;--------------------------------------------------------------------------- ;Super Moves ;--------------------------------------------------------------------------- ;You can control the Projectile, just press button. ;(U = Up | D = Down) ;(L = Left | R = Right) ;(Press "U" can be toward the top) ;(Press "D" can go to the following) ;(Press "R" can speed up) ;(Press "L" no effect) ;(and Shovel surfing can.) ;--------------------------------------------------------------------------------------------- ;Krabby Patty Gun [Statedef 1000] type = S movetype= A physics = N juggle = 1 velset = 0,0 poweradd = 0 anim = 1000 ctrl = 0 sprpriority = 2 [State 25002, PlaySnd] type = PlaySnd trigger1 = ANIMELEM = 3 value = 0,0 [State 3100, Ground Flash] type = Explod trigger1 = AnimElem = 3 anim = 8500 ID = 8500 postype = P1 pos = 70,-40 sprpriority = 3 ownpal = 1 supermovetime = 0 [State 3100, Ground Flash] type = Explod trigger1 = AnimElem = 3 anim = 6666 ID = 8400 postype = P1 pos = -40,0 sprpriority = 3 ownpal = 1 supermovetime = 0 [State 520, Helper] type = Helper trigger1 = ANIMELEM = 3 ID = 1002 pos = 70,-50 postype = p1 stateno = 1002 helpertype = normal name = "Krabby Patty" keyctrl = 0 ownpal = 1 supermovetime = 1 [State 520, Helper] type = Helper triggerall = palno = 12 trigger1 = ANIMELEM = 3 trigger2 = ANIMELEM = 4 trigger3 = ANIMELEM = 5 trigger4 = ANIMELEM = 6 ID = 1002 pos = 70,-50 postype = p1 stateno = 1002 helpertype = normal name = "Krabby Patty" keyctrl = 0 ownpal = 1 supermovetime = 1 [State 1000, Fim] type = ChangeState trigger1 = AnimTime = 0 value = ifelse (pos Y <0,50,0) ctrl = 1 ;(ps. ;--------------------------------------------------------------------------------------------- ;Patty Hamburger [StateDef 1002] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1002 poweradd = 20 sprpriority = 2 [State 0, ChangeState] type = ChangeState trigger1 = moveHit value = 1003 [State 25000, 1] type = HitOverride trigger1 = Time = 1 attr = SCA, AA, AP, AT stateno = 1003 time = -1 [State 521, VelSet] type = VelSet trigger1 = time >= 0 x = 5 [State 20801, 2] type = PosAdd trigger1 = parent,command = "holdup" y = -1 [State 20801, 2] type = PosAdd trigger1 = parent,command = "holdfwd" x = 2 [State 20801, 2] type = PosAdd trigger1 = parent,command = "holddown" y = 1 [State 0, ChangeState] type = ChangeState trigger1 = MoveGuarded value = 1003 [State 5300, PosSet] type = PosSet trigger1 = pos y > 0 y = 0 [State 521, AngleSet] type = AngleSet trigger1 = Time = 0 value = 1 [State 521, AngleDraw] type = AngleDraw trigger1 = 1 [State 521, AngleMul] type = AngleAdd trigger1 = Time > 0 value = -15 [State 521, 1] type = HitDef triggerall = parent,var(24) = 0 trigger1 = AnimElem = 1 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 = -3 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-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 = Projectile triggerall = parent,var(24) = 1 trigger1 = AnimElem = 1 attr = S, SA projanim = anim projremove = 3 projremovetime = 3 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 = -3 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-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, end] type = Destroyself trigger1 = movecontact trigger2 = time = 100 ;--------------------------------------------------------------------------------------------- ;Patty Hamburger hit [StateDef 1003] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1002 poweradd = 20 sprpriority = 2 [State 521, VelSet] type = VelSet trigger1 = time >= 0 x = -15 y = -10 [State 521, AngleSet] type = AngleSet trigger1 = Time = 0 value = 1 [State 521, AngleDraw] type = AngleDraw trigger1 = 1 [State 521, AngleMul] type = AngleAdd trigger1 = Time > 0 value = -15 [State 521, end] type = Destroyself trigger1 = movecontact trigger2 = time = 20 ;--------------------------------------------------------------------------- [Statedef 1100] type = S movetype= A physics = N juggle = 1 velset = 0,0 poweradd = 0 anim = 1100 ctrl = 0 sprpriority = 2 [State 3100, Ground Flash] type = Explod trigger1 = AnimElem = 1 anim = 6666 ID = 8400 postype = P1 pos = -40,0 sprpriority = 3 ownpal = 1 supermovetime = 0 [State 200, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 1100,0 [State 200, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = s1,4 [State 520, Helper] type = Helper trigger1 = ANIMELEM = 2 ID = 1060 pos = 10,-45 postype = p1 stateno = 1060 helpertype = normal name = "Spatula" keyctrl = 0 ownpal = 1 supermovetime = 1 [State 520, Helper] type = Helper triggerall = palno = 12 trigger1 = ANIMELEM = 2 trigger2 = ANIMELEM = 3 trigger3 = ANIMELEM = 4 trigger4 = ANIMELEM = 5 ID = 1060 pos = 10,-45 postype = p1 stateno = 1060 helpertype = normal name = "Spatula" keyctrl = 0 ownpal = 1 supermovetime = 1 [State 1000, Fim] type = ChangeState trigger1 = AnimTime = 0 value = ifelse (pos Y <0,50,0) ctrl = 1 ;--------------------------------------------------------------------------------------------- ;Spatula [StateDef 1060] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1060 poweradd = 20 sprpriority = 2 [State 0, ChangeState] type = ChangeState trigger1 = moveHit value = 1061 [State 25000, 1] type = HitOverride trigger1 = Time = 1 attr = SCA, AA, AP, AT stateno = 1061 time = -1 [State 5300, PosSet] type = PosSet trigger1 = pos y > 0 y = 0 [State 521, VelSet] type = VelSet trigger1 = time >= 0 x = 10 [State 20801, 2] type = PosAdd trigger1 = parent,command = "holdup" y = -6 [State 20801, 2] type = PosAdd trigger1 = parent,command = "holdfwd" x = 2 [State 20801, 2] type = PosAdd trigger1 = parent,command = "holddown" y = 6 [State 0, ChangeState] type = ChangeState trigger1 = MoveGuarded value = 1061 [State 5300, PosSet] type = PosSet trigger1 = pos y > 0 y = 0 [State 521, 1] type = HitDef triggerall = parent,var(24) = 0 trigger1 = !time trigger2 = time%14 = 0 attr = S, SA animtype = Low damage = 20, 1 animtype = heavy guardflag = MA hitflag = MAFDP priority = 3, Hit pausetime = 8,8 sparkno = s8224 sparkxy = -10, -10 hitsound = S8000,1 guardsound = S8500,0 guard.sparkno = S8500 ground.type = Low ground.slidetime = 25 ground.hittime = 25 ground.velocity = -6 air.animtype = Back air.velocity = -4,-6 air.juggle = 3 air.fall = 1 down.velocity = -4,-6 down.hittime = 30 down.bounce = 0 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 = Projectile triggerall = parent,var(24) = 1 trigger1 = !time trigger2 = time%14 = 0 attr = S, SA projanim = anim projremove = 3 projremovetime = 3 animtype = Low damage = 20, 1 animtype = heavy guardflag = MA hitflag = MAFDP priority = 