Oh sorry. xD
[Statedef 800]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 800
; Notes: The '-' symbol in the hitflag field means that it only affects
; players who are not in a hit state. This prevents the player from combo-ing
; into the throw. The priority should be set to a low number, such as
; 1 or 2, so that the throw does not take precedence over normal attacks.
; The type of priority must always be set to "Miss" or "Dodge" for throws,
; otherwise strange behavior can result.
[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT ;Attributes: Standing, Normal Throw
hitflag = M- ;Affect only ground people who are not being hit
priority = 1, Miss ;Throw has low priority, must be miss or dodge type.
sparkno = -1 ;No spark
sprpriority = 1 ;Draw in front of p2
p1facing = ifelse (command = "holdfwd", -1, 1) ;Turn if holding forwards
p2facing = 1 ;Force p2 to face player
p1stateno = 810 ;On success, player changes to state 810
p2stateno = 820 ;If hit, p2 changes to state 820 in player's cns
fall = 1 ;Force p2 into falling down
[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Throwing the opponent
; Description: In this state, the player throws the opponent by binding him to
; various offsets based on his current frame of animation. For
; example, [State 810, Bind 1] binds the opponent to an offset of
; 28 pixels in front of the player. That puts him around where the hand
; is at. Is is important to keep the opponent bound using a
; TargetBind controller at all times, until you let him go. This
; is especially important if your player has a Clsn2 box that
; allows him to get hit while throwing someone. Each time a player
; gets hit, all his bound targets will be set to a fall state. If
; the opponent is not bound, then he might get stuck in his thrown
; state when his attacker is knocked out of the throw halfway.
; Notes: There is a TargetLifeAdd controller to decrease the opponent's
; life, and a TargetState controller to change his state to a
; falling state when KFM lets go of him.
[Statedef 810]
type = S
movetype= A
physics = N
anim = 810
poweradd = 60
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemTime(2) < 0
pos = 28, 0
[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(12) < 0
edge = 60,0
[State 810, Bind 2-4]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(5) < 0
pos = 58, 0
[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
pos = 47, 0
[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) < 0
pos = 41, -60
[State 810, Bind 7]
type = TargetBind
trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(
< 0
pos = 25, -75
[State 810, Bind 8]
type = TargetBind
trigger1 = AnimElemTime(
>= 0 && AnimElemTime(9) < 0
pos = 15, -90
[State 810, Bind 9]
type = TargetBind
trigger1 = AnimElemTime(9) >= 0 && AnimElemTime(10) < 0
pos = -5, -96
[State 810, Bind 10]
type = TargetBind
trigger1 = AnimElemTime(10) >= 0 && AnimElemTime(11) < 0
pos = -14, -90
[State 810, Bind 11]
type = TargetBind
trigger1 = AnimElem = 11
pos = -50, -50
[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 11
value = -78
[State 810, Throw 11]
type = TargetState
trigger1 = AnimElem = 11
value = 821
[State 810, Turn 12]
type = Turn
trigger1 = AnimElem = 12
[State 810, Pos 15]
type = PosAdd
trigger1 = AnimElem = 15
x = -10
[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Opponent Thrown
; (a custom gethit state)
; Description: This is the state that the opponent changes to after being
; hit by the throw HitDef. The important thing here is to use a
; ChangeAnim2 controller. The difference between ChangeAnim2 and
; ChangeAnim is that ChangeAnim2 changes the player's animation to
; an action in the AIR file of the attacker (in this case, kfm.air),
; whereas ChangeAnim always changes the player to an action in his
; own AIR file. Look at Action 820 in kfm.air for some extra
; comments.
[Statedef 820]
type = A
movetype= H
physics = N
velset = 0,0
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820
;In case attacker loses binding on player for any reason, this controller
;guarantees that the player will never get stuck in this thrown state.
[State 820, 2]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050
;---------------------------------------------------------------------------
; Opponent thrown into the air
; (a custom gethit state)
; Description: This state has the opponent flying through the air and
; falling down onto the ground. The SelfState controller sets the
; opponent back using to his own state file when he his the ground.
; Controllers 821,2 and 821,3 allow the opponent to recover by
; hitting his recovery command when he is falling.
[Statedef 821]
type = A
movetype= H
physics = N
velset = 2.8,-7
poweradd = 40
[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4
[State 821, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER
[State 821, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER
[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground