
------------------------------------------------------
; Stun State
------------------------------------------------------
; These Stun System is an edit of the original taken
; from the SVC-Temp made by 187 & his team,
; respecting his words.
; Quote:
;       "Feel free to use for your own purposes"
;
;                       Thanx 187
------------------------------------------------------
----------------------------------
; Falling
----------------------------------

[Statedef 95249]
type    = A
movetype= H
physics = N
anim = 5050+(var(34)*10000)
velset = -3,-7

[State 5100 ,KOFM]
type = null;pause
trigger1 = Timemod = 3,0
time = 3

[State 5250, 1]
type = Explod
trigger1 = time = 0
anim = f6021
id   = 6021
scale = 0.5,0.5
pos = 160,70
postype = left
bindtime = -1
sprpriority = 2
facing = 1
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 5249, 1]
type = VarSet
trigger1 = Time = 1
trigger1 = var(13) > 0
var(13) = 0

[State 5249, 3]
type = HitVelSet
trigger1 = GetHitVar(fall)=  1
trigger1 = Time = 0
value = 1

[State 5249, 4]
type = NotHitBy
trigger1 = 1
value = SCA

[State 5249, 5]
type = veladd
trigger1 = Time >=0
y = .5

[State 5249, 6]
type = ChangeState
trigger1 = time > 1
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 95250

----------------------------------
; Hit Ground
----------------------------------

[Statedef 95250]
type    = L
movetype= H
physics = N

[State a]
type = Explod
trigger1 = time = 0
anim = F68
sprpriority = -1
postype = p1
pos = 0,0
bindtime = 1
[State a]
type = Explod
trigger1 = time = 0
anim = F69
sprpriority = 9
postype = p1
pos = 0,0
bindtime = 1

[State 5250, 3]
type = PlaySnd
trigger1 = time = 0
value = f7,0

[State 5250, 4]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 5250, 5]
type = FallEnvShake
trigger1 = Time = 0

[State 5250, 6]
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 5250, 7]
type = ChangeAnim
trigger1 = time = 0
value = 5100+(var(34)*10000)

[State 5250, 8]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5250, 9]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5250, 10]
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 5250, 11]
type = HitFallDamage
trigger1 = Time = 3

[State 5250, 12]
type = PosFreeze
trigger1 = 1

[State 5250, 13]
type = ChangeState
trigger1 = AnimTime = 0
value = 95251

----------------------------------
; Hit Ground (Bounce)
----------------------------------

[Statedef 95251]
type    = L
movetype= H
physics = N

[State 5251, 1]
type = ChangeAnim
trigger1 = time = 0
value = 5160+(var(34)*10000)

[State 5251, 2]
type = HitFallVel
trigger1 = Time = 0

[State 5251, 3]
type = PosSet
trigger1 = Time = 0
y = 20

[State 5251, 4]
type = VelAdd
trigger1 = 1
y = .44

[State 5251, 5]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = 95252

----------------------------------
; LieDown
----------------------------------

[Statedef 95252]
type    = L
movetype= H
physics = N

[State a]
type = Explod
trigger1 = time = 0
anim = F60
sprpriority = 3
postype = p1
pos = -20,0
bindtime = 1

[State a]
type = Explod
trigger1 = time = 3
anim = F60
sprpriority = -3
postype = p1
pos = 20,0
bindtime = 1
facing = -1

[State a]
type = Explod
trigger1 = time = 0
anim = F67
sprpriority = -4
postype = p1
pos = 0,0
bindtime = 1

[State 5252, 3]
type = PlaySnd
Trigger1 = Time = 0
value = f7,0

[State 5252, 4]
type = FallEnvShake
trigger1 = Time = 0

[State 5252, 5]
type = ChangeAnim
trigger1 = time = 0
value = 5170+(var(34)*10000)

[State 5252, 6]
type = HitFallDamage
trigger1 = Time = 0

[State 5252, 7]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5252, 8]
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 5252, 9]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5252, 10]
type = ChangeAnim
persistent = 0
trigger1 = AnimTime = 0
value = 5110+(var(34)*10000)

[State 5252, 11]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 5252, 12]
type = VelMul
trigger1 = 1
x = 0.85

