;normal wolfrape [Statedef 8766] type = S physics = S movetype = A ctrl = 0 anim = 8015 velset = 0,0 [State 6061,00 ] type = NotHitBy trigger1 = Time >= 0 value = SCA [State 40000, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 5,3 Volume = 200 [State 6061] type = TargetState trigger1 = MoveHit = 1 trigger1 = NumTarget value = 8768 [State 6061,] type = ChangeState trigger1 = MoveHit = 1 trigger1 = NumTarget value = 8767 [State 6061] type = HitDef trigger1 = time >= 10 attr = S, ST hitflag = M A F D priority = 7, miss sparkno = -1 sprpriority = 2 p2facing = 1 fall = 0 [State 40000, 4] type = changeState trigger1 = animtime = 0 value = 0 ctrl = 1 [State 6061,] type = TargetState triggerall = AnimTime = 0 trigger1 = enemyNear, alive = 1 value = 8768 [State 6061,] type = ChangeState triggerall = AnimTime = 0 trigger1 = enemyNear, alive = 1 value = 8767 ;normal wolfrape [Statedef 8767,] type = S movetype = A physics = N velset = 0,0 anim = 8007 ctrl = 0 sprpriority = 10 [State 0, Explod] type = Explod triggerall = anim = 8007 triggerall = numexplod(22223) = 0 trigger1 = 1 anim = 22223 ID = 22223 pos = -25,-50 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 8767] type = NotHitBy trigger1 = Time >= 0 value = SC [State 8767, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 8767] type = PlaySnd trigger1 = animElem = 1 value = 8151,0 [State 6072] type = PlaySnd trigger1 = animElem = 30 value = 0,44 [State 8767] type = BindToTarget trigger1 = 1 pos = 0, 20,food [State 8767,] type = TargetState trigger1 = AnimTime = 0 value = 12011 [State 8767,] type = ChangeState trigger1 = AnimTime = 0 value = 12001 [Statedef 8768] type = A movetype= H physics = N velset = 0,0 sprpriority = -1 [State 6072] type = PosSet trigger1 = 1 y = 0 [State 8768] type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(19230) = 1 value = 6620 [State 6064,OX开始] type = PlaySnd trigger1 = AnimElem = 4 value = 4218,23 [Statedef 6072,] type = S movetype = A physics = N velset = 0,0 anim = 8017 ctrl = 0 sprpriority = 10 [State 8016, ooxx] type = Explod trigger1 = p2stateno !=6065 trigger2 = animelem = 1 anim = 8016 pos = 0,0 postype = p1 sprpriority = -99 supermove = 1 bindtime = -1 ownpal = 1 [State 6072] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6072, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 6072] type = PlaySnd trigger1 = animElem = 3 value = 0,44 [State 6072] type = PlaySnd trigger1 = animElem = 37 value = 8152,0 [State 6072] type = PlaySnd trigger1 = time = 0 trigger2= time= 300 value = 4218,400 [State 6072] type = PlaySnd trigger1 = time = 600 value = 4218,500 [State 6072] type = PlaySnd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 14 || AnimElem = 20 || AnimElem = 26 trigger2 = AnimElem = 32 || AnimElem = 38 || AnimElem = 44 || AnimElem = 50 trigger3 = AnimElem = 56 || AnimElem = 62 || AnimElem = 68 || AnimElem = 74 trigger4 = AnimElem = 80 || AnimElem = 86 || AnimElem = 92 || AnimElem = 98 trigger5 = AnimElem = 104 || AnimElem = 110 || AnimElem = 116 || AnimElem = 122 trigger6 = AnimElem = 128 || AnimElem = 134 || AnimElem = 140 trigger7 = AnimElem = 146 || AnimElem = 152 || AnimElem = 158 trigger8 = AnimElem = 164 || AnimElem = 170 value = 0, 43 [State 6072] type = PlaySnd trigger1 = AnimElem = 4 || AnimElem = 11 || AnimElem = 17 || AnimElem = 23 trigger2 = AnimElem = 29 || AnimElem = 35 || AnimElem = 41 || AnimElem = 47 trigger3 = AnimElem = 53 || AnimElem = 59 || AnimElem = 65 || AnimElem = 71 trigger4 = AnimElem = 77 || AnimElem = 83 || AnimElem = 89 || AnimElem = 95 trigger5 = AnimElem = 101 || AnimElem = 107 || AnimElem = 113 || AnimElem = 119 trigger6 = AnimElem = 125 || AnimElem = 131 || AnimElem = 137 || AnimElem = 143 trigger7 = AnimElem = 149 || AnimElem = 155 || AnimElem = 161 || AnimElem = 168 trigger8 = AnimElem = 181 value = 3, 2 [State 6072] type = PlaySnd trigger1 = AnimElem = 181 value = 0, 41 [State 6072] type = PlaySnd trigger1 = AnimElem = 173 || AnimElem = 175 || AnimElem = 177 || AnimElem = 179 || AnimElem = 180 || AnimElem = 181 || AnimElem = 182 value = 0, 40 [State 6072] type = PlaySnd trigger1 = AnimElem = 173 value = 9, 2 [State 6072] type = Explod trigger1 = animelem = 1 anim = 6640 pos = -25,-50 postype = p1 removetime = -2 scale = .35,.35 sprpriority = -2 [State 191, Shake Screen] type = EnvShake trigger1 = AnimElem = 173 time = 260 ;Time to shake screen ampl = 4 ;Amount to shake freq = 130 ;A frequency of 180 shakes the screen rapidly [State 6072] type = PlaySnd trigger1 = AnimElem = 173 value = 0, 39 [State 6072] type = PlaySnd trigger1 = AnimElem = 173 value = 0, 38 [State 6072] type = BindToTarget trigger1 = 1 pos = 0, 20, food [State 6072] type = TargetState triggerall = AnimTime = 0 trigger1 = enemyNear, alive = 0 value = 30091 [State 6072,] type = TargetState trigger1 = AnimTime = 0 trigger1 = enemyNear, alive = 1 value = 6065 [State 6072,] type = ChangeState trigger1 = AnimTime = 0 value = 5020 ;aliveordead [State 6072,] type = TargetState triggerall = Time >= 830 trigger1 = command = "b" value = 8199 [State 6072,] type = ChangeState triggerall = Time >= 830 trigger1 = command = "b" value = 8198 [State 6072, 继续伤害] type = LifeAdd trigger1 = AnimElem = 175 value = 30 [State 6072, 煮伤害] type = LifeAdd trigger1 = AnimElem = 177 || AnimElem = 179 || AnimElem = 181 value = 50 [Statedef 6064] type = A movetype= H physics = N velset = 0,0 sprpriority = -1 [State 6072] type = PosSet trigger1 = 1 y = 0 [State 6064] type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(19230) = 1 value = 6621 [State 6064] type = ChangeAnim2 Trigger1 = Time = 0 trigger1 != SelfAnimExist(19230) = 0 value = 3631 [State 6064,OX开始] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,22 [State 6064, OX2] type = PlaySnd trigger1 = AnimElem = 9 value = 4218,21 [State 6064, OX2] type = PlaySnd trigger1 = AnimElem = 15 value = 4218,22 [State 6064, OX2] type = PlaySnd trigger1 = AnimElem = 21 value = 4218,21 [State 6064, OX2] type = PlaySnd trigger1 = AnimElem = 27 value = 4218,21 [State 6064, OX2] type = PlaySnd trigger1 = AnimElem = 33 value = 4218,22 [State 6064, OX2] type = PlaySnd trigger1 = AnimElem = 39 value = 4218,21 [State 6064, OX2] type = PlaySnd trigger1 = AnimElem = 45 value = 4218,21 [State 6064, OX2] type = PlaySnd trigger1 = AnimElem = 51 value = 4218,21 [State 6064, OX2] type = PlaySnd trigger1 = AnimElem = 57 value = 4218,22 [State 6064, OX2] type = PlaySnd trigger1 = AnimElem = 63 value = 4218,22 [State 6064, OX2] type = PlaySnd trigger1 = AnimElem = 69 value = 4218,21 [State 6064, OX2] type = PlaySnd trigger1 = AnimElem = 75 value = 4218,21 [State 6064, OX2] type = PlaySnd trigger1 = AnimElem = 81 value = 4218,22 [State 6064, OX2] type = PlaySnd trigger1 = AnimElem = 87 value = 4218,21 [State 6064, OX2] type = PlaySnd trigger1 = AnimElem = 93 value = 4218,22 [State 6064, OX2] type = PlaySnd trigger1 = AnimElem = 99 value = 4218,21 [State 6064, OX2] type = PlaySnd trigger1 = AnimElem = 111 value = 4218,21 [State 6064, OX2] type = PlaySnd trigger1 = AnimElem = 123 value = 4218,21 [State 6064, OX2] type = PlaySnd trigger1 = AnimElem = 135 value = 4218,21 [State 6064, OX2] type = PlaySnd trigger1 = AnimElem = 147 value = 4218,21 [State 6064, OX2] type = PlaySnd trigger1 = AnimElem = 159 value = 4218,21 [State 3522, OX3] type = PlaySnd trigger1 = AnimElem = 171 value = 4218,21 [State 3522, OX3] type = PlaySnd trigger1 = AnimElem = 179 value = 4218,22 [State 3522, OX3] type = PlaySnd trigger1 = AnimElem = 175 value = 4218,23 [State 3522, OX3] type = PlaySnd trigger1 = AnimElem = 183 value = 4218,21 [State 6064, 继续伤害] type = LifeAdd trigger1 = AnimElem = 3 value = -15 [State 6064,多次伤害] type = LifeAdd trigger1 = AnimElem = 9 || AnimElem = 15 || AnimElem = 21 || AnimElem = 27 trigger2 = AnimElem = 33 || AnimElem = 39 || AnimElem = 45 || AnimElem = 51 trigger3 = AnimElem = 57 || AnimElem = 63 || AnimElem = 69 || AnimElem = 75 trigger4 = AnimElem = 81 || AnimElem = 87 || AnimElem = 93 || AnimElem = 99 trigger5 = AnimElem = 105 || AnimElem = 111 || AnimElem = 117 || AnimElem = 123 trigger6 = AnimElem = 129 || AnimElem = 135 || AnimElem = 141 trigger7 = AnimElem = 147 || AnimElem = 153 || AnimElem = 159 trigger8 = AnimElem = 165 || AnimElem = 171 value = -6 [State 6064, 继续伤害] type = LifeAdd trigger1 = AnimElem = 175 value = -15 [State 6064, 煮伤害] type = LifeAdd trigger1 = AnimElem = 173 || AnimElem = 175 || AnimElem = 177 || AnimElem = 179 || AnimElem = 180 || AnimElem = 181 || AnimElem = 182 value = -10 [State 6064, 减气] type = PowerAdd trigger1 = AnimElem = 3 value = -25 [State 6064, 多次减气] type = PowerAdd trigger1 = AnimElem = 9 || AnimElem = 15 || AnimElem = 21 || AnimElem = 27 trigger2 = AnimElem = 33 || AnimElem = 39 || AnimElem = 45 || AnimElem = 51 trigger3 = AnimElem = 57 || AnimElem = 63 || AnimElem = 69 || AnimElem = 75 trigger4 = AnimElem = 81 || AnimElem = 87 || AnimElem = 93 || AnimElem = 99 trigger5 = AnimElem = 105 || AnimElem = 111 || AnimElem = 117 || AnimElem = 123 trigger6 = AnimElem = 129 || AnimElem = 135 || AnimElem = 141 trigger7 = AnimElem = 147 || AnimElem = 153 || AnimElem = 159 trigger8 = AnimElem = 165 || AnimElem = 171 value = -12 [State 6064, 继续减气] type = PowerAdd trigger1 = AnimElem = 175 value = -100 [State 6064, 煮减气] type = PowerAdd trigger1 = AnimElem = 177 || AnimElem = 179 || AnimElem = 181 value = -50 ;------------------------------------------------------------------------------------------ ;Doggy slow & easy FVARS 16 AND 32 ARE AVAILABLE [Statedef 12001] type = S movetype= A physics = N anim = 2224 poweradd = 0 velset = 0,0 sprpriority = 10 [State 6002] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6002, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 0 channel = 10 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 1 channel = 11 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 2 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 3 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 5 channel = 13 ;?v???C???[???(Aggressor Voice) [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218, 21 + random % 2 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 id = 22223 [State 810, Bind 2-4] type = BindToTarget trigger1 = 1 pos = 0, 20,food [State 0, Explod] type = Explod triggerall = anim = 2224 triggerall = numexplod(22224) = 0 trigger1 = 1 anim = 22224 ID = 22224 pos = -25,-50 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 810] type = Explod trigger1 = AnimElem = 3 anim = 4442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = 3 bindtime = -1 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -2 kill = 0 ;;NEXT PHASE [State 810, Throw 11] type = TargetState trigger1 = command = "holdfwd" trigger1 = time >= 500 value = 12012 [State 810, State End] type = ChangeState trigger1 = command = "holdfwd" trigger1 = time >= 500 value = 12002 ;------------------------------------------------------------------------------------------ ;Doggy slow FVARS 16 AND 32 ARE AVAILABLE [Statedef 12002] type = S movetype= A physics = N anim = 2225 poweradd = 0 velset = 0,0 sprpriority = 10 [State 6002] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6002, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 0 channel = 10 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 1 channel = 11 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 2 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 3 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 5 channel = 13 ;?v???C???[???(Aggressor Voice) [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218, 21 + random % 2 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 id = 22224 [State 810, Bind 2-4] type = BindToTarget trigger1 = 1 pos = 0, 20,food [State 0, Explod] type = Explod triggerall = anim = 2225 triggerall = numexplod(22225) = 0 trigger1 = 1 anim = 22225 ID = 22225 pos = -25,-50 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 810] type = Explod trigger1 = AnimElem = 3 anim = 4442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = 3 bindtime = -1 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -2 kill = 0 ;NEXT PHASE [State 810, Throw 11] type = TargetState trigger1 = command = "holdback" trigger1 = time >= 500 value = 12011 [State 810, State End] type = ChangeState trigger1 = command = "holdback" trigger1 = time >= 500 value = 12001 ;NEXT PHASE [State 810, Throw 11] type = TargetState trigger1 = command = "holdfwd" trigger1 = time >= 500 value = 12013 [State 810, State End] type = ChangeState trigger1 = command = "holdfwd" trigger1 = time >= 500 value = 12003 ;------------------------------------------------------------------------------------------ ;Doggy med [Statedef 12003] type = S movetype= A physics = N anim = 2226 poweradd = 0 velset = 0,0 sprpriority = 10 [State 6002] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6002, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 0 channel = 10 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 1 channel = 11 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 2 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 3 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 5 channel = 13 ;?v???C???[???(Aggressor Voice) [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218, 21 + random % 2 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 id = 22225 [State 810, Bind 2-4] type = BindToTarget trigger1 = 1 pos = 0, 20,food [State 0, Explod] type = Explod triggerall = anim = 2226 triggerall = numexplod(22226) = 0 trigger1 = 1 anim = 22226 ID = 22226 pos = -25,-50 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 810] type = Explod trigger1 = AnimElem = 3 anim = 4442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = 3 bindtime = -1 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -2 kill = 0 ;NEXT PHASE [State 810, Throw 11] type = TargetState trigger1 = command = "holdback" trigger1 = time >= 500 value = 12012 [State 810, State End] type = ChangeState trigger1 = command = "holdback" trigger1 = time >= 500 value = 12002 ;NEXT PHASE [State 810, Throw 11] type = TargetState trigger1 = command = "holdfwd" trigger1 = time >= 500 value = 12014 [State 810, State End] type = ChangeState trigger1 = command = "holdfwd" trigger1 = time >= 500 value = 12004 ;------------------------------------------------------------------------------------------ ;Doggy fast & hard [Statedef 12004] type = S movetype= A physics = N anim = 2227 poweradd = 0 velset = 0,0 sprpriority = 10 [State 6002] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6002, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 0 channel = 10 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 1 channel = 11 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 2 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 3 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 5 channel = 13 ;?v???C???[???(Aggressor Voice) [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218, 21 + random % 2 [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 id = 22226 [State 810, Bind 2-4] type = BindToTarget trigger1 = 1 pos = 0, 20,food [State 0, Explod] type = Explod triggerall = anim = 2227 triggerall = numexplod(22227) = 0 trigger1 = 1 anim = 22227 ID = 22227 pos = -25,-50 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 810] type = Explod trigger1 = AnimElem = 3 anim = 4442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = 3 bindtime = -1 [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -2 kill = 0 ;NEXT PHASE [State 810, Throw 11] type = TargetState triggerall = Time >= 500 trigger1 = command = "holdback" value = 12013 [State 810, State End] type = ChangeState triggerall = Time >= 500 trigger1 = command = "holdback" value = 12003 [State 810, Throw 11] type = TargetState triggerall = Time >= 500 trigger1 = command = "hold_a" value = 12015 [State 810, State End] type = ChangeState triggerall = Time >= 500 trigger1 = command = "hold_a" value = 12005 [State 810, Throw 11] type = TargetState triggerall = Time >= 500 trigger1 = command = "hold_b" value = 12016 [State 810, State End] type = ChangeState triggerall = Time >= 500 trigger1 = command = "hold_b" value = 12006 ;--------------------------------------------------------------- ;Doggy cum A [Statedef 12005] type = S movetype= A physics = N anim = 2228 poweradd = 0 sprpriority = 10 [State 6072,] type = TargetState trigger1 = Time = 0 value = 12015 [State 6005] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6005, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 3652, 0 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 9, 2 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 4218, 21 + random % 3 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 0, 6 [State 6005, EnvShake] type = EnvShake ;triggerall = command = "hold_c" || var(35) = 1 trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 time = 10 ampl = -1 freq = 30 [State 910, Bind 2-4] type = BindToTarget trigger1 = 1 pos = 0, 20,food [State 0, RemoveExplod] type = RemoveExplod trigger1 = time = 0 id = 22227 [State 0, Explod] type = Explod triggerall = anim = 2228 triggerall = numexplod(22228) = 0 trigger1 = 1 anim = 22228 ID = 22228 pos = -25,-50 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State 6005, Explod] type = Explod trigger1 = AnimElem = 34 anim = 18304 scale = .50, .50 pos = 0, -15 postype = p1 removetime = -2 sprpriority = -11 bindtime = 1 ownpal = 1 [State 810] type = Explod trigger1 = AnimElem = 3 anim = 4443 pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = 3 bindtime = -1 [State 810] type = Explod trigger1 = AnimElem = 8 anim = 4444 pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = 3 bindtime = -1 [State 810] type = Explod trigger1 = AnimElem = 16 || AnimElem = 24 || AnimElem = 32 anim = 4445 pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = 3 bindtime = -1 [State 910, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3||AnimElem = 9||AnimElem = 15||AnimElem = 21 value = 12 [State 910, Hurt 11] type = LifeAdd trigger1 = AnimElem = 24||AnimElem = 26||AnimElem = 28||AnimElem = 30 value = 35 [State 910, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3||AnimElem = 9||AnimElem = 15||AnimElem = 21 value = -7 kill = 0 [State 910, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 24||AnimElem = 26||AnimElem = 28||AnimElem = 30 value = -2 [State 0, VarSet] type = VarSet trigger1 = animtime = 0 fv = 16 value = 0 ;NEXT PHASE [State 810, Throw 11] type = TargetState triggerall = command = "hold_a" trigger1 = animtime = 0 value = 12031 [State 810, State End] type = ChangeState triggerall = command = "hold_a" trigger1 = animtime = 0 value = 12021 [State 810, Throw 11] type = TargetState triggerall = command = "hold_b" trigger1 = animtime = 0 value = 12051 [State 810, State End] type = ChangeState triggerall = command = "hold_b" trigger1 = animtime = 0 value = 12041 [State 810, Throw 11] type = TargetState triggerall = command = "hold_x" trigger1 = animtime = 0 value = 8199 [State 810, State End] type = ChangeState triggerall = command = "hold_x" trigger1 = animtime = 0 value = 8198 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 value = 30091 [State 810, State End] type = ChangeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------- ;Doggy cum B [Statedef 12006] type = S movetype= A physics = N anim = 2229 poweradd = 0 velset = 0,0 sprpriority = 10 [State 6005] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6005, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State 910, Bind 2-4] type = BindToTarget trigger1 = 1 pos = 0, 20,food [State 0, Explod] type = Explod trigger1 = AnimElem = 1 anim = 22229 pos = -25,-50 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 pausemovetime = 0 scale = .35,.35 sprpriority = -10 ontop = 0 shadow = 0,0,0 ownpal = 0 [State -2, EnvShake] type = EnvShake trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 || animelem = 124 trigger8 = animelem = 3 || animelem = 29 trigger9 = animelem = 56 || animelem = 83 time = 10 freq = 120 ampl = -6 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 5 value = 9, 2 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 || animelem = 124 value = 3652,0 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 || animelem = 124 value = 0,6 [State 4615, Explod] type = Explod trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 || animelem = 124 triggerall = random < 355 anim = 4443 ID = 4443 pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) sprpriority = 3 ontop = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 || animelem = 124 triggerall = random < 355 anim = 4444 ID = 4444 pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) sprpriority = 3 ontop = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 || animelem = 124 anim = 4445 ID = 4445 pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) sprpriority = 3 ontop = 0 [State 6005, Explod] type = Explod trigger1 = AnimElem = 110 anim = 18304 scale = const(size.xscale),const(size.yscale) pos = 0, 0 postype = p1 removetime = -2 sprpriority = 3 bindtime = 1 ownpal = 1 [State 6210, LifeAdd] type = LifeAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 trigger8 = animelem = 3 || animelem = 29 trigger9 = animelem = 56 || animelem = 83 value = 50 absolute = 1 ;NEXT PHASE [State 810, Throw 11] type = TargetState triggerall = command = "hold_a" trigger1 = animtime = 0 value = 12031 [State 810, State End] type = ChangeState triggerall = command = "hold_a" trigger1 = animtime = 0 value = 12021 [State 810, Throw 11] type = TargetState triggerall = command = "hold_b" trigger1 = animtime = 0 value = 12051 [State 810, State End] type = ChangeState triggerall = command = "hold_b" trigger1 = animtime = 0 value = 12041 [State 810, Throw 11] type = TargetState triggerall = command = "hold_x" trigger1 = animtime = 0 value = 8199 [State 810, State End] type = ChangeState triggerall = command = "hold_x" trigger1 = animtime = 0 value = 8198 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 value = 30091 [State 810, State End] type = ChangeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;Doggy Raped slow & easy [Statedef 12011] type = A movetype= H physics = N velset = 0,0 [State 820] type = PosSet trigger1 = 1 y = 0 [State 920] type = NotHitBy trigger1 = Time >= 0 value = SC [State 920, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 920, 1] type = ChangeAnim2 triggerall = anim != 2234 Trigger1 = Time = 0 value = 2234 [State 920, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218, 21 + random % 2 channel = 0 volume = 5000 ;Doggy Raped slow [Statedef 12012] type = A movetype= H physics = N velset = 0,0 [State 820] type = PosSet trigger1 = 1 y = 0 [State 820] type = NotHitBy trigger1 = Time >= 0 value = SC [State 820, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 920, 1] type = ChangeAnim2 triggerall = anim != 2235 Trigger1 = Time = 0 value = 2235 [State 920, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218, 21 + random % 2 channel = 0 volume = 5000 ;Doggy Raped med [Statedef 12013] type = A movetype= H physics = N velset = 0,0 [State 820] type = PosSet trigger1 = 1 y = 0 [State 820] type = NotHitBy trigger1 = Time >= 0 value = SC [State 820, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 820, 1] type = ChangeAnim2 triggerall = anim != 2236 Trigger1 = Time = 0 value = 2236 [State 820, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218, 21 + random % 2 channel = 0 volume = 5000 ;Doggy Raped fast & hard [Statedef 12014] type = A movetype= H physics = N velset = 0,0 [State 820] type = PosSet trigger1 = 1 y = 0 [State 820] type = NotHitBy trigger1 = Time >= 0 value = SC [State 820, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 820, 1] type = ChangeAnim2 triggerall = anim != 2237 Trigger1 = Time = 0 value = 2237 [State 820, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218, 21 + random % 2 channel = 0 volume = 5000 ;Doggy Raped Cum A [Statedef 12015] type = A movetype= H physics = N velset = 0,0 [State 820] type = PosSet trigger1 = 1 y = 0 [State 820] type = NotHitBy trigger1 = Time >= 0 value = SC [State 820, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 820, 1] type = ChangeAnim2 triggerall = anim != 2238 Trigger1 = Time = 0 value = 2238 [State 820, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 11, 0 [State 820, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 4218, 21+random % 3 ;--------------------------------------------------------------------------- ;Doggy Raped Cum B [Statedef 12016] type = A movetype= H physics = N velset = 0,0 [State 820] type = PosSet trigger1 = 1 y = 0 [State 820] type = NotHitBy trigger1 = Time >= 0 value = SC [State 820, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT ;懱椡尭彮 [State 6210, LifeAdd] type = LifeAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 trigger8 = animelem = 3 || animelem = 29 trigger9 = animelem = 56 || animelem = 83 value = -20 absolute = 1 [State 6210, LifeAdd] type = PowerAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 trigger8 = animelem = 3 || animelem = 29 trigger9 = animelem = 56 || animelem = 83 value = -150 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 3 value = 11, 0 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 23 || animelem = 35 trigger3 = animelem = 42 || animelem = 50 trigger4 = animelem = 64 || animelem = 70 trigger5 = animelem = 78 || animelem = 94 trigger6 = animelem = 102 || animelem = 108 trigger7 = animelem = 116 || animelem = 124 trigger8 = animelem = 5 || animelem = 29 trigger9 = animelem = 56 || animelem = 83 value = 4218,21 +random%3 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 2239 ;--------------------------------------------------------------------------- ;Missionary Penetrate [Statedef 12020] type = S movetype= A physics = N anim = 2248 poweradd = 0 velset = 0,0 sprpriority = 10 [State 6002] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6002, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 950,1 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 0, 44 channel = 13 [State 6002] type = BindToTarget trigger1 = 1 pos = 0, 10,food [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -4 kill = 0 ;NEXT PHASE [State 810, Throw 11] type = TargetState trigger1 = time = 200 value = 12031 [State 810, State End] type = ChangeState trigger1 = time = 200 value = 12021 ;------------------------------------------------------------------------------- ;Missionary slow & easy FVARS 16 AND 32 ARE AVAILABLE [Statedef 12021] type = S movetype= A physics = N anim = 2249 poweradd = 0 velset = 0,0 sprpriority = 10 [State 6002] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6002, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 0 channel = 10 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 1 channel = 11 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 2 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 3 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 5 channel = 13 ;?v???C???[???