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hombre Antiguo 20-ene-2009
 
Avatar de God Ryu
Staff EX-Team KMC
Escrito por ch32
hola amigos , soy un imbecil e ignorante en esto
mis problemas son las siguientes:

cuando juego en el modo TEAM ARCADE
o sea modo por ekipos al minuto despues
de haber jugado me sale el error

assert failure in spr -lib. c line 560

el otro es ke cuando termina el mp3 del stage
el resto de la pelea se keeda mudo el stage

y otro es ke tengo a M.BISON SVC (el lider de SHADALOO)
con 3 barras de poder ke son NORMAL, KOF y SVC
escojo el SVC y en la primera pelea me resulta bien
pero en la segunda automaticamente juega como NORMAL
o KOF y ya no puedo cambiarlo

y ultimo el char de CHIN esta muy oscuro,
solo peleo como si el fuera su sombra,

ME PUEDEN AYUDAR EN ESTO?

gracias
Por el momento, solo te puedo ayudar con lo ultimo. Por las caracteristicas que das, y porque yo tambien lo tuve, usas el Chin de Shinriyo. Lo que debes hacer es lo sgte:

1.- Descarga este archivo: http://www.4shared.com/file/19414287...fDtoW.html?s=1
2.- Ponlo en la carpeta de tu char.
3.- Arrastra el archivo SFF del char hacia el EXE (sin abrir el EXE).
4.- Se generara un archivo BAK. Si kieres, puedes borrarlo sin problemas.

Si tienes mas chars con colores raros, usa este EXE para arreglarlos.

Espero te sirva. Salu2.
__________________

Staff del Team KMC

-----------------------------

"Y aún cuando mi cuerpo ha sido mancillado y mi alma ardió en un fugaz vuelo, el plomo ha quedado como prueba del amor que sentí por ella"
God Ryu no ha iniciado sesión   Responder Citando
hombre Antiguo 20-ene-2009
 
Avatar de zeook
Feast 3 Happy Finish
Como puedo crear un impacto por ejemplo el hadouken de ryu golpendo un rival

el personaje de ryu que tengo lanza el hadouken pero no tiene efecto sobre el rival solo le baja la sangre (barra de vida) como le hago para que se aturda el oponente con el impacto?

cuales son los datos que hay que crear?
__________________
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hombre Antiguo 20-ene-2009
 
Avatar de MECHKYO
Working on Orochi XI. Status: Stand by...
Escrito por PacifiZta
KOMO PUEDO HACER PARA PONER LA PALETA D UN YASHIRO NORMAL AL YASHIROEX, ES Q YA LO INTENTE KOMO SE PERO LA CAMISA Y EL PELO COMPARTEN EL MISMO DESTE KOMO LE HAGO??

http://www.4shared.com/file/74042010...huron.html?s=1

STA ASI


Y KIERO PONERLE UNA ASI
seria imposible que la paleta de un char le quede a otro, cada autor hace a sus personajes (en este caso paletas) muy distintos entre ellos, asique tendrías que crearle una paleta al yashiro (que se puede hacer en el mismo Fighter Factory)
__________________
..::K O F · M U G E N · C H I L E::..
Foro comandado por el famoso Team KMC y dirigiendo sus trabajos para todo el mundo! No dudes en entrar!


My W.I.P.:

The release date... coming soon.
MECHKYO no ha iniciado sesión   Responder Citando
hombre Antiguo 20-ene-2009
 
Avatar de Fallen Angel
Sin estado
Escrito por zeook
Como puedo crear un impacto por ejemplo el hadouken de ryu golpendo un rival

el personaje de ryu que tengo lanza el hadouken pero no tiene efecto sobre el rival solo le baja la sangre (barra de vida) como le hago para que se aturda el oponente con el impacto?

cuales son los datos que hay que crear?
Te dejo un tuto, que tiene eplicado como funciona un hitdef.......si es projectil, no te preocuipes, los valores a modificar son los mismos

http://fenixmugen.mi-web.es/board/co...ngel-t337.html

cuando juego en el modo TEAM ARCADE
o sea modo por ekipos al minuto despues
de haber jugado me sale el error

assert failure in spr -lib. c line 560
ese es un error en las animaciones de algun char....tienes que encontrar cual te da ese error y en que momento lo hace...y ya despues te digo como solucionarlo
Fallen Angel no ha iniciado sesión   Responder Citando
hombre Antiguo 20-ene-2009
 
