Feast 3 Happy Finish ID: 216531 Registrado: noviembre-2007 Hace: (724 dias)
Mensajes: 300
| | Escrito por Leandro1412 | Mira 1° si o si tenes que tener el Figher Factory o el MCM despues tenes que conseguir todos los wav que queres y vas reemplazando uno por uno XD! esa es la forma facil.... la otra tenes que crear el snd nuevo, vos definis los grupos y numero de sonido.... y despues en los cns del char cambias los valores.... pero definitivamente es mas facil la 1° opcion XD! una pregunta sabes como se cambian sonidos?? si no decime y te hago un explicasion!!
Bahh! que va, aca te dejo una imagen para que entiendas como cambias o agregas sonidos con el fighter factory
Espero que te sirva!! | | |
si me sirvio tu ayuda y no se cambiar sonidos
me pueden decir donde se encuentra el comando de proyectiles en el siguiente texto?
el personaje de a continuacion su proyectil no golpea al oponente como le hago para que tenga valor de un golpe ya se que deveria ser asi projhits = 1 pero no lo encuentro
esta cambiado el comando? cual es? [Data]
life = 1660 ;
attack = 115 ;
defence = 130 ;100% defensive power (more is stronger)
fall.defence_up = 20 ;Def go
liedown.time = 30 ;Time p
airjuggle = 22
sparkno = 0 ;
guard.sparkno = -1
KO.echo = 1 ;
volume = 10
IntPersistIndex = 58
[Size]
xscale = 1
yscale = 1
ground.back = 30 ;
ground.front = 30 ;
air.back = 15 ;
air.front = 15 ;P
height = 75
attack.width = 4,4 ;
attack.dist = 20 ;
proj.attack.dist = 20
proj.doscale = 1 ;
head.pos = -2, -93
mid.pos = -2, -60
shadowoffset = 0
[Velocity]
walk.fwd = 3.1 ;
walk.back = -2.3 ;
run.fwd = 6, 0 ;
run.back = -4.5,-3.8 ;
jump.neu = 0,-9
jump.back = -4.8,0
jump.fwd = 4.8,0
[Movement]
airjump.num = 0
airjump.height = 0 ;
yaccel = .58;.45
stand.friction = .10
crouch.friction = 0
[Statedef 10]
type = C
physics = C
[State 10, 1]
type = ChangeState
trigger1 = Time = 0
value = 11
[Statedef 11]
type = C
physics = C
sprpriority = 0
[State 11, 1] ;Change from turning animation
type = ChangeAnim
trigger1 = Anim = 0 && AnimTime = 0
trigger2 = Anim != 0
trigger2 = Anim != 0
value = 0
[Statedef 12]
type = S
physics = S
[State 12, 1]
type = ChangeState
trigger1 = Time = 0
value = 0
; WIN
[Statedef 180]
type = S
movetype= I
physics = S
ctrl = 0
velset = 0,0,0
[State 180, 7]
type = ChangeState
trigger1 = 1
value = 181
ctrl = 1
; WIN1
[Statedef 181]
type = S
movetype= A
ctrl = 0
anim = 180
velset = 0,0
[State 180, 46ds1]
type = Playsnd
triggerall = NumExplod(2000) < 1
triggerall = NumExplod(20001) < 1
trigger1 = time = 5;7
value = 3,9
; --- Nombre Wins ---
[State 180, 461]
type = Playsnd
trigger1 = time = 30;5
trigger1 = NumPartner = 0
value = 6,0
volume = 50
[State 180, 461dfg]
type = Playsnd
trigger1 = time = 115
value = F5,34
trigger1 = NumPartner = 0
trigger1 = var(30) = 10010
volume = 50
[State 181, 1.5]
type = EnvColor
trigger1 = Var(23) = 1
value = 0,0,0
time = 1
under = 0
[State 181, 1.3]
type = AssertSpecial
trigger1 = time = [0, 320]
triggerall = Var(4) = 0
flag = roundnotover
[State 181, 1.3]
type = AssertSpecial
trigger1 = time = [0, 640]
triggerall = Var(4) != 0
flag = roundnotover
; --- Cosas de Flawless ---
[State 180, Flawless]
type = Playsnd
trigger1 = time = 140
trigger1 = WinPerfect
value = F5,9
[State 181, flawlessss]
type = Explod
trigger1 = time = 140
trigger1 = WinPerfect
trigger1 = Var(4) = 0
anim = F38
pos = 156*const(size.xscale),90*cons t(size.xscale)
postype = left
bindtime = -1
facing = 1
sprpriority = 2
ontop = 1
ownpal = 1
removetime = -1
[State 181, flawlessss]
type = Explod
trigger1 = time = 140
trigger1 = WinPerfect
trigger1 = Var(4) != 0
anim = F38
pos = 156*const(size.xscale),90*cons t(size.xscale)
postype = left
bindtime = -1
facing = 1
sprpriority = 2
ontop = 1
ownpal = 1
removetime = 115
; --- Carteles ---
[State 181, cartel]
type = Explod
triggerall = Var(4) != 0
trigger1 = time = 270
trigger1 = WinPerfect
trigger2 = time = 140
trigger2 = !WinPerfect
anim = F200+var(4)
id = 7000
pos = 168,100
postype = left
facing = 1
sprpriority = 2
ownpal = 1
ontop = 1
; --- Cosas de Fatality ---
[State 181, Fatality]
type = Playsnd
triggerall = Var(4) = 1
trigger1 = time = 270
trigger1 = WinPerfect
trigger2 = time = 140
trigger2 = !WinPerfect
value = F200, var(4)
volume = 50
; --- Cosas de Babality ---
[State 181, Babality]
type = Playsnd
triggerall = Var(4) = 2
trigger1 = time = 270
trigger1 = WinPerfect
trigger2 = time = 140
trigger2 = !WinPerfect
value = F200, var(4)
volume = 50
; --- Cosas de Friendship ---
[State 181, friendship]
type = Playsnd
triggerall = Var(4) = 3
trigger1 = time = 285
trigger1 = WinPerfect
trigger2 = time = 155
trigger2 = !WinPerfect
value = F200, var(4)
volume = 50
; --- Cosas de Animality ---
[State 210, 1]
type = StopSnd
trigger1 = time = 0
triggerall = Var(4) = 4
channel = -1
[State 210, 1]
type = Playsnd
trigger1 = time = 1
triggerall = Var(4) = 4
value = F5,53
volume = 600
[State 431, 3.2]
type = Varset
trigger1 = Time = 0
v = 45
value = 0
[State 431, 3.2]
type = VarRandom
trigger1 = Time = 1
v = 45
range = 0,1
[State 181, animality]
type = Playsnd
triggerall = Var(4) = 4
trigger1 = time = 260;270
trigger1 = WinPerfect
trigger2 = time = 130;140
trigger2 = !WinPerfect
value = F200, var(4)+(var(45)*10)
volume = 50
; --- Cosas de Brutality ---
;sonidos de brutality
[State 181, brutality]
type = Playsnd
trigger1 = time = 270
trigger2 = time = 273
trigger3 = time = 276
trigger4 = time = 279
trigger5 = time = 282
trigger6 = time = 285
trigger7 = time = 288
trigger8 = time = 291
trigger9 = time = 294
triggerall = Var(4) = 5
triggerall = WinPerfect
value = F5,21
[State 181, brutality]
type = Playsnd
trigger1 = time = 140
trigger2 = time = 143
trigger3 = time = 146
trigger4 = time = 149
trigger5 = time = 152
trigger6 = time = 155
trigger7 = time = 158
trigger8 = time = 161
trigger9 = time = 164
triggerall = Var(4) = 5
triggerall = !WinPerfect
value = F5,21
[State 181, brutality]
type = Playsnd
triggerall = Var(4) = 5
trigger1 = time = 310
trigger1 = WinPerfect
trigger2 = time = 180
trigger2 = !WinPerfect
value = F200, var(4)
volume = 50
; --- Cosas de Hara-Kiri ---
[State 181, harakiri]
type = Playsnd
triggerall = Var(4) = 6
trigger1 = time = 260;270
trigger1 = WinPerfect
trigger2 = time = 130;140
trigger2 = !WinPerfect
value = F200, var(4)
volume = 600
;---------------
[Statedef 1811]
type = S
movetype= I
ctrl = 0
anim = 220
velset = 0,0
[State 180, 461]
type = Playsnd
trigger1 = time = 3
value = 4,15
trigger1 = NumPartner = 0
volume = 50
[State 181, 1.5]
type = EnvColor
trigger1 = Var(23) = 1
value = 0,0,0
time = 1
under = 0
[State 181, 1.3]
type = AssertSpecial
trigger1 = time = [0, 620]
trigger1 = Var(4) != 0
flag = roundnotover
[State 181, 1.3]
type = AssertSpecial
trigger1 = time = [0, 320]
trigger1 = Var(4) = 0
flag = roundnotover
[State 180, Flawless]
type = Playsnd
trigger1 = time = 235
trigger1 = life >= 999
trigger1 = p2life = 0
trigger1 = WinPerfect
value = F5,9
;volume = 50
[State 181, Lightning]
type = Explod
trigger1 = AnimElem = 6
anim = 181
pos = 0*const(size.xscale), 0*const(size.xscale)
postype = p1
bindtime = -1
sprpriority = 2
shadow = -1
ownpal = 1
[State 181, FATWord]
type = Explod
trigger1 = time = 340
trigger1 = Var(4) = [1, 2]
anim = F4
id = 7000
pos = 168,100
postype = left
facing = 1
sprpriority = 2
ownpal = 1
ontop = 1
[State 181, DIED]
type = Explod
trigger1 = time = 1
trigger1 = Var(4) = [1, 2]
anim = F18
id = 7089
pos = 168,100
postype = left
facing = 1
sprpriority = 1
ownpal = 1
[State 181, Fatality]
type = Playsnd
trigger1 = time = 340
trigger1 = Var(4) = [1, 2]
value = F5, 12
volume = 50
[State 181, 6]
type = Explod
trigger1 = time = 330
trigger1 = Var(4) = 3
anim = F4
id = 7030
pos = 156,95
postype = left
facing = 1
sprpriority = 2
ownpal = 1
removetime = -1
ontop = 1
[State 181, selFre]
type = VarRandom
trigger1 = time = 330
trigger1 = Var(4) = 3
v = 11
range = 0, 3
;-------------------------
[Statedef 1812]
type = S
movetype= A
ctrl = 0
anim = 180
velset = 0,0
[State 180, 461]
type = Playsnd
trigger1 = time = 5
value = 6,0
trigger1 = NumPartner = 0
volume = 50
[State 181, 1.5]
type = EnvColor
trigger1 = Var(23) = 1
value = 0,0,0
time = 1
under = 0
[State 181, 1.3]
type = AssertSpecial
trigger1 = time = [0, 620]
trigger1 = Var(4) != 0
flag = roundnotover
[State 181, 1.3]
type = AssertSpecial
trigger1 = time = [0, 320]
trigger1 = Var(4) = 0
flag = roundnotover
[State 180, Flawless]
type = Playsnd
trigger1 = time = 235
trigger1 = life >= 999
trigger1 = p2life = 0
trigger1 = WinPerfect
value = F5,9
;volume = 50
[State 181, Lightning]
type = Null
trigger1 = AnimElem = 6
anim = 181
pos = 0*const(size.xscale), 0*const(size.xscale)
postype = p1
bindtime = -1
sprpriority = 2
shadow = -1
ownpal = 1
[State 181, FATWord]
type = Null
trigger1 = time = 340
trigger1 = Var(4) = [1, 2]
anim = F4
id = 7000
pos = 168,100
postype = left
facing = 1
sprpriority = 2
ownpal = 1
ontop = 1
[State 181, DIED]
type = Explod
trigger1 = time = 1
trigger1 = Var(4) = [1, 2]
anim = F18
id = 7089
pos = 168,100
postype = left
facing = 1
sprpriority = 1
ownpal = 1
[State 181, Fatality]
type = Playsnd
trigger1 = time = 340
trigger1 = Var(4) = [1, 2]
value = F5, 12
volume = 50
[State 181, 6]
type = Explod
trigger1 = time = 330
trigger1 = Var(4) = 3
anim = F4
id = 7030
pos = 156,95
postype = left
facing = 1
sprpriority = 2
ownpal = 1
removetime = -1
