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hypers.st
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; States file for Parasite -- Hypers
;
;-------------- 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(11) - StateDef 9000 (super armor)
; 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(45) - StateDef 4502 (Quick Snack)
; 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
;
;---------------------------------------------------------------------------
; States in this file:
;
; Stolen Hyper - Slot 1 (QCF + PP) - state 3000
; Stolen Hyper - Slot 2 (QCF + KK) - state 3001
; Quick Snack (QCB + PP/KK) - states 4500-4510
;
;----------------------------
; DC POWER SETS
;01 - Superman: SPEED FURY (3010-3015)
;02 - Batman: BAT PLAGUE (3020-3025)
;03 - Wonder Woman: Themyscira Great Rising (3030-3035)
;04 - Flash: speed force
;05 - GL: RING SLINGING (3050-3055)
;06 - Ice: ABSOLUTE ZERO (3060-3066)
;07 - Lobo: MAIN MEN (3070-3079)
;08 - Plastic Man: PLASTIC BALL (3080-3081)
;09 - Etrigan: wind from hell
;10 - Lex Luthor: FAILSAFE EMISSION (3100-3106)
;11 - Darkseid: omega sanction? (3110-
;12 - Superboy: SUPERIOR TK (3120-3127)
;13 - Sinestro: NEEDLE STORM (3130-3133)
;14 - Bizarro: FLAME BREATH (3140-3145)
;15 - Aquaman: whale/shark summon
;16 - Doomsday: asteroid smash
;17 - Poison Ivy: EXPLOSIVE GROWTH (3170-3175)
;18 - The Atom: subatomic adventure
;19 - Martian Manhunter: Fernus the Burning (3190-3195
;20 - Shazam/Cap.Marvel: Lightning Summon
;21 - Starfire: Koriand'r Special
;22 - Bane: bat breaker
;23 - Eradicator: PLASMA BEAM (3230-3235)
;24 - Vixen: elephant stampede
;25 - Mongul: Mongul's insanity
;26 - Red Lantern (Atrocitus): CHAINS OF RAGE (3260-3261)
;27 - Agent Orange (Larfleeze): Orange Corps
;28 - Indigo Lantern: ENFORCED EMPATHY (3280-3284)
;29 - Star Sapphire: Love Conquers All
;30 - Black Lantern: rise!
;31-50:(open)
;----------------------------
; MARVEL POWER SETS
;51 - Captain America: FINAL JUSTICE (3510-3511)
;52 - Savage Hulk: HULK SMASH (3520-3525)
;53 - Thor: Mystic Rainfall
;54 - Spider-Man: Maximum Spider (3540-
;55 - Iron Man: Nano Assault (3550-
;56 - Crystal: element storm
;57 - Sandman: SPIRAL SLASH (3570-3571)
;58 - Wolverine: weapon x
;59 - Carnage: INDIGO SLAUGHTER (3590)
;60 - Dr. Doom: Photon Array (3600-3601)
;61 - Ghost Rider: PENANCE STARE (3610)
;62 - Strong Guy: HYPER BLANKA ENVY (3620-3622)
;63 - Thanos: ROCK WALLS (3630-3636)
;64 - Deadpool: RESURRECTION (3640-3645)
;65 - Juggernaut: head crush? power up?
;66 - Mr. Fantastic: ???
