = F5,4
[State 2161 , 4]
type = VelAdd
trigger1 = Time > 0
y = .5
[State 2161 , 5]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 2162
;------------------------------------------
[Statedef 2162]
type = A
movetype = I
physics = N
anim = 2162
velset = 0
[State 2162 , 1]
type = PosSet
trigger1 = Time = 0
y = 0
[State 2162 , 2]
type = PlaySnd
trigger1 = Time = 0
value = F7,0
[State 2162 , 5]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 2163
;---------------------------------------
[Statedef 2163]
type = S
movetype = I
physics = S
anim = 2163
velset = 0,0
[State 2163 , 1]
type = PosSet
trigger1 = Time = 0
y = 0
[State 2163 , 2]
type = PlaySnd
trigger1 = Time = 0
value = F7,0
[State 2163 , 3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 37
[State 2163 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 5120
ctrl = 0
;-------------------------------------------------------------------
;2░ fulmine di Pegasus
[Statedef 2199]
type = S
movetype = A
physics = S
anim = 3696
poweradd = -3000
velset = 0
ctrl = 0
;pegaso zoom
[State 2199 , 6]
type = Explod
trigger1 = AnimElem = 14
anim = 3686
sprpriority = 4
postype = p1
pos = 25,0
bindtime = 1
supermove = 1
[State 2199, kosumo]
type = Explod
trigger1 = AnimElem = 1
anim = 3701
pos = -320,0
postype = right
sprpriority = -3
supermove = 1
removetime = 210
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
[State 2199, kosumo]
type = Explod
trigger1 = AnimElem = 1
anim = 3700
pos = -0,0
postype = p1
sprpriority = -2
supermove = 1
removetime = 210
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
;Bg effect
[State 2199, super]
type = BGPalfx
trigger1 = time >= 0
ignorehitpause = 1
ID = 3570
time = 99
mul = 150,150,222
add = 0,0,0
invertall = 0
persistent = 1
bindtime = -1
;Bg effect
[State 2199, super]
type = BGPalfx
trigger1 = time >= 10
ignorehitpause = 1
ID = 3570
time = 99
mul = 107,107,222
add = 0,0,0
invertall = 0
persistent = 1
bindtime = -1
[State 2199 , 3]
type = SuperPause
trigger1 = Time = 0
time = 250
anim = S3400
darken = 0
supermove = 1
movetime = 250
[State 2199, 0]
type = AfterImage
trigger1 = time = 0
time = 300
FrameGap = 1
length = 10
PalBright = 50, 50, 50
PalContrast = 128,128,128
PalAdd = 0, 0, 0
PalMul = 1,1,1
Trans = Add1
[State 2199 , 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 2200
;-----------------------------------------
;Super ryuseiken liv(3)hard must
[Statedef 2200]
type = S
movetype = A
physics = S
anim = 2200
poweradd = -3000
velset = 0
ctrl = 0
;projectile scarica2
[State 2200, 1]
type = Projectile
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
trigger5 = AnimElem = 8
trigger6 = AnimElem = 9
trigger7 = AnimElem = 10
trigger8 = AnimElem = 11
trigger9 = AnimElem = 12
trigger10 = AnimElem = 13
trigger11 = AnimElem = 14
trigger12 = AnimElem = 15
trigger13 = AnimElem = 16
trigger14 = AnimElem = 17
trigger15= AnimElem = 18
trigger16= AnimElem = 19
trigger17= AnimElem = 20
trigger18= AnimElem = 21
trigger19= AnimElem = 22
trigger20= AnimElem = 23
trigger21= AnimElem = 24
trigger22 = AnimElem = 25
trigger23 = AnimElem = 26
trigger24 = AnimElem = 27
trigger25 = AnimElem = 28
trigger26 = AnimElem = 29
trigger27 = AnimElem = 30
trigger28 = AnimElem = 31
trigger29 = AnimElem = 32
trigger30 = AnimElem = 33
trigger31 = AnimElem = 34
trigger32 = AnimElem = 35
trigger33 = AnimElem = 36
trigger34 = AnimElem = 37
trigger35 = AnimElem = 38
trigger36 = AnimElem = 39
trigger37 = AnimElem = 40
trigger38 = AnimElem = 41
trigger39 = AnimElem = 42
trigger40 = AnimElem = 43
trigger41 = AnimElem = 44
trigger42 = AnimElem = 45
trigger43 = AnimElem = 46
trigger44 = AnimElem = 47
trigger45 = AnimElem = 48
trigger46 = AnimElem = 49
trigger47 = AnimElem = 50
trigger48 = AnimElem = 51
trigger49 = AnimElem = 52
trigger50 = AnimElem = 53
trigger51 = AnimElem = 54
trigger52 = AnimElem = 55
trigger53 = AnimElem = 56
trigger54 = AnimElem = 57
trigger55= AnimElem = 58
trigger56 = AnimElem = 59
trigger57 = AnimElem = 60
trigger58 = AnimElem = 61
trigger59 = AnimElem = 62
trigger60 = AnimElem = 63
trigger61 = AnimElem = 64
trigger62 = AnimElem = 65
trigger63 = AnimElem = 66
trigger64= AnimElem = 67
trigger65 = AnimElem = 68
trigger66 = AnimElem = 69
trigger67 = AnimElem = 70
trigger68 = AnimElem = 71
trigger69 = AnimElem = 72
trigger70 = AnimElem = 73
trigger71 = AnimElem = 74
trigger72= AnimElem = 75
trigger73 = AnimElem = 76
trigger74 = AnimElem = 77
attr = S, SP
ignorehitpause = 1
projanim = 3706
offset = -50,-5
velocity = 30,-1.5
animtype = Hard
guardflag = -1
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -8
