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basics.st
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; States file for Parasite -- Basics
;
;-------------- Generated by Fighter Factory -------------
;--------------------- Variable List ----------------------
; Var(0) - StateDef 5300
; Var(1) - StateDef 760,761 (flight)
; Var(2) - StateDef 2000, 2001 (stolen power button choice: W/M/S)
; Var(3) - StateDef -3
; Var(4) - StateDef 761
; Var(6) - Statedef 2100 (kryptonite ray color selection)
; Var(7) - StateDef 2572
; Var(8) - StateDef 2640 (deadpool taunt selection)
; Var(9) - StateDef 2775, 3770 (Omega Red spore unlock)
; Var(10) - StateDef 2572, 3075, 3079, -2
; Var(13) - StateDef 3730, -2 (Elektra Ninjitsu timer)
; Var(15) - StateDef 3641, 3645
; Var(16) - StateDef 40, 45, 699
; Var(17) - StateDef 2190, 2191, 2670, 2671, -3
; Var(18) - StateDef -3
; Var(20) - StateDef 3062
; Var(48) - StateDef -3
; Var(49) - StateDef 1000, 1001, 1011, 1012, 3611 - Feeding Time slot determiner (50=slot 1, 51=slot 2)
; Var(50) - StateDef 5900 - Power Set slot #1
; Var(51) - StateDef 5900 - Power Set slot #2
;--------------------- Float Variable List ----------------------
; fVar(0) - StateDef 2980
; fVar(2) - StateDef 2111, 3055, 3132
; fVar(3) - StateDef 3055, 3132, 3601
;
;---------------------------------------------------------------------------
; Vars:
; Var(1) - CMD file
; for AI activation
; Var(2) - StateDef 2000, 2001
; Var(7) - StateDef 2572
; Var(10) - StateDef 2572, 3075, 3079, -2
; Var(15) - StateDef 3655
; Var(16) - AirJump counter
; Var(17) - invisiblility trigger
; Var(20) - StateDef 3062
;
; Floats:
; fVar(2) - StateDef 2111, 3055
; fVar(3) - StateDef 3055
;
; Helpers:
; 0: superjump opponent position indicator
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Lose (on timeover)
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0
[State 170,0]
type = PlaySnd
trigger1 = !Time
value = 9,4
channel = 0
[State 170,1]
type = AssertSpecial
trigger1 = Time = [0,100]
flag = RoundNotOver
;---------------------------------------------------------------------------
; Draw game (on timeover)
[Statedef 175]
type = S
ctrl = 0
anim = 175
velset = 0,0
[State 170,0]
type = PlaySnd
trigger1 = !Time
value = 9,4
channel = 0
[State 175,1]
type = AssertSpecial
trigger1 = Time = [0,100]
flag = RoundNotOver
;---------------------------------------------------------------------------
; Lose/Draw (custom for clones/shadows)
[Statedef 179]
type = S
ctrl = 0
anim = 175
velset = 0,0
[State 179,1]
type = AssertSpecial
trigger1 = Time = [0,100]
flag = RoundNotOver
;---------------------------------------------------------------------------
; Winposes
[Statedef 180] ; winpose selector
type = S
ctrl = 0
velset = 0,0
; clone / shadow winpose is always 181
[State 180,Winpose decider]
type = ChangeState
trigger1 = IsHelper
value = 181
; custom win vs Darkseid
[State 180, WinVsDarkseid]
type = ChangeState
trigger1 = var(47) = 11 ; P2 = Darkseid
trigger2 = (var(50) = 11) || (var(51) = 11)
value = 981
; custom win vs GLs
[State 180, WinVsGLs]
type = ChangeState
trigger1 = var(47) = 5 ; P2 = any of the GLs
value = 982
[State 180,Winpose decider]
type = ChangeState
trigger1 = Time = 1
value = 181 + ((Random * 2) / 1000)
;-----------------------
; Winpose 1 - "What a waste of my time!"
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0
[State 180, 0]
type = PlaySnd
triggerall = !IsHelper
trigger1 = Time = 6
value = 6,0
channel = 0
[State 180, 1]
type = AssertSpecial
trigger1 = Time = [0,200]
flag = roundnotover
;-----------------------
; Winpose 2 - "Now *I'm* the guy with all the power!"