(Aggressor Voice) [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218, 21 + random % 2 [State 6002] type = Explod trigger1 = AnimElem = 2 anim = 12001 pos = 0, -20 postype = p1 scale = 1.0,1.0 removetime = -2 sprpriority = 5 bindtime = -1 [State 6002] type = Explod trigger1 = AnimElem = 2 anim = 12001 pos = 0, -20 postype = p1 scale = 1.5,1.5 removetime = -2 sprpriority = 5 bindtime = -1 [State 6002] type = BindToTarget trigger1 = 1 pos = 0, 10,food [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -2 kill = 0 ;;NEXT PHASE [State 810, Throw 11] type = TargetState trigger1 = command = "holdfwd" trigger1 = time >= 500 value = 12032 [State 810, State End] type = ChangeState trigger1 = command = "holdfwd" trigger1 = time >= 500 value = 12022 ;------------------------------------------------------------------------------- ;Missionary slow FVARS 16 AND 32 ARE AVAILABLE [Statedef 12022] type = S movetype= A physics = N anim = 2250 poweradd = 0 velset = 0,0 sprpriority = 10 [State 6002] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6002, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 0 channel = 10 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 1 channel = 11 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 2 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 3 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 5 channel = 13 ;?v???C???[???(Aggressor Voice) [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218, 21 + random % 2 [State 6002] type = Explod trigger1 = AnimElem = 2 anim = 12001 pos = 0, -20 postype = p1 scale = 1.0,1.0 removetime = -2 sprpriority = 5 bindtime = -1 [State 6002] type = Explod trigger1 = AnimElem = 2 anim = 12001 pos = 0, -20 postype = p1 scale = 1.5,1.5 removetime = -2 sprpriority = 5 bindtime = -1 [State 6002] type = BindToTarget trigger1 = 1 pos = 0, 10,food [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -2 kill = 0 ;NEXT PHASE [State 810, Throw 11] type = TargetState trigger1 = command = "holdback" trigger1 = time >= 500 value = 12031 [State 810, State End] type = ChangeState trigger1 = command = "holdback" trigger1 = time >= 500 value = 12021 ;NEXT PHASE [State 810, Throw 11] type = TargetState trigger1 = command = "holdfwd" trigger1 = time >= 500 value = 12033 [State 810, State End] type = ChangeState trigger1 = command = "holdfwd" trigger1 = time >= 500 value = 12023 ;------------------------------------------------------------------------------------------ ;Missionary med [Statedef 12023] type = S movetype= A physics = N anim = 2251 poweradd = 0 velset = 0,0 sprpriority = 10 [State 6002] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6002, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 0 channel = 10 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 1 channel = 11 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 2 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 3 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 5 channel = 13 ;?v???C???[???(Aggressor Voice) [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218, 21 + random % 2 [State 6002] type = Explod trigger1 = AnimElem = 2 anim = 12001 pos = 0, -20 postype = p1 scale = 1.0,1.0 removetime = -2 sprpriority = 5 bindtime = -1 [State 6002] type = Explod trigger1 = AnimElem = 2 anim = 12001 pos = 0, -20 postype = p1 scale = 1.5,1.5 removetime = -2 sprpriority = 5 bindtime = -1 [State 6002] type = BindToTarget trigger1 = 1 pos = 0, 10,food [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -2 kill = 0 ;NEXT PHASE [State 810, Throw 11] type = TargetState trigger1 = command = "holdback" trigger1 = time >= 500 value = 12032 [State 810, State End] type = ChangeState trigger1 = command = "holdback" trigger1 = time >= 500 value = 12022 ;NEXT PHASE [State 810, Throw 11] type = TargetState trigger1 = command = "holdfwd" trigger1 = time >= 500 value = 12034 [State 810, State End] type = ChangeState trigger1 = command = "holdfwd" trigger1 = time >= 500 value = 12024 ;------------------------------------------------------------------------------------------ ;Missionary fast & hard [Statedef 12024] type = S movetype= A physics = N anim = 2252 poweradd = 0 velset = 0,0 sprpriority = 10 [State 6002] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6002, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 0 channel = 10 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 1 channel = 11 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 2 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 3 channel = 12 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 5 channel = 13 ;?v???C???[???(Aggressor Voice) [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218, 21 + random % 2 [State 6002] type = Explod trigger1 = AnimElem = 2 anim = 12001 pos = 0, -20 postype = p1 scale = 1.5,1.5 removetime = -2 sprpriority = 5 bindtime = -1 [State 6002] type = Explod trigger1 = AnimElem = 2 anim = 12001 pos = 0, -20 postype = p1 scale = 1.0,1.0 removetime = -2 sprpriority = 5 bindtime = -1 [State 6002] type = BindToTarget trigger1 = 1 pos = 0, 10,food [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -2 kill = 0 ;NEXT PHASE [State 810, Throw 11] type = TargetState triggerall = Time >= 500 trigger1 = command = "holdback" value = 12033 [State 810, State End] type = ChangeState triggerall = Time >= 500 trigger1 = command = "holdback" value = 12023 [State 810, Throw 11] type = TargetState triggerall = Time >= 500 trigger1 = command = "hold_a" value = 12035 [State 810, State End] type = ChangeState triggerall = Time >= 500 trigger1 = command = "hold_a" value = 12025 [State 810, Throw 11] type = TargetState triggerall = Time >= 500 trigger1 = command = "hold_b" value = 12036 [State 810, State End] type = ChangeState triggerall = Time >= 500 trigger1 = command = "hold_b" value = 12026 [State 810, Throw 11] type = TargetState triggerall = Time >= 500 trigger1 = command = "hold_c" value = 12037 [State 810, State End] type = ChangeState triggerall = Time >= 500 trigger1 = command = "hold_c" value = 12027 ;--------------------------------------------------------------- ;Missionary cum A [Statedef 12025] type = S movetype= A physics = N anim = 2253 poweradd = 0 sprpriority = 10 [State 6072,] type = TargetState trigger1 = Time = 0 value = 12035 [State 6005] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6005, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 3652, 0 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 4218, 23 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 4218, 21 + random % 3 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 0, 6 [State 6005, EnvShake] type = EnvShake ;triggerall = command = "hold_c" || var(35) = 1 trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 time = 10 ampl = -1 freq = 30 [State 6002] type = Explod trigger1 = AnimElem = 1 || AnimElem = 11 || AnimElem = 19 || AnimElem = 27 anim = 12001 pos = 0, -20 postype = p1 scale = 1.5,1.5 removetime = -2 sprpriority = 5 bindtime = -1 [State 6002] type = Explod trigger1 = AnimElem = 2 anim = 12001 pos = 0, -20 postype = p1 scale = 1.0,1.0 removetime = -2 sprpriority = 5 bindtime = -1 [State 6005] type = Explod trigger1 = AnimElem = 11 anim = 12002 pos = 0, -20 scale = 1.0,1.0 postype = p1 removetime = -2 sprpriority = 5 bindtime = 6 ownpal = 1 [State 6005] type = Explod trigger1 = AnimElem = 19 anim = 12003 scale = 1.0,1.0 pos = 0, -20 postype = p1 removetime = -2 sprpriority = 5 bindtime = 5 ownpal = 1 [State 6005] type = Explod trigger1 = AnimElem = 27 || AnimElem = 35 anim = 12004 scale = 1.0,1.0 pos = 0, -20 postype = p1 removetime = -2 sprpriority = 5 bindtime = -1 ownpal = 1 [State 6005] type = Explod trigger1 = AnimElem = 30 anim = 12006 id = 12004 scale = 1.0,1.0 pos = 0, -20 postype = p1 removetime = -1 sprpriority = 1 bindtime = 1 ownpal = 1 [State 6005, Explod] type = Explod trigger1 = AnimElem = 45 anim = 7215 scale = 1.0,1.0 pos = 0, -20 postype = p1 removetime = -2 sprpriority = 5 bindtime = -1 [State 6002] type = BindToTarget trigger1 = 1 pos = 0, 10,food [State 910, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3||AnimElem = 9||AnimElem = 15||AnimElem = 21 value = 12 [State 910, Hurt 11] type = LifeAdd trigger1 = AnimElem = 24||AnimElem = 26||AnimElem = 28||AnimElem = 30 value = 35 [State 910, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3||AnimElem = 9||AnimElem = 15||AnimElem = 21 value = -7 kill = 0 [State 910, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 24||AnimElem = 26||AnimElem = 28||AnimElem = 30 value = -2 [State 0, VarSet] type = VarSet trigger1 = animtime = 0 fv = 16 value = 0 ;NEXT PHASE [State 810, Throw 11] type = TargetState triggerall = command = "hold_a" trigger1 = animtime = 0 value = 12051 [State 810, State End] type = ChangeState triggerall = command = "hold_a" trigger1 = animtime = 0 value = 12041 [State 810, Throw 11] type = TargetState triggerall = command = "hold_b" trigger1 = animtime = 0 value = 12011 [State 810, State End] type = ChangeState triggerall = command = "hold_b" trigger1 = animtime = 0 value = 12001 [State 810, Throw 11] type = TargetState triggerall = command = "hold_x" trigger1 = animtime = 0 value = 8021 [State 810, State End] type = ChangeState triggerall = command = "hold_x" trigger1 = animtime = 0 value = 8020 [State 810, Throw 11] type = TargetState triggerall = command = "hold_y" trigger1 = animtime = 0 value = 22017 [State 810, State End] type = ChangeState triggerall = command = "hold_y" trigger1 = animtime = 0 value = 22016 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 value = 30091 [State 810, State End] type = ChangeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------- ;Missionary cum B [Statedef 12026] type = S movetype= A physics = N anim = 2254 velset = 0,0 SprPriority = 10 [State 6005] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6005, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 810, TargetBind] type = BindToTarget trigger1 = 1 pos = 0, 10,food [State -2, PlaySnd] type = PlaySnd triggerall = random%9 = 0 trigger1 = animelem = 6 || animelem = 12 trigger2 = animelem = 22 || animelem = 28 trigger3 = animelem = 38 || animelem = 44 trigger4 = animelem = 54 || animelem = 60 trigger5 = animelem = 72 || animelem = 78 trigger6 = animelem = 84 || animelem = 90 value = 4218, 21 + random % 3 [State -2, EnvShake] type = EnvShake trigger1 = animelem = 2 || animelem = 18 trigger2 = animelem = 34 || animelem = 50 trigger3 = animelem = 66 trigger4 = animelem = 6 || animelem = 12 trigger5 = animelem = 22 || animelem = 28 trigger6 = animelem = 38 || animelem = 44 trigger7 = animelem = 54 || animelem = 60 trigger8 = animelem = 72 || animelem = 78 trigger9 = animelem = 84 || animelem = 90 time = 10 freq = 120 ampl = -6 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 6 || animelem = 12 trigger2 = animelem = 22 || animelem = 28 trigger3 = animelem = 38 || animelem = 44 trigger4 = animelem = 54 || animelem = 60 trigger5 = animelem = 72 || animelem = 78 trigger6 = animelem = 84 || animelem = 90 value = 3652,0 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 6 || animelem = 12 trigger2 = animelem = 22 || animelem = 28 trigger3 = animelem = 38 || animelem = 44 trigger4 = animelem = 54 || animelem = 60 trigger5 = animelem = 72 || animelem = 78 trigger6 = animelem = 84 || animelem = 90 value = 0,6 [State 6210, LifeAdd] type = LifeAdd trigger1 = animelem = 2 || animelem = 18 trigger2 = animelem = 34 || animelem = 50 trigger3 = animelem = 66 trigger4 = animelem = 6 || animelem = 12 trigger5 = animelem = 22 || animelem = 28 trigger6 = animelem = 38 || animelem = 44 trigger7 = animelem = 54 || animelem = 60 trigger8 = animelem = 72 || animelem = 78 trigger9 = animelem = 84 value = 50 absolute = 1 [State 4615, Explod] type = Explod trigger1 = animelem = 90 anim = 99989 ID = 99989 scale = 1.0,1.0 pos = 0, -20 postype = p1 sprpriority = 5 ontop = 0 removetime = 355 [State 6005] type = Explod trigger1 = animelem = 6 || animelem = 12 trigger2 = animelem = 22 || animelem = 28 trigger3 = animelem = 38 || animelem = 44 trigger4 = animelem = 54 || animelem = 60 trigger5 = animelem = 72 || animelem = 78 trigger6 = animelem = 84 || animelem = 90 anim = 110200 ID = 999 scale = 1.0,1.0 pos = 0, -20 postype = p1 removetime = -2 sprpriority = 5 [State 4615, Explod] type = Explod trigger1 = animelem = 6 || animelem = 12 trigger2 = animelem = 22 || animelem = 28 trigger3 = animelem = 38 || animelem = 44 trigger4 = animelem = 54 || animelem = 60 trigger5 = animelem = 72 || animelem = 78 trigger6 = animelem = 84 || animelem = 90 triggerall = random < 155 anim = 110201 ID = 999 scale = 1.0,1.0 pos = 0, -20 postype = p1 removetime = -2 sprpriority = 5 [State 4615, Explod] type = Explod trigger1 = animelem = 6 || animelem = 12 trigger2 = animelem = 22 || animelem = 28 trigger3 = animelem = 38 || animelem = 44 trigger4 = animelem = 54 || animelem = 60 trigger5 = animelem = 72 || animelem = 78 trigger6 = animelem = 84 || animelem = 90 triggerall = random < 155 anim = 110205 ID = 999 scale = 1.0,1.0 pos = 0, -20 postype = p1 removetime = -2 sprpriority = 5 [State 6002] type = Explod trigger1 = animelem = 6 || animelem = 12 trigger2 = animelem = 22 || animelem = 28 trigger3 = animelem = 38 || animelem = 44 trigger4 = animelem = 54 || animelem = 60 trigger5 = animelem = 72 || animelem = 78 trigger6 = animelem = 84 || animelem = 90 anim = 12001 scale = 1.0,1.0 pos = 0, -20 postype = p1 removetime = -2 sprpriority = 5 [State 6005] type = Explod trigger1 = animelem = 6 || animelem = 12 trigger2 = animelem = 22 || animelem = 28 trigger3 = animelem = 38 || animelem = 44 trigger4 = animelem = 54 || animelem = 60 trigger5 = animelem = 72 || animelem = 78 trigger6 = animelem = 84 || animelem = 90 anim = 12004 scale = 1.0,1.0 pos = 0, -20 postype = p1 removetime = -2 sprpriority = 5 [State 4615, Explod] type = Explod trigger1 = animelem = 90 trigger1 = random < 666 anim = 110195 ID = 999 pos = -170, -180 postype = p1 scale = 1.5, 1.50 sprpriority = 12 ontop = 0 ;NEXT PHASE [State 810, Throw 11] type = TargetState triggerall = command = "hold_a" trigger1 = animtime = 0 value = 12051 [State 810, State End] type = ChangeState triggerall = command = "hold_a" trigger1 = animtime = 0 value = 12041 [State 810, Throw 11] type = TargetState triggerall = command = "hold_b" trigger1 = animtime = 0 value = 12011 [State 810, State End] type = ChangeState triggerall = command = "hold_b" trigger1 = animtime = 0 value = 12001 [State 810, Throw 11] type = TargetState triggerall = command = "hold_x" trigger1 = animtime = 0 value = 8021 [State 810, State End] type = ChangeState triggerall = command = "hold_x" trigger1 = animtime = 0 value = 8020 [State 810, Throw 11] type = TargetState triggerall = command = "hold_y" trigger1 = animtime = 0 value = 22017 [State 810, State End] type = ChangeState triggerall = command = "hold_y" trigger1 = animtime = 0 value = 22016 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 value = 30091 [State 810, State End] type = ChangeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------- ;Missionary cum C [Statedef 12027] type = S movetype= A physics = N anim = 2255 velset = 0,0 SprPriority = 10 [State 6005] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6005, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 810, TargetBind] type = BindToTarget trigger1 = 1 pos = 0, 10,food [State 6210, LifeAdd] type = LifeAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 22 || animelem = 35 trigger3 = animelem = 41 || animelem = 47 trigger4 = animelem = 60 || animelem = 68 trigger5 = animelem = 82 || animelem = 88 trigger6 = animelem = 94 || animelem = 108 trigger7 = animelem = 116 || animelem = 126 trigger8 = animelem = 132 || animelem = 140 trigger9 = animelem = 146 value = 50 absolute = 1 [State -2, EnvShake] type = EnvShake trigger1 = animelem = 2 time = 60 freq = 120 ampl = -3 [State -2, EnvShake] type = EnvShake trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 22 || animelem = 35 trigger3 = animelem = 41 || animelem = 47 trigger4 = animelem = 60 || animelem = 68 trigger5 = animelem = 82 || animelem = 88 trigger6 = animelem = 94 || animelem = 108 trigger7 = animelem = 116 || animelem = 126 trigger8 = animelem = 132 || animelem = 140 trigger9 = animelem = 146 trigger10 = animelem = 2 || animelem = 26 trigger12 = animelem = 51 || animelem = 76 trigger13 = animelem = 101 time = 10 freq = 120 ampl = -6 [State -2, PlaySnd] type = PlaySnd triggerall = random%9 = 0 trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 22 || animelem = 35 trigger3 = animelem = 41 || animelem = 47 trigger4 = animelem = 60 || animelem = 68 trigger5 = animelem = 82 || animelem = 88 trigger6 = animelem = 94 || animelem = 108 trigger7 = animelem = 116 || animelem = 126 trigger8 = animelem = 132 || animelem = 140 trigger9 = animelem = 146 value = 4218,21 +random%3 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 22 || animelem = 35 trigger3 = animelem = 41 || animelem = 47 trigger4 = animelem = 60 || animelem = 68 trigger5 = animelem = 82 || animelem = 88 trigger6 = animelem = 94 || animelem = 108 trigger7 = animelem = 116 || animelem = 126 trigger8 = animelem = 132 || animelem = 140 trigger9 = animelem = 146 value = 3652,0 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 22 || animelem = 35 trigger3 = animelem = 41 || animelem = 47 trigger4 = animelem = 60 || animelem = 68 trigger5 = animelem = 82 || animelem = 88 trigger6 = animelem = 94 || animelem = 108 trigger7 = animelem = 116 || animelem = 126 trigger8 = animelem = 132 || animelem = 140 trigger9 = animelem = 146 value = 0,6 [State 4615, Explod] type = Explod trigger1 = animelem = 43 anim = 99989 ID = 99989 scale = 1.0,1.0 pos = 0, -20 postype = p1 sprpriority = 5 ontop = 0 removetime = 355 [State 6005] type = Explod trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 22 || animelem = 35 trigger3 = animelem = 41 || animelem = 47 trigger4 = animelem = 60 || animelem = 68 trigger5 = animelem = 82 || animelem = 88 trigger6 = animelem = 94 || animelem = 108 trigger7 = animelem = 116 || animelem = 126 trigger8 = animelem = 132 || animelem = 140 trigger9 = animelem = 146 anim = 110200 ID = 999 scale = 1.0,1.0 pos = 0, -20 postype = p1 removetime = -2 sprpriority = 5 ontop = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 22 || animelem = 35 trigger3 = animelem = 41 || animelem = 47 trigger4 = animelem = 60 || animelem = 68 trigger5 = animelem = 82 || animelem = 88 trigger6 = animelem = 94 || animelem = 108 trigger7 = animelem = 116 || animelem = 126 trigger8 = animelem = 132 || animelem = 140 trigger9 = animelem = 146 triggerall = random < 155 anim = 110201 ID = 999 scale = 1.0,1.0 pos = 0, -20 postype = p1 removetime = -2 sprpriority = 5 ontop = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 22 || animelem = 35 trigger3 = animelem = 41 || animelem = 47 trigger4 = animelem = 60 || animelem = 68 trigger5 = animelem = 82 || animelem = 88 trigger6 = animelem = 94 || animelem = 108 trigger7 = animelem = 116 || animelem = 126 trigger8 = animelem = 132 || animelem = 140 trigger9 = animelem = 146 triggerall = random < 155 anim = 110205 ID = 999 scale = 1.0,1.0 pos = 0, -20 postype = p1 removetime = -2 sprpriority = 5 ontop = 0 [State 4615, Explod] type = Explod trigger1 = animelem = 145 trigger1 = random < 666 anim = 110195 ID = 999 pos = -170, -180 postype = p1 scale = 1.5, 1.50 sprpriority = 12 ontop = 0 [State 6002] type = Explod trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 22 || animelem = 35 trigger3 = animelem = 41 || animelem = 47 trigger4 = animelem = 60 || animelem = 68 trigger5 = animelem = 82 || animelem = 88 trigger6 = animelem = 94 || animelem = 108 trigger7 = animelem = 116 || animelem = 126 trigger8 = animelem = 132 || animelem = 140 trigger9 = animelem = 146 anim = 12001 scale = 1.0,1.0 pos = 0, -20 postype = p1 removetime = -2 sprpriority = 5 bindtime = -1 [State 6005] type = Explod trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 22 || animelem = 35 trigger3 = animelem = 41 || animelem = 47 trigger4 = animelem = 60 || animelem = 68 trigger5 = animelem = 82 || animelem = 88 trigger6 = animelem = 94 || animelem = 108 trigger7 = animelem = 116 || animelem = 126 trigger8 = animelem = 132 || animelem = 140 trigger9 = animelem = 146 anim = 12004 scale = 1.0,1.0 pos = 0, -20 postype = p1 removetime = -2 sprpriority = 5 ownpal = 1 ;NEXT PHASE [State 810, Throw 11] type = TargetState triggerall = command = "hold_a" trigger1 = animtime = 0 value = 12051 [State 810, State End] type = ChangeState triggerall = command = "hold_a" trigger1 = animtime = 0 value = 12041 [State 810, Throw 11] type = TargetState triggerall = command = "hold_b" trigger1 = animtime = 0 value = 12011 [State 810, State End] type = ChangeState triggerall = command = "hold_b" trigger1 = animtime = 0 value = 12001 [State 810, Throw 11] type = TargetState triggerall = command = "hold_x" trigger1 = animtime = 0 value = 8021 [State 810, State End] type = ChangeState triggerall = command = "hold_x" trigger1 = animtime = 0 value = 8020 [State 810, Throw 11] type = TargetState triggerall = command = "hold_y" trigger1 = animtime = 0 value = 22017 [State 810, State End] type = ChangeState triggerall = command = "hold_y" trigger1 = animtime = 0 value = 22016 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 value = 30091 [State 810, State End] type = ChangeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;Missionary Raped Penetrate [Statedef 12030] type = A movetype= H physics = N velset = 0,0 [State 910] type = PosSet trigger1 = time = 0 y = 0 [State 920] type = NotHitBy trigger1 = Time >= 0 value = SC [State 920, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 920, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 12030 [State 920, 1] type = null;ChangeAnim2 triggerall = anim = 12249 Trigger1 = animTime = 0 value = 12250 [State 920, 1] type = PlaySnd trigger1 = AnimElem = 15 value = 4218, 23 channel = 0 volume = 5000 ;--------------------------------------------------------------------------- ;Missionary Raped slow & easy [Statedef 12031] type = A movetype= H physics = N velset = 0,0 [State 910] type = PosSet trigger1 = time = 0 y = 0 [State 820] type = NotHitBy trigger1 = Time >= 0 value = SC [State 820, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 820, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 12031 [State 820, 1] type = null;ChangeAnim2 triggerall = anim = 12249 Trigger1 = animTime = 0 value = 12250 [State 820, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218, 21 + random % 2 channel = 0 volume = 5000 ;--------------------------------------------------------------------------- ;Missionary Raped slow [Statedef 12032] type = A movetype= H physics = N velset = 0,0 [State 910] type = PosSet trigger1 = time = 0 y = 0 [State 820] type = NotHitBy trigger1 = Time >= 0 value = SC [State 820, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 820, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 12250 [State 820, 1] type = null;ChangeAnim2 triggerall = anim = 12249 Trigger1 = animTime = 0 value = 12250 [State 820, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218, 21 + random % 2 channel = 0 volume = 5000 ;--------------------------------------------------------------------------- ;Missionary Raped med [Statedef 12033] type = A movetype= H physics = N velset = 0,0 [State 910] type = PosSet trigger1 = time = 0 y = 0 [State 820] type = NotHitBy trigger1 = Time >= 0 value = SC [State 820, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 820, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 12251 [State 820, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218, 21 + random % 2 channel = 0 volume = 5000 ;--------------------------------------------------------------------------- ;Missionary Raped fast & hard [Statedef 12034] type = A movetype= H physics = N velset = 0,0 [State 910] type = PosSet trigger1 = time = 0 y = 0 [State 820] type = NotHitBy trigger1 = Time >= 0 value = SC [State 820, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 820, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 12252 [State 820, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218, 21 + random % 2 channel = 0 volume = 5000 ;--------------------------------------------------------------------------- ;Missionary Raped Cum A [Statedef 12035] type = A movetype= H physics = N velset = 0,0 [State 910] type = PosSet trigger1 = time = 0 y = 0 [State 820] type = NotHitBy trigger1 = Time >= 0 value = SC [State 820, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 820, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 12253 [State 820, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 11, 0 [State 820, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 4218, 21+random % 3 ;--------------------------------------------------------------------------- ;Missionary Raped Cum B [Statedef 12036] type = A movetype = H physics = N velset = 0,0 [State 820] type = PosSet trigger1 = time = 0 y = 0 [State 820] type = NotHitBy trigger1 = Time >= 0 value = SC [State 820, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT ;懱椡尭彮 [State 6210, LifeAdd] type = LifeAdd trigger1 = animelem = 2 || animelem = 18 trigger2 = animelem = 34 || animelem = 50 trigger3 = animelem = 66 trigger4 = animelem = 6 || animelem = 12 trigger5 = animelem = 22 || animelem = 28 trigger6 = animelem = 38 || animelem = 44 trigger7 = animelem = 54 || animelem = 60 trigger8 = animelem = 72 || animelem = 78 trigger9 = animelem = 84 value = -20 [State 6210, LifeAdd] type = PowerAdd trigger1 = animelem = 2 || animelem = 18 trigger2 = animelem = 34 || animelem = 50 trigger3 = animelem = 66 trigger4 = animelem = 6 || animelem = 12 trigger5 = animelem = 22 || animelem = 28 trigger6 = animelem = 38 || animelem = 44 trigger7 = animelem = 54 || animelem = 60 trigger8 = animelem = 72 || animelem = 78 trigger9 = animelem = 84 value = -150 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 2 value = 11, 0 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 2 || animelem = 18 trigger2 = animelem = 34 || animelem = 50 trigger3 = animelem = 66 trigger4 = animelem = 6 || animelem = 12 trigger5 = animelem = 22 || animelem = 28 trigger6 = animelem = 38 || animelem = 44 trigger7 = animelem = 54 || animelem = 60 trigger8 = animelem = 72 || animelem = 78 trigger9 = animelem = 84 value = 4218,21 +random%3 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 12254 ;--------------------------------------------------------------------------- ;Missionary Raped Cum C [Statedef 12037] type = A movetype = H physics = N velset = 0,0 [State 820] type = PosSet trigger1 = time = 0 y = 0 [State 820] type = NotHitBy trigger1 = Time >= 0 value = SC [State 820, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT ;懱椡尭彮 [State 6210, LifeAdd] type = LifeAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 22 || animelem = 35 trigger3 = animelem = 41 || animelem = 47 trigger4 = animelem = 60 || animelem = 68 trigger5 = animelem = 82 || animelem = 88 trigger6 = animelem = 94 || animelem = 108 trigger7 = animelem = 116 || animelem = 126 trigger8 = animelem = 132 || animelem = 140 trigger9 = animelem = 146 value = -20 [State 6210, LifeAdd] type = PowerAdd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 22 || animelem = 35 trigger3 = animelem = 41 || animelem = 47 trigger4 = animelem = 60 || animelem = 68 trigger5 = animelem = 82 || animelem = 88 trigger6 = animelem = 94 || animelem = 108 trigger7 = animelem = 116 || animelem = 126 trigger8 = animelem = 132 || animelem = 140 trigger9 = animelem = 146 value = -150 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 2 value = 11, 0 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 10 || animelem = 16 trigger2 = animelem = 22 || animelem = 35 trigger3 = animelem = 41 || animelem = 47 trigger4 = animelem = 60 || animelem = 68 trigger5 = animelem = 82 || animelem = 88 trigger6 = animelem = 94 || animelem = 108 trigger7 = animelem = 116 || animelem = 126 trigger8 = animelem = 132 || animelem = 140 trigger9 = animelem = 146 value = 4218,21 +random%3 [State 756, 2] type = ChangeAnim2 trigger1 = Time = 0 value = 12255 [Statedef 6065] type = A movetype= H physics = N velset = 0,0 poweradd = 40 [State 6065, 调整] type = VelAdd Trigger1 = 1 y = 10 [State 6065, OX3] type = PlaySnd trigger1 = AnimElem = 1 value = 4218,22 [State 6065, aa1] type = ChangeState triggerall = Vel Y > 0 triggerall = Pos Y >= -20 triggerall = alive triggerall = CanRecover trigger1 = Command = "recovery" value = 5110 [State 6065, aa2] type = SelfState triggerall = Vel Y > 0 triggerall = alive triggerall = CanRecover trigger1 = Command = "recovery" value = 5110 [State 6065, aa3] type = SelfState trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 5110 ;============================================================================== ;fake dragon rape [Statedef 6173,] type = S movetype = A physics = N velset = 0,0 anim = 20202 ctrl = 1 sprpriority = 3 [State 8017, ooxx] type = Explod trigger1 = p2stateno !