;--------------------------------------------------------------------------- ;Ursifu Grab [Statedef 2200] type = S physics = n movetype = a ctrl = 0 anim = 20500 velset = 0,0 sprpriority = 5 [State 2000, 1] type = changeState trigger1= enemy,stateno= 195 || enemy, stateno= 2200 value = 14000 ctrl = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 2,0 volume= 10 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 3002,2 [State 0, PlaySnd] type = PlaySnd trigger1 = time = 10 value = 5,4 [State 0, AfterImage] type = AfterImage trigger1 = AnimElem = 4 time = 20 ;length = 20 ;palcolor = 256 ;palinvertall = 0 palbright = 250,200,100 palcontrast = 200,120,220 palpostbright = 0,0,0 ;paladd = 10,10,25 ;palmul = .65,.65,.75 ;timegap = 1 ;framegap = 4 trans = Add ;None, Add1, Sub ;ignorehitpause = ;persistent = [State 2000, HitDef] type = projectile trigger1 = time = 10 projanim = 20502 projid = 20502 projremanim = -1 projcancelanim = 20501 projremovetime = -1 projpriority = 1 projshadow = 1 projscale= .5,.5 offset = 5,0 velocity = 12, 0 hitsound = 1,1 attr = S, ST hitflag = MAFD priority = 7, miss sparkno = -1 p2stateno = 2011 p1stateno = 2201 sprpriority = 2 p2facing = 1 fall = 0 [State 2000, 1] type = changeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;-- ;--------------------------------------------------------------------------- ;T Hit [Statedef 2201] type = S movetype= A physics = N anim = 2201 poweradd = 0 velset = 0,0 sprpriority = 1 [State 0, PowerAdd] type = Poweradd trigger1 = prevstateno= [2002,2004] value = -10 ;ignorehitpause = ;persistent = [State 0, PowerAdd] type = Poweradd trigger1 = prevstateno= [9002,9004] value = -10 ;ignorehitpause = ;persistent = [State 0, PowerAdd] type = Poweradd trigger1 = prevstateno= [14002,14004] value = -10 ;ignorehitpause = ;persistent = [State 0, PosSet] type = PosSet trigger1 = time=0 x = 0 y = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 [State 0, Explod] type = Explod triggerall = anim = 2201 triggerall = numexplod(201) = 0 trigger1 = 1 anim = 201 ID = 201 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod trigger1 = time=60 anim = 100000 ID = 100000 pos = 30,-50 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermovetime = 0 pausemovetime = 0 scale = .6,.6 sprpriority = 3 ontop = 1 sprpriority= 10 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_a" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, Explod] type = Explod triggerall =enemy,name= "BubbaXXX" triggerall = anim = 2201 triggerall = numexplod(29223) = 0 trigger1 = 1 anim = 29223 ID = 29223 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BaderbearXXX" triggerall = anim = 2201 triggerall = numexplod(25223) = 0 trigger1 = 1 anim = 25223 ID = 25223 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =!enemy,name= "BubbaXXX" triggerall =!enemy,name= "BaderbearXXX" triggerall =!enemy,name= "Reksus" triggerall = anim = 2201 triggerall = numexplod(23223) = 0 trigger1 = 1 anim = 23223 ID = 23223 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "Reksus" triggerall = anim = 2201 triggerall = numexplod(27224) = 0 trigger1 = 1 anim = 27224 ID = 27224 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall = anim = 2201 triggerall = numexplod(22010) = 0 trigger1 = 1 anim = 22010 ID = 22010 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 10 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 2201 triggerall = numexplod(220201) = 0 trigger1 =command = "hold_a" anim = 22010 ID = 220201 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 sprpriority = 0 ontop = 1 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "hold_a" id = 22010 [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "release_a" id = 220201 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,6 channel=0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 1000,0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 2003,2 [State 0, HitAdd] type = HitAdd trigger1 = AnimElem = 2 value = 1 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 10,-30 [State 0, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 value = 1 [State 0, TargetLifeAdd] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 0, TargetState] type = TargetState trigger1 = time = 200 value = 2012 [State 0, ChangeState] type = ChangeState trigger1 = time = 200 value = 2202 ;------------------------------------------------------------------------------------------ ;T Speed 1 [Statedef 2202] type = S movetype= A physics = N anim = 2202 poweradd = 0 velset = 0,0 sprpriority = 1 [State 0, Explod] type = Explod triggerall = anim = 2202 triggerall = numexplod(202) = 0 trigger1 = 1 anim = 202 ID = 202 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_a" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, Explod] type = Explod triggerall = anim = 2202 triggerall = numexplod(22021) = 0 trigger1 = 1 anim = 22021 ID = 22021 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 10 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 2202 triggerall = numexplod(220211) = 0 trigger1 =command = "hold_a" anim = 22021 ID = 220211 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 sprpriority = 3 ontop = 1 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "hold_a" id = 22021 [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "release_a" id = 220211 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 3301,1 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218,21 + random % 2 channel = 1 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,10 channel = 2 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 4 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BaderbearXXX" triggerall = anim = 2202 triggerall = numexplod(25224) = 0 trigger1 = 1 anim = 25224 ID = 25224 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BubbaXXX" triggerall = anim = 2202 triggerall = numexplod(29224) = 0 trigger1 = 1 anim = 29224 ID = 29224 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =!enemy,name= "BubbaXXX" triggerall =!enemy,name= "BaderbearXXX" triggerall =!enemy,name= "Reksus" triggerall = anim = 2202 triggerall = numexplod(23224) = 0 trigger1 = 1 anim = 23224 ID = 23224 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "Reksus" triggerall = anim = 2202 triggerall = numexplod(27224) = 0 trigger1 = 1 anim = 27224 ID = 27224 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod trigger1 = AnimElem = 3 anim = 4442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = -5 bindtime = -1 [State 0, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 value = 1 [State 0, PowerAdd] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 0, TargetLifeAdd] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 6005, HitAdd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 10,-30 [State 6072,] type = TargetState trigger1 = Time = 0 value = 2012 [State 810, Throw 11] type = TargetState triggerall = Time >= 25 trigger1 = command = "holdfwd" value = 2013 [State 810, State End] type = ChangeState triggerall = Time >= 25 trigger1 = command = "holdfwd" value = 2203 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "b" value = 4011 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "b" value = 4202 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "x" value = 6011 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "x" value = 6202 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 8012 [State 810, State End] type = ChangeState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 8202 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 7012 [State 810, State End] type = ChangeState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 7202 [State 810, State End] type = TargetState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 2011 [State 810, State End] type = ChangeState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 2001 [State 810, State End] type = TargetState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 2211 [State 810, State End] type = ChangeState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 14001 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;------------------------------------------------------------------------------------------ ;T Speed 2 [Statedef 2203] type = S movetype= A physics = N anim = 2203 poweradd = 0 velset = 0,0 sprpriority = 1 [State 0, Explod] type = Explod triggerall = anim = 2203 triggerall = numexplod(203) = 0 trigger1 = 1 anim = 203 ID = 203 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_a" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, Explod] type = Explod triggerall = anim = 2203 triggerall = numexplod(22031) = 0 trigger1 = 1 anim = 22031 ID = 22031 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 10 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 2203 triggerall = numexplod(220311) = 0 trigger1 =command = "hold_a" anim = 22031 ID = 220311 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 sprpriority = 3 ontop = 1 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "hold_a" id = 22031 [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "release_a" id = 220311 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 3302,1 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4219,21 + random % 2 channel = 1 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,10 channel = 2 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 2 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 4 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BubbaXXX" triggerall = anim = 2203 triggerall = numexplod(29225) = 0 trigger1 = 1 anim = 29225 ID = 29225 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BaderbearXXX" triggerall = anim = 2203 triggerall = numexplod(25225) = 0 trigger1 = 1 anim = 25225 ID = 25225 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =!enemy,name= "BubbaXXX" triggerall = !enemy,name= "BaderbearXXX" triggerall = !enemy,name= "Reksus" triggerall = anim = 2203 triggerall = numexplod(23225) = 0 trigger1 = 1 anim = 23225 ID = 23225 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "Reksus" triggerall = anim = 2203 triggerall = numexplod(27225) = 0 trigger1 = 1 anim = 27225 ID = 27225 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 10,-30 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 0, Explod] type = Explod trigger1 = AnimElem = 3 anim = 4442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = -5 bindtime = -1 [State 4615, Explod] type = Explod trigger1 = animelem = 1 anim = 10001 ID = 4001 pos = 0, -40 postype = p1 trans= addalpha alpha= 150,150 removetime= -1 scale = .5,.5 sprpriority = 0 ontop = 0 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 1 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 6072,] type = TargetState trigger1 = Time = 0 value = 2013 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "b" value = 4012 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "b" value = 4203 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "x" value = 6012 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "x" value = 6203 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 7013 [State 810, State End] type = ChangeState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 7203 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 8013 [State 810, State End] type = ChangeState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 8203 [State 810, Throw 11] type = TargetState triggerall = Time >= 50 trigger1 = command = "holdback" value = 2012 [State 810, State End] type = ChangeState triggerall = Time >= 50 trigger1 = command = "holdback" value = 2202 [State 810, Throw 11] type = TargetState triggerall = Time >= 50 trigger1 = command = "holdfwd" value = 2014 [State 810, State End] type = ChangeState triggerall = Time >= 50 trigger1 = command = "holdfwd" value = 2204 [State 810, State End] type = TargetState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 2011 [State 810, State End] type = ChangeState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 2001 [State 810, State End] type = TargetState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 2211 [State 810, State End] type = ChangeState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 14001 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;------------------------------------------------------------------------------------------ ;T Speed 3 [Statedef 2204] type = S movetype= A physics = N anim = 2204 poweradd = 0 velset = 0,0 sprpriority = 1 [State 0, Explod] type = Explod triggerall = anim = 2204 triggerall = numexplod(204) = 0 trigger1 = 1 anim = 204 ID = 204 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_a" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, Explod] type = Explod triggerall = anim = 2204 triggerall = numexplod(22041) = 0 trigger1 = 1 anim = 22041 ID = 22041 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 10 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 2204 triggerall = numexplod(220411) = 0 trigger1 =command = "hold_a" anim = 22041 ID = 220411 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 sprpriority = 3 ontop = 1 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "hold_a" id = 22041 [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "release_a" id = 220411 [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "release_a" id = 220311 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 3303,1 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4220,21 + random % 2 channel = 1 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,10 channel = 2 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 3 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 4 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BubbaXXX" triggerall = anim = 2204 triggerall = numexplod(29227) = 0 trigger1 = 1 anim = 29227 ID = 2927 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BaderbearXXX" triggerall = anim = 2204 triggerall = numexplod(25226) = 0 trigger1 = 1 anim = 25226 ID = 25226 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =!enemy,name= "BubbaXXX" triggerall = !enemy,name= "BaderbearXXX" triggerall = !enemy,name= "Reksus" triggerall = anim = 2204 triggerall = numexplod(23226) = 0 trigger1 = 1 anim = 23226 ID = 23226 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "Reksus" triggerall = anim = 2204 triggerall = numexplod(27226) = 0 trigger1 = 1 anim = 27226 ID = 27226 