ontop = 1
[State 181, selFre]
type = VarRandom
trigger1 = time = 330
trigger1 = Var(4) = 3
v = 11
range = 0, 3
;---------------------------------------------------------------------------
; INTRO
[Statedef 191]
type = S
ctrl = 0
velset = 0,0,0
anim = 0
[State 191, IntroAssert] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro
[State 191, Enter]
type = ChangeState
trigger1 = 1
trigger4 = p2name = "shao kahn,"
trigger4 = var(30) != 10002
trigger4 = time = 90
value = 0
ctrl = 0
;----------------------------------------------
[Statedef 192]
type = S
ctrl = 0
velset = 0,0,0
anim = 888
[State 181, FATord]
type = Explod
trigger1 = numexplod(192) < 1
trigger1 = time = 5
trigger1 = 1
anim = 245
id = 192
pos = 0,0
postype = p1
facing = 1
sprpriority = 2
ownpal = 1
ontop = 1
scale = .9,.9
shadow = 50,50,50
[State 431, sd3.5]
type = Playsnd
trigger1 = time = 160
trigger1 = anim = 888
trigger1 = 1
value = F5,4
[State 431, sd3.df5]
type = Playsnd
trigger1 = time = 255
trigger2 = time = 280
triggerall = 1
value = 1,0
[State 431, sd3.5ds]
type = Playsnd
trigger1 = time = 45
trigger1 = anim = 888
trigger1 = 1
value = 14,0
[State 181, Frd]
type = changeanim
trigger1 = time = 290
trigger1 = 1
value = 400
[State 181, Frd]
type = changeanim
trigger1 = animtime = 0
trigger1 = anim = 400
value = 225
[State 181, Frdsd]
type = changeanim
trigger1 = Animtime = 0
trigger1 = anim = 225
value = 0
[State 431, 3.2]
type = VarRandom
trigger1 = Time = 0
v = 11
range = 1, 80
[State 431, 3.5]
type = Playsnd
trigger1 = Var(11) = [1, 20]
trigger1 = animelem = 3
trigger1 = anim = 225
value = 3,9
[State 431, 3.6]
type = Playsnd
trigger1 = Var(11) = [21, 40]
trigger1 = animelem = 3
trigger1 = anim = 225
value = 4,11
[State 431, 3.7]
type = Playsnd
trigger1 = Var(11) = [41, 60]
trigger1 = animelem = 4
trigger1 = anim = 225
value = 4,13
[State 431, 3.8]
type = Playsnd
trigger1 = Var(11) = [61, 80]
trigger1 = animelem = 5
trigger1 = anim = 225
value = 4,14
[State 191, IntroAssert] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro
[State 191, Enter]
type = ChangeState
trigger1 = 1
value = 0
ctrl = 0
;--------------------------
[Statedef 195]
type = S
ctrl = 0
velset = 0,0,0
anim = 225
ctrl = 1
[State 431, 3.5]
type = Playsnd
trigger1 = animelem = 3
value = 3,9
[State 191, Enter]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;--------------------
[Statedef 24]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 27
;sprpriority = 2
[State 800, 1]
type = HitDef
Trigger1 = animelem = 2
pausetime = 0,0
attr = S, NT ;Attributes: Standing, Normal Throw
hitflag = CM ;Affect only ground people who are not being hit
priority = 1, Miss ;Throw has low priority, must be miss or dodge type.
damage = 406
hitsound = 5,14
sparkno = -1 ;No spark
sprpriority = -1 ;Draw in front of p2
p2facing = -1 ;Force p2 to face KFM
p1stateno = 25 ;On success, KFM changes to state 810
p2stateno = 26 ;If hit, p2 changes to state 820 in KFM's cns
guard.dist = 0 ;This prevents p2 from going into a guard state if close
fall.recover = 0
kill = (Var(9) = 0)
fall.kill = (Var(9) = 0)
guard.kill = (Var(9) = 0)
[State 800, 2]
type = ChangeState
Trigger1 = Animtime = 0
value = 0
ctrl = 1
;-------------
[Statedef 25]
type = S
movetype= A
physics = N
anim = 25
[State 820, 1]
type = Sprpriority
Trigger1 = Time = 0
value = 5
[State 810, Bind 7]
type = TargetBind
trigger1 = TIME = 0
pos = 5, 0
[State 810, nd]
type = TURN
trigger1 = Animtime = 0
[State 810, State End]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;-------------
[Statedef 26]
type = A
movetype= H
physics = N
velset = 0,0
anim = 26
;sprpriority = -1
[State 9010, 0.1]
type = Sprpriority
trigger1 = animtime = 0
value >= 2
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 26
;[State 820, 435E1]
;type = velset
;Trigger1 = animtime = 0
;Y = -.3
;[State 820, 4435E1]
;type = velSET
;Trigger1 = animtime = 0
;X = -1
[State 820, 4351]
type = VelAdd
Trigger1 = time >= 11
Trigger1 = time <= 18
x = -.8
;y = -.3
;[State 820, 4351]
;type = VelAdd
;Trigger1 = Animtime = 0
;y = 5
;x = -5
[State 810, nd]
type = TURN
trigger1 = Animtime = 0
[State 821, 4] ;Hit ground
type = SelfState
trigger1 = animtime = 0
value = 5050 ;Hit ground
;-------FATAL
[Statedef 660]
type = S
movetype= A
physics = S
juggle = 2
ctrl = 0
velset = 0,0,0
anim = 0
[State 430, 3451]
type = PAuse
trigger1 = Time = 25
time = 15
[State 430, 31sdaa]
type = changeanim
trigger1 = Time = 45
value = 225
[State 210, 1]
type = Playsnd
trigger1 = time = 1
value = F5,11
volume = 60
channel = 1
[State 9130, SetFatal]
type = Varset
trigger1 = movehit
V = 4
value = 1
[State 200, 347]
type = changeAnim
trigger1 = AnimTime = 0
trigger1 = anim = 225
trigger1 = p2bodydist X > 70
value = 20
[State 200, 347sd]
type = VelAdd
;trigger1 = AnimTime = 0
trigger1 = anim = 20
trigger1 = p2bodydist X > 70
trigger1 = 1
X = 2.2
[State 200, 347sfdd]
type = VelSet
trigger1 = p2bodydist X < 70
X = 0
[State 200, 237]
type = changeAnim
trigger1 = anim = 20
trigger1 = p2bodydist X <= 70
value = 201
[State 200, 237asd]
type = changeAnim
trigger1 = anim = 201
trigger1 = AnimTime = 0
value = 221
[State 210, 1sdaax]
type = Playsnd
trigger1 = animelem = 1
trigger1 = anim = 221
value = F5,5
volume = 60
[State 210, 1]
type = Playsnd
trigger1 = animelem = 2
trigger1 = anim = 225
value = 3,9
volume = 60
[State 8000, sad]
type = BGPalFX
trigger1 = time = 0
time = 9999
add = -20, -20, -20
[State 8000, sadsd]
type = BGPalFX
trigger1 = time = 2
time = 9999
add = -40, -40, -40
[State 8000, sad]
type = BGPalFX
trigger1 = time = 4
time = 9999
add = -80, -80, -80
[State 1200, ZappySound]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = anim = 201
value = 4, 10
channel = 3
[State 1200, ZappySounzxd]
type = PlaySnd
trigger1 = AnimElem = 6
trigger1 = anim = 201
value = 4, 12
volume = 100
[State 1200, Za]
type = VelSet
trigger1 = time = 1
trigger2 = Vel Y != 0
y = 0
[State 1200, BoltFat]
type = Hitdef
trigger1 = AnimElem = 5
velocity = 8, 0
remvelocity = 0, 0
; HitDef part of projectile info
attr = S, SP
animtype = Hard
air.animtype = Back
air.fall = 1
fall.recover = 0
guardflag = HL
pausetime = 0,0
sparkno = -1
p2stateno = 6612
guard.sparkno = -1
hitsound = 5,0
guardsound = s4,17
ground.type = High
kill = (Var(9) = 0)
fall.kill = (Var(9) = 0)
guard.kill = (Var(9) = 0)
[State 200, 7]
type = changestate
trigger1 = AnimTime = 0
trigger1 = anim = 221
value = 0
ctrl = 1
[Statedef 3384]
type = S
movetype= H
physics = S
ctrl = 0
velset = 0,0,0
anim = 3384
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3384
[State 22, round hit]
type = EnvShake
trigger1 = animelem = 6
freq = 40
time = 10
ampl = 15
[State 1200, ound]
type = PlaySnd
trigger1 = AnimElem = 7
value = 4, 21
channel = 3
[State 1009, Frosty color]
type = palFX
trigger1 = time = 1
add = 100,150,250
mul = 200,200,200
time = 300
[State 9010, 0.1]
type = Sprpriority
trigger1 = time = 1
value >= 2
[State 9399, 2]
type = Selfstate
trigger1 = Animtime = 0
value = 5150
[State 9399, 3]
type = Lifeadd
trigger1 = Time = 1
Value = -9999
[State 5150, 8]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ctrl = 1
[Statedef 10101]
type = S
movetype= H
physics = N
velset = 0,999
ctrl = 0
anim = 702
[State 9125, 0.3]
type = SprPriority
trigger1 = time = 0
value = 0
[State 9125, 2.6]
type = Posset
trigger1 = time = 0
Y = 900
[State 9125, OkayYouCanStop]
type = PalFX
trigger1 = time = 1
time = 1
add = 0, 0, 0
mul = 0, 0, 0
[State 9100, NoBGM]
type = AssertSpecial
trigger1 = Time >= 1
flag = nokoslow
[State 9125, 3]
type = Lifeadd
trigger1 = Time = 1
Value = -9999
[State 9125, 2]
type = Selfstate
trigger1 = Time = 20
value = 5150
;------------------------SPECIALLLLLLLL
[Statedef 2]
type = S
movetype= A
physics = S
juggle = 4
ctrl = 0
velset = 20,0,0
anim = 2
[State 210, snd2]
type = Playsnd
trigger1 = AnimElem = 4
value = 4,16
[State 210, snd222]
type = Playsnd
trigger1 = AnimElem = 8
value = 3,9
[State 210, 2b]
type = HitDef
trigger1 = AnimElem = 8
trigger1 = p2stateno != 10210
attr = S, NA
animtype = Medium
damage = 150, 29
guardflag = L
;hitflag = MAF
pausetime = 20,2
sparkno = -1
guard.sparkno = -1
p2stateno = 10210
ground.type = Low
ground.velocity = 0,0
air.velocity = 0,0
air.hittime = 0
envshake.time = 30
envshake.freq = 90
envshake.ampl = 12
fall.recover = 0
kill = (Var(9) = 0)
fall.kill = (Var(9) = 0)
guard.kill = (Var(9) = 0)
[State 200, 7]
type = ChangeState
trigger1 = Animtime = 0
value = 5120
ctrl = 1
;------------------------------------
;;----------------
[Statedef 10210]
type = S
movetype= H
physics = S
velset = 0,0,0
ctrl = 0
[State 10210, 1]
type = Changeanim
trigger1 = animexist(5300)
trigger1 = anim != 5300
trigger1 = Vel Y = 0
trigger1 = statetype != A
value = 5300
[State 10210, 2]
type = Changeanim2
trigger1 = !animexist(5300)
trigger1 = anim != 9010
trigger1 = Vel Y = 0
trigger1 = statetype != A
value = 9010
[State 9010, 034.1]
type = PosSet
trigger1 = p2stateno =[0,9999]
Y = 0
[State 9010, 034.12]
type = VELSet
trigger1 = p2stateno =[0,9999]
Y = 0
[State 10210, 3]
type = Selfstate
trigger1 = time = 120
value = 0
ctrl = 1
[State 821, 4] ;Hit ground
type = SelfState
trigger1 = roundstate = 3
trigger1 = time = 100
value = 5050
ctrl = 1
;;----------------
[Statedef 10211]
type = s
movetype= H
physics = S
velset = 0,0
ctrl = 0
[State 10211, 1]
type = Changeanim
trigger1 = animexist(5300)