air.velocity = -2.5,-5
;-----------afterimage
[State 2200, 0]
type = AfterImage
trigger1 = Time = 0
time = 2
[State 2200,1]
type = AfterImageTime
trigger1 = Time = [2,10000]
time = 2
;-----------afterimage
[State 2200, showgalaxian]
type = Explod
trigger1 = AnimElem = 1
anim = 3560
ID = 3560
pos = -320,0
postype = right
sprpriority = -2
supermove = 1
removetime = 550
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
[State 2200, constellation]
type = Explod
trigger1 = AnimElem = 1
anim = 3481
ID = 3480
pos = -320,0
postype = right
sprpriority = -1
supermove = 1
removetime = 550
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0
[State 2200 , 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 7
[State 2200 , 2]
type = SuperPause
trigger1 = Time = 3
time = 30
anim = -1
[State 2200 , 3]
type = PlaySnd
trigger1 = Time = 3
value = 3000,0
[State 2200 , 4]
type = PlaySnd
trigger1 = Time = 3
value = 3710,1
;remove showgalaxian
[State 2200,remove]
type = RemoveExplod
trigger1 = AnimTime = 3
ID = 3560
;lens flare andata
;[State 2200 , 5]
type = Explod
trigger1 = Time = 3
anim = 3500
sprpriority = 1;-2
postype = p1
pos = 0,0
supermove = 1
bindtime = 1
ownpal = 1
;lens flare ritorno
[State 2200 , 6]
type = Explod
trigger1 = Time = 4
anim = 3510
sprpriority = 1
postype = p1
pos = 0,0
supermove = 1
bindtime = 1
ownpal = 1
[State 2200 , 7]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 6
trigger3 = AnimElem = 8
trigger4 = AnimElem = 10
trigger5 = AnimElem = 12
trigger6 = AnimElem = 14
trigger7 = AnimElem = 16
trigger8 = AnimElem = 18
trigger9 = AnimElem = 20
trigger10 = AnimElem = 22
trigger11 = AnimElem = 24
trigger12 = AnimElem = 26
trigger13 = AnimElem = 28
trigger14 = AnimElem = 30
trigger15 = AnimElem = 32
trigger16 = AnimElem = 34
trigger17 = AnimElem = 36
trigger18 = AnimElem = 38
trigger19 = AnimElem = 40
trigger20 = AnimElem = 42
trigger21 = AnimElem = 44
trigger22 = AnimElem = 46
trigger23 = AnimElem = 48
trigger24 = AnimElem = 50
trigger25 = AnimElem = 52
trigger26 = AnimElem = 54
trigger27 = AnimElem = 56
trigger28= AnimElem = 58
trigger29 = AnimElem = 60
trigger30 = AnimElem = 62
trigger31 = AnimElem = 64
trigger32 = AnimElem = 66
trigger33 = AnimElem = 68
trigger34 = AnimElem = 70
trigger35 = AnimElem = 72
trigger36 = AnimElem = 74
trigger37 = AnimElem = 76
forcestand = 1
priority = 7
attr = S, HA
damage = 3,1
animtype = hard
guardflag = -1
sparkno = -1
hitsound = S1200,1
guardsound = S1000,2
pausetime = 3,4
ground.hittime = 16
ground.type = hight
ground.velocity = 0
air.velocity = -3
;numeri dispari
[State 2200 , 7]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 7
trigger3 = AnimElem = 9
trigger4 = AnimElem = 11
trigger5 = AnimElem = 13
trigger6 = AnimElem = 15
trigger7 = AnimElem = 17
trigger8= AnimElem = 19
trigger9= AnimElem = 21
trigger10= AnimElem = 23
trigger11 = AnimElem = 25
trigger12 = AnimElem = 27
trigger13 = AnimElem = 29
trigger14 = AnimElem = 31
trigger15 = AnimElem = 33
trigger16 = AnimElem = 35
trigger17 = AnimElem = 37
trigger18 = AnimElem = 39
trigger19 = AnimElem = 41
trigger20 = AnimElem = 43
trigger21 = AnimElem = 45
trigger22 = AnimElem = 47
trigger23 = AnimElem = 49
trigger24 = AnimElem = 51
trigger25 = AnimElem = 53
trigger26 = AnimElem = 55
trigger27 = AnimElem = 57
trigger28 = AnimElem = 59
trigger29 = AnimElem = 61
trigger30 = AnimElem = 63
trigger31 = AnimElem = 65
trigger32= AnimElem = 67
trigger33 = AnimElem = 69
trigger34 = AnimElem = 71
trigger35 = AnimElem = 73
trigger36= AnimElem = 75
trigger37 = AnimElem = 77
forcestand = 1
priority = 7
attr = S, HA
damage = 3,1
animtype = hard
guardflag = -1
sparkno = -1
guardsound = S1000,2
pausetime = 3,4
ground.hittime = 16
ground.type = low
ground.velocity = 0
air.velocity = -3
[State 2200 , 8]
type = PlaySnd
trigger1 = AnimElem = 5, = 1
value = 1400,1
[State 2200 , 10]
type = EnvShake
trigger1 = MoveHit = 1
time = 16
persistent = 0
ignorehitpause = 1
[State 2200, 14] ;Flash nero long
type = EnvColor
Trigger1 = Time = 0
value = 0,0,0
under = 1
time = 55
[State 2200 , 5]
type = PlaySnd
trigger1 = AnimElem = 75
value = 2000,0
[State 2200 , 12]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Movehit = 0
value = 0
ctrl = 1
[State 2200 , 12]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Movehit = 1
value = 2210
ctrl = 0
;------------------
[Statedef 2210]
type = S
movetype = A
physics = S
anim = 2210
[State 2210 , 1]
type = VarAdd
trigger1 = Time = 0
v = 1
value = 1
[State 2210 , 7]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
priority = 7
