problema chars mk project
#21
Inviato 02 November 2006 - 22:42
cmq non ho avuto tempo. forse domani riesco da darci un occhio approfoondito...
poi ti faccio sapere.
#23
Inviato 04 November 2006 - 20:12
#24
Inviato 05 November 2006 - 05:41
comunque se dico qualcosa si presume che il link e' gia' stato rimosso... perche se ne prendo visione mika posso lasciarlo li!
#25
Inviato 17 December 2006 - 10:25
l'operazione consiste in due fasi essenzialmente:
1) copiare il file common1.cns del gioco mkproject e rinominarlo in common11.cns, incollarlo in ogni cartella dei chars del mk project. Correggere ogni file nomefile.def dei chars di mk cambiando la voce
da stcommon = common1.cns
a stcommon = common11.cns
2) ricavare il file fatal.st
copiare il seguente codice nel blocconote salvare e poi rinominare in fatal.st
1 parte del codice
;------------------------------------------------1 parte-------------------------------------------
[Statedef 9000]
type = S
movetype= A
physics = S
juggle = 1
velset = 0,0
anim = 9000
ctrl = 0
[State 9000, 1]
type = Explod
trigger1 = time = 0
anim = 7040
id = 7050
pos = 156*const(size.xscale),90*const(size.xscale)
postype = left
bindtime = -1
facing = 1
sprpriority = 2
ontop = 1
ownpal = 0
[State 9000, 5]
type = HitDef
trigger1 = p2life < 5
trigger1 = p2movetype != H
trigger1 = p2statetype != A
attr = S, HA
numhits = 0
priority = 7
sparkno = -1
p2stateno = 9010
kill = 0
[State 9000, 5.5]
type = ParentVarset
trigger1 = time = 0
V = 13
value = 400
[State 9000, 6]
type = Destroyself
trigger1 = p2stateno = 9010
;---------------------------------------------------------------------------
;Fatality time
[Statedef 9010]
type = S
movetype= H
physics = N
juggle = 1
velset = 0,0
ctrl = 0
[State 9010, 0.1]
type = Changeanim
trigger1 = animexist(5300)
trigger1 = anim != 5300
value = 5300
[State 9010, 1]
type = Changeanim2
trigger1 = !animexist(5300)
trigger1 = anim != 9010
value = 9010
;-------------------------------------------------------------------------------
;Fatality time ends
[Statedef 9011]
type = S
movetype= H
physics = S
juggle = 1
[State 9010, NoSlow]
type = AssertSpecial
trigger1 = time = [0, 5000]
flag = nokoslow
[State 9010, 2]
type = Lifeadd
trigger1 = time = 1
value = -9999
[State 9010, 3]
type = Selfstate
trigger1 = time = 1
value = 5070
ctrl = 0
;----------------------------------------------------------------------
;Yawn, you killed with something boring
[Statedef 9020]
type = S
movetype= A
juggle = 1
anim = 9000
ctrl = 0
[State 9020, 5]
type = HitDef
trigger1 = time = 0
attr = S, HA
;Nothing = 0
numhits = 0
priority = 7
sparkno = -1
p2stateno = 9011
[State 9020, 6]
type = Destroyself
trigger1 = time = 1
;------Lightning Strike----------------
[Statedef 9100]
Type = S
Movetype = A
Physics = S
juggle = 4
poweradd = 50
ctrl = 0
[State 9100, AssertSpecial1]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBarDisplay
flag2 = nokoslow
[State 9100, 1]
type = BGPalFX
trigger1 = Time >= 0
time = 9999
add = -130, -130, -130
ignorehitpause = 1
[State 9100, DaDaDa]
type = Playsnd
trigger1 = Time = 1
value = 6,1
[State 9100, NoBGM]
type = VarSet
trigger1 = Time = 0
v = 26
value = 1
[State 9100, ChangeAnim]
type = ChangeAnim
trigger1 = time = 30
value = 20
[State 9100, 0]
type = velset
trigger1 = time >= 0
trigger1 = anim = 20
x = 2.5
[State 9100, ChangeAnim2]
type = ChangeState
trigger1 = p2bodydist X < 60
value = 8572
[Statedef 8572]
type = S
movetype= A
juggle = 1
velset = 0, 0
ctrl = 0
anim = 1800
[State 9830, White]
type = BGPalFX
trigger1 = AnimElem = 6
time = 5
add = 230, 230, 230
ignorehitpause = 1
[State 9830, Black]
type = BGPalFX
trigger1 = Time >= 0
time = 9999
add = -130, -130, -130
ignorehitpause = 1
[State 8572, AssertSpecial1]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBarDisplay
[State 8572, StartSnd]
type = Playsnd
trigger1 = Time = 1
value = 4,18
[State 8572, StartSnd1]
type = Playsnd
trigger1 = Time = 1
value = 4,19
[State 8572, StartSnd8]
type = Playsnd
trigger1 = Time = 50
value = 4,14
[State 8572, StartSnd8]
type = Playsnd
trigger1 = Time = 80
value = 4,19
[State 8572, StartSnd8]
type = Playsnd
trigger1 = Time = 20
value = 4,14
[State 8572, StartSnd8]
type = Playsnd
trigger1 = Time = 50
value = 4,14
[State 8572, StartSnd8]
type = Playsnd
trigger1 = Time = 80
value = 4,14
[State 8572, StartSnd8]
type = Playsnd
trigger1 = Time = 100
value = 4,19
[State 8572, StartSnd8]
type = Playsnd
trigger1 = Time = 150
value = 4,14
[State 8572, StartSnd8]
type = Playsnd
trigger1 = Time = 200
value = 4,14
[State 8572, StartSnd6]
type = Playsnd
trigger1 = Time = 100
value = 3,7
[State 8572, StartSnd2]
type = Playsnd
trigger1 = Time = 100
value = 4,19
[State 9130, 1.555]
type = Helper
trigger1 = Time = 0
stateno = 33800
name = "LotsaMeat"
postype = p1
offest = 20, 0
helpertype = normal
sprpriority = -1
ownpal = 1
under = 1
[State 8572, Lighting Bolt 6]
type = Projectile
trigger1 = time = 40
projanim = 9200
projremove = 0
velocity = 0,0
postype = p1
offset = 20*const(size.xscale), 0*const(size.xscale)
attr = S, NP
damage = 0
animtype = Back
air.animtype = Back
air.fall = 1
guardflag = M
hitflag = MAF
pausetime = 0,400
sparkno = -1
guard.sparkno = -1
hitsound = s4,21
guardsound = s0,0
ground.type = High
ground.slidetime = 25
ground.hittime = 400
ground.velocity = 0
air.velocity = 0
air.juggle = 3
;p1stateno = 9830
palfx.time = 500
palfx.mul = 70,160,270
palfx.add = 89,103,150
palfx.sinadd = 180,180,180,5
[State 8572, Lighting Bolt 7]
type = Projectile
trigger1 = time = 270
projanim = 92000
projremove = 0
velocity = 0,0
postype = p1
offset = 20*const(size.xscale), 0*const(size.xscale)
attr = S, NP
damage = 99
animtype = Medium
air.animtype = Back
air.fall = 1
guardflag = M
hitflag = MAF
pausetime = 0,400
sparkno = -1
guard.sparkno = -1
hitsound = s4,21
guardsound = s0,0
ground.type = High
ground.slidetime = 25
ground.hittime = 400
ground.velocity = 0
air.velocity = 0
air.juggle = 3
p1stateno = 9830
palfx.time = 400
palfx.mul = 70,160,270
palfx.add = 89,103,150
palfx.sinadd = 180,180,180,5
[State 9106, EndOfFAT]
type = Changestate
trigger1 = stateno = 9830
trigger1 = AnimTime = 0
value = 0
ctrl = 0
[Statedef 33800]
type = S
movetype= A
juggle = 1
anim = 9200
velset = 0,0,0
ctrl = 0
[State 33800, Super D]
type = AfterImage
trigger1 = time = 1
FrameGap = 1
length = 5
PalBright = 0, 0, 0
PalContrast = 148,148,148
PalAdd = 0, 0, 0
PalMul = 1,1,1
palcolor = 0
Trans = Add1
time = 250
[State 33800, EndOfFAT]
type = Changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 0
;------Eye Lightning Fatality----------------
[Statedef 9101]
Type = S
Movetype = A
Physics = S
juggle = 4
poweradd = 50
ctrl = 0
[State 9101, AssertSpecial1]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBarDisplay
flag2 = nokoslow
[State 9101, 1]
type = BGPalFX
trigger1 = Time >= 0
time = 9999
add = -130, -130, -130
ignorehitpause = 1
[State 9101, DaDaDa]
type = Playsnd
trigger1 = Time = 1
value = 6,1
[State 9101, NoBGM]
type = VarSet
trigger1 = Time = 0
v = 26
value = 1
[State 9101, ChangeAnim]
type = ChangeAnim
trigger1 = time = 30
value = 20
[State 9101, 0]
type = velset
trigger1 = time >= 0
trigger1 = anim = 20
x = 2.5
[State 9101, ChangeAnim2]
type = ChangeState
trigger1 = p2bodydist X < 140
value = 91010
[Statedef 91010]
type = S
movetype= A
juggle = 1
anim = 3380
velset = 0,0,0
ctrl = 0
[State 91010, AssertSpecial1]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBarDisplay
[State 91010, 1.4]
type = Playsnd
trigger1 = Time = 70
value = 4,3
[State 91010, 1.6]
type = Playsnd
trigger1 = Time = 680
value = 4,6
[State 91010, 1.7]
type = Playsnd
trigger1 = Time = 100
value = 2424, 0
[State 91010, 1.8]
type = Playsnd
trigger1 = Time = 150
value = 4,23
[State 91010, 1.9]
type = Playsnd
trigger1 = Time = 200
value = 2424, 0
[State 91010, 2.0]
type = Playsnd
trigger1 = Time = 250
value = 2424, 0
[State 91010, 2.1]
type = Playsnd
trigger1 = Time = 300
value = 4,14
[State 91010, 2.6]
type = Playsnd
trigger1 = Time = 210
value = 4,0
[State 91010, 2.3]
type = Playsnd
trigger1 = Time = 275
value = 3,7
[State 91010, 2.4]
type = Playsnd
trigger1 = Time = 400
value = 4,6
[State 1200, BoltFat]