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0
[State 182, 0]
type = PlaySnd
trigger1 = Time = 6
value = 6,1
channel = 0
[State 182, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 82
ID = 82
pos = -38,-58
postype = p1
bindtime = 1
removetime = -1
sprpriority = 1
[State 182, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 83
ID = 83
pos = 4,-152
postype = p1
bindtime = 1
removetime = -1
sprpriority = 1
[State 180, 1]
type = AssertSpecial
trigger1 = Time = [0,200]
flag = roundnotover
;-----------------------
; Custom Winpose vs Darkseid
[Statedef 981]
type = S
ctrl = 0
anim = 981
velset = 0,0
[State 180, 0]
type = PlaySnd
trigger1 = Time = 6
value = 95,11
channel = 0
[State 180, 1]
type = AssertSpecial
trigger1 = Time = [0,240]
flag = roundnotover
;-----------------------
; Custom Winpose vs GLs
[Statedef 982]
type = S
ctrl = 0
anim = 182
velset = 0,0
[State 180, 0]
type = PlaySnd
trigger1 = Time = 6
value = 95,12
channel = 0
[State 180, 1]
type = AssertSpecial
trigger1 = Time = [0,320]
flag = roundnotover
;---------------------------------------------------------------------------
; Intros
[Statedef 190] ; intro selector
type = S
ctrl = 0
velset = 0,0
[State 190, vs Superman]
type = ChangeState
trigger1 = P2Name = "Superman"
value = 991
[State 190, vs Parasite]
type = ChangeState
trigger1 = P2Name = "Parasite"
value = 992
[State 190, food intro decider]
type = ChangeState
trigger1 = var(47) > 0 && random < 500
value = 192
[State 190, default intro]
type = ChangeState
trigger1 = var(47) = 0 || random >= 500
value = 191
;-----------------------
; Intro 1 - "You're barely an appetizer"
[Statedef 191]
type = S
ctrl = 0
anim = 191
[State 191, 1]
type = PlaySnd
trigger1 = Time = 25
value = 5,0
channel = 0
[State 191, 2]
type = AssertSpecial
trigger1 = Time = [0,70]
flag = intro
flag2 = nobardisplay
[State 191, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 191 && AnimTime = 0
value = 0
;-----------------------
; Intro 2 - "Oooh, yummy!" (food thought bubble)
[Statedef 192]
type = S
ctrl = 0
anim = 192
[State 192, 1]
type = PlaySnd
trigger1 = !Time
value = 5,1
channel = 0
[State 192, 2]
type = AssertSpecial
trigger1 = Time = [0,120]
flag = intro
flag2 = nobardisplay
[State 192, bubble explod]
type = Explod
trigger1 = !Time
anim = 92
ID = 92
;facing = -1
sprpriority = 0
ownpal = 1
[State 192, face explod]
type = Explod
trigger1 = Time = 8
anim = 800 + var(47)
ID = 992
pos = IfElse(facing=1,3,72), -171
bindtime = 94
removetime = 94
facing = facing
postype = p1
sprpriority = 1
ownpal = 1
[State 192, food explod]
type = Explod
trigger1 = Time = 8
anim = 992 + (Random/250)
ID = 992
pos = IfElse(facing=1,0,76), 0
bindtime = 94
removetime = 94
facing = facing
postype = p1
sprpriority = 1
ownpal = 1
[State 192, ChangeAnim]
type = ChangeAnim
trigger1 = !AnimTime
value = 0
;-----------------------
; Intro (vs. Superman) "Man of Steel? You ain't nothin'!"
[Statedef 991]
type = S
ctrl = 0
anim = 181
velset = 0,0
[State 991, 0]
type = PlaySnd
trigger1 = Time = 1
value = 90,1
channel = 0
[State 991, 1]
type = AssertSpecial
trigger1 = Time = [0,240]
flag = intro
flag2 = nobardisplay
;-----------------------
; Intro (vs. Parasite) "Heh."