3, Hit pausetime = 8,8 sparkno = s8224 sparkxy = -10, -10 hitsound = S8000,1 guardsound = S8500,0 guard.sparkno = S8500 ground.type = Low ground.slidetime = 25 ground.hittime = 25 ground.velocity = -6 air.animtype = Back air.velocity = -4,-6 air.juggle = 3 air.fall = 1 down.velocity = -4,-6 down.hittime = 30 down.bounce = 0 palfx.time = 5 palfx.add = 256,256,256 palfx.mul = 256,256,256 palfx.sinadd = -256,256,256,1 palfx.color = 0; [State 521, end] type = Destroyself trigger1 = movecontact trigger2 = time = 100 ;--------------------------------------------------------------------------------------------- ;Spatula [StateDef 1061] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1060 poweradd = 20 sprpriority = 2 [State 521, VelSet] type = VelSet trigger1 = time >= 0 x = 10 [State 5300, PosSet] type = PosSet trigger1 = pos y > 0 y = 0 [State 20801, 2] type = PosAdd trigger1 = parent,command = "holdup" y = -6 [State 20801, 2] type = PosAdd trigger1 = parent,command = "holddown" y = 6 [State 0, ChangeState] type = ChangeState trigger1 = moveHit value = 1062 [State 25000, 1] type = HitOverride trigger1 = Time = 1 attr = SCA, AA, AP, AT stateno = 1062 time = -1 [State 0, ChangeState] type = ChangeState trigger1 = MoveGuarded value = 1062 [State 521, 1] type = HitDef triggerall = parent,var(24) = 0 trigger1 = !time trigger2 = time%14 = 0 attr = S, SA animtype = Low damage = 20, 1 animtype = heavy guardflag = MA hitflag = MAFDP priority = 3, Hit pausetime = 8,8 sparkno = s8224 sparkxy = -10, -10 hitsound = S8000,1 guardsound = S8500,0 guard.sparkno = S8500 ground.type = Low ground.slidetime = 25 ground.hittime = 25 ground.velocity = -6 air.animtype = Back air.velocity = -4,-6 air.juggle = 3 air.fall = 1 down.velocity = -4,-6 down.hittime = 30 down.bounce = 0 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 = Projectile triggerall = parent,var(24) = 0 trigger1 = !time trigger2 = time%14 = 0 attr = S, SA projanim = anim projremove = 3 projremovetime = 3 animtype = Low damage = 20, 1 animtype = heavy guardflag = MA hitflag = MAFDP priority = 3, Hit pausetime = 8,8 sparkno = s8224 sparkxy = -10, -10 hitsound = S8000,1 guardsound = S8500,0 guard.sparkno = S8500 ground.type = Low ground.slidetime = 25 ground.hittime = 25 ground.velocity = -6 air.animtype = Back air.velocity = -4,-6 air.juggle = 3 air.fall = 1 down.velocity = -4,-6 down.hittime = 30 down.bounce = 0 palfx.time = 5 palfx.add = 256,256,256 palfx.mul = 256,256,256 palfx.sinadd = -256,256,256,1 palfx.color = 0; [State 521, end] type = Destroyself trigger1 = movecontact trigger2 = time = 100 ;--------------------------------------------------------------------------------------------- ;Spatula [StateDef 1062] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1060 poweradd = 20 sprpriority = 2 [State 521, VelSet] type = VelSet trigger1 = time >= 0 x = 10 [State 5300, PosSet] type = PosSet trigger1 = pos y > 0 y = 0 [State 20801, 2] type = PosAdd trigger1 = parent,command = "holdup" y = -6 [State 20801, 2] type = PosAdd trigger1 = parent,command = "holddown" y = 6 [State 0, ChangeState] type = ChangeState trigger1 = moveHit value = 1063 [State 25000, 1] type = HitOverride trigger1 = Time = 1 attr = SCA, AA, AP, AT stateno = 1063 time = -1 [State 0, ChangeState] type = ChangeState trigger1 = MoveGuarded value = 1063 [State 521, 1] type = HitDef triggerall = parent,var(24) = 0 trigger1 = !time trigger2 = time%14 = 0 attr = S, SA animtype = Low damage = 20, 1 animtype = heavy guardflag = MA hitflag = MAFDP priority = 3, Hit pausetime = 8,8 sparkno = s8224 sparkxy = -10, -10 hitsound = S8000,1 guardsound = S8500,0 guard.sparkno = S8500 ground.type = Low ground.slidetime = 25 ground.hittime = 25 ground.velocity = -6 air.animtype = Back air.velocity = -4,-6 air.juggle = 3 air.fall = 1 down.velocity = -4,-6 down.hittime = 30 down.bounce = 0 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 = projectile triggerall = parent,var(24) = 1 trigger1 = !time trigger2 = time%14 = 0 attr = S, SA projanim = anim projremove = 3 projremovetime = 3 animtype = Low damage = 20, 1 animtype = heavy guardflag = MA hitflag = MAFDP priority = 3, Hit pausetime = 8,8 sparkno = s8224 sparkxy = -10, -10 hitsound = S8000,1 guardsound = S8500,0 guard.sparkno = S8500 ground.type = Low ground.slidetime = 25 ground.hittime = 25 ground.velocity = -6 air.animtype = Back air.velocity = -4,-6 air.juggle = 3 air.fall = 1 down.velocity = -4,-6 down.hittime = 30 down.bounce = 0 palfx.time = 5 palfx.add = 256,256,256 palfx.mul = 256,256,256 palfx.sinadd = -256,256,256,1 palfx.color = 0; [State 521, end] type = Destroyself trigger1 = movecontact trigger2 = time = 100 ;--------------------------------------------------------------------------------------------- ;Spatula [StateDef 1063] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1060 poweradd = 20 sprpriority = 2 [State 521, VelSet] type = VelSet trigger1 = time >= 0 x = 10 [State 5300, PosSet] type = PosSet trigger1 = pos y > 0 y = 0 [State 20801, 2] type = PosAdd trigger1 = parent,command = "holdup" y = -6 [State 20801, 2] type = PosAdd trigger1 = parent,command = "holddown" y = 6 [State 0, ChangeState] type = ChangeState trigger1 = moveHit value = 1064 [State 25000, 1] type = HitOverride trigger1 = Time = 1 attr = SCA, AA, AP, AT stateno = 1064 time = -1 [State 0, ChangeState] type = ChangeState trigger1 = MoveGuarded value = 1064 [State 521, 1] type = HitDef triggerall = parent,var(24) = 0 trigger1 = !time trigger2 = time%14 = 0 attr = S, SA projanim = anim projremove = 3 projremovetime = 3 animtype = Low damage = 20, 1 animtype = heavy guardflag = MA hitflag = MAFDP priority = 3, Hit pausetime = 8,8 sparkno = s8224 sparkxy = -10, -10 hitsound = S8000,1 guardsound = S8500,0 guard.sparkno = S8500 ground.type = Low ground.slidetime = 25 ground.hittime = 25 ground.velocity = -6 air.animtype = Back air.velocity = -4,-6 air.juggle = 3 air.fall = 1 down.velocity = -4,-6 down.hittime = 30 down.bounce = 0 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 = Projectile triggerall = parent,var(24) = 0 trigger1 = !time trigger2 = time%14 = 0 attr = S, SA animtype = Low projanim = anim projremove = 3 projremovetime = 3 damage = 20, 1 animtype = heavy guardflag = MA hitflag = MAFDP priority = 3, Hit pausetime = 8,8 sparkno = s8224 sparkxy = -10, -10 hitsound = S8000,1 guardsound = S8500,0 guard.sparkno = S8500 ground.type = Low ground.slidetime = 25 ground.hittime = 25 ground.velocity = -6 air.animtype = Back air.velocity = -4,-6 air.juggle = 3 air.fall = 1 down.velocity = -4,-6 down.hittime = 