Feast 3 Happy Finish ID: 216531 Registrado: noviembre-2007 Hace: (725 dias)
Mensajes: 300
| Tengo el problema con este personaje no se escuchan sus voces ni sus efectos que da al golpear alguien sabe el problema?
el personaje tiene incluidas las voces pero no se escuchan
ya se las subi pero no es eso ;SF2_ryu
;
; System variables usage
; ----------------------
; Var name Type Purpose
; -------- ---- -------
; sysvar(0) Temp Set by state 5081 (HITL_SLIDE) to 1 to prevent
; showing ground hit frame in state 5110 (HIT_LIEDOWN).
; Used by guarding states.
; sysvar(1) Temp Used by state 40 (Jump Start) amd 45 (Air Jump Start)
; to keep track of which way to jump.
; Used by state 5100 and 5110 to remember downward
; velocity of player just before hitting the ground.
; Used in state 5080 for storing the anim # to display.
; The following states have special handling within MUGEN, and should be
; overridden with caution:
; Jump Start (40): airjumping bookkeeping at time = 0
; All guard states (120-155): guard handling throughout state
; Hit_trip, shaking (5070): defence increases at time = 0
; Hit_bounce (5100): defence increases at time = 0, player becomes
; invincible if within 10 ticks of getting up
; Hit_liedown (5110): player changes to get-up state (5120) when ready
; Hit_getup (5120): player's defence is restored to normal at time = 0
; Hitfall_recover (5200): player's defence is restored at time = 0
; Hitfall_airrecover (5210): player's defence is restored at time = 0
;---------------------------------------------------------------------------
; Stand
[Statedef 0]
type = S
physics = S
sprpriority = 0
[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0
[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0
[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0
[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050
;---------------------------------------------------------------------------
; Stand to Crouch
[Statedef 10]
type = C
physics = C
anim = 10
[State 10, 1]
type = VelMul
trigger1 = Time = 0
x = .75
[State 10, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
;---------------------------------------------------------------------------
; Crouching
[Statedef 11]
type = C
physics = C
anim = 11
sprpriority = 0
[State 11, 1] ;Change from turning animation
type = ChangeAnim
trigger1 = Anim = 6 && AnimTime = 0
value = 11
;---------------------------------------------------------------------------
; Crouch to Stand
[Statedef 12]
type = S
physics = S
anim = 12
[State 12, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------
; Walk fido
[Statedef 20]
type = S
physics = S
sprpriority = 0
[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd" && var(25) = 0
;
trigger2 = Var(25) && P2movetype != A
trigger2 = P2BodyDist X = [40,150]
;
x = const(velocity.walk.fwd.x)
[State 20, 2]
type = VelSet
trigger1 = command = "holdback" && var(25) = 0
;
trigger2 = Var(25) && P2movetype != A
trigger2 = P2BodyDist X = [151,170]
;
x = const(velocity.walk.back.x)
[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20
[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21
[State 20]
type = ChangeState ;¤Hª«¶i¤J¹w©w¦ì¸m«á«K¦^¯¸¥ß state
trigger1 = P2MoveType = A && var(25) = 1 ;¼Ä¤è¦b§ðÀ»¦Ó¤Hª«¦V«á¦æ
trigger1 = Vel X <= 0 ;´N¦^ state 0, §_«h·|¥X²{§ðÀ»¦V«á¦æ¦Ó¤£¨¾¦uªº ±¡ªp
trigger2 = RoundState = 3 ;¾Ô°«§¹µ²
trigger3 = Vel X = 0 ;¥H¨¾¸U¤@, ¨S¤°»ò¹ê»Ú¥Î³~
trigger3 = Anim != 0
value = 0
;---------------------------------------------------------------------------
; Jump Start
[Statedef 40]
type = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1
[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0
[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1
[State 40, 3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1
[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)
[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)
[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
; AirJump Start
[Statedef 45]
type = A
physics = N
ctrl = 0
velset = 0,0
[State 45, 1]
type = ChangeAnim
trigger1 = SelfAnimExist(44)
value = 44
[State 45, 2]
type = ChangeAnim
trigger1 = !SelfAnimExist(44)
value = 41
[State 45, 3]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0
[State 45, 4]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1
[State 45, 5]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1
[State 45, 6]
type = VelSet
trigger1 = Time = 2
x = ifelse(sysvar(1)=0, const(velocity.airjump.neu.x), ifelse(sysvar(1)=1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x) ))
y = const(velocity.airjump.y)
[State 45, 7]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 1
;---------------------------------------------------------------------------