;67 - Invisible Woman: BUBBLE SPRAY (3670)
;68 - The Thing: CLOBBERIN' TIME (3680-3681)
;69 - Human Torch: SUPERNOVA (3690-3699)
;70 - Silver Surfer: GALACTIC MIGHT (3700-3705)
;71 - Venom: death bite
;72 - Cyclops: MEGA OPTIC BLAST (3720-3725)
;73 - Elektra: NINJITSU (3730-3739)
;74 - Nightcrawler: teleport attack
;75 - Marrow: STINGER BONES (3750-3757)
;76 - Songbird: Shatter Scream
;77 - Omega Red: Spore Unlock (3770) -- was Death Aura (3770-3776)
;78 - Rhino: rampage
;79 - Iceman: Arctic Attack (3790)
;80 - Storm: Lightning Attack
;81 - Namor: Mariner Combo
;82-89: (open)
;90 - Daredevil:
;91 - Miss Marvel: prism blast
;92-98: (open)
;99 - Spiral: metamorphosis (autocombo w/ all chars)
;----------------------------
;---------------------------------------------------------------------------
; Stolen Hyper - Slot 1 (power set determiner)
[StateDef 3000]
type = S
physics = S
velset = 0,0
ctrl = 0
[State 3000, changeState]
type = ChangeState
trigger1 = !Time && AnimExist(3000 + (Var(50) * 10))
value = 3000 + (Var(50) * 10)
[State 3000, ChangeState]
type = ChangeState
trigger1 = Time = 2
value = 3002
;---------------------------------------------------------------------------
; Stolen Hyper - Slot 2 (power set determiner)
[StateDef 3001]
type = S
physics = S
velset = 0,0
ctrl = 0
[State 3001, changeState]
type = ChangeState
trigger1 = !Time && AnimExist(3000 + (Var(51) * 10))
value = 3000 + (Var(51) * 10)
[State 3001, ChangeState]
type = ChangeState
trigger1 = Time = 2
value = 3002
;---------------------------------------------------------------------------
; Stolen Hyper - missing power set
[StateDef 3002]
type = S
physics = S
anim = 2000
ctrl = 0
velset = 0,0
[State 3002, dust]
type = Explod
trigger1 = !Time
anim = 918
ID = 918
bindtime = 1
removetime = -2
sprpriority = 3
removeongethit = 1
[State 3002, PlaySnd]
type = PlaySnd
trigger1 = !Time
value = S9, IfElse(Random<500,4,5)
channel = 0
[State 3002, ChangeState]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Speed Fury (stolen from Superman)
[StateDef 3010]
type = S
movetype= A
physics = N
juggle = 9
velset = 0,0
ctrl = 0
anim = 3010
sprpriority = 2
[State 3010, Vox] ; let's see you handle this!
type = PlaySnd
trigger1 = !Time
value = S10,10
volume = 125
channel = 0
;-------------------
; superpause & DCvM hyper stuff
[State 3010, superpause]
type = SuperPause
trigger1 = AnimElem = 2
time = 90
sound = S10,1
pos = -25,-55
darken = 1
poweradd = -1000
[State 3010, superportrait]
type = Explod
trigger1 = AnimElem = 2
anim = 10000
ID = 10000
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermove = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1
[State 3010, superbg]
type = Explod
trigger1 = AnimElem = 2
anim = 10005
ID = 10005
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermove = 40
pausemovetime = 40
sprpriority = -2
ownpal = 1
[State 3010, hyperBG2]
type = Helper
trigger1 = AnimElem = 3
name = "Super BG"
ID = 8005
stateno = 8005
postype = back
facing = 1
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
ownpal = 1
; end DCvM stuff
;-------------------
[State 3010, Width]
type = Width
trigger1 = AnimElem = 3
edge = 30,10
player = 60,10
ignorehitpause = 1
persistent = 1
[State 3010, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1
persistent = 1
[State 3010, push through]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1
persistent = 1
[State 3010, AfterImage]
type = AfterImage
trigger1 = AnimElem = 3
time = 8
length = 12
palcontrast = 120,120,120
paladd = 10,10,10
palmul = .65,.65,.65
framegap = 2
trans = add
ignorehitpause = 1
persistent = 1
[State 3010, AfterImageTime]
type = AfterImageTime
trigger1 = time >= 0
time = 2
ignorehitpause = 1
persistent = 1
[State 3010, EnvColor]
type = EnvColor
trigger1 = movecontact
value = 255,255,255
time = 4
under = 0
ignorehitpause = 0