30 down.bounce = 0 palfx.time = 5 palfx.add = 256,256,256 palfx.mul = 256,256,256 palfx.sinadd = -256,256,256,1 palfx.color = 0; [State 521, end] type = Destroyself trigger1 = movecontact trigger2 = time = 100 ;--------------------------------------------------------------------------------------------- ;Spatula 4x [StateDef 1064] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1061 poweradd = 20 sprpriority = 2 [State 521, AngleSet] type = AngleSet trigger1 = Time = 0 value = 1 [State 521, AngleDraw] type = AngleDraw trigger1 = 1 [State 521, AngleMul] type = AngleAdd trigger1 = Time > 0 value = 25 [State 521, VelSet] type = VelSet trigger1 = time >= 0 x = -3 [State 5300, PosAdd] type = PosAdd trigger1 = time >= 0 y = -3 [State 200, ChangeState] type = ChangeState trigger1 = time = 15 value = 1065 ctrl = 1 ;--------------------------------------------------------------------------------------------- ;Spatula Fall [StateDef 1065] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1061 poweradd = 20 sprpriority = 2 [State 521, AngleSet] type = AngleSet trigger1 = Time = 0 value = 1 [State 521, AngleDraw] type = AngleDraw trigger1 = 1 [State 521, AngleMul] type = AngleAdd trigger1 = Time > 0 value = 25 [State 521, VelSet] type = VelSet trigger1 = time >= 0 x = -5 [State 5300, PosAdd] type = PosAdd trigger1 = pos y < 0 y = 5 [State 5300, PosSet] type = PosSet trigger1 = pos y > 0 y = 0 [State 521, end] type = Destroyself trigger1 = movecontact trigger2 = time = 20 ;--------------------------------------------------------------------------------------------- [Statedef 1020] type = A movetype= A juggle = 1 ctrl = 0 anim = 1020 velset = 0,0 poweradd = 10 sprpriority = 2 [State 1000, AfterImage] type = AfterImage trigger1 = animelem = 1 time = 79 length = 20 palcolor = 256 [State 1020, 1] ;Prevent run from canceling into walk type = AssertSpecial trigger1 = 1 flag = NoWalk [State 1120, 2] ;Prevent from turning type = AssertSpecial trigger1 = 1 flag = NoAutoTurn [State 1120, 3] type = PlaySnd trigger1 = time = 3 value = 1100,1 channel = 0 [State 1120, 5] type = PlaySnd trigger1 = AnimElem = 7 value = 2, 4 [State 1120, 6] type = Explod trigger1 = time < 15 trigger1 = (time % 4) = 1 ID = 41 anim = 2222 postype = p1 pos = -20, -40 bindtime = 1 removetime = -2 vel = -1, 0 ownpal = 1 random = 20, 60 sprpriority = 2 [State 1120, 7] type = Explod trigger1 = time < 15 trigger1 = (time % 4) = 0 ID = 42 anim = 2222 postype = p1 pos = -20, -40 bindtime = 1 removetime = -2 vel = -.8, 0 ownpal = 1 random = 20, 60 sprpriority = 2 [State 1120, dash dust] type = Explod trigger1 = Time = 7 anim = 2223 ID = 2223 pos = 0,6 scale = 1,0.5 sprpriority = 8 ownpal = 1 ignorehitpause = 1 [State 1120, 8] type = VelAdd triggerall = Vel X > 0 trigger1 = time > 15 x = -.3 [State 1120, 9] type = Explod trigger1 = time = [16,35] trigger1 = (time % 4) = 0 ID = 43 anim = 6000 postype = p1 pos = 10, 0 bindtime = 1 removetime = -2 vel = -.2, 0 ownpal = 1 sprpriority = 2 [State 1020, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = s1000,1 [State 1020, PlaySnd] type = PlaySnd trigger1 = AnimElem = 10 value = s1000,1 [State 5300, PosAdd] type = PosAdd trigger1 = pos y < 0 y = 1 [State 5300, PosSet] type = PosSet trigger1 = pos y > 0 y = 0 [State 1020,Shovel surfing] type = HitDef triggerall = var(24)=0 trigger1 = Time = 0 attr = S, SA damage = 30,3 animtype = hard guardflag = MA hitflag = MAF priority = 3,Hit pausetime = 0,8 sparkno = s8224 guard.sparkno =s6767 sparkxy = -10,-60 hitsound = s8000,1 guardsound = S8500,0 ground.type = High ground.slidetime = 5 ground.hittime = 24 ground.velocity = -4,0 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 24 palfx.time = 5 palfx.add = 256,256,256 palfx.mul = 256,256,256 palfx.sinadd = -256,256,256,1 palfx.color = 0; [State 2005,Shovel surfing] type = VelSet trigger1 = AnimElem = 6 trigger2 = AnimElem = 7 trigger3 = AnimElem = 8 trigger4 = AnimElem = 9 trigger5 = AnimElem = 10 X = 4 [State 1020,Shovel surfing] type = PlaySnd trigger1 = AnimElem = 5 value = 1000, 15 [State 1020,Shovel surfing] type = ChangeState trigger1 = AnimTime = 0 value = 1120 ;--------------------------------------------------------------------------------------------- [Statedef 1120] type = A movetype= Aき継ぐ juggle = 1 ctrl = 0 anim = 1120 poweradd = 10 sprpriority = 2 [State 5300, PosAdd] type = PosAdd trigger1 = pos y < 0 y = 1 [State 5300, PosSet] type = PosSet trigger1 = pos y > 0 y = 0 [State 1120, 1] ;Prevent run from canceling into walk type = AssertSpecial trigger1 = 1 flag = NoWalk [State 1120, 2] ;Prevent from turning type = AssertSpecial trigger1 = 1 flag = NoAutoTurn [State 1120, 3] type = PlaySnd trigger1 = time = 3 value = 1100,1 channel = 0 [State 1120, 5] type = PlaySnd trigger1 = AnimElem = 7 value = 2, 4 [State 1120, 6] type = Explod trigger1 = time < 15 trigger1 = (time % 4) = 1 ID = 41 anim = 2222 postype = p1 pos = -20, -40 bindtime = 1 removetime = -2 vel = -1, 0 ownpal = 1 random = 20, 60 sprpriority = 2 [State 1120, 7] type = Explod trigger1 = time < 15 trigger1 = (time % 4) = 0 ID = 42 anim = 2222 postype = p1 pos = -20, -40 bindtime = 1 removetime = -2 vel = -.8, 0 ownpal = 1 random = 20, 60 sprpriority = 2 [State 1120, dash dust] type = Explod trigger1 = Time = 7 anim = 2223 ID = 2223 pos = 0,6 scale = 1,0.5 sprpriority = 8 ownpal = 1 ignorehitpause = 1 [State 1120, 8] type = VelAdd triggerall = Vel X > 0 trigger1 = time > 15 x = -.3 [State 1120, 9] type = Explod trigger1 = time = [16,35] trigger1 = (time % 4) = 0 ID = 43 anim = 6000 postype = p1 pos = 10, 0 bindtime = 1 removetime = -2 vel = -.2, 0 ownpal = 1 sprpriority = 2 [State 1120,Shovel surfing2] type = HitDef triggerall = var(24)=0 trigger1 = Time = 0 attr = S, SAです damage = 30,3 animtype = hard guardflag = MAれます) hitflag = MAF priority = 3,Hit pausetime = 0, 8 sparkno = s8224 guard.sparkno =s6767 sparkxy = -10, -60 hitsound = s8000,2 guardsound = S8500,0 ground.type = High ground.slidetime = 5 ground.hittime = 24 ground.velocity = -4,0 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 24 palfx.time = 5 palfx.add = 256,256,256 palfx.mul = 256,256,256 palfx.sinadd = -256,256,256,1 palfx.color = 0; [State 2005,Shovel surfing] type = VelSet trigger1 = AnimElem = 1 trigger2 = AnimElem = 2 trigger3 = AnimElem = 3 trigger4 = AnimElem = 4 trigger5 = AnimElem = 5 trigger6 = AnimElem = 6 X = 1.5;const(velocity.run.fwd.x) [State 1120,Shovel surfing] type = ChangeState trigger1 = AnimTime = 0 value = 2322 ;--------------------------------------------------------------------------------------------- [Statedef 