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 10,-30 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 810] type = Explod trigger1 = AnimElem = 3 anim = 4442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = -5 bindtime = -1 [State 4615, Explod] type = Explod trigger1 = animelem = 1 anim = 10001 ID = 4001 pos = 0, -40 postype = p1 trans= addalpha alpha= 150,150 removetime= -1 scale = .5,.5 sprpriority = 0 ontop = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 1 anim = 10002 ID = 4002000 pos = 0, -40 postype = p1 trans= addalpha alpha= 150,150 removetime= -1 scale = .5,.5 sprpriority = 0 ontop = 0 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 1 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 6072,] type = TargetState trigger1 = Time = 0 value = 2014 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "b" value = 4013 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "b" value = 4204 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "x" value = 6013 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "x" value = 6204 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 7014 [State 810, State End] type = ChangeState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 7204 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 8014 [State 810, State End] type = ChangeState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 8204 [State 810, Throw 11] type = TargetState triggerall = Time >= 100 trigger1 = command = "holdback" value = 2013 [State 810, State End] type = ChangeState triggerall = Time >= 100 trigger1 = command = "holdback" value = 2203 [State 810, Throw 11] type = TargetState triggerall = Time >= 100 trigger1 = command = "holdfwd" value = 2015 [State 810, State End] type = ChangeState triggerall = Time >= 100 trigger1 = command = "holdfwd" value = 2205 [State 810, State End] type = TargetState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 2011 [State 810, State End] type = ChangeState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 2001 [State 810, State End] type = TargetState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 2211 [State 810, State End] type = ChangeState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 14001 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;--------------------------------------------------------------- ;Cum [Statedef 2205] type = S movetype= A physics = N anim = 2205 poweradd = 0 velset = 0,0 sprpriority = 1 ;‘Ì—ÍŒ¸­ [State 6210, LifeAdd] type = TargetLifeAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = -19 Kill=0 [State 0, Explod] type = Explod triggerall = anim = 2205 triggerall = numexplod(205) = 0 trigger1 = 1 anim = 205 ID = 205 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 6005, Explod] type = Explod trigger1 = AnimElem = 2 anim = 4444 scale = .8,.9 pos = -80, -45 postype = p2 removetime = -2 sprpriority = 1 bindtime = 1 ownpal = 1 ontop=1 [State 3000, Super A] type = SuperPause triggerall = power >= 1000 triggerall = time >= 250 trigger1 = command = "holddown" pos = -60,-120 anim = s28000 time = 200 sound = s2, 7 poweradd = -1000 [State 0, Explod] type = Explod triggerall = power >= 1000 triggerall = time >= 250 trigger1 = 1 anim = 100003 ID = 100003 pos = -50,-120 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 0 vel = 0,0 accel = 0,0 random = 0,0 removetime = 25 supermovetime = 0 pausemovetime = 0 scale = .4,.4 sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod triggerall = power >= 1000 triggerall = time >= 250 trigger1 = command = "holddown" id = 100003 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_a" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, Explod] type = Explod triggerall = anim = 2205 triggerall = numexplod(22051) = 0 trigger1 = 1 anim = 22051 ID = 22051 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 10 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 2205 triggerall = numexplod(220511) = 0 trigger1 =command = "hold_a" anim = 22051 ID = 220511 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 sprpriority = 0 ontop = 1 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "hold_a" id = 22051 [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "release_a" id = 220511 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 10,-30 [State -2, EnvShake] type = EnvShake trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 || animelem = 124 trigger8 = animelem = 3 || animelem = 29 trigger9 = animelem = 56 || animelem = 83 time = 10 freq = 120 ampl = -6 [State 6005, HitAdd] type = HitAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 || animelem = 124 trigger8 = animelem = 3 || animelem = 29 trigger9 = animelem = 56 || animelem = 83 value = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 2002,1 channel = 0 volume = 50 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 3 trigger2 = animelem = 56 value = 2000,0 +random%2 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 10 trigger2 = animelem = 40 trigger3 = animelem = 70 value = 5010, 7 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 1000,3 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 1000,4 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 90 value = 12,1 volume = 5000 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 12,0 volume = 5000 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BubbaXXX" triggerall = anim = 2205 triggerall = numexplod(29332) = 0 trigger1 = 1 anim = 29332 ID = 29332 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BaderbearXXX" triggerall = anim = 2205 triggerall = numexplod(25232) = 0 trigger1 = 1 anim = 25232 ID = 25232 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall = !enemy,name= "BaderbearXXX" triggerall = !enemy,name= "Reksus" triggerall =!enemy,name= "BubbaXXX" triggerall = anim = 2205 triggerall = numexplod(23232) = 0 trigger1 = 1 anim = 23232 ID = 23232 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "Reksus" triggerall = anim = 2205 triggerall = numexplod(27232) = 0 trigger1 = 1 anim = 27232 ID = 27232 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 10 trigger2 = animelem = 40 trigger3 = animelem = 70 trigger4 = animelem = 100 anim = 10000 ID = 4000 pos = 10, -30 postype = p1 scale = .6,.6 sprpriority = 1 ontop = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 40 trigger2 = animelem = 70 trigger3 = animelem = 100 anim = 10001 ID = 4001 pos = 0, -20 postype = p1 scale = .6,.6 sprpriority = 1 ontop = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 16 trigger2 = animelem = 40 trigger3 = animelem = 70 trigger4 = animelem = 100 anim = 10002 ID = 4002 pos = 0, -26 postype = p1 scale = .6,.6 sprpriority = 1 ontop = 0 [State 6005, Explod] type = Explod trigger1 = AnimElem = 90 anim = 4444 scale = .6,.6 pos = 0, -45 postype = p1 removetime = -2 sprpriority = 1 bindtime = 1 ownpal = 1 [State 6210, LifeAdd] type = LifeAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = 9 absolute = 1 [State 6210, LifeAdd] type = PowerAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = 75 [State 1120, Position] type = PosSet trigger1 = time = 0 y = 0 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 value = 2216 [State 810, State End] type = ChangeState trigger1 = animtime = 0 value = 21004 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;--------------------------------------------------------------------------- ;T Hit [Statedef 4201] type = S movetype= A physics = N anim = 4201 poweradd = 0 velset = 0,0 sprpriority = 10 [State 0, PowerAdd] type = Poweradd trigger1 = prevstateno= [4002,4004] value = -10 ;ignorehitpause = ;persistent = [State 0, PowerAdd] type = Poweradd trigger1 = prevstateno= [10002,10004] value = -10 ;ignorehitpause = ;persistent = [State 0, PowerAdd] type = Poweradd trigger1 = prevstateno= [15002,15004] value = -10 ;ignorehitpause = ;persistent = [State 0, PosSet] type = PosSet trigger1 = time=0 x = 0 y = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 [State 0, Explod] type = Explod triggerall =enemy,name= "BubbaXXX" triggerall = anim = 4201 triggerall = numexplod(29223) = 0 trigger1 = 1 anim = 29223 ID = 29223 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BaderbearXXX" triggerall = anim = 4201 triggerall = numexplod(25223) = 0 trigger1 = 1 anim = 25223 ID = 25223 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =!enemy,name= "BubbaXXX" triggerall =!enemy,name= "BaderbearXXX" triggerall =!enemy,name= "Reksus" triggerall = anim = 4201 triggerall = numexplod(23223) = 0 trigger1 = 1 anim = 23223 ID = 23223 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "Reksus" triggerall = anim = 4201 triggerall = numexplod(27224) = 0 trigger1 = 1 anim = 27224 ID = 27224 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall = anim = 4201 triggerall = numexplod(201) = 0 trigger1 = 1 anim = 201 ID = 201 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod trigger1 = time=60 anim = 100000 ID = 100000 pos = -20,-100 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermovetime = 0 pausemovetime = 0 scale = .6,.6 sprpriority = 3 ontop = 1 sprpriority= 10 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_b" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,6 channel=0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 1000,0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 2003,1 [State 0, HitAdd] type = HitAdd trigger1 = AnimElem = 2 value = 1 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 0,0 [State 0, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 0, TargetLifeAdd] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -12 kill = 0 [State 0, TargetState] type = TargetState trigger1 = time = 200 value = 4011 [State 0, ChangeState] type = ChangeState trigger1 = time = 200 value = 4202 ;------------------------------------------------------------------------------------------ ;T Speed 1 [Statedef 4202] type = S movetype= A physics = N anim = 4202 poweradd = 0 velset = 0,0 sprpriority = 10 [State 0, Explod] type = Explod triggerall = anim = 4202 triggerall = numexplod(202) = 0 trigger1 = 1 anim = 202 ID = 202 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_b" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 3301,1 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 4 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BaderbearXXX" triggerall = anim = 4202 triggerall = numexplod(25224) = 0 trigger1 = 1 anim = 25224 ID = 25224 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BubbaXXX" triggerall = anim = 4202 triggerall = numexplod(29224) = 0 trigger1 = 1 anim = 29224 ID = 29224 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =!enemy,name= "BubbaXXX" triggerall =!enemy,name= "BaderbearXXX" triggerall =!enemy,name= "Reksus" triggerall = anim = 4202 triggerall = numexplod(23224) = 0 trigger1 = 1 anim = 23224 ID = 23224 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "Reksus" triggerall = anim = 4202 triggerall = numexplod(27224) = 0 trigger1 = 1 anim = 27224 ID = 27224 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod trigger1 = AnimElem = 3 anim = 4442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = -5 bindtime = -1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218,21 + random % 2 channel = 1 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,10 channel = 2 volume = 50 [State 0, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 value = 1 [State 0, PowerAdd] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 0, TargetLifeAdd] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 6005, HitAdd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 0,0 [State 6072,] type = TargetState trigger1 = Time = 0 value = 4011 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "a" value = 2012 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "a" value = 2202 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "x" value = 6011 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "x" value = 6202 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 7012 [State 810, State End] type = ChangeState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 7202 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 8012 [State 810, State End] type = ChangeState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 8202 [State 810, Throw 11] type = TargetState triggerall = Time >= 25 trigger1 = command = "holdfwd" value = 4012 [State 810, State End] type = ChangeState triggerall = Time >= 25 trigger1 = command = "holdfwd" value = 4203 [State 810, State End] type = TargetState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 4010 [State 810, State End] type = ChangeState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 4001 [State 810, State End] type = TargetState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 4210 [State 810, State End] type = ChangeState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 15001 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;------------------------------------------------------------------------------------------ ;T Speed 2 [Statedef 4203] type = S movetype= A physics = N anim = 4203 poweradd = 0 velset = 0,0 sprpriority = 10 [State 0, Explod] type = Explod triggerall = anim = 4203 triggerall = numexplod(203) = 0 trigger1 = 1 anim = 203 ID = 203 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_b" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 3302,1 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4219,21 + random % 2 channel = 1 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,10 channel = 2 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 2 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 4 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BubbaXXX" triggerall = anim = 4203 triggerall = numexplod(29225) = 0 trigger1 = 1 anim = 29225 ID = 29225 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BaderbearXXX" triggerall = anim = 4203 triggerall = numexplod(25225) = 0 trigger1 = 1 anim = 25225 ID = 25225 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =!enemy,name= "BubbaXXX" triggerall = !enemy,name= "BaderbearXXX" triggerall = !enemy,name= "Reksus" triggerall = anim = 4203 triggerall = numexplod(23225) = 0 trigger1 = 1 anim = 23225 ID = 23225 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "Reksus" triggerall = anim = 4203 triggerall = numexplod(27225) = 0 trigger1 = 1 anim = 27225 ID = 27225 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 0,0 