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Copy pathSystem.cns
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4997 lines (4388 loc) · 93.3 KB
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;---------------------------------------------------------------------------
; AI Helper
[Statedef 100000]
movetype = I ;Move-type: A-attack, I-idle, H-gethit
physics = N ;Physics: S-stand, C-crouch, A-air
juggle = 4 ;Number of air juggle points move takes
;Commonly-used controllers:
ctrl = 0 ;Set ctrl (Def: no change)
poweradd = 0 ;Power to add (Def: 0)
sprpriority = 2 ;Set layering priority to 2 (in front)
anim = 6100
velset = 0,0
[State 0, PosSet]
type = PosSet
trigger1 = 1
x = enemy,pos X
y = enemy,pos Y
;ignorehitpause =
;persistent =
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 1 ;fv = 10
value = 48
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = S6,0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = S6,1
[State 0, VarSet]
type = VarAdd
trigger1 = root,stateno = 22 || var(50)<2
v = 50 ;fv = 10
value = -1
[State 0, VarSet]
type = VarAdd
trigger1 = power-var(51)>0
v = 52 ;fv = 10
value = floor((power-var(51))/2)
[State 0, VarSet]
type = VarAdd
trigger1 = power-var(51)<0
v = 52 ;fv = 10
value = floor((power-var(51)))
[State 0, VarSet]
type = VarSet
trigger1 = 1
v = 51 ;fv = 10
value = power
[State 0, VarSet]
type = VarAdd
trigger1 = root,var(5)-var(32)>0
v = 5 ;fv = 10
value = floor((root,var(5)-var(32))/1.00)
[State 0, VarSet]
type = VarAdd
trigger1 = root,var(5)-var(32)<0
v = 5 ;fv = 10
value = floor((root,var(5)-var(32)))
[State 0, VarSet]
type = VarSet
trigger1 = 1
v = 32 ;fv = 10
value = root,var(5)
[State 0, VarSet]
type = VarAdd
trigger1 = root,power = root,powermax
v = 52 ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
trigger1 = var(52)<1
v = 52 ;fv = 10
value = 0
[State 0, VarSet]
type = VarAdd
trigger1 = var(32) >= 1000
v = 5 ;fv = 10
value = 2
[State 0, VarSet]
type = VarSet
trigger1 = var(5) >= 1000
v = 5 ;fv = 10
value = 1000
[State 0, VarSet]
type = VarSet
trigger1 = var(52) > root,powermax
v = 52 ;fv = 10
value = root,powermax
;ignorehitpause =
;persistent =
[State 0, VarSet]
type = VarAdd
trigger1 = time%2=0
v = 55 ;fv = 10
value = ifelse(root,movetype = H,3,-1);
[State 0, VarSet]
type = VarSet
trigger1 = var(55)<0
v = 55 ;fv = 10
value = 0
[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "Power Escrow = %d Darkness Escow = %d Anger = %d Awakened = %d customstate hack = %d"
params = var(52),var(5),var(55),root,fvar(30)>999,ifelse(root,palno%6>=4,1,0)
ignorehitpause = 1
;persistent =
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999
supermove = 99999
pausemove = 99999
;==========================================================================
; Statedef -2
;==========================================================================
[Statedef -2]
;; rage mode lua stuff, pretty cool
;[State -2, Execute Lua]
;type = DisplayToClipboard
;trigger1 = !IsHelper && const(movement.stand.friction)<0.60
;text = "!Lua/RageNegitive2.lua"
;ignorehitpause = 1
;persistent = 256
;supermove = 99999999
;pausemove = 99999999
;---------------------------------------------------------------------------
;Rage Fury, only used in Enraged Mode
[State -1, Rage Fury AI only]
type = SelfState
value = 4100
triggerall = var(59) < 1 && const(movement.stand.friction)<0.60
triggerall = !win && roundstate = 2
triggerall = numhelper(100000)>0
triggerall = helper(100000),var(50)<0
triggerall = !ishelper && fvar(38)>250 && var(5) >= 500
triggerall = statetype != A && (sysvar(3)<-100 || random%1000<ifelse(enemy,movetype = A,5,2))
trigger1 = ctrl && var(5) >= 600 && random%1000<helper(100000),var(5)
trigger2 = movereversed && helper(100000),var(55)>100
trigger3 = movetype != A && sysvar(3)<-500 && stateno != 4100 && random>(-(sysvar(3)-500)/4.00)
;Shade Avalanche, may use Rage Fury if they meet the requirements instead
[State -1, Shade Avalanche AI only]
type = SelfState
value = ifelse(var(5) >= 500 && fvar(38)>250 && const(movement.stand.friction)>=0.60,4100,3150)
triggerall = !win && roundstate = 2
triggerall = numhelper(100000)>0
triggerall = helper(100000),var(50)<0
triggerall = !ishelper
triggerall = var(5) >= 250
triggerall = statetype != A
triggerall = const(movement.stand.friction)>=0.60 || (const(movement.stand.friction)<0.60 && random<25)
trigger1 = ctrl && random%1000<10+helper(100000),var(55)
trigger2 = ctrl && var(5) >= 600 && random%1000<helper(100000),var(5)
trigger3 = movereversed && helper(100000),var(55)>100
[State 0, PowerAdd AI only]
type = PowerAdd
triggerall = numhelper(7000)>0 && time>2 && numhelper(100000)>0
trigger1 = movehit && !ctrl && stateno = [199,799]
trigger1 = prevstateno != stateno
value = -50
ignorehitpause = 0
persistent = 0
[State 0, Hacky 1.1 thing AI only]
type = null
triggerall = numhelper(7000)>0 && time>2 && numhelper(100000)>0
triggerall = movehit && !ctrl && stateno = [199,799]
triggerall = prevstateno != stateno
trigger1 = helper(7000),cond(stateno = 620,var(20) := var(20)-150,var(20) := var(20)-50)
ignorehitpause = 0
persistent = 0
[State 0, SuperPause]
type = SuperPause
triggerall = numhelper(1961)>0
trigger1 = helper(1961),var(10)>30 || helper(1961),time=0
time = 3
movetime = 3
;sound = S7,345
pos = 0,900
darken = 0
p2defmul = 1
poweradd = 0
;unhittable = 1
pausemovetime = 99999
supermovetime = 99999
[State 0, VarSet]
type = null
trigger1 = numhelper(2500)>0
trigger1 = helper(2500),cond(1,var(11) := ifelse(abs((root,pos x)-pos x)/(3.00)*facing>48,1,0),0)
[State 0, Use Shadow Beast: Block]
type = null
triggerall = fvar(30)>999 && numhelper(2500)>0 && helper(2500),var(11)<15 && helper(2500),stateno < 2502
triggerall = helper(100000),var(50)<0
triggerall = numhelper(100000)>0
trigger1 = ctrl = 1 && (movetype = H || stateno = [5000,5200])
trigger1 = helper(100000),cond(1,var(25) := 3,0)
trigger2 = (p2bodydist x > 100 && random<200) || random<15
trigger2 = helper(100000),cond(1,var(25) := 3,0)
[State 0, Power Charge]
type = ChangeState
triggerall = fvar(30)>999 && numhelper(2500)>0 && helper(2500),var(11)<15 && helper(2500),stateno < 2502
triggerall = NumHelper(100000)>0
trigger1 = ctrl = 1 && (movetype = H || stateno = [5000,5200])
value = 1210
ctrl = 0
[State 0, Use Shadow Beast: Tackle N Grapple]
type = null
triggerall = fvar(30)>999 && numhelper(2500)>0 && helper(2500),var(11)<15 && helper(2500),stateno < 2502
triggerall = helper(100000),var(50)<0
triggerall = numhelper(100000)>0
trigger1 = (p2bodydist x > 64 && (InGuardDist || enemy,movetype = H)) || random<15
trigger1 = helper(100000),cond(1,var(25) := 1,0)
[State 0, Helper]
type = Helper
trigger1 = numhelper(100000)<1 && ailevel>0
helpertype = normal ;player
name = "AI Helper"
ID = 100000
stateno = 100000
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999999
pausemovetime = 9999999
[State 0, Helper]
type = Helper
trigger1 = numhelper(123456)<1 && const(movement.stand.friction)<0.60
trigger1 = roundstate>1
helpertype = normal ;player
name = "Not Fucking around anymore"
ID = 123456
stateno = 123456
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999999
pausemovetime = 9999999
[State 0, Helper]
type = Helper
trigger1 = numhelper(2500)<1 && (fvar(30)>999 || palno>6 || const(movement.stand.friction)<0.60) && stateno!=4000
helpertype = normal ;player
name = "Beast Helper"
ID = 2500
stateno = 2500
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999999
pausemovetime = 9999999
[State 0, TargetState Cheaty Custom state thing]
type = TargetState
triggerall = palno=6 || palno=5 || palno=11 || palno=12 || const(movement.stand.friction)<0.60 ;palno%6>=4
triggerall = NumTarget && !target,ishelper
trigger1 = target,time = 0 && target,stateno = [5000,5120]
trigger1 = target,var(59) != target,stateno
value = target,stateno
ID = -1
ignorehitpause = 1
;persistent =
[State 1, Null Cheaty Custom state thing by using 1.x exploit bug]
type = Null
triggerall = palno=6 || palno=5 || palno=11 || palno=12 || const(movement.stand.friction)<0.60
triggerall = NumTarget
trigger1 = target,time = 0 && target,stateno = [5000,5120]
trigger1 = target,var(59) != target,stateno
trigger1 = target,cond(1,var(59) := target,stateno,0)
ignorehitpause = 1
;persistent =
[State 0, VarAdd]
type = VarAdd
trigger1 = 1
v = 11 ;fv =
value = -1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nojugglecheck
ignorehitpause = 1
[State 0, VarAdd]
type = VarAdd
trigger1 = numhelper(3101)>0 && gametime%3=0
v = 5 ;fv =
value = ifelse(root,fvar(30)>999,2,1)
[State 0, VarSet]
type = VarSet
trigger1 = var(5)>=1000
v = 5 ;fv = 10
value = 1000
[State 0, PalFX]
type = PalFX
trigger1 = ishelper(2100)
time = 1
add = 0,0,0
mul = 0,0,0
;sinadd = 0,0,0,10
invertall = 0
color = 256
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999
;persistent =
[State 0, Fancy Bar thing you see in KOF edits these days-BAR]
type = Explod
trigger1 = numexplod(7106)<1 && !ishelper
id = 7106
anim = 7102
pos = 10,208
postype = left ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -1
scale = 0,0.02
sprpriority = 990
ownpal = 1
ontop = 0
trans = none
angle = 90
supermovetime = 99999999
pausemovetime = 99999999
ignorehitpause = 1
[State 0, RemoveExplod]
type = null;RemoveExplod
trigger1 = numexplod(7107)>0 && gametime%120=0
id = 7107
ignorehitpause = 1
persistent = 1
supermovetime = 99999999
pausemovetime = 99999999
[State 0, Fancy Bar thing you see in KOF edits these days-Super Shadow BAR]
type = Explod
trigger1 = numexplod(7107)<1 && fvar(30)>999 && !ishelper
id = 7107
anim = 10020
pos = 10,208
postype = left ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -1
scale = 0,0.02
sprpriority = 995
ownpal = 1
ontop = 0
trans = add
angle = 0
supermovetime = 99999999
pausemovetime = 99999999
ignorehitpause = 1
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = 1
ID = 7106
sprpriority = 990
scale = 0.255*(var(5)/1000.00),0.02
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 1
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = fvar(30)>999
ID = 7107
sprpriority = 995
postype = left
pos = 12,208-floor((fvar(38)/24.00))
scale = 0.15,0.255*(fvar(38)/1600.00)
trans = sub
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 1
[State 0, Fancy Bar thing you see in KOF edits these days-DUST]
type = Explod
trigger1 = !ishelper
id = 7100
anim = 7100
pos = 12,208-((var(5)/1000.00)*82.00)
postype = left ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 0.025,0.025
sprpriority = 999
ownpal = 1
ontop = 1
trans = sub
angle = random%360
xangle = 80
supermovetime = 99999999
pausemovetime = 99999999
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = var(58)>11
v = 58 ;fv = 10
value = 11
[State 0, Fancy Bar thing you see in KOF edits these days-CLOCK]
type = Explod
trigger1 = !ishelper && fvar(30)<1000
id = 7200
anim = 7200+var(58)
pos = 14,226
postype = left ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = 3
scale = 0.14,0.14
sprpriority = 1100
ownpal = 1
ontop = 1
trans = sub
angle = 0
supermovetime = 99999999
pausemovetime = 99999999
ignorehitpause = 1
[State 0, Fancy Bar thing you see in KOF edits these days-CLOCK]
type = Explod
trigger1 = !ishelper && fvar(30)<1000
id = 7200
anim = 7200+var(58)
pos = 14,226
postype = left ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = 1
scale = 0.14,0.14
sprpriority = 1101
ownpal = 1
ontop = 1
;trans = add
angle = 0
supermovetime = 99999999
pausemovetime = 99999999
ignorehitpause = 1
[State 0, Fancy Bar thing you see in KOF edits these days]
type = Explod
trigger1 = numexplod(7105)<1 && !ishelper
id = 7105
anim = 7105
pos = 0,240
postype = left ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -1
scale = 0.10,0.10
sprpriority = 998
ownpal = 1
ontop = 1
trans = sub
ontop = 1
angle = 90
supermovetime = 99999999
pausemovetime = 99999999
ignorehitpause = 1
[State 0, Fancy Bar thing you see in KOF edits these days]
type = Explod
trigger1 = numexplod(7104)<1 && !ishelper
id = 7104
anim = 7104
pos = 0,240
postype = left ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -1
scale = 0.10,0.10
sprpriority = 1000
ownpal = 1
ontop = 1
trans = add
ontop = 1
angle = 90
supermovetime = 99999999
pausemovetime = 99999999
ignorehitpause = 1
[State 0, Fancy Bar thing you see in KOF edits these days-WOLF]
type = Explod
trigger1 = !ishelper && fvar(30)>999 && gametime%30=1
anim = 7106
pos = 14,226
postype = left ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
removetime = 30
scale = 0.2,0.2
sprpriority = 1150
ownpal = 1
ontop = 1
trans = add
alpha = 150,255
supermovetime = 99999999
pausemovetime = 99999999
ignorehitpause = 1
[State 0, Fancy Bar thing you see in KOF edits these days-WOLF]
type = Explod
trigger1 = !ishelper && fvar(30)>999 && gametime%30=1
id = 7200
anim = 7107
pos = 14,226
postype = left ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
removetime = 30
scale = 0.04,0.04
sprpriority = 1200
ownpal = 1
ontop = 1
trans = add
alpha = 150,255
supermovetime = 99999999
pausemovetime = 99999999
ignorehitpause = 1
[State 0, Fancy Bar thing you see in KOF edits these days-WOLF]
type = Explod
trigger1 = !ishelper && fvar(30)>999 && gametime%5=1
id = 7200
anim = 7108
pos = 14,226
postype = left ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
removetime = 30
scale = 0.04,0.04
sprpriority = 1199
ownpal = 1
ontop = 1
trans = addalpha
angle = 4-random%8
alpha = 40,255
supermovetime = 99999999
pausemovetime = 99999999
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = enemy,movetype!=H || numhelper(7000)>0
v = 7 ;fv = 10
value = 0
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nojugglecheck
[State 0, PalFX]
type = PalFX
trigger1 = gametime%10=0 && numhelper(7000)>0 && !ishelper
time = 10
add = 15,15,15
sinadd = 45,0,0,10
invertall = 0
color = 256
ignorehitpause=1
supermovetime = 99999
pausemovetime = 99999
[State 0, Enemy Dust Effect state 5600]
type = Explod
trigger1 = p2stateno = 5600
trigger2 = NumTarget(3050)
trigger2 = (Target(3050),statetype != L)
anim = 7100
pos = 8,-(enemy,const(size.height))*0.750
postype = p2 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = ((1000.00+Random%1000)/1000.00)*-1.00,((1000.00+Random%1000)/1000.00)*1.00
accel = 0,0
random = 38,64
removetime = -2
scale = 0.075,0.075
sprpriority = 3-random%6
ownpal = 1
trans = add
angle = random%360
[State 0, Enemy Dust Effect state 5600]
type = Explod
trigger1 = p2stateno = 5600
trigger2 = NumTarget(3050)
trigger2 = (Target(3050),statetype != L)
anim = 7100
pos = 8,-(enemy,const(size.height))*0.750
postype = p2 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = ((1000.00+Random%1000)/1000.00)*-1.00,((1000.00+Random%1000)/1000.00)*1.00
accel = 0,0
random = 38,64
removetime = -2
scale = 0.075,0.075
sprpriority = 3-random%6
ownpal = 1
trans = sub
angle = random%360
[State 0, Glowing Sparkles]
type = Explod
triggerall = const(movement.stand.friction)>=0.60
triggerAll = stateno<700 && (stateno>199 || stateno<160)
trigger1 = roundstate < 2 && Time%10=0
trigger2 = roundstate >= 2 && GameTime%10=0
pausemovetime = 99999
supermovetime = 99999
anim = 8840
random = 26,32
pos = 0,-48
postype = p1
vel = vel x/(1.00+abs(vel x/3.00))/1.00, 1
removetime = -2
sprpriority = -4+random%8
ignorehitpause = 1
[State 0, Glowing Sparkles shadowbeast mode]
type = Explod
trigger1 = fvar(30)>999 && pos y > -1 && stateno < 3000 && roundstate<4
anim = 7101
pos = 0,-6
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = (vel x/(1.00+abs(vel x/3.00))/1.00) +((750.00-Random%2000)/1000.00)*-1.00,((200-(Random%8000))/1000.00)*(5.00/(1.00+abs(vel x/4.00)))
accel = 0,0
random = 42,8
removetime = -2
scale = 0.075,0.075
sprpriority = 3-random%6
ownpal = 1
trans = sub
angle = random%360
supermovetime = 99999999
[State 0, Glowing Sparkles shadowbeast mode]
type = Explod
trigger1 = fvar(30)>999 && pos y > -1 && stateno < 3000 && roundstate<4
anim = 7101
pos = 0,pos y
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = (vel x/(1.00+abs(vel x/3.00))/1.00) +((750.00-Random%2000)/1000.00)*-1.00,((200.00-Random%1500)/1000.00)*0.25
accel = 0,0
random = 42,8
removetime = -2
scale = 0.15+ifelse(stateno = 1210,0.20,0),0.15
sprpriority = 10-random%6
ownpal = 1
trans = sub
angle = random%360
xangle = 80
supermovetime = 99999999
; Guard AI (from BB Hood)
[State -2, Stand guard]
type = ChangeState
triggerall = var(13) > 0
triggerall = StateType != A
triggerall = PlayerID(var(14)), StateType != C
triggerall = PlayerID(var(14)), MoveType = A
trigger1 = ctrl = 1
value = 130
[State -2, S-to-C guard]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = PlayerID(var(14)), statetype = C
triggerall = PlayerID(var(14)), Movetype = A
trigger1 = stateno = 150
value = 152
[State -2, Crouch guard]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = PlayerID(var(14)), statetype = C
triggerall = PlayerID(var(14)), Movetype = A
trigger1 = ctrl = 1
value = 131
[State -2, C-to-S guard]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = PlayerID(var(14)), statetype != C
triggerall = PlayerID(var(14)), Movetype = A
trigger1 = stateno = 152
value = 150
[State -2, Air guard]
type = ChangeState
triggerall = var(59) > 0
triggerall = StateType = A
triggerall = PlayerID(var(14)), Movetype = A
trigger1 = ctrl = 1
value = 132
[State 0, Super Shadow Meter]
type = VarAdd
trigger1 = fvar(30)>999 && var(5)>fvar(39)
fv = 38 ;fv =
value = (var(5)-fvar(39))*0.25
ignorehitpause = 1
persistent = 1
[State 0, Super Shadow Meter]
type = VarSet
trigger1 = fvar(30)>999 && fvar(38)>1000
fv = 38 ;fv =
value = 1000
ignorehitpause = 1
persistent = 1
[State 0, Super Shadow Meter]
type = VarSet
trigger1 = fvar(30)>999
fv = 39 ;fv =
value = var(5)
ignorehitpause = 255
persistent = 1
[State 0, AssertSpecial]
type = AssertSpecial
triggerall = const(movement.stand.friction)<0.60
triggerall = enemy,life>1
trigger1 = movereversed || stateno<4000
trigger2 = movetype = A
trigger3 = sysvar(3)>-1000
flag = noko
flag = unguardable
supermovetime = 99999999
pausemovetime = 99999999
ignorehitpause = 255
persistent = 1
[State 0, NotHitBy]
type = NotHitBy
trigger1 = const(movement.stand.friction)<0.60 && roundstate = 2 && random>sysvar(3)+250 && movetype = H
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 30
supermove = 99999
pausemove = 99999
[State 0, VarAdd]
type = VarAdd
triggerall = roundstate = 2 && stateno != [4000,4500]
trigger1 = const(movement.stand.friction)<0.60
v = 5 ;fv =
value = 1
[State 0, VarSet]
type = VarSet