persistent = 0
[State 3010, 3]
type = velset
trigger1 = AnimElem = 3
x = 20
[State 3010, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 4
value = S9,231
channel = -1
ignorehitpause = 1
persistent = 0
[State 3010, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 6
value = S9,232
channel = -1
ignorehitpause = 1
persistent = 0
[State 3010, HitDef]
type = HitDef
trigger1 = !movecontact
attr = A,HA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF ;HLAFD+-
guardflag = MA ;HLA
getpower = 0,0
givepower = 50,8
animtype = Hard ;light,medium,hard,back,up,diagup
air.animtype = Hard
fall.animtype = Diagup
priority = 7,Hit ;Hit,Miss,Dodge
damage = 25+ceil(random/50),0
pauseTime = 0,40
guard.pause = 2,2
sparkno = 2
guard.sparkno = 41
sparkxy = 0,-65
hitsound = F5,1
guardsound = F6,0
ground.type = High
air.type = Low
ground.slidetime = 25
ground.hittime = 25
air.hittime = 25
air.slidetime = 25
ground.velocity = 0,0
air.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
sprpriority = 1
p2facing = 1
kill= 0
[State 3010, ChangeState]
type = ChangeState
triggerall = frontedgedist <= -75
trigger1 = time >= 20
trigger2 = frontedgedist <= -250
value = 3011
ctrl = 0
ignorehitpause = 1
persistent = 0
; Speed Fury - push P2 to the wall
[StateDef 3011]
anim = 3011
ctrl = 0
type = A
movetype = A
physics = N
juggle = 7
[State 3011, Width]
type = Width
trigger1 = 1
edge = 30,10
player = 60,10
ignorehitpause = 1
persistent = 1
[State 3011, EnvColor]
type = EnvColor
trigger1 = movecontact
value = 255,255,255
time = 4
under = 0
ignorehitpause = 0
persistent = 0
[State 3011, push back]
type = PlayerPush
trigger1 = 1
value = 1
ignorehitpause = 1
persistent = 1
[State 3011, PosAdd]
type = PosAdd
trigger1 = !time
x = -350
ignorehitpause = 1
persistent = 0
[State 3011, AfterImage]
type = AfterImage
trigger1 = !Time
time = 8
length = 12
palcontrast = 120,120,120
paladd = 10,10,10
palmul = .65,.65,.65
framegap = 2
trans = add
ignorehitpause = 1
persistent = 1
[State 3011, AfterImageTime]
type = AfterImageTime
trigger1 = time >= 0
time = 2
ignorehitpause = 1
persistent = 1
[State 3011, VelSet]
type = VelSet
trigger1 = 1
x = 20
ignorehitpause = 1
persistent = 1
[State 0, HitDef]
type = HitDef
trigger1 = !movecontact
attr = A,HA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF ;HLAFD+-
guardflag = MA ;HLA
getpower = 0,0
givepower = 50,8
animtype = Hard ;light,medium,hard,back,up,diagup
air.animtype = Hard
fall.animtype = Diagup
priority = 7,Hit ;Hit,Miss,Dodge
damage = 80+ceil(random/50),0
pausetime = 4,20
guard.pause = 2,2
sparkno = 2
guard.sparkno = 41
sparkxy = 0,-65
hitsound = F5,1
guardsound = F6,0
ground.type = High
air.type = Low
ground.slidetime = 25
ground.hittime = 25
air.hittime = 25
air.slidetime = 25
ground.velocity = 0,0
air.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
sprpriority = 1
kill= 0
[State 0, TargetBind]
type = TargetBind
trigger1 = movecontact
time = 10
pos = 70,-10
ignorehitpause = 1
persistent = 1
[State 3011, ChangeState]
type = ChangeState
triggerall = movehit
trigger1 = time >= 20
trigger2 = target,backedgedist <= 15
value = 3012
ctrl = 0
ignorehitpause = 1
persistent = 0
[State 3011, ChangeState]
type = ChangeState
trigger1 = time >= 25
value = 50
ctrl = 0
ignorehitpause = 1
persistent = 0
; Speed Fury - autocombo
[Statedef 3012]
type = S
movetype= A
physics = S
anim = 3012
velset = 0,0
[State 3012, TargetBind]
type = TargetBind
trigger1 = !time
time = 10
pos = 70,-10
ignorehitpause = 1
persistent = 1
[State 3012, PosSet]
type = PosSet
trigger1 = !time
y = 0
ignorehitpause = 1
persistent = 0
[State 3012, AfterImageTime]
type = AfterImageTime
trigger1 = time >= 0
time = 2
ignorehitpause = 1
persistent = 1
[State 3012, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 2
trigger2 = Animelem = 4
trigger3 = Animelem = 7
trigger4 = Animelem = 9
