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Zadkiel-Yamil
Novato
Novato
Posts : 73
Likes : 1
Join date : 05/05/2014
Sexo : Masculino

Ayuda con intro char

el Jue 30 Mar 2017 - 15:24
Hola quisiera saber si me podrian ayudar a decirme como copiar el intro a un char.
quería copiar el intro que tiene Orochi_kofe contra Chris del juego the king of fighters E y ponérselo al Mizuchi de ahuron



Ya tengo los Sprites dentro del char y el codigo de las animaciones AIR dentro del char, creo que solo falta esto del CNS ya se lo copie pero no se en que fallo espero me puedan ayudar, esta como intro chris para bajo de antemano muhas gracias

Codigo:

[Data]
life = 1600
power = 5000
attack = 100
defence = 100
fall.defence_up = 70
liedown.time = 11
airjuggle = 15
sparkno = 2
guard.sparkno = 42
KO.echo = 0
volume = 0
IntPersistIndex = 50
FloatPersistIndex = 40

[Size]
xscale = 1
yscale = 1
ground.back = 15
ground.front = 16
air.back = 12
air.front = 12
height = 60
attack.dist = 160
proj.attack.dist = 90
proj.doscale = 0
head.pos = 0, -118
mid.pos = -4, -86
shadowoffset = 0
draw.offset = 0,0

[Velocity]
walk.fwd = 3.4
walk.back = -3.4
run.fwd = 6.2130434, 0
run.back = -6.5,-1.8
jump.neu = 0,-9.8
jump.back = -4.05,2
jump.fwd = 4.0,2
runjump.back = -2.55,-8.1
runjump.fwd = 4,-8.1
airjump.neu = 0,-8.1
airjump.back = -2.55
airjump.fwd = 2.5

[Movement]
airjump.num = 0
airjump.height = 35
yaccel = .57
stand.friction = .85
crouch.friction = .82

;---------------------------------------------------------------------------
;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª
;AI‹N“®ƒwƒ‹ƒp[
;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª
[StateDef 10000]
anim=9999
ctrl=0

[State 825]
type = assertspecial
trigger1 = 1
flag = invisible

[State 10000,ŠÔˆá‚¢‚Å–{‘Ì‚ª—ˆ‚½‚ç—§‚¿‚ֈڍs]
type=selfstate
trigger1=!ishelper
value=0

[State 10000,ƒvƒŒƒCƒ„[”»’è]
type=varset
Trigger1=command="up"&&root,command="up"
Trigger2=command="down"&&root,command="down"
Trigger3=command="back"&&root,command="back"
Trigger4=command="fwd"&&root,command="fwd"
Trigger5=command="a"&&root,command="a"
Trigger6=command="b"&&root,command="b"
Trigger7=command="c"&&root,command="c"
Trigger8=command="x"&&root,command="x"
Trigger9=command="y"&&root,command="y"
Trigger10=command="z"&&root,command="z"
Trigger11=command="start"&&root,command="start"
var(59)=-1

[State 10000,ƒvƒŒƒCƒ„[”»’è]
type=parentvarset
Trigger1=command="up"&&root,command="up"
Trigger2=command="down"&&root,command="down"
Trigger3=command="back"&&root,command="back"
Trigger4=command="fwd"&&root,command="fwd"
Trigger5=command="a"&&root,command="a"
Trigger6=command="b"&&root,command="b"
Trigger7=command="c"&&root,command="c"
Trigger8=command="x"&&root,command="x"
Trigger9=command="y"&&root,command="y"
Trigger10=command="z"&&root,command="z"
Trigger11=command="start"&&root,command="start"
var(59)=-1

[State 10000,—§‚Á‚½‚çÁŽ¸]
Type = DestroySelf
TriggerAll=isHelper
Trigger1=root,var(59)!=0||var(59)=-1
Trigger2=command="up"&&root,command="up"
Trigger3=command="down"&&root,command="down"
Trigger4=command="back"&&root,command="back"
Trigger5=command="fwd"&&root,command="fwd"
Trigger6=command="a"&&root,command="a"
Trigger7=command="b"&&root,command="b"
Trigger8=command="c"&&root,command="c"
Trigger9=command="x"&&root,command="x"
Trigger10=command="y"&&root,command="y"
Trigger11=command="z"&&root,command="z"
Trigger12=command="start"&&root,command="start"

[State 10000,AIÌ׸ÞON]
Type=varset
TriggerAll=var(59)!=-1
Trigger1=root,command="up"&&(roundstate=2&&root,ctrl)
Trigger2=root,command="down"&&(roundstate=2&&root,ctrl)
Trigger3=root,command="back"&&(roundstate=2&&root,ctrl)
Trigger4=root,command="fwd"&&(roundstate=2&&root,ctrl)
Trigger5=root,command="a"
Trigger6=root,command="b"
Trigger7=root,command="c"
Trigger8=root,command="x"
Trigger9=root,command="y"
Trigger10=root,command="z"
Trigger11=root,command="start"
var(59)=1

