[Statedef -2]
;#ADD004BASC PIEs#
;============================================================================
;======================================
;--------------------------------------
; blocking/JD system helper set
[State -2,1]
type = Helper
triggerall = !IsHelper
triggerall = NumHelper(90900)
triggerall = Helper(90900),var(22) = [2,3]
triggerall = !NumHelper(99997) && !NumHelper(99998)
triggerall = Ctrl || StateNo = 40 || StateNo = 52 || StateNo = 100
triggerall = StateNo != 195500
trigger1 = Helper(90900),var(22) = 2 && Command = "holdfwd"
trigger2 = Helper(90900),var(22) = 3 && Command = "holdback"
ID = 99997 + (Helper(90900),var(22) = 3)
Stateno = 99997
IgnoreHitPause = 1
;--------------------------------------
; blocking/JD succeed!
[State -2,1]
type = ChangeState
triggerall = !IsHelper
triggerall = NumHelper(90900)
triggerall = Helper(90900),var(22) = [2,3]
triggerall = NumHelper(99997) || NumHelper(99998)
triggerall = Ctrl || StateNo = 40 || StateNo = 52 || StateNo = 100
triggerall = StateNo != 195500
trigger1 = NumHelper(99997)
trigger1 = Helper(99997),StateNo = 99996
trigger2 = NumHelper(99998)
trigger2 = Helper(99998),StateNo = 99996
value = 195500 ;; << �ɹ������r�Υ��Ʃ`��(�ϕ��)
IgnoreHitPause = 1
;--------------------------------------
;============================================================================
[State -2, Spray Anim P1];����ˮ��
type = Explod
triggerall = StageVar(info.author) = "water"
triggerall = pos Y = 0
trigger1 = time >= 0 && timemod = 16,0
persistent = 0
ID = 20
anim = F20
postype = p1
pos = 0,-5
ownpal = 1
ontop = 1
bindtime = ifelse(pos Y != 0,0,-1)
removetime = 16
pausemovetime = 999999
supermovetime = 999999
[State -2, 1];����ˮ���Ƴ�
type = removeexplod
trigger1 = pos Y != 0
ID = 20
[State -3, ���ˮ��]
type = Explod
triggerall = StageVar(info.author) = "water"
triggerall = Time = 1
trigger1 = StateNo=5201||StateNo=901||StateNo=1023||StateNo=1201||StateNo=1211||
StateNo=1301||StateNo=1401||StateNo=3111||StateNo=3302||StateNo=3311
ID = 22
anim = F22
postype = p1
pos = 10,0
ownpal = 1
ontop = 1
bindtime = 1
removetime = -2
pausemovetime = 999999
supermovetime = 999999
[State -3 , �����Ч]
type = PlaySnd
triggerall = Time = 1
trigger1 = StateNo=5201||StateNo=901||StateNo=1023||StateNo=1201||StateNo=1211||
StateNo=1301||StateNo=1401||StateNo=3111||StateNo=3302||StateNo=3311
value = F47,(0+(StageVar(info.author) = "water"))
[State 100, 4]
type = StopSnd
trigger1 = stateno != 2910
trigger2 = movetype = H
channel = 11
;-------------------
;Configuration
;-------------------
;Set below values to 1 or 0 to enable/disable.
