[Statedef 9000] type = S movetype= I physics = S velset = 0,0 anim = 888 ctrl = 0 [State -2, 1] type = assertspecial trigger1 = 1 flag = nomusic flag2 = timerfreeze ;FINISH SOUND music [State 2, 5.999] type = Playsnd trigger1 = time = 0 value = F5, 22 Channel = 0 loop = 1 ;insert your music here [State 180, NO music] type = stopsnd trigger1 = time < 3 && fvar(5) = 120 channel = 0 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "c0urty4rd" triggerall = time = 0 value = F40,0 Channel = 0 loop = 1 volumescale = 125 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "p4l4ceg4tes" triggerall = time = 0 value = F40,1 Channel = 0 loop = 1 volumescale = 120 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "w4rri0rs_shr1ne" trigger2 = stagevar(info.name) = "g0r0l41r" trigger3 = stagevar(info.name) = "acient_sh4dows" triggerall = time = 0 value = F40,2 Channel = 0 loop = 1 volumescale = 100 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "p1t-1" triggerall = time = 0 value = F40,3 Channel = 0 volumescale = 120 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "1hedesert2011" triggerall = time = 0 value = F40,58 Channel = 0 volumescale = 150 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "c0urty4rdnight2011" triggerall = time = 0 value = F40,59 Channel = 0 volumescale = 160 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "thr0ner00m" trigger2 = stagevar(info.name) = "p1t_b0tt0m" triggerall = time = 0 value = F40,4 Channel = 0 volumescale = 125 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "g0r0l41r(b)" triggerall = time = 0 value = F40,5 Channel = 0 volumescale = 200 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "de4d_p00l" triggerall = time = 0 value = F40,6 Channel = 0 volumescale = 140 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "Soul_ChamberMK11" triggerall = time = 0 value = F40,91 Channel = 0 volumescale = 150 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "Goro_LairMK11" triggerall = time = 0 value = F40,101 Channel = 0 volumescale = 150 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "Dead_Pool1" triggerall = time = 0 value = F40,93 Channel = 0 volumescale = 150 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "k0mbat_t0mb" triggerall = time = 0 value = F40,7 Channel = 0 volumescale = 140 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "p1t-2dark" trigger2 = stagevar(info.name) = "w4stel4nd" trigger3 = stagevar(info.name) = "p1t-2" triggerall = time = 0 value = F40,8 Channel = 0 volumescale = 150 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "t0w3r" triggerall = time = 0 value = F40, 9 Channel = 0 volumescale = 150 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "thesou1chambermk2011" triggerall = time = 0 value = F40, 66 Channel = 0 volumescale = 150 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "Hellmk2011" triggerall = time = 0 value = F40, 67 Channel = 0 volumescale = 150 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "Sky_Temple_X" triggerall = time = 0 value = F40, 68 Channel = 0 volumescale = 150 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "l1v1ng_f0rest" triggerall = time = 0 value = F40, 10 Channel = 0 volumescale = 140 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "shaol1nBridge" triggerall = time = 0 value = F40, 77 Channel = 0 volumescale = 125 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "TheLivingForestmk2011" triggerall = time = 0 value = F40, 62 Channel = 0 volumescale = 150 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "4rm0ry" trigger2 = stagevar(info.name) = "f0r90tt3np4th" triggerall = time = 0 value = F40, 11 Channel = 0 volumescale = 140 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "p0rt4l" trigger2 = stagevar(info.name) = "k4hn_4ren4" triggerall = time = 0 value = F40, 12 Channel = 0 volumescale = 160 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "5ubw4y" trigger2 = stagevar(info.name) = "w4terfr0nt" triggerall = time = 0 value = F40, 13 Channel = 0 volumescale = 150 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "thepit2remix" triggerall = time = 0 value = F40, 88 Channel = 0 volumescale = 150 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "valleyV1ew" triggerall = time = 0 value = F40, 80 Channel = 0 volumescale = 122 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "sh1nnokspirehd" triggerall = time = 0 value = F40, 89 Channel = 0 volumescale = 150 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "Los1Tomb" triggerall = time = 0 value = F40, 86 Channel = 0 volumescale = 100 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "5tr33t" triggerall = time = 0 value = F40, 14 Channel = 0 volumescale = 150 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "sp1ked_pr3s5" triggerall = time = 0 value = F40, 85 Channel = 0 volumescale = 120 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "thesertMK2011" triggerall = time = 0 value = F40, 84 Channel = 0 volumescale = 150 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "egypt1anTomb" triggerall = time = 0 value = F40, 83 Channel = 0 volumescale = 150 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "w4rri0rs_shr1neNight" triggerall = time = 0 value = F40, 82 Channel = 0 volumescale = 106 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "peckedwalls1treet" triggerall = time = 0 value = F40, 69 Channel = 0 volumescale = 150 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "b4nk" trigger2 = stagevar(info.name) = "k4hn_c4ve" triggerall = time = 0 value = F40, 15 Channel = 0 volumescale = 160 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "r00ft0p" trigger2 = stagevar(info.name) = "b3ll_t0wer" trigger3 = stagevar(info.name) = "j4des_de5ert" triggerall = time = 0 value = F40, 16 Channel = 0 volumescale = 150 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "belltowerothers1de" triggerall = time = 0 value = F40, 61 Channel = 0 volumescale = 170 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "p1t-3" trigger2 = stagevar(info.name) = "b4lc0ny" triggerall = time = 0 value = F40, 17 Channel = 0 volumescale = 150 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "thepit3bottom" triggerall = time = 0 value = F40, 70 Channel = 0 volumescale = 140 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "br1dge" triggerall = time = 0 value = F40, 18 Channel = 0 volumescale = 160 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "s0ul_ch4mber" triggerall = time = 0 value = F40, 19 Channel = 0 volumescale = 180 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "Sc0rpi0n's_H3ll" trigger2 = stagevar(info.name) = "t3mpl3" triggerall = time = 0 value = F40, 20 Channel = 0 volumescale = 170 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "gr4vey4rd" triggerall = time = 0 value = F40, 21 Channel = 0 volumescale = 150 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "gr4vey4rdsunset" triggerall = time = 0 value = F40, 106 Channel = 0 volumescale = 150 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "thegraveyardmk2011" triggerall = time = 0 value = F40, 64 Channel = 0 volumescale = 140 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "h1dden_p0rtal" trigger2 = stagevar(info.name) = "8lu3_p0rt4l" trigger3 = stagevar(info.name) = "n00bs_d0rfen" triggerall = time = 0 value = F40, 22 Channel = 0 volumescale = 170 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "p1t-3b" triggerall = time = 0 value = F40, 23 Channel = 0 volumescale = 150 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "valleyofDeath" triggerall = time = 0 value = F40, 63 Channel = 0 volumescale = 115 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "f1rew3ll" triggerall = time = 0 value = F40, 24 Channel = 0 volumescale = 140 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "thr0nemk9" trigger2 = stagevar(info.name) = "thr0ner00mmk1boss" triggerall = time = 0 value = F40, 92 Channel = 0 volumescale = 140 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "3ld3r_g0ds" triggerall = time = 0 value = F40, 25 Channel = 0 volumescale = 150 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "tox1cswamp" triggerall = time = 0 value = F40, 72 Channel = 0 volumescale = 115 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "t0m8" trigger2 = stagevar(info.name) = "eden1an_thr0ne" triggerall = time = 0 value = F40, 26 Channel = 0 volumescale = 150 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "w1nd_w0rld" trigger2 = stagevar(info.name) = "pyr4m1d_qc" triggerall = time = 0 value = F40, 27 Channel = 0 volumescale = 150 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "s3w3r" trigger2 = stagevar(info.name) = "s3w3r2" triggerall = time = 0 value = F40, 73 Channel = 0 volumescale = 100 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "Warehousemk3" triggerall = time = 0 value = F40, 75 Channel = 0 volumescale = 122 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "r3ptiles_l4ir" trigger2 = stagevar(info.name) = "sw4mp" triggerall = time = 0 value = F40, 28 Channel = 0 volumescale = 130 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "pr1s0n" triggerall = time = 0 value = F40, 29 Channel = 0 volumescale = 140 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "1cep1t" trigger2 = stagevar(info.name) = "f0r35t_mk4" triggerall = time = 0 value = F40, 30 Channel = 0 volumescale = 160 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "sh4ol1n_t3mple" trigger2 = stagevar(info.name) = "grandm4asterch4mber" triggerall = time = 0 value = F40, 31 Channel = 0 volumescale = 160 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "kr055r04d5" trigger2 = stagevar(info.name) = "pr150nbr34k" triggerall = time = 0 value = F40, 32 Channel = 0 volumescale = 150 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "pyr4m1d" triggerall = time = 0 value = F40, 33 Channel = 0 volumescale = 150 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "afterpitMK1" triggerall = time = 0 value = F40, 76 Channel = 0 volumescale = 130 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "4c1d_b4th" triggerall = time = 0 value = F40, 34 Channel = 0 volumescale = 117 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "n3th3rsh1p_1nter" trigger2 = stagevar(info.name) = "n3th3rsh1p_2" trigger3 = stagevar(info.name) = "b33tlel41r" triggerall = time = 0 value = F40, 35 Channel = 0 volumescale = 100 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "thera1lway" triggerall = time = 0 value = F40, 36 Channel = 0 volumescale = 130 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "5l4ught3rh0u53" triggerall = time = 0 value = F40, 37 Channel = 0 volumescale = 90 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "5kyt3mpl3" triggerall = time = 0 value = F40, 38 Channel = 0 volumescale = 85 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "n3xu5" triggerall = time = 0 value = F40, 39 Channel = 0 volumescale = 100 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "Wu-5h1" trigger2 = stagevar(info.name) = "lung-h41" triggerall = time = 0 value = F40, 40 Channel = 0 volumescale = 110 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "w4terfr0ntnigh1" triggerall = time = 0 value = F40, 52 Channel = 0 volumescale = 100 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "g0r0l41r_mk4" triggerall = time = 0 value = F40, 41 Channel = 0 volumescale = 150 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "sh1nn0k_sp1r3" trigger2 = stagevar(info.name) = "t0w3r_rmx" triggerall = time = 0 value = F40, 42 Channel = 0 volumescale = 150 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "d0wn2h3ll" trigger2 = stagevar(info.name) = "D34d_W00ds" triggerall = time = 0 value = F40, 43 Channel = 0 volumescale = 90 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "k0ld4n" trigger2 = stagevar(info.name) = "M0044" triggerall = time = 0 value = F40, 44 Channel = 0 volumescale = 150 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "h0u5e_of_p3k4r4" triggerall = time = 0 value = F40, 45 Channel = 0 volumescale = 140 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "F4ll1ng_Cl1ff5" triggerall = time = 0 value = F40, 46 Channel = 0 volumescale = 95 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "qu4n_ch1_l48" triggerall = time = 0 value = F40, 47 Channel = 0 volumescale = 100 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "L1n_Kue1_X" trigger2 = stagevar(info.name) = "L1n_Kue1_Xdark" triggerall = time = 0 value = F40, 48 Channel = 0 volumescale = 125 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "ku4t4n" triggerall = time = 0 value = F40, 49 Channel = 0 volumescale = 75 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "f1r3p1t" triggerall = time = 0 value = F40, 50 Channel = 0 volumescale = 170 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "w1nd00" triggerall = time = 0 value = F40, 51 Channel = 0 volumescale = 150 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "p1t-2_b055" triggerall = time = 0 value = F40, 53 Channel = 0 volumescale = 90 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "k0v3" triggerall = time = 0 value = F40, 54 Channel = 0 volumescale = 125 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "P1tgenes1s" triggerall = time = 0 value = F40, 55 Channel = 0 volumescale = 120 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "f1regodpit" triggerall = time = 0 value = F40, 65 Channel = 0 volumescale = 160 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "palacegenes1s" triggerall = time = 0 value = F40, 56 Channel = 0 volumescale = 110 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "g4tesautumn" triggerall = time = 0 value = F40, 57 Channel = 0 volumescale = 150 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "subw4y1nter1or" triggerall = time = 0 value = F40, 13 Channel = 0 volumescale = 150 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "s4rn4ru1n5" triggerall = time = 0 value = F40, 71 Channel = 0 volumescale = 100 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "pyramidofargusmk7" triggerall = time = 0 value = F40, 60 Channel = 0 volumescale = 100 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "n3th3rr34lm" triggerall = time = 0 value = F40, 78 Channel = 0 volumescale = 160 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "shadow_refugee" triggerall = time = 0 value = F40, 79 Channel = 0 volumescale = 170 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "kotalsCourty4rdMKX" triggerall = time = 0 value = F40, 81 Channel = 0 volumescale = 180 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "wastel4nd_mk_2011" triggerall = time = 0 value = F40, 90 Channel = 0 volumescale = 180 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "br1dg3nigh1" triggerall = time = 0 value = F40, 94 Channel = 0 volumescale = 150 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "sunse1mountain" triggerall = time = 0 value = F40, 95 Channel = 0 volumescale = 110 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "Meteor_Storm" triggerall = time = 0 value = F40, 96 Channel = 0 volumescale = 115 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "t0w3rRemix" triggerall = time = 0 value = F40, 97 Channel = 0 volumescale = 150 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "P1t-1sunest" triggerall = time = 0 value = F40, 98 Channel = 0 volumescale = 150 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "p1t-1hd" triggerall = time = 0 value = F40, 99 Channel = 0 volumescale = 150 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "w4rri0rs_shr1neHRNight" triggerall = time = 0 value = F40, 100 Channel = 0 volumescale = 150 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "t0w3rhanzo" triggerall = time = 0 value = F40, 101 Channel = 0 volumescale = 150 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "theswampEvi1" triggerall = time = 0 value = F40, 102 Channel = 0 volumescale = 150 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "p0rt4lotherside" triggerall = time = 0 value = F40, 103 Channel = 0 volumescale = 150 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "jadesDeser1n1ght" triggerall = time = 0 value = F40, 104 Channel = 0 volumescale = 150 loop = 1 [State 2, 5.999] type = Playsnd trigger1 = stagevar(info.name) = "p1t-2-b0tt0m" triggerall = time = 0 value = F40, 105 Channel = 0 volumescale = 170 loop = 1 ;-- [State -2, stop] type = stopsnd trigger1 = root,numhelper(180)+partner,numhelper(180)+enemy(0),numhelper(180)+enemy(1),numhelper(180) > 0 trigger2 = root,var(4)+partner,var(4)+enemy(0),var(4)+enemy(1),var(4) > 0 trigger3 = time > 0 trigger3 = root,numexplod(9007)+partner,numexplod(9007)+enemy(0),numexplod(9007)+enemy(1),numexplod(9007) = 0 channel = 0 persistent = 0 [State 9000, 6] type = Destroyself trigger1 = time > 0 trigger1 = root,numexplod(9007)+partner,numexplod(9007)+enemy(0),numexplod(9007)+enemy(1),numexplod(9007) = 0 ;--------------------------------------------------------------------------- ;Fatality time [Statedef 9001] type = S movetype= I physics = S ;anim = 5300 velset = 0,0 ctrl = 0 ;back [State -2, 1] type = selfstate trigger1 = time = 0 && p2stateno = 9010 value = 0 ctrl = 1 ;reset [State -2, 1] type = varset trigger1 = time = 0 v = 11 value = 0 [State 987123, 1] type = SelfState trigger1 = time = 1 value = 9010 ;----------------------- ;Fatality time [Statedef 9010] type = S movetype= H physics = S velset = 0,0 sprpriority = 0 ctrl = 0 [state -2, 1] type = Helper trigger1 = authorname != "boss" triggerall = numhelper(9007)+partner,numhelper(9007)+enemy(0),numhelper(9007)+enemy(1),numhelper(9007) = 0 ID = 9007 stateno = 9000 ownpal = 1 ignorehitpause = 1 ;back [State -2, 1] type = selfstate trigger1 = time = 0 && p2stateno = 9010 value = 0 ctrl = 1 [State -2, 1] type = assertspecial trigger1 = 1 flag = nomusic flag2 = timerfreeze [State 180, anim] type = turn trigger1 = anim = 5120 && animtime = 0 && p2dist x < 0 [State 180, anim] type = changeanim trigger1 = anim != 5120 && anim != 5300 triggerall = anim != [3500,3599] trigger2 = animtime = 0 value = 5300 ;======================================================= [State 9873, 1] type = LifeSet trigger1 = Animelem = 1 value = 1 [State 9873, 1] type = PosSet trigger1 = 1 y = var(57) [State 9873, 1324] type = nothitby trigger1 = time = 0 value = , AP time = 14 [State 9873, 1324] type = LifeSet trigger1 = time = 1 value = 1 [State 987123, 1] type = selfstate;SelfState triggerall = Time > 60 trigger1 = p2life = 0 trigger2 = win trigger3 = enemy,alive = 0 trigger4 = p2stateno = 5150 value = 0 ctrl = 1 [State 987123, 1] type = changestate;SelfState trigger1 = Time = 260 && fvar(5) != 112 trigger2 = time = 810 triggerall = p2stateno != [3000,3999] value = 9111 [State 9010, 034.1] type = PosSet trigger1 = 1 Y = var(57) [Statedef 9111] type = S movetype= H physics = S velset = 0,0 ctrl = 0 [State 987123, 1] type = changestate trigger1 = p2stateno = [3000,4000] trigger2 = enemy,var(4) > 0 value = 9010 [State 110123] type = nothitby trigger1 = 1 value = ,AT [State 987123, 1] type = LifeAdd triggerall = Time = 29 trigger1 = p2stateno != [3000,4000] value = -9999 [State 987123, 1] type = turn trigger1 = Time = 30 && p2dist x < 0 ; After 600 ticks and with no fatality, p2 falls down [State 987123, 1] type = selfstate triggerall = Time = 60 trigger1 = p2stateno != [3000,4000] value = 21299 ctrl = 0 ;------------------------------------------------------------------------------- [Statedef 9011] type = S movetype= H physics = S juggle = -10 ctrl = 0 velset = 0,0 [State 987123, 1] type = LifesET trigger1 = 1 value = 4 ; Dizzying animation [State 987124, 2] type = ChangeAnim trigger1 = AnimExist(5300) trigger1 = Anim != 5300 value = 5300 ;------------------------------------------------------------------------------- ;Shows