trigger1 = anim != 5300
trigger1 = Vel Y = 0
trigger1 = statetype != A
value = 5300
[State 9010, 034.1]
type = PosSet
trigger1 = p2stateno =[0,9999]
Y = 0
[State 9010, 034.12]
type = VELSet
trigger1 = p2stateno =[0,9999]
Y = 0
[State 10211, 2]
type = Changeanim2
trigger1 = !animexist(5300)
trigger1 = anim != 9010
trigger1 = Vel Y = 0
trigger1 = statetype != A
value = 9010
[State 10211, 22]
type = LifeAdd
trigger1 = time = 1
value = -50
[State 10211, 22]
type = Playsnd
trigger1 = time = 1
value = 3,10
channel = 1
lowpriority = 1
[State 10211, 22]
type = Playsnd
trigger1 = time = 1
value = 14,0
channel = 2
lowpriority = 2
[State 10211, 3]
type = Selfstate
trigger1 = time = 220
value = 0
ctrl = 1
[State 821, 4] ;Hit ground
type = SelfState
trigger1 = roundstate = 3
trigger1 = time = 100
value = 5050
ctrl = 1
;---------------
; HP1
[Statedef 200]
type = S
movetype= A
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 200
sprpriority = 2
[State -2, 3.3]
type = VarRandom
trigger1 = 1
v = 1
range = 0, 50
[State 200, Play]
type = PlaySnd
trigger1 = time = 1
triggerall = Var(1) = [25, 50]
trigger1 = 1
value = F5, 15
[State 200, Plaay]
type = PlaySnd
trigger1 = time = 1
triggerall = Var(1) = [0, 24]
trigger1 = 1
value = F5, 20
[State 210, 1]
type = Playsnd
trigger1 = Animelem = 2
value = 4,10
[State 2, Upperblood]
type = Helper
trigger1 = movehit
trigger1 = numhelper(28) < 1
ID = 28
stateno = 28
pos = 0, 0
postype = p1
persistent = 0
ignorehitpause = 1
[State 200, 1]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
animtype = Back
damage = 406, 203
guardflag = HL
hitflag = MAF
pausetime = 0, 2
sparkno = -1
sparkxy = -55,-95
guard.sparkno = -1
hitsound = 5,0
guardsound = 5,14
ground.type = High
ground.slidetime = 30
p2facing = 1
guard.ctrltime = 20
guard.velocity = -25
guard.slidetime = 20
ground.hittime = 30
ground.velocity = -5,-5
air.velocity = -5,-6
air.hittime = 17
ground.cornerpush.veloff = -25
fall = 1
fall.recover = 0
kill = (Var(9) = 0)
fall.kill = (Var(9) = 0)
guard.kill = (Var(9) = 0)
[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;HP - Part 2
; HP2
[Statedef 201]
type = S
movetype= A
physics = S
juggle = 5
velset = 0,0
ctrl = 0
anim = 201
sprpriority = 2
[State -2, 3.3]
type = VarRandom
trigger1 = 1
v = 1
range = 0, 50
[State 200, Play]
type = PlaySnd
trigger1 = time = 1
triggerall = Var(1) = [25, 50]
trigger1 = 1
value = F5, 15
[State 200, Plaay]
type = PlaySnd
trigger1 = time = 1
triggerall = Var(1) = [0, 24]
trigger1 = 1
value = F5, 20
[State 210, 1]
type = Playsnd
trigger1 = Animelem = 2
value = 4,10
[State 201, 1]
type = HitDef
trigger1 = animelem = 3
attr = S, NA ;Attribute: Standing, Normal Attack
damage = 35, 10 ;Damage that move inflicts
animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light)
air.animtype = Back
guardflag = HL
hitflag = MAF ;Flags of conditions that move can hit
priority = 2, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0,2 ;Time attacker pauses, time victim shakes
sparkno = 2
sparkxy = -35,-105
guard.sparkno = -1
hitsound = 5,1
numhits = -1
guardsound = 5,14
ground.type = High ;Type: High, Low, Trip (def: Normal)
p2facing = 1
ground.slidetime = 20
ground.hittime = 15
guard.ctrltime = 20
ground.velocity = -8,0 ;Time to regain control after guard (def: guard.slidetime)
guard.velocity = -2
air.velocity = -2.3, -2.6
airguard.velocity = -1.9 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
ground.cornerpush.veloff = -10
air.fall = 1
fall.recover = 0
kill = (Var(9) = 0)
fall.kill = (Var(9) = 0)
guard.kill = (Var(9) = 0)
[State 201, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;LP - Part 1
; LP1
[Statedef 220]
type = S
movetype= A
physics = S
juggle = 5
velset = 0,0
ctrl = 0
anim = 221
sprpriority = 2
[State -2, 3.3]
type = VarRandom
trigger1 = 1
v = 1
range = 0, 50
[State 200, Play]
type = PlaySnd
trigger1 = time = 1
triggerall = Var(1) = [25, 50]
trigger1 = 1
value = F5, 15
[State 210, 1]
type = Playsnd
trigger1 = Animelem = 2
value = 4,10
[State 200, Plaay]
type = PlaySnd
trigger1 = time = 1
triggerall = Var(1) = [0, 24]
trigger1 = 1
value = F5, 20
[State 200, 1]
type = HitDef
trigger1 = animelem = 3
attr = c, NA
damage = 240, 120
animtype = Light
air.animtype = Back
guardflag = HL
hitflag = MAF
priority = 2, Hit
pausetime = 0,6
sparkno = -1
guard.sparkno = -1
hitsound = 5,1
guardsound = 5,14
ground.type = Low
ground.slidetime = 20
ground.hittime = 15
p2facing = 1
numhits = -1
guard.slidetime = 10
guard.ctrltime = 10
guard.velocity = -2
ground.velocity = -8,0
air.velocity = -1.3, -1.6
airguard.velocity = -1.9
ground.cornerpush.veloff = -10
air.fall = 1
fall.recover = 0
kill = (Var(9) = 0)
fall.kill = (Var(9) = 0)
guard.kill = (Var(9) = 0)
[State 205, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;LP - Part 2
; LP2
[Statedef 221]
type = S
movetype= A
physics = S
juggle = 5
velset = 0,0
ctrl = 0
anim = 220
sprpriority = 2
[State -2, 3.3]
type = VarRandom
trigger1 = 1
v = 1
range = 0, 50
[State 200, Play]
type = PlaySnd
trigger1 = time = 1
triggerall = Var(1) = [25, 50]
trigger1 = 1
value = F5, 15
[State 200, Plaay]
type = PlaySnd
trigger1 = time = 1
triggerall = Var(1) = [0, 24]
trigger1 = 1
value = F5, 20
[State 210, 1]
type = Playsnd
trigger1 = Animelem = 2
value = 4,10
[State 201, 1]
type = HitDef
trigger1 = animelem = 3
attr = S, NA ;Attribute: Standing, Normal Attack
damage = 35, 10 ;Damage that move inflicts
animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light)
air.animtype = Back
guardflag = HL
hitflag = MAF ;Flags of conditions that move can hit
priority = 2, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0,6 ;Time attacker pauses, time victim shakes
sparkno = -1
guard.sparkno = -1
numhits = -1
hitsound = 5,1
guardsound = 5,14
ground.type = Low ;Type: High, Low, Trip (def: Normal)
p2facing = 1
ground.slidetime = 20
ground.hittime = 15
guard.ctrltime = 20
ground.velocity = -8,0 ;Time to regain control after guard (def: guard.slidetime)
guard.velocity = -2
air.velocity = -2.3, -2.6
airguard.velocity = -1.9 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
ground.cornerpush.veloff = -10
air.fall = 1
fall.recover = 0
kill = (Var(9) = 0)
fall.kill = (Var(9) = 0)
guard.kill = (Var(9) = 0)
[State 206, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-----------
;-----------
;HK
[Statedef 210]
type = S
movetype= A
physics = S
juggle = 5
ctrl = 0
velset = 0,0,0
anim = 210
[State 210, 1.4]
type = Playsnd
trigger1 = Animelem = 3
value = F5,15
[State 210, 1]
type = Playsnd
trigger1 = Animelem = 3
value = 4,10
[State 2, Upperblood]
type = Helper
trigger1 = movehit
trigger1 = numhelper(28) < 1
ID = 28
stateno = 28
pos = 0, 0
postype = p1
persistent = 0
ignorehitpause = 1
[State 210, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype = Back
damage = 400, 100
guardflag = HL
hitflag = MAF
pausetime = 12, 2
sparkno = -1
sparkxy = -55,-95
guard.sparkno = -1
hitsound = 5,0
guardsound = 5,14
ground.type = High
ground.slidetime = 30
p2facing = 1
guard.ctrltime = 20
guard.velocity = -25
guard.slidetime = 20
ground.hittime = 30
ground.velocity = -5,-5
air.velocity = -5,-6
air.hittime = 17
ground.cornerpush.veloff = -25
fall = 1
fall.recover = 0
kill = (Var(9) = 0)
fall.kill = (Var(9) = 0)
guard.kill = (Var(9) = 0)
[State 210, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 212]
type = S
movetype= A
physics = S
juggle = 5
ctrl = 0
velset = 0,0,0
anim = 220
[State 210, 1.4]
type = Playsnd
trigger1 = Animelem = 3
value = F5,15
[State 210, 1]
type = Playsnd
trigger1 = Animelem = 3
value = 4,10
[State 2, Upperblood]
type = Helper
trigger1 = movehit
trigger1 = numhelper(28) < 1
ID = 28
stateno = 28
pos = 0, 0
postype = p1
persistent = 0
ignorehitpause = 1
[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = Back
damage = 166, 22
guardflag = HL
hitflag = MAF
pausetime = 0, 2
sparkno = -1
sparkxy = -55,-95
guard.sparkno = -1
hitsound = 5,0
guardsound = 5,14
ground.type = High
ground.slidetime = 30
p2facing = 1
guard.ctrltime = 20
guard.velocity = -25
guard.slidetime = 20
ground.hittime = 30
ground.velocity = -9,-5
air.velocity = -9,-6
air.hittime = 17
ground.cornerpush.veloff = -25
fall = 1
fall.recover = 0
kill = (Var(9) = 0)
fall.kill = (Var(9) = 0)
guard.kill = (Var(9) = 0)
[State 210, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 225]
type = S
movetype= A
physics = S
juggle = 4
ctrl = 0
velset = 0,0,0
anim = 201
[State 240, 1.5]
type = Playsnd
trigger1 = animelem = 3
value = 4,10
[State 240, 2]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
animtype = Back
damage = 166, 22
guardflag = HL
hitflag = MAF
pausetime = 0,2
sparkno = -1
p2stateno = 10210
sparkxy = -55,-95
guard.sparkno = -1
hitsound = S4,12
guardsound = 5,14
ground.type = High
ground.slidetime = 30
p2facing = 1
guard.ctrltime = 20
guard.velocity = -25
guard.slidetime = 20
ground.hittime = 30
ground.velocity = 0,2
air.velocity = 0,4
air.hittime = 17
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0
kill = (Var(9) = 0)
fall.kill = (Var(9) = 0)
guard.kill = (Var(9) = 0)
[State 240, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 240]
type = S
movetype= A
physics = S
juggle = 4
ctrl = 0
velset = 0,0,0
anim = 201
[State 240, 1.5]
type = Playsnd
trigger1 = animelem = 3
value = 4,10
[State 2, Upperblood]
type = Helper
trigger1 = movehit
trigger1 = numhelper(28) < 1
ID = 28