=6065 trigger2 = animelem = 1 anim = 8016 pos = 0,0 postype = p1 sprpriority = -99 supermove = 1 bindtime = -1 ownpal = 1 [State 6073] type = AssertSpecial trigger1 = 1 flag = noshadow [State 6073, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 6073] type = PlaySnd trigger1 = animElem = 3 value = 0,44 [State 6073] type = PlaySnd trigger1 = time = 0 trigger2= time= 300 value = 4218,400 [State 6073] type = PlaySnd trigger1 = time = 600 value = 4218,500 [State 6073] type = PlaySnd trigger1 = AnimElem = 10 || AnimElem = 16 || AnimElem = 22 || AnimElem = 28 trigger2 = AnimElem = 34 || AnimElem = 40 || AnimElem = 46 || AnimElem = 52 trigger3 = AnimElem = 58 || AnimElem = 64 || AnimElem = 70 || AnimElem = 76 trigger4 = AnimElem = 82 || AnimElem = 88 || AnimElem = 94 || AnimElem = 100 trigger5 = AnimElem = 106 || AnimElem = 112 || AnimElem = 118 || AnimElem = 124 trigger6 = AnimElem = 130 || AnimElem = 136 || AnimElem = 142 trigger7 = AnimElem = 148 || AnimElem = 217 || AnimElem = 219 value = 0, 43 [State 6073] type = PlaySnd trigger1 = AnimElem = 7 || AnimElem = 13 || AnimElem = 19 || AnimElem = 25 trigger2 = AnimElem = 31 || AnimElem = 37 || AnimElem = 43 || AnimElem = 49 trigger3 = AnimElem = 55 || AnimElem = 61 || AnimElem = 67 || AnimElem = 73 trigger4 = AnimElem = 79 || AnimElem = 85 || AnimElem = 91 || AnimElem = 97 trigger5 = AnimElem = 103 || AnimElem = 109 || AnimElem = 115 || AnimElem = 121 trigger6 = AnimElem = 127 || AnimElem = 133 || AnimElem = 139 || AnimElem = 145 trigger7 = AnimElem = 149 || AnimElem = 156 || AnimElem = 163 || AnimElem = 170 trigger8 = AnimElem = 179 || AnimElem = 191 || AnimElem = 215 || AnimElem = 218 trigger9 = AnimElem = 220 value = 8150, 2 [State 6073, Shake Screen] type = EnvShake trigger1 = AnimElem = 151 time = 6 ;Time to shake screen ampl = 4 ;Amount to shake freq = 130 ;A frequency of 180 shakes the screen rapidly [State 19072] type = PlaySnd trigger1 = AnimElem = 220 value = 8150, 1 [State 19072] type = PlaySnd trigger1 = AnimElem = 151 || AnimElem = 160 || AnimElem = 167 || AnimElem = 174 || AnimElem = 183 || AnimElem = 195 || AnimElem = 205 value = 3652, 0 [State 19072] type = PlaySnd trigger1 = AnimElem = 151 value = 1, 2 [State 19072] type = PlaySnd trigger1 = AnimElem = 151 || AnimElem = 160 || AnimElem = 167 || AnimElem = 174 || AnimElem = 183 || AnimElem = 195 || AnimElem = 205 value = 0, 6 [State 19072] type = BindToTarget trigger1 = Time >= 0 id = -1 pos = 0, 20,food ;偙偺埵抲傪挷愡偡傞偙偲偱掲傔忋偘傞怗庤偺埵抲傪曄偊傟傑偡丅 ;ex wolfrape [Statedef 19077] type = A physics = S movetype = A ctrl = 0 anim = 8015 velset = 0,0 [State 6062,00 ] type = NotHitBy trigger1 = Time >= 0 value = SCA [State 40001, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 5,3 Volume = 200 [State 6062] type = TargetState trigger1 = MoveHit = 1 trigger1 = NumTarget value = 19074 [State 6062,] type = ChangeState trigger1 = MoveHit = 1 trigger1 = NumTarget value = 6073 [State 6062] type = HitDef trigger1 = time >= 10 attr = S, ST hitflag = M priority = 7, miss sparkno = -1 sprpriority = 2 p2facing = 1 fall = 0 [State 40001, 4] type = changeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;Statedef 6073 ;=============================================================================== [Statedef 6073,] type = S movetype = A physics = N velset = 0,0 anim = 20202 ctrl = 0 sprpriority = 3 [State 8017, ooxx] type = Explod trigger1 = p2stateno !=6065 trigger2 = animelem = 1 anim = 8016 pos = 0,0 postype = p1 sprpriority = -99 supermove = 1 bindtime = -1 ownpal = 1 [State 6073] type = AssertSpecial trigger1 = 1 flag = noshadow [State 6073, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 6073] type = PlaySnd trigger1 = animElem = 3 value = 0,44 [State 6073] type = PlaySnd trigger1 = time = 0 trigger2= time= 300 value = 4218,400 [State 6073] type = PlaySnd trigger1 = time = 600 value = 4218,500 [State 6073] type = PlaySnd trigger1 = AnimElem = 10 || AnimElem = 16 || AnimElem = 22 || AnimElem = 28 trigger2 = AnimElem = 34 || AnimElem = 40 || AnimElem = 46 || AnimElem = 52 trigger3 = AnimElem = 58 || AnimElem = 64 || AnimElem = 70 || AnimElem = 76 trigger4 = AnimElem = 82 || AnimElem = 88 || AnimElem = 94 || AnimElem = 100 trigger5 = AnimElem = 106 || AnimElem = 112 || AnimElem = 118 || AnimElem = 124 trigger6 = AnimElem = 130 || AnimElem = 136 || AnimElem = 142 trigger7 = AnimElem = 148 || AnimElem = 217 || AnimElem = 219 value = 0, 43 [State 6073] type = PlaySnd trigger1 = AnimElem = 7 || AnimElem = 13 || AnimElem = 19 || AnimElem = 25 trigger2 = AnimElem = 31 || AnimElem = 37 || AnimElem = 43 || AnimElem = 49 trigger3 = AnimElem = 55 || AnimElem = 61 || AnimElem = 67 || AnimElem = 73 trigger4 = AnimElem = 79 || AnimElem = 85 || AnimElem = 91 || AnimElem = 97 trigger5 = AnimElem = 103 || AnimElem = 109 || AnimElem = 115 || AnimElem = 121 trigger6 = AnimElem = 127 || AnimElem = 133 || AnimElem = 139 || AnimElem = 145 trigger7 = AnimElem = 149 || AnimElem = 156 || AnimElem = 163 || AnimElem = 170 trigger8 = AnimElem = 179 || AnimElem = 191 || AnimElem = 215 || AnimElem = 218 trigger9 = AnimElem = 220 value = 8150, 2 [State 6073, Shake Screen] type = EnvShake trigger1 = AnimElem = 151 time = 6 ;Time to shake screen ampl = 4 ;Amount to shake freq = 130 ;A frequency of 180 shakes the screen rapidly [State 19072] type = PlaySnd trigger1 = AnimElem = 220 value = 8150, 1 [State 19072] type = PlaySnd trigger1 = AnimElem = 151 || AnimElem = 160 || AnimElem = 167 || AnimElem = 174 || AnimElem = 183 || AnimElem = 195 || AnimElem = 205 value = 3652, 0 [State 19072] type = PlaySnd trigger1 = AnimElem = 151 value = 1, 2 [State 19072] type = PlaySnd trigger1 = AnimElem = 151 || AnimElem = 160 || AnimElem = 167 || AnimElem = 174 || AnimElem = 183 || AnimElem = 195 || AnimElem = 205 value = 0, 6 [State 19072] type = BindToTarget trigger1 = Time >= 0 id = -1 pos = 0, 20,food ;偙偺埵抲傪挷愡偡傞偙偲偱掲傔忋偘傞怗庤偺埵抲傪曄偊傟傑偡丅 ;add8454------------------------------------------- [State 19072,] type = TargetState triggerall = AnimTime = 0 trigger1 = enemyNear, alive = 1 value = 5110 [State 19072,] type = ChangeState triggerall = AnimTime = 0 trigger1 = enemyNear, alive = 1 value = 5030 ;-------------------------------------------end8454 ;cust8454------------------------------------------- [State 19072,] type = TargetState trigger1 = AnimTime = 0 trigger1 = enemyNear, alive = 0 ;trigger1 = parent,power < 3000 ;trigger1 = Time = 800 ;乽掲傔夞悢曄峏乿 ;trigger2 = enemyNear, alive = 0 ;trigger3 = Time = 800 ;乽掲傔夞悢曄峏俀乿 value = 6064 [State 19072,] type = ChangeState trigger1 = AnimTime = 0 trigger1 = enemyNear, alive = 0 ;trigger1 = parent,power < 3000 ;trigger1 = Time = 800 ;乽掲傔夞悢曄峏乿 ;trigger2 = enemyNear,alive = 0 ;trigger3 = Time = 800 ;乽掲傔夞悢曄峏俀乿 ;trigger4 = P2stateno != 19064 value = 6072 ;-------------------------------------------end8454 [State 4614, Explod] ;塼彮-- type = Explod trigger1 = animelem = 4 || animelem = 33 || animelem = 47 || animelem = 63 || animelem = 75 trigger2 = animelem = 93 || animelem = 108 || animelem = 123 anim = 18305 ID = 18305 pos = -32,-30 ;random = 2, 4 postype = p2 scale = 1.5, 1 sprpriority = 2 ontop = 1 removetime = 60 [State 4614, Explod] ;塼彮-- type = Explod trigger1 = animelem = 151 || animelem = 167 ; || animelem = 220 anim = 18311 ID = 18311 pos = 4,-15 ;random = 2, 4 postype = p2 scale = 1.5, 1 sprpriority = 0 ontop = 0 removetime = 200 [State 4614, Explod] ;塼彮-- type = Explod trigger1 = animelem = 218 anim = 18311 ID = 18311 pos = 4,-15 ;random = 2, 4 postype = p2 scale = 1.5, 1 sprpriority = 0 ontop = 0 removetime = 400 [State 19064] type = LifeAdd trigger1 = AnimElem = 152 || AnimElem = 161 || AnimElem = 168 || AnimElem = 175 || AnimElem = 184 trigger2 = AnimElem = 196 value = -24 ;--------------------------------------------------------------------------- ; 憡庤懁偺搳偘傜傟儌乕僔儑儞1 ; CNS 儗儀儖: 拞媺 ;Victim Controls [Statedef 19074] type = A movetype= H physics = N velset = 0,0 sprpriority = 1 ;cust8454------------------------------------------- [State 19064] ;愱梡傾僯儊19230偑懚嵼偡傞偲偒 type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(18300) = 1 value = 19432 ;6623憗楻將傾僯儊偵挷惍偟偨傕偺偵曄峏 [State 19064] ;愱梡傾僯儊19230偑懚嵼偡傞偲偒 type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(18300) = 0 value = 19433 ;6623憗楻將傾僯儊偵挷惍偟偨傕偺偵曄峏 ;-------------------------------------------end8454 ;LegUp [State 19074, Explod] type = Explod trigger1 = AnimElemTime(1) = 0 scale = 1,1 anim = 19433 ID = 19433 pos = 8, -10 postype = P1 sprpriority = 4 bindtime = 1 ownpal = 1 [State 19064] type = PlaySnd trigger1 = AnimElem = 7 || AnimElem = 25 trigger2 = AnimElem = 31 || AnimElem = 43 trigger3 = AnimElem = 61 trigger4 = AnimElem = 79 || AnimElem = 91 trigger5 = AnimElem = 103 || AnimElem = 121 trigger6 = AnimElem = 127 || AnimElem = 145 trigger7 = AnimElem = 149 || AnimElem = 163 trigger8 = AnimElem = 179 || AnimElem = 189 value = 4218,21+ (Random%2) [State 19064] type = PlaySnd trigger1 = AnimElem = 151 || AnimElem = 195 value = 4218,23 [State 19064] type = PlaySnd trigger1 = AnimElem = 168 || AnimElem = 175 || AnimElem = 183 value = 4218,22 [State 19064] type = LifeAdd triggerall = Life > 5 trigger1 = AnimElem = 4 || AnimElem = 10 || AnimElem = 16 || AnimElem = 22 trigger2 = AnimElem = 28 || AnimElem = 34 || AnimElem = 40 || AnimElem = 46 trigger3 = AnimElem = 52 || AnimElem = 58 || AnimElem = 64 || AnimElem = 70 trigger4 = AnimElem = 76 || AnimElem = 82 || AnimElem = 88 || AnimElem = 94 trigger5 = AnimElem = 100 || AnimElem = 106 || AnimElem = 112 || AnimElem = 118 trigger6 = AnimElem = 124 || AnimElem = 130 || AnimElem = 136 || AnimElem = 142 trigger7 = AnimElem = 148 || AnimElem = 158 || AnimElem = 165 || AnimElem = 172 trigger8 = AnimElem = 181 || AnimElem = 193 || AnimElem = 221 || AnimElem = 223 value = -2 [State 19064] type = LifeAdd trigger1 = AnimElem = 152 || AnimElem = 161 || AnimElem = 168 || AnimElem = 175 || AnimElem = 184 trigger2 = AnimElem = 196 value = -12 ;---?????--------------------------------- ;18300 20????? ;----------------------------end8454 ;--------------------------------------------------------------------------- ; 憡庤懁偺搳偘傜傟儌乕僔儑儞俀 ; CNS 儗儀儖: 拞媺 ; ; 偙偺僗僥乕僩偼憡庤偑曻傝搳偘傜傟偨屻偵抧柺偵棊偪傞傑偱偺摦嶌偱偡丅 ; 拝抧偟偨帪傗cmd僼傽僀儖偵傞"recovery"偺僐儅儞僪傪憡庤偑擖椡偟偨帪偵丄 ;乽SelfState乿偺僗僥乕僩僐儞僩儘乕儔偱憡庤偺惂屼傪夝彍偟丄僐儞僩儘乕儖傪栠偝偣偰偄傑偡丅 ;仛俈丗乽triggerall乿 ;丂乽忦審傪尷掕偟偨傝峣傝崬傓乿偨傔偵巊傢傟傞僩儕僈乕偺掕媊偱偡丅 ;丂側偺偱trigger1側偳偼丄triggerall偺忦審偑慡偰懙傢側偄尷傝丄桳岠偵側傞帠偼傝傑偣傫丅 ;丂側偍丄triggerall偺傒偱偼摥偐側偄偺偱丄愝抲偡傞帪偼trigger1偼愨懳偵徚偝側偄偱偔偩偝偄丅 ; ;--------------------------------------------------------------------------- ;埲壓僿儖僷乕偺徚柵僗僥乕僩 ; ; [Statedef 19076,] type = A movetype = A physics = N ctrl = 1 velset = 0,0 [State 19066, 柍揋] type = NotHitBy trigger1 = 1 value = SCA [state 3522] type = playsnd trigger1 = animelem = 1 value = 20, 20 [State 19066, 徚柵] type = DestroySelf trigger1 = ScreenPos X >= 360; trigger2 = ScreenPos X <= -30 ;[State 6061, ] ;type = NotHitBy ;trigger1 = Time >= 0 ;value = SCA,NA,SA,HA,NT,ST,HT [Statedef 19075] type = A movetype= H physics = N velset = 0,-10 [state 3522] type = playsnd trigger1 = animelem = 1 value = 4218, 21 [state 3522] type = playsnd trigger1 = animelem = 1 value = 20, 20 [State 3522, 懍搙壛嶼] ;廳椡 type = VelAdd trigger1 = 1 y = .8 [State 3510, 捦傫偩憡庤偺僗僥乕僩曄峏] type = ChangeAnim trigger1 = 1 value = 5030 [State 3522, 僗僥乕僩曄峏] type = SelfState triggerall = Vel Y > 0 triggerall = Pos Y >= -20 triggerall = alive triggerall = CanRecover trigger1 = Command = "recovery" value = 5200 ;common1.cns嶲徠 [State 3522, 惂屼夝彍偟偰憡庤偺僗僥乕僩偵栠偡] type = SelfState triggerall = Vel Y > 0 triggerall = alive triggerall = CanRecover trigger1 = Command = "recovery" value = 5210 ;common1.cns嶲徠 [State 3522, 惂屼夝彍偟偰憡庤偺僗僥乕僩偵栠偡] type = SelfState trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 5100 ;common1.cns嶲徠 ;=============================================================================== ;Hard wolfrape [Statedef 6060] type = S physics = S movetype = A ctrl = 0 anim = 8015 velset = 0,0 [State 6063,00 ] type = NotHitBy trigger1 = Time >= 0 value = SCA ;,ST,HT [State 6063] type = TargetState trigger1 = MoveHit = 1 trigger1 = NumTarget value = 19078 [State 6063,] ;僸僢僩偡傞偲曔敍両 type = ChangeState trigger1 = MoveHit = 1 trigger1 = NumTarget value = 6074 [State 6063] type = HitDef trigger1 = time >= 10 attr = S, ST hitflag = M priority = 7, miss sparkno = -1 sprpriority = 2 p2facing = 1 fall = 0 [State 40002, 4] type = changeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;------------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; 僿儖僷乕偺搳偘傾僯儊乕僔儑儞 ; [Statedef 6074,] type = S movetype = A physics = N velset = 0,0 anim = 20204 ctrl = 0 sprpriority = 3 [State 6074] type = AssertSpecial trigger1 = 1 flag = noshadow [State 6074, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT ;[State 6062] ;type = TargetBind ;trigger1 = Time = 0 ;value = 0,0 ;cust8454------------------------------------------- [State 6074] type = PlaySnd trigger1 = time = 0 trigger1 = enemyNear, alive = 1 ;-----cust value = 10,50 ;-------------------------------------------end8454 ;Dog sound elem for new move [State 6074] type = PlaySnd trigger1 = AnimElem = 3 || AnimElem = 7 || AnimElem = 11 || AnimElem = 15 || AnimElem = 19 trigger2 = AnimElem = 23 || AnimElem = 27 || AnimElem = 31 || AnimElem = 35 trigger3 = AnimElem = 39 || AnimElem = 43 || AnimElem = 47 || AnimElem = 51 trigger4 = AnimElem = 55 || AnimElem = 59 || AnimElem = 63 || AnimElem = 67 trigger5 = AnimElem = 78 || AnimElem = 82 || AnimElem = 86 || AnimElem = 90 trigger6 = AnimElem = 94 || AnimElem = 98 || AnimElem = 102 trigger7 = AnimElem = 106 || AnimElem = 110 || AnimElem = 114 trigger8 = AnimElem = 118 || AnimElem = 122 || AnimElem = 126 || AnimElem = 130 || AnimElem = 134 trigger9 = AnimElem = 138 || AnimElem = 142 || AnimElem = 146 || AnimElem = 150 || AnimElem = 154 trigger10 = AnimElem = 158 || AnimElem = 162 || AnimElem = 166 || AnimElem = 170 || AnimElem = 174 trigger11 = AnimElem = 179 || AnimElem = 182 || AnimElem = 185 value = 8150, 2 [State 6074] type = PlaySnd trigger1 = AnimElem = 4 || AnimElem = 8 || AnimElem = 12 || AnimElem = 16 trigger2 = AnimElem = 20 || AnimElem = 24 || AnimElem = 28 || AnimElem = 32 trigger3 = AnimElem = 36 || AnimElem = 40 || AnimElem = 44 || AnimElem = 48 trigger4 = AnimElem = 52 || AnimElem = 56 || AnimElem = 60 || AnimElem = 64 trigger5 = AnimElem = 79 || AnimElem = 83 || AnimElem = 87 || AnimElem = 91 trigger6 = AnimElem = 95 || AnimElem = 99 || AnimElem = 103 || AnimElem = 107 trigger7 = AnimElem = 111 || AnimElem = 115 || AnimElem = 119 || AnimElem = 123 trigger8 = AnimElem = 127 || AnimElem = 131 || AnimElem = 135 || AnimElem = 139 trigger9 = AnimElem = 143 || AnimElem = 147 || AnimElem = 151 || AnimElem = 155 trigger10 = AnimElem = 159 || AnimElem = 163 || AnimElem = 167 || AnimElem = 171 value = 8150, 3 [State 6074] type = PlaySnd trigger1 = AnimElem = 75 || animelem = 194 value = 20, 17 [State 6074] type = PlaySnd trigger1 = AnimElem = 68 || AnimElem = 70 || AnimElem = 72 || AnimElem = 175 trigger2 = AnimElem = 187 || AnimElem = 189 || AnimElem = 191 || AnimElem = 175 value = 3652, 0 [State 6074] type = PlaySnd trigger1 = AnimElem = 179 value = 1, 2 [State 6074] type = PlaySnd trigger1 = AnimElem = 179 || AnimElem = 182 || AnimElem = 185 value = 0, 6 [State 6074] type = BindToTarget trigger1 = Time >= 0 id = -1 pos = 0, 20,food ;偙偺埵抲傪挷愡偡傞偙偲偱掲傔忋偘傞怗庤偺埵抲傪曄偊傟傑偡丅 ;add8454------------------------------------------- [State 6062,] type = TargetState triggerall = AnimTime = 0 trigger1 = enemyNear, alive = 0 value = 6164 [State 6062,] type = ChangeState triggerall = AnimTime = 0 trigger1 = enemyNear, alive = 0 value = 6162 ;-------------------------------------------end8454 ;cust8454------------------------------------------- [State 6062,] type = TargetState trigger1 = AnimTime = 0 trigger1 = enemyNear, alive = 1 ;trigger1 = parent,power < 3000 ;trigger1 = Time = 800 ;乽掲傔夞悢曄峏乿 ;trigger2 = enemyNear, alive = 0 ;trigger3 = Time = 800 ;乽掲傔夞悢曄峏俀乿 value = 6065 [State 6062,] type = ChangeState trigger1 = AnimTime = 0 trigger1 = enemyNear, alive = 1 ;trigger1 = parent,power < 3000 ;trigger1 = Time = 800 ;乽掲傔夞悢曄峏乿 ;trigger2 = enemyNear,alive = 0 ;trigger3 = Time = 800 ;乽掲傔夞悢曄峏俀乿 ;trigger4 = P2stateno != 6064 value = 5110 ;-------------------------------------------end8454 [State 4614, Explod] ;塼彮-- type = Explod trigger1 = animelem = 75 anim = 18308 ID = 18308 pos = 4,-15 ;random = 2, 4 postype = p2 scale = 1.5, 1 sprpriority = 0 ontop = 0 removetime = 1000 [State 4614, Explod] ;塼彮-- type = Explod trigger1 = animelem = 188 anim = 1006 ID = 1006 pos = 10,38 ;random = 2, 4 postype = p2 sprpriority =0 ontop = 0 removetime = 280 [State 4614, Explod] ;塼彮-- type = Explod trigger1 = animelem = 189 anim = 1003 ID = 1003 pos = 12,-5 ;random = 2, 4 postype = p2 sprpriority = 0 ontop = 0 removetime = 970 [State 4614, Explod] ;塼彮-- type = Explod trigger1 = animelem = 194 anim = 18308 ID = 18308 pos = 4,-12 ;random = 2, 4 postype = p2 scale = 1.5, 1 sprpriority = 0 ontop = 0 removetime = 800 ;--------------------------------------------------------------------------- [Statedef 6162,] type = S movetype = A physics = N velset = 0,0 anim = 20205 ctrl = 0 sprpriority = 3 [State 6162] type = AssertSpecial trigger1 = 1 flag = noshadow [State 6162, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT ;[State 6162] ;type = TargetBind ;trigger1 = Time = 0 ;value = 0,0 ;cust8454------------------------------------------- [State 6162] type = PlaySnd trigger1 = time = 0 trigger1 = enemyNear, alive = 1 ;-----cust value = 10,50 ;-------------------------------------------end8454 ;Dog sound elem for new move [State 6162] type = PlaySnd trigger1 = AnimElem = 18 || AnimElem = 22 || AnimElem = 26 || AnimElem = 30 trigger2 = AnimElem = 34 || AnimElem = 38 || AnimElem = 42 value = 8150, 2 [State 6162] type = PlaySnd trigger1 = AnimElem = 3 || AnimElem = 7 || AnimElem = 15 || AnimElem = 19 trigger2 = AnimElem = 23 || AnimElem = 27 || AnimElem = 31 || AnimElem = 35 trigger3 = AnimElem = 39 || AnimElem = 43 value = 0, 43 [State 6162] type = PlaySnd trigger1 = AnimElem = 2 || animelem = 6 || animelem = 10 value = 0, 6 [State 6162] type = PlaySnd trigger1 = AnimElem = 11 || AnimElem = 13 value = 3652, 0 [State 6062] type = PlaySnd trigger1 = AnimElem = 16 value = 20, 17 [State 6162] type = BindToTarget trigger1 = Time >= 0 id = -1 pos = 0, 20,food ;偙偺埵抲傪挷愡偡傞偙偲偱掲傔忋偘傞怗庤偺埵抲傪曄偊傟傑偡丅 ;悈偟傇偒僄僼僃僋僩------------------------------------------- [State 2000,曄悢] type = VarRandom trigger1 = 1 v = 0 range = 0, 20 [State 2000,曄悢2] type = VarRandom trigger1 = 1 v = 1 range = 0, 4 ;-------------------------------------------悈偟傇偒僄僼僃僋僩end ;add8454------------------------------------------- [State 6162,] type = TargetState triggerall = AnimTime = 0 trigger1 = enemyNear, alive = 0 value = 6164 [State 6162,] type = ChangeState triggerall = AnimTime = 0 trigger1 = enemyNear, alive = 0 value = 6162 ;-------------------------------------------end8454 [State 4614, Explod] ;塼彮-- type = Explod trigger1 = animelem = 15 anim = 18308 ID = 18308 pos = 2,-9 ;random = 2, 4 postype = p2 scale = 1.5, 1 sprpriority = 0 ontop = 0 removetime = 300 ; 憡庤懁偺搳偘傜傟儌乕僔儑儞1 ; CNS 儗儀儖: 拞媺 ; [Statedef 19078] type = A movetype= H physics = N velset = 0,0 sprpriority = 1 ;New victim anim states [State 19078] ;愱梡傾僯儊19230偑懚嵼偡傞偲偒 type = ChangeAnim2 Triggerall = Time = 0 triggerall = SelfAnimExist(19230) = 1 trigger1 = SelfAnimExist(19230) = 1 value = 19434 [State 19078] type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(18200) = 1 trigger1 = SelfAnimExist(19230) = 0 value = 6623 [State 19078] type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(18200) = 0 trigger1 = SelfAnimExist(19230) = 0 trigger1 = SelfAnimExist(18300) = 1 value = 6622 [State 19078] ;愱梡傾僯儊偑柍偄偲偒偺曄傢傝 type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(19230) = 0 trigger1 = SelfAnimExist(18200) = 0 trigger1 = SelfAnimExist(18300) = 0 value = 4631 [State 19078,傗傜傟惡] ;"-聬'Sound elem for new victim anim type = PlaySnd trigger1 = AnimElem = 3 value = 4218,22 [State 19078, "-2] type = PlaySnd trigger1 = AnimElem = 7 value = 4218,21 [State 19078, "-2] type = PlaySnd trigger1 = AnimElem = 11 value = 4218,22 [State 19078, "-2] type = PlaySnd trigger1 = AnimElem = 15 value = 4218,21 [State 19078, "-2] type = PlaySnd trigger1 = AnimElem = 19 value = 4218,22 [State 19078, "-2] type = PlaySnd trigger1 = AnimElem = 23 value = 4218,21 [State 19078, "-2] type = PlaySnd trigger1 = AnimElem = 27 value = 4218,22 [State 19078, "-2] type = PlaySnd trigger1 = AnimElem = 31 value = 4218,21 [State 19078, "-2] type = PlaySnd trigger1 = AnimElem = 35 value = 4218,22 [State 19078, "-2] type = PlaySnd trigger1 = AnimElem = 39 value = 4218,21 [State 19078, "-2] type = PlaySnd trigger1 = AnimElem = 43 value = 4218,22 [State 19078, "-2] type = PlaySnd trigger1 = AnimElem = 47 value = 4218,21 [State 19078, "-2] type = PlaySnd trigger1 = AnimElem = 51 value = 4218,21 [State 19078, "-2] type = PlaySnd trigger1 = AnimElem = 55 value = 4218,21 [State 19078, "-2] type = PlaySnd trigger1 = AnimElem = 59 value = 4218,22 [State 19078, "-2] type = PlaySnd trigger1 = AnimElem = 63 value = 4218,21 [State 19078, "-2] type = PlaySnd trigger1 = AnimElem = 67 value = 4218,21 [State 19078, "-2] type = PlaySnd trigger1 = AnimElem = 68 value = 4218,23 [State 19078, "-2] type = PlaySnd trigger1 = AnimElem = 70 value = 4218,21 [State 19078, "-2] type = PlaySnd trigger1 = AnimElem = 72 value = 4218,23 [State 19078, "-2] type = PlaySnd trigger1 = AnimElem = 74 value = 4218,21 [State 19078, "-2] type = PlaySnd trigger1 = AnimElem = 78 value = 4218,22 [State 3522, "-3] type = PlaySnd trigger1 = AnimElem = 82 value = 4218,21 [State 3522, "-3] type = PlaySnd trigger1 = AnimElem = 86 value = 4218,22 [State 3522, "-3] type = PlaySnd trigger1 = AnimElem = 90 value = 4218,21 [State 3522, "-3] type = PlaySnd trigger1 = AnimElem = 94 value = 4218,22 [State 3522, "-3] type = PlaySnd trigger1 = AnimElem = 98 value = 4218,22 [State 19078, "-2] type = PlaySnd trigger1 = AnimElem = 102 value = 4218,21 [State 19078, "-2] type = PlaySnd trigger1 = AnimElem = 106 value = 4218,22 [State 19078, "-2] type = PlaySnd trigger1 = AnimElem = 110 value = 4218,21 [State 19078, "-2] type = PlaySnd trigger1 = AnimElem = 114 value = 4218,22 [State 19078, "-2] type = PlaySnd trigger1 = AnimElem = 118 value = 4218,21 [State 19078, "-2] type = PlaySnd trigger1 = AnimElem = 122 value = 4218,22 [State 19078, "-2] type = PlaySnd trigger1 = AnimElem = 126 value = 4218,21 [State 19078, "-2] type = PlaySnd trigger1 = AnimElem = 130 value = 4218,22 [State 19078, "-2] type = PlaySnd trigger1 = AnimElem = 134 ;--- value = 4218,21 [State 19078, "-2] type = PlaySnd trigger1 = AnimElem = 138 value = 4218,22 [State 19078, "-2] type = PlaySnd trigger1 = AnimElem = 142 value = 4218,21 [State 19078, "-2] type = PlaySnd trigger1 = AnimElem = 146 value = 4218,21 ;[State 19078, "-2] ;type = PlaySnd ;trigger1 = AnimElem = 150 ;value = 4218,21 [State 19078, "-2] type = PlaySnd trigger1 = AnimElem = 154 value = 4218,21 ;[State 19078, "-2] ;type = PlaySnd ;trigger1 = AnimElem = 158 ;value = 4218,21 [State 19078, "-2] type = PlaySnd trigger1 = AnimElem = 162 value = 4218,22 [State 19078, "-2] type = PlaySnd trigger1 = AnimElem = 166 value = 4218,21 [State 19078, "-2] type = PlaySnd trigger1 = AnimElem = 170 value = 4218,22 [State 19078, "-2] type = PlaySnd trigger1 = AnimElem = 174 ;------- value = 4218,23 [State 19078, "-2] type = PlaySnd trigger1 = AnimElem = 179 value = 4218,23 [State 19078, "-2] type = PlaySnd trigger1 = AnimElem = 182 value = 4218,23 [State 3522, "-3] type = PlaySnd trigger1 = AnimElem = 185 value = 4218,23 [State 3522, "-3] type = PlaySnd trigger1 = AnimElem = 191 value = 4218,22 [State 3522, "-3] type = PlaySnd trigger1 = AnimElem = 194 value = 4218,21 ;[State 3522, "-3] ;type = PlaySnd ;trigger1 = AnimElem = 194 ;value = 4218,21 ;cust8454------------------------------------------ [State 3522, "-3] type = PlaySnd trigger1 = AnimElem = 183 trigger1 = life > 0 value = 4218,21 ;-------------------------------------------end8454 ;add8454------------------------------------------- ;[State 3522, "-3] ;type = PlaySnd ;trigger1 = AnimElem = 181 ;trigger1 = life = 0 ;value = 4218,21 + (random%2) ;-------------------------------------------end8454 ;cust8454------------------------------------------- [State 19078,僟儊乕僕] type = LifeAdd triggerall = Life > 10 trigger1 = AnimElem = 11 || AnimElem = 15 || AnimElem = 19 || AnimElem = 23 trigger2 = AnimElem = 27 || AnimElem = 31 || AnimElem = 35 || AnimElem = 39 trigger3 = AnimElem = 43 || AnimElem = 47 || AnimElem = 51 || AnimElem = 55 trigger4 = AnimElem = 59 || AnimElem = 63 || AnimElem = 78 || AnimElem = 82 trigger5 = AnimElem = 86 || AnimElem = 90 || AnimElem = 94 || AnimElem = 98 trigger6 = AnimElem = 102 || AnimElem = 106 || AnimElem = 110 || AnimElem = 114 trigger7 = AnimElem = 118 || AnimElem = 122 || AnimElem = 126 || AnimElem = 130 trigger8 = AnimElem = 134 || AnimElem = 138 || AnimElem = 142 || AnimElem = 146 trigger9 = AnimElem = 150 || AnimElem = 154 || AnimElem = 158 || AnimElem = 162 trigger10 = AnimElem = 166 || AnimElem = 170 value = -2 [State 19078, '-蛯笍璢 type = LifeAdd trigger1 = AnimElem = 68 || AnimElem = 70 || AnimElem = 72 value = -15 [State 19078, '-蛯笍璢 type = LifeAdd trigger1 = AnimElem = 175 || AnimElem = 179 || AnimElem = 182 || AnimElem = 185 value = -20 [State 19078, '-蛯笍璢 type = LifeAdd trigger1 = AnimElem = 194 value = -30 [Statedef 6164] type = A movetype= H physics = N velset = 0,0 sprpriority = 1 ;New victim anim states [State 6164] ;愱梡傾僯儊19230偑懚嵼偡傞偲偒 type = ChangeAnim2 Triggerall = Time = 0 