Mercy bastardo! [Statedef 3997] type = S movetype= I physics = S anim = 0 ctrl = 0 ;explod invisible, para que no se pueda hacer 2 veces la mercy [State 181, cartel] type = Explod trigger1 = time = 0 ID = 3800 anim = 888 removetime = -1 ;cartel de mercy [State 181, cartel] type = Explod trigger1 = time = 60 ID = 200 anim = F200 pos = var(22)/2,0 postype = left bindtime = -1 scale = 0.0023*var(22), 0.0026*var(22) facing = 1 sprpriority = -2 ownpal = 1 [State 9000, sad] type = removeExplod trigger1 = numexplod(200) > 0 ID = 6999 ;sonido de shows mercy [State 210, 1] type = Playsnd trigger1 = time = 60 value = f200,101 volumescale = 200 [State 210, 1] type = removeexplod trigger1 = time = 60 ID = 9007 ;manda a custom sin control [State 430, 31sdaa] type = helper trigger1 = time = 0 stateno = 3998 postype = p1 ;previene fallo si tenemos poca energia [State 9130, SetFatal] type = lifeset trigger1 = life < 2 value = 2 ;variables de finish [State 9130, SetFatal] type = Varset trigger1 = time = 0 V = 3 value = 0 [State 9130, SetFatal] type = Varset trigger1 = time = 0 V = 13 value = 0 [State 9130, SetFatal] type = Varset trigger1 = time = 0 V = 9 value = 0 [State 9130, SetFatal] type = Varset trigger1 = time = 0 V = 19 value = 0 [State 9130, SetFatal] type = Varset trigger1 = time = 0 V = 4 value = 0 ;fin de cosas lokas de finish ;cuando termina la anim de mercy vuelve a tener control [State 430, 31sdaa] type = changestate trigger1 = time = 160 value = 0 ctrl = 1 ;helper que golpea a pl2 [Statedef 3998] type = S movetype= A physics = S anim = 9000 ctrl = 0 [State 210, 1] type = Playsnd trigger1 = time = 100 trigger1 = p2name != "shao kahn" && p4name != "shao kahn" value = 6,2 volumescale = 200 [State 8000, sadsd] type = BGPalFX trigger1 = root,numexplod(200)=1 time = 9999 add = 0, 0, 0 ;manda a custom (si no fallaba) [State 1200, BoltFat] type = HitDef trigger1 = time = 0 attr = S, HP hitflag = MAFD damage = 0 sparkno = -1 p2stateno = 3999 [State 430, 31sdaa] type = assertspecial trigger1 = 1 flag = nomusic [State 430, 31sdaa] type = destroyself trigger1 = time = 160 ;custom state [Statedef 3999] type = S movetype= H physics = S anim = 0 ctrl = 0 facep2 = 1 [State 181, cartel] type = Explod trigger1 = time = 0 ID = 3800 anim = 888 removetime = -1 [State 210, 1] type = removeexplod trigger1 = time = 60 ID = 9007 [State 430, 31sdaa] type = lifeadd trigger1 = time = 0 value = 50 ;vuelve a tener control [State 430, 31sdaa] type = selfstate trigger1 = time = 160 value = 0 ctrl = 1 ; ----------------- ; El oponente queda sin control, la variable se pone en valor "hara kiri" y espera a que muera el otro para festejar. [Statedef 3502] movetype= H ctrl = 0 [State 9130, SetFatal] type = Varset trigger1 = time = 0 V = 4 value = 6 [State 3105, end] type = changeanim trigger1 = time = 0 value = 0 [State 430, 31sdaa] type = selfstate trigger1 = p2life <=0 value = 0 ctrl = 1 ;------------------------------------- ;Babality ;------------------------------------- [Statedef 3600] type = S movetype= A physics = S juggle = 2 ctrl = 0 velset = 0,0 sprpriority = 0 [State 430, 31] type = changeanim trigger1 = Time < 60 value = anim elem = animelemno(0) [State 430, 31] type = changeanim trigger1 = Time = 60 value = 9000 [State 9130, SetFatal] type = Varset trigger1 = time = 0 V = 4 value = 2 [State 430, 31] type = changeanim trigger1 = movehit value = 180 persistent = 0 [State 430, 31] type = envcolor trigger1 = time = 60 value = 255,255,255 time = 2 [State 3010, 1] type = HitDef trigger1 = !movecontact attr = S, HA hitflag = MAF priority = 7 sparkno = -1 hitsound = -1 p2stateno = 3601 p2facing = 1 envshake.freq = 70 envshake.ampl = 8 envshake.time = 30 [State 200, 7] type = selfstate trigger1 = time = 150 value = 180 ctrl = 1 ; babality reaction [Statedef 3601] type = S movetype= H physics = S juggle = 2 ctrl = 0 velset = 0,0 [State 430, 31] type = playsnd trigger1 = time = 30 value = f5, 47 + 100*(random%2) volumescale = 120 channel = 3 [State 430, 31] type = playsnd trigger1 = time = 30 value = 40, 40 volumescale = 120 channel = 3 [State 430, 31] type = playsnd trigger1 = time = 0 value = f5, 35 volumescale = 200 [State 430, 31] type = envcolor trigger1 = time = 12 value = 255,255,255 time = 2 [State 0, Explod] type = Explod trigger1 = time = 0 anim = f11 pos = -6,6 bindtime = 1 scale = .88,1 sprpriority = 4 ownpal = 1 ignorehitpause = 1 [State 0, Explod] type = Explod trigger1 = time = 12 && selfanimexist(3666) = 1 anim = 3666 bindtime = 1 scale = const(size.xscale),const(size.yscale) sprpriority = 1 removetime = -1 ownpal = 0 ignorehitpause = 1 removetime = -1 shadow = -1,-1,-1 [State 0, Explod] type = Explod trigger1 = time = 12 && selfanimexist(3666) = 0 anim = f14 bindtime = 1 removetime = -1 scale = 0.43,0.5 sprpriority = 1 ownpal = 0 ignorehitpause = 1 removetime = -1 shadow = -1,-1,-1 [State 9130, SetFatal] type = Varset trigger1 = time = 12 V = 26 value = 1 [State 3010, 1] type = lifeadd trigger1 = time = 60 value = -9999 [State 200, 7] type = selfstate trigger1 = time = 61 value = 5150 ;---------------------- [Statedef 2202]; brutality reaction type = S movetype= I physics = S anim = 5000 velset = 0,0 ctrl = 0 [State var] type = stopsnd trigger1 = time < 4 channel = 3 [State var] type = playsnd trigger1 = time = 1 value = 3,0 + 3*(random%3) ;channel = 3 [State var] type = posset trigger1 = time = 0 y = var(57) [State var] type = assertspecial trigger1 = 1 flag = timerfreeze [State var] type = changeanim trigger1 = time > 8 value = 5005 [State var] type = velset trigger1 = time > 8 x = -2 [State end] type = selfstate trigger1 = time > 24 trigger2 = p2stateno = 0 value = 21299 ;--------------------- [Statedef 2203]; brutality p2 gone type = S movetype= H physics = S anim = 888 ctrl = 0 [State var] type = posadd trigger1 = time = 0 x = -30 [State var] type = screenbound trigger1 = pos y < var(57) value = 1 movecamera = 1,0 [State var] type = playsnd trigger1 = time = 1 && prevstateno = 2202 value = 3,0 + 3*(random%3) channel = 3 [State var] type = varset trigger1 = time = 0 v = 26 value = 1 [State var] type = posset trigger1 = time = 3 y = var(57) [State var] type = lifeadd trigger1 = time = 3 value = -9999 [State end] type = selfstate trigger1 = time > 3 value = 5150 [Statedef 3301]; more brutal finish type = S movetype= A physics = S velset = 0,0 ctrl = 0 [State ] type = Hitdef trigger1 = !movecontact pausetime = 0,2 attr = S,SA hitflag = MAF priority = 4, hit sparkno = -1 hitsound = 5,21 ground.type = high air.type = high ground.slidetime = 10 guard.slidetime = 15 ground.hittime = 40 guard.hittime = 15 ground.velocity = -2, 0 guard.velocity = -2 p2facing = 1 p2stateno = 2203 numhits = 0 [State end] type = selfstate trigger1 = movehit value = 3302 [Statedef 3302];even more brutal finish type = S movetype= I physics = S velset = 0,0 ctrl = 0 [State ] type = Helper trigger1 = time = 2 helpertype = Normal stateno = 6900 pos = 0, -100 postype = p2 ;persistent = 0 ignorehitpause = 1 ownpal = 1 [State ] type = Helper trigger1 = time = 0 helpertype = Normal stateno = 7442 pos = -10, -110 postype = p2 persistent = 0 ignorehitpause = 1 ownpal = 1 [State ] type = envshake trigger1 = time = 2 freq = 90 ampl = 10 time = 60 ignorehitpause = 1 [State 210, 1] type = Playsnd trigger1 = time < 3 value = F5,35 [State ] type = envcolor trigger1 = time = 0 || time = 8 || time = 16 value = 255,255,255 time = 4 ignorehitpause = 1 [State end] type = selfstate trigger1 = !animtime value = 0 ctrl = 1 ;--- Cosas de Fatales --- ;======================================== [Statedef 279]; combo cancel kode type = S movetype= A physics = S ctrl = 0 velset = 0,0 [State 240, 3] type = targetvelset trigger1 = time < 12 x = -4 [State 240, 3] type = Changeanim trigger1 = time < 4 value = anim elem = animelemno(0) [State var] type = targetlifeadd trigger1 = target,life < 2 trigger1 = var(9) = 0 || var(19) = 1 value = -1 kill = 1 [State 245, 4] type = selfstate trigger1 = time = 0 && target,backedgebodydist < 9 value = 299 [State 240, 3] type = ChangeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;-------------------- [Statedef 333]; BREAKER type = S movetype= A physics = S velset = 0,0 ctrl = 0 anim = 240 sprpriority = 3 [State 202, Not] type = palfx trigger1 = time = 0 add = 0,0,0 time = 0 [State 202, NotFrly] type = stopsnd trigger1 = time = 0 channel = -1 [State 202, NotFrly] type = assertspecial trigger1 = time < 3 flag = nomusic [State 202, NotFrly] type = posset trigger1 = time = 0 y = var(57) [State 202, NotFrly] type = posfreeze trigger1 = !movecontact [State 202, NotFrly] type = pause trigger1 = time = 0 && numexplod(1991) = 0 time = 31 movetime = 30 [State 202, NotFrly] type = Changeanim trigger1 = time = 0 value = 241 [State 202, NotFrly] type = Changeanim trigger1 = anim = 240 && animelem = 5 value = 9000 [State 620, 145] type = varset trigger1 = 1 v = 47 value = 0 ignorehitpause = 1 [State 8000, Power bloker] type = Explod trigger1 = time = 0 anim = 888 pos = 0,0 postype = p1 ID = 7080 sprpriority = 1 removetime = 100 ignorehitpause = 1 persistent = 0 [State 620, 2] type = HitDef trigger1 = !movecontact && anim != 240 attr = S, HT animtype = Back damage = 10*(p2life = lifemax) hitflag = MAFD priority = 7,Hit pausetime = 0,2 sparkno = -1 guard.sparkno = -1 hitsound = 5,0 p2stateno = 334 p2getp1state = 0 p2facing = 1 guardsound = -1 ground.velocity = -10, -8 air.velocity = -10, -8 yaccel = 0.5 fall.recover = 1 guard.dist = 0 envshake.time = 24 envshake.freq = 90 envshake.ampl = 6 kill = 0 guard.kill = 0 [State 202, NotFrly] type = Changeanim triggerall = movehit trigger1 = anim = 9000 trigger2 = anim = 240 && movehit < 10 value = 240 elem = 6 ignorehitpause = 1 [State 202, NotFrly] type = varadd trigger1 = movehit triggerall = numexplod(11012) = 0 && fvar(5) != 128 fv = 10 value = -1 ignorehitpause = 1 persistent = 0 [State 0, hold] type = targetbind trigger1 = movehit pos = 50,0 time = 1 ignorehitpause = 1 persistent = 0 [State 0, breaker] type = removeExplod trigger1 = movehit ID = 11005 ignorehitpause = 1 persistent = 0 [State 0, breaker hit] type = Explod trigger1 = movehit anim = f910 pos = -10, -80 postype = p2 bindtime = 1 ;scale = 0.5,0.5 sprpriority = 2 ownpal = 1 ignorehitpause = 1 persistent = 0 [State 0, breaker text] type = Explod trigger1 = movehit = 2 anim = f911 ID = 911 ;pos = screenpos x, screenpos y-120 pos = p2dist x, -132 ;postype = left facing = facing bindtime = 1 vel = 0,-0.5 scale = 0.32,0.34 sprpriority = -4 ownpal = 1 ignorehitpause = 1 persistent = 0 [State 202, NotFrly] type = envcolor trigger1 = movehit value = 255,255,255 time = 2 ignorehitpause = 1 persistent = 0 [State 0, against boss] type = targetvelset trigger1 = movehit && target,stateno = 21239 x = -6 [State 202, NotFrly] type = velset trigger1 = movehit && frontedgedist < 160 x = -6 [State 202, NotFrly] type = pause trigger1 = movehit time = 0 movetime = 1 ignorehitpause = 1 persistent = 0 [State 202, NotFrly] type = nothitby trigger1 = !movehit value = SCA time = 21 [State 0, breaker sfx] type = playsnd trigger1 = time = 0 value = f5,141 [State 0, breaker sfx] type = playsnd trigger1 = time = 3 value = f1,14 volumescale = 90 [State 0, breaker voice] type = playsnd trigger1 = time = 30 && movecontact triggerall = name != "shao kahn" && p2name != "shao kahn" && p3name != "shao kahn" && p4name != "shao kahn" value = f1,13 volumescale = 185 [State -2];aggressor des type = removeexplod trigger1 = 1 ID = 11008 ignorehitpause = 1 [State -2];aggressor des type = removeexplod trigger1 = 1 ID = 11009 ignorehitpause = 1 [State 431, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [Statedef 334]; break reaction type = A movetype= I physics = N anim = 5035 velset = 0,0 ctrl = 0 [State var] type = selfstate trigger1 = authorname = "boss" value = 21239 [State var] type = hitvelset trigger1 = time = 1 x = 1 y = 1 [State var] type = velmul trigger1 = vel x > 0 x = -1 [State var] type = veladd trigger1 = time > 1 y = gethitvar(yaccel) [State var] type = playerpush trigger1 = 1 value = 0 [State var] type = nothitby trigger1 = 1 value = SCA time = 24 [State var] type = changeanim trigger1 = animtime = 0 value = 5050 [State end] type = selfstate trigger1 = pos y >= var(57) && vel y > 0 value = 5110 ;======================================== [Statedef 335]; relaunch breaker type = S movetype= A physics = S velset = 0,0 ctrl = 0 anim = 600 sprpriority = 3 [State 202, Not] type = palfx trigger1 = time = 0 add = 0,0,0 time = 0 [State 202, NotFrly] type = stopsnd trigger1 = time = 0 channel = -1 [State 202, NotFrly] type = assertspecial trigger1 = time < 3 flag = nomusic [State 202, NotFrly] type = posset trigger1 = time = 0 y = var(57) [State 202, NotFrly] type = posfreeze trigger1 = !movecontact [State 202, NotFrly] type = pause trigger1 = time = 0 && numexplod(1991) = 0 time = 31 movetime = 30 [State 202, NotFrly] type = Changeanim trigger1 = time = 0 value = 241 [State 202, NotFrly] type = Changeanim trigger1 = anim = 600 && animelem = 3 value = 9000 [State 620, 145] type = varset trigger1 = 1 v = 47 value = 0 ignorehitpause = 1 [State 8000, Power bloker] type = Explod trigger1 = time = 0 anim = 888 pos = 0,0 postype = p1 ID = 7080 sprpriority = 1 removetime = 100 ignorehitpause = 1 persistent = 0 [State 620, 2] type = HitDef trigger1 = !movecontact && anim != 600 attr = S, HT animtype = Back damage = 10*(p2life = lifemax) hitflag = MAFD priority = 7,Hit pausetime = 0,2 sparkno = -1 guard.sparkno = -1 hitsound = 5,0 p2stateno = 334 p2getp1state = 0 p2facing = 1 guardsound = -1 ground.velocity = -10, -8 air.velocity = -10, -8 yaccel = 0.5 fall.recover = 1 guard.dist = 0 envshake.time = 24 envshake.freq = 90 envshake.ampl = 6 kill = 0 guard.kill = 0 [State 202, NotFrly] type = Changeanim triggerall = movehit trigger1 = anim = 9000 trigger2 = anim = 600 value = 600 elem = 3 ignorehitpause = 1 [State 0, hold] type = targetbind trigger1 = movehit pos = 50,0 time = 1 ignorehitpause = 1 persistent = 0 [State 0, breaker hit] type = Explod trigger1 = movehit anim = f910 pos = -10, -80 postype = p2 bindtime = 1 ;scale = 0.5,0.5 sprpriority = 2 ownpal = 1 ignorehitpause = 1 persistent = 0 [State 202, NotFrly] type = envcolor trigger1 = movehit value = 255,255,255 time = 2 ignorehitpause = 1 persistent = 0 [State 0, against boss] type = targetvelset trigger1 = movehit && target,stateno = 21239 x = -6 [State 202, NotFrly] type = velset trigger1 = movehit && frontedgedist < 160 x = -6 [State 202, NotFrly] type = pause trigger1 = movehit time = 0 movetime = 1 ignorehitpause = 1 persistent = 0 [State 202, NotFrly] type = nothitby trigger1 = !movehit value = SCA time = 21 [State 0, breaker sfx] type = playsnd trigger1 = time = 0 value = f5,141 [State 0, breaker sfx] type = playsnd trigger1 = time = 3 value = f1,14 volumescale = 90 [State -2];aggressor des type = removeexplod trigger1 = 1 ID = 11008 ignorehitpause = 1 [State -2];aggressor des type = removeexplod trigger1 = 1 ID = 11009 ignorehitpause = 1 [State 431, 4] type = ChangeState trigger1 = Time > 60 trigger2 = movehit > 21 value = 52 anim = 41 ;--- [Statedef 499] type = S movetype= I physics = N ctrl = 0 anim = 888 [State 431, 3.2] type = destroyself trigger1 = Time = 0 trigger1 = p2name = "shao kahn"||p4name = "shao kahn" [State 431, 3.2] type = VarRandom trigger1 = Time = 0 v = 45 range = 1, 140 [State 431, 3.2] type = Varset trigger1 = Time = 0 && root,fvar(5) = 123 v = 45 value = 125 [State 1200, toasty] type = Explod triggerall = time = 1 triggerall = p2stateno != 9010 trigger1 = teamside = 1 && enemy,numexplod(11008) = 0 && enemy,numexplod(11009) = 0 trigger2 = teamside = 2 && numexplod(11008) = 0 && numexplod(11009) = 0 triggerall = var(45) = [120, 130] triggerall = stagevar(info.name) != "1nf3st4ti0n" anim = F130+random%6 pos = root,var(22),root,var(23) scale = 0.00167*root,var(22),0.0018*root,var(22) postype = left ontop = 1 sprpriority >= 5 Bindtime = -1 [State 1200, toasty] type = Explod triggerall = time = 1 triggerall = p2stateno != 9010 trigger1 = teamside = 1 && enemy,numexplod(11008) = 0 && enemy,numexplod(11009) = 0 trigger2 = teamside = 2 && numexplod(11008) = 0 && numexplod(11009) = 0 triggerall = var(45) = [120, 130] triggerall = stagevar(info.name) = "1nf3st4ti0n" anim = F12 pos = root,var(22)/2,root,var(23) scale = 0.00167*root,var(22),0.0018*root,var(22) postype = left ontop = 1 sprpriority >= 5 Bindtime = -1 [State 10211, toasty] type = Playsnd trigger1 = time = 15 && stagevar(info.name) != "1nf3st4ti0n" trigger1 = p2stateno != 9010 trigger1 = var(45) = [120, 130] value = F5,39 volumescale = 160 [State 202, NotFriendly] type = VarSet trigger1 = Time = 0 triggerall = var(30) != 10016 v = 5 value = 1 [State 431, 3.2] type = VarRandom trigger1 = Time = 10 v = 11 range = 1, 140 [State 431,324.2] type = VarRandom trigger1 = Time = 5 triggerall = var(30) = 10016 v = 15 range = 1, 60 [State 431, 3.51] ; SHAO KAHN COMMENTS type = Playsnd trigger1 = p2movetype = H trigger1 = Var(15) = [1, 20] trigger1 = time = 5 triggerall = var(30) = 10016 value = F5,4 volumescale = 165 [State 431, 3.61] type = Playsnd trigger1 = p2movetype = H trigger1 = Var(15) = [21, 40] trigger1 = time = 5 triggerall = var(30) = 10016 value = F6,0 volumescale = 165 [State 431, 3.71] type = Playsnd trigger1 = p2movetype = H trigger1 = Var(15) = [41, 60] trigger1 = time = 5 triggerall = var(30) = 10016 value = F43,0 volumescale = 165 [State 431, 3.72];superb type = Playsnd trigger1 = p2movetype = H trigger1 = Var(15) = [61, 80] trigger1 = time = 5 triggerall = var(30) = 10016 value = F43,3 volumescale = 165 ; SHAO KAHN PART II [State 431, 3.5]; outstanding type = Playsnd trigger1 = p2movetype = H trigger1 = Var(11) = [1, 20] trigger1 = time = 15 trigger1 = var(45) < 120 | var(45) > 130 triggerall = var(30) != 10016 value = F5,13 volumescale = 150 [State 431, 3.6];excelent type = Playsnd trigger1 = p2movetype = H trigger1 = Var(11) = [21, 40] trigger1 = time = 15 trigger1 = var(45) < 120 | var(45) > 130 triggerall = var(30) != 10016 value = F5,6 volumescale = 150 [State 431, 3.7] type = Playsnd trigger1 = p2movetype = H trigger1 = Var(11) = [41, 60] trigger1 = time = 15 trigger1 = var(45) < 120 | var(45) > 130 triggerall = var(30) != 10016 value = F5,5 volumescale = 165 [State 431, 3.8];ohhh!!!! type = Playsnd trigger1 = p2movetype = H trigger1 = Var(11) = [61, 80] trigger1 = time = 15 trigger1 = var(45) < 120 | var(45) > 130 triggerall = var(30) != 10016 value = F0,21 volumescale = 165 [State 430, 3.9] type = Playsnd trigger1 = p2movetype = H trigger1 = Var(11) = [81, 100] trigger1 = time = 15 trigger1 = var(45) < 120 | var(45) > 130 triggerall = var(30) != 10016 value = F43,2 volumescale = 200 [State 430, 33.9];welldone type = Playsnd trigger1 = p2movetype = H trigger1 = Var(11) = [101, 120] trigger1 = time = 15 trigger1 = var(45) < 120 | var(45) > 130 triggerall = var(30) != 10016 value = F5,3 volumescale = 165 [State 430, 3.40];superb type = Playsnd trigger1 = p2movetype = H trigger1 = Var(11) = [121, 140] trigger1 = time = 15 trigger1 = var(45) < 120 | var(45) > 130 triggerall = var(30) != 10016 value = F43,3 volumescale = 165 [State 430, 3.41] type = Playsnd trigger1 = p2movetype = H trigger1 = Var(11) = [141, 160] trigger1 = time = 15 trigger1 = var(45) < 120 | var(45) > 130 triggerall = var(30) != 10016 value = F43,4 volumescale = 165 [State 430, 3.42] type = Playsnd trigger1 = p2movetype = H trigger1 = Var(11) = [161, 180] trigger1 = time = 15 trigger1 = var(45) < 120 | var(45) > 130 triggerall = var(30) != 10016 value = F43,1 volumescale = 165 [State 431, 3.99999] type = Varset trigger1 = Time = 17 v = 11 value = 0 [State 431, 3.99999] type = Varset