[State 0, VarSet]
type = Null
trigger1 = (var(50) := 0) ;Skillbar (Infinite Dream Cancels and Super Cancels if
disabled)
persistent = 1
;----------------------------------------------------------
;DO NOT CHANGE ANYTHING BELOW
;----------------------------------------------------------
;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
;VS Terry
[State 0, VarSet]
type = VarSet
trigger1 = (P2Name = "Terry Bogard" || P4Name = "Terry Bogard")
trigger2 = enemy,name = "Terry Bogard"
v = 20
value = 1
;Damage Dampener
;Hitout
[State 0, VarSet]
type = VarSet
trigger1 = movetype = H
v = 21
value = 0
;Decreaser
[State 0, VarAdd]
type = VarAdd
trigger1 = var(21) > 0
v = 21
value = -1
ignorehitpause = 1
;Hitout
[State 0, VarSet]
type = VarSet
trigger1 = movetype = H
v = 23
value = 0
;Decreaser
[State 0, VarAdd]
type = VarAdd
trigger1 = var(23) > 0
v = 23
value = -1
ignorehitpause = 1
;Jump Basic -> Crouching Hard Kick Juggle Corrector
[State 0, VarAdd]
type = VarAdd
trigger1 = var(18) > 0
v = 18
value = -5
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = stateno = [600,650]
v = 18
value = 50
ignorehitpause = 1
;K.O Voice, thanks to Anjel
[State -2, Helper]
type = Helper
trigger1 = !alive && numhelper(16600) = 0
helpertype = normal
name = "I died"
ID = 16600
stateno = 16600
pos = 9999,9999
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999
ignorehitpause = 1
persistent = 0
[State 0, VarSet]
type = VarSet
trigger1 = stateno = [0,995]
v = 11
value = 0
ignorehitpause = 1
[State 0, VarSet]
type = Varset
triggerall = movehit
trigger1 = stateno = [1300,1310]
trigger2 = stateno = 3400
trigger3 = stateno = 3500
trigger4 = stateno = 2800
v = 11
value = 1
ignorehitpause = 1
[State 0, VarAdd]
type = VarAdd
trigger1 = var(12) > 0
v = 12
value = -5
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = var(12) = 0
trigger1 = var(11) = 1
v = 12
value = 50
ignorehitpause = 1
[State 0, Explod]
type = Explod
triggerall = random <= 500
triggerall = numexplod(11500) < 1
triggerall = var(11) = 1 && var(12) > 0
trigger1 = p2movetype = H
anim = 11500
ID = 11500
pos = -5,-70
postype = p2
facing = 1
vfacing = 1
bindtime = 1
random = 50,90
removetime = 24
sprpriority = 4
ontop = 1
ownpal = 1
removeongethit = 0
ignorehitpause = 1
[State 0, Explod]
type = Explod
triggerall = random <= 500
triggerall = numexplod(11000) < 1
triggerall = var(11) = 1 && var(12) > 0
trigger1 = p2movetype = H
anim = 11000
ID = 11000
pos = -5,-70
postype = p2
facing = 1
vfacing = 1
bindtime = 1
random = 50,90
removetime = 26
sprpriority = 4
ontop = 1
ownpal = 1
removeongethit = 0
ignorehitpause = 1
[State -2, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "Limiter = %d,Vel X = %f,Vel Y = %f"
params = var(12),Vel X,Vel Y
;Liedown state fix by Caddie
[State -2, hitby]
type = hitby
trigger1 = life > 0
trigger1 = stateno = 5100 || stateno = 5110 || stateno = 5120
trigger1 = anim != 5120
value = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT
time = 1
;Skillbar System and Counter System taken with permission from L
;================================================================================
; ------- Skillbar System by Vans --------
;===============================================================================
[State -2, Add Meter]
type = VarAdd
triggerall = !var(33)
triggerall = fvar(5) < 1000
trigger1 = roundstate != [0,1]
trigger1 = roundstate != [3,4]
trigger1 = !(Ctrl = 0 && Anim = 0 && MoveType != H)
fvar(5) = 1.3736263736263736263736263736264
ignorehitpause = 1
[State -2, Add Meter]
type = VarAdd
triggerall = !var(33)
triggerall = fvar(5) = [1000,2000)
trigger1 = roundstate != [0,1]
trigger1 = roundstate != [3,4]
trigger1 = !(Ctrl = 0 && Anim = 0 && MoveType != H)
fvar(5) = 0.68681318681318681318681318681319
ignorehitpause = 1
;================================================================================
; ------- COUNTER HIT (Based on Sander's Method) --------
;===============================================================================
[State -2, VarSet];Checks if opponent is in attack state
type = VarSet
triggerall = numenemy
trigger1 = enemy, movetype = a
var(56) = 1
ignorehitpause = 1
[State -2, VarSet];This resets the condition if counter not succesful and succesful
type = VarSet
triggerall = numenemy
trigger1 = enemy, movetype = i || var(57) >= 1 ;Enemy is Idle | Counter was
Succesful
trigger2 = var(57) > 10 && enemy, movetype = h ;10 ticks passed & enemy is on
gethit state
var(56) = 0
ignorehitpause = 1
[State -2, VarSet];Counter Hit Succesful
type = VarSet
trigger1 = var(56) = 1 && movehit ;Counter Check Ok, Move Hit Succesfully.
trigger2 = var(56) = 1 && projhit = 1 ;Counter Check Ok, Projectile Hit
Succesfully.