[Statedef 992]
type = S
ctrl = 0
anim = 181
velset = 0,0
[State 992, 0]
type = PlaySnd
trigger1 = Time = 1
value = 9,4
channel = 0
[State 992, 1]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = intro
flag2 = nobardisplay
;---------------------------------------------------------------------------
; Taunt
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
[State 195, 1]
type = PlaySnd
trigger1 = Time = 0
value = 7,0
channel = 0
[State 195, 2]
type = AssertSpecial
trigger1 = Time = [0,100]
flag = NoAutoTurn
; reload power sets (debug feature)
[State 5900, powerReset]
type = VarSet
trigger1 = !Time
v = 50
value = var(50) + 1 ;((Random * 25) / 1000) + 1
[State 5900, powerReset]
type = VarSet
trigger1 = !Time
v = 51
value = var(51) + 1 ;((Random * 26) / 1000) + 51
[State 195, back to stance]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Stand Light Punch
[StateDef 210]
anim = 210
ctrl = 0
type = S
movetype = A
physics = S
velset = 0,0
poweradd = 20
[State 210, swoosh]
type = PlaySnd
trigger1 = Time = 0
value = 0,0
[State 210, grunt]
type = PlaySnd
trigger1 = Time = 1
value = 1,0
channel = 0
[State 210, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 20
guardflag = MA
pausetime = 8,8
hitsound = S2,0
guardsound = S3,0
sparkxy = 0,-50
sparkno = S9990
animtype = Light
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -3
guard.velocity = -2
air.velocity = -2,-3
[State 210, back to stance]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Stand Light Kick
[StateDef 220]
anim = 220
ctrl = 0
type = S
movetype = A
physics = S
velset = 0,0
poweradd = 5
[State 220, swoosh]
type = PlaySnd
trigger1 = Time = 2
value = 0,0
[State 220, grunt]
type = PlaySnd
trigger1 = Time = 0
value = 1,0
channel = 0
[State 220, HitDef]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage = 10
guardflag = MAFD
pausetime = 6,6
hitsound = S2,0
guardsound = S3,0
sparkxy = 0,-10
sparkno = S9990
animtype = Light
ground.type = Low
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -3
guard.velocity = -2
air.velocity = -2,-3
[State 220, back to stance]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Stand Medium Punch
[StateDef 230]
anim = 230
ctrl = 0
type = S
movetype = A
physics = S
velset = 0,0
poweradd = 45
[State 230, swoosh]
type = PlaySnd
trigger1 = Time = 0
value = 0,1
[State 230, grunt]
type = PlaySnd
trigger1 = Time = 1
value = 1,1
channel = 0
[State 230, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 45
guardflag = MA
pausetime = 9,9
hitsound = S2,1
guardsound = S3,0
sparkxy = 0,-75
sparkno = S9991
animtype = Medium
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -7
guard.velocity = -5
air.velocity = -3,-6
[State 230, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Stand Medium Kick
[StateDef 240]
anim = 240
ctrl = 0
type = S
movetype = A
physics = S
velset = 0,0
poweradd = 10
[State 240, swoosh]
type = PlaySnd
trigger1 = Time = 2
value = 0,1
[State 240, grunt]
type = PlaySnd
trigger1 = Time = 0
value = 1,1
channel = 0
[State 240, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 25
guardflag = MA
pausetime = 9,9
hitsound = S2,1
guardsound = S3,0
sparkxy = 0,-70
sparkno = S9991
animtype = Medium
ground.type = Low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -7
guard.velocity = -5
air.velocity = -3,-6
[State 240, back to stance]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Stand Hard Punch
[StateDef 250]
anim = 250
ctrl = 0
type = S
movetype = A
physics = S
velset = 0,0
poweradd = 65
[State 250, swoosh]
type = PlaySnd
trigger1 = Time = 2
value = 0,2
[State 250, grunt]
type = PlaySnd
trigger1 = Time = 0
value = 1,2
channel = 0
[State 250, HitDef]
type = HitDef
trigger1 = Time = 1
attr = S, NA
damage = 25
guardflag = MA
pausetime = 11,11
hitsound = S2,2
guardsound = S3,0
sparkxy = 0,-70
sparkno = S9992
animtype = Heavy
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -8
guard.velocity = -5
air.velocity = -4,8
[State 250, back to stance]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Stand Hard Kick
[StateDef 260]
anim = 260
ctrl = 0
type = S
movetype = A
physics = S
velset = 0,0
poweradd = 25
[State 260, swoosh]
type = PlaySnd
trigger1 = Time = 2
value = 0,2
[State 260, grunt]
type = PlaySnd
trigger1 = Time = 0
value = 1,2
channel = 0
[State 260, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 35
guardflag = MA
pausetime = 6,6
hitsound = S2,2
guardsound = S3,0
sparkxy = 0,-70
sparkno = S9992
animtype = Heavy
ground.type = High
ground.slidetime = 8
ground.hittime = 20
ground.velocity = -7
guard.velocity = -4
air.velocity = -4,-8
[State 260, back to stance]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing throw 1
[StateDef 300]
anim = 300
ctrl = 0
type = S
movetype = A
physics = S
velset = 0,0
poweradd = 50
[State 300, 0]
type = HitDef
trigger1 = Time = 0
attr = S, NT ;Attributes: Standing, Normal Throw
hitflag = M- ;Affect only ground people who are not being hit
guardflag = M
priority = 1, Miss ;Throw has low priority, must be miss or dodge type.