2322] type = A movetype= A juggle = 1 velset = 0,0 ctrl = 0 anim = 2322 poweradd = 10 sprpriority = 2 [State 5300, PosAdd] type = PosAdd trigger1 = pos y < 0 y = 10 [State 5300, PosSet] type = PosSet trigger1 = pos y > 0 y = 0 [State 1120, 1] ;Prevent run from canceling into walk type = AssertSpecial trigger1 = 1 flag = NoWalk [State 1120, 2] ;Prevent from turning type = AssertSpecial trigger1 = 1 flag = NoAutoTurn [State 1120, 5] type = PlaySnd trigger1 = AnimElem = 7 value = 2, 4 [State 1120, 6] type = Explod trigger1 = time < 15 trigger1 = (time % 4) = 1 ID = 41 anim = 2222 postype = p1 pos = -20, -40 bindtime = 1 removetime = -2 vel = -1, 0 ownpal = 1 random = 20, 60 sprpriority = 2 [State 1120, 7] type = Explod trigger1 = time < 15 trigger1 = (time % 4) = 0 ID = 42 anim = 2222 postype = p1 pos = -20, -40 bindtime = 1 removetime = -2 vel = -.8, 0 ownpal = 1 random = 20, 60 sprpriority = 2 [State 1120, dash dust] type = Explod trigger1 = Time = 7 anim = 2223 ID = 2223 pos = 0,6 scale = 1,0.5 sprpriority = 8 ownpal = 1 ignorehitpause = 1 [State 1120, 8] type = VelAdd triggerall = Vel X > 0 trigger1 = time > 15 x = -.3 [State 1120, 9] type = Explod trigger1 = time = [16,35] trigger1 = (time % 4) = 0 ID = 43 anim = 6000 postype = p1 pos = 10, 0 bindtime = 1 removetime = -2 vel = -.2, 0 ownpal = 1 sprpriority = 2 [State 2322, PlaySnd] type = PlaySnd trigger1 = AnimElem = 6 value = s8888,0 [State 2301,Shovel surfing3] type = HitDef triggerall = var(24)=0 trigger1 = Time = 0 attr = S, SA す damage = 30,3 animtype = hard guardflag = MA されます) hitflag = MAF priority = 3,Hit pausetime = 0,8 sparkno = s8224 guard.sparkno =s6767 sparkxy = -10,-60 hitsound = s8000,2 guardsound = S8500,0 ground.type = High足払い ground.slidetime = 5 ground.hittime = 24 ground.velocity = -4,0 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime =24 palfx.time = 5 palfx.add = 256,256,256 palfx.mul = 256,256,256 palfx.sinadd = -256,256,256,1 palfx.color = 0; [State 2322,Shovel surfing] type = PlayerPush trigger1 = alive = 1 value = 0 [State 222,Shovel surfing] type = VelSet trigger1 = AnimElem = 1 trigger2 = AnimElem = 2 trigger3 = AnimElem = 3 trigger4 = AnimElem = 4 trigger5 = AnimElem = 5 trigger6 = AnimElem = 6 X = 12;const(velocity.run.fwd.x) [State 2322,Shovel surfing] type = ChangeState trigger1 = AnimTime = 0 value = ifelse (pos Y <0,50,0) ctrl = 1 ;--------------------------------------------------------------------------------------------- ;Bubble [Statedef 1200] type = S movetype= A physics = N juggle = 1 velset = 0,0 poweradd = 0 anim = 1200 ctrl = 0 sprpriority = 2 [State 2322, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = s12,2 [State 1200, Helper] type = Helper trigger1 = animelem = 2 ID = 1201 pos = 49,-60 postype = p1 stateno = 1201 name = "Bubble" accel = 0,0.4 ownpal = 1 supermovetime = 1 [State 1200, Helper] type = Helper triggerall = palno = 12 trigger1 = animelem = 2 ID = 1201 pos = 59,30 postype = p1 stateno = 1201 name = "Bubble" accel = 0,0.4 ownpal = 1 supermovetime = 1 [State 1200, Helper] type = Helper triggerall = palno = 12 trigger1 = animelem = 2 ID = 1201 pos = 59,-30 postype = p1 stateno = 1201 name = "Bubble" accel = 0,0.4 ownpal = 1 supermovetime = 1 [State 1000, Fim] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------------------------- ;Bubble [StateDef 1201] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1201 poweradd = 20 sprpriority = 2 [State 0, ChangeState] type = ChangeState trigger1 = moveHit value = 1202 [State 25000, 1] type = HitOverride trigger1 = Time = 1 attr = SCA, AA, AP, AT stateno = 1202 time = -1 [state 3031] type = varset trigger1 = time = 0 fvar(0) = 0 [state 3031] type = varadd trigger1 = time = 0 fv = 0 value = 0.5 ignorehitpause = 1 [state 3031] type = angledraw trigger1 = 1 scale = fvar(0), fvar(0) ignorehitpause = 1 [State 521, VelSet] type = VelSet trigger1 = time >= 0 x = 1 [State 20801, 2] type = PosAdd trigger1 = parent,command = "holdup" y = -1 [State 20801, 2] type = PosAdd trigger1 = parent,command = "holdfwd" x = 1 [State 20801, 2] type = PosAdd trigger1 = parent,command = "holddown" y = 1 [State 0, ChangeState] type = ChangeState trigger1 = MoveGuarded value = 1202 [State 5300, PosSet] type = PosSet trigger1 = pos y > 0 y = 0 [State 521, 1] type = HitDef triggerall = parent,var(24) = 0 trigger1 = time = 0 attr = S, SA damage = 0,0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 2,1 sparkno = s33000 sparkxy = -10, -10 hitsound = S12,0 guardsound = s12,0 ground.type = High ground.sparkno = s33000 ground.slidetime = 5 ground.hittime = 14 ground.velocity = -3 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 p2stateno = 2150 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 = Projectile triggerall = parent,var(24) = 1 trigger1 = time = 0 attr = S, SA projanim = anim projremove = 10 projremovetime = 3 damage = 0,0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 2,1 sparkno = s33000 sparkxy = -10, -10 hitsound = S12,0 guardsound = s12,0 ground.type = High ground.sparkno = s33000 ground.slidetime = 5 ground.hittime = 14 ground.velocity = -3 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 p2stateno = 2150 palfx.time = 5 palfx.add = 256,256,256 palfx.mul = 256,256,256 palfx.sinadd = -256,256,256,1 palfx.color = 0 [State 521, end] type = Destroyself trigger1 = movecontact trigger2 = time = 250 ;--------------------------------------------------------------------------------------------- ;Bubble [StateDef 1202] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1202 poweradd = 20 sprpriority = 2 [State 521, AngleSet] type = AngleSet trigger1 = Time = 0 value = 1 [State 521, AngleDraw] type = AngleDraw trigger1 = 1 [State 521, end] type = Destroyself trigger1 = movecontact trigger2 = time = 100 ;---------------------------------------------------------------------------------------------- ;P2 dizzy State [Statedef 2150] type = U physics = N movetype = I anim = 5300 velset = 0,0 [State 5300, PosAdd] type = PosAdd trigger1 = pos y < 0 y = 10 [State 5300, PosSet] type = PosSet trigger1 = pos y > 0 y = 0 [State 5300, SelfState] type = SelfState trigger1 = Time = 100 value = 5040 [State 2200, CtrlSet] type = SelfState trigger1 = Time = 100 trigger1 = statetype = A value = 5040 ctrl = 1 ;--------------------------------------------------------------------------------------------- ;bo bo Bubble Bomb [Statedef 1230] type = S movetype= A physics = N juggle = 1 velset = 0,0 poweradd = 0 anim = 1200 ctrl = 0 sprpriority = 2 [State 2322, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = s12,2 [State 321,Bubble Bomb] type = Projectile triggerall = var(5) = 0 trigger1 = AnimElem = 2 attr = S, SP damage = 50,5 getpower = 10,0 animtype = Hard pausetime = 0,12 offset = 25,-55 velocity = 4,-3 accel = 0,0.4 projID = 1203 projanim = 1203 projhitanim = 1007 projremanim = 8510 projcancelanim = 1007 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projsprpriority = 2 projremove = 1 projremovetime = -1 projedgebound = 0 projstagebound = 0 projheightbound = -100,-20 guardflag = MA priority = 3 sparkno = s8224 sparkxy = 0,0 guard.sparkno = 1202 hitsound = s12,1 guardsound = S8500,0 ground.type = High ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 envshake.time = 8 envshake.ampl = 6 envshake.freq = 100 palfx.time = 5 palfx.add = 256,256,256 palfx.mul = 256,256,256 palfx.sinadd = -256,256,256,1 palfx.color = 0; [State 1200, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;patty Frisbee [Statedef 1400] type = S movetype= A physics = N juggle = 1 velset = 0,0 poweradd = 0 anim = 1400 ctrl = 0 sprpriority = 2 [State 3002, 1] type = HitDef triggerall = var(24) = 0 trigger1 = AnimElem = 22 attr = S,NA damage = 20,1 animtype = High guardflag = MA hitflag = MAF priority = 1, Hit pausetime = 11,11 sparkno = s8202 sparkxy = -10, -60 guard.sparkno = s6767 hitsound = s8000,4 guardsound = S8500,0 ground.type = High ground.slidetime = 18 ground.hittime = 18 ground.velocity = -6 air.type = Low air.hittime = 18 air.velocity = -6,-7 envshake.time = 7 envshake.ampl = 7 fall.envshake. = 7 fall.envshake.freq = 7 fall.envshake.ampl = 7 [State 1401, 1] type = Projectile trigger1 = AnimElem = 22 projanim = 1401 projhitanim = 5555 projpriority = 5555 projheightbound = -240, 100 projedgebound = 100 projscreenbound = 100 projshadow = -1 offset = 63,-73 velocity = 3,2 accel = 3,-3 attr = S, SP damage = 15,2 animtype = heavy guardflag = MA hitflag = MAFDP pausetime = 10,10 hitsound = s8000,0 guardsound = S8500,0 sparkxy = -20,-12 sparkno = s8224 ground.type = Low ground.slidetime = 25 ground.hittime = 25 ground.velocity = -6 air.animtype = Back air.velocity = -4,-6 air.juggle = 3 fall = 1 air.fall = 1 down.velocity = -4,-6 down.hittime = 30 down.bounce = 1 palfx.time = 10 palfx.add = 256,256,256 palfx.mul = 256,256,256 palfx.sinadd = -256,256,256,1 palfx.color = 0; [State 1200, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;SB2 AIR KICK [Statedef 1420] type = A movetype= A physics = N juggle = 1 velset = 0,0 poweradd = 15 anim = 1420 ctrl = 0 sprpriority = 1 [State 1020, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = s1420,0 [State 1120, HitDef] type = HitDef triggerall = var(24)=0 trigger1 = Animelem = 2 trigger2 = animelem = 4 trigger3 = animelem = 6 trigger4 = animelem = 8 trigger5 = Animelem = 10 trigger6 = animelem = 12 trigger7 = animelem = 14 trigger8 = animelem = 16 trigger9 = animelem = 18 trigger10 = animelem = 20 trigger11 = animelem = 22 attr = S,NA damage = 10,3 animtype = Medium guardflag = MA hitflag = MAF priority = 4, Hit pausetime = 5,10 sparkno = s8200 sparkxy = -10,-60 guard.sparkno = s6767 hitsound = S8000,1 guardsound = S8500,0 ground.type = Low ground.slidetime = 0 ground.hittime = 15 ground.velocity = 10,-10 air.type = Low air.hittime = 15 air.velocity = -10,-10 envshake.time = 1 envshake.ampl = 1 palfx.time = 5 palfx.add = 256,256,256 palfx.mul = 256,256,256 palfx.sinadd = -256,256,256,1 palfx.color = 0; [State 3002, 1] type = HitDef triggerall = var(24) = 0 trigger1 = AnimElem = 24 attr = S,NA damage = 20,1 animtype = High guardflag = MA hitflag = MAF priority = 1, Hit pausetime = 11,11 sparkno = s8202 sparkxy = -10, -60 guard.sparkno = s6767 hitsound = s8000,4 guardsound = S8500,0 ground.type = High ground.slidetime = 18 ground.hittime = 18 ground.velocity = -6 air.type = Low air.hittime = 18 air.velocity = 6,-7 envshake.time = 7 envshake.ampl = 7 fall.envshake. = 7 fall.envshake.freq = 7 fall.envshake.ampl = 7 palfx.time = 10 palfx.add = 256,256,256 palfx.mul = 256,256,256 palfx.sinadd = -256,256,256,1 palfx.color = 0; [State 100, dash dust] type = Explod trigger1 = Time = 1 anim = 2223 ID = 2223 pos = 0,6 scale = 1,0.5 sprpriority = 8 ownpal = 1 ignorehitpause = 1 [State 100, 9] type = Explod trigger1 = time = [16,35] trigger1 = (time % 4) = 0 ID = 43 anim = 6000 postype = p1 pos = 10, 0 bindtime = 1 removetime = -2 vel = -.2, 0 ownpal = 1 sprpriority = 2 [State 100, 6] type = Explod trigger1 = time < 15 trigger1 = (time % 4) = 1 ID = 41 anim = 2222 postype = p1 pos = -20, -40 bindtime = 1 removetime = -2 vel = -1, 0 ownpal = 1 random = 20, 60 sprpriority = 2 [State 3100, Ground Flash] type = Explod trigger1 = AnimElem = 1 anim = 6666 ID = 8400 postype = P1 pos = -40,0 sprpriority = 3 ownpal = 1 supermovetime = 0 [State 0, VelSet] type = VelSet trigger1 = animelem = 2 x = 20 y = 0 [State 5300, PosAdd] type = PosAdd trigger1 = pos y < 0 y = 1 [State 5300, PosSet] type = PosSet trigger1 = pos y > 0 y = 0 [State 1000, Fim] type = ChangeState trigger1 = AnimTime = 0 value = ifelse (pos Y <0,50,0) ctrl = 1 ;--------------------------------------------------------------------------------------------- ;Bubble boom [Statedef 1240] type = S movetype= A physics = N velset = 0,0 poweradd = 0 anim = 1211 ctrl = 0 sprpriority = 1 [State 2322, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = s12,2 [State 0, NotHitBy] type = NotHitBy trigger1 = AnimElem = 1 value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT time = 1 [State 520, Helper] type = Helper trigger1 = ANIMELEM = 2 ID = 1210 pos = 30,-53 postype = p1 stateno = 1210 helpertype = normal name = "Bubble boom" keyctrl = 0 ownpal = 1 supermovetime = 1 sprpriority = 2 [State 520, Helper] type = Helper triggerall = palno = 12 trigger1 = ANIMELEM = 2 trigger2 = ANIMELEM = 3 trigger3 = ANIMELEM = 4 ID = 1210 pos = 30,-53 postype = p1 stateno = 1210 helpertype = normal name = "Bubble boom" keyctrl = 0 ownpal = 1 supermovetime = 1 sprpriority = 2 [State 1200, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------------------------- ;Bubble boom [StateDef 1210] type = S movetype= A physics = S juggle = 1 velset = 1,0 ctrl = 0 anim = 1210 [State 521, VelSet] type = VelSet trigger1 = time >= 0 x = 1 [State 2322, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = s12,1 [State 521, 1] type = HitDef triggerall = parent,var(24) = 0 trigger1 = time = 1 attr = S, SA damage = 120,100 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10,10 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 = -20 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -10,-10 