type = Projectile
trigger1 = AnimElem = 5
trigger3 = AnimElem = 25
trigger5 = AnimElem = 45
trigger7 = AnimElem = 65
trigger9 = AnimElem = 85
trigger11 = AnimElem = 105
trigger13 = AnimElem = 125
projanim = 90210
postype = p1
offset = 120*const(size.xscale), 0*const(size.xscale)
velocity = 0, 0
remvelocity = 0, 0
; HitDef part of projectile info
attr = S, SP
damage = 0
animtype = Heavy
air.animtype = Back
air.fall = 1
guardflag = MA
pausetime = 0,20
sparkno = -1
guard.sparkno = -1
guardsound = S1, 0
ground.type = Low
ground.slidetime = 14
ground.hittime = 10
ground.velocity = 0
air.velocity = 0
air.juggle = 3
palfx.time = 40
palfx.mul = 70,160,270
palfx.add = 89,103,150
palfx.sinadd = 180,180,180,7
fall = 0
kill = (Var(9) = 0)
fall.kill = (Var(9) = 0)
guard.kill = (Var(9) = 0)
[State 1200, BoltFat2]
type = Projectile
trigger1 = AnimElem = 15
trigger2 = AnimElem = 35
trigger3 = AnimElem = 55
trigger4 = AnimElem = 75
trigger5 = AnimElem = 95
trigger6 = AnimElem = 115
trigger7 = AnimElem = 135
projanim = 90210
postype = p1
offset = 120*const(size.xscale), 0*const(size.xscale)
velocity = 0, 0
remvelocity = 0, 0
; HitDef part of projectile info
attr = S, SP
damage = 0
animtype = Heavy
air.animtype = Back
air.fall = 1
guardflag = MA
pausetime = 0,20
sparkno = -1
guard.sparkno = -1
guardsound = S1, 0
ground.type = High
ground.slidetime = 15
ground.hittime = 10
ground.velocity = 0
air.velocity = 0
air.juggle = 3
palfx.time = 40
palfx.time = 20
palfx.mul = 70,160,270
palfx.add = 89,103,150
palfx.sinadd = 180,180,180,7
fall = 0
kill = (Var(9) = 0)
fall.kill = (Var(9) = 0)
guard.kill = (Var(9) = 0)
[State 1200, BoltFat3]
type = Projectile
trigger1 = AnimElem = 143
projanim = 90210
projremomve = 0
postype = p1
offset = 120*const(size.xscale), 0*const(size.xscale)
velocity = 0, 0
remvelocity = 0, 0
; HitDef part of projectile info
attr = S, SP
damage = 99
animtype = Medium
air.animtype = Back
air.fall = 1
guardflag = MA
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
guardsound = S1, 0
ground.type = Low
ground.slidetime = 14
ground.hittime = 15
ground.velocity = 0
air.velocity = 0
air.juggle = 3
palfx.time = 40
palfx.time = 20
palfx.mul = 70,160,270
palfx.add = 89,103,150
palfx.sinadd = 180,180,180,7
fall = 0
kill = (Var(9) = 0)
fall.kill = (Var(9) = 0)
guard.kill = (Var(9) = 0)
p1stateno = 9830
[State 91010, EndOfFAT]
type = Changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 0
[Statedef 9125]
type = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
[State 182, AssertSpecial1]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBarDisplay
[State 9125, 0.3]
type = SprPriority
trigger1 = time = 0
value = 0
[State 9125, 2.6]
type = Posset
trigger1 = time = 6
Y = 900
[State 9125, OkayYouCanStop]
type = PalFX
trigger1 = time = 6
time = 1
add = 0, 0, 0
mul = 0, 0, 0
[State 9100, NoBGM]
type = AssertSpecial
trigger1 = Time >= 9
flag = nokoslow
[State 9125, 3]
type = Lifeadd
trigger1 = Time = 9
Value = -9999
[State 9125, 2]
type = Selfstate
trigger1 = Time = 9
value = 5150
;-----------------------------------------
; Player 1, You do the blow-up
[Statedef 9130]
type = S
movetype= A
physics = N
velset = 0,0
anim = 9210
ctrl = 0
[State 182, AssertSpecial1]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBarDisplay
[State 9130, BOOM]
type = Playsnd
trigger1 = Time = 4
value = 4,21
[State 9130, 0.3]
type = SprPriority
trigger1 = time = 0
value = 2
[State 9130, 1.555]
type = Helper
trigger1 = Time = 0
stateno = 9200
name = "LotsaMeat"
postype = p2
pos = 0*const(size.xscale), const(size.mid.pos.y)
helpertype = normal
sprpriority = -1
keyctrl = 0
ownpal = 0
under = 1
[State 9130, 1.555]
type = Explod
trigger1 = Time = 10
anim = 6041
pos = 0*const(size.xscale),Var(24)*const(size.xscale)
Postype = P2
bindtime = 1
sprpriority = 3
[State 9130, 1.555]
type = Explod
trigger1 = Time = 5
anim = 6041
pos = 0*const(size.xscale),(Var(24) / 2)*const(size.xscale)
Postype = P2
bindtime = 1
sprpriority = 3
[State 9130, SetFatal]
type = Varset
trigger1 = Time = 4
V = 4
value = 1
[State 9130, 2]
type = ChangeState
trigger1 = Time = 150
value = 0
ctrl = 1
;--------------------------------
[Statedef 9830]
type = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
[State 9830, AssertSpecial1]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBarDisplay
[State 9830, NoBGM]
type = VarSet
trigger1 = Time >= 0
v = 26
value = 1
[State 9830, White]
type = BGPalFX
trigger1 = time = 0
time = 3
add = 230, 230, 230
ignorehitpause = 1
[State 9830, Black]
type = BGPalFX
trigger1 = Time >= 0
time = 9999
add = -130, -130, -130
ignorehitpause = 1
[State 9830, Blood]
type = Explod
trigger1 = time = 0
anim = 6041
id = 6041
offset = 0*const(size.xscale), -50*const(size.xscale)
pos = 0*const(size.xscale), -50*const(size.xscale)
postype = p2
sprpriority = 7
ontop = 1
ownpal = 1
[State 9830, GoBoom]
type = TargetState
trigger1 = Time = 0
Value = 9125
pos = 170*const(size.xscale),0*const(size.xscale)
[State 9830, BOOM]
type = Playsnd
trigger1 = Time = 0
value = 4,21
[State 9830, BodyDamage1]
type = Playsnd
trigger1 = Time = 6
value = 1,5
[State 9830, BodyDamage2]
type = Playsnd
trigger1 = Time = 2
value = 31,35
[State 9830, 1]
type = SprPriority
trigger1 = time = 0
value = 2
[State 9830, 1.555]
type = Helper
trigger1 = Time = 0
stateno = 9200
name = "LotsaMeat"
postype = p2
pos = 0*const(size.xscale), const(size.mid.pos.y)
helpertype = normal
sprpriority = -1
keyctrl = 0
ownpal = 0
under = 1
[State 9830, 1.555]
type = Explod
trigger1 = Time = 0
anim = 6041
pos = 0*const(size.xscale),Var(24)*const(size.xscale)
Postype = P2
bindtime = 1
sprpriority = 3
[State 9830, 1.555]
type = Explod
trigger1 = Time = 0
anim = 6041
pos = 0*const(size.xscale),(Var(24) / 2)*const(size.xscale)
Postype = P2
bindtime = 1
sprpriority = 3
[State 9830, SetFatal]
type = Varset
trigger1 = Time = 1
V = 4
value = 1
[State 9830, EndOfFAT]
type = Changestate
trigger1 = AnimTime = 0 ;Time = 20
value = 0
ctrl = 1
;--------------------------------
; Measure Player Two
[StateDef 9200]
type = S
movetype= A
physics = N
velset = 0,0
anim = 9150
ctrl = 0
[State 182, AssertSpecial1]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBarDisplay
[State 9200, 5]
type = HitDef
trigger1 = Time = 0
attr = S, HA
;Nothing = 0
numhits = 0
priority = 7
sparkno = -1
guard.sparkno = -1
p2stateno = 9125
kill = 0
[State 9210, head]
type = BindtoTarget
trigger1 = time = 1
pos = 0*const(size.xscale),0*const(size.xscale),head
time = 1
[State 9210, Where]
type = ParentVarSet
trigger1 = time = 1
v = 24
value = Pos Y
[State 9210, mid]
type = BindtoTarget
trigger1 = time = 2
pos = 0*const(size.xscale),0*const(size.xscale),mid
time = 0
[State 9200, start]
type = changestate
trigger1 = time = 2
value = 9201
;--------------------------------------
; Blow chunks
[StateDef 9201]
type = S
movetype= A
physics = N
velset = 0,0
anim = 9150
ctrl = 0
[State 182, AssertSpecial1]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBarDisplay
[State 9200, 10]
type = Helper
trigger1 = Random < 300
stateno = 9211
name = "Skull"
pos = 0*const(size.xscale),0*const(size.xscale)
postype = p1
helpertype = normal
sprpriority = 1
keyctrl = 0
ownpal = 1
under = 1
[State 9200, 10]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9210
name = "MeatBit"
pos = 0*const(size.xscale),0*const(size.xscale)
postype = p1
bindtime = -1
helpertype = normal
sprpriority = 1
keyctrl = 0
ownpal = 1
under = 1
[State 9200, 20]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9210
name = "MeatBit"
pos = 0*const(size.xscale),0*const(size.xscale)
postype = p1
bindtime = -1
helpertype = normal
sprpriority = 1
keyctrl = 0
ownpal = 1
under = 1
[State 9200, 30]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9210
name = "MeatBit"
pos = 0*const(size.xscale),0*const(size.xscale)
postype = p1
helpertype = normal
sprpriority = 1
keyctrl = 0
ownpal = 1
under = 1
[State 9200, 10]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9210
name = "MeatBit"
pos = 0*const(size.xscale),0*const(size.xscale)
postype = p1
bindtime = -1
helpertype = normal
sprpriority = 1
keyctrl = 0
ownpal = 1
under = 1
[State 9200, 20]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9210