[State 5252, 13]
type = ChangeState
trigger1 = AnimTime = 0
value = 95253

----------------------------------
; Get Up
----------------------------------

[Statedef 95253]
type    = L
movetype= I
physics = N

[State 5253, 1]
type = ChangeAnim
trigger1 = time = 0
value = 5120+(var(34)*10000)

[State 5253, 2]
type = VelSet
trigger1 = Time = 0
x = 0

[State 5253, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5253, 4]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 5253, 5]
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 5253, 6]
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State 5253, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 95254

----------------------------------
; Now Stun!!!
----------------------------------

[Statedef 95254]
type = S
movetype = I
physics = S
anim = 5300+(var(34)*10000)
ctrl = 0

[State 5254, 1]
type = ctrlset
trigger1 = 1
value = 0

[State 5254, 2]
type = Hitfallset
trigger1 = Time = 0
value = 0

[State 5254, 3]
type = PlaySnd
trigger1 = Time = 0
value = f12,2

[State 5254, 4]
type = VarSet
trigger1 = StateNo = 5000
ignorehitpause = 1
var(14) = 1

[State 5254, 5]
type = VarSet
trigger1 = time = 0
V = 15
value = 1200

[State 5254, 6]
type = Varadd
trigger1 = command = "x" ||command = "y" ||command = "a" || command = "b"
trigger1 = time >= 0
trigger1 = var(15) > 0
var(15) = -100

[State a]
type           = null;Explod
trigger1       = Time = 0
anim           = F7730
postype = P1
pos            = 0,-100
bindtime = -1
removetime = -1
sprpriority = 5
ownpal = 1
supermove = 1
removeongethit = 1
ID = 7730

[State 5254, 7]
type = selfState;ChangeState
trigger1 = Time = 300
trigger2 = var(15) <= 0
value = 0
ctrl = 1

----------------------------------
; Get Up
----------------------------------

[Statedef 95255]
type    = S
movetype= I
physics = S

[State 0, EnvColor]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time = 1
;under = 0
;ignorehitpause =
;persistent =


[State 5253, 1]
type = ChangeAnim
trigger1 = time = [0,40]
value = 5002+(var(34)*10000)

[State 5253, 2]
type = posSet
trigger1 = time = 0
y = 0
[State 5253, 2]
type = posadd
trigger1 = time = 0
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 5253, 7]
type = ChangeState
trigger1 = animTime = 0
value = 95256
----------------------------------

[Statedef 95256]
type = S
movetype = I
physics = S
anim = 5300+(var(34)*10000)
ctrl = 0

[State a]
type = SelfState
trigger1 = Time = 50
value = 0
ctrl = 1

----------------------------------

[Statedef 95257]
type    = S
physics = S
;anim = 5557+ifelse(var(34)<1,0,10000*var(34))
ctrl = 0

[State a]
type = Changeanim
trigger1 = Time = [0,10]
value = 5557+ifelse(var(34)<1,0,10000*var(34))

[State 9000, 1]
type = PlaySnd
trigger1 = time = 0
value = f6,2

[State a]
type = Explod
trigger1 = time = 0
anim = f43
pos = 0,-70
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 9000, 1]
type = null;PlaySnd
trigger1 = time = 0
value = s5000,1

[State 9000, 2]
type = Pause
trigger1 = Time = 0
time = 23
;movetime = 23
ignorehitpause = 1

[State 9000, 3]
type = Envcolor
trigger1 = Time = 0
value = 248,248,248
time = 4
under = 1
ignorehitpause = 1

[State 9000, 4]
type = EnvShake
trigger1 = Time = 0
time = 3
amp = -1

[State 9000, 5]
type = Explod
trigger1 = time = 0
anim = f6020
id   = 6020
scale = 0.5,0.5
pos = 160,70
postype = left
bindtime = -1
sprpriority = 2
facing = 1
ontop = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
pausemovetime = 99999
supermovetime = 99999

[State 9000, 6]
type = VarSet
trigger1 = time = 0
fvar(11) = 0
ignorehitpause = 1

[State 9000, 7]
type = Velset
trigger1 = time = [3,10]
x = -2
ignorehitpause = 1

[State 9000, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
ignorehitpause = 1