var(57) = 1
ignorehitpause = 1
[State -2, VarAdd];Counter Hit Timer
type = VarAdd
trigger1 = var(57) >= 1 ;Counter was succesful
var(57) = 1
ignorehitpause = 1
[State -2, VarSet];Counter Hit Reset
type = VarSet
trigger1 = var(57) >= 22 && movehit ;Reset if 22 ticks passed and move hit
trigger2 = p2movetype != h ;Reset if P2 is no longer in gethit state
trigger3 = movetype = h ;Reset if P1 is getting hit
trigger4 = var(57) >= 22 && projhit = 1 ;Reset if 22 ticks passed and projectile
hit
var(57) = 0
ignorehitpause = 1
[State -2, AssertSpecial];This will award free juggles for Counter Hit.
type = AssertSpecial
trigger1 = var(57) > 0
flag = nojugglecheck
[State -2, EnvColor];This will produce a flash a la KOF2K2
type = EnvColor
triggerall = numenemy
triggerall = stateno != [850,950] ;Does not activate during throws.
triggerall = stateno != [3000,4000] ;Don't activate during Hyper Moves
triggerall = stateno != 995
triggerall = enemy, movetype = h ;Enemy was indeed HIT, otherwise this'd be
retarded.
trigger1 = var(56) = 1 && movehit ;Move hit, Ok
trigger2 = var(56) = 1 && projhit = 1 ;Projectile hit, Ok
value = 255,255,255
time = 1
under = 1
ignorehitpause = 1
persistent = 0
[State -2, Explod];Counter Explod for P1 Side.
type = null ;Explod
triggerall = numenemy
triggerall = var(56) = 1 && numexplod(57) = 0 && teamside = 1 ;Counter Ok, Explod
has not played, P1 Side
triggerall = enemy, movetype = h ;Enemy was indeed HIT, otherwise this'd be
retarded.
triggerall = stateno != [850,950] ;Does not activate during throws.
trigger1 = movehit ;Move hits
trigger2 = projhit = 1 ;Projectile Hits
anim = 13000
pos = 160,234
postype = left ;p2,front,back,left,right
removetime = -2
supermove = 1
scale = 0.5,0.5
sprpriority = 0
id = 57
bindtime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = -1
[State -2, Explod];Counter Explod for P2 Side.
type = null ;Explod
triggerall = numenemy
triggerall = var(56) = 1 && numexplod(57) = 0 && teamside = 2 ;Counter Ok, Explod
has not played, P2 Side
triggerall = enemy, movetype = h ;Enemy was indeed HIT, otherwise this'd be
retarded.
triggerall = stateno != [850,950] ;Does not activate during throws.
trigger1 = movehit ;Move hits
trigger2 = projhit = 1 ;Projectile Hits
anim = 13001
pos = 160,234
postype = left ;p2,front,back,left,right
removetime = -2
supermove = 1
scale = 0.5,0.5
sprpriority = 0
id = 57
bindtime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = -1
;===============================================================================
;Normal Mode
[State -2, VarSet]
type = VarSet
triggerall = P1Name != "Kusanagi"
trigger1 = palno = 1
trigger2 = palno = 2
trigger3 = palno = 3
trigger4 = palno = 4
trigger5 = palno = 5
trigger6 = palno = 6
v = 5
value = 1
;95 Mode
[State -2, VarSet]
type = VarSet
trigger1 = palno = 7
trigger2 = palno = 8
trigger3 = palno = 9
trigger4 = palno = 10
trigger5 = palno = 11
trigger6 = palno = 12
trigger7 = P1Name = "Kusanagi"
v = 5
value = 2
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noairguard
[State 50, reset]
type = VarSet
trigger1 = stateno != [40,50]
var(2) = 0
;Cheese Kill
[State -2, Cheese Kill]
type = ChangeState
trigger1 = !alive
trigger1 = prevstateno = 130 || prevstateno = 131 || prevstateno = [150,153]
trigger1 = Stateno = [5000,5050]
value = 5400
[State -2, Cheese Kill]
type = VarSet
triggerall = stateno = [120,155]
trigger1 = StateType = S
ignorehitpause = 1
fvar(2) = 0
;Throw Limiter
[State -2, VarSet]
type = VarSet
trigger1 = HitDefAttr = SCA, NA, AP && MoveContact
var(16) = 15
ignorehitpause = 1
[State -2, VarAdd]
type = VarAdd
trigger1 = var(16) >= 1
var(16) = -1
ignorehitpause = 1
[State -2, VarSet]
type = VarSet
trigger1 = MoveGuarded
var(17) = 15
ignorehitpause = 1
[State -2, VarAdd]
type = VarAdd
trigger1 = var(17) >= 1