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 0, Explod] type = Explod trigger1 = AnimElem = 3 anim = 4442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = -5 bindtime = -1 [State 4615, Explod] type = Explod trigger1 = animelem = 1 anim = 10001 ID = 4001 pos = 0, -20 postype = p1 trans= addalpha alpha= 150,150 removetime= -1 scale = .5,.5 sprpriority = 9 ontop = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 1 anim = 10001 ID = 4003 pos = 0, -20 postype = p2 trans= addalpha alpha= 150,150 removetime= -1 scale = .5,.5 sprpriority = 9 ontop = 0 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 1 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 6072,] type = TargetState trigger1 = Time = 0 value = 4012 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "a" value = 2013 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "a" value = 2203 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "x" value = 6012 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "x" value = 6203 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 7013 [State 810, State End] type = ChangeState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 7203 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 8013 [State 810, State End] type = ChangeState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 8203 [State 810, Throw 11] type = TargetState triggerall = Time >= 50 trigger1 = command = "holdback" value = 4011 [State 810, State End] type = ChangeState triggerall = Time >= 50 trigger1 = command = "holdback" value = 4202 [State 810, Throw 11] type = TargetState triggerall = Time >= 50 trigger1 = command = "holdfwd" value = 4013 [State 810, State End] type = ChangeState triggerall = Time >= 50 trigger1 = command = "holdfwd" value = 4204 [State 810, State End] type = TargetState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 4010 [State 810, State End] type = ChangeState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 4001 [State 810, State End] type = TargetState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 4210 [State 810, State End] type = ChangeState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 15001 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;------------------------------------------------------------------------------------------ ;T Speed 3 [Statedef 4204] type = S movetype= A physics = N anim = 4204 poweradd = 0 velset = 0,0 sprpriority = 10 [State 0, Explod] type = Explod triggerall = anim = 4204 triggerall = numexplod(204) = 0 trigger1 = 1 anim = 204 ID = 204 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_b" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 3303,1 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4220,21 + random % 2 channel = 1 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,10 channel = 2 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 3 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 4 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BubbaXXX" triggerall = anim = 2204 triggerall = numexplod(29227) = 0 trigger1 = 1 anim = 29227 ID = 2927 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BaderbearXXX" triggerall = anim = 4204 triggerall = numexplod(25226) = 0 trigger1 = 1 anim = 25226 ID = 25226 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =!enemy,name= "BubbaXXX" triggerall = !enemy,name= "BaderbearXXX" triggerall = !enemy,name= "Reksus" triggerall = anim = 4204 triggerall = numexplod(23226) = 0 trigger1 = 1 anim = 23226 ID = 23226 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "Reksus" triggerall = anim = 4204 triggerall = numexplod(27226) = 0 trigger1 = 1 anim = 27226 ID = 27226 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 0,0 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 810] type = Explod trigger1 = AnimElem = 3 anim = 4442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = -5 bindtime = -1 [State 4615, Explod] type = Explod trigger1 = animelem = 1 anim = 10001 ID = 4001 pos = 0, -20 postype = p1 trans= addalpha alpha= 150,150 removetime= -1 scale = .5,.5 sprpriority = 9 ontop = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 1 anim = 10001 ID = 4003 pos = 0, -20 postype = p2 trans= addalpha alpha= 150,150 removetime= -1 scale = .5,.5 sprpriority = 9 ontop = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 1 anim = 10002 ID = 4002000 pos = 0, -20 postype = p1 trans= addalpha alpha= 150,150 removetime= -1 scale = .5,.5 sprpriority = 10 ontop = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 1 anim = 10002 ID = 40020000 pos = 0, -20 postype = p2 trans= addalpha alpha= 150,150 removetime= -1 scale = .5,.5 sprpriority = 10 ontop = 0 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 1 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 6072,] type = TargetState trigger1 = Time = 0 value = 4013 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "a" value = 2014 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "a" value = 2204 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "x" value = 6013 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "x" value = 6204 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 7014 [State 810, State End] type = ChangeState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 7204 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 8014 [State 810, State End] type = ChangeState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 8204 [State 810, Throw 11] type = TargetState triggerall = Time >= 100 trigger1 = command = "holdback" value = 4012 [State 810, State End] type = ChangeState triggerall = Time >= 100 trigger1 = command = "holdback" value = 4203 [State 810, Throw 11] type = TargetState triggerall = Time >= 100 trigger1 = command = "holdfwd" value = 4014 [State 810, State End] type = ChangeState triggerall = Time >= 100 trigger1 = command = "holdfwd" value = 4205 [State 810, State End] type = TargetState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 4010 [State 810, State End] type = ChangeState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 4001 [State 810, State End] type = TargetState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 4210 [State 810, State End] type = ChangeState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 15001 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;--------------------------------------------------------------- ;Cum [Statedef 4205] type = S movetype= A physics = N anim = 4205 poweradd = 0 velset = 0,0 sprpriority = 10 ;‘Ì—ÍŒ¸­ [State 6210, LifeAdd] type = TargetLifeAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = -19 Kill=0 [State 0, Explod] type = Explod triggerall = anim = 4205 triggerall = numexplod(205) = 0 trigger1 = 1 anim = 205 ID = 205 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 6005, Explod] type = Explod trigger1 = AnimElem = 2 anim = 4444 scale = .8,.9 pos = -80, -45 postype = p2 removetime = -2 sprpriority = 1 bindtime = 1 ownpal = 1 ontop=1 [State 3000, Super A] type = SuperPause triggerall = power >= 1000 triggerall = time >= 250 trigger1 = command = "holddown" pos = -60,-120 anim = s28000 time = 200 sound = s2, 7 poweradd = -1000 [State 0, Explod] type = Explod triggerall = power >= 1000 triggerall = time >= 250 trigger1 = 1 anim = 100003 ID = 100003 pos = -50,-120 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 0 vel = 0,0 accel = 0,0 random = 0,0 removetime = 15 supermovetime = 0 pausemovetime = 0 scale = .4,.4 sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod triggerall = power >= 1000 triggerall = time >= 250 trigger1 = command = "holddown" id = 100003 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_b" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 0,-6.5 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BubbaXXX" triggerall = anim = 4205 triggerall = numexplod(29332) = 0 trigger1 = 1 anim = 29332 ID = 29332 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BaderbearXXX" triggerall = anim = 4205 triggerall = numexplod(25232) = 0 trigger1 = 1 anim = 25232 ID = 25232 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall = !enemy,name= "BaderbearXXX" triggerall = !enemy,name= "Reksus" triggerall =!enemy,name= "BubbaXXX" triggerall = anim = 4205 triggerall = numexplod(23232) = 0 trigger1 = 1 anim = 23232 ID = 23232 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "Reksus" triggerall = anim = 4205 triggerall = numexplod(27232) = 0 trigger1 = 1 anim = 27232 ID = 27232 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State -2, EnvShake] type = EnvShake trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 || animelem = 124 trigger8 = animelem = 3 || animelem = 29 trigger9 = animelem = 56 || animelem = 83 time = 10 freq = 120 ampl = -6 [State 6005, HitAdd] type = HitAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 || animelem = 124 trigger8 = animelem = 3 || animelem = 29 trigger9 = animelem = 56 || animelem = 83 value = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 2002,1 channel = 0 volume = 50 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 3 trigger2 = animelem = 56 value = 2000,0 +random%2 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 10 trigger2 = animelem = 40 trigger3 = animelem = 70 value = 5010, 7 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 1000,3 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 1000,4 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 90 value = 12,1 volume = 5000 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 12,0 volume = 5000 [State 4615, Explod] type = Explod trigger1 = animelem = 10 trigger2 = animelem = 40 trigger3 = animelem = 70 trigger4 = animelem = 100 anim = 10000 ID = 4000 pos = 10, -30 postype = p1 scale = .6,.6 sprpriority = 1 ontop = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 40 trigger2 = animelem = 70 trigger3 = animelem = 100 anim = 10001 ID = 4001 pos = 0, -20 postype = p1 scale = .6,.6 sprpriority = 1 ontop = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 16 trigger2 = animelem = 40 trigger3 = animelem = 70 trigger4 = animelem = 100 anim = 10002 ID = 4002 pos = 0, -26 postype = p1 scale = .6,.6 sprpriority = 1 ontop = 0 [State 6005, Explod] type = Explod trigger1 = AnimElem = 90 anim = 4445 scale = .6,.6 pos = 5, -65 postype = p1 removetime = -2 sprpriority = 1 bindtime = 1 ownpal = 1 [State 6210, LifeAdd] type = LifeAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = 9 absolute = 1 [State 6210, LifeAdd] type = PowerAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = 75 [State 1120, Position] type = PosSet trigger1 = time = 0 y = 0 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 value = 2216 [State 810, State End] type = ChangeState trigger1 = animtime = 0 value = 21004 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;--------------------------------------------------------------------------- ;T Hit [Statedef 6201] type = S movetype= A physics = N anim = 6201 poweradd = 0 velset = 0,0 sprpriority = -10 [State 0, PowerAdd] type = Poweradd trigger1 = prevstateno= [6002,6004] value = -10 ;ignorehitpause = ;persistent = [State 0, PowerAdd] type = Poweradd trigger1 = prevstateno= [11002,11004] value = -10 ;ignorehitpause = ;persistent = [State 0, PowerAdd] type = Poweradd trigger1 = prevstateno= [16002,16004] value = -10 ;ignorehitpause = ;persistent = [State 0, PosSet] type = PosSet trigger1 = time=0 x = 0 y = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 [State 0, Explod] type = Explod triggerall =enemy,name= "BubbaXXX" triggerall = anim = 6201 triggerall = numexplod(29223) = 0 trigger1 = 1 anim = 29223 ID = 29223 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BaderbearXXX" triggerall = anim = 6201 triggerall = numexplod(25223) = 0 trigger1 = 1 anim = 25223 ID = 25223 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =!enemy,name= "BubbaXXX" triggerall =!enemy,name= "BaderbearXXX" triggerall =!enemy,name= "Reksus" triggerall = anim = 6201 triggerall = numexplod(23223) = 0 trigger1 = 1 anim = 23223 ID = 23223 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "Reksus" triggerall = anim = 6201 triggerall = numexplod(27224) = 0 trigger1 = 1 anim = 27224 ID = 27224 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall = anim = 6201 triggerall = numexplod(201) = 0 trigger1 = 1 anim = 201 ID = 201 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod trigger1 = time=60 anim = 100000 ID = 100000 pos = -20,-100 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermovetime = 0 pausemovetime = 0 scale = .6,.6 sprpriority = 10 ontop = 0 sprpriority= 10 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 6201 triggerall = numexplod(62010) = 0 trigger1 = 1 anim = 62010 ID = 62010 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 1 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 1000,0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 2003,1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,6 channel=0 [State 0, HitAdd] type = HitAdd trigger1 = AnimElem = 2 value = 1 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 0,7 [State 0, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 0, TargetLifeAdd] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 0, TargetState] type = TargetState trigger1 = time = 200 value = 6011 [State 0, ChangeState] type = ChangeState trigger1 = time = 200 value = 6202 ;------------------------------------------------------------------------------------------ ;T Speed 1 [Statedef 6202] type = S movetype= A physics = N anim = 6202 poweradd = 0 velset = 0,0 sprpriority = -10 [State 0, Explod] type = Explod triggerall = anim = 6202 triggerall = numexplod(202) = 0 trigger1 = 1 anim = 202 ID = 202 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 6202 triggerall = numexplod(62020) = 0 trigger1 = 1 anim = 62020 ID = 62020 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 10 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 id = 60030 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 3301,1 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218,21 + random % 2 channel = 1 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,10 channel = 2 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 4 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BaderbearXXX" triggerall = anim = 6202 triggerall = numexplod(25224) = 0 trigger1 = 1 anim = 25224 ID = 25224 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BubbaXXX" triggerall = anim = 6202 triggerall = numexplod(29224) = 0 trigger1 = 1 anim = 29224 ID = 29224 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =!enemy,name= "BubbaXXX" triggerall =!enemy,name= "BaderbearXXX" triggerall =!enemy,name= "Reksus" triggerall = anim = 6202 triggerall = numexplod(23224) = 0 trigger1 = 1 anim = 23224 ID = 23224 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "Reksus" triggerall = anim = 6202 triggerall = numexplod(27224) = 0 trigger1 = 1 anim = 27224 ID = 27224 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod trigger1 = AnimElem = 3 anim = 4442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = -5 bindtime = -1 [State 0, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 value = 1 [State 0, PowerAdd] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 0, TargetLifeAdd] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 6005, HitAdd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 0,7 [State 6072,] type = TargetState trigger1 = Time = 0 value = 6011 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "a" value = 2012 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "a" value = 2202 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "b" value = 4011 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "b" value = 4202 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 7012 [State 810, State End] type = ChangeState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 7202 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 8012 [State 810, State End] type = ChangeState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 8202 [State 810, Throw 11] type = TargetState triggerall = Time >= 25 trigger1 = command = "holdfwd" value = 6012 [State 810, State End] type = ChangeState triggerall = Time >= 25 trigger1 = command = "holdfwd" value = 6203 [State 810, State End] type = TargetState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 6010 [State 810, State End] type = ChangeState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 6001 [State 810, State End] type = TargetState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 6210 [State 810, State End] type = ChangeState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 16001 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;------------------------------------------------------------------------------------------ ;T Speed 2 [Statedef 6203] type = S movetype= A physics = N anim = 6203 poweradd = 0 velset = 0,0 sprpriority = -10 [State 0, Explod] type = Explod triggerall = anim = 6203 triggerall = numexplod(203) = 0 trigger1 = 1 anim = 203 ID = 203 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 6203 triggerall = numexplod(62030) = 0 trigger1 = 1 anim = 62030 ID = 62030 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 10 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 3302,1 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4219,21 + random % 2 channel = 1 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,10 channel = 2 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 2 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 4 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BubbaXXX" triggerall = anim = 6203 triggerall = numexplod(29225) = 0 trigger1 = 1 anim = 29225 ID = 29225 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BaderbearXXX" triggerall = anim = 6203 triggerall = numexplod(25225) = 0 trigger1 = 1 anim = 25225 ID = 25225 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =!enemy,name= "BubbaXXX" triggerall = !enemy,name= "BaderbearXXX" triggerall = !enemy,name= "Reksus" triggerall = anim = 6203 triggerall = numexplod(23225) = 0 trigger1 = 1 anim = 23225 ID = 23225 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "Reksus" triggerall = anim = 6203 triggerall = numexplod(27225) = 0 trigger1 = 1 anim = 27225 ID = 27225 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 0,7 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 0, Explod] type = Explod trigger1 = AnimElem = 3 anim = 4442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = -5 bindtime = -1 [State 4615, Explod] type = Explod trigger1 = animelem = 1 ontop = 1 anim = 10001 ID = 4001 pos = 0, -40 postype = p1 trans= addalpha alpha= 150,150 removetime= -1 scale = .5,.6 sprpriority = 20 [State 4615, Explod] type = Explod trigger1 = animelem = 1 anim = 10001 ID = 40033 pos = 0, -50 postype = p2 trans= addalpha alpha= 150,150 removetime= -1 scale = .5,.6 sprpriority = 10 ontop = 1 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 1 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 6072,] type = TargetState trigger1 = Time = 0 value = 6012 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "a" value = 2013 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "a" value = 2203 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "b" value = 4012 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "b" value = 4203 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 7013 [State 810, State End] type = ChangeState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 7203 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 8013 [State 810, State End] type = ChangeState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 8203 [State 810, Throw 11] type = TargetState triggerall = Time >= 50 trigger1 = command = "holdback" value = 6011 [State 810, State End] type = ChangeState triggerall = Time >= 50 trigger1 = command = "holdback" value = 6202 [State 810, Throw 11] type = TargetState triggerall = Time >= 50 trigger1 = command = "holdfwd" value = 6013 [State 810, State End] type = ChangeState triggerall = Time >= 50 trigger1 = command = "holdfwd" value = 6204 [State 810, State End] type = TargetState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 6010 [State 810, State End] type = ChangeState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 6001 [State 810, State End] type = TargetState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 6210 [State 810, State End] type = ChangeState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 16001 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;------------------------------------------------------------------------------------------ ;T Speed 3 [Statedef 6204] type = S movetype= A physics = N anim = 6204 poweradd = 0 velset = 0,0 sprpriority = -10 [State 0, Explod] type = Explod triggerall = anim = 6204 triggerall = numexplod(204) = 0 trigger1 = 1 anim = 204 ID = 204 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 6204 triggerall = numexplod(62040) = 0 trigger1 = 1 anim = 62040 ID = 62040 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 10 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 3303,1 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4220,21 + random % 2 channel = 1 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,10 channel = 2 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 3 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 4 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BubbaXXX" triggerall = anim = 6204 triggerall = numexplod(29227) = 0 trigger1 = 1 anim = 29227 ID = 2927 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BaderbearXXX" triggerall = anim = 6204 triggerall = numexplod(25226) = 0 trigger1 = 1 anim = 25226 ID = 25226 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =!enemy,name= "BubbaXXX" triggerall = !enemy,name= "BaderbearXXX" triggerall = !enemy,name= "Reksus" triggerall = anim = 6204 triggerall = numexplod(23226) = 0 trigger1 = 1 anim = 23226 ID = 23226 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "Reksus" triggerall = anim = 6204 triggerall = numexplod(27226) = 0 trigger1 = 1 anim = 27226 ID = 27226 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 0,7 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 810] type = Explod trigger1 = AnimElem = 3 anim = 4442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = -5 bindtime = -1 [State 4615, Explod] type = Explod trigger1 = animelem = 1 ontop = 1 anim = 10001 ID = 4001 pos = 0, -40 postype = p1 trans= addalpha alpha= 150,150 removetime= -1 scale = .5,.6 sprpriority = 20 [State 4615, Explod] type = Explod trigger1 = animelem = 1 anim = 10001 ID = 40033 pos = 0, -50 postype = p2 trans= addalpha alpha= 150,150 removetime= -1 scale = .5,.6 sprpriority = 10 ontop = 1 [State 4615, Explod] type = Explod trigger1 = animelem = 1 anim = 10002 ID = 400333 pos = 0, -40 postype = p2 trans= addalpha alpha= 150,150 removetime= -1 scale = .5,.6 sprpriority = 10 ontop = 1 [State 4615, Explod] type = Explod trigger1 = animelem = 1 anim = 10002 ID = 4003333 pos = 0, -30 postype = p1 trans= addalpha alpha= 150,150 removetime= -1 scale = .5,.6 sprpriority = 10 ontop = 1 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 1 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 6072,] type = TargetState trigger1 = Time = 0 value = 6013 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "a" value = 2014 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "a" value = 2204 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "b" value = 4013 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "b" value = 4204 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 7014 [State 810, State End] type = ChangeState triggerall= enemy,authorname!= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 7204 [State 810, Throw 11] type = TargetState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 8014 [State 810, State End] type = ChangeState triggerall= enemy,authorname= "MorinetsuO" trigger1 = animtime = 0 trigger1 = command = "y" value = 8204 [State 810, Throw 11] type = TargetState trigger1 = Time >= 100 trigger1 = command = "holdback" value = 6012 [State 810, State End] type = ChangeState triggerall = Time >= 100 trigger1 = command = "holdback" value = 6203 [State 810, Throw 11] type = TargetState triggerall = Time >= 100 trigger1 = command = "holdfwd" value = 6014 [State 810, State End] type = ChangeState triggerall = Time >= 100 trigger1 = command = "holdfwd" value = 6205 [State 810, State End] type = TargetState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 6010 [State 810, State End] type = ChangeState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 6001 [State 810, State End] type = TargetState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 6210 [State 810, State End] type = ChangeState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 16001 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;--------------------------------------------------------------- ;Cum [Statedef 6205] type = S movetype= A physics = N anim = 6205 poweradd = 0 velset = 0,0 sprpriority = -10 ;‘Ì—ÍŒ¸­ [State 6210, LifeAdd] type = TargetLifeAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = -19 Kill=0 [State 0, Explod] type = Explod triggerall = anim = 6205 triggerall = numexplod(205) = 0 trigger1 = 1 anim = 205 ID = 205 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 6005, Explod] type = Explod trigger1 = AnimElem = 2 anim = 4444 scale = .8,.9 pos = -80, -45 postype = p2 removetime = -2 sprpriority = 1 bindtime = 1 ownpal = 1 ontop=1 [State 3000, Super A] type = SuperPause triggerall = power >= 1000 triggerall = time >= 250 trigger1 = command = "holddown" pos = -60,-120 anim = s28000 time = 200 sound = s2, 7 poweradd = -1000 [State 0, Explod] type = Explod triggerall = power >= 1000 triggerall = time >= 250 trigger1 = 1 anim = 100003 ID = 100003 pos = -50,-120 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 0 vel = 0,0 accel = 0,0 random = 0,0 removetime = 15 supermovetime = 0 pausemovetime = 0 scale = .4,.4 sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod triggerall = power >= 1000 triggerall = time >= 250 trigger1 = command = "holddown" id = 100003 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 6205 triggerall = numexplod(62050) = 0 trigger1 = 1 anim = 62050 ID = 62050 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 10 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 0,7 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BubbaXXX" triggerall = anim = 6205 triggerall = numexplod(29332) = 0 trigger1 = 1 anim = 29332 ID = 29332 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BaderbearXXX" triggerall = anim = 6205 triggerall = numexplod(25232) = 0 trigger1 = 1 anim = 25232 ID = 25232 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall = !enemy,name= "BaderbearXXX" triggerall = !enemy,name= "Reksus" triggerall =!enemy,name= "BubbaXXX" triggerall = anim = 6205 triggerall = numexplod(23232) = 0 trigger1 = 1 anim = 23232 ID = 23232 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "Reksus" triggerall = anim = 6205 triggerall = numexplod(27232) = 0 trigger1 = 1 anim = 27232 ID = 27232 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State -2, EnvShake] type = EnvShake trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 || animelem = 124 trigger8 = animelem = 3 || animelem = 29 trigger9 = animelem = 56 || animelem = 83 time = 10 freq = 120 ampl = -6 [State 6005, HitAdd] type = HitAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 || animelem = 124 trigger8 = animelem = 3 || animelem = 29 trigger9 = animelem = 56 || animelem = 83 value = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 2002,1 channel = 0 volume = 50 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 3 trigger2 = animelem = 56 value = 2000,0 +random%2 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 10 trigger2 = animelem = 40 trigger3 = animelem = 70 value = 5010, 7 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 1000,3 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 1000,4 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 90 value = 12,0 volume = 5000 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 12,1 volume = 5000 [State 4615, Explod] type = Explod trigger1 = animelem = 10 trigger2 = animelem = 40 trigger3 = animelem = 70 trigger4 = animelem = 100 anim = 10000 ID = 4000 pos = 0, -50 postype = p1 scale = .6,.6 sprpriority = 10 ontop = 1 [State 4615, Explod] type = Explod trigger1 = animelem = 40 trigger2 = animelem = 70 trigger3 = animelem = 100 anim = 10001 ID = 4001 pos = 0, -50 postype = p1 scale = .6,.6 sprpriority = 10 ontop = 1 [State 4615, Explod] type = Explod trigger1 = animelem = 16 trigger2 = animelem = 40 trigger3 = animelem = 70 trigger4 = animelem = 