attr = S, HA
damage = 10,5
animtype = hard
guardflag = MA
sparkxy = -10,-45
;hitsound = S1200,1
guardsound = S1000,2
pausetime = 3,0
ground.hittime = 16
ground.type = hight
ground.velocity = 0
air.velocity = -3
[State 2210 , 7]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
trigger5 = AnimElem = 8
trigger6 = AnimElem = 9
trigger7 = AnimElem = 10
trigger8 = AnimElem = 11
trigger9 = AnimElem = 12
trigger10 = AnimElem = 13
trigger11 = AnimElem = 14
trigger12 = AnimElem = 15
trigger13 = AnimElem = 16
trigger14 = AnimElem = 17
trigger15= AnimElem = 18
trigger16= AnimElem = 19
trigger17= AnimElem = 20
trigger18= AnimElem = 21
trigger19= AnimElem = 22
trigger20= AnimElem = 23
trigger21= AnimElem = 24
trigger22 = AnimElem = 25
trigger23 = AnimElem = 26
trigger24 = AnimElem = 27
trigger25 = AnimElem = 28
trigger26 = AnimElem = 29
trigger27= AnimElem = 30
trigger28 = AnimElem = 31
trigger29 = AnimElem = 32
trigger30 = AnimElem = 33
trigger31 = AnimElem = 34
trigger32 = AnimElem = 35
trigger33= AnimElem = 36
trigger34 = AnimElem = 37
trigger35 = AnimElem = 38
trigger36 = AnimElem = 39
trigger37 = AnimElem = 40
trigger38 = AnimElem = 41
attr = S, HA
damage = 5,1
animtype = hard
guardflag = -1
sparkno = -1
hitsound = S1200,1
guardsound = S1000,2
pausetime = 4,4
ground.hittime = 16
ground.type = low
ground.velocity = 0
air.velocity = -4
;projectile scarica2
[State 2210, 1]
type = Projectile
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
trigger5 = AnimElem = 8
trigger6 = AnimElem = 9
trigger7 = AnimElem = 10
trigger8 = AnimElem = 11
trigger9 = AnimElem = 12
trigger10 = AnimElem = 13
trigger11 = AnimElem = 14
trigger12 = AnimElem = 15
trigger13 = AnimElem = 16
trigger14 = AnimElem = 17
trigger15= AnimElem = 18
trigger16= AnimElem = 19
trigger17= AnimElem = 20
trigger18= AnimElem = 21
trigger19= AnimElem = 22
trigger20= AnimElem = 23
trigger21= AnimElem = 24
trigger22 = AnimElem = 25
trigger23 = AnimElem = 26
trigger24 = AnimElem = 27
trigger25 = AnimElem = 28
trigger26 = AnimElem = 29
trigger27= AnimElem = 30
trigger28 = AnimElem = 31
trigger29 = AnimElem = 32
trigger30 = AnimElem = 33
trigger31 = AnimElem = 34
trigger32 = AnimElem = 35
trigger33= AnimElem = 36
trigger34 = AnimElem = 37
trigger35 = AnimElem = 38
trigger36 = AnimElem = 39
trigger37 = AnimElem = 40
trigger38 = AnimElem = 41
trigger39 = AnimElem = 42
trigger40= AnimElem = 43
trigger41= AnimElem = 44
trigger42 = AnimElem = 45
trigger43 = AnimElem = 46
trigger44 = AnimElem = 47
trigger45= AnimElem = 48
trigger46= AnimElem = 49
trigger47= AnimElem = 50
trigger48 = AnimElem = 51
trigger49 = AnimElem = 52
trigger50 = AnimElem = 53
trigger51 = AnimElem = 54
trigger52 = AnimElem = 55
trigger53= AnimElem = 56
trigger54= AnimElem = 57
trigger55= AnimElem = 58
trigger56= AnimElem = 59
trigger57= AnimElem = 60
trigger58= AnimElem = 61
trigger59= AnimElem = 62
trigger60 = AnimElem = 63
trigger61 = AnimElem = 64
trigger62 = AnimElem = 65
trigger63 = AnimElem = 66
trigger64 = AnimElem = 67
trigger65= AnimElem = 68
trigger66 = AnimElem = 69
trigger67 = AnimElem = 70
trigger68 = AnimElem = 71
attr = S, SP
ignorehitpause = 1
projanim = 3706
;projhitanim = 3630
offset = -50,-5
velocity = 55,-1.5
damage = 10
animtype = Hard
guardflag = -1
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
hitsound = S240,0
guardsound = S1000,2
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -8
air.velocity = -2.5,-5
[State 2210 , 1]
type = VelAdd
trigger1 = P2BodyDist X < 80
trigger1 = AnimElem = 77
x = 35
[State 2210 , 1]
type = VelAdd
trigger1 = P2BodyDist X > 80
trigger1 = AnimElem = 77
x = 65
[State 2210, 1]
type = Projectile
trigger1 = AnimElem = 75
ignorehitpause = 1
projanim = 3710
projsprpriority = -1
offset = -50,-5
velocity = 30,0
priority = -2
damage = 0
animtype = Hard
guardflag = -1
[State 2210 , 7]
type = HitDef
trigger1 = AnimElem = 77
priority = 7
attr = S, HA
damage = 10
animtype = hard
guardflag = -1
sparkno =S3630
hitsound = S1200,1
guardsound = S1000,2
pausetime = 5,12
ground.hittime = 16
ground.type = low
ground.velocity = .6,-15
air.velocity = -3
fall = 1
fallrecover = 0
falldamage = 30
[State 2210 , 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------
[Statedef 2220]
type = A
movetype = A
physics = N
anim = 2220
velset = 0,0
[State 2220 , 1]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
x = 8
[State 2220 , 2]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
damage = 70,5
guardflag = MA
sparkxy = -10,-45
hitsound = S1200,1
guardsound = S1000,2
pausetime = 44,44
p2stateno = 2295