var(17) = -1
ignorehitpause = 1
;Power Charge StopSnd
[State -3, StopSnd]
type = StopSnd
trigger1 = stateno != 771
channel = 7
[State -3, StopSnd]
type = StopSnd
trigger1 = stateno != 771
channel = 9
;Run StopSnd
[State -3, StopSnd]
type = StopSnd
trigger1 = stateno != 100
channel = 10
;================================================================================
; ------- KOF Cornerpush System by Vans --------
;===============================================================================
[State -2, Superpause Check]
type = VarAdd
trigger1 = Var(24)
var(24) = -1
[State -2, Reset Time counter]
type = VarSet
trigger1 = movecontact = 1
var(25) = 0
[State -2, Accel]
type = VarSet
triggerall = roundstate = 2
triggerall = Var(24) <= 0
triggerall = numtarget >= 1
trigger1 = target, hitshakeover
fvar(6) = (target, gethitvar(xvel)*exp((-0.1886)*((var(25)))))
[State -2, Push]
type = PosAdd
triggerall = roundstate = 2
triggerall = !var(24)
triggerall = numtarget >= 1
triggerall = (target, BackEdgeBodyDist <= 0) || (target, FrontEdgeBodyDist <= 0)
triggerall = ProjContact = 0, < 50
triggerall = stateno != [900,959]
;triggerall = !numtarget(1400)
triggerall = enemynear,statetype != A
trigger1 = Statetype != A
x = ifelse(facing = -1 && target, BackEdgeBodyDist <= 0,fvar(6),-fvar(6))
[State -2, Increase]
type = VarSet
triggerall = numtarget >= 1
triggerall = target, hitshakeover
trigger1 = Var(24) <= 0
trigger1 = var(25)
var(25) = var(25)+1
[State -2, Time counter]
type = VarSet
trigger1 = !var(25)
trigger1 = fvar(6)
var(25) = 1
[State -2, Freeze Pos During Superpause]
type = PosFreeze
trigger1 = Var(24)
value = 1
[State -2, Drop]
type = VarSet
triggerall = fvar(6)
trigger1 = !numtarget
trigger2 = projcontact = 1
trigger3 = movecontact = 1
fvar(6) = 0
ignorehitpause = 1
[State -2, 4];��Ծϵͳ���
type = varadd
trigger1 = 1
v = 35
value = -1
;---------------------------------------------------------------------------
;===========================================================================
[Statedef -3]
;===========================================================================
;---------------------------------------------------------------------------
[State -3, 2];��Ծϵͳ���(��ͨ��)
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 40
trigger1 = var(35) <= 0
value = F40, 0
channel = 13
[State -3, 2];��Ծϵͳ�������أ/С��
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 40
trigger1 = var(35) > 1
value = F40, 1
channel = 13
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; AH����Ĵ���ϵͳ
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State -3, 5]
type = varset
trigger1 = stateno = 10
trigger1 = time = 0
trigger2 = stateno = 100
v = 35
value = 20
[State -3, 5]
type = varset
trigger1 = stateno = 52
trigger1 = time = 0
v = 35
value = 0
[State -3, 5]
type = varset
trigger1 = stateno = 40
trigger1 = command != "holdup"
v = 36
value = 1
[State -3, 5]
type = varset
trigger1 = stateno = 40
trigger1 = command = "holdup"
v = 36
value = 0
[State -3, 5]
type = VelAdd
trigger1 = stateno = 50
trigger1 = anim = 41
trigger1 = time = 1
trigger1 = var(35) >= 1
y = -0.6
[State -3, 5]
type = velset
trigger1 = stateno = 50
trigger1 = anim = 42
trigger1 = time = 1
trigger1 = var(35) >= 1
x = 4.8
;y = -9
[State -3, 5]
type = velset
trigger1 = stateno = 50
trigger1 = anim = 43
trigger1 = time = 1
trigger1 = var(35) >= 1
x = -4.8
;y = -9
[State -3, 5]
type = veladd
trigger1 = stateno = 50
trigger1 = time = 1
trigger1 = var(36) = 1
y = 3
[State -3, 5]
type = AfterImage
trigger1 = stateno = 50
trigger1 = time = 1
trigger1 = var(35) >= 1
time = 10
trans = add1
timegap = 1
framegap = 2
length = 8
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1
;--------------------------------------------