stateno = 28
pos = 0, 0
postype = p1
persistent = 0
ignorehitpause = 1
[State 240, 2]
type = HitDef
triggerall = AnimElem = 6
triggerall = p2statetype != S
triggerall = p2statetype != C
trigger1 = p2statetype = A
attr = S, NA
animtype = Back
damage = 166, 72
guardflag = HL
hitflag = AF
pausetime = 0,2
sparkno = -1
sparkxy = -55,-95
guard.sparkno = -1
hitsound = S4,12
guardsound = 5,14
ground.type = High
ground.slidetime = 30
p2facing = 1
guard.ctrltime = 20
guard.velocity = -25
guard.slidetime = 20
ground.hittime = 30
ground.velocity = 0,2
air.velocity = 0,4
air.hittime = 17
ground.cornerpush.veloff = 0
fall.recover = 0
kill = (Var(9) = 0)
fall.kill = (Var(9) = 0)
guard.kill = (Var(9) = 0)
envshake.time = 20
envshake.freq = 80
envshake.ampl = 7
[State 240, 2]
type = HitDef
triggerall = AnimElem = 6
trigger1 = p2statetype = S
trigger2 = p2statetype = C
triggerall = p2statetype != A
attr = S, NA
animtype = Back
damage = 166, 72
guardflag = HL
hitflag = LMH
pausetime = 0,2
sparkno = -1
p2stateno = 10210
sparkxy = -55,-95
guard.sparkno = -1
hitsound = S4,12
guardsound = 5,14
p2facing = 1
guard.ctrltime = 20
guard.velocity = -25
guard.slidetime = 20
ground.cornerpush.veloff = 0
kill = (Var(9) = 0)
fall.kill = (Var(9) = 0)
guard.kill = (Var(9) = 0)
envshake.time = 20
envshake.freq = 80
envshake.ampl = 7
[State 240, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 2444]
type = S
movetype= A
physics = S
juggle = 4
ctrl = 0
velset = 0,0,0
anim = 210
[State 9130, SetFatal]
type = Varset
trigger1 = Time = 4
V = 4
value = 1
[State 8000, sad]
type = BGPalFX
trigger1 = animelem = 1
time = 9999
add = -100, -100, -100
[State 240, 1.5]
type = Playsnd
trigger1 = animelem = 1
value = 13,0
[State 240, 1.5]
type = Playsnd
trigger1 = animelem = 3
value = F5,15
[State 240, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype = Back
damage = 166, 22
guardflag = HL
hitflag = MAF
pausetime = 0, 2
p2stateno = 441
sparkno = 1
sparkxy = 30,-95
guard.sparkno = -1
hitsound = 5,0
guardsound = 5,14
ground.cornerpush.veloff = -30
ground.type = High
ground.slidetime = 30
p2facing = 1
guard.ctrltime = 20
ground.hittime = 30
ground.velocity = -5,-5
air.velocity = -4.4,-5.2
air.hittime = 17
fall = 1
fall.recover = 0
kill = (Var(9) = 0)
fall.kill = (Var(9) = 0)
guard.kill = (Var(9) = 0)
[State 240, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[State 240, 4]
type = ChangeState
trigger1 = Movehit = 1
value = 2401
ctrl = 1
[Statedef 2401]
type = S
movetype= I
physics = S
ctrl = 0
[State 2401, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 241]
type = S
movetype= A
physics = S
juggle = 4
ctrl = 0
velset = 0,0,0
anim = 241
[State 241, Select]
type = VarRandom
trigger1 = Time = 2
v = 11
range = 11, 12
;[State 241, Play]
;type = PlaySnd
;trigger1 = Time = 2
;value = 4, Var(11)
[State 241, 1.5]
type = Playsnd
trigger1 = Time = 2
value = F5,15
[State 241, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype = Back
damage = 43, 9
guardflag = HL
hitflag = MAF
pausetime = 0,2
sparkno = -1
guard.sparkno = -1
hitsound = 5,3
guardsound = 5,14
ground.type = High
ground.slidetime = 30
ground.hittime = 30
ground.velocity = -4
guard.ctrltime = 20
p2facing = 1
air.velocity = -3.4,-4.2
air.hittime = 17
fall = 1
kill = (Var(9) = 0)
fall.kill = (Var(9) = 0)
guard.kill = (Var(9) = 0)
fall.recover = 0
[State 241, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 245]
type = S
movetype= A
physics = C
juggle = 4
ctrl = 0
velset = 0,0,0
anim = 245
[State 240, 1.5]
type = Playsnd
trigger1 = animelem = 3
value = F5,15
[State 245, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype = Back
damage = 111, 15
guardflag = L
hitflag = M
pausetime = 0,2
sparkno = -1
guard.sparkno = -1
;guardsound = 5,14
ground.type = Low
ground.slidetime = 0
ground.hittime = 20
guard.ctrltime = 20
ground.velocity = 0
guard.velocity = -3
p2facing = 1
air.velocity = -3.4,-4.2
air.hittime = 17
kill = (Var(9) = 0)
fall.kill = (Var(9) = 0)
guard.kill = (Var(9) = 0)
fall = 1
fall.recover = 0
[State 245, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 246]
type = C
movetype= A
physics = C
juggle = 4
ctrl = 0
velset = 0,0,0
anim = 245
[State 246, 1]
type = PlaySnd
trigger1 = Time = 2
value = 4,15
[State 246, yuper]
type = VarSet
trigger1 = Time = 0
v = 14
value = 0
[State 246, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype = Back
damage = 111, 15
guardflag = L
hitflag = MAF
pausetime = 0,2
sparkno = -1
guard.sparkno = -1
hitsound = 5,1
;guardsound = 5,14
p2facing = 1
ground.type = Low
ground.slidetime = 0
ground.hittime = 20
guard.ctrltime = 20
ground.velocity = 0
guard.velocity = -3
air.velocity = -3.4,-4.2
air.hittime = 17
fall = 1
fall.recover = 0
kill = (Var(9) = 0)
fall.kill = (Var(9) = 0)
guard.kill = (Var(9) = 0)
[State 245, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 400]
type = C
movetype= A
physics = C
juggle = 1
ctrl = 0
anim = 400
[State -2, 3.3]
type = VarRandom
trigger1 = 1
v = 1
range = 0, 50
[State 200, Play]
type = PlaySnd
trigger1 = time = 1
triggerall = Var(1) = [25, 50]
trigger1 = 1
value = F5, 15
[State 200, Plaay]
type = PlaySnd
trigger1 = time = 1
triggerall = Var(1) = [0, 24]
trigger1 = 1
value = F5, 20
[State 200, Playf]
type = PlaySnd
trigger1 = animelem = 2
value = 4, 15
[State 400, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 80, 6
animtype = Light
hitflag = MAFD
guardflag = L
pausetime = 5,2
sparkno = -1
guard.sparkno = -1
hitsound = 5,1
guardsound = 5,14
ground.type = Low
guard.ctrltime = 20
guard.velocity = -15
guard.slidetime = 20
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -2
air.velocity = -1.5,-2
ground.cornerpush.veloff = -20
down.velocity = -4,0
down.hittime = 20
fall.recover = 0
p2facing = 1
air.fall = 1
kill = (Var(9) = 0)
fall.kill = (Var(9) = 0)
guard.kill = (Var(9) = 0)
[State 400, 3]
type = CtrlSet
trigger1 = Animtime = 0
value = 1
[State 400, 4]
type = ChangeState
trigger1 = MoveHit
triggerall = Var(50) = 1
triggerall = p2bodydist X > 1 && p2bodydist X < 50
value = 410
ctrl = 1
[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
[Statedef 410]
type = C
movetype= A
physics = C
juggle = 1
ctrl = 0
anim = 410
[State -2, 3.3]
type = VarRandom
trigger1 = 1
v = 1
range = 0, 50
[State 200, Play]
type = PlaySnd
trigger1 = time = 1
triggerall = Var(1) = [25, 50]
trigger1 = 1
value = F5, 15
[State 200, Plaay]
type = PlaySnd
trigger1 = time = 1
triggerall = Var(1) = [0, 24]
trigger1 = 1
value = F5, 20
[State 200, Playf]
type = PlaySnd
trigger1 = animelem = 2
value = 4, 10
[State 410, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 80, 15
animtype = LIGHT
;;Nothing = 10
hitflag = MAF
guardflag = L
pausetime = 10,2
sparkno = -1
guard.sparkno = -1
hitsound = 5,1
guardsound = 5,14
guard.ctrltime = 20
guard.velocity = -15
guard.slidetime = 20
ground.type = Low
ground.cornerpush.veloff = -20
ground.slidetime = 20
ground.hittime = 20
p2facing = 1
ground.velocity = -7,0
air.velocity = -2,-2
air.fall = 1
fall.recover = 0
kill = (Var(9) = 0)
fall.kill = (Var(9) = 0)
guard.kill = (Var(9) = 0)
[State 410, 3]
type = CtrlSet
trigger1 = animtime = 0
value = 1
[State 420, 4]
type = ChangeState
trigger1 = MoveHit
triggerall = Var(50) = 1
triggerall = p2bodydist X > 1 && p2bodydist X < 50
value = 430
ctrl = 1
[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
[Statedef 420]
type = C
movetype= A
physics = C
juggle = 1
ctrl = 0
anim = 420
[State -2, 3.3]
type = VarRandom
trigger1 = 1
v = 1
range = 0, 50
[State 200, Play]
type = PlaySnd
trigger1 = time = 1
triggerall = Var(1) = [25, 50]
trigger1 = 1
value = F5, 15
[State 200, Plaay]
type = PlaySnd
trigger1 = time = 1
triggerall = Var(1) = [0, 24]
trigger1 = 1
value = F5, 20
[State 200, Playf]
type = PlaySnd
trigger1 = animelem = 2
value = 4, 15
[State 420, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 80, 7
animtype = Light
;;Nothing = 10
sparkno = -1
guard.sparkno = -1
hitflag = MAFD
guardflag = L
pausetime = 0,2
p2facing = 1
hitsound = 5,1
guardsound = 5,14
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -2
guard.ctrltime = 20
guard.velocity = -15
guard.slidetime = 20
ground.cornerpush.veloff = -20
air.velocity = -2,-2
down.velocity = -4,0
down.hittime = 20
fall.recover = 0
air.fall = 1
kill = (Var(9) = 0)
fall.kill = (Var(9) = 0)
guard.kill = (Var(9) = 0)
[State 420, 4]
type = ChangeState
trigger1 = MoveHit
triggerall = Var(50) = 1
triggerall = p2bodydist X > 1 && p2bodydist X < 50
value = 400
ctrl = 1
[State 420, 3]
type = CtrlSet
trigger1 = animtime = 0
value = 1
[State 420, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
[Statedef 430]
type = S
movetype= A
physics = S
juggle = 8
ctrl = 0
anim = 430
sprpriority = 2
[State 430, 1]
type = PlaySnd
trigger1 = Time = 1
value = F5, 15
[State 430, 2]
type = HitDef
trigger1 = !MoveContact
triggerall = NumHelper(711) = 0
attr = C, NA
damage = 406, 203
animtype = Back
hitflag = MAF ;HAF
guardflag = HL
pausetime = 0,2
p1stateno = 431
sparkno = -1
sparkxy = -15,-95
guard.sparkno = -1
hitsound = 5,0
p2facing = 1
guardsound = 5,14
ground.cornerpush.veloff = -30
ground.type = High
guard.ctrltime = 20
guard.velocity = -25
guard.slidetime = 20
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -1.8,-12
air.velocity = -1.8,-13
yaccel = 0.38
envshake.time = 20
envshake.freq = 30
envshake.ampl = 15
;fall = 1
fall.recover = 0
kill = (Var(9) = 0)