[State 2220 , 3]
type = EnvShake
trigger1 = MoveHit = 1
time = 16
ignorehitpause = 1
persistent = 0
[State 2220 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;-----------------------------------------------
[Statedef 2230]
type = A
movetype = I
physics = N
anim = 2230
velset = 0,-9
[State 2230 , 1]
type = VelAdd
trigger1 = Time > 0
y = .42
[State 2230 , 2]
type = PosAdd
trigger1 = AnimElem = 2
x = 8
[State 2230 , 3]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 2240
;-----------------------------------------------------
[Statedef 2240]
type = S
movetype = I
physics = S
anim = 2240
velset = 0,0
[State 2240 , 1]
type = PosSet
trigger1 = Time = 0
y = 0
[State 2240 , 2]
type = VarSet
trigger1 = AnimTime = 0
v = 1
value = 0
[State 2240 , 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 2250]
type = S
movetype = A
physics = S
anim = 2250
poweradd = -3000
velset = 0
ctrl = 0
[State 2250 , 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 7
[State 2250 , 2]
type = SuperPause
trigger1 = Time = 3
time = 30
anim = -1
[State 2250 , 3]
type = PlaySnd
trigger1 = Time = 3
value = 3000,0
[State 2250 , 4]
type = PlaySnd
trigger1 = Time = 3
value = 2200,0
[State 2250 , 5]
type = Explod
trigger1 = Time = 3
anim = 3020
sprpriority = -2
postype = p1
pos = 8,-84
supermove = 1
bindtime = 1
ownpal = 1
[State 2250 , 6]
type = Explod
trigger1 = Time = 3
anim = 3030
sprpriority = 2
postype = p1
pos = 8,-84
supermove = 1
bindtime = 1
ownpal = 1
[State 2250 , 7]
type = PosAdd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
x = 8
[State 2250 , 8]
type = PlaySnd
trigger1 = AnimElem = 5, = 1
value = 1400,1
[State 2250 , 9]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
damage = 90,5
animtype = hard
guardflag = MA
sparkxy = -10,-50
hitsound = S1200,1
guardsound = S1000,2
pausetime = 44,44
ground.hittime = 16
ground.type = low
ground.velocity = 0
air.velocity = -3,-3
[State 2250 , 10]
type = EnvShake
trigger1 = MoveHit = 1
time = 16
persistent = 0
ignorehitpause = 1
[State 2250 , 11]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = MoveHit = 1
value = 2260
[State 2250 , 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 2255
[Statedef 2255]
type = S
movetype = A
physics = S
anim = 2255
[State 2255 , 1]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 9
trigger4 = AnimElem = 10
x = 8
[State 2255 , 2]
type = PlaySnd
trigger1 = AnimElem = 3, = 1
trigger2 = AnimElem = 9, = 1
value = 200,2
[State 2255 , 3]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
damage = 80,5
animtype = hard
guardflag = MA
sparkxy = -10,-50
hitsound = S1200,1
guardsound = S1000,2
pausetime = 12,12
ground.hittime = 16
ground.type = low
ground.slidetime = 16
ground.velocity = -4
air.velocity = -3,-3
[State 2255 , 4]
type = HitDef
trigger1 = AnimElem = 10
attr = S, HA
damage = 40,5
animtype = hard
guardflag = MA
sparkxy = -10,-50
hitsound = S1200,1
guardsound = S1000,2
pausetime = 12,12
ground.hittime = 16
ground.type = low
ground.slidetime = 16
ground.velocity = -4
air.velocity = -3,-3
[State 2255 , 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 2260]
type = S
movetype = A
physics = S
anim = 2260
[State 2260 , 1]
type = VarAdd
trigger1 = Time = 0
v = 1
value = 1
[State 2260 , 3]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
trigger5 = AnimElem = 13
trigger6 = AnimElem = 14
trigger7 = AnimElem = 19
trigger8 = AnimElem = 20
x = 8
[State 2260 , 4]
type = HitDef
trigger1 = AnimElem = 5
;trigger1 = Var(1) = 1
attr = S, HA
damage = 40,5
animtype = hard
guardflag = MA
sparkxy = -10,-75
hitsound = S1200,1
guardsound = S1000,2
pausetime = 4,4
ground.hittime = 16
ground.type = high
ground.velocity = 0
air.velocity = -3
[State 2260 , 5]
type = HitDef
trigger1 = AnimElem = 5
;trigger1 = Var(1) > 1
attr = S, HA
damage = 10,5
animtype = hard
guardflag = MA
sparkxy = -10,-75
hitsound = S1200,1
guardsound = S1000,2
pausetime = 4,4
ground.hittime = 16
ground.type = high
ground.velocity = 0
air.velocity = -3
[State 2260 , 5]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HA
damage = 10,5
animtype = hard
guardflag = MA
sparkxy = -10,-85
hitsound = S1200,1
guardsound = S1000,2
pausetime = 4,4
ground.hittime = 16
ground.type = high
ground.velocity = 0
air.velocity = -3
[State 2260 , 6]
type = HitDef
trigger1 = AnimElem = 14
attr = S, HA
damage = 10,5
animtype = hard
guardflag = MA
sparkxy = -10,-45
hitsound = S1200,1
guardsound = S1000,2
pausetime = 4,4
ground.hittime = 16
ground.type = low
ground.velocity = 0
air.velocity = -3
[State 2260 , 7]
type = HitDef
trigger1 = AnimElem = 20
attr = S, HA