Avatar de SHIN YAGAMI
THERON SENTINEL NIVEL 100
Hola. gracias leandro, solo pregunto como se ase que una protria se aga hires, pork un amigo lo quiere aser para un proyecto pero no save como XD
__________________


quieres ver mis lanzamientos mugen? si asi es da clic ak


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hombre Antiguo 20-ene-2009
 
Avatar de Leandro1412
...:::Le@n:::...
Escrito por ch32
hola amigos , soy un imbecil e ignorante en esto
mis problemas son las siguientes:

cuando juego en el modo TEAM ARCADE
o sea modo por ekipos al minuto despues
de haber jugado me sale el error

assert failure in spr -lib. c line 560

el otro es ke cuando termina el mp3 del stage
el resto de la pelea se keeda mudo el stage

y otro es ke tengo a M.BISON SVC (el lider de SHADALOO)
con 3 barras de poder ke son NORMAL, KOF y SVC
escojo el SVC y en la primera pelea me resulta bien
pero en la segunda automaticamente juega como NORMAL
o KOF y ya no puedo cambiarlo

y ultimo el char de CHIN esta muy oscuro,
solo peleo como si el fuera su sombra,

ME PUEDEN AYUDAR EN ESTO?

gracias
1° no sos un imbecil ignorante por no saber eso no te autoputees XD!

Si te crees hacker, y sos un lammer y un CREADOR DE CHARS y sos una completa rata que no tiene vida y que se la complica a los que la disfrutan... definitivamente sos un imbecil ignorante que merece que lo pise un camion... pero no creo que tengamos esa suerte XD!


Pero el anterior no es tu caso XD!

El error del assert failure in spr -lib. c line 560 te sale por dos motivos

1° Un sprite esta mal linkeado siempre pasa con los chars viejos ya que los hacian con una version del MCM que no los ordenabas, tenes que encontrar ese sprite y borrarlo

2° los codigos de los airs estan mal... no es muy probable ya que el mugen a partir de su version del 2001 ya leia bien los espacios en los airs y los valores ordenados asi que eso fijate la version de tu mugen!!

Bueno la otra duda tuya para que el mp3 se repita tenes que abrir el mugen.cfg irte a la parte de sonido (fijate bien pq tiene 2 una para windows y la otra para linux) en fin hay una parte dentro de la seccion sonidos donde definis los pluguins ahi es donde tenes que poner la siguiente linea

Looptype = 1

Te aclaro podes usar 2 yo te recomiendo que uses el looptype = 1 pq con el otro muchas veces el mugen se cuelga... segun dicen los docs es pq el pluguin se descarga y carga de nuevo XD! sinceramente de eso no me di cuenta pero cuando le puse looptype = 2 muy seguido fallaba el sonido.

te quedaria asi

plugin =looptype = 1, plugins/in_mp3.dll, mp3

plugins/in_mp3.dll, mp3 Es el plugin que usas

No te entendi nada de lo que pusiste con el error de M Bison sera que te referis al de Hij?? decime si ese es el autor y me fijo que se puede hacer, si lo queres solo en estilo svc te paso el patch que yo tengo XD! es solo un cambio de variables XD!

En cuanto al chin despues te digo bien como se hace y no falla!! lo haces con el Figther Factory... lo que haces es ordenar los sprites para que las paletas concuerden y queden bien!! Bye!!
__________________


Les Gusta mi nueva Firma XD!!!!

Dale Clic y bajate algo Lindo Para tu Mugen XD!

Saludo y Gracias...... ¡¡¡AGUANTE MUGEN!!!!