;---------------------------------------------------------------------------
; Walk
[Statedef 20]
type = S
physics = S
sprpriority = 0

[State 20, AI•à‚«–hŽ~]
Type = ChangeState
Triggerall = var(59) > 0
Trigger1 = Time = 0
value = 0
ctrl = 1

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)

[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
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


;---------------------------------------------------------------------------
;AIŒã‚ë•à‚«
[Statedef 19]
type = S
physics = S
sprpriority = 0
anim = 21
Ctrl = 0


[State 19, 1]
type = Turn
trigger1 = P2dist X < 0


[State 19, 2]
type = VelSet
trigger1 = 1
x = const(velocity.walk.back.x)

[State 19, 3]
type = ChangeState
trigger1 = roundstate != 2
trigger2 = P2BodyDist X >= 200
trigger3 = inguarddist
trigger3 = random <= 100*(Var(59))
trigger4 = BackEdgeBodyDist <= 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;AI‘O•à‚«
[Statedef 21]
type = S
physics = S
sprpriority = 0
anim = 20
Ctrl = 0


[State 19, 1]
type = Turn
trigger1 = P2dist X < 0


[State 21, 2]
type = VelSet
trigger1 = 1
x = const(velocity.walk.fwd.x)


[State 21, 3]
type = changestate
trigger1 = roundstate != 2
trigger2 = P2BodyDist X <= 15
trigger3 = inguarddist
trigger3 = random <= 100*(Var(59))
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Jump Start
[Statedef 40]
type = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40, AIƒWƒƒƒ“ƒv–hŽ~]
Type = ChangeState
Triggerall = var(59) > 0
Trigger1 = Time = 0
value = 0
ctrl = 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


;---------------------------------------------------------------------------
;AI‘O¬ƒWƒƒƒ“ƒv
[Statedef 45]
type = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1


[State 40, 2]
type = VarSet
trigger1 = 1
sysvar(1) = 1


[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = const(velocity.jump.fwd.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


;---------------------------------------------------------------------------
; ƒtƒƒ“ƒgƒXƒeƒbƒv
[Statedef 100]
type = S
physics = N
anim = 100
sprpriority = 1

[State 290, 1]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = -500

[State -2, a];“_–Å
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
time = 1
add = 255,255,255
mul = 255,255,255
color = 1
ignorehitpause = 1

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 3
value = 700, 1

[State 100, 1]
type = VelSet
trigger1 = animelem = 3;1
x = 8;const(velocity.run.fwd.x)

[State 100, 1]
type = VelSet
trigger1 = animelem = 5
x = 0

[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 = var(59) <= 0
trigger1 = command = "holdfwd"
trigger1 = animelem = 5,>=0
value = 101


[State 100, 4]
type = ChangeState
trigger1 = var(59) > 0
trigger1 = animelem = 5,>=0
value = 101

[State 100, 4]
type = ChangeState
trigger1 = var(59) <= 0
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; common‚æ‚è ƒ_ƒbƒVƒ…
[Statedef 101]
type = S
physics = S
anim = 101
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
triggerall = var(59) <= 0
trigger1 = command != "holdfwd"
value = 0

[State 100, 4]
type = ChangeState
triggerall = var(59) > 0
trigger1 = inguarddist
Trigger2 = EnemyNear(floor(fvar(36))),Ctrl
trigger2 = P2BodyDist X <= 90
Trigger3 = P2StateType = L
trigger3 = P2BodyDist X <= 90
Trigger4 = P2StateType != A
Trigger4 = P2MoveType = H || (P2StateNo=[120,159])
Trigger4 = P2StateType != L
trigger4 = P2BodyDist X <= 18
Trigger5 = P2StateType = A
Trigger5 = P2MoveType = H || (P2StateNo=[120,159])
Trigger5 = P2StateType != L
trigger5 = P2BodyDist X <= 45
Trigger6 = P2MoveType = A
Trigger7 = Facing = EnemyNear(floor(fvar(36))),Facing
value = 0
Ctrl = 1


;---------------------------------------------------------------------------
; common‚æ‚è ƒoƒbƒNƒXƒeƒbƒv
[Statedef 105]
type = S
physics = S
ctrl = 0
anim = 104
velset = 0,0

[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 106

; ‹ó’†
[Statedef 106]
type = A
physics = A
ctrl = 1
anim = 105
sprpriority = 1

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = -7.5
y = -3.8

[State 105, 2]
type = null;CtrlSet
trigger1 = Time = 2
value = 1

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 107


; ’…’n
[Statedef 107]
type = S
physics = N
ctrl = 0
anim = 106
velset = 0,0

[State 106, 1]
type = VelSet
trigger1 = Time = 0
x = 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