name = "MeatBit"
pos = 0*const(size.xscale),0*const(size.xscale)
postype = p1
bindtime = -1
helpertype = normal
sprpriority = 1
keyctrl = 0
ownpal = 1
under = 1
[State 9200, 10]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9210
name = "MeatBit"
pos = 0*const(size.xscale),0*const(size.xscale)
postype = p1
bindtime = -1
helpertype = normal
sprpriority = 1
keyctrl = 0
ownpal = 1
under = 1
[State 9200, 20]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9210
name = "MeatBit"
pos = 0*const(size.xscale),0*const(size.xscale)
postype = p1
bindtime = -1
helpertype = normal
sprpriority = 1
keyctrl = 0
ownpal = 1
under = 1
[State 9200, 30]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9210
name = "MeatBit"
pos = 0*const(size.xscale),0*const(size.xscale)
postype = p1
helpertype = normal
sprpriority = 1
keyctrl = 0
ownpal = 1
under = 1
[State 9200, 10]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9210
name = "MeatBit"
pos = 0*const(size.xscale),0*const(size.xscale)
postype = p1
bindtime = -1
helpertype = normal
sprpriority = 1
keyctrl = 0
ownpal = 1
under = 1
[State 9200, 20]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9210
name = "MeatBit"
pos = 0*const(size.xscale),0*const(size.xscale)
postype = p1
bindtime = -1
helpertype = normal
sprpriority = 1
keyctrl = 0
ownpal = 1
under = 1
[State 9200, 30]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9210
name = "MeatBit"
pos = 0*const(size.xscale),0*const(size.xscale)
postype = p1
helpertype = normal
sprpriority = 1
keyctrl = 0
ownpal = 1
under = 1
[State 9200, 10]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9210
name = "MeatBit"
pos = 0*const(size.xscale),0*const(size.xscale)
postype = p1
bindtime = -1
helpertype = normal
sprpriority = 1
keyctrl = 0
ownpal = 1
under = 1
[State 9200, 20]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9210
name = "MeatBit"
pos = 0*const(size.xscale),0*const(size.xscale)
postype = p1
bindtime = -1
helpertype = normal
sprpriority = 1
keyctrl = 0
ownpal = 1
under = 1
[State 9200, 30]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9210
name = "MeatBit"
pos = 0*const(size.xscale),0*const(size.xscale)
postype = p1
helpertype = normal
sprpriority = 1
keyctrl = 0
ownpal = 1
under = 1
[State 9200, 40]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9210
name = "MeatBit"
pos = 0*const(size.xscale),0*const(size.xscale)
postype = p1
helpertype = normal
sprpriority = 1
keyctrl = 0
ownpal = 1
under = 1
[State 9200, 50]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9210
name = "MeatBit"
pos = 0*const(size.xscale),0*const(size.xscale)
postype = p1
helpertype = normal
sprpriority = 1
keyctrl = 0
ownpal = 1
under = 1
[State 9200, 60]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9210
name = "MeatBit"
pos = 0*const(size.xscale),0*const(size.xscale)
postype = p1
helpertype = normal
sprpriority = 1
keyctrl = 0
ownpal = 1
under = 1
[State 9200, 70]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9210
name = "MeatBit"
pos = 0*const(size.xscale),0*const(size.xscale)
postype = p1
helpertype = normal
sprpriority = 1
keyctrl = 0
ownpal = 1
under = 1
[State 9200, 80]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9210
name = "MeatBit"
pos = 0*const(size.xscale),0*const(size.xscale)
postype = p1
helpertype = normal
sprpriority = 1
keyctrl = 0
ownpal = 1
under = 1
[State 9200, done]
type = DestroySelf
trigger1 = time = 4
;-----------------------------------
;Meat Bits
[StateDef 9210]
type = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
[State 182, AssertSpecial1]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBarDisplay
[State 9210, Select]
type = VarRandom
trigger1 = Time = 0
v = 11
Range = 9100, 9105
[State 9210, Draw]
type = ChangeAnim
trigger1 = Time = 0
;value = 9100 + (Random/150)
value = Var(11)
[State 9210, GO]
type = VelSet
trigger1 = Time = 0
X = 3.4-(Random/144)
Y = -4-(Random/99)
[State 9210, Gravity]
trigger1 = Time >= 0
trigger1 = Pos Y <= -7
;trigger1 = Vel Y != 0
type = VelAdd
y = .4
[State 9210, .2]
type = AngleAdd
trigger1 = Time >= 1
trigger1 = Pos Y <= -7
;trigger1 = Vel Y < 0
value = -14
[State 9210, 0.5]
type = AngleDraw
trigger1 = Time >= 1
;trigger1 = Pos Y <= -7
;trigger1 = Vel Y < 0
[State 9210, HitGroundSound]
type = PlaySnd
trigger1 = Pos Y > -7
trigger1 = Vel Y > 0
value = 1, 5
[State 9210, Halt]
type = VelSet
trigger1 = Pos Y > -7
trigger1 = Vel Y > 0
X = 0
Y = 0
;-----------------------------------
;Meat Bits
[StateDef 9211]
type = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
[State 9211, Draw]
type = ChangeAnim
trigger1 = Time = 0
value = 9106
[State 9210, GO]
type = VelSet
trigger1 = Time = 0
X = 5-(Random/88)
Y = -4-(Random/99)
[State 9211, Gravity]
trigger1 = Time >= 0
trigger1 = Pos Y <= -7
;trigger1 = Vel Y != 0
type = VelAdd
y = .4
[State 9210, .2]
type = AngleAdd
trigger1 = Time >= 1
trigger1 = Pos Y <= -7
;trigger1 = Vel Y < 0
value = -14
[State 9210, 0.5]
type = AngleDraw
trigger1 = Time >= 1
[State 9211, HitGroundSound]
type = PlaySnd
trigger1 = Pos Y > -7
trigger1 = Vel Y > 0
value = 1, 5
[State 9211, Halt]
type = VelSet
trigger1 = Pos Y > -7
trigger1 = Vel Y > 0
X = 0
Y = 0
; Fatal Shocker (Less bits that blow-up).
[Statedef 9300]
Type = S
Movetype = A
Physics = S
juggle = 4
poweradd = 50
ctrl = 0
[State 9300, AssertSpecial1]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBarDisplay
[State 9300, 1]
type = BGPalFX
trigger1 = Time >= 0
time = 9999
add = -130, -130, -130
ignorehitpause = 1
[State 9300, DaDaDa]
type = Playsnd
trigger1 = Time = 1
value = 6,1
[State 9300, NoBGM]
type = VarSet
trigger1 = Time = 0
v = 26
value = 1
[State 9300, ChangeAnim]
type = ChangeAnim
trigger1 = time = 30
value = 20
[State 9300, 0]
type = velset
trigger1 = time >= 0
trigger1 = anim = 20
x = 2.5
[State 9300, ChangeAnim2]
type = ChangeState
trigger1 = p2bodydist X < 20
value = 93000
[Statedef 93000]
type = S
movetype= A
juggle = 1
anim = 8100
sprpriority = 9
velset = 0, 0
ctrl = 0
[State 9310, TurnToMe]
Type = TargetFacing
trigger1 = Time = 0
value = -1
[State 9310, ZappySound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4, 23
[State 9310, Scream]
type = Playsnd
trigger1 = Time = 30
value = 4,19
[State 9310, Zapp2]
type = Playsnd
trigger1 = Time = 40
value = 4,14
[State 9310, ZappySound6]
type = PlaySnd
trigger1 = Time = 50
value = 4, 23
[State 9310, Zapp3]
type = Playsnd
trigger1 = Time = 70
value = 4,19
[State 9310, ZappySound4]
type = PlaySnd
trigger1 = Time = 80
value = 4, 23
[State 9310, Zapp4]
type = Playsnd
trigger1 = Time = 90
value = 4,4
[State 9310, ZappySound2]
type = PlaySnd
trigger1 = Time = 60
value = 4, 23
[State 9310, ZappySound3]
type = PlaySnd
trigger1 = Time = 100
value = 4, 23
[State 9310, ZappySound5]
type = PlaySnd
trigger1 = Time = 120
value = 4, 14
[State 9310, ZappySound7]
type = PlaySnd
trigger1 = Time = 130
value = 4, 23
[State 9310, ZappySound8]
type = PlaySnd
trigger1 = Time = 140
value = 4, 14
[State 9310, ZappySound9]
type = PlaySnd
trigger1 = Time = 150
value = 4, 23
[State 93000, AssertSpecial1]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBarDisplay
[State 93000, StartZapping]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage = 0
priority = 7
sparkno = -1
guard.sparkno = -1
ground.type = High
anim.type = heavy
pausetime = 0, 350
kill = 0
palfx.time = 400
palfx.mul = 70,250,270
palfx.add = 89,100,150
palfx.sinadd = 180,180,180,5
[State 93000, StartZapping2]
type = HitDef
trigger1 = AnimElem = 50
attr = S, HA
damage = 99
priority = 7
sparkno = -1
guard.sparkno = -1
pausetime = 0, 0
p1stateno = 9830
palfx.time = 2000
palfx.mul = 70,250,270
palfx.add = 89,100,150
palfx.sinadd = 180,180,180,5
[State 9330, 1.555]
type = Explod
trigger1 = AnimElem = 5
trigger2 = AnimElem = 10
trigger3 = AnimElem = 15
trigger4 = AnimElem = 25
trigger5 = AnimElem = 35
trigger6 = AnimElem = 45
trigger7 = AnimElem = 55
anim = 90210
pos = 0*const(size.xscale), 0*const(size.xscale)
Postype = P1
helpertype = normal
sprpriority = -1
ownpal = 0
ontop = 1
[State 9300, ChangeAnim2]
type = ChangeState
trigger1 = Animtime = 0
value = 0
;-------------------------
; P2 Go BOOM!