Frases:
Escrito por KOFFAB
(no acepten cosas chinas son malas y se rompen facil =))
Leandro1412 no ha iniciado sesión   Responder Citando
hombre Antiguo 21-ene-2009
 
Avatar de zeook
Feast 3 Happy Finish
Escrito por Fallen Angel
Te dejo un tuto, que tiene eplicado como funciona un hitdef.......si es projectil, no te preocuipes, los valores a modificar son los mismos

http://fenixmugen.mi-web.es/board/co...ngel-t337.html



ese es un error en las animaciones de algun char....tienes que encontrar cual te da ese error y en que momento lo hace...y ya despues te digo como solucionarlo
Gracias esta era una pregunta que nadie me podia dar

ahora tengo estas preguntas como cambio las voces que tiene un personaje por otras diferentes es decir cambiarlas todas?

como puedo crear un archivo diferente de voces por uno completamente nuevo?
__________________
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hombre Antiguo 21-ene-2009
 
Avatar de Leandro1412
...:::Le@n:::...
Escrito por zeook
Gracias esta era una pregunta que nadie me podia dar

ahora tengo estas preguntas como cambio las voces que tiene un personaje por otras diferentes es decir cambiarlas todas?

como puedo crear un archivo diferente de voces por uno completamente nuevo?
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!!
__________________


Les Gusta mi nueva Firma XD!!!!

Dale Clic y bajate algo Lindo Para tu Mugen XD!

Saludo y Gracias...... ¡¡¡AGUANTE MUGEN!!!!

Frases:
Escrito por KOFFAB
(no acepten cosas chinas son malas y se rompen facil =))

Última edición por Leandro1412; 21-ene-2009 a las 10:36.
Leandro1412 no ha iniciado sesión   Responder Citando
hombre Antiguo 21-ene-2009
 
Avatar de zeook
Feast 3 Happy Finish
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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hombre Antiguo 21-ene-2009
 
Avatar de Fallen Angel
Sin estado
primero tienes que enc ontrar el estado (statedef), el cual tiene el projectil que buscas....para encontrarlo puedes usar el mugen, en modo debug (las letras blancas(, creo que lo sacas con ctrl+d)), aji te aparece algo llamado stateno....ese es el numero del statedef que buscas.........a lo mejor tambien el problema puede ser, que el projectil, n o tenga, clsn rojos ....en las animaciones, busca la animacion del projectil y agregale los cuadrados rojos...los cuales son los puntos que pueden pegarle al oponente
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hombre Antiguo 21-ene-2009
 
Avatar de MarioSSJ64
Sin estado
Hola amigos queria saber si me podrian pasar algun tutorial para hacer intros con fighter factory u otro programa. gracias de antemano.
__________________
[con un gran poder viene una gran reposabilidad 98% de los adolescentes han fumado,si eres del dichoso 2% que no lo ha hecho pega esto en tu firma

EN LA NOCHE MAS OSCURA EL NOS SALVARA




SON GOKU

Última edición por KOFFAB; 21-ene-2009 a las 19:13.
MarioSSJ64 no ha iniciado sesión   Responder Citando
hombre Antiguo 21-ene-2009
 
Avatar de SHIN YAGAMI
THERON SENTINEL NIVEL 100
Escrito por MarioSSJ64
Hola amigos queria saber si me podrian pasar algun tutorial para hacer intros con fighter factory u otro programa. gracias de antemano.
Hola, bueno amigo ise uno aca esta
disculpa el mal audio XD





__________________


quieres ver mis lanzamientos mugen? si asi es da clic ak


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hombre Antiguo 21-ene-2009
 
Avatar de MarioSSJ64
Sin estado

Escrito por SHIN YAGAMI
Genial muchas gracias amigo.
__________________
[con un gran poder viene una gran reposabilidad 98% de los adolescentes han fumado,si eres del dichoso 2% que no lo ha hecho pega esto en tu firma

EN LA NOCHE MAS OSCURA EL NOS SALVARA




SON GOKU
MarioSSJ64 no ha iniciado sesión   Responder Citando
hombre Antiguo 21-ene-2009
 
