;--------------------------------------------------------------------------------------------- ;Hyper1 - Emit large tomato sauce [Statedef 3000] type = S movetype= A physics = N juggle = 1 velset = 0,0 poweradd = 0 anim = 3000 ctrl = 0 sprpriority = 1 [State 0, StateTypeSet] type = StateTypeSet trigger1 = Pos Y <0 statetype = A [State 610, Explod] type = explod trigger1 = Time = [0,13] anim = 1080 postype = back sprpriority = -3 supermovetime = 1 removetime = 1 supermove = 1 scale = (3 - (time * 0.15))*(0.5), (3 - (time * 0.15))*(0.5) ;Scaled ;for double res pos = 0,60-time * 5 ownpal = 1 [state 610, Explod] type = Explod trigger1 = AnimElem = 4 ;shown in the other Xplod anim = 1080 ;Same anim as the other postype = back vel = 0, 0 ;Vel for portrait after showing it sprpriority = -3 supermovetime = 40 supermove = 1 removetime = 34 pos = 0,0 scale = 0.5, 0.5 ownpal = 1 [State 3000, assertspecial] type = assertspecial trigger1 = time = [0,40] flag = noBG flag2 = noFG ignorehitpause = 1 [State 3000, SuperPause] type = SuperPause trigger1 = AnimElem = 4 Time = 60 pos = 9999,-9951 sound = S8889,0 poweradd = -1000 ;movetime = 40 [State 3000, HyperBg] type = Explod trigger1 = !time anim = 750 pos = 160,-5 id = 750 sprpriority = -4 supermovetime = -1 postype = back bindtime = -1 removetime = -1 removeongethit = 1 facing = 1 shadow = 68,68,68 ownpal = 1 ignorehitpause = 1 [State 3000, HyperBg] type = Explod trigger1 = !time anim = 750 pos = 160,-5 id = 750 sprpriority = -4 supermovetime = -1 postype = back bindtime = -1 removetime = -1 removeongethit = 1 facing = -1 shadow = 68,68,68 ownpal = 1 ignorehitpause = 1 [State 3000, Hyper Explode] type = Explod trigger1 = !time anim = 4532 postype = p1 pos = 19,-80 ownpal = 1 sprpriority = 5 supermovetime = 40 [State 3000, Hyper Circle] type = Explod trigger1 = !time anim = 4533 postype = p1 pos = 19,-80 ownpal = 1 sprpriority = 5 supermovetime = 40 [State 3000, som] type = PlaySnd trigger1 = AnimElem = 1 value = s1,3 channel = 0 [State 3100, Ground Flash] type = Explod triggerall = Pos Y = 0 trigger1 = AnimElem = 4 anim = 6666 ID = 8400 postype = P1 pos = -40,0 sprpriority = 3 ownpal = 1 supermovetime = 0 [State 0, Helper] type = Helper trigger1 = AnimElem = 5 helpertype = normal name = "Emit large tomato sauce" ID = 3005 stateno = 3005 pos = 40,-55 postype = p1 facing = 1 keyctrl = 0 ownpal = 1 sprpriority = 300 [State 0, Helper] type = Helper triggerall = palno = 12 trigger1 = AnimElem = 5 helpertype = normal name = "Emit large tomato sauce2" ID = 3005 stateno = 3005 pos = 40,-15 postype = p1 facing = 1 keyctrl = 0 ownpal = 1 sprpriority = 300 [State 0, Helper] type = Helper triggerall = palno = 12 trigger1 = AnimElem = 5 helpertype = normal name = "Emit large tomato sauce3" ID = 3005 stateno = 3005 pos = 40,-95 postype = p1 facing = 1 keyctrl = 0 ownpal = 1 sprpriority = 300 [State 3100, spark] type = Explod trigger1 = AnimElem = 6 anim = 3006 ID = 3006 postype = P1 pos = 30, -48 sprpriority = 2 ownpal = 1 bindtime = -1 removetime = -1 removeongethit = 1 [State 1000, 1.2] type = PlaySnd trigger1 = AnimElem = 5 value = s5,0 [State 0, RemoveExplod] type = RemoveExplod trigger1 = AnimElem = 20 id = 1006 [State 0, RemoveExplod] type = RemoveExplod trigger1 = AnimElem = 20 id = 3006 [State 1000, Fim] type = ChangeState trigger1 = !AnimTime value = ifelse (pos Y <0,50,0) ctrl = 1 ;--------------------------------------------------------------------------- ;Emit large tomato sauce [Statedef 3005] type = S movetype= A physics = N poweradd= 15 anim = 3005 ctrl = 0 [State 0, SprPriority] type = SprPriority trigger1 = 1 value = 2000 ignorehitpause = 1 persistent = 1 [State 1000, 1.2] type = PlaySnd trigger1 = !time; && random < 500 value = s1210,1+random%2 channel = 1 [State 1005, 5.2] type = HitOverride trigger1 = (!Time) slot = 0 time = -1 attr = SCA, AA, AT, AP, NA, NP, HP, NT, HT stateno = 3005 [State 1205, 1] type = HitDef triggerall = parent,var(24) = 0 trigger1 = !time trigger2 = time%6 = 0 attr = S, HP animtype = Heavy damage = 29, 5 getpower = 28,8 givepower = 28,10 hitflag = MAFD priority = 4, Hit guardflag = M pausetime = 2,4 sparkno = s8220 sparkxy = 0,0 hitsound = S2,1 guardsound = s8500,0 guard.sparkno = s6767 ground.type = Low ground.slidetime = 20 ground.hittime = 30 ground.velocity = -9,-1 air.animtype = Back air.velocity = -5,-3 air.juggle = 10 air.fall = 1 down.velocity = -5,3 down.hittime = 20 fall = 1 fall.recover = 0 envshake.time = 15 envshake.ampl = 7 fall.envshake.time = 15 fall.envshake.ampl = -7 palfx.time = 40 palfx.add = 0,-200,-200 palfx.mul = 240,50,0 palfx.sinadd = -240,50,0 palfx.color = 0; ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 down.