; Jump Up
[Statedef 50]
type = A
physics = A
[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0
[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))
[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3
;---------------------------------------------------------------------------
; Jump Down (empty state for compatibility)
[Statedef 51]
type = A
physics = A
[State 51, 1]
type = Null
trigger1 = 1
;---------------------------------------------------------------------------
; Jump Land
[Statedef 52]
type = S
physics = S
ctrl = 0
anim = 47
[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0
[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0
[State 52, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1
[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 100]
type = S
physics = S
anim = 100
sprpriority = 1
[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)
[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk
[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
[State 100, 4]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0
;---------------------------------------------------------------------------
; RUN_BACK
[Statedef 105]
type = A
physics = A
ctrl = 0
anim = 105
sprpriority = 1
[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
;---------------------------------------------------------------------------
; RUN_BACK2 (land)
[Statedef 106]
type = S
physics = S
ctrl = 0
anim = 47
[State 106, 1]
type = VelSet
trigger1 = Time = 0
y = 0
[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0
[State 106, 3]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1
[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; RUN_UP
[Statedef 110]
type = S
physics = N
[State 110, 0]
type = CtrlSet
trigger1 = Time = 0
value = 0
[State 110, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 110
[State 110, 2]
type = HitBy
trigger1 = Time = 0
value = SCA, NT, ST, HT
time = 30
[State 110, 3]
type = VelSet
trigger1 = Time = 0
x = 0
z = -7
[State 110, 4]
type = VelMul
trigger1 = 1
z = 0.8
[State 110, 5]
type = VelSet
trigger1 = AnimTime = -8
z = 0
[State 110, 7]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1
[State 110, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------
; RUN_DOWN
[Statedef 115]
type = S
physics = N
[State 115, 0]
type = CtrlSet
trigger1 = Time = 0
value = 0
[State 115, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 110
[State 115, 2]
type = HitBy
trigger1 = Time = 0
value = SCA, NT, ST, HT
time = 30
[State 115, 3]
type = VelSet
trigger1 = Time = 0
x = 0
z = 7
[State 115, 4]
type = VelMul
trigger1 = 1
z = 0.8
[State 115, 5]
type = VelSet
trigger1 = AnimTime = -8
z = 0
[State 115, 7]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1
[State 115, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------
; GUARD (start)
[Statedef 120]
type = U ;Leave state type unchanged
physics = U ;Leave physics unchanged
[State 120, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 120 + (statetype = C) + (statetype = A)*2
[State 120, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S
[State 120, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C
[State 120, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A
[State 120, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C
[State 120, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S
[State 120, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 130 + (statetype = C) + (statetype = A)*2
[State 120, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140
;---------------------------------------------------------------------------
; STAND GUARD (guarding)
[Statedef 130]
type = S
physics = S
[State 130, 1]
type = ChangeAnim
trigger1 = Anim != 130
value = 130
[State 130, Hi to Lo]
type = ChangeState
trigger1 = command = "holddown"
value = 131
[State 130, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140
;---------------------------------------------------------------------------
; CROUCH GUARD (guarding)
[Statedef 131]
type = C
physics = C
[State 131, 1]
type = ChangeAnim
trigger1 = Anim != 131
value = 131
[State 131, Lo to Hi]
type = ChangeState
trigger1 = command != "holddown"
value = 130
[State 131, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140
;---------------------------------------------------------------------------
; AIR GUARD (guarding)
[Statedef 132]
type = A
physics = N
[State 132, 1]
type = ChangeAnim
trigger1 = Anim != 132
value = 132
[State 132, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)
[State 132, 3]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)
[State 132, 4]
type = VelSet
trigger1 = sysvar(0)
y = 0
[State 132, 5]
type = PosSet
trigger1 = sysvar(0)