;---------------------------------------------------------------------------
; 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
triggerall = statetype = S
triggerall = var(59) <= 0
trigger1 = command = "holddown"
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
triggerall = var(59) <= 0
trigger1 = command != "holddown"
statetype = S
physics = S

[State 120, AI]
Type = StateTypeSet
TriggerAll = Var(59) > 0
TriggerAll = StateType = S
Trigger1 = EnemyNear(floor(fvar(36))),HitDefAttr = C,AA || EnemyNear(floor(fvar(36))),HitDefAttr = ,AP
Trigger2 = EnemyNear(floor(fvar(36))),HitDefAttr = S,AA
Trigger2 = EnemyNear(floor(fvar(36))),Time < 23
StateType = C
Physics = C

[State 120, AI]
Type = StateTypeSet
TriggerAll = Var(59) > 0
TriggerAll = StateType = C
Trigger1 = EnemyNear(floor(fvar(36))),HitDefAttr = A,AA
Trigger2 = EnemyNear(floor(fvar(36))),HitDefAttr = S,AA
Trigger2 = EnemyNear(floor(fvar(36))),Time >= 23
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
triggerall = var(59) <= 0
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

[State 120, AI]
Type = ChangeState
TriggerAll = Var(59) > 0
Trigger1 = IfElse(Random<100*Var(59),(Enemy,NumProj = 0),1)
Trigger1 = !InGuardDist
Trigger1 = !(Facing*(EnemyNear(floor(fvar(36))),Facing)*P2Dist X >0 && (Abs(P2Dist X) <= 70) && P2MoveType=A)
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
triggerall = var(59) <= 0
trigger1 = command = "holddown"
value = 131


[State 130, AI] ;­‚µ×‚©‚¢
Type = ChangeState
TriggerAll = Var(59) > 0
TriggerAll = StateType = S
TriggerAll = Time > 0
Trigger1 = EnemyNear(floor(fvar(36))),HitDefAttr = C,AA || EnemyNear(floor(fvar(36))),HitDefAttr = ,AP
Trigger2 = EnemyNear(floor(fvar(36))),HitDefAttr = S,AA
Trigger2 = EnemyNear(floor(fvar(36))),Time < 23
Value = 131


[State 130, Stop Guarding]
type = ChangeState
triggerall = var(59) <= 0
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

[State 120, AI]
Type = ChangeState
TriggerAll = Var(59) > 0
Trigger1 = IfElse(Random<100*Var(59),(Enemy,NumProj = 0),1)
Trigger1 = !InGuardDist
Trigger1 = !(Facing*(EnemyNear(floor(fvar(36))),Facing)*P2Dist X >0 && (Abs(P2Dist X) <= 70) && P2MoveType=A)
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
triggerall = var(59) <= 0
trigger1 = command != "holddown"
value = 130


[State 130, AI]
Type = ChangeState
TriggerAll = Var(59) > 0
TriggerAll = StateType = C
TriggerAll = Time > 0
Trigger1 = EnemyNear(floor(fvar(36))),HitDefAttr = A,AA
Trigger2 = EnemyNear(floor(fvar(36))),HitDefAttr = S,AA
Trigger2 = EnemyNear(floor(fvar(36))),Time >= 23
Value = 130

[State 131, Stop Guarding]
type = ChangeState
triggerall = var(59) <= 0
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

[State 120, AI]
Type = ChangeState
TriggerAll = Var(59) > 0
Trigger1 = IfElse(Random<100*Var(59),(Enemy,NumProj = 0),1)
Trigger1 = !InGuardDist
Trigger1 = !(Facing*(EnemyNear(floor(fvar(36))),Facing)*P2Dist X >0 && (Abs(P2Dist X) <= 70) && P2MoveType=A)
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
triggerall = var(59) <= 0
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
triggerall = var(59) <= 0
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

[State 120, AI]
Type = ChangeState
TriggerAll = Var(59) > 0
Trigger1 = IfElse(Random<100*Var(59),(Enemy,NumProj = 0),1)
Trigger1 = !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 120, AI] ;­‚µ×‚©‚¢
Type = StateTypeSet
TriggerAll = Var(59) > 0
TriggerAll = StateType = S
Trigger1 = EnemyNear(floor(fvar(36))),HitDefAttr = C,AA || EnemyNear(floor(fvar(36))),HitDefAttr = ,AP
Trigger2 = EnemyNear(floor(fvar(36))),HitDefAttr = S,AA
Trigger2 = EnemyNear(floor(fvar(36))),Time < 23
StateType = C
Physics = C