fall.kill = (Var(9) = 0)
guard.kill = (Var(9) = 0)
[State 430, 2]
type = HitDef
trigger1 = !MoveContact
;triggerall = Numexplod(712) = 1
triggerall = Numhelper(711) = 1
triggerall = Var(24) = 0
triggerall = p2statetype != A
triggerall = p2stateno != 40
triggerall = p2stateno != 50
attr = C, NA
damage = 406, 203
animtype = Back
hitflag = MAF ;HAF
guardflag = HL
pausetime = 0,2
p1stateno = 712
p2stateno = 713
sparkno = -1
sparkxy = -15,-95
guard.sparkno = -1
hitsound = 5,0
p2facing = 1
guardsound = 5,14
ground.cornerpush.veloff = -30
ground.type = High
guard.ctrltime = 0
guard.velocity = 0
guard.slidetime = 20
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 0,0
air.velocity = 0,0
yaccel = 0.38
envshake.time = 20
envshake.freq = 30
envshake.ampl = 5
;fall = 1
fall.recover = 0
kill = (Var(9) = 0)
fall.kill = (Var(9) = 0)
guard.kill = (Var(9) = 0)
[State 430, 2]
type = HitDef
trigger1 = !MoveContact
;triggerall = Numexplod(712) = 1
triggerall = Numhelper(711) = 1
triggerall = Var(24) = 0
triggerall = p2statetype = A
attr = C, NA
damage = 406, 203
animtype = Back
hitflag = MAF ;HAF
guardflag = HL
pausetime = 0,2
p1stateno = 431
sparkno = -1
sparkxy = -15,-95
guard.sparkno = -1
hitsound = 5,0
p2facing = 1
guardsound = 5,14
ground.cornerpush.veloff = -30
ground.type = High
guard.ctrltime = 20
guard.velocity = -25
guard.slidetime = 20
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -1.8,-12
air.velocity = -1.8,-13
yaccel = 0.38
envshake.time = 20
envshake.freq = 30
envshake.ampl = 15
;fall = 1
fall.recover = 0
kill = (Var(9) = 0)
fall.kill = (Var(9) = 0)
guard.kill = (Var(9) = 0)
[State 430, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
[Statedef 730]
type = S
movetype= A
physics = S
juggle = 4
ctrl = 0
anim = 430
sprpriority = 2
[State 430, 1]
type = PlaySnd
trigger1 = Time = 1
value = F5, 15
[State 9130, SetFatal]
type = Varset
trigger1 = Time = 4
V = 4
value = 1
[State 8000, sad]
type = BGPalFX
trigger1 = animelem = 1
time = 9999
add = -100, -100, -100
[State 240, 1.5]
type = Playsnd
trigger1 = animelem = 1
value = 13,0
[State 430, 2]
type = HitDef
trigger1 = !MoveContact
attr = C, NA
damage = 200, 55
animtype = Heavy
hitflag = MAF ;HAF
guardflag = HL
pausetime = 0,2
p1stateno = 431
sparkno = 1
sparkxy = -15,-95
guard.sparkno = -1
hitsound = 5,0
p2stateno = 701
p2facing = 1
guardsound = 5,14
ground.cornerpush.veloff = -20
ground.type = High
ground.slidetime = 5
ground.hittime = 11
ground.velocity = -2,-15
air.velocity = -2,-15
yaccel = 0.55
envshake.time = 30
envshake.freq = 30
envshake.ampl = 9
fall = 1
fall.recover = 0
kill = (Var(9) = 0)
fall.kill = (Var(9) = 0)
guard.kill = (Var(9) = 0)
[State 430, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
[Statedef 99430]
type = S
movetype= A
physics = S
juggle = 1
ctrl = 0
anim = 430
sprpriority = 2
[State 430, 1]
type = PlaySnd
trigger1 = Time = 1
value = F5, 15
[State 430, 2]
type = HitDef
trigger1 = !MoveContact
attr = C, NA
damage = 200, 55
animtype = Heavy
hitflag = MAF ;HAF
guardflag = HL
p1stateno = 88500
sparkno = -1
guard.sparkno = -1
hitsound = 5,3
guardsound = 5,14
ground.type = High
ground.slidetime = 5
p2facing = 1
ground.hittime = 5
ground.velocity = - 1, -10.5
air.velocity = -1.0,-8
down.hittime = 20
fall = 1
fall.recover = 0
kill = (Var(9) = 0)
fall.kill = (Var(9) = 0)
guard.kill = (Var(9) = 0)
[State 202, NotFriendly]
type = VarSet
trigger1 = MoveGuarded
v = 5
value = 1
[State 430, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
[Statedef 431]
type = S
movetype= I
physics = S
ctrl = 0
anim = 431
[State 2, Upperblood]
type = Helper
trigger1 = time = 0
trigger1 = numhelper(28) < 1
ID = 28
stateno = 28
pos = 0, 0
postype = p1
persistent = 0
ignorehitpause = 1
[State 431, 3.2]
type = VarRandom
trigger1 = Time = 0
v = 45
range = 1, 140
[State 1200, toasty]
type = Explod
trigger1 = time = 1
trigger1 = var(45) = [120, 130]
anim = F28
pos = 300,245
postype = left
ontop = 1
sprpriority >= 5
Bindtime = -1
[State 10211, toasty]
type = Playsnd
trigger1 = time = 15
trigger1 = var(45) = [120, 130]
value = F5,39
volume = 150
[State 202, NotFrly]
type = Changeanim
trigger1 = Time = 15
value = 431
[State 202, NotFriendly]
type = VarSet
trigger1 = Time = 0
triggerall = var(30) != 10016
v = 5
value = 1
[State 431, 3.2]
type = VarRandom
trigger1 = Time = 10
v = 11
range = 1, 140
[State 431,324.2]
type = VarRandom
trigger1 = Time = 5
triggerall = var(30) = 10016
v = 15
range = 1, 60
[State 431, 3.51]
type = Playsnd
trigger1 = p2movetype = H
trigger1 = Var(15) = [1, 20]
trigger1 = time = 5
triggerall = var(30) = 10016
value = F5, 4
volume = 50
[State 431, 3.61]
type = Playsnd
trigger1 = p2movetype = H
trigger1 = Var(15) = [21, 40]
trigger1 = time = 5
triggerall = var(30) = 10016
value = F6, 0
volume = 50
[State 431, 3.71]
type = Playsnd
trigger1 = p2movetype = H
trigger1 = Var(15) = [41, 60]
trigger1 = time = 5
triggerall = var(30) = 10016
value = F5, 5
volume = 50
[State 431, 3.5]
type = Playsnd
trigger1 = p2movetype = H
trigger1 = Var(11) = [1, 20]
trigger1 = time = 15
trigger1 = var(45) < 120 | var(45) > 130
triggerall = var(30) != 10016
value = F5, 13
volume = 50
[State 431, 3.6]
type = Playsnd
trigger1 = p2movetype = H
trigger1 = Var(11) = [21, 40]
trigger1 = time = 15
trigger1 = var(45) < 120 | var(45) > 130
triggerall = var(30) != 10016
value = F5, 6
volume = 50
[State 431, 3.7]
type = Playsnd
trigger1 = p2movetype = H
trigger1 = Var(11) = [41, 60]
trigger1 = time = 15
trigger1 = var(45) < 120 | var(45) > 130
triggerall = var(30) != 10016
value = F5, 5
volume = 50
[State 431, 3.8]
type = Playsnd
trigger1 = p2movetype = H
trigger1 = Var(11) = [61, 80]
trigger1 = time = 15
trigger1 = var(45) < 120 | var(45) > 130
triggerall = var(30) != 10016
value = F0, 21
volume = 50
[State 430, 3.9]
type = Playsnd
trigger1 = p2movetype = H
trigger1 = Var(11) = [81, 100]
trigger1 = time = 15
trigger1 = var(45) < 120 | var(45) > 130
triggerall = var(30) != 10016
value = F5, 4
volume = 50
[State 430, 33.9]
type = Playsnd
trigger1 = p2movetype = H
trigger1 = Var(11) = [101, 120]
trigger1 = time = 15
trigger1 = var(45) < 120 | var(45) > 130
triggerall = var(30) != 10016
value = F5, 3
volume = 50
[State 430, 3]
type = Playsnd
trigger1 = p2movetype = H
trigger1 = Var(11) = [121, 139]
trigger1 = time = 15
trigger1 = var(45) < 120 | var(45) > 130
triggerall = var(30) != 10016
value = F6, 0
volume = 50
[State 431, 3.99999]
type = Varset
trigger1 = AnimTime = 0
v = 11
value = 0
[State 431, 3.99999]
type = Varset
trigger1 = AnimTime = 0
v = 45
value = 0
[State 431, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------
[Statedef 43111]
type = S
movetype= I
physics = S
[State 431, 9]
type = PlaySnd
trigger1 = time = 1
value = F0,21
volume = 50
[State 431, 3.99999]
type = Varset
trigger1 = AnimTime = 0
v = 11
value = 0
[State 431, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;JUMPING KICK
[Statedef 600]
type = A
movetype= A
physics = A
juggle = 7
ctrl = 0
anim = 600
[State 600, Select]
type = VarRandom
trigger1 = Time = 1
v = 11
range = 11, 12
[State 600, 1.5]
type = Playsnd
trigger1 = animelem = 2
value = F5,15
[State 620, 145]
type = Playsnd
trigger1 = Animelem = 2
value = 4,15
[State 600, 2]
type = HitDef
trigger1 = time > 0
trigger1 = !MoveContact
attr = A, NA
damage = 80, 30
air.animtype = Back
air.hittime = 55
air.velocity = -3, -5
yaccel = 0.5
;;Nothing = 10
guardflag = HL
priority = 7
sparkno = -1
guard.sparkno = -1
pausetime = 15,3
p2facing = 1
hitsound = 5,1
guardsound = 5,14
ground.type = High
ground.slidetime = 20
ground.hittime = 20
guard.ctrltime = 20
ground.velocity = -4,0
fall.recover = 0
air.fall = 1
recover = 0
yaccel = 0.64
kill = (Var(9) = 0)
fall.kill = (Var(9) = 0)
guard.kill = (Var(9) = 0)
[State 600, 3.3]
type = Changestate
trigger1 = MoveHit
value = 601
;[State 600, 3]
;type = CtrlSet
;trigger1 = Pos Y > -10
;value = 1
[Statedef 601]
type = A
movetype= A
physics = A
juggle = 7
ctrl = 0
;anim = 601
[State 601, 1]
type = VelSet
trigger1 = Vel Y < 0
Y = 0
[State 601, 1]
type = VelSet
trigger1 = Vel X != 0
X = 0
;[State 601, 2]
;type = Changeanim
;trigger1 = Pos Y > -10
;value = 611
;---------------------------------------------------------------------------
;JUMPING PUNCH
[Statedef 610]
type = A
movetype= A
physics = A
juggle = 1
ctrl = 0
anim = 610
[State 621, adjust]
type = Turn
trigger1 = Time = 0
trigger1 = (P2Dist X < 0) && (P2Dist X > -55)
[State 610, Select]
type = VarRandom
trigger1 = Time = 1
v = 11
range = 11, 12
[State 610, Play]
type = PlaySnd
trigger1 = Time = 1
value = F5, 15
[State 620, 145]
type = Playsnd
trigger1 = Animelem = 2
value = 4,15
[State 610, 1.5]
type = turn
trigger1 = time = 0
trigger1 = P2Dist X < -55
[State 610, 2]
type = HitDef
;trigger1 = time > 0
trigger1 = !movecontact
attr = A, NA
air.animtype = Back
air.hittime = 55
air.velocity = -3, -5
yaccel = 0.5
damage = 70, 15
;animtype = Back
;;Nothing = 10
guardflag = HL
priority = 7
pausetime = 10,9
hitsound = 5,1
guardsound = 5,14
p2facing = 1
sparkno = -1
sparkxy = -25,-30
guard.sparkno = -1
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4.4
guard.ctrltime = 20
fall.recover = 0
air.fall = 1
kill = (Var(9) = 0)
fall.kill = (Var(9) = 0)
guard.kill = (Var(9) = 0)
[State 610, 3.3]
type = Changestate
trigger1 = MoveHit
value = 611
;[State 610, 3]
;type = CtrlSet
;trigger1 = Pos Y > -10
;value = 1