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 airguard.cornerpush.veloff = 0 [State 1205, 1] type = projectile triggerall = parent,var(24) = 1 trigger1 = !time trigger2 = time%6 = 0 attr = S, HP projanim = anim projremove = 10 projremovetime = 10 projscale = 0.8,0.8 animtype = Heavy damage = 29, 5 getpower = 28,8 givepower = 28,10 hitflag = MAFD priority = 4, Hit guardflag = M pausetime = 2,4 sparkno = s8220 sparkxy = 0,0 hitsound = S2,1 guardsound = s8500,0 guard.sparkno = s6767 ground.type = Low ground.slidetime = 20 ground.hittime = 30 ground.velocity = -9,-1 air.animtype = Back air.velocity = -5,-3 air.juggle = 10 air.fall = 1 down.velocity = -5,3 down.hittime = 20 fall = 1 fall.recover = 0 envshake.time = 15 envshake.ampl = 7 fall.envshake.time = 15 fall.envshake.ampl = -7 palfx.time = 40 palfx.add = 0,-200,-200 palfx.mul = 240,50,0 palfx.sinadd = -240,50,0 palfx.color = 0; ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 down.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 airguard.cornerpush.veloff = 0 [State 0, DestroySelf] type = DestroySelf trigger1 = Time = 42 trigger2 = root,MoveType = H trigger3 = root,Stateno != 3000 ignorehitpause = 1 ;--------------------------------------------------------------------------------------------- ;Hyper2 - Elastic big sponge [Statedef 3100] type = S movetype= A physics = N juggle = 1 velset = 0,0 poweradd = 0 anim = 3100 ctrl = 0 sprpriority = 1 [State 0, Explod] type = Explod trigger1 = animelem = 18 anim = 7510 ID = 7510 pos = 0,0 postype = p1 ;p2,front,back,left,right [State 0, Velset] type = Velset trigger1 = animelem = 15 y = -10 [State 0, Velset] type = Velset trigger1 = animelem = 16 y = 5 [State 5300, PosSet] type = PosSet trigger1 = pos y > 0 y = 0 [State -2] type = Projectile triggerall = var(24) = 1 trigger1 = AnimElem = 14 trigger2 = AnimElem = 15 trigger3 = AnimElem = 16 trigger4 = AnimElem = 18 projanim = anim projremove = 10 projremovetime = 10 projscale = 0.8,0.8 attr = A,HA hitflag = MAFPD ignorehitpause = 1 damage = 50,10 [State 521, 1] type = HitDef triggerall = var(24) = 0 trigger1 = AnimElem = 14 trigger2 = AnimElem = 15 attr = S, SA damage = 50,10 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 2,1 sparkno = s8210 sparkxy = -10, -10 hitsound = S8000,2 guardsound = s8500,0 ground.type = High ground.sparkno = S6767 ground.slidetime = 5 ground.hittime = 14 ground.velocity = -1.4,-5 airguard.velocity = -1.9,-.10 air.type = High air.velocity = -1.4,-5 air.hittime = 12 down.velocity = -5,0 down.hittime = 20 palfx.time = 5 palfx.add = 256,256,256 palfx.mul = 256,256,256 palfx.sinadd = -256,256,256,1 palfx.color = 0; [State 521, 1] type = HitDef triggerall = var(24) = 0 trigger1 = AnimElem = 16 attr = S, SA damage = 50,10 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 2,1 sparkno = s8210 sparkxy = -10, -10 hitsound = S8000,2 guardsound = s8500,0 ground.type = High ground.sparkno = s6767 ground.slidetime = 5 ground.hittime = 14 ground.velocity = 0,-3 airguard.velocity = 0,-.8 air.type = High air.velocity = 0,-3 air.hittime = 12 palfx.time = 5 palfx.add = 256,256,256 palfx.mul = 256,256,256 palfx.sinadd = -256,256,256,1 palfx.color = 0; [State 521, 1] type = HitDef triggerall = var(24) = 0 trigger1 = AnimElem = 18 attr = S, SA damage = 200,90 animtype = Light guardflag = MA hitflag = MAFD priority = 3, Hit pausetime = 2,1 sparkno = s8210 sparkxy = -10, -10 hitsound = S8000,2 guardsound = s8500,0 ground.type = High ground.sparkno = s6767 ground.slidetime = 5 ground.hittime = 14 ground.velocity = -10,10 airguard.velocity = -10,-.8 air.type = High air.velocity = -1.4,10 air.hittime = 12 down.velocity = -10,0 down.hittime = 20 fall = 1 palfx.time = 5 palfx.add = 256,256,256 palfx.mul = 256,256,256 palfx.sinadd = -256,256,256,1 palfx.color = 0; [State 0, StateTypeSet] type = StateTypeSet trigger1 = Pos Y <0 statetype = A [State 610, Explod] type = explod trigger1 = Time = [0,7] anim = 1080 postype = back sprpriority = -3 supermovetime = 1 removetime = 1 supermove = 1 scale = (3 - (time * 0.15))*(0.5), (3 - (time * 0.15))*(0.5) ;Scaled ;for double res pos = 0,60-time * 5 ownpal = 1 [state 610, Explod] type = Explod trigger1 = AnimElem = 3 ;shown in the other Xplod anim = 1080 ;Same anim as the other postype = back vel = 0, 0 ;Vel for portrait after showing it sprpriority = -3 supermovetime = 40 supermove = 1 removetime = 34 pos = 0,0 scale = 0.5, 0.5 ownpal = 1 [State 