triggerall = SelfAnimExist(19230) = 1 trigger1 = SelfAnimExist(19230) = 1 value = 19435 [State 6164] type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(18200) = 1 trigger1 = SelfAnimExist(19230) = 0 value = 6623 [State 6164] type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(18200) = 0 trigger1 = SelfAnimExist(19230) = 0 trigger1 = SelfAnimExist(18300) = 1 value = 6622 [State 6164] ;愱梡傾僯儊偑柍偄偲偒偺曄傢傝 type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(19230) = 0 trigger1 = SelfAnimExist(18200) = 0 trigger1 = SelfAnimExist(18300) = 0 value = 4631 [State 6164] type = PlaySnd trigger1 = AnimElem = 2 || AnimElem = 13 trigger2 = AnimElem = 22 trigger3 = AnimElem = 30 || AnimElem = 38 trigger4 = AnimElem = 42 value = 4218,21 + (random%2) ;cust8454------------------------------------------- [State 6164,僟儊乕僕] type = LifeAdd triggerall = Life > 10 trigger1 = AnimElem = 11 || AnimElem = 15 || AnimElem = 19 || AnimElem = 23 trigger2 = AnimElem = 27 || AnimElem = 31 || AnimElem = 35 || AnimElem = 39 trigger3 = AnimElem = 43 || AnimElem = 47 || AnimElem = 51 || AnimElem = 55 trigger4 = AnimElem = 59 || AnimElem = 63 || AnimElem = 78 || AnimElem = 82 trigger5 = AnimElem = 86 || AnimElem = 90 || AnimElem = 94 || AnimElem = 98 trigger6 = AnimElem = 102 || AnimElem = 106 || AnimElem = 110 || AnimElem = 114 trigger7 = AnimElem = 118 || AnimElem = 122 || AnimElem = 126 || AnimElem = 130 trigger8 = AnimElem = 134 || AnimElem = 138 || AnimElem = 142 || AnimElem = 146 trigger9 = AnimElem = 150 || AnimElem = 154 || AnimElem = 158 || AnimElem = 162 trigger10 = AnimElem = 166 || AnimElem = 170 value = -2 [State 6164, 懱椡尭彮] type = LifeAdd trigger1 = AnimElem = 68 || AnimElem = 70 || AnimElem = 72 value = -10 [State 6164, 懱椡尭彮] type = LifeAdd trigger1 = AnimElem = 175 || AnimElem = 179 || AnimElem = 182 || AnimElem = 185 value = -15 [State 6164, 懱椡尭彮] type = LifeAdd trigger1 = AnimElem = 194 value = -5 ;=============================================================================== ;Extreme wolflove [Statedef 6069] type = S physics = S movetype = A ctrl = 0 anim = 8015 velset = 0,0 [State 6063,00 ] type = NotHitBy trigger1 = Time >= 0 value = SCA ;,ST,HT [State 6063] type = TargetState trigger1 = MoveHit = 1 trigger1 = NumTarget value = 19974 [State 6063,] ;僸僢僩偡傞偲曔敍両 type = ChangeState trigger1 = MoveHit = 1 trigger1 = NumTarget value = 6673 [State 6063] type = HitDef trigger1 = time >= 10 attr = S, ST hitflag = M priority = 7, miss sparkno = -1 sprpriority = 2 p2facing = 1 fall = 0 [State 40002, 4] type = changeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;------------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; 僿儖僷乕偺搳偘傾僯儊乕僔儑儞 ; [Statedef 6673,] type = S movetype = A physics = N velset = 0,0 anim = 25521 ctrl = 0 sprpriority = 3 [State 6074] type = AssertSpecial trigger1 = 1 flag = noshadow [State 6074, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT ;[State 6062] ;type = TargetBind ;trigger1 = Time = 0 ;value = 0,0 ;cust8454------------------------------------------- [State 6074] type = PlaySnd trigger1 = time = 0 trigger1 = enemyNear, alive = 1 ;-----cust value = 10,50 ;-------------------------------------------end8454 ;Dog sound elem for new move [State 51210,壒惡0];憓擖壒彫 type = PlaySnd trigger1 = time = 20 value = 0,44 [State 51210,壒惡侾];憓擖壒戝 type = PlaySnd trigger1 = time = 98||time = 558 value = 1,12 [State 51210,壒惡侾];旝摦 type = PlaySnd trigger1 = time = 66 value = 3,4 [State 51210, 壒惡2];僺僗僩儞1 type = PlaySnd trigger1 = time = 192 ||time = 212 || time = 232 || time = 252 trigger2 = time = 272 ||time = 292 value = 0,43 [State 51210, 壒惡2-2];僺僗僩儞2 type = PlaySnd trigger1 = time = 310 ||time = 322 || time = 334 || time = 346 trigger2 = time = 358 ||time = 370 || time = 382 trigger3 = time = 603 ||time = 615 || time = 627 || time = 639|| time = 651|| time = 663|| time = 675 value = 20,4 [State 51210,壒惡俁];幩惛壒 type = PlaySnd trigger1 = time =402||time = 429||time = 442||time = 462||time = 482 trigger2 = time =683||time = 713||time = 743||time = 773 value = 3652,0 [State 51210,壒惡俁];幩惛壒彫 type = PlaySnd trigger1 = time =803||time = 833 value = 8150,2 [State 51210,壒惡係];歜偓惡 type = PlaySnd trigger1 = time = 306 value = 3,1 [State 51210,壒惡係-2];歜偓惡2 type = PlaySnd trigger1 = time = 682 value = 3,8 [State 51210,壒惡係-2];歜偓惡3 type = PlaySnd trigger1 = time = 892 value = 3,0 [State 51210,壒惡5-1];敳偄偨壒 type = PlaySnd trigger1 = time = 516||time = 903 value = 20,17 [State 51210,壒惡6];墱傑偱擖偭偰偒偰傞丒丒丒揑側 type = PlaySnd trigger1 = time = 863 value = 20,1 [State 6074] type = BindToTarget trigger1 = Time >= 0 id = -1 pos = 0, 20,food ;偙偺埵抲傪挷愡偡傞偙偲偱掲傔忋偘傞怗庤偺埵抲傪曄偊傟傑偡丅 ;add8454------------------------------------------- [State 6062,] type = TargetState triggerall = AnimTime = 0 trigger1 = enemyNear, alive = 0 value = 6164 [State 6062,] type = ChangeState triggerall = AnimTime = 0 trigger1 = enemyNear, alive = 0 value = 6162 ;-------------------------------------------end8454 ;cust8454------------------------------------------- [State 6062,] type = TargetState trigger1 = AnimTime = 0 trigger1 = enemyNear, alive = 1 ;trigger1 = parent,power < 3000 ;trigger1 = Time = 800 ;乽掲傔夞悢曄峏乿 ;trigger2 = enemyNear, alive = 0 ;trigger3 = Time = 800 ;乽掲傔夞悢曄峏俀乿 value = 6065 [State 6062,] type = ChangeState trigger1 = AnimTime = 0 trigger1 = enemyNear, alive = 1 ;trigger1 = parent,power < 3000 ;trigger1 = Time = 800 ;乽掲傔夞悢曄峏乿 ;trigger2 = enemyNear,alive = 0 ;trigger3 = Time = 800 ;乽掲傔夞悢曄峏俀乿 ;trigger4 = P2stateno != 6064 value = 5110 ;-------------------------------------------end8454 [State 4614, Explod] ;塼彮-- type = Explod trigger1 = animelem = 75 anim = 18308 ID = 18308 pos = 4,-15 ;random = 2, 4 postype = p2 scale = 1.5, 1 sprpriority = 0 ontop = 0 removetime = 1000 [State 4614, Explod] ;塼彮-- type = Explod trigger1 = animelem = 188 anim = 1006 ID = 1006 pos = 10,38 ;random = 2, 4 postype = p2 sprpriority =0 ontop = 0 removetime = 280 [State 4614, Explod] ;塼彮-- type = Explod trigger1 = animelem = 189 anim = 1003 ID = 1003 pos = 12,-5 ;random = 2, 4 postype = p2 sprpriority = 0 ontop = 0 removetime = 970 [State 4614, Explod] ;塼彮-- type = Explod trigger1 = animelem = 194 anim = 18308 ID = 18308 pos = 4,-12 ;random = 2, 4 postype = p2 scale = 1.5, 1 sprpriority = 0 ontop = 0 removetime = 800 ;--------------------------------------------------------------------------- [Statedef 6162,] type = S movetype = A physics = N velset = 0,0 anim = 20205 ctrl = 0 sprpriority = 3 [State 6162] type = AssertSpecial trigger1 = 1 flag = noshadow [State 6162, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT ;[State 6162] ;type = TargetBind ;trigger1 = Time = 0 ;value = 0,0 ;cust8454------------------------------------------- [State 6162] type = PlaySnd trigger1 = time = 0 trigger1 = enemyNear, alive = 1 ;-----cust value = 10,50 ;-------------------------------------------end8454 ;Dog sound elem for new move [State 6162] type = PlaySnd trigger1 = AnimElem = 18 || AnimElem = 22 || AnimElem = 26 || AnimElem = 30 trigger2 = AnimElem = 34 || AnimElem = 38 || AnimElem = 42 value = 8150, 2 [State 6162] type = PlaySnd trigger1 = AnimElem = 3 || AnimElem = 7 || AnimElem = 15 || AnimElem = 19 trigger2 = AnimElem = 23 || AnimElem = 27 || AnimElem = 31 || AnimElem = 35 trigger3 = AnimElem = 39 || AnimElem = 43 value = 0, 43 [State 6162] type = PlaySnd trigger1 = AnimElem = 2 || animelem = 6 || animelem = 10 value = 0, 6 [State 6162] type = PlaySnd trigger1 = AnimElem = 11 || AnimElem = 13 value = 3652, 0 [State 6062] type = PlaySnd trigger1 = AnimElem = 16 value = 20, 17 [State 6162] type = BindToTarget trigger1 = Time >= 0 id = -1 pos = 0, 20,food ;偙偺埵抲傪挷愡偡傞偙偲偱掲傔忋偘傞怗庤偺埵抲傪曄偊傟傑偡丅 ;悈偟傇偒僄僼僃僋僩------------------------------------------- [State 2000,曄悢] type = VarRandom trigger1 = 1 v = 0 range = 0, 20 [State 2000,曄悢2] type = VarRandom trigger1 = 1 v = 1 range = 0, 4 ;-------------------------------------------悈偟傇偒僄僼僃僋僩end ;add8454------------------------------------------- [State 6162,] type = TargetState triggerall = AnimTime = 0 trigger1 = enemyNear, alive = 0 value = 6164 [State 6162,] type = ChangeState triggerall = AnimTime = 0 trigger1 = enemyNear, alive = 0 value = 6162 ;-------------------------------------------end8454 [State 4614, Explod] ;塼彮-- type = Explod trigger1 = animelem = 15 anim = 18308 ID = 18308 pos = 2,-9 ;random = 2, 4 postype = p2 scale = 1.5, 1 sprpriority = 0 ontop = 0 removetime = 300 ; 憡庤懁偺搳偘傜傟儌乕僔儑儞1 ; CNS 儗儀儖: 拞媺 ; [Statedef 19974] type = A movetype= H physics = N velset = 0,0 sprpriority = 1 ;New victim anim states [State 19974] ;愱梡傾僯儊19230偑懚嵼偡傞偲偒 type = ChangeAnim2 Triggerall = Time = 0 triggerall = SelfAnimExist(19230) = 1 trigger1 = SelfAnimExist(19230) = 1 value = 25522 [State 19974] type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(18200) = 1 trigger1 = SelfAnimExist(19230) = 0 value = 6623 [State 19974] type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(18200) = 0 trigger1 = SelfAnimExist(19230) = 0 trigger1 = SelfAnimExist(18300) = 1 value = 6622 [State 19974] ;愱-p傾僯儊偑-硞苽蘯蟼韨 type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(19230) = 0 trigger1 = SelfAnimExist(18200) = 0 trigger1 = SelfAnimExist(18300) = 0 value = 4631 [State 19974,傗傜傟惡] ;"-聬'Sound elem for new victim anim type = PlaySnd trigger1 = AnimElem = 3 value = 4218,22 [State 19974, "-2] type = PlaySnd trigger1 = AnimElem = 7 value = 4218,21 [State 19974, "-2] type = PlaySnd trigger1 = AnimElem = 11 value = 4218,22 [State 19974, "-2] type = PlaySnd trigger1 = AnimElem = 15 value = 4218,21 [State 19974, "-2] type = PlaySnd trigger1 = AnimElem = 19 value = 4218,22 [State 19974, "-2] type = PlaySnd trigger1 = AnimElem = 23 value = 4218,21 [State 19974, "-2] type = PlaySnd trigger1 = AnimElem = 27 value = 4218,22 [State 19974, "-2] type = PlaySnd trigger1 = AnimElem = 31 value = 4218,21 [State 19974, "-2] type = PlaySnd trigger1 = AnimElem = 35 value = 4218,22 [State 19974, "-2] type = PlaySnd trigger1 = AnimElem = 39 value = 4218,21 [State 19974, "-2] type = PlaySnd trigger1 = AnimElem = 43 value = 4218,22 [State 19974, "-2] type = PlaySnd trigger1 = AnimElem = 47 value = 4218,21 [State 19974, "-2] type = PlaySnd trigger1 = AnimElem = 51 value = 4218,21 [State 19974, "-2] type = PlaySnd trigger1 = AnimElem = 55 value = 4218,21 [State 19974, "-2] type = PlaySnd trigger1 = AnimElem = 59 value = 4218,22 [State 19974, "-2] type = PlaySnd trigger1 = AnimElem = 63 value = 4218,21 [State 19974, "-2] type = PlaySnd trigger1 = AnimElem = 67 value = 4218,21 [State 19974, "-2] type = PlaySnd trigger1 = AnimElem = 68 value = 4218,23 [State 19974, "-2] type = PlaySnd trigger1 = AnimElem = 70 value = 4218,21 [State 19974, "-2] type = PlaySnd trigger1 = AnimElem = 72 value = 4218,23 [State 19974, "-2] type = PlaySnd trigger1 = AnimElem = 74 value = 4218,21 [State 19974, "-2] type = PlaySnd trigger1 = AnimElem = 78 value = 4218,22 [State 3522, "-3] type = PlaySnd trigger1 = AnimElem = 82 value = 4218,21 [State 3522, "-3] type = PlaySnd trigger1 = AnimElem = 86 value = 4218,22 [State 3522, "-3] type = PlaySnd trigger1 = AnimElem = 90 value = 4218,21 [State 3522, "-3] type = PlaySnd trigger1 = AnimElem = 94 value = 4218,22 [State 3522, "-3] type = PlaySnd trigger1 = AnimElem = 98 value = 4218,22 [State 19974, "-2] type = PlaySnd trigger1 = AnimElem = 102 value = 4218,21 [State 19974, "-2] type = PlaySnd trigger1 = AnimElem = 106 value = 4218,22 [State 19974, "-2] type = PlaySnd trigger1 = AnimElem = 110 value = 4218,21 [State 19974, "-2] type = PlaySnd trigger1 = AnimElem = 114 value = 4218,22 [State 19974, "-2] type = PlaySnd trigger1 = AnimElem = 118 value = 4218,21 [State 19974, "-2] type = PlaySnd trigger1 = AnimElem = 122 value = 4218,22 [State 19974, "-2] type = PlaySnd trigger1 = AnimElem = 126 value = 4218,21 [State 19974, "-2] type = PlaySnd trigger1 = AnimElem = 130 value = 4218,22 [State 19974, "-2] type = PlaySnd trigger1 = AnimElem = 134 ;--- value = 4218,21 [State 19974, "-2] type = PlaySnd trigger1 = AnimElem = 138 value = 4218,22 [State 19974, "-2] type = PlaySnd trigger1 = AnimElem = 142 value = 4218,21 [State 19974, "-2] type = PlaySnd trigger1 = AnimElem = 146 value = 4218,21 ;[State 19974, "-2] ;type = PlaySnd ;trigger1 = AnimElem = 150 ;value = 4218,21 [State 19974, "-2] type = PlaySnd trigger1 = AnimElem = 154 value = 4218,21 ;[State 19974, "-2] ;type = PlaySnd ;trigger1 = AnimElem = 158 ;value = 4218,21 [State 19974, "-2] type = PlaySnd trigger1 = AnimElem = 162 value = 4218,22 [State 19974, "-2] type = PlaySnd trigger1 = AnimElem = 166 value = 4218,21 [State 19974, "-2] type = PlaySnd trigger1 = AnimElem = 170 value = 4218,22 [State 19974, "-2] type = PlaySnd trigger1 = AnimElem = 174 ;------- value = 4218,23 [State 19974, "-2] type = PlaySnd trigger1 = AnimElem = 179 value = 4218,23 [State 19974, "-2] type = PlaySnd trigger1 = AnimElem = 182 value = 4218,23 [State 3522, "-3] type = PlaySnd trigger1 = AnimElem = 185 value = 4218,23 [State 3522, "-3] type = PlaySnd trigger1 = AnimElem = 191 value = 4218,22 [State 3522, "-3] type = PlaySnd trigger1 = AnimElem = 194 value = 4218,21 ;[State 3522, "-3] ;type = PlaySnd ;trigger1 = AnimElem = 194 ;value = 4218,21 ;cust8454------------------------------------------ [State 3522, "-3] type = PlaySnd trigger1 = AnimElem = 183 trigger1 = life > 0 value = 4218,21 ;-------------------------------------------end8454 ;add8454------------------------------------------- ;[State 3522, "-3] ;type = PlaySnd ;trigger1 = AnimElem = 181 ;trigger1 = life = 0 ;value = 4218,21 + (random%2) ;-------------------------------------------end8454 ;cust8454------------------------------------------- [State 19974,僟儊乕僕] type = LifeAdd triggerall = Life > 10 trigger1 = AnimElem = 11 || AnimElem = 15 || AnimElem = 19 || AnimElem = 23 trigger2 = AnimElem = 27 || AnimElem = 31 || AnimElem = 35 || AnimElem = 39 trigger3 = AnimElem = 43 || AnimElem = 47 || AnimElem = 51 || AnimElem = 55 trigger4 = AnimElem = 59 || AnimElem = 63 || AnimElem = 78 || AnimElem = 82 trigger5 = AnimElem = 86 || AnimElem = 90 || AnimElem = 94 || AnimElem = 98 trigger6 = AnimElem = 102 || AnimElem = 106 || AnimElem = 110 || AnimElem = 114 trigger7 = AnimElem = 118 || AnimElem = 122 || AnimElem = 126 || AnimElem = 130 trigger8 = AnimElem = 134 || AnimElem = 138 || AnimElem = 142 || AnimElem = 146 trigger9 = AnimElem = 150 || AnimElem = 154 || AnimElem = 158 || AnimElem = 162 trigger10 = AnimElem = 166 || AnimElem = 170 value = -2 [State 19974, '-蛯笍璢 type = LifeAdd trigger1 = AnimElem = 68 || AnimElem = 70 || AnimElem = 72 value = -15 [State 19974, '-蛯笍璢 type = LifeAdd trigger1 = AnimElem = 94 || AnimElem = 26 value = -15 [State 19974, '-蛯笍璢 type = LifeAdd trigger1 = AnimElem = 175 || AnimElem = 179 || AnimElem = 182 || AnimElem = 185 value = -20 [State 19974, '-蛯笍璢 type = LifeAdd trigger1 = AnimElem = 194 value = -15 [Statedef 6164] type = A movetype= H physics = N velset = 0,0 sprpriority = 1 ;New victim anim states [State 6164] ;愱梡傾僯儊19230偑懚嵼偡傞偲偒 type = ChangeAnim2 Triggerall = Time = 0 triggerall = SelfAnimExist(19230) = 1 trigger1 = SelfAnimExist(19230) = 1 value = 19435 [State 6164] type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(18200) = 1 trigger1 = SelfAnimExist(19230) = 0 value = 6623 [State 6164] type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(18200) = 0 trigger1 = SelfAnimExist(19230) = 0 trigger1 = SelfAnimExist(18300) = 1 value = 6622 [State 6164] ;愱梡傾僯儊偑柍偄偲偒偺曄傢傝 type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(19230) = 0 trigger1 = SelfAnimExist(18200) = 0 trigger1 = SelfAnimExist(18300) = 0 value = 4631 [State 6164] type = PlaySnd trigger1 = AnimElem = 2 || AnimElem = 13 trigger2 = AnimElem = 22 trigger3 = AnimElem = 30 || AnimElem = 38 trigger4 = AnimElem = 42 value = 4218,21 + (random%2) ;cust8454------------------------------------------- [State 6164,僟儊乕僕] type = LifeAdd triggerall = Life > 10 trigger1 = AnimElem = 11 || AnimElem = 15 || AnimElem = 19 || AnimElem = 23 trigger2 = AnimElem = 27 || AnimElem = 31 || AnimElem = 35 || AnimElem = 39 trigger3 = AnimElem = 43 || AnimElem = 47 || AnimElem = 51 || AnimElem = 55 trigger4 = AnimElem = 59 || AnimElem = 63 || AnimElem = 78 || AnimElem = 82 trigger5 = AnimElem = 86 || AnimElem = 90 || AnimElem = 94 || AnimElem = 98 trigger6 = AnimElem = 102 || AnimElem = 106 || AnimElem = 110 || AnimElem = 114 trigger7 = AnimElem = 118 || AnimElem = 122 || AnimElem = 126 || AnimElem = 130 trigger8 = AnimElem = 134 || AnimElem = 138 || AnimElem = 142 || AnimElem = 146 trigger9 = AnimElem = 150 || AnimElem = 154 || AnimElem = 158 || AnimElem = 162 trigger10 = AnimElem = 166 || AnimElem = 170 value = -2 [State 6164, 懱椡尭彮] type = LifeAdd trigger1 = AnimElem = 68 || AnimElem = 70 || AnimElem = 72 value = -10 [State 6164, 懱椡尭彮] type = LifeAdd trigger1 = AnimElem = 175 || AnimElem = 179 || AnimElem = 182 || AnimElem = 185 value = -15 [State 6164, 懱椡尭彮] type = LifeAdd trigger1 = AnimElem = 194 value = -5 ;MISSIONARYATTACK [Statedef 6098] type = S physics = S movetype = A ctrl = 0 anim = 8015 velset = 0,0 [State 6061,00 ] type = NotHitBy trigger1 = Time >= 0 value = SCA [State 40000, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 5,3 Volume = 200 [State 6061] type = TargetState trigger1 = MoveHit = 1 trigger1 = NumTarget value = 12030 [State 6061,] type = ChangeState trigger1 = MoveHit = 1 trigger1 = NumTarget value = 12020 [State 6061] type = HitDef trigger1 = time >= 10 attr = S, ST hitflag = M A F D priority = 7, miss sparkno = -1 sprpriority = 2 p2facing = 1 fall = 0 [State 40000, 4] type = changeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;MISSIONARY [Statedef 6099,] type = S movetype = A physics = N velset = 0,0 anim = 8018 ctrl = 0 sprpriority = 10 [State 8016, ooxx] type = Explod trigger1 = p2stateno !=6065 trigger2 = animelem = 1 anim = 8016 pos = 0,0 postype = p1 sprpriority = -99 supermove = 1 bindtime = -1 ownpal = 1 [State 6072] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6072, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 6072] type = PlaySnd trigger1 = animElem = 3 value = 0,44 [State 6072] type = PlaySnd trigger1 = time = 0 trigger2= time= 300 value = 4218,400 [State 6072] type = PlaySnd trigger1 = time = 600 value = 4218,500 [State 6072] type = PlaySnd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 14 || AnimElem = 20 || AnimElem = 26 trigger2 = AnimElem = 32 || AnimElem = 38 || AnimElem = 44 || AnimElem = 50 trigger3 = AnimElem = 56 || AnimElem = 62 || AnimElem = 68 || AnimElem = 74 trigger4 = AnimElem = 80 || AnimElem = 86 || AnimElem = 92 || AnimElem = 98 trigger5 = AnimElem = 104 || AnimElem = 110 || AnimElem = 116 || AnimElem = 122 trigger6 = AnimElem = 128 || AnimElem = 134 || AnimElem = 140 trigger7 = AnimElem = 146 || AnimElem = 152 || AnimElem = 158 trigger8 = AnimElem = 164 || AnimElem = 170 value = 0, 43 [State 6072] type = PlaySnd trigger1 = AnimElem = 181 value = 0, 41 [State 6072] type = PlaySnd trigger1 = AnimElem = 175 || AnimElem = 177 || AnimElem = 179 value = 0, 6 [State 6072] type = PlaySnd trigger1 = AnimElem = 173 value = 3652, 0 [State 6072] type = PlaySnd trigger1 = AnimElem = 173 value = 0, 39 [State 6072] type = PlaySnd trigger1 = AnimElem = 173 value = 0, 38 [State 6064, 减气] type = PowerAdd trigger1 = AnimElem = 3 value = 10 [State 6064, 多次减气] type = PowerAdd trigger1 = AnimElem = 9 || AnimElem = 15 || AnimElem = 21 || AnimElem = 27 trigger2 = AnimElem = 33 || AnimElem = 39 || AnimElem = 45 || AnimElem = 51 trigger3 = AnimElem = 57 || AnimElem = 63 || AnimElem = 69 || AnimElem = 75 trigger4 = AnimElem = 81 || AnimElem = 87 || AnimElem = 93 || AnimElem = 99 trigger5 = AnimElem = 105 || AnimElem = 111 || AnimElem = 117 || AnimElem = 123 trigger6 = AnimElem = 129 || AnimElem = 135 || AnimElem = 141 trigger7 = AnimElem = 147 || AnimElem = 153 || AnimElem = 159 trigger8 = AnimElem = 165 || AnimElem = 171 value = 25 [State 6064, 继续减气] type = PowerAdd trigger1 = AnimElem = 175 value = 50 [State 6064, 煮减气] type = PowerAdd trigger1 = AnimElem = 177 || AnimElem = 179 || AnimElem = 181 value = 35 [State 6064, 继续伤害] type = LifeAdd trigger1 = AnimElem = 175 value = 25 [State 6064, 煮伤害] type = LifeAdd trigger1 = AnimElem = 177 || AnimElem = 179 || AnimElem = 181 value = 50 [State 6072] type = BindToTarget trigger1 = 1 pos = 0, 10,food [State 6072] type = TargetState triggerall = AnimTime = 0 trigger1 = enemyNear, alive = 0 value = 30091 [State 6072,] type = TargetState trigger1 = AnimTime = 0 trigger1 = enemyNear, alive = 1 value = 6065 [State 6072,] type = ChangeState trigger1 = AnimTime = 0 value = 5020 [State 6072,] type = TargetState triggerall = Time >= 700 trigger1 = command = "b" value = 8021 [State 6072,] type = ChangeState triggerall = Time >= 700 trigger1 = command = "b" value = 8020 ;MISSIONARY VICTIM [Statedef 6100] type = A movetype= H physics = N velset = 0,0 sprpriority = 1 [State 6064] type = ChangeAnim2 Trigger1 = Time = 0 ;trigger1 = SelfAnimExist(12250) = 1 value = 8019 [State 6064] type = null ;ChangeAnim2 Trigger1 = Time = 0 trigger1 != SelfAnimExist(12250) = 0 value = 3631 [State 6072] type = PosSet trigger1 = 1 y = 0 [State 6064,OX开始] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,22 [State 6064, OX2] type = PlaySnd trigger1 = AnimElem = 9 value = 4218,21 [State 6064, OX2] type = PlaySnd trigger1 = AnimElem = 15 value = 4218,22 [State 6064, OX2] type = PlaySnd trigger1 = AnimElem = 21 value = 4218,21 [State 6064, OX2] type = PlaySnd trigger1 = AnimElem = 27 value = 4218,21 [State 6064, OX2] type = PlaySnd trigger1 = AnimElem = 33 value = 4218,22 [State 6064, OX2] type = PlaySnd trigger1 = AnimElem = 39 value = 4218,21 [State 6064, OX2] type = PlaySnd trigger1 = AnimElem = 45 value = 4218,21 [State 6064, OX2] type = PlaySnd trigger1 = AnimElem = 51 value = 4218,21 [State 6064, OX2] type = PlaySnd trigger1 = AnimElem = 57 value = 4218,22 [State 6064, OX2] type = PlaySnd trigger1 = AnimElem = 63 value = 4218,22 [State 6064, OX2] type = PlaySnd trigger1 = AnimElem = 69 value = 4218,21 [State 6064, OX2] type = PlaySnd trigger1 = AnimElem = 75 value = 4218,21 [State 6064, OX2] type = PlaySnd trigger1 = AnimElem = 81 value = 4218,22 [State 6064, OX2] type = PlaySnd trigger1 = AnimElem = 87 value = 4218,21 [State 6064, OX2] type = PlaySnd trigger1 = AnimElem = 93 value = 4218,22 [State 6064, OX2] type = PlaySnd trigger1 = AnimElem = 99 value = 4218,21 [State 6064, OX2] type = PlaySnd trigger1 = AnimElem = 111 value = 4218,21 [State 6064, OX2] type = PlaySnd trigger1 = AnimElem = 123 value = 4218,21 [State 6064, OX2] type = PlaySnd trigger1 = AnimElem = 135 value = 4218,21 [State 6064, OX2] type = PlaySnd trigger1 = AnimElem = 147 value = 4218,21 [State 6064, OX2] type = PlaySnd trigger1 = AnimElem = 159 value = 4218,21 [State 3522, OX3] type = PlaySnd trigger1 = AnimElem = 171 value = 4218,21 [State 3522, OX3] type = PlaySnd trigger1 = AnimElem = 179 value = 4218,22 [State 3522, OX3] type = PlaySnd trigger1 = AnimElem = 175 value = 4218,23 [State 3522, OX3] type = PlaySnd trigger1 = AnimElem = 183 value = 4218,21 [State 6064,多次伤害] type = LifeAdd trigger1 = AnimElem = 9 || AnimElem = 15 || AnimElem = 21 || AnimElem = 27 trigger2 = AnimElem = 33 || AnimElem = 39 || AnimElem = 45 || AnimElem = 51 trigger3 = AnimElem = 57 || AnimElem = 63 || AnimElem = 69 || AnimElem = 75 trigger4 = AnimElem = 81 || AnimElem = 87 || AnimElem = 93 || AnimElem = 99 trigger5 = AnimElem = 105 || AnimElem = 111 || AnimElem = 117 || AnimElem = 123 trigger6 = AnimElem = 129 || AnimElem = 135 || AnimElem = 141 trigger7 = AnimElem = 147 || AnimElem = 153 || AnimElem = 159 trigger8 = AnimElem = 165 || AnimElem = 171 value = -6 [State 6064, 继续伤害] type = LifeAdd trigger1 = AnimElem = 175 value = -15 [State 6064, 煮伤害] type = LifeAdd trigger1 = AnimElem = 177 || AnimElem = 179 || AnimElem = 181 value = -10 [State 6064, 减气] type = PowerAdd trigger1 = AnimElem = 3 value = -45 [State 6064, 多次减气] type = PowerAdd trigger1 = AnimElem = 9 || AnimElem = 15 || AnimElem = 21 || AnimElem = 27 trigger2 = AnimElem = 33 || AnimElem = 39 || AnimElem = 45 || AnimElem = 51 trigger3 = AnimElem = 57 || AnimElem = 63 || AnimElem = 69 || AnimElem = 75 trigger4 = AnimElem = 81 || AnimElem = 87 || AnimElem = 93 || AnimElem = 99 trigger5 = AnimElem = 105 || AnimElem = 111 || AnimElem = 117 || AnimElem = 123 trigger6 = AnimElem = 129 || AnimElem = 135 || AnimElem = 141 trigger7 = AnimElem = 147 || AnimElem = 153 || AnimElem = 159 trigger8 = AnimElem = 165 || AnimElem = 171 value = -12 [State 6064, 继续减气] type = PowerAdd trigger1 = AnimElem = 175 value = -100 [State 6064, 煮减气] type = PowerAdd trigger1 = AnimElem = 177 || AnimElem = 179 || AnimElem = 181 value = -50 ;ex wolfrape [Statedef 19091] type = S physics = S movetype = A ctrl = 0 anim = 8015 velset = 0,0 [State 6062,00 ] type = NotHitBy trigger1 = Time >= 0 value = SCA [State 40001, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 5,3 Volume = 200 [State 6062] type = TargetState trigger1 = MoveHit = 1 trigger1 = NumTarget value = 8021 [State 6062,] type = ChangeState trigger1 = MoveHit = 1 trigger1 = NumTarget value = 8020 [State 6062] type = HitDef trigger1 = time >= 10 attr = S, ST hitflag = M A F D priority = 7, miss sparkno = -1 sprpriority = 2 p2facing = 1 fall = 0 [State 40001, 4] type = changeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;Statedef 6073 ;=============================================================================== [Statedef 8020,] type = S movetype = A physics = N velset = 0,0 anim = 8020 ctrl = 0 sprpriority = 10 [State 6073, Vel] Type = velmul Trigger1 = Time < 100 x = .9 [State 8017, ooxx] type = Explod trigger1 = p2stateno !