;[State 610, 3.5]
;type = Changeanim
;trigger1 = Pos Y > -10
;value = 611
[State 610, 4]
type = Changestate
trigger1 = Pos Y = 0
value = 50
;-----------------------------------------------------------------------------------------
;PUNCH HITS (HEY! NO BLOOD)
[Statedef 611]
type = A
movetype= A
physics = A
juggle = 1
ctrl = 0
;anim = 611
[State 620, 54]
type = VelSet
trigger1 = time = 0
Y = 0
[State 620, 534]
type = VelSet
trigger1 = time = 2
Y = 6.2
X = .5
[State 620, 534]
type = VelSet
trigger1 = time = 4
X = 0
[State 611, 4]
type = Changestate
trigger1 = Pos Y = 0
value = 0
;---------------------------------------------------------------------------
;JUMPING SIDE KICK
[Statedef 620]
type = A
movetype= A
physics = A
juggle = 2
ctrl = 0
anim = 620
[State 621, adjust]
type = Turn
trigger1 = Time = 0
trigger1 = (P2Dist X < 0) && (P2Dist X > -55)
[State 620, Select]
type = VarRandom
trigger1 = Time = 1
v = 11
range = 11, 12
[State 620, 1.5]
type = Playsnd
trigger1 = Animelem = 2
value = F5,15
[State 620, 145]
type = Playsnd
trigger1 = Animelem = 2
value = 4,15
[State 620, 2]
type = HitDef
;trigger1 = time > 0
trigger1 = !movecontact
attr = A, NA
damage = 80,20
animtype = Back
hitflag = CMAFD
;;Nothing = 10
guardflag = HL
priority = 7
p1stateno = 621
p2facing = 1
pausetime = 15,5
sparkno = 2
sparkxy = -15,-50
guard.sparkno = -1
hitsound = 5,1
guardsound = 5,14
ground.type = High
ground.slidetime = 20
guard.ctrltime = 20
ground.hittime = 20
ground.velocity = -3, -10
air.velocity = -3, -6
;air.hittime = 45
yaccel = 0.5
;fall = 1
;air.fall = 0
fall.recover = 0
kill = (Var(9) = 0)
fall.kill = (Var(9) = 0)
guard.kill = (Var(9) = 0)
;[State 620, 3]
;type = CtrlSet
;trigger1 = Pos Y > -10
;value = 1
;[State 620, 3.5]
;type = Changeanim
;trigger1 = Pos Y > -10
;value = 621
[State 620, 4]
type = Changestate
trigger1 = Pos Y = 0
value = 0
ctrl = 1
[Statedef 621]
type = A
movetype= A
physics = A
juggle = 7
ctrl = 0
[State 620, 4]
type = VelSet
trigger1 = time < 5
X = -.2
[State 620, 54]
type = VelSet
trigger1 = time = 0
Y = 0
[State 620, 534]
type = VelSet
trigger1 = time = 2
Y = 6.2
;[State 620, 3]
;type = CtrlSet
;trigger1 = Pos Y > -10
;value = 1
[State 620, 4]
type = Changestate
trigger1 = Pos Y = 0
value = 0
ctrl = 1
[Statedef 900]
type = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 900
[State 900, 0]
type = SprPriority
trigger1 = Time = 0
value = -1
[State 900, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NT
damage = 90,0
priority = 7, Miss
hitflag = M-
pausetime = 0,5
hitcount = 0
sparkno = -1
p1stateno = 910
p2stateno = 820 ;920
fall = 1
fall.recover = 0
fall.damage = 111
fall.bounce = 1
kill = (Var(9) = 0)
fall.kill = (Var(9) = 0)
guard.kill = (Var(9) = 0)
[State 900, 2]
type = Changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 910]
type = S
movetype= A
physics = N
ctrl = 0
anim = 910
[State 202, NotFriendly]
type = VarSet
trigger1 = Time = 0
v = 5
value = 1
[State 910, 0]
type = SprPriority
trigger1 = Time = 0
value = -1
[State 910, Rise1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 37*const(size.xscale), -59*const(size.xscale)
bindtime = 1
[State 910, Rise2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 37*const(size.xscale), -79*const(size.xscale)
bindtime = 1
[State 910, Lift]
type = TargetBind
trigger1 = AnimElem = 3
pos = 34*const(size.xscale), -89*const(size.xscale)
bindtime = 1
[State 910, Heave]
type = TargetBind
trigger1 = AnimElem = 4
pos = 26*const(size.xscale), -102*const(size.xscale)
bindtime = 1
[State 910, Over]
type = TargetBind
trigger1 = AnimElem = 5
pos = 19*const(size.xscale), -117*const(size.xscale)
bindtime = 1
[State 910, HUU]
type = PlaySnd
trigger1 = AnimElem = 7
value = 4, 12
[State 910, Pressed]
type = TargetBind
trigger1 = AnimElem = 6
pos = 4*const(size.xscale), -112*const(size.xscale)
bindtime = 1
[State 910, Toss]
type = TargetState
trigger1 = AnimElem = 7, = 0
value = 921
ctrl = 0
[State 910, 2]
type = Changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 920]
type = S
movetype = H
physics = N
ctrl = 0
[State 920, bindit]
type = ScreenBound
trigger1 = 1
value = 0
MoveCamera= 0, 0
[State 920, 0]
type = SprPriority
trigger1 = Time = 0
value = 1
[State 920, 1]
type = Changeanim2
trigger1 = time = 0
value = 920
[State 920, Just in case]
type = Selfstate
trigger1 = Time >= 60
value = 5100
ctrl = 0
[Statedef 921]
type = S
movetype = H
physics = N
velset = 6, 10
ctrl = 0
[State 921, bindit]
type = ScreenBound
trigger1 = 1
value = 0
MoveCamera= 0, 0
[State 921, 0]
type = SprPriority
trigger1 = Time = 0
value = 1
[State 921, .5]
type = Turn
trigger1 = time = 0
[State 921, .5]
type = Changeanim2
trigger1 = time = 0
value = 921
[State 921, 4]
type = Selfstate
trigger1 = Pos Y >= 0
value = 5100
ctrl = 0
[Statedef -2]
[State -2, Asser3t]
type = AssertSpecial
trigger1 = var(26) = 1
triggerall = 1
flag = invisible
[State -2, PIT1]
type = Helper
;triggerall = teammode != simul
;triggerall = teammode != single
;triggerall = teammode != turns
;triggerall = numpartner = 0
triggerall = p2stateno != 713
triggerall = p2stateno != 712
triggerall = stateno != 713
triggerall = stateno != 712
trigger1 = roundstate = 0
trigger2 = roundstate = 2
trigger3 = roundstate = 1
trigger4 = roundstate != 3
trigger5 = roundstate != 4
;triggerall = roundno = 1
;triggerall = time = 0
triggerall = time = 5
triggerall = var(30) = 10000
triggerall = NumHelper(4301) < 1
triggerall = var(24) = 0
triggerall = var(24) != 1
triggerall = var(58) = 0
triggerall = var(58) != 1
ID = 4301
stateno = 43001
pos = 25, -110
postype = left
[State -2, at]
type = Helper
trigger1 = roundstate = 0
trigger2 = roundstate = 2
triggerall = var(30) = 10005
triggerall = 1
triggerall = NumHelper(767) < 1
ID = 767
stateno = 767
pos = 670, -10
postype = Left
[State -2, 2at]
type = Helper
trigger1 = roundstate = 0
trigger2 = roundstate = 2
triggerall = var(30) = 10005
triggerall = 1
triggerall = NumHelper(768) < 1
ID = 768
stateno = 767
pos = -670, -15
postype = Right
[State -2, Finim]
type = Explod
trigger1 = roundstate = 0
trigger2 = roundstate = 1
trigger3 = roundstate = 2
triggerall = 1
triggerall = var(30) = 10006
triggerall = NumExplod(14) < 1
anim = 888
ID = 14
pos = 156*const(size.xscale),80*cons t(size.xscale)
postype = left
bindtime = -1
facing = 1
sprpriority = 2
ontop = 1
ownpal = 1
removetime = -1
[State -2, Fn]
type = VelSet
trigger1 = NumExplod(18) = 1
trigger1 = 1
trigger1 = FrontEdgeDist <= 390
trigger2 = FrontEdgeDist >= 390
triggerall = var(30) = 10006
trigggerall = stateno = [0,9999]
X = 0
[State -2, Fin]
type = Changestate
trigger1 = roundstate = 0
trigger2 = roundstate = 1
trigger3 = roundstate = 2
triggerall = 1
triggerall = var(30) = 10006
;triggerall = NumExplod(14) < 1
triggerall = stateno = [0,650]
value = 770
[State 181, Finim]
type = Explod
triggerall = var(30) = 10006
trigger1 = 1
anim = F21
ID = 21
pos = 50,-140
postype = P1
;bindtime = -1
facing = 1
sprpriority = -5
;ontop = 1
ownpal = 1
removetime = -1
[State 181, Finim]
type = Null
trigger1 = var(30) = 10006
;trigger1 = 1
value = [0,650]
[State -2, Go2]
type = POSFREEZE
trigger1 = var(30) = 10006
trigger1 = life >= 1
VALUE = 1
[State -2, SUBWAY]
type = Explod
triggerall = time = 5
trigger1 = roundstate = 0
trigger2 = roundstate = 1
trigger3 = roundstate = 2
triggerall = Numexplod(7878) = 0
triggerall = Numexplod(787) = 0
triggerall = var(30) = 10007
triggerall = var(6) = 0
anim = F78
ID = 7878
pos = 157,-25
postype = Left
facing = 1
removeongethit = 0
sprpriority = -4
ownpal = 0
time = -1
removetime = -1
[State -2, subwayy]
type = VarSet
triggerall = var(30) = 10007
trigger1 = movetype = A
trigger2 = movetype = H
trigger3 = movetype = A
trigger4 = movetype = H
trigger5 = Numexplod(787) = 1
trigger7 = Numexplod(7878) = 1
trigger9 = p2movetype = A
trigger10 = p2movetype = H
trigger11 = p2movetype = A
trigger12 = p2movetype = H
V = 6
value = 1
[State -2, SUBWAYexx]
type = Explod
triggerall = time = 6
trigger1 = roundstate = 0
trigger2 = roundstate = 1
trigger3 = roundstate = 2
triggerall = Numexplod(787) = 0
triggerall = var(30) = 10007
triggerall = var(6) = 0
anim = F888
ID = 787
pos = 157,-25
postype = Left
facing = 1
removeongethit = 0
sprpriority = -4
ownpal = 0
time = -1
removetime = -1
[State -2,REMOVESUBWAY ]
type = REmoveexplod
trigger1 = stateno = 660
trigger2 = p2stateno = 660
trigger3 = stateno = 512
trigger4 = p2stateno = 512
ID = 7878
[State -2, atasa]
type = Helper
trigger1 = roundstate = 0
trigger2 = roundstate = 2
triggerall = var(30) = 10008
triggerall = 1
triggerall = NumHelper(790) < 1
ID = 790
stateno = 790
pos = 950, 160
postype = Left
[State -2, pit3shao]
type = Explod
triggerall = time = 5
trigger1 = roundstate = 0
trigger2 = roundstate = 1
trigger3 = roundstate = 2
triggerall = Numexplod(801) = 0
triggerall = Numexplod(802) = 0
triggerall = var(30) = 10002
triggerall = var(6) = 0
triggerall = p2name != "shao kahn,"
triggerall = p1name != "shao kahn,"
triggerall = p3name != "shao kahn,"
triggerall = p4name != "shao kahn,"
anim = F37
ID = 801
pos = 680,193
postype = Left
facing = 1
removeongethit = 0
sprpriority = -4
ownpal = 0
time = -1
removetime = -1
[State -2, THRONE]
type = Helper
triggerall = p2name != "shao kahn,"
triggerall = p2stateno != 713
triggerall = p2stateno != 712
triggerall = stateno != 713
triggerall = stateno != 712