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 3031] type = varset trigger1 = time = 0 fvar(0) = 0 [state 3031] type = varadd trigger1 = time%2 = 0 fv = 0 value = 0.1 ignorehitpause = 1 [state 3031] type = angledraw trigger1 = 1 scale = fvar(0), fvar(0) ignorehitpause = 1 [State 521, end] type = Destroyself trigger1 = movecontact trigger2 = time = 50 ;--------------------------------------------------------------------------- ;D-Turbo Throw [Statedef 4521] type = S movetype= A physics = S juggle = 4 poweradd= 60 velset = 0,0 anim = 4521 ctrl = 0 sprpriority = 2 [State 1900, ヘルパーを出す] type = Helper trigger1 = animelem = 3 Persistent = 0 name = "D-turbo" ;ヘルパーの名前 stateno = 4250 ;ヘルパーが最初に行くステート ID = 4250 ;ヘルパーのIDナンバー pos = 75,-40 ;飛び道具の出現位置 postype = p1 ;ヘルパーの最初に出る軸位置の属性(Explodのpostypeと書き方は同じだが効果が少し違う) keyctrl = 0 ;ヘルパーがコントロール可能かどうか(0=操作不可・1=操作可能) ownpal = 1 ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか(Explodのownpalと一緒) size.xscale = 0.7 ;ヘルパーの横のサイズ size.yscale = 0.7 ;ヘルパーの縦のサイズ helpertype = Normal ;ヘルパーの属性:画面スクロールの影響を受けるか否かを決める ;(Player=影響有り・画面外に出られない Normal=影響無し・画面外に出られる) [State 1900, ヘルパーを出す] type = Helper trigger1 = palno = 12 trigger1 = animelem = 3 Persistent = 0 name = "D-turbo" ;ヘルパーの名前 stateno = 4250 ;ヘルパーが最初に行くステート ID = 4250 ;ヘルパーのIDナンバー pos = 35,-45 ;飛び道具の出現位置 postype = p1 ;ヘルパーの最初に出る軸位置の属性(Explodのpostypeと書き方は同じだが効果が少し違う) keyctrl = 0 ;ヘルパーがコントロール可能かどうか(0=操作不可・1=操作可能) ownpal = 1 ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか(Explodのownpalと一緒) size.xscale = 0.7 ;ヘルパーの横のサイズ size.yscale = 0.7 ;ヘルパーの縦のサイズ helpertype = Normal ;ヘルパーの属性:画面スクロールの影響を受けるか否かを決める ;(Player=影響有り・画面外に出られない Normal=影響無し・画面外に出られる) [State 1800, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 3 value = 0, 3 [State 1800, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [State 1051] type = CtrlSet trigger1 = AnimElem = 4 value = 1 ;------------------------------------------------------------------------------- ;bloodring [Statedef 4250] type = A movetype= A physics = N juggle = 0 ctrl = 0 anim = 4252 sprpriority = 3 [State 1000, 0] type = AssertSpecial trigger1 = 1 flag = noshadow [State 210, Width] type = Width trigger1 = 1 value = 0,0 [State 210, ] type = playerpush trigger1 = 1 value = 0 [State 1000, 0] type = PosSet trigger1 = Pos y >= 6 y = 6 [State 1000, 0] type = VelSet trigger1 = 1 y = ifelse(Pos y <= -1,5,0) [State 1000, 0] type = VelSet trigger1 = 1 x = 8 [State 1000, 0] type = Changestate trigger1 = pos x >= 130 trigger2 = pos x <= -130 trigger3 = time >= 100 value = 4251 ignorehitpause = 1 [State 210, 2] type = HitDef trigger1 = parent,var(24) = 0 attr = C, HA animtype = Back damage = 1+ceil(random%10) guardflag = MA hitflag = MALF pausetime = 0,0 hitsound = s1040,5 guardsound = 6,0 ground.type = Trip ground.slidetime = 15 ground.hittime = 15 ground.velocity = -5,-1 air.velocity = -5,-1 sparkno = 1+ceil(random%4) sparkxy = 0,-50 fall.recover = 0 [State 210, 2] type = Projectile trigger1 = parent,var(24) = 1 attr = C, HA projanim = anim projremovetime = 3 projremove = 3 projscale = .7,.7 animtype = Back damage = 1+ceil(random%10) guardflag = MA hitflag = MALF pausetime = 0,0 hitsound = s1040,5 guardsound = 6,0 ground.type = Trip ground.slidetime = 15 ground.hittime = 15 ground.velocity = -5,-1 air.velocity = -5,-1 sparkno = 1+ceil(random%4) sparkxy = 0,-50 fall.recover = 0 ;------------------------------------------------------------------------------- ;bloodring4 [Statedef 4251] type = A movetype= A physics = N juggle = 0 ctrl = 0 anim = 4251 sprpriority = 3 [State 200, 1] type = PlaySnd trigger1 = time = 0 value = 333, 1 [State 200, 1] type = PlaySnd trigger1 = time = 0 value = 30, 180 volume = 255 [State 1000, 0] type = AssertSpecial trigger1 = 1 flag = noshadow [State 210, Width] type = Width trigger1 = 1 value = 0,0 [State 1000, 0] type = PosSet trigger1 = pos x >= 0 x = 152 [State 1000, 0] type = PosSet trigger1 = pos x <= 0 x = -152 [State 1000, 0] type = VelSet trigger1 = 1 y = (0-(vel x)) [State 210, 2] type = HitDef trigger1 = parent,var(24) = 0 attr = A, HA animtype = Diagup damage = 1+ceil(random%10) guardflag = H hitflag = MALF pausetime = 0,0 hitsound = s1040,5 guardsound = 6,0 ground.type = Low ground.slidetime = 15 ground.hittime = 15 ground.velocity = 5,-1 air.velocity = 5,-1 sparkno = 1+ceil(random%4) sparkxy = 0,-50 fall = 1 [State 210, 2] type = Projectile trigger1 = parent,var(24) = 1 attr = A, HA projanim = anim projremovetime = 3 projremove = 3 projscale = .7,.7 animtype = Diagup damage = 1+ceil(random%10) guardflag = H hitflag = MALF pausetime = 0,0 hitsound = s1040,5 guardsound = 6,0 ground.type = Low ground.slidetime = 15 ground.hittime = 15 ground.velocity = 5,-1 air.velocity = 5,-1 sparkno = 1+ceil(random%4) sparkxy = 0,-50 fall = 1 [State 1000, 0] type = DestroySelf trigger1 = time >= 200 trigger2 = Pos y <= -300 ;--------------------------------------------------------------------------- ; Krabby Patty Toss [Statedef 120000] type = S movetype= A physics = S poweradd= 50 anim = 4521 ctrl = 0 sprpriority = 2 [State 1205,] type = AttackDist trigger1 = 1 value = 280 [State 1200, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 3 value = 800, 0 [State 1200, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 3 value = 1200, 0 [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 = 35,3 getpower = 10 animtype = Hard pausetime = 0,12 offset = 45,-60 velocity = 6.5,-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 = 15 ground.hittime = 15 guard.hittime = 15 guard.ctrltime = 15 ground.velocity = -8,0 guard.hittime = 13 air.velocity = -6,-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 ;--------------------------------------------------------------------------- ;Patty Bomb [Statedef 16000] type = S movetype= A physics = S juggle = 4 poweradd= 60 velset = 0,0 anim = 4521 ctrl = 0 sprpriority = 2 [State 1900, ヘルパーを出す] type = Helper trigger1 = animelem = 3 Persistent = 0 name = "Patty Bomb" ;ヘルパーの名前 stateno = 1610 ;ヘルパーが最初に行くステート ID = 1610 ;ヘルパーのIDナンバー pos = 46,-40 ;飛び道具の出現位置 postype = p1 ;ヘルパーの最初に出る軸位置の属性(Explodのpostypeと書き方は同じだが効果が少し違う) keyctrl = 0 ;ヘルパーがコントロール可能かどうか(0=操作不可・1=操作可能) ownpal = 1 ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか(Explodのownpalと一緒) size.xscale = 0.7 ;ヘルパーの横のサイズ size.yscale = 0.7 ;ヘルパーの縦のサイズ helpertype = Normal ;ヘルパーの属性:画面スクロールの影響を受けるか否かを決める ;(Player=影響有り・画面外に出られない Normal=影響無し・画面外に出られる) [State 1800, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 3 value = 0, 3 [State 1800, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [State 1051] type = CtrlSet trigger1 = AnimElem = 4 value = 1 ;―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ;     フライドポテト ;―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― [Statedef 1610] type = A movetype = A physics = N velset = 7,17 ctrl = 0 anim = 40005 sprpriority = 5 [State 1610, 攻撃受けた時の動作部分への移行] type = HitOverride trigger1 = Time = 0 attr = SCA,NA,SA,HA,NP,SP,HP stateno = 1611 time = -1 [State 1610, 無敵] type = NotHitBy trigger1 = 1 value = ,AT time = -1 [State 1610, ステート変更] type = ChangeState trigger1 = Pos Y >= -6 trigger1 = Vel Y > 0 value = 1611 ;━━━━━━━━━━━━━━━━━━━━━━━━ ; ポテト跳ねルー☆ [Statedef 1611] type = A ctrl = 0 anim = 40005 velset = 1,-6 sprpriority = 5 [State 1611, 回転] type = AngleDraw trigger1 = 1 [State 1611, 回転] type = AngleAdd trigger1 = 1 value = 24 [State 1611, 速度加算] type = VelAdd trigger1 = 1 y = .45 [State 1611, 画面端のバウンド] type = ScreenBound trigger1 = 1 value = 1 [State 1611, 攻撃受けた時の動作部分への移行] type = HitOverride trigger1 = Time = 0 attr = SCA,NA,SA,HA,NP,SP,HP stateno = 1611 time = -1 [State 1611, 無敵] type = NotHitBy trigger1 = Time = 0 value = , AT;全ての投げに対し無効化 time = -1 [State 1611, ステート変更] type = ChangeState trigger1 = Pos Y >= -6 trigger1 = Vel Y > 0 value = 1612 ;━━━━━━━━━━━━━━━━━━━━━━━━ ; フライドポテト静止 [Statedef 1612] type = A ctrl = 0 anim = 40005 velset = 0,0 sprpriority = 5 [State 1612, 無敵] type = NotHitBy trigger1 = Time = 0 value = ,AT time = -1 [State 1612, 押し判定] type = PlayerPush trigger1 = Time >= 0 value = 1 [State 1612, 画面端のバウンド] type = ScreenBound trigger1 = 1 value = 1 [State 1612, 攻撃受けた時の動作部分への移行] type = HitOverride trigger1 = Time = 0 attr = SCA,NA,SA,HA,NP,SP,HP stateno = 1613 time = -1 [State 1612, ステート変更] type = ChangeState trigger1 = NumHelper(1610) = 2 value = 1613 ;━━━━━━━━━━━━━━━━━━━━━━━━ ; フライドポテト破裂 [Statedef 1613] type = S movetype = A physics = N velset = 0,0 ctrl = 0 anim = 6668 [State 1613, 特殊効果] type = AssertSpecial trigger1 = Time >= 0 flag = NoShadow [State 1613, 画面を揺らす] type = EnvShake trigger1 = Time = 0 time = 30 freq = 100 ampl = 9 [State 1613, 防御をとる距離] type = AttackDist trigger1 = 1 value = 1 ignorehitpause = 1 [State 1613, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 1 value = s111,444 [State 1613, 押し判定] type = PlayerPush trigger1 = 1 value = 1 [State 1600, 飛び道具を出す]; → type = Projectile trigger1 = Time = 10 attr = S, SP damage = 25,5;ceil(((enemy,const(data.defence)*0.01)*enemy,lifemax*3)) animtype = Light pausetime = 0,15 offset = 0,0 velocity = 3,0 accel = 0,0 projID = 1600 projanim = 120222 projhitanim = 120333 projremanim = 120444 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 30 projmisstime = 2 projpriority = 3 projremovetime = 100 hitflag = MADF guardflag = L priority = 3 sparkno = 2 sparkxy = 0,0 guard.sparkno = 1 hitsound = s7,1 guardsound = s7,1 ground.type = High ground.slidetime = 5 ground.hittime = 5 guard.hittime = 5 guard.ctrltime = 5 ground.velocity = -2,0 air.velocity = -2,-2 air.juggle = 1 [State 1600, 飛び道具を出す]; / type = Projectile trigger1 = Time = 10 attr = S, SP damage = 25,5;ceil(((enemy,const(data.defence)*0.01)*enemy,lifemax*3)) animtype = Light pausetime = 0,15 offset = 0,0 velocity = 3,-3 accel = 0,0 projID = 1600 projanim = 120222 projhitanim = 120333 projremanim = 120444 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 30 projmisstime = 2 projpriority = 3 projremovetime = 100 hitflag = MAF guardflag = H priority = 3 sparkno = 2 sparkxy = 0,0 guard.sparkno = 1 hitsound = s7,1 guardsound = s7,1 ground.type = High ground.slidetime = 5 ground.hittime = 5 guard.hittime = 5 guard.ctrltime = 5 ground.velocity = -2,0 air.velocity = -2,-2 air.juggle = 1 [State 1600, 飛び道具を出す]; ↑ type = Projectile trigger1 = Time = 10 attr = S, SP damage = 25,5;ceil(((enemy,const(data.defence)*0.01)*enemy,lifemax*3)) animtype = Light pausetime = 0,15 offset = 0,0 velocity = 0,-3 accel = 0,0 projID = 1600 projanim = 120222 projhitanim = 120333 projremanim = 120444 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 30 projmisstime = 2 projpriority = 3 projremovetime = 100 hitflag = MAF guardflag = A priority = 3 sparkno = 2 sparkxy = 0,0 guard.sparkno = 1 hitsound = s7,1 guardsound = s7,1 ground.type = High ground.slidetime = 5 ground.hittime = 5 guard.hittime = 5 guard.ctrltime = 5 ground.velocity = -2,0 air.velocity = -2,-2 air.juggle = 1 [State 1600, 飛び道具を出す]; \ type = Projectile trigger1 = Time = 10 attr = S, SP damage = 25,5;ceil(((enemy,const(data.defence)*0.01)*enemy,lifemax*3)) animtype = Light pausetime = 0,15 offset = 0,0 velocity = -3,-3 accel = 0,0 projID = 1600 projanim = 120222 projhitanim = 120333 projremanim = 120444 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 30 projmisstime = 2 projpriority = 3 projremovetime = 100 hitflag = MAF guardflag = H priority = 3 sparkno = 2 sparkxy = 0,0 guard.sparkno = 1 hitsound = s7,1 guardsound = s7,1 ground.type = High ground.slidetime = 5 ground.hittime = 5 guard.hittime = 5 guard.ctrltime = 5 ground.velocity = -2,0 air.velocity = -2,-2 air.juggle = 1 [State 1600, 飛び道具を出す]; ← type = Projectile trigger1 = Time = 10 attr = S, SP damage = 25,5;ceil(((enemy,const(data.defence)*0.01)*enemy,lifemax*3)) animtype = Light pausetime = 0,15 offset = 0,0 velocity = -3,0 accel = 0,0 projID = 1600 projanim = 120222 projhitanim = 120333 projremanim = 120444 projscale = 0.5,0.5 projshadow = 0,0,0 projhits = 30 projmisstime = 2 projpriority = 3 projremovetime = 100 hitflag = MADF guardflag = L priority = 3 sparkno = 2 sparkxy = 0,0 guard.sparkno = 1 hitsound = s7,1 guardsound = s7,1 ground.type = High ground.slidetime = 5 ground.hittime = 5 guard.hittime = 5 guard.ctrltime = 5 ground.velocity = -2,0 air.velocity = -2,-2 air.juggle = 1 [State 3720, このヘルパーを消す] type = DestroySelf trigger1 = AnimTime = 0 ;------------------ ; ドナルドマジック黒 [Statedef 320111] type = S movetype= A physics = S poweradd= 0 anim = 32000 ctrl = 0 sprpriority = 2 [State 1205,] type = AttackDist trigger1 = 1 value = 320 [State 3200, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 1 value = 3000, 0 [State 3200, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 3 trigger2 = AnimElem = 7 trigger3 = AnimElem = 11 trigger4 = AnimElem = 15 trigger5 = AnimElem = 19 value = 3100, 2 [State 3200, 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 3200, 飛び道具を出す] type = Projectile trigger1 = AnimElem = 3 attr = S, HA damage = 25,10;ifelse(Life <= 250, 500, 200) getpower = 0 animtype = Up pausetime = 0,12 offset = 37,-67 velocity = 0,0 accel = 0,0 projID = 4600 projanim = 4600 projscale = 2,2 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 5 projremovetime = 14 projremove = 0 guardflag = MA priority = 3 sparkno = -1 