[State 120, AI] ;­‚µ×‚©‚¢
Type = StateTypeSet
TriggerAll = Var(59) > 0
TriggerAll = StateType = C
Trigger1 = EnemyNear(floor(fvar(36))),HitDefAttr = A,AA
Trigger2 = EnemyNear(floor(fvar(36))),HitDefAttr = S,AA
Trigger2 = EnemyNear(floor(fvar(36))),Time >= 23
StateType = S
Physics = S

[State 140, Hi to Lo]
type = StateTypeSet
triggerall = var(59) <= 0
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 140, Lo to Hi]
type = StateTypeSet
triggerall = var(59) <= 0
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 120, AI] ;­‚µ×‚©‚¢
Type = StateTypeSet
TriggerAll = Var(59) > 0
TriggerAll = StateType = S
Trigger1 = EnemyNear(floor(fvar(36))),HitDefAttr = C,AA || EnemyNear(floor(fvar(36))),HitDefAttr = SCA,AP
Trigger2 = EnemyNear(floor(fvar(36))),HitDefAttr = S,AA
Trigger2 = EnemyNear(floor(fvar(36))),Time < 23
StateType = C
Physics = C

[State 120, AI] ;­‚µ×‚©‚¢
Type = StateTypeSet
TriggerAll = Var(59) > 0
TriggerAll = StateType = C
Trigger1 = EnemyNear(floor(fvar(36))),HitDefAttr = A,AA
Trigger2 = EnemyNear(floor(fvar(36))),HitDefAttr = S,AA
Trigger2 = EnemyNear(floor(fvar(36))),Time >= 23
StateType = S
Physics = S

[State 150, Hi to Lo]
type = StateTypeSet
triggerall = var(59) <= 0
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 150, Lo to Hi]
type = StateTypeSet
triggerall = var(59) <= 0
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 150, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 3

;-------------------------------------
;ÔÚstatedef 150/152Ö®ÏÂ
;---------------------------------------(GUARD CRUSH)
[State 0]
type = PalFx
triggerall = GameTime%10 = 1
trigger1 = NumHelper(90900)
trigger1 = Helper(90900),var(36) >= 40
trigger2 = NumHelper(90901)
trigger2 = Helper(90901),var(36) >= 40
trigger3 = NumHelper(90902)
trigger3 = Helper(90902),var(36) >= 40
time = 2
add = 200, 0, 0

[State 0]
type = ChangeState
triggerall = Alive
trigger1 = NumHelper(90900)
trigger1 = Helper(90900), var(36) >= 50
trigger2 = NumHelper(90901)
trigger2 = Helper(90901), var(36) >= 50
trigger3 = NumHelper(90902)
trigger3 = Helper(90902), var(36) >= 50
IgnoreHitPause = 1
value = 190010
;---------------------------------------------------------------------------
; 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 120, AI] ;­‚µ×‚©‚¢
Type = StateTypeSet
TriggerAll = Var(59) > 0
TriggerAll = StateType = S
Trigger1 = EnemyNear(floor(fvar(36))),HitDefAttr = C,AA || EnemyNear(floor(fvar(36))),HitDefAttr = SCA,AP
Trigger2 = EnemyNear(floor(fvar(36))),HitDefAttr = S,AA
Trigger2 = EnemyNear(floor(fvar(36))),Time < 23
StateType = C
Physics = C

[State 120, AI] ;­‚µ×‚©‚¢
Type = StateTypeSet
TriggerAll = Var(59) > 0
TriggerAll = StateType = C
Trigger1 = EnemyNear(floor(fvar(36))),HitDefAttr = A,AA
Trigger2 = EnemyNear(floor(fvar(36))),HitDefAttr = S,AA
Trigger2 = EnemyNear(floor(fvar(36))),Time >= 23
StateType = S
Physics = S

[State 151, Hi to Lo]
type = StateTypeSet
triggerall = var(59) <= 0
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 151, Lo to Hi]
type = StateTypeSet
triggerall = var(59) <= 0
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 120, AI]
Type = StateTypeSet
TriggerAll = Var(59) > 0
TriggerAll = StateType = S
Trigger1 = EnemyNear(floor(fvar(36))),HitDefAttr = C,AA || EnemyNear(floor(fvar(36))),HitDefAttr = SCA,AP
Trigger2 = EnemyNear(floor(fvar(36))),HitDefAttr = S,AA
Trigger2 = EnemyNear(floor(fvar(36))),Time < 23
StateType = C
Physics = C

[State 120, AI]
Type = StateTypeSet
TriggerAll = Var(59) > 0
TriggerAll = StateType = C
Trigger1 = EnemyNear(floor(fvar(36))),HitDefAttr = A,AA
Trigger2 = EnemyNear(floor(fvar(36))),HitDefAttr = S,AA
Trigger2 = EnemyNear(floor(fvar(36))),Time >= 23
StateType = S
Physics = S