100 anim = 10002 ID = 4002 pos = 0, -50 postype = p1 scale = .6,.6 sprpriority = 10 ontop = 1 [State 6005, Explod] type = Explod trigger1 = AnimElem = 90 anim = 4445 scale = .6,.6 pos = 6, -55 postype = p1 removetime = -2 sprpriority = 10 bindtime = 1 ontop = 1 ownpal = 1 [State 6210, LifeAdd] type = LifeAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = 9 absolute = 1 [State 6210, LifeAdd] type = PowerAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = 75 [State 1120, Position] type = PosSet trigger1 = time = 0 y = 0 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 value = 2216 [State 810, State End] type = ChangeState trigger1 = animtime = 0 value = 21004 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;--------------------------------------------------------------------------- ;T Hit [Statedef 7201] type = S movetype= A physics = N anim = 7201 poweradd = 0 velset = 0,0 sprpriority = 10 [State 2000, 1] type = changeState trigger1= enemy,authorname= "MorinetsuO" value = 8201 ctrl = 0 [State 0, PowerAdd] type = Poweradd trigger1 = prevstateno= [7002,7004] value = -10 ;ignorehitpause = ;persistent = [State 0, PowerAdd] type = Poweradd trigger1 = prevstateno= [12002,12004] value = -10 ;ignorehitpause = ;persistent = [State 0, PowerAdd] type = Poweradd trigger1 = prevstateno= [17002,17004] value = -10 ;ignorehitpause = ;persistent = [State 0, PosSet] type = PosSet trigger1 = time=0 x = 0 y = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 [State 0, Explod] type = Explod triggerall =enemy,name= "BubbaXXX" triggerall = anim = 7201 triggerall = numexplod(29223) = 0 trigger1 = 1 anim = 29223 ID = 29223 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BaderbearXXX" triggerall = anim = 7201 triggerall = numexplod(25223) = 0 trigger1 = 1 anim = 25223 ID = 25223 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =!enemy,name= "BubbaXXX" triggerall =!enemy,name= "BaderbearXXX" triggerall =!enemy,name= "Reksus" triggerall = anim = 7201 triggerall = numexplod(23223) = 0 trigger1 = 1 anim = 23223 ID = 23223 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "Reksus" triggerall = anim = 7201 triggerall = numexplod(27224) = 0 trigger1 = 1 anim = 27224 ID = 27224 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall = anim = 7201 triggerall = numexplod(201) = 0 trigger1 = 1 anim = 201 ID = 201 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_y" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, Explod] type = Explod triggerall = anim = 7201 triggerall = numexplod(72010) = 0 trigger1 = 1 anim = 72010 ID = 72010 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 11 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 7201 triggerall = numexplod(720201) = 0 trigger1 =command = "hold_y" anim = 72010 ID = 720201 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 sprpriority = 0 ontop = 1 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "hold_y" id = 72010 [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "release_y" id = 720201 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 id = 70020 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 id = 70030 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 id = 70040 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 id = 72020 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 id = 72030 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 id = 72040 [State 0, Explod] type = Explod trigger1 = time=60 anim = 100000 ID = 100000 pos = 30,-50 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermovetime = 0 pausemovetime = 0 scale = .6,.6 sprpriority = 3 ontop = 1 sprpriority= 10 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 1000,0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 2003,1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,6 channel=0 [State 0, HitAdd] type = HitAdd trigger1 = AnimElem = 2 value = 1 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 5,-12 [State 0, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 0, TargetLifeAdd] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 0, TargetState] type = TargetState trigger1 = time = 200 value = 7012 [State 0, ChangeState] type = ChangeState trigger1 = time = 200 value = 7202 ;------------------------------------------------------------------------------------------ ;T Speed 1 [Statedef 7202] type = S movetype= A physics = N anim = 7202 poweradd = 0 velset = 0,0 sprpriority = 10 [State 0, Explod] type = Explod triggerall = anim = 7202 triggerall = numexplod(202) = 0 trigger1 = 1 anim = 202 ID = 202 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_y" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, Explod] type = Explod triggerall = anim = 7202 triggerall = numexplod(72020) = 0 trigger1 = 1 anim = 72020 ID = 72020 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 11 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 7202 triggerall = numexplod(720210) = 0 trigger1 =command = "hold_y" anim = 72020 ID = 720210 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 sprpriority = 11 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "hold_y" id = 70020 [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "release_y" id = 700210 [State 0, Explod] type = Explod triggerall = anim = 7002 triggerall = numexplod(7002100) = 0 trigger1 = 1 anim = 70021 ID = 7002100 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = -1 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 3301,1 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218,21 + random % 2 channel = 1 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,10 channel = 2 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 4 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BaderbearXXX" triggerall = anim = 7202 triggerall = numexplod(25224) = 0 trigger1 = 1 anim = 25224 ID = 25224 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BubbaXXX" triggerall = anim = 7202 triggerall = numexplod(29224) = 0 trigger1 = 1 anim = 29224 ID = 29224 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =!enemy,name= "BubbaXXX" triggerall =!enemy,name= "BaderbearXXX" triggerall =!enemy,name= "Reksus" triggerall = anim = 7202 triggerall = numexplod(23224) = 0 trigger1 = 1 anim = 23224 ID = 23224 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "Reksus" triggerall = anim = 7202 triggerall = numexplod(27224) = 0 trigger1 = 1 anim = 27224 ID = 27224 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod trigger1 = AnimElem = 3 anim = 4442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = -5 bindtime = -1 [State 0, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 value = 1 [State 0, PowerAdd] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 0, TargetLifeAdd] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 6005, HitAdd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 5,-12 [State 6072,] type = TargetState trigger1 = Time = 0 value = 7012 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "a" value = 2012 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "a" value = 2202 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "b" value = 4011 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "b" value = 4202 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "x" value = 6011 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "x" value = 6202 [State 810, Throw 11] type = TargetState triggerall = Time >= 25 trigger1 = command = "holdfwd" value = 7013 [State 810, State End] type = ChangeState triggerall = Time >= 25 trigger1 = command = "holdfwd" value = 7203 [State 810, State End] type = TargetState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 7011 [State 810, State End] type = ChangeState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 7001 [State 810, State End] type = TargetState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 7210 [State 810, State End] type = ChangeState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 17001 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;------------------------------------------------------------------------------------------ ;T Speed 2 [Statedef 7203] type = S movetype= A physics = N anim = 7203 poweradd = 0 velset = 0,0 sprpriority = 10 [State 0, Explod] type = Explod triggerall = anim = 7203 triggerall = numexplod(203) = 0 trigger1 = 1 anim = 203 ID = 203 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_y" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, Explod] type = Explod triggerall = anim = 7203 triggerall = numexplod(72030) = 0 trigger1 = 1 anim = 72030 ID = 72030 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 11 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 7203 triggerall = numexplod(720310) = 0 trigger1 =command = "hold_y" anim = 72030 ID = 720310 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 sprpriority = 11 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "hold_y" id = 72030 [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "release_y" id = 720310 [State 0, Explod] type = Explod triggerall = anim = 7203 triggerall = numexplod(7203100) = 0 trigger1 = 1 anim = 72031 ID = 7203100 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = -1 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 3302,1 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4219,21 + random % 2 channel = 1 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,10 channel = 2 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 2 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 4 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BubbaXXX" triggerall = anim = 7203 triggerall = numexplod(29225) = 0 trigger1 = 1 anim = 29225 ID = 29225 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BaderbearXXX" triggerall = anim = 7203 triggerall = numexplod(25225) = 0 trigger1 = 1 anim = 25225 ID = 25225 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =!enemy,name= "BubbaXXX" triggerall = !enemy,name= "BaderbearXXX" triggerall = !enemy,name= "Reksus" triggerall = anim = 7203 triggerall = numexplod(23225) = 0 trigger1 = 1 anim = 23225 ID = 23225 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "Reksus" triggerall = anim = 7203 triggerall = numexplod(27225) = 0 trigger1 = 1 anim = 27225 ID = 27225 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 5,-12 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 0, Explod] type = Explod trigger1 = AnimElem = 3 anim = 4442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = -5 bindtime = -1 [State 4615, Explod] type = Explod trigger1 = animelem = 1 anim = 10001 ID = 4001 pos = 0, -40 postype = p1 trans= addalpha alpha= 150,150 removetime= -1 scale = .6,.6 sprpriority = 0 ontop = 0 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 6072,] type = TargetState trigger1 = Time = 0 value = 7013 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "a" value = 2013 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "a" value = 2203 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "b" value = 4012 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "b" value = 4203 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "x" value = 6012 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "x" value = 6203 [State 810, Throw 11] type = TargetState triggerall = Time >= 50 trigger1 = command = "holdback" value = 7012 [State 810, State End] type = ChangeState triggerall = Time >= 50 trigger1 = command = "holdback" value = 7202 [State 810, Throw 11] type = TargetState triggerall = Time >= 50 trigger1 = command = "holdfwd" value = 7014 [State 810, State End] type = ChangeState triggerall = Time >= 50 trigger1 = command = "holdfwd" value = 7204 [State 810, State End] type = TargetState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 7011 [State 810, State End] type = ChangeState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 7001 [State 810, State End] type = TargetState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 7210 [State 810, State End] type = ChangeState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 17001 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;------------------------------------------------------------------------------------------ ;T Speed 3 [Statedef 7204] type = S movetype= A physics = N anim = 7204 poweradd = 0 velset = 0,0 sprpriority = 10 [State 0, Explod] type = Explod triggerall = anim = 7204 triggerall = numexplod(204) = 0 trigger1 = 1 anim = 204 ID = 204 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_y" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, Explod] type = Explod triggerall = anim = 7204 triggerall = numexplod(72040) = 0 trigger1 = 1 anim = 72040 ID = 72040 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 11 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 7204 triggerall = numexplod(720410) = 0 trigger1 =command = "hold_y" anim = 72040 ID = 720410 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 sprpriority = 11 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "hold_y" id = 72040 [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "release_y" id = 720410 [State 0, Explod] type = Explod triggerall = anim = 7204 triggerall = numexplod(7204100) = 0 trigger1 = 1 anim = 72041 ID = 7204100 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = -1 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 3303,1 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4220,21 + random % 2 channel = 1 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,10 channel = 2 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 3 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 4 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BubbaXXX" triggerall = anim = 7204 triggerall = numexplod(29227) = 0 trigger1 = 1 anim = 29227 ID = 2927 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BaderbearXXX" triggerall = anim = 7204 triggerall = numexplod(25226) = 0 trigger1 = 1 anim = 25226 ID = 25226 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =!enemy,name= "BubbaXXX" triggerall = !enemy,name= "BaderbearXXX" triggerall = !enemy,name= "Reksus" triggerall = anim = 7204 triggerall = numexplod(23226) = 0 trigger1 = 1 anim = 23226 ID = 23226 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "Reksus" triggerall = anim = 7204 triggerall = numexplod(27226) = 0 trigger1 = 1 anim = 27226 ID = 27226 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 5,-12 