;--------------------------------------------------------------------------- ;Call Companion [Sandy] [Statedef 1300] type = S movetype= A physics = N juggle = 1 velset = 0,0 poweradd = 0 anim = 1300 ctrl = 0 sprpriority = 1 [State 25002, PlaySnd] type = PlaySnd trigger1 = time = 0 value = 1000,15 volume = 404 [State 8800, 3] type = Helper trigger1 = Time = 0 trigger1 = facing = 1 trigger1 = numhelper(25000) = 0 helpertype = normal name = "Sandy" id = 25000 postype = left facing = 1 pos = 0,-10 stateno = 25000 keyctrl = 0 ownpal = 1 supermovetime = 1 [State 8800, 4] type = Helper trigger1 = Time = 0 trigger1 = facing = -1 trigger1 = numhelper(25000) = 0 helpertype = normal name = "Sandy" id = 25000 postype = right facing = -1 pos = 0,-10 stateno = 25000 keyctrl = 0 ownpal = 1 supermovetime = 1 [State 8800, End1] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [State 8800, End2] type = ChangeState trigger1 = AnimTime = 0 trigger1 = P2BodyDist X <= 100 value = 0 ctrl = 1 [State 8800, End3] type = ChangeState trigger1 = AnimTime = 0 trigger1 = P2BodyDist X > 100 value = 1 ;--------------------------------------------------------------------------- ;Sandy [Statedef 25000] type = A movetype= A physics = N velset = 34,0 ctrl = 0 anim = 25000 [State 1000, AfterImage] type = AfterImage trigger1 = time = 1 time = 45 length = 5 paladd = 0,70,100 framegap = 1 timegap = 2 trans = add1 [State 25000, 1] type = HitOverride trigger1 = Time = 1 attr = SCA, AA, AP, AT stateno = 25004 time = -1 [State 25000, 1] type = Playerpush trigger1 = time >= 1 value = 1 [State 25000, 3] type = SprPriority trigger1 = Time = 1 value = 43 [State 25000, 2] type = VelAdd trigger1 = Time >= 1 x = 0 y =.50 [State 8800, End1] type = ChangeState trigger1 = AnimTime = 0 value = 25002 ctrl = 1 ;--------------------------------------------------------------------------- ;Sandy Attack [Statedef 25002] type = S movetype= A physics = S velset = 0,0 anim = 25002 ctrl = 0 [State 3100, Ground Flash] type = Explod trigger1 = time = 1 anim = 6666 ID = 8400 postype = P1 pos = -40,0 sprpriority = 3 ownpal = 1 supermovetime = 0 [State 3002, VelSet] type = VelSet trigger1 = AnimElem = 1 trigger2 = AnimElem = 3 trigger3 = AnimElem = 5 trigger4 = AnimElem = 6 trigger5 = AnimElem = 8 trigger6 = AnimElem = 10 trigger7 = AnimElem = 11 trigger8 = AnimElem = 13 trigger9 = AnimElem = 15 x = 5 [State 3002, 1] type = HitDef trigger1 = AnimElem = 1 trigger2 = AnimElem = 3 trigger3 = AnimElem = 5 trigger4 = AnimElem = 6 trigger5 = AnimElem = 8 trigger6 = AnimElem = 10 trigger7 = AnimElem = 11 trigger8 = AnimElem = 13 attr = S, SA 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 = 5 palfx.add = 256,256,256 palfx.mul = 256,256,256 palfx.sinadd = -256,256,256,1 palfx.color = 0; [State 1205, 1] type = HitDef trigger1 = AnimElem = 15 attr = S, SA animtype = Heavy damage = 29, 5 hitflag = MAF priority = 4, Hit guardflag = M pausetime = 2,4 sparkno = s8220 sparkxy = 0,0 hitsound = S8000,2 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 palfx.time = 10 palfx.add = 256,256,256 palfx.mul = 256,256,256 palfx.sinadd = -256,256,256,1 palfx.color = 0; [State 25002, Win] type = changestate triggerall = time >= 1 trigger1 = win trigger2 = RoundState = 4 value = 25003 ctrl = 0 [State 25002, PlaySnd] type = PlaySnd trigger1 = time = 0 value = 25000,0 [State 25002, Lose] type = changestate triggerall = time >= 1 trigger1 = LoseKo trigger2 = RoundState = 4 value = 25001 ctrl = 0 [State 25002, 5] type = ChangeState trigger1 = animtime = 0 value = 25006 ;--------------------------------------------------------------------------- ; Sandy Injured [Statedef 25004] type = A movetype= I physics = N velset = 0,0 anim = 25004 [State 25006, 1] type = VelSet trigger1 = time = 1 x = -30 [State 25002, PlaySnd] type = PlaySnd trigger1 = time = 0 value = 25000,2 volume = 404 [State 0, ScreenBound] type = ScreenBound trigger1 = time = 0 value = 1 movecamera = 0,0 [State 25004, 1] type = SprPriority trigger1 = Time = 0 value = -1 [State 25002, Win] type = changestate triggerall = time >= 30 trigger1 = win trigger2 = RoundState = 4 value = 25003 ctrl = 0 [State 25002, Lose] type = changestate triggerall = time >= 10 trigger1 = LoseKo trigger2 = RoundState = 4 value = 25001 ctrl = 0 [State 25004, 3] type = DestroySelf trigger1 = Time = 60 ;--------------------------------------------------------------------------- ; Sandy Return [Statedef 25006] type = A movetype= I physics = N velset = 0,0 anim = 25006 [State 25006, 1] type = SprPriority trigger1 = Time = 0 value = -1 [State 25002, PlaySnd] type = PlaySnd trigger1 = AnimElem = 1 value = 25000,1 volume = 404 [State 25002, Win] type = changestate triggerall = time >= 1 trigger1 = win trigger2 = RoundState = 4 value = 25003 ctrl = 0 [State 25002, Lose] type = changestate triggerall = time >= 1 trigger1 = LoseKo trigger2 = RoundState = 1 value = 25001 ctrl = 0 [State 25006, 1] type = HitOverride trigger1 = Time = 0 attr = SCA, AA, AP, AT stateno = 25004 time = -1 [State 0, ScreenBound] type = ScreenBound trigger1 = time = 0 value = 1 movecamera = 0,0 [State 25006, 1] type = VelSet trigger1 = time = 30 x = -30 [State 25006, 3] type = DestroySelf trigger1 = Time = 60 ;-------------------------------------------------------------------------- ;Sandy Win pose [Statedef 25003] type = S anim = 25003 velset = 0,0 ctrl = 0 [State 25002, PlaySnd] type = PlaySnd trigger1 = AnimElem = 10 value = 25000,1 volume = 404 [State 25003, 1] type = velset trigger1 = time >= 0 x = 0 y = 0 ;-------------------------------------------------------------------------- ;Sandy Lose Pose [Statedef 25001] type = S movetype = I physics = N anim = 25001 velset = 0,0 [State 25002, PlaySnd] type = PlaySnd trigger1 = AnimElem = 5 value = 25000,3 volume = 404 [State 25001, 1] type = velset trigger1 = time >= 0 x = 0 y = 0 ;--------------------------------------------------------------------------- ;Call Companion [Squidward] [Statedef 1310] type = S movetype= A physics = N juggle = 1 velset = 0,0 poweradd = 0 anim = 1300 ctrl = 0 sprpriority = 1 [State 25002, PlaySnd] type = PlaySnd trigger1 = time = 0 value = 1000,15 volume = 404 [State 8100, 3] type = Helper trigger1 = Time = 0 trigger1 = facing = 1 trigger1 = numhelper(81000) = 0 helpertype = normal name = "Squidward" id = 81000 postype = left facing = 1 pos = 0,0 stateno = 81000 keyctrl = 0 ownpal = 1 supermovetime = 1 [State 8100, 4] type = Helper trigger1 = Time = 0 trigger1 = facing = -1 trigger1 = numhelper(81000) = 0 helpertype = normal name = "Squidward" id = 81000 postype = right facing = -1 pos = 0,0 stateno = 81000 keyctrl = 0 ownpal = 1 supermovetime = 1 [State 8800, End1] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [State 8800, End2] type = ChangeState trigger1 = AnimTime = 0 trigger1 = P2BodyDist X <= 100 value = 0 ctrl = 1 [State 8800, End3] type = ChangeState trigger1 = AnimTime = 0 trigger1 = P2BodyDist X > 100 value = 1 ;--------------------------------------------------------------------------- ;Squidward [Statedef 81000] type = A movetype= A physics = N velset = 0,0 ctrl = 0 anim = 81000 [State 25006, 1] type = VelSet trigger1 = time = 1 x = 2 [State 25002, PlaySnd] type = PlaySnd trigger1 = time = 0 value = 81000,1 volume = 404 [State 8101, 1] type = HitOverride trigger1 = Time = 1 attr = SCA, AA, AP, AT stateno = 81030 time = -1 [State 25000, 1] type = Playerpush trigger1 = time >= 10 value = 1 [State 25000, 3] type = SprPriority trigger1 = Time = 1 value = 43 [State 