trigger1 = roundstate = 0
trigger2 = roundstate = 2
trigger3 = roundstate = 1
triggerall = time = 5
triggerall = var(30) = 10016
triggerall = NumHelper(810) < 1
triggerall = var(24) = 0
triggerall = var(24) != 1
triggerall = var(58) = 0
triggerall = var(58) != 1
ID = 810
stateno = 810
pos = 161, -50
postype = left
[State -2, stageID ]
type = VarSet
;triggerall = var(59) < 3
triggerall = var(30) = 0
trigger1 = ScreenPos Y = 10000 ;pit I
trigger2 = ScreenPos Y = 10001 ;bellpit
trigger3 = ScreenPos Y = 10002 ;pit III
trigger4 = ScreenPos Y = 10003 ;prison
trigger5 = ScreenPos Y = 10004 ;blood
trigger6 = ScreenPos Y = 10005 ;saw
trigger7 = ScreenPos Y = 10006 ;bonus
trigger8 = ScreenPos Y = 10007 ;subway
trigger9 = ScreenPos Y = 10008 ;press
trigger10 = ScreenPos Y = 10009 ;karena
trigger11 = ScreenPos Y = 10010 ;courtyard
trigger12 = ScreenPos Y = 10011 ;balcony
trigger13 = ScreenPos Y = 10012 ;golden
trigger14 = ScreenPos Y = 10013 ;shouse
trigger15 = ScreenPos Y = 10014 ;pit2
trigger16 = ScreenPos Y = 10015 ;tomb
trigger17 = ScreenPos Y = 10016 ;throne
v = 30
value = floor( ScreenPos Y )
[State -2, Aser]
type = AssertSpecial
trigger1 = 1
flag = nostandguard
flag2 = nocrouchguard
[State -2, Asert]
type = AssertSpecial
trigger1 = var(30) = 22
trigger2 = numexplod(4302) >= 1
flag = noBG
flag2 = noFG
[State -2, Balcony]
type = Helper
;triggerall = teammode != simul
triggerall = teammode != single
;triggerall = teammode != turns
triggerall = numpartner = 0
triggerall = p2stateno != 713
triggerall = p2stateno != 712
triggerall = stateno != 713
triggerall = stateno != 712
trigger1 = roundstate = 0
trigger2 = roundstate = 2
trigger3 = roundstate = 1
trigger4 = roundstate != 3
trigger5 = roundstate != 4
;triggerall = roundno = 1
;triggerall = time = 0
triggerall = 1
triggerall = var(30) = 10011
triggerall = NumHelper(711) < 1
triggerall = var(24) = 0
triggerall = var(24) != 1
triggerall = var(58) = 0
triggerall = var(58) != 1
ID = 711
stateno = 821
pos = 25, -110
postype = left
[State -2, balconyex2e]
type = VarSet
trigger1 = stateno = 713
trigger1 = p2stateno = 712
trigger2 = p2stateno = 713
trigger2 = stateno = 712
V = 22
value = 1
[State -2, balconyex2eds]
type = VarSet
trigger1 = stateno = 713
trigger1 = p2stateno = 712
trigger2 = p2stateno = 713
trigger2 = stateno = 712
V = 58
value = 1
[State -2, balconyex]
type = Explod
triggerall = numpartner = 0
triggerall = time = 0
triggerall = 1
trigger1 = roundstate = 0
trigger2 = roundstate = 1
trigger3 = roundstate = 2
triggerall = Numexplod(712) < 1
triggerall = var(30) = 10011
anim = 888
ID = 712
pos = 0*const(size.xscale),0*const(s ize.xscale)
postype = p1
bindtime = -1
facing = 1
sprpriority = 2
ontop = 1
ownpal = 1
removetime = -1
[State -2, 234]
type = VelAdd
trigger1 = p2stateno = 210
trigger2 = p2stateno = 225
;triggerall = movetype = H
triggerall = time < 12
triggerall = p2bodydist X < 80
;triggerall = p2bodydist X > 0
triggerall = stateno = [5000,5012]
triggerall = stateno != [130,155]
x = -3
[State -2, 2234]
type = VelAdd
trigger1 = p2stateno = [400,420]
;triggerall = movetype = H
triggerall = time < 12
triggerall = p2bodydist X < 80
triggerall = p2bodydist X > 0
triggerall = stateno = [5000,5012]
triggerall = stateno != [130,155]
x = -3
[State -2, 22340]
type = VelAdd
trigger1 = p2stateno = [400,420]
;triggerall = movetype = H
triggerall = time > 4
triggerall = time < 12
triggerall = p2bodydist X < 80
triggerall = p2bodydist X > 0
triggerall = stateno = [5000,5012]
triggerall = stateno != [130,155]
x = 3
[State -2, ggg]
type = AssertSpecial
trigger1 = 1
flag = noairguard
[State -2, Frosty color]
type = palFX
triggerall = time = 1
trigger1 = palno = 6
add = 100,150,250
mul = 200,200,200
time = 9999
[State -2, 3.3]
type = VarRandom
trigger1 = movetype = H
v = 1
range = 0, 50
[State -2, 34]
type = Playsnd
triggerall = time = 0
trigger1 = p2stateno = [600,621]
triggerall = movetype = H
triggerall = stateno != [120,155]
value = 3,8
channel = 3
[State -2, 4]
type = Playsnd
triggerall = time = 1
trigger1 = Anim = 5000
trigger2 = Anim = 5010
trigger3 = Anim = 5020
triggerall = movetype = H
value = 3,8
channel = 3
persistent = 1
[State -2, 4]
type = Playsnd
triggerall = Time = 1
triggerall = Var(1) = [0, 24]
triggerall = anim != [100, 300]
triggerall = stateno != 12001
triggerall = anim != [5000, 5025]
triggerall = anim != [5025, 5027]
triggerall = anim != [5035, 5050]
triggerall = anim != [5080, 5150]
triggerall = anim != [5160, 9999]
triggerall = stateno != 5150
triggerall = p2stateno != 245
triggerall = p2stateno != 25
triggerall = p2stateno != 1001
triggerall = p2statetype != A
trigger1 = movetype = H
triggerall = p2stateno != [3000,3999]
triggerall = stateno != [9000,9999]
value = 3,0
channel = 3
[State -2, 4.1]
type = Playsnd
triggerall = Time = 1
triggerall = Var(1) = [25, 49]
triggerall = anim != [100, 300]
triggerall = anim != [5000, 5025]
triggerall = stateno != 12001
triggerall = p2stateno != 25
triggerall = anim != [5035, 5050]
triggerall = anim != [5080, 5100]
triggerall = anim != [5110, 9999]
triggerall = stateno != 5150
triggerall = p2stateno != 245
triggerall = p2stateno != 1001
triggerall = p2statetype != A
trigger1 = movetype = H
triggerall = p2stateno != [3000,3999]
triggerall = stateno != [9000,9999]
value = 3,2
channel = 3
;[State -2, adddasa]
;type = assertspecial
;trigger1 = p2life <= 1
;;trigger2 = life <= 1
;triggerall = NumEnemy != 2
;trigger3 = stateno = 180
;flag = nomusic
[State -2, nd]
type = PlaySnd
triggerall = anim = 441
trigger1 = animelem = 7
trigger2 = animelem = 9
value = F7,0
channel = 3
[State -2, ndsd]
type = PlaySnd
triggerall = anim = 441
trigger1 = time = 2
channel = 4
value = 4,1
[State -2, 23ndsdert]
type = PlaySnd
triggerall = anim = 441
trigger1 = time = 2
trigger2 = time = 4
channel = 5
value = 1,1
[State -2, nd34sd]
type = PlaySnd
triggerall = stateno = 2457
trigger1 = time = 6
channel = 4
value = 4,1
[State -2, 23ndsd]
type = PlaySnd
triggerall = stateno = 2457
trigger1 = time = 2
trigger2 = time = 4
channel = 5
value = 1,1
[State -2, Bolt]
type = EnvShake
triggerall = anim = 661
trigger1 = animelem = 8
trigger2 = animelem = 11
freq = 48
time = 10
ampl = 7
[State -2, ound]
type = PlaySnd
triggerall = anim = 661
trigger1 = Animelem = 11
value = F7, 0
volume = 100
[State -2, Bt]
type = Superpause
trigger1 = time = 8
trigger2 = time = 14
trigger3 = time = 20
trigger4 = time = 25
trigger5 = time = 28
trigger6 = time = 35
trigger7 = time = 42
trigger8 = time = 53
trigger9 = time = 66
triggerall = anim = 441
anim = 1
darken = 0
time = 0
pos = -5,-110
[State =2, Boltdfg]
type = Superpause
trigger1 = time = 8
trigger2 = time = 14
trigger3 = time = 20
trigger4 = time = 25
trigger5 = time = 28
trigger6 = time = 35
trigger9 = time = 66
triggerall = anim = 701
anim = 3
darken = 0
time = 0
pos = 10,-70
[State -2, Btdfg]
type = Superpause
trigger1 = time = 8
trigger2 = time = 14
trigger3 = time = 20
trigger4 = time = 25
trigger5 = time = 28
trigger6 = time = 35
trigger7 = time = 42
triggerall = anim = 701
anim = 1
darken = 0
time = 0
pos = 0,-65
[State -2, sh]
type = EnvShake
triggerall = anim = 441
trigger1 = Animelem = 7
trigger2 = Animelem = 9
freq = 110
time = 15
ampl = -10
[State -2, shdgf]
type = Playsnd
triggerall = anim = 701
trigger1 = Animelem = 4
trigger2 = Animelem = 6
value = F7,0
[State -2, shxcv]
type = EnvShake
triggerall = anim = 701
trigger1 = Animelem = 4
trigger2 = Animelem = 6
freq = 110
time = 15
ampl = -10
[State -2, shdfghfgf]
type = Playsnd
triggerall = anim = 701
trigger1 = time = 27
value = F7,0
[State -2, shfxcv]
type = EnvShake
triggerall = anim = 701
trigger1 = time = 27
freq = 80
time = 10
ampl = -10
[state -2, XX]
type = ChangeState
triggerall = Time = 0
;trigger1 = stateno = 40
trigger1 = stateno = 41
trigger3 = stateno = 42
trigger4 = stateno = 43
trigger5 = stateno = 45
;trigger6 = stateno = 46
;trigger7 = stateno = 47
trigger8 = stateno = 10
trigger9 = stateno = 11
trigger10 = stateno = 12
trigger11 = stateno = 100
trigger12 = stateno = 121
trigger13 = stateno = 122
trigger14 = stateno = 131
trigger15 = stateno = 132
trigger16 = stateno = 141
trigger17 = stateno = 142
trigger18 = stateno = 151
trigger19 = stateno = 152
value = 0
[State -2, XXX]
type = AssertSpecial
trigger1 = 1
flag = noairguard
flag2 = nocrouchguard
; Carga completa al empezar los rounds
[State -2, cargabarra]
type = PowerAdd
trigger1 = RoundState != 2
value = 3000
[State -2, runbar]
type = VarSet
trigger1 = time = 0
v = 47
value = power
; recarga de barra de run
[State -2, cargabarra]
type = PowerAdd
trigger1 = command != "run"
trigger1 = command != "holdfwd"
trigger1 = var(47) > 0
trigger2 = command != "run"
trigger2 = command != "holdfwd"
trigger2 = NumExplod(7081) = 0
trigger2 = var(47) <= 0
trigger3 = command != "run"
trigger3 = command = "holdfwd"
trigger3 = var(47) > 0
trigger4 = command != "run"
trigger4 = command = "holdfwd"
trigger4 = NumExplod(7081) = 0
trigger4 = var(47) <= 0
trigger5 = command = "run"
trigger5 = command != "holdfwd"
trigger5 = var(47) > 0
trigger6 = command = "run"
trigger6 = command != "holdfwd"
trigger6 = NumExplod(7081) = 0
trigger6 = var(47) <= 0
triggerall = NumExplod(7080) = 0
value = power + (time*62);62.5 es en arcade
;============================= ============================== ===========
; FATALITY RELATED
[Statedef -3]
;tututunnnn!
