;--------------------------------------------------------------------------- ;スゴーイドリル [Statedef 1000] type = S movetype= A physics = S juggle = 3 poweradd= 40 anim = 1000 velset = 0,0 ctrl = 0 sprpriority = 2 [State 声] type = PlaySnd trigger1 = time = 1 value = 10000, 300+random%10 volume = 500 [state Width] type = Width trigger1 = animelemtime(1)>=0 trigger1 = animelemtime(3)<0 value = 50,0 [State PlaySnd] type = PlaySnd trigger1 = Animelem = 4 value = 1000, 0 ignorehitpause = 1 [State 1005, Hit] type = Hitdef trigger1 = Animelem = 5 trigger2 = Animelem = 7 trigger3 = Animelem = 9 attr = A,SA damage = 22,5 animtype = Medium hitflag = MAF guardflag = MA pausetime = 0,8 sparkno = 2 sparkxy = -10,-42 hitsound = s1000,1 guardsound = 6,0 ground.type = Low ground.slidetime = 6 ground.hittime = 12 ground.velocity = -2,0 envshake.time = 4 envshake.ampl = 5 envshake.freq = 80 fall = (Animelem = 9) fall.recovertime = 30 [State 1000, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;スゴーイハンマー [Statedef 1010] type = S movetype= A physics = S juggle = 3 poweradd= 40 anim = 1010 velset = 0,0 ctrl = 0 sprpriority = 2 [State 声] type = PlaySnd trigger1 = time = 1 value = 10000, 300+random%10 volume = 500 [State PlaySnd] type = PlaySnd trigger1 = Animelem = 3 value = f0,5 [State 1005, Hit] type = Hitdef trigger1 = Animelem = 4 attr = A,SA damage = 82,5 animtype = Medium hitflag = MAF guardflag = M pausetime = 12,20 sparkno = 3 sparkxy = -10,-190 hitsound = s1000,1 guardsound = 6,0 ground.type = Low ground.slidetime = 6 ground.hittime = 12 ground.velocity = -2,0 envshake.time = 4 envshake.ampl = 5 envshake.freq = 80 fall = 1 fall.recover = 0 [State 1000, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;---------------------------------------------------------------------------- ;スゴーイ砲 [statedef 1020] type = S movetype= A physics = S juggle = 3 poweradd= 30 velset = 0,0 anim = 1020 ctrl = 0 sprpriority = 3 [State 声] type = PlaySnd trigger1 = time = 1 value = 10000, 300+random%10 volume = 500 [State 1010, 1] type = PlaySnd trigger1 = AnimElem = 4 value = 1020, 0 [State 1010, 3] type = Helper trigger1 = AnimElem = 4 ID = 1000 pos = 10,-40 postype = p1 stateno = 1025 helpertype = normal name = "hou" keyctrl = 0 ownpal = 1 [State 1010, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;---------------------------------------------------------------------------- ;スゴーイ砲 [statedef 1025] type = A movetype= A physics = N juggle = 3 poweradd= 0 velset = 6 anim = 1025 ctrl = 0 sprpriority = 2 [State 210, 3] type = Attackmulset trigger1 = 1 value = 1-root,fvar(0) ignorehitpause = 0 [State 1005, Hit] type = Hitdef trigger1 = Time = 0 attr = A,SP priority = 6, Hit damage = 50,5 getpower = 20,10 animtype = Medium hitflag = MAF guardflag = MA pausetime = 2,10 sparkno = -1 sparkxy = 0,0 hitsound = -1;5,3 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 12 ground.velocity = -5.8,0 air.velocity = -2.8,-2 guard.velocity= 0.0 airguard.velocity = 1.9,-.8 [State 1001, 5] type = ChangeState trigger1 = movecontact value = 1026 [State 1001] Type = HitOverRide Trigger1 = 1 Attr = SCA,AA,AT,AP StateNo = 1026 time = -1 [State 1001, 4] type = DestroySelf trigger1 = BackEdgeDist <= -40 trigger2 = FrontEdgeDist < -40 [Statedef 1026] type = A movetype= I physics = S juggle = 0 ctrl = 0 velset = 0,0 anim = 1026 ctrl = 0 sprpriority = 5 [State 1010, 1] type = PlaySnd trigger1 = time = 0 value = 1020, 1 [State -1] Type = AngleDraw trigger1 = 