=6065 trigger2 = animelem = 1 anim = 8016 pos = 0,0 postype = p1 sprpriority = -99 supermove = 1 bindtime = -1 ownpal = 1 [State 6073] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6073, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 6073] type = PlaySnd trigger1 = animElem = 3 value = 0,44 [State 6073] type = PlaySnd trigger1 = time = 0 trigger2= time= 300 value = 4218,400 [State 6073] type = PlaySnd trigger1 = time = 600 value = 4218,500 [State 6073] type = PlaySnd trigger1 = AnimElem = 10 || AnimElem = 16 || AnimElem = 22 || AnimElem = 28 trigger2 = AnimElem = 34 || AnimElem = 40 || AnimElem = 46 || AnimElem = 52 trigger3 = AnimElem = 58 || AnimElem = 64 || AnimElem = 70 || AnimElem = 76 trigger4 = AnimElem = 82 || AnimElem = 88 || AnimElem = 94 || AnimElem = 100 trigger5 = AnimElem = 106 || AnimElem = 112 || AnimElem = 118 || AnimElem = 124 trigger6 = AnimElem = 130 || AnimElem = 136 || AnimElem = 142 trigger7 = AnimElem = 148 || AnimElem = 217 || AnimElem = 219 value = 0, 43 [State 6073] type = PlaySnd trigger1 = AnimElem = 7 || AnimElem = 13 || AnimElem = 19 || AnimElem = 25 trigger2 = AnimElem = 31 || AnimElem = 37 || AnimElem = 43 || AnimElem = 49 trigger3 = AnimElem = 55 || AnimElem = 61 || AnimElem = 67 || AnimElem = 73 trigger4 = AnimElem = 79 || AnimElem = 85 || AnimElem = 91 || AnimElem = 97 trigger5 = AnimElem = 103 || AnimElem = 109 || AnimElem = 115 || AnimElem = 121 trigger6 = AnimElem = 127 || AnimElem = 133 || AnimElem = 139 || AnimElem = 145 trigger7 = AnimElem = 149 || AnimElem = 156 || AnimElem = 163 || AnimElem = 170 trigger8 = AnimElem = 179 || AnimElem = 191 || AnimElem = 215 || AnimElem = 218 trigger9 = AnimElem = 220 value = 8150, 2 [State 19072] type = PlaySnd trigger1 = AnimElem = 220 value = 8150, 1 [State 19072] type = PlaySnd trigger1 = AnimElem = 151 || AnimElem = 160 || AnimElem = 167 || AnimElem = 174 || AnimElem = 183 || AnimElem = 195 || AnimElem = 205 value = 3652, 0 [State 19072] type = PlaySnd trigger1 = AnimElem = 151 value = 1, 2 [State 19072] type = PlaySnd trigger1 = AnimElem = 151 || AnimElem = 160 || AnimElem = 167 || AnimElem = 174 || AnimElem = 183 || AnimElem = 195 || AnimElem = 205 value = 0, 6 [State 6072] type = BindToTarget trigger1 = 1 pos = 0, 10,food ;偙偺埵抲傪挷愡偡傞偙偲偱掲傔忋偘傞怗庤偺埵抲傪曄偊傟傑偡丅 ;add8454------------------------------------------- ;aliveordead [State 19072,] type = TargetState trigger1 = AnimTime = 0 value = 30091 [State 19072,] type = ChangeState trigger1 = AnimTime = 0 value = 5020 [State 19072,] type = TargetState triggerall = command = "hold_a" trigger1 = animtime = 0 value = 12051 [State 19072,] type = ChangeState triggerall = command = "hold_a" trigger1 = animtime = 0 value = 12041 ;aliveordead [State 19072,] type = TargetState triggerall = command = "hold_b" trigger1 = animtime = 0 value = 8023 [State 19072,] type = ChangeState triggerall = command = "hold_b" trigger1 = animtime = 0 value = 8022 [State 19072,] type = TargetState triggerall = command = "hold_c" trigger1 = animtime = 0 value = 22017 [State 19072,] type = ChangeState triggerall = command = "hold_c" trigger1 = animtime = 0 value = 22016 [State 6002] type = Explod trigger1 = AnimElem = 10 || AnimElem = 16 || AnimElem = 22 || AnimElem = 28 trigger2 = AnimElem = 34 || AnimElem = 40 || AnimElem = 46 || AnimElem = 52 trigger3 = AnimElem = 58 || AnimElem = 64 || AnimElem = 70 || AnimElem = 76 trigger4 = AnimElem = 82 || AnimElem = 88 || AnimElem = 94 || AnimElem = 100 trigger5 = AnimElem = 106 || AnimElem = 112 || AnimElem = 118 || AnimElem = 124 trigger6 = AnimElem = 130 || AnimElem = 136 || AnimElem = 142 trigger7 = AnimElem = 148 || AnimElem = 217 || AnimElem = 219 anim = 12001 pos = 0, -20 postype = p1 scale = 1.5,1.5 removetime = -2 sprpriority = 2 bindtime = -1 [State 6002] type = Explod trigger1 = AnimElem = 7 || AnimElem = 13 || AnimElem = 19 || AnimElem = 25 trigger2 = AnimElem = 31 || AnimElem = 37 || AnimElem = 43 || AnimElem = 49 trigger3 = AnimElem = 55 || AnimElem = 61 || AnimElem = 67 || AnimElem = 73 trigger4 = AnimElem = 79 || AnimElem = 85 || AnimElem = 91 || AnimElem = 97 trigger5 = AnimElem = 103 || AnimElem = 109 || AnimElem = 115 || AnimElem = 121 trigger6 = AnimElem = 127 || AnimElem = 133 || AnimElem = 139 || AnimElem = 145 trigger7 = AnimElem = 149 || AnimElem = 156 || AnimElem = 163 || AnimElem = 170 trigger8 = AnimElem = 179 || AnimElem = 191 || AnimElem = 215 || AnimElem = 218 trigger9 = AnimElem = 220 anim = 12001 pos = 0, -20 postype = p1 scale = 1.0,1.0 removetime = -2 sprpriority = 2 bindtime = -1 [State 6005] type = Explod trigger1 = AnimElem = 151 anim = 12002 pos = 0, -20 scale = 1.0,1.0 postype = p1 removetime = -2 sprpriority = 2 bindtime = 6 ownpal = 1 [State 6005] type = Explod trigger1 = AnimElem = 160 anim = 12003 scale = 1.0,1.0 pos = 0, -20 postype = p1 removetime = -2 sprpriority = 2 bindtime = 5 ownpal = 1 [State 6005] type = Explod trigger1 = AnimElem = 167 || AnimElem = 174 || AnimElem = 183 || AnimElem = 195 || AnimElem = 205 anim = 12004 scale = 1.0,1.0 pos = 0, -20 postype = p1 removetime = -2 sprpriority = 2 bindtime = -1 ownpal = 1 [State 6005] type = Explod trigger1 = AnimElem = 170 anim = 12006 scale = 1.0,1.0 pos = 0, -20 postype = p1 removetime = 200 sprpriority = 2 bindtime = 1 ownpal = 1 [State 19064] type = LifeAdd trigger1 = AnimElem = 152 || AnimElem = 161 || AnimElem = 168 || AnimElem = 175 || AnimElem = 184 trigger2 = AnimElem = 196 value = 20 [Statedef 8022,] type = S movetype = A physics = N velset = 0,0 anim = 8022 ctrl = 0 sprpriority = 10 [State 6073, Vel] Type = velmul Trigger1 = Time < 100 x = .9 [State 8017, ooxx] type = Explod trigger1 = p2stateno !=6065 trigger2 = animelem = 1 anim = 8016 pos = 0,0 postype = p1 sprpriority = -99 supermove = 1 bindtime = -1 ownpal = 1 [State 6073] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6073, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 6073] type = PlaySnd trigger1 = animElem = 3 value = 0,44 [State 6073] type = PlaySnd trigger1 = time = 0 trigger2= time= 300 value = 4218,400 [State 6073] type = PlaySnd trigger1 = time = 600 value = 4218,500 [State 6073] type = PlaySnd trigger1 = AnimElem = 10 || AnimElem = 16 || AnimElem = 22 || AnimElem = 28 trigger2 = AnimElem = 34 || AnimElem = 40 || AnimElem = 46 || AnimElem = 52 trigger3 = AnimElem = 58 || AnimElem = 64 || AnimElem = 70 || AnimElem = 76 trigger4 = AnimElem = 82 || AnimElem = 88 || AnimElem = 94 || AnimElem = 100 trigger5 = AnimElem = 106 || AnimElem = 112 || AnimElem = 118 || AnimElem = 124 trigger6 = AnimElem = 130 || AnimElem = 136 || AnimElem = 142 trigger7 = AnimElem = 148 || AnimElem = 217 || AnimElem = 219 value = 0, 43 [State 6073] type = PlaySnd trigger1 = AnimElem = 7 || AnimElem = 13 || AnimElem = 19 || AnimElem = 25 trigger2 = AnimElem = 31 || AnimElem = 37 || AnimElem = 43 || AnimElem = 49 trigger3 = AnimElem = 55 || AnimElem = 61 || AnimElem = 67 || AnimElem = 73 trigger4 = AnimElem = 79 || AnimElem = 85 || AnimElem = 91 || AnimElem = 97 trigger5 = AnimElem = 103 || AnimElem = 109 || AnimElem = 115 || AnimElem = 121 trigger6 = AnimElem = 127 || AnimElem = 133 || AnimElem = 139 || AnimElem = 145 trigger7 = AnimElem = 149 || AnimElem = 156 || AnimElem = 163 || AnimElem = 170 trigger8 = AnimElem = 179 || AnimElem = 191 || AnimElem = 215 || AnimElem = 218 trigger9 = AnimElem = 220 value = 8150, 2 [State 19072] type = PlaySnd trigger1 = AnimElem = 220 value = 8150, 1 [State 19072] type = PlaySnd trigger1 = AnimElem = 151 || AnimElem = 160 || AnimElem = 167 || AnimElem = 174 || AnimElem = 183 || AnimElem = 195 || AnimElem = 205 value = 3652, 0 [State 19072] type = PlaySnd trigger1 = AnimElem = 151 value = 1, 2 [State 19072] type = PlaySnd trigger1 = AnimElem = 151 || AnimElem = 160 || AnimElem = 167 || AnimElem = 174 || AnimElem = 183 || AnimElem = 195 || AnimElem = 205 value = 0, 6 [State 6072] type = BindToTarget trigger1 = 1 pos = 0, 10,food ;偙偺埵抲傪挷愡偡傞偙偲偱掲傔忋偘傞怗庤偺埵抲傪曄偊傟傑偡丅 [State 6002] type = Explod trigger1 = AnimElem = 10 || AnimElem = 16 || AnimElem = 22 || AnimElem = 28 trigger2 = AnimElem = 34 || AnimElem = 40 || AnimElem = 46 || AnimElem = 52 trigger3 = AnimElem = 58 || AnimElem = 64 || AnimElem = 70 || AnimElem = 76 trigger4 = AnimElem = 82 || AnimElem = 88 || AnimElem = 94 || AnimElem = 100 trigger5 = AnimElem = 106 || AnimElem = 112 || AnimElem = 118 || AnimElem = 124 trigger6 = AnimElem = 130 || AnimElem = 136 || AnimElem = 142 trigger7 = AnimElem = 148 || AnimElem = 217 || AnimElem = 219 anim = 12001 pos = 0, -20 postype = p1 scale = 1.5,1.5 removetime = -2 sprpriority = 2 bindtime = -1 [State 6002] type = Explod trigger1 = AnimElem = 7 || AnimElem = 13 || AnimElem = 19 || AnimElem = 25 trigger2 = AnimElem = 31 || AnimElem = 37 || AnimElem = 43 || AnimElem = 49 trigger3 = AnimElem = 55 || AnimElem = 61 || AnimElem = 67 || AnimElem = 73 trigger4 = AnimElem = 79 || AnimElem = 85 || AnimElem = 91 || AnimElem = 97 trigger5 = AnimElem = 103 || AnimElem = 109 || AnimElem = 115 || AnimElem = 121 trigger6 = AnimElem = 127 || AnimElem = 133 || AnimElem = 139 || AnimElem = 145 trigger7 = AnimElem = 149 || AnimElem = 156 || AnimElem = 163 || AnimElem = 170 trigger8 = AnimElem = 179 || AnimElem = 191 || AnimElem = 215 || AnimElem = 218 trigger9 = AnimElem = 220 anim = 12001 pos = 0, -20 postype = p1 scale = 1.0,1.0 removetime = -2 sprpriority = 2 bindtime = -1 [State 6005] type = Explod trigger1 = AnimElem = 151 anim = 12002 pos = 0, -20 scale = 1.0,1.0 postype = p1 removetime = -2 sprpriority = 2 bindtime = 6 ownpal = 1 [State 6005] type = Explod trigger1 = AnimElem = 160 anim = 12003 scale = 1.0,1.0 pos = 0, -20 postype = p1 removetime = -2 sprpriority = 2 bindtime = 5 ownpal = 1 [State 6005] type = Explod trigger1 = AnimElem = 167 || AnimElem = 174 || AnimElem = 183 || AnimElem = 195 || AnimElem = 205 anim = 12004 scale = 1.0,1.0 pos = 0, -20 postype = p1 removetime = -2 sprpriority = 2 bindtime = -1 ownpal = 1 [State 6005] type = Explod trigger1 = AnimElem = 170 anim = 12006 scale = 1.0,1.0 pos = 0, -20 postype = p1 removetime = 200 sprpriority = 2 bindtime = 1 ownpal = 1 ;add8454------------------------------------------- ;aliveordead [State 19072,] type = TargetState trigger1 = AnimTime = 0 value = 30091 [State 19072,] type = ChangeState trigger1 = AnimTime = 0 value = 5030 [State 19072,] type = TargetState triggerall = command = "hold_a" trigger1 = animtime = 0 value = 12011 [State 19072,] type = ChangeState triggerall = command = "hold_a" trigger1 = animtime = 0 value = 12001 [State 19072,] type = TargetState triggerall = command = "hold_b" trigger1 = animtime = 0 value = 8025 [State 19072,] type = ChangeState triggerall = command = "hold_b" trigger1 = animtime = 0 value = 8024 [State 19072,] type = TargetState triggerall = command = "hold_c" trigger1 = animtime = 0 value = 12051 [State 19072,] type = ChangeState triggerall = command = "hold_c" trigger1 = animtime = 0 value = 12041 ;-------------------------------------------end8454 [State 4614, Explod] ;塼彮-- type = Explod trigger1 = animelem = 4 || animelem = 33 || animelem = 47 || animelem = 63 || animelem = 75 trigger2 = animelem = 93 || animelem = 108 || animelem = 123 anim = 18305 ID = 18305 pos = -32,-30 ;random = 2, 4 postype = p2 scale = 1.5, 1 sprpriority = 2 ontop = 1 removetime = 60 [State 4614, Explod] ;塼彮-- type = Explod trigger1 = animelem = 151 || animelem = 167 ; || animelem = 220 anim = 18311 ID = 18311 pos = 4,-15 ;random = 2, 4 postype = p2 scale = 1.5, 1 sprpriority = 0 ontop = 0 removetime = 200 [State 4614, Explod] ;塼彮-- type = Explod trigger1 = animelem = 218 anim = 18311 ID = 18311 pos = 4,-15 ;random = 2, 4 postype = p2 scale = 1.5, 1 sprpriority = 0 ontop = 0 removetime = 400 [State 19064] type = LifeAdd trigger1 = AnimElem = 152 || AnimElem = 161 || AnimElem = 168 || AnimElem = 175 || AnimElem = 184 trigger2 = AnimElem = 196 value = 20 [Statedef 8021] type = A movetype= H physics = N velset = 0,0 sprpriority = 1 [State 6072] type = PosSet trigger1 = 1 y = 0 ;cust8454------------------------------------------- [State 19064] ;愱梡傾僯儊19230偑懚嵼偡傞偲偒 type =null ;ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(12250) = 1 value = 8021 ;6623憗楻將傾僯儊偵挷惍偟偨傕偺偵曄峏 [State 6064] type = ChangeAnim2 Trigger1 = Time = 0 ;trigger1 = SelfAnimExist(12250) = 1 value = 8021 ;-------------------------------------------end8454 [State 19064, Explod] type = Explod trigger1 = animelem= 1 anim =19332 ID =19332 pos = 9,-18 postype = p1 ;p2,front,back,left,right facing = -1 vfacing = 1 bindtime = -1 removetime = -2 sprpriority = 6 [State 19064] type = PlaySnd trigger1 = AnimElem = 7 || AnimElem = 25 trigger2 = AnimElem = 31 || AnimElem = 43 trigger3 = AnimElem = 61 trigger4 = AnimElem = 79 || AnimElem = 91 trigger5 = AnimElem = 103 || AnimElem = 121 trigger6 = AnimElem = 127 || AnimElem = 145 trigger7 = AnimElem = 149 || AnimElem = 163 trigger8 = AnimElem = 179 || AnimElem = 189 value = 4218,21+ (Random%2) [State 19064] type = PlaySnd trigger1 = AnimElem = 151 || AnimElem = 195 value = 4218,23 [State 19064] type = PlaySnd trigger1 = AnimElem = 168 || AnimElem = 175 || AnimElem = 183 value = 4218,22 [State 19064] type = LifeAdd triggerall = Life > 5 trigger1 = AnimElem = 4 || AnimElem = 10 || AnimElem = 16 || AnimElem = 22 trigger2 = AnimElem = 28 || AnimElem = 34 || AnimElem = 40 || AnimElem = 46 trigger3 = AnimElem = 52 || AnimElem = 58 || AnimElem = 64 || AnimElem = 70 trigger4 = AnimElem = 76 || AnimElem = 82 || AnimElem = 88 || AnimElem = 94 trigger5 = AnimElem = 100 || AnimElem = 106 || AnimElem = 112 || AnimElem = 118 trigger6 = AnimElem = 124 || AnimElem = 130 || AnimElem = 136 || AnimElem = 142 trigger7 = AnimElem = 148 || AnimElem = 158 || AnimElem = 165 || AnimElem = 172 trigger8 = AnimElem = 181 || AnimElem = 193 || AnimElem = 221 || AnimElem = 223 value = -5 [State 19064] type = LifeAdd trigger1 = AnimElem = 152 || AnimElem = 161 || AnimElem = 168 || AnimElem = 175 || AnimElem = 184 trigger2 = AnimElem = 196 value = -10 ;--------------- ----------------------------end8454 [Statedef 8023] type = A movetype= H physics = N velset = 0,0 sprpriority = 1 [State 6072] type = PosSet trigger1 = 1 y = 0 ;cust8454------------------------------------------- [State 19064] ;愱梡傾僯儊19230偑懚嵼偡傞偲偒 type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(12250) = 1 value = 8021 ;6623憗楻將傾僯儊偵挷惍偟偨傕偺偵曄峏 ;-------------------------------------------end8454 [State 19064, Explod] type = Explod trigger1 = animelem= 1 anim =19332 ID =19332 pos = 9,-18 postype = p1 ;p2,front,back,left,right facing = -1 vfacing = 1 bindtime = -1 removetime = -2 sprpriority = 6 [State 19064] type = PlaySnd trigger1 = AnimElem = 7 || AnimElem = 25 trigger2 = AnimElem = 31 || AnimElem = 43 trigger3 = AnimElem = 61 trigger4 = AnimElem = 79 || AnimElem = 91 trigger5 = AnimElem = 103 || AnimElem = 121 trigger6 = AnimElem = 127 || AnimElem = 145 trigger7 = AnimElem = 149 || AnimElem = 163 trigger8 = AnimElem = 179 || AnimElem = 189 value = 4218,21+ (Random%2) [State 19064] type = PlaySnd trigger1 = AnimElem = 151 || AnimElem = 195 value = 4218,23 [State 19064] type = PlaySnd trigger1 = AnimElem = 168 || AnimElem = 175 || AnimElem = 183 value = 4218,22 [State 19064] type = LifeAdd triggerall = Life > 5 trigger1 = AnimElem = 4 || AnimElem = 10 || AnimElem = 16 || AnimElem = 22 trigger2 = AnimElem = 28 || AnimElem = 34 || AnimElem = 40 || AnimElem = 46 trigger3 = AnimElem = 52 || AnimElem = 58 || AnimElem = 64 || AnimElem = 70 trigger4 = AnimElem = 76 || AnimElem = 82 || AnimElem = 88 || AnimElem = 94 trigger5 = AnimElem = 100 || AnimElem = 106 || AnimElem = 112 || AnimElem = 118 trigger6 = AnimElem = 124 || AnimElem = 130 || AnimElem = 136 || AnimElem = 142 trigger7 = AnimElem = 148 || AnimElem = 158 || AnimElem = 165 || AnimElem = 172 trigger8 = AnimElem = 181 || AnimElem = 193 || AnimElem = 221 || AnimElem = 223 value = -5 [State 19064] type = LifeAdd trigger1 = AnimElem = 152 || AnimElem = 161 || AnimElem = 168 || AnimElem = 175 || AnimElem = 184 trigger2 = AnimElem = 196 value = -10 ;--------------- ----------------------------end8454 [Statedef 8024] type = S movetype= A physics = N anim = 21000 ctrl = 0 sprpriority = 10 velset = 0,0 [State 8024] type = NotHitBy trigger1 = Time >= 0 value = SC [State 8024] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT ;[State 19062] ;type = TargetBind ;trigger1 = Time = 0 ;value = 0,0 ;cust8454------------------------------------------- [State 8024] type = PlaySnd trigger1 = time = 0 trigger1 = enemyNear, alive = 1 ;-----cust value = 10,50 ;-------------------------------------------end8454 [State 8024] type = PlaySnd trigger1 = AnimElem = 3 || AnimElem = 7 || AnimElem = 11 || AnimElem = 15 || AnimElem = 19 trigger2 = AnimElem = 23 || AnimElem = 27 || AnimElem = 31 || AnimElem = 35 trigger3 = AnimElem = 39 || AnimElem = 43 || AnimElem = 47 || AnimElem = 51 trigger4 = AnimElem = 55 || AnimElem = 59 || AnimElem = 63 || AnimElem = 67 trigger5 = AnimElem = 78 || AnimElem = 82 || AnimElem = 86 || AnimElem = 90 trigger6 = AnimElem = 94 || AnimElem = 98 || AnimElem = 102 trigger7 = AnimElem = 106 || AnimElem = 110 || AnimElem = 114 trigger8 = AnimElem = 118 || AnimElem = 122 || AnimElem = 126 || AnimElem = 130 || AnimElem = 134 trigger9 = AnimElem = 138 || AnimElem = 142 || AnimElem = 146 || AnimElem = 150 || AnimElem = 154 trigger10 = AnimElem = 158 || AnimElem = 162 || AnimElem = 166 || AnimElem = 170 || AnimElem = 174 trigger11 = AnimElem = 179 || AnimElem = 182 || AnimElem = 185 value = 8150, 2 [State 8024] type = PlaySnd trigger1 = AnimElem = 4 || AnimElem = 8 || AnimElem = 12 || AnimElem = 16 trigger2 = AnimElem = 20 || AnimElem = 24 || AnimElem = 28 || AnimElem = 32 trigger3 = AnimElem = 36 || AnimElem = 40 || AnimElem = 44 || AnimElem = 48 trigger4 = AnimElem = 52 || AnimElem = 56 || AnimElem = 60 || AnimElem = 64 trigger5 = AnimElem = 79 || AnimElem = 83 || AnimElem = 87 || AnimElem = 91 trigger6 = AnimElem = 95 || AnimElem = 99 || AnimElem = 103 || AnimElem = 107 trigger7 = AnimElem = 111 || AnimElem = 115 || AnimElem = 119 || AnimElem = 123 trigger8 = AnimElem = 127 || AnimElem = 131 || AnimElem = 135 || AnimElem = 139 trigger9 = AnimElem = 143 || AnimElem = 147 || AnimElem = 151 || AnimElem = 155 trigger10 = AnimElem = 159 || AnimElem = 163 || AnimElem = 167 || AnimElem = 171 value = 8150, 3 [State 8024] type = PlaySnd trigger1 = AnimElem = 75 || animelem = 194 value = 20, 17 [State 8024] type = PlaySnd trigger1 = AnimElem = 68 || AnimElem = 70 || AnimElem = 72 || AnimElem = 175 trigger2 = AnimElem = 187 || AnimElem = 189 || AnimElem = 191 || AnimElem = 175 value = 3652, 0 [State 8024] type = PlaySnd trigger1 = AnimElem = 179 value = 1, 2 [State 8024] type = PlaySnd trigger1 = AnimElem = 179 || AnimElem = 182 || AnimElem = 185 value = 0, 6 [State 8024] type = BindToTarget trigger1 = 1 pos = 0, 10,food [State 8024, TargetPowerAdd] type = TargetPowerAdd trigger1 = AnimElem = 2 value = -20 ID = -1 [State 8024] type = Explod trigger1 = AnimElem = 3 || AnimElem = 7 || AnimElem = 11 || AnimElem = 15 || AnimElem = 19 trigger2 = AnimElem = 23 || AnimElem = 27 || AnimElem = 31 || AnimElem = 35 trigger3 = AnimElem = 39 || AnimElem = 43 || AnimElem = 47 || AnimElem = 51 trigger4 = AnimElem = 55 || AnimElem = 59 || AnimElem = 63 || AnimElem = 67 trigger5 = AnimElem = 78 || AnimElem = 82 || AnimElem = 86 || AnimElem = 90 trigger6 = AnimElem = 94 || AnimElem = 98 || AnimElem = 102 trigger7 = AnimElem = 106 || AnimElem = 110 || AnimElem = 114 trigger8 = AnimElem = 118 || AnimElem = 122 || AnimElem = 126 || AnimElem = 130 || AnimElem = 134 trigger9 = AnimElem = 138 || AnimElem = 142 || AnimElem = 146 || AnimElem = 150 || AnimElem = 154 trigger10 = AnimElem = 158 || AnimElem = 162 || AnimElem = 166 || AnimElem = 170 || AnimElem = 174 trigger11 = AnimElem = 179 || AnimElem = 182 || AnimElem = 185 anim = 12001 pos = 0, -20 postype = p1 scale = 1.5,1.5 removetime = -2 sprpriority = 2 bindtime = -1 [State 8024] type = Explod trigger1 = AnimElem = 4 || AnimElem = 8 || AnimElem = 12 || AnimElem = 16 trigger2 = AnimElem = 20 || AnimElem = 24 || AnimElem = 28 || AnimElem = 32 trigger3 = AnimElem = 36 || AnimElem = 40 || AnimElem = 44 || AnimElem = 48 trigger4 = AnimElem = 52 || AnimElem = 56 || AnimElem = 60 || AnimElem = 64 trigger5 = AnimElem = 79 || AnimElem = 83 || AnimElem = 87 || AnimElem = 91 trigger6 = AnimElem = 95 || AnimElem = 99 || AnimElem = 103 || AnimElem = 107 trigger7 = AnimElem = 111 || AnimElem = 115 || AnimElem = 119 || AnimElem = 123 trigger8 = AnimElem = 127 || AnimElem = 131 || AnimElem = 135 || AnimElem = 139 trigger9 = AnimElem = 143 || AnimElem = 147 || AnimElem = 151 || AnimElem = 155 trigger10 = AnimElem = 159 || AnimElem = 163 || AnimElem = 167 || AnimElem = 171 anim = 12001 pos = 0, -20 postype = p1 scale = 1.0,1.0 removetime = -2 sprpriority = 2 bindtime = -1 [State 8024] type = Explod trigger1 = AnimElem = 68 || AnimElem = 70 || AnimElem = 72 anim = 12002 pos = 0, -20 scale = 1.0,1.0 postype = p1 removetime = -2 sprpriority = 2 bindtime = 6 ownpal = 1 [State 8024] type = Explod trigger1 = AnimElem = 175 anim = 12003 scale = 1.0,1.0 pos = 0, -20 postype = p1 removetime = -2 sprpriority = 2 bindtime = 5 ownpal = 1 [State 8024] type = Explod trigger1 = AnimElem = 179 || AnimElem = 182 || AnimElem = 185 trigger2 = AnimElem = 187 || AnimElem = 189 || AnimElem = 191 anim = 12004 scale = 1.0,1.0 pos = 0, -20 postype = p1 removetime = -2 sprpriority = 2 bindtime = -1 ownpal = 1 [State 8024] type = Explod trigger1 = AnimElem = 178 anim = 12006 scale = 1.0,1.0 pos = 0, -20 postype = p1 removetime = 700 sprpriority = 2 bindtime = 1 ownpal = 1 [State 8024, Explod] type = Explod trigger1 = AnimElem = 75 || AnimElem = 194 anim = 7215 scale = 1.0,1.0 pos = 0, -20 postype = p1 removetime = -2 sprpriority = 2 bindtime = -1 [State 810, Throw 11] type = TargetState triggerall = command = "hold_a" trigger1 = animtime = 0 value = 12011 [State 810, State End] type = ChangeState triggerall = command = "hold_a" trigger1 = animtime = 0 value = 12001 [State 8024] type = TargetState trigger1 = AnimTime = 0 value = 30091 [State 8024] type = ChangeState trigger1 = AnimTime = 0 value = 5020 ;END OF HELPER CODE ;============================ [Statedef 8025] type = A movetype = H physics = N velset = 0,0 sprpriority = 1 [State 6072] type = PosSet trigger1 = 1 y = 0 [State 8025, 1] type = ChangeAnim2 Triggerall = Time = 0 triggerall = SelfAnimExist(12250) = 1 trigger1 = SelfAnimExist(12250) = 1 value = 19432 [State 8025, Explod] type = Explod trigger1 = animelem= 1 anim =19334 ID =19334 pos = 6,-21 postype = p1 ;p2,front,back,left,right facing = -1 vfacing = 1 bindtime = 1 removetime = -2 sprpriority = 6 [State 8025,????] ;???? Sound elem for new victim anim type = PlaySnd trigger1 = AnimElem = 3 value = 4218,22 [State 8025, ??2] type = PlaySnd trigger1 = AnimElem = 7 value = 4218,21 [State 8025, ??2] type = PlaySnd trigger1 = AnimElem = 11 value = 4218,22 [State 8025, ??2] type = PlaySnd trigger1 = AnimElem = 15 value = 4218,21 [State 8025, ??2] type = PlaySnd trigger1 = AnimElem = 19 value = 4218,22 [State 8025, ??2] type = PlaySnd trigger1 = AnimElem = 23 value = 4218,21 [State 8025, ??2] type = PlaySnd trigger1 = AnimElem = 27 value = 4218,22 [State 8025, ??2] type = PlaySnd trigger1 = AnimElem = 31 value = 4218,21 [State 8025, ??2] type = PlaySnd trigger1 = AnimElem = 35 value = 4218,22 [State 8025, ??2] type = PlaySnd trigger1 = AnimElem = 39 value = 4218,21 [State 8025, ??2] type = PlaySnd trigger1 = AnimElem = 43 value = 4218,22 [State 8025, ??2] type = PlaySnd trigger1 = AnimElem = 47 value = 4218,21 [State 8025, ??2] type = PlaySnd trigger1 = AnimElem = 51 value = 4218,21 [State 8025, ??2] type = PlaySnd trigger1 = AnimElem = 55 value = 4218,21 [State 8025, ??2] type = PlaySnd trigger1 = AnimElem = 59 value = 4218,22 [State 8025, ??2] type = PlaySnd trigger1 = AnimElem = 63 value = 4218,21 [State 8025, ??2] type = PlaySnd trigger1 = AnimElem = 67 value = 4218,21 [State 8025, ??2] type = PlaySnd trigger1 = AnimElem = 68 value = 4218,23 [State 8025, ??2] type = PlaySnd trigger1 = AnimElem = 70 value = 4218,21 [State 8025, ??2] type = PlaySnd trigger1 = AnimElem = 72 value = 4218,23 [State 8025, ??2] type = PlaySnd trigger1 = AnimElem = 74 value = 4218,21 [State 8025, ??2] type = PlaySnd trigger1 = AnimElem = 78 value = 4218,22 [State 8025, ??3] type = PlaySnd trigger1 = AnimElem = 82 value = 4218,21 [State 8025, ??3] type = PlaySnd trigger1 = AnimElem = 86 value = 4218,22 [State 8025, ??3] type = PlaySnd trigger1 = AnimElem = 90 value = 4218,21 [State 8025, ??3] type = PlaySnd trigger1 = AnimElem = 94 value = 4218,22 [State 8025, ??3] type = PlaySnd trigger1 = AnimElem = 98 value = 4218,22 [State 8025, ??2] type = PlaySnd trigger1 = AnimElem = 102 value = 4218,21 [State 8025, ??2] type = PlaySnd trigger1 = AnimElem = 106 value = 4218,22 [State 8025, ??2] type = PlaySnd trigger1 = AnimElem = 110 value = 4218,21 [State 8025, ??2] type = PlaySnd trigger1 = AnimElem = 114 value = 4218,22 [State 8025, ??2] type = PlaySnd trigger1 = AnimElem = 118 value = 4218,21 [State 8025, ??2] type = PlaySnd trigger1 = AnimElem = 122 value = 4218,22 [State 8025, ??2] type = PlaySnd trigger1 = AnimElem = 126 value = 4218,21 [State 8025, ??2] type = PlaySnd trigger1 = AnimElem = 130 value = 4218,22 [State 8025, ??2] type = PlaySnd trigger1 = AnimElem = 134 ;--- value = 4218,21 [State 8025, ??2] type = PlaySnd trigger1 = AnimElem = 138 value = 4218,22 [State 8025, ??2] type = PlaySnd trigger1 = AnimElem = 142 value = 4218,21 [State 8025, ??2] type = PlaySnd trigger1 = AnimElem = 146 value = 4218,21 [State 8025, ??2] type = PlaySnd trigger1 = AnimElem = 154 value = 4218,21 [State 8025, ??2] type = PlaySnd trigger1 = AnimElem = 162 value = 4218,22 [State 8025, ??2] type = PlaySnd trigger1 = AnimElem = 166 value = 4218,21 [State 8025, ??2] type = PlaySnd trigger1 = AnimElem = 170 value = 4218,22 [State 8025, ??2] type = PlaySnd trigger1 = AnimElem = 174 ;------- value = 4218,23 [State 8025, ??2] type = PlaySnd trigger1 = AnimElem = 179 value = 4218,23 [State 8025, ??2] type = PlaySnd trigger1 = AnimElem = 182 value = 4218,23 [State 8025, ??3] type = PlaySnd trigger1 = AnimElem = 185 value = 4218,23 [State 8025, ??3] type = PlaySnd trigger1 = AnimElem = 191 value = 4218,22 [State 8025, ??3] type = PlaySnd trigger1 = AnimElem = 194 value = 4218,21 ;[State 3522, ??3] ;type = PlaySnd ;trigger1 = AnimElem = 194 ;value = 4218,21 ;cust8454------------------------------------------ [State 8025, ??3] type = PlaySnd trigger1 = AnimElem = 183 trigger1 = life > 0 value = 4218,21 ;cust8454------------------------------------------- [State 8025,????] type = LifeAdd triggerall = Life > 10 trigger1 = AnimElem = 11 || AnimElem = 15 || AnimElem = 19 || AnimElem = 23 trigger2 = AnimElem = 27 || AnimElem = 31 || AnimElem = 35 || AnimElem = 39 trigger3 = AnimElem = 43 || AnimElem = 47 || AnimElem = 51 || AnimElem = 55 trigger4 = AnimElem = 59 || AnimElem = 63 || AnimElem = 78 || AnimElem = 82 trigger5 = AnimElem = 86 || AnimElem = 90 || AnimElem = 94 || AnimElem = 98 trigger6 = AnimElem = 102 || AnimElem = 106 || AnimElem = 110 || AnimElem = 114 trigger7 = AnimElem = 118 || AnimElem = 122 || AnimElem = 126 || AnimElem = 130 trigger8 = AnimElem = 134 || AnimElem = 138 || AnimElem = 142 || AnimElem = 146 trigger9 = AnimElem = 150 || AnimElem = 154 || AnimElem = 158 || AnimElem = 162 trigger10 = AnimElem = 166 || AnimElem = 170 value = -5 [State 8025, ????] type = LifeAdd trigger1 = AnimElem = 68 || AnimElem = 70 || AnimElem = 72 || AnimElem = 187 || AnimElem = 189 || AnimElem = 191 value = -10 [State 8025, ????] type = LifeAdd trigger1 = AnimElem = 175 || AnimElem = 179 || AnimElem = 182 || AnimElem = 185 value = -15 [State 8025, ????] type = LifeAdd trigger1 = AnimElem = 194 value = -5 ;BreedFinisherBegin [Statedef 8198,] type = S movetype = A physics = N velset = 0,0 anim = 8198 ctrl = 0 sprpriority = 10 [State 8198] type = NotHitBy trigger1 = Time >= 0 value = SC [State 8198, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 8198] type = PlaySnd trigger1 = animElem = 1 value = 8153,0 [State 8198] type = BindToTarget trigger1 = 1 pos = 0, 20,food [State 8198,] type = TargetState triggerall = AnimTime = 0 trigger1 = enemyNear, alive = 1 value = 8201 [State 8198,] type = ChangeState triggerall = AnimTime = 0 trigger1 = enemyNear, alive = 1 value = 8200 [Statedef 8199] type = A movetype= H physics = N velset = 0,0 [State 6072] type = PosSet trigger1 = 1 y = 0 [State 8199] type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(19230) = 1 value = 8199 ;breed [Statedef 8200] type = S movetype = A physics = N velset = 0,0 anim = 8200 ctrl = 0 sprpriority = 10 [State 8200] type = Explod trigger1 = p2stateno !