[State -3, Corner];ZOMG STOLEN FROM IRON (AND COPIED FROM VANS)
type = Velset
trigger1 = FrontEdgeDist < 10 && vel x > 0.1
x = 0.1
;Get Hit Sound
[State -3, PlaySnd]
type = PlaySnd
triggerall = time = 1
triggerall = alive
trigger1 = random < 500
trigger1 = StateNo = 5000 || StateNo = 5010 || StateNo = 5020
value = 5001,0+(random%3)
channel = 5
[State -3, PlaySnd]
type = PlaySnd
triggerall = time = 1
triggerall = alive
trigger1 = StateNo = 5070
value = 5000,0+(random%3)
channel = 5
;Stop sounds when hit
[State -3, StopSnd]
type = StopSnd
trigger1 = StateNo = 5000 || StateNo = 5010 || StateNo = 5020
trigger2 = StateNo = 5001 || StateNo = 5011 || StateNo = 5021
trigger3 = StateNo = 5002 || StateNo = 5012 || StateNo = 5022
trigger4 = StateNo = 5070 || StateNo = 5100
trigger5 = StateNo = [150,159]
channel = 0
;Intro,Winpose and Taunt StopSnd
[State -3, StopSnd]
type = StopSnd
trigger1 = stateno != [180,196]
channel = 8
;This controller plays a sound everytime KFM lands from a jump, or
;from his back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
value = 1,3
;Thanks to [E]
[State -2, Width]
type = Width
trigger1 = movetype != H
trigger1 = 1
edge = 24,0
;--------------------------------------------------------------
;��Ч���뿪 ʼ
;--------------------------------------------------------------
[State -2]
type = Helper
triggerall = !NumHelper(23680)
trigger1 = StageVar(info.author) = "light"
pos = 0,0
stateno = 23680
id = 23680
ownpal = 1
persistent = 0
ignorehitpause = 1
postype = p1
[State -2]
type = Helper
triggerall = !NumHelper(23681)
trigger1 = StageVar(info.author) = "light"
pos = 134,0
stateno = 23681
id = 23681
ownpal = 1
persistent = 0
ignorehitpause = 1
postype = left
[State -2]
type = Helper
triggerall = !NumHelper(23682)
trigger1 = StageVar(info.author) = "light"
pos = -134,0
stateno = 23682
id = 23682
ownpal = 1
persistent = 0
ignorehitpause = 1
postype = right
;--------------------------------------------------------------
;��Ч��ʼλ��
;--------------------------------------------------------------
[Statedef 23680]
type = S
movetype= H
physics = N
velset = 0,0
sprpriority = -10
[State 3680, 4]
type = changeanim
trigger1 = time%2 = 0
value = 99999
[State 3680, 4]
type = ChangeAnim
triggerall = time%2 = 1
trigger1 = ((root,anim = [0,99999]) && root,movetype != H)
trigger2 = (root,anim = [5000,9999])
value = root,anim
elem = root,animelemno(0)
ignorehitpause = 1
persistent = 1
[State 3680, 0]
type = PalFX
trigger1 = time = 0
time = -1
add = 224,88,0
sinadd = 48,50,32,16
;add = 248,232,192
[State 3680,0]
type = NotHitBy
trigger1 = 1
value = SCA
[State 3680, 4]
type=BindToParent
trigger1 = 1
time = -1
facing = 1
pos = (1+ifelse(Parent,fvar(36) = 1,-1,0)+ifelse(Parent,fvar(36) = 2,-
2,0))*ifelse(Facing = -1,-1,1),0
;--------------------------------------------------------------
;����
;--------------------------------------------------------------
[Statedef 23681]
type = S
movetype= H
physics = N
velset = 0,0
anim = 99999
sprpriority = -10
[State 3680,1]
type = ParentVarSet
trigger1 = RootDist X > 0 && RootDist X < 52
fvar(36) = 1
[State 3680,1]
type = ParentVarSet
trigger1 = RootDist X < 0
fvar(36) = 0
[State 3680,1]
type = NotHitBy
trigger1 = 1
value = SCA
;--------------------------------------------------------------
;����
;--------------------------------------------------------------
[Statedef 23682]
type = S
movetype= H
physics = N
velset = 0,0
anim = 99999
sprpriority = -10
[State 3680,1]
type = ParentVarSet
trigger1 = RootDist X < 0 && RootDist X > 52
fvar(36) = 1
[State 3680,1]
type = ParentVarSet
trigger1 = RootDist X > 0
fvar(36) = 2
[State 3680,1]
type = NotHitBy
trigger1 = 1
value = SCA
;--------------------------------------------------------------
;���������
;--------------------------------------------------------------