1 Scale = 0.5,0.5 [State NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = -1 [State 1002, 1] type = DestroySelf trigger1 = AnimTime = 0 ;--------------------------------------------------------------------------- ;スゴーイソー [Statedef 1030] type = S movetype= A physics = S juggle = 3 poweradd= 40 anim = 1030 velset = 0,0 ctrl = 0 sprpriority = 2 [State 声] type = PlaySnd trigger1 = time = 1 value = 10000, 300+random%10 volume = 500 [State PlaySnd] type = PlaySnd trigger1 = Animelem = 4 value = 1000, 0 ignorehitpause = 1 [State 1005, Hit] type = Hitdef trigger1 = Animelem = 5 trigger2 = Animelem = 7 trigger3 = Animelem = 9 attr = A,SA damage = 22,5 animtype = Medium hitflag = MAF guardflag = MA pausetime = 0,8 sparkno = 2 sparkxy = -10,-125 hitsound = s1000,1 guardsound = 6,0 ground.type = Low ground.slidetime = 6 ground.hittime = 12 ground.velocity = -2,0 envshake.time = 4 envshake.ampl = 5 envshake.freq = 80 [State 1000, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;スゴーイバルカン [Statedef 1040] type = S movetype= A physics = S juggle = 3 poweradd= 40 anim = 1040 velset = 0,0 ctrl = 0 sprpriority = 2 [State 声] type = PlaySnd trigger1 = time = 1 value = 10000, 300+random%10 volume = 500 [State PlaySnd] type = PlaySnd trigger1 = Animelem = 3 trigger2 = Animelem = 5 trigger3 = Animelem = 7 trigger4 = Animelem = 9 trigger5 = Animelem = 11 value = 1040, 0 ignorehitpause = 1 [State envshake] type = envshake trigger1 = Animelem = 3 trigger2 = Animelem = 5 trigger3 = Animelem = 7 trigger4 = Animelem = 9 trigger5 = Animelem = 11 time = 4 ampl = 5 freq = 80 ignorehitpause = 1 [State 1005, Hit] type = Hitdef trigger1 = Animelem = 3 trigger2 = Animelem = 5 trigger3 = Animelem = 7 trigger4 = Animelem = 9 attr = A,SP damage = 18,2 animtype = Medium hitflag = MAF guardflag = MA pausetime = 0,8 sparkno = 2 sparkxy = -10,-50 hitsound = 5,3 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 12 ground.velocity = -2,0 [State 1005, Hit] type = Hitdef trigger1 = Animelem = 11 attr = A,SP damage = 18,2 animtype = Medium hitflag = MAF guardflag = MA pausetime = 0,10 sparkno = 2 sparkxy = -10,-50 hitsound = 5,3 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 12 ground.velocity = -2,-2 fall = 1 fall.recovertime = 30 [State 1000, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;---------------------------------------------------------------------------- ;スゴーイレーザー [statedef 1050] type = S movetype= A physics = S juggle = 3 poweradd= 30 velset = 0,0 anim = 1050 ctrl = 0 sprpriority = 3 [State 声] type = PlaySnd trigger1 = time = 1 value = 10000, 300+random%10 volume = 500 [State 1010, 3] type = Helper trigger1 = AnimElem = 4 ID = 1000 pos = 0,0 postype = p1 stateno = 1055 helpertype = normal name = "hou" keyctrl = 0 ownpal = 1 [State 1010, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;---------------------------------------------------------------------------- ;スゴーイレーザー [statedef 1055] type = A movetype= A physics = N juggle = 3 poweradd= 0 velset = 0,0 anim = 1055 ctrl = 0 sprpriority = 2 [State 1010, 1] type = PlaySnd trigger1 = AnimElem = 3 value = 1050, 0 [State assertspecial] type = assertspecial trigger1 = 1 flag = noshadow ignorehitpause = 1 [State bindtoroot] type = bindtoroot trigger1 = 1 pos = 0,0 ignorehitpause = 1 [State turn] type = turn trigger1 = facing!=root,facing pos = 0,0 ignorehitpause = 1 [State 210, 3] type = Attackmulset trigger1 = 1 value = 1-root,fvar(0) ignorehitpause = 0 [State 1005, Hit] type = Hitdef trigger1 = Time = 0 attr = A,SP priority = 6, Hit damage = 66,5 getpower = 20,10 animtype = Medium hitflag = MAF guardflag = MA pausetime = 2,15 sparkno = -1 sparkxy = 0,140 hitsound = -1;5,3 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 10 ground.velocity = -5.8,-2 air.velocity = -2.8,-2 guard.velocity= 0.0 airguard.velocity = 1.9,-.8 palfx.time = 30 palfx.add = 140,140,0 palfx.sinadd = 180,180,0,10 Palfx.color = 0 fall = 1 fall.recovertime = 30 [State 1001, 4] type = DestroySelf trigger1 = AnimTime = 0 trigger2 = root,stateno!=1050 ;---------------------------------------------------------------------------- ;スゴーイカッター [Statedef 1060] type = A movetype= A physics = N juggle = 5 poweradd= 40 Velset = 0,0 ctrl = 0 anim = 1060 sprpriority = 2 [State 声] type = PlaySnd trigger1 = time = 1 value = 10000, 300+random%10 volume = 500 [State 1028, 1] type = NotHitBy trigger1 = time = 0 value = SCA time = 5 [State エフェクト] type = helper trigger1 = AnimElem = 3 trigger1 =!numhelper(1060) name = "cut" helpertype = normal stateno = 1065 id = 1060 pos = 0,0 postype = p1 ownpal = 1 keyctrl = 0 persistent = 0 ignorehitpause = 1 [State 1010, 1] type = PlaySnd trigger1 = AnimElem = 3 value = 1060,0 [State 1000, 0] type = Velset trigger1 = animelem = 3 x = 1.5 y = -4 [State 1000, 0] type = Veladd trigger1 = animelemtime(4) > 0 y = 0.22 [State 1000, 3] type = HitDef trigger1 = animelem = 4 attr = A, SA priority = 6, Hit animtype = Hard damage = 60,2 getpower = 20,10 guardflag = M priority = 3 pausetime = 10,10 sparkno = 11 sparkxy = 0,-80 hitsound = s1060,1 guardsound = 6,0 ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -2.5,-8 air.velocity = -2.5,-8 fall = 1 fall.recovertime = 25 envshake.time= 8 envshake.freq= 60 envshake.ampl= -4 envshake.phase= 34 [State 1000, 4] type = ChangeState trigger1 = animelemtime(4) > 0 trigger1 = Vel Y>= 0 value = 1061 ;---------------------------------------------------------------------------- ;スゴーイカッター [Statedef 1061] type = A movetype= I physics = N juggle = 0 poweradd= 0 ctrl = 0 movehitpersist = 1 [State 1003, 4] type = Gravity trigger1 = 1 [State 1003, 4] type = ChangeState trigger1 = Pos Y>= 0 value = 1062 ;---------------------------------------------------------------------------- ;スゴーイカッター [Statedef 1062] type = S movetype= I physics = S juggle = 0 poweradd= 0 anim = 47 Velset = 0,0 ctrl = 0 [State 1000, 0] type = posset trigger1 = time = 0 y = 0 [State 1010, 1] type = PlaySnd trigger1 = time = 0 value = 40,0 [State 1003, 4] type = ChangeState trigger1 = time = 6 value = 0 ctrl = 1 ;---------------------------------------------------------------------------- ;スゴーイカッター [Statedef 1065] type = A movetype= I physics = N juggle = 0 poweradd= 0 ctrl = 0 anim = 1065 sprpriority = 3 [State assertspecial] type = assertspecial trigger1 = 1 flag = noshadow [State bindtoroot] type = bindtoroot trigger1 = 1 pos = 0,0 [State turn] type = turn trigger1 = facing!=root,facing pos = 0,0 [State changeanim] type = changeanim trigger1 = root,anim = 1060 trigger1 = root,hitpausetime value = anim elem = animelemno(-1) [State destroyself] type = destroyself trigger1 = AnimTime = 0 trigger2 = root,stateno!