8800, End1] type = ChangeState trigger1 = AnimTime = 0 value = 81010 ctrl = 1 ;--------------------------------------------------------------------------- ;Squidward Attack [Statedef 81010] type = S movetype= A physics = S velset = 0,0 anim = 81010 ctrl = 0 [State 25002, PlaySnd] type = PlaySnd trigger1 = AnimElem = 4 value = 81000,7 volume = 404 [State 25002, PlaySnd] type = PlaySnd trigger1 = AnimElem = 8 value = 81000,0 volume = 404 [State 3100, Ground Flash] type = Explod trigger1 = AnimElem = 4 anim = 6666 ID = 8400 postype = P1 pos = -40,0 sprpriority = 3 ownpal = 1 supermovetime = 0 [State 1000, 1] type = Projectile trigger1 = AnimElem = 4 projanim = 81020 projhitanim = 6668 projpriority = 1 projheightbound = -240, 100 projedgebound = 100 projscreenbound = 100 projshadow = -1 offset = 47,-41 velocity = 3 attr = S, SP damage = 40 animtype = heavy guardflag = MA hitflag = MAFDP pausetime = 10,10 hitsound = S81000,6 sparkxy = 200,200 guardsound = s8500,0 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 = 20 palfx.add = -104,-104,7 palfx.mul = 256,256,256 palfx.sinadd = 56,56,0,10 palfx.color = 1 [State 1000, 1] type = Projectile trigger1 = AnimElem = 5 projanim = 81020 projhitanim = 6668 projpriority = 1 projheightbound = -240, 100 projedgebound = 100 projscreenbound = 100 projshadow = -1 offset = 47,-41 velocity = 3,-1 attr = S, SP damage = 40 animtype = heavy guardflag = MA hitflag = MAFDP pausetime = 10,10 hitsound = S81000,6 sparkxy = 200,200 guardsound = s8500,0 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 = 20 palfx.add = -104,-104,7 palfx.mul = 256,256,256 palfx.sinadd = 56,56,0,10 palfx.color = 1 [State 1000, 1] type = Projectile trigger1 = AnimElem = 5 projanim = 81020 projhitanim = 6668 projpriority = 1 projheightbound = -240, 100 projedgebound = 100 projscreenbound = 100 projshadow = -1 offset = 47,-41 velocity = 3,1 attr = S, SP damage = 40 animtype = heavy guardflag = MA hitflag = MAFDP pausetime = 10,10 hitsound = S81000,6 sparkxy = 200,200 guardsound = s8500,0 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 = 20 palfx.add = -104,-104,7 palfx.mul = 256,256,256 palfx.sinadd = 56,56,0,10 palfx.color = 1 [State 25002, Win] type = changestate triggerall = time >= 1 trigger1 = win trigger2 = RoundState = 4 value = 81050 ctrl = 0 [State 25002, Lose] type = changestate triggerall = time >= 1 trigger1 = LoseKo trigger2 = RoundState = 4 value = 810600 ctrl = 0 [State 25002, 5] type = ChangeState trigger1 = animtime = 0 value = 81040 ;--------------------------------------------------------------------------- ;Squidward Injured [Statedef 81030] type = A movetype= I physics = N velset = 0,0 anim = 81030 [State 25006, 1] type = VelSet trigger1 = time = 1 x = -10 y = -10 [State 8101, 1] type = HitOverride trigger1 = Time = 1 attr = SCA, AA, AP, AT stateno = 81030 time = -1 [State 25002, PlaySnd] type = PlaySnd trigger1 = time = 0 value = 81000,4 volume = 404 [State 0, ScreenBound] type = ScreenBound trigger1 = time = 0 value = 1 movecamera = 0,0 [State 25004, 1] type = SprPriority trigger1 = Time = 0 value = -1 [State 25002, Win] type = changestate triggerall = time >= 1 trigger1 = win trigger2 = RoundState = 4 value = 81050 ctrl = 0 [State 25002, Lose] type = changestate triggerall = time >= 1 trigger1 = LoseKo trigger2 = RoundState = 4 value = 810600 ctrl = 0 [State 25004, 3] type = DestroySelf trigger1 = Time = 60 ;--------------------------------------------------------------------------- ;Squidward Return [Statedef 81040] type = A movetype= I physics = N velset = 0,0 anim = 81040 [State 25006, 1] type = SprPriority trigger1 = Time = 1 value = -1 [State 25002, Win] type = changestate triggerall = time >= 1 trigger1 = win trigger2 = RoundState = 4 value = 81050 ctrl = 0 [State 25002, Lose] type = changestate triggerall = time >= 1 trigger1 = LoseKo trigger2 = RoundState = 4 value = 810600 ctrl = 0 [State 25006, 1] type = HitOverride trigger1 = Time = 1 attr = SCA, AA, AP, AT stateno = 81030 time = -1 [State 0, ScreenBound] type = ScreenBound trigger1 = time = 0 value = 1 movecamera = 0,0 [State 25006, 1] type = VelSet trigger1 = time = 1 x = -2 [State 25006, 3] type = DestroySelf trigger1 = Time = 50 ;-------------------------------------------------------------------------- ;Squidward Win pose [Statedef 81050] type = S anim = 81050 velset = 0,0 ctrl = 0 [State 25002, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 81000,5 volume = 404 [State 8101, 1] type = HitOverride trigger1 = Time = 1 attr = SCA, AA, AP, AT stateno = 81030 time = -1 [State 25002, PlaySnd] type = PlaySnd trigger1 = AnimElem = 9 value = 81000,3 volume = 404 [State 25003, 1] type = velset trigger1 = time >= 0 x = 0 y = 0 ;-------------------------------------------------------------------------- ;Squidward Lose Pose [Statedef 810600] type = S movetype = I physics = N anim = 810600 velset = 0,0 [State 8101, 1] type = HitOverride trigger1 = Time = 1 attr = SCA, AA, AP, AT stateno = 81030 time = -1 [State 25002, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 81000,2 volume = 404 [State 25001, 1] type = velset trigger1 = time >= 0 x = 0 y = 0 ;--------------------------------------------------------------------------- ;Call Companion [Mr. Krabs] [Statedef 1320] type = S movetype= A physics = N juggle = 1 velset = 0,0 poweradd = 0 anim = 1300 ctrl = 0 sprpriority = 1 [State 25002, PlaySnd] type = PlaySnd trigger1 = time = 0 value = 1000,15 volume = 404 [State 8100, 3] type = Helper trigger1 = Time = 0 trigger1 = facing = 1 trigger1 = numhelper(1340) = 0 helpertype = normal name = "Mr. Krabs" id = 1340 postype = left facing = 1 pos = 0,0 stateno = 1340 keyctrl = 0 ownpal = 1 supermovetime = 1 [State 8100, 4] type = Helper trigger1 = Time = 0 trigger1 = facing = -1 trigger1 = numhelper(1340) = 0 helpertype = normal name = "Mr. Krabs" id = 1340 postype = right facing = -1 pos = 0,0 stateno = 1340 keyctrl = 0 ownpal = 1 supermovetime = 1 [State 8800, End1] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [State 8800, End2] type = ChangeState trigger1 = AnimTime = 0 trigger1 = P2BodyDist X <= 100 value = 0 ctrl = 1 [State 8800, End3] type = ChangeState trigger1 = AnimTime = 0 trigger1 = P2BodyDist X > 100 value = 1 ;--------------------------------------------------------------------------- ;Mr. Krabs [Statedef 1340] type = A movetype= A physics = N velset = 0,0 ctrl = 0 anim = 1340 [State 25006, 1] type = VelSet trigger1 = time = 1 x = 19 [State 25002, PlaySnd] type = PlaySnd trigger1 = time = 0 value = 1340,0 volume = 404 [State 1205, 1] type = HitDef trigger1 = !time attr = S, HP animtype = Heavy damage = 29, 5 hitflag = MAF priority = 4, Hit guardflag = M pausetime = 2,4 sparkno = s8220 sparkxy = 0,0 hitsound = S8000,2 guardsound = s8500,0 guard.sparkno = s6767 ground.type = Low ground.slidetime = 20 ground.hittime = 30 ground.velocity = -50,-1 air.animtype = Back air.velocity = -50,-1 air.juggle = 10 air.fall = 1 fall = 1 fall.recover = 0 palfx.time = 10 palfx.add = 256,256,256 palfx.mul = 256,256,256 palfx.sinadd = -256,256,256,1 palfx.color = 0; [State 8101, 1] type = HitOverride trigger1 = Time = 1 attr = SCA, AA, AP, AT stateno = 1343 time = -1 [State 25000, 1] type = Playerpush trigger1 = time >= 10 value = 1 [State 25000, 3] type = SprPriority trigger1 = Time = 1 value = 43 [State 8800, End1] type = ChangeState trigger1 = AnimTime = 0 value = 1341 ctrl = 1 ;--------------------------------------------------------------------------- ;Mr. Krabs Attack [Statedef 1341] type = S