;--------------------------------------------------------------------------- ; States that are executed when in self's state file (use statedef -3) ;--------------------------------------------------------------------------- [Statedef -3] [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 1 Trigger1 = p2name = "Cable Training" value = 3 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 1 Trigger1 = p2name = "Scarlet Witch" value = 4 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 1 Trigger1 = p2name = "Spiderman" value = 5 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 1 Trigger1 = p2name = "Wolverine" value = 6 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 1 Trigger1 = p2name = "Black Widow" value = 7 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 1 Trigger1 = p2name = "Captain America" value = 8 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 1 Trigger1 = p2name = "Ironman" value = 9 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 1 Trigger1 = p2name = "Red Hulk" value = 10 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 1 Trigger1 = p2name = "The Thing" value = 11 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 1 Trigger1 = p2name = "The Mighty Thor" value = 12 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 1 Trigger1 = p2name = "Luke Cage" value = 13 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 1 Trigger1 = p2name = "MissMarvel" value = 14 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 1 Trigger1 = p2name = "Hope" value = 15 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 1 Trigger1 = p2name = "Iceman" value = 16 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 1 Trigger1 = p2name = "Psylocke" value = 17 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 1 Trigger1 = p2name = "Emma Frost" value = 18 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 1 Trigger1 = p2name = "Cyclops" value = 19 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 1 Trigger1 = p2name = "Magneto" value = 20 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 1 Trigger1 = p2name = "Namor" value = 21 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 1 Trigger1 = p2name = "Colossonaught" value = 22 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 1 Trigger1 = p2name = "Storm" value = 23 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 1 Trigger1 = p2name = "The Beast" value = 24 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 1 Trigger1 = p2name = "Rogue" value = 25 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 1 Trigger1 = p2name = "Deadpool" value = 26 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 1 Trigger1 = p2name = "Captain Marvell" value = 27 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 1 Trigger1 = p2name = "Phoenix Force" value = 28 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 1 Trigger1 = p2name = "SentinelStage" value = 29 [State VictoryQuote] Type = null;VictoryQuote trigger1 = p2name != "Cable Training" trigger1 = p2name != "Scarlet Witch" trigger1 = p2name != "Spiderman" trigger1 = p2name != "Wolverine" trigger1 = p2name != "Black Widow" trigger1 = p2name != "Captain America" trigger1 = p2name != "Ironman" trigger1 = p2name != "Red Hulk" trigger1 = p2name != "The Thing" trigger1 = p2name != "The Mighty Thor" trigger1 = p2name != "Luke Cage" trigger1 = p2name != "MissMarvel" trigger1 = p2name != "Hope" trigger1 = p2name != "Iceman" trigger1 = p2name != "Psylocke" trigger1 = p2name != "Emma Frost" trigger1 = p2name != "Cyclops" trigger1 = p2name != "Magneto" trigger1 = p2name != "Namor" trigger1 = p2name != "Colossonaught" trigger1 = p2name != "Storm" trigger1 = p2name != "The Beast" trigger1 = p2name != "Rogue" trigger1 = p2name != "Deadpool" trigger1 = p2name != "Captain Marvell" trigger1 = p2name != "Phoenix Force" value = 1 + random%1 [State -3, Cable Stage] type = Explod triggerall = numexplod(29872)=0 triggerall = p2name = "Cable Training" triggerall = StageVar(info.name) = "B" trigger1 = Teamside = 1 anim = F29872 ID = 29872 pos = 50,200;-40,-22 postype = left ;p1 removetime = -2 scale = 1,1 sprpriority = -10000 ownpal = 1 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 0 Trigger1 = p2name = "Cable Training" value = 43 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 0 Trigger1 = p2name = "Scarlet Witch" value = 44 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 0 Trigger1 = p2name = "Spiderman" value = 45 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 0 Trigger1 = p2name = "Wolverine" value = 46 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 0 Trigger1 = p2name = "Black Widow" value = 47 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 0 Trigger1 = p2name = "Captain America" value = 48 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 0 Trigger1 = p2name = "Ironman" value = 49 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 0 Trigger1 = p2name = "Red Hulk" value = 50 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 0 Trigger1 = p2name = "The Thing" value = 51 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 0 Trigger1 = p2name = "The Mighty Thor" value = 52 