[State 152, Hi to Lo]
type = StateTypeSet
triggerall = var(59) <= 0
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 152, Lo to Hi]
type = StateTypeSet
triggerall = var(59) <= 0
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 152, 4]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;-------------------------------------
;ÔÚstatedef 150/152Ö®ÏÂ
;---------------------------------------(GUARD CRUSH)
[State 0]
type = PalFx
triggerall = GameTime%10 = 1
trigger1 = NumHelper(90900)
trigger1 = Helper(90900),var(36) >= 40
trigger2 = NumHelper(90901)
trigger2 = Helper(90901),var(36) >= 40
trigger3 = NumHelper(90902)
trigger3 = Helper(90902),var(36) >= 40
time = 2
add = 200, 0, 0

[State 0]
type = ChangeState
triggerall = Alive
trigger1 = NumHelper(90900)
trigger1 = Helper(90900), var(36) >= 50
trigger2 = NumHelper(90901)
trigger2 = Helper(90901), var(36) >= 50
trigger3 = NumHelper(90902)
trigger3 = Helper(90902), var(36) >= 50
IgnoreHitPause = 1
value = 190010
;---------------------------------------------------------------------------
; 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 120, AI]
Type = StateTypeSet
TriggerAll = Var(59) > 0
TriggerAll = StateType = S
Trigger1 = EnemyNear(floor(fvar(36))),HitDefAttr = C,AA || EnemyNear(floor(fvar(36))),HitDefAttr = SCA,AP
Trigger2 = EnemyNear(floor(fvar(36))),HitDefAttr = S,AA
Trigger2 = EnemyNear(floor(fvar(36))),Time < 23
StateType = C
Physics = C

[State 120, AI]
Type = StateTypeSet
TriggerAll = Var(59) > 0
TriggerAll = StateType = C
Trigger1 = EnemyNear(floor(fvar(36))),HitDefAttr = A,AA
Trigger2 = EnemyNear(floor(fvar(36))),HitDefAttr = S,AA
Trigger2 = EnemyNear(floor(fvar(36))),Time >= 23
StateType = S
Physics = S

[State 153, Hi to Lo]
type = StateTypeSet
triggerall = var(59) <= 0
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 153, Lo to Hi]
type = StateTypeSet
triggerall = var(59) <= 0
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


;---------------------------------------------------------------------------
; ƒ^ƒCƒ€ƒI[ƒo[‚Å•‰‚¯‚½Žž
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(1) = 1
value = 171

;---------------------------------------------------------------------------
; Ÿ‚Á‚½“®ì‚P
[Statedef 180]
type = S

[State 180, 1]
type = VarRandom
trigger1 = Time = 0
trigger1 = var(1) = 0
v = 2
range = 0,1

[State 180, 1]
type = ChangeState
trigger1 = var(2) = 0
trigger1 = var(1) = 0
value = 181

[State 180, 1]
type = ChangeState
trigger1 = Var(2) = 1
trigger1 = var(1) = 0
value = 183


[State 180, 1]
type = VarRandom
trigger1 = Time = 0
trigger1 = var(1) = 1
v = 2
range = 0,2

[State 180, 1]
type = ChangeState
trigger1 = var(2) = 0
trigger1 = var(1) = 1
value = 184

[State 180, 1]
type = ChangeState
trigger1 = var(2) = 1
trigger1 = var(1) = 1
value = 186

[State 180, 1]
type = ChangeState
trigger1 = var(2) = 2
trigger1 = var(1) = 1
value = 187


;---------------------------------------------------------------------------
; Ÿ‚Á‚½“®ì[“Vã“V‰º]
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 191, 3];“Vã“V‰º
type = PlaySnd
trigger1 = time = 50
value = 181,0

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 182
id = 182
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0


[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,170]
flag = roundnotover

;---------------------------------------------------------------------------
; Ÿ‚Á‚½“®ì[‰º‚̉º‚¾‚È]
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 7
value = 190,1

[State 191, 3]
type = PlaySnd
trigger1 = animelemtime(57) = 12
value = 182,0


[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,220]
flag = roundnotover

;---------------------------------------------------------------------------
; Ÿ‚Á‚½“®ì[‰ä‚æ‚èA—D‚ê‚éŽÒ‚Í–³‚µ]
[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0

[State 191, 3];‰ä‚æ‚èA—D‚ê‚éŽÒ‚Í–³‚µ
type = PlaySnd
trigger1 = animelem = 9
value = 184,0

[State 1000, 5];‘«Œ³
type = Explod
trigger1 = animelem = 1
anim = 185
id = 185
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,180]
flag = roundnotover



;---------------------------------------------------------------------------
; Ÿ‚Á‚½“®ì[ŒŒ]
[Statedef 186]
type = S
ctrl = 0
anim = 186
velset = 0,0