y = 0
[State 132, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130
[State 132, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52
[State 132, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140
;---------------------------------------------------------------------------
; GUARD (end)
[Statedef 140]
type = U ;Leave state type unchanged
physics = U ;Leave physics unchanged
ctrl = 1
[State 140, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 140 + (statetype = C) + (statetype = A)*2
[State 140, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S
[State 140, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C
[State 140, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A
[State 140, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C
[State 140, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S
;[State 140, 5] ;Implemented within engine
;type = ChangeState
;trigger1 = AnimTime = 0
;value = (statetype = C)*11 + (statetype = A)*51
;---------------------------------------------------------------------------
; SGUARDHIT (shaking)
[Statedef 150]
type = S
movetype= H
physics = N
velset = 0,0
[State 150, 1]
type = ChangeAnim
trigger1 = 1
value = 150
[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")
[State 150, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C
[State 150, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S
[State 150, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 3
;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
[Statedef 151]
type = S
movetype= H
physics = S
anim = 150
[State 151, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
[State 151, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0
[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1
[State 151, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C
[State 151, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S
[State 151, 4]
type = ChangeState
trigger1 = HitOver
value = 130
ctrl = 1
;---------------------------------------------------------------------------
; CGUARDHIT (shaking)
[Statedef 152]
type = C
movetype= H
physics = N
velset = 0,0
[State 152, 1]
type = ChangeAnim
trigger1 = 1
value = 151
[State 152, 3]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")
[State 152, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C
[State 152, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S
[State 152, 4]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4
;---------------------------------------------------------------------------
; CGUARDHIT2 (knocked back)
[Statedef 153]
type = C
movetype= H
physics = C
anim = 151
[State 153, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
[State 153, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0
[State 153, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1
[State 153, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C
[State 153, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S
[State 153, 4]
type = ChangeState
trigger1 = HitOver
value = 131
ctrl = 1
;---------------------------------------------------------------------------
; AGUARDHIT (shaking)
[Statedef 154]
type = A
movetype= H
physics = N
velset = 0,0
[State 154, 1]
type = ChangeAnim
trigger1 = 1
value = 152
[State 154, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 155 ;AGUARDHIT2
[State 154, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4
;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
[Statedef 155]
type = A
movetype= H
physics = N
anim = 152
[State 155, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1
[State 155, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)
[State 155, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1
[State 155, 4]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)
[State 155, 5]
type = VelSet
trigger1 = sysvar(0)
y = 0
[State 155, 6]
type = PosSet
trigger1 = sysvar(0)
y = 0
[State 155, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130
[State 155, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52
;---------------------------------------------------------------------------
; LOSE (Time over)
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0
[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
; DRAWGAME (Time over)
[Statedef 175]
type = S
ctrl = 0
velset = 0,0
[State 175, 1] ; If no anim, use go to lose state.
type = ChangeState
trigger1 = Time = 0
trigger1 = !SelfAnimExist(175)
value = 170
[State 175, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 175
[State 175, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
; PREINTRO
[Statedef 190]
type = S
ctrl = 0
velset = 0,0
[State 190, 1]
type = ChangeAnim
trigger1 = SelfAnimExist(190)
value = 190
[State 190, 2] ;Go straight to intro.