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 810] type = Explod trigger1 = AnimElem = 3 anim = 4442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = -5 bindtime = -1 [State 4615, Explod] type = Explod trigger1 = animelem = 1 anim = 10001 ID = 4001 pos = 0, -40 postype = p1 trans= addalpha alpha= 150,150 removetime= -1 scale = .6,.6 sprpriority = 0 ontop = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 1 anim = 10002 ID = 4001331 pos = 0, -40 postype = p1 trans= addalpha alpha= 150,150 removetime= -1 scale = .6,.6 sprpriority = 0 ontop = 0 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 1 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 6072,] type = TargetState trigger1 = Time = 0 value = 7014 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "a" value = 2014 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "a" value = 2204 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "b" value = 4013 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "b" value = 4204 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "x" value = 6013 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "x" value = 6204 [State 810, Throw 11] type = TargetState triggerall = Time >= 100 trigger1 = command = "holdback" value = 7013 [State 810, State End] type = ChangeState triggerall = Time >= 100 trigger1 = command = "holdback" value = 7203 [State 810, Throw 11] type = TargetState triggerall = Time >= 100 trigger1 = command = "holdfwd" value = 7015 [State 810, State End] type = ChangeState triggerall = Time >= 100 trigger1 = command = "holdfwd" value = 7205 [State 810, State End] type = TargetState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 7011 [State 810, State End] type = ChangeState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 7001 [State 810, State End] type = TargetState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 7210 [State 810, State End] type = ChangeState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 17001 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;--------------------------------------------------------------- ;Cum [Statedef 7205] type = S movetype= A physics = N anim = 7205 poweradd = 0 velset = 0,0 sprpriority = 10 ;‘Ì—ÍŒ¸­ [State 6210, LifeAdd] type = TargetLifeAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = -19 Kill=0 [State 0, Explod] type = Explod triggerall = anim = 7205 triggerall = numexplod(205) = 0 trigger1 = 1 anim = 205 ID = 205 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 6005, Explod] type = Explod trigger1 = AnimElem = 2 anim = 4444 scale = .8,.9 pos = -80, -45 postype = p2 removetime = -2 sprpriority = 1 bindtime = 1 ownpal = 1 ontop=1 [State 3000, Super A] type = SuperPause triggerall = power >= 1000 triggerall = time >= 250 trigger1 = command = "holddown" pos = -60,-120 anim = s28000 time = 200 sound = s2, 7 poweradd = -1000 [State 0, Explod] type = Explod triggerall = power >= 1000 triggerall = time >= 250 trigger1 = 1 anim = 100003 ID = 100003 pos = -50,-120 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 0 vel = 0,0 accel = 0,0 random = 0,0 removetime = 15 supermovetime = 0 pausemovetime = 0 scale = .4,.4 sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod triggerall = power >= 1000 triggerall = time >= 250 trigger1 = command = "holddown" id = 100003 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_y" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, Explod] type = Explod triggerall = anim = 7205 triggerall = numexplod(72050) = 0 trigger1 = 1 anim = 72050 ID = 72050 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = 11 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod triggerall = anim = 7205 triggerall = numexplod(720510) = 0 trigger1 =command = "hold_y" anim = 72050 ID = 720510 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 sprpriority = 11 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "hold_y" id = 72050 [State 0, RemoveExplod] type = RemoveExplod trigger1 =command = "release_y" id = 720510 [State 0, Explod] type = Explod triggerall = anim = 7205 triggerall = numexplod(7205100) = 0 trigger1 = 1 anim = 72051 ID = 7205100 pos = 0,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale = const(size.xscale),const(size.yscale) sprpriority = -1 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 5,-12 [State -2, EnvShake] type = EnvShake trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 || animelem = 124 trigger8 = animelem = 3 || animelem = 29 trigger9 = animelem = 56 || animelem = 83 time = 10 freq = 120 ampl = -6 [State 6005, HitAdd] type = HitAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 || animelem = 124 trigger8 = animelem = 3 || animelem = 29 trigger9 = animelem = 56 || animelem = 83 value = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 2002,1 channel = 0 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 90 value = 2002,1 channel = 0 volume = 50 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 3 trigger2 = animelem = 56 value = 2000,0 +random%2 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 10 trigger2 = animelem = 40 trigger3 = animelem = 70 value = 5010, 7 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 1000,3 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 1000,4 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 90 value = 12,0 volume = 5000 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 12,1 volume = 5000 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BubbaXXX" triggerall = anim = 7205 triggerall = numexplod(29332) = 0 trigger1 = 1 anim = 29332 ID = 29332 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BaderbearXXX" triggerall = anim = 7205 triggerall = numexplod(25232) = 0 trigger1 = 1 anim = 25232 ID = 25232 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall = !enemy,name= "BaderbearXXX" triggerall = !enemy,name= "Reksus" triggerall =!enemy,name= "BubbaXXX" triggerall = anim = 7205 triggerall = numexplod(23232) = 0 trigger1 = 1 anim = 23232 ID = 23232 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "Reksus" triggerall = anim = 7205 triggerall = numexplod(27232) = 0 trigger1 = 1 anim = 27232 ID = 27232 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 10 trigger2 = animelem = 40 trigger3 = animelem = 70 trigger4 = animelem = 100 anim = 10000 ID = 4000 pos = 10, -30 postype = p1 scale = .6,.6 sprpriority = 1 ontop = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 40 trigger2 = animelem = 70 trigger3 = animelem = 100 anim = 10001 ID = 4001 pos = 0, -20 postype = p1 scale = .6,.6 sprpriority = 1 ontop = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 16 trigger2 = animelem = 40 trigger3 = animelem = 70 trigger4 = animelem = 100 anim = 10002 ID = 4002 pos = 0, -26 postype = p1 scale = .6,.6 sprpriority = 1 ontop = 0 [State 6005, Explod] type = Explod trigger1 = AnimElem = 90 anim = 4444 scale = .6,.6 pos = 0, -45 postype = p1 removetime = -2 sprpriority = 1 bindtime = 1 ownpal = 1 [State 6210, LifeAdd] type = LifeAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = 9 absolute = 1 [State 6210, LifeAdd] type = PowerAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = 75 [State 1120, Position] type = PosSet trigger1 = time = 0 y = 0 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 value = 2216 [State 810, State End] type = ChangeState trigger1 = animtime = 0 value = 21004 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;--------------------------------------------------------------------------- ;T Hit [Statedef 8201] type = S movetype= A physics = N anim = 7721 poweradd = 0 velset = 0,0 sprpriority = 1 [State 0, PowerAdd] type = Poweradd trigger1 = prevstateno= [8002,8004] value = -10 ;ignorehitpause = ;persistent = [State 0, PowerAdd] type = Poweradd trigger1 = prevstateno= [13002,13004] value = -10 ;ignorehitpause = ;persistent = [State 0, PowerAdd] type = Poweradd trigger1 = prevstateno= [18002,18004] value = -10 ;ignorehitpause = ;persistent = [State 0, PosSet] type = PosSet trigger1 = time=0 x = 0 y = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 [State 0, Explod] type = Explod triggerall =enemy,name= "BubbaXXX" triggerall = anim = 7721 triggerall = numexplod(29223) = 0 trigger1 = 1 anim = 29223 ID = 29223 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BaderbearXXX" triggerall = anim = 7721 triggerall = numexplod(25223) = 0 trigger1 = 1 anim = 25223 ID = 25223 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =!enemy,name= "BubbaXXX" triggerall =!enemy,name= "BaderbearXXX" triggerall =!enemy,name= "Reksus" triggerall = anim = 7721 triggerall = numexplod(23223) = 0 trigger1 = 1 anim = 23223 ID = 23223 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "Reksus" triggerall = anim = 7721 triggerall = numexplod(27224) = 0 trigger1 = 1 anim = 27224 ID = 27224 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall = anim = 7721 triggerall = numexplod(201) = 0 trigger1 = 1 anim = 201 ID = 201 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_y" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, Explod] type = Explod trigger1 = time=60 anim = 100000 ID = 100000 pos = 30,-50 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermovetime = 0 pausemovetime = 0 scale = .6,.6 sprpriority = 10 ontop = 1 sprpriority= 10 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 1000,0 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 2003,1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,6 channel=0 [State 0, HitAdd] type = HitAdd trigger1 = AnimElem = 2 value = 1 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 5,-12 [State 0, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 0, TargetLifeAdd] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 0, TargetState] type = TargetState trigger1 = time = 200 value = 8012 [State 0, ChangeState] type = ChangeState trigger1 = time = 200 value = 8202 ;------------------------------------------------------------------------------------------ ;T Speed 1 [Statedef 8202] type = S movetype= A physics = N anim = 7722 poweradd = 0 velset = 0,0 sprpriority = 10 [State 0, Explod] type = Explod triggerall = anim = 7722 triggerall = numexplod(202) = 0 trigger1 = 1 anim = 202 ID = 202 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_y" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 3301,1 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218,21 + random % 2 channel = 1 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,10 channel = 2 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 4 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BaderbearXXX" triggerall = anim = 7722 triggerall = numexplod(25224) = 0 trigger1 = 1 anim = 25224 ID = 25224 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BubbaXXX" triggerall = anim = 7722 triggerall = numexplod(29224) = 0 trigger1 = 1 anim = 29224 ID = 29224 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =!enemy,name= "BubbaXXX" triggerall =!enemy,name= "BaderbearXXX" triggerall =!enemy,name= "Reksus" triggerall = anim = 7722 triggerall = numexplod(23224) = 0 trigger1 = 1 anim = 23224 ID = 23224 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "Reksus" triggerall = anim = 7722 triggerall = numexplod(27224) = 0 trigger1 = 1 anim = 27224 ID = 27224 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod trigger1 = AnimElem = 3 anim = 4442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = -5 bindtime = -1 [State 0, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 value = 1 [State 0, PowerAdd] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 0, TargetLifeAdd] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 6005, HitAdd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 5,-12 [State 6072,] type = TargetState trigger1 = Time = 0 value = 8012 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "a" value = 2012 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "a" value = 2202 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "b" value = 4011 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "b" value = 4202 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "x" value = 8011 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "x" value = 8202 [State 810, Throw 11] type = TargetState triggerall = Time >= 25 trigger1 = command = "holdfwd" value = 8013 [State 810, State End] type = ChangeState triggerall = Time >= 25 trigger1 = command = "holdfwd" value = 8203 [State 810, State End] type = TargetState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 8011 [State 810, State End] type = ChangeState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 8001 [State 810, State End] type = TargetState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 8210 [State 810, State End] type = ChangeState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 18001 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;------------------------------------------------------------------------------------------ ;T Speed 2 [Statedef 8203] type = S movetype= A physics = N anim = 7723 poweradd = 0 velset = 0,0 sprpriority = 10 [State 0, Explod] type = Explod triggerall = anim = 7723 triggerall = numexplod(203) = 0 trigger1 = 1 anim = 203 ID = 203 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_y" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 3302,1 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4219,21 + random % 2 channel = 1 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,10 channel = 2 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 2 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 4 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BubbaXXX" triggerall = anim = 7723 triggerall = numexplod(29225) = 0 trigger1 = 1 anim = 29225 ID = 29225 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BaderbearXXX" triggerall = anim = 7723 triggerall = numexplod(25225) = 0 trigger1 = 1 anim = 25225 ID = 25225 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =!enemy,name= "BubbaXXX" triggerall = !enemy,name= "BaderbearXXX" triggerall = !enemy,name= "Reksus" triggerall = anim = 7723 triggerall = numexplod(23225) = 0 trigger1 = 1 anim = 23225 ID = 23225 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "Reksus" triggerall = anim = 7723 triggerall = numexplod(27225) = 0 trigger1 = 1 anim = 27225 ID = 27225 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 5,-12 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 