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 0 Trigger1 = p2name = "Luke Cage" value = 53 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 0 Trigger1 = p2name = "MissMarvel" value = 54 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 0 Trigger1 = p2name = "Hope" value = 55 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 0 Trigger1 = p2name = "Iceman" value = 56 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 0 Trigger1 = p2name = "Psylocke" value = 57 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 0 Trigger1 = p2name = "Emma Frost" value = 58 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 0 Trigger1 = p2name = "Cyclops" value = 59 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 0 Trigger1 = p2name = "Magneto" value = 60 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 0 Trigger1 = p2name = "Namor" value = 61 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 0 Trigger1 = p2name = "Colossonaught" value = 62 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 0 Trigger1 = p2name = "Storm" value = 63 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 0 Trigger1 = p2name = "The Beast" value = 64 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 0 Trigger1 = p2name = "Rogue" value = 65 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 0 Trigger1 = p2name = "Deadpool" value = 66 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 0 Trigger1 = p2name = "Captain Marvell" value = 67 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 0 Trigger1 = p2name = "Phoenix Force" value = 68 [State VictoryQuote] Type = VictoryQuote triggerall = var(29) = 0 Trigger1 = p2name = "SentinelStage" value = 69 [State -3, hurt Sound 1] type = PlaySnd triggerall = Time = 1 triggerall = random < 200 trigger1 = Stateno = 5000 || stateno = 5010 || Stateno = 5020 trigger1 = movetype = H trigger1 = GetHitVar(animtype) <= 2 value = 5000,GetHitVar(animtype) [State -3] type = null;PalFx trigger1 = Time = 0 trigger1 = MoveType != H time = 0 add = 0,0,0 [State -3] type = AfterImage trigger1 = time = 0 && !var(57) time = 0 length = 7 palbright = 30,30,130 palpostbright = 0,0,50 palcontrast =120,120,220 paladd = 0,0,0 palmul = 1,1,1 palcolor = 0 timegap = 2 framegap = 3 ;----------------------------------------- ;Wall Hit [State -3] type = Helper triggerall = NumEnemy = [1,2] triggerall = NumHelper(7750) = 0 triggerall = enemy(0),stateno != [120,159] trigger1 = enemy(0),movetype = h trigger1 = enemy(0),backedgedist <= 15 trigger1 = enemy(0),statetype = a trigger1 = enemy(0),vel x < 0 stateno = 7750 id = 7750 pos = floor(enemy(0),pos x - pos x), floor(enemy(0),pos y) [State -3] type = Helper triggerall = NumEnemy = 2 triggerall = NumHelper(7751) = 0 triggerall = enemy(1),stateno != [120,159] trigger1 = enemy(1),movetype = h trigger1 = enemy(1),backedgedist <= 15 trigger1 = enemy(1),statetype = a trigger1 = enemy(1),vel x < 0 stateno = 7750 id = 7751 pos = floor(enemy(1),pos x - pos x), floor(enemy(1),pos y) ;----------------------------------------- ;Ground Hit [State -3] type = Helper triggerall = NumEnemy = [1,2] triggerall = NumHelper(7755) = 0 triggerall = enemy(0),stateno != [120,159] trigger1 = enemy(0),movetype = h trigger1 = enemy(0),pos y >= 0 trigger1 = enemy(0),vel y > 5 stateno = 7755 id = 7755 pos = floor(enemy(0),pos x - pos x), floor(enemy(0),pos y) [State -3] type = Helper triggerall = NumEnemy = 2 triggerall = NumHelper(7756) = 0 triggerall = enemy(1),stateno != [120,159] trigger1 = enemy(1),movetype = h trigger1 = enemy(1),pos y >= 0 trigger1 = enemy(1),vel y > 5 stateno = 7755 id = 7756 pos = floor(enemy(1),pos x - pos x), floor(enemy(1),pos y) ;---------------------------------------------- ;---------------------------------------------- ;KO Sound [State -3] type = Helper triggerall = !alive trigger1 = NumHelper(7760) = 0 stateno = 7760 id = 7760 ;---------------------------------------------- ;---------------------------------------------- ;KO Delay [State -3] type = null;helper trigger1 = roundstate = 2 && !numhelper(7600) helpertype = Normal id = 7600 pos = 0,0 postype = p1 name = "Ko Helper" stateno = 7600 supermovetime = 9999999999 pausemovetime = 9999999999 ------------------------ [State -3, hit ground Sound] type = PlaySnd triggerall = Time = 1 trigger1 = stateno = 5100 value = 5100,0 [State 130] type = AssertSpecial trigger1 = 1 trigger1 = Stateno = [120,155] flag = NoWalk [State -3] type = null;AttackMulSet trigger1 = var(56) = 4 trigger1 = roundstate = 2 value = ifelse( var(32) >= 1, var(32), 1) [State -3] type = null;DefenceMulSet trigger1 = var(56) = 4 trigger1 = roundstate = 2 value = ifelse( var(32) >= 1, var(32), 1) [State -3,r] type = SelfState triggerall = stateno != 7777 triggerall = var(56) = 4 trigger1 = gethitvar(damage) >= life trigger2 = Life < 10 value = 7777 [State -3,ai] type = varset trigger1 = !var(58) trigger1 = var(59) var(58) = 1 [State -3, AvX Landing Dust] type = Explod triggerall = NumExplod(60) < 1 trigger1 = StateNo = 52 ;Jump land trigger2 = StateNo = 101 trigger3 = PrevStateNo = 52 && StateNo = 11 ;Jump land/crouch persistent = 0 ID = 60 anim = 8510 postype = p1 pos = 0,0 removetime = -2 sprpriority = -2 ownpal = 1