;---------------------------------------------------------------------------- ; I HAVE FURY! [State -2, VarSet] type = VarSet trigger1 = Enemy, Name = "Jon Talbain" trigger2 = Enemy, Name = "Talbain" trigger3 = Enemy, Name = "John Talbain" trigger4 = Enemy, Name = "Gallon" trigger5 = Enemy, Name = "Zabel" trigger6 = Enemy, Name = "L. Raptor" trigger7 = Enemy, Name = "L. Rapter" trigger8 = Enemy, Name = "Rapter" trigger9 = Enemy, Name = "Lord Raptor" trigger10 = Enemy, Name = "Lord Rapter" v = 3 value = 1 ;[State -2, VarSet] ;type = VarSet ;trigger1 = Partner, Name = "Jon Talbain" ;trigger2 = Partner, Name = "Talbain" ;trigger3 = Partner, Name = "John Talbain" ;trigger4 = Partner, Name = "Gallon" ;v = 3 ;value = 3 [State -2, NoAutoTurn] type = AssertSpecial trigger1 = Var(3) = 1 trigger1 = 1 trigger2 = Var(3) = 3 trigger2 = 1 flag = NoAutoTurn [State -2, If Intro is skipped, kill the muhfugga] type = ChangeState trigger1 = PrevStateNo = 198 value = 199 [State 190, 1] type = ChangeState trigger1 = RoundState = 0 trigger1 = Var(3) = 1 value = 198 ;--------------------------------------------------------------------------- ; Oh, you dat weak fuck from da club [Statedef 198] type = S ctrl = 0 anim = 1 velset = 0,0 [State 198, CtrlSet] type = CtrlSet trigger1 = 1 value = 0 [State 198, Musicless] type = AssertSpecial trigger1 = IfElse((RoundNo !=2),(Time = [0,180]),(Time = [0,310])) flag = Intro flag2 = NoMusic [State 198, PlaySnd] type = PlaySnd triggerall = RoundNo = 1 trigger1 = Time = 0 value = S666,0 [State 198, PlaySnd2] type = PlaySnd triggerall = RoundNo = 2 trigger1 = Time = 0 value = S666,1 [State 198, PlaySnd3] type = PlaySnd triggerall = RoundNo >= 3 trigger1 = Time = 0 value = S666,IfElse(Random < 500,3,4) [State 198, ChangeState] type = ChangeState trigger1 = IfElse((RoundNo !=2),(Time >= 345),(Time >= 475)) value = 199 ;--------------------------------------------------------------------------- ; You gon' die [Statedef 199] type = S ctrl = 0 ;anim = 1 ;velset = 0,0 [State 198, CtrlSet] type = CtrlSet trigger1 = 1 value = 0 [State 199, Helper] type = Helper triggerall = NumHelper(666) = 0 trigger1 = !Time helpertype = Normal name = "PEPSI OF DOOM" ID = 666 pos = 0,-250 postype = p2 facing = 1 stateno = 666 ownpal = 1 size.xscale = .5 size.yscale = .5 ;--------------------------------------------------------------------------- ; PEPSI OF DOOM [Statedef 666] type = S ctrl = 0 anim = IfElse(Facing = 1,666,6660) movetype = A velset = 0,17 sprpriority = 10 [State 666, 1] type = HitDef trigger1 = 1 attr = S, HA ;Attribute: Standing, Hyper Attack damage = 9999,9999 ;Damage that move inflicts, guard damage animtype = Hard ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 7, Hit ;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit) pausetime = 12, 13 ;Time attacker pauses, time opponent shakes sparkno = 0 ;Spark anim no (Def: set above) sparkxy = -10, -76 ;X-offset for the "hit spark" rel. to p2, ;Y-offset for the spark rel. to p1 hitsound = S666,666 ;Sound to play on hit ;guardsound = 6, 0 ;Sound to play on guard ground.type = Low ;Type: High, Low, Trip (def: Normal) ground.slidetime = 20 ;Time that the opponent slides back ground.hittime = 20 ;Time opponent is in hit state ground.velocity = 0 ;Velocity at which opponent is pushed airguard.velocity = 0 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = Low ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -4 ;X-velocity at which opponent is pushed, ;Y-velocity at which opponent is pushed air.hittime = 1 ;Time before opponent regains control in air p2stateno = 5050 kill = 1 guard.kill = 1 persistent = 0 [State 666, VelSet] type = VelSet trigger1 = AnimTime = 16 x = 0 y = 0 [State 666, 666] type = AssertSpecial trigger1 = 1 flag = unguardable ;--------------------------------------------------------------------------- [State 180, VarRandom1] type = VarRandom trigger1 = Time = 0 v = 0 range = 666,667 [State 180, 3] type = ChangeState trigger1 = Var(3) = 1 trigger1 = Time = 0 trigger1 = Var(0) = 666 value = 182 [State 180, 3] type = ChangeState trigger1 = Var(3) = 1 trigger1 = Time = 0 trigger1 = Var(0) = 667 value = 183 ;--------------------------------------------------------------------------- ; Yes he deserved to die and I HOPE HE BURNS IN HELL!!! [Statedef 182] type = S ctrl = 0 anim = 1 velset = 0,0 [State 182, PlaySnd];SAMUEL L. MUTHAFUCKIN' JACKSON type = PlaySnd trigger1 = Time = 0 value = S666,667 [State 182, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 182, RoundNotOver] type = AssertSpecial trigger1 = Time = [0,240] flag = RoundNotOver ;--------------------------------------------------------------------------- ; omg, internet [Statedef 183] type = S ctrl = 0 anim = 1 velset = 0,0 [State 183, PlaySnd];Music type = PlaySnd trigger1 = Time = 0 value = S666,2 loop = 1 [State 183, Colonel Sanders] type = Explod trigger1 = 1 anim = 667 postype = left facing = 1 scale = .933,.94 bindtime = -1 ontop = 1 ownpal = 1 [State 183, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 183, RoundNotOver] type = AssertSpecial trigger1 = Time = [0,1445] flag = RoundNotOver [State 183, NoMusic] type = AssertSpecial trigger1 = 1 flag = NoMusic