3000, assertspecial] type = assertspecial trigger1 = time = [0,40] flag = noBG flag2 = noFG ignorehitpause = 1 [State 3000, SuperPause] type = SuperPause trigger1 = AnimElem = 4 Time = 60 pos = 9999,-9951 sound = S8889,0 poweradd = -1000 ;movetime = 40 [State 3000, HyperBg] type = Explod trigger1 = !time anim = 750 pos = 160,-5 id = 750 sprpriority = -4 supermovetime = -1 postype = back bindtime = -1 removetime = -1 removeongethit = 1 facing = 1 shadow = 68,68,68 ownpal = 1 ignorehitpause = 1 [State 3000, HyperBg] type = Explod trigger1 = !time anim = 750 pos = 160,-5 id = 750 sprpriority = -4 supermovetime = -1 postype = back bindtime = -1 removetime = -1 removeongethit = 1 facing = -1 shadow = 68,68,68 ownpal = 1 ignorehitpause = 1 [State 3000, Hyper Explode] type = Explod trigger1 = !time anim = 4532 postype = p1 pos = 19,-80 ownpal = 1 sprpriority = 5 supermovetime = 40 [State 3000, Hyper Circle] type = Explod trigger1 = !time anim = 4533 postype = p1 pos = 19,-80 ownpal = 1 sprpriority = 5 supermovetime = 40 [State 1200, Shake Screen] type = EnvShake trigger1 = AnimElem = 18 time = 10 ;Time to shake screen ampl = 9 ;Amount to shake freq = 180 ;A frequency of 180 shakes the screen rapidly [State 3000, som] type = PlaySnd trigger1 = AnimElem = 1 value = s1,6 [State 3000, som] type = PlaySnd trigger1 = AnimElem = 15 value = s54,17 [State 3100, Ground Flash] type = Explod triggerall = Pos Y = 0 trigger1 = AnimElem = 4 anim = 6666 ID = 8400 postype = P1 pos = -40,0 sprpriority = 3 ownpal = 1 supermovetime = 0 [State 1000, 1.2] type = PlaySnd trigger1 = AnimElem = 5 value = s2000,5 [State 1000, 1.2] type = PlaySnd trigger1 = AnimElem = 17 value = s8200,0 [State 1000, Fim] type = ChangeState trigger1 = !AnimTime value = ifelse (pos Y <0,50,0) ctrl = 1 ;--------------------------------------------------------------------------------------------- ;Hyper3 - goofy goober rock blasting ;--------------------------------------------------------------------------------------------- [Statedef 3200] type = A movetype= A juggle = 1 velset = 0,0 poweradd = 0 anim = 3200 ctrl = 0 sprpriority = 1 [State 5300, PosAdd] type = PosAdd trigger1 = pos y < 0 y = 1 [State 5300, PosSet] type = PosSet trigger1 = pos y > 0 y = 0 [State 1000, AfterImage] type = AfterImage trigger1 = animelem = 1 time = 79 length = 20 palcolor = 256 [State 1000, 1.2] type = PlaySnd trigger1 = AnimElem = 1 value = s3200,0 [State 610, Explod] type = explod trigger1 = Time = [0,13] anim = 1080 postype = back sprpriority = -3 supermovetime = 1 removetime = 1 supermove = 1 scale = (3 - (time * 0.15))*(0.5), (3 - (time * 0.15))*(0.5) ;Scaled ;for double res pos = 0,60-time * 5 ownpal = 1 [state 610, Explod] type = Explod trigger1 = AnimElem = 8 ;shown in the other Xplod anim = 1080 ;Same anim as the other postype = back vel = 0, 0 ;Vel for portrait after showing it sprpriority = -3 supermovetime = 40 supermove = 1 removetime = 34 pos = 0,0 scale = 0.5, 0.5 ownpal = 1 [State 3000, assertspecial] type = assertspecial trigger1 = time = [0,40] flag = noBG flag2 = noFG ignorehitpause = 1 [State 3000, SuperPause] type = SuperPause trigger1 = AnimElem = 8 Time = 60 pos = 9999,-9951 sound = S8889,0 poweradd = -2000 ;movetime = 40 [State 3000, HyperBg] type = Explod trigger1 = AnimElem = 3 anim = 750 pos = 160,-5 id = 750 sprpriority = -4 supermovetime = -1 postype = back bindtime = -1 removetime = -1 removeongethit = 1 facing = 1 shadow = 68,68,68 ownpal = 1 ignorehitpause = 1 [State 3000, HyperBg] type = Explod trigger1 = AnimElem = 3 anim = 750 pos = 160,-5 id = 750 sprpriority = -4 supermovetime = -1 postype = back bindtime = -1 removetime = -1 removeongethit = 1 facing = -1 shadow = 68,68,68 ownpal = 1 ignorehitpause = 1 [State 3000, Hyper Explode] type = Explod trigger1 = AnimElem = 3 anim = 4532 postype = p1 pos = 19,-80 ownpal = 1 sprpriority = 5 supermovetime = 40 [State 3000, Hyper Circle] type = Explod trigger1 = AnimElem = 3 anim = 4533 postype = p1 pos = 19,-80 ownpal = 1 sprpriority = 5 supermovetime = 40 [State 1000, 1.2] type = PlaySnd trigger1 = AnimElem = 4 value = s2000,3 [State 1000, 1.2] type = PlaySnd trigger1 = AnimElem = 13 value = s9999,4 [State 1000, 1.2] type = PlaySnd trigger1 = AnimElem = 14 value = s8200,0 [State 3007, 1] type = HitDef triggerall = var(24) = 0 trigger1 = AnimElem = 13 trigger2 = AnimElem = 14 trigger3 = AnimElem = 15 trigger4 = AnimElem = 16 trigger5 = AnimElem = 17 trigger6 = AnimElem = 18 trigger7 = AnimElem = 19 trigger8 = AnimElem = 20 trigger9 = AnimElem = 21 trigger10 = AnimElem = 22 trigger11 = AnimElem = 23 trigger12 = AnimElem = 24 trigger13 = AnimElem = 25 trigger14 = AnimElem = 26 trigger15 = AnimElem = 27 trigger16 = AnimElem = 28 attr = S, HP animtype = Heavy damage = 25,9 hitflag = MAFD priority = 4, Hit guardflag = M pausetime = 4,4 sparkno = s8220 sparkxy = 0,0 hitsound = S2,1 guardsound = s8500,0 guard.sparkno = s6767 ground.type = Low ground.slidetime = 20 ground.hittime = 30 ground.velocity = -9,-1 air.animtype = Back air.velocity = -5,-3 air.juggle = 10 air.fall = 1 down.velocity = -5,-10 down.hittime = 20 fall = 1 fall.recover = 0 envshake.time = 15 envshake.ampl = 7 fall.envshake.time = 15 fall.envshake.ampl = -7 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 down.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 airguard.cornerpush.veloff = 0 [State 3007, 1] type = projectile triggerall = var(24)=1 trigger1 = AnimElem = 13 trigger2 = AnimElem = 14 trigger3 = AnimElem = 15 trigger4 = AnimElem = 16 trigger5 = AnimElem = 17 trigger6 = AnimElem = 18 trigger7 = AnimElem = 19 trigger8 = AnimElem = 20 trigger9 = AnimElem = 21 trigger10 = AnimElem = 22 trigger11 = AnimElem = 23 trigger12 = AnimElem = 24 trigger13 = AnimElem = 25 trigger14 = AnimElem = 26 trigger15 = AnimElem = 27 trigger16 = AnimElem = 28 attr = S, HP projanim = anim projremove = 10 projremovetime = 10 projscale = 0.8,0.8 animtype = Heavy damage = 25,9 hitflag = MAFD priority = 4, Hit guardflag = M pausetime = 4,4 sparkno = s8220 sparkxy = 0,0 hitsound = S2,1 guardsound = s8500,0 guard.sparkno = s6767 ground.type = Low ground.slidetime = 20 ground.hittime = 30 ground.velocity = -9,-1 air.animtype = Back air.velocity = -5,-3 air.juggle = 10 air.fall = 1 down.velocity = -5,-10 down.hittime = 20 fall = 1 fall.recover = 0 envshake.time = 15 envshake.ampl = 7 fall.envshake.time = 15 fall.envshake.ampl = -7 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 down.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 airguard.cornerpush.veloff = 0 [State 3100, Ground Flash] type = Explod trigger1 = AnimElem = 11 anim = 6666 ID = 8400 postype = P1 pos = -40,0 sprpriority = 3 ownpal = 1 supermovetime = 0 [State 3100, spark] type = Explod trigger1 = AnimElem = 12 anim = 3007 ID = 3007 postype = P1 pos = 1,-59 sprpriority = 1000 ownpal = 1 bindtime = -1 removetime = -1 removeongethit = 1 ontop = 1 supermovetime = 9999 [State 1000, 1.2] type = PlaySnd trigger1 = AnimElem = 12 value = s5,0 [State 0, RemoveExplod] type = RemoveExplod trigger1 = AnimElem = 20 id = 3007 [State 0, RemoveExplod] type = RemoveExplod trigger1 = AnimElem = 20 id = 1007 [State 1000, Fim] type = ChangeState trigger1 = !AnimTime value = ifelse (pos Y <0,50,0) ctrl = 1 ;--------------------------------------------------------------------------------------------- ;Hyper1 - call big Jellyfish [Statedef 3300] type = S movetype= A physics = N juggle = 1 velset = 0,0 poweradd = 0 anim = 3300 ctrl = 0 sprpriority = 1 [State 0, StateTypeSet] type = StateTypeSet trigger1 = Pos Y <0 statetype = A [State 610, Explod] type = explod trigger1 = Time = [0,11] anim = 1080 postype = back sprpriority = -3 supermovetime = 1 removetime = 1 supermove = 1 scale = (3 - (time * 0.15))*(0.5), (3 - (time * 0.15))*(0.5) ;Scaled ;for double res pos = 0,60-time * 5 ownpal = 1 [state 610, Explod] type = Explod trigger1 = AnimElem = 4 ;shown in the other Xplod anim = 1080 ;Same anim as the other postype = back vel = 0, 0 ;Vel for portrait after showing it sprpriority = -3 supermovetime = 40 supermove = 1 removetime = 34 pos = 0,0 scale = 0.5, 0.5 ownpal = 1 [State 3000, assertspecial] type = assertspecial trigger1 = time = [0,40] flag = noBG flag2 = noFG ignorehitpause = 1 [State 3000, SuperPause] type = SuperPause trigger1 = AnimElem = 4 Time = 60 pos = 9999,-9951 sound = S8889,0 poweradd = -2000 ;movetime = 40 [State 3000, HyperBg] type = Explod trigger1 = !time anim = 750 pos = 160,-5 id = 750 sprpriority = -4 supermovetime = -1 postype = back bindtime = -1 removetime = -1 removeongethit = 1 facing = 1 shadow = 68,68,68 ownpal = 1 ignorehitpause = 1 [State 3000, HyperBg] type = Explod trigger1 = !time anim = 750 pos = 160,-5 id = 750 sprpriority = -4 supermovetime = -1 postype = back bindtime = -1 removetime = -1 removeongethit = 1 facing = -1 shadow = 68,68,68 ownpal = 1 ignorehitpause = 1 [State 3000, Hyper Explode] type = Explod trigger1 = !time anim = 4532 postype = p1 pos = 19,-80 ownpal = 1 sprpriority = 5 supermovetime = 40 [State 3000, Hyper Circle] type = Explod trigger1 = !time anim = 4533 postype = p1 pos = 19,-80 ownpal = 1 sprpriority = 5 supermovetime = 40 [State 3000, som] type = PlaySnd trigger1 = AnimElem = 5 value = s3300,0 channel = 0 [State 3000, som] type = PlaySnd trigger1 = AnimElem = 1 value = s0,4 [State 3100, Ground Flash] type = Explod triggerall = Pos Y = 0 trigger1 = AnimElem = 4 anim = 6666 ID = 8400 postype = P1 pos = -40,0 sprpriority = 3 ownpal = 1 supermovetime = 0 [State 6000, Helper] type = Helper trigger1 = AnimElem = 5 helpertype = normal name = "big Jellyfish" stateno = 33003 id = 33003 pos = -100,-50 postype = back facing = 1 [State 6000, Helper] type = Helper triggerall = palno = 12 trigger1 = AnimElem = 5 helpertype = normal name = "big Jellyfish2" stateno = 33003 id = 33003 pos = 400,-50 postype = back facing = -1 [State 1000, Fim] type = ChangeState trigger1 = !AnimTime value = ifelse (pos Y <0,50,0) ctrl = 1 ;--------------------------------------------------------------------------------------------- ; big Jellyfish [Statedef 33003] movetype = A physics = N velset = 0,0 ctrl = 0 anim = 33003 juggle = 15 [State 6001, VelSet] type = VelSet trigger1 = time > 0 x = 5 [State 6001, VelSet] type = VelSet trigger1 = time > 0 y = -0.1 [State 1205, 1] type = HitDef trigger1 = parent,var(24) = 0 trigger1 = time = 0 attr = S, HP animtype = Heavy damage = 300,80 getpower = 28,8 givepower = 28,10 hitflag = MAF priority = 4, Hit guardflag = M pausetime = 2,4 sparkno = s8220 sparkxy = 0,0 hitsound = S8000,5 guardsound = s8500,0 guard.sparkno = s6767 ground.type = Low ground.slidetime = 20 ground.hittime = 30 ground.velocity = -9,-1 air.animtype = Back air.velocity = -5,-3 air.juggle = 10 air.fall = 1 fall = 1 fall.recover = 0 envshake.time = 15 envshake.ampl = 7 fall.envshake.time = 15 fall.envshake.ampl = -7 palfx.time = 40 palfx.add = 256,44,0 palfx.mul = 256,500,120 palfx.sinadd = 256,113,85,10 palfx.color = 0 p2stateno = 7600 [State 1205, 1] type = projectile trigger1 = parent,var(24) = 1 trigger1 = time = 0 attr = S, HP projanim = anim projremove = 10 projremovetime = 10 projscale = 0.8,0.8 animtype = Heavy damage = 300,80 getpower = 28,8 givepower = 28,10 hitflag = MAF priority = 4, Hit guardflag = M pausetime = 2,4 sparkno = s8220 sparkxy = 0,0 hitsound = S8000,5 guardsound = s8500,0 guard.sparkno = s6767 ground.type = Low ground.slidetime = 20 ground.hittime = 30 ground.velocity = -9,-1 air.animtype = Back air.velocity = -5,-3 air.juggle = 10 air.fall = 1 fall = 1 fall.recover = 0 envshake.time = 15 envshake.ampl = 7 fall.envshake.time = 15 fall.envshake.ampl = -7 palfx.time = 40 palfx.add = 256,44,0 palfx.mul = 256,500,120 palfx.sinadd = 256,113,85,10 palfx.color = 0 p2stateno = 7600 [State 6001, DestroySelf] type = DestroySelf trigger1 = time = 200 ;------------------------------------------------------------------------------ ; Being eletriced [Statedef 7600] type = A physics = N movetype = H velset = 0,0 ctrl = 0 anim = 5030 juggle = 0 [State 7600, Shock] type = ChangeAnim trigger1 = AnimExist(7696) trigger1 = Anim != 7696 value = 7696 [State 7600, Fau-Shock] type = Palfx trigger1 = !AnimExist(7696) && TimeMod = 2, 3 time = 2 mul = 199,198,226 [State 7600, Fau-Shock] type = Palfx trigger1 = !AnimExist(7696) && TimeMod = 2, 1 time = 3 add = 256,44,0 mul = 256,500,120 sinadd = 256,113,85,10 [State 7600, No hit] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 7600, Fall Back] type = velset trigger1 = Time = 18 x = -4.5 y = -6.4 [State 7600, Fall Back] type = gravity trigger1 = Time >= 18 [State 7600, Change] type = Selfstate trigger1 = Pos Y > 0 value = 5100 ;--------------------------------------------------------------------------- ;Super Krabby Patty Toss [Statedef 120100] type = S movetype= A physics = S poweradd= 50 anim = 4521 poweradd = -1000 ctrl = 0 sprpriority = 2 [State 3300, 超必殺技発動の時間停止] type = SuperPause trigger1 = AnimElem = 1 time = 30 pos = 0, -30 anim = 100 sound = 20, 0 [State 1205,] type = AttackDist trigger1 = 1 value = 280 [State 1200, 無敵] type = nothitby trigger1 = AnimElem = 1 value = SCA,NASAHANPSPHPNTSTHT time = 7 [State 1800, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 3 value = 0, 3 [State 1200, 物理的なキャラの幅] type = Width trigger1 = ((AnimElemTime(2) >= 0) && (AnimElemTime(10) < 0)) edge = 28,0 player = 15,0 [State 1200, 飛び道具を出す] type = Projectile trigger1 = AnimElem = 3 attr = S, SP damage = 35,8 getpower = 10 animtype = Hard pausetime = 0,12 offset = 45,-60 velocity = 6.5,-5.5 accel = 0,0.4 projID = 1200 projanim = 120222 projhitanim = 120333 projremanim = 120444 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 1 projremovetime = -1 guardflag = MA priority = 3 