guard.sparkno = 40 hitsound = s111,444 guardsound = 6,0 ground.type = Low ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 pausetime = 0,0 envshake.time = 8 envshake.ampl = 6 envshake.freq = 60 palfx.time = 60 [State 3200, 飛び道具を出す] type = Projectile trigger1 = AnimElem = 7 attr = S, HP damage = 25,10;ifelse(Life <= 250, 500, 200) getpower = 0 animtype = Up pausetime = 0,12 offset = 37,-87 velocity = 0,0 accel = 0,0 projID = 4600 projanim = 4600 projscale = 2,2 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 5 projremovetime = 14 projremove = 0 guardflag = MA priority = 3 sparkno = -1 guard.sparkno = 40 hitsound = s111,444 guardsound = 6,0 ground.type = Low ground.slidetime = 14 ground.hittime = 16 ground.velocity = -6,0 air.velocity = -3,-4 air.juggle = 1 pausetime = 0,0 envshake.time = 8 envshake.ampl = 6 envshake.freq = 60 palfx.time = 60 palfx.add = 50,-50,200 palfx.sinadd = 50,50,0,10 palfx.color = 0 palfx.invertall = 1 p2stateno = 32100 [State 3200, 飛び道具を出す] type = Projectile trigger1 = AnimElem = 11 attr = S, HA damage = 25,10;ifelse(Life <= 250, 500, 200) getpower = 0 animtype = Up pausetime = 0,12 offset = 37,-47 ;飛び道具の出現位置 velocity = 0,0 ;飛び道具の移動初速度 accel = 0,0 ;飛び道具の加速度 projID = 4600 ;飛び道具のIDナンバー projanim = 4600 ;飛び道具のアニメ projscale = 2,2 ;飛び道具の大きさ projshadow = 0,0,0 ;飛び道具の影(現在は0,0,0なので影無し) projhits = 1 ;飛び道具のヒット数 projmisstime = 1 ;飛び道具がヒットしない間隔(2ヒット以上のみ作用する) projpriority = 5 ;飛び道具の攻撃優先度 projremovetime = 14 ;飛び道具が消えるまでの時間(-1なので画面外に出るか当たるまで消えない) guardflag = MA priority = 3 sparkno = -1 guard.sparkno = 40 hitsound = s111,444 guardsound = 6,0 ground.type = Low ground.slidetime = 14 ground.hittime = 16 ground.velocity = -1,0 air.velocity = -1,0 air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある pausetime = 0,0 envshake.time = 8 envshake.ampl = 6 envshake.freq = 60 palfx.time = 60 palfx.add = 50,-50,200 palfx.sinadd = 50,50,0,10 palfx.color = 0 palfx.invertall = 1 ;p2stateno = 32100 [State 3200, 飛び道具を出す] type = Projectile trigger1 = AnimElem = 15 attr = S, HP damage = 150, 15 getpower = 0 animtype = Up pausetime = 0,12 offset = 37,-27 ;飛び道具の出現位置 velocity = 0,0 ;飛び道具の移動初速度 accel = 0,0 ;飛び道具の加速度 projID = 4600 ;飛び道具のIDナンバー projanim = 4600 ;飛び道具のアニメ projscale = 2,2 ;飛び道具の大きさ projshadow = 0,0,0 ;飛び道具の影(現在は0,0,0なので影無し) projhits = 1 ;飛び道具のヒット数 projmisstime = 1 ;飛び道具がヒットしない間隔(2ヒット以上のみ作用する) projpriority = 5 ;飛び道具の攻撃優先度 projremovetime = 14 ;飛び道具が消えるまでの時間(-1なので画面外に出るか当たるまで消えない) guardflag = MA priority = 3 sparkno = -1 guard.sparkno = 40 hitsound = s111,444 guardsound = 6,0 ground.type = Low ground.slidetime = 14 ground.hittime = 16 ground.velocity = -1 air.velocity = -1,-0 air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある pausetime = 0,0 envshake.time = 8 envshake.ampl = 6 envshake.freq = 60 palfx.time = 60 palfx.time = 60 palfx.add = 50,-50,200 palfx.sinadd = 50,50,0,10 palfx.color = 0 palfx.invertall = 1 ;fall.recover = 0 ;p2stateno = 3211 [State 3200, 飛び道具を出す] type = Projectile trigger1 = AnimElem = 19 attr = S, HA damage = 250,10;ifelse(Life <= 250, 500, 200) getpower = 0 animtype = Up pausetime = 0,12 offset = 37,-47 ;飛び道具の出現位置 velocity = 0,0 ;飛び道具の移動初速度 accel = 0,0 ;飛び道具の加速度 projID = 4600 ;飛び道具のIDナンバー projanim = 4600 ;飛び道具のアニメ projscale = 2,2 ;飛び道具の大きさ projshadow = 0,0,0 ;飛び道具の影(現在は0,0,0なので影無し) projhits = 1 ;飛び道具のヒット数 projmisstime = 1 ;飛び道具がヒットしない間隔(2ヒット以上のみ作用する) projpriority = 5 ;飛び道具の攻撃優先度 projremovetime = 14 ;飛び道具が消えるまでの時間(-1なので画面外に出るか当たるまで消えない) guardflag = MA priority = 3 sparkno = -1 guard.sparkno = 40 hitsound = s111,444 guardsound = 6,0 ground.type = Low ground.slidetime = 14 ground.hittime = 16 ground.velocity = -1,0 air.velocity = -1,0 air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある pausetime = 0,0 envshake.time = 8 envshake.ampl = 6 envshake.freq = 60 palfx.time = 60 palfx.add = 50,-50,200 palfx.sinadd = 50,50,0,10 palfx.color = 0 palfx.invertall = 1 ;p2stateno = 32100 [State 3200, 飛び道具を出す] type = Projectile trigger1 = AnimElem = 19 attr = S, HA damage = 250,10;ifelse(Life <= 250, 500, 200) getpower = 0 animtype = Up pausetime = 0,12 offset = 37,-87 ;飛び道具の出現位置 velocity = 0,0 ;飛び道具の移動初速度 accel = 0,0 ;飛び道具の加速度 projID = 4600 ;飛び道具のIDナンバー projanim = 4600 ;飛び道具のアニメ projscale = 2,2 ;飛び道具の大きさ projshadow = 0,0,0 ;飛び道具の影(現在は0,0,0なので影無し) projhits = 1 ;飛び道具のヒット数 projmisstime = 1 ;飛び道具がヒットしない間隔(2ヒット以上のみ作用する) projpriority = 5 ;飛び道具の攻撃優先度 projremovetime = 14 ;飛び道具が消えるまでの時間(-1なので画面外に出るか当たるまで消えない) guardflag = MA priority = 3 sparkno = -1 guard.sparkno = 40 hitsound = s111,444 guardsound = 6,0 ground.type = Low ground.slidetime = 14 ground.hittime = 16 ground.velocity = -1,0 air.velocity = -1,0 air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある pausetime = 0,0 envshake.time = 8 envshake.ampl = 6 envshake.freq = 60 palfx.time = 60 palfx.add = 50,-50,200 palfx.sinadd = 50,50,0,10 palfx.color = 0 palfx.invertall = 1 ;p2stateno = 32100 [State 3200, 飛び道具を出す] type = Projectile trigger1 = AnimElem = 19 attr = S, HA damage = 250,10;ifelse(Life <= 250, 500, 200) getpower = 0 animtype = Up pausetime = 0,12 offset = 37,-127 ;飛び道具の出現位置 velocity = 0,0 ;飛び道具の移動初速度 accel = 0,0 ;飛び道具の加速度 projID = 4600 ;飛び道具のIDナンバー projanim = 4600 ;飛び道具のアニメ projscale = 2,2 ;飛び道具の大きさ projshadow = 0,0,0 ;飛び道具の影(現在は0,0,0なので影無し) projhits = 1 ;飛び道具のヒット数 projmisstime = 1 ;飛び道具がヒットしない間隔(2ヒット以上のみ作用する) projpriority = 5 ;飛び道具の攻撃優先度 projremovetime = 14 ;飛び道具が消えるまでの時間(-1なので画面外に出るか当たるまで消えない) guardflag = MA priority = 3 sparkno = -1 guard.sparkno = 40 hitsound = s111,444 guardsound = 6,0 ground.type = Low ground.slidetime = 14 ground.hittime = 16 ground.velocity = -1,0 air.velocity = -1,2 air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある pausetime = 0,0 envshake.time = 8 envshake.ampl = 6 envshake.freq = 60 palfx.time = 60 palfx.add = 50,-50,200 palfx.sinadd = 50,50,0,10 palfx.color = 0 palfx.invertall = 1 ;p2stateno = 3210 palfx.add = 50,-50,200 palfx.sinadd = 50,50,0,10 palfx.color = 0 palfx.invertall = 1 fall = 1 fall.recover = 0 p2stateno = 32100 [State 3200, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [State 610, 4] type = CtrlSet trigger1 = animelem = 19 value = 1 ;--------------------------------------------------------------------------- [Statedef 32100] type = A movetype= H physics = N velset = -1.5,-6 [State 3210, 速度加算] type = VelAdd trigger1 = 1 y = .25 [State 3210, アニメ変更] type = ChangeAnim trigger1 = Time = 0 trigger1 = !SelfAnimExist(5052) value = 5050 [State 3210, アニメ変更] type = ChangeAnim trigger1 = Time = 0 trigger1 = SelfAnimExist(5052) value = 5052 [State 3210, 相手ステートに戻す] type = SelfState trigger1 = (Vel y > 0) && (Pos y >= 0) value = 5100