trigger1 = Time = 17 v = 45 value = 0 [State 431, 4] type = destroyself trigger1 = time = 17 trigger2 = var(45) != [120,130] trigger2 = roundstate > 2 || root,numexplod(9007) > 0 ;=================== ;- Para fatal de jade, classic sub-zero... - [Statedef 6001] type = S movetype= I physics = N anim = 888 [State 3105, queda clavado] type = Explod trigger1 = time = 0 anim = 6001 pos = 0,0 postype = p1 sprpriority = 1 id = 6001 [State 3105, chau explod] type = removeExplod trigger1 = time = 41 id = 6001 [State 2, sangre y mas sangre] type = explod trigger1 = time = 0 trigger2 = time = 10 trigger3 = time = 20 trigger4 = time = 30 trigger5 = time = 40 scale = .89,1 pos = -4, -51 postype = p1 anim = F80; arreglar anim de sangre ontop = 1 [State 200, grito] type = playsnd trigger1 = Time = 0 value = 4,1; + random%3 [State 200, 7] type = lifeadd trigger1 = Time = 41 value = -9999 [State 200, 7] type = selfstate trigger1 = Time = 41 value = 5150 ;--- Para Friendship --- (queda mareandose) [Statedef 6002] type = S movetype= I physics = N velset = 0, 0 ctrl = 0 [State 3100, asigna anim] type = varset trigger1 = time = 1 v = 45 value = 5300 [State 9399, 3] type = Lifeadd trigger1 = Time > 150 trigger1 = animtime = 0 Value = -9999 [State 9399, 2] type = selfstate trigger1 = time > 150 trigger1 = animtime = 0 value = 5150 ;--- Para fatales de decapitación tipo la de cage --- [Statedef 6003];fall back type = S movetype= H physics = N ctrl = 0 velset = 0,0 anim = 704 [State 9399, 2] type = selfstate trigger1 = selfanimexist(705) = 0 value = 6004 [State 1200, 2at] type = changeanim trigger1 = time = 3 value = 705 [State 1200, 2at] type = screenbound trigger1 = 1 value = 1 movecamera = 1,0 [State 1200, 2at] type = hitvelset trigger1 = time = 3 x = 1 y = 1 [State 1200, 2at] type = velset trigger1 = time = 3 && ishelper x = -abs(root,gethitvar(xvel)) y = root,gethitvar(yvel) [State 1200, 2at] type = veladd trigger1 = time > 3 y = 0.5 [State 5150, 8] type = varset trigger1 = vel y > 0 && ifelse(ishelper, pos y > root,var(57)-6, pos y > var(57) -6) v = 26 value = 1 [State 1200, 2at] type = Explod trigger1 = var(26) > 0 anim = 706 pos = 0,0 postype = p1 sprpriority = 2 bindtime = 1 persistent = 0 [State 22, round hit] type = EnvShake trigger1 = var(26) > 0 && ishelper freq = 60 time = 16 ampl = 4 persistent = 0 [State 1200, ound] type = PlaySnd trigger1 = var(26) > 0 && ishelper value = F7, 0 persistent = 0 [State 9399, 3] type = Lifeadd trigger1 = var(26) > 0 Value = -9999 [State 5150, 8] type = destroyself trigger1 = var(26) > 0 && ishelper [State 5150, 8] type = selfstate trigger1 = var(26) > 0 value = 5110 ; --- Para fatales de decapitación tipo martillazo de Shao Kahn --- [Statedef 6004];6612 type = S movetype= H physics = S ctrl = 0 velset = 0,0 anim = 661 [State 1200, ound] type = stopSnd trigger1 = time < 3 channel = 3 [State 22, round hit] type = EnvShake trigger1 = time = 71 trigger2 = time = 104 freq = 48 time = 10 ampl = 4 [State 1200, ound] type = PlaySnd trigger1 = time = 71 trigger2 = time = 104 value = F7, 3 [State 9399, 2] type = varset trigger1 = time = 0 v = 45 value = 6611 [State 9010, 0.1] type = Sprpriority trigger1 = time = 50 value >= 4 [State 9399, 2] type = Selfstate trigger1 = Animtime = 0 value = 5150 [State 9399, 3] type = Lifeadd trigger1 = Time = 30 Value = -9999 [State 5150, 8] type = NotHitBy trigger1 = 1 value = SCA time = 1 ctrl = 1 ;--- Cabeza ? [Statedef 6005];6613 type = S movetype= H physics = S ctrl = 0 velset = 0,0 anim = 661 [State 9399, 2] type = varset trigger1 = time = 0 v = 45 value = 6611 [State 22, round hit] type = EnvShake trigger1 = time = 45 trigger2 = time = 55 freq = 48 time = 10 ampl = 4 [State 1200, ound] type = PlaySnd trigger1 = time = 44 trigger2 = time = 55 value = F5, 17 channel = 4 [State 9010, 0.1] type = Sprpriority trigger1 = time = 50 value >= 4 [State 9399, 2] type = Selfstate trigger1 = Animtime = 0 value = 5150 [State 9399, 3] type = Lifeadd trigger1 = Time = 30 Value = -9999 [State 5150, 8] type = NotHitBy trigger1 = 1 value = SCA time = 1 ctrl = 1 [State 1200, er2at] type = Explod trigger1 = time = 1 anim = 6612 ID = 6612 pos = 0,-115 postype = p1 sprpriority = 4 removetime = 5 [State 1200, er2at] type = Explod trigger1 = time = 3 anim = 6612 ID = 6612 pos = 0,-117 postype = p1 sprpriority = 5 scale = 1.5,1.5 removetime = 2 [State 1200, er2at] type = Explod trigger1 = time = 5 anim = 6612 ID = 6612 pos = 2,-119 postype = p1 sprpriority = 5 scale = 2,2 removetime = 2 [State 1200, er2at] type = Explod trigger1 = time = 7 anim = 6612 ID = 6612 pos = 4,-121 postype = p1 sprpriority = 5 scale = 2.5,2.5 removetime = 2 [State 1200, er2at] type = Explod trigger1 = time = 9 anim = 6612 ID = 6612 pos = 6,-123 postype = p1 sprpriority = 5 scale = 3,3 removetime = 3 [State 1200, er2at] type = Explod trigger1 = time = 12 anim = 6612 ID = 6612 pos = 8,-125 postype = p1 sprpriority = 5 scale = 3.5,3.5 removetime = 6 [State 1200, er2at] type = Explod trigger1 = time = 15 anim = 6612 ID = 6612 pos = 10,-128 postype = p1 sprpriority = 5 scale = 4,4 removetime = 3 [State 1200, er2at] type = Explod trigger1 = time = 18 anim = 6612 ID = 6612 pos = 12,-130 postype = p1 sprpriority = 5 scale = 4.8,4.8 removetime = 50 [State 1200, er2at] type = Explod trigger1 = time = 68 anim = 6612 ID = 6612 Vel = 0,7 pos = 12,-130 postype = p1 sprpriority = 5 scale = 4.8,4.8 removetime = 60 [State 1200, er2at] type = Explod trigger1 = time = 16 anim = F17 pos = 12,-150 scale = .89,1 postype = p1 sprpriority = 5 ;removetime = -1 [State 1200, er2at] type = Explod trigger1 = time = 16 anim = F17 pos = 12,-110 scale = .89,1 postype = p1 sprpriority = 5 ;removetime = -1 [State 1200, er2at] type = Explod trigger1 = time = 18 anim = F10 pos = 12,-150 scale = .89,1 postype = p1 ontop = 1 removetime = -1 [State 22, roundt] type = EnvShake trigger1 = time = 18 freq = 88 time = 10 ampl = 7 [State 22, rndt] type = Playsnd trigger1 = time = 18 value = F5,21 ;volume = 100 [State 22, 245t] type = Playsnd trigger1 = time = 18 value = F5,31 volume = 100 ;--- Para quedar decapitado en el suelo --- [Statedef 6006];6614 type = S movetype= H physics = S ctrl = 0 [State 9399, 2] type = varset trigger1 = time = 0 v = 45 value = 6611 [State 9399, 2] type = Selfstate trigger1 = time = 0 value = 5150 ; Invisible al final :P [Statedef 6007] type = S movetype= H physics = S ctrl = 0 velset = 0,0 [State 9399, 2] type = varset trigger1 = time = 0 v = 45 value = 888 [State 9399, 2] type = Selfstate trigger1 = time = 0 value = 5150 ;--- Para quedar decapitado en el suelo en fatal de goro --- [Statedef 6008];6614 type = S movetype= H physics = S ctrl = 0 [State 9399, 2] type = varset trigger1 = time = 0 v = 45 value = 6008 [State 9399, 2] type = Selfstate trigger1 = time = 0 value = 5150 ;========================= ; Hits/Damage Counter ---- ;------------------------- [StateDef 17000] velset = 0,0 ctrl = 0 anim = 888 [State 190, 2] type = destroyself trigger1 = root,stateno = 5500 [State 190, 2] ; battleplan type = ChangeState triggerall = Time = 0 triggerall = root,stateno = 190 || roundstate < 2 || root,var(48) = 1 triggerall = teammode = single && enemy,teammode = single triggerall = root,numexplod(11014) + enemy,numexplod(11014) = 0 triggerall = numpartner = 0 && enemy,numpartner = 0 ;triggerall = roundno = 1 ;trigger1 = 1 trigger1 = root,AILevel > 0 && ishometeam && enemy,AILevel = 0 trigger2 = root,AILevel = 0 && !ishometeam && enemy,AILevel > 0 value = 18000 + 2*ishometeam [State 190, 2] ; VS pose type = selfState triggerall = Time = 0 triggerall = root,stateno = 190 || roundstate < 2 || root,var(48) = 1 triggerall = teammode != simul && enemy,teammode != simul triggerall = root,numpartner = 0 && enemy,numpartner = 0 triggerall = roundno = 1 trigger1 = root,AILevel > 0 && enemy,AILevel > 0 trigger2 = root,AILevel = 0 && enemy,AILevel = 0 value = 19100 [State 190, 2]; skipped type = selfState trigger1 = root,var(13) = 123123 value = 19107 [State 190, 2] ; round type = selfState trigger1 = Time = 0 trigger1 = root,stateno = 190 || roundstate < 2 || root,var(48) = 1 value = 19106 ;-- ;change these for custom hit counter [State -3]; appear time type = Varset trigger1 = 1 v = 10 value = 10 [State -3]; disappear time type = Varset trigger1 = 1 v = 11 value = 100 [State -3]; time till percents type = Varset trigger1 = 1 v = 12 value = 30 [State -3]; time till remove type = Varset trigger1 = 1 v = 13 value = 70 [State -3]; letter width type = Varset trigger1 = 1 v = 14 value = 8 [State -3]; x scale type = Varset trigger1 = 1 v = 15 value = 75 [State -3]; y scale type = Varset trigger1 = 1 v = 16 value = 85 [State -3]; maximum damage type = Varset trigger1 = 1 v = 17 value = 70; <--------------- maximum damage limit [State -3]; p1 x position for hits type = Varset trigger1 = 1 v = 20 value = 10 [State -3]; p1 x position for percent type = Varset trigger1 = 1 v = 22 value = 9;10 [State -3]; p2 x position for hits type = Varset trigger1 = 1 v = 21 value = 354 [State -3]; p2 x position for percent type = Varset trigger1 = 1 v = 23 value = 322 [State -3]; y position for hits type = Varset trigger1 = 1 v = 24 value = 76 [State -3]; y position for percent type = Varset trigger1 = 1 v = 25 value = 89;87 ;-- [State -2]; first hit type = Varset trigger1 = root,statetype != A && root,anim = [5000,5015] trigger2 = root,stateno = 5245 v = 6 value = 1 [State -2];hit check type = null;bgpalfx trigger1 = root,movetype = H triggerall = root,stateno != var(3) triggerall = ifelse((root,stateno != [21239,21240]),1, root,time = 1) triggerall = root,stateno != [5000,5999] triggerall = root,stateno != [120,160] triggerall = root,stateno != [26,32] triggerall = var(3) = 0 || root,hitover = 0 add = 255,0,0 time = 12 [State -2];life check type = Varset trigger1 = time = 0 trigger2 = root,ctrl = 1 || root,movetype != H trigger2 = root,time > 1 trigger3 = root,stateno = 5120 && root,time > 12 v = 4 value = root,life [State -2]; maximum type = Varset trigger1 = root,var(20) > var(17); trigger2 = 100*(var(4) -root,life) > var(17)*root,lifemax triggerall = root,fvar(5) != 118 v = 7 value = 1 [State 810, var] type = varset trigger1 = root,statetype != A && root,movetype = H trigger1 = (p2stateno = [200,201])||(p2stateno = [220,221]) triggerall = enemy,movehit > 0 v = 8 value = 1 [State -2]; no counters type = destroyself trigger1 = root,stateno = 333 trigger2 = root,stateno = 335 trigger3 = root,stateno = 3999 trigger3 = enemy,var(19) != 0 [State -2];quick show counters type = selfstate trigger1 = var(7) = 1 && root,var(21) > 1 value = 17001 [State -2];show counters type = selfstate trigger1 = root,movetype != H || root,stateno = [120,159] trigger2 = (root,stateno = 9010 || root,stateno = 5150) && root,time = 1 trigger3 = var(7) = 1 triggerall = root,var(21) > 0 || root,var(20) > 0 value = 17001 [StateDef 17001] type = S movetype= A physics = N velset = 0,0 ctrl = 0 anim = 9000 [State -2];for dmg type = posadd trigger1 = 1 x = p2dist x [State -2];life check2 type = Varset trigger1 = time = 0 v = 5 value = floor((100*(var(4)-root,life))/root,lifemax) [State 2090, 0];hits type = VarSet trigger1 = time = 0 v = 1 value = root,var(21) [State 2090, 0];percent type = null;VarSet trigger1 = time = 0 v = 2 value = floor((100*(var(4)-var(5)))/root,lifemax) [State 2090, 0];percent type = VarSet trigger1 = time = 0;root,var(20) > var(2) v = 2 value = ifelse(root,var(20) > var(5), root,var(20), var(5));root,var(20) [State 2090, 0];hit limits type = VarSet trigger1 = var(1) > 99 v = 1 value = 99 [State 2090, 0];percent limits type = VarSet trigger1 = var(2) > 100 v = 2 value = 100 [State 2090, 0]; brutality overkill type = null;VarSet trigger1 = enemy,var(4) = 5 v = 2 value = 999 [State 820, 4351] type = varset Trigger1 = var(2) > var(17) trigger2 = 100*(var(4) -root,life) > var(17)*root,lifemax triggerall = root,fvar(5) != 118 v = 7 value = 1 [State -2];no hit type = changeanim trigger1 = var(7) < 1 trigger2 = root,fvar(5) = 118 trigger3 = root,life < 2 && enemy,numexplod(9007) = 0 trigger4 = enemy,numexplod(9007) > 0 value = 888 [State 2090, 0];hits res type = parentVarSet trigger1 = time = 0 v = 21 value = 0 [State 2090, 0];percent res type = parentVarSet trigger1 = time = 0 v = 20 value = 0 [State 620, 2] type = HitDef trigger1 = !movecontact attr = A, HT animtype = Back hitflag = MAFD priority = 7,Hit pausetime = 0,2 sparkno = -1 guard.sparkno = -1 hitsound = 1,12 p2stateno = 334 p2getp1state = 0 guardsound = -1 ground.velocity = -3, -7.9 air.velocity = -3.5, -6 yaccel = 0.5 fall.recover = 0 guard.dist = 0 envshake.time = 70 envshake.freq = 90 envshake.ampl = 6 [State 2090, 1] type = targetvelset trigger1 = movehit x = -3 [State 2090, 1]; maximum type = Explod trigger1 = movehit anim = F112 postype = left pos = root,var(22)/2,72 sprpriority = 5 bindtime = -1 removetime = 60 scale = 0.00235*root,var(22),0.0026*root,var(22) ignorehitpause = 1 persistent = 0 [State 2090, 1]; desu type = destroyself trigger1 = time = 1+var(13)+var(10) trigger2 = var(1) < 2 trigger3 = var(2) < 2 trigger4 = time = 0 && p2stateno = 299 && enemy,prevstateno = [200,221] trigger5 = root,numpartner > 0 && partner,alive trigger5 = root,var(21) < partner,var(21) && time = 0 trigger6 = var(8) = 1 && time = 0 triggerall = var(7) = 0 || movehit || time > 30 [State 2090, 0]; give monay type = parentVaradd trigger1 = time = 1 v = 25 value = ceil(0.1*var(1)*var(2)) [State 2090, 1]; p1 hits till 10 type = Explod trigger1 = time = 0 && var(1) > 1 trigger1 = teamside = 2 anim = F100+var(1)%10 ID = 10 postype = left pos = -200+var(20)+var(14)*(var(1) > 9),var(24) scale = 0.01*var(15),0.01*var(16) vel = 200/var(10),0 sprpriority = -1 ;ontop = 1 [State 2090, 1]; p1 hits till 100 type = Explod trigger1 = time = 0 trigger1 = teamside = 2 trigger1 = var(1) > 9 anim = F100+floor(var(1)/10) ID = 11 postype = left pos = -200+var(20),var(24) scale = 0.01*var(15),0.01*var(16) vel = 200/var(10),0 sprpriority = -1 ;ontop = 1 [State 2090, 1]; p1 hits name type = Explod trigger1 = time = 0 && var(1) > 1 trigger1 = teamside = 2 anim = F110 ID = 10 postype = left pos = -200+var(20)+var(14)*(var(1) > 9),var(24) scale = 0.0065*var(15),0.0070*var(16) vel = 200/var(10),0 sprpriority = -1 ;ontop = 1 [State 2090, 1]; p1 percent till 10 type = Explod trigger1 = time = var(12) trigger1 = teamside = 2 anim = F100+var(2)%10 ID = 20 postype = left pos = -200+var(22)+var(14)*(var(2) > 9)+var(14)*(var(2) > 99),var(25) scale = 0.01*var(15),0.01*var(16) vel = 200/var(10),0 sprpriority = -1 ;ontop = 1 [State 2090, 1]; p1 percent till 100 type = Explod trigger1 = time = var(12) trigger1 = teamside = 2 trigger1 = var(2) > 9 anim = F100+floor(var(2)%100/10) ID = 21 postype = left pos = -200+var(22)+var(14)*(var(2) > 99),var(25) scale = 0.01*var(15),0.01*var(16) vel = 200/var(10),0 sprpriority = -1 ;ontop = 1 [State 2090, 1]; p1 percent till 1000 type = Explod trigger1 = time = var(12) trigger1 = teamside = 2 trigger1 = var(2) > 99 anim = F101;0+floor(var(2)/1000) ID = 22 postype = left pos = -200+var(22),var(25) scale = 0.01*var(15),0.01*var(16) vel = 200/var(10),0 sprpriority = -1 ;ontop = 1 [State 2090, 1]; p1 percent name type = Explod trigger1 = time = var(12) trigger1 = teamside = 2 anim = F111 ID = 20 postype = left pos = -200+var(22)+var(14)*(var(2) > 9)+var(14)*(var(2) > 99),var(25) scale = 0.0065*var(15),0.0070*var(16) vel = 200/var(10),0 sprpriority = -1 ;ontop = 1 [State 2090, 1]; p1 hits hold till 10 type = modifyExplod trigger1 = time = var(10) ID = 10 postype = left pos = var(20)+var(14)*(var(1) > 9),var(24) vel = 0,0 [State 2090, 1]; p1 hits hold till 100 type = modifyExplod trigger1 = time = var(10) ID = 11 postype = left pos = var(20),var(24) vel = 0,0 [State 2090, 1]; p1 percent hold till 10 type = modifyExplod trigger1 = time = var(12)+var(10) ID = 20 postype = left pos = var(22)+var(14)*(var(2) > 9)+var(14)*(var(2) > 99),var(25) vel = 0,0 [State 2090, 1]; p1 percent hold till 100 type = modifyExplod trigger1 = time = var(12)+var(10) ID = 21 postype = left pos = var(22)+var(14)*(var(2) > 99),var(25) vel = 0,0 [State 2090, 1]; p1 percent hold till 1000 type = modifyExplod trigger1 = time = var(12)+var(10) ID = 22 postype = left pos = var(22),var(25) vel = 0,0 [State 2090, 1]; p1 hits move till 10 type = modifyExplod trigger1 = time = var(10)+var(13) ID = 10 postype = left pos = var(20)+var(14)*(var(1) > 9),var(24) vel = -250/var(11),0 removetime = var(13)+var(11) [State 2090, 1]; p1 hits move till 100 type = modifyExplod trigger1 = time = var(10)+var(13) ID = 11 postype = left pos = var(20),var(24) vel = -250/var(11),0 removetime = var(13)+var(11) [State 2090, 1]; p1 percent move till 10 type = modifyExplod trigger1 = time = var(10)+var(13) ID = 20 postype = left pos = var(22)+var(14)*(var(2) > 9)+var(14)*(var(2) > 99),var(25) vel = -250/var(11),0 removetime = var(13)+var(11) [State 2090, 1]; p1 percent move till 100 type = modifyExplod trigger1 = time = var(10)+var(13) ID = 21 postype = left pos = var(22)+var(14)*(var(2) > 99),var(25) vel = -250/var(11),0 removetime = var(13)+var(11) [State 2090, 1]; p1 percent move till 1000 type = modifyExplod trigger1 = time = var(10)+var(13) ID = 22 postype = left pos = var(22),var(25) vel = -250/var(11),0 removetime = var(13)+var(11) [State 2090, 1]; p2 hits till 10 type = Explod trigger1 = time = 0 && var(1) > 1 trigger1 = teamside = 1 anim = F100+var(1)%10 ID = 30 postype = left pos = 200+var(21),var(24) scale = 0.01*var(15),0.01*var(16) vel = -200/var(10),0 sprpriority = -1 ;ontop = 1 [State 2090, 1]; p2 hits till 100 type = Explod trigger1 = time = 0 trigger1 = teamside = 1 trigger1 = var(1) > 9 anim = F100+floor(var(1)/10) ID = 31 postype = left pos = 200+var(21)-var(14),var(24) scale = 0.01*var(15),0.01*var(16) vel = -200/var(10),0 sprpriority = -1 ;ontop = 1 [State 2090, 1]; p2 hits name type = Explod trigger1 = time = 0 && var(1) > 1 trigger1 = teamside = 1 anim = F110 ID = 30 postype = left pos = 200+var(21),var(24) scale = 0.0065*var(15),0.0070*var(16) vel = -200/var(10),0 sprpriority = -1 ;ontop = 1 [State 2090, 1]; p2 percent till 10 type = Explod trigger1 = time = var(12) trigger1 = teamside = 1 anim = F100+var(2)%10 ID = 40 postype = left pos = 200+var(23),var(25) scale = 0.01*var(15),0.01*var(16) vel = -200/var(10),0 sprpriority = -1 ;ontop = 1 [State 2090, 1]; p2 percent till 100 type = Explod trigger1 = time = var(12) trigger1 = teamside = 1 trigger1 = var(2) > 9 anim = F100+floor(var(2)%100/10) ID = 41 postype = left pos = 200+var(23)-var(14),var(25) scale = 0.01*var(15),0.01*var(16) vel = -200/var(10),0 sprpriority = -1 ;ontop = 1 [State 2090, 1]; p2 percent till 1000 type = Explod trigger1 = time = var(12) trigger1 = teamside = 1 trigger1 = var(2) > 99 anim = F101;0+floor(var(2)/1000) ID = 42 postype = left pos = 200+var(23)-2*var(14),var(25) scale = 0.01*var(15),0.01*var(16) vel = -200/var(10),0 sprpriority = -1 ;ontop = 1 [State 2090, 1]; p2 percent name type = Explod trigger1 = time = var(12) trigger1 = teamside = 1 anim = F111 ID = 40 postype = left pos = 200+var(23),var(25) scale = 0.0065*var(15),0.0070*var(16) vel = -200/var(10),0 sprpriority = -1 ;ontop = 1 [State 2090, 1]; p2 hits hold till 10 type = modifyExplod trigger1 = time = var(10) ID = 30 postype = left pos = var(21),var(24) vel = 0,0 [State 2090, 1]; p2 hits hold till 100 type = modifyExplod trigger1 = time = var(10) ID = 31 postype = left pos = var(21)-var(14),var(24) vel = 0,0 [State 2090, 1]; p2 percent hold till 10 type = modifyExplod trigger1 = time = var(10)+var(12) ID = 40 postype = left pos = var(23),var(25) vel = 0,0 [State 2090, 1]; p2 percent hold till 100 type = modifyExplod trigger1 = time = var(10)+var(12) ID = 41 postype = left pos = var(23)-var(14),var(25) vel = 0,0 [State 2090, 1]; p2 percent hold till 1000 type = modifyExplod trigger1 = time = var(10)+var(12) ID = 42 postype = left pos = var(23)-2*var(14),var(25) vel = 0,0 [State 2090, 1]; p2 hits move till 10 type = modifyExplod trigger1 = time = var(10)+var(13) ID = 30 postype = left pos = var(21),var(24) vel = 250/var(11),0 removetime = var(13)+var(11) [State 2090, 1]; p2 hits move till 100 type = modifyExplod trigger1 = time = var(10)+var(13) ID = 31 postype = left pos = var(21)-var(14),var(24) vel = 250/var(11),0 removetime = var(13)+var(11) [State 2090, 1]; p1 percent move till 10 type = modifyExplod trigger1 = time = var(10)+var(13) ID = 40 postype = left pos = var(23),var(25) vel = 250/var(11),0 removetime = var(13)+var(11) [State 2090, 1]; p1 percent move till 100 type = modifyExplod trigger1 = time = var(10)+var(13) ID = 41 postype = left pos = var(23)-var(14),var(25) vel = 250/var(11),0 removetime = var(13)+var(11) [State 2090, 1]; p1 percent move till 1000 type = modifyExplod trigger1 = time = var(10)+var(13) ID = 42 postype = left pos = var(23)-2*var(14),var(25) vel = 250/var(11),0 removetime = var(13)+var(11) [State -2];destroy counters type = selfstate trigger1 = root,movetype != H trigger2 = root,stateno = 5001 && root,hitover triggerall = time > 0;var(10)+var(12) triggerall = root,var(21) > 2 && root,var(20) > 0 value = 17002 [Statedef 17002]; remove counters type = S movetype= I physics = S juggle = 0 velset = 0,0 anim = 888 ctrl = 0 [State 2090, 1] type = removeExplod trigger1 = time = 0 ID = 10 [State 2090, 1] type = removeExplod trigger1 = time = 0 ID = 11 [State 2090, 1] type = removeExplod trigger1 = time = 0 ID = 12 [State 2090, 1] type = removeExplod trigger1 = time = 0 ID = 20 [State 2090, 1] type = removeExplod trigger1 = time = 0 ID = 21 [State 2090, 1] type = removeExplod trigger1 = time = 0 ID = 22 [State 2090, 1] type = removeExplod trigger1 = time = 0 ID = 30 [State 2090, 1] type = removeExplod trigger1 = time = 0 ID = 31 [State 2090, 1] type = removeExplod trigger1 = time = 0 ID = 32 [State 2090, 1] type = removeExplod trigger1 = time = 0 ID = 40 [State 2090, 1] type = removeExplod trigger1 = time = 0 ID = 41 [State 2090, 1] type = removeExplod trigger1 = time = 0 ID = 42 [State 2090, 1] type = destroyself trigger1 = time = 0 ;=========================== [Statedef 18000]; battle plan type = S movetype= I physics = S juggle = 0 velset = 0,0 anim = 888 ctrl = 0 [State 0, temp] type = varset trigger1 = ishelper v = 22 value = root,var(22) [State 0, temp] type = varset trigger1 = ishelper v = 23 value = root,var(23) [State 0, temp] type = assertspecial trigger1 = 1 flag = nobardisplay [State 0, clear] type = assertspecial trigger1 = 1 flag = nomusic flag2 = timerfreeze [State 0, clear] type = assertspecial trigger1 = 1 flag = noBG flag2 = noFG [State 0, temp] type = parentvarset trigger1 = ishelper v = 47 value = 0 [State 0, temp] type = parentvarset trigger1 = ishelper && root,fvar(14) = 0 && matchno < 20 fvar(14) = (1+random%9) + 10*(random%10) + 100*(random%10) [State 0, 2nd] type = selfstate trigger1 = roundno = 1 && root,fvar(6) > 0 trigger1 = matchno = 20 && root,fvar(9) > 0 value = 18020 [State 0, bosses] type = parentvarset triggerall = root,fvar(11) = 0 && root,fvar(6) = 0 && matchno > 1 trigger1 = matchno < 14 fvar(12) = random%3+10*(random%2) [State 0, bosses] type = parentvarset triggerall = root,fvar(11) = 0 && root,fvar(6) = 0 && matchno = [14,15] trigger1 = p2name = "quan chi" fvar(12) = random%3 +10 [State 0, bosses] type = parentvarset triggerall = root,fvar(11) = 0 && root,fvar(6) = 0 && matchno = [16,18] trigger1 = p2name = "kintaro" fvar(12) = 1 [State 0, bosses] type = parentvarset triggerall = root,fvar(11) = 0 && root,fvar(6) = 0 && matchno = [16,18] trigger1 = p2name = "goro" fvar(12) = 2 [State 0, variant1] type = parentvaradd trigger1 = root,fvar(6) <= 0 trigger1 = matchno > 19 && roundno = 1 fvar(6) = -1 [State 0, dark] type = selfstate triggerall = matchno != 1 trigger1 = root,fvar(11) = 1 trigger1 = matchno = 3||matchno = 5||matchno = 7||matchno = 9||matchno = 11||matchno = 13 trigger2 = root,fvar(11) = 2 trigger2 = matchno = 4||matchno = 6||matchno = 8||matchno = 10 trigger3 = root,fvar(11) = 3 trigger3 = matchno = 5||matchno = 11 trigger4 = root,fvar(11) = 0 && root,fvar(6) > 0 trigger4 = (matchno = 13&&time = 0&&(roundno = 1||root,fvar(6) > 1))||(matchno < 12&&(root,fvar(6) = 4||root,fvar(6) = 8)) trigger5 = matchno = [14,15] trigger5 = (p2name = "shang tsung"&&root,fvar(12) > 9)||(p2name = "quan chi"&&root,fvar(12) <= 9) trigger6 = matchno = [16,18] trigger6 = (p2name = "motaro"&&root,fvar(12) != 0&&root,fvar(12) != 10) trigger7 = matchno = [16,18] trigger7 = (p2name = "kintaro"&&root,fvar(12) != 1&&root,fvar(12) != 11) trigger8 = matchno = [16,18] trigger8 = (p2name = "goro"&&root,fvar(12) != 2&&root,fvar(12) != 12) trigger9 = root,fvar(12) = -1||root,fvar(6) < -1 trigger10 = root,fvar(12) = -2 && matchno != 21 trigger11 = root,fvar(12) = -3 && matchno != 20 trigger12 = root,fvar(12) = -4 && matchno != 22 value = 19107 [State 0, 2nd] type = selfstate trigger1 = roundno > 1 trigger2 = matchno > 19 && root,fvar(6) = -1 trigger3 = root,fvar(12) = -2 && matchno = 21 trigger4 = root,fvar(12) = -3 && matchno = 20 trigger5 = root,fvar(12) = -4 && matchno = 22 value = 18023 [State 0, variant1] type = varset trigger1 = root,fvar(6) = 0||root,fvar(9) = 0||(time = 0&&roundstate = 2) var(11) = 1 + (matchno = 19); just lost [State 0, starter only] type = varset trigger1 = ifelse(var(11) = 0, matchno < 3, matchno < 2) var(12) = 1 [State 0, no halt] type = parentvarset trigger1 = var(11) > 0 v = 11 value = -101 ;========================================================== [State 0, battle count] type = parentvaradd trigger1 = time = 0&&roundstate != 2 trigger1 = root,fvar(6) <= root,fvar(9) fv = 6 value = 1+(root,fvar(6) = 0 && matchno = 12) [State 0, ground] type = Explod trigger1 = time = 0 anim = f9025 ID = 900 pos = var(22)/2,0.36*var(22) postype = left bindtime = -1 scale = 0.0022*var(22),0.0025*var(22) sprpriority = 8 ownpal = 1 [State 0, portal]; espiral type = Explod trigger1 = time = 0 anim = f9019 ID = 900 ;pos = var(22) /2,-0.03*var(22) pos = var(22) /2,0.25*var(22) -102 postype = left bindtime = -1 scale = 0.00262*var(22),0.0025*var(22) sprpriority = 4 ;ontop = 1 ownpal = 1 removetime = -1 [State 0, portal fx] type = Explod trigger1 = time%(60 + 10*(random%7)) = 12 anim = f9017+random%2 ID = 900 pos = var(22)/2,0.285*var(22) postype = left bindtime = -1 facing = 1-2*(gametime%2) vfacing = 1-2*(gametime%2) scale = 0.0025*var(22),0.0025*var(22) sprpriority = 5 ;ontop = 1 ownpal = 1 trans = addalpha alpha = 256,256 [State 0, end] type = selfstate trigger1 = matchno = 1 value = 18010 ;-------------- ;make it happen [State 0, lv 1] type = Explod trigger1 = time = 0 && var(11) != 2 anim = f9000 ID = 901 pos = var(22)/2,96*0.0025*var(22) postype = left bindtime = -1 scale = 0.0022*var(22), 0.0025*var(22) sprpriority = 15 ownpal = 1 [State 0, lv2] type = Explod trigger1 = time = 0 anim = f9000 ID = 901 pos = var(22)/2,(96+96)*0.0025*var(22) postype = left bindtime = -1 scale = 0.0022*var(22),0.0025*var(22) sprpriority = 15 ownpal = 1 [State 0, lv3] type = Explod trigger1 = time = 0 && var(12) != 1 anim = f9000 ID = 901 pos = var(22)/2,(96+96+96)*0.0025*var(22) postype = left bindtime = -1 scale = 0.0022*var(22), 0.0025*var(22) sprpriority = 15 ownpal = 1 [State 0, lv0] type = Explod trigger1 = time = 0 && var(12) = 1 anim = f9001 ID = 901 pos = var(22)/2,(96+96+106)*0.0025*var(22) postype = left bindtime = -1 scale = 0.0025*var(22),0.0025*var(22) sprpriority = 15 ownpal = 1 [State 0, lv0] type = Explod trigger1 = time = 0 && var(12) = 1 anim = f9002 ID = 901 pos = var(22)/2,(96+96+106)*0.0025*var(22) postype = left bindtime = -1 scale = 0.0025*var(22),0.0025*var(22) sprpriority = 16 ownpal = 1 [State 0, lv0] type = Explod trigger1 = time = 0 && var(12) = 1 anim = f9003 ID = 901 pos = var(22)/2,(96+96+106)*0.0025*var(22) postype = left bindtime = -1 scale = 0.0025*var(22),0.0025*var(22) sprpriority = 16 ownpal = 1 [State 0, rama] type = Explod trigger1 = time = 0 anim = f9024 ID = 902 pos = var(22)/2-60*0.0025*var(22),(21+96)*0.0025*var(22) postype = left bindtime = -1 scale = 0.0022*var(22),0.0025*var(22) ontop = 1 ownpal = 1 [State 0, p1 face] type = Explod trigger1 = time = 0 && selfanimexist(9100) = 1 anim = 9100 ID = 902 pos = var(22)/2-60*0.0025*var(22),(21+96)*0.0025*var(22) postype = left bindtime = -1 scale = 0.0022*var(22),0.0025*var(22) ontop = 1 ownpal = 1 [State 0, p1 no face] type = Explod trigger1 = time = 0 && selfanimexist(9100) = 0 anim = f9100 ID = 902 pos = var(22)/2-60*0.0025*var(22),(21+96)*0.0025*var(22) postype = left bindtime = -1 scale = 0.0022*var(22),0.0025*var(22) ontop = 1 ownpal = 1 ; middle match won [State 0, p1 face move] type = modifyExplod trigger1 = time = 0+30 triggerall = var(11) = 0 ID = 902 pos = var(22)/2-60*0.0025*var(22),(21+96)*0.0025*var(22) postype = left bindtime = 1 vel = 0,-1.5*0.0025*var(22) [State 0, p1 face stop] type = modifyExplod trigger1 = time = 0+30+64 triggerall = var(11) = 0 ID = 902 pos = var(22)/2-60*0.0025*var(22),21*0.0025*var(22) postype = left bindtime = -1 vel = 0,0 [State 0, previous] type = Explod trigger1 = time = 0 trigger1 = root,fvar(7) > 0 triggerall = var(11) = 0 anim = f9200+root,fvar(7) ID = 903 pos = var(22)/2+12*0.0025*var(22),(21+96)*0.0025*var(22) postype = left bindtime = -1 scale = 0.0022*var(22),0.0025*var(22) ontop = 1 ownpal = 1 [State 0, previous] type = Explod trigger1 = time = 0 trigger1 = root,fvar(7) = 0 triggerall = var(11) = 0 anim = f9100+ (matchno > 13) + (matchno > 18) ID = 903 pos = var(22)/2+12*0.0025*var(22),(21+96)*0.0025*var(22) postype = left bindtime = -1 scale = 0.0022*var(22),0.0025*var(22) ontop = 1 ownpal = 1 [State 0, previous fade] type = modifyExplod trigger1 = time <= 40 triggerall = var(11) = 0 ID = 903 trans = addalpha alpha = 256-4.25*(time),0 [state 0, a] type = parentvarset trigger1 = time = 12 fvar(8) = root,fvar(7) [State 0, pre-previous] type = Explod trigger1 = time = 0 && var(12) != 1 trigger1 = root,fvar(8) > 0 triggerall = var(11) = 0 anim = f9200+root,fvar(8) ID = 904 pos = var(22)/2+12*0.0025*var(22),(21+96+96)*0.0025*var(22) postype = left bindtime = -1 scale = 0.0022*var(22),0.0025*var(22) ontop = 1 ownpal = 1 trans = addalpha alpha = 256-4.25*40,0 [State 0, pre-previous empty] type = Explod triggerall = time = 0 && var(12) != 1 trigger1 = var(11) != 0 trigger2 = root,fvar(6) > 0 && root,fvar(8) = 0 anim = f9200+root,fvar(7)*(time = 0 && roundstate = 2) ID = 905 pos = var(22)/2+12*0.0025*var(22),(21+96+96)*0.0025*var(22) postype = left bindtime = -1 scale = 0.0022*var(22),0.0025*var(22) ontop = 1 ownpal = 1 [State 0, music] type = playsnd trigger1 = time = 7;time%(2*tickspersecond) = 7 value = f2,8 channel = 1 loop = 1 volumescale = 180 [State 0, end] type = selfstate trigger1 = time = 120-60*(var(11) != 0) value = 18004 [Statedef 18001]; starter type = S movetype= I physics = S juggle = 0 velset = 0,0 anim = 888 ctrl = 0 [State 0, temp] type = assertspecial trigger1 = 1 flag = nobardisplay [State 0, temp] type = assertspecial trigger1 = 1 flag = nomusic flag2 = timerfreeze [State 0, temp] type = assertspecial trigger1 = 1 flag = noBG flag2 = noFG [State 0, temp] type = parentvarset trigger1 = ishelper v = 47 value = 0 [State 0, portal fx]; HIDDN PORTAL type = Explod trigger1 = time%(60 + 10*(random%7)) = 12 anim = f9017+random%2 ID = 900 pos = var(22)/2,0.285*var(22) postype = left bindtime = -1 facing = 1-2*(gametime%2) vfacing = 1-2*(gametime%2) scale = 0.0025*var(22),0.0025*var(22) sprpriority = 5 ;ontop = 1 ownpal = 1 [State 0, ladder1] type = Explod trigger1 = time = 0||time = 35 trigger1 = root,fvar(11) = 1 anim = f9005 ID = 901 pos = ifelse(time = 0, 0.2*var(22), 0.5*var(22)),var(23)+40*0.0025*var(22) vel = ifelse(time = 0, 0.00857*var(22), 0), ifelse(time = 0, 0, 0.0162*var(22)) postype = left bindtime = 1 removetime = 35 scale = 0.35*0.0022*var(22), 0.35*0.0025*var(22) sprpriority = 15 ownpal = 1 [State 0, ladder2] type = Explod trigger1 = time = 0||time = 35 trigger1 = root,fvar(11) = 2 anim = f9006 ID = 901 pos = ifelse(time = 0, 0.4*var(22), 0.5*var(22)),var(23)+40*0.0025*var(22) vel = ifelse(time = 0, 0.002857*var(22), 0), ifelse(time = 0, 0, 0.0222*var(22)) postype = left bindtime = 1 removetime = 35 scale = 0.35*0.0022*var(22), 0.35*0.0025*var(22) sprpriority = 15 ownpal = 1 [State 0, ladder3] type = Explod trigger1 = time = 0||time = 35 trigger1 = root,fvar(11) = 3 anim = f9007 ID = 901 pos = ifelse(time = 0, 0.6*var(22), 0.5*var(22)),var(23)+40*0.0025*var(22) vel = ifelse(time = 0, -0.002857*var(22), 0), ifelse(time = 0, 0, 0.029*var(22)) postype = left bindtime = 1 removetime = 35 scale = 0.35*0.0022*var(22), 0.35*0.0025*var(22) sprpriority = 15 ownpal = 1 [State 0, ladder4] type = Explod trigger1 = time = 0||time = 35 trigger1 = root,fvar(11) = 4 anim = f9008 ID = 901 pos = ifelse(time = 0, 0.8*var(22), 0.5*var(22)),var(23)+40*0.0025*var(22) vel = ifelse(time = 0, -0.00857*var(22), 0), ifelse(time = 0, 0, 0.035*var(22)) postype = left bindtime = 1 removetime = 35 scale = 0.35*0.0022*var(22), 0.35*0.0025*var(22) sprpriority = 15 ownpal = 1 ;-- [State 0, scale] type = modifyExplod trigger1 = time = [35,70) ID = 901 scale = (0.35+0.017*(time - 35))*0.0022*var(22), (0.35+0.017*(time - 35))*0.0025*var(22) ;move away [State 0, ladder1] type = Explod trigger1 = time = 0 trigger1 = root,fvar(11) != 1 anim = f9005 pos = 0.2*var(22),var(23)+40*0.0025*var(22) vel = -0.01*var(22) postype = left bindtime = 1 removetime = 70 scale = 0.35*0.0022*var(22), 0.35*0.0025*var(22) sprpriority = 15 ownpal = 1 [State 0, ladder2] type = Explod trigger1 = time = 0 trigger1 = root,fvar(11) != 2 anim = f9006 pos = 0.4*var(22),var(23)+40*0.0025*var(22) vel = 0.01*var(22)*ifelse(root,fvar(11) > 1, -1, 1) postype = left bindtime = 1 removetime = 70 scale = 0.35*0.0022*var(22), 0.35*0.0025*var(22) sprpriority = 15 ownpal = 1 [State 0, ladder3] type = Explod trigger1 = time = 0 trigger1 = root,fvar(11) != 3 anim = f9007 pos = 0.6*var(22),var(23)+40*0.0025*var(22) vel = 0.01*var(22)*ifelse(root,fvar(11) > 2, -1, 1) postype = left bindtime = 1 removetime = 70 scale = 0.35*0.0022*var(22), 0.35*0.0025*var(22) sprpriority = 15 ownpal = 1 [State 0, ladder4] type = Explod trigger1 = time = 0 trigger1 = root,fvar(11) != 4 anim = f9008 pos = 0.8*var(22),var(23)+40*0.0025*var(22) vel = 0.01*var(22) postype = left bindtime = 1 removetime = 70 scale = 0.35*0.0022*var(22), 0.35*0.0025*var(22) sprpriority = 15 ownpal = 1 ;------------------ [State 0, boss] type = parentvarset trigger1 = time = 0 fv = 12 value = random%3 + 10*(random%2) [State 0, levels] type = Explod trigger1 = time = 70 anim = f9004 ID = 910 pos = var(22)/2,0.05*var(22) postype = left bindtime = 1 scale = 0.00125*var(22),0.00125*var(22) sprpriority = 15 ownpal = 1 [State 0, more levels] type = Explod trigger1 = time = 70 anim = f9004 ID = 911 pos = var(22)/2,(0.05 +48*5*0.0025)*var(22) postype = left bindtime = 1 scale = 0.00125*var(22),0.00125*var(22) sprpriority = 15 ownpal = 1 [State 0, even more levels] type = Explod trigger1 = time = 70 anim = f9004 ID = 912 pos = var(22)/2,(0.05 +48*10*0.0025)*var(22) postype = left bindtime = 1 scale = 0.00125*var(22),0.00125*var(22) sprpriority = 15 ownpal = 1 [State 0, even more levels] type = Explod trigger1 = time = 70 anim = f9004 ID = 912 pos = var(22)/2,(0.05 +48*10*0.0025)*var(22) postype = left bindtime = 1 scale = 0.00125*var(22),0.00125*var(22) sprpriority = 15 ownpal = 1 [State 0, last level] type = Explod trigger1 = time = 70 anim = f9004 ID = 914 pos = var(22)/2,(0.05 +48*15*0.0025)*var(22) postype = left bindtime = 1 scale = 0.00125*var(22),0.00125*var(22) sprpriority = 15 ownpal = 1 [State 0, lv0] type = Explod trigger1 = time = 71 anim = f9001 ID = 913 pos = var(22)/2,(0.05 +(48*8+106/2)*0.0025)*var(22) postype = left bindtime = 1 scale = 0.00125*var(22),0.00125*var(22) sprpriority = 16 ownpal = 1 [State 0, lv0] type = Explod trigger1 = time = 71 anim = f9002 ID = 913 pos = var(22)/2,(0.05 +(48*8+106/2)*0.0025)*var(22) postype = left bindtime = 1 scale = 0.00125*var(22),0.00125*var(22) sprpriority = 17 ownpal = 1 [State 0, lv0] type = Explod trigger1 = time = 71 anim = f9003 ID = 913 pos = var(22)/2,(0.05 +(48*8+106/2)*0.0025)*var(22) postype = left bindtime = 1 scale = 0.00125*var(22),0.00125*var(22) sprpriority = 17 ownpal = 1 [State 0, lv14] type = modifyExplod trigger1 = time = (70,120] ID = 910 scale = (0.5+0.01*(time-70))*var(22)/400,(0.5+0.01*(time-70))*var(22)/400 bindtime = 1 vel = 0,0 [State 0, lv14] type = modifyExplod trigger1 = time = (70,120] ID = 911 scale = (0.5+0.01*(time-70))*var(22)/400,(0.5+0.01*(time-70))*var(22)/400 bindtime = 1 vel = 0,0 [State 0, lv14] type = modifyExplod trigger1 = time = (70,120] ID = 912 scale = (0.5+0.01*(time-70))*var(22)/400,(0.5+0.01*(time-70))*var(22)/400 bindtime = 1 vel = 0,0 [State 0, lv14] type = modifyExplod trigger1 = time = (70,120] ID = 914 scale = (0.5+0.01*(time-70))*var(22)/400,(0.5+0.01*(time-70))*var(22)/400 bindtime = 1 vel = 0,0 [State 0, lv14] type = modifyExplod trigger1 = time = (70,120] ID = 913 scale = (0.5+0.01*(time-70))*var(22)/400,(0.5+0.01*(time-70))*var(22)/400 bindtime = 1 vel = 0,0 [State 0, time] type = varset trigger1 = time = 0 v = 1 value = 0 [State 0, speed] type = varset trigger1 = time > 180 v = 13 value = ifelse(root,command = "holddown",2,1) [State 0, numbatles] type = varset trigger1 = time = 0 v = 2 value = 12+32*(6 +2*root,fvar(11)) [State 0, speed] type = varset trigger1 = time <= 180 trigger2 = time > 180 && var(1) >= var(2) v = 13 value = 0 [State 0, time] type = varadd trigger1 = time > 180 v = 1 value = ifelse(var(13) = 0, 1, var(13)) [State 0, temp] type = parentvarset trigger1 = ishelper v = 1 value = var(1) [State 0, temp] type = parentvarset trigger1 = ishelper v = 2 value = var(2) [State 0, temp] type = parentvarset trigger1 = ishelper v = 13 value = var(13) [State 0, lv14] type = modifyExplod trigger1 = time >= 180 && var(13) > 0 ID = 910 pos = var(22)/2,(0.05-0.0075*var(1))*var(22) postype = left bindtime = 1 ;vel = 0,-0.0075*var(22) [State 0, lv14] type = modifyExplod trigger1 = time >= 180 && var(13) > 0 ID = 911 pos = var(22)/2,(0.05 +96*5*0.0025-0.0075*var(1))*var(22) postype = left bindtime = 1 ;vel = 0,-0.0075*var(22) [State 0, lv14] type = modifyExplod trigger1 = time >= 180 && var(13) > 0 ID = 912 pos = var(22)/2,(0.05 +96*10*0.0025-0.0075*var(1))*var(22) postype = left bindtime = 1 ;vel = 0,-0.0075*var(22) [State 0, lv14] type = modifyExplod trigger1 = time >= 180 && var(13) > 0 ID = 914 pos = var(22)/2,(0.05 +96*15*0.0025-0.0075*var(1))*var(22) postype = left bindtime = 1 ;vel = 0,-0.0075*var(22) [State 0, lv14] type = modifyExplod trigger1 = time >= 180 && var(13) > 0 ID = 913 pos = var(22)/2,((96*(8+2*root,fvar(11))+106)*0.0025-0.0075*var(1))*var(22) postype = left bindtime = 1 ;vel = 0,-0.0075*var(22) [State 0, lv14] type = removeExplod trigger1 = var(1) >= 32*5 ID = 910 [State 0, lv14] type = removeExplod trigger1 = var(1) >= 32*10 ID = 911 [State 0, rama] type = Explod trigger1 = time%8 = 4 && time = [110,180) trigger2 = time = 180 anim = f9024 ID = 902 pos = var(22)/2-60*0.0025*var(22),21*0.0025*var(22) postype = left bindtime = -1 scale = 0.0022*var(22),0.0025*var(22) ontop = 1 ownpal = 1 removetime = 4-5*(time = 180) [State 0, p1 face] type = Explod triggerall = selfanimexist(9100) = 1 trigger1 = time%8 = 4 && time = [110,180) trigger2 = time = 180 anim = 9100 ID = 902 pos = var(22)/2-60*0.0025*var(22),21*0.0025*var(22) postype = left bindtime = -1 scale = 0.0022*var(22),0.0025*var(22) ontop = 1 ownpal = 1 removetime = 4-5*(time = 180) [State 0, p1 no face] type = Explod triggerall = selfanimexist(9100) = 0 trigger1 = time%8 = 4 && time = [110,180) trigger2 = time = 180 anim = f9100 ID = 902 pos = var(22)/2-60*0.0025*var(22),21*0.0025*var(22) postype = left bindtime = -1 scale = 0.0022*var(22),0.0025*var(22) ontop = 1 ownpal = 1 removetime = 4-5*(time = 180) [State 0, p1 face halt] type = modifyExplod trigger1 = time > 180 && var(13) = 0 ID = 902 pos = var(22)/2-60*0.0025*var(22),21*0.0025*var(22) vel = 0,0.005*var(22) accel = 0,-0.000075*var(22) postype = left persistent = 0 [State 0, lv14] type = modifyExplod trigger1 = time > 180 && var(13) = 0 ID = 913 pos = var(22)/2,((96*14+106)*0.0025-0.0075*396)*var(22) postype = left bindtime = 1 [State 0, lv14] type = modifyExplod trigger1 = time > 180 && var(13) = 0 ID = 912 pos = var(22)/2,(0.05 +96*9*0.0025-0.0075*396)*var(22) postype = left bindtime = 1 [State 0, p1 halt] type = parentvarset trigger1 = time = 0 v = 11 value = 0 [State 0, p1 face halt] type = parentvarset trigger1 = var(1) = var(2)+44 v = 11 value = -101 [State 0, p1 face halt] type = modifyExplod trigger1 = root,var(11) = -101 ID = 902 pos = var(22)/2-60*0.0025*var(22),(21+60)*0.0025*var(22) vel = 0,0 postype = left bindtime = -1 [State 0, move out] type = playsnd trigger1 = time = 10 value = f2,3 volumescale = 200 [State 0, move] type = playsnd trigger1 = time = 120 value = f2,13 ;volumescale = 200 [State 0, end] type = selfstate trigger1 = root,var(11) = -101 trigger2 = time > 200 && var(13) != 0 trigger2 = root,command = "start" value = 18004 ;--------------------------- [Statedef 18002]; p2 type = S movetype= I physics = S juggle = 0 velset = 0,0 anim = 888 ctrl = 0 [State 0, temp] type = varset trigger1 = ishelper v = 22 value = root,var(22) [State 0, temp] type = varset trigger1 = ishelper v = 23 value = root,var(23) [State 0, dark] type = selfstate trigger1 = enemy,var(48) = -1 value = 19107 [State 0, 2nd] type = selfstate trigger1 = matchno = 20 && roundno = 1 trigger1 = enemy,var(48) != -1 value = 18012 [State 0, 2nd] type = selfstate trigger1 = roundno > 1 trigger2 = matchno > 19 trigger2 = enemy,fvar(6) = -1||enemy,var(11) = -101 triggerall = enemy,var(48) != -1 value = 19106 [State 0, 2nd] type = selfstate trigger1 = matchno = 1 value = 18012 [State 0, temp] type = assertspecial trigger1 = 1 flag = nobardisplay [State 0, temp] type = assertspecial trigger1 = 1 flag = nomusic flag2 = timerfreeze [State 0, temp] type = assertspecial trigger1 = 1 flag = noBG flag2 = noFG [State 0, temp] type = parentvarset trigger1 = ishelper v = 47 value = 0 [State 0, p2 face] type = Explod trigger1 = time = 1 && selfanimexist(9100) = 1 anim = 9100 ID = 902 pos = var(22)/2+12*0.0025*var(22),21*0.0025*var(22) postype = left bindtime = -1 scale = 0.0022*var(22),0.0025*var(22) ontop = 1 ownpal = 1 [State 0, p2 no face] type = Explod trigger1 = time = 1 && selfanimexist(9100) = 0 anim = f9100 ID = 902 pos = var(22)/2+12*0.0025*var(22),21*0.0025*var(22) postype = left bindtime = -1 scale = 0.0022*var(22),0.0025*var(22) ontop = 1 ownpal = 1 [State 0, p2 face] type = Explod trigger1 = time = 1 && enemy,fvar(7) > 0 trigger1 = root,name = "quan chi" && p2name != "shang tsung" && stagevar(info.name) = "thr0ner00m" anim = f9208 ID = 902 pos = var(22)/2+12*0.0025*var(22),21*0.0025*var(22) postype = left bindtime = -1 scale = 0.0022*var(22),0.0025*var(22) ontop = 1 ownpal = 1 [State 0, p2 f] type = varset trigger1 = enemy,var(11) = -101 trigger1 = time < 3 v = 11 value = 1 [State 0, p2 face move] type = modifyExplod trigger1 = var(11) = 1 ID = 902 pos = var(22)/2+12*0.0022*var(22),(21+96)*0.0025*var(22) postype = left [State 0, kahn next] type = Explod trigger1 = matchno = [16,18] trigger1 = var(11) = 1 anim = f9218 ID = 903 pos = var(22)/2+12*0.0025*var(22),21*0.0025*var(22) postype = left bindtime = -1 scale = 0.0022*var(22),0.0025*var(22) ontop = 1 ownpal = 1 persistent = 0 [State 0, boss next] type = Explod trigger1 = matchno = [14,15] trigger1 = var(11) = 1 anim = f9230 -13*(enemy,fvar(12) = 1||enemy,fvar(12) = 11) -21*(enemy,fvar(12) = 2||enemy,fvar(12) = 12) ID = 903 pos = var(22)/2+12*0.0025*var(22),21*0.0025*var(22) postype = left bindtime = -1 scale = 0.0022*var(22),0.0025*var(22) ontop = 1 ownpal = 1 persistent = 0 [State 0, shang or quan next] type = Explod trigger1 = matchno = 13 trigger2 = matchno = 12 && enemy,fvar(11) = 0 triggerall = var(11) = 1 anim = f9208+37*(enemy,fvar(12) > 9) ID = 903 pos = var(22)/2+12*0.0025*var(22),21*0.0025*var(22) postype = left bindtime = -1 scale = 0.0022*var(22),0.0025*var(22) ontop = 1 ownpal = 1 persistent = 0 [State 0, p2 somebody next] type = Explod trigger1 = matchno = 12 && enemy,fvar(11) > 1 trigger1 = var(11) = 1 anim = f9101 ID = 903 pos = var(22)/2+12*0.0025*var(22),21*0.0025*var(22) postype = left bindtime = -1 scale = 0.0022*var(22),0.0025*var(22) ontop = 1 ownpal = 1 persistent = 0 [State 0, p2 nobody next] type = Explod trigger1 = numexplod(903) = 0 trigger1 = var(11) = 1 trigger1 = matchno < 19 anim = f9100 ID = 903 pos = var(22)/2+12*0.0025*var(22),21*0.0025*var(22) postype = left bindtime = -1 scale = 0.0022*var(22),0.0025*var(22) ontop = 1 ownpal = 1 persistent = 0 [State 0, end] type = selfstate trigger1 = ifelse(var(11) = 1, time >= 60, time >= 120) value = 18004 [Statedef 18003]; p2 starts too type = S movetype= I physics = S juggle = 0 velset = 0,0 anim = 888 ctrl = 0 [State 0, temp] type = assertspecial trigger1 = 1 flag = nobardisplay ;flag2 = intro [State 0, temp] type = assertspecial trigger1 = 1 flag = nomusic flag2 = timerfreeze [State 0, temp] type = assertspecial trigger1 = 1 flag = noBG flag2 = noFG [State 0, temp] type = parentvarset trigger1 = ishelper v = 47 value = 0 [State 0, p2 face] type = Explod trigger1 = time >= 181 && selfanimexist(9100) = 1 anim = 9100 ID = 902 pos = var(22)/2+12*0.0025*var(22),((21+96*(7+2*enemy,fvar(11)))*0.0025-0.0075*enemy,var(1))*var(22) postype = left bindtime = 1 removetime = 1 scale = 0.0022*var(22),0.0025*var(22) ontop = 1 ownpal = 1 [State 0, p2 no face] type = Explod trigger1 = time >= 181 && selfanimexist(9100) = 0 anim = f9100 ID = 902 pos = var(22)/2+12*0.0025*var(22),((21+96*(7+2*enemy,fvar(11)))*0.0025-0.0075*enemy,var(1))*var(22) postype = left bindtime = 1 removetime = 1 scale = 0.0022*var(22),0.0025*var(22) ontop = 1 ownpal = 1 [State 0, p1 rem] type = removeExplod trigger1 = enemy,var(11) = -101 ID = 903 persistent = 0 [State 0, p2 next-15] type = Explod trigger1 = time >= 180 && enemy,fvar(11) > 3 anim = f9100 ID = 903-2*(enemy,fvar(11) = 4) pos = var(22)/2+12*0.0025*var(22),((21+96*14)*0.0025-0.0075*enemy,var(1))*var(22) postype = left bindtime = 1 removetime = 1 scale = 0.0022*var(22), 0.0025*var(22) ontop = 1 ownpal = 1 [State 0, p2 next-14] type = Explod trigger1 = time >= 180 && enemy,fvar(11) > 3 anim = f9100 ID = 903 pos = var(22)/2+12*0.0025*var(22),((21+96*13)*0.0025-0.0075*enemy,var(1))*var(22) postype = left bindtime = 1 removetime = 1 scale = 0.0022*var(22), 0.0025*var(22) ontop = 1 ownpal = 1 [State 0, p2 next-13] type = Explod trigger1 = time >= 180 && enemy,fvar(11) > 2 anim = f9100 ID = 903-2*(enemy,fvar(11) = 3) pos = var(22)/2+12*0.0025*var(22),((21+96*12)*0.0025-0.0075*enemy,var(1))*var(22) postype = left bindtime = 1 removetime = 1 scale = 0.0022*var(22), 0.0025*var(22) ontop = 1 ownpal = 1 [State 0, p2 next-12] type = Explod trigger1 = time >= 180 && enemy,fvar(11) > 2 anim = f9100 ID = 903 pos = var(22)/2+12*0.0025*var(22),((21+96*11)*0.0025-0.0075*enemy,var(1))*var(22) postype = left bindtime = 1 removetime = 1 scale = 0.0022*var(22), 0.0025*var(22) ontop = 1 ownpal = 1 [State 0, p2 next-11] type = Explod trigger1 = time >= 180 && enemy,fvar(11) > 1 anim = f9100 ID = 903-2*(enemy,fvar(11) = 2) pos = var(22)/2+12*0.0025*var(22),((21+96*10)*0.0025-0.0075*enemy,var(1))*var(22) postype = left bindtime = 1 removetime = 1 scale = 0.0022*var(22), 0.0025*var(22) ontop = 1 ownpal = 1 [State 0, p2 next-10] type = Explod trigger1 = time >= 180 && enemy,fvar(11) > 1 anim = f9100 ID = 903 pos = var(22)/2+12*0.0025*var(22),((21+96*9)*0.0025-0.0075*enemy,var(1))*var(22) postype = left bindtime = 1 removetime = 1 scale = 0.0022*var(22), 0.0025*var(22) ontop = 1 ownpal = 1 [State 0, p2 next-9] type = Explod trigger1 = time >= 180 anim = f9100 ID = 903-2*(enemy,fvar(11) = 1) pos = var(22)/2+12*0.0025*var(22),((21+96*8)*0.0025-0.0075*enemy,var(1))*var(22) postype = left bindtime = 1 removetime = 1 scale = 0.0022*var(22), 0.0025*var(22) ontop = 1 ownpal = 1 [State 0, p2 next-8] type = Explod trigger1 = time >= 180 anim = f9100 ID = 903 pos = var(22)/2+12*0.0025*var(22),((21+96*7)*0.0025-0.0075*enemy,var(1))*var(22) postype = left bindtime = 1 removetime = 1 scale = 0.0022*var(22), 0.0025*var(22) ontop = 1 ownpal = 1 [State 0, p2 next-7] type = Explod trigger1 = time >= 180 anim = f9100 ID = 903 pos = var(22)/2+12*0.0025*var(22),((21+96*6)*0.0025-0.0075*enemy,var(1))*var(22) postype = left bindtime = 1 removetime = 1 scale = 0.0022*var(22), 0.0025*var(22) ontop = 1 ownpal = 1 [State 0, p2 next-6] type = Explod trigger1 = time >= 180 anim = f9100 ID = 903 pos = var(22)/2+12*0.0025*var(22),((21+96*5)*0.0025-0.0075*enemy,var(1))*var(22) postype = left bindtime = 1 removetime = 1 scale = 0.0022*var(22), 0.0025*var(22) ontop = 1 ownpal = 1 [State 0, p2 next-5] type = Explod trigger1 = time >= 180 anim = f9100 ID = 903 pos = var(22)/2+12*0.0025*var(22),((21+96*4)*0.0025-0.0075*enemy,var(1))*var(22) postype = left bindtime = 1 removetime = 1 scale = 0.0022*var(22), 0.0025*var(22) ontop = 1 ownpal = 1 [State 0, p2 next-4] type = Explod trigger1 = time >= 180 anim = f9100 ID = 903 pos = var(22)/2+12*0.0025*var(22),((21+96*3)*0.0025-0.0075*enemy,var(1))*var(22) postype = left bindtime = 1 removetime = 1 scale = 0.0022*var(22), 0.0025*var(22) ontop = 1 ownpal = 1 [State 0, p2 next-3] type = Explod trigger1 = time = 70 anim = f9100 ID = 903 pos = var(22)/2+6*0.0025*var(22),(21+2*96)*0.0025*var(22) vel = 0.0003*var(22),0.00005*var(22)*2*96 postype = left removetime = 50 bindtime = 1 ontop = 1 ownpal = 1 [State 0, p2 next-3] type = Explod trigger1 = time >= 120 && time < 500 anim = f9100 ID = 903 pos = var(22)/2+12*0.0025*var(22),((21+96*4)*0.0025-0.0075*enemy,var(1))*var(22) postype = left bindtime = 1 removetime = 1 scale = 0.0022*var(22), 0.0025*var(22) ontop = 1 ownpal = 1 [State 0, p2 next-2] type = Explod trigger1 = time = 70 anim = f9100+(enemy,fvar(11) > 1) ID = 903 pos = var(22)/2+6*0.0025*var(22),(21+1.5*96)*0.0025*var(22) vel = 0.0003*var(22),0.00005*var(22)*1.5*96 postype = left removetime = 50 bindtime = 1 ontop = 1 ownpal = 1 [State 0, p2 next-2] type = Explod trigger1 = time >= 120 anim = f9100+(enemy,fvar(11) > 1) ID = 903 pos = var(22)/2+12*0.0025*var(22),((21+96*3)*0.0025-0.0075*enemy,var(1))*var(22) postype = left bindtime = 1 removetime = 1 scale = 0.0022*var(22), 0.0025*var(22) ontop = 1 ownpal = 1 [State 0, p2 next-shang quan] type = Explod trigger1 = time = 70 anim = f9208+37*(enemy,fvar(12) > 9) ID = 903 pos = var(22)/2+6*0.0025*var(22),(21+96)*0.0025*var(22) vel = 0.0003*var(22),0.00005*var(22)*96 postype = left removetime = 50 bindtime = 1 ontop = 1 ownpal = 1 [State 0, p2 next-shang quan] type = Explod trigger1 = time >= 120 anim = f9208+37*(enemy,fvar(12) > 9) ID = 903 pos = var(22)/2+12*0.0025*var(22),((21+96*2)*0.0025-0.0075*enemy,var(1))*var(22) postype = left bindtime = 1 removetime = 1 scale = 0.0022*var(22), 0.0025*var(22) ontop = 1 ownpal = 1 [State 0, p2 next-boss] type = Explod trigger1 = time = 70 anim = f9230 -13*(enemy,fvar(12) = 1||enemy,fvar(12) = 11) -21*(enemy,fvar(12) = 2||enemy,fvar(12) = 12) ID = 903 pos = var(22)/2+6*0.0025*var(22),(21+96/2)*0.0025*var(22) vel = 0.0003*var(22),0.00005*var(22)*96/2 postype = left removetime = 50 bindtime = 1 ontop = 1 ownpal = 1 [State 0, p2 next-boss] type = Explod trigger1 = time >= 120 && time < 300 anim = f9230 -13*(enemy,fvar(12) = 1||enemy,fvar(12) = 11) -21*(enemy,fvar(12) = 2||enemy,fvar(12) = 12) ID = 903 pos = var(22)/2+12*0.0025*var(22),((21+96)*0.0025-0.0075*enemy,var(1))*var(22) postype = left bindtime = 1 removetime = 1 scale = 0.0022*var(22), 0.0025*var(22) ontop = 1 ownpal = 1 [State 0, p2 next-shao] type = Explod trigger1 = time = 70 anim = f9218 ID = 903 pos = var(22)/2+6*0.0025*var(22),(21*0.0025-0.0075*enemy,var(1))*var(22) postype = left vel = 0.0003*var(22),0 bindtime = 1 removetime = 50 ontop = 1 ownpal = 1 [State 0, p2 next-shao] type = Explod trigger1 = time >= 120 && time < 240 anim = f9218 ID = 903 pos = var(22)/2+12*0.0025*var(22),(21*0.0025-0.0075*enemy,var(1))*var(22) postype = left ;vel = 0,-3*(gameheight*(320/gamewidth))/240 bindtime = 1 removetime = 1 scale = 0.0022*var(22),0.0025*var(22) ontop = 1 ownpal = 1 [State 0, p2 appears] type = modifyExplod trigger1 = time = [70,120) trigger2 = time = 120 ID = 903 trans = addalpha alpha = ifelse(time = 120, 256, 6+5*(time-70)), 0 scale = (0.50+0.01*(time -70))*0.0022*var(22),(0.5+0.01*(time-70))*0.0025*var(22) [State 0, p1 face halt] type = modifyExplod trigger1 = time > 180 && enemy,var(13) = 0 trigger1 = enemy,var(1) >= enemy,var(2) && enemy,var(1) > 0 ID = 902 pos = var(22)/2+12*0.0025*var(22),(96-15)*0.0025*var(22) vel = 0,0 postype = left ;removetime = -1 [State 0, p1 next halt] type = modifyExplod trigger1 = time > 180 && enemy,var(13) = 0 trigger1 = enemy,var(1) >= enemy,var(2) && enemy,var(1) > 0 ID = 901 vel = 0,0 pos = var(22)/2+12*0.0025*var(22),-15*0.0025*var(22) postype = left ;removetime = -1 [State 0, p1 face halt] type = modifyExplod trigger1 = enemy,var(11) = -101 ID = 902 removetime = -1 [State 0, p1 next halt] type = modifyExplod trigger1 = enemy,var(11) = -101 ID = 901 removetime = -1 [State 0, p1 next halt] type = modifyExplod trigger1 = enemy,var(11) = -101 ID = 903 removetime = -1 [State 0, end];taken from p1 type = selfstate trigger1 = enemy,var(11) = -101 value = 18004 [Statedef 18004] type = S movetype= I physics = S juggle = 0 velset = 0,0 anim = 888 ctrl = 0 [State 0, temp] type = parentvarset trigger1 = time = 0 && ishelper v = 11 value = -101 [State 0, temp] type = parentvarset trigger1 = ishelper v = 47 value = 0 [State 0, temp] type = assertspecial trigger1 = 1 flag = nobardisplay [State 0, temp] type = assertspecial trigger1 = 1 flag = nomusic flag2 = timerfreeze [State 0, temp] type = assertspecial trigger1 = 1 flag = noBG flag2 = noFG [State 0, end] type = removeexplod trigger1 = time = 120 [State 0, portal fx] type = Explod trigger1 = time%(60 + 10*(random%7)) = 12 anim = f9017+random%2 ID = 900 pos = var(22)/2,0.25*var(22) postype = left bindtime = -1 facing = 1-2*(gametime%2) vfacing = 1-2*(gametime%2) scale = 0.0025*var(22),0.0025*var(22) sprpriority = 5 ;ontop = 1 ownpal = 1 [State 0, music end] type = playsnd trigger1 = time = 4 triggerall = prevstateno = 18000 || prevstateno = 18001 value = f2,9 channel = 1 volumescale = 150 [State 0, end] type = allpalfx trigger1 = time = 110 sinadd = -255,-255,-255,120 time = 30 [State 0, end] type = allpalfx trigger1 = time = 120 add = -220,-220,-220 sinadd = 255,255,255,60 time = 10 [State 0, end] type = selfstate trigger1 = time = 120 value = 19105 ;;ctrl = 1 [Statedef 18010]; choose type = S movetype= I physics = S juggle = 0 velset = 0,0 anim = 888 ctrl = 0 [State 0, temp] type = stopsnd trigger1 = time = 0 channel = -1 [State 0, temp] type = parentvarset trigger1 = time = 0 fv = 11 value = 0 [State 0, temp] type = assertspecial trigger1 = 1 flag = nobardisplay ;flag2 = intro [State 0, temp] type = assertspecial trigger1 = 1 flag = nomusic flag2 = timerfreeze [State 0, temp] type = assertspecial trigger1 = 1 flag = noBG flag2 = noFG [State 0, temp] type = parentvarset trigger1 = ishelper v = 47 value = 0 [State 0, portal fx] type = Explod trigger1 = time%(60 + 10*(random%7)) = 12 anim = f9017+random%2 ID = 900 pos = var(22)/2,0.285*var(22) postype = left bindtime = -1 facing = 1-2*(gametime%2) vfacing = 1-2*(gametime%2) scale = 0.0025*var(22),0.0025*var(22) sprpriority = 5 ;ontop = 1 ownpal = 1 [State 0, choose!] type = playsnd trigger1 = time = 12 value = f2,4 volumescale = 155 [State 0, music] type = playsnd trigger1 = time = 20 value = f2,8 channel = 1 loop = 1 volumescale = 150 [State 0, title] type = Explod trigger1 = time = 0 anim = f9030 ID = 910 pos = var(22)/2,20*0.0025*var(22) postype = left bindtime = -1 scale = 0.0013*var(22), 0.00145*var(22) sprpriority = 16 ontop = 1 ownpal = 1 [State 0, ladder1] type = Explod trigger1 = time = 0 anim = f9005 ID = 901 pos = 0.2*var(22),var(23)+40*0.0025*var(22) postype = left bindtime = -1 scale = 0.35*0.0022*var(22), 0.35*0.0025*var(22) sprpriority = 15 ownpal = 1 [State 0, ladder2] type = Explod trigger1 = time = 0 anim = f9006 ID = 901 pos = 0.4*var(22),var(23)+40*0.0025*var(22) postype = left bindtime = -1 scale = 0.35*0.0022*var(22), 0.35*0.0025*var(22) sprpriority = 15 ownpal = 1 [State 0, ladder3] type = Explod trigger1 = time = 0 anim = f9007 ID = 901 pos = 0.6*var(22),var(23)+40*0.0025*var(22) postype = left bindtime = -1 scale = 0.35*0.0022*var(22), 0.35*0.0025*var(22) sprpriority = 15 ownpal = 1 [State 0, ladder4] type = Explod trigger1 = time = 0 anim = f9008 ID = 901 pos = 0.8*var(22),var(23)+40*0.0025*var(22) postype = left bindtime = -1 scale = 0.35*0.0022*var(22), 0.35*0.0025*var(22) sprpriority = 15 ownpal = 1 [State 0, choose!] type = playsnd trigger1 = root,command = "holdfwd" trigger1 = ifelse(teamside = 1, var(1) < 3, var(1) > 0) trigger2 = root,command = "holdback" trigger2 = ifelse(teamside = 2, var(1) < 3, var(1) > 0) triggerall = numexplod(913) = 0 value = f2,7 volume = 90 ;channel = 3 [State 0, sign f] type = varadd trigger1 = teamside = 1 && root,command = "holdfwd" trigger2 = teamside = 2 && root,command = "holdback" triggerall = var(1) < 3 triggerall = numexplod(913) = 0 v = 1 value = 1 [State 0, sign b] type = varadd trigger1 = teamside = 1 && root,command = "holdback" trigger2 = teamside = 2 && root,command = "holdfwd" triggerall = var(1) > 0 triggerall = numexplod(913) = 0 v = 1 value = -1 [State 0, sign hold] type = explod trigger1 = root,command = "holdfwd" trigger2 = root,command = "holdback" triggerall = numexplod(913) = 0 ID = 913 anim = 888 removetime = 12 [State 0, sign itself];dragon tower icon type = Explod trigger1 = time = 0 anim = f9020 ID = 911 pos = (0.198+0.198*var(1))*var(22),var(23)-25*0.0025*var(22) postype = left bindtime = 1 removetime = -1 scale = 0.0015*var(22),0.0019*var(22) sprpriority = 16 ;ontop = 1 ownpal = 1 [State 0, sign move] type = modifyExplod trigger1 = 1 ID = 911 pos = (0.198+0.2*var(1))*var(22),var(23)-25*0.0025*var(22) postype = left [State 0, name] type = Explod trigger1 = time%2 = 0 anim = f9031 + var(1) ID = 912 pos = (0.2+0.2*var(1))*var(22),var(23)-1*0.0055*var(22) postype = left bindtime = 1 removetime = 2 scale = 0.0020*var(22),0.0022*var(22) sprpriority = 17 ontop = 1 ownpal = 1 [State 0, enter] type = selfstate trigger1 = time > 70 trigger1 = root,command = "a"||root,command = "b"||root,command = "x"||root,command = "y" value = 18011 [Statedef 18011]; chosen type = S movetype= I physics = S juggle = 0 velset = 0,0 anim = 888 ctrl = 0 [State 0, temp] type = assertspecial trigger1 = 1 flag = nobardisplay ;flag2 = intro [State 0, temp] type = assertspecial trigger1 = 1 flag = nomusic flag2 = timerfreeze [State 0, temp] type = assertspecial trigger1 = 1 flag = noBG flag2 = noFG [State 0, temp] type = parentvarset trigger1 = ishelper v = 47 value = 0 [State 0, portal fx];anular type = Explod trigger1 = time%(60 + 10*(random%7)) = 