[State 191, 3];Ža‚é
type = PlaySnd
trigger1 = animelem = 5
value = 240,0

[State 1000, 5];oŒŒ
type = Explod
trigger1 = animelem = 3
anim = 187
id = 185
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 3040, 7];‰æ–ʃtƒ‰ƒbƒVƒ…
type = EnvColor
trigger1 = animelem = 5
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1

[state a]
type = lifeadd
trigger1 = animelem = 5
value = -200
kill = 0

[state a]
type = poweradd
trigger1 = animelem = 5
value = 1000

[State 1000, 5];‘«Œ³
type = Explod
trigger1 = animelem = 5
anim = 185
id = 185
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,180]
flag = roundnotover


;---------------------------------------------------------------------------
; Ÿ‚Á‚½“®ì[‰äAƒKƒCƒA‚Æ‹¤‚É‚ ‚è]
[Statedef 187]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 191, 3];Œø‰Ê‰¹
type = PlaySnd
trigger1 = animelem = 6
value = 190,1

[State 191, 3];‰ä
type = PlaySnd
trigger1 = animelem = 6
value = 187,0

[State 191, 3];ƒKƒCƒA‚Æ‹¤‚É‚ ‚è
type = PlaySnd
trigger1 = animelem = 23
value = 187,1

[State 1000, 5];‘«Œ³
type = Explod
trigger1 = animelem = 6
anim = 185
id = 185
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0





[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,180]
flag = roundnotover

;---------------------------------------------------------------------------
; ’ʏí“oê
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 191, 3]
type = PlaySnd
trigger1 = Time= 1
value = 160, 0
channel = 2;(1:ƒ_ƒbƒVƒ…‰¹)

[state a]
type = changestate
trigger1 = time = 1
trigger1 = var(1) = 1
value = 192



[State 191, 3];“|‚µ‚Ä‚Ý‚¹‚æ
type = PlaySnd
trigger1 = animelem = 11
value = 190,0

[State 191, 3];‰Î’Œ
type = PlaySnd
trigger1 = animelem = 13
value = 190,1

[State 191, 3];‰Î’Œ
type = PlaySnd
trigger1 = animelem = 14
value = 190,2


[State 1000, 5]
type = Explod
trigger1 = animelemtime(11) = 1
anim = 191
id = 191
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0



[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0


;---------------------------------------------------------------------------
; ƒIƒƒ`“oê
[Statedef 192]
type = S
ctrl = 0
anim = 192
velset = 0,0


[State 191, 3];‚³‚È‚¬‚ð‚â‚Ô‚è
type = PlaySnd
trigger1 = animelem = 10
value = 193,0

[State 191, 3];’±‚Í•‘‚¤
type = PlaySnd
trigger1 = animelem = 27
value = 193,1

[State 191, 3];‰Î’Œ
type = PlaySnd
trigger1 = animelem = 27
value = 193,2

[State 191, 3];‰Î’Œ
type = PlaySnd
trigger1 = animelem = 29
value = 190,2


[State 1000, 5]
type = Explod
trigger1 = animelem = 27
anim = 191
id = 191
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0



[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0



;---------------------------------------------------------------------------
; ’§”­‚Ì“®ì
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 191, 3];
type = changeanim
trigger1 = time = 0
trigger1 = var(1) = 1
value = 196

[State 191, 3];‰ä‚݂̂𑸂Ô
type = PlaySnd
trigger1 = animelem = 3
trigger1 = var(1) = 0
value = 195,0

[State 195, 1]
type = CtrlSet
trigger1 = Time = 40
value = 1

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------
;--------------INTRO CHRIS-------------------------------------------------------------

; Initialize (at the start of the round)
[Statedef 5900]
type = S

[State 5900, turn]
type = ChangeState
trigger1 = TeamMode = Turns
trigger1 = roundno > 1
trigger1 = RoundsExisted > 0
value = 199

[State 5900, turn]
type = ChangeState
trigger1 = TeamMode = Turns
trigger1 = roundno > 1
trigger1 = RoundsExisted = 0
value = 187

[State 5900, turn]
type = ChangeState
triggerall = numenemy
;trigger1 = TeamMode = Simul
triggerall = roundno = 1
trigger1 = numpartner
trigger1 = ID>partner,ID
;trigger1 = RoundsExisted = 0
value = 295

[State 5900, turn]
type = ChangeState
triggerall = numenemy
;trigger1 = TeamMode = Simul
triggerall = roundno > 1
trigger1 = numpartner
trigger1 = ID>partner,ID
;trigger1 = RoundsExisted > 0
value = 296

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundno = 1
value = 0

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = roundno = 1
fvalue = 0

[State 5900, 3] ;Intro
type = ChangeState
trigger1 = roundno = 1
value = 190

;-------------- Turn team taunt if won before
[Statedef 199]
type = S
movetype = I
physics = N
anim = 0
velset = 0,0
ctrl = 0