4615, Explod] type = Explod trigger1 = animelem = 2 anim = 10001 ID = 4001 pos = 0, -40 postype = p1 trans= addalpha alpha= 150,150 removetime= -1 scale = .5,.5 sprpriority = 0 ontop = 0 [State 0, Explod] type = Explod trigger1 = AnimElem = 3 anim = 4442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = -5 bindtime = -1 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 6072,] type = TargetState trigger1 = Time = 0 value = 8013 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "a" value = 2013 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "a" value = 2203 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "b" value = 4012 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "b" value = 4203 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "x" value = 6012 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "x" value = 6023 [State 810, Throw 11] type = TargetState triggerall = Time >= 50 trigger1 = command = "holdback" value = 8012 [State 810, State End] type = ChangeState triggerall = Time >= 50 trigger1 = command = "holdback" value = 8202 [State 810, Throw 11] type = TargetState triggerall = Time >= 50 trigger1 = command = "holdfwd" value = 8014 [State 810, State End] type = ChangeState triggerall = Time >= 50 trigger1 = command = "holdfwd" value = 8204 [State 810, State End] type = TargetState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 8011 [State 810, State End] type = ChangeState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 8001 [State 810, State End] type = TargetState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 8210 [State 810, State End] type = ChangeState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 18001 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;------------------------------------------------------------------------------------------ ;T Speed 3 [Statedef 8204] type = S movetype= A physics = N anim = 7724 poweradd = 0 velset = 0,0 sprpriority = 10 [State 0, Explod] type = Explod triggerall = anim = 7724 triggerall = numexplod(204) = 0 trigger1 = 1 anim = 204 ID = 204 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_y" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 3303,1 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4220,21 + random % 2 channel = 1 volume = 100 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 2,10 channel = 2 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 3 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1000, 4 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BubbaXXX" triggerall = anim = 7724 triggerall = numexplod(29227) = 0 trigger1 = 1 anim = 29227 ID = 2927 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BaderbearXXX" triggerall = anim = 7724 triggerall = numexplod(25226) = 0 trigger1 = 1 anim = 25226 ID = 25226 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =!enemy,name= "BubbaXXX" triggerall = !enemy,name= "BaderbearXXX" triggerall = !enemy,name= "Reksus" triggerall = anim = 7724 triggerall = numexplod(23226) = 0 trigger1 = 1 anim = 23226 ID = 23226 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "Reksus" triggerall = anim = 7724 triggerall = numexplod(27226) = 0 trigger1 = 1 anim = 27226 ID = 27226 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 5,-12 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 810] type = Explod trigger1 = AnimElem = 3 anim = 4442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = -5 bindtime = -1 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 1 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 [State 6072,] type = TargetState trigger1 = Time = 0 value = 8014 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "a" value = 2014 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "a" value = 2204 [State 810, Throw 11] type = TargetState triggerall = Time >= 0 trigger1 = command = "b" value = 4013 [State 810, State End] type = ChangeState triggerall = Time >= 0 trigger1 = command = "b" value = 4204 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 trigger1 = command = "x" value = 6013 [State 810, State End] type = ChangeState trigger1 = animtime = 0 trigger1 = command = "x" value = 6204 [State 810, Throw 11] type = TargetState triggerall = Time >= 100 trigger1 = command = "holdback" value = 8013 [State 810, State End] type = ChangeState triggerall = Time >= 100 trigger1 = command = "holdback" value = 8203 [State 810, Throw 11] type = TargetState triggerall = Time >= 100 trigger1 = command = "holdfwd" value = 8015 [State 810, State End] type = ChangeState triggerall = Time >= 100 trigger1 = command = "holdfwd" value = 8205 [State 810, State End] type = TargetState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 8011 [State 810, State End] type = ChangeState triggerall= power >=2000 trigger1 = command = "holdup" trigger1 = Time >= 0 value = 8001 [State 810, State End] type = TargetState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 8210 [State 810, State End] type = ChangeState triggerall= enemy,name= "Incineroar" || enemy,name= "Kentu" triggerall= power >=2000 trigger1 = command = "holddown" trigger1 = Time >= 0 value = 18001 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;--------------------------------------------------------------- ;Cum [Statedef 8205] type = S movetype= A physics = N anim = 7725 poweradd = 0 velset = 0,0 sprpriority = 10 ;‘Ì—ÍŒ¸­ [State 6210, LifeAdd] type = TargetLifeAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = -19 Kill=0 [State 0, Explod] type = Explod triggerall = anim = 7725 triggerall = numexplod(205) = 0 trigger1 = 1 anim = 205 ID = 205 pos = 120,0 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 supermovetime = 0 pausemovetime = 0 scale =const(size.xscale),const(size.yscale) sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 6005, Explod] type = Explod trigger1 = AnimElem = 2 anim = 4444 scale = .8,.9 pos = -80, -45 postype = p2 removetime = -2 sprpriority = 1 bindtime = 1 ownpal = 1 ontop=1 [State 3000, Super A] type = SuperPause triggerall = power >= 1000 triggerall = time >= 250 trigger1 = command = "holddown" pos = -60,-120 anim = s28000 time = 200 sound = s2, 7 poweradd = -1000 [State 0, Explod] type = Explod triggerall = power >= 1000 triggerall = time >= 250 trigger1 = 1 anim = 100003 ID = 100003 pos = -50,-120 postype = P1 ;P2, Front, Back, Left, Right facing = 1 vfacing = 1 bindtime = 0 vel = 0,0 accel = 0,0 random = 0,0 removetime = 15 supermovetime = 0 pausemovetime = 0 scale = .4,.4 sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 ;ignorehitpause = ;persistent = [State 0, RemoveExplod] type = RemoveExplod triggerall = power >= 1000 triggerall = time >= 250 trigger1 = command = "holddown" id = 100003 ;ignorehitpause = ;persistent = [State 0, Trans] type = Trans trigger1 = command = "hold_y" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 0, TargetBind] type =TargetBind trigger1 = time = 0 pos = 5,-12 [State -2, EnvShake] type = EnvShake trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 || animelem = 124 trigger8 = animelem = 3 || animelem = 29 trigger9 = animelem = 56 || animelem = 83 time = 10 freq = 120 ampl = -6 [State 6005, HitAdd] type = HitAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 || animelem = 124 trigger8 = animelem = 3 || animelem = 29 trigger9 = animelem = 56 || animelem = 83 value = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 2002,1 channel = 0 volume = 50 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 90 value = 2002,1 channel = 0 volume = 50 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 3 trigger2 = animelem = 56 value = 2000,0 +random%2 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 10 trigger2 = animelem = 40 trigger3 = animelem = 70 value = 5010, 7 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 1000,3 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 1000,4 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 90 value = 12,0 volume = 5000 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 12,1 volume = 5000 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BubbaXXX" triggerall = anim = 7725 triggerall = numexplod(29332) = 0 trigger1 = 1 anim = 29332 ID = 29332 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "BaderbearXXX" triggerall = anim = 7725 triggerall = numexplod(25232) = 0 trigger1 = 1 anim = 25232 ID = 25232 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall = !enemy,name= "BaderbearXXX" triggerall = !enemy,name= "Reksus" triggerall =!enemy,name= "BubbaXXX" triggerall = anim = 7725 triggerall = numexplod(23232) = 0 trigger1 = 1 anim = 23232 ID = 23232 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 0, Explod] type = Explod triggerall =enemy,name= "Reksus" triggerall = anim = 7725 triggerall = numexplod(27232) = 0 trigger1 = 1 anim = 27232 ID = 27232 pos = 50,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 10 trigger2 = animelem = 40 trigger3 = animelem = 70 trigger4 = animelem = 100 anim = 10000 ID = 4000 pos = 10, -30 postype = p1 scale = .6,.6 sprpriority = 1 ontop = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 40 trigger2 = animelem = 70 trigger3 = animelem = 100 anim = 10001 ID = 4001 pos = 0, -20 postype = p1 scale = .6,.6 sprpriority = 1 ontop = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 16 trigger2 = animelem = 40 trigger3 = animelem = 70 trigger4 = animelem = 100 anim = 10002 ID = 4002 pos = 0, -26 postype = p1 scale = .6,.6 sprpriority = 1 ontop = 0 [State 6005, Explod] type = Explod trigger1 = AnimElem = 90 anim = 4444 scale = .6,.6 pos = 0, -45 postype = p1 removetime = -2 sprpriority = 1 bindtime = 1 ownpal = 1 [State 6210, LifeAdd] type = LifeAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = 9 absolute = 1 [State 6210, LifeAdd] type = PowerAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = 75 [State 1120, Position] type = PosSet trigger1 = time = 0 y = 0 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 value = 2216 [State 810, State End] type = ChangeState trigger1 = animtime = 0 value = 21004 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100001 ;--------------------------------------------------------------------------- ;Bot Waking Up [Statedef 4216] type = S physics = S movetype= H velset = 0,0 ctrl = 0 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [state 0] type = posset trigger1 = time = 0 y = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem= 4 value = 1000,7 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem= 5 value = 1000,6 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem= 4 value = 2002,1 [State 30097] type = ChangeAnim trigger1 = SelfAnimExist(36700) trigger1 = time = 0 value = 36700 [State 30097] type = ChangeAnim trigger1 = !SelfAnimExist(36700) trigger1 = time = 0 value = 5110 [State 30097] type = SelfState trigger1 = life >2 trigger1 = Time > 275 value = 12 [State 30097] type = ChangeState triggerall = life = 1 trigger1 = Time > 275 value = 1 [Statedef 5150] type = L movetype= H physics = N sprpriority = -3 [State 5150, 1] type = ChangeAnim triggerall = Time = 0 triggerall = Anim != 36700 triggerall = SelfAnimExist(5140) trigger1 = (anim != [5111,5119]) && (anim != [5171,5179]) trigger2 = !SelfAnimExist(5140 + (anim % 10)) value = 5140 [State 5150, 3] type = ChangeAnim triggerall = Anim != 36700 trigger1 = Time = 0 trigger1 = (anim = [5111,5119]) || (anim = [5171,5179]) trigger1 = SelfAnimExist(5140 + (anim % 10)) value = 5140 + (anim % 10) [State 5150, 4] type = ChangeAnim persistent = 0 triggerall = Anim != 36700 trigger1 = MatchOver = 1 trigger1 = Anim = [5140,5149] trigger1 = SelfAnimExist(anim+10) value = anim+10 [State 5150, 5] type = ChangeAnim triggerall = Anim != 36700 trigger1 = Time = 0 trigger1 = Anim != [5140,5159] trigger1 = Anim != [5110,5119] value = 5110 [State 5150, 6] type = VelMul trigger1 = 1 x = 0.85 [State 5150, 7] type = VelSet trigger1 = Vel x < .05 persistent = 0 x = 0 [State 5150, 8] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;--------------------------------------------------------------------------- ;B Hit [Statedef 2211] type = A movetype= H physics = N velset = 0,0 sprpriority = 2 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100000 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 12 [State 920] type = NotHitBy trigger1 = Time >= 0 value = SC [State 920, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 920, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 2250 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 15 value = 2222,0 channel = 0 volume = 100 ;--------------------------------------------------------------------------- ;B Speed 1 [Statedef 2212] type = A movetype= H physics = N velset = 0,0 sprpriority = 2 [State 0, PlaySnd] type = PlaySnd triggerall= authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5218,21 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd triggerall= !authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218,21 + random % 2 channel = 0 volume = 100 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 920, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 2251 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ;--------------------------------------------------------------------------- ;B Speed 2 [Statedef 2213] type = A movetype= H physics = N velset = 0,0 sprpriority = 2 [State 0, PlaySnd] type = PlaySnd triggerall= authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5219,21 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd triggerall= !authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218,23 + random % 4 channel = 0 volume = 100 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 920, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 2252 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ;--------------------------------------------------------------------------- ;B speed 3 [Statedef 2214] type = A movetype= H physics = N velset = 0,0 sprpriority = 2 [State 0, PlaySnd] type = PlaySnd triggerall= authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5220,21 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd triggerall= !authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218,25 + random % 6 channel = 0 volume = 100 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 920, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 2253 ;--------------------------------------------------------------------------- ;B