12 anim = f9017+random%2 ID = 900 pos = var(22)/2,0.285*var(22) postype = left bindtime = -1 facing = 1-2*(gametime%2) vfacing = 1-2*(gametime%2) scale = 0.0025*var(22),0.0025*var(22) sprpriority = 5 ;ontop = 1 ownpal = 1 [State 0, sign r] type = removeExplod trigger1 = time = 0 ID = 910 [State 0, sign r] type = removeExplod trigger1 = time = 0 ID = 911 [State 0, selected] type = playsnd trigger1 = time = 0 value = f2,6 volumescale = 140 [State 0, laugh] type = playsnd trigger1 = time = 21 && var(1) = 0 value = f1,21 volumescale = 165 [State 0, excellent] type = playsnd trigger1 = time = 21 && var(1) = 1 value = f5,6 volumescale = 165 [State 0, outstanding] type = playsnd trigger1 = time = 21 && var(1) = 2 value = f5,13 volumescale = 165 [State 0, laugh];never win type = playsnd trigger1 = time = 21 && var(1) = 3 value = f1,20 volumescale = 165 [State 0, name];name type = Explod trigger1 = time = 0 anim = f9031+var(1) ID = 912 pos = (0.2+0.2*var(1))*var(22),var(23)-1*0.0055*var(22) postype = left bindtime = 1 removetime = -1 scale = 0.0020*var(22),0.0022*var(22) sprpriority = 16 ontop = 1 ownpal = 1 [State 0, sign itself] type = Explod trigger1 = time = 0 anim = f9021 ID = 911 pos = (0.2+0.2*var(1))*var(22),var(23)-25*0.0025*var(22) postype = left bindtime = 1 removetime = -1 scale = 0.0014*var(22),0.0019*var(22) sprpriority = 17 ;ontop = 1 ownpal = 1 [State 0, lv light] type = Explod trigger1 = numexplod(914) = 0 anim = f9022 ID = 914 pos = (0.2+0.2*var(1))*var(22),var(23)-(130 +var(1)*33)*0.0025*var(22) postype = left bindtime = -1 removetime = 10+2*var(1) scale = 0.175*0.0022*var(22), 0.175*0.0025*var(22) sprpriority = 16 ownpal = 1 trans = addalpha alpha = 200,256 [State 0, lv light] type = Explod trigger1 = time > 0 && numexplod(915) = 0 anim = f9022 ID = 915 pos = (0.2+0.2*var(1))*var(22),var(23)-(130 +var(1)*33)*0.0025*var(22) postype = left bindtime = -1 removetime = 10+2*var(1) scale = 0.175*0.0022*var(22), 0.175*0.0025*var(22) sprpriority = 16 ownpal = 1 trans = addalpha alpha = 120,256 [State 0, rem] type = parentvarset trigger1 = time = 60 fv = 11 value = 1+var(1) [State 0, rem] type = removeExplod trigger1 = root,fvar(11) > 0 ID = 901 [State 0, rem] type = removeExplod trigger1 = root,fvar(11) > 0 ID = 911 [State 0, rem] type = removeExplod trigger1 = root,fvar(11) > 0 ID = 912 [State 0, rem] type = removeExplod trigger1 = root,fvar(11) > 0 ID = 913 [State 0, rem] type = removeExplod trigger1 = root,fvar(11) > 0 ID = 914 [State 0, rem] type = removeExplod trigger1 = root,fvar(11) > 0 ID = 915 [State 0, enter] type = selfstate trigger1 = root,fvar(11) > 0 value = 18001 [Statedef 18012]; while p1 chooses type = S movetype= I physics = S juggle = 0 velset = 0,0 anim = 888 ctrl = 0 [State 0, temp] type = assertspecial trigger1 = 1 flag = nobardisplay ;flag2 = intro [State 0, temp] type = assertspecial trigger1 = 1 flag = nomusic flag2 = timerfreeze [State 0, temp] type = assertspecial trigger1 = 1 flag = noBG flag2 = noFG [State 0, temp] type = parentvarset trigger1 = ishelper v = 47 value = 0 [State 0, dark] type = selfstate trigger1 = enemy,var(48) = -1 value = 19107 [State 0, enter] type = selfstate trigger1 = matchno != 1 && enemy,var(11) = -101 value = 19106 [State 0, enter] type = selfstate trigger1 = time > 70 && enemy,fvar(11) > 0 trigger1 = matchno = 1 value = 18003 ;============================= [Statedef 18020]; kahn treasures type = S movetype= I physics = S juggle = 0 velset = 0,0 anim = 888 ctrl = 0 [State 0, temp] type = assertspecial trigger1 = 1 flag = nobardisplay ;flag2 = intro [State 0, clear] type = assertspecial trigger1 = 1 flag = nomusic flag2 = timerfreeze [State 0, clear] type = assertspecial trigger1 = 1 flag = noBG flag2 = noFG [State 0, assert2] type = varset trigger1 = ishelper v = 22 value = root,var(22) [State 0, assert2] type = varset trigger1 = ishelper v = 23 value = root,var(23) [State 0, clear] type = parentvarset trigger1 = 1 v = 47 value = 0 [State 0, vv0] type = varset trigger1 = time = 0 && prevstateno != [18020,18029] v = 2 value = 1 [State 0, vv0] type = varset trigger1 = time = 0 && prevstateno != [18020,18029] v = 3 value = 2 [State 0, vv0] type = varset trigger1 = time = 0 && prevstateno != [18020,18029] v = 4 value = 3 [State 0, vv0] type = varset trigger1 = time = 0 && prevstateno != [18020,18029] v = 5 value = 4 [State 0, vv0] type = varset trigger1 = time = 0 && prevstateno != [18020,18029] v = 6 value = 5 [State 0, vv0] type = varset trigger1 = time = 0 && prevstateno != [18020,18029] v = 7 value = 6 [State 0, vv0] type = varset trigger1 = time = 0 && prevstateno != [18020,18029] v = 8 value = 8 [State 0, vv0] type = varset trigger1 = time = 0 && prevstateno != [18020,18029] v = 9 value = 9 [State 0, TMP] type = parentvaradd trigger1 = time = 0 && prevstateno != [18020,18029] fv = 13 value = 100 [State 1200, music 0] type = playsnd trigger1 = time = 12 && prevstateno != [18020,18029] value = f42,1 volumescale = 150 loop = 1 [State 0, background] type = Explod trigger1 = time = 0 && prevstateno != [18020,18029] anim = f9110 ID = 920 pos = var(22)/2, var(23)-78*0.0028*var(22) postype = left scale = 0.0025*var(22), 0.0025*var(22) sprpriority = 8 ownpal = 1 [State 0, dragon 1] type = Explod trigger1 = time = 0 && prevstateno != [18020,18029] anim = f9111 ID = 920 postype = left bindtime = -1 removetime = -1 scale = 0.0025*var(22),0.0028*var(22) sprpriority = 9 ownpal = 1 trans = addalpha alpha = 256,240 [State 0, dragon 2] type = Explod trigger1 = time = 0 && prevstateno != [18020,18029] anim = f9111 ID = 920 pos = var(22),0 facing = -1 postype = left bindtime = -1 removetime = -1 scale = 0.0025*var(22),0.0028*var(22) sprpriority = 9 ownpal = 1 trans = addalpha alpha = 256,240 [State 0, icon width] type = varset trigger1 = time = 0 v = 11 value = 25 [State 0, offset] type = varset trigger1 = time = 0 v = 12 value = 120 [State 0, scale] type = varset trigger1 = time = 0 v = 13 value = 40 [State 0, text offset] type = varset trigger1 = time = 0 v = 14 value = 3 [State 0, menu cur] type = varset trigger1 = time = 0 v = 15 value = 0 [State 0, number1] type = varset trigger1 = time = 0 v = 51 value = floor(root,fvar(14))%10 [State 0, number2] type = varset trigger1 = time = 0 v = 52 value = floor(0.1*root,fvar(14))%10 [State 0, number3] type = varset trigger1 = time = 0 v = 53 value = floor(0.01*root,fvar(14))%10 [State 0, face] type = Explod trigger1 = time = 0 && prevstateno != [18020,18029] anim = 9100 pos = var(22)/2 -24*0.0025*var(22), 20 postype = left bindtime = -1 removetime = -1 scale = 0.0022*var(22),0.0025*var(22) sprpriority = 5 ontop = 1 ownpal = 1 [State 0, rama 1] type = Explod trigger1 = time = 0 && prevstateno != [18020,18029] anim = f9116 pos = var(22)/2 -24*0.0025*var(22), 20 postype = left bindtime = -1 removetime = -1 scale = 0.0021*var(22),0.0025*var(22) sprpriority = 6 ontop = 1 ownpal = 1 [State 0, title screen] type = Explod trigger1 = time = 0 && prevstateno != [18020,18029] anim = f9041 ID = 900 pos = var(22)/2, var(23)-var(14) postype = left bindtime = -1 removetime = -1 scale = 0.0025*var(22),0.0025*var(22) sprpriority = 12 ontop = 1 ownpal = 1 [State 0, enter kode] type = Explod trigger1 = time = 0 && numexplod(900) = 0 anim = f9042+(var(10) > 9) ID = 900 pos = var(22)/2, var(23)-var(14) postype = left bindtime = -1 removetime = -1 scale = 0.0025*var(22),0.0025*var(22) sprpriority = 12 ontop = 1 ownpal = 1 [State 0, ready] type = Explod trigger1 = numexplod(900) = 0 trigger1 = root,fvar(12) < -1 anim = f9046 ID = 900 pos = var(22)/2, var(23)-var(14) postype = left bindtime = -1 removetime = 120 scale = 0.0025*var(22),0.0025*var(22) sprpriority = 12 ontop = 1 ownpal = 1 persistent = 0 [State 0, for what?] type = Explod trigger1 = numexplod(900) = 0 trigger1 = root,fvar(12) < -1 anim = f9045+abs(root,fvar(12)) ID = 900 pos = var(22)/2, var(23)-var(14) postype = left bindtime = -1 removetime = -1 scale = 0.0025*var(22),0.0025*var(22) sprpriority = 12 ontop = 1 ownpal = 1 persistent = 0 [State 0, rama2] type = Explod trigger1 = time = 0 && prevstateno != [18020,18029] anim = f9115 ID = 920 pos = 0.5*root,var(22) -4.5*var(11)-1.25, var(12) postype = left scale = 0.01*var(13),0.01*var(13) ontop = 1 sprpriority = 17 ownpal = 1 [State 0, 1st number] type = Explod trigger1 = gametime%3 = 0 anim = f9120+var(1) pos = 0.5*root,var(22) -4.5*var(11)-1.25, var(12) postype = left removetime = 3 scale = 0.01*var(13),0.01*var(13) ;ontop = 1 sprpriority = 16 ownpal = 1 [State 0, 2nd number] type = Explod trigger1 = gametime%3 = 0 anim = f9120+var(2) pos = 0.5*root,var(22) -3.5*var(11)-1.25, var(12) postype = left removetime = 3 scale = 0.01*var(13),0.01*var(13) ;ontop = 1 sprpriority = 16 ownpal = 1 [State 0, 3rd number] type = Explod trigger1 = gametime%3 = 0 anim = f9120+var(3) pos = 0.5*root,var(22) -2.5*var(11)-1.25, var(12) postype = left removetime = 3 scale = 0.01*var(13),0.01*var(13) ;ontop = 1 sprpriority = 16 ownpal = 1 [State 0, 4th number] type = Explod trigger1 = gametime%3 = 0 anim = f9120+var(4) pos = 0.5*root,var(22) -1.5*var(11), var(12) postype = left removetime = 3 scale = 0.01*var(13),0.01*var(13) ;ontop = 1 sprpriority = 16 ownpal = 1 [State 0, 5th number] type = Explod trigger1 = gametime%3 = 0 anim = f9120+var(5) pos = 0.5*root,var(22) -0.5*var(11), var(12) postype = left removetime = 3 scale = 0.01*var(13),0.01*var(13) ;ontop = 1 sprpriority = 16 ownpal = 1 [State 0, 6th number] type = Explod trigger1 = gametime%3 = 0 anim = f9120+var(6) pos = 0.5*root,var(22) +0.5*var(11), var(12) postype = left removetime = 3 scale = 0.01*var(13),0.01*var(13) ;ontop = 1 sprpriority = 16 ownpal = 1 [State 0, 7th number] type = Explod trigger1 = gametime%3 = 0 anim = f9120+var(7) pos = 0.5*root,var(22) +1.5*var(11)+1.25, var(12) postype = left removetime = 3 scale = 0.01*var(13),0.01*var(13) ;ontop = 1 sprpriority = 16 ownpal = 1 [State 0, 8th number] type = Explod trigger1 = gametime%3 = 0 anim = f9120+var(8) pos = 0.5*root,var(22) +2.5*var(11)+1.25, var(12) postype = left removetime = 3 scale = 0.01*var(13),0.01*var(13) ;ontop = 1 sprpriority = 16 ownpal = 1 [State 0, 9th number] type = Explod trigger1 = gametime%3 = 0 anim = f9120+var(9) pos = 0.5*root,var(22) +3.5*var(11)+1.25, var(12) postype = left removetime = 3 scale = 0.01*var(13),0.01*var(13) ;ontop = 1 sprpriority = 16 ownpal = 1 [State 2090, 1]; cursor pos type = Explod trigger1 = var(10) > 0 trigger1 = numexplod(301) = 0 ID = 301 anim = F20022;F9020 postype = left pos = 0.5*root,var(22) -5*var(11)+var(11)*var(10)-1.25*(var(10) < 3)+1.25*(var(10) > 5), var(12)+28 scale = 0.0020*root,var(22),0.0028*root,var(22) ontop = 1 removetime = -1 [State 2090, 1]; money shot type = varset trigger1 = time = 0 v = 25 value = root,fvar(13) [State 2090, 1]; money waste type = Explod trigger1 = time = 0 && var(10) = 1 anim = F9060 postype = left pos = root,var(22) -25,root,var(23)-26 vel = 0,-0.25 scale = 0.0022*root,var(22),0.0025*root,var(22) sprpriority = -1 ontop = 1 ;removetime = 4 [State 2090, 1]; money 0 type = Explod trigger1 = gametime%4 = 0 triggerall = root,fvar(12) >= -1 anim = F170 postype = left pos = root,var(22) -25,root,var(23)-6 scale = 0.0022*root,var(22),0.0025*root,var(22) sprpriority = -1 ontop = 1 removetime = 4 [State 2090, 1]; money till 10 type = Explod trigger1 = gametime%4 = 0 triggerall = root,fvar(12) >= -1 anim = F170+var(25)%10 postype = left pos = root,var(22) -32,root,var(23)-6 scale = 0.0022*root,var(22),0.0025*root,var(22) sprpriority = -1 ontop = 1 removetime = 4 [State 2090, 1]; money till 100 type = Explod trigger1 = gametime%4 = 0 triggerall = root,fvar(12) >= -1 anim = F170+floor(var(25)%100/10) postype = left pos = root,var(22) -39,root,var(23)-6 scale = 0.0022*root,var(22),0.0025*root,var(22) sprpriority = -1 ontop = 1 removetime = 4 [State 2090, 1]; money till 1000 type = Explod trigger1 = gametime%4 = 0 triggerall = root,fvar(12) >= -1 anim = F170+floor(var(25)%1000/100) postype = left pos = root,var(22) -46,root,var(23)-6 scale = 0.0022*root,var(22),0.0025*root,var(22) sprpriority = -1 ontop = 1 removetime = 4 [State 2090, 1]; money till 10000 type = Explod trigger1 = gametime%4 = 0 triggerall = root,fvar(12) >= -1 anim = F170+floor(var(25)%10000/1000) postype = left pos = root,var(22) -53,root,var(23)-6 scale = 0.0022*root,var(22),0.0025*root,var(22) sprpriority = -1 ontop = 1 removetime = 4 [State 2090, 1]; money till 100000 type = Explod trigger1 = gametime%4 = 0 triggerall = root,fvar(12) >= -1 anim = F170+floor(var(25)%100000/10000) postype = left pos = root,var(22) -60,root,var(23)-6 scale = 0.0022*root,var(22),0.0025*root,var(22) sprpriority = -1 ontop = 1 removetime = 4 [State 2090, 1]; money emblem type = Explod trigger1 = gametime%4 = 0 triggerall = root,fvar(12) >= -1 anim = F9040 postype = left pos = root,var(22)-10,root,var(23)-3 scale = 0.00044*root,var(22),0.0006*root,var(22) ontop = 1 removetime = 4 [State 0, clk1] type = playsnd triggerall = var(10) = [1,9] triggerall = numexplod(100) + numexplod(101) = 0 trigger1 = command = "holdup" || root,command = "holdup" trigger2 = command = "holddown" || root,command = "holddown" value = f2,14 volumescale = 140 channel = 2 [State 0, vv3] type = varadd triggerall = var(10) = [1,9] triggerall = numexplod(100) + numexplod(101) = 0 trigger1 = command = "holdup" || root,command = "holdup" trigger2 = command = "holddown" || root,command = "holddown" v = var(10) value = ifelse(command = "holdup"||root,command = "holdup", -1, 1) [State 0, vv1] type = varset trigger1 = var(1) > 9 v = 1 value = 0 [State 0, vv2] type = varset trigger1 = var(2) > 9 v = 2 value = 0 [State 0, vv3] type = varset trigger1 = var(3) > 9 v = 3 value = 0 [State 0, vv1] type = varset trigger1 = var(4) > 9 v = 4 value = 0 [State 0, vv2] type = varset trigger1 = var(5) > 9 v = 5 value = 0 [State 0, vv3] type = varset trigger1 = var(6) > 9 v = 6 value = 0 [State 0, vv1] type = varset trigger1 = var(7) > 9 v = 7 value = 0 [State 0, vv2] type = varset trigger1 = var(8) > 9 v = 8 value = 0 [State 0, vv3] type = varset trigger1 = var(9) > 9 v = 9 value = 0 [State 0, vv1] type = varset trigger1 = var(1) < 0 v = 1 value = 9 [State 0, vv2] type = varset trigger1 = var(2) < 0 v = 2 value = 9 [State 0, vv3] type = varset trigger1 = var(3) < 0 v = 3 value = 9 [State 0, vv1] type = varset trigger1 = var(4) < 0 v = 4 value = 9 [State 0, vv2] type = varset trigger1 = var(5) < 0 v = 5 value = 9 [State 0, vv3] type = varset trigger1 = var(6) < 0 v = 6 value = 9 [State 0, vv1] type = varset trigger1 = var(7) < 0 v = 7 value = 9 [State 0, vv2] type = varset trigger1 = var(8) < 0 v = 8 value = 9 [State 0, vv3] type = varset trigger1 = var(9) < 0 v = 9 value = 9 [State 0, vv3] type = varset trigger1 = var(10) > 9 v = 10 value = 0 [State 0, menu cur] type = varset trigger1 = var(10) = 0 && root,fvar(13) < 100 v = 15 value = -1 [State 0, stop it] type = Explod trigger1 = command = "holdup" || root,command = "holdup" trigger2 = command = "holddown" || root,command = "holddown" triggerall = numexplod(100) + numexplod(101) = 0 ID = 100 anim = 888 removetime = 7 [State 0, stop it] type = Explod trigger1 = command = "holdup" || root,command = "holdup" trigger2 = command = "holddown" || root,command = "holddown" triggerall = numexplod(101) = 0 ID = 101 anim = 888 removetime = -1 [State 0, stop it] type = removeExplod trigger1 = command != "holdup" && root,command != "holdup" trigger1 = command != "holddown" && root,command != "holddown" triggerall = numexplod(101) > 0 && numexplod(100) = 0 ID = 101 [State 0, start] type = Explod trigger1 = time = 0 && var(10) = 0 && var(15) >= 0 anim = f808 - (prevstateno != [18020,18029]) ID = 810 pos = 0.4*root,var(22), var(12)+ 35*0.0025*root,var(22) postype = left bindtime = -1 scale = 0.0025*root,var(22),0.0025*root,var(22) sprpriority >= 6 ontop = 1 ownpal = 1 [State 0, no start] type = Explod trigger1 = time = 0 && var(10) = 0 && var(15) >= 0 anim = f809 ID = 810 pos = 0.4*root,var(22), var(12) + 65*0.0025*root,var(22) postype = left bindtime = -1 scale = 0.0025*root,var(22),0.0025*root,var(22) sprpriority >= 6 ontop = 1 ownpal = 1 [State 0, Explod] type = Explod trigger1 = time = 0 && var(10) = 0 && var(15) >= 0 anim = f9020 ID = 811 pos = 0.4*root,var(22)-0.05*root,var(22),root,var(23)/2 postype = left bindtime = -1 scale = 0.00100*root,var(22),0.00125*root,var(22) sprpriority >= 6 ontop = 1 ownpal = 1 removetime = -1 pausemovetime = 99999 [State 0, Explod] type = modifyExplod trigger1 = 1 ID = 811 pos = 0.4*root,var(22)-15*0.0025*root,var(22), var(12)+28*0.0025*root,var(22)+var(15)*30*0.0025*root,var(22) postype = left [State 0, Explod] type = removeExplod trigger1 = var(10) > 0 ID = 810 [State 0, Explod] type = removeExplod trigger1 = var(10) > 0 ID = 811 [State 0, cur sound] type = playsnd trigger1 = command = "holddown"||command = "holdup" trigger2 = root,command = "holddown"||root,command = "holdup" triggerall = var(10) = 0 && numexplod(811) > 0 && numexplod(812) = 0 value = f2,7 volumescale = 90 [State 0, cur move] type = varset trigger1 = command = "holddown"||command = "holdup" trigger2 = root,command = "holddown"||root,command = "holdup" triggerall = var(10) = 0 && numexplod(811) > 0 && numexplod(812) = 0 v = 15 value = ifelse(var(15) = 0, 1,0) [State 0, cur blocker] type = explod trigger1 = command = "holddown"||command = "holdup" trigger2 = root,command = "holddown"||root,command = "holdup" triggerall = var(10) = 0 && numexplod(812) = 0 ID = 812 anim = 888 removetime = 12 [State 0, click] type = selfstate trigger1 = time > 70 && var(10) = 0 && var(25) >= 100 && var(15) = 0 trigger2 = time > 36 && var(10) = [1,9] triggerall = root,command = "a"||root,command = "b"||root,command = "x"||root,command = "y" value = 18021+(var(10) = 9) [State 0, click] type = selfstate trigger1 = var(10) = -3 && time > 600 ;triggerall = root,command = "a"||root,command = "b"||root,command = "x"||root,command = "y"||time > 600 value = 18023 [State 0, click] type = parentvarset trigger1 = time > 70 && var(10) = 0 && var(15) != 0 trigger1 = root,command = "a"||root,command = "b"||root,command = "x"||root,command = "y" fv = 12 value = -1 [State 0, click] type = selfstate trigger1 = time > 70 && var(10) = 0 trigger1 = var(25) < 100 || var(15) != 0 trigger2 = var(10) < -1 && time > 600 trigger1 = root,command = "a"||root,command = "b"||root,command = "x"||root,command = "y" trigger3 = time > 300 && var(15) = -1 value = 19107 [State 0, click] type = allpalfx trigger1 = time = 542 && var(10) < -1 trigger2 = time = 242 && var(15) = -1 sinadd = -255,-255,-255,250 time = 60 [State 0, click] type = allpalfx trigger1 = time = 600 && var(10) < -1 trigger2 = time = 300 && var(15) = -1 add = -255,-255,-255 sinadd = 255,255,255,120 time = 24 [Statedef 18021]; launch! ctrl = 0 [State 0, temp] type = assertspecial trigger1 = 1 flag = nobardisplay ;flag2 = intro [State 0, click] type = removeexplod trigger1 = time = 0 ID = 301 [State 2090, 1]; cursor pos type = Explod trigger1 = var(10) > 0 && time = 0 ID = 301 anim = F20021 postype = left pos = 0.5*root,var(22) -5*var(11)+var(11)*var(10)-2*(var(10) < 3)+2*(var(10) > 5), var(12)+28 scale = 0.0020*root,var(22),0.0028*root,var(22) ontop = 1 removetime = 24 [State 0, rem] type = removeExplod trigger1 = time = 0 && var(10) = 0 ID = 900 [State 0, money] type = parentvaradd trigger1 = time = 0 && var(10) = 0 fv = 13 value = -100 [State 0, click] type = playsnd trigger1 = time = 0 && var(10) = 0 value = f2,6 volumescale = 140 [State 0, click] type = playsnd trigger1 = time = 0 && var(10) > 0 value = f200,113;2,0 volumescale = 150 [State 0, click] type = varadd trigger1 = time = 0 v = 10 value = 1 [State 0, click] type = selfstate trigger1 = time = 0 value = 18020 [Statedef 18022]; results ctrl = 0 [State 0, click] type = parentvarset trigger1 = time = 0 fv = 12 value = -1 [State 0, temp] type = assertspecial trigger1 = 1 flag = nobardisplay ;flag2 = intro [State 0, click] type = removeexplod trigger1 = time = 0 ID = 301 [State 2090, 1]; cursor pos type = Explod trigger1 = var(10) > 0 && time = 0 ID = 301 anim = F20021 postype = left pos = 0.5*root,var(22) -5*var(11)+var(11)*var(10)-2*(var(10) < 3)+2*(var(10) > 5), var(12)+28 scale = 0.0020*root,var(22),0.0028*root,var(22) ontop = 1 removetime = 24 [State 0, rem] type = removeExplod trigger1 = time = 0 ID = 900 [State 0, hydro] type = parentvarset trigger1 = var(1) = var(2)&&var(2) = var(3)&&var(3) = var(4)&&var(4) = var(5) trigger1 = var(5) = var(6)&&var(6) = var(7)&&var(7) = var(8)&&var(8) = var(9) triggerall = var(1) = var(51)||var(1) = var(52)||var(1) = var(53) fv = 12 value = -4 [State 0, chameleons 1] type = parentvarset triggerall = var(1) = var(2)&&var(1) = var(3)&&var(4) = var(5)&&var(5) = var(6) triggerall = var(7) = var(1)&&var(7) = var(8)&&var(8) = var(9) trigger1 = (var(1) = var(51)&&var(4) = var(52))||(var(1) = var(51)&&var(4) = var(53)) trigger2 = (var(1) = var(52)&&var(4) = var(51))||(var(1) = var(52)&&var(4) = var(53)) trigger3 = (var(1) = var(53)&&var(4) = var(51))||(var(1) = var(53)&&var(4) = var(52)) fv = 12 value = -3 [State 0, chameleons 2] type = parentvarset triggerall = var(1) = var(3)&&var(1) = var(5)&&var(1) = var(7)&&var(1) = var(9) triggerall = var(2) = var(4)&&var(2) = var(6)&&var(2) = var(8) trigger1 = (var(1) = var(51)&&var(2) = var(52))||(var(1) = var(51)&&var(2) = var(53)) trigger2 = (var(1) = var(52)&&var(2) = var(51))||(var(1) = var(52)&&var(2) = var(53)) trigger3 = (var(1) = var(53)&&var(2) = var(51))||(var(1) = var(53)&&var(2) = var(52)) fv = 12 value = -3 [State 0, armageddon A] type = parentvarset triggerall = var(1) = var(2)&&var(1) = var(3)&&var(4) = var(5)&&var(4) = var(6)&&var(7) = var(8)&&var(7) = var(9) trigger1 = (var(1) = var(51)&&var(4) = var(52)&&var(7) = var(53)) trigger2 = (var(1) = var(51)&&var(4) = var(53)&&var(7) = var(52)) trigger3 = (var(1) = var(52)&&var(4) = var(51)&&var(7) = var(53)) trigger4 = (var(1) = var(52)&&var(4) = var(53)&&var(7) = var(51)) trigger5 = (var(1) = var(53)&&var(4) = var(51)&&var(7) = var(52)) trigger6 = (var(1) = var(53)&&var(4) = var(52)&&var(7) = var(51)) fv = 12 value = -2 [State 0, armageddon B] type = parentvarset triggerall = var(1) = var(4)&&var(1) = var(7)&&var(2) = var(5)&&var(2) = var(8)&&var(3) = var(6)&&var(3) = var(9) trigger1 = (var(1) = var(51)&&var(2) = var(52)&&var(3) = var(53)) trigger2 = (var(1) = var(51)&&var(2) = var(53)&&var(3) = var(52)) trigger3 = (var(1) = var(52)&&var(2) = var(51)&&var(3) = var(53)) trigger4 = (var(1) = var(52)&&var(2) = var(53)&&var(3) = var(51)) trigger5 = (var(1) = var(53)&&var(2) = var(51)&&var(3) = var(52)) trigger6 = (var(1) = var(53)&&var(2) = var(52)&&var(3) = var(51)) fv = 12 value = -2 [State 2090, 1]; money add type = null;Explod triggerall = time = 0 && root,fvar(12) >= -1 trigger1 = var(1) = var(2)&&var(2) = var(3) trigger2 = var(4) = var(5)&&var(5) = var(6) trigger3 = var(7) = var(8)&&var(8) = var(9) ID = 999 anim = F9061 postype = left pos = root,var(22) -25,root,var(23)-20 scale = 0.0025*root,var(22),0.0025*root,var(22) sprpriority = -1 ontop = 1 removetime = 100 [State 0, cyclick] type = playsnd trigger1 = numexplod(999) > 0 value = f5,24 volumescale = 200 persistent = 0 [State 0, cyclick] type = parentvaradd trigger1 = numexplod(999) > 0 fv = 13 value = 100 persistent = 0 [State 0, unlocked] type = Explod trigger1 = numexplod(900) = 0 trigger1 = time = 0 && root,fvar(12) < -1 anim = f9045 ID = 900 pos = var(22)/2, var(23)-var(14) postype = left bindtime = -1 removetime = 180 scale = 0.0021*var(22),0.0025*var(22) sprpriority = 12 ontop = 1 ownpal = 1 [State 0, no credits] type = stopsnd trigger1 = numexplod(900) = 0 trigger1 = time = 0 && root,fvar(13) < 100 channel = 3 [State 0, no credits] type = Explod trigger1 = numexplod(900) = 0 trigger1 = time = 0 && root,fvar(13) < 100 anim = f9044 ID = 900 pos = var(22)/2, var(23)-var(14) postype = left bindtime = -1 removetime = -1 scale = 0.0021*var(22),0.0025*var(22) sprpriority = 12 ontop = 1 ownpal = 1 [State 0, click] type = varadd trigger1 = time = 0 && root,fvar(12) = -1 v = 10 value = 1 [State 0, click] type = varset trigger1 = time = 0 && root,fvar(12) < -1 v = 10 value = root,fvar(12) [State 0, click] type = playsnd trigger1 = time = 0 value = f200,113 [State 0, click] type = playsnd trigger1 = time = 0 && var(10) > 0 value = f200,110-3*(root,fvar(13) >= 100) ;volumescale = 200 [State 0, click] type = playsnd trigger1 = time = 0 && var(10) < 0 value = f200,111 [State 0, click] type = selfstate trigger1 = time = 0 value = 18020 [Statedef 18023];got that reward type = S movetype= I physics = S juggle = 0 velset = 0,0 anim = 888 ctrl = 0 [State 0, temp] type = parentvarset trigger1 = ishelper v = 11 value = -101 [State 0, temp] type = parentvarset trigger1 = ishelper v = 47 value = 0 [State 0, temp] type = assertspecial trigger1 = 1 flag = nobardisplay [State 0, temp] type = assertspecial trigger1 = 1 flag = nomusic flag2 = timerfreeze [State 0, temp] type = assertspecial trigger1 = 1 flag = noBG flag2 = noFG [State 0, end] type = removeexplod trigger1 = time = 0 [State 0, end] type = stopsnd trigger1 = time = 0 channel = -1 [State 0, end] type = selfstate trigger1 = time > 0 value = 19106 ;========================= [Statedef 19000]; PAUSE type = S movetype= I physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 888 [State 0, Explod] type = assertspecial trigger1 = root,numexplod(11012)+enemy(0),numexplod(11012)+enemy(1),numexplod(11012)+partner,numexplod(11012) > 0 flag = nobardisplay [State 0, Explod] type = removeExplod trigger1 = time = 0 ID = 810 [State 0, Explod] type = removeExplod trigger1 = time = 0 ID = 811 [State 0, Explod] type = varset trigger1 = time = 0 trigger1 = prevstateno = 19000 v = 11 value = 1 [State 0, Explod] type = varset trigger1 = time > 7 && var(11) = 1 trigger1 = command != "run" && command != "blok" trigger1 = root,command != "run" && root,command != "blok" v = 11 value = 0 [State 0, load] type = varset trigger1 = time = 0 && prevstateno != 19000 v = 12 value = root,var(30) [State 0, save] type = parentvarset trigger1 = time > 0 v = 30 value = var(12) [State 0, Explod] type = Explod trigger1 = time = 0 anim = f801 ID = 810 pos = root,var(22)/2,10*root,var(23)/240 postype = left bindtime = -1 scale = 0.4*root,var(23)/240,0.45*root,var(23)/240 sprpriority = 20 ontop = 1 ownpal = 1 [State 0, Explod] type = Explod trigger1 = time = 0 anim = f800 ID = 810 pos = root,var(22)/2,10*root,var(23)/240 postype = left bindtime = -1 scale = 0.4*root,var(23)/240,0.45*root,var(23)/240 sprpriority >= 6 ontop = 1 ownpal = 1 [State 0, Explod] type = Explod trigger1 = time = 0 anim = 9900 + var(12) ID = 811 pos = root,var(22)/2,53*root,var(23)/258 postype = left bindtime = -1 scale = 0.4*root,var(23)/240,0.45*root,var(23)/240 sprpriority >= 6 ontop = 1 ownpal = 1 [State 0, Explod] type = Explod trigger1 = time = 0 && numexplod(811) = 0 anim = f802 ID = 811 pos = root,var(22)/2,10*root,var(23)/240 postype = left bindtime = -1 scale = 0.4*root,var(23)/240,0.45*root,var(23)/240 sprpriority >= 6 ontop = 1 ownpal = 1 [State 0, assert] type = assertspecial trigger1 = time > 0 trigger2 = prevstateno = 19000 flag = timerfreeze ;flag2 = nobardisplay [State 0, assert2] type = assertspecial trigger1 = 1 flag = nomusic [State 0, assert2] type = playsnd trigger1 = time = 0 && prevstateno != 19000 value = f2,0 [State 0, pause] type = pause trigger1 = 1 time = 4 movetime = 4 [State 0, assert2] type = playsnd triggerall = time > 7 && var(11) = 0 trigger1 = var(12) > 0 trigger1 = root,command = "blok" || command = "blok" trigger2 = var(12) < 2+root,selfanimexist(9902)+root,selfanimexist(9903) trigger2 = root,command = "run" || command = "run" value = f2,1 [State 0, change] type = varadd triggerall = time > 7 triggerall = var(11) = 0 && var(12) < 2+root,selfanimexist(9902)+root,selfanimexist(9903) trigger1 = root,command = "run" trigger2 = command = "run" v = 12 value = 1 [State 0, change] type = varadd triggerall = time > 7 triggerall = var(11) = 0 && var(12) > 0 trigger1 = root,command = "blok" trigger2 = command = "blok" v = 12 value = -1 [State 0, change] type = changestate triggerall = time > 7 triggerall = var(11) = 0 trigger1 = root,command = "run" trigger2 = command = "run" trigger3 = root,command = "blok" trigger4 = command = "blok" value = 19000 [State 0, change] type = changestate triggerall = time > 12 trigger1 = root,command = "x" trigger2 = root,command = "y" trigger3 = root,command = "a" trigger4 = root,command = "b" trigger5 = root,command = "start" trigger6 = command = "x" trigger7 = command = "y" trigger8 = command = "a" trigger9 = command = "b" trigger10 = command = "start" value = 19001 [Statedef 19001]; PAUSE break type = S movetype= I physics = S velset = 0,0 ctrl = 0 [State 0, Explod] type = assertspecial trigger1 = root,numexplod(11012)+enemy(0),numexplod(11012)+enemy(1),numexplod(11012)+partner,numexplod(11012) > 0 flag = nobardisplay [State 0, assert2] type = playsnd trigger1 = time = 0 value = f2,2 channel = 0 [State 0, Explod] type = removeExplod trigger1 = 1 ID = 810 [State 0, Explod] type = removeExplod trigger1 = 1 ID = 811 [State 0, Explod] type = pause trigger1 = time = 0 time = 1 movetime = 9 [State 0, Explod] type = destroyself trigger1 = time = 3 [Statedef 19002]; pause menu type = S movetype= I physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 888 [State 0, Explod] type = assertspecial trigger1 = root,numexplod(11012)+enemy(0),numexplod(11012)+enemy(1),numexplod(11012)+partner,numexplod(11012) > 0 flag = nobardisplay [State 0, change] type = varset trigger1 = time = 0 && prevstateno != 19002 v = 11 value = 1 [State 0, Explod] type = Explod trigger1 = time = 0 && prevstateno != 19002 anim = f801 ID = 810 pos = root,var(22)/2,root,var(23)/2 postype = left bindtime = -1 scale = 10,10 sprpriority = 20 ontop = 1 ownpal = 1 [State 0, Explod] type = Explod trigger1 = time = 0 && prevstateno != 19002 anim = f806 ID = 810 pos = root,var(22)/2,0.25*root,var(23) postype = left bindtime = -1 scale = 0.0010*root,var(22),0.0013*root,var(22) sprpriority = 21 ontop = 1 ownpal = 1 pausemovetime = -1 removetime = -1 [State 0, Explod] type = Explod trigger1 = time = 0 && prevstateno != 19002 anim = f803 ID = 810 pos = 0.42*root,var(22), root,var(23)/2 -25*0.0015*root,var(22) postype = left bindtime = -1 scale = 0.0017*root,var(22),0.0020*root,var(22) sprpriority >= 6 ontop = 1 ownpal = 1 [State 0, Explod] type = Explod trigger1 = time = 0 && prevstateno != 19002 anim = f804 ID = 810 pos = 0.405*root,var(22), root,var(23)/2 + 5*0.0025*root,var(22) postype = left bindtime = -1 scale = 0.0017*root,var(22),0.0020*root,var(22) sprpriority >= 6 ontop = 1 ownpal = 1 [State 0, Explod] type = Explod trigger1 = time = 0 && prevstateno != 19002 && matchno > 19 anim = f805 ID = 810 pos = 0.4*root,var(22), root,var(23)/2 +35*0.0025*root,var(22) postype = left bindtime = -1 scale = 0.0017*root,var(22),0.0020*root,var(22) sprpriority >= 6 ontop = 1 ownpal = 1 [State 0, Explod] type = Explod trigger1 = time = 0 && prevstateno != 19002 anim = f9020 ID = 811 pos = 0.4*root,var(22)-0.05*root,var(22),root,var(23)/2 postype = left bindtime = -1 scale = 0.00075*root,var(22),0.00098*root,var(22) sprpriority >= 6 ontop = 1 ownpal = 1 removetime = -1 pausemovetime = 99999 [State 0, Explod] type = modifyExplod trigger1 = 1 ID = 811 pos = 0.425*root,var(22)-15*0.0025*root,var(22), root,var(23)/2-33*0.00154*root,var(22)+var(11)*20*0.0025*root,var(22) postype = left [State 0, assert] type = assertspecial trigger1 = time > 0 trigger2 = prevstateno = 19002 flag = timerfreeze ;flag2 = nobardisplay [State 0, assert2] type = assertspecial trigger1 = 1 flag = nomusic [State 0, its working] type = Explod trigger1 = time > 7 && root,fvar(5) = 0 trigger1 = root,command = "holddown" && root,command = "a" && root,command = "b" ID = 131 anim = f9931 pos = 0.5*root,var(22), root,var(23)-var(12)-1 postype = left scale = 0.0025*root,var(22),0.0025*root,var(22) sprpriority = 12 ontop = 1 ownpal = 1 persistent = 0 pausemovetime = 99999 [state 180, its working?] type = playsnd trigger1 = numexplod(131) > 0 && root,fvar(5) = 0 value = f5,272 ;volumescale = 40 persistent = 0 [state 180, its working?] type = parentvarset trigger1 = numexplod(131) > 0 fv = 5 value = 131 [State 0, assert2] type = playsnd trigger1 = time = 0 && prevstateno != 19002 value = f2,0 [State 0, assert2] type = playsnd trigger1 = time = 0 && prevstateno != 19002 triggerall = root,var(19) = 0 triggerall = root,fvar(5) != 120 value = f302,0 + random%3 volumescale = 60 loop = 1 channel = 0 [State 0, pause] type = pause trigger1 = 1 time = 4 movetime = 4 [State 0, assert2] type = playsnd triggerall = time > 12 trigger1 = var(11) > 0&&(root,command = "holdup"||command = "holdup") trigger2 = var(11) < 1 + (matchno > 19)&&(root,command = "holddown"||command = "holddown") value = f2,7 volumescale = 80 [State 0, change] type = varadd triggerall = time > 12 triggerall = var(11) < 1 + (matchno > 19) trigger1 = root,command = "holddown" trigger2 = command = "holddown" v = 11 value = 1 [State 0, change] type = varadd triggerall = time > 12 triggerall = var(11) > 0 trigger1 = root,command = "holdup" trigger2 = command = "holdup" v = 11 value = -1 [State 0, change] type = changestate triggerall = time > 12 trigger1 = root,command = "holddown" trigger2 = command = "holddown" trigger3 = root,command = "holdup" trigger4 = command = "holdup" value = 19002 [State 0, change] type = changestate triggerall = time > 14 triggerall = var(11) = 0 trigger1 = root,command = "x" trigger2 = root,command = "y" trigger3 = root,command = "a" trigger4 = root,command = "b" trigger5 = root,command = "start" trigger6 = command = "x" trigger7 = command = "y" trigger8 = command = "a" trigger9 = command = "b" trigger10 = command = "start" value = 19001 [State 0, change] type = changestate triggerall = time > 14 triggerall = var(11) > 0 trigger1 = root,command = "x" trigger2 = root,command = "y" trigger3 = root,command = "a" trigger4 = root,command = "b" trigger5 = root,command = "start" trigger6 = command = "x" trigger7 = command = "y" trigger8 = command = "a" trigger9 = command = "b" trigger10 = command = "start" value = 19000 + 107*(var(11) = 2) ;============================= [Statedef 19100]; VS screen (replaceable) type = S movetype= I physics = S juggle = 0 velset = 0,0 anim = 888 ctrl = 0 [State 0, temp] type = assertspecial trigger1 = 1 flag = nobardisplay flag2 = intro [State 0, clear] type = assertspecial trigger1 = 1 flag = nomusic flag2 = timerfreeze [State 0, clear] type = assertspecial trigger1 = 1 flag = noBG flag2 = noFG [State 0, Explod] type = Explod trigger1 = time = 0 anim = 9200 ID = 900 pos = ifelse(teamside = 1,-12,331),60 facing = ifelse(teamside = 1,1,-1) postype = left bindtime = -1 removetime = 240 scale = 0.75,0.75 ontop = 1 ownpal = 1 trans = addalpha alpha = 0,256 [State 0, end] type = selfstate trigger1 = time = 0 value = 19101 [Statedef 19101]; VS screen continues type = S movetype= I physics = S juggle = 0 velset = 0,0 anim = 888 ctrl = 0 [State 0, assert2] type = varset trigger1 = ishelper v = 22 value = root,var(22) [State 0, assert2] type = varset trigger1 = ishelper v = 23 value = root,var(23) [State 0, temp] type = assertspecial trigger1 = 1 flag = nobardisplay ;flag2 = intro [State 0, clear] type = assertspecial trigger1 = 1 flag = nomusic flag2 = timerfreeze [State 0, clear] type = assertspecial trigger1 = 1 flag = noBG flag2 = noFG [State 0, clear] type = parentvarset trigger1 = 1 v = 47 value = 0 ;[State 0, no shadow] ;type = removeexplod ;trigger1 = time = 0 ;ID = 901 [State 0, assert2] type = playsnd trigger1 = time = 0 && teamside = 1 value = f2,5 channel = 1 volumescale = 80 [State 0, background] type = Explod trigger1 = time = 0 && teamside = 1 anim = f9110 ID = 920 pos = var(22)/2, var(23)-78*0.0028*var(22) postype = left scale = 0.0025*var(22), 0.0022*var(22) sprpriority = 4 ownpal = 1 [State 0, dragons] type = Explod trigger1 = time = 0 anim = f9111 ID = 920 pos = ifelse(teamside = 1,0,var(22)),0 facing = ifelse(teamside = 1,1,-1) postype = left bindtime = -1 removetime = -1 scale = 0.0025*var(22),0.0028*var(22) sprpriority = 5 ownpal = 1 trans = addalpha alpha = 256,240 [State 0, VS];vs logo type = Explod trigger1 = time = 10 && teamside = 1 anim = f9112 ID = 920 pos = var(22)/2,-10*0.0025*var(22)+var(23)/2 postype = left bindtime = -1 scale = 0.0020*var(22), 0.0024*var(22) ontop = 1 ownpal = 1 [State 0, assert2] type = playsnd trigger1 = time = 50 && teamside = 1 value = f70,0 + random%6 ;value = f2,10 channel = 1 volumescale = 150 [State 0, align] type = modifyExplod trigger1 = time = 0 ID = 900 pos = ifelse(teamside = 1,-102-16,var(22)+102+15),var(23)+(var(11)-145)*0.0025*var(22) postype = left vel = 4*ifelse(teamside = 1,1,-1),0 accel = 0.08*ifelse(teamside = 1,-1,1),0 bindtime = 1 scale = 0.0023*(1-0.01*var(12))*var(22),0.0026*(1-0.01*var(12))*var(22) [State 0, stop] type = modifyExplod trigger1 = time = 50 ID = 900 pos = ifelse(teamside = 1,-16,var(22)+15),var(23)+(var(11)-145)*0.0025*var(22) postype = left vel = 0.13*ifelse(teamside = 1,1,-1),0 accel = 0.00055*ifelse(teamside = 1,-1,1),0 bindtime = -1 scale = 0.0023*(1-0.01*var(12))*var(22),0.0026*(1-0.01*var(12))*var(22) [State 0, shadow align] type = modifyExplod trigger1 = time = 0 ID = 901 pos = ifelse(teamside = 1,-102-16,var(22)+102+15),var(23)+(var(11)-141)*0.0025*var(22) postype = left vel = 5*ifelse(teamside = 1,1,-1),0 accel = 0.1*ifelse(teamside = 1,-1,1),0 bindtime = 1 scale = 0.0023*(1-0.01*var(12))*var(22),0.0028*(1-5.01*var(12))*var(22) trans = addalpha alpha = 0,180 [State 0, shadow stop] type = modifyExplod trigger1 = time = 50 ID = 901 pos = ifelse(teamside = 1,10,var(22)-11),var(23)+(var(11)-141)*0.0025*var(22) postype = left vel = -0.03*ifelse(teamside = 1,-1,1),0 bindtime = 1 scale = 0.0023*(1-0.01*var(12))*var(22),0.0028*(1-5.01*var(12))*var(22) trans = addalpha alpha = 0,180 [State 0, end var] type = varset trigger1 = time = 0 v = 18 value = 300 [State 0, end] type = allpalfx trigger1 = time = var(18) - 10 sinadd = -255,-255,-255,120 time = 30 [State 0, end] type = removeexplod trigger1 = time = var(18) [State 0, end] type = allpalfx trigger1 = time = var(18) add = -220,-220,-220 sinadd = 255,255,255,60 time = 10 [State 0, end] type = selfstate trigger1 = time = var(18) trigger2 = root,AILevel = 0 trigger2 = time > 70 && root,command = "start" trigger3 = time > 70 && enemy,var(48) = 0 value = 19105;191 ;ctrl = 1 [State 0, codes] type = helper triggerall = time = 0 && numhelper(191) = 0 trigger1 = AILevel = 0 && enemy,AILevel = 0 trigger2 = root,AILevel = 0 && enemy,AILevel = 0 ID = 191 stateno = 19102 [Statedef 19102]; VS codes type = S movetype= I physics = S juggle = 0 velset = 0,0 anim = 888 ctrl = 0 [State 0, icon width] type = varset trigger1 = time = 0 v = 11 value = 25 [State 0, bottom offset] type = varset trigger1 = time = 0 v = 12 value = 7 [State 0, scale] type = varset trigger1 = time = 0 v = 13 value = 40 [State 0, rama] type = Explod trigger1 = teamside = 1 anim = f9114 pos = 0.5*root,var(22) -3*var(11)-0.2, root,var(23)-var(12) postype = left removetime = 3 scale = 0.01005*var(13),0.01*var(13) ontop = 1 sprpriority = 17 ownpal = 1 [State 0, 1st number] type = Explod trigger1 = 1 anim = f9120+var(1) pos = 0.5*root,var(22) +ifelse(teamside = 