triggerall = roundstate = 2 && stateno != [4000,4500]
trigger1 = const(movement.stand.friction)<0.60
sysvar(3) = sysvar(3)-1
supermovetime = 99999999
pausemovetime = 99999999
ignorehitpause = 255
persistent = 1
[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = const(movement.stand.friction)<0.60
text = "Rage value: %d"
params = sysvar(3)
ignorehitpause = 255
persistent = 1
;==========================================================================
; Statedef -3
;==========================================================================
[Statedef -3]
[State 0, VarSet]
type = VarSet
triggerall = roundstate = 2 && (random<200 || stateno != [4000,4500])
triggerall = random<((life/1.00)/(lifemax/1.00))*1000.000
trigger1 = const(movement.stand.friction)<0.60 && gametime%4=0 && movetype != H
sysvar(3) = sysvar(3)+1
supermovetime = 99999999
pausemovetime = 99999999
ignorehitpause = 255
persistent = 1
[State 0, VarSet]
type = VarSet
triggerall = roundstate = 2 && (random<200 || stateno != [4000,4500])
triggerall = random<((life/1.00)/(lifemax/1.00))*1500.000
trigger1 = const(movement.stand.friction)<0.60 && (time%4<3 || movetype != H)
sysvar(3) = sysvar(3)+1
supermovetime = 99999999
pausemovetime = 99999999
ignorehitpause = 255
persistent = 1
;[State 0, PowerSet]
;type = PowerSet
;trigger1 = var(5) := 0
;value = 0
;[State 0, PowerSet]
;type = PowerSet
;trigger1 = 1
;value = 0
;Shield Counter stuff
[State 0, VarSet]
type = VarAdd
triggerall = (movetype != A && (movetype != H || stateno = [120,160])) && fvar(21)<10
trigger1 = palno = [3,6]
trigger2 = palno = [9,12]
trigger3 = const(movement.stand.friction)<0.60
fv = 21 ;fv = 10
value = 1
;ignorehitpause =
;persistent =
[State 0, VarSet]
type = VarAdd
trigger1 = !(movetype != A && (movetype != H || stateno = [120,160])) && fvar(21)>-2
fv = 21 ;fv = 10
value = -1
;ignorehitpause =
;persistent =
[State 0, VelAdd]
type = VelAdd
trigger1 = movetype = H && time<1 && stateno != [130,132]
trigger1 = stateno >=5000 && stateno<5080 && fvar(21)>0
;trigger1 = GetHitVar(damage)<100 && !GetHitVar(fall)
x = -4
[State 0, PlaySnd]
type = PlaySnd
trigger1 = movetype = H && time<1 && stateno != [130,132]
trigger1 = stateno >=5000 && stateno<5080 && fvar(21)>0
;trigger1 = GetHitVar(damage)<100 && !GetHitVar(fall)
value = S7,ifelse(random<500,115,114)
freqmul = 0.5
loop = 0
pan = 0
[State 0, Shield Counter]
type = Explod
trigger1 = movetype = H && time<1 && stateno != [130,132]
trigger1 = stateno >=5000 && stateno<5080 && fvar(21)>0
;trigger1 = GetHitVar(damage)<100 && !GetHitVar(fall)
anim = 1063
ID = 1063
pos = 12,-46
postype = p1
facing = 1
vfacing = -1
bindtime = 4
vel = 0,0
accel = 0.25,0
removetime = -2
scale = 1.25,1.25
sprpriority = 5
ownpal = 1
removeongethit = 0
trans = addalpha
alpha = 180,255
angle = random%360
yangle = 70
[State 0, Shield Counter]
type = Explod
trigger1 = movetype = H && time<1 && stateno != [130,132]
trigger1 = stateno >=5000 && stateno<5080 && fvar(21)>0
;trigger1 = GetHitVar(damage)<100 && !GetHitVar(fall)
anim = 1063
ID = 1063
pos = 12,-46
postype = p1
facing = -1
vfacing = 1
bindtime = 4
vel = 0,0
accel = 0.25,0
removetime = -2
scale = 0.45,0.45
sprpriority = 6
ownpal = 1
removeongethit = 0
trans = addalpha
alpha = 150,255
angle = random%360
yangle = 70
[State 0, ChangeState]
type = ChangeState
trigger1 = movetype = H && time<1 && stateno != [130,132]
trigger1 = stateno >=5000 && stateno<5080 && fvar(21)>0
;trigger1 = GetHitVar(damage)<100 && !GetHitVar(fall)
value = ifelse(statetype = A,132,130)
ctrl = 0
;anim =
;ignorehitpause =
;persistent =
;Shield Counter over
[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = var(7)<1
triggerall = NumTarget(650)