sparkno = 2 sparkxy = 0,0 guard.sparkno = 40 hitsound = s111,444 guardsound = 6,0 ground.type = High ground.slidetime = 10 ground.hittime = 10 ground.velocity = -6,0 guard.hittime = 5 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 [State 1200, 飛び道具を出す] type = Projectile trigger1 = AnimElem = 3 attr = S, SP damage = 35,8 getpower = 10 animtype = Hard pausetime = 0,12 offset = 45,-60 velocity = 7.5,-6.5 accel = 0,0.4 projID = 1200 projanim = 120222 projhitanim = 120333 projremanim = 120444 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 1 projremovetime = -1 guardflag = MA priority = 3 sparkno = 2 sparkxy = 0,0 guard.sparkno = 40 hitsound = s111,444 guardsound = 6,0 ground.type = High ground.slidetime = 10 ground.hittime = 10 ground.velocity = -6,0 guard.hittime = 5 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 [State 1200, 飛び道具を出す] type = Projectile trigger1 = AnimElem = 3 attr = S, SP damage = 35,8 getpower = 10 animtype = Hard pausetime = 0,12 offset = 45,-60 velocity = 8.5,-1.5 accel = 0,0.4 projID = 1200 projanim = 120222 projhitanim = 120333 projremanim = 120444 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 1 projremovetime = -1 guardflag = MA priority = 3 sparkno = 2 sparkxy = 0,0 guard.sparkno = 40 hitsound = s111,444 guardsound = 6,0 ground.type = High ground.slidetime = 10 ground.hittime = 10 ground.velocity = -6,0 guard.hittime = 5 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 [State 1200, 飛び道具を出す] type = Projectile trigger1 = AnimElem = 3 attr = S, SP damage = 35,8 getpower = 10 animtype = Hard pausetime = 0,12 offset = 45,-60 velocity = 9.5,-2.5 accel = 0,0.4 projID = 1200 projanim = 120222 projhitanim = 120333 projremanim = 120444 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 1 projremovetime = -1 guardflag = MA priority = 3 sparkno = 2 sparkxy = 0,0 guard.sparkno = 40 hitsound = s111,444 guardsound = 6,0 ground.type = High ground.slidetime = 10 ground.hittime = 10 ground.velocity = -6,0 guard.hittime = 5 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 [State 1200, 飛び道具を出す] type = Projectile trigger1 = AnimElem = 3 attr = S, SP damage = 35,8 getpower = 10 animtype = Hard pausetime = 0,12 offset = 45,-60 velocity = 10.5,-3.5 accel = 0,0.4 projID = 1200 projanim = 120222 projhitanim = 120333 projremanim = 120444 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 1 projremovetime = -1 guardflag = MA priority = 3 sparkno = 2 sparkxy = 0,0 guard.sparkno = 40 hitsound = s111,444 guardsound = 6,0 ground.type = High ground.slidetime = 10 ground.hittime = 10 ground.velocity = -6,0 guard.hittime = 5 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 [State 1200, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [State 610, 4] type = CtrlSet trigger1 = PalNo = 12 trigger1 = Time = 10 value = 1 ;------------------------------------------------------------------------------- ;Black Hole Chaos [Statedef 13100] type = S movetype = A physics = S juggle = 0 velset = 0,0 anim = 30030 ctrl = 0 sprpriority = 3 [State 2300] type = SuperPause trigger1 = time = 0 time = 32 movetime = 32 anim = -1 [State 1000, 5] type = Explod trigger1 = time = 0 anim = 22174 sprpriority = -3 postype = p1 pos = 1,-40 bindtime = -1 under = 0 ownpal = 1 ignorehitpause = 1 pausemovetime = 999999999999999 supermovetime = 999999999999999 [State 2300] type = PlaySnd trigger1 = Time = 2 value = 2562,2 [State 2300] type = PlaySnd trigger1 = Time = 1 value = 10000,0 [State 2300] type = PlaySnd trigger1 = Time = 8 value = 3000,3 [State 2000] type = PlaySnd trigger1 = AnimElem = 1 value = s14,1 persistent = 0 [State 2000] type = PlaySnd trigger1 = AnimElem = 1 value = s8,7 persistent = 0 [State 2000] type = PlaySnd trigger1 = time = 20 value = s14,2 [State 2000] type = PlaySnd trigger1 = time = 30 value = s14,3 volume = -100 [State 2000] type = PlaySnd trigger1 = time = 90 value = s14,6 [State 2000] type = PlaySnd trigger1 = time = 95 value = s2000,2 [State 2000] type = PlaySnd trigger1 = time = 140 value = s14,5 channel = 1 [State 20000] type = AssertSpecial trigger1 = 1 flag = noFG flag2 = globalnoshadow ignorehitpause = 1 [State 2000] type = BGPalFx trigger1 = time = 0 add = 256,256,256 time = 20 [State 2000] type = BGPalFx trigger1 = time = 20 add = 256,256,256 sinadd = -256,-256,-256,40 time = 10 [State 2000] type = BGPalFx trigger1 = time = 30 sinadd = 256,256,256,240 time = 60 [State 2000] type = BGPalFx trigger1 = time >= 90 trigger1 = time <= 440 add = 256,256,256 time = 1 [State 2000] type = BGPalFx trigger1 = time = 440 add = 256,256,256 sinadd = -256,-256,-256,200 