1, -3*var(11), 0), root,var(23)-var(12) postype = left removetime = 3 scale = 0.01*var(13),0.01*var(13) ontop = 1 sprpriority = 16 ownpal = 1 [State 0, 2nd number] type = Explod trigger1 = 1 anim = f9120+var(2) pos = 0.5*root,var(22) +ifelse(teamside = 1, -2*var(11), var(11)), root,var(23)-var(12) postype = left removetime = 2 scale = 0.01*var(13),0.01*var(13) ontop = 1 sprpriority = 16 ownpal = 1 [State 0, 3rd number] type = Explod trigger1 = 1 anim = f9120+var(3) pos = 0.5*root,var(22) +ifelse(teamside = 1, -var(11), 2*var(11)), root,var(23)-var(12) postype = left removetime = 2 scale = 0.01*var(13),0.01*var(13) ontop = 1 sprpriority = 16 ownpal = 1 [State 0, click] type = playsnd trigger1 = time = 0 && prevstateno = 19102 trigger2 = time > 7 && parent,ishelper && root,command = "blok" && numexplod(130) = 0 value = f2,14 volumescale = 200 channel = 0 [State 0, v1] type = varadd triggerall = time > 3 trigger1 = teamside = 1 && root,command = "holdback" && parent,ishelper = 0 trigger2 = teamside = 2 && root,command = "holdfwd" && parent,ishelper = 0 trigger3 = parent,ishelper && root,command = "a" v = 1 value = ifelse(root,command = "holdup",-1,1) [State 0, v2] type = varadd triggerall = time > 7 trigger1 = root,command = "holddown" && parent,ishelper = 0 trigger2 = parent,ishelper && root,command = "blok" && numexplod(130) = 0 v = 2 value = ifelse(root,command = "holdup",-1,1) [State 0, v2] type = explod trigger1 = parent,ishelper && root,command = "blok" && numexplod(130) = 0 trigger1 = time > 7 anim = 888 ID = 130 removetime = -1 [State 0, v2] type = removeexplod triggerall = time > 3 trigger1 = parent,ishelper && root,command != "blok" ID = 130 [State 0, v3] type = varadd triggerall = time > 3 trigger1 = teamside = 1 && root,command = "holdfwd" && parent,ishelper = 0 trigger2 = teamside = 2 && root,command = "holdback" && parent,ishelper = 0 trigger3 = parent,ishelper && root,command = "b" v = 3 value = ifelse(root,command = "holdup",-1,1) [State 0, vv1] type = varset trigger1 = var(1) > 9 v = 1 value = 0 [State 0, vv2] type = varset trigger1 = var(2) > 9 v = 2 value = 0 [State 0, vv3] type = varset trigger1 = var(3) > 9 v = 3 value = 0 [State 0, vv1] type = varset trigger1 = var(1) < 0 v = 1 value = 9 [State 0, vv2] type = varset trigger1 = var(2) < 0 v = 2 value = 9 [State 0, vv3] type = varset trigger1 = var(3) < 0 v = 3 value = 9 [State 0, end] type = selfstate triggerall = time > 7 trigger1 = root,command = "holdback" || root,command = "holdfwd" || root,command = "holddown" trigger1 = parent,ishelper = 0 trigger2 = parent,ishelper trigger2 = root,command = "a" || (root,command = "blok"&&numexplod(130) = 0) || root,command = "b" value = 19102 [State 0, end] type = selfstate trigger1 = parent,stateno != 19101 value = 19103 [Statedef 19103]; codes applied type = S movetype= I physics = S juggle = 0 velset = 0,0 anim = 888 ctrl = 0 [State 0, clear number] type = removeExplod trigger1 = time = 0 ID = 1 [State 0, clear number] type = removeExplod trigger1 = time = 0 ID = 2 [State 0, clear number] type = removeExplod trigger1 = time = 0 ID = 3 [State 0, no sweep] type = parentvarset triggerall = time = 0 triggerall = parent,fvar(5) = 0 trigger1 = teamside = 1 trigger1 = var(1) = 0&&var(2) = 9&&var(3) = 1 trigger2 = teamside = 2 trigger2 = var(1) = 2&&var(2) = 9&&var(3) = 3 fv = 5 value = 101 [State 0, no throw] type = parentvarset triggerall = time = 0 triggerall = parent,fvar(5) = 0 trigger1 = teamside = 1 trigger1 = var(1) = 1&&var(2) = 0&&var(3) = 0 trigger2 = teamside = 2 trigger2 = var(1) = 1&&var(2) = 0&&var(3) = 0 fv = 5 value = 102 [State 0, no block] type = parentvarset triggerall = time = 0 triggerall = parent,fvar(5) = 0 trigger1 = teamside = 1 trigger1 = var(1) = 0&&var(2) = 2&&var(3) = 0 trigger2 = teamside = 2 trigger2 = var(1) = 0&&var(2) = 2&&var(3) = 0 fv = 5 value = 103 [State 0, no sweep no throw] type = parentvarset triggerall = time = 0 triggerall = parent,fvar(5) = 0 trigger1 = teamside = 1 trigger1 = var(1) = 0&&var(2) = 8&&var(3) = 2 trigger2 = teamside = 2 trigger2 = var(1) = 7&&var(2) = 7&&var(3) = 1 fv = 5 value = 104 [State 0, no combo] type = parentvarset triggerall = time = 0 triggerall = parent,fvar(5) = 0 trigger1 = teamside = 1 trigger1 = var(1) = 7&&var(2) = 2&&var(3) = 2 trigger2 = teamside = 2 trigger2 = var(1) = 7&&var(2) = 2&&var(3) = 2 fv = 5 value = 105 [State 0, no run] type = parentvarset triggerall = time = 0 triggerall = parent,fvar(5) = 0 trigger1 = teamside = 1 trigger1 = var(1) = 5&&var(2) = 5&&var(3) = 5 trigger2 = teamside = 2 trigger2 = var(1) = 5&&var(2) = 5&&var(3) = 6 fv = 5 value = 106 [State 0, mk2 mode] type = parentvarset triggerall = time = 0 triggerall = parent,fvar(5) = 0 trigger1 = teamside = 1 trigger1 = var(1) = 9&&var(2) = 1&&var(3) = 1 trigger2 = teamside = 2 trigger2 = var(1) = 9&&var(2) = 1&&var(3) = 1 fv = 5 value = 107 [State 0, super throws] type = parentvarset triggerall = time = 0 triggerall = parent,fvar(5) = 0 trigger1 = teamside = 1 trigger1 = var(1) = 0&&var(2) = 1&&var(3) = 0 trigger2 = teamside = 2 trigger2 = var(1) = 0&&var(2) = 1&&var(3) = 0 fv = 5 value = 108 [State 0, super run] type = parentvarset triggerall = time = 0 triggerall = parent,fvar(5) = 0 trigger1 = teamside = 1 trigger1 = var(1) = 4&&var(2) = 6&&var(3) = 6 trigger2 = teamside = 2 trigger2 = var(1) = 4&&var(2) = 6&&var(3) = 6 fv = 5 value = 109 [State 0, darkness] type = parentvarset triggerall = time = 0 triggerall = parent,fvar(5) = 0 trigger1 = teamside = 1 trigger1 = var(1) = 6&&var(2) = 8&&var(3) = 8 trigger2 = teamside = 2 trigger2 = var(1) = 4&&var(2) = 2&&var(3) = 2 fv = 5 value = 110 [State 0, quick uppers] type = parentvarset triggerall = time = 0 triggerall = parent,fvar(5) = 0 trigger1 = teamside = 1 trigger1 = var(1) = 7&&var(2) = 8&&var(3) = 8 trigger2 = teamside = 2 trigger2 = var(1) = 3&&var(2) = 2&&var(3) = 2 fv = 5 value = 111 [State 0, fatality] type = parentvarset triggerall = time = 0 triggerall = parent,fvar(5) = 0 trigger1 = teamside = 1 trigger1 = var(1) = 9&&var(2) = 5&&var(3) = 5 trigger2 = teamside = 2 trigger2 = var(1) = 9&&var(2) = 5&&var(3) = 5 fv = 5 value = 112 [State 0, oldschool] type = parentvarset triggerall = time = 0 triggerall = parent,fvar(5) = 0 trigger1 = teamside = 1 trigger1 = var(1) = 8&&var(2) = 3&&var(3) = 1 trigger2 = teamside = 2 trigger2 = var(1) = 8&&var(2) = 3&&var(3) = 1 fv = 5 value = 113 [State 0, bloody rain] type = parentvarset triggerall = time = 0 triggerall = parent,fvar(5) = 0 triggerall = stagevar(info.name) = "w1nd_w0rld"||stagevar(info.author) = "1_W@NT_R@1NS" trigger1 = teamside = 1 trigger1 = var(1) = 0&&var(2) = 1&&var(3) = 2 trigger2 = teamside = 2 trigger2 = var(1) = 0&&var(2) = 1&&var(3) = 2 fv = 5 value = 114 [State 0, no rain] type = parentvarset triggerall = time = 0 triggerall = parent,fvar(5) = 0 triggerall = stagevar(info.name) = "w1nd_w0rld"||stagevar(info.author) = "1_W@NT_R@1NS" trigger1 = teamside = 1 trigger1 = var(1) = 0&&var(2) = 6&&var(3) = 0 trigger2 = teamside = 2 trigger2 = var(1) = 0&&var(2) = 6&&var(3) = 0 fv = 5 value = 115 [State 0, no crouch] type = parentvarset triggerall = time = 0 triggerall = parent,fvar(5) = 0 trigger1 = teamside = 1 trigger1 = var(1) = 3&&var(2) = 1&&var(3) = 0 trigger2 = teamside = 2 trigger2 = var(1) = 0&&var(2) = 2&&var(3) = 4 fv = 5 value = 116 [State 0, no jump] type = parentvarset triggerall = time = 0 triggerall = parent,fvar(5) = 0 trigger1 = teamside = 1 trigger1 = var(1) = 6&&var(2) = 5&&var(3) = 4 trigger2 = teamside = 2 trigger2 = var(1) = 0&&var(2) = 0&&var(3) = 8 fv = 5 value = 117 [State 0, no damage limit] type = parentvarset triggerall = time = 0 triggerall = parent,fvar(5) = 0 trigger1 = teamside = 1 trigger1 = var(1) = 0&&var(2) = 0&&var(3) = 9 trigger2 = teamside = 2 trigger2 = var(1) = 9&&var(2) = 0&&var(3) = 0 fv = 5 value = 118 [State 0, no lifebar] type = parentvarset triggerall = time = 0 triggerall = parent,fvar(5) = 0 trigger1 = teamside = 1 trigger1 = var(1) = 9&&var(2) = 8&&var(3) = 7 trigger2 = teamside = 2 trigger2 = var(1) = 1&&var(2) = 2&&var(3) = 3 fv = 5 value = 119 [State 0, no music] type = parentvarset triggerall = time = 0 triggerall = parent,fvar(5) = 0 trigger1 = teamside = 1 trigger1 = var(1) = 3&&var(2) = 0&&var(3) = 0 trigger2 = teamside = 2 trigger2 = var(1) = 3&&var(2) = 0&&var(3) = 0 fv = 5 value = 120 [State 0, no timer] type = parentvarset triggerall = time = 0 triggerall = parent,fvar(5) = 0 trigger1 = teamside = 1 trigger1 = var(1) = 4&&var(2) = 5&&var(3) = 5 trigger2 = teamside = 2 trigger2 = var(1) = 4&&var(2) = 5&&var(3) = 5 fv = 5 value = 121 [State 0, slow battle] type = parentvarset triggerall = time = 0 triggerall = parent,fvar(5) = 0 trigger1 = teamside = 1 trigger1 = var(1) = 7&&var(2) = 6&&var(3) = 5 trigger2 = teamside = 2 trigger2 = var(1) = 5&&var(2) = 6&&var(3) = 7 fv = 5 value = 122 [State 0, tolsty!!] type = parentvarset triggerall = time = 0 triggerall = parent,fvar(5) = 0 trigger1 = teamside = 1 trigger1 = var(1) = 4&&var(2) = 0&&var(3) = 4 trigger2 = teamside = 2 trigger2 = var(1) = 8&&var(2) = 0&&var(3) = 8 fv = 5 value = 123 [State 0, sudden death] type = parentvarset triggerall = time = 0 triggerall = parent,fvar(5) = 0 trigger1 = teamside = 1 trigger1 = var(1) = 1&&var(2) = 4&&var(3) = 4 trigger2 = teamside = 2 trigger2 = var(1) = 4&&var(2) = 4&&var(3) = 1 fv = 5 value = 124 [State 0, regen] type = parentvarset triggerall = time = 0 triggerall = parent,fvar(5) = 0 trigger1 = teamside = 1 trigger1 = var(1) = 9&&var(2) = 7&&var(3) = 5 trigger2 = teamside = 2 trigger2 = var(1) = 3&&var(2) = 1&&var(3) = 0 fv = 5 value = 125 [State 0, no aggressor] type = parentvarset triggerall = time = 0 triggerall = parent,fvar(5) = 0 triggerall = root,var(24) = 1 trigger1 = teamside = 1 trigger1 = var(1) = 8&&var(2) = 9&&var(3) = 8 trigger2 = teamside = 2 trigger2 = var(1) = 8&&var(2) = 9&&var(3) = 8 fv = 5 value = 126 [State 0, no breaker] type = parentvarset triggerall = time = 0 triggerall = parent,fvar(5) = 0 triggerall = root,fvar(10) > 0 trigger1 = teamside = 1 trigger1 = var(1) = 1&&var(2) = 2&&var(3) = 1 trigger2 = teamside = 2 trigger2 = var(1) = 3&&var(2) = 4&&var(3) = 3 fv = 5 value = 127 [State 0, endless breaker] type = parentvarset triggerall = time = 0 triggerall = parent,fvar(5) = 0 triggerall = root,fvar(10) > 0 trigger1 = teamside = 1 trigger1 = var(1) = 8&&var(2) = 8&&var(3) = 8 trigger2 = teamside = 2 trigger2 = var(1) = 8&&var(2) = 8&&var(3) = 8 fv = 5 value = 128 [State 0, eq] type = parentvarset triggerall = time = 0 triggerall = parent,fvar(5) = 0 trigger1 = teamside = 1 trigger1 = var(1) = 8&&var(2) = 1&&var(3) = 3 trigger2 = teamside = 2 trigger2 = var(1) = 3&&var(2) = 1&&var(3) = 8 fv = 5 value = 129 [State 0, bloooood] type = parentvarset triggerall = time = 0 triggerall = parent,fvar(5) = 0 trigger1 = teamside = 1 trigger1 = var(1) = 1&&var(2) = 0&&var(3) = 9 trigger2 = teamside = 2 trigger2 = var(1) = 9&&var(2) = 0&&var(3) = 1 fv = 5 value = 130 [State 0, no smoke] type = parentvarset triggerall = time = 0 triggerall = parent,fvar(5) = 0 trigger1 = teamside = 1 trigger1 = var(1) = 0&&var(2) = 4&&var(3) = 8 trigger2 = teamside = 2 trigger2 = var(1) = 8&&var(2) = 4&&var(3) = 0 fv = 5 value = 131 [state 0, reset] type = parentvarset trigger1 = time = 1 trigger1 = root,fvar(5) > 0 && enemy,fvar(5) != root,fvar(5) fv = 5 value = 0 [state 180, its working?] type = playsnd trigger1 = time > 1 && root,fvar(5) > 0 value = f200,107 volumescale = 40 persistent = 0 [State 0, its working] type = null;Explod trigger1 = time > 1 && root,fvar(5) > 0 anim = f9800+root,fvar(5) pos = 0.5*root,var(22), root,var(23)-var(12)-1 postype = left scale = 0.0025*root,var(22),0.0025*root,var(22) sprpriority = 12 ontop = 1 ownpal = 1 persistent = 0 [State 0, gone] type = destroyself trigger1 = time = 2 [Statedef 19104]; codes special type = S movetype= I physics = S juggle = 0 velset = 0,0 anim = 888 ctrl = 0 [State 0, no bar] type = varset trigger1 = root,numexplod(11012) > 0 v = 11 value = 12 [State 0, no bar] type = assertspecial trigger1 = root,fvar(5) = 119 trigger2 = var(11) = 12 flag = nobardisplay [State 0, no bar] type = assertspecial trigger1 = root,fvar(5) = 120 flag = nomusic [State 0, no timer] type = assertspecial trigger1 = root,fvar(5) = 121 flag = timerfreeze [State 0, slow] type = pause trigger1 = root,fvar(5) = 122 trigger1 = time%2 = 0 trigger1 = roundstate = 2 trigger1 = root,life > 1 && p2life > 1 time = 1 movetime = 1 ;endcmdbuftime = 1 ;pausebg = 1 [State 0, eq] type = envshake trigger1 = root,fvar(5) = 129 trigger1 = time%30 = 0 ampl = 2+random%5 freq = 60 time = 30 [State 0, desu] type = destroyself trigger1 = root,fvar(5) = 122||root,fvar(5) = 129 trigger1 = roundstate > 2 trigger2 = root,fvar(5) = 129 trigger2 = root,life < 2 || p2life < 2 [Statedef 19105]; codes go to p2 type = S movetype= I physics = S juggle = 0 velset = 0,0 anim = 888 ctrl = 0 [State 0, end] type = stopsnd trigger1 = time = 0 channel = -1 [State 0, end] type = allpalfx trigger1 = time = 0 && prevstateno = 19101 add = -220,-220,-220 sinadd = 255,255,255,60 time = 10 [State 0, end] type = removeexplod trigger1 = time = 0 && prevstateno = 19101 [State 0, icon width] type = parentvarset trigger1 = 1 fv = 5 value = fvar(5) [State 0, icon width] type = selfstate trigger1 = numhelper(191) = 0 value = 19106 [Statedef 19106]; prepare for battle type = S movetype= I physics = S juggle = 0 velset = 0,0 anim = 888 ctrl = 0 [State 0, its working] type = Explod trigger1 = time = 0 && root,fvar(5) > 0 anim = f9800+root,fvar(5) pos = 0.5*root,var(22), root,var(23)-8*0.0025*root,var(22) postype = left scale = 0.0025*root,var(22),0.0025*root,var(22) sprpriority = 12 ontop = 1 ownpal = 1 persistent = 0 [State 0, cancel] type = varset triggerall = time = 0 trigger1 = roundno > 1 || matchno > 19 trigger2 = prevstateno = 17000 v = 48 value = 71 [State 0, cancel] type = varadd trigger1 = 1 v = 48 value = -1 [State 0, cancel] type = parentvarset trigger1 = time = 0 ;trigger1 = ifelse(roundno > 1 || matchno > 19 || var(48) > 0, 0,1) trigger2 = time > 70 || var(48) <= 0 v = 48 value = 0 [State 0, cancel] type = parentvarset trigger1 = time = 0 trigger1 = roundno > 1 || matchno > 19 || var(48) > 0 v = 48 value = 1 [State 0, chg] type = selfstate triggerall = ifelse(root,var(57) = 0, time > 0, time > 20) triggerall = root,stateno = 0 && p2stateno = 0 trigger1 = root,prevstateno = [191,9999] trigger1 = enemy,prevstateno = [191,9999] trigger2 = prevstateno = 17000 trigger3 = prevstateno = 18023 value = 19200+(teamside = 2|| (numpartner > 0 && root,ID > partner,ID)) [Statedef 19200]; prepare for battle type = S movetype= I physics = S juggle = 0 velset = 0,0 anim = 888 ctrl = 0 [State 0, temp] type = assertspecial trigger1 = 1 flag = timerfreeze [State 0, cancel] type = parentvarset trigger1 = time > 70 || var(48) <= 0 v = 48 value = 0 [State 0, cancel] type = varadd trigger1 = 1 v = 48 value = -1 [State 0, round] type = playsnd trigger1 = time = 0 && root,numexplod(11012) = 0 triggerall = roundno <= 4 value = f2,11 volumescale = 180 [State 0, round 1-13] type = playsnd trigger1 = time = 42 && root,numexplod(11012) = 0 trigger1 = roundno < 20 value = f10,0 + roundno volumescale = 180 [State 0, round] type = Explod trigger1 = time = 0 && root,numexplod(11012) = 0 anim = f129 ID = 80 pos = 0.6*root,var(22), 0.36*root,var(23) postype = left scale = 0.00157*root,var(22),0.0024*root,var(22) ontop = 1 ownpal = 1 persistent = 0 [State 0, round x] type = Explod trigger1 = time = 0 && root,numexplod(11012) = 0 anim = f160 + ifelse(roundno > 99, 9, roundno%10) ID = 80 pos = 0.6*root,var(22)+8+24*(roundno > 9), 0.36*root,var(23);6+12*(roundno > 9), 0.34*root,var(23) postype = left scale = 0.00157*root,var(22),0.0025*root,var(22) ontop = 1 ownpal = 1 persistent = 0 [State 0, round xx] type = Explod trigger1 = time = 0 && roundno > 9 anim = f160 + ifelse(roundno > 99, 9, floor(0.1*(roundno%100))) ID = 80 pos = 0.6*root,var(22)+8, 0.36*root,var(23) postype = left scale = 0.00157*root,var(22),0.0025*root,var(22) ontop = 1 ownpal = 1 persistent = 0 [State 0, round remove] type = removeExplod trigger1 = time = 71 && root,numexplod(11012) = 0 ID = 80 [State 0, fight] type = playsnd trigger1 = time > 0 trigger2 = root,numexplod(11012) != 0 triggerall = numexplod(80) = 0 value = f304,0+random%2;f2,12 volumescale = 200 persistent = 0 [State 0, fight] type = Explod trigger1 = time > 0 && numexplod(80) = 0 anim = f23 ID = 80 pos = 0.5*root,var(22), 0.33*root,var(23) postype = left scale = 0.00235*root,var(22),0.0025*root,var(22) sprpriority = -2 ownpal = 1 persistent = 0 [State 0, end] type = destroyself trigger1 = time > 0 && numexplod(80) = 0 trigger2 = time >= 149 [Statedef 19201]; recognition type = S movetype= I physics = S juggle = 0 velset = 0,0 anim = 888 ctrl = 0 [State 0, cancel] type = parentvarset trigger1 = time > 70||var(48) <= 0||enemy,numhelper(2090) = 0 v = 48 value = 0 [State 0, cancel] type = varadd trigger1 = 1 v = 48 value = -1 [State 0, icon width] type = destroyself trigger1 = enemy,numhelper(2090) = 0 ;---------- [Statedef 19107]; emptiness type = S movetype= A physics = N juggle = 0 velset = 0,0 anim = ifelse(prevstateno = 17000||prevstateno = 18000||prevstateno = 18020||prevstateno = 19002, 9000, 888) ctrl = 0 [State 0, temp] type = assertspecial trigger1 = 1 flag = nobardisplay [State 0, temp] type = assertspecial trigger1 = 1 flag = nomusic flag2 = timerfreeze ignorehitpause [State 0, temp] type = assertspecial trigger1 = 1 flag = noBG flag2 = noFG [State 0, no fondo] type = parentvarset trigger1 = anim = 9000 v = 13 value = 123123 [State 0, no fondo] type = parentvarset trigger1 = prevstateno = 19002 && anim = 9000 v = 4 value = -99 [State 0, no fondo] type = parentvaradd triggerall = time = 0 trigger1 = root,fvar(11) = 0 && roundno > 1 trigger1 = root,fvar(6) = 4 || root,fvar(6) = 8 fv = 6 value = 1 [State 0, no fondo] type = parentvarset triggerall = time = 0 trigger1 = prevstateno = 19002 fv = 6 value = -99 [State 0, no fondo] type = removeExplod trigger1 = time = 0 [State 0, no fondo] type = allpalfx trigger1 = prevstateno = 19002 time = 1 add = -255,-255,-255 color = 0 [State 0, fondo] type = Explod trigger1 = time = 0 && anim = 9000 anim = f9110 pos = 0.5*root,var(22), root,var(23) postype = left scale = 0.0025*root,var(22),0.0025*root,var(22) removetime = -1 ontop = 1 ownpal = 1 persistent = 0 trans = addalpha alpha = 6,0 [State 0, rotation] type = Explod trigger1 = time = 0 && anim = 9000 anim = f9020;+(roundno > 1) ID = 80 pos = root,var(22)-30*0.0011*root,var(22), root,var(23)-20*0.0025*root,var(22) postype = left scale = 0.5*0.0018*root,var(22), 0.5*0.00228*root,var(22) removetime = -1 ontop = 1 ownpal = 1 persistent = 0 [State 0, loading];loading font type = Explod trigger1 = time = 0 && anim = 9000 anim = f9023 ID = 80 pos = 0.6*root,var(22)+60*0.0025*root,var(22), root,var(23)-15*0.0025*root,var(22) postype = left scale = 0.72*0.0020*root,var(22),0.67*0.0021*root,var(22) removetime = -1 ontop = 1 ownpal = 1 persistent = 0 trans = addalpha alpha = 210,0 [State 0, temp] type = parentvarset trigger1 = ishelper v = 26 value = 1 [State 0, tt] type = parentvarset trigger1 = time = 0; && anim = 9000 v = 48 value = -1 [State 0, silence] type = stopsnd trigger1 = 1 channel = -1 [State 1200, BoltFat] type = Hitdef trigger1 = time > 70 trigger2 = prevstateno = 18020||prevstateno = 19002 triggerall = !movecontact pausetime = 0,0 attr = S, HA hitflag = MAFD sparkno = -1 ;p1stateno = 3061 p2stateno = 5150 hitsound = -1 damage = 9999,9999 givepower = -9999 kill = 1 [State 0, temp] type = parentvarset trigger1 = ishelper v = 47 value = 0