[State 187,]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 5900, ] ;Intro
type = ChangeState
triggerall = p2name = "Mature"
trigger1 = time = 42
value = 197

[State 5900, ] ;Intro
type = ChangeState
triggerall = p2name = "Yashiro Nanakase"
trigger1 = time = 42
value = 197

[State 5900, ] ;Intro
type = ChangeState
triggerall = p2name = "Leopold Goenitz"
trigger1 = time = 42
value = 197

[State 5900, ] ;Intro
type = ChangeState
triggerall = p2name = "Shermie"
trigger1 = time = 42
value = 197

[State 5900, ] ;Intro
type = ChangeState
triggerall = p2name = "Leona Heidern"
trigger1 = time = 42
value = 194

[State 5900, ] ;Intro
type = ChangeState
triggerall = p2name = "Iori Yagami"
trigger1 = time = 42
value = 194

[State 5900, ] ;Intro
type = ChangeState
triggerall = p2name = "Ryuji Yamazaki"
trigger1 = time = 42
value = 194

[State 5900, ] ;Intro
type = ChangeState
triggerall = p2name = "Vice"
trigger1 = time = 42
value = 194

[State 5900, ] ;Intro
type = ChangeState
triggerall = p2name = "Kyo Kusanagi"
trigger1 = time = 42
value = 198

[State 5900, ] ;Intro
type = ChangeState
triggerall = p2name = "Chizuru Kagura"
trigger1 = time = 42
value = 202

[State 5900, ] ;Intro
type = ChangeState
triggerall = p2name = "Chris"
trigger1 = time = 42
value = 196

[State 5900, ] ;Intro
type = ChangeState
triggerall = p2name != "Mature"
triggerall = p2name != "Shermie"
triggerall = p2name != "Yashiro Nanakase"
triggerall = p2name != "Leopold Goenitz"
triggerall = p2name != "Iori Yagami"
triggerall = p2name != "Leona Heidern"
triggerall = p2name != "Vice"
triggerall = p2name != "Chris"
triggerall = p2name != "Ryuji Yamazaki"
triggerall = p2name != "Kyo Kusanagi"
triggerall = p2name != "Chizuru Kagura"
trigger1 = time = 42
value = 195

;--------------Turn team jump intro (inspired fom Sander's coding)
[Statedef 187]
type = S
movetype = I
physics = N
anim = 999
velset = 0,0
ctrl = 0

[State 187,]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 5900, turn]
type = ChangeState
triggerall = numenemy
;trigger1 = TeamMode = Simul
triggerall = roundno > 1
trigger1 = numpartner
trigger1 = ID>partner,ID
;trigger1 = RoundsExisted > 0
value = 296

[State 5900, ] ;Intro
type = ChangeState
triggerall = p2name != "Mature"
triggerall = p2name != "Shermie"
triggerall = p2name != "Yashiro Nanakase"
triggerall = p2name != "Leopold Goenitz"
triggerall = p2name != "Iori Yagami"
triggerall = p2name != "Leona Heidern"
triggerall = p2name != "Vice"
triggerall = p2name != "Chris"
triggerall = p2name != "Ryuji Yamazaki"
triggerall = p2name != "Kyo Kusanagi"
triggerall = p2name != "Chizuru Kagura"
trigger1 = animtime = 0
value = 190


[State 5900, ] ;Intro
type = ChangeState
trigger1 = animtime = 0
value = 188

[Statedef 188]
type = A
movetype = I
physics = N
anim = 950
velset = 4.8,-1
ctrl = 0

[State 189,]
type = screenbound
trigger1 = 1
value = 0

[State 189,]
type = posadd
trigger1 = time = 0
y = -70
x = -100

[State 189,]
type = veladd
trigger1 = 1
y = .4

[State 189,]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 189,]
type = ChangeState
trigger1 = pos y >= 0 && vel y > 0
value = 189

[Statedef 189]
type = S
movetype = I
physics = N
anim = 47
velset = 0,0
ctrl = 0

[State 197, 1]
type = posset
trigger1 = time = 0
y = 0

[State 197, 2]
type = PlaySnd
trigger1 = Time = 0
value = 0,2

[State 197, AS]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 197, 3]
type = ChangeState
trigger1 = animtime = 0
value = 190


; Introduction

[Statedef 190]
type = S

[State 190, 2]
type = ChangeState
triggerall = p2name != "Shermie"
triggerall = p2name != "Mature"
triggerall = p2name != "Yashiro Nanakase"
triggerall = p2name != "Leopold Goenitz"
triggerall = p2name != "Leona Heidern"
triggerall = p2name != "Iori Yagami"
triggerall = p2name != "Vice"
triggerall = p2name != "Ryuji Yamazaki"
triggerall = p2name != "Kyo Kusanagi"
triggerall = p2name != "Chizuru Kagura"
triggerall = p2name != "Chris"
trigger1 = prevstateno = 187
value = 192