=1060 ;---------------------------------------------------------------------------- ;スゴーイカッター [Statedef 1070] type = A movetype= A physics = N juggle = 5 poweradd= 40 Velset = 0,0 ctrl = 0 anim = 1070 sprpriority = 2 [State 声] type = PlaySnd trigger1 = time = 1 value = 10000, 300+random%10 volume = 500 [State 1028, 1] type = NotHitBy trigger1 = time = 0 value = SCA time = 5 [State エフェクト] type = helper trigger1 = AnimElem = 3 trigger1 =!numhelper(1060) name = "cut" helpertype = normal stateno = 1075 id = 1060 pos = 0,0 postype = p1 ownpal = 1 keyctrl = 0 persistent = 0 ignorehitpause = 1 [State 1010, 1] type = PlaySnd trigger1 = AnimElem = 3 value = 1060,0 [State 1000, 0] type = Velset trigger1 = animelem = 3 x = 8 y = -3 [State 1000, 0] type = Veladd trigger1 = animelemtime(4) > 0 y = 0.11 [State 1000, 0] type = Veladd trigger1 = animelemtime(6) > 0 y = 0.11 [State 1000, 0] type = Velmul trigger1 = animelemtime(4) > 0 x = 0.9 [State 1000, 3] type = HitDef trigger1 = animelem = 4 attr = A, SA priority = 6, Hit animtype = Hard damage = 60,2 getpower = 20,10 guardflag = M priority = 3 pausetime = 10,10 sparkno = 11 sparkxy = 0,-80 hitsound = s1060,1 guardsound = 6,0 ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -3.5,-2 air.velocity = -3.5,-2 fall = 1 fall.recovertime = 25 envshake.time= 8 envshake.freq= 60 envshake.ampl= -4 envshake.phase= 34 [State 1000, 4] type = ChangeState trigger1 = animelemtime(4) > 0 trigger1 = Vel Y>= 0 value = 1061 ;---------------------------------------------------------------------------- ;スゴーイカッター [Statedef 1075] type = A movetype= I physics = N juggle = 0 poweradd= 0 ctrl = 0 anim = 1075 sprpriority = 3 [State assertspecial] type = assertspecial trigger1 = 1 flag = noshadow [State bindtoroot] type = bindtoroot trigger1 = 1 pos = 0,0 [State turn] type = turn trigger1 = facing!=root,facing pos = 0,0 [State changeanim] type = changeanim trigger1 = root,anim = 1070 trigger1 = root,hitpausetime value = anim elem = animelemno(-1) [State destroyself] type = destroyself trigger1 = AnimTime = 0 trigger2 = root,stateno!=1070 ;---------------------------------------------------------------------------- ;スゴーイカッター [Statedef 1080] type = A movetype= A physics = N juggle = 2 poweradd= 20 Velset = 0,0 ctrl = 0 anim = 1060 sprpriority = 2 [State 声] type = PlaySnd trigger1 = time = 1 value = 10000, 300+random%9 volume = 500 [State エフェクト] type = helper trigger1 = AnimElem = 3 trigger1 =!numhelper(1060) name = "cut" helpertype = normal stateno = 1085 id = 1060 pos = 0,0 postype = p1 ownpal = 1 keyctrl = 0 persistent = 0 ignorehitpause = 1 [State 1010, 1] type = PlaySnd trigger1 = AnimElem = 3 value = 1060,0 [State 1000, 0] type = Velset trigger1 = animelem = 3 x = 1.5 y = -6 [State 1000, 0] type = Veladd trigger1 = animelemtime(4) > 0 y = 0.22 [State 1000, 3] type = HitDef trigger1 = animelem = 4 attr = A, SA priority = 6, Hit animtype = Hard damage = 40,2 getpower = 10,5 guardflag = M priority = 3 pausetime = 10,10 sparkno = 11 sparkxy = 0,-80 hitsound = s1060,1 guardsound = 6,0 ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -2.0,-8 air.velocity = -2.0,-8 fall = 1 fall.recover = 0 envshake.time= 8 envshake.freq= 60 envshake.ampl= -4 envshake.phase= 34 [State 1000, 4] type = ChangeState trigger1 = animelemtime(4) > 0 trigger1 = Vel Y>= -2 value = 1081 ;---------------------------------------------------------------------------- ;スゴーイカッター [Statedef 1081] type = A movetype= A physics = N juggle = 3 poweradd= 20 ;Velset = 0,0 ctrl = 0 anim = 1070 sprpriority = 2 [State 声] type = PlaySnd trigger1 = time = 1 value = 10000, 309 volume = 500 [State changeanim] type = changeanim trigger1 = time = 0 value = anim elem = 2 [State エフェクト] type = helper