[StateDef 4444]
type = S
movetype= A
physics = S
juggle = 4
ctrl = 0
velset = 0,0,0
anim = 1000
[State 1200, ZappySound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4, 22
[State 1200, Za]
type = VelSet
trigger1 = 1
trigger2 = Vel Y != 0
y = 0
[State 1200, Zadf]
type = nothitby
trigger1 = animelem >= 3
value = CSA
[State 1200, BoltFat]
type = Projectile
trigger1 = AnimElem = 3
triggerall = p2stateno != 9010
projanim = 10018
;projhitanim = 1016
;projremanim = 1016
offset = 10*const(size.xscale), -90*const(size.xscale)
ID = 997
velocity = 8, 0
remvelocity = 0, 0
; HitDef part of projectile info
attr = S, NP
animtype = Back
damage = 174, 86
guardflag = ML
hitflag = MAF
pausetime = 0, 2
sparkno = s100181
guard.sparkno = s100181
sparkxy = 20,0
hitsound = S5,1
p1stateno = 1123;918
p2stateno = 1124;9019
guardsound = S5,1
ground.type = High
ground.slidetime = 30
p2facing = 1
guard.ctrltime = 20
guard.velocity = -5
guard.slidetime = 20
ground.hittime = 30
air.hittime = 17
fall = 1
fall.recover = 0
yaccel = 0.45
kill = Var(9) = 0
fall.kill = Var(9) = 0
guard.kill = Var(9) = 0
[State 1200, Zadf]
type = nothitby
trigger1 = movehit
value = CSA
[State 1200, 10]
type = ChangeState
trigger1 = AnimTime = 0
ctrl = 1
value = 0
[StateDef 1123]
type = S
movetype= A
physics = S
ctrl = 0
velset = 0,0,0
anim = 1004
;sprpriority = 9
[State 1200, Zadf]
type = nothitby
trigger1 = 1
value = CSA
[State 1200, Zadf]
type = playsnd
trigger1 = gametime%32 = 1
value = 20,19
[State 1200, Za]
type = VelSet
trigger1 = 1
trigger2 = Vel Y != 0
y = 0
[State 1200, Zasd]
type = PosSet
trigger1 = 1
y = 0
[State 1200, 2at]
type = Explod
trigger1 = time = 1
anim = 888
pos = 35,-75
postype = p1
ID = 1990
sprpriority >= 2
removetime = 400
[State 88500, hu]
type = targetVelAdd
trigger1 = time <= 140
trigger1 = command = "holdup"
Y = -.1
[State 88500, hud]
type = targetVelAdd
trigger1 = command = "holdback"
X = 1.6
[State 88500, hudd]
type = targetVelAdd
trigger1 = command = "holdfwd"
X = -1.6
[State 1200, 103]
type = ChangeState
trigger1 = animTime = 0
trigger1 = moveguarded
ctrl = 1
value = 0
[State 1200, 10]
type = ChangeState
trigger1 = Time = 180
trigger1 = p2stateno = 1124;9019
trigger2 = roundstate = 3
trigger2 = time >= 30
ctrl = 1
value = 1125;9220
[State 1200, 10sd]
type = ChangeState
trigger1 = p2bodydist X <= 20
trigger1 = p2stateno = 1124;9019
trigger2 = p2stateno = [5000,5300]
ctrl = 1
value = 1125;9220
[StateDef 1125]
type = S
movetype= I
physics = S
ctrl = 0
velset = 0,0,0
anim = 99991
;sprpriority = 9
[State 1200, 10]
type = ChangeState
trigger1 = animTime = 0
trigger2 = p2stateno = [5000,5300]
ctrl = 1
value = 0
[StateDef 1124]
type = A
movetype= H
physics = S
juggle = 6
ctrl = 0
velset = 0,0,0
anim = 8881
;sprpriority = 9
[State 88500, huck]
type = VelAdd
trigger1 = time > 200
;trigger1 = command = "holdup"
Y = 1
[State 88500, huck]
type = VelSet
trigger1 = Pos Y <= -90
trigger1 = time <= 160
Y = 0
[State 88500, Fa]
type = SelfState
trigger1 = Time = 200
trigger1 = Pos Y <= -100
value = 5050
[State 88500, Fall]
type = SelfState
trigger1 = Time = 210
value = 5100
;----------------------------------------------
[StateDef 1400];hielo
type = S
movetype= A
physics = S
ctrl = 0
velset = 0,0,0
anim = 1000
[State 1401, 210]
type = VarSet
trigger1 = var(46) = 0
trigger2 = var(46) = 2
V = 46
value = (var(46)=0)*1 + (var(46)=2)*3
[State 1300, 0.5]
type = playsnd
trigger1 = animelem = 3
value = 14,0