movetype= A physics = S velset = 0,0 anim = 1341 ctrl = 0 [State 25002, PlaySnd] type = PlaySnd trigger1 = AnimElem = 4 value = 1340,3 volume = 404 [State 25002, PlaySnd] type = PlaySnd trigger1 = AnimElem = 2 value = 8888,0 volume = 404 [State 3100, Ground Flash] type = Explod trigger1 = AnimElem = 4 anim = 6666 ID = 8400 postype = P1 pos = -40,0 sprpriority = 3 ownpal = 1 supermovetime = 0 [State 1100, Projectile] type = Projectile trigger1 = AnimElem = 4 ProjID = 1342 projanim = 1342 projhitanim = 1342 projremanim = 1342 projcancelanim = 1342 projscale = 1, 1 projremove = 1 projremovetime = -1 velocity= 10, .6 velmul = 1 projhits = 4 projmiss = 0 projpriority = 1 projsprpriority = 3 projedgebound = 100 projscreenbound = 100 projheightbound = -240, 100 offset = 61,-30 postype = p1 projshadow = 0,0,0 supermovetime = 0 pausemovetime = 0 attr = S, SA animtype = Low damage = 30, 1 animtype = heavy guardflag = MA hitflag = MAFDP pausetime = 8,8 sparkno = s8224 sparkxy = -20,-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 = 10 palfx.add = 256,256,256 palfx.mul = 256,256,256 palfx.sinadd = -256,256,256,1 palfx.color = 0; [State 25002, Win] type = changestate triggerall = time >= 1 trigger1 = win trigger2 = RoundState = 4 value = 1345 ctrl = 0 [State 25002, Lose] type = changestate triggerall = time >= 1 trigger1 = LoseKo trigger2 = RoundState = 4 value = 1346 ctrl = 0 [State 25002, 5] type = ChangeState trigger1 = animtime = 0 value = 1344 ;--------------------------------------------------------------------------- ;Mr. Krabs Injured [Statedef 1343] type = A movetype= I physics = N velset = 0,0 anim = 1343 [State 25006, 1] type = VelSet trigger1 = time = 1 x = -5 [State 25002, PlaySnd] type = PlaySnd trigger1 = time = 0 value = 1340,2 volume = 404 [State 0, ScreenBound] type = ScreenBound trigger1 = time = 0 value = 1 movecamera = 0,0 [State 25004, 1] type = SprPriority trigger1 = Time = 0 value = -1 [State 25002, Win] type = changestate triggerall = time >= 1 trigger1 = win trigger2 = RoundState = 4 value = 1345 ctrl = 0 [State 25002, Lose] type = changestate triggerall = time >= 1 trigger1 = LoseKo trigger2 = RoundState = 4 value = 1346 ctrl = 0 [State 25004, 3] type = DestroySelf trigger1 = Time = 60 ;--------------------------------------------------------------------------- ;Mr. Krabs Return [Statedef 1344] type = A movetype= I physics = N velset = 0,0 anim = 1344 [State 25006, 1] type = SprPriority trigger1 = Time = 1 value = -1 [State 25002, PlaySnd] type = PlaySnd trigger1 = Time = 1 value = 1340,1 volume = 404 [State 25002, Win] type = changestate triggerall = time >= 1 trigger1 = win trigger2 = RoundState = 4 value = 1345 ctrl = 0 [State 25002, Lose] type = changestate triggerall = time >= 1 trigger1 = LoseKo trigger2 = RoundState = 4 value = 1346 ctrl = 0 [State 25006, 1] type = HitOverride trigger1 = Time = 1 attr = SCA, AA, AP, AT stateno = 1343 time = -1 [State 0, ScreenBound] type = ScreenBound trigger1 = time = 0 value = 1 movecamera = 0,0 [State 25006, 1] type = VelSet trigger1 = time = 1 x = -5 [State 25006, 3] type = DestroySelf trigger1 = Time = 50 ;-------------------------------------------------------------------------- ;Mr. Krabs Win pose [Statedef 1345] type = S anim = 1345 velset = 0,0 ctrl = 0 [State 25002, PlaySnd] type = PlaySnd trigger1 = AnimElem = 88 value = 1340,1 volume = 404 [State 25003, 1] type = velset trigger1 = time >= 0 x = 0 y = 0 ;-------------------------------------------------------------------------- ;Mr. Krabs Lose Pose [Statedef 1346] type = S movetype = I physics = N anim = 1346 velset = 0,0 [State 25002, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 1340,4 volume = 404 [State 25001, 1] type = velset trigger1 = time >= 0 x = 0 y = 0