type = ChangeState
trigger1 = Time = 0
value = 191
;---------------------------------------------------------------------------
; INTRO (override this state to give character an intro)
[Statedef 191]
type = S
ctrl = 0
[State 191, 1]
type = ChangeState
trigger1 = Time = 0
value = 0
;---------------------------------------------------------------------------
; HITG_SHAKE
[Statedef 5000]
type = S
movetype= H
physics = N
velset = 0,0
[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)
[State 5000, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030
[State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type
[State 5000, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim
[State 5000, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a
[State 5000, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5001 ;HITG_SLIDE
[State 5000, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 5030
[State 5000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square
[State 5000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3
[State 5000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140
;---------------------------------------------------------------------------
; HITG_SLIDE
[Statedef 5001]
type = S
movetype= H
physics = S
[State 5001, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
[State 5001, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10
[State 5001, 3] ;Stop sliding back
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6
[State 5001, 4]
type = VelSet
trigger1 = HitOver
x = 0
[State 5001, 5]
type = DefenceMulSet
trigger1 = HitOver
value = 1
[State 5001, 6]
type = ChangeState
trigger1 = HitOver
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; HITC_SHAKE
[Statedef 5010]
type = C
movetype= H
physics = N
velset = 0,0
[State 5010, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)
[State 5010, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030
[State 5010, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type
[State 5010, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim
[State 5010, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
triggerall = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a
[State 5010, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5011 ;HITC_SLIDE
[State 5010, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 5030
[State 5010, FFB Light]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square
[State 5010, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3
[State 5010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140
;---------------------------------------------------------------------------
; HITC_SLIDE
[Statedef 5011]
type = C
movetype= H
physics = C
[State 5011, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
[State 5011, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)
[State 5011, 3] ;Stop sliding back
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6
[State 5011, 4]
type = VelSet
trigger1 = HitOver
x = 0
[State 5011, 5]
type = DefenceMulSet
trigger1 = HitOver
value = 1
[State 5011, 6]
type = ChangeState
trigger1 = HitOver
value = 11
ctrl = 1
;---------------------------------------------------------------------------
; HITA_SHAKE
[Statedef 5020]
type = A
movetype= H
physics = N
velset = 0,0
[State 5020, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)
[State 5020, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030
[State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type
[State 5020, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim
[State 5020, 5]
type = ChangeState
trigger1 = HitShakeOver
value = 5030
[State 5020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square
[State 5020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3
[State 5020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140
;---------------------------------------------------------------------------
; HITA_UP (initial going up)
[Statedef 5030]
type = A
movetype= H
physics = N
ctrl = 0
[State 5030, 1]
type = VelAdd;Gravity
trigger1 = 1
y = GetHitVar(yaccel)
[State 5030, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1
[State 5030, 3]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0 ;Hit ground
trigger2 = Pos Y >= 10 ;.
value = 5040 ;HITA_RECOV
[State 5030, 4]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0 ;Hit ground
trigger2 = Pos Y >= 10 ;.
value = 5050 ;HITA_FALL
[State 5030, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 5035 ;HITA_UP (transition)
;---------------------------------------------------------------------------
; HITA_UP_T (transition)
[Statedef 5035]
type = A
movetype= H
physics = N
[State 5035, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
trigger1 = Anim != 5090 ;Not if hit off ground anim
value = 5035
[State 5035, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)
[State 5035, 3]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver ;Hit is over
trigger2 = AnimTime = 0 ;Animation over
trigger3 = Vel Y > 0 ;Hit ground
trigger3 = Pos Y >= 10 ;.
trigger4 = Time = 0 ;No transition anim
trigger4 = Anim != 5035 ;.
value = 5040 ;HITA_RECOV
[State 5035, 4]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver ;Hit is over
trigger2 = AnimTime = 0 ;Anim is over
trigger3 = Vel Y > 0 ;Hit ground
trigger3 = Pos Y >= 10 ;.
trigger4 = Time = 0 ;No transition anim
trigger4 = Anim != 5035 ;.
value = 5050 ;HITA_FALL
;---------------------------------------------------------------------------
; HITA_RECOV (recovering in air, not falling)
[Statedef 5040]
type = A
movetype= H
physics = N
[State 5040, 1]
type = ChangeState
trigger1 = !Alive
value = 5050