trigger1 = AnimElem = 3 trigger1 =!numhelper(1060) name = "cut" helpertype = normal stateno = 1086 id = 1060 pos = 0,0 postype = p1 ownpal = 1 keyctrl = 0 persistent = 0 ignorehitpause = 1 [State 1010, 1] type = PlaySnd trigger1 = AnimElem = 3 value = 1060,0 [State 1000, 0] type = Veladd trigger1 = time > 0 y = 0.22 [State 1000, 3] type = HitDef trigger1 = animelem = 4 attr = A, SA priority = 6, Hit animtype = Hard damage = 30,2 getpower = 20,10 guardflag = M priority = 3 pausetime = 10,10 sparkno = 11 sparkxy = 0,-60 hitsound = s1060,1 guardsound = 6,0 ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -2.5,3 air.velocity = -2.5,3 fall = 1 fall.recover = 0 envshake.time= 8 envshake.freq= 60 envshake.ampl= -4 envshake.phase= 34 [State 1000, 4] type = ChangeState trigger1 = animelemtime(4) > 0 trigger1 = Vel Y>= 0 trigger1 = Pos Y>= 0 value = 1062 ;---------------------------------------------------------------------------- ;スゴーイカッター [Statedef 1085] type = A movetype= I physics = N juggle = 0 poweradd= 0 ctrl = 0 anim = 1065 sprpriority = 3 [State assertspecial] type = assertspecial trigger1 = 1 flag = noshadow [State bindtoroot] type = bindtoroot trigger1 = 1 pos = 0,0 [State turn] type = turn trigger1 = facing!=root,facing pos = 0,0 [State changeanim] type = changeanim trigger1 = root,anim = 1060 trigger1 = root,hitpausetime value = anim elem = animelemno(-1) [State destroyself] type = destroyself trigger1 = AnimTime = 0 trigger2 = root,stateno!=1080 ;---------------------------------------------------------------------------- ;スゴーイカッター [Statedef 1086] type = A movetype= I physics = N juggle = 0 poweradd= 0 ctrl = 0 anim = 1075 sprpriority = 3 [State assertspecial] type = assertspecial trigger1 = 1 flag = noshadow [State bindtoroot] type = bindtoroot trigger1 = 1 pos = 0,0 [State turn] type = turn trigger1 = facing!=root,facing pos = 0,0 [State changeanim] type = changeanim trigger1 = root,anim = 1070 trigger1 = root,hitpausetime value = anim elem = animelemno(-1) [State destroyself] type = destroyself trigger1 = AnimTime = 0 trigger2 = root,stateno!=1081 ;--------------------------------------------------------------------------- ;スゴーイ角 [Statedef 1090] type = A movetype = A physics = A juggle = 3 ctrl = 0 anim = 1090 poweradd = 40 sprpriority = 2 [State 声] type = PlaySnd trigger1 = time = 1 value = 10000, 300+random%10 volume = 500 [State 200, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 3 value = f0, 3 [State 610, 3] type = HitDef trigger1 = AnimElem = 3 attr = A, SA damage = 50 guardflag = HA priority = 4 pausetime = 12,12 sparkno = 2 sparkxy = -10,-15 hitsound = s1090,0 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -5 air.velocity = -2.5,-4 air.fall = 1 fall.recover = 0 [State StateTypeSet] type = StateTypeSet trigger1 = animelemtime(6) = 0 movetype = I ;--------------------------------------------------------------------------- ;スゴーイニードル [Statedef 1100] type = A movetype = A physics = N juggle = 3 ctrl = 0 anim = 1100 poweradd = 40 sprpriority = 2 [State 声] type = PlaySnd trigger1 = time = 1 value = 10000, 300+random%10 volume = 500 [State 200, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 3 value = 1060, 1 [State VelMul] type = VelMul trigger1 = AnimElemTime(6) < 0 x = 0.66 y = 0.66 [State Posset] type = Posset trigger1 = pos y >= 0 y = 0 [State 610, 3] type = HitDef trigger1 = AnimElem = 4 attr = A, SA damage = 50 guardflag = HA priority = 4 pausetime = 12,12 sparkno = 2 