time = 50 [State 2000] type = EnvShake triggerall = GameTime%4 = 3 trigger1 = time > 90 trigger1 = time <= 140 trigger2 = time > 440 trigger2 = time <= 490 time = 4 ampl = 4 freq = 180 [State 2000] type = EnvShake trigger1 = GameTime%4 = 1 trigger1 = time > 140 trigger1 = time <= 440 time = 4 ampl = 8 freq = 180 [State 2000] type = PlaySnd trigger1 = win value = s444,2 persistent = 0 volume = 255 channel = 2 [State 2000] type = Helper trigger1 = time = 90 id = 313100 stateno = 313100 pos = 0,-73 supermovetime = 99999999 pausemovetime = 99999999 [State 2000] type = Helper trigger1 = time = 140 id = 313101 stateno = 313101 supermovetime = 99999999 pausemovetime = 99999999 [State 2000] type = Helper trigger1 = time = 140 id = 313102 stateno = 313102 supermovetime = 99999999 pausemovetime = 99999999 [State 2000] type = ReversalDef trigger1 = 1 reversal.attr = SCA,AA,AT,AP sparkno = -1 p2stateno = 515000 ignorehitpause = 1 [State 2000] type = TargetLifeAdd trigger1 = time > 140 value = -9999999999 absolute = 1 [State 2000] type = TargetState trigger1 = time > 140 trigger1 = GameTime%3 = 0 value = 515000;ifelse(enemy,alive!=1,5150,515000) [State 3000] type = Projectile trigger1 = Time = [140,440] trigger1 = GameTime%3 = 0 projanim = 40050 projremove = 1 projhitanim = -1 projremanim = -1 projshadow = 0,0,0 projremovetime = 1 offset = 0,-73 damage = 50 getpower = 0 ownpal = 0 offset = 51,-88 attr = S, HP animtype = Hard hitflag = MAFPD pausetime = 0,2 hitsound = -1 guardsound = -1 sparkno = -1 guard.sparkno = -1 pausetime = 0,9999 envshake.time = 4 envshake.freq = 180 envshake.ampl = 3 fall = 1 p2stateno = ifelse(enemy,alive!=1,5150,515000);213101 supermovetime = 99999999 pausemovetime = 99999999 [State 2000] type = SelfState trigger1 = time > 490 value = 0 ctrl = 1 ;------------------------------------------------------------------------------- ;Black Hole Helper [Statedef 313100] anim = 40030 [State 2000] type = BindToRoot trigger1 = !ishelper pos = 4,-65 [State 2000] type = BindToParent trigger1 = ishelper pos = 4,-65 [State 1000] type = VarRandom trigger1 = 1 v = 0 range = 0,360 [State 2000] type = Explod trigger1 = time > 50 trigger1 = time <= 350 anim = 60074 pos = Ceil(400*cos(pi*var(0)/180)),Ceil(400*sin(pi*var(0)/180)) vel = -20*cos(pi*var(0)/180),-20*sin(pi*var(0)/180) removetime = 20 trans = sub ownpal = 1 scale = 2,2 supermovetime = 9999999 pausemovetime = 9999999 [State 2000] type = Explod trigger1 = time = 0 anim = 10090 id = 10090 removetime = 400 scale = 1,1 ontop = 1 ownpal = 1 supermovetime = 9999999 pausemovetime = 9999999 [State 2000] type = ModifyExplod trigger1 = time <= 50 scale = 0.02*time,0.02*time id = 10090 [State 2000] type = ModifyExplod trigger1 = time > 350 scale = 0.02*(400-time),0.02*(400-time) id = 10090 [State 2000] type = DestroySelf trigger1 = time > 400 ;------------------------------------------------------------------------------- ;Push Helper [Statedef 313101] anim = 40040 [state 2000] type = NotHitBy trigger1 = 1 value = SCA time = 1 [state 2000] type = PlayerPush trigger1 = 1 value = 1 [state 2000] type = posset trigger1 = P2Dist X < 0 x = enemy,pos x [state 2000] type = posset trigger1 = P2Dist X > 100 x = enemy,pos x [state 2000] type = posadd trigger1 = pos x = enemy,pos x x = -10 [state 2000] type = velset trigger1 = 1 x = 8 [state 2000] type = turn trigger1 = parentdist X < 0 [state 2000] type = destroyself trigger1 = time > 300 ;------------------------------------------------------------------------------- ;Reversal Helper [Statedef 313102] anim = 40020 [State 2000] type = BindToRoot trigger1 = 1 pos = 4,-65 ignorehitpause = 1 [State 2000] type = ReversalDef trigger1 = 1 reversal.attr = SCA,AA,AT,AP sparkno = -1 hitsound = s0,9 pausetime = 0,2 p2stateno = 515000 ignorehitpause = 1 [State 10000] type = targetlifeadd trigger1 = 1 value = -99999999999999999999 absolute = 1 ignorehitpause = 1 [State 2000] type = ParentVarSet trigger1 = numtarget > 0 var(42) = 1 [State 10000] type = targetdrop trigger1 = target,ishelper [State 10000] type = targetstate trigger1 = win trigger1 = numtarget > 0 trigger1 = target,ishelper = 0 value = 5150 persistent = 0 ignorehitpause = 1 [state 2000] type = destroyself trigger1 = time > 300 ignorehitpause = 1 ;------------------------------------------------------------------------------- ;Black Hole CHAOS Custom State [Statedef 515000] statetype=U physics=N movetype=U ctrl = 1 anim = anim hitdefpersist=(name="Spongebob the Sponge") [state ] type=statetypeset triggerall = enemy,name= "Spongebob the