[State 5040, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5040
trigger2 = Time = 0
trigger2 = Anim != 5035
value = 5040
[State 5040, 3]
type = CtrlSet
trigger1 = HitOver
value = 1
[State 5040, 4]
type = StateTypeSet
trigger1 = HitOver
movetype = I
[State 5040, 5]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)
[State 5040, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMPLAND
;---------------------------------------------------------------------------
; HITA_FALL (knocked up, falling)
[Statedef 5050]
type = A
movetype= H
physics = N
[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0 ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050
[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0
[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)
[State 5050, 4] ;Recover near ground
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER
[State 5050, 5]; Recover in mid air
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER
[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100 ;HIT_BOUNCE
;---------------------------------------------------------------------------
; HIT_TRIP (shaking)
[Statedef 5070]
type = A
movetype= H
physics = N
velset = 0,0
[State 5070, 1]
type = ChangeAnim
trigger1 = 1
value = 5070
[State 5070, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 5071
[State 5070, 3]
type = ForceFeedback
trigger1 = time = 0
time = 12
waveform = sinesquare
ampl = 140
;---------------------------------------------------------------------------
; HIT_TRIP2 (fall through air)
[Statedef 5071]
type = A
movetype= H
physics = N
[State 5071, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1
[State 5071, 2] ;Acceleration
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)
[State 5071, 3] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 15
type = ChangeState
value = 5110
;---------------------------------------------------------------------------
; HITL_SHAKE
[Statedef 5080]
type = L
movetype= H
physics = N
velset = 0,0
[State 5080, 1] ;Set default anim
type = VarSet
trigger1 = time = 0
sysvar(2) = ifelse (GetHitVar(yvel) = 0, 5080, 5090)
[State 5080, 2]
type = VarAdd
trigger1 = time = 0
trigger1 = (anim = [5081,5089]) || (anim = [5111,5119])
trigger1 = SelfAnimExist(sysvar(2) + (anim % 10))
sysvar(2) = anim % 10
[State 5080, 3] ;If 5090 doesn't exist, default to 5030
type = VarSet
trigger1 = time = 0
trigger1 = sysvar(2) = 5090
trigger1 = !SelfAnimExist(5090)
sysvar(2) = 5030
[State 5080, 3] ;Freeze
type = ChangeAnim
trigger1 = 1
value = sysvar(2)
[State 5080, 4]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 5081 ;HITL_SLIDE
[State 5080, 5]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) != 0
value = 5030 ;HITA_UP
;---------------------------------------------------------------------------
; HITL_SLIDE
[Statedef 5081]
type = L
movetype= H
physics = C
[State 5081, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
[State 5081, 2]
type = VelSet
trigger1 = HitOver
x = 0
[State 5081, 3] ;Don't show hit ground frame
type = VarSet
trigger1 = Time = 0
sysvar(0) = 1
[State 5081, 4]
type = ChangeState
trigger1 = HitOver
value = 5110 ;HIT_LIEDOWN
;---------------------------------------------------------------------------
; HIT_BOUNCE (hit ground)
[Statedef 5100]
type = L
movetype= H
physics = N
[State 5100, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1
[State 5100, EnvShake]
type = FallEnvShake
trigger1 = Time = 0
[State 5100, Var] ;Save fall velocity
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)
[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100
[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)
[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0
[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0
[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75
[State 5100, 7]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 5110 ;HIT_LIEDOWN
[State 5100, 8]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14
[State 5100, 9]
type = HitFallDamage
trigger1 = Time = 3
[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
value = F5,1; (sysvar(1) > 5) + (sysvar(1) > 14)
[State 5100, 11]
type = PosFreeze
trigger1 = 1
[State 5100, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 5101
[State 5100, 13]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20
;---------------------------------------------------------------------------
; HIT_BOUNCE (bounce into air)
[Statedef 5101]
type = L
movetype= H
physics = N
[State 5101, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160
[State 5101, 2] ;Coming hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)
[State 5101, 3]
type = HitFallVel
trigger1 = Time = 0
[State 5101, 4]
type = PosSet
trigger1 = Time = 0
y = 20
[State 5101, 5] ;Acceleration
type = VelAdd
trigger1 = 1
y = .4
[State 5101, 6] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = 5110
;---------------------------------------------------------------------------
; HIT_LIEDOWN
[Statedef 5110]
type = L
movetype= H
physics = N
[State 5110, EnvShake]
type = FallEnvShake
trigger1 = Time = 0
[State 5110, 1] ;For hit up/up-diag type (from state 5081)
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)
[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170
[State 5110, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)
[State 5110, 4]
type = HitFallDamage
trigger1 = Time = 0
[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0
[State 5110, Var] ;Get fall velocity
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)
[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F5,1; (sysvar(1) > 5) + (sysvar(1) > 14)
[State 5110, 7]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14