sparkxy = -10,-15 hitsound = s1090,0 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -5 air.velocity = -2.5,-4 air.fall = 1 fall.recover = 0 [State StateTypeSet] type = StateTypeSet trigger1 = animelemtime(6) = 0 physics = A [State StateTypeSet] type = StateTypeSet trigger1 = animelemtime(10) = 0 movetype = I ;--------------------------------------------------------------------------- ;スゴーイ牙 [Statedef 1110] type = A movetype = A physics = N juggle = 3 ctrl = 0 anim = 1110 poweradd = 40 sprpriority = 2 [State 声] type = PlaySnd trigger1 = time = 1 value = 10000, 300+random%10 volume = 500 [State 200, 音を鳴らす] type = PlaySnd trigger1 = AnimElem = 3 value = 1060, 1 [State VelMul] type = VelMul trigger1 = AnimElemTime(7) < 0 x = 0.5 y = 0.5 [State Posset] type = Posset trigger1 = pos y >= 0 y = 0 [State 610, 3] type = HitDef trigger1 = AnimElem = 4 attr = A, SA damage = 28 guardflag = HA priority = 4 pausetime = 12,20 sparkno = 2 sparkxy = -10,-15 hitsound = s1110,0 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -5 air.velocity = -2.5,-4 air.fall = 1 fall.recover = 0 [State 610, 3] type = HitDef trigger1 = AnimElem = 6 attr = A, SA damage = 28 guardflag = HA priority = 4 pausetime = 12,12 sparkno = 2 sparkxy = -10,-15 hitsound = s1110,0 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -5 air.velocity = -2.5,-4 fall = 1 fall.recover = 0 [State StateTypeSet] type = StateTypeSet trigger1 = animelemtime(7) = 0 physics = A [State StateTypeSet] type = StateTypeSet trigger1 = animelemtime(9) = 0 movetype = I ;---------------------------------------------------------------------------- ;スゴーイボム [statedef 1120] type = S movetype= A physics = S juggle = 3 poweradd= 30 velset = 0,0 anim = 1120 ctrl = 0 sprpriority = 3 [State 声] type = PlaySnd trigger1 = time = 1 value = 10000, 300+random%10 volume = 500 [State 1010, 3] type = Helper trigger1 = AnimElem = 3 ID = 1120 pos = 20,0 postype = p1 stateno = 1125 helpertype = normal name = "bomb" keyctrl = 0 ownpal = 1 [State 1010, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;---------------------------------------------------------------------------- ;スゴーイボム [statedef 1125] type = A movetype= A physics = N juggle = 3 poweradd= 0 velset = 3 anim = 1125 ctrl = 0 sprpriority = 2 [State 1000, 0] type = angledraw trigger1 = animelemTime(3) < 0 value = animelemTime(1)*-11 [State 1000, 0] type = VelSet trigger1 = animelem = 3 x = 0 [State 1001, 5] type = ChangeState trigger1 = AnimTime = 0 value = 1126 [State 1001] Type = HitOverRide Trigger1 = 1 Attr = SCA,AA,AT,AP StateNo = 1126 time = -1 [Statedef 1126] type = A movetype= A physics = N juggle = 0 ctrl = 0 velset = 0,0 anim = 1126 ctrl = 0 sprpriority = 5 [State 210, 3] type = envshake trigger1 = time = 0 time = 10 [State 声] type = PlaySnd trigger1 = time = 0 value = 1020,0 [State 210, 3] type = Attackmulset trigger1 = 1 value = 1-root,fvar(0) ignorehitpause = 0 [State 1005, Hit] type = Hitdef trigger1 = Time = 0 attr = A,SP damage = 40,5 animtype = Medium hitflag = MAF guardflag = MA pausetime = 0,8 sparkno = -1 sparkxy = -10,-42 hitsound = -1 guardsound = 6,0 ground.type = Low ground.slidetime = 6 ground.hittime = 12 ground.velocity = -2,-2 fall = 1 fall.recovertime = 30 [State 1002, 1] type = DestroySelf trigger1 = AnimTime = 0 ;---------------------------------------------------------------------------- ;スゴーイ菊一文字 [statedef 1130] type = S movetype= A physics = S juggle = 3 poweradd= 30 velset = 0,0 anim = 1130 