trigger5 = Animelem = 13
trigger6 = Animelem = 18
trigger7 = Animelem = 22
trigger8 = Animelem = 27
trigger9 = Animelem = 32
trigger10 = Animelem = 36
value = S10,11
volume = 0
channel = -1
ignorehitpause = 1
persistent = 1
[State 3012, Explod]
type = Explod
trigger1 = Animelem = 2
trigger2 = Animelem = 4
trigger3 = Animelem = 7
trigger4 = Animelem = 9
trigger5 = Animelem = 13
trigger6 = Animelem = 18
trigger7 = Animelem = 22
trigger8 = Animelem = 27
trigger9 = Animelem = 32
trigger10 = Animelem = 36
anim = 3014
ID = 3014
pos = -100,-10
postype = p1
bindtime = 1
vel = 10,0
supermovetime = 99999
pausemovetime = 99999
sprpriority = 10
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 1
[State 0, HitDef]
type = HitDef
trigger1 = Animelem = 18
trigger2 = Animelem = 27
attr = S,HA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF ;HLAFD+-
guardflag = MA ;HLA
getpower = 0,0
givepower = 50,8
animtype = Hard ;light,medium,hard,back,up,diagup
air.animtype = Hard
fall.animtype = Diagup
priority = 7,Hit ;Hit,Miss,Dodge
damage = 10+ceil(random/50),0
pausetime = 2,20
guard.pause = 2,2
sparkno = 2
guard.sparkno = 41
sparkxy = 0,-75
hitsound = F5,0
guardsound = F6,0
ground.type = High
air.type = High
ground.slidetime = 65
ground.hittime = 65
air.hittime = 65
air.slidetime = 65
ground.velocity = 0.5,-9
air.velocity = 0.5,-9
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
snap = 70,0
sprpriority = 1
kill= 0
[State 0, HitDef]
type = HitDef
trigger1 = Animelem = 2
trigger2 = Animelem = 4
trigger3 = Animelem = 9
trigger4 = Animelem = 36
attr = S,HA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF ;HLAFD+-
guardflag = MA ;HLA
getpower = 0,0
givepower = 12,12
animtype = Medium ;light,medium,hard,back,up,diagup
air.animtype = Medium
fall.animtype = Diagup
priority = 7,Hit ;Hit,Miss,Dodge
damage = 12+ceil(random/50),0
pausetime = 2,20
guard.pause = 2,2
sparkno = 2
guard.sparkno = 41
sparkxy = 0,-75
hitsound = F5,1
guardsound = F6,0
ground.type = High
air.type = High
ground.slidetime = 65
ground.hittime = 65
air.hittime = 65
air.slidetime = 65
ground.velocity = 0.5,-9
air.velocity = 0.5,-9
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
snap = 80,0
sprpriority = 1
kill= 0
[State 0, HitDef]
type = HitDef
trigger1 = Animelem = 7
trigger2 = Animelem = 13
trigger3 = Animelem = 22
trigger4 = Animelem = 32
attr = S,HA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF ;HLAFD+-
guardflag = MA ;HLA
getpower = 0,0
givepower = 12,8
animtype = Hard ;light,medium,hard,back,up,diagup
air.animtype = Hard
fall.animtype = Diagup
priority = 7,Hit ;Hit,Miss,Dodge
damage = 13+ceil(random/50),0
pausetime = 2,35;+(ceil(fvar(30))*5)
guard.pause = 2,2
sparkno = 2
guard.sparkno = 41
sparkxy = 0,-50
hitsound = F5,0
guardsound = F6,0
ground.type = Low
air.type = Low
ground.slidetime = 65
ground.hittime = 65
air.hittime = 65
air.slidetime = 65
ground.velocity = 0.5,-6
air.velocity = 0.5,-6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = 0.20
snap = 60,0
sprpriority = 1
kill= 0
[State 3012, ChangeState]
type = ChangeState
triggerall = !animtime
trigger1 = time >= 100
;trigger2 = command != "holdx" && command !="holdy" && command !="holdz"
value = 3013
ctrl = 0
ignorehitpause = 1
persistent = 0
; Speed Fury - launching finisher
[StateDef 3013]
anim = 3013
ctrl = 0
type = S
movetype = A
physics = S
[State 3013, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1
persistent = 1
[State 2020, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 0.5
y = -15
[State 2020, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 1
statetype = A
movetype = A
physics = A
[State 2020, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = S,HA
hitflag = MAFD
guardflag = MA
animtype = Heavy
priority = 7,Hit
damage = 70,15
pausetime = 9,9
sparkno = S9992
sparkxy = 15,-90
hitsound = S2,2