=8201 trigger2 = animelem = 95 anim = 8300 pos = 0,0 postype = p1 sprpriority = -1 supermove = 1 bindtime = -1 ownpal = 1 [State 6072] type = Explod trigger1 = animelem = 1 anim = 9200 pos = -25,-50 postype = p1 removetime = -2 scale = .35,.35 sprpriority = -2 [State 8200] type = PowerAdd trigger1 = AnimElem = 1 value = 1000 [State 8200] type = LifeAdd trigger1 = AnimElem = 91 value = 99999 [State 8200, Vel] Type = velmul Trigger1 = Time < 100 x = 5 [State 8200] type = NotHitBy trigger1 = Time >= 0 value = SC [State 8200, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 8200] type = PlaySnd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 23 || AnimElem = 64 || AnimElem = 89 value = 0, 43 [State 8200] type = PlaySnd trigger1 = AnimElem = 10 || AnimElem = 25 value = 4218, 25 [State 8200] type = PlaySnd trigger1 = AnimElem = 91 value = 9, 2 [State 8200] type = PlaySnd trigger1 = AnimElem = 91 value = 0, 6 [State 8200] type = PlaySnd trigger1 = AnimElem = 91 value = 3652, 0 [State 8200] type = PlaySnd trigger1 = AnimElem = 91 value = 5, 5 [State 8200] type = PlaySnd trigger1 = AnimElem = 95 || AnimElem = 97 || AnimElem = 99 || AnimElem = 101 || AnimElem = 103 || AnimElem = 105 || AnimElem = 107 trigger2 = AnimElem = 109 || AnimElem = 111 || AnimElem = 113 || AnimElem = 115 || AnimElem = 117 || AnimElem = 119 || AnimElem = 121 trigger3 = AnimElem = 123 || AnimElem = 125 || AnimElem = 127 || AnimElem = 129 || AnimElem = 131 || AnimElem = 133 || AnimElem = 135 trigger4 = AnimElem = 137 value = 1600, 6 [State 8200] type = Explod trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 23 || AnimElem = 64 || AnimElem = 89 anim = 4442+(random%2) pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) removetime = -2 sprpriority = 3 bindtime = -1 [State 4615, Explod] type = Explod trigger1 = AnimElem = 113 || AnimElem = 115 || AnimElem = 117 || AnimElem = 119 || AnimElem = 121 trigger2 = AnimElem = 123 || AnimElem = 125 || AnimElem = 127 || AnimElem = 129 || AnimElem = 131 || AnimElem = 133 || AnimElem = 135 trigger3 = AnimElem = 137 anim = 4445 ID = 4445 pos = 0, 0 postype = p1 scale = const(size.xscale),const(size.yscale) sprpriority = 3 ontop = 0 [State 8200] type = PowerAdd trigger1 = AnimElem = 91 value = -99999 [State 8200] type = BindToTarget trigger1 = 1 pos = 0, 20,food ;偙偺埵抲傪挷愡偡傞偙偲偱掲傔忋偘傞怗庤偺埵抲傪曄偊傟傑偡丅 ;add8454------------------------------------------- ;aliveordead [State 8200,] type = TargetState trigger1 = AnimTime = 0 value = 30091 [State 8200,] type = ChangeState trigger1 = animtime = 0 value = 5030 ;breedvictim [Statedef 8201] type = A movetype= H physics = N velset = 0,0 [State 6072] type = PosSet trigger1 = 1 y = 0 ;cust8454------------------------------------------- [State 8201] ;愱梡傾僯儊19230偑懚嵼偡傞偲偒 type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(38202) = 0 trigger1 = SelfAnimExist(19230) = 1 value = 8201 [State 8201] ;愱梡傾僯儊19230偑懚嵼偡傞偲偒 type = ChangeAnim Trigger1 = Time = 0 trigger1 = SelfAnimExist(38202) = 1 trigger1 = SelfAnimExist(19230) = 1 value = 38202 ;6623憗楻將傾僯儊偵挷惍偟偨傕偺偵曄峏 ;-------------------------------------------end8454 [State 8201] type = PlaySnd trigger1 = AnimElem = 7 || AnimElem = 25 trigger2 = AnimElem = 31 || AnimElem = 43 trigger3 = AnimElem = 61 trigger4 = AnimElem = 79 || AnimElem = 91 trigger5 = AnimElem = 103 || AnimElem = 121 trigger6 = AnimElem = 127 || AnimElem = 145 trigger7 = AnimElem = 149 || AnimElem = 163 trigger8 = AnimElem = 179 || AnimElem = 189 value = 4218,21+ (Random%2) [State 8201] type = LifeAdd trigger1 = AnimElem = 91 value = -99999 [State 8201] type = PowerAdd trigger1 = AnimElem = 91 value = -99999 ;--------------- ----------------------------end8454 [Statedef 10100] type = S physics = S movetype = A ctrl = 0 anim = 10100 velset = 0,0 [State 6061,00 ] type = NotHitBy trigger1 = Time >= 0 value = SCA [State 40000, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 10100,0 Volume = 200 [State 6061] type = TargetState trigger1 = MoveHit = 1 trigger1 = NumTarget value = 10101 [State 6061,] type = ChangeState trigger1 = AnimTime = 0 value = 5020 [State 6061] type = HitDef trigger1 = time >= 10 attr = S, ST hitflag = M priority = 7, miss sparkno = -1 sprpriority = 2 p2facing = 1 fall = 0 [Statedef 10101] type = A movetype= H physics = N velset = 0,0 sprpriority = 1 [State 6072, Vel] Type = velmul Trigger1 = Time < 100 x = .9 [State 1403] type = VelAdd trigger1 = pos Y < 0 x = .1 y = .4 [State 1403] type = Velset trigger1 = pos Y >= 0 x = 0 [State 1403, ??????] type = Velset trigger1 = pos Y >= 0 y = 0 ;cust8454------------------------------------------- [State 19064] ;愱梡傾僯儊19230偑懚嵼偡傞偲偒 type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(5012) = 1 value = 10101 ;6623憗楻將傾僯儊偵挷惍偟偨傕偺偵曄峏 ;-------------------------------------------end8454 [State 6072,] type = ChangeState trigger1 = AnimTime = 0 value = 6065 ;----------------------------------------------------------------------- [Statedef 20000] type = S movetype= A physics = S juggle = 0 velset = 0,0 anim = 8015 ctrl = 0 [State 0, 1] type = HitDef trigger1 = Time = 0 attr = S, NT hitflag = M priority = 1, Miss sparkno = -1 sprpriority = 1 p1facing = ifelse (command = "holdfwd", -1, 1) p2facing = 1 p1stateno = 20001 p2stateno = 20002 fall = 1 [State 0, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [Statedef 20001] type = S movetype= A physics = N anim = 20000 poweradd = 60 ctrl = 0 [State 0, VarSet] type = VarSet trigger1 = time = 0 v = 11 ;fv = 10 value = random ;ignorehitpause = ;persistent = [State 0, Explod] type = Explod trigger1 = time = 0 anim = 20010 ID = 20010 pos = 0,0 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = 1,1 sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 [State 0, Explod] type = Explod trigger1 = time = 0 anim = 20030 ID = 20011 pos = 80,-80 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = 0.4,0.4 sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 [State 10, Bind 1] type = TargetBind trigger1 = AnimElem = 1 pos = -11, -5 [State 10, Hurt] type =null ;TargetLifeAdd trigger1 = AnimElem = 2 value = -10 kill = 0 [State 0, VarAdd] type = VarAdd triggerall = target,life > Const(data.life)/1.5 trigger1 = target,command = "a" trigger2 = target,command = "b" trigger3 = target,command = "c" trigger4 = target,command = "x" trigger5 = target,command = "y" trigger6 = target,command = "z" v = 10 ;fv = value = 7 [State 0, VarAdd] type = VarAdd triggerall = target,life < Const(data.life)/1.5 triggerall = target,life > Const(data.life)/2 trigger1 = target,command = "a" trigger2 = target,command = "b" trigger3 = target,command = "c" trigger4 = target,command = "x" trigger5 = target,command = "y" trigger6 = target,command = "z" v = 10 ;fv = value = 5 [State 0, VarAdd] type = VarAdd triggerall = target,life < Const(data.life)/2 triggerall = target,life > Const(data.life)/4 trigger1 = target,command = "a" trigger2 = target,command = "b" trigger3 = target,command = "c" trigger4 = target,command = "x" trigger5 = target,command = "y" trigger6 = target,command = "z" v = 10 ;fv = value = 3 [State 0, VarAdd] type = VarAdd triggerall = target,life < Const(data.life)/4 trigger1 = target,command = "a" trigger2 = target,command = "b" trigger3 = target,command = "c" trigger4 = target,command = "x" trigger5 = target,command = "y" trigger6 = target,command = "z" v = 10 ;fv = value = 2 [State 10, Throw] type = TargetState trigger1 = var(10) >= 300 trigger2 = command = "z" value = 20010 [State 10, State End] type = ChangeState trigger1 = var(10) >= 300 trigger2 = command = "z" value = 0 ctrl = 1 [State 10, Throw] type = TargetState trigger1 = command = "hold_a" trigger2 = time >= 50 && var(11) >= 100 value = 20004 [State 10, Throw] type = TargetState trigger1 = command = "hold_b" trigger2 = time >= 50 && var(11) < 100 value = 20006 [State 10, State End] type = ChangeState trigger1 = command = "hold_a" trigger2 = time >= 50 && var(11) >= 100 value = 20003 [State 10, State End] type = ChangeState trigger1 = command = "hold_b" trigger2 = time >= 50 && var(11) < 100 value = 20005 [State 10, Throw] type = TargetState trigger1 = target,life = 1 value = 8023 [State 10, State End] type = ChangeState trigger1 = target,life = 1 value = 8022 [Statedef 20003] type = S movetype= A physics = N anim = 20003 poweradd = 0 ctrl = 0 [State 0, Explod] type = Explod trigger1 = time = 0 anim = 20013 ID = 20013 pos = 0,0 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = 1,1 sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 2 value = 8150,2 [State 10, Bind 1] type = TargetBind trigger1 = AnimElem = 1 pos = -11, -5 [State 10, Hurt] type = TargetLifeAdd trigger1 = AnimElem = 2 value = -10 kill = 0 [State 0, VarAdd] type = VarAdd triggerall = target,life > Const(data.life)/1.5 trigger1 = target,command = "a" trigger2 = target,command = "b" trigger3 = target,command = "c" trigger4 = target,command = "x" trigger5 = target,command = "y" trigger6 = target,command = "z" v = 10 ;fv = value = 7 [State 0, VarAdd] type = VarAdd triggerall = target,life < Const(data.life)/1.5 triggerall = target,life > Const(data.life)/2 trigger1 = target,command = "a" trigger2 = target,command = "b" trigger3 = target,command = "c" trigger4 = target,command = "x" trigger5 = target,command = "y" trigger6 = target,command = "z" v = 10 ;fv = value = 5 [State 0, VarAdd] type = VarAdd triggerall = target,life < Const(data.life)/2 triggerall = target,life > Const(data.life)/4 trigger1 = target,command = "a" trigger2 = target,command = "b" trigger3 = target,command = "c" trigger4 = target,command = "x" trigger5 = target,command = "y" trigger6 = target,command = "z" v = 10 ;fv = value = 3 [State 0, VarAdd] type = VarAdd triggerall = target,life < Const(data.life)/4 trigger1 = target,command = "a" trigger2 = target,command = "b" trigger3 = target,command = "c" trigger4 = target,command = "x" trigger5 = target,command = "y" trigger6 = target,command = "z" v = 10 ;fv = value = 2 [State 10, Throw] type = TargetState triggerall = target,alive = 1 trigger1 = var(10) >= 300 value = 20010 [State 10, State End] type = ChangeState triggerall = target,alive = 1 trigger1 = var(10) >= 300 value = 0 ctrl = 1 [State 10, Throw] type = TargetState triggerall = animtime = 0 trigger1 = command != "hold_a" value = 20002 [State 10, State End] type = ChangeState triggerall = animtime = 0 trigger1 = command != "hold_a" value = 20001 [State 10, Throw] type = TargetState triggerall = animtime = 0 trigger1 = target,life = 1 value = 8023 [State 10, State End] type = ChangeState triggerall = animtime = 0 trigger1 = target,life = 1 value = 8022 [Statedef 20005] type = S movetype= A physics = N anim = 20005 poweradd = 0 ctrl = 0 [State 0, Explod] type = Explod trigger1 = time = 0 anim = 20014 ID = 20014 pos = 0,0 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -1 pausemovetime = 0 scale = 1,1 sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 0 removeongethit = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 2 value = 8150,1 [State 10, Bind 1] type = TargetBind trigger1 = AnimElem = 1 pos = -11, -5 [State 10, Hurt] type = TargetLifeAdd trigger1 = time = 12 || time = 24 || time = 35 || time = 40 || time = 45 || time = 50 trigger2 = time = 55 || time = 60 || time = 65 || time = 70 || time = 75 || time = 80 trigger3 = time = 85 || time = 90 || time = 95 || time = 100 value = -5 kill = 0 [State 0, VarAdd] type = VarAdd triggerall = target,life > Const(data.life)/1.5 trigger1 = target,command = "a" trigger2 = target,command = "b" trigger3 = target,command = "c" trigger4 = target,command = "x" trigger5 = target,command = "y" trigger6 = target,command = "z" v = 10 ;fv = value = 7 [State 0, VarAdd] type = VarAdd triggerall = target,life < Const(data.life)/1.5 triggerall = target,life > Const(data.life)/2 trigger1 = target,command = "a" trigger2 = target,command = "b" trigger3 = target,command = "c" trigger4 = target,command = "x" trigger5 = target,command = "y" trigger6 = target,command = "z" v = 10 ;fv = value = 5 [State 0, VarAdd] type = VarAdd triggerall = target,life < Const(data.life)/2 triggerall = target,life > Const(data.life)/4 trigger1 = target,command = "a" trigger2 = target,command = "b" trigger3 = target,command = "c" trigger4 = target,command = "x" trigger5 = target,command = "y" trigger6 = target,command = "z" v = 10 ;fv = value = 3 [State 0, VarAdd] type = VarAdd triggerall = target,life < Const(data.life)/4 trigger1 = target,command = "a" trigger2 = target,command = "b" trigger3 = target,command = "c" trigger4 = target,command = "x" trigger5 = target,command = "y" trigger6 = target,command = "z" v = 10 ;fv = value = 2 [State 10, Throw] type = TargetState trigger1 = var(10) >= 300 value = 20010 [State 10, State End] type = ChangeState trigger1 = var(10) >= 300 value = 0 ctrl = 1 [State 10, Throw] type = TargetState trigger1 = animtime = 0 value = 20002 [State 10, State End] type = ChangeState trigger1 = animtime = 0 value = 20001 [State 10, Throw] type = TargetState triggerall = animtime = 0 trigger1 = target,life = 1 value = 8023 [State 10, State End] type = ChangeState triggerall = animtime = 0 trigger1 = target,life = 1 value = 8022 [Statedef 20002] type = A movetype = H physics = N velset = 0,0 [State 20, 1] type = ChangeAnim2 trigger1 = Time = 0 value = 20021 [Statedef 20004] type = A movetype = H physics = N velset = 0,0 [State 20, 1] type = ChangeAnim2 trigger1 = Time = 0 value = 20020 [Statedef 20006] type = A movetype = H physics = N velset = 0,0 [State 20, 1] type = ChangeAnim2 trigger1 = Time = 0 value = 20022 [Statedef 20010] type = A movetype = H physics = N velset = 0,0 poweradd = 40 [State 21, 1] ;Gravity type = VelAdd trigger1 = 1 y = .4 [State 21, 2] ; Recover near ground (use ChangeState) type = ChangeState triggerall = Vel Y > 0 triggerall = Pos Y >= -20 triggerall = alive triggerall = CanRecover trigger1 = Command = "recovery" value = 5200 ;HITFALL_RECOVER [State 21, 3] ; Recover in mid air (use SelfState) type = SelfState triggerall = Vel Y > 0 triggerall = alive triggerall = CanRecover trigger1 = Command = "recovery" value = 5210 ;HITFALL_AIRRECOVER [State 21, 4] ;Hit ground type = SelfState trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 5100 ;Hit ground [Statedef 22035] type = S physics = S movetype = A ctrl = 0 anim = 3200 velset = 0,0 [State 6062,00 ] type = NotHitBy trigger1 = Time >= 0 value = SCA [State 40001, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 5,3 Volume = 200 [State 22000] type = TargetState trigger1 = MoveHit = 1 trigger1 = NumTarget value = 22037 [State 22000,] type = ChangeState trigger1 = MoveHit = 1 trigger1 = NumTarget value = 22036 [State 6062] type = HitDef trigger1 = time >= 10 attr = S, ST hitflag = M priority = 7, miss sparkno = -1 sprpriority = 2 p2facing = 1 fall = 0 [State 40001, 4] type = changeState trigger1 = animtime = 0 value = 0 ctrl = 1 [Statedef 22036] type = S movetype= A physics = N anim = 22014 ctrl = 0 velset = 0,0 sprpriority = 3 [State 22036] type = NotHitBy trigger1 = Time >= 0 value = SC [State 22036] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 22036] type = BindToTarget trigger1 = 1 pos = 0, 20,food [State 22036] type = PlaySnd trigger1 = AnimElem = 1 value = 9, 1 [State 22036] type = PlaySnd trigger1 = AnimElem = 18 value = 900, 6 [State 22036] type = PlaySnd trigger1 = AnimElem = 31 value = 900, 0 [State 8024] type = TargetState trigger1 = AnimTime = 0 value = 22017 [State 8024] type = ChangeState trigger1 = AnimTime = 0 value = 22016 [Statedef 22037] type = A movetype = H physics = N velset = 0,0 [State 22037] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6072] type = PosSet triggerall = pos y > 0 trigger1 = Time = 0 y = 0 [State 22037] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 22037] type = ChangeAnim2 Trigger1 = Time = 0 value = 22015 [Statedef 22016,] type = S movetype = A physics = N velset = 0,0 anim = 22016 ctrl = 0 sprpriority = 10 [State 2000] type = PowerAdd trigger1 = AnimElem = 1 value = -1000 [State 2000, ??????????] type = SuperPause trigger1 = AnimElem = 1 anim = 100 pos = 25, -57 sound = 20, 0 time = 50 movetime = 0 darken = 1 [State 22010] type = ChangeState trigger1 = AnimTime = 0 value = 22018 [State 22016] type = TargetState trigger1 = AnimTime = 0 value = 22019 [State 22010] type = PlaySnd trigger1 = AnimElem = 1 value = 8151, 1 [State 22010] type = PlaySnd trigger1 = AnimElem = 5 value = 0, 44 [State 6073, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 6073] type = BindToTarget trigger1 = 1 pos = 0, 10,food ;aliveordead [State 22012,] type = TargetState triggerall = AnimElem = 5 trigger1 = enemyNear, alive = 1 value = 22019 [State 22012,] type = ChangeState triggerall = AnimElem = 5 trigger1 = enemyNear, alive = 1 value = 22018 [Statedef 22017] type = A movetype= H physics = N velset = 0,0 sprpriority = 1 [State 0] type = PosSet trigger1 = 1 y = 0 ;cust8454------------------------------------------- [State 22017] ;愱梡傾僯儊19230偑懚嵼偡傞偲偒 type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(12250) = 1 value = 22017 [State 22017] type = LifeAdd trigger1 = AnimElem = 5 value = -5 kill = 0 ;SlowHumping2Missionary [Statedef 22018,] type = S movetype = A physics = N velset = 0,0 anim = 22018 ctrl = 0 sprpriority = 10 [State 8017, ooxx] type = Explod trigger1 = p2stateno !=6065 trigger2 = animelem = 1 anim = 8016 pos = 0,0 postype = p1 sprpriority = -99 supermove = 1 bindtime = -1 ownpal = 1 [State 6073] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6073, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 22012] type = BindToTarget trigger1 = 1 pos = 0, 10,food [State 22012] type = PlaySnd trigger1 = AnimElem = 2 value = 666, 0 [State 22012] type = PlaySnd trigger1 = AnimElem = 2 value = 666, 2 [State 22012] type = Explod trigger1 = AnimElem = 2 anim = 12001 pos = 0, -20 postype = p1 scale = 1.5,1.5 removetime = -2 sprpriority = 7 bindtime = -1 ;aliveordead [State 22012,] type = TargetState triggerall = Time = 500 trigger1 = enemyNear, alive = 1 value = 22021 [State 22012,] type = ChangeState triggerall = Time = 500 trigger1 = enemyNear, alive = 1 value = 22020 ;------------------------------------------------ ;SlowHumping2ReceiveMissionary [Statedef 22019] type = A movetype= H physics = N velset = 0,0 sprpriority = 1 [State 0] type = PosSet trigger1 = 1 y = 0 ;cust8454------------------------------------------- [State 22003] ;愱梡傾僯儊19230偑懚嵼偡傞偲偒 type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(12250) = 1 value = 22019 ;6623憗楻將傾僯儊偵挷惍偟偨傕偺偵曄峏 ;-------------------------------------------end8454 [State 22003] type = PlaySnd trigger1 = AnimElem = 7 || AnimElem = 25 trigger2 = AnimElem = 31 || AnimElem = 43 trigger3 = AnimElem = 61 trigger4 = AnimElem = 79 || AnimElem = 91 trigger5 = AnimElem = 103 || AnimElem = 121 trigger6 = AnimElem = 127 || AnimElem = 145 trigger7 = AnimElem = 149 || AnimElem = 163 trigger8 = AnimElem = 179 || AnimElem = 189 value = 4218,21+ (Random%2) [State 19064] type = PlaySnd trigger1 = AnimElem = 151 || AnimElem = 195 value = 4218,23 [State 19064] type = PlaySnd trigger1 = AnimElem = 168 || AnimElem = 175 || AnimElem = 183 value = 4218,22 [State 19064, Explod] type = Explod trigger1 = animelem= 1 anim =19332 ID =19332 pos = 9,-18 postype = p1 ;p2,front,back,left,right facing = -1 vfacing = 1 bindtime = -1 removetime = -2 sprpriority = 6 [State 22009] type = LifeAdd trigger1 = AnimElem = 2 value = -25 kill = 0 ;--------------------------------------- ;FasterHumpGive2 [Statedef 22020,] type = S movetype = A physics = N velset = 0,0 anim = 22020 ctrl = 0 sprpriority = 10 [State 6073, Vel] Type = velmul Trigger1 = Time < 100 x = .9 [State 8017, ooxx] type = Explod trigger1 = p2stateno !=6065 trigger2 = animelem = 1 anim = 8016 pos = 0,0 postype = p1 sprpriority = -99 supermove = 1 bindtime = -1 ownpal = 1 [State 6073] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6073, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 22002] type = BindToTarget trigger1 = 1 pos = 0, 10,food [State 22002] type = PlaySnd trigger1 = AnimElem = 4 || AnimElem = 14 || AnimElem = 24 trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 44 || AnimElem = 49 trigger3 = AnimElem = 54 || AnimElem = 59 value = 666, 0 [State 22002] type = PlaySnd trigger1 = AnimElem = 9 || AnimElem = 19 || AnimElem = 39 || AnimElem = 59 value = 666, 1 [State 22002] type = PlaySnd trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24 trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44 || AnimElem = 49 trigger3 = AnimElem = 54 || AnimElem = 59 value = 666, 2 [State 22002] type = Explod trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24 trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44 || AnimElem = 49 trigger3 = AnimElem = 54 || AnimElem = 59 anim = 12001 pos = 0, -20 postype = p1 scale = 1.5,1.5 removetime = -2 sprpriority = 7 bindtime = -1 ;aliveordead [State 22002,] type = TargetState triggerall = AnimTime = 0 trigger1 = enemyNear, alive = 0 value = 22031 [State 22002,] type = ChangeState triggerall = AnimTime = 0 trigger1 = enemyNear, alive = 0 value = 22030 ;aliveordead [State 22012,] type = TargetState triggerall = Time = 500 trigger1 = enemyNear, alive = 1 value = 22023 [State 22012,] type = ChangeState triggerall = Time = 500 trigger1 = enemyNear, alive = 1 value = 22022 ;------------------------------------------------ ;FasterHump2Receive [Statedef 22021] type = A movetype= H physics = N velset = 0,0 sprpriority = 1 [State 0] type = PosSet trigger1 = 1 y = 0 ;cust8454------------------------------------------- [State 22003] ;愱梡傾僯儊19230偑懚嵼偡傞偲偒 type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(12250) = 1 value = 22021 ;6623憗楻將傾僯儊偵挷惍偟偨傕偺偵曄峏 ;-------------------------------------------end8454 [State 22003] type = PlaySnd trigger1 = AnimElem = 7 || AnimElem = 25 trigger2 = AnimElem = 31 || AnimElem = 43 trigger3 = AnimElem = 61 trigger4 = AnimElem = 79 || AnimElem = 91 trigger5 = AnimElem = 103 || AnimElem = 121 trigger6 = AnimElem = 127 || AnimElem = 145 trigger7 = AnimElem = 149 || AnimElem = 163 trigger8 = AnimElem = 179 || AnimElem = 189 value = 4218,21+ (Random%2) [State 19064] type = PlaySnd trigger1 = AnimElem = 151 || AnimElem = 195 value = 4218,23 [State 19064] type = PlaySnd trigger1 = AnimElem = 168 || AnimElem = 175 || AnimElem = 183 value = 4218,22 [State 19064, Explod] type = Explod trigger1 = animelem= 1 anim =19332 ID =19332 pos = 9,-18 postype = p1 ;p2,front,back,left,right facing = -1 vfacing = 1 bindtime = -1 removetime = -2 sprpriority = 6 [State 22003] type = LifeAdd trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24 trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44 || AnimElem = 49 trigger3 = AnimElem = 54 || AnimElem = 59 value = -50 kill = 0 ;--------------------------------------- ;FasterHumpGive2 [Statedef 22022,] type = S movetype = A physics = N velset = 0,0 anim = 22022 ctrl = 0 sprpriority = 10 [State 6073, Vel] Type = velmul Trigger1 = Time < 100 x = .9 [State 8017, ooxx] type = Explod trigger1 = p2stateno !=6065 trigger2 = animelem = 1 anim = 8016 pos = 0,0 postype = p1 sprpriority = -99 supermove = 1 bindtime = -1 ownpal = 1 [State 6073] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6073, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 22002] type = BindToTarget trigger1 = 1 pos = 0, 10,food [State 22002] type = PlaySnd trigger1 = AnimElem = 4 || AnimElem = 14 || AnimElem = 24 trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 44 || AnimElem = 49 trigger3 = AnimElem = 54 || AnimElem = 59 value = 666, 0 [State 22002] type = PlaySnd trigger1 = AnimElem = 9 || AnimElem = 19 || AnimElem = 39 || AnimElem = 59 value = 666, 1 [State 22002] type = PlaySnd trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24 trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44 || AnimElem = 49 trigger3 = AnimElem = 54 || AnimElem = 59 value = 666, 2 [State 22002] type = Explod trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24 trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44 || AnimElem = 49 trigger3 = AnimElem = 54 || AnimElem = 59 anim = 12001 pos = 0, -20 postype = p1 scale = 1.5,1.5 removetime = -2 sprpriority = 7 bindtime = -1 ;aliveordead [State 22002,] type = TargetState triggerall = AnimTime = 0 trigger1 = enemyNear, alive = 0 value = 22031 [State 22002,] type = ChangeState triggerall = AnimTime = 0 trigger1 = enemyNear, alive = 0 value = 22030 ;aliveordead [State 22012,] type = TargetState triggerall = Time = 500 trigger1 = enemyNear, alive = 1 value = 22025 [State 22012,] type = ChangeState triggerall = Time = 500 trigger1 = enemyNear, alive = 1 value = 22024 ;------------------------------------------------ ;FasterHump2Receive [Statedef 22023] type = A movetype= H physics = N velset = 0,0 sprpriority = 1 [State 0] type = PosSet trigger1 = 1 y = 0 ;cust8454------------------------------------------- [State 22003] ;愱梡傾僯儊19230偑懚嵼偡傞偲偒 type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(12250) = 1 value = 22023 ;6623憗楻將傾僯儊偵挷惍偟偨傕偺偵曄峏 ;-------------------------------------------end8454 [State 22003] type = PlaySnd trigger1 = AnimElem = 7 || AnimElem = 25 trigger2 = AnimElem = 31 || AnimElem = 43 trigger3 = AnimElem = 61 trigger4 = AnimElem = 79 || AnimElem = 91 trigger5 = AnimElem = 103 || AnimElem = 121 trigger6 = AnimElem = 127 || AnimElem = 145 trigger7 = AnimElem = 149 || AnimElem = 163 trigger8 = AnimElem = 179 || AnimElem = 189 value = 4218,21+ (Random%2) [State 19064] type = PlaySnd trigger1 = AnimElem = 151 || AnimElem = 195 value = 4218,23 [State 19064] type = PlaySnd trigger1 = AnimElem = 168 || AnimElem = 175 || AnimElem = 183 value = 4218,22 [State 19064, Explod] type = Explod trigger1 = animelem= 1 anim =19332 ID =19332 pos = 9,-18 postype = p1 ;p2,front,back,left,right facing = -1 vfacing = 1 bindtime = -1 removetime = -2 sprpriority = 6 [State 22003] type = LifeAdd trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24 trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44 || AnimElem = 49 trigger3 = AnimElem = 54 || AnimElem = 59 value = -75 kill = 0 ;--------------------------------------- ;FasterHumpGive2 [Statedef 22024,] type = S movetype = A physics = N velset = 0,0 anim = 22024 ctrl = 0 sprpriority = 10 [State 6073, Vel] Type = velmul Trigger1 = Time < 100 x = .9 [State 8017, ooxx] type = Explod trigger1 = p2stateno !