damage = 10,5
animtype = hard
guardflag = MA
sparkxy = -10,-45
hitsound = S1200,1
guardsound = S1000,2
pausetime = 4,4
ground.hittime = 16
ground.type = low
ground.velocity = 0
air.velocity = -3
[State 2260 , 8]
type = ChangeState
trigger1 = AnimTime = 0
;trigger1 = Var(1) = 5
value = 2270
[State 2260 , 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 2260
[Statedef 2270]
type = A
movetype = A
physics = N
anim = 2270
velset = 0,0
[State 2270 , 1]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 8
trigger4 = AnimElem = 9
trigger5 = AnimElem = 10
trigger6 = AnimElem = 11
x = 8
[State 2270 , 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
damage = 100,5
animtype = hard
guardflag = MA
sparkxy = -10,-45
hitsound = S1200,1
guardsound = S1000,2
pausetime = 44,44
ground.hittime = 16
ground.type = low
ground.velocity = 0
air.velocity = -3
[State 2270 , 3]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
damage = 50,5
guardflag = MA
sparkxy = -10,-45
hitsound = S1200,1
guardsound = S1000,2
pausetime = 44,44
p2stateno = 2295
[State 2270 , 4]
type = EnvShake
trigger1 = MoveHit = 1
time = 16
ignorehitpause = 1
persistent = 2
[State 2270 , 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 2280
[Statedef 2280]
type = A
movetype = I
physics = N
anim = 2280
velset = 0,-9
[State 2280 , 1]
type = VelAdd
trigger1 = Time > 0
y = .42
[State 2280 , 2]
type = PosAdd
trigger1 = AnimElem = 2
x = 8
[State 2280 , 3]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 2290
[Statedef 2290]
type = S
movetype = I
physics = S
anim = 2240
velset = 0,0
[State 2290 , 1]
type = PosSet
trigger1 = Time = 0
y = 0
[State 2290 , 2]
type = VarSet
trigger1 = AnimTime = 0
v = 1
value = 0
[State 2290 , 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;Air launch
[Statedef 2295]
type = A
movetype = H
physics = N
[State 2295 , 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = -5
z = 0
[State 2295 , 2]
type = ChangeAnim2
Trigger1 = Time >= 0
value = 2295
[State 2295 , 3]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 2296
;------------------------------------
;huiui
[Statedef 2296]
type = A
movetype = H
physics = N
velset = -1.7,-11
[State 2296 , 1]
type = VelAdd
trigger1 = Time > 0
y = .4
[State 2296 , 2]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100
;-----------------------------------------------------
[Statedef -2]
[State -2 , 1]
type = PlaySnd
trigger1 = stateno = 40
trigger1 = Time = 0
value = 40,0
[State -2 , 2]
type = PlaySnd
trigger1 = stateno = 52
trigger1 = Time = 1
value = 52,0
[State -2 , 3]
type = PlaySnd
triggerall = random < 250
triggerall = time = 1
triggerall = stateno = 5000
trigger1 = anim = 5000
trigger2 = anim = 5001
trigger3 = anim = 5010
trigger4 = anim = 5011
value = 5000,0
[State -2 , 4]
type = PlaySnd
triggerall = random < 250
triggerall = time = 1
triggerall = stateno = 5010
trigger1 = anim = 5020
trigger2 = anim = 5021
value = 5000,0
[State -2 , 5]
type = PlaySnd
triggerall = random < 250
triggerall = time = 1
triggerall = stateno = 5000
trigger1 = anim = 5002
trigger2 = anim = 5012
value = 5000,1
[State -2 , 6]
type = PlaySnd
trigger1 = random < 250
trigger1 = time = 1
trigger1 = stateno = 5010
trigger1 = anim = 5022
value = 5000,1
value = 3460,0
[State -2 , 7]
type = PlaySnd
trigger1 = random < 250
trigger1 = time = 1
trigger1 = stateno = 5100
trigger1 = Alive = 1
value = 5100,0
[State -2 , 8]
type = PlaySnd
trigger1 = stateno = 100
trigger1 = AnimElem = 6, = 3
value = 100,0
[State -2 , 9]
type = PlaySnd
trigger1 = stateno = 100
trigger1 = AnimElem = 4, -1
value = 100,1
;------------------------------------
[State -2 , 8]
type = PlaySnd
trigger1 = stateno = 20
trigger1 = AnimElem = 4
value = 100,0
[State -2 , 9]
type = PlaySnd
trigger1 = stateno = 20
trigger1 = AnimElem = 2
value = 100,1
;-----------------------------
[State -2 , 8]
type = PlaySnd
trigger1 = stateno = 21
trigger1 = AnimElem = 4
value = 100,1
[State -2 , 9]
type = PlaySnd
trigger1 = stateno = 21
trigger1 = AnimElem = 2
value = 100,0
[State -2 , 10]
type = VarSet
trigger1 = stateno = 0
v = 1
value = 0
;----------------------------------------------------------------(stato da collaudare)
[Statedef 215]
type = S ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A ;Move-type: A-attack, I-idle, H-gethit
physics = S ;Physics: S-stand, C-crouch, A-air
juggle = 1 ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0 ;Set velocity (x,y) (Def: no change)
ctrl = 0 ;Set ctrl (Def: no change)
anim = 320 ;Change animation (Def: no change)
poweradd = 20 ;Power to add (Def: 0)