channel = 3
[State 1400,Sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 9, 2
channel = 3
volume = 70
[State 1400, Za]
type = VelSet
trigger1 = time = 1
trigger2 = Vel Y != 0
y = 0
[State 1400, BoltFat]
type = Projectile
triggerall = AnimElem = 3
trigger1 = p2stateno != 14001
projanim = 1001
projhitanim = 4334
projremanim = 4334
offset = 10*const(size.xscale), -90*const(size.xscale)
ID = 997
velocity = 8, 0
remvelocity = 0, 0
attr = S, SP
animtype = Hard
air.animtype = Back
air.fall = 1
numhits = 0
guardflag = HL
pausetime = 0,2
sparkno = -1
p2stateno = 14001
guard.sparkno = -1
hitsound = s9,5
guardsound = s9,5
ground.type = High
ground.slidetime = 1
ground.hittime = 1
air.juggle = 3
kill = parent,Var(9) = 0
fall.kill = parent,Var(9) = 0
guard.kill = parent,Var(9) = 0
[State 1400, BoltFat]
type = Projectile
triggerall = AnimElem = 3
trigger1 = p2stateno = 14001
projanim = 4333
offset = 10*const(size.xscale), -90*const(size.xscale)
ID = 997
velocity = 8, 0
remvelocity = 0, 0
attr = S, NT
animtype = Hard
air.animtype = Back
air.fall = 1
guardflag = HL
pausetime = 0,2
sparkno = -1
numhits = -1
p2stateno = 1081
p1stateno = 14001
guard.sparkno = -1
hitsound = s9,5
guardsound = S9,5
ground.type = High
ground.slidetime = 14
ground.hittime = 16
air.juggle = 3
kill = (Var(9) = 0)
fall.kill = (Var(9) = 0)
guard.kill = (Var(9) = 0)
[State 1400, 10]
type = ChangeState
trigger1 = AnimTime = 0
ctrl = 1
value = 0
;----------------------
[StateDef 14001]
type = U
movetype= H
physics = N
velset = 0,0
[State 433, INVOFF]
type = VarSet
triggerall = 1
trigger1 = p1name ="smoke"
trigger2 = p1name = "reptile"
trigger3 = p1name = "scorpion"
V = 17
value = 0
[State 1005, CSZ4]
type = LifeAdd
trigger1 = Life < 2
value = -10
[State 120, 2]
type = StateTypeSet
trigger1 = 1
trigger1 = Pos Y = 0
type = S
physics = S
[State 120, 3]
type = StateTypeSet
trigger1 = 1
trigger1 = Pos Y != 0
type = A
physics = N
[State 1005, CS3]
type = SelfState
trigger1 = time = 100
trigger1 = Life < 2
value = 5050
[State 1005, attempt]
type = Varset
trigger1 = time = 0
V = 23
Value = Anim
[State 1005, FREEZE]
type = Changeanim
trigger1 = time != 0
value = Var(23)
elem = animelemno(0)
[State 1005, Frosty color]
type = palFX
trigger1 = time != 0
add = 100,150,250
mul = 200,200,200
time = 2
[State 1005, VELSET]
type = velset
trigger1 = 1
X = 0
Y = 0
[State 1005, VEL1]
type = posadd
trigger1 = time = 0
trigger2 = time = 10
trigger3 = time = 20
X = 2.5
[State 1005, VEL2]
type = posadd
trigger1 = time = 5
trigger2 = time = 15
trigger3 = time = 25
X = - 2.5
[State 1005, CS]
type = SelfState
trigger1 = time = 150
trigger1 = Pos Y > -1
value = 0
ctrl = 1
[State 1005, CSZ]
type = Changestate
trigger1 = time = 150
trigger1 = Pos Y < 0
value = 1082
;--------------
[Statedef 1081]
type = S
movetype= H
physics = N
velset = 0,0
[State 1005, CS]
type = SelfState
trigger1 = time = 0
trigger1 = Pos Y > -1
value = 0
ctrl = 1
[State 1005, CSZ]
type = Changestate
trigger1 = time = 0
trigger1 = Pos Y < 0
value = 1082
;------------------------
[Statedef 1082]
type = S
movetype= H
physics = N
velset = 0,4
ctrl = 0
anim = 5070
[State 1006, VELADD]
type = Veladd
trigger1 = Pos Y < 0
Y = .75
[State 1006, Hit ground A]
type = Velset
trigger1 = Pos Y > 0
Y = 0
[State 1006, Hit ground A]
type = Posset
trigger1 = Pos Y > 0
trigger1 = Vel Y = 0
Y = 0
[State 1006, Hit Ground C]
type = SelfState
trigger1 = vel Y = 0
trigger1 = Pos Y = 0
value = 5100