=6065 trigger2 = animelem = 1 anim = 8016 pos = 0,0 postype = p1 sprpriority = -99 supermove = 1 bindtime = -1 ownpal = 1 [State 6073] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6073, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 22002] type = BindToTarget trigger1 = 1 pos = 0, 10,food [State 22002] type = PlaySnd trigger1 = AnimElem = 4 || AnimElem = 14 || AnimElem = 24 trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 44 || AnimElem = 49 trigger3 = AnimElem = 54 || AnimElem = 59 value = 666, 0 [State 22002] type = PlaySnd trigger1 = AnimElem = 9 || AnimElem = 19 || AnimElem = 39 || AnimElem = 59 value = 666, 1 [State 22002] type = PlaySnd trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24 trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44 || AnimElem = 49 trigger3 = AnimElem = 54 || AnimElem = 59 value = 666, 2 [State 22014] type = PlaySnd trigger1 = Time = 10 value = 900, 2 [State 22002] type = Explod trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24 trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44 || AnimElem = 49 trigger3 = AnimElem = 54 || AnimElem = 59 anim = 12001 pos = 0, -20 postype = p1 scale = 1.5,1.5 removetime = -2 sprpriority = 7 bindtime = -1 ;aliveordead [State 22002,] type = TargetState triggerall = AnimTime = 0 trigger1 = enemyNear, alive = 0 value = 22031 [State 22002,] type = ChangeState triggerall = AnimTime = 0 trigger1 = enemyNear, alive = 0 value = 22030 ;aliveordead [State 22012,] type = TargetState triggerall = Time = 500 trigger1 = enemyNear, alive = 1 value = 22027 [State 22012,] type = ChangeState triggerall = Time = 500 trigger1 = enemyNear, alive = 1 value = 22026 ;------------------------------------------------ ;FasterHump2Receive [Statedef 22025] type = A movetype= H physics = N velset = 0,0 sprpriority = 1 [State 0] type = PosSet trigger1 = 1 y = 0 ;cust8454------------------------------------------- [State 22003] ;愱梡傾僯儊19230偑懚嵼偡傞偲偒 type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(12250) = 1 value = 22025 ;6623憗楻將傾僯儊偵挷惍偟偨傕偺偵曄峏 ;-------------------------------------------end8454 [State 22003] type = PlaySnd trigger1 = AnimElem = 7 || AnimElem = 25 trigger2 = AnimElem = 31 || AnimElem = 43 trigger3 = AnimElem = 61 trigger4 = AnimElem = 79 || AnimElem = 91 trigger5 = AnimElem = 103 || AnimElem = 121 trigger6 = AnimElem = 127 || AnimElem = 145 trigger7 = AnimElem = 149 || AnimElem = 163 trigger8 = AnimElem = 179 || AnimElem = 189 value = 4218,21+ (Random%2) [State 19064] type = PlaySnd trigger1 = AnimElem = 151 || AnimElem = 195 value = 4218,23 [State 19064] type = PlaySnd trigger1 = AnimElem = 168 || AnimElem = 175 || AnimElem = 183 value = 4218,22 [State 19064, Explod] type = Explod trigger1 = animelem= 1 anim =19332 ID =19332 pos = 9,-18 postype = p1 ;p2,front,back,left,right facing = -1 vfacing = 1 bindtime = -1 removetime = -2 sprpriority = 6 [State 22003] type = LifeAdd trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24 trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44 || AnimElem = 49 trigger3 = AnimElem = 54 || AnimElem = 59 value = -100 kill = 0 ;--------------------------------------- ;FasterHumpGive2 [Statedef 22026,] type = S movetype = A physics = N velset = 0,0 anim = 22026 ctrl = 0 sprpriority = 10 [State 6073, Vel] Type = velmul Trigger1 = Time < 100 x = .9 [State 8017, ooxx] type = Explod trigger1 = p2stateno !=6065 trigger2 = animelem = 1 anim = 8016 pos = 0,0 postype = p1 sprpriority = -99 supermove = 1 bindtime = -1 ownpal = 1 [State 6073] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6073, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 22002] type = BindToTarget trigger1 = 1 pos = 0, 10,food [State 22002] type = PlaySnd trigger1 = AnimElem = 4 || AnimElem = 14 || AnimElem = 24 trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 44 || AnimElem = 49 trigger3 = AnimElem = 54 || AnimElem = 59 value = 666, 0 [State 22002] type = PlaySnd trigger1 = AnimElem = 9 || AnimElem = 19 || AnimElem = 39 || AnimElem = 59 value = 666, 1 [State 22002] type = PlaySnd trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24 trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44 || AnimElem = 49 trigger3 = AnimElem = 54 || AnimElem = 59 value = 666, 2 [State 22014] type = PlaySnd trigger1 = Time = 10 value = 900, 1 [State 22014] type = PlaySnd trigger1 = Time = 200 value = 950, 1 [State 22014] type = PlaySnd trigger1 = Time = 350 value = 1300, 0 [State 22002] type = Explod trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24 trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44 || AnimElem = 49 trigger3 = AnimElem = 54 || AnimElem = 59 anim = 12001 pos = 0, -20 postype = p1 scale = 1.5,1.5 removetime = -2 sprpriority = 7 bindtime = -1 ;aliveordead [State 22002,] type = TargetState triggerall = AnimTime = 0 trigger1 = enemyNear, alive = 0 value = 33034 [State 22002,] type = ChangeState triggerall = AnimTime = 0 trigger1 = enemyNear, alive = 0 value = 22033 [State 22002,] type = TargetState triggerall = Time >= 500 trigger1 = command = "b" trigger1 = enemyNear, alive = 1 value = 22029 [State 22002,] type = ChangeState triggerall = Time >= 500 trigger1 = command = "b" trigger1 = enemyNear, alive = 1 value = 22028 ;aliveordead [State 22012,] type = TargetState triggerall = power = 3000 trigger1 = command = "a" trigger1 = enemyNear, alive = 1 value = 22031 [State 22012,] type = ChangeState triggerall = power = 3000 trigger1 = command = "a" trigger1 = enemyNear, alive = 1 value = 22030 ;------------------------------------------------ ;FasterHump2Receive [Statedef 22027] type = A movetype= H physics = N velset = 0,0 sprpriority = 1 [State 0] type = PosSet trigger1 = 1 y = 0 ;cust8454------------------------------------------- [State 22003] ;愱梡傾僯儊19230偑懚嵼偡傞偲偒 type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(12250) = 1 value = 22027 ;6623憗楻將傾僯儊偵挷惍偟偨傕偺偵曄峏 ;-------------------------------------------end8454 [State 22003] type = PlaySnd trigger1 = AnimElem = 7 || AnimElem = 25 trigger2 = AnimElem = 31 || AnimElem = 43 trigger3 = AnimElem = 61 trigger4 = AnimElem = 79 || AnimElem = 91 trigger5 = AnimElem = 103 || AnimElem = 121 trigger6 = AnimElem = 127 || AnimElem = 145 trigger7 = AnimElem = 149 || AnimElem = 163 trigger8 = AnimElem = 179 || AnimElem = 189 value = 4218,21+ (Random%2) [State 19064] type = PlaySnd trigger1 = AnimElem = 151 || AnimElem = 195 value = 4218,23 [State 19064] type = PlaySnd trigger1 = AnimElem = 168 || AnimElem = 175 || AnimElem = 183 value = 4218,22 [State 19064, Explod] type = Explod trigger1 = animelem= 1 anim =19332 ID =19332 pos = 9,-18 postype = p1 ;p2,front,back,left,right facing = -1 vfacing = 1 bindtime = -1 removetime = -2 sprpriority = 6 [State 22003] type = LifeAdd trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24 trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44 || AnimElem = 49 trigger3 = AnimElem = 54 || AnimElem = 59 value = -200 kill = 0 ;-------------------------------------------------------------- ;ExGiving [Statedef 22028,] type = S movetype = A physics = N velset = 0,0 anim = 22028 ctrl = 0 sprpriority = 10 [State 6073, Vel] Type = velmul Trigger1 = Time < 100 x = .9 [State 8017, ooxx] type = Explod trigger1 = p2stateno !=6065 trigger2 = animelem = 1 anim = 8016 pos = 0,0 postype = p1 sprpriority = -99 supermove = 1 bindtime = -1 ownpal = 1 [State 6073] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6073, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 22002] type = BindToTarget trigger1 = 1 pos = 0, 10,food [State 22002] type = PlaySnd trigger1 = AnimElem = 4 || AnimElem = 14 || AnimElem = 24 trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 44 || AnimElem = 49 trigger3 = AnimElem = 54 || AnimElem = 59 value = 666, 0 [State 22002] type = PlaySnd trigger1 = AnimElem = 9 || AnimElem = 19 || AnimElem = 39 || AnimElem = 59 value = 666, 1 [State 22002] type = PlaySnd trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24 trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44 || AnimElem = 49 trigger3 = AnimElem = 54 || AnimElem = 59 value = 666, 2 [State 22006] type = PlaySnd trigger1 = Time = 20 value = 700, 1 [State 191, Shake Screen] type = EnvShake trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24 trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44 || AnimElem = 49 trigger3 = AnimElem = 54 || AnimElem = 59 Time = 10 ;Time to shake screen ampl = 4 ;Amount to shake freq = 130 ;A frequency of 180 shakes the screen rapidly [State 22002] type = LifeAdd trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24 trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44 || AnimElem = 49 trigger3 = AnimElem = 54 || AnimElem = 59 value = 200 [State 22002] type = Explod trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24 trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44 || AnimElem = 49 trigger3 = AnimElem = 54 || AnimElem = 59 anim = 12001 pos = 0, -20 postype = p1 scale = 1.5,1.5 removetime = -2 sprpriority = 7 bindtime = -1 ;aliveordead [State 22002,] type = TargetState triggerall = AnimTime = 0 trigger1 = enemyNear, alive = 0 value = 22031 [State 22002,] type = ChangeState triggerall = AnimTime = 0 trigger1 = enemyNear, alive = 0 value = 22030 ;aliveordead [State 22002,] type = TargetState triggerall = command = "a" triggerall = Time >= 500 trigger1 = enemyNear, alive = 1 value = 22034 [State 22002,] type = ChangeState triggerall = command = "a" triggerall = Time >= 500 trigger1 = enemyNear, alive = 1 value = 22033 ;------------------------------------------------------ ;ExReceiving [Statedef 22029] type = A movetype= H physics = N velset = 0,0 sprpriority = 1 [State 0] type = PosSet trigger1 = 1 y = 0 ;cust8454------------------------------------------- [State 22003] ;愱梡傾僯儊19230偑懚嵼偡傞偲偒 type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(12250) = 1 value = 22029 ;6623憗楻將傾僯儊偵挷惍偟偨傕偺偵曄峏 ;-------------------------------------------end8454 [State 22003] type = PlaySnd trigger1 = AnimElem = 7 || AnimElem = 25 trigger2 = AnimElem = 31 || AnimElem = 43 trigger3 = AnimElem = 61 trigger4 = AnimElem = 79 || AnimElem = 91 trigger5 = AnimElem = 103 || AnimElem = 121 trigger6 = AnimElem = 127 || AnimElem = 145 trigger7 = AnimElem = 149 || AnimElem = 163 trigger8 = AnimElem = 179 || AnimElem = 189 value = 4218,21+ (Random%2) [State 19064] type = PlaySnd trigger1 = AnimElem = 151 || AnimElem = 195 value = 4218,23 [State 19064] type = PlaySnd trigger1 = AnimElem = 168 || AnimElem = 175 || AnimElem = 183 value = 4218,22 [State 19064, Explod] type = Explod trigger1 = animelem= 1 anim =19332 ID =19332 pos = 9,-18 postype = p1 ;p2,front,back,left,right facing = -1 vfacing = 1 bindtime = -1 removetime = -2 sprpriority = 6 [State 22003] type = LifeAdd trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24 trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44 || AnimElem = 49 trigger3 = AnimElem = 54 || AnimElem = 59 value = -200 kill = 0 ;---------------------------------------------------- ;Ejac [Statedef 22030] type = S movetype = A physics = N velset = 0,0 anim = 22030 ctrl = 0 sprpriority = 10 [State 22004] type = HitDef trigger1 = time >= 10 attr = S, ST hitflag = M priority = 7, miss sparkno = -1 p1stateno = 22002 p2facing = 1 fall = 0 [State 22004] type = BindToTarget trigger1 = 1 pos = 0, 10,food ;偙偺埵抲傪挷愡偡傞偙偲偱掲傔忋偘傞怗庤偺埵抲傪曄偊傟傑偡丅 [State 22004] type = PlaySnd trigger1 = AnimElem = 1 || AnimElem = 10 || AnimElem = 17 || AnimElem = 24 || AnimElem = 33 || AnimElem = 45 || AnimElem = 59 value = 3652, 0 [State 22006] type = PlaySnd trigger1 = AnimElem = 1 value = 1060, 2 [State 22002] type = PlaySnd trigger1 = AnimElem = 151 value = 3000, 0 [State 22004] type = PlaySnd trigger1 = AnimElem = 1 || AnimElem = 10 || AnimElem = 17 || AnimElem = 24 || AnimElem = 33 || AnimElem = 45 || AnimElem = 59 value = 0, 6 [State 22005] type = PowerAdd trigger1 = AnimElem = 1 || AnimElem = 10 || AnimElem = 17 || AnimElem = 24 || AnimElem = 33 || AnimElem = 45 || AnimElem = 59 value = -100 ;add8454------------------------------------------- [State 22004] type = Explod trigger1 = AnimElem = 1 || AnimElem = 10 anim = 12002 pos = 0, -20 scale = 1.0,1.0 postype = p1 removetime = -2 sprpriority = 7 bindtime = 6 ownpal = 1 [State 22004] type = Explod trigger1 = AnimElem = 17 || AnimElem = 24 anim = 12003 scale = 1.0,1.0 pos = 0, -20 postype = p1 removetime = -2 sprpriority = 7 bindtime = 5 ownpal = 1 [State 22004] type = Explod trigger1 = AnimElem = 24 || AnimElem = 33 || AnimElem = 45 || AnimElem = 59 anim = 12004 scale = 1.0,1.0 pos = 0, -20 postype = p1 removetime = -2 sprpriority = 7 bindtime = -1 ownpal = 1 [State 22004] type = Explod trigger1 = AnimElem = 18 anim = 12006 scale = 1.0,1.0 pos = 0, -20 postype = p1 removetime = 700 sprpriority = 7 bindtime = 1 ownpal = 1 ;aliveordead [State 22004] type = TargetState triggerall = AnimTime = 0 triggerall = SelfAnimExist(12250) = 1 trigger1 = enemyNear, alive = 0 || enemyNear, alive = 1 value = 30091 [State 22004,] type = ChangeState triggerall = AnimTime = 0 triggerall = SelfAnimExist(12250) = 1 trigger1 = enemyNear, alive = 0 || enemyNear, alive = 1 value = 5030 ;EjacReceive [Statedef 22031] type = A movetype= H physics = N velset = 0,0 sprpriority = 1 [State 0] type = PosSet trigger1 = 1 y = 0 ;cust8454------------------------------------------- [State 22005] ;愱梡傾僯儊19230偑懚嵼偡傞偲偒 type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(12250) = 1 value = 22031 [State 22005] type = LifeAdd trigger1 = AnimElem = 1 || AnimElem = 10 || AnimElem = 17 || AnimElem = 24 || AnimElem = 33 || AnimElem = 45 || AnimElem = 59 value = -500 ;-------------------------------------------------------------- ;Ejac2 [Statedef 22033] type = S movetype = A physics = N velset = 0,0 anim = 22033 ctrl = 0 sprpriority = 10 [State 22004] type = HitDef trigger1 = time >= 10 attr = S, ST hitflag = M priority = 7, miss sparkno = -1 p1stateno = 22002 p2facing = 1 fall = 0 [State 22004] type = BindToTarget trigger1 = 1 pos = 0, 10,food ;偙偺埵抲傪挷愡偡傞偙偲偱掲傔忋偘傞怗庤偺埵抲傪曄偊傟傑偡丅 [State 22004, ooxx] type = Explod trigger1 = p2stateno !=22034 trigger2 = animelem = 137 anim = 7215 pos = 0, -20 postype = p1 sprpriority = 2 supermove = 1 bindtime = -1 ownpal = 1 [State 22004, ooxx] type = Explod trigger1 = p2stateno !=22034 trigger2 = animelem = 138 anim = 22035 pos = 0, -20 postype = p1 sprpriority = 2 supermove = 1 bindtime = -1 ownpal = 1 [State 22004] type = PlaySnd trigger1 = AnimElem = 1 || AnimElem = 30 || AnimElem = 59 value = 0, 6 [State 22004] type = PlaySnd trigger1 = AnimElem = 1 || AnimElem = 30 || AnimElem = 59 || AnimElem = 88 || AnimElem = 110 || AnimElem = 124 value = 3652, 0 [State 191, Shake Screen] type = EnvShake trigger1 = AnimElem = 1 || AnimElem = 30 || AnimElem = 59 || AnimElem = 88|| AnimElem = 110 || AnimElem = 124 Time = 15 ;Time to shake screen ampl = 4 ;Amount to shake freq = 130 ;A frequency of 180 shakes the screen rapidly [State 22004] type = PlaySnd trigger1 = AnimElem = 137 value = 900,0 ;add8454------------------------------------------- [State 15418] type = Explod trigger1 = AnimElem = 1 || AnimElem = 30 anim = 12002 pos = 0, -20 scale = 1.0,1.0 postype = p1 removetime = -2 sprpriority = 7 bindtime = 6 ownpal = 1 [State 15418] type = Explod trigger1 = AnimElem = 30 || AnimElem = 59 anim = 12003 scale = 1.0,1.0 pos = 0, -20 postype = p1 removetime = -2 sprpriority = 7 bindtime = 5 ownpal = 1 [State 15418] type = Explod trigger1 = AnimElem = 59 || AnimElem = 88 || AnimElem = 110 || AnimElem = 124 anim = 12004 scale = 1.0,1.0 pos = 0, -20 postype = p1 removetime = -2 sprpriority = 7 bindtime = -1 ownpal = 1 [State 15418] type = Explod trigger1 = AnimElem = 31 anim = 12006 scale = 1.0,1.0 pos = 0, -20 postype = p1 removetime = 700 sprpriority = 7 bindtime = 1 ownpal = 1 [State 4615, Explod] type = Explod trigger1 = AnimElem = 59 || AnimElem = 88 || AnimElem = 110 || AnimElem = 124 anim = 110200 ID = 999 pos = 0, -20 postype = p1 scale = 1.0,1.0 sprpriority = 7 ontop = 0 [State 4615, Explod] type = Explod trigger1 = AnimElem = 88 || AnimElem = 110 || AnimElem = 124 anim = 110201 ID = 999 pos = 0, -20 postype = p1 scale = 1.0,1.0 sprpriority = 7 ontop = 0 [State 4615, Explod] type = Explod trigger1 = AnimElem = 88 || AnimElem = 110 || AnimElem = 124 anim = 110205 ID = 999 pos = 0, -20 postype = p1 scale = 1.0,1.0 sprpriority = 7 ontop = 0 ;aliveordead [State 22004] type = TargetState triggerall = AnimTime = 0 trigger1 = enemyNear, alive = 0 || enemyNear, alive = 1 value = 30091 [State 22004,] type = ChangeState triggerall = AnimTime = 0 trigger1 = enemyNear, alive = 0 || enemyNear, alive = 1 value = 5030 ;EjacReceive2 [Statedef 22034] type = A movetype= H physics = N velset = 0,0 sprpriority = 1 [State 0] type = PosSet trigger1 = 1 y = 0 ;cust8454------------------------------------------- [State 22005] ;愱梡傾僯儊19230偑懚嵼偡傞偲偒 type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(12250) = 1 value = 22034 [State 22005] type = LifeAdd trigger1 = AnimElem = 1 || AnimElem = 30 || AnimElem = 59 || AnimElem = 88 || AnimElem = 110 || AnimElem = 124 value = -1000 kill = 1 [Statedef 7069] type = S physics = S movetype = A ctrl = 0 anim = 1041 velset = 0,0 [State 6062,00 ] type = NotHitBy trigger1 = Time >= 0 value = SCA [State 40001, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 5,3 Volume = 200 [State 6062] type = HitDef trigger1 = time >= 5 attr = S, ST hitflag = M A F D priority = 7, miss sparkno = -1 sprpriority = 2 p2facing = 1 fall = 0 [State 40001, 4] type = changeState trigger1 = animtime = 0 value = 0 ctrl = 1 [State 6062] type = TargetState trigger1 = MoveHit = 1 trigger1 = NumTarget value = 12050 [State 6062,] ;?q?b?g??????????I type = ChangeState trigger1 = MoveHit = 1 trigger1 = NumTarget value = 12040 [Statedef 11500] type = S movetype = A physics = S anim = 11500 velset = 0,0 SprPriority = -2 [State 11500];?P?c type = Explod trigger1 = numexplod(11510) = 0 anim = 11510 ID = 11510 pos = 0,0 postype = p1 scale = const(size.xscale),const(size.yscale) sprpriority = 3 [State 11501];抐?? type = Explod trigger1 = time = 0 anim = 11570 ID = 11570 postype = p1 pos = 0,0 sprpriority = 5 removetime = -1 [State 11501];抐?????? type = RemoveExplod trigger1 = time >= 60 ID = 11570 [State 11501];抐?????? type = RemoveExplod trigger1 = time >= 60 ID = 11510 [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State 810, TargetBind] type = BindToTarget trigger1 = 1 pos = 0, 20,food [State -2, PlaySnd] type = PlaySnd trigger1 = time = 0 value = 1100,4 [State -2, ChangeState] type = ChangeState trigger1 = time >= 60 value = 11501 ; ??????1------------------------------------------------------- [Statedef 11501] type = S movetype = A physics = S anim = 11501 velset = 0,0 SprPriority = -2 [State 11501];?P?c type = Explod trigger1 = numexplod(11511) = 0 anim = 11511 ID = 11511 pos = 0,0 postype = p1 scale = const(size.xscale),const(size.yscale) sprpriority = 3 [State 11501];抐?? type = Explod trigger1 = time = 0 anim = 11571 ID = 11571 postype = p1 pos = 0,0 sprpriority = 5 removetime = -1 [State 11501];抐?????? type = RemoveExplod trigger1 = time >= 200 trigger1 = animtime = 0 ID = 11571 [State 11501];抐?????? type = RemoveExplod trigger1 = time >= 200 ID = 11511 [State 11501];?`??R type = Explod trigger1 = time = 0 anim = 11521 ID = 11521 postype = p1 pos = 0,0 sprpriority = 4 removetime = -1 [State 11501];?`??R???? type = RemoveExplod trigger1 = time >= 200 trigger1 = animtime = 0 ID = 11521 [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 11507 [State 810, TargetBind] type = BindToTarget trigger1 = 1 pos = 0, 20,food [State -2, PlaySnd] type = PlaySnd trigger1 = time = 0 value = 1100,1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 4 value = 1100,0 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 4 value = 6,0 [State -2, ChangeState] type = ChangeState trigger1 = time >= 200 trigger1 = animtime = 0 value = 11502 ; ??????2------------------------------------------------------- [Statedef 11502] type = S movetype = A physics = S anim = 11502 velset = 0,0 SprPriority = -2 [State 11502];?P?c type = Explod trigger1 = numexplod(11512) = 0 anim = 11512 ID = 11512 pos = 0,0 postype = p1 scale = const(size.xscale),const(size.yscale) sprpriority = 3 [State 11502];?P?c???? type = RemoveExplod trigger1 = time >= 200 ID = 11512 [State 11502];抐?? type = Explod trigger1 = time = 0 anim = 11572 ID = 11572 postype = p1 pos = 0,0 sprpriority = 5 removetime = -1 [State 11502];抐?????? type = RemoveExplod trigger1 = time >= 200 trigger1 = animtime = 0 ID = 11572 [State 11502];?`??R type = Explod trigger1 = time = 0 anim = 11522 ID = 11522 postype = p1 pos = 0,0 sprpriority = 4 removetime = -1 [State 11502];?`??R???? type = RemoveExplod trigger1 = time >= 200 trigger1 = animtime = 0 ID = 11522 [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 11508 [State 810, TargetBind] type = BindToTarget trigger1 = 1 pos = 0, 20,food [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 4 value = 1100,0 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 4 value = 6,0 [State -2, ChangeState] type = ChangeState trigger1 = time >= 200 trigger1 = animtime = 0 value = 11503 ; ??????3------------------------------------------------------- [Statedef 11503] type = S movetype = A physics = S anim = 11503 velset = 0,0 SprPriority = -2 [State 11503];?P?c type = Explod trigger1 = numexplod(11513) = 0 anim = 11513 ID = 11513 pos = 0,0 postype = p1 scale = const(size.xscale),const(size.yscale) sprpriority = 3 [State 11503];?P?c???? type = RemoveExplod trigger1 = time >= 200 ID = 11513 [State 11503];抐?? type = Explod trigger1 = time = 0 anim = 11573 ID = 11573 postype = p1 pos = 0,0 sprpriority = 5 removetime = -1 [State 11503];抐?????? type = RemoveExplod trigger1 = time >= 200 trigger1 = animtime = 0 ID = 11573 [State 11503];?`??R type = Explod trigger1 = time = 0 anim = 11523 ID = 11523 postype = p1 pos = 0,0 sprpriority = 4 removetime = -1 [State 11503];?`??R???? type = RemoveExplod trigger1 = time >= 200 trigger1 = animtime = 0 ID = 11523 [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 11509 [State 810, TargetBind] type = BindToTarget trigger1 = 1 pos = 0, 20,food [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 4 value = 1100,0 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 4 value = 6,0 [State -2, ChangeState] type = ChangeState trigger1 = time >= 200 trigger1 = animtime = 0 value = 11504 ; ??????4?E?t?B?j?b?V?------------------------------------------------------- [Statedef 11504] type = S movetype = A physics = S anim = 11504 velset = 0,0 SprPriority = -2 [State 11504];?P?c type = Explod trigger1 = numexplod(11514) = 0 anim = 11514 ID = 11514 pos = 0,0 postype = p1 scale = const(size.xscale),const(size.yscale) sprpriority = 3 [State 11504];?P?c???? type = RemoveExplod trigger1 = animelem = 47 ID = 11514 [State 11504];抐?? type = Explod trigger1 = time = 0 anim = 11574 ID = 11574 postype = p1 pos = 0,0 sprpriority = 3 removetime = -1 [State 11504];抐?????? type = RemoveExplod trigger1 = animelem = 47 ID = 11574 [State 11504];?`??R type = Explod trigger1 = time = 0 anim = 11524 ID = 11524 postype = p1 pos = 0,0 sprpriority = 4 removetime = -2 [State 11504, Explod];?` type = Explod trigger1 = time = 0 anim = 11525 ID = 11525 pos = 0, 0 postype = p1 scale = 1, 1 sprpriority = -1 ontop = 0 removetime = 472 [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 11550 [State 810, TargetBind] type = BindToTarget trigger1 = 1 pos = 0, 20,food [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 4 value = 5,29 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 8 || animelem = 18 trigger2 = animelem = 26 || animelem = 34 trigger3 = animelem = 38 || animelem = 43 value = 5,10 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 8 || animelem = 18 trigger2 = animelem = 26 || animelem = 34 trigger3 = animelem = 38 || animelem = 43 value = 1100,3 vol = 255 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 46 value = 900, 2 [State -2, EnvShake] type = EnvShake trigger1 = animelem = 8 || animelem = 18 trigger2 = animelem = 26 || animelem = 34 trigger3 = animelem = 38 || animelem = 43 time = 10 freq = 120 ampl = -6 [State -2, ChangeState] type = ChangeState trigger1 = animelem = 47 value = 11505 ; ???????E?t?B?j?b?V??Q------------------------------------------------------- [Statedef 11505] type = S movetype = A physics = S anim = 11500 velset = 0,0 SprPriority = -2 [State 11505];?P?c type = Explod trigger1 = numexplod(11510) = 0 anim = 11510 ID = 11510 pos = 0,0 postype = p1 scale = const(size.xscale),const(size.yscale) sprpriority = 3 [State 11504];?P?c???? type = RemoveExplod trigger1 = time = 150 ID = 11510 [State 11505,] type = Trans trigger1 = time <= 130 trans = addalpha alpha = 256, 192 [State 810, Playerpush] type = Playerpush trigger1 = 1 value = 0 [State -2, targetstate] type = targetstate trigger1 = time = 0 value = 11511 [State 810, TargetBind] type = BindToTarget trigger1 = 1 pos = 0, 20,food [State 1120, Position] type = PosSet trigger1 = time = 150 y = 0 [State -2, targetstate] type = targetstate trigger1 = time = 150 value = 30091 [State -2, ChangeState] type = ChangeState trigger1 = time = 150 value = 0 ctrl = 1 [State 11505] type = TargetState triggerall = command = "hold_a" trigger1 = time = 150 value = 8025 [State 11505] type = ChangeState triggerall = command = "hold_a" trigger1 = time = 150 value = 8024 [State 11505] type = TargetState triggerall = command = "hold_b" trigger1 = time = 150 value = 12031 [State 11505] type = ChangeState triggerall = command = "hold_b" trigger1 = time = 150 value = 12021 [State 19072,] type = TargetState triggerall = command = "hold_c" trigger1 = time = 150 value = 8768 [State 19072,] type = ChangeState triggerall = command = "hold_c" trigger1 = time = 150 value = 8767 ; ??????(???)---------------------------------------------------------------------------- [Statedef 11506] type = S movetype = H physics = N velset = 0,0 SprPriority = 1 [State 6072] type = PosSet trigger1 = 1 y = 0 [State 6206, ??????????o?[?f?B???pair?L??] type = ChangeAnim Trigger1 = SelfAnimExist(17230) = 1 Trigger1 = Time = 0 value = 17230 [State 6206, ????????????pair?L??] type = ChangeAnim Trigger1 = SelfAnimExist(17230) = 0 && SelfAnimExist(17230) = 1 Trigger1 = Time = 0 value = 17230 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 4 value = 4218, 21 + random%3 ; ???????Q(???) [Statedef 11507] type = S movetype = H physics = N velset = 0,0 SprPriority = 1 [State 6072] type = PosSet trigger1 = 1 y = 0 [State 6207, ??????????o?[?f?B???pair?L??] type = ChangeAnim Trigger1 = SelfAnimExist(17231) = 1 Trigger1 = Time = 0 value = 17231 [State 6207, ????????????pair?L??] type = ChangeAnim Trigger1 = SelfAnimExist(17231) = 0 && SelfAnimExist(17231) = 1 Trigger1 = Time = 0 value = 17231 ;??????? [State 6207, LifeAdd] type = LifeAdd trigger1 = AnimElem = 4 value = -5 absolute = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 4 value = 4218, 21 + random%3 ; ???????R(???) [Statedef 11508] type = S movetype = H physics = N velset = 0,0 SprPriority = 1 [State 6072] type = PosSet trigger1 = 1 y = 0 [State 6208, ??????????o?[?f?B???pair?L??] type = ChangeAnim Trigger1 = SelfAnimExist(17232) = 1 Trigger1 = Time = 0 value = 17232 [State 6208, ????????????pair?L??] type = ChangeAnim Trigger1 = SelfAnimExist(17232) = 0 && SelfAnimExist(17232) = 1 Trigger1 = Time = 0 value = 17232 ;??????? [State 6207, LifeAdd] type = LifeAdd trigger1 = AnimElem = 4 value = -3 absolute = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 4 trigger1 = random%2 = 0 value = 4218, 21 + random%3 ; ???????S(???) [Statedef 11509] type = S movetype = H physics = N velset = 0,0 SprPriority = 1 [State 6072] type = PosSet trigger1 = 1 y = 0 [State 6209, ??????????o?[?f?B???pair?L??] type = ChangeAnim Trigger1 = SelfAnimExist(17233) = 1 Trigger1 = Time = 0 value = 17233 [State 6209, ????????????pair?L??] type = ChangeAnim Trigger1 = SelfAnimExist(17233) = 0 && SelfAnimExist(17233) = 1 Trigger1 = Time = 0 value = 17233 ;??????? [State 6209, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 value = -1 absolute = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 4 value = 4218, 21 + random%3 ; ???????E?t?B?j?b?V?