sparkno = -1 ;No spark
sprpriority = 1 ;Draw in front of p2
guard.dist = 0 ;This prevents p2 from going into a guard state if close
fall = 1 ;Force p2 into falling down
sprpriority = 1
p2facing = 1
p1stateno = 302
p2stateno = 303
[State 300, missed]
type = ChangeState
trigger1 = AnimTime = 0
value = 301
ctrl = 1
;-------------------------------------------
; Throw 1 (missed / blocked)
[StateDef 301]
anim = 301
ctrl = 0
type = S
movetype = I
physics = S
velset = 0,0
[State 301, back to stance]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------
; Throw 1 (successfully grabbed P2)
[StateDef 302]
anim = 302
ctrl = 0
type = S
movetype = A
physics = S
velset = 0,0
[State 302, snd0]
type = PlaySnd
trigger1 = Time = 0
persistent = 0
value = 3,1
[State 302, snd1]
type = PlaySnd
trigger1 = Time = 1
persistent = 0
value = 9,1
[State 302, lifeadd]
type = LifeAdd
trigger1 = Alive
value = 1
kill = 1
[State 302, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 100,-130
[State 302, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = -25,-140
[State 302, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = -65,-90
[State 302, targetdrop]
type = TargetDrop
trigger1 = AnimElemTime(3) = 1
[State 302, turn]
type = Turn
trigger1 = AnimTime = 0 ;-1
[State 302, back to stance]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------
; Throw 1 - drained & tossed (p2 custom hit state)
[StateDef 303]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0
sprpriority = 3
;Generated by Fighter Factory PalFX Editor
[State 303, PalFXWiz1]
type = PalFX
trigger1 = Time = 0
time = 22
add = 0,-200,0
mul = 256,256,256
sinadd = 40,80,40,10
invertall = 1
color = 0
[State 303, lifeadd]
type = LifeAdd
trigger1 = Alive
value = -1
kill = 1
[State 303, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 303
[State 303, screenbound] ; don't move the camera to follow P2
type = ScreenBound
trigger1 = Alive
movecamera = 0,0
[State 303, 2] ; tossed
type = ChangeState
trigger1 = AnimTime = 0
value = 304
;-------------------------------------------
; Throw 1 - Being dropped (p2 custom hit state)
[StateDef 304]
type = A
movetype = H
physics = A
ctrl = 0
velset = 5,12
[State 304, Turn]
type = Turn
trigger1 = Time = 0
[State 304, 2] ;dropped
type = SelfState
trigger1 = Time = 0
value = 5050
;---------------------------------------------------------------------------
; Crouch Light Punch
[StateDef 410]
anim = 410
ctrl = 0
type = C
movetype = A
physics = C
velset = 0,0
poweradd = 20
[State 410, swoosh]
type = PlaySnd
trigger1 = Time = 2
value = 0,0
[State 410, grunt]
type = PlaySnd
trigger1 = Time = 0
value = 1,0
channel = 0
[State 410, HitDef]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage = 20
guardflag = L
pausetime = 8,8
hitsound = S2,0
guardsound = S3,0
sparkxy = 0,-60
sparkno = S9990
animtype = Light
ground.type = Low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -3
guard.velocity = -2
air.velocity = -3,-6
[State 410, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
; Crouch Light Kick
[StateDef 420]
anim = 420
ctrl = 0
type = C
movetype = A
physics = C
velset = 0,0
poweradd = 5
[State 420, swoosh]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,0
[State 420, grunt]
type = PlaySnd
trigger1 = Time = 0
value = 1,0
channel = 0
[State 420, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 15
guardflag = L
pausetime = 8,8
hitsound = S2,0
guardsound = S3,0
sparkxy = 0,0
sparkno = S9990
animtype = Light
ground.type = Low
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -2
guard.velocity = -1
air.velocity = -2,-3
[State 420, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
; Crouch Medium Punch
[StateDef 430]
anim = 430
ctrl = 0
type = C
movetype = A
physics = C
velset = 0,0
poweradd = 45
[State 430, swoosh]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,1
[State 430, grunt]