[State 190, 2]
type = ChangeState
trigger1 = p2name = "Shermie"
trigger2 = p2name = "Mature"
trigger3 = p2name = "Yashiro Nanakase"
trigger4 = p2name = "Leopold Goenitz"
value = 197

[State 190, 2]
type = ChangeState
trigger1 = p2name = "Leona Heidern"
trigger2 = p2name = "Iori Yagami"
trigger3 = p2name = "Vice"
trigger4 = p2name = "Ryuji Yamazaki"
value = 194

[State 190, 2]
type = ChangeState
trigger1 = p2name = "Kyo Kusanagi"
value = 198

[State 190, 2]
type = ChangeState
trigger1 = p2name = "Chris"
value = 196

[State 190, 2]
type = ChangeState
trigger1 = p2name = "Chizuru Kagura"
value = 202

[State 190, 2]
type = ChangeState
trigger1 = Time = 0
value = 191

[Statedef 191]
type = S
ctrl = 0
anim = 193
velset = 0,0

;[state a]
;type = changestate
;trigger1 = time = 1
;trigger1 = var(1) = 1
;value = 192

[State 191, 3];“|‚µ‚Ä‚Ý‚¹‚æ
type = PlaySnd
trigger1 = animelem = 2
value = 193,0

[State 191, 3];‰Î’Œ
type = PlaySnd
trigger1 = animelem = 8
value = 193,1

[State 191, 3];‰Î’Œ
type = PlaySnd
trigger1 = animelem = 8
value = 193,2


[State 1000, 5]
type = Explod
trigger1 = animelemtime(8) = 1
anim = 191
id = 191
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0


[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------
[Statedef 202]
type = S
ctrl = 0
anim = 302
velset = 0,0

;[state a]
;type = changestate
;trigger1 = time = 1
;trigger1 = var(1) = 1
;value = 192

[State 191, 3];‰Î’Œ
type = PlaySnd
trigger1 = animelemtime(3) = 4
trigger2 = animelemtime(5) = 20
value = 6,1


[State 1000, 5]
type = Explod
trigger1 = animelemtime(3) = 4
anim = F42
id = 42
sprpriority = 5
postype = p1
pos = 20,-80
bindtime = 1
supermove = 1
under = 0

[State 1000, 5]
type = Explod
trigger1 = animelemtime(5) = 20
anim = F42
id = 42
sprpriority = 5
postype = p1
pos = 20,-95
bindtime = 1
supermove = 1
under = 0


[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;------------------

[Statedef 196]
type = S
ctrl = 0
anim = 2027
velset = 0, 0

;[State 191, 1]
;type = ChangeAnim
;trigger1 = RoundState = 0
;value = 2027

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 195, 1]
type = PlaySnd
trigger1 = AnimElem = 7
value = 2558, 0
channel = 7
loop = 1

[State 195, 1]
type = stopSnd
trigger1 = AnimElem = 52
channel = 7

[state shake]
type = envshake
trigger1 = animelem = 7
time = 134
ampl = -2
freq = 52
;phase = 92

[State 1100, dm spark]
type = Explod
trigger1 = animelem = 7
anim = 8101
ID = 3300
postype = p1
pos = 0,1
bindtime = -1
sprpriority = -2
ownpal = 1
removetime = 135

[State 1100, dm spark]
type = Explod
trigger1 = animelem = 52
anim = 3399
ID = 3300
postype = p1
pos = -6,0
bindtime = -1
sprpriority = 2
ownpal = 1

[State 195, 1]
type = PlaySnd
trigger1 = AnimElem = 52
value = 2551, 0

[State 195, 1]
type = PlaySnd
trigger1 = AnimElem = 52
value = 2550, 0

[State 191, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0


[Statedef 194]
type = S
ctrl = 0
anim = 196
velset = 0,0

[State 191, 1]
type = ChangeAnim
trigger1 = RoundState = 0
value = 196

[State 191, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[Statedef 192]
type = S
ctrl = 0
anim = 198
velset = 0,0

[State 191, 1]
type = ChangeAnim
trigger1 = RoundState = 0
value = 198

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 3];‰Î’Œ
type = PlaySnd
trigger1 = animelem = 8
value = 193,2


[State 1000, 5]
type = Explod
trigger1 = animelemtime(9) = 1
anim = 191
id = 191
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 8101
id = 8101
sprpriority = -2
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
removetime = 80

[State 1000, 5]
type = Explod
trigger1 = animelem = 7
anim = 8111
id = 8111
sprpriority = -2
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 191, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[Statedef 193]
type = S
ctrl = 0
anim = 193
velset = 0,0

[State 191, 1]
type = ChangeAnim
trigger1 = RoundState = 0
value = 193

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0





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