[StateDef 9330]
type = S
movetype= A
physics = N
ctrl = 0
anim = 9330
[State 182, AssertSpecial1]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBarDisplay
[State 9310, RemArm]
type = RemoveExplod
trigger1 = Time = 1
id = 9310
[State 9330, BOOM]
type = Playsnd
trigger1 = Time = 4
value = 4,21
[State 9330, 0.3]
type = SprPriority
trigger1 = time = 0
value = 2
[State 9330, 1.555]
type = Helper
trigger1 = Time = 0
stateno = 9340
name = "SomeMeat"
pos = 36*const(size.xscale), -81*const(size.xscale)
Postype = P1
helpertype = normal
sprpriority = -1
keyctrl = 0
ownpal = 0
under = 1
[State 9330, SetFatal]
type = Varset
trigger1 = Time = 4
V = 4
value = 1
[State 9310, Dropum]
type = TargetState
trigger1 = Time = 4
ctrl = 0
value = 9399
[State 9330, 1.555]
type = Explod
trigger1 = Time = 5
anim = 6041
pos = 36*const(size.xscale), -121*const(size.xscale)
Postype = P1
bindtime = 1
sprpriority = 3
[State 9330, 1.555]
type = Explod
trigger1 = Time = 5
anim = 6041
pos = 36*const(size.xscale), -81*const(size.xscale)
Postype = P1
bindtime = 1
sprpriority = 3
[State 9330, 1.555]
type = Explod
trigger1 = Time = 5
anim = 6041
pos = 36*const(size.xscale), -41*const(size.xscale)
Postype = P1
bindtime = 1
sprpriority = 3
[State 9330, 2]
type = ChangeState
trigger1 = Time = 20
value = 0
ctrl = 1
;--------------------------------------
; Blow chunks
[StateDef 9340]
type = S
movetype= A
physics = N
velset = 0,0
anim = 9150
ctrl = 0
[State 182, AssertSpecial1]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBarDisplay
[State 9340, 10]
type = Helper
trigger1 = Time = 0
stateno = 9341
name = "Skull"
pos = 0*const(size.xscale),0*const(size.xscale)
postype = p1
helpertype = normal
sprpriority = 1
keyctrl = 0
ownpal = 1
under = 1
[State 9200, 10]
type = Helper
trigger1 = Time = 0
trigger1 = Time = 4
stateno = 9342
name = "Hand"
pos = 0*const(size.xscale),0*const(size.xscale)
postype = p1
bindtime = -1
helpertype = normal
sprpriority = 1
keyctrl = 0
ownpal = 1
under = 1
[State 9200, 20]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9343
name = "BONE"
pos = 0*const(size.xscale),0*const(size.xscale)
postype = p1
bindtime = -1
helpertype = normal
sprpriority = 1
keyctrl = 0
ownpal = 1
under = 1
[State 9200, 20]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9343
name = "BONE"
pos = 0*const(size.xscale),0*const(size.xscale)
postype = p1
bindtime = -1
helpertype = normal
sprpriority = 1
keyctrl = 0
ownpal = 1
under = 1
[State 9200, 30]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9344
name = "Guts"
pos = 0*const(size.xscale),0*const(size.xscale)
postype = p1
helpertype = normal
sprpriority = 1
keyctrl = 0
ownpal = 1
under = 1
[State 9200, 10]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9345
name = "Hip"
pos = 0*const(size.xscale),0*const(size.xscale)
postype = p1
bindtime = -1
helpertype = normal
sprpriority = 1
keyctrl = 0
ownpal = 1
under = 1
[State 9200, 20]
type = Helper
trigger1 = 1
trigger1 = Time = 0
trigger2 = Time = 4
;trigger1 = Var(12) = 0
stateno = 9346
name = "Leg"
pos = 0*const(size.xscale),0*const(size.xscale)
postype = p1
bindtime = -1
helpertype = normal
sprpriority = 1
keyctrl = 0
ownpal = 1
under = 1
[State 9200, 30]
type = Helper
trigger1 = 1
;trigger1 = Var(12) = 0
stateno = 9347
name = "MEAT"
pos = 0*const(size.xscale),0*const(size.xscale)
postype = p1
helpertype = normal
sprpriority = 1
keyctrl = 0
ownpal = 1
under = 1
[State 9200, 10]
type = Helper
trigger1 = Time = 0
trigger2 = Time = 4
;trigger1 = Var(12) = 0
stateno = 9348
name = "InvLeg"
pos = 0*const(size.xscale),0*const(size.xscale)
postype = p1
bindtime = -1
helpertype = normal
sprpriority = 1
keyctrl = 0
ownpal = 1
under = 1
[State 9200, done]
type = DestroySelf
trigger1 = time = 4
;-----------------------------------
;SKULL
[StateDef 9341]
type = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
[State 9341, Draw]
type = ChangeAnim
trigger1 = Time = 0
value = 9106
[State 9341, GO]
type = VelSet
trigger1 = Time = 0
X = 2.6-(Random/188)
Y = -4-(Random/99)
[State 9341, Gravity]
trigger1 = Time >= 0
trigger1 = Pos Y <= -7
;trigger1 = Vel Y != 0
type = VelAdd
y = .4
[State 9341, .2]
type = AngleAdd
trigger1 = Time >= 1
trigger1 = Pos Y <= -7
;trigger1 = Vel Y < 0
value = -14
[State 9341, 0.5]
type = AngleDraw
trigger1 = Time >= 1
;trigger1 = Pos Y <= -7
;trigger1 = Vel Y < 0
[State 9341, HitGroundSound]
type = PlaySnd
trigger1 = Pos Y > -7
trigger1 = Vel Y > 0
value = 1, 5
[State 9341, Halt]
type = VelSet
trigger1 = Pos Y > -7
trigger1 = Vel Y > 0
X = 0
Y = 0
;-----------------------------------
;Hand
[StateDef 9342]
type = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
[State 9341, Draw]
type = ChangeAnim
trigger1 = Time = 0
value = 9100
[State 9341, GO]
type = VelSet
trigger1 = Time = 0
X = 2.6-(Random/188)
Y = -4-(Random/99)
[State 9341, Gravity]
trigger1 = Time >= 0
trigger1 = Pos Y <= -7
;trigger1 = Vel Y != 0
type = VelAdd
y = .4
[State 9341, .2]
type = AngleAdd
trigger1 = Time >= 1
trigger1 = Pos Y <= -7
;trigger1 = Vel Y < 0
value = -14
[State 9341, 0.5]
type = AngleDraw
trigger1 = Time >= 1
;trigger1 = Pos Y <= -7
;trigger1 = Vel Y < 0
[State 9341, HitGroundSound]
type = PlaySnd
trigger1 = Pos Y > -7
trigger1 = Vel Y > 0
value = 1, 5
[State 9341, Halt]
type = VelSet
trigger1 = Pos Y > -7
trigger1 = Vel Y > 0
X = 0
Y = 0
;-----------------------------------
;BONE
[StateDef 9343]
type = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
[State 9341, Draw]
type = ChangeAnim
trigger1 = Time = 0
value = 9101
[State 9341, GO]
type = VelSet
trigger1 = Time = 0
X = 2.6-(Random/188)
Y = -4-(Random/99)
[State 9341, Gravity]
trigger1 = Time >= 0
trigger1 = Pos Y <= -7
;trigger1 = Vel Y != 0
type = VelAdd
y = .4
[State 9341, .2]
type = AngleAdd
trigger1 = Time >= 1
trigger1 = Pos Y <= -7
;trigger1 = Vel Y < 0
value = -14
[State 9341, 0.5]
type = AngleDraw
trigger1 = Time >= 1
;trigger1 = Pos Y <= -7
;trigger1 = Vel Y < 0
[State 9341, HitGroundSound]
type = PlaySnd
trigger1 = Pos Y > -7
trigger1 = Vel Y > 0
value = 1, 5
[State 9341, Halt]
type = VelSet
trigger1 = Pos Y > -7
trigger1 = Vel Y > 0
X = 0
Y = 0
;-----------------------------------
;Guts
[StateDef 9344]
type = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
[State 9341, Draw]
type = ChangeAnim
trigger1 = Time = 0
value = 9102
[State 9341, GO]
type = VelSet
trigger1 = Time = 0
X = 2.6-(Random/188)
Y = -4-(Random/99)
[State 9341, Gravity]
trigger1 = Time >= 0
trigger1 = Pos Y <= -7
;trigger1 = Vel Y != 0
type = VelAdd
y = .4
#26
Inviato 17 December 2006 - 10:45
[State 9341, .2]
type = AngleAdd
trigger1 = Time >= 1
trigger1 = Pos Y <= -7
;trigger1 = Vel Y < 0
value = -14
[State 9341, 0.5]
type = AngleDraw
trigger1 = Time >= 1
;trigger1 = Pos Y <= -7
;trigger1 = Vel Y < 0
[State 9341, HitGroundSound]
type = PlaySnd
trigger1 = Pos Y > -7
trigger1 = Vel Y > 0
value = 1, 5
[State 9341, Halt]
type = VelSet
trigger1 = Pos Y > -7
trigger1 = Vel Y > 0
X = 0
Y = 0
;-----------------------------------
;HIP
[StateDef 9345]
type = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
[State 9341, Draw]
type = ChangeAnim
trigger1 = Time = 0
value = 9103
[State 9341, GO]
type = VelSet
trigger1 = Time = 0
X = 2.6-(Random/188)
Y = -4-(Random/99)
[State 9341, Gravity]
trigger1 = Time >= 0
trigger1 = Pos Y <= -7
;trigger1 = Vel Y != 0
type = VelAdd
y = .4
[State 9341, .2]
type = AngleAdd
trigger1 = Time >= 1
trigger1 = Pos Y <= -7
;trigger1 = Vel Y < 0
value = -14
[State 9341, 0.5]
type = AngleDraw
trigger1 = Time >= 1
;trigger1 = Pos Y <= -7
;trigger1 = Vel Y < 0
[State 9341, HitGroundSound]
type = PlaySnd
trigger1 = Pos Y > -7
trigger1 = Vel Y > 0
value = 1, 5
[State 9341, Halt]
type = VelSet
trigger1 = Pos Y > -7
trigger1 = Vel Y > 0
X = 0
Y = 0
;-----------------------------------
;LEG
[StateDef 9346]
type = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
[State 9341, Draw]
type = ChangeAnim
trigger1 = Time = 0
value = 9104
[State 9341, GO]
type = VelSet
trigger1 = Time = 0
X = 2.6-(Random/188)
Y = -4-(Random/99)
[State 9341, Gravity]
trigger1 = Time >= 0
trigger1 = Pos Y <= -7
;trigger1 = Vel Y != 0
type = VelAdd
y = .4
[State 9341, .2]
type = AngleAdd
trigger1 = Time >= 1
trigger1 = Pos Y <= -7
;trigger1 = Vel Y < 0
value = -14
[State 9341, 0.5]
type = AngleDraw
trigger1 = Time >= 1
;trigger1 = Pos Y <= -7
;trigger1 = Vel Y < 0
[State 9341, HitGroundSound]
type = PlaySnd
trigger1 = Pos Y > -7
trigger1 = Vel Y > 0
value = 1, 5
[State 9341, Halt]
type = VelSet
trigger1 = Pos Y > -7
trigger1 = Vel Y > 0
X = 0
Y = 0
;-----------------------------------
;MEAT
[StateDef 9347]
type = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
[State 9341, Draw]
type = ChangeAnim
trigger1 = Time = 0
value = 9105
[State 9341, GO]
type = VelSet
trigger1 = Time = 0
X = 2.6-(Random/188)
Y = -4-(Random/99)
[State 9341, Gravity]
trigger1 = Time >= 0
trigger1 = Pos Y <= -7
;trigger1 = Vel Y != 0
type = VelAdd
y = .4
[State 9341, .2]
type = AngleAdd
trigger1 = Time >= 1
trigger1 = Pos Y <= -7
;trigger1 = Vel Y < 0
value = -14
[State 9341, 0.5]
type = AngleDraw
trigger1 = Time >= 1
;trigger1 = Pos Y <= -7
;trigger1 = Vel Y < 0
[State 9341, HitGroundSound]
type = PlaySnd
trigger1 = Pos Y > -7
trigger1 = Vel Y > 0
value = 1, 5
[State 9341, Halt]
type = VelSet
trigger1 = Pos Y > -7
trigger1 = Vel Y > 0
X = 0
Y = 0
;-----------------------------------
;LEG2
[StateDef 9348]
type = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
[State 9341, Draw]
type = ChangeAnim
trigger1 = Time = 0
value = 9114
[State 9341, GO]
type = VelSet
trigger1 = Time = 0
X = 2.6-(Random/188)
Y = -4-(Random/99)
[State 9341, Gravity]
trigger1 = Time >= 0
trigger1 = Pos Y <= -7
;trigger1 = Vel Y != 0
type = VelAdd
y = .4
[State 9341, .2]
type = AngleAdd
trigger1 = Time >= 1
trigger1 = Pos Y <= -7
;trigger1 = Vel Y < 0
value = -14
[State 9341, 0.5]
type = AngleDraw
trigger1 = Time >= 1
;trigger1 = Pos Y <= -7
;trigger1 = Vel Y < 0
[State 9341, HitGroundSound]
type = PlaySnd
trigger1 = Pos Y > -7
trigger1 = Vel Y > 0
value = 1, 5
[State 9341, Halt]
type = VelSet
trigger1 = Pos Y > -7
trigger1 = Vel Y > 0
X = 0
Y = 0
;---------------------
; Zap Player two!!!