[State 215,1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NT
getpower = 40
Hitflag = M-
sparkno = 5
priority = 2, Miss
sparkxy = -18,-65
hitsound = F5,0
p2stateno = 321
p2getp1state = 1
p2facing = 1
[State 215, var9]
type = VarRandom
trigger1 = Time = 0
v = 9
range = 0,60
[State 215, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------
;spirale di pegasus
[Statedef 800]
type = S
movetype= A
physics = S
juggle = 0
poweradd = 500
velset = 0,0
ctrl = 0
anim = 900
sprpriority = 2
[State 800, 0]
type = AfterImage
trigger1 = time = 4
time = 20
FrameGap = 2
length = 10
PalBright = 0, 0, 0
PalContrast = 128,128,128
PalAdd = 0, 0, 0
PalMul = 1,1,1
Trans = Add1
[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 5, Miss
sparkno = -1
sprpriority = 7
p1facing = 0
p2facing = 1
p1stateno = 810
p2stateno = 820
fall = 1
fall.damage = 350
[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-----------------------------------------
;Spirale di Pegasus
[Statedef 810]
type = S
movetype = A
physics = N
anim = 910
poweradd = 100
[State 250, 5]
type = AfterImage
trigger1 = time = 4
time = 100
FrameGap = 5
length = 100
PalBright = 0, 0, 0
PalContrast = 128,128,128
PalAdd = 0, 0, 0
PalMul = 1,1,1
Trans = Add1
;lens flare effect
[State 810, lens]
type = Explod
trigger1 = AnimElem = 5
anim = 3673
pos = 5,-10
postype = p1
sprpriority = 2
ontop = 1
removetime = 27
bindtime = 100
ownpal = 1
supermove = 1
[State 810, camera]
type = Helper
trigger1 = AnimElem = 6
name = "Skycam2"
postype = Left
pos = -200, -950
stateno = 3685
supermovetime = -1
helpertype = player
keyctrl = 0
ownpal = 1
[State 810 , 0]
type = VelAdd
trigger1 = AnimElem = 4
y = -2
[State 810 , 0]
type = VelAdd
trigger1 = AnimElem = 4
y = -4
x = -1
[State 810 , 0]
type = VelAdd
trigger1 = AnimElem = 5
y = -2
x = -1
[State 810 , 0]
type = VelAdd
trigger1 = AnimElem = 6
y = -1
x = -1
[State 810 , 0]
type = VelAdd
trigger1 = AnimElem = 7
y = 1
x = -1
[State 810 , 0]
type = VelAdd
trigger1 = AnimElem = 8
y = 4
x = 0
;lens flare effect
[State 810, lens]
type = Explod
trigger1 = Time = 0
anim = 3671
id = 3671
pos = -320,-1500
postype = Right
sprpriority = 2
ontop = 1
removetime = 500
bindtime = 15
ownpal = 1
supermove = 1
[State 810, 0]
type = Screenbound
trigger1 = Time = 0
value = 0
movecamera = 0,0
[State 810, 1]
type = PlaySnd
trigger1 = time = 0
value = 2125, 1
;Bg effect
[State 810, super]
type = BGPalfx
trigger1 = time >= 0
ignorehitpause = 1
ID = 3570
time = 99
persistent = 1
bindtime = -1
mul = 192,192,255
add = 5,5,5
invertall = 0
color = 192
;spirale
[State 810, snd]
type = PlaySnd
trigger1 = time = 1
value = 920, 2
[State 810, 1]
type = PlaySnd
trigger1 = time = 0
value = 1100, 2
[State 810, 2]
type = PlaySnd
trigger1 = time = 8
value = 52, 0
;------------------------
[State 810, 3]
type = TargetBind
trigger1 = animelem = 1
pos = 0,0
[State 810 , 8]
type = TargetBind
trigger1 = AnimElem = 2
y = 1
x = -1
[State 810 , 9]
type = TargetBind
trigger1 = AnimElem = 3
y = 4
x = 0
[State 810 , 10]
type = TargetBind
trigger1 = AnimElem = 4
x = -2
y = 15
;-------------------------nuovi
[State 810, 4]
type = TargetBind
trigger1 = AnimElem = 5
y = 0
[State 810, 5]
type = TargetBind
trigger1 = AnimElem = 6
y = -3
x = -1
[State 810 , 6]
type = TargetBind
trigger1 = AnimElem = 7
y = -2
x = -1
[State 810 , 7]
type = TargetBind
trigger1 = AnimElem = 8
time = 27
y = -1
x = -1
;--------------------------------
[State 810, 11]
type = TargetState
trigger1 = AnimElem = 8
value = 821
[State 810 , 12]
type = VelAdd
trigger1 = AnimElem = 8
x = -2
y = 15
[State 810, 13]
type = ChangeState
trigger1 = AnimTime = 0
value = 108
ctrl = 0
;-------------------------------------
;P2 state1
[Statedef 820]
type = A
movetype = H
physics = N
velset = 0,0
[State 250, 5]
type = AfterImage
trigger1 = time = 4
time = 150
FrameGap = 5
length = 100
PalBright = 0, 0, 0
PalContrast = 128,128,128
PalAdd = 0, 0, 0
PalMul = 1,1,1
Trans = Add1
[State 820, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 820
;--------------------------------------
;P2 state2
[Statedef 821]
type = A
movetype = H
physics = N
velset = 6, -5
poweradd = 40
[State 821, 1]
type = VelAdd
trigger1 = 1
y = .4
[State 821, 2]
type = Turn
trigger1 = time = 0
[State 821, 3]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100
;------------------------------------
;shiryu helper
[Statedef 370]
type = S
movetype = A
physics = S
velset = 0, 0
ctrl = 0
anim = 541
poweradd = 80
[State 370, pause]
type = SuperPause
triggerall = p2name != "sirio"
trigger1 = AnimElem = 2
time = 55
anim = -1