guardsound = S3,0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -2 - (1.5 * Var(2)), -11 - (2.5 * Var(2))
guard.velocity = -6 - (1.5 * Var(2))
airguard.velocity = -5,-1
air.type = Low
air.velocity = -5,-10
down.bounce = 1
down.velocity = -4,-4
fall = 1
fall.recover = 0
[State 2020, fall back to ground]
type = ChangeState
trigger1 = Pos Y < -240
value = 3015
ctrl = 0
; Speed Fury - aftermath
[Statedef 3015]
type = A
movetype= I
physics = A
juggle = 7
anim = 48
velset = 0,0
ctrl = 0
[State 3015, ScreenBound]
type = ScreenBound
trigger1 = pos y <= 0
value = 1
movecamera = 0,0
ignorehitpause = 1
persistent = 1
[State 3015, PlayerPush]
type = PlayerPush
trigger1 = win
value = 0
[State 3015, PosSet]
type = PosSet
trigger1 = win
x = enemynear,pos x
ignorehitpause = 1
persistent = 0
[State 3015, PosAdd]
type = PosAdd
trigger1 = !time
y = -300
ignorehitpause = 1
persistent = 0
[State 3015, PosAdd]
type = PosAdd
triggerall = !win
trigger1 = !Time
x = -350
ignorehitpause = 1
persistent = 0
[State 3015, VelSet]
type = VelSet
trigger1 = time >= 0
x = 0
y = 8
ignorehitpause = 1
persistent = 1
;---------------------------------------------------------------------------
; Bat Plague (stolen from Batman)
[StateDef 3020]
type = S
movetype = A
physics = S
anim = 3020
ctrl = 0
velset = 0,0
;-------------------
; DCvM hyper effects - dust, superpause, noBars, portrait/BG
[State 3020, dust]
type = Explod
trigger1 = !Time
anim = 918
supermove = 1
ontop = 1
removeongethit = 1
[State 3020, noBars]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
ignorehitpause = 1
[State 3020, superpause]
type = SuperPause
trigger1 = AnimElem = 3
time = 40
sound = S10,1
pos = 25,-25
darken = 1
poweradd = -1000
[State 3020, superportrait]
type = Explod
trigger1 = AnimElem = 3
anim = 10000
ID = 10000
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermovetime = 40
pausemovetime = 40
sprpriority = 3
ownpal = 1
[State 3020, portraitBG]
type = Explod
trigger1 = AnimElem = 3
anim = 10005
ID = 10005
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermove = 40
pausemovetime = 40
sprpriority = -2
ownpal = 1
[State 3020, superBG]
type = Helper
trigger1 = AnimElem = 3
name = "Super BG"
ID = 8005
stateno = 8005
postype = back
facing = 1
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
ownpal = 1
; end DCvM stuff
;-------------------
[State 3020, Helper]
type = Helper
trigger1 = AnimElemTime(3) % 3 = 1 && NumHelper(3025) < 30
name = "bat"
ID = 3025
stateno = 3025
pos = -(Random/50), -(Random/4)
postype = back
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove
size.xscale = 0.75
size.yscale = 0.75
[State 3020, Helper]
type = Helper
trigger1 = AnimElemTime(3) %4 = 1 && NumHelper(3025) < 30
name = "bat"
ID = 3025
stateno = 3025
pos = -(Random/50), -(Random/4)
postype = back
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove
size.xscale = 0.85
size.yscale = 0.85
[State 3020, Helper]
type = Helper
trigger1 = AnimElemTime(3) %3 = 2 && NumHelper(3025) < 30
name = "bat"
ID = 3025
stateno = 3025
pos = -(Random/50), -(Random/9)
postype = back
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove
size.xscale = 0.5
size.yscale = 0.5
[State 3020, ChangeState]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
; Bat plague - bat helper state
[StateDef 3025]
type = A
movetype = A
physics = N
anim = 3025
ctrl = 0
velset = 6,0
[State 3025, VelAdd]
type = VelAdd
trigger1 = Time % 5 = 0
y = -(Random / 500)
[State 3025, VelAdd]
type = VelAdd
trigger1 = Time % 11 = 0
x = (Random / 300)
y = (Random / 500)
[State 3025, PlaySnd]
type = PlaySnd
trigger1 = !Time
value = S10,21
pan = 1
[State 3025, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = A,HP
hitflag = MAF
guardflag = MA
;getpower = 0,0
;givepower = 0,0
animtype = back
priority = 3,Hit ;Hit,Miss,Dodge
damage = 3,1
pausetime = 6,6
;sparkno = 0