[StateDef 9380]
type = A
movetype= H
physics = N
juggle = 2
ctrl = 0
[State 182, AssertSpecial1]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBarDisplay
[State 9380, OW]
type = ChangeAnim2
trigger1 = time = 0
value = 1350
[State 9105, 6.7]
type = Explod
trigger1 = time = 50
anim = 1616
name = "Smoke"
pos = 40*const(size.xscale),170*const(size.xscale)
postype = p1
bindtime = -1
helpertype = normal
sprpriority = 1
keyctrl = 0
ownpal = 1
[State 9380, Shockies]
type = PalFX
trigger1 = time = 0
time = 240
add = 0, 0, 0
mul = 128, 455, 455
sinadd = 0, 90, 90, 7
;----------------------------------------------
; Player Two Drops.
[StateDef 9390]
type = A
movetype= H
physics = N
juggle = 2
velset = .1,-.7,0
ctrl = 0
[State 9390, Gravity]
type = VelAdd
Trigger1 = 1
y = .4
[State 9390, NoSlow]
type = AssertSpecial
trigger1 = Time >= 0
flag = nokoslow
flag2 = nokosnd
[State 9390, 3]
type = Lifeadd
trigger1 = Time = 0
Value = -9999
[State 9390, Falling]
type = ChangeAnim2
trigger1 = time = 0
value = 1360
[State 9390, HitGround]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground
;-----------------------------------------
; Player 2, you're outta here!!!! (Quicker)
[Statedef 9399]
type = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
[State 182, AssertSpecial1]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBarDisplay
[State 9399, 0.3]
type = SprPriority
trigger1 = time = 0
value = 0
[State 9399, 2.6]
type = Posset
trigger1 = time = 0
Y = 900
[State 9399, NoSlow]
type = AssertSpecial
trigger1 = Time >= 0
flag = nokoslow
[State 9399, 3]
type = Lifeadd
trigger1 = Time = 0
Value = -9999
[State 9399, 2]
type = Selfstate
trigger1 = Time = 0
value = 5150
;=============================================================================
;
; This Fatality is the pits.
[Statedef 9400]
type = S
movetype= A
juggle = 1
anim = 11
velset = 0, 0
ctrl = 0
[State 182, AssertSpecial1]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBarDisplay
[State 8000, 1]
type = SuperPause
trigger1 = Time = 0
anim = -1
movetime = 10
time = 28
[State 8000, 1.5]
type = BGPalFX
trigger1 = time = 2
time = 9999
add = -130, -130, -130
ignorehitpause
[State 9400, NoBGM]
type = VarSet
trigger1 = Time = 0
v = 26
value = 1
[State 9400, Select]
type = VarRandom
trigger1 = Time = 0
v = 21
Range = 0, 4
[State 9400, PointyThingsSel]
type = changestate
trigger1 = command = "holdup"
value = 9401
[State 9400, PIT2Sel]
type = changestate
trigger1 = command = "holddown"
value = 9410
[State 9400, PuddleSel]
type = changestate
trigger1 = command = "holdfwd"
value = 9430
[State 9400, PointyThings]
type = changestate
trigger1 = Time = 16
trigger1 = Var(21) = 0
value = 9401
[State 9400, PIT2]
type = changestate
trigger1 = Time = 16
trigger1 = Var(21) = 1
value = 9410
[State 9400, Puddle]
type = changestate
trigger1 = Time = 16
trigger1 = Var(21) = 3
value = 9430
;--------------------------------------
; With sharp spiky things!
[Statedef 9401]
type = S
movetype= A
juggle = 1
anim = 0
velset = 0, 0
ctrl = 0
[State 182, AssertSpecial1]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBarDisplay
[State 9330, Spikey]
type = Explod
trigger1 = Time = 5
anim = 9400
pos = 3, 0
Postype = Left
bindtime = 1
sprpriority = -1
ownpal = 1
[State 9330, Spikey2]
type = Explod
trigger1 = Time = 5
anim = 9401
pos = 3, 0
Postype = Left
bindtime = 1
sprpriority = 1
ownpal = 1
[State 9400, 5]
type = Helper
trigger1 = animelem = 1
stateno = 9403
name = "Puncture"
id = 9101
pos = 3, -205
Postype = Left
helpertype = normal
sprpriority = -1
keyctrl = 0
ownpal = 0
under = 1
[State 9401, StartAnim]
type = Changeanim
trigger1 = time = 0
value = 9494 ;430
[State 9401, PitHit]
type = HitDef
trigger1 = time > 1
attr = S, HA
damage = 50,5
hitsound = S6,1
priority = 7
sparkno = -1
guard.sparkno = -1
kill = 0
p1stateno = 0 ;9402
p2stateno = 9405
id = 6040
[State 9401, stand]
type = Changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1
-----------------------------------------
; Player 1, You do the PIT
[Statedef 9402]
type = S
movetype= A
physics = N
velset = 0,0
anim = 9210
ctrl = 0
[State 182, AssertSpecial1]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBarDisplay
[State 9130, 0.3]
type = SprPriority
trigger1 = time = 0
value = 2
;----
[State 9441, 3.5]
type = Helper
trigger1 = Time = 0
stateno = 6040
name = "UPPERCUT"
id = 6040
pos = 57*const(size.xscale),-74*const(size.xscale)
postype = P1
helpertype = normal
sprpriority = -1
keyctrl = 0
ownpal = 0
under = 1
;--------
[State 9130, SetPit]
type = Varset
trigger1 = Time = 4
V = 4
value = 2
[State 9130, 2]
type = ChangeState
trigger1 = Time = 200
value = 0
ctrl = 1
;--------------------------------------
; With sharp spiky things!
[Statedef 9403]
type = S
movetype= A
juggle = 1
anim = 9403
velset = 0, 0
ctrl = 0
[State 182, AssertSpecial1]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBarDisplay
[State 9403, ca-chunk]
type = HitDef
trigger1 = Time > 0
attr = S, HA
;Nothing = 0
numhits = 0
priority = 7
sparkno = -1
guard.sparkno = -1
p2stateno = 9406
kill = 0
[State 9403, StopTarget]
type = TargetVelSet
trigger1 = MoveHit = 1
X = 0
Y = 0
[State 9403, FindTarget]
type = Helper
trigger1 = MoveHit = 1
stateno = 9404
name = "Seive"
id = 9101
pos = 0, 0
Postype = p2
helpertype = normal
sprpriority = -1
keyctrl = 0
ownpal = 0
under = 1
[State 9403, bye]
type = DestroySelf
trigger1 = MoveHit = 1
;--------------------------------------
; Hit the sharp spiky things!
[Statedef 9404]
type = S
movetype= A
juggle = 1
anim = 9404
velset = 0, 0
ctrl = 0
[State 182, AssertSpecial1]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBarDisplay
[State 9403, ca-chunk]
type = PlaySnd
trigger1 = Time = 0
value = 1,3
[State 9403, 1.555]
type = Explod
trigger1 = Time = 0
anim = 6041
pos = 0*const(size.xscale), 0*const(size.xscale)
Postype = P1
bindtime = 1
sprpriority = 3
[State 9403, 3.5]
type = Helper
trigger1 = Time = 0
stateno = 6040
name = "Spiked"
id = 6040
pos = 0,0
postype = P1
helpertype = normal
sprpriority = 2
keyctrl = 0
ownpal = 0
under = 1
[State 9404, Select]
type = VarRandom
trigger1 = TimeMod = 45, 43
v = 22
Range = -20, 20
[State 9404, Left]
type = Helper
trigger1 = TimeMod = 45, 44
trigger1 = Var(22) <= 0
stateno = 6000
name = "Blood Left"
pos = Var(22)*const(size.xscale), 0*const(size.xscale)
postype = P1
helpertype = normal
sprpriority = -1
keyctrl = 0
ownpal = 0
under = 1
[State 9404, Right]
type = Helper
trigger1 = TimeMod = 45, 44
trigger1 = Var(22) > 0
stateno = 6002
name = "Blood Right"
pos = Var(22)*const(size.xscale), 0*const(size.xscale)
postype = P1
helpertype = normal
sprpriority = -1
keyctrl = 0
ownpal = 0
under = 1
;--------------------
[Statedef 9405]
type = A
movetype= H
physics = N
juggle = 1
anim = 0
velset = 0, 0
ctrl = 0
[State 182, AssertSpecial1]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBarDisplay
[State 9405, bindit]
type = ScreenBound
trigger1 = 1
value = 0
MoveCamera= 0, 0
[State 9405, 0.3]
type = SprPriority
trigger1 = time = 0
value = 0
[State 9405, DieDieDie]
type = ChangeAnim2
trigger1 = Time = 0
value = 9405
[State 9405, Fly]
type = VelSet
trigger1 = Time = 0
Y = -10
[State 9399, 2]
type = Selfstate
trigger1 = time = 105
value = 5150
;----------Impaler----------
;Player 1 does the motions
[Statedef 8910]
type = S
movetype= A
physics = N
ctrl = 0
anim = 8910
[State 182, AssertSpecial1]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBarDisplay
[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 = time = 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 9404, Left]
type = Helper
trigger1 = AnimElemtime(5) = 30
stateno = 6000
name = "Blood Left"
pos = -50*const(size.xscale), 50*const(size.xscale)
postype = P2
helpertype = normal
sprpriority = -1
keyctrl = 0
ownpal = 0
under = 1
[State 9404, Right]
type = Helper
trigger1 = AnimElemtime(5) = 20
stateno = 6002
name = "Blood Right"
pos = 50*const(size.xscale), 50*const(size.xscale)
postype = P2
helpertype = normal
sprpriority = -1
keyctrl = 0
ownpal = 0
under = 1
[State 910, Pressed]
type = explod
trigger1 = AnimElemtime(5) >= 0 && AnimElemtime(5) < 20
anim = 1230
postype = p2
pos = -50*const(size.xscale), 50*const(size.xscale)
bindtime = -11
facing = random-500
vfacing = random-500
random = random / 50,random / 100
scale = random/1000.0,random/1000.0
ontop = 1
vel = 2*random/1000.0,2*random/1000.0
accel = 2*random/1000.0,2*random/1000.0
removetime = -2
[State 910, Toss] ; <----- sends player 2 into state 921, without using a hitdef
type = TargetState
trigger1 = AnimElem = 7, = 0
value = 8921
ctrl = 0
[State 8100, kill P2]
type = HitDef
