;---------------------------------------------------------------------------
;Junk Block Form Air
[Statedef 1402]
type = A
movetype= A
physics = N
juggle = 0
velset = 0,0
ctrl = 0
anim = 1401
poweradd = 0
sprpriority = 3
[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 20
value = 0
[State 0, Explod]
type = Explod
trigger1 = time = 10
anim = 1404
ID = 1404
postype = p1
bindtime = -1
removetime = -2
scale = 1.375,1
sprpriority = 2
removeongethit = 1
[State 2051, ]
type = NotHitBy
trigger1 = 1
time = 99
value = SCA, NT, ST, HT
ignorehitpause = 1
[State 2051, ]
type = HitBy
trigger1 = 1
time = 99
value = SCA, NA, SA, HA, NP, SP, HP
ignorehitpause = 1
[State 2051, If Hit by..]
type = HitOverride
trigger1 = var(20) < 5
time = 99
slot = 1
stateno = 1403
attr = SCA, NA, SA, HA, NP, SP, HP
ignorehitpause = 1
[State 21481]
type = ChangeState
trigger1 = movereversed
value = 1406
ignorehitpause = 1
[State 21481]
type = ChangeState
trigger1 = animtime = 0
value = 1403
ignorehitpause = 1
[State 21481]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1401
ignorehitpause = 1
;---------------------------------------------------------------------------
;Junk Block effect
[Statedef 1403]
type = U
movetype= I
physics = N
juggle = 0
velset = 0,0
ctrl = 0
anim = 1402
poweradd = 0
sprpriority = 3
[State 0, PosSet]
type = PosSet
trigger1 = statetype = S
y = 10
[State 0, Helper]
type = Helper
trigger1 = time = 0
name = "Block hitbox"
ID = 1407
stateno = 1407
size.xscale = 1.375
[State 0, VarSet]
type = Varadd
trigger1 = time = 0
v = 20
value = 1
[State 2051, ]
type = NotHitBy
trigger1 = 1
time = 99
value = SCA, NT, ST, HT
ignorehitpause = 1
[State 2051, ]
type = HitBy
trigger1 = 1
time = 99
value = SCA, NA, SA, HA, NP, SP, HP
ignorehitpause = 1
[State 2051, If Hit by..]
type = HitOverride
trigger1 = var(20) < 5
time = 99
slot = 1
stateno = 1403
attr = SCA, NA, SA, HA, NP, SP, HP
ignorehitpause = 1
[State 2051, If Hit by..]
type = HitOverride
trigger1 = var(20) = 5
time = 99
slot = 1
stateno = 1406
attr = SCA, NA, SA, HA, NP, SP, HP
ignorehitpause = 1
[State 21481]
type = ChangeState
trigger1 = movereversed
value = 1406
ignorehitpause = 1
[State 21481]
type = ChangeState
trigger1 = rootdist X= [-15,10]
trigger1 = rootdist Y= [-40,10]
trigger1 = statetype = S
trigger1 = root, Stateno = 450 && root, animelemtime(5) = 0
value = 1404
ignorehitpause = 1
[State 21481]
type = ChangeState
trigger1 = rootdist X= [-15,10]
trigger1 = rootdist Y= [-40,10]
trigger1 = statetype = A
trigger1 = root, Stateno = 650 && root, animelemtime(6) = 0
value = 1405
ignorehitpause = 1
;---------------------------------------------------------------------------
;Junk Block Slide
[Statedef 1404]
type = S
movetype= A
physics = N
juggle = 0
velset = ifelse(root, facing = - 1, 5,-5),0
ctrl = 0
anim = 1402
poweradd = 0
sprpriority = 3
[State 2051, ]
type = NotHitBy
trigger1 = 1
time = 99
value = SCA, NT, ST, HT
ignorehitpause = 1
[State 2051, ]
type = HitBy
trigger1 = 1
time = 99
value = SCA, NA, SA, HA, NP, SP, HP
ignorehitpause = 1
[State 2051, If Hit by..]
type = HitOverride
trigger1 = 1
time = 99
slot = 1
stateno = 1406
attr = SCA, NA, SA, HA, NP, SP, HP
ignorehitpause = 1
[State 21481]
type = ChangeState
trigger1 = movereversed
trigger2 = frontedgedist <= 0
trigger3 = Backedgedist >= 0
value = 1406
ignorehitpause = 1
;---------------------------------------------------------------------------
;Junk Block Fall
[Statedef 1405]
type = S
movetype= A
physics = N
juggle = 0
velset = 0,0
ctrl = 0
anim = 1402
poweradd = 0
sprpriority = 3
[State 0, VelAdd]
type = VelAdd
trigger1 = time > 0
y = 0.5
[State 2051, ]
type = NotHitBy
trigger1 = 1
time = 99
value = SCA, NT, ST, HT
ignorehitpause = 1
[State 2051, ]
type = HitBy
trigger1 = 1
time = 99
value = SCA, NA, SA, HA, NP, SP, HP
ignorehitpause = 1
[State 2051, If Hit by..]