[State 210, 1]
type = Playsnd
trigger1 = (((stateno%100 = 0) || (stateno = 3997) || (stateno = 3503)) && stateno = [3000, 4999])
triggerall = time = 2
value = F5,11
volume = 60
channel = 1
[State 8000, sad]
type = BGPalFX
triggerall = (time%5 = 0) && (time < 31)
trigger1 = (((stateno%100 = 0) || (stateno = 3997) || (stateno = 3503)) && stateno = [3000, 3999])
time = 9999
add = -(time + 10),-(time + 10),-(time + 10)
[State -2, adasa]
type = assertspecial
trigger1 = roundstate = 3
trigger2 = roundstate = 4
trigger3= stateno = [3000, 4999]
trigger4= p2stateno = [9000, 9999]
flag = nomusic
;fuera sonidos en fatales o mercy
[State -2, fgnd]
type = Stopsnd
trigger1 = (((stateno%100 = 0) || (stateno = 3997) || (stateno = 3503)) && stateno = [3000, 4999])
triggerall = time = 1
channel = -1
;arregla el bug del tiempo
[State -2, 1]
type = AssertSpecial
trigger1 = stateno = [3000,4999]
trigger2 = stateno = [9000,9999]
flag = timerfreeze
[State -2,99]
type = Changestate
trigger1 = numexplod(7050)= 1
value = 9010
[State -2, Go]
type = RemoveExplod
trigger1 = MoveGuarded
trigger2 = p2stateno = 5120
trigger3 = p2stateno = 0
trigger4 = p2stateno = 120
trigger5 = p2stateno = 130
ID = 7089
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
value = 5, 13
[State -3, sSDSdound]
type = ENVSHAKE
trigger1 = STATENO = 52
freq = 100
time = 8
ampl = 5
[State -3, Grd hit]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 5110
value = 4, 22
[State -3, INVOFF]
type = VarSet
trigger1 = MoveType = H
trigger2 = roundstate = 3
V = 17
value = 0
[State -2, Check Fatal]
type = VarSet
trigger1 = p2Name != "Shao Kahn"
trigger1 = p2life <= 1
trigger1 = p2MoveType = H
trigger1 = p2stateno != 1020
trigger1 = stateno != 1020
trigger1 = p2stateno != 1021
trigger1 = stateno != 1021
trigger1 = Var(9) = 1
triggerall = p2stateno != [3500,3599]
v = 3
value = 1
[State -2, 7.644]
type = Varset
trigger1 = p2stateno = 9010
v = 19
value = 1
[State -2, 0]
type = varset
triggerall = Win = 1
triggerall = NumHelper(9010) = 0
trigger1 = teammode = single
trigger2 = teammode = simul
trigger3 = teammode = turns
;trigger4 = Var(12) != 1
;trigger4 = Win = 1
;trigger4 = NumHelper(9010) = 0
v = 59
value = 1
[State -2, 1]
type = varset
trigger1 = Win = 1
trigger1 = NumHelper(9010) = 1
trigger1 = p2life != 0
trigger2 = teammode = simul
trigger3 = NumEnemy = 2
;trigger4 = Var(12) = 1
v = 59
value = 0
[State -2,9459]
type = Lifeset
trigger1 = life <= 1
trigger1 = p2life <= 1
trigger1 = MoveType = H
trigger1 = p2MoveType = H
value = 2
[state -2, 1]
type = Helper
trigger1 = p2Name != "Shao Kahn"
trigger1 = NumHelper(9010) = 1 ; invisible one ought to be ON the screen
trigger1 = NumHelper(9011) = 0 ; this one shouldn't be ON the screen
trigger1 = enemy(0), stateno = 9010 ; enemy have to be in this state
trigger1 = Var(4) = 0
trigger1 = Var(19) = 0
ID = 9011 ; IMPORTANT!
pos = 160, -140
postype = left
stateno = 9000
helpertype = normal
name = "Finish Him!! MSG"
keyctrl = 0
ownpal = 1
[State -2, fgnd]
type = Stopsnd
trigger1 = time = 1
trigger1 = p2stateno = [5000,5200]
trigger1 = life <= 1
trigger2 = RoundState = 4
channel = 1
;FINISH SOUND SAMPLE
[State -2, 5.999]
type = Playsnd
trigger1 = P2Name != "jade"
trigger1 = P2Name != "sheeva"
trigger1 = P2Name != "kitana"
trigger1 = P2Name != "sindel"
trigger1 = P2Name != "sonya"
trigger1 = P2Name != "mileena"
triggerall = Var(3) = 1
triggerall = Var(19) = 0
triggerall = Var(13) = 0
triggerall = p2life = 1
triggerall = p2life != 0
triggerall = p2stateno != 5050
triggerall = p2stateno != 5150
triggerall = p2stateno != 5090
triggerall = Var(59) = 1
value = F5, 7
Channel = 4
persistent = 3
volume = 110
;FINISH SOUND SAMPLE
[State -2, 599]
type = Playsnd
trigger1 = P2Name = "jade"
trigger2 = P2Name = "kitana"
trigger3 = P2Name = "sheeva"
trigger4 = P2Name = "sindel"
trigger5 = P2Name = "sonya"
trigger6 = P2Name = "mileena"
triggerall = Var(3) = 1
triggerall = Var(19) = 0
triggerall = Var(13) = 0
triggerall = p2life = 1
triggerall = p2life != 0
triggerall = p2stateno != 5050
triggerall = p2stateno != 5150
triggerall = p2stateno != 5090
triggerall = Var(59) = 1
value = F5, 25
Channel = 4
persistent = 3
volume = 110
[State 181, FinishHim]
type = Explod
trigger1 = P2Name != "jade"
trigger1 = P2Name != "sheeva"
trigger1 = P2Name != "kitana"
trigger1 = P2Name != "sindel"
trigger1 = P2Name != "sonya"
trigger1 = P2Name != "mileena"
triggerall = Var(3) = 1
triggerall = Var(19) = 0
triggerall = Var(13) = 0
triggerall = p2life = 1
triggerall = p2life != 0
triggerall = p2stateno != 5050
triggerall = p2stateno != 5150
triggerall = p2stateno != 5090
anim = F5
pos = 156*const(size.xscale),80*cons t(size.xscale)
postype = left
bindtime = -1
facing = 1
sprpriority = 2
ontop = 1
ownpal = 1
[State 181, FinishHer]
type = Explod
trigger1 = P2Name = "jade"
trigger2 = P2Name = "kitana"
trigger3 = P2Name = "sheeva"
trigger4 = P2Name = "sindel"
trigger5 = P2Name = "sonya"
trigger6 = P2Name = "mileena"
triggerall = Var(3) = 1
triggerall = Var(19) = 0
triggerall = Var(13) = 0
triggerall = p2life = 1
triggerall = p2life != 0
triggerall = p2stateno != 5050
triggerall = p2stateno != 5150
triggerall = p2stateno != 5090
anim = F8
pos = 156*const(size.xscale),80*cons t(size.xscale)
postype = left
bindtime = -1
facing = 1
sprpriority = 2
ontop = 1
ownpal = 1
[State -2, 6]
type = Helper
trigger1 = Var(3) = 1
trigger1 = p2Name != "Shao Kahn"
trigger1 = p2life != 0
trigger1 = Var(19) = 0
trigger1 = p2life = 1
trigger1 = p2stateno != 5090
trigger1 = p2stateno != 5050
trigger1 = p2stateno != 5150
trigger1 = Var(4) = 0
trigger1 = Var(59) = 1
stateno = 9000
name = "Fatality"
id = 9000
pos = 0, 0
helpertype = normal
sprpriority = 1
keyctrl = 0
ownpal = 1
under = 1
[State -2, 7.6]
type = Varset
trigger1 = Var(59) = 1
v = 9
value = 1
[State -2, 7.7]
type = Varset
trigger1 = Var(59) = 0
v = 9
value = 0
[State -2, 7.9]
type = Varadd
trigger1 = Var(13) != 0
V = 13
value = -1
[state -2, invisibility]
type = AssertSpecial
triggerall = var(17) = 1
trigger1 = 1
trigger2 = stateno = 22237
trigger2 = Time < 150
flag = invisible
;THIS IS THE END OF FATALITY TIME
[State -2,8]
type = Helper
trigger1 = p2Name != "Shao Kahn"
triggerall = p2Life != 0
triggerall = win != 1
triggerall = lose != 1
;trigger1 = power >= 1500
trigger1 = Var(13) = 1
trigger1 = Var(59) = 0
trigger1 = p2stateno = 9010
stateno = 9020
name = "Doesn't hit person"
id = 9020
pos = 0, 0
helpertype = normal
sprpriority = 1
keyctrl = 0
ownpal = 1
under = 1
[State -2, 7.9]
type = Varset
trigger1 = p2stateno = 9010
v = 9
value = 0
[State -2, NoBGM]
type = AssertSpecial
trigger1 = Var(26) = 1
flag = nomusic
flag2 = globalnoshadow
[State -2, Tripped]
type = VarSet
trigger1 = anim = 5070
v = 15
value = 1000
[State -2, notTripped]
type = VarSet
trigger1 = anim = [5000, 5040]
trigger2 = anim = 5120
trigger3 = anim = 5200
trigger4 = anim = 5210
;trigger1 = power >= 1500
v = 15
value = 0
[State -2, 100]
type = VarSet
triggerall = var(13) = 1
trigger1 = Time >= 6
trigger1 = (stateno = 0) || (stateno = 11)
v = 13
value = 0
[State -2, hit]
type = VarSet
triggerall = var(17) = 1
trigger1 = movetype = H
var(17) = 0
[State -2, 100]
type = VarSet
triggerall = var(2) > 0
trigger1 = (stateno != [200,204]) && (stateno != [220,224])
v = 2
value = 0
[State -2, hit];friendship/babality si esta en cero se puede hacer
type = VarSet
trigger1 = roundstate = 2
trigger1 = command = "blok"
v = 54
value = 1
; Cosas de Danger
[State -3, variable danger]
type = varset
trigger1 = life > 90
trigger1 = var(44) = 1
v = 44
value = 0
[State -3, sonido danger]
type = PlaySnd
trigger1 = life <= 90
trigger1 = alive = 1
trigger1 = var(44) = 0
value = F5, 44
[State -3]
type = Explod
trigger1 = teamside = 1
trigger1 = life <= 90
trigger1 = alive = 1
trigger1 = var(44) = 0
anim = F27
Postype = left
pos = 130,32
bindtime = -1
scale = .8,.8
removetime = 100
[State -3]
type = Explod
trigger1 = teamside = 2
trigger1 = life <= 90
trigger1 = alive = 1
trigger1 = var(44) = 0
anim = F27
Postype = right
pos = -134,32
bindtime = -1
scale = .8,.8
removetime = 100
[State -3, variable danger]
type = varset
trigger1 = life <= 90
trigger1 = alive = 1
trigger1 = var(44) = 0
v = 44
value = 1
;-- fin de cosas de danger
[Statedef -3]
[State -3, Shake on Ground hit]
type = EnvShake
trigger1 = stateno = 5110
freq = 140
time = 10
ampl = 8
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