movetime = 20
[State 370, 0]
type = Sprpriority
triggerall = p2name != "sirio"
trigger1 = time = 0
value = 0
[State 370, 1]
type = PlaySnd
triggerall = p2name != "sirio"
trigger1 = Time = 0
value = 3600, 1
[State 370, 1]
type = PlaySnd
triggerall = p2name != "sirio"
trigger1 = time = 0
value = 6, 0
[State 370, 1]
type = PlaySnd
triggerall = p2name != "sirio"
trigger1 = AnimElem = 3
value = 6, 1
[State 370, 6]
type = helper
triggerall = p2name != "sirio"
trigger1 = p4name != "sirio"
trigger1 = AnimElem = 3
id = 545
name = "Shiryu"
postype = p1
pos = 24, 6
stateno = 545
helpertype = normal
keyctrl = 0
ownpal = 1
[State 370, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 5120
ctrl = 1
;-------------------------------------------
;-----------------------------------------------------------
; SIRIO HELPER
;-----------------------------------------------------------
;shiryu(helper) state
[Statedef 545]
type = S
physics = S
ctrl = 0
anim = 1506
[State 545, 0]
type = Sprpriority
trigger1 = time = 0
value = 1
[State 545, 1]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 371
[State 545, 0.1]
type = AfterImage
trigger1 = time = 4
time = 20
FrameGap = 2
length = 10
PalBright = 0, 0, 0
PalContrast = 128,128,128
PalAdd = 0, 0, 0
PalMul = 1,1,1
Trans = Add1
[State 545, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1100,2
[State 545, 1]
type = PlaySnd
trigger1 = AnimElem = 16
value = 52, 0
[State 545, 1]
type = VelSet
trigger1 = Time = 0
y = 0
[State 545, 2]
type = PosSet
trigger1 = Time = 0
y = 0
[State 545, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1
[State 545, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 371
ctrl = 1
;------------------------------------------
;-------------------------------------------
;shiryu/helper) defend seiya
[Statedef 371]
type = S
physics = S
velset = -2,0
[State 371, 1]
type = ChangeAnim
trigger1 = 1
value = 1507
[State 371, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 372
;--------------------------------------------
;---------------------------------------------
;Ending guard
[Statedef 372]
type = S
movetype= H
physics = S
anim = 1507
[State 372, 1]
type = HitVelSet
trigger1 = Time = 0
x = 0
[State 372, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0
[State 372, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1
[State 372, 4]
type = ChangeState
trigger1 = Time >= GetHitVar(hittime)
value = 373
ctrl = 1
[Statedef 373]
type = S
physics = S
[State 373, 1]
type = ChangeAnim
trigger1 = Anim != 373
value = 373
[State 373, 4]
type = DestroySelf
trigger1 = Time = 200
;--------------------------------------
;supercaduta
; SGUARDHIT (shaking)
[Statedef 3691]
type = S
movetype= H
physics = S
velset = 0,0
[State 3691, 1]
type = ChangeAnim
trigger1 = 1
value = 3675
[State 3676, 2]
type = ChangeState
trigger1 = Time = 0
value = 5120
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;///////////////////////////////////////////////////////////
;-----------------------------------------------------------
; HELPER
;-----------------------------------------------------------
;///////////////////////////////////////////////////////////
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;pegaso(helper/explod)state
[Statedef 3665]
type = S
movetype = A
physics = S
anim = 3665
juggle = 5
velset = 30
ctrl = 0
[State 3665, 1]
type = VelSet
trigger1 = AnimElem = 1
x = 80
[State 3665, 1]
type = VelAdd
trigger1 = AnimElem = 1
x = 50
;------------------------------------
;superguard
[Statedef 3675]
type = S
physics = S
[State 3675, 1]
type = ChangeAnim
trigger1 = Anim != 3675
value = 3675
[State 3675, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 3677
; SGUARDHIT (shaking)
[Statedef 3676]
type = S
movetype= H
physics = S
velset = 0,0
[State 3676, 1]
type = ChangeAnim
trigger1 = 1
value = 3675
[State 3676, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 3676
;---------------------------
; Sky-cam
;----------------------------
;Sky-cam
[Statedef 3684]
type = S
movetype = A
physics = S
anim = 4534
juggle = 0
velset = 0
ctrl = 0
[State 3684, 4]
type = DestroySelf
trigger1 = Time = 65
;---------------------------------------
;Sky-cam 2
[Statedef 3685]
type = S
movetype = A
physics = S
anim = 4534
juggle = 0
velset = 0
ctrl = 0
[State 3684, 4]
type = DestroySelf
trigger1 = Time = 30
;------------------------------------------
;Sky-cam 3
[Statedef 3785]
type = S
movetype = A
physics = S
anim = 4534
juggle = 0
velset = 0
ctrl = 0
[State 3684, 4]
type = DestroySelf
trigger1 = Time = 300
;---------------------------