type = HitOverride
trigger1 = 1
time = 99
slot = 1
stateno = 1406
attr = SCA, NA, SA, HA, NP, SP, HP
ignorehitpause = 1
[State 21481]
type = ChangeState
trigger1 = movereversed
trigger2 = Pos Y >= 0 && Vel Y > 0
value = 1406
ignorehitpause = 1
;---------------------------------------------------------------------------
;Junk Block Explode
[Statedef 1406]
type = S
movetype= A
physics = N
juggle = 0
velset = 0,0
ctrl = 0
anim = 1403
poweradd = 0
sprpriority = 3
[State 2051, ]
type = NotHitBy
trigger1 = 1
time = 99
value = SCA
ignorehitpause = 1
[State 0, DestroySelf]
type = DestroySelf
trigger1 = movereversed
trigger2 = animtime = 0
;---------------------------------------------------------------------------
;Junk Block hitbox
[Statedef 1407]
type = U
movetype= A
physics = N
juggle = 0
velset = 0,0
ctrl = 0
anim = 1405
poweradd = 0
sprpriority = 3
[State 0, Width]
type = Width
trigger1 = time >= 0
value = 25,25
[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = -1
[state 163, playerpush]
type = playerpush
trigger1 = time >= 0
value = 1
[State 0, HitDef]
type = HitDef
trigger1 = Root,StateNo != [1408,1409]
trigger1 = root,Vel Y > 0
trigger1 = Root,Pos X = [Pos X-27,Pos X+27]
trigger1 = root,Pos Y = [Pos Y-60,Pos Y]
trigger1 = root, Stateno != 650 && root, animelemtime(6) != 0
trigger1 = root, Stateno != 450 && root, animelemtime(5) != 0
attr = S,NP
hitflag = AF
guardflag =
affectteam = F
animtype = light
air.animtype = light
ground.type = None
air.type = None
priority = 1, Miss
damage = 0,0
sparkno = -1
guard.sparkno = -1
guardsound = -1
hitsound = -1
guardsound = -1
guard.dist = 0
p2stateno = 1408
[State 0, HitDef]
type = HitDef
trigger1 = Enemynear,StateNo != [1408,1409]
trigger1 = Enemynear,Vel Y > 0
trigger1 = Enemynear,Pos X = [Pos X-27,Pos X+27]
trigger1 = Enemynear,Pos Y = [Pos Y-60,Pos Y]
attr = S,NP
hitflag = AF
guardflag =
animtype = light
air.animtype = light
ground.type = None
air.type = None
priority = 1, Miss
damage = 0,0
sparkno = -1
guard.sparkno = -1
guardsound = -1
hitsound = -1
guardsound = -1
guard.dist = 0
p2stateno = 1408
[State 201, FallFromBlock]
type = Hitdef
trigger1 = root,StateNo != [1408,1409]
triggerall = root,StateType != A
triggerall = root,Vel Y = 0
triggerall = root, pos y < 0
trigger1 = Root,Pos X = [Pos X-100,Pos X-30]
trigger2 = Root,Pos X = [Pos X+30,Pos X+100]
attr = S,NP
hitflag = M
guardflag =
affectteam = F
animtype = light
air.animtype = light
ground.type = None
air.type = None
damage = 0,0
sparkno = -1
guard.sparkno = -1
guardsound = -1
hitsound = -1
guardsound = -1
p2stateno = 1409
[State 201, FallFromBlock]
type = Hitdef
trigger1 = enemynear,StateNo != [1408,1409]
triggerall = enemynear,StateType != A
triggerall = enemynear,Vel Y = 0
triggerall = enemynear, pos y < 0
trigger1 = enemynear,Pos X = [Pos X-100,Pos X-30]
trigger2 = enemynear,Pos X = [Pos X+30,Pos X+100]
attr = S,NP
hitflag = M
guardflag =
animtype = light
air.animtype = light
ground.type = None
air.type = None
damage = 0,0
sparkno = -1
guard.sparkno = -1
guardsound = -1
hitsound = -1
guardsound = -1
p2stateno = 1409
[State 2051, ]
type = NotHitBy
trigger1 = 1
time = 99
value = SCA
ignorehitpause = 1
[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent, stateno = 1406
;--------------------------------------------------------------------------
; Player 2 - Land on Block
[Statedef 1408]
type = S
movetype = I
physics = S
;Stop
[State 202, StopVel]
type = VelSet
trigger1 = Time = 0
X = 0
Y = 0
[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = -55
;Land sound
[State 202, LandSound]
type = PlaySnd
trigger1 = Time = 0
value = 8100,0
[State 202, Land]
type = SelfState
trigger1 = Time = 0
value = 0
ctrl = 1
;--------------------------------------------------------------------------
; Player 2 - Fall off of Block
[Statedef 1409]
type = A
movetype = I
physics = A
;Change to jump down state
[State 202, JumpDown]
type = SelfState
trigger1 = Time = 0
value = 50
ctrl = 1