Avatar de zeook
Feast 3 Happy Finish
Escrito por Fallen Angel
primero tienes que enc ontrar el estado (statedef), el cual tiene el projectil que buscas....para encontrarlo puedes usar el mugen, en modo debug (las letras blancas(, creo que lo sacas con ctrl+d)), aji te aparece algo llamado stateno....ese es el numero del statedef que buscas.........a lo mejor tambien el problema puede ser, que el projectil, n o tenga, clsn rojos ....en las animaciones, busca la animacion del projectil y agregale los cuadrados rojos...los cuales son los puntos que pueden pegarle al oponente
De nuevo me ayudaste gracias Fallen Angel veo que sabes mucho de esto

una pregunta mas como agrego los cuadros rojos?
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zeook no ha iniciado sesión   Responder Citando
hombre Antiguo 21-ene-2009
 
Avatar de SHIN YAGAMI
THERON SENTINEL NIVEL 100
OK no hay probrema, duda;

¿como creo un logo? es lo mismo que un intro?
__________________


quieres ver mis lanzamientos mugen? si asi es da clic ak


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hombre Antiguo 21-ene-2009
 
Avatar de God Ryu
Staff EX-Team KMC
Precisamente, crear un logo es = a crear una intro. No deberia ser mucho el cambio.

Salu2.
__________________

Staff del Team KMC

-----------------------------

"Y aún cuando mi cuerpo ha sido mancillado y mi alma ardió en un fugaz vuelo, el plomo ha quedado como prueba del amor que sentí por ella"
God Ryu no ha iniciado sesión   Responder Citando
hombre Antiguo 21-ene-2009
 
Avatar de zeook
Feast 3 Happy Finish
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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zeook no ha iniciado sesión   Responder Citando
hombre Antiguo 21-ene-2009
 
Avatar de Leandro1412
...:::Le@n:::...
Escrito por zeook
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
Yo estoy revisando ese char! te explico el snd no tiene nada que ver con los cns XD! el snd no tiene un solo sonido de golpe XD! hay que crearle un nuevo snd.
__________________


Les Gusta mi nueva Firma XD!!!!

Dale Clic y bajate algo Lindo Para tu Mugen XD!

Saludo y Gracias...... ¡¡¡AGUANTE MUGEN!!!!

Frases:
Escrito por KOFFAB
(no acepten cosas chinas son malas y se rompen facil =))
Leandro1412 no ha iniciado sesión   Responder Citando
hombre Antiguo 21-ene-2009
 
Avatar de Dark-Shaoran
Sin estado
Ayuda con un error en mi char!!

HOla a todos!!


Vengo a pedir ayuda!! me descargue el personaje de Shana! pero al seleccionarlo aparece este cuadro de dialogo

http://img300.imageshack.us/img300/2114/errorah7.png





Por favor alguien me puede ayudar con esto??


Saludos!!!!

Última edición por Dark-Shaoran; 21-ene-2009 a las 22:26.
Dark-Shaoran no ha iniciado sesión   Responder Citando
hombre Antiguo 22-ene-2009
 
Avatar de MECHKYO
Working on Orochi XI. Status: Stand by...
Escrito por Dark-Shaoran
HOla a todos!!


Vengo a pedir ayuda!! me descargue el personaje de Shana! pero al seleccionarlo aparece este cuadro de dialogo

http://img300.imageshack.us/img300/2114/errorah7.png





Por favor alguien me puede ayudar con esto??


Saludos!!!!
bueno, es bastante simple arreglar ese error, lo que sucede es que ese char lo hizo un oriental, y por tanto viene con caracteres chinos en sus archivos; lo que tienes que hacer es renombrar todos los archivos que tengan caracteres chinos y hacer lo mismo en el archivo .def

pal1 = act/act1.act
pal2 = act/act2.act
pal3 = act/act3.act
pal4 = act/act4.act
pal5 = act/act5.act
pal6 = act/act6.act


saludos.
__________________
..::K O F · M U G E N · C H I L E::..
Foro comandado por el famoso Team KMC y dirigiendo sus trabajos para todo el mundo! No dudes en entrar!


My W.I.P.:

The release date... coming soon.

Última edición por MECHKYO; 22-ene-2009 a las 08:20.
MECHKYO no ha iniciado sesión   Responder Citando

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