trigger1 = time = 78
attr = S, HA
hitflag = HLAFD
damage = 500,5
priority = 7
kill = 1
fall.kill = 1
guard.kill = 1
[State 910, 2]
type = Changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------------------------------------------------------------------
;THROWEE
[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
;------------------------------------------------------------------------
;THROWEE
[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 9406]
type = A
movetype= H
physics = N
juggle = 1
velset = 0, 0
ctrl = 0
[State 182, AssertSpecial1]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBarDisplay
[State 9406, DieDieDie]
type = ChangeAnim2
trigger1 = Time = 0
value = 9406
[State 9406, bindit]
type = ScreenBound
trigger1 = 1
value = 0
MoveCamera= 0, 0
[State 9406, Clone]
type = Explod
trigger1 = time = 0
anim = 5110
pos = 0*const(size.xscale),0*const(size.xscale)
bindtime = 1
removetime = -1
sprpriority = 0
shadow = -1
[State 9406, NoSlow]
type = AssertSpecial
trigger1 = Time >= 0
flag = nokoslow
[State 9406, 3]
type = Lifeadd
trigger1 = time = 10
Value = -9999
[State 9406, 2.6]
type = Posset
trigger1 = time = 10
Y = 900
[State 9406, 2]
type = Selfstate
trigger1 = time = 23
value = 5150
;--------- Pit 2------------------
[Statedef 9410]
type = S
movetype= A
juggle = 1
anim = 0
velset = 0, 0
ctrl = 0
[State 182, AssertSpecial1]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBarDisplay
[State 9410, NoBGM]
type = VarSet
trigger1 = Time = 0
v = 26
value = 1
[State 9410, DaDaDa]
type = Playsnd
trigger1 = Time = 1
value = 6,1
[State 9401, StartAnim]
type = Changeanim
trigger1 = time = 0
value = 9494
[State 9401, PitHit]
type = HitDef
trigger1 = time > 1
attr = S, HA
damage = 50,5
hitsound = S6,1
priority = 7
sparkno = -1
guard.sparkno = -1
kill = 0
p1stateno = 9411
p2stateno = 9415
[State 9401, stand]
type = Changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-----------------------------------------
; Player 1, You do the PIT
[Statedef 9411]
type = S
movetype= A
physics = N
velset = 0,0
anim = 9210
ctrl = 0
[State 182, AssertSpecial1]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBarDisplay
[State 9411, 0.3]
type = SprPriority
trigger1 = time = 0
value = 5
[State 9411, SetPit]
type = Varset
trigger1 = Time = 4
V = 4
value = 2
[State 9411, SetPit]
type = Varset
trigger1 = Time = 4
V = 23
value = 1
[State 9411, 9]
type = PlaySnd
trigger1 = Time = 0
value = 3, 10
[State 9411, Rock]
type = Explod
trigger1 = Time = 69
anim = 9410
pos = 0,0
postype = Left
removetime = -1
sprpriority = 0
ontop = 1
ownpal = 1
shadow = -1
[State 9411, Splat]
type = Explod
trigger1 = Time = 90
anim = 9411
pos = 160,150
postype = Left
removetime = -1
sprpriority = 0
ontop = 1
ownpal = 1
shadow = -1
[State 9411, Splat]
type = PlaySnd
trigger1 = Time = 101
value = 1,3
[State 9411, 2]
type = ChangeState
trigger1 = Time = 200
value = 0
ctrl = 1
;--------------------
[Statedef 9415]
type = A
movetype= H
physics = N
juggle = 1
velset = 0, 0
ctrl = 0
[State 182, AssertSpecial1]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBarDisplay
[State 9415, bindit]
type = ScreenBound
trigger1 = 1
value = 1
MoveCamera= 0, 0
[State 9415, 0.3]
type = SprPriority
trigger1 = time = 0
value = -3
[State 9415, Anim]
type = ChangeAnim2
trigger1 = time = 0
value = 9415
[State 9415, Anim]
type = VelSet
trigger1 = time = 0
X = -0.4
Y = -10
[State 9415, Gravity]
type = VelAdd
trigger1 = time >= 0
Y = .4
[State 9415, drop]
type = changestate
trigger1 = Vel Y > 0
value = 9416
;--------------------
[Statedef 9416]
type = A
movetype= H
physics = N
juggle = 1
ctrl = 0
[State 182, AssertSpecial1]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBarDisplay
[State 9416, bindit]
type = ScreenBound
trigger1 = 1
value = 1
MoveCamera= 0, 0
[State 9416, Anim]
type = ChangeAnim2
trigger1 = time = 0
value = 9416
[State 9416, Gravity]
type = VelAdd
trigger1 = time >= 0
Y = .4
[State 9416, 1.5]
type = AssertSpecial
trigger1 = Pos Y > 0
flag = noshadow
[State 9416, 1.5]
type = EnvColor
trigger1 = Pos Y > 300
value = 0,0,0
time = 1455
[State 9416, drop]
type = changestate
trigger1 = Pos Y > 600
value = 9417
;--------------------
[Statedef 9417]
type = A
movetype= H
physics = N
juggle = 1
velset = 0, 0
ctrl = 0
[State 182, AssertSpecial1]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBarDisplay
[State 9406, 2.6]
type = Posset
trigger1 = time = 0
Y = 900
[State 9416, Fall]
type = Explod
trigger1 = TimeMod = 2,0
trigger1 = Time < 20
anim = 5110
pos = 160*const(size.xscale),150*const(size.xscale)
postype = Left
bindtime = 1
removetime = 2
sprpriority = 0
ontop = 1
shadow = -1
Scale = (((20 - Time)/3) + 1), (((20 - Time)/3) + 1)
[State 9416, Splat]
type = Explod
trigger1 = TimeMod = 2,0
trigger1 = Time = 20
anim = 5110
pos = 160*const(size.xscale),150*const(size.xscale)
postype = Left
bindtime = 1
removetime = -1
sprpriority = 0
ontop = 1
shadow = -1
[State 9406, 3]
type = Lifeadd
trigger1 = time = 20
Value = -9999
[State 9406, 2]
type = Selfstate
trigger1 = time = 20
value = 5150
; Player 1, You do the PIT
[Statedef 9421]
type = S
movetype= A
physics = N
velset = 0,0
anim = 9210
ctrl = 0
[State 182, AssertSpecial1]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBarDisplay
[State 9421, 0.3]
type = SprPriority
trigger1 = time = 0
value = -2
[State 9421, 5]
type = Helper
trigger1 = Time = 70
stateno = 9422
name = "Splat"
id = 9421
pos = 0*const(size.xscale),0*const(size.xscale)
helpertype = normal
sprpriority = -1
keyctrl = 0
ownpal = 0
under = 1
[State 9421, SetPit]
type = Varset
trigger1 = Time = 4
V = 4
value = 2
[State 9421, 2]
type = ChangeState
trigger1 = Time = 200
value = 0
ctrl = 1
;-----------------------------------------
; Player 1, You do the PIT
[Statedef 9422]
type = S
movetype= A
physics = N
velset = 0,0
anim = 9420
ctrl = 0
[State 182, AssertSpecial1]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBarDisplay
[State 9422, PitHit]
type = HitDef
trigger1 = time > 1
attr = S, HA
damage = 50,5
hitsound = S4,21
priority = 7
sparkno = -1
guard.sparkno = -1
kill = 0
p2stateno = 9428
[State 9422, 0.3]
type = EnvColor
trigger1 = MoveHit = 1
value = 255, 255, 255
Time = 7
[State 9422, 1.555]
type = Helper
trigger1 = MoveHit = 1
stateno = 9201
name = "LotsaMeat"
postype = p2
pos = 0*const(size.xscale), 6*const(size.xscale)
helpertype = normal
sprpriority = -1
keyctrl = 0
ownpal = 0
under = 1
[State 9422, 3.5]
type = Helper
trigger1 = MoveHit = 1
stateno = 6040
name = "Crunched"
id = 6040
pos = 0*const(size.xscale),0*const(size.xscale)
postype = P2
helpertype = normal
sprpriority = 2
keyctrl = 0
ownpal = 0
under = 1
[State 9422, 3.5]
type = DestroySelf
trigger1 = MoveHit = 1
;--------------------
[Statedef 9425]
type = A
movetype= H
physics = N
juggle = 1
velset = 0, 0
ctrl = 0
[State 9425, bindit]
type = ScreenBound
trigger1 = 1
value = 1
MoveCamera= 0, 0
[State 9425, 0.3]
type = SprPriority
trigger1 = time = 0
value = -3
[State 9425, Anim]
type = ChangeAnim2
trigger1 = time = 0
value = 9415
[State 9425, Anim]
type = VelSet
trigger1 = time = 0
X = -0.4
Y = -10
[State 9425, Gravity]
type = VelAdd
trigger1 = time >= 0
Y = .4
[State 9425, drop]
type = changestate
trigger1 = Vel Y > 0
value = 9426
;--------------------
[Statedef 9426]
type = A
movetype= H
physics = N
juggle = 1
ctrl = 0
[State 9426, bindit]
type = ScreenBound
trigger1 = 1
value = 1
MoveCamera= 0, 0
[State 9426, Anim]
type = ChangeAnim2
trigger1 = time = 0
value = 9416
[State 9426, Gravity]
type = VelAdd
trigger1 = time >= 0
Y = .4
[State 9426, 1.5]
type = AssertSpecial
trigger1 = Pos Y > 0
flag = noshadow
[State 9426, drop]
type = changestate
trigger1 = Pos Y > 600
value = 9427
;--------------------
[Statedef 9427]
type = A
movetype= H
physics = N
juggle = 1
velset = 0, 10
ctrl = 0
[State 9427, nosha]
type = AssertSpecial
trigger1 = Time >= 0
flag = noshadow
[State 9427, bindit]
type = ScreenBound
trigger1 = 1
value = 1
MoveCamera= 0, 0
[State 9427, 2.6]
type = Posset
trigger1 = time = 5
Y = -900
[State 9427, 3]
type = Lifeadd
trigger1 = Time > 500
Value = -9999
[State 9427, 2]
type = Selfstate
trigger1 = Time > 500
value = 5150
;--------------------
[Statedef 9428]
type = A
movetype= H
physics = N
juggle = 1
velset = 0, 10
ctrl = 0
[State 9428, NoSlow]
type = AssertSpecial
trigger1 = Time >= 0
flag = nokoslow
flag2 = noshadow
[State 9428, 2.6]
type = Posset
trigger1 = time = 5
Y = 600
[State 9428, 3]
type = Lifeadd
trigger1 = time = 5
Value = -9999
[State 9428, 2]
type = Selfstate
trigger1 = time = 5
value = 5150
;--------------------------------------
; Where did that puddle come from ???