Sponge" trigger1=alive&&!ishelper trigger1=hitpausetime<4 movetype=A ignorehitpause=1 supermovetime = 2147483647 pausemovetime = 2147483647 [State 944, ParentVarSet] type = ParentVarSet triggerall = enemy,name= "Spongebob the Sponge" trigger1 = ishelper var(20) = 1 supermovetime = 2147483647 pausemovetime = 2147483647 [State 944, ParentVarSet] type = ParentVarSet triggerall = enemy,name= "Spongebob the Sponge" trigger1 = ishelper var(10) = 0 supermovetime = 2147483647 pausemovetime = 2147483647 [State 944, ParentVarSet] type = ParentVarSet triggerall = enemy,name= "Spongebob the Sponge" trigger1 = ishelper var(11) = 1 supermovetime = 2147483647 pausemovetime = 2147483647 [State 944, ParentVarSet] type = ParentVarSet triggerall = enemy,name= "Spongebob the Sponge" trigger1 = ishelper var(12) = 1 supermovetime = 2147483647 pausemovetime = 2147483647 [State 944, ParentVarSet] type = ParentVarSet triggerall = enemy,name= "Spongebob the Sponge" trigger1 = ishelper var(15) = 0 supermovetime = 2147483647 pausemovetime = 2147483647 [State 944, ParentVarSet] type = ParentVarSet triggerall = enemy,name= "Spongebob the Sponge" trigger1 = ishelper var(16) = 0 supermovetime = 2147483647 pausemovetime = 2147483647 [State 1000044] type = Projectile triggerall = enemy,name= "Spongebob the Sponge" trigger1 = ishelper projanim = anim projremove = 1 projremovetime = 1 affectteam = F attr = A,HA hitflag = MAFPD P1stateno = prevstateno supermovetime = 2147483647 pausemovetime = 2147483647 [State ] type = ParentVarSet triggerall = IsHelper triggerall = root,name != "Spongebob the Sponge" trigger1 = root,name = "Death Star" var(11) = -2147483648 ignorehitpause = 1 [State ] type = ParentVarSet triggerall = IsHelper triggerall = root,name != "Spongebob the Sponge" trigger1 = root,name = "Death Star" var(12) = -2147483648 ignorehitpause = 1 [state ] type = ParentVarSet triggerall = ishelper trigger1 = root,name = "Death Star" var(20) = 1 ignorehitpause = 1 [State ] type = selfstate triggerall = !ishelper trigger1 = root,name = "Death Star" value = 0 ignorehitpause = 1 [State 1000044] type = changeanim2 triggerall = enemy,name= "Spongebob the Sponge" trigger1 = ishelper value = 6656 supermovetime = 2147483647 pausemovetime = 2147483647 ;Generated by Fighter Factory PalFX Editor [State 0, PalFXWiz] type = PalFX triggerall = enemy,name= "Spongebob the Sponge" trigger1 = !ishelper time = 999999999999999999999999999999999999 add = -256,-256,-256 mul = 256,256,256 sinadd = 0,0,0,1 invertall = 0 color = 256 ignorehitpause = 1 persistent = 1 supermovetime = 2147483647 pausemovetime = 2147483647 [state 1000043] type = hitdef triggerall = enemy,name= "Spongebob the Sponge" trigger1 = !ishelper attr = SCA,NA,SA,HA,NT,ST,HT,NP,SP,HP,AP hitflag = MAFD pausetime = 0,0 damage = 0,0 sparkno = -1 givepower = 0,0 getpower = 0,0 ignorehitpause = 1 supermovetime = 2147483647 pausemovetime = 2147483647 [State 1000044, LifeSet] type = LifeSet triggerall = enemy,name= "Spongebob the Sponge" trigger1 = !ishelper value = 0 supermovetime = 2147483647 pausemovetime = 2147483647 [State 0, LifeAdd] type = LifeAdd triggerall = enemy,name= "Spongebob the Sponge" trigger1 = !ishelper value = -99999999999 kill = 1 absolute = 1 ignorehitpause = 1 persistent = 1 supermovetime = 2147483647 pausemovetime = 2147483647 [State 1000044, 2] type = VelSet triggerall = enemy,name= "Spongebob the Sponge" trigger1 = ishelper x = 0 y = 0 supermovetime = 2147483647 pausemovetime = 2147483647 [State 1000044, 2] type = PosSet triggerall = name!= "Spongebob the Sponge" trigger1 = !ishelper y = 88000 supermovetime = 2147483647 pausemovetime = 2147483647 [State 1000044, VarRangeSet] type = VarRangeSet triggerall = enemy,name= "Spongebob the Sponge" trigger1 = ishelper value = -499+random%123456789 first = 0 last = 69 ignorehitpause = 1 supermovetime = 2147483647 pausemovetime = 2147483647 [State 1000044] type = destroyself triggerall = enemy,name= "Spongebob the Sponge" trigger1 = ishelper trigger1 = time > 1 supermovetime = 2147483647 pausemovetime = 2147483647 [State 0, CtrlSet] type = CtrlSet trigger1 = enemy,name= "Spongebob the Sponge" value = 0 ignorehitpause = 1 persistent = 1 supermovetime = 2147483647 pausemovetime = 2147483647 [State 0, SelfState] type = SelfState triggerall = enemy,name= "Spongebob the Sponge" trigger1 = !alive value = 5150 ignorehitpause = 1 persistent = 1 supermovetime = 2147483647 pausemovetime = 2147483647 [State 1000044] type = SelfState trigger1 = name= "Spongebob the Sponge" value = 52 supermovetime = 2147483647 pausemovetime = 2147483647