Cum [Statedef 2215] type = A movetype= H physics = N velset = 0,0 sprpriority = 2 [State 6210, LifeAdd] type = PowerAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = 150 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 11,1 volume = 5000 [State 920, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 2254 ;--------------------------------------------------------------------------- ;B Hit [Statedef 4210] type = A movetype= H physics = N velset = 0,0 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100000 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 12 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 40540 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 40550 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 42540 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 42550 [State 920] type = NotHitBy trigger1 = Time >= 0 value = SC [State 920, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 920, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 4251 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 15 value = 2222,0 channel = 0 volume = 100 ;--------------------------------------------------------------------------- ;B Speed 1 [Statedef 4211] type = A movetype= H physics = N velset = 0,0 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 0, PlaySnd] type = PlaySnd triggerall= authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5218,21 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd triggerall= !authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218,21 + random % 2 channel = 0 volume = 100 [State 920, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 4252 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ;--------------------------------------------------------------------------- ;B Speed 2 [Statedef 4212] type = A movetype= H physics = N velset = 0,0 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 [State 0, PlaySnd] type = PlaySnd triggerall= authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5219,21 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd triggerall= !authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218,23 + random % 4 channel = 0 volume = 100 [State 920, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 4253 ;--------------------------------------------------------------------------- ;B speed 3 [Statedef 4213] type = A movetype= H physics = N velset = 0,0 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 0, RemoveExplod] type = RemoveExplod triggerall= !numexplod= 42540 trigger1 = time=0 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 72140 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 22271 [State 8000, 2] type = Explod scale = 1,1 trigger1 = !time trigger2 = selfanimexist(42540) = 0 sprpriority = 15 id = 42540 bindtime = 0 postype = p1 pos = 0,25 anim = 42540 removetime = -1 [State 0, PlaySnd] type = PlaySnd triggerall= authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5220,21 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd triggerall= !authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218,25 + random % 6 channel = 0 volume = 100 [State 920, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 4254 ;--------------------------------------------------------------------------- ;B Cum [Statedef 4214] type = A movetype= H physics = N velset = 0,0 [State 8000, 2] type = Explod scale = 1,1 trigger1 = !time trigger2 = selfanimexist(42550) = 0 sprpriority = 15 id = 42550 bindtime = 0 postype = p1 pos = 0,25 anim = 42550 removetime = -1 [State 0, RemoveExplod] type = RemoveExplod triggerall= !numexplod= 42550 trigger1 = time = 0 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 ID=42540 [State 6210, LifeAdd] type = PowerAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = 150 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 11,0 volume = 5000 [State 920, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 4255 ;--------------------------------------------------------------------------- ;B Hit [Statedef 6210] type = A movetype= H physics = N velset = 0,0 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100000 [State 0, Trans] type = Trans trigger1 = enemy,command = "hold_x" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 12 [State 920] type = NotHitBy trigger1 = Time >= 0 value = SC [State 920, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 920, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 6251 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 15 value = 2222,0 channel = 0 volume = 100 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ;--------------------------------------------------------------------------- ;B Speed 1 [Statedef 6211] type = A movetype= H physics = N velset = 0,0 [State 0, Trans] type = Trans trigger1 = enemy,command = "hold_x" trans = addalpha ;None, Add, AddAlpha, Add1, Sub alpha = 120, 120 ;ignorehitpause = persistent = 1 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 0, PlaySnd] type = PlaySnd triggerall= authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5218,21 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd triggerall= !authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218,21 + random % 2 channel = 0 volume = 100 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 [State 920, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 6252 ;--------------------------------------------------------------------------- ;B Speed 2 [Statedef 6212] type = A movetype= H physics = N velset = 0,0 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 [State 0, PlaySnd] type = PlaySnd triggerall= authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5219,21 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd triggerall= !authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218,23 + random % 4 channel = 0 volume = 100 [State 920, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 6253 ;--------------------------------------------------------------------------- ;B speed 3 [Statedef 6213] type = A movetype= H physics = N velset = 0,0 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 [State 0, PlaySnd] type = PlaySnd triggerall= authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5220,21 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd triggerall= !authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218,25 + random % 6 channel = 0 volume = 100 [State 920, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 6254 ;--------------------------------------------------------------------------- ;B Cum [Statedef 6214] type = A movetype= H physics = N velset = 0,0 [State 6210, LifeAdd] type = PowerAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = 150 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 11,0 volume = 5000 [State 920, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 6255 ;--------------------------------------------------------------------------- ;B Hit [Statedef 7211] type = A movetype= H physics = N velset = 0,0 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100000 [State 8000, 2] type = Explod scale = 1,1 trigger1 = !time trigger2 = selfanimexist(72110) = 0 sprpriority = 20 id = 72110 ontop= 0 bindtime = 20 postype = p1 pos = 0,0 anim = 72110 removetime = -1 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 72120 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 72130 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 72140 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 70120 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 70130 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 70140 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 12 [State 920] type = NotHitBy trigger1 = Time >= 0 value = SC [State 920, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 920, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 7211 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 15 value = 2222,0 channel = 0 volume = 100 ;--------------------------------------------------------------------------- ;B Speed 1 [Statedef 7212] type = A movetype= H physics = N velset = 0,0 [State 8000, 2] type = Explod scale = 1,1 trigger1 = !time trigger2 = selfanimexist(72120) = 0 sprpriority = 20 id = 72120 ontop= 0 bindtime = 20 postype = p1 pos = 0,0 anim = 72120 removetime = -1 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 22268 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 22270 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 72110 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 72130 [State 0, RemoveExplod] type = RemoveExplod triggerall= !numexplod= [70110,79999] trigger1 = time=0 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 0, PlaySnd] type = PlaySnd triggerall= authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5218,21 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd triggerall= !authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218,21 + random % 2 channel = 0 volume = 100 [State 920, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 7212 ;--------------------------------------------------------------------------- ;B Speed 2 [Statedef 7213] type = A movetype= H physics = N velset = 0,0 [State 8000, 2] type = Explod scale = 1,1 trigger1 = !time trigger2 = selfanimexist(72130) = 0 sprpriority = 20 id = 72130 ontop= 0 bindtime = 20 postype = p1 pos = 0,0 anim = 72130 removetime = -1 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 22269 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 22271 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 72120 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 72140 [State 0, RemoveExplod] type = RemoveExplod triggerall= !numexplod= [70110,79999] trigger1 = time=0 [State 0, PlaySnd] type = PlaySnd triggerall= authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5219,21 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd triggerall= !authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218,23 + random % 4 channel = 0 volume = 100 [State 920, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 7213 ;--------------------------------------------------------------------------- ;B speed 3 [Statedef 7214] type = A movetype= H physics = N velset = 0,0 sprpriority= 2 [State 8000, 2] type = Explod scale =1,1 trigger1 = !time trigger2 = selfanimexist(72140) = 0 sprpriority = 20 id = 72140 ontop= 0 bindtime = 20 postype = p1 pos = 0,0 anim = 72140 removetime = -1 [State 810] type = PowerAdd trigger1 = AnimElem = 3 value = 1 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 22270 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 72130 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 42540 [State 0, RemoveExplod] type = RemoveExplod triggerall= !numexplod= [70110,79999] trigger1 = time=0 [State 0, PlaySnd] type = PlaySnd triggerall= authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5220,21 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd triggerall= !authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218,25 + random % 6 channel = 0 volume = 100 [State 920, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 7214 ;--------------------------------------------------------------------------- ;B Cum [Statedef 7215] type = A movetype= H physics = N velset = 0,0 sprpriority= 2 [State 8000, 2] type = Explod scale = 1,1 trigger1 = !time trigger2 = selfanimexist(72150) = 0 sprpriority = 20 id = 72150 ontop= 0 bindtime = 20 postype = p1 pos = 0,0 anim = 72150 removetime = -2 [State 6210, LifeAdd] type = PowerAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = 150 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 11,0 volume = 5000 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 72140 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time=0 ID= 22271 [State 0, RemoveExplod] type = RemoveExplod triggerall= !numexplod= [70110,79999] trigger1 = time=0 [State 920, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 7215 ;--------------------------------------------------------------------------- ;B Hit [Statedef 8211] type = A movetype= H physics = N velset = 0,0 [State 810, State End] type = ChangeState trigger1 = p2stateno = 0 value = 100000 [State 920] type = NotHitBy trigger1 = Time >= 0 value = SC [State 920, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 920, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 8821 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 15 value = 2222,0 channel = 0 volume = 100 ;--------------------------------------------------------------------------- ;B Speed 1 [Statedef 8212] type = A movetype= H physics = N velset = 0,0 [State 0, PlaySnd] type = PlaySnd triggerall= authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5218,21 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd triggerall= !authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218,21 + random % 2 channel = 0 volume = 100 [State 920, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 8822 ;--------------------------------------------------------------------------- ;B Speed 2 [Statedef 8213] type = A movetype= H physics = N velset = 0,0 [State 0, PlaySnd] type = PlaySnd triggerall= authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5219,21 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd triggerall= !authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218,23 + random % 4 channel = 0 volume = 100 [State 920, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 8823 ;--------------------------------------------------------------------------- ;B speed 3 [Statedef 8214] type = A movetype= H physics = N velset = 0,0 [State 0, PlaySnd] type = PlaySnd triggerall= authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 5220,21 + random % 4 channel = 0 volume = 100 [State 0, PlaySnd] type = PlaySnd triggerall= !authorname= "Morinetsu" trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218,25 + random % 6 channel = 0 volume = 100 [State 820, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 8824 ;--------------------------------------------------------------------------- ;B Cum [Statedef 8215] type = A movetype= H physics = N velset = 0,0 [State 6210, LifeAdd] type = PowerAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 value = 150 [State 0, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 11,0 volume = 5000 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 8825