[Statedef 9430]
type = S
movetype= A
juggle = 1
anim = 0
velset = 0, 0
ctrl = 0
[State 182, AssertSpecial1]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBarDisplay
[State 9430, DaDaDa]
type = Playsnd
trigger1 = Time = 0
value = 6,1
[State 9430, BodyDist]
type = VarSet
trigger1 = time = 0
v = 11
value = FrontEdgeBodyDist
[State 9430, NoBGM]
type = VarSet
trigger1 = Time = 0
v = 26
value = 1
[State 9430, StartAnim]
type = Changeanim
trigger1 = time = 0
value = 9494
[State 9430, PitHitCorner]
type = HitDef
trigger1 = time > 1
trigger1 = Var(11) < 80
attr = S, HA
damage = 50,5
hitsound = S6,1
priority = 7
sparkno = -1
guard.sparkno = -1
kill = 0
animtype = up
ground.velocity = 0.7, -19
air.velocity = 2,-10
down.hittime = 30
fall = 1
fall.recover = 0
p1stateno = 9431
[State 9430, PitHit]
type = HitDef
trigger1 = time > 1
trigger1 = Var(11) >= 80
attr = S, HA
damage = 50,5
hitsound = S6,1
priority = 7
sparkno = -1
guard.sparkno = -1
kill = 0
animtype = up
ground.velocity = -0.6, -19
air.velocity = -2,-10
down.hittime = 30
fall = 1
fall.recover = 0
p1stateno = 9431
[State 9430, stand]
type = Changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-----------------------------------------
; Player 1, You do the PIT
[Statedef 9431]
type = S
movetype= A
physics = N
velset = 0,0
anim = 9210
ctrl = 0
[State 182, AssertSpecial1]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBarDisplay
[State 9430, 5]
type = Helper
trigger1 = Time = 70
trigger1 = Var(11) < 80
stateno = 9432
name = "Puddle"
id = 9421
pos = -67,0
helpertype = normal
sprpriority = -1
keyctrl = 0
ownpal = 1
under = 1
[State 9430, 5]
type = Helper
trigger1 = Time = 70
trigger1 = Var(11) >= 80
stateno = 9432
name = "Puddle"
id = 9421
pos = 97,0
helpertype = normal
sprpriority = -1
keyctrl = 0
ownpal = 1
under = 1
[State 9431, SetPit]
type = Varset
trigger1 = Time = 4
V = 4
value = 2
[State 9431, ClearTemp]
type = Varset
trigger1 = Time = 75
V = 11
value = 0
[State 9431, 2]
type = ChangeState
trigger1 = Time = 200
value = 0
ctrl = 1
;-----------------------------------------
; MR Puddle
[Statedef 9432]
type = S
movetype= A
physics = N
velset = 0,0
anim = 9430
ctrl = 0
[State 182, AssertSpecial1]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBarDisplay
[State 9432, init] ; Hijacked Var 24 for this.
type = VarSet
trigger1 = Time = 0
v = 24
value = 0
[State 9432, PitHit]
type = HitDef
trigger1 = time > 1
attr = S, HA
damage = 50,5
hitflag = AFD
priority = 7
sparkno = -1
guard.sparkno = -1
kill = 0
p2stateno = 9435
[State 9432, 1.555]
type = Helper
trigger1 = MoveHit = 1
trigger1 = Var(24) = 0
stateno = 9433
name = "Plob"
postype = p2
pos = 0, 6
helpertype = normal
sprpriority = 3
keyctrl = 0
ownpal = 1
[State 9432, init] ; Hijacked Var 24 for this.
type = VarSet
trigger1 = MoveHit = 1
v = 24
value = 1
[State 9432, 1.555]
type = PlaySnd
trigger1 = Time = 120
value = 4, 24
[State 9432, 1.555]
type = Explod
trigger1 = Time = 120
anim = 9435
pos = 0*const(size.xscale),0*const(size.xscale)
bindtime = 1
removetime = -1
sprpriority = 3
shadow = -1
;-----------------------------------------
; Splash Down
[Statedef 9433]
type = S
movetype= A
physics = N
velset = 0,0
anim = 6040
ctrl = 0
[State 182, AssertSpecial1]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBarDisplay
[State 9433, PitHit]
type = PlaySnd
trigger1 = Time = 0
value = 1,5
[State 9433, 1.555]
type = PalFX
trigger1 = Time = 0
time = 50
add = 0, 65, 0
mul = 0, 256, 256
[State 9433, 1.555]
type = destroyself
trigger1 = animtime = 0
;--------------------
[Statedef 9435]
type = A
movetype= H
physics = N
juggle = 1
velset = 0, 0
ctrl = 0
[State 182, AssertSpecial1]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBarDisplay
[State 9425, bindit]
type = ScreenBound
trigger1 = 1
value = 1
MoveCamera= 0, 0
[State 9428, NoSlow]
type = AssertSpecial
trigger1 = Time >= 0
flag = nokoslow
flag2 = noshadow
[State 9428, 2.6]
type = Posset
trigger1 = time = 0
Y = 900
[State 9428, 3]
type = Lifeadd
trigger1 = time = 0
Value = -9999
[State 9428, 2]
type = Selfstate
trigger1 = time = 0
value = 5150
;--------------------------------------
; What are you Liu Kang???
[Statedef 9440]
type = S
movetype= A
juggle = 1
anim = 0
velset = 0, 0
ctrl = 0
[State 9440, StartAnim]
type = Changeanim
trigger1 = time = 0
value = 9200
[State 9440, PitHitCorner]
type = HitDef
trigger1 = time > 1
trigger1 = FrontEdgeBodyDist < 80
attr = S, HA
hitsound = S6,3
priority = 7
sparkno = -1
guard.sparkno = -1
animtype = up
ground.velocity = 0.7, -60
air.velocity = 2,-10
down.hittime = 30
fall = 1
fall.recover = 0
fall.damage = 9999
p1stateno = 9441
[State 9440, PitHit]
type = HitDef
trigger1 = time > 1
trigger1 = FrontEdgeBodyDist >= 80
attr = S, HA
hitsound = S6,3
priority = 7
sparkno = -1
guard.sparkno = -1
animtype = up
ground.velocity = -0.6, -60
air.velocity = -2,-10
down.hittime = 30
fall = 1
fall.recover = 0
fall.damage = 9999
p1stateno = 9441
[State 9440, stand]
type = Changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-----------------------------------------
; Player 1, You do the PIT
[Statedef 9441]
type = S
movetype= A
physics = N
velset = 0,0
anim = 9210
ctrl = 0
[State 182, AssertSpecial1]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBarDisplay
[State 9441, 3.5]
type = Helper
trigger1 = Time = 0
stateno = 6040
name = "UPPERCUT"
id = 6040
pos = 57*const(size.xscale),-74*const(size.xscale)
postype = P1
helpertype = normal
sprpriority = -1
keyctrl = 0
ownpal = 0
under = 1
[State 9441, SetPit]
type = Varset
trigger1 = Time = 4
V = 4
value = 2
[State 9441, 2]
type = ChangeState
trigger1 = Time = 150
value = 0
ctrl = 1
;------------------------------------------------------------------------
;What the????
[Statedef 8110]
type = S
movetype= H
physics = N
velset = 0,0
anim = 0
ctrl = 0
[State 8112, move]
type = posadd
trigger1 = time = 2
trigger1 = BackEdgeBodyDist <= 40
x = 29
;------------------------------------------------------------------------
;AHHH!!! DON'T DO THAT!!!!!!