[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0
[State 5110, 9] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
value = 5110 + (anim % 10)
[State 5110, 10] ;For normal
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 5110
[State 5110, 11] ;If just died
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
trigger3 = Anim = [5110,5119]
value = 5150
[State 5110, 12]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0
[State 5110, 13] ;Friction
type = VelMul
trigger1 = 1
x = 0.85
[State 5110, 14]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine
[State 5110, 15]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine
;---------------------------------------------------------------------------
; HIT_GETUP
[Statedef 5120]
type = L
movetype= I
physics = N
[State 5120, 1a] ;Get up anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120
[State 5120, 1b] ;Get up anim (for hit up/diag-up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)
[State 5120, 2]
type = VelSet
trigger1 = Time = 0
x = 0
[State 5120, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 5120, 4]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1
[State 5120, 5] ;Can't be thrown right after getting up
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12
[State 5120, 6] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3
[State 5120, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; HIT_LIEDEAD
[Statedef 5150]
type = L
movetype= H
physics = N
sprpriority = -3
[State 5150, 1] ;Normal anim
type = ChangeAnim
triggerall = Time = 0
triggerall = SelfAnimExist(5140)
trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
trigger2 = !SelfAnimExist(5140 + (anim % 10))
value = 5140
[State 5150, 3] ;Hit up type anim
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
trigger1 = SelfAnimExist(5140 + (anim % 10))
value = 5140 + (anim % 10)
[State 5150, 4] ;Match over anim
type = ChangeAnim
persistent = 0
;trigger1 = Time = 0
trigger1 = MatchOver = 1
trigger1 = Anim = [5140,5149]
trigger1 = SelfAnimExist(anim+10)
value = anim+10
[State 5150, 5] ;Switch to 5110 if liedead anim does not exist
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim != [5140,5159]
trigger1 = Anim != [5110,5119]
value = 5110
[State 5150, 6] ;Friction
type = VelMul
trigger1 = 1
x = 0.85
[State 5150, 7] ;Friction
type = VelSet
trigger1 = Vel x < .05
persistent = 0
x = 0
[State 5150, 8]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
; HIT_FALLRECOVER (still falling)
[Statedef 5200]
type = A
movetype= H
physics = N
[State 5200, 1] ;Change anim if done with transition
type = ChangeAnim
trigger1 = Anim = 5035
trigger1 = AnimTime = 0
value = 5050
[State 5200, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)
[State 5200, 3]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
value = 5201
;---------------------------------------------------------------------------
; HIT_FALLRECOVER (on the ground)
[Statedef 5201]
type = A
movetype= H
physics = A
anim = 5200
[State 5201, 1] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -5
[State 5201, 2]
type = VelSet
trigger1 = Time = 0
x = -.15
y = -3.5
[State 5201, 3]
type = PosSet
trigger1 = Time = 0
y = 0
[State 5201, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 5201, 5] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256
[State 5201, 6]
type = GameMakeAnim
trigger1 = Time = 1
value = 60
pos = 0, 0
under = 1
;---------------------------------------------------------------------------
; HIT_AIRFALLRECOVER
[Statedef 5210]
type = A
movetype= I
physics = N
anim = 5210
ctrl = 0
[State 5210, 1] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256
[State 5210, 1]
type = PosFreeze
trigger1 = Time = 0
value = 4
[State 5210, 2] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -20
[State 5210, 1]
type = VelMul
trigger1 = Time = 4
x = .8
y = .8
[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
y = -4.5
[State 5210, 1]
type = VelMul
trigger1 = Time = 4
trigger1 = Vel Y > 0
y = .5
[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
trigger1 = Vel Y > -3
y = -2
[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
trigger1 = Vel Y > -2
y = -1
[State 5210, 2] ;Go up
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holdup"
y = -2
[State 5210, 2] ;Go down
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holddown"
y = 1.5
[State 5210, 2] ;Go fwd
type = VelMul
trigger1 = Time = 4
trigger1 = Command = "holdfwd"
x = 1
[State 5210, 2] ;Go back
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holdback"
x = -1
[State 5210, 3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 15
[State 5210, 4]
type = CtrlSet
trigger1 = Time = 20
value = 1
[State 5210, 5]
type = VelAdd;Gravity
trigger1 = Time >= 4
y = .35
[State 5210, 5] ;Land on ground
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMP_LAND
ctrl = 1
;---------------------------------------------------------------------------
; Continue?
[Statedef 5500]
type = S
ctrl = 0
anim = 5300
velset = 0,0
[State 5500, 1] ;Use continue animation if available
type = ChangeAnim
trigger1 = time = 0
trigger1 = SelfAnimExist(5500)
value = 5500
;---------------------------------------------------------------------------
; Initialize (at the start of the round)
[Statedef 5900]
type = S
[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
value = 0
[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0
[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
value = 190
;============================= ====================
Aqui lodejo por si alguien se anima a encontrar el problema
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