(???) [Statedef 11550] type = S movetype = H physics = N velset = 0,0 SprPriority = 1 [State 6072] type = PosSet trigger1 = 1 y = 0 [State 6206, ??????????o?[?f?B???pair?L??] type = ChangeAnim Trigger1 = SelfAnimExist(17234) = 1 Trigger1 = Time = 0 value = 17234 [State 756, 2]; ????????????pair?L?? type = ChangeAnim Trigger1 = SelfAnimExist(17234) = 0 && SelfAnimExist(17234) = 1 Trigger1 = Time = 0 value = 17234 ;??????? [State 6210, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = -20 absolute = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 8 value = 11,0 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 8 || animelem = 18 trigger2 = animelem = 26 || animelem = 34 trigger3 = animelem = 38 || animelem = 43 value = 4218, 21 + random%3 [State -2, PlaySnd] type = PlaySnd trigger1 = animelem = 44 value = 4218, 23 ; ???????E?t?B?j?b?V??Q(???) [Statedef 11511] type = S movetype = H physics = N velset = 0,0 sprpriority = 3 [State 6072] type = PosSet trigger1 = 1 y = 0 [State 756, 2] type = ChangeAnim triggerall = SelfAnimExist(17230) = 1 trigger1 = Time = 0 value = 17230 ; ???????E?I??(???) [Statedef 11512] type = A movetype = H physics = N velset = 0,0 [State 757, 1] type = SprPriority trigger1 = 1 value = 2 [State 757, 2] type = ChangeAnim trigger1 = Time = 0 value = 5030 [State 757, 3] type = VelSet trigger1 = AnimElem = 1 X = 3 Y = -1.5 [State 757, 4] type = VelAdd trigger1 = 1 Y = 0.3 [State 757, 9] type = SelfState trigger1 = Vel Y > 0 && Pos Y >= 0 value = 5100 ;------------------------------------------------------------------------------------------ ;Cowboy penetrate FVARS 16 AND 32 ARE AVAILABLE [Statedef 12040] type = S movetype= A physics = N anim = 7230 poweradd = 0 velset = 0,0 ctrl = 0 sprpriority = 1 [State 6002] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6002, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 0, Explod] type = Explod trigger1 = time = 0 anim = 7240 ID = 7240 pos = 0,0 postype = p1 facing = 1 removetime = -1 scale = const(size.xscale),const(size.yscale) sprpriority = 7 ownpal = 1 [State -2, PlaySnd] type = PlaySnd trigger1 = time = 0 value = 1100,4 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 900, 1 [State 810, Bind 2-4] type = BindToTarget trigger1 = time = 0 id = -1 pos = 0, 23,food [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 810, Hurt 11] type = PowerAdd trigger1 = AnimElem = 3 value = -10 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -5 kill = 0 ;NEXT PHASE [State 810, Throw 11] type = TargetState trigger1 = time = 60 value = 12051 [State 810, State End] type = ChangeState trigger1 = time = 60 value = 12041 ;------------------------------------------------------------------------------------------ ;------------------------------------------------------------------------------------------ ;Cowboy slow FVARS 16 AND 32 ARE AVAILABLE [Statedef 12041] type = S movetype= A physics = N anim = 7231 poweradd = 0 velset = 0,0 ctrl = 0 sprpriority = 1 [State 6002] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6002, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 0, Explod] type = Explod trigger1 = time = 0 anim = 7241 ID = 7241 pos = 0,0 postype = p1 facing = 1 removetime = -1 scale = const(size.xscale),const(size.yscale) sprpriority = 7 ownpal = 1 [State 0, Explod] type = Explod trigger1 = AnimElem = 2 anim = 11523 ID = 11523 postype = p1 pos = 0,0 sprpriority = 11 removetime = -2 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 0 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 1 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 2 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 3 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 5 ;僾儗僀儎乕壒惡(Aggressor Voice) [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218, 21 + random % 2 volume = 5000 [State 810, Bind 2-4] type = BindToTarget trigger1 = time = 0 id = -1 pos = 0, 23,food [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 ;NEXT PHASE [State 810, Throw 11] type = TargetState triggerall = Time >= 500 trigger1 = command = "holdfwd" value = 12052 [State 810, State End] type = ChangeState triggerall = Time >= 500 trigger1 = command = "holdfwd" value = 12042 ;------------------------------------------------------------------------------------------ ;Cowboy med [Statedef 12042] type = S movetype= A physics = N anim = 7232 poweradd = 0 velset = 0,0 ctrl = 0 sprpriority = 1 [State 6002] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6002, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 0, Explod] type = Explod trigger1 = time = 0 anim = 7242 ID = 7242 pos = 0,0 postype = p1 facing = 1 removetime = -1 scale = const(size.xscale),const(size.yscale) sprpriority = 7 ownpal = 1 [State 0, Explod] type = Explod trigger1 = AnimElem = 2 anim = 11523 ID = 11523 postype = p1 pos = 0,0 sprpriority = 11 removetime = -2 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 0 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 1 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 2 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 3 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 5 ;僾儗僀儎乕壒惡(Aggressor Voice) [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218, 21 + random % 2 volume = 5000 [State 810, Bind 2-4] type = BindToTarget trigger1 = time = 0 id = -1 pos = 0, 23,food [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 ;NEXT PHASE [State 810, Throw 11] type = TargetState trigger1 = command = "holdback" trigger1 = time >= 500 value = 12051 [State 810, State End] type = ChangeState trigger1 = command = "holdback" trigger1 = time >= 500 value = 12041 ;NEXT PHASE [State 810, Throw 11] type = TargetState trigger1 = command = "holdfwd" trigger1 = time >= 500 value = 12053 [State 810, State End] type = ChangeState trigger1 = command = "holdfwd" trigger1 = time >= 500 value = 12043 ;------------------------------------------------------------------------------------------ ;Cowboy fast [Statedef 12043] type = S movetype= A physics = N anim = 7233 poweradd = 0 velset = 0,0 ctrl = 0 sprpriority = 1 [State 6002] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6002, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 0, Explod] type = Explod trigger1 = time = 0 anim = 7243 ID = 7243 pos = 0,0 postype = p1 facing = 1 removetime = -1 scale = const(size.xscale),const(size.yscale) sprpriority = 7 ownpal = 1 [State 0, Explod] type = Explod trigger1 = AnimElem = 2 anim = 11523 ID = 11523 postype = p1 pos = 0,0 sprpriority = 11 removetime = -2 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 0 channel = 10 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 1 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 2 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 3 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 8150, 5 ;僾儗僀儎乕壒惡(Aggressor Voice) [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218, 21 + random % 2 volume = 5000 [State 810, Bind 2-4] type = BindToTarget trigger1 = time = 0 id = -1 pos = 0, 23,food [State 810, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3 value = 12 [State 810, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -1 kill = 0 ;NEXT PHASE [State 810, Throw 11] type = TargetState trigger1 = command = "holdback" trigger1 = time >= 500 value = 12052 [State 810, State End] type = ChangeState trigger1 = command = "holdback" trigger1 = time >= 500 value = 12042 ;NEXT PHASE [State 810, Throw 11] type = TargetState trigger1 = command = "holdfwd" trigger1 = time >= 500 value = 12054 [State 810, State End] type = ChangeState trigger1 = command = "holdfwd" trigger1 = time >= 500 value = 12044 ;--------------------------------------------------------------- ;Cowboy Cum [Statedef 12044] type = S movetype= A physics = N anim = 7234 poweradd = 0 ctrl = 0 sprpriority = 1 [State 6005] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6005, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 0, Explod] type = Explod trigger1 = time = 0 anim = 7244 ID = 7244 pos = 0,0 postype = p1 facing = 1 removetime = -1 scale = const(size.xscale),const(size.yscale) sprpriority = 7 ownpal = 1 [State 11504, Explod];廯 type = Explod trigger1 = AnimElem = 1 anim = 11525 ID = 11525 pos = 0, 0 postype = p1 scale = 1, 1 sprpriority = 11 ontop = 0 removetime = 372 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 3652, 0 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 11, 0 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 4218,21 + random % 3 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 32 trigger1 = random%9 = 0 value = 2,20 channel = 12 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 0, 6 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 45 value = 900, 2 [State 6005, EnvShake] type = EnvShake ;triggerall = command = "hold_c" || var(35) = 1 trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 time = 10 ampl = -1 freq = 30 [State 810, Bind 2-4] type = BindToTarget trigger1 = time = 0 id = -1 pos = 0, 23,food [State 910, Hurt 11] type = LifeAdd trigger1 = AnimElem = 3||AnimElem = 9||AnimElem = 15||AnimElem = 21 value = 12 [State 910, Hurt 11] type = LifeAdd trigger1 = AnimElem = 24||AnimElem = 26||AnimElem = 28||AnimElem = 30 value = 35 [State 910, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 3||AnimElem = 9||AnimElem = 15||AnimElem = 21 value = -10 kill = 0 [State 910, Hurt 11] type = TargetLifeAdd trigger1 = AnimElem = 24||AnimElem = 26||AnimElem = 28||AnimElem = 30 value = -5 [State 910, Hurt 11] type = TargetPowerAdd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = -50 [State 0, VarSet] type = VarSet trigger1 = animtime = 0 fv = 16 value = 0 [State 0, RemoveExplod] type = RemoveExplod trigger1 = animtime = 0 id = 7244 ;NEXT PHASE [State 11505] type = TargetState triggerall = command = "hold_a" trigger1 = animtime = 0 value = 8025 [State 11505] type = ChangeState triggerall = command = "hold_a" trigger1 = animtime = 0 value = 8024 [State 11505] type = TargetState triggerall = command = "hold_b" trigger1 = animtime = 0 value = 12031 [State 11505] type = ChangeState triggerall = command = "hold_b" trigger1 = animtime = 0 value = 12021 [State 19072,] type = TargetState triggerall = command = "hold_c" trigger1 = animtime = 0 value = 12011 [State 19072,] type = ChangeState triggerall = command = "hold_c" trigger1 = animtime = 0 value = 12001 [State 810, Throw 11] type = TargetState trigger1 = animtime = 0 value = 30091 [State 810, State End] type = ChangeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;Cowboy Raped penetrate [Statedef 12050] type = A movetype= H physics = N velset = 0,0 sprpriority = 3 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 920] type = NotHitBy trigger1 = Time >= 0 value = SC [State 920, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 920, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 47230 [State 920, 1] type = PlaySnd trigger1 = AnimElem = 15 value = 4218, 23 ;--------------------------------------------------------------------------- ;Cowboy Raped slow [Statedef 12051] type = A movetype= H physics = N velset = 0,0 sprpriority = 3 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 920] type = NotHitBy trigger1 = Time >= 0 value = SC [State 920, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 920, ???????air?????] type = ChangeAnim2 Trigger1 = Time = 0 value = 47231 [State 920, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218, 21 + random % 2 ;Cowboy Raped med [Statedef 12052] type = A movetype= H physics = N velset = 0,0 sprpriority = 3 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 820] type = NotHitBy trigger1 = Time >= 0 value = SC [State 820, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 920, ???????air?????] type = ChangeAnim2 Trigger1 = Time = 0 value = 47232 [State 820, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218, 21 + random % 2 ;Cowboy Raped fast [Statedef 12053] type = A movetype= H physics = N velset = 0,0 sprpriority = 3 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 820] type = NotHitBy trigger1 = Time >= 0 value = SC [State 820, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 920, ???????air?????] type = ChangeAnim2 Trigger1 = Time = 0 value = 47233 [State 820, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = random%9 = 0 value = 4218, 21 + random % 2 ;Cowboy Raped Cum [Statedef 12054] type = A movetype= H physics = N velset = 0,0 sprpriority = 3 [State 0, PosSet] type = PosSet trigger1 = time = 0 ;x = 0 y = 0 [State 820] type = NotHitBy trigger1 = Time >= 0 value = SC [State 820, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 920, ???????air?????] type = ChangeAnim2 Trigger1 = Time = 0 value = 47234 [State 820, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 4218, 21+random % 2 [State 820, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = 11, 0 [Statedef 15413] type = S physics = S movetype = A ctrl = 0 anim = 435 velset = 0,0 [State 220, 3] type = AfterImage trigger1 = time <=0 time = 20 FrameGap = 1 length = 10 PalBright = 50, 50, 50 PalContrast = 128,128,128 PalAdd = 0, 0, 0 PalMul = 1,1,1 Trans = Add1 [State 3021, 2] type = Velset trigger1 = time >= 1 x = 10 [State 40000, 4] type = changeState trigger1 = animtime = 0 value = 0 ctrl = 1 [State 6061,00 ] type = NotHitBy trigger1 = Time >= 0 value = SCA [State 40000, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 900, 3 Volume = 200 [State 6061] type = TargetState trigger1 = MoveHit = 1 trigger1 = NumTarget value = 15419 [State 6061,] type = ChangeState trigger1 = MoveHit = 1 trigger1 = NumTarget value = 15418 [State 6061] type = TargetState trigger1 = enemyNear, alive = 0 trigger1 = NumTarget value = 6064 [State 6061,] type = ChangeState trigger1 = enemyNear, alive = 0 trigger1 = NumTarget value = 6072 [State 6061] type = HitDef trigger1 = time >= 10 attr = S, ST hitflag = M F D priority = 7, miss sparkno = -1 sprpriority = 2 p2facing = 1 fall = 0 [Statedef 15418,] type = S movetype = A physics = N velset = 0,0 anim = 15416 ctrl = 0 sprpriority = 10 [State 6072, Vel] Type = velmul Trigger1 = Time < 100 x = .9 [State 6072] type = NotHitBy trigger1 = Time >= 0 value = SC [State 6072, ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 6072] type = PlaySnd trigger1 = animElem = 3 value = 0,44 [State 6072] type = PlaySnd trigger1 = animElem = 1 value = 1100, 1 [State 6072] type = PlaySnd trigger1 = time = 0 trigger2= time= 300 value = 4218,400 [State 6072] type = PlaySnd trigger1 = time = 600 value = 4218,500 [State 6072] type = PlaySnd trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24 trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44 trigger3 = AnimElem = 49 || AnimElem = 54 || AnimElem = 59 || AnimElem = 64 trigger4 = AnimElem = 69 || AnimElem = 74 || AnimElem = 79 || AnimElem = 84 trigger5 = AnimElem = 89 || AnimElem = 94 || AnimElem = 99 || AnimElem = 104 trigger6 = AnimElem = 109 || AnimElem = 114 || AnimElem = 119 || AnimElem = 180 trigger7 = AnimElem = 185 || AnimElem = 190 || AnimElem = 195 || AnimElem = 200 trigger8 = AnimElem = 205 || AnimElem = 210 || AnimElem = 215 || AnimElem = 220 trigger9 = AnimElem = 225 || AnimElem = 230 || AnimElem = 235 || AnimElem = 240 trigger10 = AnimElem = 245 || AnimElem = 250 || AnimElem = 255 value = 0, 43 [State 6072] type = PlaySnd trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24 trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44 trigger3 = AnimElem = 49 || AnimElem = 54 || AnimElem = 59 || AnimElem = 64 trigger4 = AnimElem = 69 || AnimElem = 74 || AnimElem = 79 || AnimElem = 84 trigger5 = AnimElem = 89 || AnimElem = 94 || AnimElem = 99 || AnimElem = 104 trigger6 = AnimElem = 109 || AnimElem = 114 || AnimElem = 119 value = 5, 8 [State 6072] type = PlaySnd trigger1 = AnimElem = 120 || AnimElem = 128 || AnimElem = 136 || AnimElem = 144 || AnimElem = 152 trigger2 = AnimElem = 160 || AnimElem = 168 || AnimElem = 257 || AnimElem = 265 || AnimElem = 273 trigger3 = AnimElem = 281 || AnimElem = 289 || AnimElem = 297 || AnimElem = 305 || AnimElem = 313 trigger4 = AnimElem = 321 || AnimElem = 329 || AnimElem = 337 value = 0, 6 [State 6072] type = PlaySnd trigger1 = AnimElem = 345 || AnimElem = 353 || AnimElem = 361 || AnimElem = 372 value = 0, 40 [State 6072] type = Explod trigger1 = animelem = 114 anim = 6642 pos = 0,0 postype = p1 removetime = -2 scale = .35,.35 sprpriority = -2 [State 6072] type = Explod trigger1 = animelem = 256 anim = 6643 pos = 0,0 postype = p1 removetime = -2 scale = .35,.35 sprpriority = -2 [State 6002] type = Explod trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24 trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44 trigger3 = AnimElem = 49 || AnimElem = 54 || AnimElem = 59 || AnimElem = 64 trigger4 = AnimElem = 69 || AnimElem = 74 || AnimElem = 79 || AnimElem = 84 trigger5 = AnimElem = 89 || AnimElem = 94 || AnimElem = 99 || AnimElem = 104 trigger6 = AnimElem = 109 || AnimElem = 114 || AnimElem = 119 || AnimElem = 180 trigger7 = AnimElem = 185 || AnimElem = 190 || AnimElem = 195 || AnimElem = 200 trigger8 = AnimElem = 205 || AnimElem = 210 || AnimElem = 215 || AnimElem = 220 trigger9 = AnimElem = 225 || AnimElem = 230 || AnimElem = 235 || AnimElem = 240 trigger10 = AnimElem = 245 || AnimElem = 250 || AnimElem = 255 anim = 12001 pos = 0, -20 postype = p1 scale = 1.5,1.5 removetime = -2 sprpriority = 2 bindtime = -1 [State 6002] type = Explod trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24 trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44 trigger3 = AnimElem = 49 || AnimElem = 54 || AnimElem = 59 || AnimElem = 64 trigger4 = AnimElem = 69 || AnimElem = 74 || AnimElem = 79 || AnimElem = 84 trigger5 = AnimElem = 89 || AnimElem = 94 || AnimElem = 99 || AnimElem = 104 trigger6 = AnimElem = 109 || AnimElem = 114 || AnimElem = 119 || AnimElem = 180 trigger7 = AnimElem = 185 || AnimElem = 190 || AnimElem = 195 || AnimElem = 200 trigger8 = AnimElem = 205 || AnimElem = 210 || AnimElem = 215 || AnimElem = 220 trigger9 = AnimElem = 225 || AnimElem = 230 || AnimElem = 235 || AnimElem = 240 trigger10 = AnimElem = 245 || AnimElem = 250 || AnimElem = 255 anim = 12001 pos = 0, -20 postype = p1 scale = 1.0,1.0 removetime = -2 sprpriority = 2 bindtime = -1 [State 6005] type = Explod trigger1 = AnimElem = 120 || AnimElem = 128 || AnimElem = 136 || AnimElem = 144 || AnimElem = 152 trigger2 = AnimElem = 160 || AnimElem = 168 anim = 12002 pos = 0, -20 scale = 1.0,1.0 postype = p1 removetime = -2 sprpriority = 2 bindtime = 6 ownpal = 1 [State 6005] type = Explod trigger1 = AnimElem = 257 || AnimElem = 265 || AnimElem = 273 trigger2 = AnimElem = 281 || AnimElem = 289 || AnimElem = 297 || AnimElem = 305 || AnimElem = 313 trigger3 = AnimElem = 321 || AnimElem = 329 || AnimElem = 337 anim = 12003 scale = 1.0,1.0 pos = 0, -20 postype = p1 removetime = -2 sprpriority = 2 bindtime = 5 ownpal = 1 [State 6005] type = Explod trigger1 = AnimElem = 345 || AnimElem = 353 || AnimElem = 361 || AnimElem = 372 anim = 12004 scale = 1.0,1.0 pos = 0, -20 postype = p1 removetime = -2 sprpriority = 2 bindtime = -1 ownpal = 1 [State 6005] type = Explod trigger1 = AnimElem = 262 anim = 12006 scale = 1.0,1.0 pos = 0, -20 postype = p1 removetime = 700 sprpriority = 2 bindtime = 1 ownpal = 1 [State 6005, Explod] type = Explod trigger1 = AnimElem = 375 anim = 7215 scale = 1.0,1.0 pos = 0, -20 postype = p1 removetime = -2 sprpriority = 2 bindtime = -1 [State 6072] type = PlaySnd trigger1 = AnimElem = 120 value = 8151, 1 [State 6072] type = PlaySnd trigger1 = AnimElem = 257 value = 900,0 [State 6072] type = PlaySnd trigger1 = AnimElem = 345 value = 9,3 [State 6072] type = PlaySnd trigger1 = AnimElem = 375 value = 20, 17 [State 6072] type = PlaySnd trigger1 = AnimElem = 375 value = 900, 2 [State 6072] type = BindToTarget trigger1 = 1 pos = 0, 10,food [State 6072,] type = TargetState trigger1 = AnimTime = 0 value = 30091 [State 6072,] type = TargetState triggerall = command = "hold_a" trigger1 = animtime = 0 value = 12011 [State 6072,] type = ChangeState triggerall = command = "hold_a" trigger1 = animtime = 0 value = 12001 [State 6072,] type = TargetState triggerall = command = "hold_b" trigger1 = animtime = 0 value = 12031 [State 6072,] type = ChangeState triggerall = command = "hold_b" trigger1 = animtime = 0 value = 12021 [State 6072,] type = TargetState triggerall = command = "hold_c" trigger1 = animtime = 0 value = 12051 [State 6072,] type = ChangeState triggerall = command = "hold_c" trigger1 = animtime = 0 value = 12041 [State 6072,] type = ChangeState trigger1 = animtime = 0 value = 0 ctrl = 1 [State 6072,] type = ChangeState trigger1 = animtime = 0 value = 0 ctrl = 1 [State 6072, ????????] type = LifeAdd trigger1 = AnimElem = 120 || AnimElem = 128 || AnimElem = 136 || AnimElem = 144 || AnimElem = 152 trigger2 = AnimElem = 160 || AnimElem = 168 || AnimElem = 257 || AnimElem = 265 || AnimElem = 273 trigger3 = AnimElem = 281 || AnimElem = 289 || AnimElem = 297 || AnimElem = 305 || AnimElem = 313 trigger4 = AnimElem = 321 || AnimElem = 329 || AnimElem = 337 value = 30 [State 6072, ???????] type = LifeAdd trigger1 = AnimElem = 345 || AnimElem = 353 || AnimElem = 361 || AnimElem = 372 value = 20 [Statedef 15419] type = A movetype= H physics = N velset = 0,0 sprpriority = 1 [State 6072] type = PosSet trigger1 = 1 y = 0 [State 15419 ] type = NotHitBy trigger1 = Time >= 0 value = SC [State 15419 ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT [State 6064] type = ChangeAnim2 Trigger1 = Time = 0 trigger1 = SelfAnimExist(12250) = 1 value = 15417 [State 6064] type = ChangeAnim2 Trigger1 = Time = 0 trigger1 != SelfAnimExist(12250) = 0 value = 3631 [State 6064,??????] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,22 [State 6064, ??2] type = PlaySnd trigger1 = AnimElem = 9 value = 4218,21 [State 6064, ??2] type = PlaySnd trigger1 = AnimElem = 15 value = 4218,22 [State 6064, ??2] type = PlaySnd trigger1 = AnimElem = 21 value = 4218,21 [State 6064, ??2] type = PlaySnd trigger1 = AnimElem = 27 value = 4218,21 [State 6064, ??2] type = PlaySnd trigger1 = AnimElem = 33 value = 4218,22 [State 6064, ??2] type = PlaySnd trigger1 = AnimElem = 39 value = 4218,21 [State 6064, ??2] type = PlaySnd trigger1 = AnimElem = 45 value = 4218,21 [State 6064, ??2] type = PlaySnd trigger1 = AnimElem = 51 value = 4218,21 [State 6064, ??2] type = PlaySnd trigger1 = AnimElem = 57 value = 4218,22 [State 6064, ??2] type = PlaySnd trigger1 = AnimElem = 63 value = 4218,22 [State 6064, ??2] type = PlaySnd trigger1 = AnimElem = 69 value = 4218,21 [State 6064, ??2] type = PlaySnd trigger1 = AnimElem = 75 value = 4218,21 [State 6064, ??2] type = PlaySnd trigger1 = AnimElem = 81 value = 4218,22 [State 6064, ??2] type = PlaySnd trigger1 = AnimElem = 87 value = 4218,21 [State 6064, ??2] type = PlaySnd trigger1 = AnimElem = 93 value = 4218,22 [State 6064, ??2] type = PlaySnd trigger1 = AnimElem = 99 value = 4218,21 [State 6064, ??2] type = PlaySnd trigger1 = AnimElem = 111 value = 4218,21 [State 6064, ??2] type = PlaySnd trigger1 = AnimElem = 123 value = 4218,21 [State 6064, ??2] type = PlaySnd trigger1 = AnimElem = 135 value = 4218,21 [State 6064, ??2] type = PlaySnd trigger1 = AnimElem = 147 value = 4218,21 [State 6064, ??2] type = PlaySnd trigger1 = AnimElem = 159 value = 4218,21 [State 3522, ??3] type = PlaySnd trigger1 = AnimElem = 171 value = 4218,21 [State 3522, ??3] type = PlaySnd trigger1 = AnimElem = 179 value = 4218,22 [State 3522, ??3] type = PlaySnd trigger1 = AnimElem = 175 value = 4218,23 [State 3522, ??3] type = PlaySnd trigger1 = AnimElem = 183 value = 4218,21 [State 6064, ??2] type = PlaySnd trigger1 = AnimElem = 200 value = 4218,21 [State 3522, ??3] type = PlaySnd trigger1 = AnimElem = 250 value = 4218,22 [State 6064, ????????] type = LifeAdd trigger1 = AnimElem = 3 value = -5 [State 6064,??????] type = LifeAdd trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24 trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44 trigger3 = AnimElem = 49 || AnimElem = 54 || AnimElem = 59 || AnimElem = 64 trigger4 = AnimElem = 69 || AnimElem = 74 || AnimElem = 79 || AnimElem = 84 trigger5 = AnimElem = 89 || AnimElem = 94 || AnimElem = 99 || AnimElem = 104 trigger6 = AnimElem = 109 || AnimElem = 114 || AnimElem = 119 || AnimElem = 180 trigger7 = AnimElem = 185 || AnimElem = 190 || AnimElem = 195 || AnimElem = 200 trigger8 = AnimElem = 205 || AnimElem = 210 || AnimElem = 215 || AnimElem = 220 trigger9 = AnimElem = 225 || AnimElem = 230 || AnimElem = 235 || AnimElem = 240 trigger10 = AnimElem = 245 || AnimElem = 250 || AnimElem = 255 value = -1 [State 6064, ????????] type = LifeAdd trigger1 = AnimElem = 120 || AnimElem = 128 || AnimElem = 136 || AnimElem = 144 || AnimElem = 152 trigger2 = AnimElem = 160 || AnimElem = 168 || AnimElem = 257 || AnimElem = 265 || AnimElem = 273 trigger3 = AnimElem = 281 || AnimElem = 289 || AnimElem = 297 || AnimElem = 305 || AnimElem = 313 trigger4 = AnimElem = 321 || AnimElem = 329 || AnimElem = 337 value = -10 [State 6064, ???????] type = LifeAdd trigger1 = AnimElem = 345 || AnimElem = 353 || AnimElem = 361 || AnimElem = 372 value = -15 [State 6064, ????] type = PowerAdd trigger1 = AnimElem = 3 value = -25 [State 6064, ??????] type = PowerAdd trigger1 = AnimElem = 9 || AnimElem = 15 || AnimElem = 21 || AnimElem = 27 trigger2 = AnimElem = 33 || AnimElem = 39 || AnimElem = 45 || AnimElem = 51 trigger3 = AnimElem = 57 || AnimElem = 63 || AnimElem = 69 || AnimElem = 75 trigger4 = AnimElem = 81 || AnimElem = 87 || AnimElem = 93 || AnimElem = 99 trigger5 = AnimElem = 105 || AnimElem = 111 || AnimElem = 117 || AnimElem = 123 trigger6 = AnimElem = 129 || AnimElem = 135 || AnimElem = 141 trigger7 = AnimElem = 147 || AnimElem = 153 || AnimElem = 159 trigger8 = AnimElem = 165 || AnimElem = 171 value = -12 [State 6064, ????????] type = PowerAdd trigger1 = AnimElem = 175 value = -100 [State 6064, ???????] type = PowerAdd trigger1 = AnimElem = 177 || AnimElem = 179 || AnimElem = 181 value = -50 [Statedef 30097] type = S physics = N movetype= H ctrl = 0 [state 0] type = removeExplod trigger1 = time = 0 [State 30097,] type = VelAdd trigger1 = 1 y = .4 [State 30097] type = ChangeAnim2 trigger1 = time = 0 value = 5100 [State 30097] type = ChangeState triggerall = enemynear,var(25) != 0 triggerall = selfanimexist(36699) = 1 trigger1 = time >= 0 trigger1 = Vel Y > 0 trigger1 = Pos Y >= -5 value = 30091 [State 30097] type = SelfState triggerall = selfanimexist(36699) = 0 || enemynear,fvar(25) = 0 trigger1 = time >= 0 trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 5100 ;Victim Cum Leak [Statedef 30091] type = S physics = S movetype= H velset = 0,0 ctrl = 0 [state 0] type = posset trigger1 = time = 0 y = 0 [State 30097] type = ChangeAnim trigger1 = SelfAnimExist(36699) trigger1 = time = 0 value = 36699 [State 30097] type = ChangeAnim trigger1 = !SelfAnimExist(36699) trigger1 = time = 0 value = 5110 [State 30097] type = SelfState trigger1 = alive = 1 trigger1 = Time > 275 value = 5120 [State 30097] type = ChangeState triggerall = alive = 0 trigger1 = Time > 25 value = 5150