[Statedef 8111]
type = S
movetype= H
physics = N
velset = 0,0
anim = 41
ctrl = 0
[State 182, AssertSpecial1]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBarDisplay
[State 8111, NoNuthin]
type = AssertSpecial
trigger1 = 1
flag = nokoslow
flag2 = nokosnd
[State 8111, bindit]
type = ScreenBound
trigger1 = 1
value = 1
MoveCamera= 0, 0
[State 8110, 3]
type = Lifeadd
trigger1 = time = 0
Value = -9999
[State 8111, 3]
type = VelSet
trigger1 = time = 0
Y = -10
[State 8111, 3]
type = ChangeState
trigger1 = time = 60
value = 8112
[Statedef 8112]
type = S
movetype= H
physics = N
anim = 44
ctrl = 0
[State 8112, bindit]
type = ScreenBound
trigger1 = 1
value = 1
MoveCamera= 0, 0
[State 8112, turn]
type = Turn
trigger1 = time = 0
[State 8112, move]
type = posset
trigger1 = time = 0
trigger1 = FrontEdgeDist >= 50
x = -50
[State 8112, move2]
type = posset
trigger1 = time = 0
trigger1 = FrontEdgeDist < 50
x = 50
[State 8112, gravity]
type = VelAdd
trigger1 = Vel Y < 10
Y = .4
[State 8111, 3]
type = ChangeState
trigger1 = Pos Y >= 0
value = 8113
[Statedef 8113]
type = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
[State 8112, move2]
type = posset
trigger1 = time = 0
Y = 0
[State 8112, 2]
type = changeanim
trigger1 = time = 0
value = 170
ctrl = 0
[State 8112, Defeat]
type = Explod
trigger1 = time = 0
trigger1 = AnimExist(170)
anim = 170
pos = 0*const(size.xscale),0*const(size.xscale)
postype = p1
bindtime = 1
removetime = -1
sprpriority = 3
[State 8112, Stun]
type = Explod
trigger1 = time = 0
trigger1 = !animexist(170)
trigger1 = animexist(5300)
anim = 5300
pos = 0*const(size.xscale),0*const(size.xscale)
postype = p1
bindtime = 1
removetime = -1
sprpriority = 3
[State 8112, 1.555]
type = Explod
trigger1 = time = 0
trigger1 = !animexist(170)
trigger1 = !animexist(5300)
anim = 0
pos = 0*const(size.xscale),0*const(size.xscale)
postype = p1
bindtime = 1
removetime = -1
sprpriority = 3
[State 8112, 2.6]
type = Posset
trigger1 = time = 3
Y = 900
[State 8112, 2]
type = Selfstate
trigger1 = time = 3
value = 5150
;-----------------------------------
;Babality Fatality
[Statedef 9102]
Type = S
Movetype = A
Physics = S
juggle = 4
poweradd = 50
ctrl = 0
[State 9102, AssertSpecial1]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBarDisplay
flag2 = nokoslow
[State 9102, 1]
type = BGPalFX
trigger1 = Time >= 0
time = 9999
add = -130, -130, -130
ignorehitpause = 1
[State 9102, DaDaDa]
type = Playsnd
trigger1 = Time = 1
value = 6,1
[State 9102, NoBGM]
type = VarSet
trigger1 = Time = 0
v = 26
value = 1
[State 9102, ChangeAnim]
type = ChangeAnim
trigger1 = time = 30
value = 20
[State 9102, 0]
type = velset
trigger1 = time >= 0
trigger1 = anim = 20
x = 2.5
[State 9102, ChangeAnim2]
type = ChangeState
trigger1 = p2bodydist X < 100
value = 91020
[Statedef 91020]
type = S
movetype = A
physics = N
velset = 0,0
anim = 3384
ctrl = 0
[State 91020, AssertSpecial1]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBarDisplay
[State 91020, SetFatal]
type = VarSet
trigger1 = time = 0
v = 4
value = 1
[State 91020, measure]
type = Varset
trigger1 = time = 0
var(33) = floor(p2bodydist x)
[State 91020, 1]
type = HitDef
trigger1 = animelem = 1
attr = S, NA
damage = 50,5
priority = 7
sparkno = -1
kill = 0
p2stateno = 9104
[State 91020, Bind]
type = TargetBind
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
pos = var(33)*const(size.xscale), 9500*const(size.xscale)
[State 91020, Die]
type = TargetLifeAdd
trigger1 = AnimElem = 5
value = -9999
[State 91020, Fire]
type = Playsnd
trigger1 = Time = 10
value = 4,21
[State 91020, Smoookin]
type = Explod
trigger1 = time = 20
anim = 3385
pos = (var(33)+10)*const(size.xscale), 0*const(size.xscale)
postype = p1
bindtime = -1
sprpriority = 2
shadow = -1
ownpal = 1
[State 91020, Baby Cry]
type = Playsnd
trigger1 = Time = 35
value = 4,5
[State 91020, Heeeere's Johnny]
type = Explod
trigger1 = time = 30
anim = 3386
pos = (var(33)+10)*const(size.xscale), -37*const(size.xscale)
postype = p1
bindtime = -1
shadow = -1
ownpal = 1
[State 91020, Baby Cry]
type = Playsnd
trigger1 = Time = 90
value = 4,5
[State 91020, Babality]
type = Playsnd
trigger1 = Time = 100
value = 5,0
[State 91020, Ewww... mushy]
type = helper
trigger1 = time = 30
postype = p1
pos = (var(33)-30)*const(size.xscale),-1700*const(size.xscale)
facing = 1
stateno = 9105
helpertype = normal
[State 91020, Dropum]
type = TargetState
trigger1 = Time = 50
ctrl = 0
;value = 5150
value = 9106
[State 91020, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------------------------------------------------------------------
;p2's state
[Statedef 9104]
type = S
movetype= H
physics = S
velset = 0,0
[State 182, AssertSpecial1]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBarDisplay
[State 9104, 0.1]
type = Changeanim
trigger1 = (anim != 5300) && ( animexist(5300))
value = 5300
[State 9104, 1]
type = Changeanim2
trigger1 = (!animexist(5300)) && (anim != 9010)
value = 9010
;----------------------------
[Statedef 9106]
type = S
movetype= H
physics = S
velset = 0,0
[State 182, AssertSpecial1]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBarDisplay
[State 9106, Love Hurts but Fatalities hurt worse]
type = LifeAdd
trigger1 = 1
value = -9999
[State 9106, Go Bye Bye]
type = SelfState
trigger1 = 1
value = 5150
;---------------------------------------------------------------------------
;KI Machine Helper
[Statedef 9105]
type = S
movetype= I
physics = S
velset = 0,0
anim = 3387
[State 182, AssertSpecial1]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBarDisplay
[State 9105, Baby Blood]
type = Playsnd
trigger1 = Time = 220
value = 13,0
[State 9105, VelSet]
type = velset
trigger1 = 1
y = 12
[State 9105, VelSet]
type = velset
trigger1 = (Vel y > 0) && (Pos y >= -180)
x = 0
y = 0
[State 9100, Smash]
type = Playsnd
trigger1 = Time = 120
value = 4,21
[State 9105, 6]
type = HitDef
trigger1 = !movecontact
attr = S, SP
animtype = Heavy
damage = 9999
priority = 30
guardflag = MA
pausetime = 0,10
hitsound = S4,3
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -2
air.velocity = -4,-3
fall = 1
kill = 1
[State 9105, 6.6]
type = Explod
trigger1 = time = 130
anim = 9999
name = "MeatBit"
pos = 40*const(size.xscale),150*const(size.xscale)
postype = p1
bindtime = -1
helpertype = normal
sprpriority = 1
keyctrl = 0
ownpal = 1
under = 1
[State 9105, 6.7]
type = Explod
trigger1 = time = 150
anim = 9990
name = "MeatBit"
pos = 40*const(size.xscale),170*const(size.xscale)
postype = p1
bindtime = -1
helpertype = normal
sprpriority = 0
keyctrl = 0
ownpal = 1
under = 1
[State 9105, EndOfFAT]
type = Changestate
trigger1 = Animelem = 61
value = 9130
ctrl = 0
;----------fine----------------
ricavato il file fatal.st incollatelo in ogni cartella dei chars del mkproject
e modificare nuovamente il file .def nel modo seguente:
da
[Files]
cmd = 1.cmd
cns = 1.cns
st = 1.cns
st2 = sp.st
st3 = bmoves.st
st4 = Pit.st
st5 = Fatality.st ;----- il nuova file va sempre specificato prima del file originale fatality
st6 = Finishers.st
stcommon = common1.cns
sprite = subzero.sff
anim = subzero.air
sound = 1.snd
a
[Files]
cmd = 1.cmd
cns = 1.cns
st = 1.cns
st2 = sp.st
st3 = bmoves.st
st4 = Pit.st
st5 = Fatal.st ; il nuovo file specificato prima del file fatality capito?
st6 = fatality.st
st7 = Finishers.st
stcommon = common11.cns
sprite = subzero.sff
anim = subzero.air
sound = 1.snd
salvate il tutto e godetevi i chars del mkproject funzionanti al 100%(forse al 99% :rotfl: )
spero vi sia gradito il mio regalino di natale
bye :moglie:
#27
Inviato 17 December 2006 - 11:57
#28
Inviato 17 December 2006 - 12:33
tu come al solito non mi capisci :moglie:
il file fatal te lo devi ricavare tu, mi sembra che cio' che ho scritto sia abbastanza chiaro.
ho postato tutto il codice cha va selezionato incollato in un file di testo e rinominato in fatal.st
#29
Inviato 17 December 2006 - 14:13
EMILIUX, su Dec 17 2006, 15:06, detto:
Infatti ho seguito tutto alla lettera e non funziona!!
----------------------------------------------------------
error message:
error in Finishers.st
character need to be updated. See docs/incompt.txt
error loading:chars/kabal/kabal.def
error while precaching.
Error in Finishers.st
character need to be updated. See docs/incompt.txt
error loading:chars/kabal/kabal.def
error while precaching.
Error in Finishers.st
character need to be updated. See docs/incompt.txt
error loading:chars/kabal/kabal.def
Error loading p2
-------------------------------------------------------------
e ora!? Come devo fare per correggerli!! :azz:
edit: ho risolto!!! :wow: :wow: Mancava il file finishers.st a kabal!!!
un'altra domanda! Se io volessi mettere tutti gli sprite compresi quelli del sangue solo nei chars di mk!? si potrebbe fare!? :ph34r:
Ho provato a mettere il file fighfx.sff nello screenpack, ma così facendo mi viene il sangue in tutti i chars del mugen!! Se io li volessi solo nei chars di mk!? c'è il modo!?
#30
Inviato 17 December 2006 - 15:05
http://wewewe79.altervista.org/sub.jpg
#31
Inviato 17 December 2006 - 17:37
cmq non ne ho idea se ci sia un modo per fare cio' che vuoi tu, io ho messo i file FIGHTFX.AIR
e FIGHTFX.sff del gioco e sto aggiustando il file sff perchè alcuni char fanno uscire sprite del gioco indesiderati durante alcuni round(kenshiro dell'hokuto project provare per credere).
A parte questo il problema serio invece è un altro.
prendiamo in considerazione la fatality di scorpion: dopo averla eseguita, durante la comparsa dell'animazione dello scheletro che brucia, l'immagine dell'avversario non scompare!
Se qualcuno sa come risolvere posti please!
#32
Inviato 17 December 2006 - 20:41
in pratica non viene il "finish him" quindi o muoiono normalmente come gli altri chars oppure combattano all'infinito con un filo di energia appena!! :azz: :azz:
si può fare in modo che anche la CPU esegua le fatality obbligatoriamente al "finish him"
ho visto che i chars di mugentomb lo fanno!!!! :wow: Sarebbe spettacolare!!!!
#33
Inviato 18 December 2006 - 06:45
l'unica cosa è che per realizzare le fatality + facilmente ho
modificato il file 1.cmd(tasto destro - modifica)
assegnando alle fatality un solo tasto per essere ralizzate.
#34
Inviato 18 December 2006 - 10:58
cosa vogliono dire i tasti tipo ~10a,~10c ecc!? :wacko: O_o
#35
Inviato 18 December 2006 - 15:10
mi sembra che significhi che devi attendere circa 1 secondo e poi premere il tasto c
#36
Inviato 18 December 2006 - 17:08
http://wewewe79.altervista.org/mugen8.jpg
emiliux impara a fare le fatality :rotfl:
:spaccapc:
#37
Inviato 18 December 2006 - 21:37
#38
Inviato 19 December 2006 - 08:24
a me di sti problemi non ne da, l'unica cosa che devo risolvere è di fare scomparire il char che ha subito
la fatality, come si vede dall'immagine, è li a terra invece di scomparire :ph34r:
http://wewewe79.altervista.org/mugen10.jpg
solo che qua non si vede mai nessuno...
e mi sa che interessa solo a noi due sta discussione :moglie:
#39
Inviato 19 December 2006 - 11:59
Anche con Reptile!! :azz: :azz:
facciamo così! Se io ti dico i chars che non mi funzionano le fatality e tu me li potresti spedire via e-mail!? Anche zippati è uguale!! :moglie:
Per ora sono scorpion e Raptile, con raiden per esempio funziona!! però se il personaggio è troppo basso non me la fà e il char continua a dondolare!! :azz:
a kano funziona!! :wow:
mileena nisba!! >:(
#40
Inviato 19 December 2006 - 21:26
cmq devi provare su tanti chars avversari le fatality, perchè alcuni chars sono proprio incompatibili con quelli del mk project.

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