; Stand-cam
;---------------------------
;helper
;castalia helper
[Statedef 3711]
type = S
physics = N
ctrl = 0
anim = 3711
[State 3711 , 1]
type = ChangeState
trigger1 = P2BodyDist X < 15
value = 3712
;---------------------------
[Statedef 3712]
type = S
physics = N
ctrl = 0
anim = 3712
[State 3712 , 1]
type = ChangeState
trigger1 = P2BodyDist X < 1
value = 3713
;---------------------------
[Statedef 3713]
type = S
physics = N
ctrl = 0
anim = 3713
[State 3712 , 1]
type = ChangeState
trigger1 = P2BodyDist X > 15
value = 3711
;--------------------------------------
;placcaggio
[Statedef 700]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 245
[State 700, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
getpower = 50
givepower = 40
hitflag = M-
sparkno = -1
priority = 3, Miss
pausetime = 25,25
p2facing = 1
p1stateno = 710
p2stateno = 720
hitsound = 1100,1
fall.damage = 100
[State 710, 1]
type = PlaySnd
trigger1 = time = 0
value = 1100, 2
[State 700, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------
;stato del p1 se la presa ha successo
[Statedef 710]
type = S
movetype= A
physics = N
anim = 246
sprpriority = 2
[State 710, 1]
type = PosAdd
trigger1 = animelem = 4
x = -10
[State 710, 1]
type = Velset
trigger1 = animelem = 8
x = 4
y = -5
[State 710, 1]
type = Velset
trigger1 = animelem = 11
x = 0
y = 0
[State 710, 1]
type = Posset
trigger1 = animelem = 11
y = 0
[State 710, 2]
type = TargetBind
trigger1 = AnimElem = 1, > 0
trigger1 = AnimElem = 3, < 0
pos = 25, -5
[State 710, 2]
type = TargetBind
trigger1 = AnimElem = 4, > 0
trigger1 = AnimElem = 5, < 0
pos = -5, -7
[State 710, 2]
type = TargetBind
trigger1 = AnimElem = 5
pos = -35, 0
[State 710, 2]
type = TargetBind
trigger1 = AnimElem = 5, > 0
trigger1 = AnimElem = 6, < 0
pos = -20, 5
[State 710, 2]
type = TargetBind
trigger1 = AnimElem = 6, > 0
trigger1 = AnimElem = 7, < 0
pos = 0, -2
[State 710, 2]
type = TargetBind
trigger1 = AnimElem = 7, > 0
trigger1 = AnimElem = 8, < 0
pos = 20, -15
[State 710, 3]
type = TargetState
trigger1 = AnimElem = 1; 1
value = 730
[State 710, 4]
type = Sprpriority
trigger1 = Animelem = 8, >= 0
trigger1 = Animelem = 10, < 0
value = 1
[State 710, 5]
type = EnvShake
trigger1 = AnimElem = 11
time = 20
ampl = 4
[State 710, 6]
type = Afterimage
trigger1 = AnimElem = 8
time = 25
length = 9
PalBright = 0, 0, 0
PalContrast = 128, 128, 128
PalAdd = 0, 0, 0
PalMul = 1,1,1;.9, .9, .9
FrameGap = 4
Trans = Add1
[State 710, 8]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 720]
type = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
[State 720, 0]
type = ChangeAnim2
Trigger1 = Time = 0
value = 247
[State 710, 1]
type = Veladd
trigger1 = AnimElem = 4
y = 14
x = 10
[State 720, 2]
type = HitBy
Trigger1 = 1
value = SCA
time = 1
[State 720, 3]
type = Sprpriority
trigger1 = Animelem = 5
trigger1 = Animelem = 7
value = 2
;-----------------------------------------------
;stato target della presa finale
[Statedef 730]
type = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
[State 730, 4]
type = PowerAdd
Trigger1 = Time = 0
value = 60
[State 730, 7] ;Hit ground
type = SelfState
trigger1 = time = 0;5;Vel Y > 0
value = 5050;5100 ;Hit ground
;------------------------------------------------
;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------
; ALL SELFSTATE
;---------------------------------------------------------------------------
[StateDef -3]
;ultra power
[State -3, 10]
type = AttackMulSet
trigger1 = time = 1500
value = 0
;ultra defence
[State -3, 11]
type = DefenceMulSet
trigger1 = time = 1500
value = 0
;-------------------------------------------------
;------------------------------------------------------------------------------
;-------------------------------
;-------------------------------------------
;-----------------------------------------
;cosmo remove
[State -3,remove]
type = RemoveExplod
triggerall = NumExplod(2) = 1
trigger1 = stateno != 0
ID = 2
[State -3,remove]
type = RemoveExplod
triggerall = NumExplod(2) = 1
trigger1 = anim = 5
ID = 2
;freccia indicativa p2
[State -3, target sign]
type = Explod
triggerall = NumExplod(3718) = 0
trigger1 = P2Dist y > 300
anim = 3718
id = 3718
pos = 0,-30
postype = p2
sprpriority = 4
supermove = 1
ignorehitpause = 1
ontop = 1
ownpal = 1
bindtime = -1
persistent = 1
facing = -1
;freccia indicativa p2
[State -3,remove]
type = RemoveExplod
trigger1 = P2Dist y < 300
ID = 3718
;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------
; ALL SELFSTATE
;---------------------------------------------------------------------------