ctrl = 0 sprpriority = 3 [State 声] type = PlaySnd trigger1 = time = 1 value = 10000, 300+random%10 volume = 500 [State 1010, 3] type = Helper trigger1 = AnimElem = 5 ID = 1120 pos = 0,-55 postype = p1 stateno = 1135 helpertype = normal name = "kiku" keyctrl = 0 ownpal = 1 [State 1010, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;---------------------------------------------------------------------------- ;スゴーイ菊一文字 [statedef 1135] type = A movetype= A physics = N juggle = 3 poweradd= 0 velset = 0,-6 anim = 1135 ctrl = 0 sprpriority = 2 [State 1000, 0] type = VelSet trigger1 = animelem = 2 y = 0 [State 210, 3] type = Attackmulset trigger1 = 1 value = 1-root,fvar(0) ignorehitpause = 0 [State 1005, Hit] type = Hitdef trigger1 = Time = 0 attr = A,SP damage = 40,5 animtype = Medium hitflag = MAF guardflag = MA pausetime = 0,8 sparkno = 2 sparkxy = -10,-42 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 6 ground.hittime = 12 ground.velocity = -2,-2 fall = 1 fall.recovertime = 30 [State 1002, 1] type = ChangeState trigger1 = Time = 70 trigger2 = movecontact value = 1136 ;-------------------------------------------------------------------------- ;スゴーイ菊一文字 [Statedef 1136] type = A movetype= I physics = N sprpriority = 2 [state var] type = varset trigger1 = time = 10 var(1) = 0 [state var] type = varadd trigger1 = time >= 10 var(1) = 10 [state pal] type = palfx trigger1 = time >= 10 add = 0-var(1),0-var(1),0-var(1) time = 1 [state trans] type = trans trigger1 = time >= 10 trans = add [State 1005, end] type = DestroySelf trigger1 = time = 30 ;---------------------------------------------------------------------------- ;スゴーイ! [statedef 1140] type = S movetype= A physics = S juggle = 3 poweradd= 30 velset = 0,0 anim = 1140 ctrl = 0 sprpriority = 3 [State 声] type = PlaySnd trigger1 = time = 1 value = 10000, 300+random%10 volume = 500 [State 1010, 3] type = Helper trigger1 = Time = 20 ID = 1120 pos = 100,-300 postype = p1 stateno = 1145 helpertype = normal name = "!" keyctrl = 0 ownpal = 1 [State 1010, 7] type = ChangeState trigger1 = Time = 60 value = 0 ctrl = 1 ;---------------------------------------------------------------------------- ;スゴーイ! [statedef 1145] type = A movetype= A physics = N juggle = 3 poweradd= 0 velset = 0,6 anim = 1145 ctrl = 0 sprpriority = 2 [State 210, 3] type = Attackmulset trigger1 = 1 value = 1-root,fvar(0) ignorehitpause = 0 [State 1001] Type = HitOverRide Trigger1 = 1 Attr = SCA,AA,AT,AP StateNo = 1146 time = -1 [State 1005, Hit] type = Hitdef trigger1 = Time = 0 attr = A,SP damage = 40,5 animtype = Medium hitflag = MAF guardflag = MA pausetime = 0,8 sparkno = 3 sparkxy = -10,0 hitsound = 5,3 guardsound = 6,0 ground.type = Low ground.slidetime = 6 ground.hittime = 12 ground.velocity = -2,2 fall = 1 fall.recovertime = 30 envshake.time = 6 [State 1002, 1] type = ChangeState trigger1 = pos y >= -70 trigger2 = movecontact value = 1146 ;-------------------------------------------------------------------------- ;スゴーイ! [Statedef 1146] type = A movetype= I physics = N sprpriority = 2 [state var] type = varset trigger1 = time = 10 var(1) = 0 [state var] type = varadd trigger1 = time >= 10 var(1) = 10 [state pal] type = palfx trigger1 = time >= 10 add = 0-var(1),0-var(1),0-var(1) time = 1 [state trans] type = trans trigger1 = time >= 10 trans = add [State 1005, end] type = DestroySelf trigger1 = time = 30 ;---------------------------------------------------------------------------